Documentation
  • 🎉WELCOME
  • 🎒CORE INVENTORY
    • 📜CONFIGURATION FILE
    • 🛠️INSTALLATION
      • ESX
      • QBCore
    • ⚠️SHORTCUT / COMMON ISSUES
    • 🖥️API / Integration
      • 🖥️Client
      • 📂Server
  • 👕CORE CLOTHING
    • 📜CONFIGURATION FILE
    • 🛠️INSTALLATION
    • ⚠️COMMON ISSUES
  • 💀CORE GANGS
    • 📜CONFIGURATION FILE
    • 🛠️INSTALATION
    • ⚠️COMMON ISSUES
    • 🖥️API / Integration
      • 🖥️Client
      • 📁Server
      • ⌨️Command
  • 🚨CORE DISPATCH
    • 📜CONFIG
      • ESX
      • QBCore
    • 🛠️INSTALLATION
    • 🧬API
    • ⚠️COMMON ISSUES
  • 💳CORE CREDITS
    • 📜CONFIGURATION FILE
    • 🛠️INSTALLATION
    • ⚠️COMMON ISSUES
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  1. CORE INVENTORY

CONFIGURATION FILE

You can check out default QBCore configuration file. ESX is the same

Config = {

    ------------------------
    -- FRAMEWORK SETTINGS --
    ------------------------
    QBCoreResource = 'qb-core',

    -----------------------
    -- DATABASE SETTINGS --
    -----------------------
    EnableDatabaseOptimization = true,  -- /!\ Make sure to have the primary key constraint set on your name column in coreinventories SQL table
                                        -- Run this code if it's not the case `ALTER TABLE `coreinventories` ADD CONSTRAINT name_pk PRIMARY KEY (`name`);`
                                        -- On your database. If you don't do this, you will create ton of duplicate inventory and we will not provide support on this
                                        -- So please make sur to run this and ensure that name is become a primary key (you need to don't have duplicate name key in the database)

    EnableCheckConstraint = true,       -- When true, it will check if all SQL constriant exist or create it automatically
    EnableDatabaseAutoCreation = true,  -- When true, it will check if all the SQL table and constraint exist and create it if needed
    DeleteInventoryIfEmpty = true,      -- Delete ivnentory from database if their content are empty (not player content inventory, only others)
    
    ----------------------------
    -- DEFAULT ITEMS SETTINGS --
    ----------------------------
    DefaultItemSizeX = 1, -- If item size is not defined this will be used
    DefaultItemSizeY = 1, -- If item size is not defined this will be used
    DefaultDurability = 100, -- If category has durability asigned this will be the default percentage (%)
    ShootingDurabilityDegradation = 1.0, -- Higher the value faster guns will break

    ------------------------
    -- INVENTORY SETTINGS --
    ------------------------
    OpenKey = 'tab', -- The key to open inventory
    DropShowDistance = 5.0, -- Distance where marker will be displayed for drop and storage

    --------------------
    -- ITEMS SETTINGS --
    --------------------
    CloseAfterUse = {'lockpick', 'phone'}, -- Closes inventory if these items are used

    EnableDiscovery = true, -- if true, Items need to be discovered with right click so they can be used
    EnableDestroyItem = true, -- If true, Allow destroy option in adition of drop option. Will remove the item and can't be recovered
    EnableDestroyOnAllInventory = false, -- if true, Enable destroy for all inventory, even if it's not the player inventory so player can destroy other player inventory when they search their inventory for example

    SyncBackpacks = true,               -- If you have a eligible backpack in your inventory it will add it on you as clothes
    EnableBackpackIntoBackpack = false, -- Enable the hability to put backpack into backpack
    DisableItemIntoItem = {             -- Disable capability to set the item inventory into another item of the same category
        'mask',
        'pants',
        'shoes',
        'accessory',
        'tshirt',
        'vest',
        'decals',
        'torso',
        'hat',
        'glass',
        'ear',
        'watch',
        'bracelet'
    },

    ----------------------------
    -- SHOW METADATA SETTINGS --
    ----------------------------
    ShownMetadata = { -- Metadata that will be shown in information of the item. For example idcard will show firstname and lastname
        ['firstname'] = 'Firstname',
        ['lastname'] = 'Lastname',
        ['birthdate'] = 'Date of birth',
        ['gender'] = 'Sex',
        ['height'] = 'Height',
        ['nationality'] = 'Nationality',
        ['type'] = 'Type',
        ['uses'] = 'Uses'
    },

    ---------------------
    -- ITEM PROPERTIES --
    ---------------------
    ShowItemName = true,        -- Shows item's name in top right corner
    ShowItemCount = true,       -- Show item count in the stack (if it's stackable)
    ShowItemAmmunition = true,  -- Show ammunation load into the weapon

    -------------------
    -- MONEY AS ITEM --
    -------------------
    MoneyAsItem = true,
    AccountMoneyAsItem = 'cash',
    ItemMoneyAsItem = 'money',

    DirtyMoneyAsItem = true,
    AccountDirtyMoneyAsItem = 'black_money',
    ItemDirtyMoneyAsItem = 'markedbills',

    --------------------
    -- STARTING ITEMS --
    --------------------
    StartItems = {
        ['phone'] = {amount = 1, metadata = {}},
        ['bread'] = {amount = 3, metadata = {}},
        ['water'] = {amount = 3, metadata = {}}
    },
    SyncOldInventory = true, -- Syncs old inventory items (if there is enough space, most of the times it won"t be done)

    ---------------------------------------
    -- LB Phone unique phone integration --
    ---------------------------------------
    UsingLbPhoneUniqueItemFeature = false, -- Use unique item lb-phone feature
    LbPhoneItemName = { -- item name
        ['phone'] = true,
    },

    ------------------------
    -- Open Loot SETTINGS --
    ------------------------
    LootAppearTime = math.random(500, 2000),

    ---------------------------
    -- COMBINE ITEMS RECIPES --
    ---------------------------
    CombineItems = {
        ['lockpick'] = {'iron', 'wood'},
    },

    ---------------
    -- WEAPON UI --
    ---------------
    EnableSecondaryWeaponSlot = true, -- If true, you will get two weapon slot, if false, you only get one weapon slot
    EnableWeaponUI = true, -- Show weapon UI when weaon is pulled out
    WeaponUIRight = 0, -- Position of the UI on right (0 = full right)
    WeaponUITop = 20, -- Positon of the UI on top (0 = full top)

    -----------------------
    -- 3D MODEL SETTINGS --
    -----------------------
    Use3DModelAlways = false,           -- 3D model is drawn in the UI intead of using a camera
    Use3DModelInteriors = true,         -- Use 3D model only in interiors when camera can glich trough walls
    BlurIf3DModel = true,               -- Blurs everything around if using 3D model
    HeightRecognizedAsInterior = -10,   -- Most shells (interiors generated by scripts) are below ground. Set height which is defined as interior
    ModelPosition = 1,                  -- 0 = Left, 1 = Middle, 2 = Right

    ---------------------
    -- CAMERA SETTINGS --
    ---------------------
    StartFOV = 60.0,
    EndFOV = 20.0,

    EnableCameraEffectWhenOpenInventory = true, -- Enable the camera effect (motion) when you open the inventory
    CameraOffsetStart = vector3(0.0, 0.8, 0.0),
    CameraOffsetEnd = vector3(0.0, 6.0, 0.0), -- Offset from player while camera active
    CameraTransitionTime = 400, -- Time in miliseconds it takes to transition from start to end offsets

    EnableCameraVechileEffectWhenOpenInventory = true, -- Enable the camera effect (motion) when you open the inventory in a vehicle
    CameraVehicleOffsetStart = vector3(-1.0, 10.0, 1.0),
    CameraVehicleOffsetEnd = vector3(-8.0, 0.0, 1.5), -- Offset from player vehicle while camera active
    VehicleCameraTransitionTime = 700, -- Time in miliseconds it takes to transition from start to end offsets

    EnableCameraTrunkEffectWhenOpenInventory = true, -- Enable the camera effect (motion) when you open the trunk inventory of a vehicle
    CameraTrunkOffsetStart = vector3(-0.1, 0.1, 3.0),
    CameraTrunkOffsetEnd = vector3(-5.0, 1.0, 3.0), -- Offset from player using trunk while camera active
    TrunkCameraTransitionTime = 700, -- Time in miliseconds it takes to transition from start to end offsets

    EnableOverrideTimeAndSpotlightWhenOpenInventory = true, -- Enable / Disable the time change and the spotlight effect when you open the inventory

    --------------
    -- CLOTHING --
    --------------
    -- !!WARNING!! Make sure you have inventories created below for new clothing
    -- You can comment each part you don't want to use as clothing.
    -- Here is the required metadata that need to be put to the item to be display to the player character :

    -- mID: Men clothing drawable id (https://wiki.rage.mp/index.php?title=Clothes)
    -- wID: Woman clothing drawable id (https://wiki.rage.mp/index.php?title=Clothes)
    -- mModel: Men clothing drawable model
    -- wModel: Woman clothing drawable model
    -- mTexture: Men clothing drawable texture/color
    -- wTexture: Woman clothing drawable texture/color
    -- mTorso: Men arms (the ones that glitch trough clothes, set it only on tshirt and torso items)
    -- wTorso: Woman arms (the ones that glitch trough clothes, set it only on tshirt and torso items)

    -- Props part (Hats / Glasses / Ears / Watchs / Bracelets ):
    -- mPropID: Men prop drawable id (https://wiki.rage.mp/index.php?title=Clothes)
    -- wPropID: Woman prop drawable id (https://wiki.rage.mp/index.php?title=Clothes)
    -- mPropModel: Men prop drawable model
    -- wPropModel: Woman prop drawable model
    -- mPropTexture: Men prop drawable texture/color
    -- wPropTexture: Woman prop drawable texture/color

    DisableClothing = false, -- Disables clothing feature if you dont have a way to add clothing items with metadata and dont want to use core_clothing
    InventoryClothing = {
        ['mask'] = {mID = 1, mModel = 0, mTexture = 0, wID = 1, wModel = 0, wTexture = 0},
        ['pants'] = {mID = 4, mModel = 15, mTexture = 0, wID = 4, wModel = 15, wTexture = 0},
        ['shoes'] = {mID = 6, mModel = 5, mTexture = 0, wID = 6, wModel = 5, wTexture = 0},
        ['accessory'] = {mID = 7, mModel = 0, mTexture = 0, wID = 7, wModel = 0, wTexture = 0},
        ['tshirt'] = {mID = 8, mModel = 15, mTexture = 0, wID = 8, wModel = 5, wTexture = 0},
        -- ['vest'] = {mID = 9, mModel = 0, mTexture = 0, wID = 9, wModel = 0, wTexture = 0}, -- Uncomment this line if you want to have a vest hodler (only cosmetic won't add armor to ped)
        -- ['decals'] = {mID = 10, mModel = 0, mTexture = 0, wID = 10, wModel = 0, wTexture = 0}, -- Uncomment this line if you want to have a decals hodler 
        ['torso'] = {mID = 11, mModel = 15, mTexture = 0, mTorso = 15, wID = 11, wModel = 15, wTexture = 0, wTorso = 15},

        ['hat'] = {mPropID = 0, mPropModel = -1, mPropTexture = 0, wPropID = 0, wPropModel = 0, wPropTexture = 0},
        ['glass'] = {mPropID = 1, mPropModel = 0, mPropTexture = 0, wPropID = 1, wPropModel = 0, wPropTexture = 0},
        ['ear'] = {mPropID = 2, mPropModel = -1, mPropTexture = 0, wPropID = 2, wPropModel = 0, wPropTexture = 0},
        ['watch'] = {mPropID = 6, mPropModel = -1, mPropTexture = 0, wPropID = 6, wPropModel = 0, wPropTexture = 0},
        ['bracelet'] = {mPropID = 7, mPropModel = -1, mPropTexture = 0, wPropID = 7, wPropModel = 0, wPropTexture = 0}
    },

    -- CATEGORIES
    -- color: Sets color of items in that category
    -- takeSound: Sound used when item taken
    -- takePut: Sound used when item put
    -- durability: If added and set to true item will have durability
    -- serial: If added and set to true item will have serial code
    -- stack: If added and asigned a number items in this category will stack (Infinite stacksize is -1)

    ItemCategories = {
        -- WARNING! ONLY CHANGE VALUES WITHIN CATEGORY AFTER THIS LINE (DO NOT DELETE)

        ["backpacks"] = {
            color = "#62a859",
            takeSound = 'take_fabric',
            putSound = 'put_fabric'
        },
        ["cases"] = {
            color = "#8330ff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["misc"] = {
            color = "#f2f2f2",
            takeSound = 'take',
            putSound = 'put',
            stack = 2
        },
        ["infiniteItem"] = {
            color = "#f2f2f2",
            takeSound = 'take',
            putSound = 'put',
            stack = -1
        },
        ["uniqueItem"] = {
            color = "#f2f2f2",
            takeSound = 'take',
            putSound = 'put'
        },
        ["money"] = {
            color = "#118C4F",
            takeSound = 'take',
            putSound = 'put',
            stack = 100000 -- Set -1 for infinite stack
        },
        ["markedbill"] = {
            color = "#6B8068",
            takeSound = 'take',
            putSound = 'put',
            stack = 50000 -- Set -1 for infinite stack
        },
        ["weapons"] = {
            color = "#4ac3ff",
            takeSound = 'take_gun',
            putSound = 'put_gun',
            durability = true,
            serial = true,
        },
        ["component_suppressor"] = {
            color = "#f77dff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["component_scope"] = {
            color = "#f77dff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["component_grip"] = {
            color = "#f77dff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["component_finish"] = {
            color = "#f77dff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["component_flashlight"] = {
            color = "#f77dff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["component_clip"] = {
            color = "#f77dff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["component_barrel"] = {
            color = "#f77dff",
            takeSound = 'take',
            putSound = 'put'
        },
        ["pants"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["watch"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["hat"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["mask"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["tshirt"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["vest"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["decals"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["accessory"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["torso"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["shoes"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["glass"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["bracelet"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
        ["ear"] = {
            color = "#ff0088",
            takeSound = 'take_clothes',
            putSound = 'put_clothes'
        },
    },

    -- INVENTORY SETTINGS
    -- slots: Amount of blocks/slots in inventory
    -- rows: How many slots define one row
    -- x: Where on screen initial inventory position is horizontally
    -- y: Where on screen initial inventory position is vertically
    -- alwaysSave: Saves inventory if its empty (used for saving position of inventory)
    -- isHolder: Only used for inventories that will handle ONLY one item at a time (like weapon holder / clothing holder when you open inventory), most of the time you will set it to false.
    -- restrictedTo: Restricts inventory to a category of items
    -- discoverItem: When set to true, every time an inventory with this type will be open, the item will need to be discovered

    Inventories = {

        ["small_backpack"] = {
            slots = 20,
            rows = 5,
            x = "20%",
            y = "20%",
            label = "BACKPACK",
            alwaysSave = true,
        },

        ["medium_bag"] = {
            slots = 48,
            rows = 8,
            x = "20%",
            y = "20%",
            label = "BAG",
            alwaysSave = true,
        },

        ["large_backpack"] = {
            slots = 48,
            rows = 8,
            x = "20%",
            y = "20%",
            label = "BACKPACK",
            alwaysSave = true,
        },

        ["weapon_case"] = {
            slots = 80,
            rows = 10,
            x = "20%",
            y = "20%",
            label = "WEAPON CASE",
            alwaysSave = true,
            restrictedTo = {'weapons'}
        },

        ["storage_case"] = {
            slots = 70,
            rows = 10,
            x = "20%",
            y = "20%",
            label = "STORAGE CASE",
            alwaysSave = true,
        },

        ["stash"] = {
            slots = 100,
            rows = 10,
            x = "20%",
            y = "20%",
            label = "STASH",
            alwaysSave = true,
        },

        ["small_storage"] = {
            slots = 100,
            rows = 10,
            x = "20%",
            y = "20%",
            label = "STORAGE",
            alwaysSave = true,
        },

        ["big_storage"] = {
            slots = 150,
            rows = 10,
            x = "20%",
            y = "20%",
            label = "STORAGE",
            alwaysSave = true,

        },

        ["weapon_storage"] = {
            slots = 150,
            rows = 10,
            x = "20%",
            y = "20%",
            label = "GUN STORAGE",
            alwaysSave = true,
            restrictedTo = {'weapons'}

        },

        ["content"] = {
            slots = 100,
            rows = 10,
            x = "20%",
            y = "20%",
            label = "POCKETS",
            alwaysSave = true
        },

        ----------------------
        -- HOLDER INVENTORY --
        ----------------------
        ["primary"] = {
            slots = 10,
            rows = 5,
            x = "60%",
            y = "20%",
            label = "PRIMARY",
            restrictedTo = {'weapons'},
            isHolder = true,
            alwaysSave = true
        },

        ["secondry"] = {
            slots = 10,
            rows = 5,
            x = "64%",
            y = "35%",
            label = "SECONDRY",
            restrictedTo = {'weapons'},
            isHolder = true,
            alwaysSave = true
        },

        ["mask"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "MASK",
            restrictedTo = {'mask'},
            isHolder = true,
            alwaysSave = true
        },

        ["hat"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "HAT",
            restrictedTo = {'hat'},
            isHolder = true,
            alwaysSave = true
        },

        ["tshirt"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "TSHIRT",
            restrictedTo = {'tshirt'},
            isHolder = true,
            alwaysSave = true
        },

        ["vest"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "VEST",
            restrictedTo = {'vest'},
            isHolder = true,
            alwaysSave = true
        },

        ["decals"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "DECALS",
            restrictedTo = {'decals'},
            isHolder = true,
            alwaysSave = true
        },

        ["accessory"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "Accessory",
            restrictedTo = {'accessory'},
            isHolder = true,
            alwaysSave = true
        },

        ["glass"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "GLASSES",
            restrictedTo = {'glass'},
            isHolder = true,
            alwaysSave = true
        },

        ["ear"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "EAR",
            restrictedTo = {'ear'},
            isHolder = true,
            alwaysSave = true
        },

        ["watch"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "WATCH",
            restrictedTo = {'watch'},
            isHolder = true,
            alwaysSave = true
        },

        ["bracelet"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "BRACELET",
            restrictedTo = {'bracelet'},
            isHolder = true,
            alwaysSave = true
        },

        ["torso"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "TORSO",
            restrictedTo = {'torso'},
            isHolder = true,
            alwaysSave = true
        },

        ["pants"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "PANTS",
            restrictedTo = {'pants'},
            isHolder = true,
            alwaysSave = true
        },

        ["shoes"] = {
            slots = 4,
            rows = 2,
            x = "50%",
            y = "20%",
            label = "SHOES",
            restrictedTo = {'shoes'},
            isHolder = true,
            alwaysSave = true
        },

        ["drop"] = {
            x = "60%",
            y = "45%",
            label = "DROP",
            alwaysSave = false
        },

        -------------------------
        -- VEHICLE INVENTORIES --
        -------------------------
        
        ["small_trunk"] = {
            slots = 50,
            rows = 10,
            x = "60%",
            y = "45%",
            label = "TRUNK",
            alwaysSave = true
        },

        ["big_trunk"] = {
            slots = 100,
            rows = 10,
            x = "60%",
            y = "45%",
            label = "TRUNK",
            alwaysSave = true
        },

        ["glovebox"] = {
            slots = 10,
            rows = 5,
            x = "60%",
            y = "45%",
            label = "GLOVEBOX",
            alwaysSave = true
        },
    },

    SpecificTrunks = {  -- Specific trunks for specific cars
        ['sultan'] = 'big_trunk',
    },

    Trunks = { -- Trunk inventories for each vehicle category (Recommended to add more diversity)
        [0] = 'small_trunk',
        [1] = 'small_trunk',
        [2] = 'big_trunk',
        [3] = 'small_trunk',
        [4] = 'small_trunk',
        [5] = 'small_trunk',
        [6] = 'small_trunk',
        [7] = 'small_trunk',
        [8] = 'small_trunk',
        [9] = 'small_trunk',
        [10] = 'big_trunk',
        [11] = 'big_trunk',
        [12] = 'big_trunk',
        [13] = 'small_trunk',
        [14] = 'small_trunk',
        [15] = 'big_trunk',
        [16] = 'big_trunk',
        [17] = 'big_trunk',
        [18] = 'big_trunk',
        [19] = 'big_trunk',
        [20] = 'big_trunk',
        [21] = 'big_trunk'
    },

    BlackListedVehicleClassTrunk = {
        [8] = true,     -- Motorcycle
        [13] = true,    -- Bike
    },

    -- DISCLAIMER : Inventory doesn't have build in store script.
    -- The information you set here are JUST information.
    -- When you right click an item and then click info and the store name, a waypoint is set on the map
    -- Nothing more. You will need a store script to sell / buy the item at those locations.
    ItemSell = { -- List stores with items that you can sell there
        ['pawnshop'] = {
            coords = vector3(27.62, -1345.87, 29.50),
            label = 'Pawnshop',
            items = {
                ['goldbar'] = 500, -- Item and its sell price
                ['golchain'] = 50, -- Item and its sell price
                ['rolex'] = 1000 -- Item and its sell price
            }
        }
    },

    -- DISCLAIMER : Inventory doesn't have build in store script.
    -- The information you set here are JUST information.
    -- When you right click an item and then click info and the store name, a waypoint is set on the map
    -- Nothing more. You will need a store script to sell / buy the item at those locations.
    ItemBuy = { -- List stores with items you can buy there
        ['seveneleven'] = {
            coords = vector3(27.62, -1345.87, 29.50),
            label = 'Seven Eleven',
            items = {
                ['snickers'] = 5, -- Item and its buy price
                ['water_bottle'] = 3, -- Item and its buy price
                ['phone'] = 500 -- Item and its buy price
            }
        }
    },

    -- INVENTORY STASHES/STORAGES
    -- coords: Place of storage
    -- inventory: Inventory type used! Must be existing one from Inventories above
    -- jobs: jobs/gangs that can access
    -- prop: Prop name that will be placed if wanted
    -- personal: Inventory is individual to everyone using it (not same items for everyone)
    Storage = {
        ['departament1'] = {
            coords = vector3(474.81, -994.62, 26.27),
            inventory = 'big_storage',
            jobs = {'police'},
            prop = nil,
            personal = false,
        },
        ['departament2'] = {
            coords = vector3(472.93, -995.32, 26.27),
            inventory = 'big_storage',
            jobs = {'police'},
            prop = nil,
            personal = false,
        },
        ['departament3'] = {
            coords = vector3(486.93, -998.25, 30.69),
            inventory = 'weapon_storage',
            jobs = {'police'},
            prop = nil,
            personal = false,
        },
        ['mechanic1'] = {
            coords = vector3(122.35, -3028.35, 7.04),
            inventory = 'big_storage',
            jobs = {'mechanic'},
            prop = 'prop_toolchest_05',
            personal = false,
        },
        ['mechanic2'] = {
            coords = vector3(126.89, -3008.64, 10.70),
            inventory = 'big_storage',
            jobs = {'mechanic'},
            prop = 'prop_toolchest_05',
            personal = false,
        },
        ['ambulance1'] = {
            coords = vector3(306.95, -601.39, 43.28),
            inventory = 'big_storage',
            jobs = {'ambulance'},
            prop = nil,
            personal = false,
        }
    },

    Text = {
        ['waypoint_set'] = 'Waypoint set!',
        ['item_does_not_exist'] = 'Item does not exist',
        ['wrong_syntax'] = 'Wrong command syntax!',
        ['no_space'] = 'No space left in inventory',
        ['no_such_item'] = 'You dont have that item',
        ['no_such_key'] = 'You cant use this key!',
        ['no_player_close'] = 'No players close',
        ['keybind_set'] = 'Keybind set!',
        ['keybinds_cleared'] = 'Keybinds cleared!',

        -- UI TEXT
        ['inventory'] = 'INVENTORY',
        ['clothing'] = 'CLOTHING',
        ['weapons'] = 'WEAPONS',
        ['use'] = 'USE',
        ['attachments'] = 'ATTACHMENTS',
        ['drop'] = 'DROP',
        ['give'] = 'GIVE',
        ['discover'] = 'DISCOVER',
        ['info'] = 'INFO',
        ['keybind'] = 'KEYBIND',
        ['durability'] = 'DURABILITY',
        ['sell_it_at'] = 'SELL IT AT',
        ['buy_it_at'] = 'BUY IT AT',
        ['serial'] = 'SERIAL NUMBER',
        ['close'] = 'CLOSE',

        -- ATTACHMENTS
        ['suppressor'] = 'SUPPRESSOR',
        ['flashlight'] = 'FLASHLIGHT',
        ['grip'] = 'GRIP',
        ['scope'] = 'SCOPE',
        ['finish'] = 'FINISH',
        ['clip'] = 'CLIP',
        ['barrel'] = 'BARREL',

        -- RENAME PART
        ['rename_item'] = 'RENAME ITEM',
        ['rename_item_title'] = 'RENAME ITEM:',
        ['rename_item_save'] = 'SAVE',
        ['rename_item_cancel'] = 'CANCEL',
        ['rename_item_done'] = 'Item renamed successfully',

        -- DESTROY PART
        ['destroy_item'] = 'DESTROY ITEM',
        ['destroy_item_title'] = 'DESTROY ITEM:',
        ['destroy_never_ask'] = 'Never ask me again',
        ['destroy_item_save'] = 'DESTROY',
        ['destroy_item_cancel'] = 'CANCEL',

        -- Notification Part
        ['notification_added'] = 'Added',
        ['notification_removed'] = 'Removed',
    },

    DefaultInventorySettings = {
        inventorycolor = '#ffffff',
        labelcolor = '#242424',
        slotcolor = '#1f1f1f',
        slotborder = '#3b3b3b',
        slothover = '#ffffff',
        durabilitycolor = '#a442f5',
        autoplacing = true,
        discovered = {}
    }
}

function SendTextMessage(msg)

    QBCore.Functions.Notify(msg, 'error')
    -- Default GTA V Notification
    --SetNotificationTextEntry('STRING')
    --AddTextComponentString(msg)
    --DrawNotification(0,1)

    --EXAMPLE USED IN VIDEO
    --exports['mythic_notify']:SendAlert('inform', msg)
end
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Last updated 7 months ago

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