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QBCORE Advanced Animalzone V3 Update [Nature is waiting to break you down]

nopixeliloveyou

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❌Don’t do this

Teleport directly to the center of a zone.
This bypasses the clean pre-spawn logic and can cause messy spawns.

➜ Instead, approach normally from outside the radius.



👉Advanced AnimalZone V2
👉Advanced AnimalZone V3


Dependency : qbcore +
onesync (forced so that everyone sees the same thing)

🐾 Animal Script – Main Features


Animals per zone are fully configurable and remain constant, no matter how many players are online.

Spawning is optimized to avoid duplicates, with a minimum distance enforced between animals
and anti pop-in protection near players.

Aggression is set to 100% by default and fully configurable.
The script supports up to six different animal models, each with its own HP defined in config.lua.
Animals keep their current HP even when they become invincible during idle states
and only reset after a full despawn.

Animals only become vulnerable when at least one player is inside the zone.
Once killed, their corpses persist for two minutes before despawning.
If you leave the combat area, the animals stay behind, idle in their animation.
If you go too far, they disappear; if you come close again, they attack

With smart pre-spawn logic, animals already exist before a player arrives,
showing rich idle behaviors like turning, walking, wandering, inspecting, spacing, and avoiding,
all randomized within min/max values. They remain invincible
and passive until a player enters the zone, at which point they immediately become aggressive.

The system is fully multiplayer-ready, allowing multiple players
to be attacked simultaneously in the same zone.

When all players leave, animals return to idle and become invincible again.
If everyone is too far away, they despawn for optimization.
If at least one player remains in the zone, the attacks continue seamlessly.

Performance is highly optimized, with logic designed
to run at only ~0.0–0.2 ms per tick thanks to spaced ticks, split logic, and anti-overhead techniques.

OneSync is required to ensure all players see the same animals
and behavior consistently in multiplayer.

If all players in a zone are down, the animals despawn. If some players are down but others remain standing,
animals continue their attacks. Coma states are configurable through config.lua
using keys such as isdead or inlaststand.

Certain jobs like police and ambulance can be set to block animal spawns and attacks,
all fully configurable in config.lua.


The EMS bridge is built with multi-script support, compatible with popular ambulance scripts like
Wasabi, Brutal, Arius, and others. It uses a priority order
(exports → statebags → QBCore metadata), excludes IsPedInjured(ped)
to ensure only true downed states are counted,
and even without an EMS script installed, the resource still works
correctly using the QBCore fallback.


 
Last edited:
Thread owner
"Thinking about writing a script featuring a bizarre showdown between chickens and rabbits—with bets and prize money involved. Would you be interested in that? 😂"
 
Last edited:
Thread owner
View attachment 258


❌Don’t do this

Teleport directly to the center of a zone.
This bypasses the clean pre-spawn logic and can cause messy spawns.

➜ Instead, approach normally from outside the radius.



👉Advanced AnimalZone V2


Dependency : qbcore +
onesync (forced so that everyone sees the same thing)

🐾 Animal Script – Main Features


Animals per zone are fully configurable and remain constant, no matter how many players are online.

Spawning is optimized to avoid duplicates, with a minimum distance enforced between animals
and anti pop-in protection near players.

Aggression is set to 100% by default and fully configurable.
The script supports up to six different animal models, each with its own HP defined in config.lua.
Animals keep their current HP even when they become invincible during idle states
and only reset after a full despawn.

Animals only become vulnerable when at least one player is inside the zone.
Once killed, their corpses persist for two minutes before despawning.

With smart pre-spawn logic, animals already exist before a player arrives,
showing rich idle behaviors like turning, walking, wandering, inspecting, spacing, and avoiding,
all randomized within min/max values. They remain invincible
and passive until a player enters the zone, at which point they immediately become aggressive.

The system is fully multiplayer-ready, allowing multiple players
to be attacked simultaneously in the same zone.

When all players leave, animals return to idle and become invincible again.
If everyone is too far away, they despawn for optimization.
If at least one player remains in the zone, the attacks continue seamlessly.

Performance is highly optimized, with logic designed
to run at only ~0.0–0.2 ms per tick thanks to spaced ticks, split logic, and anti-overhead techniques.

OneSync is required to ensure all players see the same animals
and behavior consistently in multiplayer.

If all players in a zone are down, the animals despawn. If some players are down but others remain standing,
animals continue their attacks. Coma states are configurable through config.lua
using keys such as isdead or inlaststand.

Certain jobs like police and ambulance can be set to block animal spawns and attacks,
all fully configurable in config.lua.


The EMS bridge is built with multi-script support, compatible with popular ambulance scripts like
Wasabi, Brutal, Arius, and others. It uses a priority order
(exports → statebags → QBCore metadata), excludes IsPedInjured(ped)
to ensure only true downed states are counted,
and even without an EMS script installed, the resource still works
correctly using the QBCore fallback.


👉 Update V2!!!!!
 
Thread owner
thanks im gonna try that
With pleasure. 🙂 I would’ve liked to test my script, but my gaming PC is down.
Please make me a little video, it would make me happy 😉.
And if there’s a small error because of the k.o (but only for very old EMS scripts), it will still work 100%.
I’ll fix it tomorrow.
Also, change the coordinates
I did them kind of blindly lol."
 
Last edited:
Thread owner
View attachment 258


❌Don’t do this

Teleport directly to the center of a zone.
This bypasses the clean pre-spawn logic and can cause messy spawns.

➜ Instead, approach normally from outside the radius.



👉Advanced AnimalZone V2
👉Advanced AnimalZone V3


Dependency : qbcore +
onesync (forced so that everyone sees the same thing)

🐾 Animal Script – Main Features


Animals per zone are fully configurable and remain constant, no matter how many players are online.

Spawning is optimized to avoid duplicates, with a minimum distance enforced between animals
and anti pop-in protection near players.

Aggression is set to 100% by default and fully configurable.
The script supports up to six different animal models, each with its own HP defined in config.lua.
Animals keep their current HP even when they become invincible during idle states
and only reset after a full despawn.

Animals only become vulnerable when at least one player is inside the zone.
Once killed, their corpses persist for two minutes before despawning.
If you leave the combat area, the animals stay behind, idle in their animation.
If you go too far, they disappear; if you come close again, they attack

With smart pre-spawn logic, animals already exist before a player arrives,
showing rich idle behaviors like turning, walking, wandering, inspecting, spacing, and avoiding,
all randomized within min/max values. They remain invincible
and passive until a player enters the zone, at which point they immediately become aggressive.

The system is fully multiplayer-ready, allowing multiple players
to be attacked simultaneously in the same zone.

When all players leave, animals return to idle and become invincible again.
If everyone is too far away, they despawn for optimization.
If at least one player remains in the zone, the attacks continue seamlessly.

Performance is highly optimized, with logic designed
to run at only ~0.0–0.2 ms per tick thanks to spaced ticks, split logic, and anti-overhead techniques.

OneSync is required to ensure all players see the same animals
and behavior consistently in multiplayer.

If all players in a zone are down, the animals despawn. If some players are down but others remain standing,
animals continue their attacks. Coma states are configurable through config.lua
using keys such as isdead or inlaststand.

Certain jobs like police and ambulance can be set to block animal spawns and attacks,
all fully configurable in config.lua.


The EMS bridge is built with multi-script support, compatible with popular ambulance scripts like
Wasabi, Brutal, Arius, and others. It uses a priority order
(exports → statebags → QBCore metadata), excludes IsPedInjured(ped)
to ensure only true downed states are counted,
and even without an EMS script installed, the resource still works
correctly using the QBCore fallback.


👉 Update V3!!!!!
 
I am currently building a custom zoo. I'd like to see more animal options.
 
You never really stated since its no video what this does, do players hunt the animals or do they just randomly attack ?
 
Thread owner
You never really stated since its no video what this does, do players hunt the animals or do they just randomly attack ?
I didn’t include a video because, unfortunately, my gaming PC died. For now, I’m keeping myself busy writing scripts on a laptop. So I’d love to see some videos of my script in action if you make any!

Regarding your question (I think I mentioned it earlier, but here are the details):

  • When a player approaches a specific zone, animals start to spawn in the distance, in groups of 2 per tick, until the total number (set in config.lua) is reached.
  • The animals move randomly to create a more natural behavior.
  • As long as the player hasn’t entered the zone, the animals are invincible and won’t attack.
  • Once inside the zone, animals can detect the player within 5–6 seconds and will begin to attack.
  • In multiplayer, animals don’t all choose the same target, which makes encounters more dynamic.
  • Players can attack the animals too — at that point, they’re no longer invincible. Their health is configurable in config.lua.
  • When an animal dies, its body remains visible for 2 minutes.
  • If the player is downed, the animals will despawn — unless there are other players nearby. In that case, they continue attacking the others but no longer target the downed player.
  • Certain jobs like EMS or police (defined in config.lua) can block the event entirely.
  • If you enter the zone and then leave, animals become invincible again and go back to random roaming.
  • They don’t despawn immediately; you need to move far enough away for them to disappear.
  • If you return to the area, they’ll become aggressive again and attack, and you can fight them once more, etc.

I am currently building a custom zoo. I'd like to see more animal options.
What makes developing a zoo-type script challenging is the animal animations.
For example: sitting, staying seated, lying down, staying down, barking, sniffing, eating, sleeping, walking, running, staying idle, attacking, biting, growling/taunting, playing, shaking off, looking around, scratching, reacting to noise, and dying.
Each animal has its own unique animations — they’re not universal — which makes the process time-consuming to build and implement. It’s definitely doable, but it takes a lot of time, especially if the events are large or complex.
 
Whats your discord bro...I may need to bring you aboard this project. I'm also lookin for someone that can import and convert animals from RDR2 to FiveM
 
Thread owner
Whats your discord bro...I may need to bring you aboard this project. I'm also lookin for someone that can import and convert animals from RDR2 to FiveM
Bro, I’d love to, but I’m already tied up with a few other projects ; mainly an advanced script using AI voice commands to control bodyguard animals, with all the realistic behavior details. It’s taking me a ton of time to build out in ultradetailed mode… I’ll hit you up as soon as I’ve got some free time. ;-)
 
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