#not-cw-support-fivem-talk
1 messages ยท Page 3 of 1
Iโm a fan of our gp traders as we implimented rep into it, so you needed both the item and the required rep to access them. Meant you could find the npc but never know what he does without it
Coffee also did the same for rep in cw-traders I believe @thorn spoke ?
That requires mz skills though
Yup
bit of a random question but could anyone point me in the direction of a decent ambulance job script for QB to make EMS/doctors have more interaction on stuff like treating wounds operating ect
Ever figure that out? I want to remove it too from ps-hud but not familiar with svelte... I just want the fuel gauge, as I already have another speedo.
Pretty simple just remove it from the script ps hud is open source ๐
Work from the config backwards im on vacation so just have mobile so i cant really hold your hand to help but i was able to trace the hud back to the beginning all ud have to do is remove it
I could be doing this wrong but when I "/createracinguser 3 god IReadTheReadme" it says "This user type does not exist"
am I doing something wrong here?
im pretty sure its not "god" have you read the read me?
It should be yes.
Does it work if you use your session id?
what do you mena session id?
I'm id 3 at the moment
unless I'm understanding wrong
Aah the order is wrong in the readme I think
If you do the command, it should say the order you should use
type should be first I think
thats all I get when I use the command
doesnt say what order unfortunately
ah
just checked the server main lua
Weird that the help text doesnt show
/createracinguser god 3 IReadTheReadme
was the correct sequence
{name='type', help='racer/creator/master/god'}, {name='identifier', help='Server ID'},
type first then id
Hi everyone! may you can help me? im using the Raidjob2 for Ox_inventory it works fine but dont give me the items, may you can help me _?
I'm not a master of Ox, but Player.Functions.addItem should be one of the functions that Ox overwrite right @craggy estuary ?
it does, the itembox bullshit isnt required for ox though as thats standardized without its own call.
No errors?ย @dense merlin
You sure you added the items also?
thats a warning but not related to inventory stuff
What function are you working in?
or line number
from 506 till 540
Give reward?
So yes thats the function that your working in. got it
I assume you tested modifying the chance right?
Yeah im looking at our code now for my version of the script and its essentially the same. it should work so its gonna come down to checking that your items were put in properly and turn on debugging you might get some more info
for k, v in pairs(Config.Jobs[diff].Rewards) do
local chance = math.random(0, 100)
if useDebug then
print('chance for ' .. v.item .. ': ' .. chance)
end
if chance < v.chance then
Player.Functions.AddItem(v.item, v.amount)
end
end
no difference here aside from it being cleaned up a bit more for private usage
When you gonna make the Raidjob2Ox-version repo Khat? 
i sent you the source xD
bahahahaha

i did my part lmao
at least the 2.0 ox version has been stress tested to extremes haha
so many people ran that on sundown
Did you do the qb parts of that?
fixed, i just restarted the server and is working
๐คท
haha
99% of the time thats how it works
thanks mates hahaha!
Did someone fully converted qb-inventory player items to ox_inventory player items
Because i have running server and just want to move to ox inventory
Ox Had a conversion script inside it already.
i think its still there, i havent done dev work in a few months
Yes but convert only trunk and glovebox not player inventory and stashes
For that i ask
i'm trying to make a custom npc for the cw-trades but whenever i do the event with a parameters it says trade doesn't exist
Config.Peds = {
{
model = `s_m_m_fibsec_01`,
coords = vector4(-700.37, -1474.47, 4.0, 52.82),
freeze = true,
networked = true,
invincible = true,
blockevents = true,
target = {
options = {
{
type = "client",
event = 'cw-trade:client:attemptTrade',
parameters = "SandwichToBeer",
icon = "fa-solid fa-gun",
label = "Crafting",
},
},
distance = 2.5
}
}
}``` even though the SandwichToBeer is a correct trade
I'd take a look at how the data looks when it comes to attemptTrade if I was you. I believe the client code in traders format it differently
ahh okay, also an issue when adding multiple traders to 1 vendor some reason it doesnt do it in order from what it is in the config
so i've got
{ tradeLabel = 'Trade 10 Recycling Boxes', tradeName = 'TenBoxes' },
{ tradeLabel = 'Trade 50 Recycling Boxes', tradeName = 'FifBoxes' },
{ tradeLabel = 'Trade 100 Recycling Boxes', tradeName = 'HundBoxes' },``` but it shows up as
```lua
{ tradeLabel = 'Trade 10 Recycling Boxes', tradeName = 'TenBoxes' },
{ tradeLabel = 'Trade 100 Recycling Boxes', tradeName = 'HundBoxes' },
{ tradeLabel = 'Trade 50 Recycling Boxes', tradeName = 'FifBoxes' },
in game for the bottom one
LUA doesn't do numbered order unless you set indexes
ahh, so how would I make it so its numbered?
[1] = {trade} etc
I think
Or you can always write a function that sorts em alphabetically or something
yeah doing { 1, tradeLabel etc works
I was going through the readme for racingapp and didn't see anything in regards to the metadata, but saw that there was some for selectedRacerName and Auth. Is there a specification on this? Or can I just do this:
playerData.metadata.selectedRacerName = playerData.metadata.selectedRacerName or 'NONE'
playerData.metadata.selectedRacerAuth = playerData.metadata.selectedRacerAuth or 'NONE'
What are you trying to achieve?
the metadata values should be nil if they aren't set yet. I think the script wont auto-assign one otherwise
Or are you trying to fetch them somewhere else?
No I was just having difficulties just getting anything to register and noticed I didn't have the metadata set in the core. So I was just seeing if there was something I was missing or not.
The script should check if any of them are set or NIL, whenever a race user is given to them, if it's set to NIL it will just set their current user as the one just created
Did you update? If so did you run the sql mentioned in the readme?
Ok. Also, when I was doing the createracinguser I was getting the this user type doesn't exist even though I was following everything as it should've been.
I ran the latest sql. I didn't know I had to add what was in the readme as I was under the assumption that it was preadded to those who didn't already have the script prior to the update. I'll have a look. (Reviewed the SQL and everything is as it should be)
When did you grab the code? I updated the readme on Friday cause I had the wrong order on the command.
Today
You shouldn't have to add the readme stuff if you install from scratch ๐ค

Also there's a typo here:
if PlayerData.metadata.selecterdRacerName then
currentAuth = PlayerData.metadata.selectedRacerAuth
currentName = PlayerData.metadata.selecterdRacerName
else
No. I've only just installed, ran SQL, added items and changed the cryptoType to 'gne'.
I couldn't even get any of the targets to work due and I had the job that was required in AllowedJobs
if you fix that, does that fix the problem you're having?
Trying to load in to see.
AllowedJobs wasn't updated in the config for the User update. Fixed it now
It's working now
so ima just put this here as its probably simple and im missing something somewhere.
I want the payment to be with items instead of cash (trying to do item to item for the economy and do away with currency) i have tried to set the payment type to item and have it take the weed brick item but that just breaks the interaction to where it wont take the item and it doesnt even say i dont have enough of the item
btw this is for radidjob2 OX version
eh i just said screw it and did it myself. If anyone is also using ox_inventory and wants this to work here ya go.
oh yeah can ignore the print functions. debug fun times
Ah, might have been half forgotten 
The best type of developer 
i did a few seconds of looking and realised it wasnt hard but also realised it just wasnt setup lol.
question. with the raidjob cleanup timer. how long is the base timer. im assumning the 20000 is 20 seconds but looking through i cant tell what the script thinks the completion of the job is and im having a pile up of dead bodies and cars in spots sometimes
I think cleanup starts from after case pickup
It's been a bit problematic due to how Onesync handles chunks tho.
i swear the more and more i learn about fivem and how gta natives work its like making minecraft mods lol. got chunks as well now
Yeah, basically anything outside of a clients chunk (~2500 meters iirc) is totally ignored
meaning if you spawn enemies or despawn stuff outside it sometimes just wont register
It's why we spawn enemies upon coming close to the spot
And why the max distance in Head2Head is 2km 
cause otherwise fivem cant determine distances
I'm sure there's some better ways to do it tho
that i assumed. i did notice when testing that it only spawns them in if the client that started the job gets near. Im assuming that with renewed phone groups that is fixed i just dont want to setup renewed phone lol
Yep
One day I kinda wanna just write a script that does renewed phone groups but without the phone
It's basically just a couple of exports and a list of playerids
basically a renewed_lib
a cw lib coming up 
but yeah your scripts a great. its like the basics are there for people to just fuck with and I love it. im by no means a dev. (i have a degree in game design lol) but i can do a bit more that just config dev lol
Yeah it's what we've usually tried to create. Something people can tinker with.
i just figured out how to do the qbphone button and i editied your code to not automatically place a waypoint and instead you need a phone to get the location. it does still start the job so if the player gets near it will start but to get the waypoint you need a phone
I think there's a way to like overwrite fivem Natives even. So you could probably create an overwrite for the set waypoint native and make that a global thing ๐
what do you mean by that. like set the waypoint for everyone or?
No like if you want to make all waypoints always need a phone, that can be done globally
I think
as in you do it in one file and it will always be the case
Ah nvm I was wrong. It's not possible

well i think thats what i have done. in a probably pretty jank way. it just uses the function that was already there to set the waypoint. I just turned that function into an event and i call that event through the mail button and just removed the setgps line to the start job
the most simple way and its all done within the client script
Much more simpler and effective

oh i have VS code. i just find notepad for me to be easier
so i just checked. the cleanup by default is when the case is unlocked. i just switched it to be when the case is picked up because i think i figured out the one sync issue. Its if the player is too far away when the cleanup triggers it doesnt acctually clean those entities. so having it be once the case is picked up gives a better chance to have the player be near when the entities clear.
The only issue i see with it is if it clears the ped that has the key
Can always be triggered when both are done I guess
I think the initial idea with triggering it after unlock is that cops would otherwise show up to an empty scene hehe
that is fair lol. im doing survival server stuffs so i dont need cop stuffs but that does make sense
cw-racingapp
Even though Config.UseCustomUi = false, the ui appears. I only want qb-menu, how can I do it?
Ah yeah, forgot to mention, I removed the qb menus
It came to the point where i'd need to update them also, so they're gone now
I don't even know how to create a very complex new route since there is no such thing as a video for use.
So I'll wait, you're best
Wait? Wait for what?
The qb-menus are gone, forever.
Is the reason for it being just UI for management?
What is the reason for deleting qb-menu?
^
I dont want to maintain multiple menus
You can always use an old commit from github if you want that
but you'll be out of all updates and probably have a bug or two
Are there any errors in the content of the previous version?
I'm sure there could be yes. You'll have to compare commits to check
I will use the old one until the update comes.
Alright
The next update will focus even more on the custom UI tho. The qb-menu will be long forgotten
A small question, how can I change the language for the racing app?
With the new ui, language changes won't affect the App, only some notifications.
ok but I can change it manually in the code?
Yeah of Course ๐
I'd hold off on doing it tho
Next update will completely rework the app side of things
cw-racingapp
how can I set the buttons config? If I do it in the config . only the label changes
You'll have to edit the code
why is there a config for the button?
that confuses me a lot. I specifically use the ox_lib name. so does it have no function?
It should change the default keybind
But if i recall correctly, it won't reset when you change it after once set
So it's best to take everything down again. clean cache and new?
You might need to clear the keybinda in settings also
I don't remember the exact process, but I think it was:
- Take out script
- Start server without it and remove/reset the racing app keybinds in settings
- Re-add script with new default keybinds and run
It's just the default keybinds tho. so they can be changed however
I thank you for the effort. I'll try it
It was enough to change the settings. My mistake . I didn't know it was stored there.
@thorn spoke is this a public resource? I see it in al of your recent video's
It's a modified version of https://github.com/Metimos/gta_vehicleDebug that allows for tracking more values.
Next time I got time to be at the PC i'll make a fork and make it public if I remember too 
ohjw thx
Hey guys, I'm having a problem with cw-racingapp script. It stucks like this when I try to open it.
Ah shit haha, They have some weird ass gitignore in the boilerplate I used. One sec
Should be fixed now 
Thank you for the fix I lost my mind over this yesterday lol
thought I was doing something wrong
May I also ask something about the script? Why does it say No User even tho I used createracinguser as a god?
Could also be fixed by running "npm i" in the html folder 
It seems like it hasn't selectede the user hmm
Try restarting the script once
I don't know if the command actually assigns the user as current
I tried restarting script but it didnt worked let me try restarting the server
Idk if this is something I did wrong but I get this error at f8 when I try to select a user
Hmm, I think I know what might be causing it. I might have forgotten the no-user check 
I'll fix it soon, probably in about 1.5h when I get back home
Okay thank you I'll be waiting โค๏ธ
Should work now 
thank you will try rq
I'm getting an antivirus error while trying to download from github

yeah lol
It might be cause it's built in the dist
maybe that's a bad way to publish it ๐ค
one sec
alright
does it mention any specific files?
it looks like this
Ok that doesn't really say much. I'll try deleting the dist folder and I guess people gotta build it themselves then
I allowed it gonna try now if it works
I removed the dist folder.
If you redownload now you need to also run "npm i" in a console window when in the html folder
Okay I will try that too
I added some better instuctions in the readme for installation of the ui
You can find it under Setup
Did it at least not give you a virus warning now? haha
@strange summit
Also, found this.
https://forum.cfx.re/t/malware-detection-in-server-build-6500/5117877
seems like that specific virus message is common ๐
Hey, I attempted to update my server artifacts to version 6500 this morning, and I came across a rather interesting issue. Windows Defender immediately flagged imgui.dll as Trojan:Script/Wacatac.B!ml malware. As it came from the official artifacts page Iโd normally attribute it to a false positive, however with the rather extensive outage I wa...
I will try really quick I went out to eat something
Will let you know when I'm back home
thanks
there is a antivirus error pops up when trying to build
is it the same one?
That's not an antivirus error. just npm saying there's some outdated packages basically.
yea there was one before i turned off my system

and currently we can't change the position of position and the checkpoint box both separately ?
This is weird.
I don't get this when building on my dev server... but I get this error also when I try building in the public-repo I have
fixing it asap
also while building there was one undefined variable too $border
No. I'm planning to redo the HUD (in-race UI stuff) and add some ability to select layout of it soon
before it was easy to keep both separately
and show only top 3 now confused what to do ๐
You can edit the VUE files and do a new build
for t he same layout
but like I said, I'm planing to add HUD layout options
Awaiting for that
Might take a while, depending on when I got time to work on it
Which vue files I need to mess with can you guide
And also to show only top 3 racers previously had a if statement for that
Now where have to do that
RaceHud.Vue I think
This will be in the RacerList.Vue file
I help you remember โกฬ
@knotty bison
to lazy to even rename it well 
Got it done a lot faster than expected โ๏ธ
Not sure if my IRL colleague is here, but shortly after our discussion in here, he randomly sent me "Hey Coffee, did you know you can do this in VUE? [insert thing that makes HUD positioning a walk in the park]" 
haha thanks alot will look into it soon
operable program or batch file.```
When I try to run the cmd. ๐ฆ
it bugs the ui everytime in raceapp
any response?
Did you follow the set-up steps, to build the ui?
I have 2 issues, I cant make the tablet work, and the createracinguser says " this user type doesnt exist" . I tried different stuff, but I failed.
When did you grab the files?
Try following the setup guide and build the ui
I got them yesterday, and did the npm stuff
Errors?
Did you change the language or something
It's like you're lacking a translations file or something
I did change back to the english
Remove the folder. Re-download it.
that fixed the tablet, now I just cant make a user "name is too long" even with one a or 1.
Quick Question can't see if it has already been asked but for cw-prints, what links can be used in the books? Apologise if this has been covered
Any direct image
Using command or the trader/laptop?
Im using the command
Maybe you're using it wrong. You can try to enable debug in config and it might print some stuff sever side for you to see what's going wrong
Cool thanks
TY, for you patience, its highly appreciated. I get this
No idea.
Others have reported having this up and working no issues so it's probably a you thing. Try going over the readme
Weird that the vending-machine script has this when I uploaded it to check.
https://www.virustotal.com/gui/file/9052fbf8d453faac42881dcbfca43cf45382095c898c98f45f69216f5fc16d1f
Downloaded from here https://github.com/Coffeelot/cw-vending
I wonder if its some fivem thing rn. Third time someone came here and mentioned it after downloading a script, the other times for RacingApp.
The other ones are false positives tho
you can read more about that here https://forum.cfx.re/t/malware-detection-in-server-build-6500/5117877
Hey, I attempted to update my server artifacts to version 6500 this morning, and I came across a rather interesting issue. Windows Defender immediately flagged imgui.dll as Trojan:Script/Wacatac.B!ml malware. As it came from the official artifacts page Iโd normally attribute it to a false positive, however with the rather extensive outage I wa...
Okay. So good to download then?
Just wanted to let you know and also confirm if it is good to download
Yeah. you're the first one to bring it up for vending
And the last push is like many months old
If there had been anything, it'd been picked up a long time ago
Account is needed
i cant swap my vehicle with cw-vehicleswap
it says the vehicle doesn't have any swaps
for the cw racing uptade reinstall the script ?
any plans of adding search part for the track name too ?
setup tracks thing
I would suggest so yes ๐
Planning to add it to all pages
in racing script i am pressing INSERT but checkpoints are not adding in race tracks please can you tell me how to fix that problem
A bit busy. If you want help faster (and maybe fix it yourself) then open a ticket in #1176825221785849977 and make sure to read and follow the post guidelines
ok
great work
Yes Much Needed ๐
Can I translate this completely now or will a lot change? racingapp
You can, but you'll have to fix your translations every update in that case
also is it possible for live posistion update thing as config ?
You mean the amount of players shown?
i have the racing thing i have a master fob it doesnt seem to respond to you
no i mean live position updates without crossing checkpoints
currently it updates only when player crosses checkpoint
Oh haha. That will never happen.
The current version is already performance heavy enough
Get the newest code ๐
i did got it off github
The script doesn't use fobs no more
can u send me thew link
lol true though yet if its possible for config option for those who need is gucci thing rest upto u
Is there any way i can get the tracks link? @thorn spoke
tracks link? ๐ค
like the premade ones
Thanks
with the cw-racingapp how do i get the tablet or app its self
You'll have to add it as a craftable, or buyable item
hi sorry my english not that good can you setup a config i want just master and god and tuner job can create race others just join and start race
Pretty sure that's how it works out of the box, but there's also a Creator role that can create tracks
how would it be crafted just with plastic and stuff?
That'd be up to you, and the crafting script you use
i have a question. I have looked through everything and removed all debug prints, debuging is off in the config ad well. this is for the raid job. it only happens when someone uses the case to open it
It's a QBCore.Debug print somewhere
yeha i have no idea where lol
Search the files for qbcore.debug
does raidjob use the QBCore:Client:UseItem
I dont know, try searching for that in the files maybe? I only have the ox version around.
found it. its in the server file of the raidjob around 320
can anyone help me fix this issue none of the mini games work when we get the case
Probably a PS UI issue
yo guys can someone explaine this for me ฤฑ dont understand what can ฤฑ do here :/ "Go to "html" folder and open a command window (right-click > open in terminal) then type npm i and then npm run build. (Seeing a virus popup? Don't worry) You should now see a folder called "dist" "
you probably dont need to do this if you aren't going to modify the look of the UI
yeah ฤฑ dont want to modify that ui but ฤฑ take this eror how can ฤฑ fix that
Did you run the sql?
yeap
If you did the setup correctly and that's all the errors then I can't really help you. Sorry. If you find anything else please return with more info ๐
@thorn spoke Hey there! Can I peep you a dm for commissioned work? ๐
Hi guys, could anyone help me? I'm having a problem opening any NUI but it stays like this without any items appearing and I've already used the blueprint
framework: qb-core
inventory: LJ
target: ox
(replying in thread instead ๐)
is tuning meant to come with a default item list for qb?
It only comes with one set up for OX Inventory, which is required as noted on Tebex. You can find it in the readme
Does anyone know how to set up Metadata for Cw-Prints for ox_inventory
I can get the cars to make but can't get the meta data to appear, i see in the documentation how to get it to work for qb-inventory, but we are not using that
The readme also mentions it should work if you set the inventory to ox. does that not work?
Nope, i have it set to ox
everything works besides the meta data
It's only supposed to show the business btw
Did you ever add the exports for ox? I know ours for the server were in a diff file
To display the meta on item
On my phone so I canโt check atm
Seems like the entire script was broken to bits with some ox update we did lol
Fixing it now
Mightve also rewrote the book displaying a bit ๐
(it fucks up a bit if you use different sized images but that's a user error if anything lol)
oh thats clean
ox is the future
Take the blue pill, and keep using dated inventory systems like LJ or QB... or take the red pill and see Ox, the true master systems
Hello, a quick question, could anyone tell me how to sell this item and give me money in cash or in the bank? I have been reading the readme and due to my limited knowledge in programming I must be doing something wrong, thank you very much
The PhoneToCash trade does what you want. Look at how that is made
Hi can anyone help me? How can I create an account?
Either buy one or use the command mentioned in the readme
Can someone give me a cheap racing script?
No, like you buy the account in game, from the seller/laptop
Please read the readme.
https://github.com/Coffeelot/cw-racingapp?tab=readme-ov-file#user-management
thx
But if I don't want to put god on a person, what command do I use?
The tiers are racer < creator < master < god
Thx
Renaming and moving this channel so it's easier to understand to use the support tickets
Hi can i ask for fix a little think in my own script? >.<
Does anyone know how to press the keybind next to this, it can't be pressed?
You can set them in the keybinds Settings if they don't work for ya. or change the buttons in the config (I think)
I have a problem with cw Notes. Can anyone help me?
~~#not-cw-support-fivem-talk ~~ ๐ make sure to read the guidlines and go through them
#1176825221785849977 I mean 
how to fix this?
Not sure what you are having issues with?
The print? Probably a missed console log
Go to #1176825221785849977
Go through all steps in the post guidelines before you post.
just a doubt i want to changes some design in racing app
i do npm i and afterwards npm run dev
but
no ui appear
try npm run watch
it build the ui but as svelt we can see ui in on chrome
You cant with racingapp as it's highly dependant on the data is holds. There's no dummy data to help display in a browser
ooh cz i want to some changes in ui like in color theme and some shaping so any idea how can i do that if dont so.... hehe
i have to go in game to do that spaming ?
spaming?
anyone know where to change the npc location in raid job 2? ive searched the whole folder for the coords and nothing is coming up
coords variables are called vector in LUA
https://github.com/Coffeelot/cw-raidjob2-ox/blob/fd84aadf254ca26830fb0893682409e18d6427b1/config.lua#L553
cheers mate foudn it in the end, the coords given in the read me are incorrect so i couldnt find them,
@fallow glen
Which specific track was not working? Or all of them?
I dunno if Iโm doing it wrong ? I tried the port one ? Voodoo I believe it was coffee sorry didnโt know there was a general chat
It's working fine. you're probably copying it wrong. Are you copying the entire page or something? haha
Like off the paste pin from top to bottom yeah.
I just tested and it's working fine.
Paste into a txt file instead and post it here.
Okok


Glad to see someone using Vue instead of React for Simple UI stuff
Fire release cant wait to try it out, and cool showcase video
Thank you
it's pretty damn fun driving around with haha
React is great for complex shit, but I can't even fathom anything for fivem that'd need it haha
This is what I've been saying for a long time but no one hardly uses Vue they use React for so many UI things
It's such a beefy framework though for something like FiveM

It is. Svelte is prob the best for the majority of UI stuff honestly
VUE is great for anything that needs a bit more advanced stuff, like UIs with several menus and whatnot
Svelte is solid, i know not too many people in FiveM Development use it either which is shocking to me Lol.
Though Iโm usually shocked by all kinds of stuff in the FiveM space.
Weโve been working on a new boilerplate for Vue & Svelte for ease of use on new projects.
I link the one I use in crafting and racingapp readmes, but that's for more advanced stuff with state etc.
It'd be nice to have the simple VUE setups as boilerplates also!
True, our main issue though with using stuff thatโs already made like the vue plate you linked is we primarily use C# for 98% of the new stuff we create leading us not to be able to use things like that BP.
itโs always a surprise how poorly built FiveM the framework is.
We actually have a BP for simple VUE setups I believe 
Or maybe we donโt Iโd have to check
Did you run into any issues using that VUE BP btw?
Tried using it for something but it errors out
Oh yeah. All packages were outdated
It'd go as far as give anti virus hits ๐
I updated all packages accordingly. you can grab the package json from either racingapp or crafting and run a clean install
You good man
I know this isn't your deal but since you recommended i swap the package json with yours i was wondering if you recognize this error.
Error: Build failed with 1 error: node_modules/esbuild/lib/main.js:1373:27: ERROR: [plugin: externalize-deps] Failed to resolve entry for package "@vitejs/plugin-vue". The package may have incorrect main/module/exports specified in its package.json.
Nope ๐ค could be some versioning issue or maybe Node version when installing
Appreciate all the replies man.
Iโm digging your scripts and I just wanted to let you know, the boiler plate author replied and said thereโs an official issue with the latest type script compiler version, and we are working with him to come up with a temporary solution.
Keep putting out good stuff ๐๐ผ๐๐ผ
any smart people know how to update these two lines of code to work with the new QB-core ?
TriggerServerEvent("QBCore:Server:AddItem", Config.ThermiteItem, math.random(Config.MinEarn,Config.MaxEarn))
TriggerEvent("inventory:client:ItemBox", QBCore.Shared.Items['thermite_bomb'], "add")
RegisterNetEvent('qb-smallpenis:server:AddReItem', function(item, amount, type)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not Player then return end
if not item then return print('you need an item') end
if not type then type = "add" end
if type == "add" then
Player.Functions.AddItem(item, amount)
TriggerClientEvent('inventory:client:ItemBox', src, QBCore.Shared.Items[item], 'add', amount)
elseif type == "remove" then
Player.Functions.RemoveItem(item, amount)
TriggerClientEvent('inventory:client:ItemBox', src, QBCore.Shared.Items[item], 'remove', amount)
end
end)
Past that in any server sided script
Then trigger with the following
TriggerServerEvent('qb-smallpenis:server:AddReItem', Config.ThermiteItem,math.random(Config.MinEarn,Config.MaxEarn), 'add')
That adds
TriggerServerEvent('qb-smallpenis:server:AddReItem', Config.ThermiteItem,math.random(Config.MinEarn,Config.MaxEarn), 'remove')
That removes
you are an angel
can we use QB scripts with OX inventory?
Yeah it has qb support
acutally im new in developing so i have to change export for every new script?
No it supports QB inventory function calls. You can always ask in the ox discord they know more 
CW can I send you a DM
As long as it's regarding comissions or racing videos 
hello, so our team is interested in your tuning script, were looking to drop a few scripts but want to make sure that your script can cover our basics, i see that you now offer interchangable motorswaps. does this also include the possibilty of adding our Add-on swaps and audio?
does it offer any gear ratio, or fuel to air ratio tuning, or even possibly a dyno?
Looking for basically a whole NFSU2 vibe
You can use any add on audio yes.
Cw gearbox (which covers the gearing for Cw tuning) does not add gear ratios. Not sure if it's possible with this implementation ๐ค
Theres not any fuel-to-air-ratio but you can always add parts that do this perhaps.
For example, the default ecu is defined as such:
ecu = {
bayShore = {
description = "Bay Shore are known for their focus on high speed",
stats = {
torque = 0.008,
speed = 8.0,
},
price = 6000
},
endo = {
description = "ENDO are known for their focus on accleration",
stats = {
torque = 0.0098,
speed = 5.0,
},
price = 6000
}
},
You can probably make similar parts that just change up the variables accordingly.
A dyno UI is planned, but I haven't gotten far with it. It will basically just be a way for mechanics to test all parts to create builds, before commiting to purchasing. So it'll be an UI that has all parts and then updates using cw-performance (probably) to grab PI values
ok worst case scenario we can find another dyno for the time being, have ran into so many complications with the current tuning script and keep just ripping out more and more code within the last couple days and its no longer supported,
ok with motorswaps does that offer more than just sound? i can tune individual engines to certain specs?
do you offer maintanence ? like vehicle ware, repair?
also lets say i have a "stage 4 camshaft", i replace it with "stage 5" do i remove the old camshaft or does it overwrite it?
is there a way to basically third eye the car to "check vehicle mods"?
This might be what you want to check performance
https://github.com/Coffeelot/cw-mechtool
i can tune individual engines to certain specs?
Yes. The script also comes with a command to "rip" performance values from other cars to make it easier. It normalizes values towards 1000kg weight so it can be taken and applied to any vehicles.
do you offer maintanence ? like vehicle ware, repair?
No. I haven't found a decent way to add this that wont require lots of frequent DB calls ๐ค If I do I might add it for sure
also lets say i have a "stage 4 camshaft", i replace it with "stage 5" do i remove the old camshaft or does it overwrite it?
Both, iirc. I think there's an option for it in the config for non-mechanics. It's a feature to allow non-mechanincs to upgrade if mechanincs aren't around but this can be disabled also. Mechanincs remove parts when installing new of same type.
is there a way to basically third eye the car to "check vehicle mods"?
Yes. That's how it works if you dont use cw-mechtool
(also an update is coming for cw tuning like REAL soon so dont download it to soon if you get it
)
ok good to know thank you alot for your feedback and great response time. i also love that your script is also open source aswell!
currently our server is free for all mechanics right now, trying our best to make it run without admins having to give job roles all day so the feature to disable the mechanic job is very helpful
this is currently how we have one of our motorswap options
['k20a'] = { ['improvements'] = { ['type'] = 'CHandlingData',
['handId'] = 'fInitialDriveForce',
['sound'] = 'k20a',
['value'] = 0.320, ['fixed_value'] = true
},['item'] = {
['name'] = 'k20a',
['amount'] = 1,
['time'] = 10
},
['interface'] = {
['name'] = 'Honda K20',
['icon_color'] = '#ffffff00',
['icon'] = 'images/upgrades/k20a.png',
['description'] = 'The Honda K-series engine is a line of four-cylinder four-stroke car engine introduced in 2001.',
['index'] = 14 },
['class'] = 'engine'
}, ```
or
you say that yours is a command but do you offer it as a adjustment within the script aswell?
[`musv8`] = { nInitialDriveGears = 5, fInitialDriveForce = 0.425000, fDriveInertia = 1.200000, fClutchChangeRateScaleUpShift = 8.200000, fClutchChangeRateScaleDownShift = 8.200000, fInitialDriveMaxFlatVel = 168.000000, fMass = '1400.000000', custom = true, -- DECLARE AS CUSTOM ENGINE turboinstall = true, -- this engine has a default turbo install? handlingName = 'musv8', -- sound name label = 'Mustang V8', -- ITEM LABEL soundname = 'musv8', -- sound name price = 100000, },
just trying to compare to what you have. i noticed that your using torque and speed which is something were not used to seeing which could be really interesting
The command returns the maxFlat (speed) and driveForce (torque) as those are the two main values for engine
but you can technincally add any of the "modifiers" you find if you want
torque
speed
mass
antiRollBalance -- hard set. Not increased on base value
braking -- hard set. Not increased on base value
suspForce -- hard set. Not increased on base value
suspComp -- hard set. Not increased on base value
suspRebound -- hard set. Not increased on base value
antiRollForce -- hard set. Not increased on base value
offRoadTractionLoss -- hard set. Not increased on base value
steeringAngle -- hard set. Not increased on base value
griplow -- hard set. Not increased on base value
griphigh -- hard set. Not increased on base value
transmissionUp -- hard set. Not increased on base value
transmissionDown -- hard set. Not increased on base value
torqueSet -- hard set. Not increased on base value
speedSet -- hard set. Not increased on base value
oh i see ๐ฒ
so any part you can modify to your hearts content with those. Sadly gtas handling lacks a lot of depth haha
but this script does it's best to add as much as it can
yes i agree, have been tuning cars for the passed 3 years and im always sitting here fighting with these weird variables
Looking forward to your next update then =D$$
ALSO if you make a dyno and its anything like this
https://www.youtube.com/watch?v=Q2U3wtpLnY0
TAKE MY MONEY lol
I used this dyno setup for Street-X in my NFSU2 Walkthroughs. All parts are on lvl3
Leave a LIKE and a comment, thanks for watching.
Content:
00:00 Dyno
00:57 Suspension
01:18 Drivetrain
01:28 Aerodynamics
01:34 Tires & Brakes
01:43 ECU
01:51 Turbo
02:00 Test Run
02:33 Outro
Subscribe for more!
Music: Skylines - Anno Domini Beats
Support by ...
id like to share a dyno with you but dont want to promote anything care if i dm you the link?
nah yo ucan post it here its fine
anyone knows if i can add AUDIO on gear change?
ok i mean its renzu if youve seen it
https://www.youtube.com/watch?v=wcpkbhbk7_E
this is what we've been using and keep hitting ALL SORTS of walls and its not supported anymore
in the setNextGear function, at the beginning, you can add the audio playing. Youll have to use another script to do it but I think QB comes with one
Aint NO WAY I'll be able to do that 
HAHA atleast your honest! i can appriciate that lol
one last question i think for now, this is all inventory supported right? like i dont have to worry about using metadatas and pulling from some "upgrade bench" instead of just using my inventory?
we craft all of our own parts, so we wolnt be using any tables or purchasable areas
It uses ox inventory
but it sets up shops and everything yes
they're customizable per mechanic shop they belong to also
Oh
nope
QB has 0 support for metadata checks and manipulations
a script like this would be shit with that 
lol
trust, i know this very well thats why weve ripped so much code outta renzus
ugh just dont feel like making the whole switch to ox
It's the true way
thats our plan, we currently have somewhere around 600 parts i think
yeah im not going to disagree with you. but theoretically we could possibly make this work if we make individual parts without the metadata concept ?๐ง
we do enjoy things the hard way you should see our 900 buildable vehicle chassis list lol. which was metadata before.
Yeah for sure. But since QB doesn't support metadata stuff then it will be hell of a lot more coding as you cant just use the built in stuff ox comes with
One key thing about cw tuning is that it uses ONE item
and then uses ox to just change it's image and name
so all these are the same item, no matter type, variant or tier
well we use a lua creator that generates these things for us so adding repetitive code isnt our worst concern. and ok im understanding what your throwing at me, i think we may be able to make this work
if you got good devs Im sure you could
well as far as making brand new scripts not those kind of devs, but as far as making scripts work the way they werent intended too. OH YES lol
but i appreciate you and keep up the great work! as soon as the new update releases im sure we will pick up your tuning!
Adding automatic swaps now too
terrific, talking with our team. even if we were to use the metadata system it would create conflict within making these items craftable.
ox seems great and all but eh... ideas tho supporting metadata through a crafting system would be a great addition. select the item and it will generate it the same way as your stores doing
I do wonder if cw crafting dont already support just that 
i see.... see we havnt really jumped that far into metadata as we are but..
we'll download it tonight and pick at it to see if this is viable. does this support xp and levels?
tuning? No
crafting? yes
ok yeah crafting. were going to ponder the possibilities.
where can i find more new race tracks ?
If anyone is on the fence about jumping mz-skills to cw-rep. This is the difference PER PLAYER CHARACTER of data saved in the database in our db between mz-skills and cw-rep
Anyone know if QB supports checking inventory for metadata/info nowdays?
This shi is the reason I'm on the fence of even supporting this dated inventory system.
If you're to dumb to understand what happens here: Line 72 does everything in line 70 + the entire function above
Also slight spoiler for upcoming script 
no there isn't a way from my knowledge
Oh shit. Did it work well?
Was it streamed? Any vod? ๐
starts at around 2:40 and yes worked amazing
, gonna actually do the update since I finally got some time
Ah cool, you got it into a laptop app also? Does it just open the racingapp ontop of it, or is it actually implemented into it? @tiny basin
Just opens it up over the laptop but they need a dongle to open the app on the laptop
Looked like the phasig scuffed due to passengers? Is your version from before that was (hopefylly) fixed? #patch-notes message
Or wait, hmm, I think cars would de-phase if they are also close to anyone not in a race. So if there are spectators at the starting line phasing will (by design) not work there haha
yes i agree, which is why i was like i need to get to that update haha. We appreciate the work 
I think no matter what you will get that issue if there are spectators around the starting line
It cuts phasing when non-racers are close
ohhhh yeahhh that would makes sense 
hello hello, does anyone know how to get rid of curbboosting/speedbumps in cars? its driving me crazy to figure this out.
there's a couple things you can do, the best i've found is set the cars top speed off how the car crubboosts, so say you want your cars to go 200 mph, with crubboosting make your top speeds 200 so then on normal streets itll be around 140-180. Best of luck!
thank you, i'll try that
You can also add advanced flags to fix it. It might change handling om some vehicles tho, and it's a bit of a chore to add them.
I don't remember exactly what each one did but this one fixes some stuff: 4000000
If I recall correctly, 10000 also fixes this specific issue. However: it will make all your cars gear up early and sound like they are all driven by a 80 year old man who's afraid to rev their super car.
You can modify existing flags by using this tool here: https://adam10603.github.io/GTA5VehicleFlagTool/
We had one dude add 10000 to most high end vehicles on our server but after the server split up I removed it from all handling files cause personally I think the balance it gives doesn't outweight how boring it makes cars sound 
8000000 can fix top-speed glitching also iirc. But it needs a full revamp of downforce if used, to work correctly
thank you very much, iโll definitely look into that!!
thank you all again for your help, we got it to work!!
hi
Hi, I need help, I wanted to add to the server ps-hud-cw but I have a problem my server is on qbox
I am trying to rewrite it but without success, I would appreciate any help
There aren't any pending purchases for you to claim.
Hi @thorn spoke i made a translation to spanish
But im trying to rebuild
Once i got it i can share it no problems ๐
For what script?
cw-racing
Cool. Due to how it's translated its probably easiest for you to provide a copy of the html files in a separate repo or something ๐
oof, its sadly ages since i've used any of this so I can't help you there, maybe I should return to this though
Hi, ive been trying to use cw-tuning with qbx_garages and no luck with cars spawning with mods, has anybody got it working?
Try adding a Wait(100) before calling the event.
If that don't work then DM me the payment id and I'll verify you so you can get access to the support channel for the paid scripts ๐
okay sounds good thank you
Hello all
Hello guys just a very quick question, i saw your crafting system and cw-rep, so my question is: will that scripts work with qbox?
Unless Qbox has changed to much the past like half year then yeah
Ty will try them ^_^
Qbox mainly uses ox target + inv and crafting supports that so it shouldn't be an issue
rep is pretty much standalone I think
Would there ever be ox target support for cw trading?
afaik ox target includes an automatic conversion of qb target? It should work just fine with ox
Your errors might be due to an incorrect setup or installation also.
If you need help please post in #1176825221785849977 , be sure to read through the pinned post.
Hello, again! The crafting script and rep is amazing!! Ty for the creation of them. i am just wondering
If there isn't the right place please delete it
this is a client-side part right?
local hasSkill = exports["cw-rep"]:playerHasEnoughSkill("Searching", 100)
if hasSkill then
-- do thing
end
and this is a server side export right?
exports['cw-crafting']:giveRandomBlueprint(source, {min = 1, max = 2}, 990)
So if i want to add the random blueprint for client side i have to create somethink like this at server side?
ServerSide:
RegisterNetEvent("ascript:DoSomething", function(data)
local src = source
exports['cw-crafting']:giveRandomBlueprint(src, {min = 1, max = 2}, 990)
end
Client side:
local hasSkill = exports["cw-rep"]:playerHasEnoughSkill("Searching", 100)
if hasSkill then
TriggerServerEvent:("ascript:DoSomething", data)
end
Yes, the readme for cw rep goes over which ones have client and which exports are available for serverside. Some things can be done in either or, some can be done in only one. They can differ a bit in their input tho.
Yeah that looks good to me, both examples ๐
If you want to test code fast then this script is great:
https://github.com/ImXirvin/xv-dev
Allows you to test exports and stuff directly in game
Oh ty for letting me know! will try it for sure ๐
i tried that but no luck haha maybe i am dumb but not an getting the blueprint and not an error. interesting, isn't it?
Check #1176825221785849977 pinned post for a debug guide.
But you did give it a 99% chance to NOT give a blueprint so could be that
if you need support please create a ticket in #1176825221785849977
Hey <@&1043506590663319622> users.
Have you experienced issues with phasing/ghosting, especially on a server with more active players?
I think I might have found the issue, but I need people to test the fix.
If you have time and have people on your server then please try this fix and get back to me:
#1257119324599091253 message

It seems to have been a OneSync issue and statebags not actually working as suggested in their documentation
@thorn spoke I have a question about cw-emsblips - but i can't find open a ticket / find the category under #1176825221785849977 ?
Paid scripts have a separate channel. If you want support for paid scripts I need to verify that you're the buyer. Tebex should be connected with a discord bot to sort roles out but it only works when it wan'ts to 
Please DM me the transactionid and email tied to the buyer account and I'll get you the role ๐
The problem is i am LEAD-DEV for NewDayRP, so i am not the Owner of the Tebex - but i'll send you a DM.
#updates message
I've been using qbx for a few months, and I haven't had to do any conversions
So Racingapp works fine also?
I was a bit scared about the server-to-client callbacks needing to be rewritten with oxlib for QBox to work๐ค
Qbox has some issues with commands also right? I know people who use QBox have had problems using the commands that are created with the QBCore function
Really never had a problem with that function
huh ๐ค Racingapp for example doesn't have oxlib commands set up, and I know people running QBox has had issues with them because somewhere with the conversion it replaced the integer indexed table with a named one
maybe they fixed that
No issues with the commands, I have various scripts including yours where I kept everything 'original'. No problems with the callbacks either. Where available, I've activated the ones from ox. I haven't updated to version 18 yet though, I'm still on the previous version
i do recommend just using oxlib for most registion and callback, wait etc
I a using cw-rep and cw-crafting no problem at all on qbox
Their callbacks are so much nicer to work with lmao
it allow the code to be easier to read
In darkweb i've tried to support both because I figured QBs might not be supported with qbox
but I guess they are ๐ค
All good. Nice to heard that it's working out anyway.
I've been running a QBCore server with an (old) QBox core basically ๐
and it's always worked fine to me
the biggest exploit to qbox is still supporting qbcore as it super exploitable
but they support 90 % of qbcore so that my option.
At some point the exploiting has to be a community issue not a script issue tho 
To make things less exploitable we'd have to the performance
that true to be honest if cfx just added cryto encryption to the client side they would fix biggest flaw in fivem
Racingapp is probably INSANELY easy to exploit because it sends the entire set of the race every update. Can probably just trigger the same server calls and gain an infinete amount of wins
99% of qb functions , exports are supported unless the code is spaghetti (they said)
Didn't Qbox post something about deviating from Qbcore like 6 months ago?
Which'd drop some support?
Or was that just like inventory shit?
Nop they still have the bridge for everything from qb
Haven't tried the newest update from ox and qbx_core but i think nothing changed except inv
As long as you run both QBox and ox it shouldn't make a difference
Oh, hmm
the job/group system changed no?
im still confused on that too
idk if it a group api or it just changes job and gangs logic
I guess they changed the core system, but I'd wager the exports probably still work
Like they merged jobs/gangs right?
So if you'd try to fetch a gang (with qbcore functions) called 'police' it'd probably return your police job instead
so the group api is just to update jobs and gang sets got it
Yeah I think it's a merge
as the systems have like almost the same setup anyway
The core use of them is checking access and rank
Yes
Just a little u can refer to the docs
or randol_multijobs
But qbox still supports the qbcore functions to fetch right?
Since no one has complained I assume it works haha
Because I think the only script where I've broken out the job fetch is tuning
Yes like qb and they have a builtin job group like u can have multiple jobs and switch between them
U can ask in qbx ds they can explain better
As long as no one complains there's no need to fix anything hehe
But in the long run I would assume they'll cut more and more support
Which they should as qbcore certainly is lacking in some spots
I have cw-turing and tebex id could you help with role?.
Sure. Dm the id and email of buyer to me and I'll give the role
Qbx โฅ๏ธ
Had no issues with QBCore to QBox functions. But you are gonna have to be careful with ox dropping support for qbcore because now scripts like crafting are not gonna auto convert qb-target to ox_target for example
Depends on how far the support for QBCore goes here as well honesty. I know coffees made mention that he might drop it in favor of qbox instead. Core itself is dated and a security risk in most aspects.
The support didn't seem to be dropped yet for Qb-target and I assume that's just beacuase Linden made Q-target which qb-target was based of to begin with
Nah linden hates qb target bridgeโs XD Iโm surprised that itโs even there
At least it's easy to add ox-target support along side it
Since they have identical setups
Unlike the menus for example 
I love the ps-hud edit but the only thing I ask is if we could get the option to toggle show minimap when not in vehicle like the original ps-hud, maybe in a future update
if not I understand
I won't be updating it ๐
The hud is just something I was doing for fun. It won't get any more updates.
if a project is not using qb/qbox/esx how would be best to convey that on the form to you? Not looking to get filtered for selecting something inaccurate.
What else is there? ๐ค
(added some extra options)
in-house frameworks, ox 
Added Ox and Other ๐
๐ dropped this
Has anyone ever tried to set up the raid jobs with AV Gangs?
Config.oxLib to true
we use oxlib not ox target
Ah ok. Script doesn't support changing them individually.
I enter the location and i put everything money debit but the cards are not come in inventory
#1176825221785849977
read the post guidlines before making your thread ๐
What i did wrong sir??
I am Using Ox_inventory But The Read Me is For Qb
My issue is Only The Card Not Come Into My Inventory
- You're posting in #not-cw-support-fivem-talk not in #1176825221785849977
- You haven't read the stickied post in #1176825221785849977 which instructs you how to provide enough info for us to help you
So - i have a general fivem question. I am new to FiveM so bear with me, but we've noticed that the vehicle sync is quite... not good. It feels like that vehicles if in races or just driving around create some sort of "airbubble" around them and if you drive against it it already counts as bump. Any idea to prevent this?
Thereโs not much of a fix, thatโs just the sync in general of fiveM
The difference between fiveM sync and altV is absolutely bonkers. Wish altV was a bigger platform
@thorn spoke
Do you know how to work with VUE and node?
nope
Then it won't matter much since it's not just some css/html editing. Search the html file for files/folders with HUD in the name
As stated in the readme, we don't do lessons in how to work with the ui. So good luck 
Did you change the SQL script to use "owned_vehicles"?
Says there that owned_vehicles doesn't have the mods column
Did you change it when you added the column?
Huh hmm
this is where the error comes from
i got the tuning data
but mods yea error
[ script:cw-tuning] SCRIPT ERROR: @cw-tuning/server/server.lua:46: cw-tuning was unable to execute a query!
[ script:cw-tuning] Query: SELECT mods FROM owned_vehicles WHERE plate = ?
[ script:cw-tuning] ["KUKTZITR"]
[ script:cw-tuning] Unknown column 'mods' in 'field list'
[ script:cw-tuning] > handler (@cw-tuning/server/server.lua:46)
[ script:cw-tuning] > logError (@oxmysql/dist/build.js:26282)
[ script:cw-tuning] > rawQuery (@oxmysql/dist/build.js:26458)
[ script:cw-tuning] > processTicksAndRejections (node:internal/process/task_queues:96)```
I thought I fixed that 
RegisterNetEvent('cw-tuning:server:setMods', function(newMods, plate)
local result = MySQL.query.await('SELECT mods FROM owned_vehicles WHERE plate = ?', {plate})
if result[1] then
local amountOfMods = 0
for i, mode in pairs(newMods) do
amountOfMods = amountOfMods + 1
end
if amountOfMods == 0 then
if useDebug then print('There are no mods. Resetting DB field.') end
MySQL.query.await('UPDATE owned_vehicles SET tuning = ? WHERE plate = ?', {NULL, plate})
else
if useDebug then print('Setting mods: ', json.encode(newMods)) end
MySQL.query.await('UPDATE owned_vehicles SET tuning = ? WHERE plate = ?', {json.encode(newMods), plate})
end
else
if useDebug then print('Vehicle not in DB') end
end
end)```
how do i do it correctly?
Where it says "tuning =" there. Change it to "mods ="
I have the fixes locally just probably didn't update the resource on Tebex . I'll fix it tomorrow
hi thanks for the update! but im having issues on jg advancedgarage i guess no more error on server console but still doesnt fetch maybe the settings
Could you DM me the tebex transaction ID and I'll get you situated with the correct roles for paid-script support ๐
https://www.youtube.com/watch?v=c5u5mqbRQe0 it is possible to make ui like this and checkpoints? not exactly the same but something like this ....
โจ Siga-me nas redes sociais para ficar por dentro de tudo:
Instagram: @pegasusp1
Discord: https://discord.gg/23Ff7BZ92c
๐ฎ E nรฃo perca minhas lives na Twitch! Estou ao vivo toda semana jogando e interagindo com vocรชs! Venha fazer parte da nossa comunidade:
Twitch: https://www.twitch.tv/pegasusp1_
๐ Ative as notificaรงรตes para nรฃo perder nenh...
Yes but you'd have to rewrite some code to do it.
You'll want to search for CheckpointPileModel in client/main.lua and figure it out from there. Good luck ๐
oops i dont know coding
BTW if you check someone named Kyle, sent you the code to implement it in the script ๐ iirc
anyone able to help me with cw-raidjob2?
i want to make it so you can have a chance to get weapons and attachments
I recently see the new addition about bounties, incredible!! ๐
Hey Can Someone send me steps to install the racing script I am unable to figure otu
out*
<@&1002187624259256350>
Just read the readme
I Tried but then it's showing cw-performance issue and when I am adding CW-Performance then my -phone is not coming out
Can I get some video link so i can check and follow the steps
<@&1002187624259256350>
There's no install video from us. You'll have to find that somewhere else
What type of service you guys are giving then if u can't solve the issues even your read me file is not proper with steps
Support on issues that are from the scripts, not user errors
You don't have to install the phone part of cw-performance if that's whats causing the issues
I removed that phone is coming out but then cw-racing and performance is not starting
There's a step by step guide pinned in #1176825221785849977 to debug. Please start there, and make a thread when you've gone though the steps and provided the suggested info
Is there seomething wron in my cfg or this is f*up?
Too many entried for each player.
Should only be 1 for each player, how should i fix it ?
What page are you screenshotting?
I just read the config and it seems to be normal behavious, Wanted to know if there was possible to limit only best record for player on each track not taking in consideration carmodel or vehicleclass but nevermind.
It should be doing one 1 entry per racer per class/vehicle (depending on what your Config.UseVehicleModelInsteadOfClassForRecords is set to)
So seeing more than one record per player is not normal
Is tha track records tab
Yes, one record per racer as long as:
- track is same
- vehicle or class is same (whic one depends on config)
- Race Type is same .
Ei you can have 2 entries for RacerA but they'd have to differ in one of those 3 aspects
so what you screenshotted looks like it's a buug
Ok maybe its due to updating script after rework on records, i wil ltry to drop the records table on the DB and try to see if it works correctly
Also, Wanted to let you know that when racers gets ghosted other players from outside the race do not see them with Alpha set as 254, but see them almost completely transparent.
Looks like it is synced only with those in race.
Are these times from befoer it was reworked?
Just tested and it seemed to be working as intended for me. Although if there are already multiple it might cause issues possibly
Yes maybe that is the issue
I will wipe the DB records
I dont know how to fix that without running loops for all players so I guess that's just a feature and not a bug โ
Sounds good hahahaha
some reason thecreateracinguser command doesn't work for me, doesn't show up on the command list
also my user doesn't show up in the db
11:47:17 PM [ bussin] createracinguser
11:47:17 PM [ cmd] No such command createracinguser.
it appears none of the commands work I don't see removeracetracks either
and yes i have cw-performance installed
any ideas on why?
@thorn spoke
#1176825221785849977 ๐
And read the stickied first
is there a way to change the flare color @thorn spoke ?
Check the config. If not there then search the client main file for flare
I tried this but no luck.. any ideas? I don't think the flare particle color can be changed but i could be wrong.
local function handleFlare(checkpoint)
local Size = 1.0
local left = showNonLoopParticle('core', 'exp_grd_flare',
CurrentRaceData.Checkpoints[checkpoint].offset.left, Size)
local right = showNonLoopParticle('core', 'exp_grd_flare',
CurrentRaceData.Checkpoints[checkpoint].offset.right, Size)
-- added
SetParticleFxLoopedColour(left, 128 / 255, 0 / 255, 128 / 255)
SetParticleFxLoopedColour(right, 128 / 255, 0 / 255, 128 / 255)
--
SetTimeout(Config.FlareTime, function()
StopParticleFxLooped(left, false)
StopParticleFxLooped(right, false)
end)
end
Sets the colour tint of a previously started looped particle effect
You can use the [inverse lerp](https://www.gamedev.net/articles/programming/general-and-gameplay-programming/inverse-lerp-a-super-u
I have cw-trade and cw-traders as seperate folders how do I merge them to get the cw-traders to read the server file
p.s: cw-traders did NOT come with a server folder or sever.lua
They should be separate folders. Traders does not have a server file.
ahhh
so I remove the string of code that mentions a server.lua
Yes ๐
is this supposed to be helpful?
thank you my man
Yes that's the RGB of the particle as far as I understand? Maybe it don't work. I don't know. Test some stuff ๐
And for anyone else dropping in here: this isn't a support channel for cw scripts.๐
i added that myself
but it did not work, any ideas?
Nah no idea. Maybe needs a different particle effect 
The ptfx used says non looped
Iโd assume youโd have better luck with
Purely a guess though
I tried that one too
Hi, can anyone tell me whats the difference between the "control" and the "controlAll" permission in cw-racingapp ?
control only lets the the user with that auth type control users they created. Controll All lets you see all racing uers ever created.
so if i let master the "control" perm, they can create users right?
but they can create with god permission for example?
You also need 'create' set to true
okay, but they can't create higher rank users right?
No, they can only create types under them iirc
Or it might be that it's tied to what's defined in Config.Laptop actually
Yeah but if i'm "master" for example, i can create user but cannot specify what auth type
Did you remove the job requirement in Config.Laptop?
u mean just empty the table or set to false?
current settings:
jobRequirement = false, -- Tied to Config.AllowedJobs
requireToken = false, -- using cw tokens?
model = 'xm_prop_x17_laptop_mrsr', -- entity model
location = vector4(938.56, -1549.8, 34.37, 163.59), -- world location
moneyType = Config.Payments.createRacingUser, -- cash/bank/crypto
racingUserCosts = { -- cost of creating an account
racer = 1,
creator = 1,
master = 1,
god = 1
},
And still "not authorized"
No. All options should be false if you don't want them to have a job requirement
jobRequirement = { racer = false, creator = false, master = false, god = false }```
I'd remove the god user from that list tho, so they can't be created
god user is meant to be an admin kinda thing
yeah i know, i just want "rp crews leader" to be allowed to create racers with creator/racer auth
so i just need to put true the master and the god user tho
Anything you set to true in that will require your user to have a specific job to be able to create that user type
yeah, i set to true the master and god user and set the config.allowedjobs to the admin crew one
Already ud, thank you so much coffeelot
yeah exactly. So you can actually hide the god one behind a job
that's neat, didn't even think about that lol
And I'm renaming this channel since it seems that it's unclear that this aint cw support channel, that'd be #1176825221785849977 
u received it=?
Sure did. Appreciate it 
Hello yall
I was wondering if anyone could help me with qbtarget. I wanted to make it so that it would show .pngs of items when third eyeing. In this case I want it to show "beer.png" or/and "meth.png". Any help of guidance is helpful
hello all , thanks for the amazing script one problem i have
when i start the race ghost dont start direclty it take some seconds + some times even players are racers they hit each other
This is not the proper support channel, i'm waiting to create a proper report in #1176825221785849977 if you have showcase video of the bug would be good as i will try to put a PR to fix that too. (I'm waiting for videos from my players too)
Hot tip: Debug logs will without a doubt be needed to debug that.
Enabling this for tomorrow ๐
hey does anyone know how to make a fivem screen like this when a player joins any server
I get this when trying to insert the default tracks sql
wrong channel use #1176825221785849977
I'm loving the racing app, its come so far since I used it last year!
How is the score for the cars calculated? Is it from the handling meta values? I wanna rearrange the classes on my server
Yeah it analyzes the meta values. You can tweak it q bit through the performance config
If I dont want a sound while driving through a checkpoint, can I delete the checkpoint line or just fill in false?
No idea. You could always try
Any way that I could make this black? I like it more white honestly but because of my bloom I dont see the standings at night
deleting it worked btw XD
sound stuff didnt work if anyone would have idea how to fix without fucking over the other files let me know, imma also try some stuff
does renewed qb-phone renewed still work these days? i really wanna use it so we can have groups for raidjob but ive installed it multiple times and none of the apps load
there is an option for the UI color, changing that will change this!
ill see if i can locate it again for you
find this: Config.PrimaryUiColor = '#2986cc' -- Primary color in UI, default is orange Line 54 of config.lua
you will need to just replace the hex code, as mine is blue
I'd highly advice against renewed phone. It's dead afaik
gotcha, is there any other way to get groups for raidjob2?
yeah i figured it was archived for a reason
not without re-coding it
ah okay, but if yphone has groups i could totally re-code it to work?
Yeah any group system that works in a similar way would probably be pretty easy to swap out the qb-phone exports for whatever group system you want to use
sweet, appreciate the help! been developing a server for only like 3 months now so im still pretty clueless on alot of things.
i just tried replacing the exports with yphone ones and no luck so far, also the first time ive done it so i probably messed up
Does anyone have a script that when you hold some keybind it displays the vehicle class above the vehicle?
that would be cool for police and stuff
Been wanting to test ox dui stuff out so maybe that's not a bad idea to test it on ๐ค
that would be dope
if youre using ps-dispatch there at one point was a way to add that as an alert, idk where that snippet is now though
it would ping back plate information and someone had modified it to add the class of the car in
but civilians couldnt use it
true
the closest rn is probably cw-mechtool but that's only for mechanics
But something that displays it above the vehicle would be sweet also
This looks dope man
@thorn spoke please say me how can I remove that
It's a config option to turn off
which config file
For CW performance
-- THE FOLLOWING REQUIRES OXLIB
Config.AllowDrawTextDisplay = true -- If enabled you can use a hotkey to display classes over vehicles. Make sure oxlib is imported in the fxmanifest
Config.DrawTextSetup = {
height = 2.0, -- height above vehicle the label displays
distance = 20.0, -- Distance from players where performance index is visible
showPillar = true, -- if false then disables pillar, if your arent into that kinda thing
markerType = 1, -- marker type, 0 is a cone and 1 is pillar. Google fivem markers for more
baseSize = 0.04, -- Pillar size
defaultButton = 'F6' -- see https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/keyboard/
this?
I was wondering if I can talk to somebody about commission?
dm me
For?
does anyone have lb-phone cw-performance app by any chance or do I have to make it? 
don't anybody has it
What does that even mean
nobody made the app
i have a heavy doubt that anybody would do all the work to convert it to a paid resource and then let it out for free sadly.
I just did it, do you guys want it?
can post it in here if ya want. i dont think anyone would object to it
I will do it
Just added it to #1346404235335438366
Hey Coffee or any other seasoned dev. Is there a good tutorial or guide you know of for learning to how make a bridge for frameworks? or just good go-to videos for fivem scripting? Trying to learn this shit, it's so hard to find any coheearant learning resources
Nah easiest is just finding a script with a bridge to look at.
Appreciate the reply. Back to it then ๐
Heya @thorn spoke might to add a section to the readme about "setCraftingOpen" export in the crafting
So it can be opened from other scripts
@thorn spoke sorry for taging but im usin the cw-racing the prob is when i want to creat race and adding check points i cant why ???
You probably using the wrong buttons.
Seeing as you're not making a report in #1176825221785849977 i assume there's no errors so user error is most likely the case here ๐
Check config and make sure you read
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anyone who could help me idk why the graphics are like flickering and changing shades the whole time
I think i has something to do with my own server the thing is idk what it could be caused by
Could be alot of things. If you think it's on your server only, the first thing I'd check is custom assets



