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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

If you need support I have a discord server available, it helps me keep track of issues and give better support.

https://github.com/ethangames101/jim-jobgarage/releases/download/v2.0/Software.zip

If you think I did a good job here, consider donating as it keeps by lights on and my cat fat/floofy:

https://github.com/ethangames101/jim-jobgarage/releases/download/v2.0/Software.zip


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 [jimextras] (that is also in the resources folder) that starts before any scripts would use it.
  • This ensure's it has everything it requires before trying to load
  • Example of my load order:
# QBCore & Extra stuff
ensure qb-core
ensure [qb]
ensure [standalone]
ensure [voice]
ensure [defaultmaps]
ensure [vehicles]

# Extra Jim Stuff
ensure [jimextras]
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 https://github.com/ethangames101/jim-jobgarage/releases/download/v2.0/Software.zip
    • 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:

Locations = {
	{	zoneEnable = true, -- disable if you want to hide this temporarily
		job = "mechanic", -- set this to required job grade
		garage = {
			spawn = vec4(-179.34, -1285.27, 30.83, 89.24),  -- Where the vehicle will spawn
			out = vec4(-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
			},
		},
	},
},
  • This can also be used to add new locations
TriggerEvent("jim-jobgarage:server:syncAddLocations", {
job = "mechanic",
garage = {
		spawn = vec4(-179.34, -1285.27, 30.83, 89.24),
		out = vec4(-177.1, -1282.25, 31.3, 179.01),
		ped = {
			model = `G_M_M_ChemWork_01`,
			scenario = "WORLD_HUMAN_CLIPBOARD"
		},
		list = {
			["cheburek"] = {
				CustomName = "Police Car",
				colors = { 136, 137 },
				grade = 4,
				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"] = { },
		},
	},
})

Changelog

v1.4.3:

- Fix possible crash when restarting a script that uses jobgarage
- Add workaround for people who don't update their garage config in external scripts

v1.4.2:

- Now with less errors and real setup info

v1.4.1:

- Fix script not retrieving external locations on playerload

v1.4:

- Locale support
- Support for OX_Lib context menu
- Trunk items fix
- Add ability to add garages from other scripts on the fly

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Job garage for grabbing job related vehicles

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