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ZM Development

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FIVEM ADVANCED TRAIN HEIST WITH CINE DIALOGS

trainHeistss.png









[FEATURES]

ZM Train Heist — Multi-Framework (QB/ESX/Custom)​

Cinematic, replayable train robbery designed for performance and easy server integration. Players scout the ambush point, eliminate guards, breach container locks with a cutter, grab gold stacks, and deliver the loot to a discreet buyer—complete with alerts, props, synced animations, and an optional cutscene finish.

Key Features​

  • Plug-and-play across frameworks
    Works on QBCore, new ESX, and Custom servers via a lightweight framework bridge.
  • Pre-start item check
    Pressing E at the start point automatically checks required items (e.g., cutter, backpack) and lists what’s missing before starting.
  • Police presence & cooldown
    Configurable minimum on-duty police and global cooldown between robberies.
  • Guard AI & combat
    Configurable guard spawns (accuracy/armor/behavior) with relationship groups and patrol/guard tasks.
  • Container breach & synchronized scenes
    Grinder FX, networked objects, and synced animations for a polished breach experience.
  • Gold grabbing flow
    Multi-stage synchronized scenes (enter → grab → exit) with networked props and cleanup.
  • Delivery & payout
    Drive to the buyer, optional short cutscene, automatic sale and cash payout with a clear earnings summary.
  • Police alert blip
    Officers receive a fading radius blip when the ambush begins.
  • Robust cleanup
    Blips, vehicles, props, and states are removed/reset on finish, death, distance fail, or resource stop.
  • Notifications fallback chain
    Uses dopeNotify2 → QB Notify → ESX feed → vanilla GTA notification, so users always get feedback.

Configuration Highlights​

  • requiredPoliceCount: minimum cops required
  • nextRob: cooldown (seconds) between heists
  • requiredItems: list of item names to start/breach
  • reward: itemName, grabCount, sellPrice
  • startHeist.pos & peds: start location and NPCs
  • setupTrain: train, container, lock, table, gold stack positions
  • finishHeist.buyerPos: buyer location
All coordinates, headings, and models are editable in config.lua.

Compatibility & Dependencies​

  • Frameworks: QBCore, ESX (1.9+/legacy with exports), or no framework (custom)
  • Optional: dopeNotify2 for styled alerts (falls back automatically)
  • DB: Not required for core gameplay (no schema needed)
  • OxMySQL: Only referenced in fxmanifest.lua; remove if unused

Security & Anti-Exploit​

  • Start is blocked if police count/cooldown fails.
  • Object/lock state syncing handled server-side; networked entities cleaned on reset.
  • Anti-teleport/leave-area: moving too far from ambush auto-resets the heist.

Performance​

  • All props/vehicles spawned only when needed, frozen, and cleaned.
  • Relationship groups and ped AI tuned for stability.
  • Client tick kept light; proximity checks use sensible sleep intervals.

Admin / Server Owner Tips​

  • Items: Ensure cutter, backpack, and gold exist in your item database (names can be changed in config.lua).
  • Money account: Defaults to cash; adjust in the bridge if you prefer bank.
  • Police job name: Default is police (changeable in the bridge/shared settings).
  • Notifications: If you don’t use dopeNotify2, remove it—the script auto-falls back.

Player Flow (TL;DR)​

  1. Go to the start location and press E (pre-check required items).
  2. Follow the GPS to the ambush, engage guards.
  3. Cut the container lock, then grab gold stacks.
  4. Deliver to the buyer and get paid; optional cutscene wraps the job.

Included Blips & UI​

  • Ambush blip for attackers
  • Police alert radius blip (fades automatically)
  • Context help (E prompts) + stackable notifications

ZM ADVANCED TRAIN HEIST WITH CINE DIALOGS PURCHASE LINK :
 
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