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Explosive Devices

Explosive Devices

When a device goes off, the countdown ends but the scene does not. An explosive payload starts fires. Biohazard gas can infect anyone caught inside it. A nuclear payload leaves a radiation zone, while an EMP cuts power across the city.

Every incident starts with a player placing the bomb case, fitting one of the four payloads, and arming it. Police can search for the signal before responders face the device itself.

  • Place the case with a live preview and controls for rotation, height, and ground snapping.
  • Choose an explosive, biohazard, nuclear, or EMP payload. Each changes the defusal difficulty and the cost of failure.
  • Defuse alone or split the work between an operator at the case and teammates reading rulebook tablets.
  • Face a new combination of wires, protocol, serial numbers, symbols, module meters, and keypad codes with every bomb.
  • Track armed devices with a group-restricted responder scanner and synced scene markers.
  • Configure damage, status effects, NPC panic, blackouts, and protective clothing for each hazard.
  • Keep biohazard infections on the character after exposure, with optional hospital stabilisation for QBCore, QBox, and ESX.

The defusal takes place on the case itself. In co-op, the operator handles the device while teammates work through the rulebook. Solo mode gives both jobs to one player without stopping the clock.

Failure creates another problem instead of closing the scene. Fire, gas, radiation, or a blackout gives police, medics, and everyone nearby something immediate to deal with.

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Dependencies

Install these base resources before script can start.

ox_lib

Supported Integrations

Use at least one supported option from each integration group your setup needs.

Frameworks
Ox
QBox
QBCore
ESX
Inventories
ox_inventory
codem-inventory
qb-inventory
qs-inventory
origen_inventory
tgiann-inventory
Targets
ox_target

Documentation

Check out our docs for feature setup instructions and the full config file.

Included Capabilities

  • Explosive, biohazard, nuclear, and EMP payloads with different defusal difficulty and aftermath
  • Placeable bomb case with live rotation, height, and ground-snap controls
  • Solo defusal or co-op play with an operator at the case and teammates using rulebook tablets
  • Fresh wires, protocol, serial numbers, symbols, module meters, and keypad codes for every bomb
  • Group-restricted responder scanner and synced police scene markers
  • Hazard zones with damage, status effects, NPC panic, blackouts, and protective clothing support
  • Optional persistent biohazard infection with hospital stabilisation on QBCore, QBox, and ESX
Feature 01

Failure changes the scene

Each payload leaves a different problem behind. Explosives start fires, biohazards spread gas, nuclear devices contaminate the area with radiation, and EMPs shut down power across the city.

Feature 02

Split the work or face it alone

In co-op, one player works on the case while teammates read the rulebook tablets and call out the solution. The operator controls the wire cutters but cannot see their rules. Solo mode gives one player both jobs against the same countdown.

Feature 03

No fixed solution to memorise

Every case generates its own wires, protocol, serial number, symbol sequence, module meter, and keypad code. Optional rules add timed cut windows and codes that detonate the device after a mistake.

Feature 04

Trace the signal before time runs out

The responder scanner searches its configured range and beeps faster as police close in. Access is limited to the groups you choose, and synced scene markers become public when the case is armed.

Feature 05

Exposure can outlast the gas cloud

Optional persistent infection stays with the character after exposure. It supports staged symptoms, transmission, linked outbreaks, and hospital stabilisation on QBCore, QBox, and ESX.