😃K-EZJOB
Easily create jobs in a config file.
Last updated
Easily create jobs in a config file.
Last updated
Installation should be the easiest resource you have ever installed. Drag and drop and fill out the config file. For the simplest installation I reccomend using the "shared/import.lua" file. If you fill all of this out you just need to add your useable items to small resources and item images to the inventory folder and its ready for white list or city hall. Your choice. Now for the process.
Line 40 is the Start to your business ventures! Config.Locations
['bishops']
on line 41 can be changed to any job you wish to create. This should be the name seen on the society fund. Commission is how much cut your employees get per sale. I hope you can figure out the blip section if not pop over to the cfx native reference page! You will find some good info on blips there. I'll have it in the important links page!
This resource allows you to put the same job at multiple locations for each station or put multiple stations per location or you can even remove a station completely. If Removing a station leave the tables in tact for each station just remove all of the locations from inside that table.
['duty'] = { -- clock in and clock out [1] = vector4(182.13, -1631.82, 29.4, 304.48), },
If you wanted to remove the clockin station the table would then look like this:
['duty'] = { },
You are able to setup multiple jobs to use the same location. The society fund still goes to that first key value we spoke about up top. (In this case it was 'bishops'). Not sure why i added this feature but its there in case you want to make someone wash the dishes to pay for their meal. The Example below is with a single job but more can be added.
Clothing Menu and Boss menu setup out of the resource you set the job up in. I hate extra work so I stuck it all in one spot for you here.
The shop portion should look a lot like the armory from most jobs here u can set items and prices and all that good jazz. Not the place for them to cook or craft their supplies but maybe get the ingredients or products to do so.
And the bread and butter! The crafting locations. Theres a lot going on here so try to keep up. You can setup as many different locations with as many different combinations of crafts at each location it doesnt necessarily say the ingredients to the emplyee but it will be greyed out until they have all of the ingredients to make their craft. The number is the location index, next you have the label for the targeting, then the coords for it followed by the icon. Next you have ur recipes. The name 'recipes' should not be changed. I used the item name for the key then followed it with the name of the item because the code wasnt liking it as a key in spots. then i have the cost table these are the items you need to make it and how many of each one. Then the progressbar label and time. Next you choose how many of the reward should be recieved for the costs. Lastly you have 2 options, if you use dpemotes you can fill in emote =
with the name of your desired emote otherwise youll have to fill out the other progressbar animation and prop options or you will have to do without an animation.
I have spent quite a bit of time researching the exports of the core so that you do not have to insert jobs or items into the core itself. First off it make installation more seamless and less work. Secondly it allows you to add resources and items and jobs on the fly without the worry of having to restart then entire server to see these updates take effect. This section should be pretty straight forward. Make Imports.Jobs
look as your jobs table would for the job you are creating. If you want that job in cityhall then add it to the Imports.Cityhall
table with the same exact layout as you would see in the server file of qb-cityhall. If you want the job to have a society fund then just add the society name and how much they should start with in the Imports.Boss
table. Then for the items table same thing just make it look like the items in the core and you are good to go! You will notice one more table at the bottom with an experimental features trigger don't touch it then ask for support on it haha. Its not done yet have patience.
follow all of the above steps but instead of using import.lua you will put all of those items into your core. Put any cityhall jobs in qb-cityhall. And add an insert to the sql in your database for any society accounts that you wish to create!.