US Prop Pack 1
Eleven US road-works props in three quality tiers, with real-world weights and full collision.
Overview
Section titled “Overview”US Prop Pack 1 adds eleven road-works props: cones, channelizer drums, barricades, a work-zone sign and a site barrier. They are dynamic props like GTA’s own cones and barriers, so vehicles can knock them over, and each one collides with players, NPCs, vehicles, bullets and explosions.
| Prop | Model name | Mass | Size W x D x H (m) |
|---|---|---|---|
| 28 in traffic cone, orange, 2 reflective bands, square base | ns_us_1_cone_small |
4.6 kg | 0.38 x 0.38 x 0.71 |
| 36 in traffic cone, 2 reflective bands, black recycled-rubber base | ns_us_1_cone_large |
6.4 kg | 0.45 x 0.45 x 0.91 |
| Channelizer drum, 4 reflective bands, top handle, rubber tire-ring base | ns_us_1_drum |
28.8 kg | 0.86 x 0.86 x 1.02 |
| Channelizer drum with DO NOT ENTER (R5-1) sign on a steel bracket | ns_us_1_drum_dne |
33.4 kg | 0.86 x 0.86 x 1.55 |
| Vertical striped panel on a galvanized post, rubber base | ns_us_1_vpanel |
20.1 kg | 0.46 x 0.69 x 1.50 |
| Tall tubular channelizer / delineator with loop handle, rubber base | ns_us_1_delineator |
8.6 kg | 0.39 x 0.43 x 1.10 |
| Type II barricade, 2 striped rails, orange steel posts, rubber feet | ns_us_1_barricade2 |
17.3 kg | 1.06 x 0.41 x 1.00 |
| Type II barricade with centred orange ROAD CLOSED sign | ns_us_1_barricade2_rc |
23.0 kg | 1.32 x 0.46 x 1.65 |
| 36 in orange diamond ‘worker’ sign (W21-1) on a spring stand | ns_us_1_sign_worker |
17.3 kg | 0.99 x 0.64 x 1.60 |
| Orange plastic site barrier, straight panel, 5 openings, reflective strip | ns_us_1_fence |
8.6 kg | 1.92 x 0.60 x 1.00 |
| Type III barricade, 3 striped rails, perforated steel posts, white ROAD CLOSED sign | ns_us_1_barricade3_rc |
64.4 kg | 1.70 x 0.77 x 1.60 |
Important Pre-Installation Notes
Section titled “Important Pre-Installation Notes”Requirements
Section titled “Requirements”- Runs on current FiveM server artifacts and game builds. No game DLC is needed.
- No dependencies and no framework: it works standalone and beside ESX, QBCore and Qbox.
- The pack only streams models. No script runs.
- All model names start with
ns_us_1_, so they do not clash with other prop packs.
Installation
Section titled “Installation”The download holds three versions of the same resource: Low, Medium and High. Install only one of them. All three use the resource name ns_props_us_1 and the same model names.
- Pick a tier folder: Low, Medium or High. Medium is recommended for most servers.
- Copy the
ns_props_us_1folder from that tier into your server’s resources folder. - Add this line to
server.cfg:
ensure ns_props_us_1To switch tiers later, replace the folder with the one from another tier. Your scripts and maps keep working.
Choosing a Tier
Section titled “Choosing a Tier”- Low has the smallest textures and the simplest models. It suits busy servers, scenes with many props on screen and players on weak PCs.
- Medium is the best balance and is recommended for most servers.
- High has the sharpest textures and the most detail. It suits close-up scenes, screenshots and smaller roleplay servers.
From a distance the tiers look the same. The difference is texture sharpness and detail up close. Every prop in every tier is far below FiveM’s 16 MB warning for a single asset.
| Tier | Largest texture | Texture memory, whole pack | Streaming memory, whole pack | Largest single prop | Drawn up to |
|---|---|---|---|---|---|
| Low | 512 px | 4.79 MB | 8.48 MB | 1.25 MB | 80 m |
| Medium | 1024 px | 19.17 MB | 30.48 MB | 4.25 MB | 120 m |
| High | 2048 px | 70.67 MB | 104.46 MB | 12.41 MB | 150 m |
Streaming memory is what the pack uses if every prop is loaded at once. Each tier folder also holds a SPECS.md with the numbers for every prop.
Spawning the Props
Section titled “Spawning the Props”From a script. Request the model, wait until it has loaded, then create the object:
local model = joaat('ns_us_1_cone_large')RequestModel(model)while not HasModelLoaded(model) do Wait(0) endlocal pos = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 2.0, 0.0)local obj = CreateObject(model, pos.x, pos.y, pos.z, true, true, false)PlaceObjectOnGroundProperly(obj)SetModelAsNoLongerNeeded(model)The props also work with scene-management and job scripts that accept custom prop models.
In a map. Place the props by model name in maps on your own server. Start ns_props_us_1 before the resource that holds the map.
Fixed or loose. The props are loose by default. For a fixed setup, freeze them:
FreezeEntityPosition(obj, true)Frozen props keep their collision.
Collision and Physics
Section titled “Collision and Physics”- Players, NPCs, vehicles, bullets and explosions all collide with every prop.
- The props have real-world weights, so they tip and slide believably instead of flying off.
- Round props use round collision, so they lie flat and roll when knocked over.
Asset Escrow
Section titled “Asset Escrow”The model files are protected with Cfx.re asset escrow. They only work on the server linked to the Cfx.re account that bought the pack, and they cannot be opened, edited, resold or redistributed. You use them by spawning them by model name in your scripts, or by placing them in maps on your own server. The README, FAQ and specs in the download stay readable.
Support
Section titled “Support”Read through the instructions again if you have not managed to install the resource. Can’t get it to work still? Create a ticket through our dedicated support system in Discord: