This script is intended to be used with my all my scripts (soon)
It was started due to wanting to bring the same features from some scripts into others with minimal work and multiple updates
- Having certain functions in one place(this script) makes it easier to update, enchance and fix things
- This brings the possibility of branching to mutliple frameworks as I've added some already:
"qb-core"
"qbx-core"
"ox_core"
"es_extended"
(requires ox_lib and ox_inventory)
All the next updates of my scripts will use this script and be added as a dependancy
It was a tough decision to put it up on github instead of tebex and encrypted
But I want this script to grow with help of others who know more about other cores
The installation of this script is simple
- REMOVE
-main
from the folder name, like any other github hosted script - it just needs to start before any script that requires it
- it can start before core scripts if you want
- for
qb-core
I personally place this script inresources > [standalone]
In exports.lua is the list of script folder names
This is for people who have customised/renamed scripts
eg. for people who use ps-inventory
, this is mainly based on qb-inventory
so you need to rename
QBInv = "qb-inventory",
to
QBInv = "ps-inventory",
This will now use events from ps-inventory
and use it through out the scripts.
This script brings alot of features to simplify making scripts with preset functions and automations.
It attempts to make use of configs from the scripts its loaded into. For example:
This needs to be in every script that uses it, a System
table with Debug, Menu, Notify, drawText, progressBar
This is required to use jim_bridge with your script
Config = {
System = {
Debug = true, -- This enables Debug mode
-- Revealing debug prints and debug boxes on targets
Menu = "qb", -- This specifies what menu script will be loaded
-- "qb" = `qb-menu` and edited versions of it
-- "ox" = `ox_lib`'s context menu system
-- "gta" = `WarMenu' a free script for a gta style menu
Notify = "gta", -- This allows you to choose the notification system for scripts
-- "qb" = `qb-core`'s built in notifications
-- "ox" = `ox_lib`'s built in notifications
-- "esx" = `esx_notify` esx's default notifications
-- "okok" = `okok-notify` okok's notifications
-- "gta" = Native GTA style popups
drawText = "gta", -- The style of drawText you want to use
-- "qb" = `qb-core`'s drawText system
-- "ox" = `ox_lib`'s drawTextUI system
-- "gta" = Native GTA style popups
progressBar = "gta" -- The style of progressBar you want to use
-- "qb" = `qb-core`'s style progressBar
-- "ox" = `ox_lib`'s default progressBar
-- "gta" = Native GTA style "spinner"
},
}
This handles creation of menus using OX_Lib
, qb-menu
or WarMenu
It uses mixed/new functions to bring more compatability to one another
Menu
is your button entries and works like qb-menu or ox_lib, for example:
local Menu = {}
Menu[#Menu + 1] = {
isMenuHeader = true, -- This makes the current button unclickable
icon = invImg("lockpick") -- Supports fontawesome or custom images
-- This example use the custom function `invImg()` to retreive an nui:// link to the given item's image
arrow = true, -- Adds a arrow icon to the button (in qb-menu overrides the icon)
header = "Header Test", -- The header/title for the button
txt = "Text test", -- The txt/description for the button
onSelect = function() -- This brings the onSelect function to qb-menu
TriggerEvent("lolhi", { lol = hi }),
end,
-- Enter what happens when you click the button
}
As you can see above, it mixes variables but makes it possible to switch between menus just by changing the config option
After you have created the info above, you need to then trigger opening of this menu with:
openMenu(Menu, -- Menu here is your table name you created above
{ -- Next entry in openMenu is a table
header = "Menu Header", -- What your menu title will be shown as
headertxt = "Header info", -- Info to be displayed under the title
onExit = function() -- Will create a "Close button"
TriggerEvent("lolhi", { lol = hi }),
end, -- When clicked it will trigger the onExit event
onBack = function() -- Will create a "Back button"
TriggerEvent("lolhi", { lol = hi }),
end, -- When clicked it will trigger the onBack event
})
These automatically detect what target script you are using
They are also automatically removed when the script is stopped (for helping optimization)
Create an entity based target
createEntityTarget(
entity, -- The entity ID of what you want to target
{
{ -- Your target options here
icon = "icon", -- Your icon, only supports font awesome icons
label = "Test Label", -- The label of your target
item = "lockpick" -- The required it em
job = "mechanic", -- The required job
gang = "lostmc", -- The required gang
action = function() -- What happens when the target is selected
TriggerEvent("lolhi", { lol = hi }),
end,
},
}
, dist) -- How close you ned to be to see the target
Create an entity based target
createBoxTarget(
{
"TargetName", -- The name/id of your target here
vec3(0, 0, 0), -- The coordinates of your target
2.0, -- The width of your target box
2.0, -- The depth of your target box
{
name = "TargetName", -- The name/id of your target here
heading = 200.0, -- The direction your target will be placed
debugPoly = true, -- Wether to show debug boxes to help place targets
minZ = 190.0, -- The bottom of your box
maxZ = 210.0, -- The top of your box
},
},
{
{ -- Your target options here
icon = "icon", -- Your icon, only supports font awesome icons
label = "Test Label", -- The label of your target
item = "lockpick" -- The required it em
job = "mechanic", -- The required job
gang = "lostmc", -- The required gang
action = function() -- What happens when the target is selected
TriggerEvent("lolhi", { lol = hi }),
end,
},
},
dist) -- How close you ned to be to see the target
Create an entity based target
createCircleTarget(
{
"TargetName", -- The name/id of your target here
vec3(0, 0, 0), -- The coordinates of your target
2.0, -- The radius of your target circle
{
name = "TargetName", -- The name/id of your target here
heading = 200.0, -- The direction your target will be placed
debugPoly = true, -- Wether to show debug boxes to help place targets
minZ = 190.0, -- The bottom of your box
maxZ = 210.0, -- The top of your box
},
},
{
{ -- Your target options here
icon = "icon", -- Your icon, only supports font awesome icons
label = "Test Label", -- The label of your target
item = "lockpick" -- The required it em
job = "mechanic", -- The required job
gang = "lostmc", -- The required gang
action = function() -- What happens when the target is selected
TriggerEvent("lolhi", { lol = hi }),
end,
},
},
dist) -- How close you ned to be to see the target
Triggers removal of the target entity, by checking the entity name
Triggers removal of a zone(Box/Circle) target by calling the target's name/id
Handles notifications for the script called from either the server or client
Supports:
okok
qb
ox
gta
esx
triggerNotify(
title = "Notification Title", -- Usually 'nil' in my scripts, supports notifications with titles
message = "Notification Message", -- The notification's message
type = "success" -- The type of notification, depends on the supporting script
src = 1, -- If in the server, this is required to send to player
)
This handles calling drawText functions
Supports:
gta
qb
ox
esx
drawText(
187, -- Very specific for adding blip images to drawtexts, usually nil
{
"Line 1", -- Supports multiple lines, helpful for displaying button prompts
"Line 2",
},
"g" -- Sets colour of text after a ":" when using GTA drawtext
)
Simply used to hide drawText prompts when not needed anymore
This is my attempt at making multiframework server callbacks by using their provided events
(Only works server side)
createCallback(
"jimsCallback", -- Callback event name, needs to be something that isn't already set
function()
end)
end
This is an attempt at a mutliframework callback
This is a multiframework event that is triggered when a player has fully loaded their character in
onPlayerLoaded(
function()
print("Player Loaded In!")
end
)
This function was made for jim-mechanic
but can be used in other instances
I searches the model name of a currently spawned vehicle and retrieves info about it
It is smart, in terms of, if you use this multiple times it reteives the previously found info instead of searching again
It retrieves data from your vehicles.lua/database:
name
for example: "Zentorno Pegassi"price
for example: 100000class
this converts the class number to a String, for example: if the class is 10 it converts this to "Off-road"
Gets the current properties of the vehicle in a table
- if using qb-core it will default to its version
- if not it will attempt to use ox_libs version
Set's the vehicles properites using the props
table provided
- if using qb-core it will default to its version
- if not it will attempt to use ox_libs version
This function is used by setVehicleProperties
It determine's what differences there are between the current vehicle and the new set of properites
If there are differences, return true
This event is made to REMOVE money from a player
It can be called from client with TriggerServerEvent
Also can be called from server with TriggerEvent
and a source id in newsrc
The name of the event uses GetCurrentResourceName()
so it doesn't double up results with other scripts
cost = 100 -- The amount of money to be removed
type = "cash" or "card" -- The type of money that should be removed
newsrc = 1 -- The source of the player, must be nil if calling from client
Examples of use:
-- Client
TriggerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "cash")
-- Server
TriggerServerEvent(GetCurrentResourceName()..":server:ChargePlayer", function(1000, "bank", 1)
This event is made to ADD money from a player
It can be called from client with TriggerServerEvent
Also can be called from server with TriggerEvent
and a source id in newsrc
The name of the event uses GetCurrentResourceName()
so it doesn't double up results with other scripts
fund = 100 -- The amount of money to be added
type = "cash" or "card" -- The type of money that should be added
newsrc = 1 -- The source of the player, must be `nil` if calling from client
Examples of use:
-- Client
TriggerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "cash")
-- Server
TriggerServerEvent(GetCurrentResourceName()..":server:FundPlayer", function(1000, "bank", newsrc)
This is a server side event to make an item usable
Note: If using ox_inv and the items.lua info has event or a status
section, this will be ignored
createUseableItem(
"lockpick", -- The item you want to make usable
function(source, item)
TriggerClientEvent("lolhi", source, { lol = item.name }),
end
)
This is an event that makes checking if the player has the requested job simple
It works both client side and server side
returns true
or false
and if they are on duty or not
local hasjob, duty =
hasJob(
"mechanic", -- the job role
1, -- the source id of the player, set to nil if on client
3, -- the required grade of the player, can be nil to check job
)
This retrieves basic info of the player
works client side and server side Retrieves:
- Players Name
- Players Current Cash
- Players Current Bank Balance
local PlayerInfo =
getPlayer(
1 -- The
)
print(json.encode(PlayerInfo, { indent = true })
This is a server side event that uses
ox_lib
's -lib.addCommand
qb-core
's -QBCore.Commands.Add
Example:
registerCommand(
"hello", -- /hello the command to be used
"Print 'hello world'", -- text to show in chat
{ name = "lol", help = "hi" }, -- Help text for the command
false,
function() -- Function to be ran when the command is triggered
print("Hello World")
end,
"admin", -- the restriction, can be nil
)
This is used mainly for menu's to retrieve the item images
It detects what inventory you are using and automatically generates an nui://
link
local imgLink = invImg("lockpick")
print(imgLink)
This is a serverside function used to register a new stash in ox_inventory
and qs-inventory
registerStash(
"newStash", -- The stash name/ID, this is used to open it later
"New created Stash", -- The name of the stash that shows in inventories
50, -- The amount of slots in the inventory
4000000, -- The max weight in the inventory
)
This loads the requested model into the memory cache to help spawning of props
- Checks if the model exists in the server
- Attempts to load the model with a timeout, if not loaded, sends warning
This unloads a model to help clear the memory cache and help optimization
- Recommended to run after spawning a prop
This loads the requested animDict into the memory cache to help loading anims
- Checks if the dict exists in the server
This unloads the animDict to help clear the memory cache and help optimization
- Recommended to run after running an animation
This loads the requested ptFx dict into the memory cache to help loading particle effects
- Skips if the effect is alredy loaded
This unloads a particle effect to help clear the memory cache and help optimization
- Recommended to run after running an ptfx
This loads the requested texture dictionary into memory
This is a simple function to count how many entires are in a table, for if your table keys aren't numbered
Example:
local table = {
["tableentry"] = true,
["anotherentry"] = true,
}
print("countTable", countTable(table))
Searches through a table alphabetically instead of randomly
This is an optional function made to replace:
for k, v in pairs(table) do end
with:
for k, v in pairsByKeys(table) do end
A simplified version of TaskPlayAnim()
Has some settings already set and basic ones ready to change
Loads the animDict automatically with loadAnimDict()
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
)
Similar to StopAnimTask()
Made to stop the given animation with being able to choose which ped
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
)
Spawns a vehicle for the player to use
- Server Synced
- Easy creation
- Returns entity id for further control through the script
- Loads model before spawning
- Unloads model from memory cache after spawn
Example of use:
local vehicle = makeVeh(
`zentorno`,
vec4(-596.74, 2090.99, 131.41, 16.6)
)
print(vehicle, GetEntityCoords(vehicle))
Spawns a controllable ped
- Loads the model before spawning
- Unloads model from memory cache after spawn
- Several options for creation
- Can spawn with scenario name or anims
- Spawns invincible
Example of use:
local ped = makePed(
`MP_M_Freemode_011,
vec4(-596.74, 2090.99, 131.41, 16.6),
true,
false,
nil,
{ "amb@prop_human_parking_meter@male@idle_a", "idle_a" },
false
)
print(ped, GetEntityCoords(ped))
This function is made to easily load a prop in the world
- Has a simplified process
- Lodas model before spawning prop
- Unloads model from memory cache when done
- Returns entity id for control through the script
Example of use:
local entityid = makeProp(
{
prop = "v_serv_plas_boxgt2", -- Prop model, can be a string or hash key
coords = vec4(-596.74, 2090.99, 131.41, 16.6), -- needs to be vector4 or vec4, 4th variable is heading
},
true, -- Decide if the entiy is frozen in place
false -- Does this prop spawn for everyone or just the client
)
print(entityid, GetEntityCoords(entityid))
This function forcibly changes ent
's heading to face ent2
Helpful for animations in a specific direction
This function attempts to slowly turn the player to the given entity/coords
Accepts either a entity ID
or vector3
Attempts to remove a spawned prop
If its attached to a player it attempts to to detatch it first
This attempts to make the current entity(vehicle) network controlled
This helps with syncing it with other players (used in jim-mechanic often)
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