> For the complete documentation index, see [llms.txt](https://gtadocs.gta-explore.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://gtadocs.gta-explore.com/car-heist/configuration.md).

# Configuration

## LANGUAGE

The active locale name.

```lua
LANGUAGE = "en"
```

## VEHICLE\_EARNINGS

The selling price of a stolen car.

```lua
VEHICLE_EARNINGS = 30000
```

## MAX\_DAMAGE\_LOSS

The maximum price loss when the vehicle is damaged. *The selling price will be reduced by the percentage of vehicle health times MAX\_DAMAGE\_LOSS.*

```lua
MAX_DAMAGE_LOSS = 10000
```

## POLICE\_REQUIRED

The amount of cops required to be online.

```lua
POLICE_REQUIRED = 0
```

## INTERVAL

The time to wait between two heists.

```lua
INTERVAL = 60*60000 -- 60 minutes
```

## START\_SCENE

The starting scene configuration.

* `enable`: **boolean**, enables the start scene. This can be disabled to start the train heist from the event: `exp_trainheist:StartHeist`
* `ped`:
  * `model`: **string**, ped's model name ([See the list of ped models](https://docs.fivem.net/docs/game-references/ped-models/))
  * `coords`: **vector3**, ped's world position.
  * `heading`: **number**, ped's heading.

```lua
START_SCENE = {
    enable = true,
    ped = {
        model = "ig_fbisuit_01",
        coords = vector3(1125.25, -1241.59, 20.36),
        heading = 156.37
    }
}
```

## SELLER\_SCENE

The selling scene configuration.

* `start`:
  * `coords`: **vector3**, world position where the scene starts.
* `cam`:
  * `coords`: **vector3**, world position of the scene's camera.
  * `rotation`: **vector3**, rotation of the scene's camera (pitch, roll, yaw).
* `finish`: **vector3**, world position of the vehicle delivery.

```lua
SELLER_SCENE = {
    start = {
        coords = vector3(256.72, 2601.34, 44.04)
    },
    cam = {
        coords = vector3(261.1, 2597.59, 49.17),
        rotation = vector3(-46.08, 0.03, 71.94)
    },
    finish = vector3(257.95, 2591.9, 44.14)
}
```

## CARS

The list of cars to steal.

* `offset`: **vector3**, relative position to the plane.
* `heading`: **number**, vehicle heading.
* `model`: **string**, vehicle model name. ([See the list of vehicle models](https://docs.fivem.net/docs/game-references/vehicle-models/))

```lua
CARS = {
    {
        offset = vector3(-0.086389, 16.570745, -3.7),
        heading = 293.29,
        model = 'clique'
    },
    {
        offset = vector3(-0.031478, 1.933760, -3.65),
        heading = 289.92,
        model = 'coquette3'
    },
    {
        offset = vector3(-0.053241, -14.735330, -3.844955),
        heading = 285.45,
        model = 'casco'
    }
}
```

## PLANE

The plane configuration.

* `coords`: **vector3**, plane's world position.
* `heading`: **number**, plane's heading.
* `model`: **string**, plane's vehicle model.

```lua
PLANE = {
    coords = vector3(-1235.61, -2267.13, 13.94),
    heading = 60.11,
    model = 'cargoplane'
}
```

## GUARDS

The guards configuration.

* `models`: **table**, list of strings, ped model names. ([See the list of ped models](https://docs.fivem.net/docs/game-references/ped-models/))
* `amount`: **integer**, number of guards to spawn.
* `spawn_range`: **number**, maximum distance from the plane to spawn.
* `weapons`: **table**, list of strings, weapon model names. ([See the list of weapon models](https://forge.plebmasters.de/weapons))
* `armour`: **number** (0-100), amount of armor given to guards.
* `accuracy`: **number** (0-100), level of accuracy for the guards.

```lua
GUARDS = {
    models = {
        "s_m_m_highsec_02",
        "ig_fbisuit_01"
    },
    amount = 20,
    spawn_range = 75.0,
    weapons = {
        "WEAPON_PISTOL"
    },
    armour = 50,
    accuracy = 50
}
```
