Documentation › Hunting System › Features › Hunting Zones & Migration
Where animals live, map blips and zones that move around the map.
Animals spawn, and most hunting tools work, only inside hunting zones (config/config_zones.lua). Every zone has a centre, a radius, a spawn limit, its own species and a map blip. Zones can be added, edited and removed live in Admin → Zones.
Config.huntZones = {
{
coords = vector3(-1133.44, 4605.55, 144.96), -- zone centre
radius = 600, -- zone size (m)
spawnLimit = 60, -- max animals in the zone
animals = { "a_c_deer", "a_c_boar", "a_c_rabbit_01" },
blip = { name = "Forest Hunting Ground", sprite = 442, colour = 2, radius = 600 },
-- drift = false, -- keep this zone in place (see below)
},
}Set Config.huntAllMap = true in config_main.lua to hunt anywhere instead.
Animals do not stay in one place forever. Every interval minutes each zone centre moves step metres in a random direction, starting from where it is now. A zone never moves further than maxDistance from the centre set in the config. At the edge of its range the next move steps back towards the start.
announce).drift = false never moves.Config.ZoneDrift = {
enable = true,
interval = 60, -- minutes between moves
step = 100.0, -- metres per move
maxDistance = 300.0, -- max distance from the configured centre
outsideChance = 50, -- % of the normal chance outside the current zone
announce = true, -- tell players when the animals move
}When a zone moves away, traps, baits and calls used where it used to be (inside its migration range, but outside the current circle) keep working with outsideChance % of their normal chance:
| Tool | Outside the current zone |
|---|---|
| Traps | Catch less often, same species as the zone |
| Calls | An animal answers less often |
| Bait | Sometimes nothing comes |
New traps can still only be placed inside the current zone (Config.Traps.onlyInZones).
Admin → Zones shows when the next move happens and has a Move zones now button: it moves every zone one step right away and restarts the timer. The same tab holds the migration settings, so you can change them live without a restart.
The zone editor always shows and saves the centres from the config, not the current migrated positions, so zones never creep further away.
New positions are not checked against the terrain. A coastal or city-edge zone can partly move over water or buildings. Lower step / maxDistance for it, or set drift = false.