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no-wantedpolice

no-wantedpolice mod for police to be known to ai

completed using custom made qb-policework asset

Testing needed with Car Ownership and Multiple Players

Ran into a snag with real parking, and multiple people with the new key system investigating!
system functions fine with solo players, and multi characters, but multiple people had an issue, don't know if it was related to certain changes

Have fixed parking to created lots, anyone with the proper permission can make lots to park cars, so far system works flawless solo, needs to be tested with others.

so issue with logging out character on same account and using parking system

restarting server made cars reappear in their parking lots

another player logging in after restart caused cars to spawn on top of each other after the main issue occurred

resolved most of the issues still need mutiple player on to test and debug more, seems to be an issue with certain cars

Lots of new additions, Casino, Housing, Real Parking, Car Keys

1, Casino interior has been added, more to come to this <-
2 Player housing has been added, needs to be populated and expanded.
3, Apartment interiors re-added in the pink cage, and have been added so u can rent them, from a real-estate agent.
4, Cars can be parked anywhere now, providing you own the vehicle, the vehicle will stay there unless impounded, or returned by tsunami aka server restart, Locals vehicles can also be taken, by using a weapon, they will also give you the keys to their car, the Locals or aka NPC characters cars will not stay after logout or restart, ' i may change this later on ' <- most likely.
5, Multiple new items have been added, and updated.
Lots more to come very soon, next Focus is working on adding more housing, apartments, and casino and housing interactivity.

Missing Trunk

Police Chevy Suburban is missing both the trunk and glovebox inventories.
(This was a player issue and resolved)

Redesigning Server Framework

Currently we are rebuilding with a new framework, i cannot give a time frame until development starts, we are updating core aspects of the server, redesigning is just upgrading we keep all the hard work we had, this will perfect the server overall, sure its kinda sad we came close to launch and this has become more of a focus, but we dont want 30 people all losing random items, and inventory conflicts, it will wreck their experience, and we want that experience to be the best i and we can offer! anyhow see you all soon, i will most likely open a development server where you can cant test the new systems, so keep on the lookout!

Re-enable police and ai for scenerios (qb-core)

-- https://docs.fivem.net/natives/?_0xBF25EB89375A37AD

-- SetRelationshipBetweenGroups

-- 0xBF25EB89375A37AD

-- 0xD4A215BA

-- Sets the relationship between two groups. This should be called twice (once for each group).
-- Relationship types:
-- 0 = Companion
-- 1 = Respect
-- 2 = Like
-- 3 = Neutral
-- 4 = Dislike
-- 5 = Hate
-- 255 = Pedestrians
-- Example:
-- PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, l_1017, 0xA49E591C);
-- PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, 0xA49E591C, l_1017);

-- SET_RELATIONSHIP_BETWEEN_GROUPS
SetRelationshipBetweenGroups(
	relationship --[[ integer ]], 
	group1 --[[ Hash ]], 
	group2 --[[ Hash ]]
)

-- relationshops.dat


#	Acquaintance options:
#	- Hate
#	- Dislike 
#	- Like	
#	- Respect
PLAYER
CIVMALE	
CIVFEMALE	
COP 
SECURITY_GUARD
PRIVATE_SECURITY
FIREMAN
GANG_1
GANG_2
GANG_9
GANG_10
AMBIENT_GANG_LOST
AMBIENT_GANG_MEXICAN
AMBIENT_GANG_FAMILY
AMBIENT_GANG_BALLAS
AMBIENT_GANG_MARABUNTE
AMBIENT_GANG_CULT
AMBIENT_GANG_SALVA
AMBIENT_GANG_WEICHENG
AMBIENT_GANG_HILLBILLY
DEALER
HATES_PLAYER
HEN
WILD_ANIMAL
SHARK
COUGAR
NO_RELATIONSHIP
SPECIAL
MISSION2
MISSION3
MISSION4
MISSION5
MISSION6
MISSION7
MISSION8
ARMY
GUARD_DOG
AGGRESSIVE_INVESTIGATE
MEDIC
CAT

#
PLAYER
	Like PLAYER
CIVMALE	
#   Respect CIVMALE
#   Respect CIVFEMALE
CIVFEMALE	
#   Respect CIVFEMALE
#   Respect CIVMALE
COP 
    Respect MEDIC FIREMAN COP
    Respect ARMY
	Respect PLAYER
    Like SECURITY_GUARD
ARMY
    Like ARMY
    Respect COP 
SECURITY_GUARD
    Like COP SECURITY_GUARD GUARD_DOG
PRIVATE_SECURITY
	Like PRIVATE_SECURITY GUARD_DOG
PRISONER
	Like PRISONER
    Hate PLAYER
FIREMAN
    Respect MEDIC FIREMAN COP
	Respect PLAYER
GANG_1
	Respect GANG_1
GANG_2
	Respect GANG_2
GANG_9
	Respect GANG_9
GANG_10
	Respect GANG_10
HATES_PLAYER
	Hate PLAYER
	Like HATES_PLAYER AGGRESSIVE_INVESTIGATE
HEN
	Dislike PLAYER
AMBIENT_GANG_LOST
	Like AMBIENT_GANG_LOST GUARD_DOG
AMBIENT_GANG_MEXICAN
	Respect PLAYER
	Like AMBIENT_GANG_MEXICAN GUARD_DOG
AMBIENT_GANG_FAMILY
	Like AMBIENT_GANG_FAMILY GUARD_DOG
AMBIENT_GANG_BALLAS
	Respect PLAYER
	Like AMBIENT_GANG_BALLAS GUARD_DOG
AMBIENT_GANG_MARABUNTE
	Like AMBIENT_GANG_MARABUNTE GUARD_DOG
AMBIENT_GANG_CULT
	Like AMBIENT_GANG_CULT GUARD_DOG
AMBIENT_GANG_SALVA
	Like AMBIENT_GANG_SALVA GUARD_DOG
AMBIENT_GANG_WEICHENG
	Like AMBIENT_GANG_WEICHENG GUARD_DOG
AMBIENT_GANG_HILLBILLY
	Respect PLAYER
	Like AMBIENT_GANG_HILLBILLY GUARD_DOG
DOMESTIC_ANIMAL
	Hate PLAYER
	Like CIVMALE CIVFEMALE COP SECURITY_GUARD DOMESTIC_ANIMAL FIREMAN GANG_1 GANG_2 GANG_9 GANG_10 AMBIENT_GANG_LOST AMBIENT_GANG_MEXICAN AMBIENT_GANG_BALLAS AMBIENT_GANG_FAMILY DEALER HATES_PLAYER
WILD_ANIMAL
	Hate PLAYER CIVMALE CIVFEMALE COP SECURITY_GUARD FIREMAN GANG_1 GANG_2 GANG_9 GANG_10 AMBIENT_GANG_LOST AMBIENT_GANG_MEXICAN AMBIENT_GANG_BALLAS AMBIENT_GANG_FAMILY DEALER HATES_PLAYER
DEER
	Hate PLAYER CIVMALE CIVFEMALE COP SECURITY_GUARD FIREMAN GANG_1 GANG_2 GANG_9 GANG_10 AMBIENT_GANG_LOST AMBIENT_GANG_MEXICAN AMBIENT_GANG_BALLAS AMBIENT_GANG_FAMILY DEALER HATES_PLAYER
	Respect DEER
SHARK
	Hate PLAYER
GUARD_DOG
	Like GUARD_DOG CIVMALE CIVFEMALE SECURITY_GUARD AMBIENT_GANG_LOST AMBIENT_GANG_MEXICAN AMBIENT_GANG_FAMILY AMBIENT_GANG_BALLAS AMBIENT_GANG_MARABUNTE AMBIENT_GANG_CULT AMBIENT_GANG_SALVA AMBIENT_GANG_WEICHENG AMBIENT_GANG_HILLBILLY PRIVATE_SECURITY
AGGRESSIVE_INVESTIGATE
	Hate PLAYER
	Like HATES_PLAYER AGGRESSIVE_INVESTIGATE
MEDIC
	Respect PLAYER
	Like MEDIC
	Respect COP ARMY SECURITY_GUARD FIREMAN
COUGAR
	Hate PLAYER CIVMALE CIVFEMALE SECURITY_GUARD AMBIENT_GANG_LOST AMBIENT_GANG_MEXICAN AMBIENT_GANG_FAMILY AMBIENT_GANG_BALLAS AMBIENT_GANG_MARABUNTE AMBIENT_GANG_CULT AMBIENT_GANG_SALVA AMBIENT_GANG_WEICHENG AMBIENT_GANG_HILLBILLY PRIVATE_SECURITY COP ARMY PRISONER FIREMAN
CAT
	Hate PLAYER
	Like CIVMALE CIVFEMALE COP SECURITY_GUARD DOMESTIC_ANIMAL FIREMAN GANG_1 GANG_2 GANG_9 GANG_10 AMBIENT_GANG_LOST AMBIENT_GANG_MEXICAN AMBIENT_GANG_BALLAS AMBIENT_GANG_FAMILY DEALER HATES_PLAYER

Server is back online with the newest ' QBCORE ' Framework

The Server is back online with the newest ' QBCORE ' Framework, and so far me and tom, have tested alot of the mechanics with the base framework and i am excited to announce, that our FiveM server is now back to being active, you should be able to find it in the FiveM Server list as ' overdosed ' you will see the server ' OVERDOSED GAMING | DEVELOPMENT SERVER | Under Construction | Active Coders Only ' with that being stated coders only it is currently not closed to the public, but beware it is in an state were we are adding and fixing mechanics to our convenience, message me on discord to be reinstated with your funds you had from the live server!

Fix Police Vehicle Speeds

The Vehicle marked Police6, the Nissan GT-R has a current top speed when upgraded all the way of 117 MPH. Based on The IRL version of the car, the top speed should be 215 MPH, I would like this to be changed, that way the police have a chance of catching up with suspects who have cars that easily go 150 + MPH.

Server Development Focus

What areas you guys we need to finish, or work on as of current?

You can comment on this in reply to this thread for your thoughts.

List of things added, and Fixed.

Stuff changed, made it so u can hijack cars, starter cash 50k, reduced gas prices, updated MROW STATION, and Interaction locations, door locks. added a new apartment location, while development is in progress u are able to use /stuck to logout, will change in the future, recommended to logout at ur apartment, stuck command only to be used if your stuck, or doing development. added new map.

just added MDT, and Report System, cannot add custom bolos, or warrants as of yet. you can use the MDT by typeing /mdt

also added dumpster diving again 🗡️

added /taxi to call a cab, and then you can set a waypoint to the destination u want to go, use letter e to start your adventure, or spacebar to step on it!

Helicopters

Need FIB Helicopter spawn set on top of FIB building. Also need the Medical Helicopter added to pillbox helipad

ESX to QBCORE Conversion Thread

ESX to QBCORE Conversion Thread - this is for chaining a ESX framework mod into QBCore aka Qbus framework.

ESX to QBCORE Object Reference

ESX = nil

Citizen.CreateThread(function()
  while ESX == nil do
    TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
    Citizen.Wait(30)-- Saniye Bekletme
  end
end)

' QBCORE - ESX REPLACEMENT '

QBCore = nil 
local QBCore = exports['qb-core']:GetCoreObject()
Citizen.CreateThread(function()
   while QBCore == nil do
   	TriggerEvent('QBCore:GetObject', function(obj) QBCore = obj end)
   	Citizen.Wait(30) -- Saniye Bekletme
   end
end)

ESX Load player identifier

RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded',

' QBCORE - ESX REPLACEMENT '

RegisterNetEvent('QBCore:Client:OnPlayerLoaded')
AddEventHandler('QBCore:Client:OnPlayerLoaded',

ESX Check JOB

RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob',

' QBCORE - ESX REPLACEMENT '

RegisterNetEvent('QBCore:Client:OnJobUptade')
AddEventHandler('QBCore:Client:OnJobUptade', 

ESX Player Death

RegisterNetEvent('esx:onPlayerDeath')
AddEventHandler('esx:onPlayerDeath',

' QBCORE - ESX REPLACEMENT '

RegisterNetEvent('QBCore:Client:OnPlayerUnload')
AddEventHandler('QBCore:Client:OnPlayerUnload',

ESX Get Closest Player
ESX.Game.GetClosestPlayer()

' QBCORE - ESX REPLACEMENT '
QBCore.Functions.GetClosestPlayer()
' ESX OPEN Close Menu '

DrawText3D(1, 1, 1, 'Sample') 
ESX.Game.Utils.DrawText3D(1, 1, 1, 'Sample') 

' QBCORE - ESX REPLACEMENT '

QBCore.UI.Menu.Open
QBCore.UI.Menu.CloseAll()

ESX Notification Display

TriggerEvent('Notification',"Text/Samle.")
ESX.ShowHelpNotification('Text/Samle.')

' QBCORE - ESX REPLACEMENT '

TriggerClientEvent("QBCore:Notify", "Text/Sample, "success", 2500)
QBCore.Functions.Notify("Text/Sample.", "error")

ESX Get Inventory Item
xPlayer.getInventoryItem

' QBCORE - ESX REPLACEMENT '
xPlayer.Functions.GetItemByName

ESX Get player name
xPlayer.getName()

' QBCORE - ESX REPLACEMENT '
xPlayer.PlayerData.name

ESX Set current job

AddEventHandler('esx:setJob', function(job)
    PlayerData.job = job
end)```

' QBCORE - ESX REPLACEMENT '
```RegisterNetEvent('QBCore:Client:OnJobUpdate')
AddEventHandler('QBCore:Client:OnJobUpdate', function(job)
    PlayerData.job = job
end)```

ESX add or remove money
```xPlayer.removeAccountMoney('bank', amount)
xPlayer.addMoney(amount)```

' QBCORE - ESX REPLACEMENT '
Player.Functions.AddMoney('bank', amount, "Bank depost")
Player.Functions.RemoveMoney('cash', amount, "Bank depost")

ESX Get bank Funds
`xPlayer.getAccount('bank').money `

' QBCORE - ESX REPLACEMENT '
Player.PlayerData.money["bank"]

ESX ADD/Remove Item
xPlayer.addInventoryItem
xPlayer.removeInventoryItem 

' QBCORE - ESX REPLACEMENT '
```xPlayer.Functions.RemoveItem 
xPlayer.Functions.AddItem```

Items Disappearing

When I exit the game and get back on later some items will disappear. Also when exited and came back on once 2 stacks of money were cut down form 100 to 49.

OVERDOSED SERVER LIVE ( " STILL IN DEVELOPMENT " ) - Redesigning Server Framework #32 (Closed)

**We have rebuilt the database, and are now in a LIVE test phase, please submit any found bugs with new current systems, or if you find anything that is missing, the "Redesigning Server Framework #32" has been closed while this LIVE server status is active, hopefully it will remain into launch with current development.

this don't mean that we wont rebuild the framework, we will renew, and rebuild the server with newer systems while LIVE is active, and we will try to migrate all saved data and characters over to that, once it is finished, all development is tested on dev server before it is pushed to the live server!**

Addon Suggestions

Core Job Utilities - Allows for More Ranks.
Luxart Vehicle Control - Police Addon-on that includes sirens and QoL enhancements
EUP - You know what this is, we will pay for it.
CD_Spawnselect - Pretty much self explanatory
SonoranCAD- CAD
RealAITraffic - Better Traffic
Unique_radio
Mumble-VOIP
MF-Inventory
MF-MultiChar

Idea randomly locked and unlocked cars - realistic

This is a script mod to the file qb-vehiclekeys/client/main.lua
objective is to make it realistic to when you attempt to jack a car

Original Code

qb-vehiclekeys
                -- Driven vehicle logic
                if driver ~= 0 and not IsPedAPlayer(driver) and not HasKeys(plate) and not carIsImmune then
                    if IsEntityDead(driver) then
                        if not isTakingKeys then
                            isTakingKeys = true

                            TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(entering), 1)
                            QBCore.Functions.Progressbar("steal_keys", Lang:t("progress.takekeys"), 2500, false, false, {
                                disableMovement = false,
                                disableCarMovement = true,
                                disableMouse = false,
                                disableCombat = true
                            }, {}, {}, {}, function() -- Done
                                TriggerServerEvent('qb-vehiclekeys:server:AcquireVehicleKeys', plate)
                                isTakingKeys = false
                            end, function()
                                isTakingKeys = false
                            end)
                        end
                    elseif Config.LockNPCDrivingCars then
                        TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(entering), 2)
                    else
                        TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(entering), 1)
                        TriggerServerEvent('qb-vehiclekeys:server:AcquireVehicleKeys', plate)

                        --Make passengers flee
                        local pedsInVehicle = GetPedsInVehicle(entering)
                        for _, pedInVehicle in pairs(pedsInVehicle) do
                            if pedInVehicle ~= GetPedInVehicleSeat(entering, -1) then
                                MakePedFlee(pedInVehicle)
                            end
                        end
                    end

Modded Idea

Citizen.CreateThread( function()
	while true do
		Wait(0)
        if IsPedJacking(GetPlayerPed(-1)) then
			Wait(3000)
			if math.random > 0.8 then
				SetVehicleDoorsLocked(vehicle, 2)
			elseif math.random < 0.2 then
				SetVehicleDoorsLocked(vehicle, 1)
		end
	end)
end)

Success

end result 
changed 
              TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(entering), 2)
to this
              rand= math.random(1~2)
              TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(entering), rand)

esx to qbcore

=convert ESX Scripts to QBUS/QBCore!

This is a list for the conversion of scripts (functions for client and server).
Client side

QBCore = nil

local QBCore = exports['qb-core']:GetCoreObject()

Citizen.CreateThread(function()
    while QBCore == nil do
    TriggerEvent('QBCore:GetObject', function(obj) QBCore = obj end)
    Citizen.Wait(30) -- Saniye Bekletme
    end
end)
esx:onPlayerDeath -> hospital:server:SetDeathStatus
esx:playerLoaded -> QBCore:Client:OnPlayerLoaded
esx:showAdvancedNotification -> QBCore:Notify
esx:showHelpNotification -> QBCore:Notify
esx:showNotification -> QBCore:Notify
ESX.GetPlayerData -> QBCore.Functions.GetPlayerData
ESX.IsPlayerLoaded -> None
ESX.SetPlayerData -> QBCore:Player:SetPlayerData
ESX.TriggerServerCallback -> QBCore.Functions.TriggerCallback
ESX.Game.DeleteObject -> None (Can use FiveM native DeleteEntity)
ESX.Game.DeleteVehicle -> QBCore.Functions.DeleteVehicle
ESX.Game.GetClosestObject -> None (Can use FiveM native GetClosestObjectOfType)
ESX.Game.GetClosestPed -> QBCore.Functions.GetClosestPed
ESX.Game.GetClosestPlayer -> QBCore.Functions.GetClosestPlayer
ESX.Game.GetClosestVehicle -> QBCore.Functions.GetClosestVehicle
ESX.Game.GetObjects -> None (uses enumeration)
ESX.Game.GetPedMugshot -> None (Can use FiveM native RegisterPedheadshot)
ESX.Game.GetPeds -> None (uses enumeration)
ESX.Game.GetPlayers -> QBCore.Functions.GetPlayers
ESX.Game.GetPlayersInArea -> None (uses enumeration)
ESX.Game.GetVehicleInDirection -> None (uses ray casting)
ESX.Game.GetVehicles -> QBCore.Functions.GetVehicles
ESX.Game.GetVehiclesInArea -> None (uses enumeration)
ESX.Game.IsSpawnPointClear -> None (uses getvehiclesinarea)
ESX.Game.SetVehicleProperties -> QBCore.Functions.SetVehicleProperties
ESX.Game.GetVehicleProperties -> QBCore.Functions.GetVehicleProperties
ESX.Game.SpawnLocalObject -> None (dont bother)
ESX.Game.SpawnLocalVehicle -> None (dont bother)
ESX.Game.SpawnObject -> None (Can use FiveM Native CreateObject)
ESX.Game.SpawnVehicle -> QBCore.Functions.SpawnVehicle
ESX.Game.Teleport -> (Can use FiveM Native SetEntityCoords and SetEntityHeading)
ESX.Game.Utils.DrawText3D -> QBCore.Functions.DrawText3D

Server side

-- Framework Stuff ---------------------------------------------------------------
QBCore = nil
QBCore = exports['qb-core']:GetCoreObject()
TriggerEvent('QBCore:GetObject', function(obj) QBCore = obj end)

ESX.CreatePickup -> None (irrelevant and done through qb-inventory)
ESX.GetItemLabel -> None (Just returns item label)
ESX.GetPlayerFromId -> QBCore.Functions.GetPlayer
ESX.GetPlayerFromIdentifier -> QBCore.Functions.GetPlayerByCitizenId
ESX.GetPlayers -> QBCore.Functions.GetPlayers
ESX.RegisterServerCallback -> QBCore.Functions.CreateCallback
ESX.RegisterUsableItem -> QBCore.Functions.CreateUseableItem
ESX.SavePlayer -> QBCore.Player.Save
ESX.SavePlayers -> None (dont bother)
ESX.Trace -> Use QBCore.Debug but dont bother converting this
ESX.UseItem -> QBCore.Functions.UseItem

xPlayer

xPlayer.addAccountMoney -> xPlayer.Functions.AddMoney (account)
xPlayer.addInventoryItem -> xPlayer.Functions.AddItem (item name)
xPlayer.addMoney -> xPlayer.Functions.AddMoney (cash)
xPlayer.addWeapon -> xPlayer.Functions.AddItem (weapon name)
xPlayer.addWeaponAmmo -> xPlayer.Functions.AddItem (ammo name)
xPlayer.addWeaponComponent -> xPlayer.Functions.AddItem (component name)
xPlayer.canCarryItem -> None (xPlayer.Functions.AddItem already checks this)
xPlayer.canSwapItem -> None (xPlayer.Functions.AddItem already checks this)
xPlayer.getAccount -> None (use player data)
xPlayer.getAccounts -> None (use player data)
xPlayer.getCoords -> None (Can use FiveM Native GetEntityCoords)
xPlayer.getGroup -> xPlayer.Functions.GetPermission
xPlayer.getIdentifier -> xPlayer.Functions.GetIdentifier
xPlayer.getInventory -> QBCore.Player.LoadInventory
xPlayer.getInventoryItem -> xPlayer.Functions.GetItemByName
xPlayer.getJob -> None (use player data)
xPlayer.getLoadout -> None (fuck loadouts)
xPlayer.getMoney -> None (use player data)
xPlayer.getName -> None (use player data)
xPlayer.getWeapon -> xPlayer.Functions.GetItemByName (weapon name)
xPlayer.getWeight -> xPlayer.Player.GetTotalWeight
xPlayer.hasWeapon -> xPlayer.Functions.GetItemByName (weapon name)
xPlayer.hasWeaponComponent -> xPlayer.Functions.GetItemByName (component name)
xPlayer.kick -> xPlayer.Functions.Kick
xPlayer.removeAccountMoney -> xPlayer.Functions.RemoveMoney (account)
xPlayer.removeInventoryItem -> xPlayer.Functions.RemoveItem (item name)
xPlayer.removeMoney -> xPlayer.Functions.RemoveMoney (cash)
xPlayer.removeWeapon -> xPlayer.Functions.RemoveItem (weapon name)
xPlayer.removeWeaponAmmo -> xPlayer.Functions.RemoveItem (ammo name)
xPlayer.removeWeaponComponent -> xPlayer.Functions.RemoveItem (component name)
xPlayer.setAccountMoney -> xPlayer.Functions.SetMoney (account)
xPlayer.setCoords -> None (used for teleporting)
xPlayer.setInventoryItem -> xPlayer.Functions.AddItem (item name)
xPlayer.setJob -> xPlayer.Functions.SetJob
xPlayer.setMaxWeight -> None (It is set in qb-core config)
xPlayer.setMoney -> xPlayer.Functions.SetMoney
xPlayer.setName -> None (dont bother)
xPlayer.setWeaponTint -> None (qb-weapons does this)
xPlayer.showHelpNotification -> TriggerClientEvent(‘QBCore:Notify’)
xPlayer.showNotification -> TriggerClientEvent(‘QBCore:Notify’)
xPlayer.triggerEvent -> None (dont bother)
xPlayer.updateCoords -> None (dont bother)

Events

esx:getSharedObject -> QBCore:GetObject
esx:setJob -> QBCore:Client:OnJobUpdate
esx:onPlayerSpawn -> QBCore:Client:OnPlayerLoaded
playerSpawned -> QBCore:Client:OnPlayerLoaded (spawnmanager compatibility)
esx:addInventoryItem -> QBCore:Server:AddItem
esx:removeInventoryItem -> QBCore:Server:RemoveItem
esx:useItem -> QBCore:Server:UseItem
MySQL.Async.fetchScalar() -> exports[‘ghmattimysql’]:scalar() or QBCore.Functions.ExecuteSql(true,
MySQL.Async.fetchAll() -> exports[‘ghmattimysql’]:execute() or QBCore.Functions.ExecuteSql(true,
MySQL.Async.execute() -> exports[‘ghmattimysql’]:execute() or QBCore.Functions.ExecuteSql(false,

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