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Copy pathConfig.lua
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3658 lines (3574 loc) · 141 KB
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Config = {}
-- ============================================================================
-- 1. CONFIGURACION BASE, PERMISOS Y DISTANCIAS
-- ============================================================================
-- No modificar
Config.CurrentV = "1.0 HD" -- No modificar
Config.DebugJail = true -- Temporal: muestra el flujo de fugas en consola/F8.
-- Configuraciones Importantes
Config.UsingHDBlips = true -- Esto es si estás usando mi script de manejo gratuito de indicadores (blips). Si es así, solo funcionará para el indicador de prisión.
Config.SyncInterval = 2 -- Con qué frecuencia el servidor actualiza la base de datos para los tiempos restantes de los jugadores
Config.MaxPerCell = 2 -- Cuántos están permitidos por celda. Se recomienda dejarlo alto.
Config.MaxJail = 600 -- La cantidad máxima por la que alguien puede ser inicialmente encarcelado.
Config.ServerName = 'Fixlife RP' -- Nombre del servidor que se mostrará en el texto 2D. Si quieres que esté en blanco, déjalo en blanco.
Config.PoliceNotifyTime = 5 -- Cuánto tiempo tarda la policía en enterarse de que alguien escapó (en minutos).
Config.PoliceRoles =
{ -- Todos los roles de la policía para que tengan acceso a buscar y usar el menú.
'police'
}
Config.PoliceRanks =
{ -- Todos los rangos que pueden usar ciertas cosas en el menú.
Jailing = { -- mandar a prision
{Job = 'police', Grade = 1}
},
UnJail = { -- sacar de prision
{Job = 'police', Grade = 1}
},
AddTime = { -- añadir tiempo
{Job = 'police', Grade = 1}
},
RemoveTime = { -- remover tiempos
{Job = 'police', Grade = 5}
},
Send2Solitary = { -- mandar a solitario
{Job = 'police', Grade = 2}
},
RemoveFromSolitary = { ---quitar de solitario
{Job = 'police', Grade = 2}
},
Lockdown = { -- bloquear celdas
{Job = 'police', Grade = 2}
},
Message = { -- mensaje a la prision
{Job = 'police', Grade = 4}
}
}
Config.DefaultSetJob = {Name = 'unemployed', Grade = 0} -- Este es el trabajo predeterminado que se establecerá si no está guardado de alguna manera en la base de datos
Config.SimpleTime = false -- Esto es si deseas que el tiempo sea en segundos solamente, se recomienda dejarlo en false
-- Configuraciones Generales
Config.SeeDist = 5 -- Qué tan cerca debes estar para ver los marcadores 3D
Config.JailBlip = {Spawn = false, Sprite = 238, Color = 1, Size = 0.7} -- Todas las configuraciones relacionadas con el indicador (blip) de la prisión
Config.JailLoc = vector3(3908.3909, 25.6009, 48.8995) -- Ubicación de la prisión (generalmente el centro para que no dé lugar a errores al verificar la ubicación)
Config.TpBack = true -- Si los jugadores son teleportados de regreso cuando salen de la prisión sin usar el script de escape (se recomienda mantenerlo en true)
Config.MaxTpDist = 250 -- A qué distancia se te teleportará de regreso
Config.MaxSolTpDist = 5 -- A qué distancia te teleportará de regreso desde la celda de castigo
Config.MaxMenuDist = 2 -- Distancia máxima antes de cerrar el menú
Config.RanMessage = true -- Si da notificaciones aleatorias para los prisioneros
Config.RanMessageTime = 5 -- Cada cuánto tiempo envía un mensaje (en minutos)
-- Configuraciones de Bloqueo
Config.StartLockCount = 60 -- Tiempo inicial para el bloqueo (en segundos)
Config.WarnLockNums = {45, 30, 15, 10, 5, 4, 3, 2, 1} -- Todas las notificaciones de advertencia para el tiempo de bloqueo, asegúrate de que estén dentro del número anterior
Config.LockDownDist = 4 -- Cuánto puedes alejarte de la celda antes de ser teleportado de regreso o enviado a la celda de castigo
-- Configuraciones de Búsqueda Policial
Config.PoliceCanSearchInv = true -- Si la policía puede registrar los inventarios
Config.SeePoliceDist = 5 -- Qué tan cerca debes estar para ver los marcadores 3D
-- Configuraciones de Objetos Utilizables
Config.ShankWeapon = 'weapon_knife' -- Nombre del arma para el shank (no cambiar)
Config.ShankItem = true -- Si el shank/arma se usa en el inventario de la barra de acceso rápido
Config.ShankAllowed = true -- Si se puede usar el shank
Config.BoozeAllowed = true -- Si se puede usar el objeto booze
Config.BoozeEffect = true -- Si el consumo de booze tiene un efecto
Config.BoozeGive = 80000 -- Cuánta sed se sacia al beber booze (de 1,000,000)
Config.BoozeEffectTime = 30 -- Cuánto tiempo dura el efecto
Config.PunchAllowed = true -- Si se puede usar el objeto punch
Config.PunchGive = 100000 -- Cuánta sed se sacia al beber punch (de 1,000,000)
-- Guía de Entrada
Config.HaveGuide = true -- Si hay una guía de la prisión cuando son enviados por primera vez
Config.TimePer = 5 -- Cuánto tiempo por cámara para la guía (en segundos)
-- ============================================================================
-- 2. ENTRADA A PRISION Y CAMARAS DE INTRODUCCION
-- ============================================================================
Config.PrisonIntroDuration = 20
Config.PrisonIntroBlend = 1200
Config.PrisonIntroBank = 6.0
Config.PrisonIntroBob = 0.12
Config.PrisonIntroPath = {
{
Mode = 'Orbit',
From = vector3(4162.24072, 28.1750088, 53.0),
To = vector3(4065.01123, -72.59, 53.0),
Center = vector3(4065.01123, 28.1750088, 17.7991829),
Direction = -1
}, {
Mode = 'Linear',
From = vector3(4065.01123, -72.59, 53.0),
To = vector3(3810.63916, -72.59, 53.0),
FixedRotation = {x = -18.0, y = 0.0, z = 0.0}
}, {
Mode = 'Orbit',
From = vector3(3810.63916, -72.59, 53.0),
To = vector3(3720.70044, 32.40902, 53.0),
Center = vector3(3810.63916, 32.40902, 14.8724775),
Direction = -1
}
}
Config.JobCam = vector3(3915.46, 24.37, 23.89) -- Posición de la vista de la cámara
Config.SolCam = vector3(3889.2332, 26.5927, 27.4285) -- Posición de la vista de la cámara (Solo se muestra si el aislamiento está activado)
Config.ShowerCam = vector3(3910.1936, 39.0764, 24.9793) -- Posición de la vista de la cámara (Solo se muestra si las duchas están activadas)
Config.FoodCam = vector3(3929.5596, 29.0406, 24.9793) -- Posición de la vista de la cámara
Config.HospitalCam = vector3(4032.4121, 0.2040, 20.0884) -- Posición de la vista de la cámara (Solo se muestra si el hospital está activado)
Config.HospitalCamRot = {x = -25.0, y = 0.0, z = 180.0} -- Rotación de la vista de la cámara (Solo se muestra si el hospital está activado)
Config.ItemCam = vector3(3865.8289, -23.6205, 7.8507) -- Posición de la vista de la cámara (Solo se muestra si hay objetos para guardar)
-- Configuraciones de la escena de entrada a prisión (No modificar si no sabes lo que haces)
Config.GuardPed = 'csb_cop' -- Personaje que te lleva al interior
Config.GuardSpawn = {
Loc = vector3(465.0160, -998.6136, 22.8469),
Heading = 300.0
} -- Ubicación donde aparece el guardia check
Config.HandCuffLoc = {
Loc = vector3(465.2975, -999.2302, 22.8469),
Heading = 300.0
}
Config.ClothesLoc = {
Loc = vector3(467.8503, -1001.4005, 22.8469),
Heading = 90.0
} -- Ubicación a la que te lleva el guardia
Config.ClothesProp = 'prop_cs_t_shirt_pile' -- Objeto que aparece en las manos y sobre la mesa
Config.ClothPropLoc = {
Loc = vector3(466.706726, -1000.86926, 23.75275),
Heading = 180.0
} -- Ubicación donde aparece el objeto
Config.PreComputerLoc = {
Loc = vector3(468.1209, -999.9722, 22.8469),
Heading = 90.0
}
Config.ComputerLoc = {
Loc = vector3(465.9052, -1002.4626, 22.8469),
Heading = 270.0
} -- Ubicación donde el guardia mira su computadora
Config.PointLoc = {
Loc = vector3(465.9089, -1001.2302, 22.8418),
Heading = 270.0
} -- Ubicación donde llega y señala el guardia
Config.GrabLoc = {Loc = vector3(469.1391, -1000.9457, 22.8469), Heading = 270.0} -- Ubicación a la que va el guardia para recoger al jugador
Config.GrabTurnHead = 45.0 -- Dirección hacia la salida
Config.PedGrabHeading = 270.0 -- Dirección hacia la que miras al ser sujetado
Config.StopnLook = {
Loc = vector3(465.6371, -999.6112, 22.8469),
Heading = 270.0
} -- Punto de parada y avance del guardia para evitar problemas
Config.StopnLook2 = 85.28 -- Dirección del segundo punto de parada
Config.StopnTurn = {Loc = vector3(464.8575, -998.8878, 22.8469), Heading = 90.0} -- Otro punto de parada y avance
Config.Undressed = { -- Ropa del jugador sin prendas
male = {
['tshirt_1'] = 15,
['tshirt_2'] = 0,
['torso_1'] = 346,
['torso_2'] = 0,
['decals_1'] = 0,
['decals_2'] = 0,
['arms'] = 5,
['pants_1'] = 346,
['pants_2'] = 6,
['shoes_1'] = 8,
['shoes_2'] = 0,
['mask_1'] = 0,
['mask_2'] = 0,
['bproof_1'] = 0,
['bproof_2'] = 0,
['chain_1'] = 0,
['chain_2'] = 0,
['helmet_1'] = -1,
['helmet_2'] = 0,
['glasses_1'] = 0,
['glasses_2'] = 0
},
female = {
['tshirt_1'] = 14,
['tshirt_2'] = 0,
['torso_1'] = 358,
['torso_2'] = 0,
['decals_1'] = 0,
['decals_2'] = 0,
['arms'] = 4,
['pants_1'] = 179,
['pants_2'] = 6,
['shoes_1'] = 181,
['shoes_2'] = 0,
['mask_1'] = 0,
['mask_2'] = 0,
['bproof_1'] = 0,
['bproof_2'] = 0,
['chain_1'] = 0,
['chain_2'] = 0,
['helmet_1'] = -1,
['helmet_2'] = 0,
['glasses_1'] = 0,
['glasses_2'] = 0
}
}
Config.EnterLoc = vector3(470.2050, -1000.9194, 22.8469) -- Ubicación del letrero
Config.EnterHeadings = {Front = 90.0, Side = 0.0} -- Encabezados del letrero, ambos
Config.WalkLoc = vector3(465.0607, -998.9862, 22.8469) -- Caminata final hacia el destino en el pasillo
Config.Cam = vector3(464.937317, -998.060303, 25.576260)
Config.CamRot = {x = -27.302866, y = 0.061999, z = -141.093887}
Config.TestSceneOnly = false
Config.DontTakeGunUponEntry =
{ -- Todas las armas que no se quitan al entrar en la cárcel
}
Config.DontTakeItemsUponEntry =
{ -- Estos son todos los objetos que no se quitan al entrar en la cárcel (objetos en lista blanca)
-- 'manzana'
''
}
Config.DontGiveBackItems =
{ -- Estos son todos los objetos que no se devolverán al agarrar objetos al salir (objetos en lista negra)
'meth_glass'
}
-- Configuraciones de Salida
-- ============================================================================
-- 3. SALIDA Y RECUPERACION DE OBJETOS
-- ============================================================================
Config.LeaveLoc = {
Loc = vector3(1829.1700, 2599.7073, 45.5638),
Heading = 4.0136
} -- Ubicación de salida con orientación
Config.ItemLoc = {
Loc = vector3(1829.0867, 2602.6274, 45.8891),
Heading = 359.1612
} -- Ubicación de dónde recoger objetos
Config.ItemBlip = {Spawn = true, Sprite = 475, Color = 1, Size = 0.7} -- Indicador (blip) para recoger objetos
Config.ShowItemDist = 7 -- Distancia para mostrar el marcador 3D
Config.RetreiveTime = 5 -- Cuánto tiempo se necesita para recoger los objetos de nuevo (en segundos)
-- Configuraciones de Comida
-- ============================================================================
-- 4. COMIDA, INVENTARIO Y ACTIVIDADES DIARIAS
-- ============================================================================
Config.GetFoodLoc = {Loc = vector3(3922.36, 32.64, 23.89), Heading = 87.82} -- Dónde agarrar comida en la prisión
Config.FoodBlip = {Spawn = true, Sprite = 269, Color = 0, Size = 0.9} -- Indicador (blip) en el mapa para agarrar comida en la prisión
Config.GrabFoodTime = 5 -- Cuánto tiempo se necesita para agarrar la comida (en segundos)
Config.EatTime = 7 -- Cuánto tiempo se necesita para comer la comida (en segundos)
Config.FoodAmt = 100000 -- Hambre añadida mediante metadata de Qbox
Config.DrinkAmt = 100000 -- Sed añadida mediante metadata de Qbox
Config.FoMarkNum = 29 -- Número del marcador para la comida
Config.FoMarkColor = {r = 46, g = 166, b = 25} -- Color del marcador para la comida
Config.FoMarkSize = {x = 0.5, y = 0.5, z = 0.5} -- Tamaño del marcador para la comida
-- Configuraciones de Escape
Config.BrMarkNum = 32 -- Número del marcador para escapar en la ubicación de la celda
Config.BrMarkColor = {r = 227, g = 122, b = 16} -- Color del marcador para escapar en la ubicación de la celda
Config.BrMarkSize = {x = 0.5, y = 0.5, z = 0.5} -- Tamaño del marcador para escapar en la ubicación de la celda
-- Configuraciones de Inventario
Config.InvBlip = {Spawn = true, Sprite = 273, Color = 0, Size = 0.9} -- Indicador (blip) para el inventario debajo de la cama
Config.OpenCloseTime = 5 -- Cuánto tiempo se necesita para abrir o cerrar el inventario (en segundos)
Config.ChMarkNum = 21 -- Número del marcador para el inventario de la cama
Config.ChMarkColor = {r = 16, g = 83, b = 227} -- Color del marcador para el inventario de la cama
Config.ChMarkSize = {x = 0.5, y = 0.5, z = 0.3} -- Tamaño del marcador para el inventario de la cama
-- Configuración de Creación
-- ============================================================================
-- 5. CREACION, INFORMACION Y ADMINISTRACION DE TRABAJOS
-- ============================================================================
Config.Crafts = { -- Todas las cosas que se pueden crear con el Viejo
[1] = {
Name = "Cuchillo improvisado",
Time = 20,
MakeItem = 'cuchillo_improvisado',
Descripe = "¡Puedes usar esto para defensa personal!",
Needed = {
[1] = {Name = "Metal", Amount = 1, Item = 'metal'},
[2] = {Name = "Trapo", Amount = 1, Item = 'trapo'}
}
},
[2] = {
Name = "Destornillador",
Time = 20,
MakeItem = 'destornillador',
Descripe = "Herramienta necesaria para quitar los tornillos del inodoro.",
Needed = {
[1] = {Name = "Metal", Amount = 1, Item = 'metal'},
[2] = {Name = "Trapo", Amount = 1, Item = 'trapo'}
}
},
[3] = {
Name = "Cizalla",
Time = 30,
MakeItem = 'cizalla',
Descripe = "Herramienta necesaria para cortar las rejas de escape.",
Needed = {
[1] = {Name = "Metal", Amount = 2, Item = 'metal'},
[2] = {Name = "Tornillo", Amount = 1, Item = 'tornillo'},
[3] = {Name = "Trapo", Amount = 1, Item = 'trapo'}
}
}
}
-- Configuraciones de Información (Configuraciones del Anciano)
-- ============================================================================
-- 5A. NPCS, BLIPS Y UBICACIONES DE TRABAJO
-- ============================================================================
Config.InfoPed = 'csb_rashcosvki' -- Modelo del peatón del Anciano
Config.InfoPedChangeTime = 3 -- Cuánto tiempo hasta que el anciano cambie de ubicación (en minutos)
Config.InfoPedLoc =
{ -- Todas las ubicaciones en las que podría estar el peatón
[1] = {Loc = vector3(3942.23, 58.69, 22.63), Heading = 218.67},
[2] = {Loc = vector3(3888.42, 17.82, 23.89), Heading = 35.25},
[3] = {Loc = vector3(4092.96, 31.81, 18.76), Heading = 73.08},
[4] = {Loc = vector3(4092.96, 31.81, 18.76), Heading = 73.08}
}
Config.InfoPedBlip = {Spawn = true, Sprite = 66, Color = 5, Size = 0.7} -- Configuraciones de todos los blips para el Anciano
Config.IMarkNum = 27 -- Número del marcador 3D del Anciano
Config.IMarkColor = {r = 227, g = 223, b = 16} -- Color del marcador 3D del Anciano
Config.IMarkSize = {x = 1.0, y = 1.0, z = 0.5} -- Tamaño del marcador 3D del Anciano
-- Configuraciones del Administrador de Trabajo
Config.JobManLoc = {Loc = vector3(3915.36, 20.52, 23.85), Heading = 357.52} -- Ubicación del peatón del administrador de trabajo
Config.JobManLoc2 = {
Loc = vector3(4082.6423, 42.1875, 18.7893),
Heading = 15.4042
}
Config.JobManBlip = {Spawn = true, Sprite = 267, Color = 0, Size = 0.9} -- Blip del administrador de trabajo
Config.JobManPed = 's_m_m_prisguard_01' -- Peatón del administrador de trabajo
-- ---------------------------------------------------------------------------
-- Lavanderia: vehiculo y puntos de trabajo
-- ---------------------------------------------------------------------------
Config.LaundryVehicleNpcLoc = {
Loc = vector3(4075.7576, 41.4845, 18.7589),
Heading = 109.3173
}
Config.LaundryVehicleNpc = 's_m_m_prisguard_01'
Config.LaundryVehicleBlip = {Spawn = true, Sprite = 225, Color = 0, Size = 0.8}
Config.LaundryVehicleModel = 'keitora'
Config.LaundryVehicleSpawns = {
{Loc = vector3(4072.3806, 46.9707, 18.1827), Heading = 195.6083},
{Loc = vector3(4070.1611, 46.2174, 18.1829), Heading = 196.8776},
{Loc = vector3(4068.0347, 45.4887, 18.1828), Heading = 197.1007},
{Loc = vector3(4065.8792, 44.6971, 18.1822), Heading = 198.6931}
}
Config.LaundryDropLocs = {
{Loc = vector3(4071.87036, 54.51883, 18.784965), Heading = 12.0},
{Loc = vector3(4073.456, 54.827877, 18.7849655), Heading = 12.0},
{Loc = vector3(4075.02368, 55.1541328, 18.7849655), Heading = 12.0},
{Loc = vector3(4076.43115, 52.6909447, 18.7849655), Heading = 102.0}
}
Config.LaundryDirtyLocs = {
{Loc = vector3(4071.87036, 54.51883, 18.784965), Heading = 192.0},
{Loc = vector3(4073.456, 54.827877, 18.7849655), Heading = 192.0},
{Loc = vector3(4075.02368, 55.1541328, 18.7849655), Heading = 192.0},
{Loc = vector3(4076.43115, 52.6909447, 18.7849655), Heading = 102.0}
}
Config.LaundryWasherLocs = {
{Loc = vector3(4062.3667, 55.6071548, 18.5177574), Heading = 12.0},
{Loc = vector3(4063.69653, 55.8898277, 18.5177574), Heading = 12.0},
{Loc = vector3(4065.01758, 56.1706619, 18.5177574), Heading = 12.0},
{Loc = vector3(4066.35449, 56.4548035, 18.5177574), Heading = 12.0}
}
Config.LaundryWasherInteractionOffsets = {
{0.0, -0.8, 0.8}, {0.0, -0.8, 0.8}, {0.0, -0.8, 0.8}, {0.0, -0.8, 0.8}
}
Config.LaundryDryerLocs = {
{Loc = vector3(4067.19775, 51.53718, 17.7854881), Heading = 192.0},
{Loc = vector3(4065.863, 51.2738762, 17.7854881), Heading = 192.0},
{Loc = vector3(4064.53784, 51.0125542, 17.7854881), Heading = 192.0},
{Loc = vector3(4063.19678, 50.74868, 17.7854881), Heading = 192.0}
}
Config.LaundryDryerInteractionOffsets = {
{0.0, -0.8, 0.8}, {0.0, -0.8, 0.8}, {0.0, -0.8, 0.8}, {0.0, -0.8, 0.8}
}
Config.LaundryStorageAction = {
Loc = vector3(4072.8677, 55.6293, 19.5065),
Heading = 15.9948,
Dict = 'mp_am_hold_up',
Anim = 'purchase_beerbox_shopkeeper',
Duration = 2500
}
-- Limpieza de basura.
Config.GarbageBagLocs = {
vector3(4049.3669, 18.1602, 19.4217), vector3(4049.7622, 27.3301, 19.8733),
vector3(4032.7588, 29.4939, 20.5864), vector3(4039.1104, 23.7680, 21.0787),
vector3(4026.4204, 30.0082, 22.0508), vector3(4016.3054, 31.1498, 23.2917),
vector3(4017.4961, 34.5426, 19.7567), vector3(4009.9377, 44.9345, 17.8066),
vector3(3995.2183, 46.3300, 18.3948), vector3(3970.7842, 19.0812, 21.3606),
vector3(3960.8936, 17.0454, 19.9066), vector3(3968.1694, 28.0403, 19.9920),
vector3(3988.7834, 2.3887, 18.2469), vector3(3997.7666, 14.4281, 22.1145),
vector3(4007.5752, 4.8038, 19.0047), vector3(4020.3044, 20.7892, 20.9281)
}
Config.GarbageBagModels = {
'prop_rub_binbag_01b', 'prop_rub_binbag_03', 'prop_rub_binbag_03b',
'prop_rub_binbag_06', 'prop_rub_binbag_08'
}
Config.GarbageDumpsterLocs = {
{
Model = 'prop_dumpster_01a',
Loc = vector3(4019.88086, -2.23630834, 17.75792),
Heading = 90.0
}, {
Model = 'prop_dumpster_02a',
Loc = vector3(4019.88086, -4.570806, 17.75792),
Heading = 90.0
}, {
Model = 'prop_dumpster_02b',
Loc = vector3(4019.88086, -6.876818, 17.75792),
Heading = 90.0
}, {
Model = 'prop_dumpster_01a',
Loc = vector3(4019.88086, -9.086115, 17.75792),
Heading = 90.0
}
}
Config.GarbageDumpsterLoc = Config.GarbageDumpsterLocs[3]
Config.GarbageDumpsterModel = Config.GarbageDumpsterLoc.Model
Config.GarbageDumpsterInteractionOffset = {0.0, -1.3, 0.8}
Config.GarbageDumpsterAnim = {
Dict = '17mov_garbage',
AnimName = 'ped_dumpster_01a_1',
PropAnimName = 'prop_dumpster_01a_1',
Time = 10
}
Config.JMMarkNum = 27 -- Número del marcador 3D del administrador de trabajo
Config.JMMarkColor = {r = 255, g = 0, b = 255} -- Color del marcador 3D del administrador de trabajo
Config.JMMarkSize = {x = 1.0, y = 1.0, z = 0.5} -- Tamaño del marcador 3D del administrador de trabajo
Config.SeeTaskMark = 5 -- Qué tan cerca debes estar para ver el marcador 3D
-- ============================================================================
-- 5B. TRABAJOS Y TAREAS
-- ============================================================================
Config.JobOptions = {
[1] = {
Name = "Limpiador de Duchas",
TimeRemove = 30,
StealChance = 3,
StealItems = {
[1] = {Name = "Trapo", Item = 'trapo', Chance = 8}
},
Tasks = {
[1] = {
TaskName = "Agarrar Limpiador",
TaskLoc = {
Loc = vector3(3912.31, 40.87, 23.89),
Heading = 86.84
},
Anim = {
Dict = 'anim@amb@business@coc@coc_unpack_cut_left@',
AnimName = 'coke_cut_v5_coccutter'
},
Time = 5,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = false,
Prop = 'nil',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[2] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3907.89, 40.91, 23.89),
Heading = 87.24
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[3] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3907.33, 39.06, 23.89),
Heading = 89.68
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
-- Continúa con las tareas restantes...
[4] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3907.33, 36.90, 23.89),
Heading = 95.85
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[5] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3904.65, 35.00, 23.89),
Heading = 179.27
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[6] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3904.18, 38.18, 23.89),
Heading = 95.42
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[7] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3904.66, 42.30, 23.89),
Heading = 357.24
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[8] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3906.41, 41.06, 23.89),
Heading = 283.73
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[9] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3906.41, 39.12, 23.89),
Heading = 268.37
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[10] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3906.39, 36.86, 23.89),
Heading = 272.11
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[11] = {
TaskName = "Limpiar Mancha",
TaskLoc = {
Loc = vector3(3910.39, 42.27, 23.89),
Heading = 359.53
},
Anim = {Dict = 'amb@world_human_maid_clean@', AnimName = 'base'},
Time = 10,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_sponge_01',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
},
[12] = {
TaskName = "Devolver Limpiador",
TaskLoc = {
Loc = vector3(3912.87, 40.87, 23.89),
Heading = 77.67
},
Anim = {
Dict = 'anim@amb@business@coc@coc_unpack_cut_left@',
AnimName = 'coke_cut_v5_coccutter'
},
Time = 7,
TBlip = {Spawn = true, Sprite = 162, Color = 46, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 235, g = 116, b = 52},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = false,
Prop = 'nil',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = false,
Prop = 'nil',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
}
}
}
},
[2] = {
Name = "limpieza de ropa",
TimeRemove = 25,
StealChance = 3,
StealItems = {
[1] = {Name = "Trapo", Item = 'trapo', Chance = 8}
},
Tasks = {
[1] = {
TaskName = "Agarra la ropa sucia",
TaskLoc = {
Loc = vector3(4073.8359, 54.1713, 18.7869),
Heading = 355.8455
},
Anim = {
Dict = 'anim@amb@business@coc@coc_unpack_cut_left@',
AnimName = 'coke_cut_v5_coccutter'
},
Time = 15,
TBlip = {Spawn = true, Sprite = 162, Color = 3, Size = 0.7},
MarkNum = 15,
MarkColor = {r = 52, g = 155, b = 235},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = false,
Prop = 'nil',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'bkr_prop_fakeid_binbag_01',
Offsets = {
First = 0.0,
Second = -0.13,
Third = 0.0,
Four = 0.0,
Five = 0.0,
Six = 0.0
}
}
},
[2] = {
TaskName = "Poner la ropa en la lavadora",
TaskLoc = {
Loc = vector3(4062.6074, 54.7222, 19.5069),
Heading = 6.2117
},
Anim = {Dict = 'mini@repair', AnimName = 'fixing_a_ped'},
Time = 5,
TBlip = {Spawn = true, Sprite = 162, Color = 3, Size = 0.7},
MarkNum = 20,
MarkColor = {r = 52, g = 155, b = 235},
MarkSize = {x = 0.5, y = 0.5, z = 0.3},
AttachItem = {
Attach = false,
Prop = 'nil',
Offsets = {
First = 0.0,
Second = 0.0,
Third = -0.01,
Four = 90.0,
Five = 0.0,
Six = 0.0
}
},
CarryItem = {
Attach = true,
Prop = 'prop_ld_tshirt_01',