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Fiveguard

Script [QBCore] NUI Doorlock - Improved (Supports Jobs, Gangs & Civilian ID)

kmlkmlkmlmlk

Bronze Elite
Joined
Sep 21, 2021
Messages
38
Reaction score
4
Points
166
Location
strømstaf
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
ggg
 

Z1rtoz

Gold Elite
Joined
Mar 19, 2022
Messages
73
Reaction score
77
Points
231
Location
here
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
;
 

miguelbustam

Gold Elite
Joined
Feb 11, 2022
Messages
138
Reaction score
48
Points
186
Location
Santiago
Estoy lanzando la versión convertida de a QBCore. Es posible que haya visto a otros lanzar esto, sin embargo, esto una vez incluye soporte para identificaciones de pandillas y civiles para permitirle dar 1/1 casas a personas específicas.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Características​

  • ¡Agregue y configure fácilmente nuevas puertas!
    Utilice el comando /nuevapuerta para crear automáticamente una nueva entrada en DoorList.
  • No más nativos SetEntityHeading y FreezeEntityPosition.
    A las puertas dentro del rango se les asigna un doorHash, que se usa con AddDoorToSystem.
    A las puertas se les asigna un estado dependiendo de si están desbloqueadas, bloqueadas o bloqueadas con DoorSystemSetDoorState.
  • Las puertas y portones del garaje se pueden bloquear y se moverán correctamente a la posición correcta.
    Si un jugador entra en el rango de una puerta automática desbloqueada como esta, se abrirá adecuadamente.
  • El estado de la puerta se refleja en el mundo utilizando NUI, lo que significa una personalización completa de la apariencia y el contenido.
    De forma predeterminada, se muestran iconos de font-awesome; pero hay soporte para imágenes con este método.
    ¡Reproducción de audio personalizable! Modifique el sonido de bloqueo y desbloqueo en un básico puerta por puerta.
  • Rendimiento mejorado mediante la utilización de subprocesos y funciones cuando corresponda.
    En lugar de actualizar la lista de puertas cada X segundos, su posición se comparará con el lugar donde se produjo la última actualización y se actualizará cuando corresponda.
    El estado de las puertas solo se verifica mientras está dentro del rango, y la cantidad de controles por circuito depende del estado de la puerta.
  • ¡Estados de puerta persistentes! Los estados de las puertas se guardan cuando el recurso se detiene y luego se vuelven a cargar al inicio.
    States.json se generará automáticamente si el archivo no existe.
  • Configuración para Community MRPD y gabz_MRPD
    Simplemente elija qué archivo de configuración usar y elimine el que no esté usando.
  • Establezca permisos de acceso a la puerta
    Establezca varios trabajos o grupos para usar una puerta, con el grado mínimo requerido AuthorizedJobs = {['police']=0, ['vagos']=2} Restrinja las puertas a identificadores civiles específicos. Ingrese la identificación civil en la tabla de permisos, por ejemplo, AuthorizedJobs = {['CST24272']=0, ['police']=0 } Permita que la puerta sea bloqueada con lockpick = true
ok gracias
 

JSTN

Bronze Elite
Joined
May 20, 2022
Messages
12
Reaction score
20
Points
156
Location
Schweiz
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
 

Korras

Silver Elite
Joined
Dec 13, 2021
Messages
45
Reaction score
7
Points
166
Location
none
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
 

Bapo223

Silver Elite
Joined
Mar 19, 2022
Messages
26
Reaction score
13
Points
166
Location
Boston
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
dis would fasho be sick
 

coldy__+

Member
Joined
Aug 12, 2022
Messages
2
Reaction score
0
Points
146
Location
Usa
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
 

Jeancmorin1977

Silver Elite
Joined
Jun 21, 2022
Messages
43
Reaction score
8
Points
166
Location
Montréal
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
nice
 

Kvbus187

Member
Joined
Aug 22, 2022
Messages
2
Reaction score
0
Points
156
Location
Poland
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
its not qbus idiot XD
 

ItzMelek69

Bronze Elite
Joined
Jul 4, 2022
Messages
27
Reaction score
3
Points
166
Location
edzdzd
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
nice
 

joker115

Bronze Elite
Joined
May 29, 2022
Messages
29
Reaction score
2
Points
156
Location
india
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
nice
 

LMD22

Gold Elite
Joined
Oct 5, 2022
Messages
67
Reaction score
102
Points
256
Location
Italia
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
wow great
 

delete me

Silver Elite
Joined
Jan 4, 2022
Messages
20
Reaction score
49
Points
176
Location
nederland
I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
nice
 

Jimmy0623

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I'm releasing the converted version of to QBCore. You may have seen others release this however this once includes support for Gang's and Civilian ID's to allow you to give 1/1 houses to specific people.


114383355-cbd26c00-9bd0-11eb-9079-8c341e6824b1.png


Features​

  • Easily add and configure new doors!
    Use the /newdoor command to automatically create a new entry on the DoorList.
  • No more SetEntityHeading and FreezeEntityPosition natives.
    Doors in range are assigned a doorHash, used with AddDoorToSystem.
    Doors are assigned a state depending on if they are unlocked, locked, or locking with DoorSystemSetDoorState.
  • Garage doors and gates can be locked and will properly move into the correct position.
    If a player comes into range of an unlocked automatic door like this, it will open appropriately.
  • The state of the door is drawn into the world using NUI, meaning full customisation of the appearance and content.
    By default, icons from font-awesome are being displayed; but there is support for images with this method.
    Customisable audio playback! Modify the lock and unlock sound on a door-by-door basic.
  • Improved performance by utilising threads and functions where appropriate.
    Instead of updating the door list every X seconds, your position will be compared to where the last update occured and update when appropriate.
    The state of doors is only checked while in range, and the number of checks per loop depends on the state of the door.
  • Persistent door states! Door states are saved when the resource stops, then loaded back up on start.
    States.json will auto-generate if the file does not exist.
  • Config for both Community MRPD and gabz_MRPD
    Just choose which config file to use and delete the one you are not using.
  • Set door access permissions
    Set multiple jobs or gangs to use a door, with the minimum required grade authorizedJobs = {['police']=0, ['vagos']=2} Restrict Doors to Specific Civilian Identifiers. Enter the Civilian ID in the Permission table e.g. authorizedJobs = {['CST24272']=0, ['police']=0 } Allow the door to be lockpicked with lockpick = true
 
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