Gangs for QB-Core with Gang Support instead of Jobs, supports infinately scaling gangs. Super optimised down to 0.01ms idle with a gang peaking at 0.04ms when drawing or inside of a territory zone, 0.00ms at idle as a civilian.
Each gang has a stash and a list of vehicles they can get out from their garage. Config is fully customisable for each gang. Gangs can be created in-game with the configurator and bosses and territories can be configured manually.
New Version 2.5 Territories Update
This update brings gang territories to the map using PolyZones and server side calculations to provide synchronized gang turfs to fight over. At the moment the serve no over purpose, if you have suggestions open an issue or a PR.
New Version 2.4 Gang Boss Update
- Gang bosses can now be configured in
shared/leaders.lua
and they can hire/fire new members
New Version 2.3 In-Game Gang Configurator
- To begin creating a gang use
/creategang [name] [description]
to start the process, use/placestash
to place the gang stash and/placegarage
to place the gang garage using the In-Game configurator to chose the gang colours and vehicle list, when you have placed both you can use/finishgang
to complete it or use/cancelgang
at any time to abort the process.
Tagged releases are considered 'stable' version of this resource, the master branch and others may contain experimental or unfinished code that you may run into problems with. This repo is 1 year old, it was built for the original QBCore and I have no plans on making it compatible with the new versions since the maintainers have decided not to make it backwards compatible.
Add Gangs into qb-core/shared.lua like this:
QBShared.Gangs = json.decode(LoadResourceFile("qb-gangs", "gangs.json"))
Add event to qb-core/server/events.lua
RegisterServerEvent("QBCore:Server:UpdateGangs")
AddEventHandler("QBCore:Server:UpdateGangs", function(gangs)
QBShared.Gangs = gangs
QBCore.Shared.Gangs = gangs
end)
Add event to qb-core/client/events.lua
RegisterNetEvent("QBCore:Server:UpdateGangs")
AddEventHandler("QBCore:Server:UpdateGangs", function(gangs)
QBShared.Gangs = gangs
QBCore.Shared.Gangs = gangs
end)
To enable lockable doors for gangs, you need to modify qb-doorlocks/client/main.lua line 217 like this:
function IsAuthorized(doorID)
local PlayerData = QBCore.Functions.GetPlayerData()
for _,job in pairs(doorID.authorizedJobs) do
if job == PlayerData.job.name then
return true
end
end
for _,gang in pairs(doorID.authorizedJobs) do
if gang == PlayerData.gang.name then
return true
end
end
return false
end
Add Citizenids for gang leaders for each gang into server/config.lua like this:
Config = {
["GangLeaders"] = {
["ballas"] = {
"ORJ52463",
"ABC12345"
},
["marabunta"] = {
},
["vagos"] = {
},
["families"] = {
},
["lost"] = {
}
}
}
- Ballas Interior - https://github.com/TRANEdAK1nG/Ballas-Interior
- TheFamily Interior - https://github.com/TRANEdAK1nG/Famillies-Interior
- Vagos Interior - https://github.com/TRANEdAK1nG/Vagos-Interior
- Marabunta Interior - https://github.com/TRANEdAK1nG/Marabunta-Interior
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.