Molo Townhall

$30.00

Stable, RP-ready interior for elections, trials, and city meetings. Built for FiveM servers that need clean performance and tight permissions.

Features (RP-focused)

  • Reception (check-in, visitor flow)

  • Main Hall (public gatherings)

  • Voting Room (elections, referendums)

  • Courtroom (judge bench, gallery, witness stand)

  • Conference Room (city council / faction syncs)

  • Holding Cell (PD hand-off pre-trial)

  • Judge Office & Judge Meeting Room

  • Two Admin Offices

  • Governor Office (executive meetings)

  • Safe Room (restricted stash/evidence)

  • Museum Area (city/history exhibits)

Technical spec

  • Audio occlusion (room-correct sound)

  • Custom door with audio (interaction SFX) — TODO: register any included audio assets per package docs

  • Realistic collision (no phantom walls)

  • Custom props captured with Polycam and retopologized

  • Size: ~100 MB

  • Location: Galileo Observatory (Vinewood Hills)

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Molo Townhall FiveM resource preview
Molo Townhall
$30.00

Lifetime update access. Files FiveMX publishes to this listing remain available to the original eligible purchase without a subscription. Read the exact scope

Requirements

  • Recent FiveM artifacts

  • Streaming enabled

  • fxmanifest.lua with lua54 'yes'

  • Optional: ox_lib, ox_inventory, door/target system (ox_doorlock, ox_target or your equivalent)

Install (step-by-step)

  1. Drop in resource
    resources/[maps]/gov_observatory/

  2. fxmanifest.lua

    fx_version 'cerulean'
    game 'gta5'
    lua54 'yes'

    name 'gov_observatory'
    description 'Galileo Observatory Government & Courthouse MLO'
    version '1.0.0'

    files {
    'stream/**/*.ytyp',
    'stream/**/*.ydr',
    'stream/**/*.ybn',
    'stream/**/*.ymap',
    'audio/**' -- TODO: only if package includes custom AWC/REL data
    }

    -- Map assets
    data_file 'DLC_ITYP_REQUEST' 'stream/gov_props.ytyp' -- TODO: replace with actual filenames

    -- Audio (only if provided by the package)
    -- data_file 'AUDIO_WAVEPACK' 'audio/sfx' -- TODO: confirm path
    -- data_file 'AUDIO_GAMEDATA' 'audio/sfx_game.dat' -- TODO: confirm file

    Replace gov_props.ytyp and any audio paths with the actual files in your download.

  3. server.cfg

    ensure gov_observatory
  4. Restart the server or refreshensure gov_observatory.


Framework integration (ESX / QBCore / QBOX / Standalone)

Roles & permissions (recommendation)

  • PD: holding cell, evidence door, courthouse side access

  • Judge: benches, chambers, safe room

  • Gov/Mayor: governor office, conference, safe room

  • Clerk: reception, records, voting room control

  • Public: hall, museum

Use your doorlock to gate by job/grade. Keep public routes open to avoid crowding.

ESX

  • Gate doors by job = 'police' | 'judge' | 'government' | 'clerk'.

  • Stashes with ox_inventory: evidence (cell side), safe room (read/write by grade).

  • TODO: Add your doorlock config entries (coords, door hashes) and stash IDs.

QBCore

  • Mirror with ambulance/police/government or your custom jobs.

  • qb-target/ox_target zones: voting booth, witness stand, clerk desk.

  • TODO: Add zone coords and labels; bind to your client/server events.

QBOX (qbx_core)

  • Use qbx_core permissions/groups.

  • Map grades → secure doors (judge/gov).

  • TODO: Insert your exports/callbacks names as implemented in your city.

Standalone (no framework)

  • TODO: Bind ACE checks in your door/target script if supported.


NUI & interactions (optional)

  • Voting Room: NUI ballot UI → post results via server RPC; write to DB.

    • TODO: Implement your ballot schema and anti-dupe checks.

  • Courtroom: Start/stop session, gavel SFX toggle, witness oath prompt.

    • TODO: Hook to your event names; do not invent endpoints.

  • Reception: Context menu (check-in → case routing → courtroom).

    • Use ox_lib for simple context/NUI flows.


Data & stashes (ox_inventory)

  • Safe Room: restricted stash for sealed records.

  • Evidence Locker (cell): PD write, clerk read.

  • Museum: optional read-only exhibit metadata (no items).

  • TODO: Register stashes with positions, limits, and permissions per your inventory config.


Vehicles & access

  • No garage streaming included. Keep parking unrestricted outside, entrances clear for PD escort.

  • If you use a government fleet script, place spawn points by exterior stairs.

  • TODO: Add spawn coords/headings in your garage resource (ESX/QB/QBOX).


Anti-cheat & security

  • Streamed props/doors can trigger some anti-cheats. Whitelist resource name if needed.

  • Validate server-side: voting, court actions, door state changes.

  • Do not trust client-only checks. Use exports/callbacks with permission guards.


Checklist:

  1. Walk high-prop areas (museum exhibits). Watch for spikes.

  2. If spikes:

    • Disable optional clutter ymaps (if provided). TODO: toggle set names per package.

    • Reduce target zones; merge adjacent interactables.

    • Avoid heavy loops in client Lua; debounce door SFX.


Sync & stability

  • Door states must sync server-wide; use your doorlock’s server authority.

  • Audio occlusion verified per room; test with doors open/closed.

  • Holding cell pathing tested for escorts; confirm no collision snags on corners.

  • Voice: check pma-voice/mumble zones in courtroom so gallery can hear judges without echo. TODO: add your zone config.


Quick test script (what to verify)

  1. Public spawns at Reception.

  2. Judge opens Bench door (grade-gated).

  3. PD escorts to Cell; evidence stash write works.

  4. Clerk starts Voting; one ballot per citizen (player data check).

  5. Governor locks Safe Room; non-gov denied.