Product Information
T1GER Gang System
Last updated
T1GER Gang System
Last updated
This comprehensive gang system enhances roleplay for those involved in gang-related activities. Players can build a notorious gang using a reputation system, take control of lucrative rackets to generate income, and defend their businesses from rival gangs. As a side-hustle, members can sell drugs, collect protection money, or work as chauffeurs for the prostitution racket. The Action Menu enables immersive interactions such as taking hostages, using zip ties, and escorting players.
This menu is accessible via command or keybind by server administrators. It provides comprehensive control over gang management, accessible via command or keybind.
Admins can create new gangs or manage existing ones with various options. They can adjust the gang’s notoriety points to influence its reputation, and manage the gang’s cash locker by adding or removing funds. To temporarily restrict a gang’s access without disbanding it, admins can disable the gang and re-enable it when needed. Additionally, they can change the gang’s leader or completely delete the gang if necessary.
This menu offers admins powerful tools to oversee and balance gang activities on the server.
This menu is accessible via command or keybind and is available exclusively to gang members and operates on a permission-based system determined by rank: rank-1 (leaders), rank-2 (underbosses), and rank-3 (shot-caller).
Gang members can view gang details, request job(s) from claimed rackets - or cancel an ongoing job. They can also access the action menu for immersive player interactions.
Members with rank-3, are able to view and remove members from the gang, while rank-1 and rank-2 can promote, demote and invite new members.
Setup default ranks in the config. The first 3 ranks have special permissions, while any additional ranks created are for roleplay purposes only and do not grant extra permissions. The rank-1 and rank-2 members can decide which ranks to utilize and customize the rank labels in-game to suit their gang's preferences.
Finally rank-1 or rank-2 members can manage the gang's markers.
Each gang has 3 markers, respectively a stash for their items, a cash-locker for their money and a garage to store/retrive personal owned vehicles - this is not a shared garage!
Members with rank-1 or rank-2 permission can create and manage these markers with optional pin-code, ultimately allowing non-members access to the markers. The pin-code can be changed at any time and the marker can be moved, although with a configurable cooldown to prevent "power-gaming".
Each marker has a cost price of configurable amount of notoriety points, forcing gangs to build up their reputation before enjoing their perks.
This menu allows gang members to interact with nearby players through a variety of immersive features.
Secure a player’s hands with zip-ties using realistic animations. This action requires a zip-tie item in the inventory, which will be consumed upon use.
Release a restrained player and receive the zip-tie item back into your inventory, restoring their mobility.
Escort a zip-tied player with synchronized animations. The restrained player will follow your movements, walking or running based on your speed.
Place or remove players from vehicles, provided the doors are open and the vehicle is unlocked. This allows for dynamic interactions involving transporting or removing players from cars.
Place or remove players from the trunk of a vehicle. The trunk must be open and the vehicle unlocked for this action. Players inside the trunk will experience restricted vision, simulating a realistic scenario.
Take players hostage at gunpoint, restricting their movements and actions. You can then choose to safely release the hostage, allowing them to regain control, or execute them, ending the situation with death. This option enables intense roleplay scenarios where hostages can be used as leverage.
Place a headbag over the head of a zip-tied player, obscuring their vision entirely. The “headbagged” player will only see the inside of the bag, enhancing immersion with a visual prop and corresponding animation.
Each action requires a minimum configurable amount of notoriety points, so to access all actions, the gang must build up their reputation and become truly "notorious."
This is a key component of the Gang System, reflecting a gang’s reputation and influence within the server. Gangs earn notoriety points by completing jobs and activies from their claimed rackets or by sucessfully slinging drugs.
Notoriety points serve as both currency and reputation. They are consumed to claim rackets and create markers, while a certain amount is required to unlock full access to the different interactions in the action menu.
Conversely, gangs can lose notoriety by failing jobs experiencing botched drug deals where NPCs alert the police. This drop in reputation limits their capabilities and increases their vulnerability to rivals.
The system encourages strategic gameplay, as gangs must carefully balance their actions to maintain and grow their reputation. The system encourages strategic gameplay, as gangs must carefully balance their actions to maintain and grow their reputation. A high level of notoriety not only grants access to advanced features but also solidifies the gang’s dominance and standing in the criminal underworld.
Rackets are claimed or withdrawn by interacting with the notorious contract NPC. Once a gang claims a racket, it becomes exclusive to them, preventing other gangs from taking control until it is relinquished. This exclusivity fuels rivalry and competition as gangs vie for dominance. Claiming a racket requires notoriety points, making it a valuable resource for strategic gameplay.
Protection racket allows a gang to collect protection money from designated shops - all locations are configurable. The shop generates money over configurable time and when the collection is ready, a member from said gang can collect it. However, this income is at risk, as other gang members or players can also attempt to collect the protection money, requiring the gang to defend their territory.
Prostitution racket allow members to request job from their player gang menu, which involves picking up a hooker and safely driving her to the client’s location. The vehicle’s condition must be maintained within a configurable limit, or the job will fail, resulting in notoriety loss. Successfully completing the job, however, boosts the gang’s reputation
This is a different approach to engage in gang rivalries which will keep players on their toes.
Players can sell drugs to NPCs using the target system, with configurable base prices, success chances, and quantities for each drug. Operating within designated "hot-streets" grants a bonus to the unit sell price, and additional bonuses are applied when the required number of police are online.
However, failed drug sales may result in NPCs alerting the police, requiring players to intervene to prevent the alert. If the police are notified, the gang loses notoriety. Conversely, successful drug sales contribute to building the gang’s reputation and notoriety.
The scripts has config file(s) with an extensive amount of configurable options, allowing extreme customization to make the system work with your roleplay server. A separate language file, containing all strings, makes it very easy for you to translate the system into your preferred language of choice. There's an icon folder with inventory icons for all included items.
The script has been rigorously tested to ensure maximum optimization and smooth performance, even on large servers with high player counts. Its low resource usage minimizes server strain, providing a stable and seamless gameplay experience for all users. The focus on efficiency and reliability ensures that the script can handle peak activity without compromising functionality or player immersion, making it a robust choice for any server environment.
The script is fully synchronized across all players, utilizing OneSync Infinity and statebags for seamless and reliable synchronization.
es_extended / qb-core / qbox
oxmysql / mysql
t1ger_lib (included)
ox_target / qb-target / meta-target
ox_inventory / qb-inventory / qs-inventory / mf-inventory / core-inventory