FAQ & troubleshooting
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The console shows the wrong framework
Detection runs when the resource starts, so it must start after your core. Move ensure lumo-battleroyale below your framework in server.cfg, or force it with Config.Framework = 'qb' (or 'qbx', 'esx', 'standalone').
"You don't have access" / admin commands do nothing
See Install › Admin access. The quickest fix on any framework is the ACE: add_ace group.admin lumo.battleroyale.admin allow. On ESX, set Config.Admin.permissions = { 'admin', 'superadmin' }.
I can't find the hub
It's at Fort Zancudo by default (the Lumo Royale parachute blip; shortRange = true hides it from the minimap until you're near, but the pause map always shows it). Move it with /bradmin › Move hub here, or change Config.Hub.coords. To open the lobby without the hub, set Config.Lobby.command = 'br'.
The terminal does nothing when I use it
- With a target resource, aim at the desk or monitor. Without one, stand in front of the desk and press E.
- If you run both qb-target and ox_target, set
Config.Target = 'ox'or'qb'.
Item pictures are missing (lettered tiles)
The tiles are the fallback when a picture can't load. Check:
Config.Images.base:'auto'only knows the inventories listed in Configuration guide. For any other inventory, set its folder, e.g.'nui://my-inventory/html/images/'.- The file names: each item's
imageinconfig/loot.luamust match a file in that folder (case matters on Linux). Override single items inConfig.Images.items. - Links:
https://links must be direct image URLs that allow hot-linking.
Players keep their city weapons / lose ammo after a match
Weapons go back to what they were when the match started:
- QBCore / Qbox / ox_inventory: weapons are inventory items and are never touched.
- ESX without ox_inventory: ammo is noted on entry and written back on exit, then
esx:restoreLoadoutgives the loadout back. If you use a custom ESX loadout script, hook it intoFW.lockInventory(false)inframework/client.lua.
Pain messages, limping or a changed walk during a match (Qbox / QBCore)
That's the medical script's injury system (qbx_medical, qb-ambulancejob) reacting to match hits. Since 1.1.0 the match wipes the hit record they read and, on Qbox, heals any wound that still gets through and resets the walk. If you still see it, add the one-line guard from Installation.
A medical script puts players in last stand / shows wounds after a match
The health floor keeps frameworks from seeing a death in the match. On the way home the player is fully revived twice: on exit and again ~4.5 s later, after lumo_quiet lifts. A third-party wound script should ignore damage while lumo_quiet is set (see Developers).
Police get "shots fired" alerts from the match
Matches run in their own routing bucket, but client-side dispatch triggers still fire. Add the one-line lumo_quiet guard to your dispatch script's trigger.
Cayo Perico doesn't load / players fall through the island
The server needs sv_enforceGameBuild 2189 or newer. On an older build, remove cayo from config/maps.lua.
Performance
- With no match running, the client loops sleep between distance checks. The hub props and screens only exist while a player is within
Config.Hub.drawDistance. - Bots far from every player are simulated on the server as plain records. Only bots within
materializeRadius(350 m) of a player or spectator become peds, driven by that player's client. - For lower-end servers or clients, use fewer bots (
/brbots 40), a lowerConfig.LootDensity, or turn offConfig.Skydivers.
Routing bucket clash with another script
Matches use buckets Config.Match.bucketBase + matchId (7301, 7302 …). Change bucketBase if another script uses those.
Can I add my own map, weapon or item?
Yes: see CONFIG.md › Maps and CONFIG.md › Loot. Maps need no coordinates for loot or vehicles. Everything is generated from the map's circle and named places.
Does it need a specific inventory, target or HUD?
No. Everything optional is detected at runtime, and the match has its own loadout and HUD.
My city HUD (hunger / thirst / stress) stays on screen during a match
Most HUDs, including qbx_hud, qb-hud and ps-hud, have no off switch. Add the one-line lumo_quiet guard from Installation, or call your HUD's own toggle from Config.CityHud. Hunger, thirst and stress themselves are frozen for the match and put back afterwards, so they can't hurt you in there.
Weapons disappear from my hands right after I pick them up (Qbox / ox_inventory)
That was ox_inventory's weapon-mismatch check removing weapons it didn't give out. Since 1.1.0 the match switches it off while you play (exports.ox_inventory:weaponWheel). If it still happens, check that ox_inventory is up to date (older builds lack the weaponWheel export) and that no other anti-cheat script removes weapons it doesn't know about; give that script an exception for players with the lumo_quiet statebag.
The minimap is hidden in a match
The match turns the radar on every frame while Config.Hud.minimap = true. If it still flickers off, your HUD is fighting it; the City HUD guard stops that.
Support
Use the support link on the Lumo Tebex store page. Include your framework, inventory, the F8 and server console output, and your config.lua changes.