F.A.Q
Setup
Set the file name from the locales/ folder:
1Config.Language = 'en'- Open
/mllootpropsand check that its model is in the list - Use Detect and aim at the object to fill the model in
- Give the model guaranteed or chance loot
- Stand within about 20 meters so the scanner picks the object up
- Check that
ox_targetorqb-targetis running - Some models have no collision. Turn on Use Sphere Zone in the prop editor
- Check that the object is not inside a no-loot zone
- The player needs admin permission in the framework or ACE
- Wait for
ML LootProps initializedin the server console - Look for errors in the F8 console
Cooldowns
Global: once a player loots the object, everyone waits. Personal: every player has a separate timer. A model uses one of the two, and global wins when both are set.
It needs a global cooldown. The object disappears for every player. With Regenerate on it comes back when the cooldown ends, with it off it stays gone.
The object can be looted once and never again. It fits dead animals and unique finds.
Hunting
The scanner finds dead NPCs and animals near the player. Add their models in the admin panel like any object, with loot, tools, animation and cooldowns. The weapon that killed them is read by the server.
Yes. Only models added in the admin panel can be looted.
There are two:
- Kill weapon: which weapons leave a lootable carcass. You can refuse explosive kills, for example.
- Butcher weapon: different loot for the weapon in hand when the player loots. A knife can give better cuts than a hatchet.
Both can come from the category.
Yes. The kill weapon is checked first (how the animal died), then the butcher weapon (what the player holds now).
Rewards
Yes, two ways:
- With ML Inventory, the loot editor has a Clothing button. Pick one fixed piece, or a series of models where one piece drops at random. Each model shows its photo.
- With
ml_random_cloth, add a clothing pack to the guaranteed drops or a chance group. It drops sealed or as its contents, for male, female or random sex.
Yes. Cash or bank on top of the items, capped by Config.MaxMoneyPerClaim.
An object set as a lootbox opens a stash instead of giving the items straight away. Several players can search the same stash at once. Default size is set in Config.Stash.
Tools
By default one tool from the list is enough. With Require All the player needs every tool in the list.
With Remove When Broken on, the tool is removed at 0 durability. With it off, the tool stays in the inventory but cannot be used for looting.
Categories
- Loot tables, when Use Category Loot is on
- Required tools
- Money rewards
- Minigame
- Police alert settings
- Kill and butcher weapon rules
Anything set on the model itself wins over the category.
No-Loot Zones
They are circles drawn from the admin panel. Inside one, looting is off for every model or only for the models you pick. An inverted zone does the opposite: those models can only be looted inside it.
Skills
Start ml_skills before ml_lootprops. In the prop editor, set an XP amount and the skill that receives it. Config.Skills.MaxXpPerLoot caps the XP of one loot.
Yes. Set a required skill on it. Players who have not unlocked it cannot loot it, and the server checks it.
Looting works the same. No XP is given and skill requirements are skipped.
Battlepass
Yes, with ml_battlepass running. Looting advances battlepass objectives. Set Config.Battlepass.Enabled = false in server/config_server.lua to turn it off.
Updates
- Update ML Bridge first
- Download the latest version from CFX Portal
- Back up
shared/config.luaandserver/config_server.lua - Replace every file except those two
- Restart the resource
Models, categories, zones and settings stay in the database.