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Silly Cattle

Silly Cattle

€16.80

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🐄 Silly Cattle – Herding & Selling System (RedM / VORP / RSGCore)

A complete herding loop for RedM. Use a herd item near the herd farm, drive your cows / sheep / goats / pigs to a market, and sell them for cash + meat / wool / milk. Keep an eye on the horizon — wolf packs may come for your livestock.

✨ Features

  • 🐄 4 herd types by default: cows, sheep, goats, pigs (fully configurable)
  • 🛒 Use a herd item near the farm → animals spawn, follow you in formation, and a route appears on the map
  • 🗺️ Random sell point out of a configurable list
  • 💰 Per-animal reward — money + multiple item drops, scaled by how many animals you deliver
  • 🐺 Wolf pack event — random pack spawns to attack your herd / you (config: size, radius, timing, targets)
  • ⏱️ Herd lifetime timer — herd despawns after X seconds if not delivered (with on-screen countdown)
  • 🚪 Sell prompt with [G] press, server-validated ownership before payout
  • 🧹 Cleanup — leftover animals are wiped on resource start/stop, character switch and respawn
  • 🔁 Cooldown per herd item to prevent spam
  • 🌐 Multi-Framework: VORP or RSGCore (auto-detected)
  • 📦 Escrow-friendly: config.lua is ignored by escrow so you can fully tweak it

✅ Dependencies

  • RedM
  • VORP Core or RSGCore (auto-detected)
  • VORP Inventory (when using VORP) / RSGCore inventory (when using RSGCore)

📦 Installation

  1. Place Silly_Cattle in your server resources folder.

  2. Ensure it in your server.cfg:

    ensure Silly_Cattle
    
  3. Add the herd items to your inventory database (cowherd, goatherd, sheepherd, pigherd by default — names can be changed in config.lua).

  4. Adjust farm coordinates, sell points, rewards and wolf pack settings in config.lua.

⚙️ Configuration (config.lua)

Framework

  • Config.Framework'auto' / 'vorp' / 'rsgcore' / 'standalone'
  • Config.RewardAccount — VORP: money / gold / rol — RSGCore: cash / bank

Herd setup

  • Config.Herds — table of herds: { label, model, coords } (key = item name)
  • Config.AnimalAmount — number of animals spawned per use
  • Config.SpawnDistance / Config.FollowDistance — formation around the player
  • Config.UseRadius — how close to the farm coords the player must be
  • Config.CooldownSeconds — per-item cooldown
  • Config.HerdLifetime — seconds before the herd runs off if not delivered

Sell

  • Config.SellPoints — list of vector3 drop-off coordinates (random one is picked)
  • Config.SellRadius — radius for the sell prompt
  • Config.Rewards[itemName] = { money = 60, items = { { name = "beef", amount = 2 }, ... } }

Wolf pack event

  • Config.WolfPack.Enabled
  • Config.WolfPack.SpawnTimeMin / SpawnTimeMax (minutes after herding starts)
  • Config.WolfPack.SpawnRadius, PackSize, Model
  • Config.WolfPack.AttackPlayer / AttackAnimals
  • Config.WolfPack.DeleteOnHerdEnd

🎮 In-Game Flow

  1. Player buys a herd item (e.g. cowherd) and stands near the farm coords.
  2. They use the item → animals spawn and follow them.
  3. A blip + GPS route shows the random sell point.
  4. (Optional) A wolf pack attacks the herd somewhere along the way.
  5. Player reaches the sell point → press [G] to deliver.
  6. Server validates the herd, removes the animals, and pays out money + items based on how many animals survived.

🌐 Multi-Framework Support

| Feature | VORP | RSGCore | |---|---|---| | Usable item | ✅ vorp_inventory:registerUsableItem | ✅ RSGCore.Functions.CreateUseableItem | | Remove / add item | ✅ vorp_inventory:subItem/addItem | ✅ Player.Functions.RemoveItem/AddItem | | Money | ✅ Character.addCurrency | ✅ Player.Functions.AddMoney | | Notifications | ✅ vorp:TipBottom | ✅ RSGCore:Notify |

📝 Notes

  • All triggers use the silly_cattle:* namespace so it can run side-by-side with other Silly resources without conflicts.
  • Server-side validation: only the player who started the herd can sell it, amount is capped at Config.AnimalAmount, money/items are based on delivered animals.
  • The resource is fully escrow-friendlyconfig.lua is in the escrow_ignore list of fxmanifest.lua.
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