sh.main.lua
Debug
Lua
Config.Debug = false- Description: Prints detailed trace logs to the client and server console. Keep it
falseon a live server โ it is only useful when reporting an issue.
Editor Command
Lua
Config.Command = 'pettyCrimes'- Description: The command that opens the in-game editor, where every activity, its rewards, minigames, coords, dispatch settings and the shop are configured. Only admins can open it.
- Example: With the value above, an admin types
/pettyCrimes. The editor is also reachable from the/admindevhubmenu.
Activities
Lua
Config.Activities = Config.Activities or {}- Description: Filled at runtime with the activity settings loaded from the database. Do not edit it by hand โ anything you write here is replaced by the values saved from the in-game editor.
Police Dispatch
Lua
Config.SendDispatch = function(data)
-- Set up your own dispatch system here.
end- Description: Called on the server every time a crime is committed and a police alert should go out. It ships empty on purpose โ wire it into whatever dispatch system your server runs (ps-dispatch, cd_dispatch, qs-dispatch, lb-tablet, your own, โฆ).
- When it fires: only when the activity's dispatch is enabled and its alert chance roll has already passed, so you do not need to re-check either.
Each activity carries its own dispatch settings โ a code, title, message, priority, the jobs to notify, a map blip, an alert chance and an on/off toggle. They are edited in-game on the activity's Dispatch tab and arrive in the data table:
- data.activity (
string): activity key, e.g.'postalBoxTheft'. - data.code (
string): dispatch / call code, e.g.'10-31'. - data.name (
string): alert title, e.g.'Postal Box Theft'. - data.message (
string): alert body / description text. - data.priority (
number):1= high,2= medium,3= low. - data.chance (
number): the configured alert chance,0โ100(already rolled). - data.jobs (
table): array of job names to notify, e.g.{ 'police' }. - data.blip (
table):{ sprite = n, color = n, scale = n, flashDurationMs = n }. - data.coords (
vector3): where the crime happened. - data.source (
number): server id of the offending player. - data.playerName (
string): the offending player's name (GetPlayerName).
Example โ forwarding the alert to your own dispatch resource:
Lua
Config.SendDispatch = function(data)
TriggerEvent('my-dispatch:server:alert', {
code = data.code,
title = data.name,
message = data.message,
priority = data.priority,
jobs = data.jobs,
coords = data.coords,
blip = data.blip,
})
endLeave the function empty if you do not want police alerts at all โ nothing else depends on it.