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QBCORE Advanced Animalzone [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


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:
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