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Yardım esx_property depoya item koyabiliyorum ancak alamıyorum.

miscrowt

Üye
FT Kullanıcı
Katılım
4 yıl 8 ay 29 gün
Mesajlar
328
Bu şekilde depo oluşturdum ancak itemleri alamıyorum. Aşağıdaki kodları inceleyip yardımcı olur musunuz?

11218

esx_property\client\main.lua içeriği;

Kod:
local OwnedProperties, Blips, CurrentActionData = {}, {}, {}
local CurrentProperty, CurrentPropertyOwner, LastProperty, LastPart, CurrentAction, CurrentActionMsg
local firstSpawn, hasChest, hasAlreadyEnteredMarker = true, false, false
ESX = nil

Citizen.CreateThread(function()
    while ESX == nil do
        TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
        Citizen.Wait(0)
    end
end)

RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(xPlayer)
    ESX.TriggerServerCallback('esx_property:getProperties', function(properties)
        Config.Properties = properties
        CreateBlips()
    end)

    ESX.TriggerServerCallback('esx_property:getOwnedProperties', function(result)
        for k,v in ipairs(result) do
            SetPropertyOwned(v.name, true, v.rented)
        end
    end)
end)

-- only used when script is restarting mid-session
RegisterNetEvent('esx_property:sendProperties')
AddEventHandler('esx_property:sendProperties', function(properties)
    Config.Properties = properties
    CreateBlips()

    ESX.TriggerServerCallback('esx_property:getOwnedProperties', function(result)
        for k,v in ipairs(result) do
            SetPropertyOwned(v.name, true, v.rented)
        end
    end)
end)

function DrawSub(text, time)
    ClearPrints()
    BeginTextCommandPrint('STRING')
    AddTextComponentSubstringPlayerName(text)
    EndTextCommandPrint(time, 1)
end

function CreateBlips()
    for i=1, #Config.Properties, 1 do
        local property = Config.Properties[i]

        if property.entering then
            Blips[property.name] = AddBlipForCoord(property.entering.x, property.entering.y, property.entering.z)

            SetBlipSprite (Blips[property.name], 369)
            SetBlipDisplay(Blips[property.name], 4)
            SetBlipScale  (Blips[property.name], 1.0)
            SetBlipAsShortRange(Blips[property.name], true)

            BeginTextCommandSetBlipName("STRING")
            AddTextComponentSubstringPlayerName(_U('free_prop'))
            EndTextCommandSetBlipName(Blips[property.name])
        end
    end
end

function GetProperties()
    return Config.Properties
end

function GetProperty(name)
    for i=1, #Config.Properties, 1 do
        if Config.Properties[i].name == name then
            return Config.Properties[i]
        end
    end
end

function GetGateway(property)
    for i=1, #Config.Properties, 1 do
        local property2 = Config.Properties[i]

        if property2.isGateway and property2.name == property.gateway then
            return property2
        end
    end
end

function GetGatewayProperties(property)
    local properties = {}

    for i=1, #Config.Properties, 1 do
        if Config.Properties[i].gateway == property.name then
            table.insert(properties, Config.Properties[i])
        end
    end

    return properties
end

function EnterProperty(name, owner)
    local property       = GetProperty(name)
    local playerPed      = PlayerPedId()
    CurrentProperty      = property
    CurrentPropertyOwner = owner

    for i=1, #Config.Properties, 1 do
        if Config.Properties[i].name ~= name then
            Config.Properties[i].disabled = true
        end
    end

    TriggerServerEvent('esx_property:saveLastProperty', name)

    Citizen.CreateThread(function()
        DoScreenFadeOut(800)

        while not IsScreenFadedOut() do
            Citizen.Wait(0)
        end

        for i=1, #property.ipls, 1 do
            RequestIpl(property.ipls[i])

            while not IsIplActive(property.ipls[i]) do
                Citizen.Wait(0)
            end
        end

        SetEntityCoords(playerPed, property.inside.x, property.inside.y, property.inside.z)
        DoScreenFadeIn(800)
        DrawSub(property.label, 5000)
    end)

end

function ExitProperty(name)
    local property  = GetProperty(name)
    local playerPed = PlayerPedId()
    local outside   = nil
    CurrentProperty = nil

    if property.isSingle then
        outside = property.outside
    else
        outside = GetGateway(property).outside
    end

    TriggerServerEvent('esx_property:deleteLastProperty')

    Citizen.CreateThread(function()
        DoScreenFadeOut(800)

        while not IsScreenFadedOut() do
            Citizen.Wait(0)
        end

        SetEntityCoords(playerPed, outside.x, outside.y, outside.z)

        for i=1, #property.ipls, 1 do
            RemoveIpl(property.ipls[i])
        end

        for i=1, #Config.Properties, 1 do
            Config.Properties[i].disabled = false
        end

        DoScreenFadeIn(800)
    end)
end

function SetPropertyOwned(name, owned, rented)
    local property     = GetProperty(name)
    local entering     = nil
    local enteringName = nil

    if property.isSingle then
        entering     = property.entering
        enteringName = property.name
    else
        local gateway = GetGateway(property)
        entering      = gateway.entering
        enteringName  = gateway.name
    end

    if owned then
        OwnedProperties[name] = rented
        RemoveBlip(Blips[enteringName])

        Blips[enteringName] = AddBlipForCoord(entering.x, entering.y, entering.z)
        SetBlipSprite(Blips[enteringName], 357)
        SetBlipAsShortRange(Blips[enteringName], true)

        BeginTextCommandSetBlipName("STRING")
        AddTextComponentSubstringPlayerName(_U('property'))
        EndTextCommandSetBlipName(Blips[enteringName])
    else
        OwnedProperties[name] = nil
        local found = false

        for k,v in pairs(OwnedProperties) do
            local _property = GetProperty(k)
            local _gateway  = GetGateway(_property)

            if _gateway then
                if _gateway.name == enteringName then
                    found = true
                    break
                end
            end
        end

        if not found then
            RemoveBlip(Blips[enteringName])

            Blips[enteringName] = AddBlipForCoord(entering.x, entering.y, entering.z)
            SetBlipSprite(Blips[enteringName], 369)
            SetBlipAsShortRange(Blips[enteringName], true)

            BeginTextCommandSetBlipName("STRING")
            AddTextComponentSubstringPlayerName(_U('free_prop'))
            EndTextCommandSetBlipName(Blips[enteringName])
        end
    end
end

function PropertyIsOwned(property)
    return OwnedProperties[property.name] ~= nil
end

function OpenPropertyMenu(property)
    local elements = {}

    if PropertyIsOwned(property) then
        table.insert(elements, {label = _U('enter'), value = 'enter'})

        -- add move out
        if not Config.EnablePlayerManagement then
            local leaveLabel = _U('move_out')

            if not OwnedProperties[property.name] then
                leaveLabel = _U('move_out_sold', ESX.Math.GroupDigits(ESX.Math.Round(property.price / Config.SellModifier)))
            end

            table.insert(elements, {label = leaveLabel, value = 'leave'})
        end
    else
        if not Config.EnablePlayerManagement then
            table.insert(elements, {label = _U('buy', ESX.Math.GroupDigits(property.price)), value = 'buy'})

            -- display rent price
            local rent = ESX.Math.Round(property.price / Config.RentModifier)
            table.insert(elements, {label = _U('rent', ESX.Math.GroupDigits(rent)), value = 'rent'})
        end
    end

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'property', {
        title    = property.label,
        align    = 'top-left',
        elements = elements
    }, function(data, menu)
        menu.close()

        if data.current.value == 'enter' then
            TriggerEvent('instance:create', 'property', {property = property.name, owner = ESX.GetPlayerData().identifier})
        elseif data.current.value == 'leave' then
            TriggerServerEvent('esx_property:removeOwnedProperty', property.name)
        elseif data.current.value == 'buy' then
            TriggerServerEvent('esx_property:buyProperty', property.name)
        elseif data.current.value == 'rent' then
            TriggerServerEvent('esx_property:rentProperty', property.name)
        end
    end, function(data, menu)
        menu.close()

        CurrentAction     = 'property_menu'
        CurrentActionMsg  = _U('press_to_menu')
        CurrentActionData = {property = property}
    end)
end

function OpenGatewayMenu(property)
    if Config.EnablePlayerManagement then
        OpenGatewayOwnedPropertiesMenu(gatewayProperties)
    else
        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'gateway', {
            title    = property.name,
            align    = 'top-left',
            elements = {
                {label = _U('owned_properties'),    value = 'owned_properties'},
                {label = _U('available_properties'), value = 'available_properties'}
        }}, function(data, menu)
            if data.current.value == 'owned_properties' then
                OpenGatewayOwnedPropertiesMenu(property)
            elseif data.current.value == 'available_properties' then
                OpenGatewayAvailablePropertiesMenu(property)
            end
        end, function(data, menu)
            menu.close()

            CurrentAction     = 'gateway_menu'
            CurrentActionMsg  = _U('press_to_menu')
            CurrentActionData = {property = property}
        end)
    end
end

function OpenGatewayOwnedPropertiesMenu(property)
    local gatewayProperties = GetGatewayProperties(property)
    local elements = {}

    for i=1, #gatewayProperties, 1 do
        if PropertyIsOwned(gatewayProperties[i]) then
            table.insert(elements, {
                label = gatewayProperties[i].label,
                value = gatewayProperties[i].name
            })
        end
    end

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'gateway_owned_properties', {
        title    = property.name .. ' - ' .. _U('owned_properties'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)
        menu.close()
        local elements = {{label = _U('enter'), value = 'enter'}}

        if not Config.EnablePlayerManagement then
            table.insert(elements, {label = _U('leave'), value = 'leave'})
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'gateway_owned_properties_actions', {
            title    = data.current.label,
            align    = 'top-left',
            elements = elements
        }, function(data2, menu2)
            menu2.close()

            if data2.current.value == 'enter' then
                TriggerEvent('instance:create', 'property', {property = data.current.value, owner = ESX.GetPlayerData().identifier})
                ESX.UI.Menu.CloseAll()
            elseif data2.current.value == 'leave' then
                TriggerServerEvent('esx_property:removeOwnedProperty', data.current.value)
            end
        end, function(data2, menu2)
            menu2.close()
        end)
    end, function(data, menu)
        menu.close()
    end)
end

function OpenGatewayAvailablePropertiesMenu(property)
    local gatewayProperties = GetGatewayProperties(property)
    local elements = {}

    for i=1, #gatewayProperties, 1 do
        if not PropertyIsOwned(gatewayProperties[i]) then
            table.insert(elements, {
                label = gatewayProperties[i].label,
                value = gatewayProperties[i].name,
                buyPrice = gatewayProperties[i].price,
                rentPrice = ESX.Math.Round(gatewayProperties[i].price / Config.RentModifier)
            })
        end
    end

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'gateway_available_properties', {
        title    = property.name .. ' - ' .. _U('available_properties'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)
        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'gateway_available_properties_actions', {
            title    = property.label .. ' - ' .. _U('available_properties'),
            align    = 'top-left',
            elements = {
                {label = _U('buy', ESX.Math.GroupDigits(data.current.buyPrice)), value = 'buy'},
                {label = _U('rent', ESX.Math.GroupDigits(data.current.rentPrice)), value = 'rent'}
        }}, function(data2, menu2)
            menu.close()
            menu2.close()

            if data2.current.value == 'buy' then
                TriggerServerEvent('esx_property:buyProperty', data.current.value)
            elseif data2.current.value == 'rent' then
                TriggerServerEvent('esx_property:rentProperty', data.current.value)
            end
        end, function(data2, menu2)
            menu2.close()
        end)
    end, function(data, menu)
        menu.close()
    end)
end

function OpenRoomMenu(property, owner)
    local entering = nil
    local elements = {{label = _U('invite_player'),  value = 'invite_player'}}

    if property.isSingle then
        entering = property.entering
    else
        entering = GetGateway(property).entering
    end

    if CurrentPropertyOwner == owner then
        table.insert(elements, {label = _U('player_clothes'), value = 'player_dressing'})
        table.insert(elements, {label = _U('remove_cloth'), value = 'remove_cloth'})
    end

    table.insert(elements, {label = "Property inventory", value = "property_inventory"})

    ESX.UI.Menu.CloseAll()

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'room', {
        title    = property.label,
        align    = 'top-left',
        elements = elements
    }, function(data, menu)

        if data.current.value == 'invite_player' then

            local playersInArea = ESX.Game.GetPlayersInArea(entering, 10.0)
            local elements      = {}

            for i=1, #playersInArea, 1 do
                if playersInArea[i] ~= PlayerId() then
                    table.insert(elements, {label = GetPlayerName(playersInArea[i]), value = playersInArea[i]})
                end
            end

            ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'room_invite', {
                title    = property.label .. ' - ' .. _U('invite'),
                align    = 'top-left',
                elements = elements,
            }, function(data2, menu2)
                TriggerEvent('instance:invite', 'property', GetPlayerServerId(data2.current.value), {property = property.name, owner = owner})
                ESX.ShowNotification(_U('you_invited', GetPlayerName(data2.current.value)))
            end, function(data2, menu2)
                menu2.close()
            end)

        elseif data.current.value == 'player_dressing' then

            ESX.TriggerServerCallback('esx_property:getPlayerDressing', function(dressing)
                local elements = {}

                for i=1, #dressing, 1 do
                    table.insert(elements, {
                        label = dressing[i],
                        value = i
                    })
                end

                ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'player_dressing', {
                    title    = property.label .. ' - ' .. _U('player_clothes'),
                    align    = 'top-left',
                    elements = elements
                }, function(data2, menu2)
                    TriggerEvent('skinchanger:getSkin', function(skin)
                        ESX.TriggerServerCallback('esx_property:getPlayerOutfit', function(clothes)
                            TriggerEvent('skinchanger:loadClothes', skin, clothes)
                            TriggerEvent('esx_skin:setLastSkin', skin)

                            TriggerEvent('skinchanger:getSkin', function(skin)
                                TriggerServerEvent('esx_skin:save', skin)
                            end)
                        end, data2.current.value)
                    end)
                end, function(data2, menu2)
                    menu2.close()
                end)
            end)

        elseif data.current.value == 'remove_cloth' then

            ESX.TriggerServerCallback('esx_property:getPlayerDressing', function(dressing)
                local elements = {}

                for i=1, #dressing, 1 do
                    table.insert(elements, {
                        label = dressing[i],
                        value = i
                    })
                end

                ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'remove_cloth', {
                    title    = property.label .. ' - ' .. _U('remove_cloth'),
                    align    = 'top-left',
                    elements = elements
                }, function(data2, menu2)
                    menu2.close()
                    TriggerServerEvent('esx_property:removeOutfit', data2.current.value)
                    ESX.ShowNotification(_U('removed_cloth'))
                end, function(data2, menu2)
                    menu2.close()
                end)
            end)

        elseif data.current.value == "property_inventory" then
            menu.close()
            OpenPropertyInventoryMenu(property, owner)
        end

    end, function(data, menu)
        menu.close()

        CurrentAction     = 'room_menu'
        CurrentActionMsg  = _U('press_to_menu')
        CurrentActionData = {property = property, owner = owner}
    end)
    
end

function OpenRoomInventoryMenu(property, owner)
    ESX.TriggerServerCallback('esx_property:getPropertyInventory', function(inventory)
        local elements = {}

        if inventory.blackMoney > 0 then
            table.insert(elements, {
                label = _U('dirty_money', ESX.Math.GroupDigits(inventory.blackMoney)),
                type = 'item_account',
                value = 'black_money'
            })
        end

        for i=1, #inventory.items, 1 do
            local item = inventory.items[i]

            if item.count > 0 then
                table.insert(elements, {
                    label = item.label .. ' x' .. item.count,
                    type = 'item_standard',
                    value = item.name
                })
            end
        end

        for i=1, #inventory.weapons, 1 do
            local weapon = inventory.weapons[i]

            table.insert(elements, {
                label = ESX.GetWeaponLabel(weapon.name) .. ' [' .. weapon.ammo .. ']',
                type  = 'item_weapon',
                value = weapon.name,
                index = i
            })
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'room_inventory', {
            title    = property.label .. ' - ' .. _U('inventory'),
            align    = 'top-left',
            elements = elements
        }, function(data, menu)

            if data.current.type == 'item_weapon' then
                menu.close()

                TriggerServerEvent('esx_property:getItem', owner, data.current.type, data.current.value, data.current.index)
                ESX.SetTimeout(300, function()
                    OpenRoomInventoryMenu(property, owner)
                end)
            else
                ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'get_item_count', {
                    title = _U('amount')
                }, function(data2, menu)

                    local quantity = tonumber(data2.value)
                    if quantity == nil then
                        ESX.ShowNotification(_U('amount_invalid'))
                    else
                        menu.close()

                        TriggerServerEvent('esx_property:getItem', owner, data.current.type, data.current.value, quantity)
                        ESX.SetTimeout(300, function()
                            OpenRoomInventoryMenu(property, owner)
                        end)
                    end
                end, function(data2,menu)
                    menu.close()
                end)
            end
        end, function(data, menu)
            menu.close()
        end)
    end, owner)
end

function OpenPlayerInventoryMenu(property, owner)
    ESX.TriggerServerCallback('esx_property:getPlayerInventory', function(inventory)
        local elements = {}

        if inventory.blackMoney > 0 then
            table.insert(elements, {
                label = _U('dirty_money', ESX.Math.GroupDigits(inventory.blackMoney)),
                type  = 'item_account',
                value = 'black_money'
            })
        end

        for i=1, #inventory.items, 1 do
            local item = inventory.items[i]

            if item.count > 0 then
                table.insert(elements, {
                    label = item.label .. ' x' .. item.count,
                    type  = 'item_standard',
                    value = item.name
                })
            end
        end

        for i=1, #inventory.weapons, 1 do
            local weapon = inventory.weapons[i]

            table.insert(elements, {
                label = weapon.label .. ' [' .. weapon.ammo .. ']',
                type  = 'item_weapon',
                value = weapon.name,
                ammo  = weapon.ammo
            })
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'player_inventory', {
            title    = property.label .. ' - ' .. _U('inventory'),
            align    = 'top-left',
            elements = elements
        }, function(data, menu)

            if data.current.type == 'item_weapon' then
                menu.close()
                TriggerServerEvent('esx_property:putItem', owner, data.current.type, data.current.value, data.current.ammo)

                ESX.SetTimeout(300, function()
                    OpenPlayerInventoryMenu(property, owner)
                end)
            else
                ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'put_item_count', {
                    title = _U('amount')
                }, function(data2, menu2)
                    local quantity = tonumber(data2.value)

                    if quantity == nil then
                        ESX.ShowNotification(_U('amount_invalid'))
                    else
                        menu2.close()

                        TriggerServerEvent('esx_property:putItem', owner, data.current.type, data.current.value, tonumber(data2.value))
                        ESX.SetTimeout(300, function()
                            OpenPlayerInventoryMenu(property, owner)
                        end)
                    end
                end, function(data2, menu2)
                    menu2.close()
                end)
            end
        end, function(data, menu)
            menu.close()
        end)
    end)
end

AddEventHandler('instance:loaded', function()
    TriggerEvent('instance:registerType', 'property', function(instance)
        EnterProperty(instance.data.property, instance.data.owner)
    end, function(instance)
        ExitProperty(instance.data.property)
    end)
end)

AddEventHandler('esx:onPlayerSpawn', function()
    if firstSpawn then
        Citizen.CreateThread(function()
            while not ESX.IsPlayerLoaded() do
                Citizen.Wait(0)
            end

            ESX.TriggerServerCallback('esx_property:getLastProperty', function(propertyName)
                if propertyName then
                    if propertyName ~= '' then
                        local property = GetProperty(propertyName)

                        for i=1, #property.ipls, 1 do
                            RequestIpl(property.ipls[i])

                            while not IsIplActive(property.ipls[i]) do
                                Citizen.Wait(0)
                            end
                        end

                        TriggerEvent('instance:create', 'property', {property = propertyName, owner = ESX.GetPlayerData().identifier})
                    end
                end
            end)
        end)

        firstSpawn = false
    end
end)

AddEventHandler('esx_property:getProperties', function(cb)
    cb(GetProperties())
end)

AddEventHandler('esx_property:getProperty', function(name, cb)
    cb(GetProperty(name))
end)

AddEventHandler('esx_property:getGateway', function(property, cb)
    cb(GetGateway(property))
end)

RegisterNetEvent('esx_property:setPropertyOwned')
AddEventHandler('esx_property:setPropertyOwned', function(name, owned, rented)
    SetPropertyOwned(name, owned, rented)
end)

RegisterNetEvent('instance:onCreate')
AddEventHandler('instance:onCreate', function(instance)
    if instance.type == 'property' then
        TriggerEvent('instance:enter', instance)
    end
end)

RegisterNetEvent('instance:onEnter')
AddEventHandler('instance:onEnter', function(instance)
    if instance.type == 'property' then
        local property = GetProperty(instance.data.property)
        local isHost   = GetPlayerFromServerId(instance.host) == PlayerId()
        local isOwned  = false

        if PropertyIsOwned(property) == true then
            isOwned = true
        end

        if isOwned or not isHost then
            hasChest = true
        else
            hasChest = false
        end
    end
end)

RegisterNetEvent('instance:onPlayerLeft')
AddEventHandler('instance:onPlayerLeft', function(instance, player)
    if player == instance.host then
        TriggerEvent('instance:leave')
    end
end)

AddEventHandler('esx_property:hasEnteredMarker', function(name, part)
    local property = GetProperty(name)

    if part == 'entering' then
        if property.isSingle then
            CurrentAction     = 'property_menu'
            CurrentActionMsg  = _U('press_to_menu')
            CurrentActionData = {property = property}
        else
            CurrentAction     = 'gateway_menu'
            CurrentActionMsg  = _U('press_to_menu')
            CurrentActionData = {property = property}
        end
    elseif part == 'exit' then
        CurrentAction     = 'room_exit'
        CurrentActionMsg  = _U('press_to_exit')
        CurrentActionData = {propertyName = name}
    elseif part == 'roomMenu' then
        CurrentAction     = 'room_menu'
        CurrentActionMsg  = _U('press_to_menu')
        CurrentActionData = {property = property, owner = CurrentPropertyOwner}
    end
end)

AddEventHandler('esx_property:hasExitedMarker', function(name, part)
    ESX.UI.Menu.CloseAll()
    CurrentAction = nil
end)

-- Enter / Exit marker events & Draw markers
Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)

        local coords = GetEntityCoords(PlayerPedId())
        local isInMarker, letSleep = false, true
        local currentProperty, currentPart

        for i=1, #Config.Properties, 1 do
            local property = Config.Properties[i]

            -- Entering
            if property.entering and not property.disabled then
                local distance = GetDistanceBetweenCoords(coords, property.entering.x, property.entering.y, property.entering.z, true)

                if distance < Config.DrawDistance then
                    DrawMarker(Config.MarkerType, property.entering.x, property.entering.y, property.entering.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Config.MarkerSize.x, Config.MarkerSize.y, Config.MarkerSize.z, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, false, nil, nil, false)
                    ESX.Game.Utils.DrawText3D(property.entering, property.name, 2)
                    letSleep = false
                end

                if distance < Config.MarkerSize.x then
                    isInMarker      = true
                    currentProperty = property.name
                    currentPart     = 'entering'
                end
            end

            -- Exit
            if property.exit and not property.disabled then
                local distance = GetDistanceBetweenCoords(coords, property.exit.x, property.exit.y, property.exit.z, true)

                if distance < Config.DrawDistance then
                    DrawMarker(Config.MarkerType, property.exit.x, property.exit.y, property.exit.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Config.MarkerSize.x, Config.MarkerSize.y, Config.MarkerSize.z, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, false, nil, nil, false)
                    letSleep = false
                end

                if distance < Config.MarkerSize.x then
                    isInMarker      = true
                    currentProperty = property.name
                    currentPart     = 'exit'
                end
            end

            -- Room menu
            if property.roomMenu and hasChest and not property.disabled then
                local distance = GetDistanceBetweenCoords(coords, property.roomMenu.x, property.roomMenu.y, property.roomMenu.z, true)

                if distance < Config.DrawDistance then
                    DrawMarker(Config.MarkerType, property.roomMenu.x, property.roomMenu.y, property.roomMenu.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Config.MarkerSize.x, Config.MarkerSize.y, Config.MarkerSize.z, Config.RoomMenuMarkerColor.r, Config.RoomMenuMarkerColor.g, Config.RoomMenuMarkerColor.b, 100, false, true, 2, false, nil, nil, false)
                    letSleep = false
                end

                if distance < Config.MarkerSize.x then
                    isInMarker      = true
                    currentProperty = property.name
                    currentPart     = 'roomMenu'
                end
            end
        end

        if isInMarker and not hasAlreadyEnteredMarker or (isInMarker and (LastProperty ~= currentProperty or LastPart ~= currentPart) ) then
            hasAlreadyEnteredMarker = true
            LastProperty            = currentProperty
            LastPart                = currentPart

            TriggerEvent('esx_property:hasEnteredMarker', currentProperty, currentPart)
        end

        if not isInMarker and hasAlreadyEnteredMarker then
            hasAlreadyEnteredMarker = false
            TriggerEvent('esx_property:hasExitedMarker', LastProperty, LastPart)
        end

        if letSleep then
            Citizen.Wait(500)
        end
    end
end)

-- Key controls
Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)

        if CurrentAction then
            ESX.ShowHelpNotification(CurrentActionMsg)

            if IsControlJustReleased(0, 38) then
                if CurrentAction == 'property_menu' then
                    OpenPropertyMenu(CurrentActionData.property)
                elseif CurrentAction == 'gateway_menu' then
                    if Config.EnablePlayerManagement then
                        OpenGatewayOwnedPropertiesMenu(CurrentActionData.property)
                    else
                        OpenGatewayMenu(CurrentActionData.property)
                    end
                elseif CurrentAction == 'room_menu' then
                    OpenRoomMenu(CurrentActionData.property, CurrentActionData.owner)
                elseif CurrentAction == 'room_exit' then
                    TriggerEvent('instance:leave')
                end

                CurrentAction = nil
            end
        else
            Citizen.Wait(500)
        end
    end
end)

function OpenPropertyInventoryMenu(property, owner)
    ESX.TriggerServerCallback("esx_property:getPropertyInventory", function(inventory)
        TriggerEvent("esx_inventoryhud:openPropertyInventory", inventory)
    end, owner)
end
 
DF
inventoryhud un içerisinde tanımlı mı peki depoların?
 
DF
Yardımcı olabilecek yok mu? indirdiğim esx_inventoryhud'un içindeki wiki dosyası sayesinde oluşturdum kasayı
Kod:
function OpenPropertyInventoryMenu(property, owner)
    ESX.TriggerServerCallback("esx_property:getPropertyInventory", function(inventory)
        TriggerEvent("esx_inventoryhud:openPropertyInventory", inventory)
    end, owner)
end
bu kodu yanlış yere eklemiş olma ihtimalim var orada sadece son olarak bu kodu ekelyin diyor nereye ekleyeceğimizi söylemiyordu.
 
DF

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