Configs
Codesign resources contain various editable/unobscured files such as client/server functions etc.
Lua Config
Config = {}
for c, d in pairs(Cfg) do
Config[c] = d
end
function GetLocales(locale_key, ...)
local message = Locales[Config.Language][locale_key]
if not message then
Citizen.Trace(string.format('\n^1ERROR CODE: %s^0\n^1EXPLANATION: %s^0', '0081', 'locale not found in locales.lua: '..(locale_key or 'nil')..'\n'))
return
end
if ... == nil then
return message
end
local ok, formatted_message = pcall(string.format, message, ...)
if ok then
return formatted_message
else
Citizen.Trace(string.format('\n^1ERROR CODE: %s^0\n^1EXPLANATION: %s^0', '0082', 'String format failed for locale key: ' .. (locale_key or 'nil')..'. Data: '..json.encode({...})..'\n'))
return
end
end
-- ┌──────────────────────────────────────────────────────────────────┐
-- │ IMPORTANT │
-- └──────────────────────────────────────────────────────────────────┘
Config.DoorDataStorageMethod = 'database'
-- ['file', 'database']
-- Choose where door data should be stored: in a JSON file (doors.json) or in a database.
Config.AutoInsertSQL = true
-- Recommended to enable before updating the script to ensure all required SQL entries are added automatically.
Config.DoorlockDrawTextUI = 'cd_doorlock'
-- ['cd_doorlock', 'auto_detect']
-- Use the built-in Draw Text UI, or set to 'auto_detect' to automatically use any compatible running UI.
Config.Debug = false
-- Enable to show debug information in the console.
-- ┌──────────────────────────────────────────────────────────────────┐
-- │ MAIN │
-- └──────────────────────────────────────────────────────────────────┘
Config.AdminAccess = { --A list of different methods where you can define which players have admin permissions to create/edit/delete/import doors on the in-game UI.
Framework = { --(ESX, QBcore, Qbox & vRP only!) Ignore this framework section if you don't use a framework.
['esx'] = {'superadmin', 'admin', },
['qbcore'] = {'god', 'admin', },
['qbox'] = {'god', 'admin', },
['vrp'] = {5, 6, 7, 8, 9, 10, }
},
Identifiers = {
ENABLE = false, --Do you want to allow players with specific fivem identifiers to use the admin features?
identifier_list = {'license:xxxxx', 'steam:xxxxx', }, --You can use a players steam, license or fivem id etc.
},
AcePerms = {
ENABLE = false, --Do you want to allow players with specific ace perms to use the admin features?
aceperms_list = {'doorlock.police', }, --Make sure you have your ace perms configured correctly in your server.cfg.
},
Discord = { --(REQUIRES Badger Discord API).
ENABLE = false, --Do you want to allow players with specific discord roles in your discord to use the admin features?
discord_list = {'xxxxx', 'xxxxx', }, --You must put the role id from your discord here (https://www.itgeared.com/how-to-get-role-id-on-discord).
}
}
Config.DoorAccessPerms = { --When creating/editing/deleting/importing doors, you always need to define which permission groups can lock/unlock these doors. Here you can choose which perms options are available to choose from on the in-game UI.
Identifiers = true, --Do you want to allow players to use doors based on their fivem identifiers? (license,steam,fivem etc)
AcePerms = true, --Do you want to allow players to use doors based on their ace perms?
Discord = true, --(REQUIRES Badger Discord API). Do you want to allow players to use doors based on their discord roles?
Items = true --(REQUIRES ESX/QBCore/Qbox). Do you want to allow players to use doors based on the items they have in their inventory?
}
Config.DoorStateDisplay = {
DrawTextUI = true, --Do you want doors to display the lock/unlock state via the built in draw text UI?
Icon = true, --Do you want doors to display the lock/unlock state via emojis?
Notification = false --Do you want a notification to show after a door is locked/unlocked?
}
Config.LockpickItems = {
ENABLE = true, --(ESX & QBcore only!) Do you want to require a playern to have an item in their inventory to lockpick a door?
usable_lockpick_item = true, --In addition to pressing E to lockpick a door, do you want to allow players to use a usable lockpick item from their inventory?
police_alert_chance = 50, --(0 = 0% chance, 100 = 100% chance) When a player is lockpicking a door, there is a chance that the police will be alerted. This is the percentage chance of this happening.
lockpick_items = { --Having at least 1 of these items in your inventory will allow a player to lockpick a door.
'lockpick',
--'add_more_here',
}
}
Config.DoorModelAllowList = {} -- A list of door models that will always be considered doors by the script.
Config.DoorModelDenyList = {} -- A list of door models that will never be considered doors by the script.
Config.OutlineAvailableDoors = true --Do you want to outline objects the script considers a door?
Config.DoorValidationDimensions = { -- The maximum/minimum dimensions a door can be to be considered a door by the script.
normal = {
max_height = 3.0,
min_height = 2.0,
max_width = 1.5,
min_width = 1.0,
max_depth = 0.3,
min_depth = 0.05,
},
garage = {
max_height = 6.0,
min_height = 3.0,
max_width = 6.0,
min_width = 3.0,
max_depth = 0.3,
min_depth = 0.1,
},
gate = {
max_height = 7.0,
min_height = 3.0,
max_width = 9.0,
min_width = 5.0,
max_depth = 0.6,
min_depth = 0.1,
}
}
-- ┌──────────────────────────────────────────────────────────────────┐
-- │ KEYS & COMMANDS │
-- └──────────────────────────────────────────────────────────────────┘
Config.OpenDoorMenu = {
ENABLE = true, --Do you want to allow player's open the door lock UI?
command = 'doorlockui' --The chat command.
}
Config.ToggleDoorLock = {
ENABLE = true, --Do you want to allow player's to toggle door locks?
command = 'doorlocktoggle', --The chat command.
key = 'e' --The keypress.
}
-- ┌──────────────────────────────────────────────────────────────────┐
-- │ AUTO DETECT │
-- └──────────────────────────────────────────────────────────────────┘
if Config.Database == 'none' then
Config.DoorDataStorageMethod = 'file'
end
if GetResourceState('Badger_Discord_API') ~= 'started' then
Config.AdminAccess.Discord.ENABLE = false
Config.DoorAccessPerms.Discord = false
end
if Config.Framework == 'esx' or Config.Framework == 'qbcore' or Config.Framework == 'qbox' then
Config.AdminAccess.Framework.ENABLE = true
Config.DoorAccessPerms.Framework = true
else
Config.AdminAccess.Framework.ENABLE = false
Config.DoorAccessPerms.Framework = false
Config.LockpickItems.ENABLE = false
Config.DoorAccessPerms.Items = false
end
-----DO NOT TOUCH ANYTHING ABOVE THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING.-----
function GetConfig()
return Config
endJS Config
window['config'] = {
"door_name_max_length": 32,
"door_name_match": new RegExp(/[^a-zA-Z-\/\s\\0-9\\_]/guis),
"door_passcode_max_length": 8,
"job_name_max_length": 32,
"job_name_match": new RegExp(/[^a-zA-Z0-9]/guis),
"job_grade_max": 16,
"identifier_max_length": 64
}Last updated
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