https://www.youtube.com/watch?v=CujMf1u5fF8
Uniqers Summer is a complete, all-in-one Summer Event / Beach Activities script for FiveM. It turns any server into a full seasonal event hub with 9 unique multiplayer and solo activities, a points-based economy, an in-game shop, a live leaderboard, a milestone grand-prize system, a full custom NUI panel, and an in-game admin checkpoint editor — all wrapped in a dark, modern, mobile-friendly UI.
It supports QBCore, ESX, QBox (qbx_core) and a built-in Standalone "Fun Mode" for servers without a framework, or for events where you just want pure minigame fun with no economy attached.
2. Full Activity Breakdown (9 Activities)
Every activity is triggered from a single interactive NPC at the event hub (with a map blip), and every activity has its own cooldown, reward, and checkpoint layout — all editable without touching a single line of code.
🏍️ 1. Jet Ski Race (1v1 PvP)
Real-time 1-vs-1 jet ski race on Seashark jet skis.
Players queue up, race starts automatically once 2 players are matched.
8 sea checkpoints leading to a finish line.
Win/lose base rewards plus a separate placement bonus system — 1st place earns more Summer Points than 2nd.
Forfeits automatically if a player goes idle or doesn't finish in time.
🚤 2. Speedboat Race (4-Player Group Race)
4-player group race on Jetmax speedboats with fair, equidistant starting lanes (no one starts ahead).
8 checkpoints across open water.
Every finisher gets a base completion reward; finishing position (1st–4th) adds extra bonus points on top.
🚙 3. Land Race (4-Player Group Race)
Off-road group race using Blazer buggies.
6 checkpoints from start line to finish line.
Same base + placement bonus reward structure as the boat races.
🪂 4. Plane Jump (4-Player Skydiving)
Players board a Titan cargo plane together; the plane automatically flies a scripted route from a start point to a drop point.
A custom scripted camera puts players inside the plane in fixed seat slots.
Forced jump gate: if a player hasn't jumped by the time the plane reaches the drop point, their run is automatically cancelled — no waiting around.
Real parachute deployment with a randomly colored smoke trail effect per player.
Players must steer their parachute onto a specific landing pad within a time limit.
Base completion reward plus a bonus for the first player to land.
🤿 5. Diving Treasure Hunt (Solo, Item-Gated)
Requires purchasing a Diving Suit from the shop before it can be started (true item-gated progression).
5 sequential underwater treasures that must be found in the exact order — order is server-validated, so it can't be cheated.
A sonar/metal-detector style radar UI activates automatically only while the player is underwater, giving live proximity feedback (visual ping + distance) as they approach the next treasure.
Audio confirmation each time a treasure is found, plus a special "all done" sound when the hunt is completed.
Diving suit is automatically applied/removed (with a "putting on wetsuit" animation) and the player's previous outfit is restored afterward.
🏄 6. Surfing (Solo, Item-Gated)
Requires purchasing a Surfboard from the shop first.
Built on a custom surf rig: an invisible physics base with a surfboard visual attached, giving real wave-skimming movement across the water.
6 checkpoints to clear within the time limit.
Trick physics: while airborne, players can boost forward or spin/rotate the board mid-air.
Wipeout system: high-speed hard collisions can knock the player off the board into a ragdoll, just like a real surf wipeout.
(Credit: the surf rig example uses the community "FaZer 73" surfing mod — full thanks to the original modder. It's a drop-in swap, so you can replace it with any surf mod you prefer.)
🍩 7. Boat / Tube Tow (2-Player Co-op)
One player drives a speedboat, the other rides an inflatable tube towed behind it on a real physics rope (not a fake animation — an actual simulated tow rope).
Roles (driver/rider) are randomly assigned each round for fairness.
The driver navigates 6 checkpoints while the tube follows naturally based on boat speed and turning.
Both players are rewarded together once the driver crosses the finish line.
🏰 8. Sandcastle Building (Solo, Multi-Step Crafting)
A completely different activity type — not checkpoint racing, but item-based crafting:
Buy a Shovel and a Bucket from the shop.
Dig on real, detected sand terrain (the script checks the actual ground material under the player's feet) to collect grains of sand, one at a time, via a progress-bar animation.
Once 50 grains are collected, combine them into a finished Sandcastle item via a second progress-bar crafting step.
Enter placement mode: a transparent preview model follows your camera raycast, can be rotated, and must be placed on valid sand terrain.
The character walks to the spot and plays a real building animation before the final sandcastle appears in the world — permanently, as a decorative prop.
4 different randomized sandcastle models so every build looks a little different.
Rewards Summer Points on successful placement.
🪂🚤 9. Parasailing (2-Player Co-op)
One player drives a boat, the other is towed into the air on a parachute attached by rope.
The rider's altitude dynamically reacts to boat speed — slow down and they sink toward the water, speed up and they climb, just like real parasailing.
The driver clears a checkpoint route while towing the rider.
Both players are rewarded together on completion.
3. Progression, Economy & Everything That Earns Points
This is the full money/points loop your players will experience:
Earn → Spend → Convert → Grand Prize → Repeat Daily
Earning Points: Every activity grants a base completion reward (Summer Points). Race-type activities (jet ski, speedboat, land race) also grant a separate placement bonus — finishing 1st earns noticeably more than finishing last, giving competitive players a reason to push for the top spot every single run.
The Shop (Point Sink): Players spend Summer Points to buy:
Diving Suit — unlocks the Diving Treasure Hunt
Surfboard — unlocks Surfing
Shovel — needed to dig sand
Bucket — needed alongside the shovel
Cash Conversion — players can directly trade Summer Points for in-game money, turning the whole event into a legitimate seasonal money-making method on your server, with a fully configurable exchange rate
Daily Tasks: All 9 activities are flagged as daily tasks by default. At a server-configured reset hour, every player's cooldowns for these activities clear automatically — so even if someone hasn't waited out their full cooldown timer, they get a fresh shot at every activity the next day. (Per-event cooldowns also run independently and are shown live, counting down in real time, in the activity panel.)
Milestone Grand Reward: Once a player reaches a configurable number of total lifetime activity completions (default: 9 runs), they unlock a one-time Grand Prize, claimable straight from the main panel. The grand prize can be configured as money, an item, or an actual vehicle (automatically added to the player's garage/vehicle ownership table — fully framework-aware).
Leaderboard: A live, cached Top 10 leaderboard ranks players either by total Summer Points or total tasks completed (your choice) — the more events a player finishes and the more points they earn, the higher they climb.
This gives server owners a complete, self-contained seasonal economy: an earning loop, a spending sink (preventing point inflation), a long-term goal (the grand prize), and a competitive leaderboard to keep players coming back every day.
4. UI / UX & Quality-of-Life Features
Smart Preloader: A polished animated loading screen (an animated sand-castle "fill" effect) only plays the first time a player opens the panel in their session — every subsequent open is instant, with no repeated loading animation.
Player Profile: Players can set a profile picture either by entering an image URL or by taking a real in-game selfie with a custom camera (zoom with scroll wheel, orbit with A/D, posing animation) which is automatically uploaded and saved.
Smart Queue System: Multiplayer activities use a real matchmaking queue — players join a lobby, see their position, and the event automatically starts the moment enough players are queued. Players can leave the queue at any time before the match starts.
Configurable Start Conditions: Every activity has its own configurable slot count (minimum players) and pre-race countdown (e.g., 5-second countdown before "GO").
Forza Horizon-Style Navigation: A full custom waypoint and direction system — a floating distance marker that scales with proximity, plus glowing ground-level directional arrows that color-shift from blue to red as you approach the checkpoint, exactly like racing games such as Forza Horizon.
Live Activity HUD: While racing/diving/flying, a clean on-screen HUD shows the activity title, current objective, checkpoint progress (e.g., 3 / 8), and a live countdown timer.
Custom Notification System: A built-in toast notification system with color-coded success/error/info states and an animated auto-dismiss progress bar — or plug straight into QBCore/ESX notifications, or write your own custom handler.
Live Cooldown Timers: Every activity card on the panel shows a real-time, auto-formatting cooldown countdown (days/hours/minutes/seconds) so players always know exactly when they can play again.
Sonar/Detector UI: A dedicated underwater radar interface for the diving treasure hunt, with proximity bars and ping feedback.
Multi-language Ready: Built on a locale system with automatic fallback, making full translation straightforward.
5. Admin Tools
In-Game Visual Checkpoint Editor: Admins can open a raycast-based 3D editor directly in-game (no DB/SQL editing required) to:
Add a new checkpoint exactly where they're looking
Remove the selected checkpoint
Move an existing checkpoint to a new position
Cycle between checkpoints to select which one to edit
Save & Exit (changes are saved to the database, or kept in memory in standalone mode) or exit without saving
Works on Land AND Water: The raycast editor automatically detects whether you're aiming at solid ground or a water surface and places the checkpoint correctly either way — meaning every sea-based activity (jet ski, speedboat, surf, parasail, boat tow, diving) can be fully redesigned in-game just as easily as the land race.
Flexible Access: Open the editor via a configurable chat command (default /summeradmin) or directly from an Admin tab inside the main panel — visible only to staff. Permission checking supports ACE permissions, ESX groups, and QBCore permission groups simultaneously.
6. Framework Compatibility & Performance
Auto-Detecting Framework Bridge: Automatically detects and adapts to QBCore, ESX, or QBox, or falls back to Standalone if none are running — no manual setup required in most cases, though every framework can also be force-selected in the config.
Universal Inventory Support: Automatically uses ox_inventory if it's running, otherwise falls back to native QBCore/ESX item systems.
Flexible Interaction System: Auto-detects ox_target, qb-target, or qtarget; if none are found, it falls back to a built-in draw-text "[E] Interact" prompt — so it works out of the box on any server setup.
Flexible Notifications: Choose between QBCore notifications, ESX notifications, plain chat messages, the script's own built-in NUI toast system, or write a fully custom notify function.
Built for High-Population Servers: The NPC only spawns when a player is within a configurable distance (despawns otherwise), checkpoint arrow ground-height calculations use spatial caching to avoid repeated expensive native calls, and NUI updates (like the waypoint HUD) are throttled to roughly 30 updates per second to avoid overloading the in-game browser — all tunable via simple config values, so the script stays light even on 2,000+ slot servers.
Zero Manual Database Setup: All required database tables are created automatically the first time the resource starts — no SQL file to import.
7. Standalone / "Fun Mode" — Exactly What Changes
If no supported framework (QBCore/ESX/QBox) is detected on your server, the script automatically switches into Standalone Fun Mode — no configuration needed (it can also be forced on intentionally). This makes the script usable on literally any FiveM server, even ones with no economy framework at all, perfect as a pure minigame/party mode.
What still works in Standalone Fun Mode:
All 9 activities, checkpoints, racing, diving, parasailing, etc. — fully playable
The live Leaderboard (built from currently connected players)
Activity cooldowns and the queue/matchmaking system (kept in memory for the session)
The Forza-style waypoint UI, HUD, sonar, profile pictures, selfies — every visual/UX feature
The in-game admin checkpoint editor (saved in memory for the current session)
Item requirements are bypassed — players don't need to actually own a diving suit or surfboard to try the gated activities
What is disabled / does not apply in Standalone Fun Mode:
No database / no persistence. Nothing is saved between sessions or server restarts — progress only exists while a player is connected.
No Summer Points economy. Points are not banked or carried over (the panel still shows live values during the session, but nothing is stored).
The Shop is disabled. Attempting to buy anything shows a "not available in fun mode" notice.
The Milestone Grand Prize cannot be claimed. The milestone tracker either hides or stays locked.
No money/vehicle/item rewards are actually granted, since there's no framework to grant them through.
In short: Standalone mode gives you 100% of the gameplay and 100% of the visuals, with the economy and persistence layer cleanly switched off — ideal as a free-roam fun event, a trial/demo mode, or for vanilla servers that just want activities without an economy system attached.
req="ox-lib"