Traps | Snares, Cages & Animal Capture

Set snap traps and animated cage traps across the map. Snap traps bait wildlife in close for the hunt; cage traps slam shut and hold the catch. Cages hold animals, and players too when you switch it on, traps wear down with use and need repairing, and each bait pulls its own set of species.

Status
Gameplay
Compatible With
ESXQBCoreQBoxStandalone
Requirements
ml_bridgeox_liboxmysql
Price24.9919.99-20%One-time purchase

Overview

Traps is a hunting and live-capture system built on two physical trap styles. Snap traps sit flat on the ground and show the bait resting on top the moment you load it. Cage traps have their own door that slams shut on a catch and lifts again on release, with timing tuned per cage. Three traps ship ready to drop in: a Snap Trap, a Small Cage Trap and a Large Cage Trap, each with its own catch radius, props, wear rating and placement limit.

It all starts with bait. Three bait types come set up, each with its own animal list per trap. Meat Bait pulls in large aggressive predators, Vegetable Bait brings in grazers, and White Meat Bait attracts scavenger birds, rodents and small predators. Every bait has its own attraction range and a lifespan in minutes, or it can be set to never run out, which is how the cages ship. Drop a baited cage and it watches for the right animals, walks them in, lets them feed, then slams shut. Snap traps lure wildlife in close so you can move for the hunt. Cages can also be set to grab any creature or person that simply wanders into the radius.

Flip one flag and cages hold players too: step into a baited large cage and it slams shut on you, or the owner closes it on someone standing inside, and the captive cannot free themselves. A caught animal can only be put down while holding a melee weapon from the allowed list, with a takedown animation before the animal drops on the spot, leaving a carcass to loot. Traps also wear with use. The more time a trap spends baited or holding prey, the more it degrades, and when it gives out it drops its captive and refuses to work until you repair it with rope, wood or metal scraps. Each trap remembers its own remaining condition, so a worn trap keeps that wear after you pick it up and set it down again.

Traps stay put across server restarts and reload exactly where you left them, with old captures freed cleanly and idle traps swept away after a set number of days. Traps belong to whoever placed them, pickup is owner-only and theft attempts are logged. Action logs for placing, pickup, kills and theft attempts can post to Discord, FiveManage or ox_lib, set with your own webhook and off by default until you add one.

Requires ox_lib, oxmysql and ml_bridge. Repairs use rope, wood and metal scrap items, which you can rename to whatever your server already uses. Drops into any framework with no extra wiring.

Two trap styles, three traps snap traps that show the bait on top, plus small and large cages with animated sliding doors
Bait that lures the right prey three baits with per-trap animal lists, walked in, with an option to catch anything that enters
Catch animals and players proximity capture for wildlife, a close-cage action for players, melee-only kills that leave a carcass to loot
Wear and repair traps degrade with use, break when spent, and come back with rope, wood or scrap, condition follows the item
Stays put across restarts traps reload where you left them, with idle ones cleaned up automatically
Loot on the kill optional per-animal loot table with amounts and drop chances, off until you switch it on
Works without wildlife on empty maps the server spawns in a synced animal that wanders to the bait, one per trap

Key Features

Snap Traps and Animated Cages

Snap traps sit flat on the ground and show the bait resting on top the moment you load it, ready for wildlife to walk on. Cage traps use a separate door that slams shut on a catch and lifts smoothly on release, with the open and close timing tuned for each cage size.

Snap Traps and Animated Cages

Three Traps Ready to Use

Ships a Snap Trap, a Small Cage Trap and a Large Cage Trap. Each has its own props, wear rating and placement cap, and the two cages add their own catch radius and door timing.

Three Traps Ready to Use

Bait Built Around Each Trap

Three baits come set up: Meat for large aggressive predators, Vegetable for grazers, White Meat for scavenger birds, rodents and small predators. Each one has its own attraction range, a lifespan in minutes or never, and an animal list that can change per trap.

Bait Built Around Each Trap

Lure and Hand Back to the Wild

A baited trap watches for the right animals nearby, walks the nearest one over to the bait, and lets it graze or settle while it feeds. One animal at a time per trap. Release it or let the trap break and the animal is handed back to the game's own wildlife behaviour and wanders off.

Lure and Hand Back to the Wild

No Wildlife? Still Works

Running a map with the animal population turned off? Flip one switch and a baited trap has the server spawn a real animal in the distance, synced for everyone, and it wanders in on its own. One animal per trap, on a timer you set.


Catch Animals and Players

Cages take animals on approach. Player capture is an optional switch, off by default and set per cage: turn it on and the large cage springs shut on a player who steps inside, or the owner closes it on someone standing in the radius. A trapped player cannot pick the cage up or open it to escape, and a timed release lets them back out on its own.

Catch Animals and Players

Catch Anything Mode

Cages ship in catch-anything mode: any configured animal that steps inside is grabbed even without matching the loaded bait. Flip one flag to restrict catches to the bait's own list.


Melee Kills on Caught Animals

A caught animal can only be put down while holding a melee weapon from the allowed list, which ships with knife, machete, hatchet, switchblade, battleaxe, stone hatchet and dagger. The hunter plays a takedown animation and the animal drops on the spot, leaving a carcass on the ground to loot.

Melee Kills on Caught Animals

Loot on the Kill

An optional loot table pays out per animal: a boar can hand over meat and a hide, a hen feathers and white meat, each with its own amounts and drop chance. Full pockets drop the rest on the ground. Ships off, so your reward hooks stay in charge until you turn it on.


Wear and Repair

Each trap can be set to wear out over hours of active use while baited or holding prey. When it gives out it breaks, drops its captive and refuses to work until repaired with rope, wood or metal scraps, each restoring a set amount of condition.

Wear and Repair

Condition Follows the Trap

A trap remembers its own remaining condition. Pick up a worn trap and set it back down and it keeps the same wear, and traps stack apart by how much life they have left.

Condition Follows the Trap

Survives Restarts

Traps are saved and reload exactly where you left them after a restart, then sync to everyone online. The database sets itself up on first launch, and persistence is a per-type switch you can turn off.


Idle Trap Cleanup

A scheduled sweep removes saved traps that have sat unused past a set number of days, optionally only broken ones, and updates nearby players.


Per-Player Placement Limits

Caps the total traps a single player can own and sets a separate cap per trap type. Both are tracked per owner and checked the moment a trap is placed, before the item is used up.


Ghost Placement Preview

Placing a trap shows a see-through preview you position in the world: scroll to rotate, hold shift and scroll to adjust height, with steep slopes rejected and outlined in red. Confirm or cancel to finish.

Ghost Placement Preview

Run Hundreds of Traps Without Lag

Trap props appear and disappear around the player within a range you set, and only the traps in view do any work. Hundreds can sit across the map while the ones far from every player cost next to nothing.


Floating In-World Trap Tags

Optional floating tags above each trap show the name, icon, state and remaining condition. Tags only draw within range, cap to the nearest few, and fade by distance.

Floating In-World Trap Tags

One Panel for Every Trap Action

A single interaction opens a tidy panel split into Baits, Repair and Actions tabs, with a header showing whether the trap is baited, holding prey or closed. Live bait and repair-kit counts are pulled straight from your inventory, and from here you choose a bait, run a repair, kill or release, open or close a cage, and pick the trap back up. Capture, kill and cage toasts each switch on or off on their own, and the panel colour scheme is yours to set. Bait and repair icons come straight from your own inventory's image set.

One Panel for Every Trap Action

Automatic Captive Release

A captured player is let back out on their own if they disconnect or the cage drops out of range. Together with the timed release, player capture always stays a temporary hold.


Know Who Placed, Picked Up and Killed

Placing, pickup, kills and theft attempts can be logged with the trap, its location, the owner and the animal, sent to Discord, FiveManage, ox_lib or a combination. It stays off until you add your own webhook.


Custom Streamed Trap Models

Ships with its own trap and cage models, including the full sliding-door cage animation, no extra prop packs to source.


Target or Keypress Interaction

Works with your targeting resource or falls back to a plain press-E prompt at the trap. One config line switches between the two.

Target or Keypress Interaction

Hooks for Your Own Rewards

Editable hook files ship outside escrow: block placements by zone or job, veto captures, and pay out your own loot or XP on every catch, kill and pickup.


Bait Human NPCs Too

Bait lists accept human NPC models alongside animals, so a cage can lure and hold story NPCs for bounty or kidnap gameplay. Add the models to a bait list to switch it on.

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