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Config file

config.lua
Language = "en"

Config = {}

Config.SellPed = { coords = vector3(1724.345825, 4714.210449, 41.137386), heading = 198.645218, model = `a_m_m_salton_02` }

-- plants render distance
Config.RenderDistance = 150.0

-- removed for better visiblity
Config.Clothes = {}

Config.Job = {
name = "farmer",
startPed = {
coords = vector4(2016.851, 4987.842, 41.09825, 138.6163),
model = `a_m_m_farmer_01`
},
label = _L("job_label"),
maxPlayers = 6,
changePercent = true, -- allows owner to change player percents
description = _L("job_description"),
requireClothes = true, -- require job clothes
clothes = Config.Clothes,
requireJob = false,
vehicle = { -- or nil
price = 500,
model = `farson`,
coords = vector4(2018.534, 4976.673, 40.25508, 226.8241),
props = {
livery = 1,
mods = {
[10] = -1,
}
}
},
canEndQuicker = true, -- can sell crops before harvesting all of them
-- changes difficulty (amount of crops) depending on players on job (must be divisible by amount of fields [3 by default])
difficulty = {
[1] = 36,
[2] = 36,
[3] = 48,
[4] = 48,
[5] = 72,
[6] = 72,
},
-- when players are not close to a owner/action coords during a action it kicks them
playersActivityCheck = {
closeCheck = true,
vehDist = 250.0, -- distance from the vehicle
noActionCheck = true, -- kicks a player when no action was performed during amount of other player actions
noActionTimes = 10, -- amount of difference required between most active player and checked player (crops harvested in this case)
offlineTime = 5 * 60, -- kick player after amount of time offline
},
payout = {
-- bonus system (there's a base payout and for each additional player bonus percentage)
useBonusPercent = false, -- uses basePayout and bonusPercent per player
basePayout = 500,
bonusPercent = 0.25,
-- custom (TOTAL AMOUNT)
playerPayouts = {
[1] = 300,
[2] = 600,
[3] = 900,
[4] = 1200,
[5] = 1500,
[6] = 1800
},
},
blips = {
{
hasJob = true, -- requires job (or display always when requireJob is set to false)
activeJob = false, -- requires being in active job (in party)
label = _L("start_job_blip"),
coords = vector3(2016.851, 4987.842, 41.09825),
sprite = 272,
color = 46,
alpha = 255,
},
{
hasJob = true, -- requires job (or display always when requireJob is set to false)
activeJob = true, -- requires being in active job (in party)
label = _L("sell_crops_blip"),
coords = vector3(1724.345825, 4714.210449, 41.137386),
sprite = 457,
color = 46,
alpha = 255,
},
},
}

Config.StandaloneControls = {
["put_crate"] = {
key = 38, -- its E on keyboard, to change to diffrent key see https://docs.fivem.net/docs/game-references/controls/
disabled = false
},
["get_crops"] = {
key = 38, -- its E on keyboard, to change to diffrent key see https://docs.fivem.net/docs/game-references/controls/
disabled = false
},
["sell_crops"] = {
key = 38, -- its E on keyboard, to change to diffrent key see https://docs.fivem.net/docs/game-references/controls/
disabled = false
},
}

-- Animation times (in miliseconds), to implement your progress bar etc edit getCropAnim callback in editable_client.lua
Config.AnimTimes = {
["get_crop"] = 5000
}

-- removed for better visiblity
Config.Fields = {}

-- plant cooldown
Config.HarvestTime = 30

for k, v in ipairs(Config.Fields) do
table.insert(Config.Job.blips, {
label = _L("get_crops"),
coords = v.zone.coords,
sprite = 280,
color = 46,
scale = 1.0,
hasJob = true, -- requires job (or display always when requireJob is set to false)
activeJob = true, -- requires being in active job (in party)
})
table.insert(Config.Job.blips, {
coords = v.zone.coords,
area = vec2(v.zone.width, v.zone.length),
color = 46,
alpha = 120,
rotation = v.zone.heading,
hasJob = true, -- requires job (or display always when requireJob is set to false)
activeJob = true, -- requires being in active job (in party)
})
end

Config.AttachOffset = { model = `destiny_farm_vegetablesbox`, offset = { 0.335, 0.13, -0.195, -102.5, -12, 26.5 }, bone = 57005 }

Config.AfkTime = 60 * 60

Config.DisableFastMovement = true
Config.DisableControls = {
21,
22,
24,
25,
44,
68,
140,
141,
142,
257,
263,
264,
}

Config.MoneyItem = "money"