huncho718
Bronze Elite
nice
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gggI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
;I'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
ok graciasEstoy lanzando la versión convertida deHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Características
- ¡Agregue y configure fácilmente nuevas puertas!
Hidden link for visitors, to see Log in or register now.
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
I'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
I'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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 sickI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
I'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
niceI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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 XDI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
niceI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
niceI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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 greatI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
niceI'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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
I'm releasing the converted version ofHidden link for visitors, to see Log in or register now.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.
Hidden link for visitors, to see Log in or register now.
![]()
Features
- Easily add and configure new doors!
Hidden link for visitors, to see Log in or register now.
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