atlasFishing is built as a complete server activity. This page explains what is included and which config areas control each feature.
Supplies shop
The fisherman can open a custom NUI supplies shop where players buy:- Fishing rod
- Worms
- Dough balls
- Minnows
- Shrimp
- Squid
- Glowing lure
Bait progression
Bait affects both fail chance and rarity odds. Cheap bait is safer for early progression; expensive bait can reduce junk and improve rare catches. Controlled by:Water casting
The script can require players to face water before casting and can allow or block fishing from boats. Controlled by:Random catch sequence
The normal loop is:- Player uses
fishing_rod. - Player selects bait.
- Cast progress runs.
- Bite wait begins.
- A minigame opens.
- On success, the server chooses a catch.
- The catch spawns/flops.
- Player picks up and holds the fish.
- Player sells the catch.
Four minigames
The included NUI minigames are:- Tension
- Whirlpool
- Cast Meter
- Reel Rhythm
Death-safe cancellation
If a player dies while casting, waiting for a bite, or playing a minigame, the active fishing attempt cancels so they are not left stuck in a fishing state. Controlled by:atlasBridge, with an optional atlas:deathEvent convar for custom death systems.
Fish, junk, and rarity tiers
The catch table supports:- Junk catches
- Common fish
- Uncommon fish
- Rare fish and critters
- Epic fish
- Legendary fish and special catches
Fishing zones
Zones apply rarity multipliers in specific map areas. The default config includes deep sea and Alamo Sea examples. Controlled by:Selling
Players can sell fish through an all-at-once flow or a selected-item flow. Controlled by:Boat rentals
Optional boat rental includes:- Rental ped
- Boat shop NUI
- Boat preview
- Server-spawned rental boat
- One rental per player
- Distance-based cleanup
- Drop cleanup through bridge entities
Props and animations
The resource includes a fishing rod prop, fish/critter props, pickup animations, held fish animations, and optional flop movement after a successful catch. Controlled by:Bridge integration
atlasFishing uses atlasBridge for framework, inventory, UI, target/interactions, money, and entity cleanup.
This keeps the fishing resource cleaner and lets you support multiple server stacks without rewriting the core gameplay.