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UnknownA script by PlayingInTraffic
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UnknownSTABLE FULL RELEASE
This is a stable, production-ready release.
Built to last with a modular architecture that scales with your needs.
Everything’s designed to be improved, extended, and customized.
Nothing’s set in stone your feedback shapes what comes next.
Let’s see how far we can push this… another 4 years and beyond?
For guides and other info dumps check the Documentation
Move over the drug king’s back.
And this time, it’s a f***ing regime change.
Hey, no shade a few drug scripts to come out recently have been more than solid.
But let’s be real: after four years, no one’s come close to matching the depth I packed into the original boii-drugs all-in-one.
People copied. People failed. So now it’s my time to take over for another term.
PIT Drug System a fully stacked, all-in-one narcotics empire without the micromanagement bullshit glued onto every other half-assed release lately.
It’s your Drug Empire in a Box, built from the ground up by someone who actually gives a shit and did enough real-world drug research to probably end up on an MI6 watchlist.
Forged from the legacy of boii-drugs (used by over 1,000 QBCore servers in its prime), this isn’t a remake. It’s a hostile takeover. A proper system, handcrafted from scratch to bulldoze every shortcut script, recycled reskin, and spaghetti clone polluting your server.
Other scripts give you a single drug. I’m giving you the whole damn supply chain.
Other scripts give you cute micromanagement minigames. I’m giving you real mechanics, endless customization, and a drag-and-drop empire ready to run.
This all-in-one system covers it all:
Cocaine chemistry. Meth synthesis. Heroin distillation. MDMA extraction. Weed cultivation.
Every drug. Every strain. Every step tracked, validated, logged, and processed. No filler. No fakery.
This isn’t a script made just to look good in a 30-second video.
It’s a full system built satisfy your players for years to come.
Built for gameplay. Built for chaos. Built to last.
More drugs are on the horizon.
This is simply the start of my takeover.
Got requests? Hit me up.
(optional weed plant props are provided, you can use them or change them, we wont judge)
Make sure all dependencies listed above are installed and loaded before the drug system.
pit_drug_system to your server resources folder.ensure pit_drug_system to your server.cfg after all dependencies.server.cfg (refer to the docs for details).custom/ to make the system your own there’s a lot here, so take your time.images/ into your inventory script.REQUIRED.sql file into your database.ITEMS.md into your inventory or core item file.Alerts
These are simple default alerts for police activity.
You can use multiple jobs, or send to only on_duty_officers.
If you want to replace this with your own dispatch system you can do so easily just refer to the guide.


Anticheat
“Anticheat” might be overselling it, it’s more like light exploit protection.
Choose between kick, ban, or just publicly roast exploiters.
It’s all accessible, so tweak it however you like.


Contacts
This is a insert of my Vendors script, you can trade anything, for any money type, or any item with these contact stores.






Drug FX
New fx can be added easily, got an idea for another one? HMU.
Defaults: joint, bong, sniff, pipe, pill, vial, syringe
New effect pipe has been added however no preview image.








Drug Sales
This version is intentionally simple for a couple of reasons.
People disliked the forced dialogue system in my last sales script boii_drugsales.
The proper Trap Phone system isn’t finished yet.
For now, this version prioritizes speed, and it just simply works.



Drying Racks
Another insert of a recent script Drying Racks.
By default only weed crops are dryable, you can change this or add more if you want.







Fuel Siphon
Stealing gasoline from Zancudo was a staple of boii-drugs now its back bigger and better.


Planting System
These screenshots barely scratch the surface of how deep this system goes.





Processing
Originally the goal was to go full Schedule 1 realism…
But feedback was clear nobody wants to click 18 times to do a single action, for hours a day.
So instead, this system keeps the old boii-drugs style streamlined and RP-friendly, but better in every way.
After all, this isn’t a micromanagement simulator… it’s roleplay.
Processing Features:
Processing Stations:







Processing Steps:
I’m not going to show every single step across every drug, frankly, I can’t be arsed, plus metagamers exist.
These screenshots highlight Weed since its flow is a bit different and Crack.
Everything else follows a similar path: different props, different animations, same structure.
The whole thing is modular. Swap in your own items, steps, visuals, build your empire your way.
Weed Flow:
Bagging buds into ounces and ounces into bags currently use the same animation/props, hence the one shared image.


Crack Flow :
I picked crack for a reason, players need to learn cocaine first, so it helps minimise metagaming.
It having less steps is a bonus too…
All processes at stations are strain-locked to the initial input to prevent exploits.
The strain selected at step 1 carries through to the final product.








Searchables
A fan favourite from the old days, the airport carts in boii-drugs are back and better than ever.
This updated Searchables system was good enough to be turned into its own script.
It lets you turn any prop in the world into a lootable spot.
Drug finds are pre-configured, but you’re free to add whatever else you want.


Need help?
Ran into bugs?
Screaming at a missing comma?
Support Hours: Mon-Fri, 10AM-10PM GMT
Outside hours? Sacrifice a chicken or leave a message.
| Code is accessible | Source Yes / Escrow Limited |
| Subscription-based | No |
| Lines (approximately) | 8119 |
| Requirements | GRAFT, PLUCK, OxMySQL |
| Support | Yes |
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