Configuration
Here we'll see how to configure your own garages.
Configuring the Script
Setting up your framework & SQL
We must configure the resource with the framework and SQL script used for our server. So for that, let's make some changes.
List of supported frameworks
ESX Old (1.1)
ESX
ESX Legacy
ESX-Legacy
QB-Core
QB-Core
List of supported SQL scripts
MySQL Async
mysql-async
OxMySQL
oxmysql
Example
Setting up your notification system
We must configure the resource with the notification system used for our server. So for that, let's make some changes.
List of supported notification systems:
OKOK Notify
okokNotify
ESX Notification
ESX
QB-Core Notification
QB-Core
Default Notification
default
Custom Notification System
custom
If using a custom notification system, please refer to this documentation to configure the notification system.
Example
Setting up the garage system
General Configuration
In here, you can manage on how the garage system will work. You can decide if you want to make that when the script starts up, the vehicles are automatically stored, so the players can join the server and have their vehicles back again. You can also decide if the players can take their vehicles from any garage. This means that if we store a vehicle in garage A, we can take out the vehicle from the garage B.
Example
Commands Configuration
Sometimes, in your server, it can happen that you have the same commands that the ones from our script, and that can be a real problem. We thought of that and we implemented a way to change those commands. You can change every command that is on the configuration file.
Example
Plates Configuration
While using our garages, you may notice that for the jobs garages, you have the option to generate a random plate. In here, you can manage on how the generator will work by setting the format of the plates. If you want, you can have a static plate or you can have letters and numbers in any position you want.
The plates can't bypass the maximum of 8 characters (letters, numbers & spaces included).
Format of the plates
&
By using this symbol, it will get replaced by a random letter.
$
By using this symbol, it will get replaced by a random number.
Example
Impounds Configuration
For the impounds configuration, you can manage if the players must pay a fine before unimpounding the vehicles. You can also manage how much they must pay and also manage the durations of the impounds. It is possible to manage also the jobs that have access to the impound menu.
Impounds Duration Type
h
Hour(s)
By using this duration type, the time that you insert will be X hour(s) for the impound.
d
Day(s)
By using this duration type, the time that you insert will be X day(s) for the impound.
Example
Configuring the Garages
How are the garages working
Before we see on how to add more garages, let's take an overview about how the garages are made and what are the contents of the tables.
Overview of a Garage:
List of the table contents for the garage:
Name
string
This is the name of the garage that will be shown on the menus and the map blips.
Type
string
This is the type of the vehicle that should be shown on the garages (car, boats, planes, etc.)
ShowBlip
boolean
This will enable/disable the blip on the player map of this garage.
NPC
This is to set the settings about the NPC on where you will be able to access the garage.
Coords
This is to set the settings about the coordinates of the garage for the vehicles.
List of the table content's NPC for the garage:
Coords
vector4
This is the coordinates of the NPC in vector4. We must put on vector4 so we can apply the heading of the NPC also.
Model
string
This is the name of the model of the NPC to use.
Gender
string (male/female)
This is the gender of the NPC.
Scenario
string
This is the scenario for the animations. If you wish to not use this system, put false or nil in the value.
Animation
This is to set the settings about the animation of the NPC.
List of the table content's Animations for the content's NPC for the garage:
Dict
string
This is the animation dictionary name for the NPC to play. If you wish to not use this, put false or nil to disable this.
Name
string
This is the animation name for the NPC to play. If you wish to not use this, put false or nil to disable this.
List of the table content's Coords for the garage:
TakeOut
vector4
This is the coordinates to spawn the vehicle when the player takes out a vehicle from the garage.
Park
vector3
This is the coordinates to be able to park the vehicle in the garage.
Example of a new garage
Configuring the Impounds
How are the impounds working
Before we see on how to add more impounds, let's take an overview about how the impounds are made and what are the contents of the tables.
Overview of an Impound:
List of the table contents for the impound:
Name
string
This is the name of the impound that will be shown on the menus and the map blips.
Type
string
This is the type of the vehicle that should be shown on the impounds (car, boats, planes, etc.)
ShowBlip
boolean
This will enable/disable the blip on the player map of this impound.
NPC
This is to set the settings about the NPC on where you will be able to access the impound.
Jobs
table
This is to set the list of jobs that have authorization to view all the vehicles impounded here.
List of the table content's NPC for the impound:
Coords
vector4
This is the coordinates of the NPC in vector4. We must put on vector4 so we can apply the heading of the NPC also.
Model
string
This is the name of the model of the NPC to use.
Gender
string (male/female)
This is the gender of the NPC.
Scenario
string
This is the scenario for the animations. If you wish to not use this system, put false or nil in the value.
Animation
This is to set the settings about the animation of the NPC.
List of the table content's Animations for the content's NPC for the impound:
Dict
string
This is the animation dictionary name for the NPC to play. If you wish to not use this, put false or nil to disable this.
Name
string
This is the animation name for the NPC to play. If you wish to not use this, put false or nil to disable this.
Example of a new impound
Configuring the Job Garages
How are the job garages working
Before we see on how to add more job garages, let's take an overview about how the job garagesare made and what are the contents of the tables.
Overview of an Impound:
List of the table contents for the job garage:
Name
string
This is the name of the job garage that will be shown on the menus.
Type
string
This is the type of the vehicle that should be shown on the job garages (car, boats, planes, etc.)
AllowPersonalVehicles
boolean
This will enable/disable the system that allows to put personal vehicles in the job garage.
PersonalVehiclesRequiredGrade
number
This is to set the grade required to use the system for the personal vehicles on the job garage.
CheckGang
boolean
(QB-CORE ONLY) This will specify that if the job garage must be checked via the player job or the player gang.
NPC
This is to set the settings about the NPC on where you will be able to access the garage.
Coords
This is to set the settings about the coordinates of the garage for the vehicles
Jobs
table
This is to set the list of jobs that have authorization to view the job garage.
Vehicles
This is to set the default vehicles that the garage has in the job garage.
List of the table content's NPC for the job garage:
Coords
vector4
This is the coordinates of the NPC in vector4. We must put on vector4 so we can apply the heading of the NPC also.
Model
string
This is the name of the model of the NPC to use.
Gender
string (male/female)
This is the gender of the NPC.
Scenario
string
This is the scenario for the animations. If you wish to not use this system, put false or nil in the value.
Animation
This is to set the settings about the animation of the NPC.
List of the table content's Animations for the content's NPC for the job garage:
Dict
string
This is the animation dictionary name for the NPC to play. If you wish to not use this, put false or nil to disable this.
Name
string
This is the animation name for the NPC to play. If you wish to not use this, put false or nil to disable this.
List of the table content's Coords for the job garage:
TakeOut
vector4
This is the coordinates to spawn the vehicle when the player takes out a vehicle from the garage.
Park
vector3
This is the coordinates to be able to park the vehicle in the garage.
List of the table content's Vehicles for the job garage:
Name
string
This is the name of the vehicle that will show on the garage.
Model
string
This is the model of the vehicle that will be used to spawn on the garage.
RandomPlate
boolean
This will define if this vehicle should be using the random plate generator system.
Plate
string
This will define the plate of the vehicle (If you wish to use the random plate system, you must put false or nil).
Grades
This is the settings of the grade system for this vehicle.
List of the table content's Grades of the table content's Grades for the job garage:
Enabled
boolean
This will define if this vehicle should appear only if the member has the grade level required.
GradeRequired
number
This is the grade level required to show the vehicle on the garage.
Example of a new job garage
Configuring the Map Blips
For our garage system, you can modify the blips that are display. Modifying is changing the icon, colors and more. Here is the table of it:
Configuring a Custom Notification System
You can always use a custom notification system in our scripts. To do that, please refer to the code bellow:
For the code color, you can use this website to get a color (must be in HEX format).
Last updated
Was this helpful?