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      • πŸ”¨Installations FARMING CREATOR
      • πŸ”©Configuration FARMING CREATOR
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  • ESX
    • 🚜FARMING CREATOR
      • ❔¿What is FARMING CREATOR?
      • πŸ”¨Installations FARMING CREATOR
      • πŸ”©Configuration FARMING CREATOR
    • ❓COMING SOON
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Configuration FARMING CREATOR

This parameter defines the X, Y, and Z coordinates that indicate the location of the farming point. These coordinates are also used to display a Blip on the map if enabled and a Marker if enabled, helping players easily locate the point.

Coords = vector3(-741.7788, -1495.5869, 5.0005),

HorizontalDistance: Specifies the maximum distance on the horizontal plane from the Marker to allow interaction. In this case, the value is 6.0.

VerticalDistance: Sets the maximum distance on the vertical plane from the Marker to allow interaction. In this case, the value is 3.0.

DistanceToAction = {
      HorizontalDistance = 6.0,
      VerticalDistance = 3.0,
},

ShowBlip: This parameter, when set to true, enables the display of a Blip on the map, allowing players to easily identify the location of the point on the map.

Blip: Sprite: Defines the specific icon that will appear on the map for the Blip. In this case, the value - 501 corresponds to a predefined icon related to the theme.

Color: Sets the Blip's color. The value 1 refers to the assigned color within the game’s palette.

Scale: Controls the Blip's size on the map. A value of 0.8 indicates a slightly reduced size.

Name: This is the name displayed on the map when the player hovers over the Blip. In this case, it appears as "Farming Coke".

ShowBlip = true,
Blip = {
    Sprite = 501,
    Color = 1,
    Scale = 0.8,
    Name = "Farming Coke"
},

ShowMarker: This parameter, when set to true, enables the display of a Marker in the game world.

Marker:

Type: Defines the type of Marker to be displayed. In this case, the value 1 corresponds to a predefined style.

ScaleX, ScaleY, ScaleZ: Determine the dimensions of the Marker on the X, Y, and Z axes. In this example, the Marker has a width of 2.0, a depth of 2.0, and a height of 1.0.

RotX, RotY, RotZ: Specify the rotation of the Marker on the X, Y, and Z axes. Currently, all are set to 0.0, indicating no rotation.

DirX, DirY, DirZ: Determine the direction of the Marker. The current values (0.0) indicate that the Marker has no specific direction.

R, G, B, A: Set the color of the Marker in RGBA format. In this case, the Marker is red (255, 0, 0) with a transparency of 150.

BobUpAndDown: When set to true, makes the Marker move up and down. It is currently disabled (false).

FaceCamera: When set to true, the Marker will always face the player's camera. It is currently disabled (false).

DrawOnEntities: When set to true, allows the Marker to be drawn on entities. It is currently disabled (false).

This configuration fully customizes the appearance and behavior of the Marker in the game world.

ShowMaker = true,
Maker = {
    Type = 1,
    ScaleX = 2.0, ScaleY = 2.0, ScaleZ = 1.0,
    RotX = 0.0, RotY = 0.0, RotZ = 0.0,
    DirX = 0.0, DirY = 0.0, DirZ = 0.0,
    R = 255, G = 0, B = 0, A = 150,
    BobUpAndDown = false,
    FaceCamera = false,
    DrawOnEntities = false
},

ShowNpc: This parameter, when set to true, enables the appearance of an NPC in the game world.

Npc:

Model: Defines the model of the NPC to be used. In this case, the model is 'CSB_MWeather'.

Coords: Specifies the coordinates (X, Y, Z) where the NPC will spawn. In this example, the coordinates are (-741.7788, -1495.5869, 4.0005).

Heading: Determines the initial orientation of the NPC in the world, in degrees. Here, the NPC will be oriented at 30.0 degrees.

Scenario: Defines the animation or behavior the NPC will perform while idle. In this case, the NPC will be smoking ('WORLD_HUMAN_SMOKING').

Weapon: Specifies the weapon the NPC will be equipped with. In this example, the assigned weapon is 'weapon_pistol'.

This configuration customizes both the appearance and behavior of the NPC, allowing it to interact with the environment in an immersive way.

ShowNpc = true,
Npc = {
   Model = 'CSB_MWeather',
   Coords = vector3(-741.7788, -1495.5869, 4.0005),
   Heading = 30.0,
   Scenario = 'WORLD_HUMAN_SMOKING',
   Weapon = 'weapon_pistol'
},

ShowProp: This parameter, when set to true, enables the appearance of an object (Prop) in the game world.

Prop:

Model: Defines the model of the object to be used. In this case, the model is 'prop_bench_01b'.

Coords: Specifies the coordinates (X, Y, Z) where the object will spawn. In this example, the coordinates are (-741.7788, -1495.5869, 4.0005).

Heading: Determines the initial orientation of the object in the world, in degrees. Here, the object will be oriented at 30.0 degrees.

This configuration allows adding custom visual elements to specific locations in the world, enhancing the ambiance and environmental design.

ShowProp = true,
Prop = {
   Model = 'prop_bench_01b',
   Coords = vector3(-741.7788, -1495.5869, 4.0005),
   Heading = 30.0
},

RequiresJobs: This parameter configures restrictions or permissions based on player jobs to access specific points.

JobRestricted: When set to true, the jobs specified in JobsRestricted will not be able to access the point. It is currently set to false, meaning no restrictions are active.

JobsRestricted: Specifies a list of restricted jobs. In this case, it includes 'police'.

JobPermitted: When set to true, only the jobs specified in JobsPermitted will be able to access the point. It is currently set to false, meaning no exclusive permissions are active.

JobsPermitted: Defines a list of permitted jobs if JobPermitted is active. In this example, it includes 'vagos', 'ballas', and 'example'.

This configuration provides flexibility to limit or grant access to specific points based on the jobs assigned to players.

RequiresJobs = { 
    JobRestristed = false,
    JobsRestristed = {'police'},
    JobPermitted = false,
    JobsPermitted = {'vagos', 'ballas', 'example'}
},

RequiresItem: This parameter configures access restrictions based on items that players must have to interact with certain points.

UseItem: When set to true, only players who have the item specified in Items will be able to access the point. It is currently set to false, meaning no item-based restrictions are active. Items: Defines the required items to access the point. In this case, the item 'authorization_gang' is needed.

This configuration allows restricting access to specific points only to players who possess the required items, adding a layer of control and security to the server.

RequiresItem = {
   UseItem = false,
   Items = 'authorization_gang'
},

CollectItem: This parameter configures how players can collect items in the game.

AutomaticCollection: When set to true, item collection will happen automatically without the need to press a key. If set to false, players will need to press E each time they want to collect the item.

Item: Specifies the items that can be collected. In this case, the items are 'burger' and 'cola'.

Amount: Defines the random quantity of items to be collected. In this case, between 1 and 2 units of the item can be collected.

Time: Sets the time in seconds it will take for the player to collect the item. In this case, the time is 3 seconds.

This configuration allows for customizable item collection, making it more dynamic and suited to the flow of the game.

CollectItem = {
    AutomaticCollection = true,
    Item = {'burger', 'cola'},
    Amount = {1, 2},
    Time = 3,
 },

ProcessItem: This parameter configures how players can process items in the game.

AutomaticProcess: When set to true, the item processing will happen automatically without the need to press a key. If set to false, players will need to press E each time they want to process the item.

ItemProcess: Specifies the items to be processed. In this case, the items that can be processed are 'burger' and 'cola'.

AmountProcess: Defines the amount of items needed to perform the process. In this case, 3 units of the items specified in ItemProcess are required.

ItemReceive: Defines the items that will be received after processing. In this case, players will receive 'burger' and 'cola'.

AmountReceive: Sets the amount of items that will be received after the process is completed. In this case, 1 unit of the items specified in ItemReceive will be received.

Time: Sets the time in seconds it will take to process the items. In this case, the process will take 3 seconds.

This configuration allows for customization of the item processing process, giving players the option to receive different products after a set processing time.

ProcessItem = {
    AutomaticProcess = true,
    ItemProcess = {'burger', 'cola'},
    AmountProcess = 3,
    ItemReceive = {'burger', 'cola'},
    AmountReceive = 1,
    Time = 3,
 },

SellItem: This parameter configures how players can sell items in the game.

AutomaticSell: When set to true, the item sale will happen automatically without the need to press a key. If set to false, players will need to press E each time they want to sell the item.

ItemSell: Specifies the items that can be sold. In this case, the items that can be sold are 'burger' and 'cola'.

AmountToSell: Defines the quantity of items the player will sell in each transaction. In this case, the player will sell 1 unit of the specified item.

Time: Sets the time in seconds it will take to complete the item sale. In this case, the sale will take 3 seconds.

This configuration allows customizing the sale of items, making the process automatic or requiring player interaction, with options for quantity and transaction time.

SellItem = {
    AutomaticSell = true,
    ItemSell = {'burger', 'cola'},
    AmountToSell = 1,
    Time = 3,
},

SellReward: This parameter configures the rewards that players will receive when selling certain items.

TypeReward: Defines the type of reward the player will receive. Available options are: 'items' (items only), 'money' (money only), or 'itemsmoney' (a combination of items and money). In this case, 'itemsmoney' is selected, meaning players will receive both items and money as a reward.

Items: Specifies the items players can receive as a reward. In this case, the possible items are 'weapon_pistol' and 'weapon_snspistol'. If multiple items are added, one will be randomly selected.

IntervalItems: Defines the range of the number of items the player will receive as a reward. In this case, the player will receive between 1 and 2 units of the specified items.

Account: Sets the account where the money reward will be added. In this case, the account is 'money', meaning the money will be added to the player's balance.

IntervalMoney: Sets the range of the amount of money the player will receive as a reward. In this case, the player will receive between 50 and 150 units of money.

This configuration allows offering a variety of customized rewards based on the items and money the player receives when selling certain items.

SellReward = {
   TypeReward = 'itemsmoney',
   Items = {'weapon_pistol', 'weapon_snspistol'},
   IntervalItems = {1, 2},
   Account = 'money',
   IntervalMoney = {50, 150}
},

ShowAnimation: This parameter, when set to true, enables showing animations when the player interacts with a point. In this case, it is set to false, meaning no animations are displayed.

Animation: Configures the animations that should play when the player performs an action, such as collecting or processing items.

AnimationCommand: When set to true, it activates the use of animation commands.

AnimCommand: Specifies the animation commands to use. In this case, the command 'e mechanic' is used to perform a mechanic animation when the player performs an action, such as collecting an item.

AnimDictionary: Defines the animation dictionary, which contains the specific animations. In this case, the dictionary is 'mini@repair', containing repair animations. The command 'e mechanic' is linked to this dictionary, meaning the mechanic animation will be used from this dictionary.

This configuration allows adding custom animations to the player's actions, enhancing immersion and the visual experience in the game.

ShowAnimation = false,
Animation = {
    AnimationCommand = true,
    AnimCommand = {
        CollectAnim = 'e mechanic'
    },
    AnimDictionary = {
        CollectAnim = 'mini@repair'
    }
}
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Last updated 5 months ago

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