ZM Development
Silver Elite
FIVEM ADVANCED TRAIN HEIST WITH CINE DIALOGS
PREVİEW
[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
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)
- Go to the start location and press E (pre-check required items).
- Follow the GPS to the ambush, engage guards.
- Cut the container lock, then grab gold stacks.
- 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
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