Weapon Crafting
An illegal weapon crafting loop: source parts, assemble weapons and load ammunition at dedicated benches, all through a NUI-driven interface.
qbx_core with no bridge layer yet, so it won't run on QBCore or ESX without one being added first.Dependencies
qbx_coreox_libox_target: every crafting bench interaction goes through thisox_inventory: parts, weapons and ammo are all real items
What's in the config
Everything lives in a single config.lua: there's no split-file setup like Chop Shop uses, since the scope here is narrower. Expect to configure bench locations, which parts/tools each weapon requires to assemble, and ammo-loading requirements.
How it's structured
Client-side logic (client/main.lua) handles the bench interactions via ox_target and reads player data through qbx_core's player-data module. The crafting UI itself is a NUI page (nui/index.html + app.js), not a native GTA menu. Server-side (server/main.lua) validates every craft and ammo load against ox_inventory so nothing can be spoofed from the client.
Installation notes
Follow the general Installation steps. Make sure ox_target, ox_inventory and qbx_core are all ensured before this resource. It has no fallback path if any of the three are missing at start; it will simply fail to initialise.
Common issues
- Benches don't respond to targeting: confirm
ox_targetis actually running (not qb-target). This script only speaks ox_target's API right now. - Crafted weapon doesn't appear: check the item names configured for parts/weapons match real entries in your
ox_inventoryitem list exactly. - NUI doesn't open: usually a resource start-order issue. This needs to start after
ox_lib.
Login