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better documentation layout
- seperated the 2000+ lines in ReadMe.md into seperate files. - useful if things expand - better readability for users - more organised layout
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documentation/main_functions/makefunctions.md
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documentation/main_functions/makefunctions.md
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### makeBlip.lua
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This module provides simple utilities for adding static or entity-based blips to the minimap.
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❔ This has basic support for RedM too
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- **makeBlip(data)**
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- This function adds a map blip at the provided coordinates and sets various display properties such as sprite, color, scale, and more.
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- It also handles attaching a preview image to the blip if certain resources are running and a preview is provided.
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- **Example:**
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```lua
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local blipData = {
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coords = vector3(123.4, 567.8, 90.1),
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sprite = 1,
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col = 2,
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scale = 0.8,
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disp = 4,
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category = 7,
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name = "My Blip",
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preview = "http://example.com/preview.png"
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}
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local blip = makeBlip(blipData)
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```
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- **makeEntityBlip(data)**
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- This function adds a map blip attached to the provided entity and sets various display properties such as sprite, color, scale, and more.
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- It also handles attaching a preview image to the blip if certain resources are running and a preview is provided.
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- **Example:**
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```lua
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local blipData = {
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entity = myEntity,
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sprite = 1,
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col = 2,
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scale = 0.8,
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disp = 4,
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category = 7,
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name = "Entity Blip",
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preview = "http://example.com/preview.png"
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}
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local blip = makeEntityBlip(blipData)
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```
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### makePed.lua
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This module provides tools to create persistent or distance-based NPCs with optional animations, scenarios, and config randomization.
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- **makeDistPed(data, coords, freeze, collision, scenario, anim, synced)**
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- Creates a ped that only spawns when nearby (performance optimization).
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- **Example:**
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```lua
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makeDistPed({model = "a_m_y_business_03" }, -- model data
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vector4(450.0, -980.0, 30.0, 100.0), -- coords
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true, -- freeze entity
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false, -- collision
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'WORLD_HUMAN_STAND_IMPATIENT', -- Scenario Animation
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{ dict = "amb@world_human_clipboard@male@idle_a", anim = "idle_c" }, -- Anim Table
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true -- Network Synced
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)
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```
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- **makePed(data, coords, freeze, collision, scenario, anim, synced)**
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- Spawns a ped with more persistent behavior at the given location.
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- Supports animation playback and freezing.
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- **Example:**
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```lua
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makePed({model = "a_m_y_business_03" }, -- model data
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vector4(450.0, -980.0, 30.0, 100.0), -- coords
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true, -- freeze entity
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false, -- collision
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'WORLD_HUMAN_STAND_IMPATIENT', -- Scenario Animation
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{ dict = "amb@world_human_clipboard@male@idle_a", anim = "idle_c" }, -- Anim Table
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true -- Network Synced
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)
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```
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- **GenerateRandomPedData(data)**
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- Returns randomized ped model/configuration based on input table.
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- Useful for dynamic NPC generation.
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- **Example:**
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```lua
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local pedData = GenerateRandomPedData({ model = `MP_M_Freemode_01`, custom = {} })
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```
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### makeProp.lua
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This module allows you to spawn static or distance-loaded props in the world.
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- **makeProp(data, freeze, synced)**
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- This function loads the model, creates the object, sets its heading, and freezes it if specified.
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- **Example:**
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```lua
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local propData = {
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prop = 'prop_chair_01a',
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coords = vector4(123.4, 567.8, 90.1, 180.0)
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}
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local prop = makeProp(propData, true, false)
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```
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- **makeDistProp(data, freeze, synced, range)**
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- Same as `makeProp`, but only spawns if the player is within the specified range.
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- **Example:**
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```lua
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local propData = {
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prop = 'prop_chair_01a',
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coords = vector4(123.4, 567.8, 90.1, 180.0)
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}
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makeDistProp(propData, true, false)
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```
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- **destroyProp(entity)**
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- Removes a previously created or targeted prop from the world.
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- **Example:**
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```lua
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destroyProp(barrel)
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```
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### makeVeh.lua
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This module provides functionality for spawning vehicles, including distance-based optimization and entity management.
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- **makeVeh(model, coords)**
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- This function loads the vehicle model, creates the vehicle in the world at the given coordinates, sets initial properties, and returns the vehicle handle.
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- **Example:**
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```lua
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local vehicle = makeVeh("adder", vector3(250.0, -1000.0, 30.0))
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```
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- **makeDistVehicle(data, radius, onEnter, onExit)**
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- Creates a vehicle that spawns when the player enters a designated polyzone area.
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- This is used for `jim-parking` to create a static vehicle that can't move
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- **Example:**
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```lua
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makeDistVehicle({
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model = "blista",
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coords = vector3(400.0, -800.0, 30.0),
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heading = 180.0
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}, 50.0)
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```
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- **removeDistVehicleZone(zoneId)**
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- Removes a previously created distance-based vehicle zone.
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- **Example:**
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```lua
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removeDistVehicleZone("garage_zone_1")
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```
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- **deleteVehicle(vehicle)**
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- Deletes a specified vehicle entity.
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- **Example:**
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```lua
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deleteVehicle(vehicle)
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```
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