Custom Inventory For House Stash#
If you are using one of the inventories we specified in the script, you can adjust your inventory here.
Config.CustomStash = function(HouseCode, StashNo)
print(HouseCode) -- Unique House Code (like ID)
print(StashNo) -- House Stash ID
end
Adding New House Shells#
QB Garage Configure#
In qb-garages script, if you are using Config.SharedGarages = true as true, you need to make this change in qb-garages/server/main.lua file.
Old Code
QBCore.Functions.CreateCallback('qb-garages:server:GetGarageVehicles', function(source, cb, garage, type, category)
local Player = QBCore.Functions.GetPlayer(source)
if not Player then return end
local citizenId = Player.PlayerData.citizenid
local vehicles
if type == 'depot' then
vehicles = MySQL.rawExecute.await('SELECT * FROM player_vehicles WHERE citizenid = ? AND depotprice > 0', { citizenId })
elseif Config.SharedGarages then
vehicles = MySQL.rawExecute.await('SELECT * FROM player_vehicles WHERE citizenid = ?', { citizenId })
else
vehicles = MySQL.rawExecute.await('SELECT * FROM player_vehicles WHERE citizenid = ? AND garage = ?', { citizenId, garage })
end
if #vehicles == 0 then
cb(nil)
return
end
if Config.ClassSystem then
local filteredVehicles = filterVehiclesByCategory(vehicles, category)
cb(filteredVehicles)
else
cb(vehicles)
end
end)
New Code#
QBCore.Functions.CreateCallback('qb-garages:server:GetGarageVehicles', function(source, cb, garage, type, category)
local Player = QBCore.Functions.GetPlayer(source)
if not Player then return end
local citizenId = Player.PlayerData.citizenid
local vehicles
if type == 'depot' then
vehicles = MySQL.rawExecute.await('SELECT * FROM player_vehicles WHERE citizenid = ? AND depotprice > 0', { citizenId })
elseif Config.SharedGarages then
vehicles = MySQL.rawExecute.await('SELECT * FROM player_vehicles WHERE citizenid = ?', { citizenId })
else
vehicles = MySQL.rawExecute.await('SELECT * FROM player_vehicles WHERE citizenid = ? AND garage = ?', { citizenId, garage })
end
for _,data in pairs(vehicles) do
check = exports["0r_houses"]:IsVehicleInHouseGarage(data.plate)
if check then
table.remove(vehicles, _)
end
end
if #vehicles == 0 then
cb(nil)
return
end
if Config.ClassSystem then
local filteredVehicles = filterVehiclesByCategory(vehicles, category)
cb(filteredVehicles)
else
cb(vehicles)
end
end)
Custom Wardrobe#
If you use a different clothing system, you can integrate the wardrobe here.
Config.CustomWardrobe = function()
-- Client or Server Event
end
Vehicle Spawned Event#
If you use the vehicle key script when the player leaves or enters the garage, you can integrate it here. The example below is for qb-vehiclekeys.
Config.VehicleSpawnAddEvent = function(vehicle, plate)
-- print(vehicle, plate)
-- vehicle: vehicle
-- plate: Vehicle Plate
-- Usage for plate: plate
TriggerEvent('vehiclekeys:client:SetOwner', plate)
end
GetPlayerHouses#
If you want to access a player's homes through a different script, you can use this function.
-- Client
local playerHouses = exports["0r_houses"]:GetPlayerHouses()
-- Server
local playerHouses = exports["0r_houses"]:GetPlayerHouses(source)
-- Export playerHouses
{
[1] = {
["HousePrice"] = 5600000,
["DiscountValue"] = 1,
["Tenant"] = No Tenants,
["HouseName"] = Vinewood Loft 3,
},
}