[ESX/QB-Core] 4 in line

[ESX/QB-Core] 4 in line

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4 IN LINE — 3D INTERACTIVE BOARD GAME | Mole Resources

Bring the classic four-in-a-row into the world as a physical, placeable object. Players carry the board as an inventory item, place it anywhere with a live preview, and play against another player or a built-in AI opponent — with everyone nearby watching discs drop in real time.

Trailer: Youtube

Documentation: https://mole-resource.gitbook.io/mole-resource-docs/

Support: Discord

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KEY FEATURES

Real gravity gameplay — aim at a column, drop a disc, watch it fall into place with a smooth animation. A translucent disc in your own colour hovers above the column you're targeting, so you always know where it lands

Player vs Player — two seats, turn-based, works for any two players standing at the same board

Player vs AI — alpha-beta search bot with three difficulty levels. It always takes an immediate win and always blocks yours, and plays for the centre columns like a real opponent. Players pick the difficulty themselves at the start of a solo match, directly from the same on-screen button bar used for camera controls — no extra menu

Placeable item — put the board anywhere with a live translucent preview; scroll to rotate, click to confirm, pick it back up anytime

Full persistence — board position and grid state are stored in the database and survive restarts

Real multiplayer sync — seated players always see moves instantly; optional live mode streams every move to nearby spectators too

Live score tracking with a proper rematch flow — both players have to agree before a new round starts; a mid-game reset is instant

Smart anti-AFK turn timer — only counts down while a player actually has the ability to move (camera locked on the board), not while they're simply looking around

Configurable disc colours — swap the black and white disc models, and choose which colour the AI plays

Housing support — instance system with a two-export integration for instance and coords based housing scripts

Server-owned boards — define permanent public boards in the config that can't be picked up

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BUILT SERVER-FIRST

Every move validated server-side — turn order, column availability, landing cell and win detection, no client-side trust. The client sends a column number, never a board state

Distance validation on every interaction — remote exploit attempts are rejected

Event throttling and an entry-timeout watchdog — a seat can never get permanently stuck if a client fails to load

Distance-based object streaming — boards outside a configurable radius are never spawned as objects at all, so a server with hundreds of placed boards doesn't choke the client's object pool; hysteresis prevents flicker at the render distance edge, spawning is budget-limited per frame

Clean resource lifecycle — no leftover entities after restarts

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INTERACTION & TARGETING

Built-in proximity prompts with configurable keys, or

ox_target / sleepless_interact integration — Play, Play vs AI, and Pick up options directly on the board object

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CONFIGURATION & COMPATIBILITY

Inventory: ox_inventory, QBCore, or ESX — one config option

Notifications: ox_lib, ESX, mythic_notify, or QB-Core

Every option in a single config file — models, colours, camera, streaming, timeouts and gameplay tuning, all outside the escrowed code

Fully translatable — every player-facing string lives in one locale table

Discord logging — board placement, pickup, and admin actions via webhook, including the player's license and in-character name

Admin commands — list all boards, force-remove a board

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REQUIREMENTS

oxmysql (required)

One inventory: ox_inventory / QBCore / ESX (required)

ox_lib / mythic_notify / QB-Core — optional (notifications)

ox_target / sleepless_interact — optional (target interaction)

Custom board & disc props included — no extra prop pack needed

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WHAT YOU GET

Complete resource with custom 3D props

SQL file included — one-step database setup

Documentation — installation, configuration, housing integration, FAQ