This stops them instantly returning `false` and actually waits for the results
This fixes issues with players being unable to complete tasks determined by progressbars eg. installing items on a vehicle and it fails instantly
This new `fxmanifest.lua` variable (when true) will stop checking for script updates
People REALLY dont like being told when somethings fixed.
This will stop the update notifications for both `jim_bridge` and the script that loads it.
Reworked `frameworkCache.lua` to the new layout
Fix possibility of invisible props/ peds/vehicles on spawn
Start adding very basic and unfinished support for RedM VorpCore
These currently work as intended, but can't put in place yet because my scripts don't fully support it yet. But the base is there for it
Also slip in `bannedItems` table so players can't the abuse sell items function to spawn cash
I'm adding distance based exploit protection to stashes, shops and selling shops to help fight exploiters
Soon all these created through jim_bridge will refuse opening if its not "registered" correctly
Basically, all my scripts will get updates to support this
This removes redundant inventory files and compiles all of the functions into one
This allows easier editing and control per inventory and hopefully better optimization, readability and easier addition of support for new inventories
Kept forgetting to do this
When using `makeDistPed()` (making a npc that only appears when nearby) you can now send a function to apply custom modifiers to it after the npc is created
eg.
```lua
makeDistPed(v.model[i], b, true, false, v.scenario, nil, nil, function(ped)
if v["killable"] then
SetEntityInvincible(ped, false)
SetBlockingOfNonTemporaryEvents(ped, false)
FreezeEntityPosition(ped, false)
end
end)
```
People keep thinking this is a massive error, its literally just stating that there isn't a script found to register a shop. not all inventories have these