F.A.Q

3 min readUpdated Today

Setup

Set Config.Language in shared/config.lua:

shared/config.lua
1Config.Language = 'en'
  1. Open /mllootprops and verify the prop model hash exists in your configs
  2. Use Detect to aim at the prop and auto-fill the model
  3. Confirm the prop has loot configured (fixed or probability)
  4. Stand within scanner range of the prop (about 20m) so the scanner can register it
  1. Confirm ox_target or qb-target is running
  2. The prop must be within the scanner radius (default 20m)
  3. Some props lack collision, enable Use Sphere Zone in the prop editor
  4. Check if the prop is inside a No-Loot Zone
  1. You need admin permissions (ace perms or framework admin group)
  2. Wait for ML LootProps initialized in console before using the command
  3. Check for UI errors in the F8 console

Cooldowns

Global: One player loots, ALL players wait. Synced across all players by the server.

Personal: Each player has their own timer. Tracked per player on the server.

Each prop uses one or the other. Global takes priority if both are set.

Only works in Global cooldown mode. The prop disappears for all players. If Regenerate is on, it reappears after cooldown. If off, permanent removal.

Permanent one-time loot. Once collected, the prop never comes back. Best for dead animals and unique loot.

Ped & Hunting

The scanner detects dead non-player peds (animals, NPCs) within range. Configure ped models in the admin panel just like props, assign loot tables, tools, animations, and cooldowns. The death cause weapon is tracked automatically via game events.

Yes. Only ped models configured in the admin panel are lootable. Unconfigured models are ignored by the scanner.

Weapon System

Two systems:

  1. Kill Weapon Validation: Which weapons produce a lootable carcass. A deer killed with explosives won't be lootable.
  2. Butcher Mode: Different loot per equipped weapon at interaction time. Knife = premium cuts, hatchet = rough cuts.

Both support category inheritance.

Yes. Kill Validation runs first (how did the ped die). Butcher runs second (what weapon are you holding now).

Tools

Default: player needs ANY ONE tool from the list (OR logic).

With Require All: player needs EVERY tool (AND logic).

If Remove When Broken is on, it's deleted from inventory at 0 durability. Otherwise it stays but can't be used for looting.

Categories

  • Loot tables (if "Use Category Loot" is on)
  • Required tools
  • Money rewards
  • Minigame
  • Dispatch settings
  • Kill weapon / butcher weapon rules

Prop-level settings always override category.

No-Loot Zones

Sphere zones managed from the admin panel. When a player enters, target interactions are hidden for blocked props.

You can block all props or select specific models per zone.

Progression

Install ml_skills and start it before ml_lootprops. In the prop editor, assign an XP amount and a target skill or category. Each successful loot grants that XP. Config.Skills.MaxXpPerLoot in server/config_server.lua caps the amount per loot.

Yes. Assign a required skill to a prop in the admin panel. Players who have not unlocked that skill in ml_skills cannot loot it, and the check is enforced on the server. Props with no required skill stay open to everyone.

Looting works normally. No XP is awarded and skill requirements are ignored. The integration is a clean no-op, nothing errors.

Updates

  1. Download latest from CFX Portal
  2. Backup shared/config.lua and server/config_server.lua
  3. Replace all files except config
  4. Restart the resource

All prop configs, categories, and zones are in the database, they survive updates.