Coke Mission v2.0.53
Coke Mission (sd-cokemission) is a NoPixel-inspired cocaine trafficking mission for FiveM. Players pay a boss NPC to initiate an underwater drug run, collect sealed caches from submerged vehicles, and optionally complete a phone number puzzle minigame before the drop locations are revealed.
Preview
Key Features
Mission Flow
- Meet the Boss -- Interact with an NPC who spawns at one of 3 random locations
- Pay the Fee -- Hand over $100,000 cash to initiate the run (configurable)
- Locate the Drops -- Either directly or through the phone booth minigame
- Collect the Caches -- Dive to 3 submerged vehicles and retrieve sealed caches
- Open Your Loot -- Use a cache key to crack open sealed caches for drugs
Two Mission Modes
| Mode | Description |
|---|---|
| Direct | Vehicles spawn immediately, GPS coordinates are marked, and you collect |
| Minigame | Receive 4 phone numbers via email, visit phone booths in the correct order, then vehicles spawn |
The phone booth minigame gives you 3 strikes before the supplier abandons you, with an optional 30-minute timeout.
Sealed Cache System
- Each vehicle drop yields a
sealed_cacheitem - 10% chance to also receive a
cache_keyper cache - Keys are required to open caches (configurable)
- Opening a cache gives random reward items (coke bricks, weed bricks, etc.)
- 35% chance the key breaks on use
Police Integration
- Requires minimum 3 police online to start (configurable)
- Automatic dispatch alert on mission start (code 10-31C)
- Blip created at drop zone for responding officers
Environmental Effects
- Flare particle effects at each cache location (configurable duration, default 15 min)
- Optional boat spawn at Alamo Sea for easier access
- 9 underwater vehicle spawn locations across the map coast
Cooldown & Requirements
- 45-minute personal cooldown between runs (configurable)
- Optional blackout mode -- mission only available during power outages (requires qb-weathersync)
- Minimum police check before starting
Supported Frameworks
| Framework | Status |
|---|---|
qb-core | Fully supported |
qbx_core | Fully supported |
es_extended (ESX) | Fully supported |
Supported Inventories
| Inventory | Status |
|---|---|
ox_inventory | Fully supported |
tgiann-inventory | Supported |
jaksam_inventory | Supported |
qs-inventory | Supported |
qs-inventory-pro | Supported |
qb-inventory | Supported |
ps-inventory | Supported |
lj-inventory | Supported |
codem-inventory | Supported |
Supported Target Systems
| Target | Status |
|---|---|
ox_target | Fully supported |
qb-target | Fully supported |
qtarget | Fully supported |
Dependencies
| Dependency | Options |
|---|---|
| Framework | qb-core / qbx_core / es_extended |
| Library | sd_lib (required) |
| Zones | PolyZone (required) |
| Target System | ox_target / qb-target / qtarget / TextUI fallback |
INFO
Framework, inventory, and target system are all auto-detected via sd_lib. No database tables are required -- state is managed in memory.
File Structure
sd-cokemission/
client/
main.lua -- Client-side mission logic, zones, effects
minigame.lua -- Phone booth minigame logic
server/
main.lua -- Server-side cooldowns, rewards, vehicle spawning
locales/
ar.json -- Arabic
de.json -- German
en.json -- English
es.json -- Spanish
fr.json -- French
images/
cache_key.png
sealed_cache.png
[SQL]/[ESX]/items.sql -- ESX item definitions
config.lua -- All configuration
fxmanifest.luaQuick Links
- Installation -- Get up and running
- Configuration -- Customize every aspect
