> For the complete documentation index, see [llms.txt](https://vortexbey.gitbook.io/untitled/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://vortexbey.gitbook.io/untitled/assets-and-guides/advanced-npc-ai-system/configuration.md).

# Configuration

The configuration is divided into several core systems:

***

### 🎯 **1. NPC AI Settings**

Inside `Config.Detection` you control:

* View distance
* Detection radius
* Alert delay
* Combat reset time
* FOV angles
* Reaction intensity

These values define how reactive and dangerous your NPCs are.

***

### 🧍‍♂️ **2. Static Guards**

Static NPCs spawn at fixed positions.

Each includes:

```
id, model, coords, heading,
weapon, group
```

Used for security posts, guard towers, checkpoints, etc.

***

### 🚶‍♂️ **3. Patrol NPCs**

Patrol NPCs automatically follow waypoint routes.

Example:

```
patrolPoints = { vector3(...), vector3(...), ... }
```

NPCs pause, rotate, and follow each point in sequence.

***

### 🔐 **4. Whitelist System**

Supports *all identifier types*:

* `license:`
* `discord:`
* `steam:`
* `fivem:`
* `ip:`

Two whitelist layers:

#### **Global Whitelist**

NPCs **never** attack these players.

#### **Zone-Specific Whitelist**

NPCs ignore players **only inside certain zones**.

***

### 🛰 **5. Zone Definitions**

Each zone has:

```
id, center, radius,
group, warnOnEnter,
forceCombat, whitelist
```

Zones allow you to create:

* Restricted military areas
* Faction-controlled territories
* Safe zones
* High risk killzones

When a player enters a zone → NPCs react automatically.


---

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