> For the complete documentation index, see [llms.txt](https://nanoscripts.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://nanoscripts.gitbook.io/docs/scripts/nn_nanobomb.md).

# nn\_nanobomb

Welcome to **nn\_nanobomb** — **Nano Bomb**, a co-op bomb defusal game for your FiveM server. Three players, one bomb, one blast chamber, and each of them is missing a sense: the **Blind** one is the only one who can touch the bomb, the **Deaf** one sees it but hears nothing, the **Mute** one holds the manual but cannot speak. Nobody can win alone. Everything is built on the **Community Bridge**, so it works the same on QBox, QBCore and ESX.

This page is a high-level tour of what nn\_nanobomb is and what it can do. When you are ready to get it running, head over to **Installation & Configuration**.

{% hint style="info" %}
**At a glance** — Resource: `nn_nanobomb` · Author: nanoscripts · Version: 1.13.0 · Frameworks: QBox, QBCore, ESX (via the Community Bridge) · Database: oxmysql · Languages: 9.
{% endhint %}

## What is nn\_nanobomb?

Nano Bomb is a party game played inside your city. Players walk up to the **Nano Bomb desk**, form a team of three, pick a mode and a level, pay the ticket and start the mission. The screen fades to black, they wake up in the underground **Banana Works** building, each at their station around a bomb on a table — and the countdown starts.

The information has to go round the table:

1. The **Deaf** player looks at the bomb and describes it out loud.
2. The **Mute** player finds the rule in the manual and answers with gestures — a number, yes or no, point, press, cut, turn, wait.
3. The **Deaf** player reads the gesture and says the answer out loud.
4. The **Blind** player, who hears everything but sees nothing, does it with their hands.

Defuse every module before the timer runs out and the team gets paid. Make too many mistakes and the bomb goes off.

## Who is it for?

* **Server owners** who want a group activity that brings players together, works on their framework and needs no scripting.
* **Communities with voice chat** — the game is built around talking, listening and signing, and the voice rules are enforced through pma-voice.
* **Players who like co-op puzzle games** in the style of *Keep Talking and Nobody Explodes* or *BOMBANANA!*.

## What can it do?

| Feature            | What it means for you                                                                                                                                 |
| ------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| Three roles        | Blind, Deaf and Mute — each player is missing a sense, only teamwork defuses the bomb                                                                 |
| 28 real mini-games | Wires, blasting caps, valves, keypads, sliders, Simon, maze, morse, cryptex, whack-a-monkey and more — real 3D hardware on the case, not flat screens |
| Hands on the bomb  | First-person view at the table: the player's own arms press, turn and cut with animations made in Blender                                             |
| 50-level campaign  | 10 chapters in 5 phases — each phase unlocks a new room, a new bomb case and new mini-games                                                           |
| Endless mode       | A new bomb every wave, harder each time; the money is banked and paid when the bomb finally goes off                                                  |
| Custom mode        | Three difficulties (Chimp, Gorilla, Silverback); the leader sets the timer, strikes and hazards                                                       |
| Hazards            | Blackout, alarm, smoke and tremor hit the team while the bomb ticks                                                                                   |
| Weekly manual      | A ring binder of picture tables that changes every Monday — no copy-paste solutions                                                                   |
| Gestures           | Custom animations made in Blender (yes, no, 0-10, point, press, cut, turn, wait, up / right / down / left) on F6 and on the manual's gesture bar      |
| Voice rules        | The Mute's microphone and chat are closed on the server; the Deaf player hears no voice and no game sound                                             |
| Custom MLO         | Banana Works: reception, lobby, briefing room, lockers and three themed blast chambers                                                                |
| Comic lobby UI     | Pick a mode, a level and a role, see your teammates' portraits, invite friends with a team code                                                       |
| Weekly leaderboard | A board for the campaign, one for endless and one per custom difficulty                                                                               |
| Progress           | Campaign level and best endless run saved per player                                                                                                  |
| Translations       | English, French, Spanish, German, Portuguese, Polish, Russian, Arabic, Chinese                                                                        |

## How it works

1. A player targets the **Nano Bomb desk** (in the street, or at the reception inside Banana Works) and opens the lobby.
2. They create a team or join one with its code. The three roles are dealt, the leader picks the mode and the level and presses **Start Mission**. The ticket is taken from the leader.
3. The team is moved into its own routing bucket, so several teams can play in the same rooms at the same time. Nobody's timer runs while their room is still loading.
4. Each client only gets what its role can perceive: the Blind player feels shapes as white outlines, the Deaf player sees the bomb, the Mute player reads the manual. The answers never leave the server.
5. When the bomb is defused, every member gets the reward and the XP, the next level unlocks, and the team is sent back to the lobby.

## Built to be trusted

A game that pays money is a target, so nn\_nanobomb runs on the server. The timer, the answers, the ticket, the reward and the XP all come from the server and its config — never from the client. Every input is checked: only the Blind player of that round can touch the bomb, from within 3.5 m of it, with at most 16 inputs per second. The manual's tables are built from a server secret, so a player cannot read the solution from the files. A round's state is only sent to its three members, and a player who leaves early is not paid. If the resource restarts mid-round, the ticket is refunded.

## Next steps

* [Installation & Configuration](/docs/scripts/nn_nanobomb/installation-and-configuration.md)
* [Roles, Game Modes & Gestures](/docs/scripts/nn_nanobomb/roles-game-modes-and-gestures.md)
* [Frameworks, Commands & Troubleshooting](/docs/scripts/nn_nanobomb/frameworks-commands-and-troubleshooting.md)
