Read this before opening a ticket. please GOD, read it.
My actual "live" support of this is very limited
With the use of my free script jim_bridge
the script is now able to be used fully on:
- qb-core
- qbx-core
- ox_core
- ex_extended - (with the use of
ox_lib
,ox_target
andox_inventory
)
The ones we can personally help with are qb-core and qbx-core, the others are just compatability as of now
Most likely es_extended
will have many options that I don't know about, so don't expect anything special from it
- These all work very similarly
- Stand next to the vehicle and use these items.
- If the upgrade can not be put on the car, you will get a notification telling you so.
- If it can, you will begin adding it to the vehicle.
- If you have an upgraded part already in the vehicle, adding a different level item will remove the previous upgrade from the car and place it in your inventory.
- The mechanic's
toolbox
item is used to remove these upgrades and set them back to stock. - The items classed as performance items include:
- car_armor - "Vehicle Armor"
- brakes1 - "Tier 1 Brakes"
- brakes2 - "Tier 2 Brakes"
- brakes3 - "Tier 3 Brakes"
- engine1 - "Tier 1 Engine"
- engine2 - "Tier 2 Engine"
- engine3 - "Tier 3 Engine"
- engine4 - "Tier 4 Engine"
- engine5 - "Tier 5 Engine"
- suspension1 - "Tier 1 Suspension"
- suspension2 - "Tier 2 Suspension"
- suspension3 - "Tier 3 Suspension"
- suspension4 - "Tier 4 Suspension"
- suspension5 - "Tier 5 Suspension"
- transmission1 - "Tier 1 Transmission"
- transmission2 - "Tier 2 Transmission"
- transmission3 - "Tier 3 Transmission"
- transmission4 - "Tier 4 Transmission"
- drifttires - "Drift Tires"
- bprooftires - "Bulletproof Tires"
- turbo - "Supercharger Turbo"
- headlights - "Xenon Headlights"
- These all work very similarly
- Stand next to or get in the vehicle and use these items, if options are available for the car this will bring up a menu that shows a list of possible cosmetics
- To reset back to default, use another of the same item, as you are putting the "stock" on
- The items classed as costmetic items include:
- bumper - "Vehicle Bumper"
- exhaust - "Vehicle Exhaust"
- externals - "Exterior Cosmetics"
- hood - "Vehicle Hood"
- horn - "Custom Vehicle Horn"
- internals - "Internal Cosmetics"
- livery - "Livery Roll"
- paintcan - "Vehicle Spray Can"
- customplate - "Customized Plates"
- rims - "Custom Wheel Rims"
- roof - "Vehicle Roof"
- rollcage - "Roll Cage"
- seat - "Seat Cosmetics"
- skirts - "Vehicle Skirts"
- spoiler - "Vehicle Spoiler"
- tires - "Drift Smoke Tires"
- tint_supplies - "Tint Supplies"
- These items are for the extra damages included in jim-mechanic
- The upgrades improve durability for each part and lower the chance of the damage effects kicking in
- Oil Pump
- "Your engine is overheating" - Slowly damages your engine's health
- Drive Shaft
- "The steering feels wrong.." - Affects steering temporarily
- Spark Plugs
- "The engine has stalled" - The car will stop temporarily
- Car Battery
- "Theres something affecting your lights.." - Makes the lights in your car flicker on and off
- Fuel Tank
- "You hear something dripping.." - Lowers fuel level faster
These can be repaired by a mechanic with mechanic tools item
- This is the list of rest of the items that come with this script
- toolbox - "Toolbox" - This is the scripts main way to control the performance modifications in a car.
- mechanic_tools - "Mechanic tools" - This is the script's main repair tools
- nos - "NOS Bottle" - My scripts Nitrous Canister
- noscan - "Empty NOS Bottle" - Empty Nitrous Canister
- ducttape - "Duct Tape" - A configurable repair item
- mechboard - "Mechanic Sheet" - Given as a list of changes when completing a preview of the vehicle
- underglow_controller - "Neon Controller"- Controls underglow style and colour + xenon headlight colours
- sparetire - For repairing wheels while in the toolbox menu
- sparkplugs - For repairs
- carbattery - For repairs
- axleparts - For repairs
- newoil - For repairs
- This is all about the item "toolbox" this item
- The toolbox is only usable by mechanics, if
Config.System.ItemRequiresJob
is enabled - This item can only be used OUTSIDE of a vehicle.
- This displays information about the vehicle's currently installed peformance modifications
- It will attempt to grab information from
vehicles.lua
to display vehicle names and the value, it does this by searching for a matching "model hash". - It will list the names and levels of each installed modification, and even if they can be installed on the vehicle at all.
- If there is an installed item you can select it in the shown menu, then you will be the given a confirmation option to remove it. Doing so will set it back to stock and place the specific upgrade in your inventory.
- It will attempt to grab information from
- At the bottom of this menu is a quick shortcut to what is displayed by the
/checkmods
command, which displays a simple list of all possible cosmetic mods that can applied to the current vehicle
- This menu is activated by the item "mechanic_tools"
- Note: It tires to get all the information BEFORE the progressbars so if you don't get any animations or menu, theres an error.
- It will start with an animated check of the engine and body for damage and then get a list what it found.
- How this menu functions is defined by the config options
FreeRepair = true
will allow you to repair the car with no requirementsStashRepair = true
will place a stash location for the mechanics to place their materials so they can be pulled from there and used when repairing
- Nitrous relies on three columns in the database
player_vehicles
hasnitro
- Wether the vehicle has Nitrous in or notnoslevel
- The amount of nos that is in the vehicle (max 100)noscolour
- The RGB colours of the NOS Purge
- A vehicle's NOS is saved between server restarts for player owned vehicles
- To add NOS to a vehicle you will first need
Turbo
to be installed on the vehicle.- Then you will need a NOS cannister (
nos
) and to use it outside of the vehicle. This will start a skill check to install it.
- Then you will need a NOS cannister (
- The NOS consists of two modes, these can be switched with
Left Ctrl
- Boost Mode
- Purge Mode
- When in Boost Mode you can control the power with
Page Down
orPage Up
and is activated withLeft Shift
- Level 1 - Standard NOS Boost
- Level 2 - Increased acceleration + Boost
- Level 3 - Greater acceleration + Boost
- Boosting for too long will damage the engine and the greater the boost level the more damage that will be done
- When in Purge Mode, you will be able to activate purge spray's from your vehicle
Page Down
orPage Up
in this mode controls the the of spray (purely cosmetic)- Purging after boosting speeds up the cooldown and allows you to boost again sooner
- When the NOS is used up in a vehicle, the driver will receive an empty nos can, which can be refilled/crafted to make it full again.
- If you put in a new can before you run out of NOS in the vehicle you will also recieve an empty can.
- NOS can be installed on almost any vehicle
- If it allows you to install
Turbo
you can install NOS
- If it allows you to install
- The
manualPurgeLoc
table at the bottom of the file is the Manually placed Purge locations on vehicles- Currently I added Super cars beacuse their default placement was all over the place
- Feel free to edit/add any and share these with others.
{ xOffset, yOffset, zOffset, xRotation, yRotation, zRotation },
- This file creates repair benches that can ONLY be used when there isn't any mechanics on duty.
- The benches are added to set locations at the top of this file
- They are activated by targetting with
qb-target
while in a car - How the config.lua options are set will determine how the menu functions
Config.ManualRepairs.ManualRepairCost
- This is the SET amount a vehicle repair will costConfig.ManualRepairs.ManualRepairBased
- whentrue
this overrides the above and grabs the value of the vehicle from vehicles.luaConfig.ManualRepairs.ManualRepairPercent
- The percentage of the vehicle value to be used. Default is5
Config.ManualRepairs.repairEngine
-true
repair engine + body,false
repair body onlyConfig.ManualRepairs.repairExtras
-true
will attempt to repair extra damagesConfig.ManualRepairs.dutyMessage
- The excuse for why people can't repair while mechanics are on duty.Config.ManualRepairs.repairAnimate
- Animates the repair, better than a progress barConfig.ManualRepairs.repairSpeed
- How fast each repair step takes
- This file creates repair/customisation benches for police
- These are intended to be for Police/EMS players, but other job roles can be added easily
- It adds a bench to the set locations where they can repair and change a cosmetics and performance.
- This is activated by using your target script.
- What can be accessed is handled in the config under
Emergency
- The preview system is shown by typing
/preview
- Shows a menu with all possible cosmetic changes for the current vehicle
- There is a
hardCam
config option to lock the camera, which is moveable with the camera button at the top of each cosmetic menu - When complete, press "Stop Previewing" or exit the vehicle and the preview will be classed as finished
- This system locks the vehicle in place
- As per exploit protection, is attempts to change the vehicle plate so people can't save their changes
- This is controlled by
Config.Overrides.disablePreviewPlate
- Some people need to remove this as some persistant vehicle scripts cause vehicles to duplicate.
- This is controlled by
- When exiting the vehicle, depending on the set config options you will recieve a list of the changes made
Config.Discord.DiscordPreview
will attempt to print the list to a specified discord channelConfig.Previews.PreviewPhone = true
will attempt to use the set phone system to send the player a phone email with the listConfig.Previews.PreviewPhone = false
will spawn a itemmechboard
which when used will show the list of changes on screen
- Note: Spawning the
mechboard
item, trying to use it and then asking me why it's telling you not to spawn it shows you haven't read this-
- Click the gear icon (Edit Channel) of the channel you want to post to.
- Click Webhooks in the left menu.
- Click the Create Webhook button.
- Enter a Name of your choice.
- Click the Copy button of the Webhook URL.
- Click the Save button.
- Paste the Webhook URL in the script you want to use it.
The script features built in synced carlift for your vehicles to be placed on
- These aren't required for edits, but change the animation for RP
- These are toggleable in the config if you wish to use another carlift script
- All locations come preset with carlifts in some form
- Some have replacement carlifts
- Some have new carlifts
- Some make use of the carlifts already in a MLO
For example:
carLift = {
{ coords = vec4(-201.85, -1319.65, 31.3, 19.36), useMLOLift = true },
{ coords = vec4(-221.27, -1318.71, 31.3, 352.67), useMLOLift = true },
},
These locations make use of CarLifts already in place at Gabz Alta Street MLO, this is shown with the extra use = true
or useMLOLift = true
There is little snippets of information on each line for these, but this is a more detailed list of information
- This script has a built in locale system
- You will need to then set the langauge with Config.Lan. By default it's set to english
"en"
- This enables a debug mode, this will enable the debug boxes around locations to show you where they are set and where they are moving to.
- This also enables Debug Messages in the F8 Menu and server console to help me and you with debugging issues
- This controls which menu will be used
- "qb" for
qb-menu/qbx-menu
orjixel-menu
- "ox" for
ox_lib
- "gta" for
warmenu
- "qb" for
- This controls which notification system is to be called
- "qb" -
qb-core/qbx-core
- "ox" -
ox_lib
- "esx" -
es_extended
- "gta" -
Built in GTA notifications
- "okok" -
okok-notify
- "qb" -
- This Controls what progressbar will be shown when using the script
- "qb" -
qb-core/qbx-core
Default - "ox" -
ox_lib
default - "gta" -
gta
default - "esx" -
esx_progressbar
default
- "qb" -
- This is only used when the odometer is used, toolbox menu and the onscreen milage display.
true
= distance in Kilometersfalse
= distance in Miles
- Set this to true if you are using my free qb-shops alternative, jim-shops
- Set to false to use default inventory style shops
- Toggle this to enable showing toggling duty option at cash registers
- Toggle this to enable showing the BossMenu option at cash registers
- This enables alot the use of custom cameras all around the script
- Its in the crafting location as this is what it was based on
- It adds custom cameras for extra immersion when crafting or editing vehicles
- This enables multicrafting
- Using this allows you to make multiples of crafting recipes faster
- This how many multiples will be offered when crafting
- This was added for people with customised inventories
- qb-inventory by default(for some reason) doesn't include the itembox event when triggered (use, add, remove)
- you need to add them your self after, but some put them in to be automated
- Basically this toggles showing these boxes or not, to stop doubling them up
- This checks the database for if the vehicle is player owned or not.
- If you only want customisations to be made to player owned vehicles, enable this.
- This locks the mechanics performance items and cosmetic items behind a job role.
- The jobs are set lower in the config.lua file at
Config.JobRoles
- This makes it so items become location locked. You will only be able to work if you are in a polyzone for a job's location (items will only work in a set mechanic shop)
- If this is disabled items can be used anywhere.
- This enables your locations blips even if you disable location requirements
- This enables or disables a job requirement on cosmetic items.
- This ignores
Config.System.ItemRequiresJob
- This is the list of jobs that can use items in the script if
ItemRequiresJob
is enabled
- This makes cosmetic items have unlimited uses
- Disabling this makes items remove from inventory after use.
- This is to help stop overloading of server databases when many changes are happening between players
- It adds a specified cooldown in seconds between changes which resets every time a change is made
- It doesn't save the current vehicle's mods until the cooldown is done
- This adds makes the console exclusive chameleon paints appear when changing vehicle paints
- They are loaded in the script by default and to fully remove, you need to remove the loaded files in the data and stream folders
- This enables or disables door opening and closing animations whne editing vehicles or viewing modifications
- Enabling this disables ALL Nirtous boosting related effects controlled by
jim-mechanic
- Do this if you don't want NOS in your server/have another script controlling it
- Enabling this shows the "item boxes" for using, adding and removing items
- Inventory scripts like ox_lib don't use this
- But some inventories do this automatically so this isn't needed and may show duplicate boxes
- Enabling this
disables
the changing of the plates when previewing - There is added in exploit protection as some users were managing to save their vehicles with previewed mods on
- Some persistant vehicle scripts counter act this and duplicate the vehicle.
- Disabling stops this, but also removes the exploit protection
- I am attempting to work with other devs to make this completely usable.
- This is a simple toggle to remove the toolbox when using the
toolbox
prop when using thetoolbox
item - For some reason it wont load for some people so this stops the script from hanging when loading it
- This is a toggle to enable attempting to save the current vehicle the player is exiting to the database
- It doesn't save if your garage removes the vehicle "too fast" or instantly
- This isn't on by default as it SHOULD save the vehicle while driving but adds an extra chance for it
- This enables customs cameras ALL through the script, when modifying vehicles, when crafting
- This is a toggle because some users complained of motion sickness
- This enables the basic MultiCrafting features when crafting
- It allows users to make multiples of items when crafting
- This is the multiples of amounts you can craft when multicrafting
- This enables the harness item to only be put on the vehicles by the job roles specified in
Config.Main.JobRoles
- Disabling this makes it so anyone can add a harness to a vehicle
- This enables harness and seatbelt controls inside jim-mechanic
- Only use this if you have followed the install instructions correctly
- This enables the ability to leave a vehicle while the
seatbelt
is attached - Disabling locks you in the vehicle until you unbuckle it
- This enables the ability to leave a vehicle while the
harness
is attached - Disabling locks you in the vehicle until you unbuckle it
- This adds a progress bar for players when buckling their
harness
- Disabling makes it instant
- This adds a progress bar for players when un-buckling their
harness
- Disabling makes it instant
- When enabled shows a notification when buckling and unbuckling the seatbelt and harness
- How long it takes for the harness to be attached
- Default =
3000
- Default =
- How long it takes for the harness to be attached
- Default =
2000
- Default =
- Enable this to make it more likely when a player is ejected when crashing to be gravely injured
- This enables
jim-mechanic
control of vehicle extra damages in the script - Enable this if you don't use
qb-vehiclefailure
- This takes control of
advancedrepairkit
andrepairkit
if you don't use eitherqb-mechanicjob
orqb-vehiclefailure
- On frameworks that didn't use thse items, they can be added manually after enabling this
- This takes control of the
/fix
command after removingqb-mechanicjob
andqb-vehiclefailure
- This fixes the vehicle's extra damages aswell if enabled
- Don't use this if you haven't removed the previous
/fix
command
- This was added to take over
qb-vehiclefailures
ability to prevent vehicles from being flipped over by pressing right or left while still in the drivers seat
- Simply enables the use of carlifts in the script
- Enables the carlift sounds when lifting up or moving down
- Disabling makes them silent
- This is list of possible carlift models that can be replaced in MLO's
- This is the list of usable carlife models in that a preadded to MLO's
- It contains the offsets for the targets where you can control the lift
- Enabling this makes all repairs by mechanic not require any materials to repair, so they repairs are free.
- This enables grabbing materials for repairs from their current jobs mechanics stash, these stashes are accessible at set loications in the locations.lua.
- If disabled materials will be taken from the players inventory.
- This enables the extra damages throughout the script
- (they are explained above)
- These are the percent of damage to each part that is needed before they have a chance of triggering
- This is a list of items that are needed to repair the vehicles
- You can only set one item per repair but the
MAX
cost is set next to it - If you have 1% of damages as an example, you will only need 1 item
- If you have 100% of damages, you will need the full amount
- This enables custom set cameras for previewing
- Pressing the camera button in the menu will change the angle of it
- Stopping the preview will return it to normal
- If this is enabled, it will attempt to send an email to your phone of the changed mods during a preview
- The current supported phones as of writing this are:
- "gks"
- "qs"
- "qb"
- "roadphone"
- The current supported phones as of writing this are:
- If this is disabled then the user will recieve a clipboard
mechboard
item with the list of changes
- This makes it so a job role set in
Config.Main.JobRoles
is required to use the /preview command
- This makes it so you need to be a job location's polyzone to use the /preview command
- If PreviewPhone is true, change this to choose the correct phone system
- "qb" = use qb-phone for emails
- "gks" = use gks-phone for emails
- "qs" = use qs-smartphone for emails
- "roadphone" = use roadphone for emails
- This is list of phone items that are checked on the user
- If not found the script will default to giving the player a clipboard instead
- This simply enables crafting in the script for mechanics at targets set in locations.lua
- This enables crafting from the set stash in each location for job roles
- This enables the use of Stores to buy mechanic related items
- This enables the use of the odometer hud in the script
- Players can toggle this theirselves with
/showodo
- This determines where the location of the Odometer will be for your players
- List of possible options:
"left"
"right"
"top"
"top-left"
"top-right"
"bottom"
"bottom-left"
"bottom-right"
- As of v2.9 there is now a "dashboard" feature that shows icons representing the damage
- Toggling this enables or completely disables these
- Enable this to show the icons ALL THE TIME, even when parts are not damaged
- Enabling this allows all passengers in the car to see the cars odometer hud
- Fine control over which icons will show
- Setting any of these to false will make the icon never be shown
- When enabled you won't be able to repair at an Emergency Repair bench if there are any people with the mechanics online
- When disabled, the repair option will always be there
- These are the jobs and their grades that can that the bench
- This makes it so you can only modify vehicles with the class "emergency" in their meta data
- The locations where the benches will spawn, they are currently defaulted to GABZ MPRD and PillBox
- The list of items that will show in the emergency bench menu's
- The list of perfromance settigns that show in the emergency bench menu's
- This is the amount to charge people for a repair at the manual repair benches.
- The default is
5000
but I recommend setting this to a high amount for your server - The intention of the mechanic script is to provide RP to the server, there is no RP in using a prop instead of talking to someone.
- Set this to true if you want the cost to ALWAYS be the amount set at "ManualRepairCost"
- Set this to false if you want it to "ManualRepairCost" to be the max and cost is calculated by damage
- This overrides the previous setting
ManualRepairCost
- Setting this to true sets the price of the repair to be based on the cost of the vehicle in your vehicles.lua
- This is only used if
ManualRepairBased
is enabled. - This needs to be set to the percentage of the value of the vehicle you want to charge people per repair
- For example:
- 5% of a $10,000 car would be $500 per repair
- 10% of a $200,000 car would be $20,000 per repair
- When enabled this will include engine repairs in the Repair Bench process
- If disabled it will only attempt to repair the body
- Enabling this will include Extra Damages repair that come from
qb-mechanicjob
- if
qb-mechanicjob
is not found but this is true, it will skip over these extras
- I left his here as people were giving me different reasons for why they wanted the repair benches in the script
- I'm leaving this up to them for how they want to phrase their notification.
- Default:
"There is a Mechanic on duty!"
- When
true
this will add a small animatied sequence to the repair of the vehicle, instead of people just sitting and watching a progressbar
- The time between each task while using repairAnimate.
1500
Seems to be a reasonable time for each one
- This is the distance in units that players will hear the antilag noises
- The max volume of the antilag audio clips (max setting is 1.0)
- Only allow job roles to change NOS
- This only is used at NOS Refill stations, if you have added them to your locations in locations.lua
- The amount in dollars required for a player to refill an Empty NOS can.
- Note: There is also the option of a mechanic crafting them for you.
- The default is
1000
- Fine controls over the accelleration power for each boost level
- Shown as a table for optimization
NosBoostPower = {
20.0, -- Level 1
35.0, -- Level 2
50.0, -- Level 3
},
- These values seem a good default, but may need adjusting if you have customised vehicle meta files
- This is how fast the nitrous drains
- Default -
0.3
- Boost Level 1 changes this number minus half of this number (0.4 - (0.4 / 2))
- Boost Level 3 changes this number plus half of this number (0.4 + (0.4 / 2))
- This is how long a player has to wait before the boost works again
- Default -
7
- 7 seconds seems to be enough time for it to cooldown, setting this too low allows some servers players to travel at insane speeds after spamming the button
- Set to
0
to disable this
- Simply, this will play a confirmation beep when cooldown is complete
- Made is toggleable in the config in case people didn't like it
- This enables NOS causing damage to engine while boosting
- Boosting for too long will play sound alerts and damage the Engine.
- If boosting too long at Boost Level 3 the NOS tank will explode.
- Will cause damage to the vehicle and cause a fire.
- This will remove remaining NOS from the vehicle and not give an empty tank
true
adds exhaut flame effects while boosting
true
adds taillight effects while boosting
true
True adds screen effects while boosting
- This is the distance check on the visuals for flame effects from nos
- As of v3.3 this currently only applies to anti lag effects
- When adding Nos to a vehicle there are three skillcheck script options available
- "qb-skillbar"
- "qb-lock"
- "ps-ui"
- When
true
there is a1 in 10
chance for when you fail the skillcheck for the tank to explode in the vehicle. - Doesn't cause much damage, but fill push the player and vehicle back
- When
false
mecahnics WILL NOT cause explosions on failing the skill check - When
true
mechanics CAN cause explosions on failing the skill check
- This helps change handling but is not recommended as some users reported this never resetting to defaults when boosting is finished.
- This enables or disables the Discord Reports for the
/preview
command - When
true
this system will send the report to a specified discord channel using a webhook - When
false
this system will be ignored/disabled
- So people seem to be confused by this one.
- This is the default channel that will be used, no matter where you are.
- If you haven't set specific discord channels in a location, it should "default" to this link.
- You don't need to touch this, but this is the default colour of the post in the discord channel
- The default colour is
16753920
- this is a "decimal" colour number, which is a yellow colour.
- Many people forgot these are a thing while begging me to add repair benches..
- The Ducttape item is intended to be an alternative and customisable version of repairkits
- They are customisable and let even set the max amount of how much the parts get repaired
- This sets the duct tape item into simple mode, repairing to the amount every time
true
makes duct tape set every use to the amount set below atMaxDuctEngine
false
uses theDuctAmountEngine
value to repair the by vehicle each use
- This is the MAX value the engine can be repaired by, leave this below 1000(100%) so people still need to use mechanic's
- If
DuctSimpleMode
istrue
will set it straight to this amount - If
DuctSimpleMode
isfalse
it will be the max amount it can be repaired to - Default =
450.0
- (45% health)
- The amount to repair your engine by each ducttape item use
- This is only used if
DuctSimpleMode
isfalse
- Default =
100.0
- (10% Health)
- Setting this to
true
allows the body to be repaired along side the engine - This is also affected by
DuctSimpleMode
in the same ways
- This is the MAX value the body can be repaired by, leave this below 1000(100%) so people still need to use mechanic's
- If
DuctSimpleMode
istrue
will set it straight to this amount - If
DuctSimpleMode
isfalse
it will be the max amount it can be repaired to - Default =
450.0
- (45% health)
- The amount to repair your engine by each ducttape item use
- This is only used if
DuctSimpleMode
isfalse
- Default =
100.0
- (10% Health)
- Simply, if this is
true
it will remove 1 ducttape item after use - If
false
it will be constantly reusable
- This is one of the most important files in the script
- It holds all the locations for going on duty, where people can apply mods etc.
- I have tried to include as many default mechanic shops as possible (All Gabz MLO's supported)
- These are easy to edit, change or remove, make a new polyzone using the commands
/pzcreate poly
/pzadd
/pzfinish
- The main building's polyzones are made use of when
Config.System.JobLocationRequired = true
enabling this makes it so mechanic items can only used these zones. - If you have
Config.System.RequiresJob = false
then anyone can use the items in this location, setting this config option totrue
makes it so mechanic workers are the only ones who can use them.
Config.Locations[#Config.Locations+1] = {
Enabled = true,
job = "mechanic",
zones = {
vec2(-263.99075317382, -1349.6701660156),
vec2(-263.5015258789, -1298.9702148438),
vec2(-229.94024658204, -1299.089477539),
vec2(-229.81985473632, -1291.589477539),
vec2(-216.73846435546, -1288.9470214844),
vec2(-193.63221740722, -1294.155883789),
vec2(-174.24346923828, -1293.1431884766),
vec2(-151.77659606934, -1300.6693115234),
vec2(-151.88639831542, -1311.1921386718),
vec2(-177.41833496094, -1311.566772461),
vec2(-177.5919342041, -1351.1942138672)
},
autoClock = { enter = true, exit = true, },
stash = {
{ coords = vec4(-226.48, -1316.17, 31.27, 0.0), w = 3.6, d = 0.8, },
},
store = {
{ coords = vec4(-228.64, -1314.19, 31.3, 90.0), w = 3.60, d = 0.8 },
},
crafting = {
{ coords = vec4(-214.82, -1339.74, 31.46, 90.0), w = 2.8, d = 1.5 },
},
clockin = {
{ coords = vec4(-195.55, -1316.46, 31.2, 181.72), prop = false },
},
manualRepair = {
{ coords = vec4(-200.28, -1311.62, 31.3, 0.0), prop = true, },
},
carLift = {
{ coords = vec4(-201.85, -1319.65, 31.3, 19.36), use = true },
{ coords = vec4(-221.27, -1318.71, 31.3, 352.67), use = true },
},
garage = {
spawn = vec4(-182.74, -1317.61, 30.63, 357.23),
out = vec4(-190.62, -1311.57, 31.3, 0.0),
list = { "towtruck", "panto", "slamtruck", "cheburek", "utillitruck3" },
prop = true
},
payments = {
img = "https://static.wikia.nocookie.net/gtawiki/images/b/be/BennysOriginalMotorWorks-GTAO-Logo.png",
{ coords = vec4(-192.21, -1316.34, 31.10, 285.83), prop = true },
},
Restrictions = {
Vehicle = { "Compacts", "Sedans", "SUVs", "Coupes", "Muscle", "Sports Classics", "Sports", "Super", "Motorcycles", "Off-road", "Industrial", "Utility", "Vans", "Cycles", "Service", "Emergency", "Commercial", },
Allow = { "tools", "cosmetics", "repairs", "nos", "perform" },
},
blip = {
coords = vec3(-211.55, -1324.55, 30.9),
label = "Bennys Original Motorworks",
color = 1,
sprite = 446,
disp = 6,
scale = 0.7,
cat = nil,
},
discord = {
link = "",
color = 16711680,
}
}
Enabled
- Toggling this enables or disables the current location
job
- The job role that will work in this building
autoClockout
- Take employees off duty when leaving the polyzone if they were working in this location
zones
- This is a batch of
vec2
locations (usually corners of a building) to create a polyzone
- This is a batch of
stash
- Where the job stashes will be accessible
- Only appears if
Config.StoreCraft.StashCraft
orConfig.Repairs.StashRepair
aretrue
store
- Where the job lock stores will be accessible- These stores are set in the
recipes.lua
- By default the items are priced at $0 (free)
- These stores are set in the
crafting
- Where the crafting stations will be accessible
clockin
- Where the player can go on duty (Clockin locations are also available at payment locations)
nosrefill
- Where the non-mechanic nos refill station will be
carlift
- This is the carlifts that appear when you enter the location, useMLOLift enables the use of a CarLift models used in custom MLO's
garage
- The "job garage" system that spawns a fresh temporary carspawn
- The vec4 location and direction where the spawned vehicle will appearout
- The vec4 location and direction of the "parking meter" prop used to access the spawn menulist
- The list of vehicle spawn codes that will appear in the garage's menu
payments
- Location, heading, and job's logo used for access payment scripts (default: jim-payments)
Restrictions
- This section controls what CAN be edited in the location
- Each location comes with all the presets available
blip
- Where the map maker of the building will appear
label
- The name of the job/building that will appear on the map
color
- The colour id of the map marker
sprite
- The sprite of the blip for the maps
scale
- The size of the blip marker (defaults are usually 0.7)
cat
- Category, this isn't required unless you have them set on your server
discordlink
- The webhook of the channel where this locations
/preview
reports are sent - This can be set per location, all you need to do is grab a webhook from a discord channel and then paste it here
- This can be used in any discord, for example a players job discord's channel
- If the locations link isn't set or left as
""
it will use the link set atConfig.DiscordDefault
instead, if available
- The webhook of the channel where this locations
discordcolour
- This is the colour of the post for the discord channel, this is a "decimal" colour number
- This is simple guide for making new locations
- Creating a "Zone"
- Start by standing new a corner of a new building
- Type in your chat
/pzcreate zone
and this will bring up a box to name it, type whatever you want to help find it later - You can move the created point with your
arrow keys
- When this point is placed placed type
/pzadd
to create a new point - You can again move this location with your
arrow keys
- Repeat this until finished
- Type
/pzfinish
to finsh creating the zone and save the information to a file - The file is located in your server folder next to your
server.cfg
- Creating a "Box"
- Start by standing near the zone you wish to create
- Type in your chat
/pzcreate box
and this will bring up a box to name it - It will then ask you the width and length of the box, a good default is 0.6 and 0.6
- Holding
Shift
orAlt
while using the scroll wheel will allow you to change these values - Pressing
Z
will swap to being able to move the box up and down and changing the box height - Holding
Ctrl
while doing any of this will make it move slower for precise handling - Type
/pzfinish
to finsh creating the box and save the information to a file - The file is located in your server folder next to your
server.cfg
- Creating a "Zone"
- Crafting can be enabled/disabled in
config.lua
with the settingConfig.Crafting
- Crafting is accessed through locations created by
locations.lua
- The menu's are shared between all jobs/locations but you can lock items to specific jobs and grades
- And example of a recipe snippet
--This example is purely an example
{ ['cleaningkit'] = { --The item that will be crafted
['rubber'] = 1,
["engine2"] = 1, --An ingredient and the amount needed
['plastic'] = 1,
},
["amount"] = 2, -- The amount that of the crafted item you will recieve
["job"] = { -- Support for hiding items only to certain jobs (multiple possible)
["mechanic"] = 4, -- Job: "mechanic" and Grade "4" only and above can see this recipe
["tuner"] = 4, -- Job: "tuner" and Grade "4" only and above can see this recipe
}
},
- Where the ingredients come from depends on the
config.lua
settingsStashCraft = true
would demand the ingredients come from the current job roles stashStashCraft = false
would instead check the players inventory for the ingredient items
- Stores can be enabled/disabled in
config.lua
with the settingConfig.Stores
- There are built in job stores that allow quick access of items
- By default the items are free, but you can change this easily
- Example of a store snippet entry:
{
name = "mechanic_tools", -- Item's spawn code
price = 0, -- Cost of the item
amount = 10, -- How many are available to buy
info = {}, -- Usually blank, none of my items use this
type = "item", -- Usually left as "item"
requiredJob = { -- Job lock for items (THIS ONLY WORKS WITH JIM-SHOPS)
["mechanic"] = 1, -- Mechanic grade 1 and higher can see/buy this item
["tuner"] = 1, -- Tuner grade 1 and higher can see/buy this item
}
},