Job flow and scenario configuration
Current shipped flow
Request -> Queue -> Assignment -> Steal/Find Vehicle (optional) -> Pickup -> Delivery -> Destroy Vehicle (optional) -> Completion
Tier model
The current documentation describes Tier 1 Goods Running as the included implementation. Additional tiers can be added by creating new job files and registering them in the shared tier config.
Example Tier 1 defaults:
GoodsRunning.RequiredLevel = 1
GoodsRunning.JobTime = 5
GoodsRunning.QueueTime = { 0, 0 }
GoodsRunning.BaseRepReward = { 800, 1200 }
GoodsRunning.BaseCashReward = { 400, 800 }
GoodsRunning.JobCooldownSeconds = 300
GoodsRunning.JobCooldownThreshold = 3
GoodsRunning.DefaultDropCount = { 1, 1 }
Pickup scenarios
meetPed
Player meets an NPC contact to collect goods.
Important options:
requirePaymentpaymentAmountpickupItemsstealVehicleprovideVehiclevehicleModelmultiplePedPickupsinteractDistancelabelicon
Delivery scenarios
meetPed
Simple hand-off to a stationary contact.
Main controls:
requireVehicledurationbusy
meetVehicle
Buyer vehicle arrives and the player loads packages into the trunk.
Main controls:
vehicleModelvehicleSpawnDistancewaitTimeapproachSpeedboneinteractDistance
Core job settings
Frequently adjusted global settings:
Config.MinPoliceConfig.UseTargetConfig.PlayerArrivalRadiusConfig.DisposeVehicleToCompleteConfig.DeleteVehicleOnCancelConfig.UseMailConfig.CostToStartConfig.StartCostConfig.AlwaysCarryConfig.DisableCarry