qb-target | QBCore Documentation (2024)

Introduction

qb-target is a targeting solution that allows interaction with any predefined entity, model, entity type or polyzone. While activated you can easily and safely replace markers and distance checking, instead of relying on intuitive design to improve player experiences and optimize interaction.

Features

  • Maintains compatibility with bt-target while providing improved utility and performance

  • Optimized and improved raycasting function allows interaction with a wider range of entities

  • Add generic options to apply for all players, peds, vehicles, or objects

  • Trigger an event, function or command after clicking an option, with the ability to pass any data through

  • Define distance on a per-option or overall basis when triggering a target option

  • Ability to redefine or remove options and add new options without replacing old ones

  • Update the option list when moving towards or away from a target with variable distances on their options

  • Support for entity bones, with built-in tables for opening vehicle doors

  • Support checking for job, gang, citizenid, items, or specific entities

  • Utilise the canInteract function for advanced checks to show or hide an option based on any trigger

  • Ped spawner to spawn peds and assign target options to them all in one place

These are Templates for all the functions in qb-target

AddCircleZone

Function Format

-- This is the function from how you would use it inside qb-target/client.luaAddCircleZone(name: string, center: vector3, radius: float, options: table, targetoptions: table)options = { name: string (UNIQUE), debugPoly: boolean,}targetoptions = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table, drawDistance: number, drawColor: table, successDrawColor: table } }, distance: float}

Config option, this will go into the Config.CircleZones table

 ["index"] = { -- This can be a string or a number name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones coords = vector3(x, y, z), -- These are the coords for the zone, this has to be a vector3 and the coords have to be a float value, fill in x, y and z with the coords radius = 1.5, -- The radius of the circlezone calculated from the center of the zone, this has to be a float value debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value },

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:AddCircleZone("name", vector3(x, y, z), 1.5, { -- The name has to be unique, the coords a vector3 as shown and the 1.5 is the radius which has to be a float value name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green}, { options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddBoxZone

Function Format

-- This is the function from how you would use it inside qb-target/client.luaAddBoxZone(name: string, center: vector3, length: float, width: float, options: table, targetoptions: table)options = { name: string (UNIQUE), heading: float, debugPoly: boolean, minZ: float, maxZ: float,}targetoptions = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table, drawDistance: number, drawColor: table, successDrawColor: table } }, distance: float}

Config option, this will go into the Config.BoxZones table

 ["index"] = { -- This can be a string or a number name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones coords = vector3(x, y, z), -- These are the coords for the zone, this has to be a vector3 and the coords have to be a float value, fill in x, y and z with the coords length = 1.5, -- The length of the boxzone calculated from the center of the zone, this has to be a float value width = 1.6, -- The width of the boxzone calculated from the center of the zone, this has to be a float value heading = 12.0, -- The heading of the boxzone, this has to be a float value debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green minZ = 36.7, -- This is the bottom of the boxzone, this can be different from the Z value in the coords, this has to be a float value maxZ = 38.9, -- This is the top of the boxzone, this can be different from the Z value in the coords, this has to be a float value options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value },

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:AddBoxZone("name", vector3(x, y, z), 1.5, 1.6, { -- The name has to be unique, the coords a vector3 as shown, the 1.5 is the length of the boxzone and the 1.6 is the width of the boxzone, the length and width have to be float values name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones heading = 12.0, -- The heading of the boxzone, this has to be a float value debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green minZ = 36.7, -- This is the bottom of the boxzone, this can be different from the Z value in the coords, this has to be a float value maxZ = 38.9, -- This is the top of the boxzone, this can be different from the Z value in the coords, this has to be a float value}, { options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddPolyZone

Function Format

-- This is the function from how you would use it inside qb-target/client.luaAddPolyZone(name: string, points: table, options: table, targetoptions: table)points = { vector2(x, y), vector2(x, y), -- Add a minimum of 3 points for this to work and they have to be in order of drawing}options = { name: string (UNIQUE), debugPoly: boolean, minZ: float, maxZ: float}targetoptions = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table, drawDistance: number, drawColor: table, successDrawColor: table } }, distance: float}

Config option, this will go into the Config.BoxZones table

 ["index"] = { -- This can be a string or a number name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones points = { -- This will draw the polyzones in order on the specific coords, every coord is a point that it will draw on vector2(x, y), vector2(x, y), vector2(x, y), vector2(x, y), } debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green minZ = 36.7, -- This is the bottom of the boxzone, this can be different from the Z value in the coords, this has to be a float value maxZ = 38.9, -- This is the top of the boxzone, this can be different from the Z value in the coords, this has to be a float value options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value },

Export option, this will go into any client side resource file aside from qb-target's one

local points = { vector2(x, y, z), vector2(x, y, z), vector2(x, y, z)}exports['qb-target']:AddPolyZone("name", points, { name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green minZ = 36.7, -- This is the bottom of the polyzone, this can be different from the Z value in the coords, this has to be a float value maxZ = 38.9, -- This is the top of the polyzone, this can be different from the Z value in the coords, this has to be a float value}, { options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddComboZone

Function Format

-- This is the function from how you would use it inside qb-target/client.luaAddComboZone(zones: table, options: table, targetoptions: table)zones = {zone1: zone, zone2: zone} -- Minimum of 2 zonesoptions = { name: string (UNIQUE), debugPoly: boolean}targetoptions = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table, drawDistance: number, drawColor: table, successDrawColor: table } }, distance: float}

Export option, this will go into any client side resource file aside from qb-target's one

local zone1 = BoxZone:Create(vector3(500, 500, 100), 3.0, 5.0, { name = "test", debugPoly = false})local zone2 = BoxZone:Create(vector3(400, 400, 100), 3.0, 5.0, { name = "test2", debugPoly = false})local zones = {zone1, zone2}exports['qb-target']:AddComboZone(zones, { name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green}, { options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddTargetBone

Function Format

-- This is the function from how you would use it inside qb-target/client.luaAddTargetBone(bones: table or string, parameters: table)parameters = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float}

Config option, this will go into the Config.TargetBones table

 ["index"] = { -- This can be a string or a number bones = {'boot', 'bonnet'} -- This is your bones table, this specifies all the bones that have to be added to the targetoptions, this can be a string or a table options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value },

Export option, this will go into any client side resource file aside from qb-target's one

local bones = { 'boot', 'bonnet'}exports['qb-target']:AddTargetBone(bones, { -- The bones can be a string or a table options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddTargetEntity

Function Format

AddTargetEntity(entity: number or table, parameters: table)parameters = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float}

Export option, this will go into any client side resource file aside from qb-target's one

CreateThread(function() local model = `a_m_m_indian_01` RequestModel(model) while not HasModelLoaded(model) do Wait(0) end local entity = CreatePed(0, model, GetEntityCoords(PlayerPedId()), GetEntityHeading(PlayerPedId()), true, false) exports['qb-target']:AddTargetEntity(entity, { -- The specified entity number options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value })end)

AddEntityZone

Function Format

AddEntityZone(name: string, entity: number, options: table, targetoptions: table)options = { name: string (UNIQUE), debugPoly: boolean,}targetoptions = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table, drawDistance: number, drawColor: table, successDrawColor: table } }, distance: float}

Export option, this will go into any client side resource file aside from qb-target's one

CreateThread(function() local model = `a_m_m_indian_01` RequestModel(model) while not HasModelLoaded(model) do Wait(0) end local entity = CreatePed(0, model, GetEntityCoords(PlayerPedId()), GetEntityHeading(PlayerPedId()), true, false) exports['qb-target']:AddEntityZone("name", entity, { -- The specified entity number name = "name", -- This is the name of the zone recognized by PolyZone, this has to be unique so it doesn't mess up with other zones debugPoly = false, -- This is for enabling/disabling the drawing of the box, it accepts only a boolean value (true or false), when true it will draw the polyzone in green  }, { options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, drawDistance = 10.0, -- This is the distance for the sprite to draw if Config.DrawSprite is enabled, this is in GTA Units (OPTIONAL) drawColor = {255, 255, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) successDrawColor = {30, 144, 255, 255}, -- This is the color of the sprite if Config.DrawSprite is enabled, this will change the color for this PolyZone only, if this is not present, it will fallback to Config.DrawColor, for more information, check the comment above Config.DrawColor (OPTIONAL) } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value })end)

AddTargetModel

Function Format

AddTargetModel(models: string or table, parameters: table)parameters = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float}

Config option, this will go into the Config.TargetModels table

 ["index"] = { -- This can be a string or a number models = { -- This is your models table, here you define all the target models to be interacted with, this can be a string or a table 'a_m_m_indian_01', } options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value },

Export option, this will go into any client side resource file aside from qb-target's one

local models = { 'a_m_m_indian_01',}exports['qb-target']:AddTargetModel(models, { -- This defines the models, can be a string or a table options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

RemoveZone

Function Format

RemoveZone(name: string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveZone("name")

RemoveTargetBone

Function Format

RemoveTargetBone(bones: table or string, labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveTargetBone('bonnet', 'Test')

RemoveTargetModel

Function Format

RemoveTargetModel(models: table or string, labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveTargetModel('a_m_m_indian_01', 'Test')

RemoveTargetEntity

Function Format

RemoveTargetEntity(entity: number or table, labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveTargetEntity(entity, 'Test')

AddGlobalPed

Function Format

AddGlobalPed(parameters: table)parameters = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float}

Config option, this will go into the Config.GlobalPedOptions table

 options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:AddGlobalPed({ options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddGlobalVehicle

Function Format

AddGlobalVehicle(parameters: table)parameters = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float}

Config option, this will go into the Config.GlobalVehicleOptions table

 options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:AddGlobalVehicle({ options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddGlobalObject

Function Format

AddGlobalObject(parameters: table)parameters = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float}

Config option, this will go into the Config.GlobalObjectOptions table

 options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:AddGlobalObject({ options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

AddGlobalPlayer

Function Format

AddGlobalPlayer(parameters: table)parameters = { options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float}

Config option, this will go into the Config.GlobalPlayerOptions table

 options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:AddGlobalPlayer({ options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value})

RemoveGlobalTypeOptions

Function Format

RemoveGlobalTypeOptions(type: integer, labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveType(1, 'Test') -- 1 is for peds

RemoveGlobalPed

Function Format

RemoveGlobalPed(labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveGlobalPed('Test')

RemoveGlobalVehicle

Function Format

RemoveGlobalVehicle(labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveGlobalVehicle('Test')

RemoveGlobalObject

Function Format

RemoveGlobalObject(labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveGlobalObject('Test')

RemoveGlobalPlayer

Function Format

RemoveGlobalPlayer(labels: table or string)

Export option, this will go into any client side resource file aside from qb-target's one

exports['qb-target']:RemoveGlobalPlayer('Test')

RaycastCamera

Function Format

RaycastCamera(flag: number, playerCoords: vector3) -- Preferably 30 or -1, -1 will not interact with any hashes higher than 32 bit and 30 will not interact with the world

Export option, this will go into any client side resource file aside from qb-target's one

CreateThread(function() while true do local curFlag = 30 local coords, distance, entity, entityType = exports['qb-target']:RaycastCamera(-1, GetEntityCoords(PlayerPedId())) if entityType > 0 then print('Got an entity') end if curFlag = 30 then curFlag = -1 else curFlag = 30 end Wait(100) endend)

Ped Spawner

Function Format

SpawnPed(datatable: table)-- This is for 1 peddatatable = { model: string or number, coords: vector4, minusOne: boolean, freeze: boolean, invincible: boolean, blockevents: boolean, animDict: string, anim: string, flag: number, scenario: string, target = { useModel: boolean, options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float }, currentpednumber: number}-- This is for multiple pedsdatatable = { [index: integer] = { model: string or number, coords: vector4, minusOne: boolean, freeze: boolean, invincible: boolean, blockevents: boolean, animDict: string, anim: string, flag: number, scenario: string, target = { useModel: boolean, options = { { num: number, type: string, event: string, icon: string, label: string, targeticon: string, item: string, action: function, canInteract: function, job: string or table, gang: string or table } }, distance: float }, currentpednumber: number }}

Config option, this will go into the Config.Peds table

-- Any of the options in the index table besides model and coords are optional, you can leave them out or set them to false[1] = { -- This MUST be a number (UNIQUE), if you make it a string it won't be able to delete peds spawned with the export model = 'a_m_m_indian_01', -- This is the ped model that is going to be spawning at the given coords coords = vector4(x, y, z, w), -- This is the coords that the ped is going to spawn at, always has to be a vector4 and the w value is the heading minusOne = true, -- Set this to true if your ped is hovering above the ground but you want it on the ground (OPTIONAL) freeze = true, -- Set this to true if you want the ped to be frozen at the given coords (OPTIONAL) invincible = true, -- Set this to true if you want the ped to not take any damage from any source (OPTIONAL) blockevents = true, -- Set this to true if you don't want the ped to react the to the environment (OPTIONAL) animDict = 'abigail_mcs_1_concat-0', -- This is the animation dictionairy to load the animation to play from (OPTIONAL) anim = 'csb_abigail_dual-0', -- This is the animation that will play chosen from the animDict, this will loop the whole time the ped is spawned (OPTIONAL) flag = 1, -- This is the flag of the animation to play, for all the flags, check the TaskPlayAnim native here https://docs.fivem.net/natives/?_0x5AB552C6 (OPTIONAL) scenario = 'WORLD_HUMAN_AA_COFFEE', -- This is the scenario that will play the whole time the ped is spawned, this cannot pair with anim and animDict (OPTIONAL) target = { -- This is the target options table, here you can specify all the options to display when targeting the ped (OPTIONAL) useModel = false, -- This is the option for which target function to use, when this is set to true it'll use AddTargetModel and add these to al models of the given ped model, if it is false it will only add the options to this specific ped options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value }, currentpednumber = 0, -- This is the current ped number, this will be assigned when spawned, you can leave this out because it will always be created (OPTIONAL)},

Export option, this will go into any client side resource file aside from qb-target's one

-- This is for 1 ped onlyexports['qb-target']:SpawnPed({ model = 'a_m_m_indian_01', -- This is the ped model that is going to be spawning at the given coords coords = vector4(x, y, z, w), -- This is the coords that the ped is going to spawn at, always has to be a vector4 and the w value is the heading minusOne = true, -- Set this to true if your ped is hovering above the ground but you want it on the ground (OPTIONAL) freeze = true, -- Set this to true if you want the ped to be frozen at the given coords (OPTIONAL) invincible = true, -- Set this to true if you want the ped to not take any damage from any source (OPTIONAL) blockevents = true, -- Set this to true if you don't want the ped to react the to the environment (OPTIONAL) animDict = 'abigail_mcs_1_concat-0', -- This is the animation dictionairy to load the animation to play from (OPTIONAL) anim = 'csb_abigail_dual-0', -- This is the animation that will play chosen from the animDict, this will loop the whole time the ped is spawned (OPTIONAL) flag = 1, -- This is the flag of the animation to play, for all the flags, check the TaskPlayAnim native here https://docs.fivem.net/natives/?_0x5AB552C6 (OPTIONAL) scenario = 'WORLD_HUMAN_AA_COFFEE', -- This is the scenario that will play the whole time the ped is spawned, this cannot pair with anim and animDict (OPTIONAL) target = { -- This is the target options table, here you can specify all the options to display when targeting the ped (OPTIONAL) useModel = false, -- This is the option for which target function to use, when this is set to true it'll use AddTargetModel and add these to al models of the given ped model, if it is false it will only add the options to this specific ped options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value }, currentpednumber = 0, -- This is the current ped number, this will be assigned when spawned, you can leave this out because it will always be created (OPTIONAL)})-- This is for multiple peds, here I used 2 of the same pedsexports['qb-target']:SpawnPed({ [1] = { -- This has to be a number otherwise it can't delete the ped afterwards model = 'a_m_m_indian_01', -- This is the ped model that is going to be spawning at the given coords coords = vector4(x, y, z, w), -- This is the coords that the ped is going to spawn at, always has to be a vector4 and the w value is the heading minusOne = true, -- Set this to true if your ped is hovering above the ground but you want it on the ground (OPTIONAL)ch target function to use, when this is set to true it'll use AddTargetModel and add these to al models of the given ped model, if it is false it will only add the options to this specific ped options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value }, currentpednumber = 0, -- This is the current ped number, this will be assigned when spawned, you can leave this out because it will always be created (OPTIONAL) }, [2] = { model = 'a_m_m_indian_01', -- This is the ped model that is going to be spawning at the given coords coords = vector4(x, y, z, w), -- This is the coords that the ped is going to spawn at, always has to be a vector4 and the w value is the heading minusOne = true, -- Set this to true if your ped is hovering above the ground but you want it on the ground (OPTIONAL) freeze = true, -- Set this to true if you want the ped to be frozen at the given coords (OPTIONAL) invincible = true, -- Set this to true if you want the ped to not take any damage from any source (OPTIONAL) blockevents = true, -- Set this to true if you don't want the ped to react the to the environment (OPTIONAL) animDict = 'abigail_mcs_1_concat-0', -- This is the animation dictionairy to load the animation to play from (OPTIONAL) anim = 'csb_abigail_dual-0', -- This is the animation that will play chosen from the animDict, this will loop the whole time the ped is spawned (OPTIONAL) flag = 1, -- This is the flag of the animation to play, for all the flags, check the TaskPlayAnim native here https://docs.fivem.net/natives/?_0x5AB552C6 (OPTIONAL) scenario = 'WORLD_HUMAN_AA_COFFEE', -- This is the scenario that will play the whole time the ped is spawned, this cannot pair with anim and animDict (OPTIONAL) target = { -- This is the target options table, here you can specify all the options to display when targeting the ped (OPTIONAL) useModel = false, -- This is the option for which target function to use, when this is set to true it'll use AddTargetModel and add these to al models of the given ped model, if it is false it will only add the options to this specific ped options = { -- This is your options table, in this table all the options will be specified for the target to accept { -- This is the first table with options, you can make as many options inside the options table as you want num = 1, -- This is the position number of your option in the list of options in the qb-target context menu (OPTIONAL) type = "client", -- This specifies the type of event the target has to trigger on click, this can be "client", "server", "command" or "qbcommand", this is OPTIONAL and will only work if the event is also specified event = "Test:Event", -- This is the event it will trigger on click, this can be a client event, server event, command or qbcore registered command, NOTICE: Normal command can't have arguments passed through, QBCore registered ones can have arguments passed through icon = 'fas fa-example', -- This is the icon that will display next to this trigger option label = 'Test', -- This is the label of this option which you would be able to click on to trigger everything, this has to be a string targeticon = 'fas fa-example', -- This is the icon of the target itself, the icon changes to this when it turns blue on this specific option, this is OPTIONAL item = 'handcuffs', -- This is the item it has to check for, this option will only show up if the player has this item, this is OPTIONAL action = function(entity) -- This is the action it has to perform, this REPLACES the event and this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true TriggerEvent('testing:event', 'test') -- Triggers a client event called testing:event and sends the argument 'test' with it end, canInteract = function(entity, distance, data) -- This will check if you can interact with it, this won't show up if it returns false, this is OPTIONAL if IsPedAPlayer(entity) then return false end -- This will return false if the entity interacted with is a player and otherwise returns true return true end, job = 'police', -- This is the job, this option won't show up if the player doesn't have this job, this can also be done with multiple jobs and grades, if you want multiple jobs you always need a grade with it: job = {["police"] = 0, ["ambulance"] = 2}, gang = 'ballas', -- This is the gang, this option won't show up if the player doesn't have this gang, this can also be done with multiple gangs and grades, if you want multiple gangs you always need a grade with it: gang = {["ballas"] = 0, ["thelostmc"] = 2}, citizenid = 'JFD98238', -- This is the citizenid, this option won't show up if the player doesn't have this citizenid, this can also be done with multiple citizenid's, if you want multiple citizenid's there is a specific format to follow: citizenid = {["JFD98238"] = true, ["HJS29340"] = true}, } }, distance = 2.5, -- This is the distance for you to be at for the target to turn blue, this is in GTA units and has to be a float value }, currentpednumber = 0, -- This is the current ped number, this will be assigned when spawned, you can leave this out because it will always be created (OPTIONAL) }})

RemoveSpawnedPed

Function Format

RemoveSpawnedPed(peds: number or table)

Export option, this will go into any client side resource file aside from qb-target's one

if DoesEntityExist(a_ped) then exports['qb-target']:RemoveSpawnedPed({[5] = a_ped}) -- The 5 specified here is to delete the peds currentpednumber from the config, which here is the index of the ped in the config 5

AllowTargeting

Function Format

AllowTargeting(allow: bool)

Export option, this will go into any client side resource file aside from qb-target's one

if IsEntityDead(PlayerPedId()) then exports['qb-target']:AllowTargeting(false)end
qb-target | QBCore Documentation (2024)
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