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.luafor easy modification.Extensive Configuration: All aspects of the script can be controlled via a detailed
config.luafile. 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 (
kidnaptabletby 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.minSearchTimeandConfig.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_libfor 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-dispatchrcore_dispatch,tk_dispatch,codem-dispatchoutlaw,sonoran,lb-phone,redutzu-mdtCustom: 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.Debugflag enables detailed print statements for troubleshooting.
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