> For the complete documentation index, see [llms.txt](https://mango-5m.gitbook.io/mango5m-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mango-5m.gitbook.io/mango5m-docs/resources/mango-achievements/configuration/trackers-and-detection.md).

# Trackers and Detection

What the resource counts on its own, with nothing to configure.

Most progress needs no setup at all. Everything here is on by default and each block can be switched off on its own — a disabled tracker creates no thread and costs nothing.

## Counted on the server

Nothing to configure, and nothing a modified game client can influence.

| Counter                        | What it means                                                           |
| ------------------------------ | ----------------------------------------------------------------------- |
| `session_start`                | Every character load                                                    |
| `daily_login`                  | Once per calendar day                                                   |
| `playtime_minutes`             | Minutes played                                                          |
| `money_earned` / `money_spent` | Balances sampled and compared                                           |
| `downed`                       | Deaths and last-stands                                                  |
| `vehicles_owned`               | Counted from your framework's vehicle table, so selling a car lowers it |
| `locations_found`              | Landmarks discovered                                                    |

## Detected in game

These need the game client to notice them, so the client reports and **the server re-checks before crediting anything**.

| Counter           | Detected by                                                      | Server check                              |
| ----------------- | ---------------------------------------------------------------- | ----------------------------------------- |
| `crimes`          | Firing a weapon, carjacking, breaking into a locked car, killing | Rate limited                              |
| `distance_driven` | Measured only while driving                                      | Implied speed re-derived from the clock   |
| `top_speed_300`   | Hitting 300 km/h                                                 | Rate limited                              |
| `deep_dive`       | 40 metres underwater                                             | The player's real position on the server  |
| `chiliad_summit`  | Reaching the peak                                                | The player's real position on the server  |
| `players_met`     | Another player nearby                                            | Both players must genuinely be that close |

{% hint style="info" %}
"Stealing a car" means one that was **locked** before they got in, or pulling somebody out of theirs. Driving your own car is not a crime.
{% endhint %}

## Landmarks

```lua
exploration = {
    enabled  = true,
    radius   = 20.0,
    locations = {
        { id = 'vinewood_sign', label = 'Vinewood Sign', coords = vector3(711.0, 1198.0, 348.0) },
        -- add as many as you like
    },
}
```

The award's `goal` is how many a player must find, which need not be the whole list. The check stops running entirely once somebody has found them all.

## Money tracking

Balances are sampled and compared rather than hooked, which works on every framework without patching anything. It cannot tell a paycheck from a transfer, and it groups anything inside one interval together.

For exact figures, call `AddStat` from your own economy scripts and turn the sampler off. Reward payouts are always excluded, so being handed money never advances *Money Maker*.
