This page details available functions to help you make your custom changes to the system or script your own unique activity.
Client Functions
Functions.RayCast(dist: number, ignore_entity: entity) -> hit: boolean, endCoords: vector3, entityHit: entity, surfaceNormal: number, materialHash: string
Functions.Reload() --- Reloads the players Gang Data in the UI
Functions.LoadModel(model: strig) -> boolean
Functions.RequestScaleform(scaleform: scaleform]) -> loaded scaleform
Functions.PlacePed(cb: function], model: string]) -> vector4
Functions.GetCurrentGangTurf() -> string
Functions.GetCenterOfTurf(gangid: string) -> vector3
Functions.Get_Gang_Color() -> number
Functions.new_cam(is_spline: boolean) -> camera
Functions.new_player_cam() -> player camera
Functions.Fade() --- Fades and Unfades the screen for transitions
Functions.IsCoordinatesAtZero(coords: vector3 | vector4, is_vector4: boolean) -> boolean
Functions.Get_Heading_Between_Coords(coords1: vector3, coords2: vector3) -> number
Functions.PlaySound(soundName: string, volume: number) -- Plays sound if it is in the web/sounds folder
Functions.Generate_Random_Coordinates_By_Points(points: TerritoryPoints) -> vector3
-- ^ How to get territory points? -> GlobalState.GangData[gangid]?.territory?.points
Sprays.RequestSpray(gang: string, inEnemyTurf: boolean, enemyGang: string) -- Initiates Spraying Feature
-------------------------------------------------------------------------------
-- ^Here is a way to get inEnemyTurf and enemyGang if you need it. See below
local turf = Functions.GetCurrentGangTurf()
local inEnemyTurf, enemyGang
local plygang = QBCore.Functions.GetPlayerData().gang.name
if not (turf == plygang) then
inEnemyTurf = true
enemyGang = turf
end
Sprays.RequestSpray(plygang, inEnemyTurf, enemyGang)
-------------------------------------------------------------------------------
Server Functions
Territories:isPointInTerritory(coords: vector3, territory_points: TerritoryPoints) -> boolean
GetMembersOnline(gangid: string) -> number
Is_User_Main_Leader(gang: string, cid: string) -> boolean
Is_User_A_Gang_Leader(gang: string, cid: string) -> boolean
AddNotorietyToGang(gang: string, amount: number) -> boolean
Territories:getZone(source: number, coords: vector3 | vector4) -> string
Territories:does_territory_exist(gang: string, terid: string) -> boolean
TrapHouse:Fetch(id: string) -> table, class
TrapHouse:HasFunds(gang: string, amount: number) -> boolean
TrapHouse:GetStatus(id: string) -> number
Server.GetRandomSource() -> source
Server.GetRandomSourceNearCoords(coords: vector3) -> source
-------- Trap House Class Functions ----------
# To use these you need to get the class, see below
local _, traphouse = TrapHouse:Fetch(id)
----------------------------------------------
traphouse:getWorth() -> number
traphouse:delete() -> nil -- Deletes the traphouse from the world, not the database
traphouse:getVehicles() -> table: { [1]: { model: string, props: table, parking_spot: number, ter_id: string, stored_by: string, stored_on: string} }
traphouse:status() -> number
traphouse:saveGangData() -> nil -- Saves the traphouse to the database
traphouse:changeStats(status: number) -> boolean -- Changes the status
traphouse:getPlayers(with_data: boolean) -> table -- Returns all players inside the traphouse
traphouse:deregisterAllPlayers() -> nil -- Removes all players out of the traphouse