DRC Scripts
Give Vehicle Keys:
SpawnVehicle = function(model, coords, heading, livery)
if Config.Framework == "ESX" then
ESX.Game.SpawnVehicle(model, coords, heading, function(vehicle)
SetEntityHeading(vehicle, heading)
SetVehicleLivery(vehicle, livery)
local plate = GetVehicleNumberPlateText(vehicle)
exports['ic3d_vehiclekeys']:ClientInventoryKeys('add', plate)
end)
elseif Config.Framework == "qbcore" then
QBCore.Functions.SpawnVehicle(model, function(vehicle)
SetEntityHeading(vehicle, heading)
SetVehicleLivery(vehicle, livery)
local plate = QBCore.Functions.GetPlate(vehicle)
exports['ic3d_vehiclekeys']:ClientInventoryKeys('add', plate)
end, coords, true)
elseif Config.Framework == "standalone" then
-- Für Standalone ebenfalls Schlüssel hinzufügen
local vehicle = CreateVehicle(model, coords.x, coords.y, coords.z, heading, true, false)
SetEntityHeading(vehicle, heading)
SetVehicleLivery(vehicle, livery)
local plate = GetVehicleNumberPlateText(vehicle)
exports['ic3d_vehiclekeys']:ClientInventoryKeys('add', plate)
end
end
Remove Vehicle Keys:
GetClosestCar = function(coords)
local vehicle
if Config.Framework == "ESX" then
vehicle = ESX.Game.GetClosestVehicle(coords)
elseif Config.Framework == "qbcore" then
vehicle = QBCore.Functions.GetClosestVehicle()
elseif Config.Framework == "standalone" then
-- eigenes Framework hier
vehicle = GetClosestVehicle(coords.x, coords.y, coords.z, 5.0, 0, 70) -- Beispiel
end
if vehicle and vehicle ~= 0 then
local plate = GetVehicleNumberPlateText(vehicle)
if plate then
exports['ic3d_vehiclekeys']:ClientInventoryKeys('remove', plate)
print(("[VehicleKeys] Schlüssel für Fahrzeug %s entfernt."):format(plate))
end
end
return vehicle
end
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