[PAID] Silly Cockfight – Animal Fight System for RedM πŸ“

[PAID] Silly Cockfight – Animal Fight System for RedM :rooster:


:pushpin: Description

Silly Cockfight is a fun cockfight / animal fight system for RedM with VORP. Start a fight via a usable inventory item β€” two fighters spawn right next to the player, and spectators see names + HP bars above the animals in 3D. Fully server-authoritative for fair multiplayer fights.


:sparkles: Features

  • :toolbox: Start via usable item β€” uses VORP Inventory; item name is configurable
  • :shield: Server-authoritative β€” server controls turn order, damage, and HP sync for all spectators
  • :name_badge: 3D spectator UI β€” name + HP bar above each fighter, visible up to ~25m
  • :dna: Custom models β€” random pool or fixed assignment (fighter A / B)
  • :game_die: Name pool β€” random fighter names from your config list
  • :balance_scale: Balancing β€” fixed max HP regardless of model + configurable damage range (min/max)
  • :stopwatch: Timeout / Draw β€” fight ends as a draw after X minutes (configurable)
  • :robot: Smart AI β€” circling, feinting, arena boundary enforcement, separation logic
  • :performing_arts: Victory strut β€” winner performs a victory animation
  • :broom: Auto-cleanup β€” animals stay ~2 minutes after a fight, then get removed
  • :bullseye: Admin tools β€” /showcockrange to visualize fight arenas (admin-only)
  • :globe_with_meridians: NUI notifications β€” custom HTML notifications with themed icons
  • :high_voltage: Optimized β€” draw thread only runs per-frame when a fight is actually nearby

:crossed_swords: How It Works

  1. Player uses the configured item (e.g. cockf)
  2. Two roosters spawn with random names
  3. ~40 second countdown / betting phase
  4. Server controls the fight: turn-by-turn attacks with damage rolls
  5. Spectators within range see 3D HP bars
  6. Fight ends: winner, draw, or timeout

:camera: Screenshots / Preview

Silly Cockfight Preview

:clapper_board: Watch Video Preview


:wrench: Installation

  1. Place Silly_Cockfight in your resources folder
  2. Add to your server.cfg:
ensure Silly_Cockfight
  1. Add the cockfight item to your VORP inventory database
  2. Configure models, names, balancing in config.lua

:gear: Configuration

Everything in config.lua:

  • Config.CockfightItem β€” VORP item name to start a fight
  • Config.RoosterModels β€” list of animal models to use as fighters
  • Config.RoosterModelPick β€” "random" or "byIndex"
  • Config.RoosterNames β€” name pool for fighters
  • Config.RoosterFixedMaxHealth β€” fixed HP for balancing
  • Config.AttackDamageMin / Max β€” damage range per hit
  • Config.FightTimeoutMinutes β€” auto-draw after X minutes (0 = disabled)
  • Config.Texts β€” notification texts (fight start, winner, draw, etc.)
  • Config.TextDuration β€” notification duration in ms
  • Config.AdminGroups β€” groups allowed to use /showcockrange

:package: Dependencies

Dependency Required
VORP or RSGCore :white_check_mark: (auto-detected)
oxmysql :white_check_mark: (for auto item setup)

:link: Download

:shopping_cart: Silly Scripts Tebex Store


Code is accessible Yes (config.lua), rest escrowed
Subscription-based No
Lines (approximately) ~2,486
Requirements VORP or RSGCore, oxmysql
Support Yes
1 Like

If you have any questions or interest in this, feel free to come on Discordβ€”I can answer them for you there.

1 Like

:fire: 40% Launch Discount at Silly Scripts :fire:

Silly Scripts is officially live!
To celebrate our grand opening, we’re offering 40% off all scripts.

This is the perfect time to upgrade your server and grab the features you’ve been waiting for.

:hourglass_not_done: Limited time only
:laptop: Applies to all scripts
:rocket: Don’t miss out

1 Like

Vorp Only? i need the rsg version

:blush: today we have

Neue Features

  • Modus-Auswahl UI (1v1 / Free-for-All)
  • Free-for-All Modus (1v1v1v1) – 4 HΓ€hne kΓ€mpfen gleichzeitig
  • Mode Selection UI im Silly Scripts Branding
  • 5 verschiedene Angriff-Animationen (gewichtet)
  • Verbesserte KI: Phasenbasiertes Tempo & kritische Treffer

Bugfixes

  • Bridge Callback normalisiert
  • Alle Animationen in vogelkompatible Dictionaries verschoben
  • Fehlende TaskPlayAnim Parameter (RedM) korrigiert
  • Team nil-Crash im FFA-Modus behoben

works all fine @buyer =)?