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The nodes

An event is a flow of nodes, read from Start to End. Both are added for you in every new event. A node runs, then the flow follows its wire to the next one. Conditions and some objectives have two exits — one for yes, one for no — so the flow can branch.

Nodes run on the player who started the event. What they spawn is theirs, and is cleaned up when the quest ends if the event’s cleanup settings say so.


ActionHow
Add a nodeDrag it from the list on the left onto the canvas
Connect two nodesDrag from one node’s output to the next node’s input
Select severalShift+click, or Ctrl+click
Copy / pasteCtrl+C / Ctrl+V
Undo / redoCtrl+Z / Ctrl+Y (or Ctrl+Shift+Z)
Find a nodeThe search bar above the list

Nodes that need a position — spawns, areas, teleports, props — let you set it in the world: walk there, adjust, and confirm with E. Backspace or Esc cancels.


NodeWhat it does
WaitPauses the flow for a set time
Progress BarShows the built-in progress bar and waits for it to fill
Random BranchTakes one of two exits by chance, with the percentage you set (50 by default)
Fail QuestEnds the quest as failed, with a message
Trigger EventRuns a line of client-side Lua you write in the node, typically a TriggerEvent or TriggerServerEvent call to another resource
Condition (IF/ELSE)One node for several checks — Item, Money or Is In Vehicle — with a yes exit and a no exit
NodeWhat it does
Has JobPasses if the player has the job you name at or above the minimum grade. Optional message when it fails
Is Night/DayPasses if the in-game hour is inside the range you set; ranges across midnight (22 to 6) work
Item CheckPasses if the player carries at least that many of an item
Check MoneyPasses if the player has at least that amount in cash, bank or black money
Vehicle State CheckChecks a quest vehicle: is the player in it, is it destroyed, is its health below a value
Check CoordsPasses if the player is at a spot you set
NodeWhat it does
Interact in AreaDraws a marker; the player walks in and presses the interaction key (E)
Stay in AreaThe player must stay inside a zone for a number of seconds
Leave AreaWaits until the player has left a zone
Kill Ped ObjectiveShows an optional message, then waits until every ped the event has spawned is dead
Timer ObjectiveStarts a countdown; if it runs out, the quest fails with your message
NodeWhat it does
Give ItemAdds an item
Remove ItemTakes an item away — the end of a delivery quest
Give MoneyPays the player
Remove MoneyCharges the player
Reward BundleSeveral items and money handed out in one node
NodeWhat it does
Health / ArmorAdds (or, with a negative number, takes) health and armour, capped at the maximum
TeleportMoves the player to a spot
Teleport VehicleMoves a quest vehicle to a spot
Execute CommandRuns a command as the player, for example an emote command
Play AnimationPlays an animation or emote on the player
Stop AnimationStops it
Attach PropAttaches an object to a bone of the player, positioned live with the arrow keys, Page Up/Down and the numpad; X previews the animation while you adjust
Detach PropRemoves a prop attached earlier in the event
NodeWhat it does
Spawn NPC / PedA ped with a model, position, optional weapon and blip. Static (standing still, or playing a scenario or animation) or Hostile (attacks the player)
Spawn VehicleA vehicle with custom colours. It starts locked: the player either Searches for Keys or Breaks In through the lockpick minigame, optionally needing an item. Unlocking hands over keys through fmLib
Spawn ObjectAn object at an exact position, optionally with an interaction the player must use
Delete VehicleRemoves a quest vehicle
Delete PropRemoves a spawned object
Delete NPC / PedRemoves a spawned ped
Delete EverythingRemoves everything this event has spawned
NodeWhat it does
Set Weather / TimeChanges weather and time for this player only, until the quest ends
Route BucketsMoves the player into a routing bucket — their own copy of the world
Mark GPSSets a waypoint on the player’s map
NodeWhat it does
NotificationA notification through your framework (success, error or info)
Play SoundA GTA frontend sound, picked from a list
Screen EffectsA full-screen effect, from the list or by name
Particle FXA particle effect in the world
NodeWhat it does
Send WebhookPosts to a Discord webhook: your message, the player’s Discord, Steam and licence identifiers, the event name and where they stood. Tick screenshot to attach one (needs screenshot-basic and Config.ScreenshotBasic). Only Discord webhook URLs are accepted

Open an event’s settings from the editor.

SettingWhat it does
Death handlerWhat happens if the player dies mid-quest: cancel the quest, restart it, continue, or run a custom action. Optional notification with your message
Auto-respawnRevive the player at the quest giver, the default spawn or custom coordinates. The revive goes through Bridge.Client.RevivePlayer
CleanupWhich spawned things are removed when the quest ends: peds, vehicles, objects, attached props. All on unless you change it
ProgressionWhere the player is in the quest is saved, so it survives a reconnect

Set per answer, in the quest’s Dialogs:

CooldownMeaning
None (Unlimited)Can be picked any time
One Time OnlyOnce per character, ever
Daily (24h)Once every 24 hours
WeeklyOnce every 7 days
CustomOnce every so many seconds

The player is told how long is left when they try too early.