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README.md
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README.md
@@ -1,4 +1,4 @@
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(# Jim_Bridge
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# Jim_Bridge
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This script is intended to be used with my all my scripts (soon)
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@@ -27,6 +27,508 @@ The installation of this script is simple
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- for `qb-core` I personally place this script in `resources > [standalone]`
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---
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### Support for different exports and scripts
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In exports.lua is the list of script folder names
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This is for people who have customised/renamed scripts
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eg. for people who use `ps-inventory`, this is mainly based on qb-inventory
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so you need to rename
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```lua
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QBInv = "qb-inventory",
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```
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to
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```lua
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QBInv = "ps-inventory",
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```
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This will now use events from `ps-inventory` and use it through out the scripts.
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# WIP
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## Documentation
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This script brings alot of features to simplify making scripts with preset functions and automations.
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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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```lua
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Config = {
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System = {
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Debug = true, -- This enables Debug mode
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-- Revealing debug prints and debug boxes on targets
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Menu = "qb", -- This specifies what menu script will be loaded
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-- "qb" = `qb-menu` and edited versions of it
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-- "ox" = `ox_lib`'s context menu system
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-- "gta" = `WarMenu' a free script for a gta style menu
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Notify = "gta", -- This allows you to choose the notification system for scripts
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-- "qb" = `qb-core`'s built in notifications
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-- "ox" = `ox_lib`'s built in notifications
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-- "esx" = `esx_notify` esx's default notifications
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-- "okok" = `okok-notify` okok's notifications
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-- "gta" = Native GTA style popups
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drawText = "gta", -- The style of drawText you want to use
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-- "qb" = `qb-core`'s drawText system
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-- "ox" = `ox_lib`'s drawTextUI system
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-- "gta" = Native GTA style popups
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progressBar = "gta" -- The style of progressBar you want to use
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-- "qb" = `qb-core`'s style progressBar
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-- "ox" = `ox_lib`'s default progressBar
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-- "gta" = Native GTA style "spinner"
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},
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}
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```
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### `openMenu(Menu, data)`
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This handles creation of menus using `OX_Lib`, `qb-menu` or `WarMenu`
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It uses mixed/new functions to bring more compatability to one another
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`Menu` is your button entries and works like qb-menu or ox_lib, for example:
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```lua
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local Menu = {}
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Menu[#Menu + 1] = {
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isMenuHeader = true, -- This makes the current button unclickable
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icon = invImg("lockpick") -- Supports fontawesome or custom images
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-- This example use the custom function `invImg()` to retreive an nui:// link to the given item's image
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arrow = true, -- Adds a arrow icon to the button (in qb-menu overrides the icon)
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header = "Header Test", -- The header/title for the button
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txt = "Text test", -- The txt/description for the button
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onSelect = function() -- This brings the onSelect function to qb-menu
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TriggerEvent("lolhi", { lol = hi }),
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end,
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-- Enter what happens when you click the button
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}
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```
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As you can see above, it mixes variables but makes it possible to switch between menus just by changing the config option
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After you have created the info above, you need to then trigger opening of this menu with:
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```lua
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openMenu(Menu, -- Menu here is your table name you created above
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{ -- Next entry in openMenu is a table
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header = "Menu Header", -- What your menu title will be shown as
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headertxt = "Header info", -- Info to be displayed under the title
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onExit = function() -- Will create a "Close button"
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TriggerEvent("lolhi", { lol = hi }),
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end, -- When clicked it will trigger the onExit event
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onBack = function() -- Will create a "Back button"
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TriggerEvent("lolhi", { lol = hi }),
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end, -- When clicked it will trigger the onBack event
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})
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```
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### Support for multiple target events
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These automatically detect what target script you are using
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They are also automatically removed when the script is stopped (for helping
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### `createEntityTarget(entity, opts, dist)`
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Create an entity based target
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```lua
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createEntityTarget(
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entity, -- The entity ID of what you want to target
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{
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{ -- Your target options here
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icon = "icon", -- Your icon, only supports font awesome icons
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label = "Test Label", -- The label of your target
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item = "lockpick" -- The required it em
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job = "mechanic", -- The required job
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gang = "lostmc", -- The required gang
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action = function() -- What happens when the target is selected
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TriggerEvent("lolhi", { lol = hi }),
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end,
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},
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}
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, dist) -- How close you ned to be to see the target
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```
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### `createBoxTarget(data, opts, dist)`
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Create an entity based target
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```lua
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createBoxTarget(
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{
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"TargetName", -- The name/id of your target here
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vec3(0, 0, 0), -- The coordinates of your target
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2.0, -- The width of your target box
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2.0, -- The depth of your target box
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{
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name = "TargetName", -- The name/id of your target here
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heading = 200.0, -- The direction your target will be placed
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debugPoly = true, -- Wether to show debug boxes to help place targets
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minZ = 190.0, -- The bottom of your box
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maxZ = 210.0, -- The top of your box
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},
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},
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{
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{ -- Your target options here
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icon = "icon", -- Your icon, only supports font awesome icons
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label = "Test Label", -- The label of your target
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item = "lockpick" -- The required it em
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job = "mechanic", -- The required job
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gang = "lostmc", -- The required gang
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action = function() -- What happens when the target is selected
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TriggerEvent("lolhi", { lol = hi }),
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end,
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},
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},
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dist) -- How close you ned to be to see the target
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```
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### `createCircleTarget(data, opts, dist)`
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Create an entity based target
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```lua
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createCircleTarget(
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{
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"TargetName", -- The name/id of your target here
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vec3(0, 0, 0), -- The coordinates of your target
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2.0, -- The radius of your target circle
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{
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name = "TargetName", -- The name/id of your target here
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heading = 200.0, -- The direction your target will be placed
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debugPoly = true, -- Wether to show debug boxes to help place targets
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minZ = 190.0, -- The bottom of your box
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maxZ = 210.0, -- The top of your box
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},
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},
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{
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{ -- Your target options here
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icon = "icon", -- Your icon, only supports font awesome icons
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label = "Test Label", -- The label of your target
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item = "lockpick" -- The required it em
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job = "mechanic", -- The required job
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gang = "lostmc", -- The required gang
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action = function() -- What happens when the target is selected
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TriggerEvent("lolhi", { lol = hi }),
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end,
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},
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},
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dist) -- How close you ned to be to see the target
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```
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### `removeEntityTarget(entity)`
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Triggers removal of the target entity, by checking the entity name
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### `removeZoneTarget(target)`
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Triggers removal of a zone(Box/Circle) target by calling the target's name/id
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## `triggerNotify(title, message, type, src)`
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Handles notifications for the script called from either the server or client
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Supports:
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- `okok`
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- `qb`
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- `ox`
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- `gta`
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- `esx`
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```lua
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triggerNotify(
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title = "Notification Title", -- Usually 'nil' in my scripts, supports notifications with titles
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message = "Notification Message", -- The notification's message
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type = "success" -- The type of notification, depends on the supporting script
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src = 1, -- If in the server, this is required to send to player
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)
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```
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## `drawText(image, input, style)`
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This handles calling drawText functions
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Supports:
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- `gta`
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- `qb`
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- `ox`
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- `esx`
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```lua
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drawText(
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187, -- Very specific for adding blip images to drawtexts, usually nil
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{
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"Line 1", -- Supports multiple lines, helpful for displaying button prompts
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"Line 2",
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},
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"g" -- Sets colour of text after a ":" when using GTA drawtext
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)
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```
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## `hideText()`
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Simply used to hide drawText prompts when not needed anymore
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## `createCallback(callbackName, funct)`
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This is my attempt at making multiframework server callbacks by using their provided events
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(Only works server side)
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```lua
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createCallback(
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"jimsCallback", -- Callback event name, needs to be something that isn't already set
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function()
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end)
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end
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```
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## `triggerCallback(callBackName, value)`
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This is an attempt at a mutliframework callback
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## `onPlayerLoaded(func)`
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This is a multiframework event that is triggered when a player has fully loaded their character in
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```lua
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onPlayerLoaded(
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function()
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print("Player Loaded In!")
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end
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)
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```
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## createInput(title, opts)
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## searchCar(vehicle)
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This function was made for `jim-mechanic` but can be used in other instances
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I searches the model name of a currently spawned vehicle and retrieves info about it
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It is smart, in terms of, if you use this multiple times it reteives the previously found info instead of searching again
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It retrieves data from your vehicles.lua/database:
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- `name` for example: "Zentorno Pegassi"
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- `price` for example: 100000
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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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## setVehicleProperties(vehicle, props)
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Set's the vehicles properites using the `props` table provided
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## checkDifferences(vehicle, newProps)
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This function is used by `setVehicleProperties`
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It determine's what differences there are between the current vehicle and the new set of properites
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If there are differences, return `true`
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## RegisterNetEvent(GetCurrentResourceName()..":server:ChargePlayer", function(cost, type, newsrc)
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This event is made to REMOVE money from a player
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It can be called from client with `TriggerServerEvent`
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Also can be called from server with `TriggerEvent` and a source id in `newsrc`
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The name of the event uses GetCurrentResourceName() so it doesn't double up results with other scripts
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```lua
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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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## RegisterNetEvent(GetCurrentResourceName()..":server:FundPlayer", function(fund, 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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Also can be called from server with `TriggerEvent` and a source id in `newsrc`
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The name of the event uses GetCurrentResourceName() so it doesn't double up results with other scripts
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```lua
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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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## 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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```lua
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createUseableItem(
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"lockpick", -- The item you want to make usable
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function(source, item)
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TriggerClientEvent("lolhi", source, { lol = item.name }),
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end
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)
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```
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## hasJob(job, source, grade)
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This is an event that makes checking if the player has the requested job simple
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It works both client side and server side
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returns `true` or `false` and if they are on duty or not
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```lua
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local hasjob, duty =
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hasJob(
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"mechanic", -- the job role
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1, -- the source id of the player, set to nil if on client
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3, -- the required grade of the player, can be nil to check job
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)
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```
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## getPlayer(source)
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This retrieves basic info of the player
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works client side and server side
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Retrieves:
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- Players Name
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- Players Current Cash
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- Players Current Bank Balance
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```lua
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local PlayerInfo =
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getPlayer(
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1 -- The
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)
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print(json.encode(PlayerInfo, { indent = true })
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```
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## registerCommand(command, options)
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This is a server side event that uses
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- `ox_lib`'s - `lib.addCommand`
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- `qb-core`'s - `QBCore.Commands.Add`
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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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"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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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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end,
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"admin", -- the restriction, can be nil
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)
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```
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## invImg(item)
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This is used mainly for menu's to retrieve the item images
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It detects what inventory you are using and automatically generates an `nui://` link
|
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```lua
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local imgLink = invImg("lockpick")
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print(imgLink)
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```
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## registerStash(name, label, slots, weight)
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This is a serverside function used to register a new stash in `ox_inventory` and `qs-inventory`
|
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|
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```lua
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registerStash(
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"newStash", -- The stash name/ID, this is used to open it later
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"New created Stash", -- The name of the stash that shows in inventories
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50, -- The amount of slots in the inventory
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4000000, -- The max weight in the inventory
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)
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```
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## loadModel(model)
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This loads the requested model into the memory cache to help spawning of props
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- Checks if the model exists in the server
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- Attempts to load the model with a timeout, if not loaded, sends warning
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|
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## unloadModel(model)
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This unloads a model to help clear the memory cache and help optimization
|
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- Recommended to run after spawning a prop
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## loadAnimDict(animDict)
|
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This loads the requested animDict into the memory cache to help loading anims
|
||||
- Checks if the dict exists in the server
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||||
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## unloadAnimDict(animDict)
|
||||
This unloads the animDict to help clear the memory cache and help optimization
|
||||
- Recommended to run after running an animation
|
||||
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||||
## loadPtfxDict(ptFxName)
|
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This loads the requested ptFx dict into the memory cache to help loading particle effects
|
||||
- Skips if the effect is alredy loaded
|
||||
|
||||
## unloadPtfxDict(dict)
|
||||
This unloads a particle effect to help clear the memory cache and help optimization
|
||||
- Recommended to run after running an ptfx
|
||||
|
||||
## loadTextureDict(dict)
|
||||
This loads the requested texture dictionary into memory
|
||||
|
||||
## countTable(table)
|
||||
This is a simple function to count how many entires are in a table, for if your table keys aren't numbered
|
||||
```lua
|
||||
local table = {
|
||||
["tableentry"] = true,
|
||||
["anotherentry"] = true,
|
||||
}
|
||||
print("countTable", countTable(table))
|
||||
```
|
||||
|
||||
## pairsByKeys(t)
|
||||
Searches through a table alphabetically instead of randomly
|
||||
This is an optional function made to replace:
|
||||
```lua
|
||||
for k, v in pairs(table) do end
|
||||
```
|
||||
with:
|
||||
```lua
|
||||
for k, v in pairsByKeys(table) do end
|
||||
```
|
||||
|
||||
## playAnim(animDict, animName, duration, flag, ped)
|
||||
A simplified version of `TaskPlayAnim()`
|
||||
Has some settings already set and basic ones ready to change
|
||||
Loads the animDict automatically with `loadAnimDict()`
|
||||
```lua
|
||||
playAnim(
|
||||
animDict, -- The animation dictionary
|
||||
animName, -- The animation's name
|
||||
duration, -- How far into the animation it should stop
|
||||
flag, -- The animation flag
|
||||
ped, -- Optional, for if you want any one other than the player to do the animation
|
||||
)
|
||||
```
|
||||
|
||||
## stopAnim(animDict, animName, ped)
|
||||
Similar to `StopAnimTask()`
|
||||
Made to stop the given animation with being able to choose which ped
|
||||
```lua
|
||||
stopAnim(
|
||||
animDict, -- The animation dictionary
|
||||
animName, -- The animation's name
|
||||
ped, -- Optional, for if you want any one other than the player to do the animation
|
||||
)
|
||||
```
|
||||
## makeVeh(model, coords)
|
||||
|
||||
## makePed(model, coords, freeze, collision, scenario, anim, synced)
|
||||
|
||||
## makeProp(data, freeze, synced)
|
||||
|
||||
## instantLookEnt(ent, ent2)
|
||||
This function forcibly changes `ent`'s heading to face `ent2`
|
||||
Helpful for animations
|
||||
|
||||
## lookEnt(entity)
|
||||
This function attempts to slowly turn the player to the given entity/coords
|
||||
Accepts either a `entity ID` or `vector3`
|
||||
|
||||
## destroyProp(entity)
|
||||
Attempts to remove a spawned prop
|
||||
If its attached to a player it attempts to to detatch it first
|
||||
|
||||
## pushVehicle(entity)
|
||||
This attempts to make the current entity(vehicle) network controlled
|
||||
This helps with syncing it with other players (used in jim-mechanic alot)
|
||||
|
||||
## ensureNetToVeh(vehNetId)
|
||||
This was created to get around fivem's warnings of failing to get network objects
|
||||
Although these warnings mean't nothing, it is annoying
|
||||
This is made to replace the native `NetToVeh()` but checking first if it exists
|
||||
|
||||
|
||||
---
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
---
|
||||
|
||||
### Support for different exports and scripts
|
||||
|
||||
Reference in New Issue
Block a user