Comments (9)
Hey!
I am trying to setup a pedestrian to open a shop (shop inventory). I see you have a client event to open a shop, but I am stuck on how to get the target to open a shop rather than just the players inventory. Right now when the player uses the target it opens just a normal inventory and not a shop. Do you by chance know how to do this? Any help would be much appreciated, thanks.
What Happens When Opening The Shop: https://imgur.com/a/B1ip9fK
Also this is what my code looks like in the qb-target config:
["scrapyard-guy"] = {
models = {
"g_m_importexport_01"
},
options = {
{
type = "server",
event = "inventory:server:OpenInventory",
icon = "fab fa-amazon-pay",
label = "Shop",
}
},
distance = 4.5,
}
}
from qb-target.
Im still experimenting with it, the zone we created gets displayed with debugPoly but we cant do anything with the eye on it, doesnt show any type of interaction. if i find out more ill let ya know.
from qb-target.
Try again with V5.0.0 which will come tomorrow
from qb-target.
Update and try
from qb-target.
Understood, ill try!
from qb-target.
we still have the same issue sadly.
from qb-target.
it just buggs me so much because theres absolutely no errors and nothing
from qb-target.
heres the whole file incase that helps in any way
function Load(name)
local resourceName = GetCurrentResourceName()
local chunk = LoadResourceFile(resourceName, ('data/%s.lua'):format(name))
if chunk then
local err
chunk, err = load(chunk, ('@@%s/data/%s.lua'):format(resourceName, name), 't')
if err then
error(('\n^1 %s'):format(err), 0)
end
return chunk()
end
end
-------------------------------------------------------------------------------
-- Settings
-------------------------------------------------------------------------------
Config = {}
-- It's possible to interact with entities through walls so this should be low
Config.MaxDistance = 5.0
-- Enable debug options
Config.Debug = false
-- Supported values: true, false
Config.Standalone = false
-- Enable outlines around the entity you're looking at
Config.EnableOutline = true
-- Enable default options (Toggling vehicle doors)
Config.EnableDefaultOptions = true
-- Disable the target eye whilst being in a vehicle
Config.DisableInVehicle = false
-- Key to open the target
Config.OpenKey = 'LMENU' -- Left Alt
Config.OpenControlKey = 19 -- Control for keypress detection also Left Alt for the eye itself, controls are found here https://docs.fivem.net/docs/game-references/controls/
-- Key to open the menu
Config.MenuControlKey = 238 -- Control for keypress detection on the context menu, this is the Right Mouse Button, controls are found here https://docs.fivem.net/docs/game-references/controls/
-------------------------------------------------------------------------------
-- Target Configs
-------------------------------------------------------------------------------
-- These are all empty for you to fill in, refer to the .md files for help in filling these in
Config.CircleZones = {
}
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 = "Toggle:Duty",
icon = "fas fa-sign-in-alt",
label = "Sign In",
job = "police",
},
},
distance = 2.5
},
["boxzone2"] = {
name = "247supermarket",
coords = vector3(25.06, -1347.3, -90.83),
length = 0.45,
width = 0.35,
heading = 0.0,
debugPoly = true,
minZ = 30.10000,
maxZ = 29.27834,
options = {
{
type = "client",
event = "inventory:server:OpenInventory",
icon = "fas fa-sign-in-alt",
label = "Open Shop",
},
},
distance = 2.5
},
["boxzone3"] = {
name = "247supermarket2",
coords = vector3(25.06, -1344.97, -90.83),
length = 0.45,
width = 0.35,
heading = 0.0,
debugPoly = true,
minZ = 30.10000,
maxZ = 29.27834,
options = {
{
type = "client",
event = "inventory:server:OpenInventory",
icon = "fas fa-sign-in-alt",
label = "Open Shop",
},
},
distance = 2.5
},
}
Config.PolyZones = {
}
Config.TargetBones = {
}
Config.TargetEntities = {
}
Config.TargetModels = {
}
Config.GlobalPedOptions = {
}
Config.GlobalVehicleOptions = {
}
Config.GlobalObjectOptions = {
}
Config.GlobalPlayerOptions = {
}
Config.Peds = {
}
-------------------------------------------------------------------------------
-- Functions
-------------------------------------------------------------------------------
local function JobCheck() return true end
local function GangCheck() return true end
local function ItemCount() return true end
local function CitizenCheck() return true end
CreateThread(function()
if not Config.Standalone then
local QBCore = exports['qb-core']:GetCoreObject()
local PlayerData = QBCore.Functions.GetPlayerData()
ItemCount = function(item)
for _, v in pairs(PlayerData.items) do
if v.name == item then
return v.amount
end
end
return 0
end
JobCheck = function(job)
if type(job) == 'table' then
job = job[PlayerData.job.name]
if PlayerData.job.grade.level >= job then
return true
end
elseif job == 'all' or job == PlayerData.job.name then
return true
end
return false
end
GangCheck = function(gang)
if type(gang) == 'table' then
gang = gang[PlayerData.gang.name]
if PlayerData.gang.grade.level >= gang then
return true
end
elseif gang == 'all' or gang == PlayerData.gang.name then
return true
end
return false
end
CitizenCheck = function(citizenid)
return (citizenid == PlayerData.citizenid or citizenid[PlayerData.citizenid])
end
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
PlayerData = QBCore.Functions.GetPlayerData()
SpawnPeds()
end)
RegisterNetEvent('QBCore:Client:OnPlayerUnload', function()
PlayerData = {}
end)
RegisterNetEvent('QBCore:Client:OnJobUpdate', function(JobInfo)
PlayerData.job = JobInfo
end)
RegisterNetEvent('QBCore:Client:OnGangUpdate', function(GangInfo)
PlayerData.gang = GangInfo
end)
RegisterNetEvent('QBCore:Player:SetPlayerData', function(val)
PlayerData = val
end)
else
local firstSpawn = false
AddEventHandler('playerSpawned', function()
if not firstSpawn then
SpawnPeds()
firstSpawn = true
end
end)
end
end)
function CheckOptions(data, entity, distance)
if distance and data.distance and distance > data.distance then return false end
if data.job and not JobCheck(data.job) then return false end
if data.gang and not GangCheck(data.gang) then return false end
if data.item and ItemCount(data.item) < 1 then return false end
if data.citizenid and not CitizenCheck(data.citizenid) then return false end
if data.canInteract and not data.canInteract(entity, distance, data) then return false end
return true
end
from qb-target.
You need to have an object inside the boxzone to interact with, player with it a bit to get the right angle
from qb-target.
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from qb-target.