[PAID] đź§ź RZR Zombie Core ( QBCore | QBX | ESX | OX | CUSTOM FRAMEWORK )

Welcome to RZR Zombies! The ultimate core resource for building a true apocalypse survival experience on FiveM. Built from the ground up with performance and scalability in mind, RZR Zombies provides a rock-solid foundation for servers that want more than just “zombies wandering around.” It delivers a living, breathing apocalypse where every mechanic, system, and encounter works together to create tension, immersion, and long-term gameplay.

Why RZR Zombies over other FiveM zombie scripts?

  • Most zombie scripts stop at spawning infected and calling it a day. RZR Zombies goes much further.

  • Instead of a collection of loosely connected features, RZR Zombies is built as a core system that controls AI behavior, spawning logic, loot distribution, difficulty scaling, and world interaction. All working together.

Features:

  • Server Synced Zombies – All zombies are fully synchronized across the server, ensuring consistent behavior for every player.
  • Dynamic Spawning – Zombies spawn dynamically based on player location, population, and conditions to optimize performance and immersion.
  • Nest System – Zombies originate from nests that can be discovered, cleared, or defended against, adding strategic gameplay elements.
  • Horde System – Large groups of zombies can form and roam together, creating intense and unpredictable encounters.
  • Boss Zombies – Powerful special zombies with unique abilities and increased health that pose a serious threat.
  • Safe Zones – Designated areas where zombies cannot enter, allowing players to regroup, trade, or rest safely.
  • Red Zones – High-risk areas with increased zombie density and difficulty, balanced by better rewards.
  • Day/Night Effects – Zombie behavior, strength, and spawn rates change depending on the time of day.
  • Positional Audio – Realistic 3D audio allows players to hear zombies based on their distance and direction.
  • Corpse Looting – Players can loot zombie bodies for items, supplies, or rare drops.
  • Infection System – Players can become infected after being attacked, requiring treatment or facing escalating consequences.

Links:

TEBEX: HERE
DISCORD: HERE
DOC: HERE

Screenshots/Video:

Zombies Video Trailer:

Zombie Nest ScreenShot Spawning):

Attacked & Infection Visuals Screenshot:

Code is accessible No
Subscription-based Yes & No
Lines (approximately) 2000
Requirements Ox_Lib & Customizable Framework Functions
Support Yes
2 Likes

Zombies (0.0.2)

NEW

  • Day & night quantity settings.
  • OnlyNightSpawning setting for nests.

CHANGED

  • Improved Apocalypse settings.
  • Improved zombie attack logic, zombies will try to “swing” for the player rather than just checking for distance (This will make it seem more natural)
  • Overall performance improvements.

FIXED

  • Fixed Hearing/target logics.
  • Fixed every zombie assigning the same animation.
  • Fixed effects not being applied on special zombies.
  • Fixed small issues found.
1 Like

video ?

Now i got 0.0.2 out, this is my priority now. before this is out – if you want to see the script in action join the discord.

Zombies (0.0.3)

NEW

  • NEW/FIX Config.NestSystem.respawnTime has now been added, This ensures that nests can produce zombies again if players linger in the area after clearing them initially.

FIXED

  • Fixed random mission ambients being ran when Apocalypse is enabled.
  • Fixed Nests/Special Nests calling draw markers (Red ring visual issue).
  • Fixed random scenarios from happening when Apocalypse is enabled.
  • Fixed cureItem not working. this function can now be edited inside of framework.lua as its a framework functionality of adding a useable item – by default only qb/qbx/esx is supported.)

Video Uploaded:

1 Like

damn i loved the script, and that minimap lol, thx for share, u do a good job! keep up

1 Like

Zombies (0.0.4)

FIXED

  • Fixed Special Nests calling draw markers (Red ring visual issue).

Zombies (0.0.5)

NEW

  • xSound is now supported to handle audio, if this script/lib is not found/started it will fallback to the built in sound system.
  • I’ve gone ahead and added more nest locations in config to the map, sandy/main airport/city/offroads.
  • Made an Config.Infection.allowZombiesToAttackInfected for infection (If true, zombies will be able to attack and kill infected players)
  • ZombieAppearance has now been added to config, this allows you to fully edit the zombies look/walk etc.

CHANGED

  • Overall Improved AI logic/handling, this was done to fix problems with zombie hearing ranges based on player actions. (This will 100% improve player zombie syncing)

FIXED

  • Fixed issue where zombies can damage the player that is in a vehicle. (Zombies will still damage players that are in the process of getting in the vehicle)
  • Further additions/changes to fix random ambient & random vehicles spawning.
  • Minor fixes.

Zombies (0.0.6)

NEW

  • Zombies will now damage the car, preventing vehicles to be abused. (The script will progressively damage body & engine stats) These values can be edited in config.lua for all normal/special/boss zombies.

CHANGED

  • Updated combat logic for zombies > there is now a success rate of attacking/damaging the player, this means if you punch/melee in time whilst they are going to attack – it will cancel the attack towards the player. (This encourages active melee combat against zombies)

FIXED

  • Fixed zombie hearing shout option not working, Now integrates with pma-voice.
  • Fixed zombies not being cleared on resource restart.
  • Fixed /clearzombies command not clearing zombies. (Now will also reset nests spawning)
  • Fixed permission check (added …HasPermission() inside of framework.lua)
  • Fixed Zombies damaging the player whilst being knocked down/falling over. (This will also apply to damaging vehicles)

Zombies (0.0.7)

Improvements & Optimizations

  • Further optimizes to zombies/nests logics.
  • Config values for default optimization installment.

FIXED

  • Fixed nil loading issue with framework detection.
  • Fixed nests not spawning.

Zombies (0.0.8)

CHANGES

  • Players on a motor vehicle will now be attacked, this makes sense due to reach. (The motor vehicle will still have applied damage on attacks),

FIXED

  • Fixed zombie attack animation not working.,
  • Fixed a zombie spawning issue with SpecialNests, causing no zombie caps to take effect on this type of nest.,
  • Fixed sound issues.

Zombies (0.0.9)

NEW

  • Added new protection options for safezones, disableZombieAttacks , takeDamage , protectFromFire , protectFromPlayers , showWarning & warningText

FIXED

  • Fixed disable weapons option not disabling for safezones.
  • Fixed blips names not applying.

Zombies (0.0.10)

This update aims to improve overall AI handling, stability & to be more responsive, including all-round consistency for every encounter with a zombie, this also includes small patches preventing zombies from spawning where not natural, with looting being more better applied.

CHANGES

  • Now incorporated thread pooling for all operations, this will reduce CPU/streaming usage.
  • Config.RedZones is now heath/damage options have now been changed to value rather than multipliers, this prevents consistent syncing hp/dmg values for multipliers.

FIXED

  • Fixed server syncing issues against the client for updating health (Zombie health/buffs are now fully controlled by the server and sent to clients to update)
  • Fixed damage syncing issue.
  • Fixed corpse ragdoll issue. (bounce/fall after being shot)
  • Fixed health check issues.
  • Fixed loot targets not being applied to all dead zombies consistently.
  • Fixed targeting issue where the player would mostly be ignored when near.
  • Fixed zombies spawning if you are flying(noclip) or in a helicopter.
  • Fixed zombies spawning on higher levels.
  • Fixed Press E interaction not being consistent and having to spam to open loot inventory.

Zombies (0.0.11)

FIXED

  • Fixed nil errors on tables indexing.
  • Fixed sounds not destroying instantly when dead.
  • Fixed notification on PRESS E spamming and delaying pressed logic.

Zombies (0.0.12)

NEW

  • Added both Config.NestSystem.spawnDistance & Config.SpecialNestSystem.spawnDistance for checking how far away you want the player before zombies spawn from these nests. (100 by default)
  • Added new default config content; safezones/nests/redzones/special nests. (Now comes with 115+ preconfigured nests)

CHANGES

  • When player is inside a RedZone, zombies now spawn anywhere in the zone. This makes zombies spawn “around” the zone as if emerging from it. Theses areas will come more intense now overtime
  • Nest smoke have been removed from redzones.
  • Framework: Now trys to detect qbx_core first before qb-core, due to qbx being a fork of qb it will think you’re using qbcore. (Update your framework.lua)

FIXED

  • Fixed minor bugs found.