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Gameplay guide ​

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Combat ​

  • Damage per weapon class (Config.Damage.classes), headshots ×1.5, falls ×0.5. Bots deal Config.Match.aiDamage.
  • Armour: vests (Lv1–3) absorb 30/45/60 % until their durability runs out. Plates (G) refill a worn vest. Helmets (Lv1–3) cut headshot damage by the same steps. GTA's own armour bar isn't used.
  • Attachments (red dot, scope, suppressor, grip, extended or drum mag, flashlight) go into one attachment bag and fit automatically to every weapon that takes them. A suppressor shrinks the range your shots are heard from (45 m instead of 250 m) and hides them from bots.
  • Heals: bandage, first aid, med kit, energy drink (heal over time plus a sprint boost) and painkillers (a bigger boost).
  • Weapons: picking up a gun while empty-handed draws it. Keys 1–5 or the mouse wheel switch weapons.
  • Driving: a speedometer (speed, gear, rev bar, engine and fuel) takes the bottom centre, and the loadout tucks into the corner until you get out.
  • Visual sound: what you'd hear shows up on the minimap, the pause map and the compass. Enemy gunfire is a red gun icon with a red area (up to 250 m), enemy footsteps are orange footprints that trail the way they're moving (sprinting 45 m, running 30 m, walking 12 m; crouched is silent), and enemy vehicles show as a red car. Far marks are a little off the exact spot, so they give a direction and an area. Teammates never show.
  • HUD: damage-direction arcs, a crosshair while you aim, a name tag on whoever you aim at, teammate markers, and light beams over high-tier loot.

Marks and pings ​

Middle click marks where you look: a yellow "GO" marker with distance, a blip, and a toast for your team. Click twice quickly and it becomes a red, flashing "ENEMY" mark. Z pings a spot. Bot teammates run to marks and hold them for 25 s, and an enemy mark widens their combat range. In solo the mark is just for you.

Spectate ​

The camera orbits behind the target: move the mouse to swing it round, zoom with the wheel and switch with ←/→. Targets are your team first, then other players, then bots, the deadliest first. When your target dies, the camera moves to whoever killed them. Spectators count as "nearby", so the bots they watch exist as real peds and fight for real. A bots-only match keeps running while an eliminated player is still watching.

Bots ​

Matches fill to Config.Lobby.matchSize (100). Bots are server records that walk to the circle, take zone damage and skirmish with each other while no player is near. Within 350 m of a player (or spectator) a bot becomes a real ped, and the client nearest to it runs its AI:

  • it lands with nothing, like you, and has to loot. Without a gun it only brawls point-blank and looks for weapons first. It takes only upgrades and leaves the rest. Off-screen bots loot the real spots near them, so the loot really disappears. When killed, a bot drops exactly what it carried;
  • it raises its gun and tracks you for a reaction time (1.4 / 1.0 / 0.7 s by tier) before firing. For 30 s after landing it has half accuracy and slower reactions;
  • it targets by line of sight, prefers players, and fires full-auto or in bursts by skill tier;
  • when hurt it breaks line of sight to cover first; the better tiers push to where they last saw you;
  • it hears unsilenced shots and goes to look, and fights back when hit;
  • it travels between named places, searches each one for 15–35 s, then moves on, and rotates early into the next circle once it's shown;
  • about a third are hunters, who stalk the nearest player;
  • accuracy rises every zone phase.

Skydivers: as the aircraft passes their drop point, bots are shown leaving it and gliding away. Those landing close to a player parachute in for real.

Bot teammates (Duo/Squad, Config.Bots.fillTeams) fill the empty seats in your team. They:

  • jump a few seconds after you and land beside you;
  • hold a formation slot behind you, each watching its own flank, and get in and out of your vehicle with you;
  • shoot what you aim at, turn on whoever shoots you, and call out new contacts as red marks on your map;
  • break off and come back when you get more than 55 m away;
  • revive you when you're knocked: one picks you up while the others guard;
  • show in your squad list (with a BOT tag), as minimap blips and with chevrons over their heads.

Enemy bots work as teams too: a bot that gets shot calls in nearby teammates, and bot-only teams head for the same places. If you're eliminated, your team stays in while a bot teammate lives, and spectate starts on them. Bot kills pay less than player kills (Config.Rewards.perBotKill).

Maps ​

idMapSizeFeel
cayoCayo Pericor 1050 misland: airstrip, compound, jungle, docks (loaded only for match players; build 2189+)
sandyGrand Senorar 1250 mopen desert, Sandy Shores, prison, Harmony
paletoPaleto Bayr 850 mtown, forest and the sawmill
portPort of Los Santosr 650 mcontainers and cranes, close range
zancudoFort Zancudor 800 mmilitary base, hangars, runway

Loot sits in three layers: clusters at each named place, scatter across the map, and small caches on a 220 m grid, so open ground between towns has something too. Spots that land in water are skipped.

Custom arenas ​

Any MLO or map add-on works as a battle royale map: add an entry in config/maps.lua with its centre, radius and named places. "Free to download" isn't the same as "free to redistribute", so check each map author's terms, and never use escrow-stripped (cracked) paid maps.