FIVEM - PIER GAMES PACK [ESX][QBCORE][QBOX]
Four fairground games for Del Perro Pier, played in the world at the real stands: Bang-a-Beaver, Shooting Gallery, Duck Toss and Lob Star.
The four games sit side by side on the same row of pier buildings, so they come together. Bang-a-Beaver streams the pier building without its closed shutters, which opens the Feed the Pony stand for the Shooting Gallery and the LOB STAR stand for Duck Toss. Lob Star uses the four vanilla basketball machines next door, with no stream at all. Install the pack and all four stands are open and playable, with the same admin tools, leaderboards, ground signs and branding.
Bang-a-Beaver (rex_bangabeaver)
Beavers pop out of the five holes of the game's own cabinets and your character swings a vanilla mallet at the hole you pick. Two stands: the six cabinets of the blue building and a second stand of four cabinets in the pink building next to it.
- Timed rounds (20 to 60 s), keyboard aim by position (AZERTY handled) or mouse aim, hits counted on impact.
- Golden beaver bonus, skunk penalty (can be turned off), combos x2 and x3, three difficulty levels picked by the admin.
- The server generates the beaver sequence and checks every hit (time window, rate, distance). Cabinet occupancy is server-side.
- In-world effects: squashed beaver, particles, 3D sound and floating score, with a compact HUD. Players and NPCs nearby see every game.
- Streams the pier building without its display mallets and without the closed shutters. This is also what opens the Feed the Pony and LOB STAR stands for the two other games of the pack.
Shooting Gallery (rex_shootinggallery)
The Feed the Pony stand becomes a carnival rifle range. The player is lent a real game weapon with native aiming, recoil and sound, and shoots moving targets at the counter. The booth is built from base-game meshes and textures, the targets are vanilla props, and an edited copy of the pier bullet collision removes the invisible remains of the old kiosk.
- Plates on a moving rail (10 pts), a golden plate (30), cans on a reverse conveyor (15), pop-up wooden targets that fall back when hit (20), red crosses you must not hit (-15) and a bonus bird (50).
- Combos x2 and x3, time bonus and a no-miss bonus. Rounds of 15 pellets and 45 s by default, three difficulty levels.
- Every shot is replayed and validated by the server (seeded round, aim cone, fire rate, timing, booth geometry).
- The weapon deals no damage, cannot be swapped or dropped and is always taken back at the end, on death or on resource stop. Compatible with ox_inventory (handled automatically).
- View modes: first person while aiming, full first person, or free third person. A script crosshair is always drawn.
- Spectators nearby see the same round: targets, impacts, sounds and floating scores. When nobody plays, the stand runs in attraction mode.
Duck Toss (rex_ducktoss)
Ring toss on fourteen rubber ducks circling an island in a tub of game water, inside the LOB STAR stand. Your character leans on the counter and throws a real ring that spins, bounces, floats, drifts and sinks. Booth and ducks are made only from base-game textures.
- Yellow ducks 10 pts, red ducks 25, the golden duck 50, +5 for a clean ring that touches nothing before the neck.
- Mouse or keyboard aim, hold to charge the power bar, release to throw. The predicted arc and landing circle are drawn while you aim.
- The client only sends direction, angle and power; the server simulates the flight with the shared physics code and sends it to every nearby player, NPCs included.
- One throwing spot centred on the stand (configurable), 6 rings per round (3 to 12) and an anti-AFK time limit. Cameras switch with V.
Lob Star (rex_lobstar)
The four LOB STAR basketball machines, playable with only the map's own props and the base-game basketball. The ball sits in your hand and leaves it on the release frame of the throw animation.
- Four lanes, timed rounds (20 to 90 s). Fine mouse aim or A / D, a power bar with a green swish zone, a marker of your last shot and an optional trajectory hint.
- Deterministic physics in the machine space (ring, backboard, net, side nets, inclined ramp), computed by the server and replayed by every client.
- Every ball rolls back down the ramp to the player; the next ball is picked up from the ramp, NPCs included.
- Streaks x2 and x3, final rush x2 in the last 10 seconds, and 1 vs 1 duels on two neighbouring lanes with an optional winner bonus.
Leaderboards and prizes
- Top-10 leaderboard per game in a clean NUI window, opened with G at the stand, from the target menu or with /beaverboard, /galleryboard, /duckboard, /lobboard.
- Stored with oxmysql (tables created automatically) or in the resource KVP, no database required.
- Entry price paid with cash then bank, 0 = free. Tiered prizes: money or any inventory item, only the best tier reached is given.
- Society payouts: entry money can be credited to a job or society account (Config.Society).
Interaction
- ox_target or qb-target options (play, leaderboard), or a built-in [E] / [G] text prompt when no target resource runs. Auto-detected.
- Ground signs: each game's name painted on the boardwalk in front of its entrance, in its own colour, shown within 3 m and hidden while you play. Admins place them in game with /beaversign, /gallerysign, /ducksign and /lobsign (arrows, rotate, resize, ENTER), saved on the server and synced to everyone; add reset to go back to the config.
- Compatible with Rex Pier Pass: when rex_pierpass runs, playing needs a valid Pier Pass (checked server side); without it, each game keeps its own price.
Administration
- Admin panels /beaverpanel, /gallerypanel, /duckpanel, /lobpanel: open / closed, price, round settings, prizes, live view, leaderboard reset. Settings are saved and survive restarts.
- Console and in-game commands /beaveradmin, /galleryadmin, /duckadmin, /lobadmin (open, close, reset, resetboard, kick, debug and in-game calibration tools).
- Admin check: ACE (rexbeaver.admin, rexgallery.admin, rexducktoss.admin, rexlobstar.admin), ESX / QBCore / QBox admin groups, or a list of identifiers.
- Hidden promo commands /beavernpc, /gallerynpc, /ducknpc, /lobnpc (admins only, not suggested in chat): NPC players that really play, for your trailers and screenshots.
Customisation and performance
- Config.Branding: your logo (file or https URL), name and subtitle on every window.
- English and French included; every text lives in locales/.
- Props and effects only exist near the pier, idle loops sleep when nobody is around, and the game HUD can be hidden (H) for clean recordings.
Requirements
- ox_lib and OneSync (required).
- ESX, QBCore or QBox, detected automatically (Config.Framework = 'auto') for money, prizes and admin groups.
- Optional: oxmysql (leaderboards in the database), ox_target or qb-target (otherwise a built-in [E] prompt), rex_pierpass.
Installation
- Step 1. Drop the rex_bangabeaver, rex_shootinggallery, rex_ducktoss and rex_lobstar folders into your resources.
- Step 2. In server.cfg, after ox_lib, oxmysql (optional), your framework and your inventory: ensure rex_bangabeaver, then ensure rex_shootinggallery, ensure rex_ducktoss and ensure rex_lobstar.
- Step 3. Give your staff the admin ACE: add_ace group.admin rexbeaver.admin allow, add_ace group.admin rexgallery.admin allow, add_ace group.admin rexducktoss.admin allow, add_ace group.admin rexlobstar.admin allow.
- Step 4. Adjust each config.lua (price, prizes, branding, locale) and restart. Everything else is set from the in-game panels.
Escrow
Escrow: config, locales and bridge are open. In each resource, config.lua, locales/, bridge/ and install/ (SQL and documentation) can be read and edited; the rest of the code and the streamed files are protected by the Cfx escrow system.
Support
Questions, setup help or a bug report: join the Rex Studio Discord at https://discord.gg/kMdMhDKwrA.