Main/resources/[qb]/qb-target/EXAMPLES.md

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2025-06-07 08:51:21 +02:00
# Examples
The config is in the init.lua
### All the exports have to be on the client-side to work!
## AddBoxZone / Job Check
This is an example setup for a police job. The resource defines a BoxZone around a clipboard in the `gabz_mrpd` MLO.
It's a simple set-up, we provide a **unique** name, define its center point with the vector3, define a length and a width, and then we define some options; the unique name again, the heading of the box, a bool to display a debug poly, and the height of the zone.
Then, in the actual options themselves, we define 'police' as our required job.
This is an example using **exports**
```lua
exports['qb-target']:AddBoxZone("MissionRowDutyClipboard", vector3(441.7989, -982.0529, 30.67834), 0.45, 0.35, {
name = "MissionRowDutyClipboard",
heading = 11.0,
debugPoly = false,
minZ = 30.77834,
maxZ = 30.87834,
}, {
options = {
{
type = "client",
event = "qb-policejob:ToggleDuty",
icon = "fas fa-sign-in-alt",
label = "Sign In",
job = "police",
excludejob = 'ambulance', -- this would exclude ambulance job from seeing this target exact opposite of feature above
excludegang = 'ballas', -- this would exclude ballas gang from seeing this target
},
},
distance = 2.5
})
```
This is an example using the provided **config**
```lua
Config.BoxZones = {
["boxzone1"] = {
name = "MissionRowDutyClipboard",
coords = vector3(441.7989, -982.0529, 30.67834),
length = 0.45,
width = 0.35,
heading = 11.0,
debugPoly = false,
minZ = 30.77834,
maxZ = 30.87834,
options = {
{
type = "client",
event = "qb-policejob:ToggleDuty",
icon = "fas fa-sign-in-alt",
label = "Sign In",
job = "police",
},
},
distance = 2.5
},
}
```
There is only one way you can define the job though, but you can also provide a `[key] = value` table instead to enable checking for more jobs or gangs:
```lua
job = {
["police"] = 5,
["ambulance"] = 0,
}
gang = {
["ballas"] = 5,
["thelostmc"] = 0,
}
```
This also applies to citizenid's, but citizenid's don't have grades so we set them to true to allow them:
```lua
citizenid = {
["JFJ94924"] = true,
["KSD18372"] = true,
}
```
When defining multiple jobs or gangs, you **must** provide a minimum grade, even if you don't need one. This is due to how key/value tables work. Set the minimum grade to the minimum grade of the job if you want everyone to access it.
## AddTargetModel / item / canInteract()
This is an example for ped interaction. It utilizes both the `item` parameter and `canInteract` function.
This is an example using **exports**
```lua
Config.Peds = {
"g_m_importexport_0",
"g_m_m_armboss_01"
}
exports['qb-target']:AddTargetModel(Config.Peds, {
options = {
{
event = "request:CuffPed",
icon = "fas fa-hands",
label = "Cuff / Uncuff",
item = 'handcuffs',
job = "police"
},
{
event = "Rob:Ped",
icon = "fas fa-sack-dollar",
label = "Rob",
canInteract = function(entity)
if not IsPedAPlayer(entity) then
return IsEntityDead(entity)
end
end,
},
},
distance = 2.5,
})
```
This is an example using the provided **config**
```lua
Config.TargetModels = {
["targetmodel1"] = {
models = {
"g_m_importexport_0",
"g_m_m_armboss_01"
},
options = {
{
type = "client",
event = "request:CuffPed",
icon = "fas fa-hands",
label = "Cuff / Uncuff",
item = 'handcuffs',
job = "police",
},
{
type = "client",
event = "Rob:Ped",
icon = "fas fa-sack-dollar",
label = "Rob",
canInteract = function(entity)
if not IsPedAPlayer(entity) then
return IsEntityDead(entity)
end
end,
},
},
distance = 2.5,
},
}
```
## Add Target Entity
This is an example from a postop resource. Players can rent delivery vehicles in order to make deliveries. When they rent a vehicle, we apply this target to that entity only, which allows them to "get packages" from the vehicle
This is an example using **exports**
```lua
local model = `mule2`
RequestModel(model)
while not HasModelLoaded(model) do
Wait(0)
end
local mule = CreateVehicle(model, GetEntityCoords(PlayerPedId()), GetEntityHeading(PlayerPedId()), true, false)
TaskWarpPedIntoVehicle(PlayerPedId(), mule, -1)
exports['qb-target']:AddTargetEntity(mule, {
options = {
{
type = "client",
event = "postop:getPackage",
icon = "fas fa-box-circle-check",
label = "Get Package",
job = "postop",
},
},
distance = 3.0
})
```
## Add interactable Ped at specific coordinates
This is an example for adding an interactable Ped with a weapon in given coordinates.
The below `Config.Peds` table is located in `init.lua`.
```lua
Config.Peds = {
{
model = `mp_m_securoguard_01`,
coords = vector4(433.0, -985.71, 30.71, 26.92),
networked = true,
invincible = true,
blockevents = true,
weapon = {
name = `weapon_carbinerifle`,
ammo = 0,
hidden = false,
},
target = {
options = {
{
type = "client",
event = "qb-policejob:ToggleDuty",
icon = "fas fa-sign-in-alt",
label = "Sign In",
job = "police",
},
},
distance = 2.5
}
}
}
```
## Passing Item Data
In this example, we define the model of the coffee machines you see around the map, and allow players to purchase a coffee. You'll have to provide your own logic for the purchase, but this is how you would handle it with qb-target, and how you would pass data through to an event for future use.
This is an example using **exports**
The event should **not** go into the config, hence why it's not provided with the config example, it's meant for a client file
```lua
exports['qb-target']:AddTargetModel(`prop_vend_coffe_01`, {
options = {
{
type = "client",
event = "coffee:buy",
icon = "fas fa-coffee",
label = "Coffee",
price = 5,
},
},
distance = 2.5
})
RegisterNetEvent('coffee:buy',function(data)
-- server event to buy the item here
QBCore.Functions.Notify("You purchased a " .. data.label .. " for $" .. data.price .. ". Enjoy!", 'success')
end)
```
This is an example using the provided **config**
```lua
Config.TargetModels = {
['buyCoffee'] = {
models = `prop_vend_coffe_01`,
options = {
{
type = "client",
event = "coffee:buy",
icon = "fas fa-coffee",
label = "Coffee",
price = 5,
},
},
distance = 2.5
}
}
```
### EntityZone / Add a target in an event
This is an example of how you can dynamically create a target options in an event, for example, planting a potato plant.
This is an example using **exports**
This example is **not** advised to use with the provided config
```lua
AddEventHandler('plantpotato',function()
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
model = `prop_plant_fern_02a`
RequestModel(model)
while not HasModelLoaded(model) do
Wait(0)
end
local plant = CreateObject(model, coords.x, coords.y, coords.z, true, true)
Wait(50)
PlaceObjectOnGroundProperly(plant)
SetEntityInvincible(plant, true)
-- Logic to handle growth, create a thread and loop, or do something else. Up to you.
exports['qb-target']:AddEntityZone("potato-growing-"..plant, plant, {
name = "potato-growing-"..plant,
heading = GetEntityHeading(plant),
debugPoly = false,
}, {
options = {
{
type = "client",
event = "farming:harvestPlant",
icon = "fa-solid fa-scythe",
label = "Harvest potato",
plant = plant,
job = "farmer",
canInteract = function(entity)
return Entity(entity).state.growth >= 100
end,
},
},
distance = 2.5
})
end)
```