Area capture system with PolyZone. Specially designed family interface. Spaces for creating or joining a family. Family chat system. Market and stock system within the family interface. Purchasable f6 family menu system. Portable garage and inventory system in the famil
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Bring authentic gang warfare and family organization dynamics to your QBCore server with this comprehensive territory control system. More than just a simple turf capture script, this is a complete organizational framework that transforms how gangs and families operate on your server. Players can create or join families, claim and defend territory through a sophisticated PolyZone-based capture system, manage resources through internal markets and stocks, communicate via dedicated family chat, and access exclusive perks like portable garages and inventories in controlled zones.
The system creates organic conflict and cooperation dynamics that serious roleplay servers need. Families compete for valuable territory, which provides tangible benefits like safe storage, private garages, and economic advantages. The territorial nature encourages strategic planning - which areas to claim first, when to attack rival territory, how to defend holdings during vulnerable hours. Combined with the internal economy system, family leadership must balance expansion ambitions with resource management and member satisfaction.
Unlike basic gang scripts that just add colored zones to the map, this system provides deep organizational structure and meaningful gameplay mechanics. The custom family interface serves as a command center where leaders make decisions, members track family progress, and everyone accesses shared resources. The market and stock system creates an internal economy, allowing families to accumulate wealth collectively and make strategic investments.
Territory control uses PolyZone technology for precise, customizable zone boundaries. This means you can create territory shapes that match neighborhoods, blocks, or specific buildings rather than being limited to circular capture points. The capture mechanics require sustained presence and can be contested, creating dynamic battles where timing, numbers, and strategy matter more than just showing up first.
The PolyZone-based capture system creates engaging, strategic territory warfare. When a family member enters a neutral or rival territory, they can initiate a capture attempt. The process requires players to remain in the zone for a configured duration, during which they're vulnerable to counterattack. Rival families receive notifications when their territory is being contested, creating urgent response scenarios.
Multiple capture mechanics can be configured - maybe capturing during peak hours requires more players, or holding territory for extended periods increases its value. The system supports different territory types with varying difficulty and reward levels. Prime urban territories might be harder to capture but offer better garage access and storage capacity, while outlying areas are easier to take but provide fewer benefits.
Territory boundaries are visible on the map, creating clear front lines and contested zones. Families can see at a glance which areas they control, which are under enemy control, and which neutral zones remain available for expansion. This visual clarity helps leadership make strategic decisions about where to focus expansion efforts or reinforcement needs.
The family interface provides comprehensive management tools for leaders and valuable information for all members. Leaders can promote/demote members, adjust permissions, manage the family bank account, and configure territory defense settings. They control access to family resources - who can withdraw from stocks, who can use family vehicles, who has permission to initiate territory captures.
The rank system supports complex organizational hierarchies. You might have a boss with full control, underbosses with management permissions, captains who lead specific operations, soldiers who participate in territory battles, and associates who are probationary members with limited access. Each rank can have different capabilities in the market, different stock withdrawal limits, and different territorial permissions.
Family finances are tracked separately from individual player money. The family bank accumulates funds from territory income, market transactions, and member contributions. Leadership decides how to spend collective resources - expanding territory, stocking weapons, purchasing upgrades, or distributing bonuses to active members. This creates economic decision-making that mirrors real organizational management.
The internal market allows families to create a closed economy that benefits members. Families can buy items at bulk rates and sell to members at markup, generating profit while still offering better prices than public stores. Alternatively, they can offer discounted prices to reward loyal members. The market inventory is customizable - stock whatever items fit your family's focus (weapons for military families, drugs for cartels, tools for legitimate businesses).
The stock system serves as shared storage for collective resources. Members contribute items they find, buy, or craft, building a reservoir that everyone can draw from when needed. This encourages cooperation - players aren't just hoarding for themselves, they're contributing to family strength. During conflicts, members can quickly re-arm from family stocks instead of visiting distant stores or dealing with rival-controlled areas.
Stock permissions prevent exploitation. Leaders control who can deposit items, who can withdraw, and what daily limits apply. This prevents new members from joining a family, emptying the warehouse, and leaving. The system logs all market transactions and stock movements, giving leadership visibility into who's contributing and who's taking more than they give.
One of the most valuable territory benefits is the portable garage system. When a family controls territory, members can access a special garage within that zone to store and retrieve vehicles. This creates strategic value in holding territory near frequently visited locations - controlling territory around a drug dealing area means your dealers can quickly access getaway vehicles without traveling to public garages where police might spot them.
The portable inventory system works similarly, providing secure storage in controlled territory. Families can stockpile weapons, drugs, tools, or other items in their zone without needing to rent separate stash houses. The inventory can be configured with capacity limits and access restrictions - maybe only certain ranks can access the weapon cache, while everyone can use the general storage.
These portable systems create tangible reasons to fight for and defend territory. Losing control of a zone means losing convenient access to vehicles and storage, disrupting operations and forcing members to use less secure alternatives. This makes territory defense important and adds real stakes to gang wars.
The in-game territory creation system empowers administrators to manage zones dynamically without server restarts or config editing. Admins can create new territories using coordinate marking, define PolyZone boundaries by walking the perimeter, adjust existing territory sizes, change ownership manually if needed, and remove territories that are causing issues or no longer serve the server.
This flexibility allows servers to evolve their territorial landscape over time. Maybe you start with a few large territories and gradually subdivide them as more families form. Or you create temporary territories for events, then remove them afterward. The admin tools make territory management part of active server administration rather than a static config-file decision.
Server administrators can customize nearly every aspect of the family system. Territory capture requirements can vary - require X players for certain zones, set different capture times for different territory types, configure defense bonuses for families actively defending their turf. The market can stock any items from your server's item database, with custom prices and stock limits.
Family ranks can be renamed and restructured to match your server's theme. Italian mafia servers might use Boss/Underboss/Capo/Soldier, while street gang servers might use OG/Shot Caller/Homie/Prospect. Permissions for each rank are fully configurable, creating the hierarchy structure that makes sense for your community.
Visual customization includes family colors, territory marker styles, and UI themes. Families can choose colors that appear on maps, markers, and interfaces, creating visual identity. The F6 menu can be reskinned to match your server's overall UI aesthetic.
This system transforms gang roleplay from individual criminal activity into organizational gameplay. Instead of loose associations, players form structured families with leadership, internal economy, and territorial holdings. The collective nature encourages cooperation - members work together to capture territory, defend holdings, and build family wealth.
The territorial aspect creates natural conflict and alliances. Neighboring families might negotiate boundaries or declare war over contested zones. Resource-rich territories become strategic objectives that multiple families compete for. The map becomes a dynamic chessboard where families expand, contract, and reposition based on strength and strategy.
Leadership roleplay becomes more meaningful. Family bosses make real decisions with consequences - which territory to attack, how to allocate resources, whether to promote a member to higher rank. Internal family dynamics develop as players compete for promotion, contribute to collective goals, and navigate organizational politics.
The comprehensive feature set distinguishes this from simpler gang scripts. Most territory systems stop at capture mechanics - this system builds an entire organizational framework around territory control. The combination of precise PolyZone boundaries, internal economy, portable storage, and dedicated family interface creates a complete gang management experience.
The admin tools for in-game territory creation are particularly valuable. Being able to adjust zones dynamically without config editing and server restarts means territories can evolve with your community. New families can be given starter territory, dominant families can be challenged with new rival zones, and problem areas can be adjusted on the fly.
The QBCore integration is deep and proper, using QB's native systems for inventory, vehicles, chat, and permissions. This ensures compatibility with other QBCore resources and maintains consistent behavior across your server's systems.
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