Gangs

INF Hoods

Your city already has gangs.

INF Hoods gives them an underworld.

Street gangs. Player crews. Capturable territory. Trap income. Gang compounds. Wars. Contracts. Payroll. Permanent elimination. One criminal ecosystem.

QBCore • ESX • GANGS • TERRITORIES • TRAP ECONOMY • GANG PROPERTIES


JOIN THE SET

Players can walk into an existing hood and start from the bottom.

Eight ranks define the climb:

  • Prospect
  • Runner
  • Soldier
  • Hustler
  • Enforcer
  • Lieutenant
  • Shotcaller
  • OG

Rep comes from product turn-ins, contracts, territory control, and gang activity.

Higher ranks earn larger cuts and more authority.

Every gang can have its own drugs, weapons, vehicles, colors, requirements, and progression.


SEVEN STREET GANGS

The city can start with seven complete gangs already operating.

Each can have its own:

  • Territory
  • Brokers
  • Guards
  • Drug catalog
  • Weapon pool
  • Treasury
  • Relationships
  • Rivalries

Players can join them.

Fight them.

Take from them.

Or wipe them off the map.


TAKE TERRITORY

Every hood can change hands.

Raid a rival territory.

Survive the defense.

Take the trap.

Plant your flag.

Ownership changes along with the broker, guards, income, and map identity.

Each gang can have a protected MAIN hood that becomes vulnerable only after the rest of its territory is gone.

Lose everything and the gang can be permanently eliminated.

Admins can later revive eliminated gangs through the territory creator.


THE TRAP FUND

Gang territories can generate money from real stocked product.

Members supply the broker.

The broker sells while the server runs.

Keep the shelf stocked and the fund grows.

Run dry and the income stops.

Collection can be rank-gated, and passive sales are intentionally worth less than direct street sales so active dealing still matters.


BUILD A REAL GANG COMPOUND

Gangs can own physical properties instead of existing only through menus.

Use MLOs, instanced shells, warehouses, clubhouses, offices, or custom compounds.

Properties can include:

  • Gang stashes
  • Private rank-gated stashes
  • Wardrobes
  • Valet garages
  • Brokers
  • Named doors
  • Garage doors
  • Sliding gates
  • Members-only blips

Every interaction can be controlled by gang rank.


WARS THAT CHANGE THE CITY

Gang relationships can move between peace and war.

High-ranking members can negotiate relationships or declare conflict.

Rival crews can respond with drive-bys using gang-appropriate vehicles and weapons.

Territory guards defend their block, fight alongside members during raids, and respond to rival crews.

The hood actually fights back.


SERVER-SIDED CONTRACTS

Gang missions are built for crews.

Targets and escape vehicles are networked so the whole group can participate.

Any participating member can contribute to the objective.

If one runner goes down, somebody else can finish the job.

Contracts can include armed targets, escape vehicles, GPS routing, group combat, and bank payouts.


RUN THE GANG

The gang tablet handles the business behind the street.

  • Member roster
  • Invitations and promotions
  • Treasury
  • Withdrawals
  • Gang-to-gang transfers
  • Transaction history
  • Payroll
  • Member payouts
  • Reputation grants
  • Allowances
  • Diplomacy
  • Elimination handling

Contract money can actually be split like a crew.


BUILD EVERYTHING IN-GAME

Use raycast placement and live previews to create:

  • Territories
  • Brokers
  • Guards
  • Defense points
  • Raid waves
  • Stashes
  • Doors and gates
  • Valet locations
  • Wardrobes
  • Missions
  • Gang properties

Build the entire underworld without spending the afternoon copying coordinates into config files.


BUILT ON INF TRAP

INF Hoods can connect directly to the INF Trap economy.

The same products players manufacture and sell can:

  • Build gang reputation
  • Stock traps
  • Generate territory income
  • Feed the criminal economy

Run INF Hoods alone.

Run both and gangs and drug dealing become one connected ecosystem.


COMPATIBILITY

Frameworks

  • QBCore
  • ESX

Inventory

  • ox_inventory

Target

  • ox_target
  • qb-target

Clothing

  • qb-clothing
  • illenium-appearance
  • fivem-appearance

Required

  • ox_lib
  • oxmysql

Optional

  • INF Trap


INCLUDED

  • Seven seeded street gangs
  • Eight-rank progression
  • Territory warfare
  • Trap economy
  • Gang compounds
  • Gang stashes
  • Valet garages
  • Gang tablet
  • Treasury and payroll
  • Diplomacy
  • Contract missions
  • Drive-bys
  • Territory guards
  • In-game creator
  • SQL schema
  • Open configuration and bridges


Most gang scripts give players a roster and a color.

INF Hoods gives them something worth fighting over.

Tags: FiveM, QBCore, ESX, Escrow


Gangs

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