83 lines
3.5 KiB
Markdown
83 lines
3.5 KiB
Markdown
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# jim-jobgarage
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Job garage for grabbing job related vehicles
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---
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# What is this?
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- This is a dynamic system for pulling out job and grade locked vehicles
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- **It's not for parking and saving your vehicles, that is done in your garage scripts**
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### If you need support I have a discord server available, it helps me keep track of issues and give better support.
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https://discord.gg/xKgQZ6wZvS
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### If you think I did a good job here, consider donating as it keeps by lights on and my cat fat/floofy:
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https://ko-fi.com/jixelpatterns
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---
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# Installation
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- I always recommend starting my scripts **AFTER** `[qb]` not inside it as it can mess with any dependancies on server load
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- I have a separate folder called `[jim]` (that is also in the resources folder) that starts WAY after everything else.
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- This ensure's it has everything it requires before trying to load
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- Example of my load order:
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```CSS
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# QBCore & Extra stuff
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ensure qb-core
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ensure [qb]
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ensure [standalone]
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ensure [voice]
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ensure [defaultmaps]
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ensure [vehicles]
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# Extra Jim Stuff
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ensure [jim]
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```
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---
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## Location Setup
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- Vehicle Modifiers - These can be used for making sure the vehicles comes out exactly how you want it to
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- `CustomName = "Police Car",` this will show a custom override name for your vehicles so you don't need to add them to your vehicles.lua
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- `rank = { 2, 4 },` This specifes which grades can see it, and only these grades
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- `grade = 4,` This specifies the lowest grade and above that can see the vehicle
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- `colors = { 136, 137 },` This is the colour index id of the vehicle, Primary and Secondary in that order
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- `bulletproof = true,` This determines if the tyres are bullet proof (don't ask me why, I was asked to add this)
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- `livery = 1,` This sets the livery id of the vehicle, (most mod menus would number them or have them in number order) 0 = stock
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- `extras = { 1, 5 },` -- This enables the selected extras on the vehicle
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- `performance = "max",` -- This sets the car upgrades all to MAX levels
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- `performance = { 2, 3, 3, 2, 4, true },` -- This allows more specific settings for each upgrade level, in order: engine, brakes, suspension, transmission, armour, turbo
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- `trunkItems = { },` -- Use this to add items to the trunk of the vehicle when it is spawned
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- Example:
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```lua
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Locations = {
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{ zoneEnable = true, -- disable if you want to hide this temporarily
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job = "mechanic", -- set this to required job grade
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garage = {
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spawn = vector4(-179.34, -1285.27, 30.83, 89.24), -- Where the vehicle will spawn
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out = vector4(-177.1, -1282.25, 31.3, 179.01), -- Where you select the vehicles from
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ped = { -- Add a "ped" table to make a ped spawn instead of the parking meter
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model = `G_M_M_ChemWork_01`, -- set ped model here
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scenario = "WORLD_HUMAN_CLIPBOARD" -- set scenario here
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},
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list = { -- The list of cars that will spawn
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["cheburek"] = {
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CustomName = "Police Car",
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colors = { 136, 137 }, -- Color index numbers { primary, secondary },
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grade = 4, -- Job Grade Required to access this vehicle
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performance = { 2, 3, 3, 2, 4, true },
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trunkItems = {
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{ name = "heavyarmor", amount = 2, info = {}, type = "item", slot = 1, },
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{ name = "empty_evidence_bag", amount = 10, info = {}, type = "item", slot = 2, },
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{ name = "police_stormram", amount = 1, info = {}, type = "item", slot = 3, },
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},
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},
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["burrito3"] = { }, -- Don't need to add any modifiers/restrictions
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},
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},
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},
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},
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```
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