Camps | Raidable NPC Camps with an In-Game Creator, Stealth AI and Keyed Loot

Camps | Raidable NPC Camps with an In-Game Creator, Stealth AI and Keyed Loot

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:crossed_swords: A camp that fights back

Most PvE is one NPC that shoots back and drops the same loot every time. Camps turns a zone into territory a enemy holds. Walk in and the defenders wake up, patrols start their routes, and a HUD counts the hostiles left. Drop the last one and the crates open. Leave it too long and the camp resets for the next crew.

:straight_ruler: Build every camp in-game

The creator runs fully in-game. Make a camp, pick the NPC models, weapons, health and accuracy, draw the loot table, set the crate props and the blip. Save and it goes live for everyone with no restart. Clone a camp in one click, switch one off without deleting it, and a pre-save check catches the easy mistakes before a Test button drops you straight into the fight.

Placing it is just as easy. The map tab shows every camp, so you can find one and open it straight from its pin. For the fine work you place by eye: drop each spawn point facing where you want, then lay a patrol route point by point, giving each waypoint a job as you go, a plain point, a timed stop, or a random stop, with the full route drawn back to you as you build it.

:eye: Defenders that see and hear you

Every camp is built from NPC groups, each with its own temper. Set the models, a fixed or random weapon, health, armor and accuracy, and one of four aggression presets from holding cover to charging in. They can hold a spot, guard a small area, or patrol the route you placed.

Sneaking past is a real option. Defenders use sight cones, line of sight and hearing, so crouching shrinks how far they spot you and sprinting gives you away. Stay in view too long and they engage, and one alerted guard wakes the rest. Guard blips draw each vision cone and change color as suspicion climbs.

:zombie: Zombie mode and horde waves

Flip any group to zombie mode and they stop shooting and rush you, with different walk styles, random melee hits, and speed and damage you set. Or run a camp as a horde stand: up to ten waves with a delay you choose, each one bigger than the last, arriving from the edge or from your spawn points.

:package: Locked loot and camp keys

The crates appear with the raid but stay sealed until the last defender falls. Only players who fought can open them, and each crate goes to the first raider to reach it. The camp rolls its loot once and splits it across the crates, so the prize is the camp’s, not a jackpot per box. Pay in items, money, or both. For a twist, switch on a camp key: one random defender carries it, drop them to loot. No item setup needed, or use a real inventory item tied to that camp.

:stopwatch: A raid HUD players own

Inside a camp, a light HUD shows the name, the hostiles left, a kill bar and the status, the same count for everyone. When it clears, you pick what shows: a respawn timer, a cleared badge, or nothing, so no one farms the clock. Each player drags and scales their own HUD with one command, and staff set the default.

:satellite: Runs itself, until you step in

Left alone, camps run themselves. One wakes when players arrive and unloads when the area empties, a raid left half-done restocks to full, and cleared camps come back on a cooldown that survives a restart. Set a camp to spawn once and it stays down until staff restock it.

When you want to step in, the panel is your control room. A home dashboard totals every camp and flags trouble, raids left mid-fight or camps stuck on cooldown, with a live feed of raids, loot, keys and edits. The Live tab shows every raid in progress with players in the zone, defenders left, timers, and a roster of who holds the key and who can loot. Force-clear, force-reset or teleport from there. It all lands in your Discord or FiveManage logs.

:gear: Yours to shape

The config sets the frame, the panel builds the rest. Pick a theme, the HUD’s default corner and what a cleared camp shows, the key mode, the alert timers, and the commands and keys. Presets for camp types, aggression, crate props and stealth are there to start from, and permissions split into an editing tier and a live-actions tier tied to your admin group. Player text ships translated.

For developers, other resources read a camp live with GetCampStatus, IsCampCleared and GetCampAliveCount, so a cleared camp can trigger a job or open a door somewhere else.

:framed_picture: Screenshots

In-game camp creator
The in-game creator. Pick models, weapons, loot and blips, then save straight to the database.

Draw camps on the map
The map tab. Zoom, filter by status, click to place a center or open a camp from its pin.

Laying a patrol route in-game
Laying a patrol route by eye. Give each waypoint a job: a plain point, a timed stop, or a random stop.

Live operations tab
The Live tab. Every raid in progress with players, defenders left and timers, plus force clear, reset and teleport.

:gear: Dependencies

Required:

  • ml_bridge: (included)
  • ox_lib: utility library
  • oxmysql: database driver

Optional:

  • Any framework: ESX, QBCore, Qbox, Standalone
  • Any inventory through ml_bridge (for item rewards and the optional item-mode camp key) [required inventory with metadata support]

:clapper: Video

:speech_balloon: Discord: 💠| MICIO MODS |💠

:books: Docs: Camps Dependencies, FiveM Docs | Micio Mods

:shopping_cart: Purchase: Camps | Raidable NPC Camps with In-Game Creator | Micio Mods

:page_facing_up: Required Information

Field Value
Code is accessible No (escrow). Editable: open/, shared/config, locales
Subscription-based No
Lines (approx) ~12,500+
Requirements ox_lib, oxmysql, ml_bridge
Support Yes (Discord)

:star: MICIO MODS - Owner-level quality, for owners. :star:

1 Like

This is an excellent addition, great way to add some fun into mlo’s highly recommended

1 Like

What a game changer, awesome work !

1 Like

Thanks guys, appreciate it! :purple_heart: