Most civilian jobs on FiveM are a collect-and-deliver loop with a coat of paint. Animal control isn’t. There’s a six-step sequence that has to complete in order — report in at the NPC, rent the vehicle, locate the animal via tracking blip, place bait, wait for the animal to approach, then capture and return it. Skip a step, the job doesn’t complete. That structure is the point: it’s a proper job loop, not a farm route.
The Six-Step Job Loop
Players start at the Animal Ark NPC in Sandy Shores, which sets the tone — this isn’t a Los Santos metro job, it has geography. From there, the sequence is enforced server-side at every stage:
- Check in at Animal Ark NPC — activates job session and vehicle rental with deposit
- Receive tracking blip — each animal has a habitat-specific spawn zone (desert fauna doesn’t appear near the docks)
- Locate the animal — blip updates as you close in; no instant waypoint snap
- Place bait — animals won’t approach without it; placement is the actual skill check
- Capture via crate — timed window after the animal is lured in
- Return to Animal Ark — payout calculated on animal type, condition, and deposit refund
Anti-Grief and Economy Protection
Server admins adding any paid job immediately ask two questions: can players break it, and can they farm it? Both are addressed here. If the animal dies during capture — hit by another player’s vehicle, shot, whatever — the job cancels automatically. If the animal despawns due to streaming distance or server cleanup, same outcome. Players don’t get paid for animals they didn’t actually return. The payout is also per-animal-type rather than flat, so boars and hens don’t yield the same money. Economy tuning is configurable in the config file, so you’re not stuck with default numbers.
Animal Roster and Habitat Logic
The script ships with boars, cats, coyotes, multiple dog breeds, and hens. Each species spawns in terrain that matches it — coyotes appear in the hills and desert scrub, hens near farm areas, cats anywhere with enough cover. That habitat specificity means players are actively driving around the map rather than circling a single grind zone.
Performance and Compatibility
Resmon sits at 0.00ms at idle and 0.02ms when an animal is actively tracked — you won’t see this in your server’s performance profile under normal conditions. All capture validation runs server-side, which closes off the standard event injection exploits that break lighter civilian job implementations. Cross-player sync keeps animal state consistent across the session so two players can’t capture the same animal independently.
Compatible with ESX, QBCore, and Qbox. No additional bridge scripts required — framework detection is handled internally.


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Lena Harper –
Cool script, but would love to see more animal variety in future updates. Otherwise, smooth and well made.
Samira Khalid –
Worth every penny.
Carlos Jimenez –
Honestly one of the most unique jobs we’ve added to our server. The baiting mechanic is clever and adds a bit of challenge. Players have been loving it so far.
Noah Barrett –
Fun concept, works well. Just hoping for more locations or scenarios in a future update.
Tasha Nguyen –
So much fun lol. Didn’t think catching chickens would be this entertaining!
Daniel McBride –
Solid addition to our roleplay jobs. Only thing I noticed is sometimes the animals glitch slightly when near buildings.
Chloe Rivera –
Our players can’t stop doing this job. The little details like the crates and tracking make it feel super polished.
Marcus Doyle –
Great attention to detail. The props, animations, and NPC interactions are top notch. Setup was quick and painless too.
Erik Jensen –
Easy to install and players picked it up right away. Love how everything is synced between players too.