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How to create Missions

The quest system in qs-advancedinventory lets you create small missions for your players, such as buying items, using objects, visiting places, or interacting with systems. You can reward them with money, XP, or anything else. Here’s how it works, step-by-step.

What Are Quests?

Quests are small tasks designed to give players objectives and rewards during their gameplay. They can involve many different actions, such as purchasing an item, entering a specific location, using a particular tool, or completing an activity like winning a match. These tasks encourage players to explore the server and interact with its systems while progressing through different challenges.

When a player successfully completes a quest, they receive a reward, which can include experience points (XP) or other benefits depending on how the system is configured. This section allows you to design and configure your own quests, giving you the tools to create engaging activities that motivate players and enhance the overall gameplay experience on your server.

Creating Missions in ESX

Creating Missions in QB

The quest system in qs-inventory lets you create small missions for your players, such as buying items, using objects, visiting places, or interacting with systems. You can reward XP. Here’s how it works, step-by-step. These events and exports are ONLY for server-side.



Assign Quests When the Player Joins

You must wait a few seconds before giving quests to make sure the character is fully loaded. This avoids problems where the player doesn’t receive the quests due to timing. You want every player to receive their quests as soon as they connect to your server and their character is fully loaded. Example (inside server/main.lua):

RegisterNetEvent('QBCore:Server:OnPlayerLoaded', function() local src = source print('Loaded player:', src) CreateQuests(src) end)

In this configuration we will place whether or not we want to use this system and below the name of the item that will be the money, in this case it is cash. This item must be added in your qs-core/shared/items.lua.



Why Do We Use CreateQuests(id)?

This function creates the quests you want for that specific player (id). It uses an export from qs-inventory to create each quest and assign it to the player. You must define this function yourself.



How To Write the CreateQuests Function

This function checks if qs-inventory is running, then uses the createQuest export to register one or more missions for the player. You can customize the quests as you wish.

function CreateQuests(source) if not GetResourceState('qs-inventory'):find('started') then print('qs-inventory not started, skipping quest creation.') return end -- Example Quest: Use a radio exports['qs-inventory']:createQuest(source, { name = 'use_radio', title = 'Stay Tuned', description = 'Use your radio for 10 times.', reward = 150, requiredLevel = 0, }) -- Example Quest: Visit the hospital exports['qs-inventory']:createQuest(source, { name = 'visit_hospital', title = 'Health Check', description = 'Visit the hospital at least once.', reward = 200, requiredLevel = 1, }) print('Quests assigned to player:', source) end



Assigning Quests to Already Connected Players

If your script restarts while players are already online, you need to reassign their quests. You can do this with a loop that runs on server start:

CreateThread(function() for k, v in pairs(QBCore.Functions.GetPlayers()) do if v then print('Loaded player:', v) CreateQuests(v) end end end)

This makes sure no one is left without quests, even if they were online during a resource restart.



How To Update Quest Progress

Now that your player has quests, you can make progress happen by calling:

exports['qs-inventory']:UpdateQuestProgress(source, questName, amount)

You can call this any time the player does something related to a quest. You can increase progress slowly, or complete the quest instantly. A quest is considered completed once it reaches 100 progress.

if GetResourceState('qs-inventory'):find('started') then local success = exports['qs-inventory']:UpdateQuestProgress(source, 'use_radio', 10) if success then Debug('Quest "use_radio" progress updated') else Debug('Failed to update quest "use_radio"') end end



Safety Check – Only Run if the System is Started

Always wrap your quest-related code with this check to make sure qs-inventory is actually loaded:

if not GetResourceState('qs-inventory'):find('started') then return end

This avoids errors if the resource hasn't started yet or crashed.



Example of a mini-script with Missions

Loads the QB framework.
Assigns quests when the player joins (QBCore:Server:OnPlayerLoaded).
Reassigns quests to already-connected players if the resource restarts.
Adds a sample quest that completes when the player eats a sandwich.
-- STEP 1: Load the QB framework QBCore = exports['qb-core']:GetCoreObject() -- STEP 2: Create quests when a player joins the server RegisterNetEvent('QBCore:Server:OnPlayerLoaded', function() local src = source Wait(2000) -- Wait 2 seconds to make sure the character is fully loaded print('[Quests] Loaded player:', id) CreateQuests(id) -- Assign quests end) -- STEP 3: Reassign quests to all online players when the script starts (e.g., after restart) CreateThread(function() for k, v in pairs(QBCore.Functions.GetPlayers()) do if v then print('[Quests] Reassigning quests to online player:', v.source) CreateQuests(v.source) end end end) -- STEP 4: Function to create quests function CreateQuests(source) -- Make sure the quest system is running if not GetResourceState('qs-inventory'):find('started') then print('[Quests] qs-inventorynot started. Skipping.') return end -- Example quest: Eat 5 sandwiches exports['qs-inventory']:createQuest(source, { name = 'eat_sandwich', title = 'A Tasty Start', description = 'Eat 5 sandwiches to prove your survival instincts.', reward = 200, requiredLevel = 0, }) print('[Quests] Assigned quest "eat_sandwich" to player:', source) end -- STEP 5: Track progress when the sandwich is used -- This should be triggered from your item system when a player uses a sandwich RegisterNetEvent('qs:useItem:sandwich', function() local src = source if not GetResourceState('qs-inventory'):find('started') then return end -- Add 20% progress every time a sandwich is eaten (5x = 100%) local success = exports['qs-inventory']:UpdateQuestProgress(src, 'eat_sandwich', 20) if success then print('[Quests] Updated progress for "eat_sandwich" quest - player:', src) else print('[Quests] Failed to update quest progress - player:', src) end end)