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Update README.md
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105
README.md
105
README.md
@@ -54,7 +54,10 @@ This script brings alot of features to simplify making scripts with preset funct
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It attempts to make use of configs from the scripts its loaded into. For example:
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### `Config`
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### `Config`
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This needs to be in every script that uses it, a `System` table with Debug, Menu, Notify, drawText, progressBar
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This is required to use jim_bridge with your script
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```lua
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Config = {
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System = {
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@@ -310,10 +313,14 @@ It retrieves data from your vehicles.lua/database:
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- `class` this converts the class number to a String, for example: if the class is 10 it converts this to "Off-road"
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### `getVehicleProperties(vehicle)`
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Gets the current properties of the vehicle in a table
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Gets the current properties of the vehicle in a table
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- if using qb-core it will default to its version
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- if not it will attempt to use ox_libs version
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### `setVehicleProperties(vehicle, props)`
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Set's the vehicles properites using the `props` table provided
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- if using qb-core it will default to its version
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- if not it will attempt to use ox_libs version
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### `checkDifferences(vehicle, newProps)`
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This function is used by `setVehicleProperties`
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@@ -334,9 +341,17 @@ The name of the event uses `GetCurrentResourceName()` so it doesn't double up re
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cost = 100 -- The amount of money to be removed
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type = "cash" or "card" -- The type of money that should be removed
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newsrc = 1 -- The source of the player, must be nil if calling from client
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```
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```
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Examples of use:
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```lua
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-- Client
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TriggerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "cash")
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-- Server
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TriggerServerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "bank", 1)
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```
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## `RegisterNetEvent(GetCurrentResourceName()..":server:FundPlayer", function(fund, type, newsrc)`
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## `RegisterNetEvent(GetCurrentResourceName()..":server:FundPlayer", function(cost, type, newsrc)`
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This event is made to ADD money from a player
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It can be called from client with `TriggerServerEvent`
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@@ -349,11 +364,19 @@ fund = 100 -- The amount of money to be added
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type = "cash" or "card" -- The type of money that should be added
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newsrc = 1 -- The source of the player, must be `nil` if calling from client
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```
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Examples of use:
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```lua
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-- Client
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TriggerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "cash")
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-- Server
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TriggerServerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "bank", newsrc)
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```
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### `createUseableItem(item, funct)`
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This is a server side event to make an item usable
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Note: If using ox-inv and the item info has event info, this will be ignored
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Note: If using ox_inv and the items.lua info has event or a `status` section, this will be ignored
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```lua
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createUseableItem(
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@@ -404,9 +427,9 @@ This is a server side event that uses
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Example:
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```lua
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registerCommand(
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"hello", -- /hello the command to be used
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"hello", -- /hello the command to be used
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"Print 'hello world'", -- text to show in chat
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{ name = "lol", help = "hi }, -- Help text for the command
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{ name = "lol", help = "hi" }, -- Help text for the command
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false,
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function() -- Function to be ran when the command is triggered
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print("Hello World")
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@@ -467,6 +490,8 @@ This loads the requested texture dictionary into memory
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### `countTable(table)`
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This is a simple function to count how many entires are in a table, for if your table keys aren't numbered
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Example:
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```lua
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local table = {
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["tableentry"] = true,
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@@ -514,15 +539,69 @@ stopAnim(
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ped, -- Optional, for if you want any one other than the player to do the animation
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)
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```
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### `makeVeh(model, coords)`
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### `makeVeh(model, coords)`
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Spawns a vehicle for the player to use
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- Server Synced
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- Easy creation
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- Returns entity id for further control through the script
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- Loads model before spawning
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- Unloads model from memory cache after spawn
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Example of use:
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```lua
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local vehicle = makeVeh(
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`zentorno`,
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vec4(-596.74, 2090.99, 131.41, 16.6)
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)
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print(vehicle, GetEntityCoords(vehicle))
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```
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### `makePed(model, coords, freeze, collision, scenario, anim, synced)`
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### `makePed(model, coords, freeze, collision, scenario, anim, synced)`
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Spawns a controllable ped
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- Loads the model before spawning
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- Unloads model from memory cache after spawn
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- Several options for creation
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- Can spawn with scenario name or anims
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- Spawns invincible
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Example of use:
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```lua
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local ped = makePed(
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`MP_M_Freemode_011,
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vec4(-596.74, 2090.99, 131.41, 16.6),
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true,
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false,
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nil,
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{ "amb@prop_human_parking_meter@male@idle_a", "idle_a" },
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false
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)
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print(ped, GetEntityCoords(ped))
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```
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### `makeProp(data, freeze, synced)`
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This function is made to easily load a prop in the world
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- Has a simplified process
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- Lodas model before spawning prop
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- Unloads model from memory cache when done
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- Returns entity id for control through the script
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Example of use:
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```lua
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local entityid = makeProp(
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{
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prop = "v_serv_plas_boxgt2", -- Prop model, can be a string or hash key
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coords = vec4(-596.74, 2090.99, 131.41, 16.6), -- needs to be vector4 or vec4, 4th variable is heading
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},
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true, -- Decide if the entiy is frozen in place
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false -- Does this prop spawn for everyone or just the client
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)
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print(entityid, GetEntityCoords(entityid))
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```
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### `instantLookEnt(ent, ent2)`
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This function forcibly changes `ent`'s heading to face `ent2`
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Helpful for animations
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This function forcibly changes `ent`'s heading to face `ent2`
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Helpful for animations in a specific direction
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### `lookEnt(entity)`
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This function attempts to slowly turn the player to the given entity/coords
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@@ -537,7 +616,7 @@ If its attached to a player it attempts to to detatch it first
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### `pushVehicle(entity)`
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This attempts to make the current entity(vehicle) network controlled
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This helps with syncing it with other players (used in jim-mechanic alot)
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This helps with syncing it with other players (used in jim-mechanic often)
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### `ensureNetToVeh(vehNetId)`
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This was created to get around fivem's warnings of failing to get network objects
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@@ -545,6 +624,8 @@ This was created to get around fivem's warnings of failing to get network object
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Although these warnings mean't nothing, it is annoying
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This is made to replace the native `NetToVeh()` but checking first if it exists
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### `makeBlip(data)`
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---
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