Description
A working ESX war kill scoreboard: during an active war the server tallies every kill between the two gangs on a live HUD scoreboard, and the first gang to reach the target kill count wins the contested turf. It turns an open-ended brawl into a scored, winnable objective — the resolution layer servers pair with a war-declaration system.
Prompt Template
You are writing a FiveM resource for esextended (stable, exports getSharedObject).
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Expected Output
The reference Lua lives at content/expected-outputs/gangs/15-war-kill-scoreboard.lua. It implements client-side death detection that reports the killer to the server, a server-side score table that…
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-trusted score — incrementing on the killer's client lets a modder inflate kills; keep the tally and win check on the server, reported by the victim's client.
- Anim before load — the taunt
TaskPlayAnimno-ops if the dict is not loaded; alwaysRequestAnimDict+while not HasAnimDictLoaded(dict) do Wait(0) end. - Unscoped kills — counting any death inflates the board; only count when killer gang and victim gang are exactly the two warring gangs.
Corrective re-prompt: Keep the War table and TARGET_KILLS on the server. Have the victim's client report the killer's server id; in warscore:reportKill resolve both players' gangs and only increment when one is the attacker and the other the defender, then broadcast. Assign the turf and fire warscore:won only when a side reaches TARGET_KILLS server-side.
Framework Integration
- ESX:
exports['es_extended']:getSharedObject(); gangs fromxPlayer.getJob().name. - QBCore:
exports['qb-core']:GetCoreObject(); read both players'PlayerData.gang.namein the kill handler. - QBox:
exports.qbx_core:GetPlayer(src);player.PlayerData.gang.name; same scoreboard logic.
Profit Potential
$250–$3500/mo on Tebex (expected ~$900). [INFERRED] priced inside the $50-389 FiveM script band against a corpus median seller of $11.85K/mo (signal-scraper tebex_snapshot n=100), scaled for a rising PvP-resolution niche.
Trend Signal
↗ rising — strategy: Matrix 'warfare' — kill-scored war resolution turns a war into a winnable objective; rising with PvP RP.
Sales Angle
Sell as the win-condition that makes wars matter, bundled atop a declaration script. Recommended Tebex price $129-179.
Difficulty & Ship Time
intermediate · ships in 2-4h.