# Camping





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**Framework Support:**

* Compatible with both QBCore and ESX frameworks.
* Supports various inventory systems like [qb-inventory](https://github.com/qbcore-framework/qb-inventory), [ox\_inventory](https://github.com/overextended/ox_inventory), [qs-inventory](https://www.quasar-store.com/scripts/inventory) or [tgiann-inventory](https://tgiann.com/pt/package/6251398).
* Notification system integration with [ox\_lib](https://github.com/overextended/ox_lib), [qb-core](https://github.com/qbcore-framework/qb-core), [okokNotify ](https://okok.tebex.io/package/4724993)or [lation\_ui](https://lationscripts.com/product/modern-ui).
* Target system support for [qb-target](https://github.com/qbcore-framework/qb-target) and [ox\_target](https://github.com/overextended/ox_target).
* Emote menu compatibility with [rpemotes](https://github.com/alberttheprince/rpemotes-reborn), [dpemotes](https://github.com/andristum/dpemotes), [scully\_emotemenu](https://github.com/Scullyy/scully_emotemenu), [cylex\_animmenuv2](https://cylex.tebex.io/package/6158205), aty\_emote or [r\_animations](https://raredevelopment.tebex.io/category/scripts).

**Camping Objects:**

* Players can place camping-related props like tents, chairs, fires, and gazebos.
* Each object supports height adjustment for proper placement on uneven terrain.
* Objects persist after server restart if enabled.
* Admin commands available to check placed objects globally or by Citizen ID.

**Cooking System:**

* Players can cook raw food items (like fish, meat, burgers) on campfires.
* Each recipe requires specific raw ingredients.
* Successfully cooking gives the cooked item as a reward.

**Trash Searching:**

* Players can search bins and dumpsters scattered around the map.
* Cooldown per trash to avoid spam.
* Items found are randomized with configurable chances and quantities.
* Each trash resets after a set time so it can be searched again.

**Trader System:**

* NPC Trader available to exchange trash items for valuable items.
* Trader can operate only during specific hours (optional).
* Multiple trade options defined per restart, so trades are randomized each session.
* Trader location and appearance can be customized.

**Begging System:**

* Players can beg NPCs for money in defined zones.
* NPCs have different reactions: give money, reject, or call the cops.
* Cooldown per NPC to prevent repeated begging.
* Each zone has its own coordinates and chance configuration.

**Dangerous Zones:**

* Designated areas where aggressive NPCs spawn with weapons.
* NPCs attack players that come too close.
* Upon defeating them, players can loot valuable items.
* Loot and spawn locations are fully configurable.

**Animal Hunting System:**

* Wildlife spawns in defined areas (e.g., cows, pigs).
* Animals drop different loot depending on whether they are alive or dead.
* Cooldown after each animal interaction to respawn or re-interact.
* Blips and multiple spawn locations per animal group.

**Storage Box System:**

* Supports placing stash boxes with weight and slot limitations.
* Ideal for temporary item storage during camping or scavenging.

**Database Integration:**

* Option to automatically create required SQL tables on first run.
* Saved props and placed objects persist after server restart (if enabled).

**Debug Tools:**

* Optional debug mode to print helpful information during development or troubleshooting.

