> For the complete documentation index, see [llms.txt](https://izzyshop-1.gitbook.io/izzyshop-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://izzyshop-1.gitbook.io/izzyshop-docs/free-resources/airdrop-system/overview.md).

# Overview

```lua
author 'tqdev'
```

#### What is this script? <a href="#izzy-airdrop-overview-what-is-this-script" id="izzy-airdrop-overview-what-is-this-script"></a>

**izzy-airdrop** spawns supply crates (or vehicles) that fall from a plane. Players go to the spot, wait for the crate to land and unlock, then open a UI and take items.

You can create drops as:

| Property                                    | Description                                                                                                                                      |
| ------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| `/createdrop`                               | **Admin** — `/createdrop` by default (`AdminUI.CreateDropCommand` in `shared/config.lua`) opens a panel (items, coords, job drop, vehicle drop). |
| **Player**                                  | **Player** — flare gun shoots the sky → plane → crate (uses random loot from config).                                                            |
| **Server schedule** — at set times (e.g. 20 | 00) a random location gets an automati                                                                                                           |

Works with **QBCore**, **QBX**, or **ESX** (auto-detected from running resources).

#### What you need installed <a href="#izzy-airdrop-overview-what-you-need-installed" id="izzy-airdrop-overview-what-you-need-installed"></a>

| Resource                                         | Why                                                                      |
| ------------------------------------------------ | ------------------------------------------------------------------------ |
| **qb-core** / **qbx\_core** / **es\_extended**   | Framework (player, job, inventory, vehicles).                            |
| **oxmysql** / **ghmattimysql** / **mysql-async** | Database (vehicle drops in QB/ESX).                                      |
| **screenshot-basic**                             | Only for `/cammode` (uploads car photos).                                |
| **yarn**                                         | Listed in `fxmanifest` — used if you rely on Node bits in this resource. |

Optional: **qb-target** (or change `Target.Name`), **monitor** (for `txannounce` loot messages).

#### Folder map (what each part does) <a href="#izzy-airdrop-overview-folder-map-what-each-part-does" id="izzy-airdrop-overview-folder-map-what-each-part-does"></a>

```lua
izzy-airdrop/
├── shared/
│   ├── config.lua      ← main settings (everyone sees this)
│   ├── cores.lua       ← which framework to hook (QB/ESX)
│   ├── locale.lua      ← translation helper class
│   └── vehicles.lua    ← list of car spawn names (cammode + vehicle drop UI)
├── server/
│   ├── config.lua      ← secrets: webhooks, admins, MySQL type
│   ├── core.lua        ← framework glue (items, admin check, loot chat)
│   ├── main.lua        ← drops, planes, loot, history, anti-spam
│   ├── givecar.lua     ← puts vehicle drop into player garage DB
│   ├── webhooks.lua    ← Discord logs when drop created / looted
│   └── discord.js      ← fetches Discord avatar for loot UI (needs bot token)
├── client/
│   ├── core.lua        ← callbacks, items list for UI
│   └── main.lua        ← plane, crate fall, blips, NUI, cammode, flare
├── locales/            ← en, tr, es, … (UI + notify text)
├── html/               ← admin panel + loot UI + notifications
└── html/cars/          ← PNGs saved by cammode (one per vehicle name)
```

#### How a drop works (step by step) <a href="#izzy-airdrop-overview-how-a-drop-works-step-by-step" id="izzy-airdrop-overview-how-a-drop-works-step-by-step"></a>

1. Someone triggers a drop (admin UI, flare, or scheduled random).
2. **Client** spawns a **Bombushka** plane, flies over the target XY.
3. Plane drops a **crate** (or **vehicle**) with a parachute; it falls (`FallSpeed`).
4. **Server** stores the drop (items, coords, type, job if any).
5. When it lands → optional **flare smoke**, optional **unlock timer** (`DropUnlock`).
6. Player opens crate (target or **\[E]** drawtext) → NUI shows items.
7. Player takes items → server gives inventory (or garage for vehicle).
8. Optional: **Discord webhook** “someone looted this”.
9. Crate removed if `RemoveOnFirstLoot` or after timeout if nobody looted.
10.


---

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