Foltone — FiveM Standalone Base
Full FiveM PvP server base. Zone capture, persistent leveling, 6 classes, multi-team rounds, custom NUI, RageUI admin menu — zero framework dependency. No ESX, no QBCore, no ox_lib. Just plug oxmysql in and run.
Description
Foltone PvP is a complete standalone FiveM server base built for round-based PvP combat. N configurable teams fight to control a moving capture zone with persistent level & cash progression, 6 distinct playable classes with unique loadouts and abilities, permanent weapon unlocks, a full VIP system, priority queue, custom NUI menus, RageUI admin tools, server-side anti-cheat and Discord logging. The whole base runs on oxmysql only — no ESX, no QBCore, no ox_lib, no ox_inventory, no ox_target. It is also a full server base, not just a resource: includes server.cfg, cfx defaults and admin dependency.
Features
Round & Zone System
- State machine – warmup → live → ending, fully automatic restart
- AOP (Area of Operation) – configurable center & radius, world-render limited around it
- Prio circle – moving capture zone that rotates every 5 min (configurable) inside the AOP
- Score-to-win – team that reaches the score first wins the round (default 100)
- Tick-based scoring with prio multiplier (2× inside the moving zone)
- Round end screen with podium and per-round stats
- Min-player gate before round starts
6 Playable Classes
- Assault – carbine main weapon, armor-crate ability, full assault rifle tree (MK1 + MK2)
- Medic – SMG main weapon, revive ability (3s, 50 HP, 30s cooldown), health-crate
- Sniper – marksman/heavy sniper tree, mark-target binoculars ability (300m range)
- Engineer – shotgun tree, engineer kit, prox mines, vehicle utility focus
- Heavy – LMG tree up to Minigun, RPG & Grenade Launcher unlocks, ammo-crate ability
- Scout – SMG/PDW tree, target-mark ability, bike-oriented vehicle pool
- Each class has its own weapon tree, utilities and vehicle pool with level & price gates
- All loadouts editable in a single
shared/roles.luafile
Teams & Balance
- 3 teams included (USA, Russia, Iran) – add as many as you want in config
- Per-team ped models, blip colors, spawn, NPC and garage locations
- Auto team balancer – configurable max spread, VIP bypass option
- Per-team chat prefix &
/tteam-only mode - Gamertags above nearby teammates only
- Friendly-fire safe combat (server-side validation)
Persistent Progression
- Level 1 → 100 with configurable XP curve (default
1000 * (L^1.4)) - Persistent cash economy
- Permanent weapon unlocks – bought weapons stay in DB across sessions
- Rewards : kill (50 XP / 100$), headshot bonus, long-range bonus (150m+), zone-tick, round-win bonus (500 XP / 1000$)
- VIP boosters multiply XP & cash gains
- Stats tracked – kills, deaths, headshots, captures, time played
/statsand/leaderboardcommands
Class & Shop NUI
- Unified class + shop interface (HTML/CSS/JS vanilla, no framework)
- Pick a class, browse weapons / utilities / vehicles, see level-gated items
- Permanent weapons stored in DB (
player_weapons) - Consumables per-round (armor, grenades, smoke, flashbang, RPG, prox mines)
- Vehicle garage – 17 default vehicles (bikes, cars, APCs, helis, jets, boats), level-gated
- Weapon images included – just drop your own PNGs in
nui/images/weapons/ - Configurable theme (CSS variables exposed in config — accent color, radius, dark mode)
VIP, Boosters & Queue
- 3 VIP tiers – Bronze (+10% XP/Cash), Silver (+20%), Gold (+30%)
- Priority queue with reserved slots per tier
- Team-balance bypass for higher tiers
- Per-tier custom commands (
/nick,/switch,/spectate) - Consumable boosters – XP +50% 1h, XP +50% 24h, Cash ×2 1h, Combo +50% 1h
- Stacking math covered by unit tests (
tests/boosters_math.lua) - VIP & ban expiration sweepers
HUD & Custom NUI
- Team-select screen, class picker, shop, scoreboard (TAB)
- Round-end screen with podium, MVP stats, round summary
- Player profile menu (F6) – stats, VIP status, active boosters, cosmetics
- Killfeed, hitmarker sound, floating +XP / +dmg text (CoD style)
- Loadout HUD – 4-slot equipment display
- Customizable crosshair – cross, dot, T, brackets
- Cosmetics – player colors (white, gold, red, cyan, violet, green, pink, cyber), 2–6 char clan tag (validated)
Weaponry Feel
- Per-weapon recoil & camera shake table (40+ weapons covered)
- Scope handling per weapon
- In-vehicle amplitude multiplier (5× default)
- Native GTA weapons – no fake inventory layer, no desync
Spawn, Safe Zone & Downed State
- Safe zone around team spawn (200m default) – no friendly damage
- Downed / bleeding-out state – 60s timer, medic revive possible
- Per-team spawn, NPC and garage points (per-map)
- Map rotation system ready (1 map shipped, add yours in config)
Admin Menu (RageUI)
- F10 opens the admin menu (RageUI, vendored)
- 3 grades – Moderator, Admin, Super Admin (with
*wildcard) - Granular permissions – kick, ban, unban, spectate, noclip, teleport, godmode, setLevel, setCash, forceEndRound, resetRound, viewLogs, tickets
- Custom noclip – 6 speed steps, configurable alpha, dedicated key
- Spectate any player
- Ticket system for in-game reports
- Full admin log stored in DB (
admin_logs)
Anti-Cheat & Reports
- Anti-flood on every net event (window/max-events/max-per-event, kick + optional ban)
- Fingerprint bans – multi-identifier hashing
- Kill corroboration – server-side validation window
- Live detection – max health/armor, teleport (foot & vehicle), max speed, weapon-flag, coords divergence
- Flag-to-kick & flag-to-ban thresholds with grace window
- Player report system – toxic / cheat / teamup / grief / insult, cooldown protected
- Configurable ban appeal URL
QoL & Logging
- AFK system – auto-warn 250s, auto-kick 500s, excluded from scoring
- Weather & time sync – freeze or dynamic, 15 weather types, blackout toggle
- Discord webhooks – bans, reports, round results, anticheat flags (color-coded embeds)
- World cleanup – no NPCs, no civilian vehicles, no police
- Frozen time/weather optional (default 14:00 EXTRASUNNY)
Compatibility
- STANDALONE – no framework, no ESX, no QBCore, no ox_lib, no ox_inventory, no ox_target
- Single runtime dependency : oxmysql
- RageUI vendored (no external resource to install)
- Localization : English & French (fully translated, mirrored)
- OneSync ready – required for server-side coords validation
- Fully configurable (
config.lua+shared/roles.lua)
Requirements
- oxmysql (required – the only runtime dependency)
- MySQL server (init SQL shipped –
sql/init.sql) - OneSync enabled (required for server-side coordinate validation)
- FiveM
cerulean, Lua 5.4
Performance & Security
- Optimized <0.40ms CPU (resmon)
- Server-side validation on every net event – cash, XP, kills, captures, purchases never trusted to client
- Rate-limiting helper on every event handler
- Anti-flood wrap on
RegisterNetEvent– loaded before any other module - Distance checks on every player-targeting action
- Parameterized SQL everywhere (no concatenation)
- Debounced DB flushes (5s window) – no save spam
- Fingerprint ban hashing – harder to bypass than IP ban
- Unit tests included for boosters math, cosmetics tag validation, queue sort
- Asset escrow protected –
config.lua,shared/roles.lua,locales/fr.lua,locales/en.lua,fxmanifest.luaremain editable - Full base shipped (
server.cfg+ cfx defaults + RageUI vendored) – onlyoxmysqlto install