Traphouse System [QBCore/QBOX/ESX]

:house: TRAPHOUSE SYSTEM

By Tommy Scripts

:money_bag: Lifetime Deal β€” All Updates Included


:fire: Features

  • :brain: Full Trap House management UI (dealers, upgrades, cash, access)
  • :busts_in_silhouette: Advanced dealer system (shifts, loyalty, cut %, hiring/firing, robbery flow)
  • :locked_with_key: Passcode + keyholder access with granular permission control
  • :package: Stash + inventory integration (configurable providers)
  • :fire: Heat system with configurable dispatch alerts
  • :mobile_phone: Phone notifications + event feed support
  • :house: Multiple trap locations (per-location cameras + dealer routes)
  • :gear: Optimized server logic + fully configurable economy (0.00/0.01 Resmon)
  • :water_pistol: Dealer robbery system with loyalty-based passcode extraction chance

Preview Video
Watch Here


:house: Trap House Management

A complete in-game management panel allowing owners to control operations, upgrade systems, track revenue, and monitor activity in real time.


:busts_in_silhouette: Dealer Operations

Hire dealers, assign routes, toggle work shifts, adjust cut %, pay bonuses, and manage long-term loyalty.

Dealers generate income over time β€” but if loyalty drops, they may become a liability.



:water_pistol: Dealer Robbery System

Players can hold up active dealers to steal:

  • Current product supply
  • Cash payout
  • Potential passcode (loyalty-based chance)

This creates organic RP conflict and high-risk/high-reward street gameplay.


:locked_with_key: Access & Permissions

Full owner + delegated permission system:

  • Grant/revoke keys
  • Assign roles
  • Control access to sensitive actions
  • Rekey system for security


:fire: Heat & Dispatch System

Dynamic heat gain and decay:

  • Configurable police alert thresholds
  • Dispatch integration
  • Risk escalation based on activity

:package: Stash & Economy

  • Integrated stash management
  • Configurable item pricing
  • Dealer payouts
  • Upgrade progression
  • Trap house cash management


:movie_camera: Cameras & Security

  • CCTV viewing system
  • Passcode mechanics
  • Rekey functionality
  • Event logs for operational awareness


:gear: Configuration & Flexibility

Extensive configuration support for:

  • Framework (ESX / QBCore / QBox)
  • Target systems
  • Inventory systems
  • Phone systems
  • Dispatch integrations
  • Economy values
  • Dealer behavior
  • Location management

:page_facing_up: Preview Config


:puzzle_piece: Dependencies (Required)

Framework:

  • ESX
  • QBCore
  • QBox

Inventory:

  • ox_inventory
  • qb-inventory
    (Other inventories may vary in support)

Required Resources:

  • ox_lib
  • oxmysql
  • bob74_ipl
  • Target system (ox_target, qb-target, qtarget, or other)

:test_tube: Testing & Compatibility

Fully tested on:

QBCore + ox_inventory + LB Phone + ox_target

ESX and other combinations are supported via config, but results may vary depending on your stack and customization.

If compatibility issues arise, I will fix them free of charge.


Preview Video
Watch Here

:shopping_cart: Purchase Here:

Get it on Tebex


:yellow_heart: Support & Updates

Fast support, ongoing updates, and direct communication through the Tommy Scripts community:

:backhand_index_pointing_right: Tommy Scripts

:locked: Asset Protection

This resource is protected by FiveM Asset Escrow.


Code is accessible No
Subscription-based No
Lines (approximately) 7000+
Requirements Requirements
Support Yes
1 Like

I dont think anyone gonna buy with out a video …just saying…I know im not LOL

This is actually a pretty cool concept :eyes:

The loyalty system + passcode extraction chance is a nice touch. That adds actual RP tension instead of just β€œfarm money in a house.” Heat + dispatch integration is solid too β€” makes it feel alive instead of isolated.

How does performance hold up with multiple active trap houses running dealer routes at once? And is the income fully time-based, or tied to actual player interaction?

Looks like a strong RP-focused system though :fire:

I will be getting a showcase video posted here soon!

Thank you! Performance is kept lightweight and mainly handled through server-side tick processing rather than constant heavy loops. Dealer/world state only updates when needed, such as shift changes, interaction events, and state refreshes. While running multiple traphouses with max dealers the performance maintains a 0.0/0.01.

Income is primarily time-based. Dealers are assigned 6-hour in-game shifts and spawn at configured world locations while working. During their shift, they generate sales from the drugs they are carrying and return payouts to the Trap House. If a dealer is robbed, the Trap House loses that payout, the dealer loses the goods and cash they had on them, and depending on loyalty, there is also a chance they give up the Trap House passcode.

That’s solid β€” appreciate the detailed explanation :+1:

The event-driven approach instead of constant loops is definitely the right direction.

Out of curiosity from a scaling standpoint:

β€’ Are dealer state updates tied to a central scheduler or per-traphouse logic?
β€’ If someone were running, say, 5–10 active traphouses with max dealers each, does the server load scale linearly with dealer count, or is there batching involved?
β€’ Are payouts calculated on interval checkpoints, or accumulated continuously?

Just thinking from a throughput and long-term concurrency perspective β€” especially on servers pushing 80+ players.

Really clean concept overall though. The loyalty + robbery mechanics add a lot of dynamic risk/reward.

Appreciate it. It is handled through one central server-side process instead of every Trap House running its own heavy loop. On each update cycle, the script processes all active Trap Houses in one pass, and during that same pass it also processes the dealers assigned to each one. Dealer sales, activity, and state updates are all checked on timed intervals, which helps keep things predictable as more Trap Houses and dealers are active.

Payouts are also handled through those interval checks instead of being recalculated nonstop every frame. Dealers work through their shifts, the server processes that activity on its regular cycle, and payouts are applied through that system.

So yes, more active Trap Houses and dealers will naturally add some load, but the script is built to avoid constant per-dealer real-time processing. Keeping it efficient and stable for larger servers was one of the main goals.

I updated the post with a preview video to showcase the script!

nahhh this type fire no cap