# jim-jobgarage Job garage for grabbing job related vehicles --- # What is this? - This is a dynamic system for pulling out job and grade locked vehicles - **It's not for parking and saving your vehicles, that is done in your garage scripts** ![](https://i.imgur.com/JhGaGMS.jpeg) ![](https://i.imgur.com/ycXPTj1.jpeg) ### If you need support I have a discord server available, it helps me keep track of issues and give better support. https://discord.gg/xKgQZ6wZvS ### If you think I did a good job here, consider donating as it keeps by lights on and my cat fat/floofy: https://ko-fi.com/jixelpatterns --- # Installation - I always recommend starting my scripts **AFTER** `[qb]` not inside it as it can mess with any dependancies on server load - I have a separate folder called `[jim]` (that is also in the resources folder) that starts WAY after everything else. - This ensure's it has everything it requires before trying to load - Example of my load order: ```CSS # QBCore & Extra stuff ensure qb-core ensure [qb] ensure [standalone] ensure [voice] ensure [defaultmaps] ensure [vehicles] # Extra Jim Stuff ensure [jim] ``` --- ## Location Setup - Vehicle Modifiers - These can be used for making sure the vehicles comes out exactly how you want it to - `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 - `rank = { 2, 4 },` This specifes which grades can see it, and only these grades - `grade = 4,` This specifies the lowest grade and above that can see the vehicle - `colors = { 136, 137 },` This is the colour index id of the vehicle, Primary and Secondary in that order - `bulletproof = true,` This determines if the tyres are bullet proof (don't ask me why, I was asked to add this) - `livery = 1,` This sets the livery id of the vehicle, (most mod menus would number them or have them in number order) 0 = stock - `extras = { 1, 5 },` -- This enables the selected extras on the vehicle - `performance = "max",` -- This sets the car upgrades all to MAX levels - `performance = { 2, 3, 3, 2, 4, true },` -- This allows more specific settings for each upgrade level, in order: engine, brakes, suspension, transmission, armour, turbo - `trunkItems = { },` -- Use this to add items to the trunk of the vehicle when it is spawned - Example: ```lua Locations = { { zoneEnable = true, -- disable if you want to hide this temporarily job = "mechanic", -- set this to required job grade garage = { spawn = vector4(-179.34, -1285.27, 30.83, 89.24), -- Where the vehicle will spawn out = vector4(-177.1, -1282.25, 31.3, 179.01), -- Where you select the vehicles from ped = { -- Add a "ped" table to make a ped spawn instead of the parking meter model = `G_M_M_ChemWork_01`, -- set ped model here scenario = "WORLD_HUMAN_CLIPBOARD" -- set scenario here }, list = { -- The list of cars that will spawn ["cheburek"] = { CustomName = "Police Car", colors = { 136, 137 }, -- Color index numbers { primary, secondary }, grade = 4, -- Job Grade Required to access this vehicle performance = { 2, 3, 3, 2, 4, true }, trunkItems = { { name = "heavyarmor", amount = 2, info = {}, type = "item", slot = 1, }, { name = "empty_evidence_bag", amount = 10, info = {}, type = "item", slot = 2, }, { name = "police_stormram", amount = 1, info = {}, type = "item", slot = 3, }, }, }, ["burrito3"] = { }, -- Don't need to add any modifiers/restrictions }, }, }, }, ```