Skip to content

Overview ​

When a player dies, LenoSpirit clones their ped (same clothes, same face), makes the copy see-through, poses it, and lets it rise from the body while it fades out. A particle burst covers the moment it vanishes.

Features ​

AreaPurpose
SpiritAn exact copy of the player, with the same clothes and face
Poses5 base-game poses (meditate, lying, sunbathe, dead, T-pose), plus your own
ParticlesStart, trail, and finish effects from the base game, with size and height per effect
SoundBase-game sounds at the start and at the end
VisibilityOnly the player who died, or every player nearby
Death detectionNative GTA death, ESX / QBCore events, or one export from your own script
SeasonAll year, or only during the months you choose (server clock)
Player choiceEach player can hide the effect for themselves with /spirit
AdminTest command with a pose preview, and a global on / off switch, using ACE permissions
NotificationsGTA feed, ox_lib, okokNotify, QBCore, ESX, or your own function
LanguagesEnglish and Portuguese included; add more in config.lua

How it works ​

PartWhere it runsWhy
Spirit, particles, soundEach client, locallyNo networked entities: nothing to sync, and it works with sv_entityLockdown
"I died" messageOne event to the serverThe server picks the players nearby (same routing bucket) and tells each one to show the spirit
On / off and seasonServer, through GlobalStateOnly the server decides, so clients can't fake it
Hide for me (/spirit)Client KVPSaved on the player's PC, no database

The spirit can't be shot, doesn't block bullets, and can't be targeted.

Frameworks ​

LenoSpirit is standalone. It works on any server with the default native trigger mode.

FrameworkSupport
AnytriggerMode = 'native': detects the GTA death directly
ESXtriggerMode = 'framework': listens to esx:onPlayerDeath
QBCoretriggerMode = 'framework': watches metadata.isdead
Anything elseCall the Trigger export from your death script. See Exports and Events

Performance ​

  • Idle: 0.00 ms. One 500 ms check of the player's own ped.
  • During the effect: a per-frame loop runs only while a spirit is on screen (6 s by default) and stops by itself.
  • Big fights: General.maxSpirits caps how many spirits one client draws at the same time.

Where to start ​