
SHOWCASE



PeekerJ’s Destructions script gives you an entirely new way to play out your roleplay, like destroying a bridge when chased by the cops so they can’t pass, or just creating a unique distraction for your crimes. You can currently destroy three primary objects, which currently are the Wooden Bridge, the Crane on the construction site and the Radio Tower [NEW].
Animations can be triggered via exports (you can wire them in the scripts yourself)… And two items, which i’ve added for basic triggering. You can respawn the objects by restarting the script (pj_destruction). Destroyed objects are automatically destroyed (after animation) for every reconnect or rejoin till the restart of the script or server restart.
This script just gives you an possibillity to destroy things however you want, by shooting at them, planting an explosive, by using an item…
Here’s the list of all current features:
- Destroying a Crane
- Destroying a Bridge
- Destroying a Radio Tower
- Can be fixed in-game using exports
- Triggerable via exports (server and client side)
- Masked Events (prevents cheaters triggering it)
- Collision while playing animation
- Optimized
- Full Synchronization (Networked)
- 3D Sounds
- Two Items, allowing anyone to trigger these explosions
CONFIG PREVIEW
INCLUDED SCRIPTS:
- PeekerJ’s Destruction Assets
- PeekerJ’s Destruction Sounds
- PeekerJ’s Game Modifications
Usage Example for Radio Tower using any explosive
local hasbeentriggered = false
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if not hasbeentriggered then
if IsExplosionInSphere(-1, 756.6488, 1273.7079, 360.2944, 50.0) then
exports['pj_destruction']:TriggerRadioTowerClient()
print("Radio Tower explosion detected, triggering destruction sequence.")
hasbeentriggered = true
end
end
end
end)
What’s planned/to do:
- Big LSIA Bridge Destruction
- Fort Zancudo Tower Destruction
- Maze Bank Tower Destruction
- Windmill Destruction
- Lighthouse Destruction
- And more…
States
- 1: Normal (intact)
- 2: Destroyed (explosion FX + destroyed representation)
- 3: Construction (repair/in-progress visuals)
Server broadcasts numeric states to clients to rebuild appropriate visuals and may emit FX events when transitioning to destroyed/construction.
Exports (Server)
Call these from other server resources:
- Set bridge state directly:
local changed = exports['pj_destruction']:SetBridgeState(STATE) -- STATE: 1/2/3 - Set crane state directly:
local changed = exports['pj_destruction']:SetCraneState(STATE) -- STATE: 1/2/3 - Set radio tower state directly:
local changed = exports['pj_destruction']:SetRadioTowerState(STATE) -- STATE: 1/2/3
Return values:
trueif the state actually changedfalseif the state was already the requested value or validation blocked the change
Exports (Client)
Call these from other client scripts to ask the server to perform the action (they send a NetEvent to the server which then updates state and syncs):
- Trigger destruction (bridge/crane) via client:
exports['pj_destruction']:TriggerWoodenBridgeClient() exports['pj_destruction']:TriggerTowerCraneClient() exports['pj_destruction']:TriggerRadioTowerClient() - Fix to normal (bridge/crane) via client:
exports['pj_destruction']:FixWoodenBridgeClient() exports['pj_destruction']:FixTowerCraneClient() exports['pj_destruction']:FixRadioTowerClient()
Trigger Exports (Server)
Call these from other client scripts to ask the server to perform the action (they send a NetEvent to the server which then updates state and syncs):
- Trigger destruction (bridge/crane) via server:
exports['pj_destruction']:TriggerWoodenBridge() exports['pj_destruction']:TriggerTowerCrane() exports['pj_destruction']:TriggerRadioTower() - Fix to normal (bridge/crane) via server:
exports['pj_destruction']:FixWoodenBridge() exports['pj_destruction']:FixTowerCrane() exports['pj_destruction']:FixRadioTower()
PURCHASE (TEBEX)
DISCORD
| Assets are accessible | No |
| Subscription-based | No |
| Polygons (model and LOD) | 10000+ |
| Texture size and amount | 20mb+ |
| Requirements & dependencies | Included in purchase (Assets and Sounds) |
| Support | Yes |
