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The admin panel is where you build everything — drugs, zones, recipes, selling channels, territories, and settings. Open it with /drugscreator and changes go live immediately, with no restarts.

Opening the panel

/drugscreator
You need either the nex_drugscreator.admin ACE permission or a matching framework group (admin, superadmin, god by default). Either check is enough:
add_ace group.admin nex_drugscreator.admin allow
If you get a “You do not have permission to use the Drugs Creator” notification, you don’t pass either check.

Panel layout

The sidebar is grouped into sections:
SectionTabs
Dashboard, Effects (your drugs)
ProductionHarvestable Items, Drug Fields, Crafting Recipes, Laboratories, Drug Factories
SellingSellable Drugs, Street & NPC, Corner Selling, Plane & Boat Runs, Narcos, Pushers, Auctions
TurfTerritories, Territory Wars, Hired Dealers, Dealer Spots
SystemAdvanced, Settings
The Dashboard shows live counts plus the statistics view — revenue, harvest/craft counters, and per-method and per-item breakdowns with time filters.

Creating a drug

  1. The item must already exist in your inventory (e.g. ox_inventory data/items.lua, qb-core/shared/items.lua, or your ESX items table). The panel validates the name as you type and tells you whether it was found.
  2. Go to Effects, click New Drug, and enter the item’s spawn name.
  3. Configure the consumable:
    • Label and custom notification shown on use.
    • Use time (0.5–30 seconds; per puff when puffing).
    • Max puffs0 for a single progress use, up to 50 for puff-based smoking.
    • Required item (e.g. a lighter), optionally consumed on use.
    • Remove on use toggle.
    • Progress options — cancelable, and disable movement / driving / combat / mouse.
    • Use animation — a preset (smoke, pill, snort, drink, eat, …), a scenario, an emote, or a custom dictionary/clip.
  4. Build the effects timeline and Save Drug. The item becomes usable immediately.

The effects timeline

Stack up to 20 effects per drug on a timeline of up to 600 seconds. Each entry has its own start time, duration, and strength, scheduled relative to consumption. Timeline blocks are draggable.
CategoryEffects
VisualScreen Effect, Timecycle Filter (with strength)
CameraCamera Shake (with intensity)
MovementWalk Style, Sprint Boost, Swim Boost, Random Falls
StatsHealth, Armor, Infinite Stamina, Hunger Restore, Thirst Restore, Health Drain, Armor Drain, Stress Gain, Stress Relief
SpecialSuper Jump, Night Vision, Thermal Vision, Slow Motion, Hallucination: Stalker Car, Hallucination: Ghost Ped, Remove Old Effects
Some notes on behavior:
  • Hunger, thirst, and stress apply server-side the moment the drug is consumed — for puff drugs, fractionally per puff.
  • Health and armor with duration 0 apply instantly; a longer duration regenerates the amount over time.
  • Every effect is validated server-side against the catalogs in config.lua before saving.

Live preview

Preview runs the drug’s effect timeline on yourself without consuming anything — only available while the panel is open. Stop it any time from the same button.

Unsaved changes protection

Switching drugs, creating a new one, or closing the panel with unsaved edits pops an alert panel first. Overwrites and renames are double-checked too.

World editors

Every tab under Production, Selling, and Turf is a CRUD editor for one collection — harvest zones, fields, recipes, labs, factories, sellable drugs, pushers, auctions, territories, and dealer spots. Zone forms can grab your current in-game position for coordinates, and each zone can toggle its own map blip. Everything is stored in data/world.json (or MySQL) and synced to all players on save. Some tabs also expose live actions:
  • Auctions — force-start a scheduled auction.
  • Territory Wars — reset all territory points, or force a hot-zone rotation, with a live territory-status view.

Settings tab

The Settings tab controls the selling economy (sell command, per-player cooldown, decline chance, police chance) and the interface style — ox_lib vs native GTA notifications and interaction prompts. Saving applies to every player instantly and persists in data/world.json.
Command names edited here (street selling, corner selling, trap phone) are registered immediately, but the old command name stays active until the next server restart.