Hunter Job (qs-hunter) sends your players into the woods of northern Blaine County with a rifle, a knife and a contract. They talk to the employer, take a hunt from a single panel, track the marked animals across a hunting ground, bring them down cleanly and skin what they drop — then sell the meat and hides back at the same counter. Hunts can be taken alone or with a crew of up to four, and every hunter climbs an endless level curve that makes each animal yield more.
What sets it apart is that nothing of value is decided by the client. Every price, every drop roll, every mission payout and every point of experience is read from the config and settled on the server, so a modified client cannot buy for free, sell for a fortune or invent a harvest. And there is no SQL to import: the first start builds the tables, registers the job on ESX and opens daily and monthly leaderboards that pay the top three hunters.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, the inventory items and giving players the job. | |
Moving from an older version: what is kept, what moved, and the events that were removed. | |
The job panel, missions, crews, animals, harvesting, levels, the shop, the leaderboard, the aim block and every setting. | |
Frameworks, inventories, targets, clothing, notifications, Discord logs and languages — and how each is detected. | |
The client and server exports for driving the job from your own scripts. | |
What each message means, the console line that explains it, and the fix. |
What it does#
Area | Details |
|---|---|
Job panel | One employer, one panel. The camera cuts to the NPC mid-conversation while missions, the crew, the shop, the statistics and a hunter's guide open beside them. |
Missions | Six contracts ship ready to play, each asking for a set of animals with its own pay, experience and level requirement. Add as many as you like from the config. |
Crews | Hunt with up to four players. Invitations by server ID within range, shared progress on one tracker, and a payout that either pays every member in full or splits the reward. |
Animals | Rats, rabbits, boars, coyotes, deer, cows and mountain lions, spawned on marked hunting grounds with map circles and per-animal blips. Animals roam and react, or stand still — your choice. |
Harvesting | A clean kill with the hunting rifle, then a skinning scene with its own camera, animation and knife or hatchet in hand. Meat and hides are rolled on the server, boosted by level and tool. |
Levels | Endless levelling on a growth curve. Each level adds to every drop chance, and missions, shop items and the hatchet can be locked behind a level. |
Shop | Buy weapons, tools and ammo by category with a basket, and sell every meat and hide you carry — one by one or all at once — at prices only the config can change. |
Leaderboard | All-time, monthly season and daily rankings by experience and earnings. The top three are paid at each reset, and a winner who was offline is paid at their next login. |
Aim block | Optional: stops the hunting rifle from being fired at players or vehicles — around the hunting ground or across the whole map. |
Security | Server-owned crews, one-shot harvest tokens, a per-mission animal budget, rate limits on trades and invitations, and job and distance checks made on the server. |
Languages | Eleven translations: EN · ES · FR · DE · IT · PT · RU · TR · NL · CN · ZH-TW, with English filling any gap. |
Driving it from your own scripts? Open the job panel from a radial menu or an NPC manager with one export, and ask the server whether a player is on a hunt before letting a ranger script act on them. See Commands and Exports.



