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config.lua
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config.lua
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Config = {}
---@enum Framework
FRAMEWORKS = {
auto = "auto",
esx = "esx",
}
---Framework you're using (automatic should be fine)
---@type Framework
Config.framework = FRAMEWORKS.auto
---The way for the menu to show up
---@type "walk" | "keypress"
Config.interactMode = "keypress"
---The way players get listed in menus
---@type "name" | "id" | "both"
Config.playerTag = "both"
---Time in seconds for invites to expire
---@type number
Config.inviteExpire = 15
---Range for being able to invite players
---@type number
Config.inviteRange = 10.0
---If the player needs to pay to decorate their property
---@type boolean
Config.paidDecoration = true
---Do you want to remove the property entities when all players leave?
---This does cause slower property entries but is recommended for larger servers
---to ensure the entity limit isn't breached.
---@type boolean
Config.unloadOnEmpty = true
---@type table<string, Keybind>
Config.Keybinds = {}
---@type Keybind
Config.Keybinds.invite = {
padIndex = 0,
control = 58,
name = "INPUT_THROW_GRENADE"
}
---@type Keybind
Config.Keybinds.exitGarage = {
padIndex = 0,
control = 87,
name = "INPUT_VEH_FLY_THROTTLE_UP"
}
---@type Keybind
Config.Keybinds.interact = {
padIndex = 0,
control = 38,
name = "INPUT_PICKUP"
}
---@type table
Config.VehicleBlacklist = {
---@type number[]
classes = {
10, 11, 14, 15, 16, 17, 18, 19, 20, 21
},
---@type number[]
models = {
-- Put any vehicle hash in here, make sure it is a string, and an output
-- of GetEntityModel (https://docs.fivem.net/natives/?_0x9F47B058362C84B5)
-- For example:
2069146067, -- Oppressor MK2
-845961253, -- Liberator
}
}
---@type table<string, Point>
Config.points = {}
---@type Point
Config.points.entrance = {
viewDistance = 5.0,
-- this is only used if Config.interactMode is set to "keypress"
interact = Config.Keybinds.interact,
marker = {
type = 1,
size = vec3(.8, .8, 1.0),
vehicleSize = 3,
offset = vec3(0, 0, -1),
rotation = vec3(0, 0, 0),
color = {
r = 0,
g = 192,
b = 255,
a = 100
},
bob = false,
faceCamera = false
}
}
-- the in-property point is set as the same
-- as the entrance point, if you'd like to
-- customize this you can do that
---@type Point
Config.points.property = Config.points.entrance
---@type PropertyBlips[]
Config.blips = {
house = {
owner = {
sprite = 40,
color = 2,
},
member = {
sprite = 40,
color = 3,
short = true
},
renter = {
sprite = 40,
color = 5,
},
sale = {
sprite = 350,
color = 0,
short = true
},
},
warehouse = {
owner = {
sprite = 473,
color = 2,
},
member = {
sprite = 473,
color = 3,
short = true
},
renter = {
sprite = 473,
color = 5,
},
sale = {
sprite = 474,
color = 0,
short = true
},
},
office = {
owner = {
sprite = 475,
color = 2,
},
member = {
sprite = 475,
color = 3,
short = true
},
renter = {
sprite = 475,
color = 5,
},
sale = {
sprite = 476,
color = 0,
short = true
},
},
garage = {
owner = {
sprite = 357,
color = 2,
},
member = {
sprite = 357,
color = 3,
short = true
},
renter = {
sprite = 357,
color = 5,
},
sale = {
sprite = 369,
color = 0,
short = true
},
},
}