Releases: Mono-94/mVehicle
Releases · Mono-94/mVehicle
2.0.7
mVehicle v2.0.7
New
- Toggle enter nearest door
- Blacklist Class for entering nearest door
- VehicleClassOptions file
- Increase difficulty of lockpicking and hotwiring each class
Update
- Now vehicles with NPCs inside will not close the door, only parked vehicles.
- Open Personal Menu | keyBind/radialmenu
- Now you can disable the function of entering the nearest door or add classes to prevent this function with them.
2.0.6 (important update)
mVehicle v2.0.6
- StateBags are no longer used for properties.
- Create vehicle requires a player in a scope of 400 units, preventing vehicle properties to change suddenly...
-
Persistent
-
- Vehicles will now persist waiting for a player in a range of 400 units to spawn.
-
- persistent.lua | Manage spawning of requested vehicles...
Update
- Added provide 'qbx_vehiclekeys' in fxManifest
- Improved the engineIgnition logic, now uses flag and not a loop to not turn on the vehicle on entry.
Fix
- Mark vehicle in GPS
2.0.5
2.0.4
New
Vehicles.ControlVehicle(entity)| Server-side | Only if the vehicle belongs to someone.- Key verification:
- Client:
Vehicles.HasKeyClient(entity) - Server:
Vehicles.HasKey(source, vehicle)
- Client:
- Keys in the database: Now, when keys are used (not items), if the vehicle belongs to someone,
Vehicles.ControlVehicle(entity)is triggered. - scriptBridge | A simple bridge to execute functions from another resource.
- You can add your custom handles.
- Currently supports qbx_vehiclekeys, with plans to add qbx_vehicles.
- If you use QBOX, the
HasKeysandGiveKeysfunctions from qbx_vehiclekeys have an override to maintain functionality. - Added
AddTemporalVehicle(src, entity, data)(server) |AddTemporalVehicleClient(entity)(client).- This function allows control over a vehicle when keys are not used as an item. The person who receives control will be able to lock/unlock doors and start/stop the engine.
Update
- Improved key verification.
- Removed
server.luafromresources/carkeysandresources/engineIgnition. - Added
SetEntityOrphanModeto the vehicle spawn function.
Fix
- The
Vehicles.SetOwnerfunction now works correctly with QBOX. - Vehicle coordinates were sometimes saved incorrectly, preventing vehicles from spawning when persistence was enabled.
2.0.3
2.0.2
2.0.1
mVehicle 2.0.0 1/2
WIP-2.0.0 persistent?
mVehicle 2.0.0
mVehicle v2.0.0
- Compatible with ESX & QBOX
- Everything related to impound has been moved to mGarage
- Removed from the database: coords, keys, and lastParking are now stored in metadata.
New
- Seat Shuffle | Anti Seat Shuffle + Shift + E to shuffle seat
- Enter near vehicle door | Enter through the nearest door
- Engine Sound | Easily change engine sound and sync with all players (Requires your own custom sounds)
- Radio Vehicle | Install via item, save Vehicle PlayList ( xSound - Dependency )
- Personal Menu | Menu to view your vehicles and share the keys
- Fuel Function | Adapt your favorite fuel system (shared/Config.lua)
- Enable Bike Helmet | Disable the option to automatically put on the helmet when getting on a motorcycle (Config.lua default true)
- Vehicle Density | VehicleDensity, RandomVehicleDensity, ParkedVehicleDensity in Config.lua
Functions
Vehicles.save()
Vehicles.GetVehicleCount()
Vehicles.DeleteFromTable(entity, deleteVehicle?)
Vehicles.SpawnVehicleId(data, callback)Update
- Engine Ignition - Now has an animation and is more efficient. Also, it is no longer necessary to hold "F" to keep the vehicle running when exiting.
- Key System - Prevents key accumulation.
- All Vehicle functions - A large part of the code has been rewritten to improve data management and allow greater flexibility when adapting it to other frameworks.
- Command /givecar - Now it's more intuitive to give vehicles and includes an option to select garages from mGarage.
Other
- cache.TryEnterVehicle | Returns the entity of the vehicle the player is trying to enter | ox_lib cache
mVehicle 1.1.0
Merge pull request #12 from Partyleonyt/main German Local