[PAID] [STANDALONE] "Parkour V" — parkour script by beeju


Parkour script for FiveM servers

Features:

  • A lot of animations (wall running, flips, tic tac and more) that dynamicly interact with the environment
  • No need to pre-configure
  • Ready client event for use with your UI
  • Customizable localization and key mapping
  • Standalone (You can use it with any framework)
  • Advanced landing system. The landing animation changes dynamically depending on whether the character is running or walking

To-Do:

  • More customization options
  • Better optimization (done). I will continue to improve the optimization as much as possible
  • Working on anim smoothness (done)
  • Bug fixes (WIP)

Known Issues:

A character can fall into a texture because collision is disabled when using animations

Tebex
Video showcase

All controls can be changed. As default ones I chose the ones that I found convenient

Default controls:

All controls can be changed

  • Q — Tic Tac / Wall flip. Depending on the character’s position
  • LALT — Parkour elements to overcome obstacles, triggered randomly (like monkey, dash, etc.)
  • F — Wall run up to climb high obstacles
  • LCTRL — Slide, animations are also randomized
  • E (In motion) — Twist flip / front flip. Triggered randomly
  • E (Standing still) — Back flip
  • LALT (Standing still) — Back flip to the side
  • SPACE — Horizontal wall run. Depending on the character’s position

Some tricks only work when running/moving/sprinting.

Also, some elements will only work if there is an obstacle in front of you

Config
Config = {}

Config.CommandActivate = true -- Activation option by command /fr
-- An example of an event if you want to trigger it on your server: TriggerClientEvent('beeju:freeRunning', your_player_check). You can use this event to invoke it in your UI

-- Default controls / editable with https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids
Config.ParkourVaults = 'LMENU'
Config.ParkourTicTac = 'Q' -- I recommend customizing the tic tac and wall flip to the same key
Config.ParkourWallrun = 'SPACE'
Config.ParkourWallflip = 'Q' -- I recommend customizing the tic tac and wall flip to the same key
Config.ParkourWallrunUp = 'F'
Config.ParkourBackflip = 'E' -- I recommend customizing the backflip and frontflip to the same key. This is convenient because the backflip is triggered while you are standing still, while the front flip is triggered only when you move. This way there will be no conflicts
Config.ParkourBackflip2 = 'LMENU'
Config.ParkourFrontflip = 'E' -- I recommend customizing the backflip and frontflip to the same key. This is convenient because the backflip is triggered while you are standing still, while the front flip is triggered only when you move. This way there will be no conflicts
Config.ParkourSlide = 'LCONTROL'
Config.ParkourJump = 'MOUSE_MIDDLE'
Config.ParkourHud = 'Y'
-- You can also customize the controls in game settings (section FiveM)

-- Localization
Config.Localization = {
    ['ParkourVaults'] = "Parkour moves",
    ['ParkourTicTac'] = "Tic Tac",
    ['ParkourWallrun'] = "Horizontal Wallrun",
    ['ParkourWallflip'] = "Wallflip",
    ['ParkourWallrunUp'] = "Vertical Wallrun",
    ['ParkourBackflip'] = "Backflip",
    ['ParkourBackflip2'] = "Side Backflip",
    ['ParkourFrontflip'] = "Twistflip/Frontflip",
    ['ParkourSlide'] = "Slide",
    ['ParkourJump'] = "Jump",
    ['ParkourHud'] = "Show/Hide Hud",
    ['FreerunON'] = "Parkour ON",
    ['FreerunOFF'] = "Parkour OFF"
}

-- Tooltips when running the script
Config.Helper = {
    ['ParkourHelper'] = "Some of the tricks require you to move, while others only work if you stand still. Also, certain tricks only work with obstacles, a special marker above the character's head will help you. Familiarize yourself with the controls in the game settings\nExample: you can only wall running if you are close to the wall",
}
Code is accessible No, only config
Subscription-based No
Lines (approximately) 500+
Requirements Any framework. Standalone
Support Yes
13 Likes

Is there a way to disable certain moves or to restrict them to a specific group or maybe to add a own check system for a skill system?
Is there also a chance to get it open source?

It is possible that in the future it will be possible to disable individual abilities.

The source code will definitely not be for sale anytime soon

resmon?

(0.22ms) on my client, will be improved ASAP :slight_smile:

upd: Load up to (0.16ms) during RayCast checks, outside of checks (0.02). I’ve optimized as much as I can right now

1 Like

dayum crazy job bro!!!

1 Like

Would love to see how it looks with other players parkouring together to see how it handles with desync. Definitely would want the ability to lock certain things off (like the wall run to climb high walls) but definitely like the way this script looks.

1 Like

I’ll try to record how the script works with other players. Everything is fine with synchronization, as the animations are already with a given motion vector.

It is possible that I will add the possibility to disable some elements.

Am absolutely loving the script !! All my players just jumping around like assassins’ and Spiderman!! haha love it! Can’t wait for further bug fixes and improvements! Now instead of everyone pulling up for car meets theres gonna be mad parkour meet ups haha! Well done!! :+1: :+1: :fire: :fire: :heart_eyes:

Glad you liked it. The next fix will be about optimization. I will try to reduce the load on the client :wink:

2 Likes

keeping an eye on this. I like how fluid the animations appear.

My question is , what button or buttons are you pressing to perform the actions?
They can only happen when the marker is visable?

Would be nice to have a skill system, Maybe include a few beach gym exercises so players can unlock the feature and still have to maintain it.

hi, what is the difference between this script and this one? are there more animations/features?

All controls can be changed. As default ones I chose the ones that I found convenient

Control:

  • Q — Tic Tac / Wall flip. Depending on the character’s position
  • LALT — Parkour elements to overcome obstacles, triggered randomly (like monkey, dash, etc.)
  • F — Wall run up to climb high obstacles
  • LCTRL — Slide, animations are also randomized
  • E (In motion) — Twist flip / front flip. Triggered randomly
  • E (Standing still) — Back flip
  • LALT (Standing still) — Back flip to the side
  • SPACE — Horizontal wall run. Depending on the character’s position

Some tricks only work when running/moving/sprinting.

Also, some elements will only work if there is an obstacle in front of you

I wasn’t planning on making a skill system yet, but it’s quite possible that I’ll expand the functionality and add something like that in the future

1 Like

These scripts are written in completely different ways and have different functionality, I have enough animations and tried to make moving through obstacles very dynamic.

As for the script you sent me, I don’t want to comment on it, and I don’t want to compare it, as it wouldn’t be very correct from my side.

In short, they are very different :slight_smile:

I will keep an eye on this script as it appears compromising. It would be great if there were a built-in checker, whether based on skill percentage or level.

1 Like

Parkour V has been updated:

  • Improved optimization (from 0.22ms to 0.16ms when RayCast is running and 0.02ms when there are no checks)
  • Reduced the number of loops and threads, which reduced the number of lines of code and had a positive effect on optimization
  • Changed animation flags, now the transition to the flight animation is smoother. Also disabled unnecessary animation end checks

Note: All customers who bought the script earlier can download the updated version from keymaster.

Could you make the command only work with specific jobs or whitelist?

Are the animations synced with other players or do you only see yourself doing the animations?

Everything is perfectly synchronized, all players see the animations correctly

An example of an event if you want to trigger it on your server: TriggerClientEvent(‘beeju:freeRunning’, your_player_check). You can use this event to invoke it in your UI

This way you can bind the script to any role, menu, etc. Just use trigger event, it’s in the config file.

Example: I use a trigger event from the client, calling it to the server. I then bind it to the game menu and then let only a specific role use that menu item