I rename them to vdk_inventory it works ^^
but There is no more the inventory by pressing “K”
I rename them to vdk_inventory it works ^^
but There is no more the inventory by pressing “K”
SOLUTION: Remove the “master” from both folders
hi first of all thank you for this great release.
The script works fine but i have an idea to make it better :
You should store the kind of blips we want to display on the map in the database to let people choose which on they want.
In your vdk_recolt/vdkrec.lua, the function setBlip() could get the blip from the database to display it.
thx work perfectly
When you take the time to understand the installation
I have this folder in the folder ressources :
I changed this
Citizen.CreateThread(function()
Citizen.Wait(5000)
while true do
Citizen.Wait(1)
near = IsNear()
if ((exports.vdk_inventory:notFull() == true) and (exports.vdk_inventory:getQuantity(JOBS[jobId].raw_id) < 32)) then
if (near == 'field') then
recolt('Récolte', '+1')
elseif (near == 'treatment' and exports.vdk_inventory:getQuantity(JOBS[jobId].raw_id) > 0) then
recolt('Traitement', '+1')
elseif (near == 'seller' and exports.vdk_inventory:getQuantity(JOBS[jobId].treat_id) > 0) then
recolt('Vente', '-1')
end
else
if (near == 'treatment' and exports.vdk_inventory:getQuantity(JOBS[jobId].raw_id) > 0) then
recolt('Traitement', '+1')
elseif (near == 'seller' and exports.vdk_inventory:getQuantity(JOBS[jobId].treat_id) > 0) then
recolt('Vente', '-1')
end
end
end
end)
To have my general inventory set to 100 and my item inventory set to 32…
One thing need to be set uo ASAP…Farmer can harvest Copper…If you see what I mean
The problems come dear you, me the treatment works well
I think that’s random. Some people have problems that others don’t have. MySQL problems are just dumb problems. But problems linked to the script is another thing…
Suggestion : Add a ped which we can intecract with him to sell items (like in AltisLife on Arma 3), for farming, make a condition if the player has not the good job he can’t farm.
That’s a Good idea
How to ensure that when choosing a craft in the indicated area (minor example), 2 icons appear to allow to visualize the harvest and sale zone
The text does not
function recolt(text, rl)
if (text == 'Récolte') then
TriggerEvent("mt:missiontext", text .. ' en cours de ~g~' .. tostring(JOBS[jobId].raw_item) .. '~s~...', timeForRecolt - 800)
Citizen.Wait(timeForRecolt - 800)
TriggerEvent("player:receiveItem", tonumber(JOBS[jobId].raw_id), 1)
TriggerEvent("mt:missiontext", rl .. ' ~g~' .. tostring(JOBS[jobId].raw_item) .. '~s~...', 800)
elseif (text == 'Traitement') then
TriggerEvent("mt:missiontext", text .. ' en cours de ~g~' .. tostring(JOBS[jobId].raw_item) .. '~s~...', timeForRecolt - 800)
Citizen.Wait(timeForRecolt - 800)
TriggerEvent("player:looseItem", tonumber(JOBS[jobId].raw_id), 1)
TriggerEvent("player:receiveItem", tonumber(JOBS[jobId].treat_id), 1)
TriggerEvent("mt:missiontext", rl .. ' ~g~' .. tostring(JOBS[jobId].treat_item) .. '~s~...', 800)
elseif (text == 'Vente') then
TriggerEvent("mt:missiontext", text .. ' en cours de ~g~' .. tostring(JOBS[jobId].treat_item) .. '~s~...', timeForRecolt - 800)
Citizen.Wait(timeForRecolt - 800)
TriggerEvent("player:sellItem", tonumber(JOBS[jobId].treat_id), tonumber(JOBS[jobId].price))
TriggerEvent("mt:missiontext", rl .. ' ~g~' .. tostring(JOBS[jobId].treat_item) .. '~s~...', 800)
end
Citizen.Wait(800)
end
Any ideas ? :’(
hi i’m trying to add marker on my working zone using
DrawMarker(1, position.x, position.y, position.z - 1, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 255, 0,155, 0,0, 0,0)
to be able to delete those blips on illégal field for example.
any idea of where i should put this?
I was thinking to put this here in vdk_recolt.lua :
– Get the list of all jobs in the database and create the blip associated
AddEventHandler(“cli:getJobs”, function(listJobs)
JOBS = listJobs
Citizen.CreateThread(function()
for _, item in pairs(JOBS) do
– setBlip(item.fx, item.fy, item.fz, 17)
DrawMarker(1, item.fx, item.fy, item.fz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 0, 0,155, 0,0, 0,0)
– setBlip(item.tx, item.ty, item.tz, 18)
DrawMarker(1, item.tx, item.ty, item.tz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 0, 0,155, 0,0, 0,0)
– setBlip(item.sx, item.sy, item.sz, 19)
DrawMarker(1, item.sx, item.sy, item.sz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 0, 0,155, 0,0, 0,0)
end
end)
end)
But it doesn’t works any idea?
You have a message text for recolt ?
Me? yes i have one you think i should put my marker there?
No I just said that when I’m on the harvest site I have no message written down the screen as what I am currently harvesting
you should have one without modify the script
Does the inventory limit work for you ? (don’t work for me)
Same for me… I done everything the release said but the error is everytime here…