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      • Config
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  • Config File
  • Ox_inventory craft example
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  2. axeTerritories

Config

Config File

--   ____ _____ _   _ _____ ____      _    _
--  / ___| ____| \ | | ____|  _ \    / \  | |
-- | |  _|  _| |  \| |  _| | |_) |  / _ \ | |
-- | |_| | |___| |\  | |___|  _ <  / ___ \| |___
--  \____|_____|_| \_|_____|_| \_\/_/   \_\_____|

Config, Locales = {}, {}

Config.Debug = true -- Print util messages in console about errors or debug information

Config.Locale = "en" -- Check translation folder to create you own translations

Config.AutoCreateSQLTable = true -- If you want the SQL table to be automatically created

Config.Commands = {
	adminCommand = "territory", -- Command to create or delete territory => Usage: "/territory create" or "/territory delete"
	groups = { "admin", "god" }, -- Group required to create or delete territories
	playerCommand = "territories", -- Command to show territories info => This command is public and dont require groups above
}

Config.Territories = {
	membersRequired = 1, -- Minimun amount of members inside a territory to conquer it
	notifyOwnerOnAtack = true, -- Send notification to territory owners when someone starts conquering their territory
	amountOfSecondsToTick1Percent = 9, -- Amount of seconds to up/down 1% when conquering/upgrading a territory => Default 9 seconds to up/down 1%
	cooldown = {
		enabled = false, -- true or false => If you want to use cooldown system
		cooldownTime = 600, -- Amount of seconds territory will be in cooldown
		percentageRequired = 2, -- Percentage required in a territory to put territory in cooldown
	},
	percentageToInteract = 100, -- Percentage required in territory to interact with NPC
}

Config.NpcModel = `a_m_m_og_boss_01` -- Model of the npc of the territories, example: `a_m_m_og_boss_01` find others here => https://docs.fivem.net/docs/game-references/ped-models/

-- By default ped is in center of territory but if you want custom location to territory ped
Config.NpcCoordsOnTerritory = {
	-- EXAMPLE
	-- ["territoryName"] = vec4(-55.28, -1053.16, 27.92, 52.48),
	-- ["Armas"] = vec4(-55.28, -1053.16, 27.92, 52.48),
}

--      _  ___  ____ ____     ____ ___  _     ___  ____  ____
--     | |/ _ \| __ ) ___|   / ___/ _ \| |   / _ \|  _ \/ ___|
--  _  | | | | |  _ \___ \  | |  | | | | |  | | | | |_) \___ \
-- | |_| | |_| | |_) |__) | | |__| |_| | |__| |_| |  _ < ___) |
--  \___/ \___/|____/____/   \____\___/|_____\___/|_| \_\____/

Config.JobColors = { -- Check blip colors => https://docs.fivem.net/docs/game-references/blips/#blip-colors
	-- EXAMPLE
	-- ["job"] = colorCode
	-- ["ballas"] = 7, -- Ballas
	["forumdrive"] = 2, -- Forum Drive
	["ballas"] = 7, -- Ballas
	["bloods"] = 1, -- Bloods
	["crips"] = 38, -- Crips
	["mechanic"] = 2, -- Mechanic
	["police"] = 38, -- Police
}

--  ____  _   _  ___  ____  ____
-- / ___|| | | |/ _ \|  _ \/ ___|
-- \___ \| |_| | | | | |_) \___ \
--  ___) |  _  | |_| |  __/ ___) |
-- |____/|_| |_|\___/|_|   |____/

Config.Shops = {
	-- EXAMPLE
	-- ["territoryName"] = {
	-- 	items = {
	-- 		{ name = "blueprint_heavy", price = 100000, currency = "money", count = 1 },
	-- 		{ name = "blueprint_medium", price = 70000, currency = "money", count = 1 },
	-- 		{ name = "blueprint_small", price = 50000, currency = "money", count = 1 },
	-- 		{ name = "syringe", price = 350000, currency = "money", count = 1 },
	-- 	},
	-- },
	["Ilegal Eletronics"] = {
		items = {
			{ name = "phone", price = 1000, currency = "money", count = 1 },
		},
	},
	["Blackmarket"] = {
		items = {
			{ name = "blueprint_heavy", price = 100000 },
			{ name = "blueprint_medium", price = 70000 },
			{ name = "blueprint_small", price = 50000 },
			{ name = "syringe", price = 350000 },
		},
	},
}

--  ____    _    _     _____ ____
-- / ___|  / \  | |   | ____/ ___|
-- \___ \ / _ \ | |   |  _| \___ \
--  ___) / ___ \| |___| |___ ___) |
-- |____/_/   \_\_____|_____|____/

Config.Sales = {
	-- EXAMPLE
	-- ["territoryName"] = {
	-- 	items = {
	-- 		{
	-- 			itemToSell = "meth", -- item
	-- 			amountToSell = 20, -- quantity to sell
	-- 			paymentItem = 21000, -- payment amount
	-- 			paymentAmount = "black_money", -- payment type
	-- 			duration = 5000, -- progressbar duration for each sell
	-- 		},
	-- 	},
	-- },
	["Drug"] = {
		items = {
			{
				itemToSell = "meth",
				amountToSell = 20,
				paymentItem = "black_money",
				paymentAmount = 21000,
				duration = 5000,
			},
		},
	},
}

--  _____ ____      _    __  __ _______        _____  ____  _  __
-- |  ___|  _ \    / \  |  \/  | ____\ \      / / _ \|  _ \| |/ /
-- | |_  | |_) |  / _ \ | |\/| |  _|  \ \ /\ / / | | | |_) | ' /
-- |  _| |  _ <  / ___ \| |  | | |___  \ V  V /| |_| |  _ <| . \
-- |_|   |_| \_\/_/   \_\_|  |_|_____|  \_/\_/  \___/|_| \_\_|\_\

-- Change here the name of your framework resource if is custom or dont touch
Config.FrameworkESXResourceName = "es_extended"
Config.FrameworkQBResourceName = "qb-core"

-- Dont touch below, it will auto detect what framework you use
if GetResourceState(Config.FrameworkESXResourceName) == "started" then
	Config.Framework = "ESX"
elseif GetResourceState(Config.FrameworkQBResourceName) == "started" then
	Config.Framework = "QBCore"
end

Ox_inventory craft example

return {
	{
		name = "MoneyLaundry",
		items = {
			{
				name = "money",
				ingredients = {
					black_money = 100000,
				},
				duration = 5000,
				count = 85000,
			},
		},
	},
	{
		name = "Armas",
		items = {
			{
				name = "phone",
				ingredients = {
					water = 1,
				},
				duration = 5000,
				count = 1,
			},
		},
	},
}
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Last updated 2 months ago

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