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:

  • requirePayment
  • paymentAmount
  • pickupItems
  • stealVehicle
  • provideVehicle
  • vehicleModel
  • multiplePedPickups
  • interactDistance
  • label
  • icon

Delivery scenarios

meetPed

Simple hand-off to a stationary contact.

Main controls:

  • requireVehicle
  • duration
  • busy

meetVehicle

Buyer vehicle arrives and the player loads packages into the trunk.

Main controls:

  • vehicleModel
  • vehicleSpawnDistance
  • waitTime
  • approachSpeed
  • bone
  • interactDistance

Core job settings

Frequently adjusted global settings:

  • Config.MinPolice
  • Config.UseTarget
  • Config.PlayerArrivalRadius
  • Config.DisposeVehicleToComplete
  • Config.DeleteVehicleOnCancel
  • Config.UseMail
  • Config.CostToStart
  • Config.StartCost
  • Config.AlwaysCarry
  • Config.DisableCarry

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