> ## 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 Sandy Bank 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="ResetBank" type="number" default="180">
  Time in minutes before the bank resets and becomes available to rob again after a completed robbery.
</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 rotation of the drawtext interaction zone.
</ParamField>

<ParamField path="Disable2PlayerPuzzles" type="boolean" default="false">
  Disables puzzles that require two players. Enable this to test the script solo.
</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 the robbery.
</ParamField>

<ParamField path="DisableLaserDamage" type="boolean" default="false">
  Disables damage dealt by lasers in the vault area.
</ParamField>

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

<ParamField path="MinimumPolice" type="number" default="0">
  Minimum number of police required online before the 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 the robbery.

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

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

***

### Cooldowns & Limits

<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="number" default="0">
  Maximum number of total robberies allowed per server restart. Set to `0` to disable.
</ParamField>

<ParamField path="Limits.RobberiesPerPlayer" type="number" default="0">
  Maximum number of robberies a single player can complete per server restart. Set to `0` to disable.
</ParamField>

***

### Strike System

<ParamField path="TotalTrolleys" type="number" default="5">
  Maximum number of trolleys that can spawn. Actual count depends on the strike system and approach used.
</ParamField>

<ParamField path="Strikes" type="number" default="3">
  Number of strikes players can accumulate before their reward is cut.
</ParamField>

<ParamField path="StrikeAmount" type="number" default="2">
  (Silent Approach only) Number of trolleys removed from the reward when the strike limit is reached.
</ParamField>

<ParamField path="StrikeLoud" type="number" default="3">
  (Loud Approach only) Number of trolleys that spawn during a loud approach.
</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 the heist. Must have an XP system configured in the bridge.
</ParamField>

<ParamField path="MinimumLevel" type="number" default="20">
  Minimum level required to initiate the heist. Only applies when `SkillSystem` is `true`.
</ParamField>

***

### Dispatch

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

<ParamField path="Dispatch.Message" type="string" default="&#x22;Sandy bank 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 = 'Sandy Bank Robbery',
      Color = 1,
      Sprite = 41,
      Scale = 0.8
  }
  ```
</ParamField>

<ParamField path="DispatchLocation" type="table">
  Controls which step triggers the dispatch alert. Only one should be enabled at a time.

  ```lua theme={null}
  DispatchLocation = {
      ["Loud"] = true,
      ["Silent"] = false,
      ["ManagerKeypad"] = true,
      ["Manager"] = false,
      ["SecurityDoor"] = false,
      ["SecurityPC"] = false,
      ["LaptopLasers"] = false,
  }
  ```
</ParamField>

***

### Bonus Items

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

***

### Rewards

Rewards are split into three types: **cash**, **gold**, and **diamond**, each with their own config table. Trolley reward settings (`Config.Rewardcash`, `Config.Rewardgold`, `Config.Rewarddiamond`) and table reward settings (`Config.TableRewardcash`, `Config.TableRewardgold`) follow the same format.

<ParamField path="ObtainPerPickup" type="boolean" default="true">
  If `true`, items are given per individual cash stack pickup from the trolley. If `false`, the reward is given at the end of the full trolley animation.
</ParamField>

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

<ParamField path="StackAmount" type="table" default="{min = 115, max = 265}">
  The minimum and maximum cash or item amount per pickup or per trolley completion.
</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>

**Drill Reward** (`Config.DrillReward`) uses the same format but controls the reward given when drilling lockboxes.

***

### 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>
