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.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 allowDeveloper 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: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:
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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