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.
| Action | How |
|---|
| Add a node | Drag it from the list on the left onto the canvas |
| Connect two nodes | Drag from one node’s output to the next node’s input |
| Select several | Shift+click, or Ctrl+click |
| Copy / paste | Ctrl+C / Ctrl+V |
| Undo / redo | Ctrl+Z / Ctrl+Y (or Ctrl+Shift+Z) |
| Find a node | The 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.
| Node | What it does |
|---|
| Wait | Pauses the flow for a set time |
| Progress Bar | Shows the built-in progress bar and waits for it to fill |
| Random Branch | Takes one of two exits by chance, with the percentage you set (50 by default) |
| Fail Quest | Ends the quest as failed, with a message |
| Trigger Event | Runs 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 |
| Node | What it does |
|---|
| Has Job | Passes if the player has the job you name at or above the minimum grade. Optional message when it fails |
| Is Night/Day | Passes if the in-game hour is inside the range you set; ranges across midnight (22 to 6) work |
| Item Check | Passes if the player carries at least that many of an item |
| Check Money | Passes if the player has at least that amount in cash, bank or black money |
| Vehicle State Check | Checks a quest vehicle: is the player in it, is it destroyed, is its health below a value |
| Check Coords | Passes if the player is at a spot you set |
| Node | What it does |
|---|
| Interact in Area | Draws a marker; the player walks in and presses the interaction key (E) |
| Stay in Area | The player must stay inside a zone for a number of seconds |
| Leave Area | Waits until the player has left a zone |
| Kill Ped Objective | Shows an optional message, then waits until every ped the event has spawned is dead |
| Timer Objective | Starts a countdown; if it runs out, the quest fails with your message |
| Node | What it does |
|---|
| Give Item | Adds an item |
| Remove Item | Takes an item away — the end of a delivery quest |
| Give Money | Pays the player |
| Remove Money | Charges the player |
| Reward Bundle | Several items and money handed out in one node |
| Node | What it does |
|---|
| Health / Armor | Adds (or, with a negative number, takes) health and armour, capped at the maximum |
| Teleport | Moves the player to a spot |
| Teleport Vehicle | Moves a quest vehicle to a spot |
| Execute Command | Runs a command as the player, for example an emote command |
| Play Animation | Plays an animation or emote on the player |
| Stop Animation | Stops it |
| Attach Prop | Attaches 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 Prop | Removes a prop attached earlier in the event |
| Node | What it does |
|---|
| Spawn NPC / Ped | A ped with a model, position, optional weapon and blip. Static (standing still, or playing a scenario or animation) or Hostile (attacks the player) |
| Spawn Vehicle | A 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 Object | An object at an exact position, optionally with an interaction the player must use |
| Delete Vehicle | Removes a quest vehicle |
| Delete Prop | Removes a spawned object |
| Delete NPC / Ped | Removes a spawned ped |
| Delete Everything | Removes everything this event has spawned |
| Node | What it does |
|---|
| Set Weather / Time | Changes weather and time for this player only, until the quest ends |
| Route Buckets | Moves the player into a routing bucket — their own copy of the world |
| Mark GPS | Sets a waypoint on the player’s map |
| Node | What it does |
|---|
| Notification | A notification through your framework (success, error or info) |
| Play Sound | A GTA frontend sound, picked from a list |
| Screen Effects | A full-screen effect, from the list or by name |
| Particle FX | A particle effect in the world |
| Node | What it does |
|---|
| Send Webhook | Posts 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.
| Setting | What it does |
|---|
| Death handler | What happens if the player dies mid-quest: cancel the quest, restart it, continue, or run a custom action. Optional notification with your message |
| Auto-respawn | Revive the player at the quest giver, the default spawn or custom coordinates. The revive goes through Bridge.Client.RevivePlayer |
| Cleanup | Which spawned things are removed when the quest ends: peds, vehicles, objects, attached props. All on unless you change it |
| Progression | Where the player is in the quest is saved, so it survives a reconnect |
Set per answer, in the quest’s Dialogs:
| Cooldown | Meaning |
|---|
| None (Unlimited) | Can be picked any time |
| One Time Only | Once per character, ever |
| Daily (24h) | Once every 24 hours |
| Weekly | Once every 7 days |
| Custom | Once every so many seconds |
The player is told how long is left when they try too early.