#Base Building System (Rust Style)

1 messages · Page 1 of 1 (latest)

digital helm
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Bring true survival gameplay to your FiveM server with our modular base building system, inspired by Rust.

Whether you're running a hardcore survival server or just want dynamic building mechanics, this script gives your players complete control to build, expand, and protect their own bases.

Features

  • Rust-style snap placement (foundations, walls, ceilings, stairs, and more)
  • Raw material cost – auto-deducted from player inventory
  • Power system – place generators and lights (requires fuel)
  • Storage props – stash items in placeable boxes
  • Access control – add friends, set permissions, lock doors
  • Password system – protect sensitive containers or doors
  • Destruction logic – unstable props collapse if support is removed
  • No overlap radius – each base has its own territory dome
  • Custom Radial Menu - Quick-access wheel to select buildables with icons and cost

Customizable & Expandable

  • Easily add your own furniture or buildable props
  • Modify build costs, structure models, permissions, and more
  • Future updates will include new building types and more

Video Preview

https://www.youtube.com/watch?v=Sk6o71Eh7vo

Buy it now 49.99$ + TAX

Dependencies:

  • oxmysql
  • ox_lib
  • ESX, QB-Core or Qbox
digital helm
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i understand why you are saying that, its just based on the same idea (like many survival games does)
both scripts are based on the same building style but they have different functionalities, if that is copy, every car dealer script is copy of each other?

digital helm
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the props are all made by myself, and since i wanted to make it like some survival games, i should make the props like this. i agree all the props have the same layout, but what is another way of making a stair?
like dealership scripts have different themes (UI for browsing cars, test drive, support player ownership) they also have the same base functionalities, like show a car to the player, remove money, give the vehicle.
like housing scripts have the same base, same items for decorations etc, but they have many differenses somewhere else.
both scripts have the similar logic for building, but the extra features are what makes the difference, I admit that i should wait to add more unique features and I'm already working on some cool features, but i wanted to take a feedback and suggestions

timid willow
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Well, its pretty obvious if something is heavily inspiring from a game [in this case RUST] then those 2 scripts will look pretty much the same

i've just checked out both of them, and HRS looks different than this one, lack of UI, fully focused on the inventory
in this case i think the User Experience is much better for the one from @digital helm with the entire radial menu building
saying that something is a 100% copy when its obviously not is kinda weird, both of them are totally different when you look into the details [talking about videos, never touched or seen the scripts ingame]

pure bison
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Great job