Config
In this section you can find config files
Config = {
Notify = {
duration = 5000, -- miliseconds
position = 'top-right' -- 'top' or 'top-right' or 'top-left' or 'bottom' or 'bottom-right' or 'bottom-left' or 'center-right' or 'center-left'
},
RentVehicle = {
Model = { -- vehicle models (spawn code) | random will be chosen
"taxi",
"t20"
},
Price = 500, -- price for rent
SpawnLocation = {
x = 916.7601,
y = -170.5526,
z = 74.0686,
heading = 102.4279
},
Time = 300, -- for how long player can be out of vehicle in order not to stop the job
},
PricePerMeter = 0.5,
NPC_Reward = 500, -- reward for driving npcs (government order)
CompanyPrice = 500000,
Target = {
PedCoords = vector4(885.2797, -177.6391, 74.7003, 233.7115),
ped = "a_m_y_business_03",
distance = 5
},
NeedJob = false,
JobName = "taxi", -- only if Config.NeedJob is true
TakeCut = true -- should Taxi Company (boss) take cut from the driver ([Config.Price / 2] & [Config.NPC_Reward / 2]) - if false, boss menu has no function
}
function giveVehicleKeys(vehicle) -- for qb only
TriggerEvent("qb-vehiclekeys:client:AddKeys", GetVehicleNumberPlateText(vehicle))
end
-- Framework
-- your framework loader
Translation = {}
Translation = {
Button = {
GetEmployed = "Get Employed",
Leave = "Leave"
},
TaxiJob = "Cab Driver Job",
NotBought = "NOT BOUGHT",
NotEmployed = "You are not employed as a taxi driver",
AlreadyRented = "You've already rented taxi vehicle",
SuccessfullyRented = "Taxi successfully rented",
NotEnoughMoney = "You don't have enough money",
BoughtCompany = "Taxi Company successfully bought",
PassengerBoarded = "Passenger boarded, take him to the desired location marked on the GPS",
GovJobStarted = "Job started, go to the waypoint marked on the GPS",
GovOrderFinished = "You have successfully government order and received $%s",
NewOrder = "The taxi company has just received a new order, use 'J' and view the order",
-- 1.0.1 UPDATE
[1] = "Access the boss menu",
[2] = "Boss Menu",
[3] = "Withdraw Money",
[4] = "Money In Society",
[5] = "Withdraw money from Taxi Company",
[6] = "Withdrawal Amount",
[7] = "You have successfully withdrawn $%s from Taxi Company",
[8] = "Sell Taxi Company",
[9] = "Sell Taxi Company to the Government",
[10] = "Company Value",
[11] = "Confirmation Menu",
[12] = "Are you sure you want to sell the company?",
[13] = "You have successfully sold Taxi Company for $%s",
[14] = "You don't have job as a Taxi Driver"
}
Markers = {}
Markers.Coords = {
GetEmployed = {
x = 895.3169,
y = -179.5863,
z = 74.7003
}
}
Markers.Types = { -- https://docs.fivem.net/docs/game-references/markers/ (the marker type to draw)
GetEmployed = 1,
GovernmentOrder = 1
}
Markers.Colors = {
GetEmployed = {
r = 255,
g = 239,
b = 0
},
GovernmentOrder = {
r = 255,
g = 239,
b = 0
}
}
Gov_Orders = {
vector3(881.8501, -515.0347, 57.2119),
vector3(1148.4355, -995.6866, 45.4239),
vector3(1304.9442, -1630.1829, 52.1889),
vector3(424.2299, -1783.1376, 28.7924),
vector3(-18.0380, -1455.9142, 30.4724),
vector3(-191.2565, -1637.3353, 33.3844),
vector3(51.4340, -1904.5940, 21.4959),
vector3(429.8043, -2099.0039, 20.7244)
}
-- https://docs.fivem.net/docs/game-references/blips/
Blips = {
Blip = {
Label = "Taxi Driver",
ID = 198,
Scale = 0.8,
Colour = 5
}
}
UI_Components = {}
UI_Components.Requirements = {
[1] = "GOVERNMENT JOB",
[2] = "DRIVING LICENSE",
[3] = "2ND GAME LEVEL",
[4] = "INSTANT SALARY"
}
UI_Components.JobDescription = "First you need to <b>rent a taxi</b>.<br>Then press the button <b>\"J\"</b> to see a list of all orders in waiting.<br>Money earned from trip <b>is credited thru bills.</b><br>Press <b>F10</b> to get all the orders or start an government order." -- <br> is needed when when moving to a new line
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