F.A.Q

3 min readUpdated Today

Setup

shared/config.lua
1Config.Language = 'en'
  1. Confirm ox_target or qb-target is running
  2. The player must be within Config.Settings.InteractionDistance
  3. Verify the zone is inside the player's render distance
  1. Admin permissions are required (ace perms or framework admin group)
  2. Wait for Loot active. Loaded in console before using /mlloot
  3. Check the F8 console for interface errors
  1. Make sure "Spawn Props" is enabled in the zone configuration
  2. Verify valid prop models are assigned to the zone
  3. Check the density warning, the zone may be too small for the configured prop count

Creation

Yes. Open the creator, enter a zone, and use the prop placement tools. Fixed props spawn at exact coordinates. Dynamic props spawn randomly inside the zone radius each regeneration cycle.

When "Dynamic Props Count" is set to X, the script randomly picks X props from the selected list and scatters them inside the zone radius. They respawn in different locations when the zone regenerates.

When a zone is configured to use loot boxes, looting a prop opens an ox_inventory stash instead of giving items directly. Stash size is configured in Config.Stash.

Zones

Zones grouped under a category cycle between active and inactive. The category sets how many zones stay active at once (a minimum and maximum count) and reshuffles them on a random timer between two values. A category set to Always Active keeps every zone on and only refreshes their loot each cycle.

The Dynamic System has a startup delay. On every server start, zones stay disabled for a random time between a minimum and maximum, set in the Settings tab. This stops the first players online from clearing every known spot. Set both values to 0 to remove the delay.

Cooldowns

Zone regeneration: The entire zone resets. All props re-roll positions (if dynamic) and loot tables.

Prop regeneration: When a player loots a specific prop, only that prop goes on cooldown. Other props remain available.

Global: One player loots a prop, ALL players must wait before it can be looted again.

Personal: Each player has their own timer for that prop.

Minigames

Built-in ox_lib skill checks (4 difficulties) are always available. Optional resources add more options:

  • bd-minigames: Lockpick (easy/medium/hard), thermite
  • ps-ui: Scrambler

Minigames are selected per-zone or per-category in the admin panel.

Progression

Install ml_skills and start it before ml_lootzones. In the loot editor, open a prop and 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 editor. 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

Zones, categories, and placements are stored in the database and survive updates.