Full Features List

Here you can find an extensive list of all the features of the script.

(This is a full features list, to find a more summarized list visit my bazaar post)

1. Core Script Configuration & Compatibility

  • Multi-Framework Support: Fully configurable to work with ESX, QBCore, vRP, or a custom framework.

  • Multi-Inventory Support: Compatible with qs-inventory, qb-inventory, esx_inventory, ox_inventory, vrp, or a custom system.

  • Modular Design: Key compatibility functions are isolated in server/aa_editable.lua for easy modification.

  • Extensive Configuration: All aspects of the script can be controlled via a detailed config.lua file. You can add and fully configure an unlimited amount of missions.

2. Anti-Cheat & Validation

  • Server-Sided Reward Validation: The server checks if the player legitimately completed the mission before granting rewards, preventing client-side exploitation.

  • Payment Checks: The server verifies the player has enough money to pay the search cost.

  • State Management: The server tracks active jobs and cooldowns to prevent duplication and abuse.

3. Job Acquisition & Menu System

  • Dual Access Methods:

    • Item-Based: Use a specific item (kidnaptablet by default) to open the menu.

    • Ped-Based: Interact with predefined NPC peds (e.g., a dealer) to access the menu.

  • Animated Tablet UI: Players physically pull out and use a tablet prop with animations when opening the menu.

  • Custom NUI Menu: A polished, responsive HTML-based menu with animations, custom sound effects, status bar, and professional styling.

  • Job Search Mechanics:

    • Search Cost: Players must pay a configurable amount (Config.SearchCost) to search for jobs, preventing spam.

    • Randomized Search Time: The search takes a random time between Config.minSearchTime and Config.maxSearchTime.

    • Job Pool: Randomly selects an enabled job from the configured list upon a successful search.

4. Job Types & Design

  • Comes with 2 pre configured missions.

  • Job Specifics: Each job has:

    • A unique name and description.

    • A specific target NPC (with model, coordinates, and animations).

    • A set location with entrance coordinates.

  • Configurable Rewards: Each job offers a unique monetary reward and optional item rewards.

  • Completion Timer: A maximum time limit (maxCompletionTime) to complete the job once started.

5. Target & Enemy AI System

  • Living Target: The target is a fully realized NPC that must be subdued and captured, not just a prop.

    • Interactions: Players can handcuff/ziptie the target, command them to follow/stop, and put them into a vehicle.

    • Behavior: The target will cower when combat starts.

  • Advanced Guard AI: Extensive security systems for each job.

    • Guard Placement: Precise control over guard positions, models, weapons, armor, and accuracy.

    • Animations: Guards can be set to use specific idle animations (e.g., standing guard, searching).

    • Weapon Handling: Configurable to have guards hold weapons or have them holstered.

    • Escalating Awareness: Guards have a 3-stage warning system (shouting insults, approaching) before becoming fully hostile if they spot the player.

    • Group Behavior: Guards are assigned to a combat group, making them work together against the player, and defend the target.

  • Environmental Props: Vehicles are spawned on-site for both guards and the player.

6. Delivery & Completion Phase

  • Randomized Drop-off Points: Upon putting the target in a vehicle, a random delivery location is chosen from a pre-configured list.

  • Buyer NPCs: Delivery locations feature a buyer NPC and their own set of armed guards.

  • Final Interaction: Players must interact with the buyer NPC to complete the delivery and receive their reward.

  • AI Extraction Sequence: Upon delivery, a custom made cutscene is done, the buyer's team takes the target, gets into their vehicles, and drives away, creating a cinematic finish.

7. Progression, Feedback & UX

  • Cooldown System: A server-wide cooldown (Config.Cooldown) prevents job spamming after a job is completed or cancelled.

  • Notification System: Uses ox_lib for consistent and clean notifications to guide the player.

  • Blip & Waypoint System:

    • Job Location Blip: A route blip guides the player to the general job area.

    • Target Blip: The target can be blipped on the map (configurable per job).

    • Enemy Blips: Guards can be blipped on the map (configurable per job).

    • Delivery Blip: A new route blip guides the player to the delivery point.

  • Visual Feedback: Progress bars and animations within the NUI menu.

8. Police Integration (Dispatch)

  • Multi-Dispatch Support: Supports a vast array of popular dispatch systems:

    • cd_dispatch, ps-dispatch, qs-dispatch, l2s-dispatch

    • rcore_dispatch, tk_dispatch, codem-dispatch

    • outlaw, sonoran, lb-phone, redutzu-mdt

    • Custom: A template is provided for custom integration.

  • Delayed Alert: The dispatch call is sent after a configurable delay (Config.DispatchDelay), allowing skilled players to avoid detection.

  • Custom Alert Data: Fully configurable alert message, code, priority, and blip properties.

9. Technical Performance & Debugging

  • Network Optimized: Entities (peds, vehicles) are networked correctly for all players to see.

  • Cleanup System: A robust system ensures all created entities are properly deleted upon job completion, failure, or cancellation, preventing memory leaks and bugs.

  • Debug Mode: A Config.Debug flag enables detailed print statements for troubleshooting.

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