Gang System V2 [QB]
Features
- If you place a gang flag, peds mentioned in config for that gang will spawn near that area to provide realism.
- Gangs can buy one flag and one flag removal once every tsunami.
- Price of gang flags increase as they keep on buying it. (more flags, more money, multiplier is available in config)
- More flags placed, more money they get from selling drugs. Multiplier and everything is present in config.
- Event to trigger to buy flags/removal is given in cl_buyflags.lua. Trigger that event through qb-target or wherever you want to.
- Lot of configurable values to play with the count of gang members, time required to rob, etc are present in config.lua
- Make sure to read through unencrypted files to edit target options, notification, mail, etc to suit your needs.
- Flags can be placed next to each other and doesnt allow players to place their gang flags all over the place
- Can add as many gangs you want (make sure the props are different so that the targets dont mix up. Check Config to add more gangs and follow it.)
- Option to customize the drugs sold at cornerselling. Can add as many drugs you want.
- Support added for circular progressbar to change font awesome icons
- Reputation factor where more the locals of your gang are robbed, lesser money you make while cornerselling, you need to cornersell more to get build your reputation back.
- Everything is persistent i.e it can go through server restarts.
- Blips can be toggled using /toggleblip command (logic can be found in cl_customise.lua)
- Comes with preconfigured 4 gangs and 6 flag props (2 can be configured)
- Video probably coming soon. Since the features are too many, kind of difficult to make a video showcasing each and everything.
Requirement
- qb-core
- qb-target
- qb-menu
Video Preview
Also, Check more esx scripts and qbcore scripts
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