Additional Informations

Page dedicated to Additional Informations about our Multicharacter

Core Features

  • Universal Framework Support: Built natively for ESX, QBCore, and QBox environments.

  • Mugshot Engine: Integrates seamless mugshot generation directly within the UI, saving locally or via Fivemanage.

  • Starter Packages: Define item kits (food, phone, ID) that are injected into the player's inventory upon first creation.

  • Admin Management: In-game UI for administrators to wipe characters or grant additional slots to supporters.

Commands & Permissions

To utilize administrative commands, players must have the required Ace Permissions. Below is the mapping of commands to their required permissions.

Command
Permission Node
Description

/relog

qf.multicharacter.relog

Safely disconnects the player from their current character and returns them to the selection screen.

/charadmin

qf.multicharacter.admin

Opens the graphical Admin Management Panel.

/delchar

qf.multicharacter.admin

Forcefully deletes a specific character ID.

/unlockslot

qf.multicharacter.admin

Grants a locked character slot to a specific player license.

Assigning Permissions in server.cfg:

add_ace group.admin qf.multicharacter.admin allow
add_ace group.admin qf.multicharacter.relog allow

Developer API (Events & Lifecycle)

For server developers looking to synchronize external systems (like housing, garages, or custom spawn logic) with the character selection process, qf_multicharacter triggers specific client and server-side events.

1. Player Loaded Event (Client-Side)

When a character is selected and loaded successfully into the active session, the script emits the following client-side event. This is the optimal place to initialize player HUDs, radars, or custom client scripts.

Additionally, the script continues to emit standard framework events for backwards compatibility:

  • ESX: esx:playerLoaded

  • QBCore / QBox: QBCore:Client:OnPlayerLoaded

2. Triggering Relog Programmatically

To log a player out and return them to the character selection screen via code, you can use these events, grouped by execution side below:


Frequently Asked Questions (Q&A)

Q: Players are falling through the map during character selection. How do I fix this? A: This occurs when the coordinates specified in Config.Cutscenes do not have the ground collision loaded in time. Ensure the name of the interior is a valid, natively loaded IPL or a reliably streamed MLO. You can also adjust Config.SelectionCoords to a safe coordinate.

Q: How does the script handle skin creation for new characters? A: By setting Config.SkinManager = 'qf_skinmenu', our script will automatically yield to the skin creator menu. Once the player finishes creating their ped, the multicharacter sequence resumes and spawns them.

Q: How can I change the background music of the selection screen? A: You can configure the audio settings, including volume and music, directly within the config.lua file. Ensure the track links point to raw audio files (.mp3 or .ogg).

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