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Minigames

Minigames

Four minigames your players will actually want to play, and a single line of code to put one in front of any action on your server. Picking a lock, hotwiring a car, cracking a stash, hacking a panel — the gameplay stops being a progress bar. The four games Lockpick — feel out the sweet spot of the cylinder and hold the pick on it. Push too hard and it snaps. Wires — connect each colour to its match before the clock runs out. Pattern — find the still cells hidden in a grid of moving noise. Sequence — watch, remember, repeat. Longer every notch up. Features One line, anywhere — call the minigame from any script, wait for the answer, carry on. It works in a heist, a job, a robbery, a repair, a hacking scene: anywhere you want the player to earn it. Three difficulties — easy, medium and hard, chosen per call. So the same lock can be trivial on a shed and brutal on a bank. Everything is adjustable — number of wires, grid size, sequence length, tolerance, round time. Plain text file, no code to write. Decided by the server — every challenge is generated and checked server-side, with a single-use token. A result can't be replayed, faked or sent twice from the interface. Animations included — the character actually crouches at the lock or works the panel while the player plays. Swap the animation or turn it off, per call. Sound design — the cylinder squeaks, the pick snaps, the panel beeps. Mute it or set the volume in one setting. Your colour — one accent colour and the whole interface follows. Nothing to build — the interface ships ready to run. No Node, no compiling, no terminal. Requirements see_lib , our free library — get it here . No framework needed: it runs the same on ESX, QBCore, QBox, ox or a vanilla server. Installation Drop the folder into resources , add ensure see_minigames after ensure see_lib , restart. The settings you may want to touch live in one readable file, left out of the escrow on purpose. Full guide and code examples: read the documentation .

€9.59

Tax included

Loading Screen

Loading Screen

The loading screen is the first thing every player sees on your server — and the one thing almost nobody bothers to work on. This one turns that dead minute into a real first impression: your video, your logo, your music, your colour. Features The background you want — a looping video, a slideshow of images with a slow cinematic zoom, or a plain colour. Your call, one setting. Animated logo — image or animated file, with an optional glow and a fade-in on arrival. Your music, not ours — drop your tracks into a folder and they play, shuffled, looped, with a key to pause. No track ships with the resource, so there is nothing to strip out. Volume stays low by default: a loading screen is background noise, not a concert. A progress bar that tells the truth — the real loading percentage and the resource being loaded, not a fake animation timed on nothing. Rotating messages — rules, tips, lore, upcoming events: they cycle while the player waits, so the wait actually serves you. Social buttons — Discord, X, YouTube, Twitch, TikTok, Instagram or your website, one click away while they load in. One colour, one font — set a single accent colour and every shade on screen is derived from it. Any font you like, no file to install. Nothing to build — the interface ships ready to run. You drop your files in a folder and edit one plain text file. No Node, no compiling, no terminal. Nothing locked — no escrow, no encrypted file. Every line is readable and yours to change. Requirements None. No framework, no dependency, no database — it runs on any FiveM server, ESX, QBCore, QBox or vanilla alike. Installation Drop the folder into resources , add ensure see_loadingscreen to your server config, put your logo, background and music into assets/ , then open config.js . Two minutes, no build step. Every option is documented, one line each: read the documentation .

€5.99

Tax included

Library

Library

The free library every See resource is built on. A polished interface, five frameworks behind one API, and over twenty modules that already work — so you write the feature, not the plumbing under it. What's inside An interface players notice — notifications, menus, alert and input dialogs, progress bars, key hints, text UI. Consistent, animated, and yours to recolour in one setting. Five frameworks, one API — ESX, QBCore, QBox, ox or a vanilla server. Inventory, keys, fuel and dispatch are detected on their own, so the same script runs everywhere. Over twenty modules — callbacks, database, zones, points, spatial grid, cron, permissions, locales, raycast, markers, timers and more. Each one loads only when a script actually asks for it. Update notices — one request at boot tells you when an See resource has a new version waiting in your Cfx Portal. Configurable, or off entirely. Nothing to build — the interface ships ready to run. No Node, no compiling, no terminal. Requirements oxmysql , started before the library, for the modules that touch the database. Server artifact 7290 or newer, with OneSync on. Lua 5.4 — already enabled inside the resource, nothing to do. Installation Drop the folder into resources , add ensure see_lib before every resource that depends on it, restart. Do not rename the folder: resources load it by name. Full guide and module reference: read the documentation . Free, and required This library is free and always will be. Every See resource is built on it, so grab it before installing anything else from the store.

Free