Lootable boxes V2 [ESX | QBCORE]

A script by RobbieCore

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Lootable boxes V2 [ESX | QBCORE] main image

Full Description

lootables_forum

BUY HERE (TEBEX)

Lootables 2.0 — a database-driven lootable box system with an in-game 3D gizmo editor. Place crates, safes and shipping containers anywhere on the map, wire up your own loot tables and requirements, and manage everything live from the admin UI — no JSON files, no restarts.

Admins use the gizmo editor to place and rotate boxes in the world with live visual feedback. Loot pools, required items, required weapons, reset cooldowns and named export bindings are all edited through dedicated in-game panels (/lootables, /items, /metadata, /exportlootable).

Players open boxes through one of three synchronized minigames — rapid A/D alternation to smash crate lids, a 3-number dial for safes, or a 15-second thermite burn for shipping containers. Loot is rolled server-side and picked up one item at a time; when one player grabs an item, it disappears for everyone. Police-count gates and optional dispatch alerts (built-in or external) add server-side pressure to every open.

Showcase

Lootables v2 | FiveM Script | Robicore

Create, delete, update with 3d gizmo editor, manage your metadata, items and exports in one place, without restarting the resource:


Main Features

  • Database-driven configuration with zero server restarts required

  • Interactive 3D gizmo editor — translate (W), rotate (R), snap-to-ground (Left Alt), shift-drag clone, freecam

  • Four box types across three synchronized minigames — A/D alternation (crates), 3-number dial (safes), 15s thermite burn (shipping containers)

  • Live, multi-entity placement with drop-prop positioning per loot item

  • Lootables Editor UI (/lootables) — edit loot pools, required items, required weapons, reset cooldown and display name

  • Items Management UI (/items) — item catalog with categories, default min/max/chance, inventory prop and metadata

  • Metadata Fields Manager (/metadata) — define your own metadata fields (string / number / boolean) and attach them to items

  • Export Management UI (/exportlootable) — turn any placed box into a named export with copy-to-clipboard code snippets

  • Server exports — SpawnLootable, DeleteLootable, ResetLootable for heists and dynamic events

  • Client callback — RegisterOnPlayerSuccessCallback for post-open hooks

  • Bulk actions on existing lootables (enable / disable / delete / go-to)

  • Per-box reset cooldowns — independent re-loot timer per placement

  • Police gate — minimum online cops before a box can be opened, with optional player notification

  • Dispatch integration — built-in blip dispatch plus ps-dispatch, cd-dispatch, core-dispatch (old & new), with configurable chance and event name

  • Automatic framework, inventory and target detection via kq_link (ESX, QBCore, QBox; ox_target, qtarget, qb-target)

  • Extensible box types — add your own models, sub-types and minigame bindings in Config.boxTypes

  • Invisible-box option — attach lootability to existing world props via alpha override

  • ACE-permission gated admin (lootables.admin, configurable)

  • Automatic SQL migration and schema validation on first start

  • Optimized: 0.00–0.01 ms idle, per-box stream distance, GlobalState sync, built-in entity garbage collector

BUY HERE (TEBEX)

Documentation: Lootables | Robicore DocsDiscord: RobiCore

Code is accessible Partly (config + editable bridge files)
Subscription-based No
Lines (approximately) 10,000+
Requirements kq_link, mysql-async or oxmysql
Support Yes (Discord)

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