Mack-Outlaws (Updated 2026)

Mack-Outlaws  (Updated 2026)

£20.00

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This script adds a dynamic, immersion-heavy ambient danger and combat system to a RedM (Red Dead Redemption 2 roleplay multiplayer) server. It brings the Wild West feeling of being genuinely unsafe outside of towns by spawning hostile NPC groups that actively hunt or confront players in realistic locations across the map.

| Requirements | 'rsg-core', 'ox_lib', 'ox_target', 'mack-xplevels-v3' |


XP Levels , can be Found in Out Free Section

Core Features & Player Experience

  1. Proximity-Triggered Hostile Encounters (the main gameplay loop)

    • When you ride or walk into certain high-risk wilderness areas, the server checks every ~5 seconds whether you're close to predefined trigger points.

    • If you're within the trigger radius (usually 60–100 meters), a small group of hostile NPCs spawns nearby at realistic positions.

    • These groups belong to different factions and behave aggressively — they will approach, shoot at you, and try to kill or rob you.

    • You get notifications when they're coming ("Road Outlaws are approaching!", "Swampfolk are approaching!", etc.).

    • If they kill you → 50% chance they rob you (take 25% of your cash); otherwise you get lucky.

    • If you manage to escape far enough (calloff radius), the encounter ends and you receive a "You got away" message. Main roaming enemy types include:

    • Road Outlaws — widespread bandits on horseback (very common, many trigger zones across the map)

    • Swampfolk — creepy bayou dwellers (no horses, mostly in Lemoyne swamp areas)

    • Cult Members — very accurate shooters (small trigger radius, high threat in specific eerie locations)

    • Natives Warriors — mounted fighters near reservations and certain tribal areas (larger trigger radius)

  2. Fixed-location Gang Encounters (Dutton-style gangs)

    • Certain well-known outlaw camps and strongholds (Beaver Hollow, Fort Mercer, Braithwaite Manor area, Bacchus Bridge, etc.) can spawn members of classic RDR gangs:

      • Van der Linde Gang

      • O'Driscoll Gang

      • Lemoyne Raiders

      • Murfree Gang

      • OwlHoot Family

      • Rail Agents

      • Mercer Gang

    • These locations have their own per-spot cooldown (10 minutes by default).

    • Clearing them gives better cash rewards per kill (typically $25–50 per body).

    • They feel like proper mini hideout raids rather than random patrols.

  3. Looting & Economy Impact

    • Dead NPCs drop cash (amount varies by faction — e.g. Van der Linde / Lemoyne Raiders drop the most, Swampfolk / Natives the least).

    • Bodies remain lootable for 90 seconds before despawning.

    • Death carries real risk due to the robbery mechanic → encourages careful play, retreating, or bringing friends.

  4. Kill Board (Leaderboard / Trophy Wall)

    • Located at fixed coordinates (currently near Strawberry / Valentine area).

    • Players can interact with it (via ox_target sphere).

    • Displays kill statistics for each enemy type (Road Outlaws, Swampfolk, Cult, Natives, + all the named gangs).

    • Creates server-wide competition / bragging rights ("Who has the most Murfree kills?", "Top O'Driscoll slayer", etc.).

  5. Immersion & Balance Details

    • NPCs use authentic horse breeds (with saddles/blankets where appropriate).

    • They wield period-correct weapons from a shared pool.

    • Different factions have tuned accuracy, horse usage, spawn density, and cooldowns (most types on 30-minute global cooldown).

    • Spawn points are carefully chosen to feel lore-appropriate (Thieves' Landing bandits, bayou weirdos, reservation protectors, mining camp hold-ups, etc.).