Missions | Quest Creator
Build full missions from inside the game with no config files and no restarts. Place quest-giver NPCs, write voiced dialogue, chain objectives from a quick delivery to a multi stage heist with cinematic cameras, and share your work with other servers through the community catalog.




























Overview
Open the editor, drop a quest-giver, write its dialogue and stack objectives into a chain: a simple courier run, or a heist that strings a firefight, a defence wave, a security camera sweep and a getaway escort back to back. Saved missions are live for players right away.
What to expect
- Missions, NPCs, dialogue and rewards are all built in-game
- A community catalog where servers publish and download each other's missions
- Optional ElevenLabs hookup that turns written NPC lines into spoken audio
- Branching dialogue trees framed by an over-the-shoulder camera
- Camera objectives: cinematics up to 32 shots, single shots and security camera networks
- Heist steps spawn real props: trolleys, safes, jewelry cases, drug tables
- Zombie enemies, horde defence waves and escort runs
- Gate missions behind ml_skills and pay XP back on completion
- Clothing rewards with ML Inventory, a fixed piece or a random piece from a series
- Finished missions can advance ml_battlepass objectives
- Mission chains: finishing one unlocks the next, hidden until earned
- Quest-givers keep opening hours and rotate between map spots
- Exports and events to drive missions from your other scripts
- A live admin tab to rescue, force-complete or fail any stuck run
Works on Qbox, QBCore, ESX and standalone. The full guide is in the docs.
Key Features
In-Game Mission Editor
Build, edit and test every mission while the server is live. Quest-givers, dialogue, objective chains and rewards are saved and loaded for you without config files or restarts. Every objective can carry a map blip from a searchable sprite browser, plus 3D waypoints with distance-based reveal.

Community Hub Catalog
Browse, download and publish missions on an online catalog straight from the panel, with trending and featured lists, download counts, voting and reporting. A profanity filter keeps shared listings clean, and copy and paste import and export covers private shares.

Optional NPC Voices
Type an NPC line and the optional ElevenLabs connection turns it into spoken audio with the voice, stability and similarity you pick (needs the free xsound resource). Clips are cached on the server under an hourly limit, and your own audio files work too.

Skill-Gated Missions and XP Rewards
Lock missions behind an unlocked skill or a minimum level, award skill XP on completion up to a server-wide cap, and grant skills as a reward. It stays quiet when ml_skills is not running.

Per-NPC Reputation
Track reputation with each quest-giver, require a minimum reputation for selected missions and apply penalties on failure.

Squad System and Bonuses
Players take on missions as a group under a squad leader. Set a maximum size and scale the payout, with extra cash and bonus items as the team grows.

Advanced NPC Editor
Each quest-giver gets its own model, dialogue, avatar and map blip, plus a rotating pool of missions so the offer on screen changes over time. Full face and outfit editing per NPC with a Copy My Look button, and the same NPC can stand at several locations at once, sharing quests and reputation.

Chained Objective Logic
Objectives link into a chain and a step can wait on another finishing first. A defence wave only starts once the setup is done.

Heist Loot Module
A full set of scripted grab presets: cash and gold trolleys, safe crack, table stacks of cash and gold, cocaine and weed, a jewelry case smash, a laptop hack, bolt cutters, container grind and crate crowbar, each with synced animations and prop swaps.

Bring Your Own Minigames
Hack and interaction steps call the minigames you already run. ox_lib, bd, bl_ui, mgc, ultra-voltlab and utk_fingerprint are wired up already, each with ready-made difficulty presets.

Branching Talk and Dialogue Camera
Build dialogue trees with nodes, player choices that route to other lines and exit actions, framed by an over the shoulder camera with field of view and focus presets and smooth transitions.

Cinematic and Security Cameras
The Camera objective plays cinematics of up to 32 shots with cut, linear or smooth transitions, subtitles and voice, set up in game with a free camera. Or build a security camera network on a terminal, with cameras players must check and job or item access. A squad watches the cinematic together once everyone has arrived.
Enemy Encounters
Enemy encounters get their own faction, weapons, health and behavior: patrol, ambush or guard a spot, with optional passengers that shoot from a moving vehicle.

Zombie Mode Enemies
Turn enemy NPCs into zombies with custom walk styles, streamed attack animations, and adjustable speed and per-hit damage for a survival flavour.

Horde Defence Waves
Run horde style stands. Set the wave timing and spawn points, with an optional VIP the player has to keep alive.

Escort Runs
An NPC follows the player to safety, waiting and climbing into vehicles on command, and the mission fails if it goes down.

Vehicle Modules and Garage Keep
Build theft jobs that spawn target cars and mark drop-offs, or hand the player a mission vehicle with a set livery and damage. A vehicle the player keeps goes to their garage, and with AdvancedParking running its parking record is cleared so it does not spawn twice.

Item and Reward Modules
Routes with ordered or open stops, shared progress interactions for groups, Retrieve and non-consuming Check Item turn-ins, and Gather Reward search points on bodies or crates. Reward items can carry metadata like durability or a serial, and rewards that do not fit in the inventory are kept and given later.

Clothing Rewards
With ML Inventory, a mission can pay out clothing: a fixed piece, or a random piece from a series of drawables. The editor shows a photo of every model so you pick by sight.
Live Missions Admin and Permissions
Split staff into two tiers, one that can build and edit missions and one that can act on running ones. A Live Missions tab lists every mission in progress so an admin can force-complete it, force-fail it, or teleport straight to the squad leader to sort out a stuck run.

Police Dispatch Alerts
Flag any objective or loot point to alert on-duty police with a custom message and a hit chance you set. Alerts route through the dispatch system you already run.

Mission-Locked Doors
Tie ox_doorlock doors to objectives: pick the closest door from the editor, unlock it as a step, or spawn a temporary door prop for the heist. Door states reset when the mission ends.

Job and Access Gates
Lock a mission to specific jobs, require a minimum number of cops online, demand an item to begin, and mark it one-time per player or on a personal or server-wide cooldown.

Discord Logging
Separate webhook feeds cover mission starts, objective completions, turn-ins, edits, squad actions and admin moves, plus a dedicated exploit-attempt feed to catch cheaters.
Mission Chains
Set finished missions as prerequisites, so a contact only offers the next job once the previous one is done. Locked missions can show as locked or stay hidden until earned.
Battlepass Objectives
With ml_battlepass, finished missions advance battlepass objectives. One config line turns it off.
Reputation Groups and Dialogue Tiers
Link several quest-givers to one shared reputation pool, and change how an NPC greets the player as their standing climbs. Turn-ins can close on a final dialogue instead of a silent hand-over.
NPC Schedules and Rotation
Give a quest-giver opening hours on game or real time and a set of spots it rotates between. A player mid-mission still finds their contact waiting where they got the job.
Developer API
Server exports let your own resources start, complete, fail or cancel missions and complete or advance single objectives. Lifecycle events fire on start, objective completion, completion and failure, and a client hook lets your weapon damage rules apply to mission enemies.




