jimathy / jim-mechanicguide Goto Github PK
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Online Guide/Documentation of jim-mechanic
[Suggestion] Add ox_target support
All submersibles in our server break immediately after going under water. This has only been happening since we switched to this script.
hallo seit dem lezten server restart leuft das Jim mechanic script nicht mehr bei mir gibt es neues updates kann jim mechanic
nicht unter resources Starten
citizen-server-impl] You lack the required entitlement to use jim-mechanic
[ citizen-server-impl] Couldn't start resource jim-mechanic.
Hello, since the last server restart the Jim mechanic script no longer works. I have new updates and can't start Jim mechanic under resources.
All of the shops are under one boss and can see each others stashes/inventory. how do I make them all individual.
When I put the item on the car for example bumper, it doesn't disappear from my inventory. And I get this in my console
nil triggered QBCore:Server:RemoveItem by ID 2 for 1 spoiler. This event is deprecated due to exploitation, and will be removed soon. Adjust your events accordingly to do this server side with player functions.
Also I want to add custom rims so I want to ask is it possible to make customs rims works with your script?
Greetings,
Please assist, the items never craft. I'm sure I've set up the recipes correctly however the items never actually craft. Has not worked with qb-inventory nor with qs-inventory.
I tried adding the "amount" to craft which didn't seem to help. Further more I tried using different style quotes for items ' '/" " because the guide was a bit misleading in that fashion. Example in screenshot attached. That is the current state of the crafting items.
Required items were in personal/society/both stashes when I tried crafting. The shops work fine and I just don't have the energy/time/patience to debug.
Current Config file
`print("^2Jim^7-^2Mechanic ^7v^42^7.^49^7.^48^3SpamFix ^7- ^2Mechanic Script by ^1Jimathy^7")
Config = {
Lan = "en", -- Pick your language here
Debug = false, -- Set to true to show green debug boxes to help track
img = "qs-inventory/html/images/", -- Set this to the directory for your inventory image files
JimShops = true, -- If using my free script jim-shops, enable this to use it with the mechanic stores.
JimMenu = false, -- If using my free edit of qb-menu enable this.
distkph = true, -- Set to false to read distance travelled in Miles.
Notify = "okokNotify",
qsinventory = true, -- Toggle this to enable Quasars Inventory Stash support
RenewedBanking = true, -- This is used for manualrepair benches, enable to use
-- Main variables
isVehicleOwned = false, -- Keep this true if you only want changes to be made to owned vehicles
RequiresJob = true, -- Do the specfic items require the mechanic job?
LocationRequired = true, -- Are the mecahnics locked to specific locations?
LocationBlips = false, -- Enable to grab the blip locations from locations.lua
CosmeticsJob = true, -- Do vehicle cosmetics require a mechanic job role?
ShowStash = false, -- If true, it will show the locations job stash if `StashRepair` or `StashCraft` is enabled or not
FreeRepair = false, -- Are repairs free? True means yes
StashRepair = true, -- Enable for repair materials to be removed from a job stash (disabled if RequiresJob = false)
Stores = true, -- Set true to turn on shop storage features
Crafting = true, -- Set true to turn on crafting features
StashCraft = true, -- Set true to grab materials from mechaincs stash for crafting
PreviewPhone = true, -- Enable this is preview menu generates an email, False if you want to give an item
PreviewJob = false, -- Enable this if you want /preview to require a Job Role
PreviewLocation = true, -- Enable this if you want to lock /preview to a job location (ignored if LocationRequired is false)
PhoneMail = "qs", -- If PreviewPhone is true, change this to choose the correct phone system
-- "qb" = use qb-phone for emails
-- "gks" = use gks-phone for emails
-- "qs" = use qs-smartphone for emails
CosmeticRemoval = true, -- If "true" items will be removed on successful application of a mod
-- If "false" items will not be removed on use.
ShowOdo = true, -- Wether the distance is showed in car by default
OdoLocation = "bottom-right", -- Where the Odometer will show,
-- "left", "right", "top", "top-left", "top-right", "bottom", "bottom-left", "bottom-right"
OdoShowIcons = true, -- Enable this to allow the use of the warning icons on the odometer
OdoAlwaysShowIcons = false, -- Enable this to show the icons even when not damaged
OdoIconsToShow = {
["engine"] = true,
["radiator"] = true,
["brakes"] = true,
["axle"] = true,
["clutch"] = true,
["wheel"] = true,
["headlight"] = true,
},
Chameleon = true, -- Enable this if you want to use chameleon paints (ONLY GAME BUILD 2545 AND ABOVE)
WaxFeatures = true, -- Enable this if you want to use Car Wax Features
-- Player vehicle repair config
ManualRepairCost = 5000, -- Set this to a high amount to get people to talk to mechanics rather than use automated systems
ManualRepairCostBased = false, -- Set this to true if you want the cost to ALWAYS be the amount set at "ManualRepairCost"
-- Set this to false if you want it to "ManualRepairCost" to be the max and cost is calculated by damage
ManualRepairBased = true, -- Set this to true if you want to set the repair cost to be based on QBCore.Shared.Vehicle costs(overrides the cost setting above)
ManualRepairPercent = 10, -- Set this to the percent of the vehicle price (Only works if ManualRepairBased is true)
-- Default is 5% because $200,000 would be $10,000 max to repair by this system
-- 5% of a $10,000 car would be $500
repairEngine = true, -- Set this to true if automated repairs also repair engine (not just body)
repairExtras = true, -- Set this to true for automated repairs to also repair extra damages (if mechanicjob is available and repairEngine is true)
requireDutyCheck = true, -- if set to true, the repair bench will only be usable if there are no mechanics in the server ON DUTY
dutyMessage = "There is a Mechanic on duty!", -- This is the notification that pops up when a person tries to repair when a mechanic is on duty, choose what you want for it.
repairAnimate = true, -- Better than staring at a progress bar, "damaged" parts will be removed and replaced. Making it look more authentic
repairSpeed = 3000, -- The time between each task while using repairAnimate. 1500 Seems to be a reasonable time for it
-- NOS STUFF
NosRefillCharge = 10000, -- amount in dollars required to refill a nos can
NosTopSpeed = 55.0, -- Enabling this adds a multiplier to the top speed of the vehicle
-- Set this to "-1.0" to disable this
-- This doesn't affect the boost acceleration
NosBoostPower = { -- NOS boost acceleration power
10.0, -- Level 1
30.0, -- Level 2
50.0, -- Level 3
},
NitrousUseRate = 0.4, -- How fast the nitrous drains (halved for level1, doubled for level3)
NitrousCoolDown = 7, -- 7 Seconds, set to 0 to disable
CooldownConfirm = true, -- Will play a confirmation beep when cooldown is done
nosDamage = true, -- This enables NOS causing damage to engine while boosting
boostExplode = true, -- If boosting too long at level 3 boost, tank will explode.
-- Effects
EnableFlame = true, -- True adds exhaut flame effects while boosting
EnableTrails = true, -- True adds taillight effects while boosting
EnableScreen = true, -- True adds screen effects while boosting
skillcheck = "ps-ui", -- When adding Nos to a vehicle there are three script options available
-- "qb-skillbar" "qb-lock" "ps-ui"
explosiveFail = true, -- Better not fail that skill check. (1 in 10 chance of explosion)
explosiveFailJob = false, -- if true, mechanics can trigger an explosion
-- if false, mechanics will never trigger an explosion
-- Discord preview receipts
-- You will need to set custom info in each job location in locations.lua
-- But for the ones you don't add info to, it will default to these numbers
DiscordPreview = false, -- Set to true if you want to use discord receipts
DiscordDefault = "", -- Set this to the default channel API link if one isn't set for a location
DiscordColour = 16753920, -- This is the default "decimal" number colour
--Extra Vehicle Repair Costs
RepairEngine = "engine_repair_kit", ---Engine repair item and its MAX cost
RepairEngineCost = 1,
RepairBody = "panel_beating_kit", ---Body Repair item and its cost
RepairBodyCost = 1,
RepairRadiator = "coolant", ---Radiator Repair item and its cost
RepairRadiatorCost = 1,
RepairAxle = "axleparts", ---DriveShaft Repair item and its cost
RepairAxleCost = 1,
RepairBrakes = "brake_repair_kit", ---Brakes Repair item and its cost
RepairBrakesCost = 1,
RepairClutch = "clutch_repair_kit", ---Clutch Repair item and its cost
RepairClutchCost = 1,
RepairFuel = "fuelsystem_repair_kit", ---Fuel Repair item and its cost
RepairFuelCost = 1,
--DuctTape Controllers
DuctSimpleMode = false, -- This will repair the engine to the max (set below)
MaxDuctEngine = 300.0, -- 450.0 is 45% health, this will be the max amount that it can be repaired to
DuctAmountEngine = 100.0, -- Repairs the engine by 10% each use
DuctTapeBody = false, --Enable if you want duct tape to repair body at the same time as engine
MaxDuctBody = 450.0,
DuctAmountBody = 100.0, -- Repairs the engine by 10% each use
RemoveDuctTape = true, --If Enabled it will remove 1 duct after use. If false it will be constantly reusable
JobRoles = { "mechanic", "delperro_mech"}, -- These are the job roles who can use items if RequiresJob is enabled.
-- Add your extra job roles here or just leave as "mechanic"
--Example--
--JobRoles = { "mechanic", "tuner" }
-- nosBar() stuff
nosBarColour = true, -- "true" to set nosBars to use colour, "false" for white and grey
nosBarFull = "▓", -- The symbol to be used for a "full" segment of the bar
nosBarEmpty = "░", -- The symbol to be used for an "empty" segment of the bar
updateDelay = 2, -- 2 = 20 second database update delay from the LAST upgrade done to a vehicle
}
-- No touch
Loc = {}
Crafting = {}
Stores = {}
VehicleNitrous = {}
VehicleStatus = {}
purgemode = true
purgeSize = 0.4
boostLevel = 1
purgeCool = 0
if Config.JimMenu then Config.img = "" end`
Recently purchased and installed Jim-mechanic and followed the steps in the guide. I have everything set up and showing, but my /preview doesn't function, nor do the mechanic tools or toolbox. I've checked everything I can think of to get it to work.
I'm wondering if there is a way to tell what vehicles take what upgrades and up to which tier level. For example, using the tools it shows I can upgrade an engine to tier 5 but when I install a tier 5 engine, it doesn't take.
Having issues using F1 Radial menu in QB-Core to set extras or using ULC, is there a work around for this?
ディーラーにて購入した車をメカニックツールで状態確認、またメカニックツールで性能確認、previewにて外装改造しようとしたところ何度やっても反応しませんでした。
解決法はありますか?
txadminにて出した車に関しては、上の三つの機能は 正常に動作しました
So when I am trying to install nos on a vehicle, it tells me I'm already doing something. I tried cleaning the cache, I tried on several different cars. It will not let me install nos.
Have added some new lore friendly vehicles and they have no performance mod options is there a way to add upgrade options to cars sorry if its in docs somewhere I just couldn't find anything
Ive had this issue for a bit now. when antilag pops on it spams my left notifications saying test. im not sure if its a disable option looked everywhere. or im blind haha. thank you!
If you're installing already installed brakes, the notify shows they're a tier below than what they actually are.
The fix is changing:
performance.lua:81
if GetVehicleMod(vehicle, 12) == level then triggerNotify(nil, QBCore.Shared.Items["brakes"..level].label.." "..Loc[Config.Lan]["common"].already, "error") else
to
if GetVehicleMod(vehicle, 12) == level then triggerNotify(nil, QBCore.Shared.Items["brakes"..level+1].label.." "..Loc[Config.Lan]["common"].already, "error") else
Good Morning, I succesfully put this in my server last night and the script worked wonderfully. I restarted my server after adding a second mechanic shop today and started getting this error. Done a fresh install of the mechanic script and still getting this error in my f8, SCRIPT ERROR: @jim-mechanic/client/emergency.lua:55: attempt to call a nil value (global 'createBoxTarget')^7
[ 368110] [b2944_GTAProce] MainThrd/ ^3> fn^7 (^5@jim-mechanic/client/emergency.lua^7:55)
when i restart the script i get the following error
[ script:jim-mechanic] SCRIPT ERROR: @jim_bridge/functions.lua:53: bad argument #1 to 'for iterator' (table expected, got nil)
[ script:jim-mechanic] SCRIPT ERROR: @jim_bridge/crafting.lua:3: attempt to call a nil value (global 'createCallback')
[ script:jim-mechanic] > fn (@jim_bridge/crafting.lua:3)
[ script:jim-mechanic] Jim-Mechanic v3.4.2 - Mechanic Script by Jimathy
[ script:jim-mechanic] SCRIPT ERROR: @jim-mechanic/server/functionserver.lua:5: attempt to call a nil value (global 'registerCommand')
[ script:jim-mechanic] > fn (@jim-mechanic/server/functionserver.lua:5)
[ TXADMIN] txaReportResources
[ script:jim-mechanic] SCRIPT ERROR: @jim-mechanic/server/main.lua:36: attempt to index a nil value (global 'Jobs')
Hello Jim, thank you for your great work. I would like to know if it is possible to modify the vehicles without wasting resources. for example if you can try paints you lose resources each time. thank you for your return
Shows "cannot work outside the shop" even if im inside the polyzone. How to fix?
requires location is set to true.
Last picture is the license plate so you can see that is the car that was being applied to. Any help with this would be greatly appreciated.
Livery pops back to original after 20 seconds or so
hello, I'm looking for help, because when I activate "Extra Damages = true," . This gives me an error:
script error : @Jim-mechanic/client/repair.lua:218: attempt to concatenate a nil value (field 'header')
handler (qb-core/client/events.lua:216=)
artifact 5848
qb-mechanicjob = original
otherwise everything else works wonderfully, thank you for all the work accomplished :-)
It seems the second I change any vectors in the config or attempt to add a new garage the script doesn't recognise it
No errors are given, script is fully setup including NOS
Hayes has the default location vector2 set however I changed the location of the garage and now the shops/garage/bossmenu/clockin etc are not rendering and im told i need to be inside the garage when attempting work
Users found that they could use the preview mode near a garage, garage the vehicle and the preview would stick.
Using jg-advancedgarages.
I purchased this service from tebex store of yours.When i try to do a repair/craft from my stash it doesnt take the items from stash , when i turn off the stash repair from config this time its disables the stash in my mechanic.
My harness is not working.
It flies right out.
How do I rewrite small-resouces?
I want the hud for the jim bridge to go away
Any time the server restarts or the script is restarted in city, the NOS level for everyone is set back to 100 and full if they have NOS on their vehicle
Line 284.
rpmmeter.style.dispaly = 'none';
Change to:
rpmmeter.style.display = 'none';
I found sometimes the markers on RPM and Gears would tighten up and appear together in a small circle in the centre of the meter, instead of being spread out correctly.
This seems to have fixed it.
Help meeeeeeeee pleaaaaaaaaaaase
Does this all the time - even when nobody is working on anything for mechanic work
https://i.gyazo.com/3eda1709f9df4b542768f716e51fa356.png
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