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.
/relog
qf.identity.relog
Safely disconnects the player from their current character and returns them to the selection screen.
/charadmin
qf.identity.admin
Opens the graphical Admin Management Panel.
/delchar
qf.identity.admin
Forcefully deletes a specific character ID.
/delallchars
qf.identity.admin
Deletes every character belonging to a player.
/unlockslot
qf.identity.admin
Grants a locked character slot to a specific player license.
Assigning Permissions in server.cfg:
add_ace group.admin qf.identity.admin allow
add_ace group.admin qf.identity.relog allowCommand names, permission nodes and the required framework group are all configurable in Config.Commands, the panel itself in Config.AdminPanel. Besides the Ace permission, membership of the group configured there (admin by default) is accepted as well.
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_identity 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:playerLoadedQBCore / 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:
Use the export rather than triggering qf_identity:relog_setup yourself. The event only sends the player back to the character screen, it does not unload them from the framework — the core would still hold a loaded character for that source, which other resources do not expect. The export requires 1.3.2 or newer.
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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