> ## Documentation Index
> Fetch the complete documentation index at: https://docs.projectx.gg/llms.txt
> Use this file to discover all available pages before exploring further.

# Configuration

> Full reference for all configuration options in the FM Ammunation Robbery resource

## config/config.lua

### Main Settings

<ParamField path="debug" type="boolean" default="false">
  Shows polyzones created inside the game. Useful for testing zone placement.
</ParamField>

<ParamField path="TestingMode" type="boolean" default="false">
  Disables all minigames. Useful for testing the full robbery flow without completing minigame challenges.
</ParamField>

<ParamField path="DrawtextButton" type="number" default="38">
  The key code used to trigger drawtext interactions. `38` is `[E]` by default.
</ParamField>

<ParamField path="DrawTextZoneSize" type="vector3" default="vec3(0.8, 0.8, 2)">
  The size of the drawtext interaction zone.
</ParamField>

<ParamField path="DrawTextRotation" type="number" default="70.0">
  The default rotation of the drawtext interaction zone. Individual stores can override this in `Config.Stores`.
</ParamField>

<ParamField path="SpawnNetworkedPropsServerSide" type="boolean" default="true">
  Spawns networked props server side. Set to `false` to spawn them client side instead.
</ParamField>

<ParamField path="SpawnNetworkedPedsServerSide" type="boolean" default="true">
  Spawns networked peds server side. Set to `false` to spawn them client side instead.
</ParamField>

<ParamField path="RequireBag" type="boolean" default="true">
  Requires players to have a `bag` item in order to loot crates.
</ParamField>

<ParamField path="MinimumPolice" type="number" default="0">
  Minimum number of police required online before a robbery can be started. Set to `0` to disable.
</ParamField>

<ParamField path="PoliceJobs" type="table" default="{&#x22;police&#x22;}">
  The jobs that count as police for the `MinimumPolice` check and dispatch alerts.

  ```lua theme={null}
  PoliceJobs = {"police", "fbi"}
  ```
</ParamField>

<ParamField path="RequiredPlayersNearby" type="table">
  Requires a minimum number of players nearby to start a robbery.

  ```lua theme={null}
  RequiredPlayersNearby = {amount = 0, radius = 20.0}
  ```

  Set `amount` to `0` or `false` to disable.
</ParamField>

<ParamField path="TotalActiveRobberies" type="number" default="0">
  Maximum number of Ammunation robberies that can be active at the same time. Set to `0` to disable.
</ParamField>

<ParamField path="DisableLoudApproach" type="boolean" default="false">
  Disables the loud approach path entirely.
</ParamField>

<ParamField path="DisableSilentApproach" type="boolean" default="false">
  Disables the silent approach path entirely.
</ParamField>

<ParamField path="DisableParticles" type="boolean" default="false">
  Disables all particle effects during robberies.
</ParamField>

<ParamField path="DisableRemovingWeapons" type="boolean" default="false">
  Disables weapon removal during robberies. Only enable this if you use a weapon wheel resource.
</ParamField>

***

### Cooldowns & Limits

<ParamField path="Cooldown.Global" type="boolean" default="true">
  When `true`, robbing one location puts all Ammunation locations on cooldown. When `false`, each location has its own cooldown.
</ParamField>

<ParamField path="Cooldown.Timer" type="number" default="180">
  Cooldown duration in minutes.
</ParamField>

<ParamField path="Cooldown.PlayerCooldown" type="number" default="0">
  Per-player cooldown in minutes after completing a robbery. Set to `0` to disable.
</ParamField>

<ParamField path="Limits.TotalRobberiesPerRestart" type="table">
  Maximum robberies per server restart, split by location type. Set each value to `0` to disable.

  ```lua theme={null}
  TotalRobberiesPerRestart = {
      ['ShootingRanges'] = 0,
      ['GunStores'] = 0,
  }
  ```
</ParamField>

<ParamField path="Limits.RobberiesPerPlayer" type="table">
  Maximum robberies a single player can complete per restart, split by location type. Set each value to `0` to disable.

  ```lua theme={null}
  RobberiesPerPlayer = {
      ['ShootingRanges'] = 0,
      ['GunStores'] = 0,
  }
  ```
</ParamField>

***

### Skill System

<ParamField path="SkillSystem" type="boolean" default="false">
  Requires players to meet a minimum level from an integrated XP/skill system before starting a robbery. Must have an XP system configured in the bridge.
</ParamField>

<ParamField path="MinimumLevel" type="number" default="10">
  Minimum level required to initiate a robbery. Only applies when `SkillSystem` is `true`.
</ParamField>

***

### Dispatch

<ParamField path="Dispatch.Title" type="string" default="&#x22;Ammunation Robbery&#x22;">
  Title shown in the dispatch alert.
</ParamField>

<ParamField path="Dispatch.Message" type="string" default="&#x22;Ammunation is being robbed&#x22;">
  Message body shown in the dispatch alert.
</ParamField>

<ParamField path="Dispatch.Code" type="string" default="&#x22;10-70&#x22;">
  Radio code shown in the dispatch alert.
</ParamField>

<ParamField path="Dispatch.Time" type="number" default="5">
  Time in seconds the dispatch alert remains visible. Not all dispatch systems support this.
</ParamField>

<ParamField path="Dispatch.Blip" type="table">
  Blip settings for the dispatch map marker.

  ```lua theme={null}
  Blip = {
      Text = 'Ammunation Robbery',
      Color = 1,
      Sprite = 41,
      Scale = 0.8
  }
  ```
</ParamField>

<ParamField path="DispatchLocation" type="table">
  Controls which steps trigger dispatch alerts. `Loud` and `Silent` can be enabled independently. Only one of the step-based options should be enabled at a time.

  ```lua theme={null}
  DispatchLocation = {
      ["Loud"] = true,
      ["Silent"] = false,
      ["Register"] = true,
      ["Keypad"] = false,
      ["ElectricBox"] = false,
  }
  ```
</ParamField>

***

### Bonus Items

<ParamField path="Bonus.Status" type="boolean" default="false">
  Enables or disables bonus item drops at the end of a robbery.
</ParamField>

<ParamField path="Bonus.BonusChance" type="number" default="15">
  Percentage chance that any bonus item is given at all.
</ParamField>

<ParamField path="Bonus.ItemCount" type="number" default="1">
  Number of items that can be given from the bonus items table.
</ParamField>

<ParamField path="Bonus.Items" type="table">
  Table of possible bonus items. Each entry has a `Name`, `Chance` (%), and `Amount` range.
  The total chance across all items needs to add up to 100%.

  ```lua theme={null}
  Items = {
      {Name = "x_device", Chance = 30, Amount = {min = 1, max = 1}},
      {Name = "x_phone", Chance = 50, Amount = {min = 1, max = 1}},
      {Name = "x_stethoscope", Chance = 20, Amount = {min = 1, max = 1}},
  }
  ```
</ParamField>

***

### Evidence & Stress

<ParamField path="Evidence.Status" type="boolean" default="true">
  Enables fingerprint evidence drops at the crime scene.
</ParamField>

<ParamField path="Evidence.Chance" type="number" default="50">
  Percentage chance that fingerprint evidence is left behind.
</ParamField>

<ParamField path="Stress.Status" type="boolean" default="true">
  Enables the stress system. Stress is only applied when a minigame is failed.
</ParamField>

<ParamField path="Stress.Chance" type="number" default="90">
  Percentage chance that stress is applied on a minigame fail.
</ParamField>

<ParamField path="Stress.Amount" type="table" default="{min = 1, max = 3}">
  The minimum and maximum amount of stress applied per failure.
</ParamField>

***

### Required Items

<ParamField path="Items" type="table">
  Maps logical item names to your inventory item names.

  ```lua theme={null}
  Items = {
      ["Circuit"] = "x_circuittester",
      ["TrojanUSB"] = "x_trojanusb",
      ["TrojanUSB2"] = "x_trojanusb2",
      ["Lockpick"] = "advancedlockpick",
      ["Bag"] = "bag",
      ["Key"] = "ammunation_key",
      ["Phone"] = "x_phone",
  }
  ```
</ParamField>

<ParamField path="ItemsBreak" type="table">
  Break chance (%) for each item when used during a robbery.

  ```lua theme={null}
  ItemsBreak = {
      ["Circuit"] = 0,
      ["Device"] = 0,
      ["Lockpick"] = 0,
      ["Phone"] = 0,
  }
  ```
</ParamField>

***

### Rewards

Register and crate loot are configured per location type.

| Table                           | Description                                                                          |
| ------------------------------- | ------------------------------------------------------------------------------------ |
| `Config.RegisterGunStores`      | Register cash loot from gun stores                                                   |
| `Config.RegisterShootingRanges` | Register cash loot from shooting ranges                                              |
| `Config.Loot`                   | Crate, ammo, armor, and weapon loot tables split by `GunStores` and `ShootingRanges` |

<ParamField path="Cash" type="boolean" default="true">
  Set to `true` to give money directly. Set to `false` to give a cash item instead.
</ParamField>

<ParamField path="CashItem" type="string" default="'markedbills'">
  The item name used when `Cash` is `false`.
</ParamField>

<ParamField path="StackAmount" type="table">
  The minimum and maximum cash or item amount per register reward.

  ```lua theme={null}
  StackAmount = {min = 450, max = 1250}
  ```
</ParamField>

<ParamField path="ItemInfo" type="boolean | table" default="false">
  Optional item metadata. Used if `markedbills` or similar items carry random value data in their info table.
</ParamField>

Gun crate prop models and their matching weapon rewards are configured in `Config.Props`.

***

### Store Locations

Enable or disable location types and individual stores using these tables:

* `Config.ShootingRanges` — Large shooting range locations (e.g. `"PillboxHill"`, `"CypressFlats"`)
* `Config.GunStores` — Small gun store locations (e.g. `"PaletoBay"`, `"Hawick"`, `"LaMesa"`)

Each enabled location has a full entry in `Config.Stores` with coordinates, NPCs, interactions, per-location reset timers, and optional overrides such as `FuseboxProp` and `DrawTextRotation`. Use the store key when calling exports.

<Info>
  You can add custom locations by copying an existing entry in `Config.Stores` and adjusting the coordinates and interaction zones.
</Info>

***

### Other Settings

<ParamField path="CratePassword" type="table">
  Controls the crate code UI text for split-code crate interactions.
</ParamField>

<ParamField path="Config.Sounds.AlarmDuration" type="number">
  How long the alarm lasts in minutes.
</ParamField>

<ParamField path="Config.Weapons" type="table">
  Weapons allowed for threatening the employee during the loud approach.
</ParamField>

<ParamField path="Config.DoorList" type="table">
  Door lock definitions for each location. Adjust if your map uses different door names.
</ParamField>

**Step durations** (`FuseboxDuration`, `RegisterDuration`, `Computer1Duration`, etc.) control how long progress bars run for each interaction step.

***

### Logs

Configured in `config/logs.lua`.

<ParamField path="Enable" type="boolean" default="false">
  Enables or disables the logging system.
</ParamField>

<ParamField path="APIKey" type="string" default="&#x22;&#x22;">
  Your Discord webhook URL, or your Fivemerr/Fivemanage API key.
</ParamField>

<ParamField path="FivemanageDataset" type="string" default="&#x22;default&#x22;">
  The Fivemanage dataset to log activity to. Leave as `"default"` unless you have a specific dataset configured.
</ParamField>
