Update README.md

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Jim Shield
2024-02-14 17:34:04 +00:00
committed by GitHub
parent 2aa0cc9d5d
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README.md
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@@ -54,7 +54,10 @@ This script brings alot of features to simplify making scripts with preset funct
It attempts to make use of configs from the scripts its loaded into. For example: It attempts to make use of configs from the scripts its loaded into. For example:
### `Config` ### `Config`
This needs to be in every script that uses it, a `System` table with Debug, Menu, Notify, drawText, progressBar
This is required to use jim_bridge with your script
```lua ```lua
Config = { Config = {
System = { System = {
@@ -310,10 +313,14 @@ It retrieves data from your vehicles.lua/database:
- `class` this converts the class number to a String, for example: if the class is 10 it converts this to "Off-road" - `class` this converts the class number to a String, for example: if the class is 10 it converts this to "Off-road"
### `getVehicleProperties(vehicle)` ### `getVehicleProperties(vehicle)`
Gets the current properties of the vehicle in a table Gets the current properties of the vehicle in a table
- if using qb-core it will default to its version
- if not it will attempt to use ox_libs version
### `setVehicleProperties(vehicle, props)` ### `setVehicleProperties(vehicle, props)`
Set's the vehicles properites using the `props` table provided Set's the vehicles properites using the `props` table provided
- if using qb-core it will default to its version
- if not it will attempt to use ox_libs version
### `checkDifferences(vehicle, newProps)` ### `checkDifferences(vehicle, newProps)`
This function is used by `setVehicleProperties` This function is used by `setVehicleProperties`
@@ -334,9 +341,17 @@ The name of the event uses `GetCurrentResourceName()` so it doesn't double up re
cost = 100 -- The amount of money to be removed cost = 100 -- The amount of money to be removed
type = "cash" or "card" -- The type of money that should be removed type = "cash" or "card" -- The type of money that should be removed
newsrc = 1 -- The source of the player, must be nil if calling from client newsrc = 1 -- The source of the player, must be nil if calling from client
``` ```
Examples of use:
```lua
-- Client
TriggerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "cash")
-- Server
TriggerServerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "bank", 1)
```
## `RegisterNetEvent(GetCurrentResourceName()..":server:FundPlayer", function(fund, type, newsrc)` ## `RegisterNetEvent(GetCurrentResourceName()..":server:FundPlayer", function(cost, type, newsrc)`
This event is made to ADD money from a player This event is made to ADD money from a player
It can be called from client with `TriggerServerEvent` It can be called from client with `TriggerServerEvent`
@@ -349,11 +364,19 @@ fund = 100 -- The amount of money to be added
type = "cash" or "card" -- The type of money that should be added type = "cash" or "card" -- The type of money that should be added
newsrc = 1 -- The source of the player, must be `nil` if calling from client newsrc = 1 -- The source of the player, must be `nil` if calling from client
``` ```
Examples of use:
```lua
-- Client
TriggerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "cash")
-- Server
TriggerServerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "bank", newsrc)
```
### `createUseableItem(item, funct)` ### `createUseableItem(item, funct)`
This is a server side event to make an item usable This is a server side event to make an item usable
Note: If using ox-inv and the item info has event info, this will be ignored Note: If using ox_inv and the items.lua info has event or a `status` section, this will be ignored
```lua ```lua
createUseableItem( createUseableItem(
@@ -404,9 +427,9 @@ This is a server side event that uses
Example: Example:
```lua ```lua
registerCommand( registerCommand(
"hello", -- /hello the command to be used "hello", -- /hello the command to be used
"Print 'hello world'", -- text to show in chat "Print 'hello world'", -- text to show in chat
{ name = "lol", help = "hi }, -- Help text for the command { name = "lol", help = "hi" }, -- Help text for the command
false, false,
function() -- Function to be ran when the command is triggered function() -- Function to be ran when the command is triggered
print("Hello World") print("Hello World")
@@ -467,6 +490,8 @@ This loads the requested texture dictionary into memory
### `countTable(table)` ### `countTable(table)`
This is a simple function to count how many entires are in a table, for if your table keys aren't numbered This is a simple function to count how many entires are in a table, for if your table keys aren't numbered
Example:
```lua ```lua
local table = { local table = {
["tableentry"] = true, ["tableentry"] = true,
@@ -514,15 +539,69 @@ stopAnim(
ped, -- Optional, for if you want any one other than the player to do the animation ped, -- Optional, for if you want any one other than the player to do the animation
) )
``` ```
### `makeVeh(model, coords)` ### `makeVeh(model, coords)`
Spawns a vehicle for the player to use
- Server Synced
- Easy creation
- Returns entity id for further control through the script
- Loads model before spawning
- Unloads model from memory cache after spawn
Example of use:
```lua
local vehicle = makeVeh(
`zentorno`,
vec4(-596.74, 2090.99, 131.41, 16.6)
)
print(vehicle, GetEntityCoords(vehicle))
```
### `makePed(model, coords, freeze, collision, scenario, anim, synced)` ### `makePed(model, coords, freeze, collision, scenario, anim, synced)`
Spawns a controllable ped
- Loads the model before spawning
- Unloads model from memory cache after spawn
- Several options for creation
- Can spawn with scenario name or anims
- Spawns invincible
Example of use:
```lua
local ped = makePed(
`MP_M_Freemode_011,
vec4(-596.74, 2090.99, 131.41, 16.6),
true,
false,
nil,
{ "amb@prop_human_parking_meter@male@idle_a", "idle_a" },
false
)
print(ped, GetEntityCoords(ped))
```
### `makeProp(data, freeze, synced)` ### `makeProp(data, freeze, synced)`
This function is made to easily load a prop in the world
- Has a simplified process
- Lodas model before spawning prop
- Unloads model from memory cache when done
- Returns entity id for control through the script
Example of use:
```lua
local entityid = makeProp(
{
prop = "v_serv_plas_boxgt2", -- Prop model, can be a string or hash key
coords = vec4(-596.74, 2090.99, 131.41, 16.6), -- needs to be vector4 or vec4, 4th variable is heading
},
true, -- Decide if the entiy is frozen in place
false -- Does this prop spawn for everyone or just the client
)
print(entityid, GetEntityCoords(entityid))
```
### `instantLookEnt(ent, ent2)` ### `instantLookEnt(ent, ent2)`
This function forcibly changes `ent`'s heading to face `ent2` This function forcibly changes `ent`'s heading to face `ent2`
Helpful for animations
Helpful for animations in a specific direction
### `lookEnt(entity)` ### `lookEnt(entity)`
This function attempts to slowly turn the player to the given entity/coords This function attempts to slowly turn the player to the given entity/coords
@@ -537,7 +616,7 @@ If its attached to a player it attempts to to detatch it first
### `pushVehicle(entity)` ### `pushVehicle(entity)`
This attempts to make the current entity(vehicle) network controlled This attempts to make the current entity(vehicle) network controlled
This helps with syncing it with other players (used in jim-mechanic alot) This helps with syncing it with other players (used in jim-mechanic often)
### `ensureNetToVeh(vehNetId)` ### `ensureNetToVeh(vehNetId)`
This was created to get around fivem's warnings of failing to get network objects This was created to get around fivem's warnings of failing to get network objects
@@ -545,6 +624,8 @@ This was created to get around fivem's warnings of failing to get network object
Although these warnings mean't nothing, it is annoying Although these warnings mean't nothing, it is annoying
This is made to replace the native `NetToVeh()` but checking first if it exists This is made to replace the native `NetToVeh()` but checking first if it exists
### `makeBlip(data)`
--- ---