Territories is a modern refresh of a well-known gang territory control script.
Each zone/territory is highly configurable, facilitating group and job access restrictors (so you can configure each zone to only be influence-able by certain groups). Each territory can have access to multiple labs, which use routing buckets on entrance to allow repeat use of the same lab multiple times across the resource with no conflicts.
Labs can be configured with multiple actions, which can also be re-used across multiple labs. This makes it possible to configure multiple entrances to different labs, which use the same interior, while allowing different actions in each lab. An example of this would be creating a lab with only a production action point, and giving access to all ranks/grades of a job/gang, while setting up a restricted lab to the highest rank/grades with access to the packaging action. This would force players to interact with higher/lower ranking members of their organization in order to complete the production process.
Influence over a territory is gained through player population dominance in a territory, PvP (killing another player) where enabled inside a territory, and exports have been provided to further influence the zone through known actions (selling drugs) or dynamic unknown actions (such as graffiti/tagging, etc).
Config
The configuration for this resource is extensive.
All relevant information has been spread out across the wiki.
For more information, feel free to contact me via DM
Usage
Check out the wiki for an update-to-date list of dependencies, conflicting resources, examples, and proper export documentation. You can otherwise contact me via DM for further instruction.
Edited mf territories and made it use another âutilsâ instead of meta libs? And added custom Zone.
Basically 30 lines of codes of polyzone into mf territories.
Other than that⊠what else does it offer? Isnt it the same.?
Polyzones instead of native GTA areas (native areas had issues where suburbs are not as predicted).
Multiple labs per territory are possible.
Multiple territories can link to the same lab without interfering with each-other.
Multiple action locations can be created in a lab using the same animation set with relative ease.
Animation sets arenât as tricky to reposition.
Better required/reward item scheme.
Better access restrictions for labs.
Supports groups (gangs for QB, job2 for ESX) and jobs.
Better exports for influence control by other resources.
Support for QBCore, qs-inventory and ox_inventory (all through ti_utils).
This was an entire rewrite from scratch, not a â30 line rewriteâ. The only similarities youâll see are the foundations of what the script is created on: Zone control with access to labs, using the neat native gta animation cycles for the processing.
This is really built around job and group control. You could allow the âunemployedâ job to control a territory, but thatâs as close as youâd get.
Thankyou for taking the time to look into the resource before making false accusations .
Chances are I also made the resource you assume this is âstolenâ from.
But I will repeat what I said last post- the only thing similar to the previous version is the animation sets- which are from GTA. Nothing in this resource is âstolenâ.
This looks sweet. Do the zones show up to people that are not in gangs?
Zones can be configured either way. Lots of config options, can check them on the wiki examples.
Mostly comes down to the ârender_â flags on areaBlips.