Add a check for if a person is attempting to trigger remove minus of an item (possibly trying to give them selves items)
this will stop it in its tracks and warn the server console what happened
Need help with this one
`ox_inv` provides an easy function for this but most inventories don't seem to support editing specific items in a stash
`qb-inv` currently you need to forcibly edit the sql
others I'm I'm not too sure about yet
This is intended to help create automated prop based targets
Using the coordinates and specified prop models dimensions to create a correctly sized box target.
```lua
createPropTarget({
name,
target.prop.coords,
target.prop.model,
}, options, 2.0)
```
Automatically adjusts box targets for custom locations that have been set wrong
if minZ is too high, adjust it
if maxZ is too low, adjust it
and warn the client that the target has to be adjusted.
Solves people opening tickets because they half edited a location without reading my docs
There aren't many native functions for what the script can do, if anyone has any better ideas
- go to `itemcontrol.lua`
- search `ESX` and tell me what could be done better/right
I realised in trying to increase readability and optimize, I broke crafting recipes that supported different multiple recipes in the same list
eg. Mining has 3 recipes in the smelter for `goldingot`
This reverts the system back to the previous recipe style but keeps all the fixes/features from the latest updates
Changes:
- Crafting prop not spawning
- Crafting "sound" not playing
- `SingleProgress` is now "one progressbar"
I'm working on refactoring crafting table's layout style too
I'm updating my scripts crafting recipes to a new format, this commit basically makes use of it and makes it slightly easier to edit later if needed
It *should* increase readability and users ability to edit these recipes
# "old style" crafting recipes should still be compatible thanks to a wrapper I added so you shouldn't notice a difference.
This allows per framework stress functions to be set, including ESX
For ESX the math is done in this function as their values are insanely high instead of 0 - 100
Realised it wasn't doing the math to take the correct amount of required items, so this fixes it
also if `SingleProgress` is enabled, it won't show the "Ingredient Progress bars" any more