ALT0 Metal Detecting
Sweep sand, follow the signal, dig and see what is buried. Free.
Check dependencies & compatibility
Everything in the box.
Take the metal detector out, walk over sand and follow the beeps. A live HUD shows how strong the signal is and how far the buried metal sits. Stand on it, dig with a shovel and see what comes up: scrap, collectibles and buried gun parts. You choose what can be found and how likely it is, and the server checks every dig.
- 01A live HUD: wrong ground, signal found, getting close, dig here
- 02Beeps that get faster as you near the buried spot
- 03Dig with a shovel: a skill check and a progress bar
- 04Twenty finds out of the box, from scrap to buried gun parts; you set which items, how many and how likely
- 05Cash finds paid through your framework, with a chance you set
- 06The server checks every dig: it must have seen it start, the time must have passed, the player must still be there and still carry the detector
- 07A limit on digs per player and hour stops farming
- 08Items your inventory does not know are never found, and the console lists them at start
- 09A custom detector model and inventory pictures for every item, included
- 10Qbox, QBCore or ESX, with ox_inventory or qb-inventory
Follow the signal
The HUD reads the ground and your distance to the buried metal. Wrong ground says so; on sand it shows a signal that grows as you walk toward it, with a range readout and beeps that speed up. At full signal it tells you to press E.

What is buried below
Twenty finds ship in config/loot.lua, from cans and screws to a Megalodon tooth, a doubloon and buried gun parts. Each has a count and a chance; the chances are shares of whatever can be found, so they never need to add up to 100. Anything your inventory does not know is skipped.

Digging the server can trust
A dig only pays out if the server saw it start, enough time has passed to finish it, the player is still where it began and still carries the detector. A claim without a dig, a second claim for the same dig or one sent from far away pays nothing. Config.MaxDigsPerHour caps one player.

Better with the rest. Fine on its own.
Our scripts are written to run one city together: what one does shows up in the others. Every link checks whether the other script is running, so each one also works alone.
Runs on its own: it needs only ox_lib, a framework and an inventory. It is free and not part of the Full Stack.
No direct links yet.
The full UI.

Sweeping the beach with the detector and its HUD
01 / 03Screenshots are the real UI captured from the shipping resources with sample data.
What it needs.
- Resource
- alt0-metaldetecting
- Framework
- QboxQBCoreESX
- OneSync
- Required
- Requires
- ox_lib
- Qbox, QBCore or ESX: found automatically
- An inventory: ox_inventory or qb-inventory. On ESX, ox_inventory
- Works with
- Standalone. No other ALT0 script needed.
- Items
metaldetectorand the twenty default finds- Exports
toggle (client)- Config
config/config.luaconfig/loot.lua
Before you ask.
Is it really free?+
Yes. Add it to your cart at no cost and it is delivered to your Cfx.re Keymaster like the other scripts, protected by Asset Escrow.
Which inventories and frameworks?+
Qbox, QBCore or ESX, with ox_inventory or qb-inventory (ESX needs ox_inventory). They are found automatically.
Can I change what players find?+
Yes. config/loot.lua is left readable: set the item, how many and how likely. Items your inventory does not know are skipped and listed in the console.
Does it ship with the item pictures?+
Yes, 128x128 icons for the detector and every default find, plus the item definitions for ox_inventory and qb-inventory in the install guide.
Is it part of the Full Stack?+
No. It is free for everyone and sits outside the bundle.
Pairs well with.

MDT
A police, sheriff and EMS terminal built around cases and evidence. Dispatch included.

Dispatch
Alert cards, jurisdiction routing, responders, panic and safe passage. Comes with ALT0 MDT.

Camera
Pro cameras, a news camera and instant polaroids your players hold, hang and pin to boards.