Config

This page will explain every value you can change in the config.

Config

Debug

Debug is only used when developing the scripts. This turns on all prints and values.

Example:

Config.Debug = false

Target

Target' is used to choose which target system you want to use. This is required for the scripts to work. You can choose: 'ox' or 'qb'.

Example:

Config.Target = "ox"

WarehouseKey

This value represents what the item for the key is. By default, it is set to 'warehouse_key.' Example:

Config.WarehouseKey = "warehouse_key"

Count

When buying a property, you will receive a key. This defines how many keys you should get when purchasing the property. By default, you only get 1.

Config.Count = 1

RentTime

This is the duration between rents. By default, it is set to once a month, but you can change this as you like. The time is written in seconds, so you need to convert it to seconds. Example:

Config.RentTime = 30 * 24 * 60* 60

NoticeTime

This is the duration you have to pay or clean out your warehouse if payment is not made on time. By default, you have 24 hours to clean out or pay back the money. Example:

Config.NoticeTime = 24 * 60 * 60

MoneyBackOnSell

This is how much money you will get back when selling a warehouse you own. It is written as a percentage, and by default, you receive 20% of the original price. Example:

Config.MoneyBackOnSell = "20"

DoorBuzzSound

This option determines whether there will be a buzz sound for the players inside and the one who calls at the door. If set to true, a buzz sound will play; otherwise, only a notification will appear. Example:

Config.DoorBuzzSound = true

Config.RoutingBucketStartingNumber

This should not be changed unless it interrupts another script. This changes your routing bucket, and it is the base value. Example:

Config.RoutingBucketStartingNumber = 1000

Config.LandLord

Coords

This specifies the position where the landlord should stand. Example:

coords = vec4(88.8229, -2582.1558, 6.0046, 178.8534),

pedModel

This determines what model the NPC should be. You can change it to any of the models listed here. Example:

pedModel = "a_m_m_eastsa_02",

Config.WarehouseInteriors

EnterCoords

This is the location in the warehouse where you will be teleported to when entering the warehouse. Example

EnterCoords = vec3(782.3670, -2997.9087, -68.9960),

ExitCoords

This is where the menu for leaving the warehouse is located. Example:

ExitCoords = vec3(782.3670, -2997.9087, -68.9960),

Config.Warehouse

WarehouseLabel

This is the name of the warehouse. It’s the title that will appear in the UI." Example:

WarehouseLabel = "Warehouse One",

WarehouseImage

These are all the images that will be used in the UI, from the store page to the managing page. Example:

WarehouseImage = {
      "https://r2.fivemanage.com/qN4NAyWS2ZdVzXoskksF7/image/PGTA51990917276.jpg",
      "https://r2.fivemanage.com/qN4NAyWS2ZdVzXoskksF7/image/PGTA5263386377.jpg",
      "https://r2.fivemanage.com/qN4NAyWS2ZdVzXoskksF7/image/PGTA5708772380.jpg"
},

isRented

This determines if the price should be paid every month or according to what the RentTime is set to. Example:

isRented = true,

price

This sets the price for the warehouse. Example:

price = 200,

description

This sets the description that is displayed in the UI when purchasing the warehouse. Example:

description = "A great warehouse for you who doesn't need a really big and expansive warehouse.",

WarehouseCoords

This is where you enter the warehouse by opening the menu. Example

WarehouseCoords = vec3(195.4126, -3167.2839, 5.7903),

Interior

This is where you choose which interior the warehouse should use. Example:

Interior = "Interior2"

Config Furniture

RemoveItemAfterUse

Should the item be removed when placing the furniture? Example:

Config_furniture.RemoveItemAfterUse = true

GetItemBackWhenRemove

Should you get the item back when removing the furniture? Example:

Config_furniture.GetItemBackWhenRemove = true

Config_furniture.PlaceableItems

model

This is the model/prop that will be placed when using the item.

stash

This determines if it should be a stash. If set to true, you can open a stash using your target system.

slots

This determines how many slots the stash should have.

weight

This determines how much weight the prop with the stash should have.

["Item Name"] = { model = "the prop it should spawn", stash = if it should have stash or not, slots = how many slots the stash will have, weight = how much weight the stash will hold. }

Example:

["wardrobe"] = {model = "v_res_tre_wardrobe", stash = true, slots = 20, weight = 10000}

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