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🤿 Medit8z Diving | Scuba & Underwater Crate Hunting for QBX Core

A scuba script with stakes — real oxygen pressure, server-side loot rolls, and contested crate spawns that other players can race you to.

Built for QBX Core servers running Ox Inventory, medit8z Diving turns the GTA V coastline into live, contested loot space. Seven always-active dive zones, four crate tiers, persistent boat rentals, and ambient hazards turn diving from a one-off animation into a real recurring activity that players will actually log in for.

🎬 Preview

Preview drops soon — first footage in Discord.

💨 Real Oxygen Management

Metadata-tracked scuba tanks with both oxygen and durability. Tanks drain while you're underwater and need refilling on land — and rough use wears them out over time. Run dry at depth and you start taking damage.

Metadata-tracked tanks — oxygen and durability persist on the item

Drain underwater, refill on land — drain rate fully configurable

Custom HUD — real-time oxygen display with animated welcome screen

Server-validated drain — clients can't fake their reserves

🌊 Seven Always-Active Dive Zones

All seven dive zones have map blips from the moment a player connects — no mission start, no NPC handshake. Each zone holds 10–20 randomized crate spawns at pre-scouted ocean-floor positions.

Default zones — Paleto Wreck, Procopio Beach, Chumash Reef, East Deep, Vespucci Shallows, Pacific South, Pacific East

10–20 crates per zone — randomized per spawn cycle

1-hour respawn timer — kicks off when the first crate in a zone is searched

Blips always visible — instant accessibility for new players

📦 Four Crate Tiers

Four distinct crate types, each with their own opening mechanic. Regular crates are free loot. Rare crates demand a lockpick and a harder minigame — and failure destroys the crate, loot included.

Regular — free loot, just search

Medical — crowbar required to open

Locked — lockpick plus a standard minigame

Rare — lockpick plus a harder minigame; failure destroys the crate

⚔️ First Come, First Served

Crates are shared world objects, visible to all players in the zone. When someone loots or destroys a crate, it's gone for everyone until the zone resets. The ocean isn't a single-player sandbox — it's contested space.

Shared crate state — multiple players race the same zone

Server-authoritative — loot rolls and state transitions happen server-side

Race or lose — speed and timing matter as much as the lockpick

🛥️ Persistent Boat Rentals

Rent boats at the shop and keep them for the session. Toggle the anchor with G to hold position over a dive site. Boats persist across disconnects and restarts; abandoned rentals auto-clean after a configurable timeout so the bay never clutters.

Persistent across restarts and disconnects

Anchor system — toggle with G to hold position over a wreck

One-rental-per-player limit — server-validated

Auto-cleanup — abandoned boats removed after a tunable maxAge

🦈 Ambient Underwater Hazards

The ocean itself is a hostile environment. Underwater currents push divers off course. Low-visibility zones obscure the crates you came for. Sharks circle for atmosphere and aggression. Every dive feels alive, not safe.

Underwater currents — push divers off course in defined zones

Low-visibility zones — fog effects that obscure crate locations

Sharks — ambient predator spawns for atmosphere and threat

All hazards configurable per server

🛡️ Built for Production

Server-side authority — every loot roll, crate state transition, and minigame result validated server-side

Timing-validated minigames — impossibly fast completions are rejected

Depth-verified interaction — players can't loot crates they aren't actually near

Auto-migrating schema — diving_boats table created on first start, no manual SQL

Asset-escrow protected — config.lua remains editable post-escrow

📦 Dependencies

qbx_core

ox_lib

ox_inventory

ox_target

oxmysql

qbx_vehiclekeys

Stake your claim. medit8z Diving — because the ocean shouldn't be a fish tank.