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Groups are framework dependent, and may refer to jobs, gangs, etc.
And when you read the source code, you can see that the groups option only accepts jobs, not player groups. If you're using ESX, you can obtain the player's group from ESX.GetPlayerData()
You would use the canInteract function to check the group via Ace Permissions (or any other method). Me personally, I would add a localized "allowedAccess" table with the identifiers of who you want to have access and use that as the check.
You would use the canInteract function to check the group via Ace Permissions (or any other method). Me personally, I would add a localized "allowedAccess" table with the identifiers of who you want to have access and use that as the check.
No you wouldnt, because both methods you stated are server sided
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