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Script Blood Bowl! - GTA San Andreas minigame in FiveM!

BudakKampung

S. Moderator
Joined
Apr 14, 2021
Messages
395
Solutions
2
Reaction score
8,942
Points
281
Age
29
Location
Malaysia
Website
vfivem.com
Link Download :

The Idea:​

Basically this, but multiplayer:
Players can gather in the arena start, in from of Maze Bank, and once 3 minimum are ready, they can start a new arena.

16 players gather in the Blood Ring, driving Arena Wars Issies, have to gather a total of 100 points before their time runs out.

Each player starts with 30 points. Every second, each player loses 1 point. First to reach 100 points wins.
There is one checkpoint present on the map at any time. Getting a checkpoint gives you 30 points.

Stats:​

  • 3 players minimum, 16 max.
  • Server-side spawned peds and vehicles (entity lockdown compatible)
  • AI copilots that shoots at the other players cars.

Commands:​

  • /newarena - ACE permission needed - restarts the arena. If there are any players in the arena at that time, they will be teleported in front of Maze Bank.
  • /skipintro - skips the intro scene that explains the game. You still need to wait for others to finish it.

Hooks:​

Below, you can server-side events that get triggered when the arena is started / finished, and code snippets on how to handle them.

AddEventHandler('BloodBowl.Hook.ArenaFinished', function(_table1, _table2)
--table1 = players who still had points when the arena ended, including the winner.
for i,k in pairs(_table1) do
print('name: '..k.stat.." | score: "..k.score.." | src: "..k.id.." | cpUsed: "..k.checkpointsUsed.." | rpUsed: "..k.repairsUsed)
end
--table2 = spectating players. They ran out of points before the arena ended.
for i,k in pairs(_table2) do
print('name: '..k.name.." | src: "..k.id.." | cpUsed: "..k.checkpointsUsed.." | rpUsed: "..k.repairsUsed)
end
end)

AddEventHandler('BloodBowl.Hook.ArenaStarted', function(_table1)
--table1 = pall players who entered the arena.
for i,k in pairs(_table1) do
print('name: '..k.name.." | src: "..k.id)
end
end)

Things scraped
:frowning:

  • AI drivers:
    • The code for bots is still there, but they don’t seem to like driving in the arena. I think that I haven’t loaded some pathfinding stuff, idk.
  • Multiple arenas:
    • Currently, only one arena can be played at one time. Maybe I will change that…sometime…
  • Different modes:
    • …Kinda got tired of this script, mostly because I couldn’t get enough people to properly test it.

Dependency:​

 

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natimane1597

Bronze Elite
Joined
Jan 18, 2022
Messages
15
Reaction score
3
Points
156
Location
ןדרשקך
Link Download : *** Hidden text: cannot be quoted. ***


The Idea:​

Basically this, but multiplayer:
Players can gather in the arena start, in from of Maze Bank, and once 3 minimum are ready, they can start a new arena.

16 players gather in the Blood Ring, driving Arena Wars Issies, have to gather a total of 100 points before their time runs out.

Each player starts with 30 points. Every second, each player loses 1 point. First to reach 100 points wins.
There is one checkpoint present on the map at any time. Getting a checkpoint gives you 30 points.

Stats:​

  • 3 players minimum, 16 max.
  • Server-side spawned peds and vehicles (entity lockdown compatible)
  • AI copilots that shoots at the other players cars.

Commands:​

  • /newarena - ACE permission needed - restarts the arena. If there are any players in the arena at that time, they will be teleported in front of Maze Bank.
  • /skipintro - skips the intro scene that explains the game. You still need to wait for others to finish it.

Hooks:​

Below, you can server-side events that get triggered when the arena is started / finished, and code snippets on how to handle them.

AddEventHandler('BloodBowl.Hook.ArenaFinished', function(_table1, _table2)
--table1 = players who still had points when the arena ended, including the winner.
for i,k in pairs(_table1) do
print('name: '..k.stat.." | score: "..k.score.." | src: "..k.id.." | cpUsed: "..k.checkpointsUsed.." | rpUsed: "..k.repairsUsed)
end
--table2 = spectating players. They ran out of points before the arena ended.
for i,k in pairs(_table2) do
print('name: '..k.name.." | src: "..k.id.." | cpUsed: "..k.checkpointsUsed.." | rpUsed: "..k.repairsUsed)
end
end)

AddEventHandler('BloodBowl.Hook.ArenaStarted', function(_table1)
--table1 = pall players who entered the arena.
for i,k in pairs(_table1) do
print('name: '..k.name.." | src: "..k.id)
end
end)

Things scraped
:frowning:

  • AI drivers:
    • The code for bots is still there, but they don’t seem to like driving in the arena. I think that I haven’t loaded some pathfinding stuff, idk.
  • Multiple arenas:
    • Currently, only one arena can be played at one time. Maybe I will change that…sometime…
  • Different modes:
    • …Kinda got tired of this script, mostly because I couldn’t get enough people to properly test it.

Dependency:​

gg
 

KOUSHIK

Member
Joined
May 12, 2022
Messages
3
Reaction score
0
Points
86
Location
Dhaka
Link Download : *** Hidden text: cannot be quoted. ***


The Idea:​

Basically this, but multiplayer:
Players can gather in the arena start, in from of Maze Bank, and once 3 minimum are ready, they can start a new arena.

16 players gather in the Blood Ring, driving Arena Wars Issies, have to gather a total of 100 points before their time runs out.

Each player starts with 30 points. Every second, each player loses 1 point. First to reach 100 points wins.
There is one checkpoint present on the map at any time. Getting a checkpoint gives you 30 points.

Stats:​

  • 3 players minimum, 16 max.
  • Server-side spawned peds and vehicles (entity lockdown compatible)
  • AI copilots that shoots at the other players cars.

Commands:​

  • /newarena - ACE permission needed - restarts the arena. If there are any players in the arena at that time, they will be teleported in front of Maze Bank.
  • /skipintro - skips the intro scene that explains the game. You still need to wait for others to finish it.

Hooks:​

Below, you can server-side events that get triggered when the arena is started / finished, and code snippets on how to handle them.

AddEventHandler('BloodBowl.Hook.ArenaFinished', function(_table1, _table2)
--table1 = players who still had points when the arena ended, including the winner.
for i,k in pairs(_table1) do
print('name: '..k.stat.." | score: "..k.score.." | src: "..k.id.." | cpUsed: "..k.checkpointsUsed.." | rpUsed: "..k.repairsUsed)
end
--table2 = spectating players. They ran out of points before the arena ended.
for i,k in pairs(_table2) do
print('name: '..k.name.." | src: "..k.id.." | cpUsed: "..k.checkpointsUsed.." | rpUsed: "..k.repairsUsed)
end
end)

AddEventHandler('BloodBowl.Hook.ArenaStarted', function(_table1)
--table1 = pall players who entered the arena.
for i,k in pairs(_table1) do
print('name: '..k.name.." | src: "..k.id)
end
end)

Things scraped
:frowning:

  • AI drivers:
    • The code for bots is still there, but they don’t seem to like driving in the arena. I think that I haven’t loaded some pathfinding stuff, idk.
  • Multiple arenas:
    • Currently, only one arena can be played at one time. Maybe I will change that…sometime…
  • Different modes:
    • …Kinda got tired of this script, mostly because I couldn’t get enough people to properly test it.

Dependency:​

thank you so much !! <3
 

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