Car Boosting
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The Car Boosting plugin provides rotating vehicle-theft contracts through the Boosting Tablet. It supports eligible player-owned vehicles and generated fallback targets without transferring or deleting a player's persistent garage item.
All Boosting behaviour remains under the single core/plugins/carboosting plugin. Heat is
plugin-managed and persisted on the players table (_BoostingHeat), while XP, level and
achievements use MESKA. Lifetime and seasonal tablet leaderboards are persisted in the
boosting_leaderboard table (migration 0003_add_boosting_leaderboard).
Contract flow
- Equip the Boosting Tablet and accept an available contract.
- Locate the assigned model and registration before the acquisition timer expires.
- Use the existing CityRP mechanical lockpick to open the target.
- Start the disabled engine. An unauthorized driver must complete the normal vehicle hotwire task.
- B-, A- and S-class targets require a Fake License Plate.
- B-, A- and S-class targets require one or two GPS tracker challenges.
- Every grade (D through S) must visit a fence contact NPC to file the vehicle's numbers before delivery; the vehicle must be within
NumberFilingDistance(5,000 units) of the NPC while the timed interaction completes. - Deliver the vehicle to the Chop Shop and hold position for
DeliveryHoldTime(20 seconds) within the action-tiered contract time.
Fence contact NPCs (cityrp_boosting_fence) are admin-placed per map with !boosting filing add|remove|list|reload, the same pattern used for chop-shop and fallback spawn points.
Accepted targets are explicitly switched off after vehicle initialization and again when reserved for a contract. This prevents a generated or previously running target from bypassing the standard hotwire flow.
Contract classes and timing
Vehicle class is derived from the current vehicle market. MESKA Boosting levels unlock classes in order:
| MESKA level | Contract class |
|---|---|
| 1 | D |
| 2 | C |
| 3 | B |
| 4 | A |
| 5 | S |
The post-lockpick timer is based on the remaining required actions:
- D and C receive the baseline delivery time.
- B receives the baseline plus a Fake Plate allowance and one tracker-challenge allowance.
- A and S receive the baseline plus a Fake Plate allowance and two tracker-challenge allowances.
- Standard configuration adds 90 seconds for the Fake Plate and 75 seconds for each tracker challenge.
- The selected contract archetype applies its configured time multiplier after the action allowances are added.
The resulting Standard-archetype windows are 600 seconds for D/C, 765 seconds for B and 840 seconds for A/S.
LimeTrack™ and police reporting
For what LimeTrack™ is in the city and how its alerts should read, see the lore page.
While an active tracker is installed, LimeTrack™ reports the driven vehicle through the standard CityRP 911 chat format. The service name is displayed as LimeTrack™: without surrounding brackets.
When the final GPS challenge succeeds, police receive the tracker's last %l location. The report uses the current driver when available and otherwise falls back to the player who disabled the tracker, ensuring the final-location alert is still sent if the vehicle no longer has a valid driver reference.
Tracker removal selects from four server-authoritative challenge types:
- Sequence capture.
- Frequency tuning.
- Checksum calculation.
- Reverse word.
A contract requires no more than two challenges. The colour-word challenge is not part of the current rotation.
MESKA progression
Car Boosting registers the persistent MESKA skill boosting with these metrics:
experiencecontracts_startedcars_boostedfailed_contractsfirst_boost_failedcrew_boosts
Only experience grants Boosting XP. The remaining metrics exist for persistent achievement requirements and do not independently increase the skill level.
Contract completion awards XP through meska.metrics.track. The tablet, offer gating, server acceptance checks and generated-target class limits all read the MESKA Boosting level.
Heat is deliberately excluded from MESKA. It is stored on the player row, decays only while
the player is online (fractional hours accumulate until a whole Heat point is due, forced by
a recurring CityRP.CarBoosting.HeatDecayTick timer so decay accrues continuously rather than
only when the tablet is opened), and affects payout through the Car Boosting profile.
Leaderboards
The tablet Leaderboard tab shows lifetime and current-month seasonal rankings (top 30).
Both are stored in boosting_leaderboard, keyed by steamid64 + season:
- season
lifetime— all-time completed contracts and a snapshot of the player's current MESKA Boosting XP; - season
%Y-%m— completed contracts and XP earned during that calendar month.
Completing a contract upserts both rows. Rankings survive map changes and server restarts. Session history on the History tab remains in-memory only.
MESKA achievements
The plugin registers achievements through MESKA's normal achievement configuration and requirement system.
Class progression
- D Is for Driveaway — complete one job and earn the first Boosting XP.
- C You Later — unlock C class.
- B-Gone — unlock B class.
- A Cut Above — unlock A class.
- S-Class Dismissed — unlock S class.
Completed boosts
- Gone in Sixty-ish Seconds — complete one boost.
- Ten-Finger Discount — complete ten boosts.
- Grand Theft Catalogue — complete fifty boosts.
- No Claims Bonus — complete one hundred boosts.
Special achievements
- First Gear, Reverse — fail the first Boosting contract accepted by the player.
- Carpool Karaoke — complete a contributed Boosting contract with a crew.
MESKA evaluates the configured stats and metrics requirements through its normal award process. The integration creates the meska_skills parent registry row before registering the Boosting configuration, then provisions missing player JSON paths. See the dedicated MESKA topic for the complete lifecycle and schema notes.
Crews
Crews support an owner plus three invited tablet carriers. Only nearby accepted members join the contract, and A/S contracts require at least two accepted nearby members.
Lockpicking, applying the plate, entering or driving the target, tracker work and delivery record contribution. Eligible contributors split the condition-adjusted cash and Chop-Shop Parts and receive persistent MESKA Boosting XP.
A successful contract with more than one participating crew member increments crew_boosts for eligible recipients.
Heat and payout
Successful boosts and failures add Heat. Heat:
- remains outside MESKA and is persisted on
players._BoostingHeat; - decays by a configurable amount per real hour while the player is online (
HeatDecayPerHour, currently 8); - reduces the advertised payout; and
- increases active GPS reporting frequency.
Generated ("fallback") targets require at least MinimumLawEnforcement (2) law enforcement online. Dropping below that threshold only stops new generated offers from being added — existing generated offers are left alone and still ride out their normal expiry, and generation resumes automatically once coverage returns. The Parts Store "Contract Board Reroll" purchase additionally requires police coverage before it can be used.
Vehicle damage is checked at delivery, allowing crews to repair a vehicle before handover. The minimum payout multiplier is controlled by MinimumConditionMultiplier.
Waypoints and F1 map
When Waypoints is loaded, delivery replaces an unrelated active destination with a silent Chop Shop waypoint. It clears when delivery completes, fails or the player reaches the destination radius.
The F1 map loads the hosted map application directly with the current map name. Pressing M opens the F1 menu directly on its Map tab; pressing M again while that tab is active closes the menu. The hosted map includes list-only Nearest destinations that resolve through the same server-authoritative Waypoints plugin.
Without Waypoints, the objective HUD retains its own Chop Shop bearing and distance fallback.
Administration
Administration commands include:
!boosting point add|remove|list|preview|reload
!boosting spawn add|remove|list|preview|reload|toggle
!boosting admin enable|disable|status|refresh
!boosting admin force [player] [D|C|B|A|S]
!boosting admin end [player]
!boosting admin setxp|setheat [player] <value>
!boosting debug refresh|status|complete|fail
setxp updates MESKA Boosting XP. setheat updates the persisted plugin-managed Heat value.
Position persistence
Boosting positions are stored per map beneath the server's garrysmod/data/
directory:
- chop-shop delivery points use
cityrp/plugins/carboosting/<map>.txt; - fallback target spawn anchors use
cityrp/plugins/carboosting/spawns_<map>.txt; and - the global enabled setting uses
cityrp/plugins/carboosting/settings.json.
Delivery points are KeyValues lists of x, y, z strings. Spawn anchors are
KeyValues records containing position, yaw, model, item ID, vehicle script,
display name and price. !boosting point add|remove and
!boosting spawn add|remove save immediately; both sets load during plugin
initialization and support an explicit reload action.
Runtime checks
The release gate and evidence matrix are maintained in Car Boosting and Navigation Pre-Live Test Plan. The checklist below is only the shortest smoke pass.
Before removing draft status:
- Confirm the F1 DHTML URL contains the current map and the map image renders in game.
- Confirm
Mopens F1 directly on Map. - Test Nearest row and button selection with no corresponding map pins.
- Accept player-owned and generated targets and confirm both engines are off.
- Complete the normal hotwire before starting an unauthorized target.
- Confirm LimeTrack™ uses standard 911 colours and sends a final-location report.
- Compare D/C, B and A/S contract times and test archetype multipliers.
- Verify every MESKA class, count, first-failure and crew achievement.
- Reconnect and confirm Boosting XP, level, Heat, achievement metrics and tablet leaderboards persist.
- Re-test lockpicking, Fake Plates, tracker challenges, crew contribution and Chop Shop delivery.