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jim_bridge/documentation/main_functions/makefunctions.md

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### makeBlip.lua
This module provides simple utilities for adding static or entity-based blips to the minimap.
❔ This has basic support for RedM too
- **makeBlip(data)**
- This function adds a map blip at the provided coordinates and sets various display properties such as sprite, color, scale, and more.
- It also handles attaching a preview image to the blip if certain resources are running and a preview is provided.
- **Example:**
```lua
local blipData = {
coords = vector3(123.4, 567.8, 90.1),
sprite = 1,
col = 2,
scale = 0.8,
disp = 4,
category = 7,
name = "My Blip",
preview = "http://example.com/preview.png"
}
local blip = makeBlip(blipData)
```
- **makeEntityBlip(data)**
- This function adds a map blip attached to the provided entity and sets various display properties such as sprite, color, scale, and more.
- It also handles attaching a preview image to the blip if certain resources are running and a preview is provided.
- **Example:**
```lua
local blipData = {
entity = myEntity,
sprite = 1,
col = 2,
scale = 0.8,
disp = 4,
category = 7,
name = "Entity Blip",
preview = "http://example.com/preview.png"
}
local blip = makeEntityBlip(blipData)
```
### makePed.lua
This module provides tools to create persistent or distance-based NPCs with optional animations, scenarios, and config randomization.
- **makeDistPed(data, coords, freeze, collision, scenario, anim, synced)**
- Creates a ped that only spawns when nearby (performance optimization).
- **Example:**
```lua
makeDistPed({model = "a_m_y_business_03" }, -- model data
vector4(450.0, -980.0, 30.0, 100.0), -- coords
true, -- freeze entity
false, -- collision
'WORLD_HUMAN_STAND_IMPATIENT', -- Scenario Animation
{ dict = "amb@world_human_clipboard@male@idle_a", anim = "idle_c" }, -- Anim Table
true -- Network Synced
)
```
- **makePed(data, coords, freeze, collision, scenario, anim, synced)**
- Spawns a ped with more persistent behavior at the given location.
- Supports animation playback and freezing.
- **Example:**
```lua
makePed({model = "a_m_y_business_03" }, -- model data
vector4(450.0, -980.0, 30.0, 100.0), -- coords
true, -- freeze entity
false, -- collision
'WORLD_HUMAN_STAND_IMPATIENT', -- Scenario Animation
{ dict = "amb@world_human_clipboard@male@idle_a", anim = "idle_c" }, -- Anim Table
true -- Network Synced
)
```
- **GenerateRandomPedData(data)**
- Returns randomized ped model/configuration based on input table.
- Useful for dynamic NPC generation.
- **Example:**
```lua
local pedData = GenerateRandomPedData({ model = `MP_M_Freemode_01`, custom = {} })
```
### makeProp.lua
This module allows you to spawn static or distance-loaded props in the world.
- **makeProp(data, freeze, synced)**
- This function loads the model, creates the object, sets its heading, and freezes it if specified.
- **Example:**
```lua
local propData = {
prop = 'prop_chair_01a',
coords = vector4(123.4, 567.8, 90.1, 180.0)
}
local prop = makeProp(propData, true, false)
```
- **makeDistProp(data, freeze, synced, range)**
- Same as `makeProp`, but only spawns if the player is within the specified range.
- **Example:**
```lua
local propData = {
prop = 'prop_chair_01a',
coords = vector4(123.4, 567.8, 90.1, 180.0)
}
makeDistProp(propData, true, false)
```
- **destroyProp(entity)**
- Removes a previously created or targeted prop from the world.
- **Example:**
```lua
destroyProp(barrel)
```
### makeVeh.lua
This module provides functionality for spawning vehicles, including distance-based optimization and entity management.
- **makeVeh(model, coords)**
- This function loads the vehicle model, creates the vehicle in the world at the given coordinates, sets initial properties, and returns the vehicle handle.
- **Example:**
```lua
local vehicle = makeVeh("adder", vector3(250.0, -1000.0, 30.0))
```
- **makeDistVehicle(data, radius, onEnter, onExit)**
- Creates a vehicle that spawns when the player enters a designated polyzone area.
- This is used for `jim-parking` to create a static vehicle that can't move
- **Example:**
```lua
makeDistVehicle({
model = "blista",
coords = vector3(400.0, -800.0, 30.0),
heading = 180.0
}, 50.0)
```
- **removeDistVehicleZone(zoneId)**
- Removes a previously created distance-based vehicle zone.
- **Example:**
```lua
removeDistVehicleZone("garage_zone_1")
```
- **deleteVehicle(vehicle)**
- Deletes a specified vehicle entity.
- **Example:**
```lua
deleteVehicle(vehicle)
```