Inbuilt Minigames


Minigames Config (minigames.lua)

This configuration defines all inbuilt minigames for each vehicle class. Minigames include hacking, tracker removal, and random minigames that increase challenge and engagement during contracts.


Example Config

Config.Minigames = {
    ["d"] = { ... },
    ["c"] = { ... },
    ["b"] = { ... },
    ["a"] = { ... },
    ["s"] = { ... }
}

Each class contains three types of minigames:


1. Hacking Minigame

["hacking"] = {
    timeLimit = 45,    -- seconds
    difficulty = 50,   -- scale from 1-100
    rounds = 1         -- number of hacking rounds
}
  • timeLimit – maximum time to complete the hack.

  • difficulty – difficulty rating; higher means harder.

  • rounds – number of successful sequences required to complete the minigame.


2. Tracker Removal Minigame

["tracker_removal"] = {
    timeLimit = 90,           -- seconds
    difficulty = 50,          -- scale from 1-100
    encryptionStrength = 75,  -- higher = harder
    detectionSensitivity = 60 -- higher = more chance of failure
}
  • timeLimit – time allowed to disable the tracker.

  • difficulty – general difficulty rating.

  • encryptionStrength – strength of tracker encryption.

  • detectionSensitivity – likelihood of triggering an alert if failed.


3. Random Minigame

['random_minigame'] = {
    type = "pattern",          -- type of minigame
    timeLimit = 60,            -- seconds
    characterSet = "numeric",  -- options: numeric | alphabet | alphanumeric | greek | braille | runes
    gridSize = 4,              -- grid size for pattern-based minigames
    sequenceLength = 3,        -- number of steps in the pattern
    moveSpeed = 5000,          -- speed in ms for pattern movement
    difficulty = "easy"         -- easy | medium | hard
}
  • type – type of random minigame (e.g., pattern).

  • characterSet – characters used in the minigame.

  • gridSize – size of the minigame grid.

  • sequenceLength – number of steps or moves required.

  • moveSpeed – speed of animations or sequence execution.

  • difficulty – relative difficulty of the minigame.


Notes

  • Each vehicle class (d, c, b, a, s) can have different minigame configurations.

  • Minigames increase gameplay variety and challenge for contracts.

  • You can tweak timeLimit, difficulty, encryptionStrength, or grid settings to balance difficulty per class.

  • Random minigames can be customized to create new challenges or patterns for players.


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