ensure zombie_map_edits

Critical Note: Zombie scripts must start after your framework (ESX/QB) but before your inventory script. If you see "attempt to index a nil value" in the console, your start order is wrong.

Design each component modularly so you can swap implementations.

A. Zombie spawning & population control

  • Mechanics:
  • Implementation details:
  • B. Zombie AI & behavior

  • Detection:
  • State machine: Idle → Investigate → Chase → Attack → Knockback → Death.
  • Pathfinding:
  • Animation and variety:
  • C. Combat & damage system

  • Weapons interactions:
  • Hit registration:
  • Player health & infection:
  • D. Loot and economy

  • Persistence:
  • Reward balance:
  • E. Player mechanics & progression

  • Safezones and PvP rules:
  • Permadeath vs respawn:
  • Do not download "leaked" paid zombie scripts from unknown forums. They often contain backdoors (remote access trojans), encrypted malware, or code that can wipe your server database. Always get files from the original developer (Cfx.re Store, GitHub, or official Tebex).

    Cause: Node.js pathfinding failure. Fix: Increase the Citizen.CreateThread wait time in the client script from 0 ms to 5 ms. This prevents the server from throttling the AI thread.

  • Run server using run.sh +exec server.cfg (Linux) or run.cmd (Windows).
  • Verify connectivity and console access.
  • Before you announce your zombie server, run this checklist: