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Premium FiveM Gang Scripts

Gang roleplay dies fast when there is nothing to control. The scripts in this category add turf, ranks, shared stashes and war mechanics on top of QBCore, Qbox or ESX, so your crews have a reason to show up after every restart.

Gang content is the half of city roleplay most servers under build. Police get MDTs, dispatch, evidence and armories, then the criminal side gets one drug script and a prayer. A proper gang system fixes that imbalance. It gives crews an identity, a hierarchy, territory worth defending and an income loop that feeds the rest of your economy instead of sitting beside it.

The scripts here cover that whole stack. Full gang frameworks handle creation, ranks, permissions, shared stashes and gang wallets. Territory and turf war systems put capturable zones on the map, usually with influence that shifts based on drug sales, spray tags or kills inside the zone. Around those sit the flavor pieces: spray and graffiti systems, gang shops, contract boards, chop shops and war mechanics with scoreboards and cooldowns so beef does not turn into endless deathmatch.

What makes a gang script different from most purchases is how much it touches. A turf system that tracks drug sales has to hook your selling script. A gang stash needs your inventory. Rank permissions need to survive a framework update. That is why the listings in this category lean hard on integration detail, so you know before checkout whether a script reads your existing gang grades or ships its own society layer.

What to look for in FiveM gang scripts

  • Player created gangs or admin defined: some systems let players found a gang in game for a cash price, others expect admins to define every gang in a config. Player creation keeps a public city dynamic. Admin control keeps lore heavy servers tidy. Pick the model that matches how you whitelist.
  • Territory that means something: a colored blip is not turf. Look for influence mechanics, income from controlled zones, and consequences when a zone flips, like losing spray tags or a cut of local drug sales.
  • War rules with an off switch: kill tracking, war declarations, cooldowns and truce options stop turf disputes from becoming round the clock RDM. If the script has no way to end a war, your admins will end it in Discord instead.
  • Economy hooks: gang wallets, tax on member earnings, dirty money support and payouts routed through your banking script keep gang income inside the city economy.
  • Permission granularity: ranks should gate stash access, invites, kicks and war declarations separately. A single boss only toggle is not enough once a gang passes twenty members.
  • Resmon under pressure: territory scripts run zone checks constantly, so idle numbers matter more here than in most categories. Check the listing for idle and in-zone figures, and treat anything above 0.05ms idle with suspicion.

Compatibility & installation

Most gang scripts in this category target QBCore and Qbox first, with ESX versions or bridges where the developer maintains them. Many replace or extend the default qb-gangs setup, so read each listing to see whether the script consumes your existing gang grades or manages its own database tables. A few releases are standalone, mostly spray and graffiti systems that only need a target resource and a database.

Installation is usually drag-and-drop plus a config pass. Expect to import an SQL file, set your framework export names, then wire the optional integrations: ox_inventory for gang stashes, ox_target for zone interactions, and your dispatch resource so shots fired in claimed turf alert police. Escrow protected scripts ship with open configs and usually open events, which lets you trigger reputation or influence gains from your own drug and heist scripts. Open source versions cost more but let you rewrite the zone logic outright.

Why buy from us

Every gang script listed here has been stood up on a test server before it earned a product page. The compatibility notes and resmon figures come from that testing, not from the seller's storefront copy. We also flag the scripts that fight with default qb-gangs, because finding that out on patch night is miserable.

Listings state the framework version each script was tested against and keep changelogs visible, so you can tell whether a developer still maintains their war system or walked away after launch. Updates are delivered for as long as the developer supports the product. And if a script refuses to start on a clean QBCore install, support reads your actual console log instead of sending a canned reply.

Frequently asked questions

Do these gang scripts work with QBCore?

Most scripts in this category are built for QBCore first, and many also support Qbox or ship an ESX version. Each listing states which frameworks the developer supports and which version we tested against. If a script is QBCore only, the page says so plainly.

Will a gang script conflict with qb-gangs?

It depends on the script. Some read your existing qb-gangs grades and build on top of them, while full replacements manage their own tables and expect you to disable the default setup. We flag replacements clearly in the listing so you know before you install.

Can players create their own gangs in game, or is it admin only?

Both models exist in this category. Player creation systems let a crew found a gang for a configurable cash price, which suits public cities. Admin defined systems keep every gang in a config, which suits whitelisted lore servers. Check the listing for which approach a script uses.

Do turf war scripts hurt server performance?

They can, because territory systems run zone checks constantly rather than only on interaction. We publish idle and active resmon figures from our own testing on each listing. As a rule of thumb, be wary of anything idling above 0.05ms.

Are these scripts escrow or open source?

The category has both. Escrow releases still ship with open configs, and most expose open events so you can hook reputation and influence from your own resources. Open source versions cost more but let you edit the core logic, which matters if you plan custom war rules.

Do gang scripts integrate with ox_inventory and ox_target?

Most modern releases do. Gang stashes commonly run through ox_inventory or qb-inventory, and zone interactions like spraying tags or capturing turf usually support ox_target. The integrations section of each listing spells out exactly what a script hooks into.

Can I keep my existing drug scripts alongside a gang system?

Usually yes. Territory scripts that track drug sales expose events or exports, so you fire them from your existing selling script and influence updates accordingly. If a gang system requires its own bundled drug loop, the listing will say so.