EndCore documentation
Everything you need to stand up an apocalypse server: install the framework, tune the survival simulation, and build your own resources on the EndCore library.
Getting started
Install EndCore, configure it and stand up your first zombie survival server.
- Introduction What EndCore is, what ships with it, how the resources fit together, and where to go next.
- Requirements The server artifact, OneSync, database and game build EndCore needs, and the things you do not need to install.
- Installation Download EndCore, lay out the resources, set up oxmysql and server.cfg, grant admin, and make your first character.
- Configuration Where every EndCore config file lives, the settings most servers change first, and the convars and ACEs the framework reads.
- Building a zombie server An opinionated walkthrough that turns a fresh EndCore install into a playable survival loop, from an empty world to bases and quests.
- Getting help Where to ask questions, how to report a bug so it gets fixed quickly, and where to find custom development and addon resources.
Core
en-core: players, characters, the survival simulation, money, groups, XP and compatibility bridges.
- Core overview What the en-core resource owns, what it needs to run, how it loads and starts, and how the rest of EndCore builds on it.
- Player data The PlayerData table en-core keeps for every character, its fields, the metadata keys, and how new characters are set up.
- Player API The player object and its Functions, plus every en-core server and client export for players, characters, shared data and lookups.
- Survival system How hunger, thirst, radiation, infection, immunity and temperature tick on the server, what players feel, and how to tune or drive them.
- Money and cash How EndCore stores cash and bank money, how cash works as a physical inventory item, and how balances stay in sync.
- Jobs How EndCore jobs, grades and duty work, the jobs that ship by default, and how to add your own.
- Groups Player-founded groups of survivors in EndCore, with ranks, invites, leadership rules, exports, callbacks and events.
- XP and levels How EndCore stores character XP, the 50-level curve and its maths, and the exports and events for awarding XP.
- Content registry How en-core stores world content that admins place in game, such as traders and benches, and broadcasts changes to resources.
- World and death How en-core empties the world of ambient peds, traffic and police, sets player movement rules, and tracks death and revival.
- Commands Every chat command en-core registers, who can use it, its arguments, and how admin permissions are granted.
- Events Every server, client and net event en-core fires or accepts, with payloads, plus the callbacks it registers.
- Database The MySQL tables en-core creates and migrates on boot, their columns, and when player data is saved.
- Compatibility bridges How en-core answers qb-core, qbx_core and es_extended exports so many existing scripts run on EndCore, what is covered, and the limits.
Library
The encore library every resource imports: callbacks, commands, UI services and the swappable interfaces.
- Library overview What the EndCore library gives your resource, how to import it, how its resource-aware require works, and the rules every module follows.
- Utilities Logging, string, maths and table helpers, the waitFor polling helper, and the export-bridging helpers used by compatibility layers.
- Callbacks Request and response between server and client with encore.callback, including async handlers, timeouts, return values and how to validate what clients send.
- Registering commands Add chat commands with encore.addCommand, with typed parameters, usage messages, aliases, ACE-restricted admin commands and chat suggestions.
- Keybinds Register rebindable key mappings with encore.addKeybind, handle press and release, disable binds, and show players the key they actually use.
- UI services Notifications, progress bars, input dialogs, interaction prompts and NPC conversations rendered by en-ui, with every option and the behaviour when en-ui is missing.
- Streaming and world helpers Client helpers for loading models, animations and effects safely, finding nearby players, peds, vehicles and objects, spawning vehicles, and reading locations.
- Content API Read, follow and save world content that admins place in game, such as traders, quest NPCs and crafting benches, with encore.content.
- Inventory interface The encore.inventory API every EndCore resource uses for items, the exact contract a replacement inventory must implement, and the two ways to plug one in.
- Targeting interface Register look-at interactions with encore.target, every option field and filter, the fallback without en-target, and the contract a replacement targeting resource implements.
- Minigames and radial menu Ask for skill checks, lockpicking, hotwiring and sequences with encore.minigame, and add entries to the F1 radial menu with encore.radial.
- Skills and party interfaces Award skill XP and scale actions by skill bonuses and perks with encore.skills, and share rewards with nearby party members with encore.party.
Resources
Every en-* resource: what it does, how to configure it and the API it exposes.
- en-inventory The spatial grid inventory with rotatable items, hotbar, backpacks, trunks, stashes, ground bags, weapon ammo and persistent death bags.
- en-target Look-at interactions for peds, players, vehicles, objects and world zones, with job, group and item requirements.
- en-zombies The server-directed zombie population, with walkers, runners and brutes, senses, infection, hot and safe zones, and lootable corpses.
- en-hud The survival HUD with vitals, compass, streets, vehicle panel, voice, money and XP pop-ups, zone banners and a Geiger counter.
- en-multicharacter Character selection and creation on a staged scene, with survivor condition cards, server-side validation and a safe spawn.
- en-loading The EndCore loading screen with progress, a boot-log console, survival tips and music, kept up until character selection is ready.
- en-admin The F10 admin panel for players, vehicles, world and self tools, plus the Build tab for placing traders, garages, quests, spawns and zones in game.
- en-party Short-lived teams of up to four survivors with map blips, a party HUD, and shared XP and loot for members nearby.
- en-respawn The death screen, the enforced wait, and choosing a safe spawn point to wake up at with reset survival stats.
- en-minigames Skill check, lockpick, hotwire and sequence minigames with difficulty levels and a bonus that skills can feed into.
- en-radialmenu A hold-to-open radial wheel with built-in survivor, vehicle, base and party entries that other resources can extend.
- en-weathersync Server-owned time, weighted weather cycles and ambient temperature that pushes survivors' body temperature up or down.
- en-garages Abandoned roadside vehicles, claiming and owning cars, persistent parking, garages, dealers, fuel and repair kits.
- en-vehiclekeys Physical vehicle keys as inventory items, remote locking, group access, lockpicking and hotwiring.
- en-shops NPC traders who sell for cash or barter, buy scavenged goods, and set prices from limited, restocking stock.
- en-crafting Recipes by hand, at workbenches and at campfires, with tools, blueprints, skill locks and skill-based speed and refunds.
- en-doorlock Server-authoritative door locks with job, group and item access, passcodes, lockpicking, auto-relock and an in-game editor.
- en-properties Player-built bases with territory flags, walls, gates, storage, upkeep and decay, plus raiding with crowbars and breach charges.
- en-quests Quest-giver survivors with story quests, side jobs and daily tasks, tracked server-side from real game events.
- en-skills Use-based skills with per-level bonuses, a perk tree paid for with character levels, and the bonus keys other resources read.
- en-clothing Character creator, barbers, and clothing as wearable inventory items that give warmth, radiation protection and bag storage.
- en-consumables What food, drink, medicine and armour do when used: animations, survival stat changes, effects over time and sickness risk.
Design system
en-ui: the Field Equipment look, components and the NUI runtime every interface shares.
- Design system The Field Equipment art direction behind every EndCore interface, and the rules your NUI pages follow so twenty resources read as one product.
- CSS tokens and components Every design token and component class in en-ui's encore.css, with markup for buttons, panels, gauges, badges, fields, toggles, ranges and dialogs.
Guides
Step-by-step walkthroughs for the things server owners do most.
- Add an inventory item Define a new item in en-inventory, choose its grid footprint, give it an image, make it usable, and get it into players' hands.
- Add a trader Add an NPC trader in config or place one live with the en-admin Build tab, set what they sell and buy, and understand their prices.
- Create a quest Add a quest-giver NPC and a quest with steps, requirements and rewards, in config or live from the Build tab, and drive custom objectives from code.
- Radiation zones Create irradiated areas with en-zombies hot zones or your own script using SetRadiationExposure, and tune protection, treatment and the HUD.
- Writing a resource Build your own EndCore resource on the library, with a manifest, require, callbacks, notifications, a target option and the inventory interface.
- Running QB and ESX scripts How EndCore's QB-Core, QBX and ESX bridges let existing scripts run, what works, the known limits, and how to turn the bridges off.