311 lines
		
	
	
		
			No EOL
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			311 lines
		
	
	
		
			No EOL
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# Examples
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The config is in the init.lua
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### All the exports have to be on the client-side to work!
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## AddBoxZone / Job Check
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This is an example setup for a police job. The resource defines a BoxZone around a clipboard in the `gabz_mrpd` MLO.
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It's a simple set-up, we provide a **unique** name, define its center point with the vector3, define a length and a width, and then we define some options; the unique name again, the heading of the box, a bool to display a debug poly, and the height of the zone.
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Then, in the actual options themselves, we define 'police' as our required job.
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This is an example using **exports**
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```lua
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exports['qb-target']:AddBoxZone("MissionRowDutyClipboard", vector3(441.7989, -982.0529, 30.67834), 0.45, 0.35, {
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	name = "MissionRowDutyClipboard",
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	heading = 11.0,
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	debugPoly = false,
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	minZ = 30.77834,
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	maxZ = 30.87834,
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}, {
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	options = {
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		{
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            type = "client",
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            event = "qb-policejob:ToggleDuty",
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			icon = "fas fa-sign-in-alt",
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			label = "Sign In",
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			job = "police",
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            excludejob = 'ambulance', -- this would exclude ambulance job from seeing this target exact opposite of feature above
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            excludegang = 'ballas', -- this would exclude ballas gang from seeing this target
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		},
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	},
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	distance = 2.5
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})
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```
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This is an example using the provided **config**
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```lua
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Config.BoxZones = {
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    ["boxzone1"] = {
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        name = "MissionRowDutyClipboard",
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        coords = vector3(441.7989, -982.0529, 30.67834),
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        length = 0.45,
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        width = 0.35,
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        heading = 11.0,
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        debugPoly = false,
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        minZ = 30.77834,
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        maxZ = 30.87834,
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        options = {
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            {
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                type = "client",
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                event = "qb-policejob:ToggleDuty",
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                icon = "fas fa-sign-in-alt",
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                label = "Sign In",
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                job = "police",
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            },
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        },
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        distance = 2.5
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    },
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}
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```
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There is only one way you can define the job though, but you can also provide a `[key] = value` table instead to enable checking for more jobs or gangs:
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```lua
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job = {
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	["police"] = 5,
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	["ambulance"] = 0,
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}
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gang = {
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	["ballas"] = 5,
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	["thelostmc"] = 0,
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}
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```
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This also applies to citizenid's, but citizenid's don't have grades so we set them to true to allow them:
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```lua
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citizenid = {
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    ["JFJ94924"] = true,
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    ["KSD18372"] = true,
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}
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```
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When defining multiple jobs or gangs, you **must** provide a minimum grade, even if you don't need one. This is due to how key/value tables work. Set the minimum grade to the minimum grade of the job if you want everyone to access it.
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## AddTargetModel / item / canInteract()
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This is an example for ped interaction. It utilizes both the `item` parameter and `canInteract` function.
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This is an example using **exports**
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```lua
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Config.Peds = {
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    "g_m_importexport_0",
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    "g_m_m_armboss_01"
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}
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exports['qb-target']:AddTargetModel(Config.Peds, {
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	options = {
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		{
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			event = "request:CuffPed",
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			icon = "fas fa-hands",
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			label = "Cuff / Uncuff",
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			item = 'handcuffs',
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			job = "police"
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		},
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		{
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			event = "Rob:Ped",
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			icon = "fas fa-sack-dollar",
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			label = "Rob",
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			canInteract = function(entity)
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				if not IsPedAPlayer(entity) then
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					return IsEntityDead(entity)
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				end
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			end,
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		},
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	},
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	distance = 2.5,
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})
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```
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This is an example using the provided **config**
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```lua
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Config.TargetModels = {
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    ["targetmodel1"] = {
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        models = {
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            "g_m_importexport_0",
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            "g_m_m_armboss_01"
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        },
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        options = {
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            {
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                type = "client",
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                event = "request:CuffPed",
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                icon = "fas fa-hands",
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                label = "Cuff / Uncuff",
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                item = 'handcuffs',
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                job = "police",
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            },
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            {
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                type = "client",
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                event = "Rob:Ped",
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                icon = "fas fa-sack-dollar",
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                label = "Rob",
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                canInteract = function(entity)
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			        if not IsPedAPlayer(entity) then
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				        return IsEntityDead(entity)
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			        end
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		        end,
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            },
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        },
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        distance = 2.5,
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    },
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}
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```
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## Add Target Entity
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This is an example from a postop resource. Players can rent delivery vehicles in order to make deliveries. When they rent a vehicle, we apply this target to that entity only, which allows them to "get packages" from the vehicle
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This is an example using **exports**
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```lua
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local model = `mule2`
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RequestModel(model)
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while not HasModelLoaded(model) do
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    Wait(0)
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end
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local mule = CreateVehicle(model, GetEntityCoords(PlayerPedId()), GetEntityHeading(PlayerPedId()), true, false)
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TaskWarpPedIntoVehicle(PlayerPedId(), mule, -1)
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exports['qb-target']:AddTargetEntity(mule, {
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    options = {
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        {
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            type = "client",
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            event = "postop:getPackage",
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            icon = "fas fa-box-circle-check",
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            label = "Get Package",
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            job = "postop",
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        },
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    },
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    distance = 3.0
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})
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```
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## Add interactable Ped at specific coordinates
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This is an example for adding an interactable Ped with a weapon in given coordinates.
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The below `Config.Peds` table is located in `init.lua`.
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```lua
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Config.Peds = {
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    {
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        model = `mp_m_securoguard_01`,
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        coords = vector4(433.0, -985.71, 30.71, 26.92),
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        networked = true,
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        invincible = true,
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        blockevents = true,
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        weapon = {
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            name = `weapon_carbinerifle`,
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            ammo = 0,
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            hidden = false,
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        },
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        target = {
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            options = {
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                {
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                    type = "client",
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                    event = "qb-policejob:ToggleDuty",
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                    icon = "fas fa-sign-in-alt",
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                    label = "Sign In",
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                    job = "police",
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                },
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            },
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            distance = 2.5
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        }
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    }
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}
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```
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## Passing Item Data
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In this example, we define the model of the coffee machines you see around the map, and allow players to purchase a coffee. You'll have to provide your own logic for the purchase, but this is how you would handle it with qb-target, and how you would pass data through to an event for future use.
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This is an example using **exports**
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The event should **not** go into the config, hence why it's not provided with the config example, it's meant for a client file
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```lua
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exports['qb-target']:AddTargetModel(`prop_vend_coffe_01`, {
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    options = {
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        {
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            type = "client",
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            event = "coffee:buy",
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            icon = "fas fa-coffee",
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            label = "Coffee",
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            price = 5,
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        },
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    },
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    distance = 2.5
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})
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RegisterNetEvent('coffee:buy',function(data)
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    -- server event to buy the item here
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    QBCore.Functions.Notify("You purchased a " .. data.label .. " for $" .. data.price .. ". Enjoy!", 'success')
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end)
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```
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This is an example using the provided **config**
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```lua
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Config.TargetModels = {
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    ['buyCoffee'] = {
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        models = `prop_vend_coffe_01`,
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        options = {
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            {
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                type = "client",
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                event = "coffee:buy",
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                icon = "fas fa-coffee",
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                label = "Coffee",
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                price = 5,
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            },
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        },
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        distance = 2.5
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    }
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}
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```
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### EntityZone / Add a target in an event
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This is an example of how you can dynamically create a target options in an event, for example, planting a potato plant.
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This is an example using **exports**
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This example is **not** advised to use with the provided config
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```lua
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AddEventHandler('plantpotato',function()
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	local playerPed = PlayerPedId()
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	local coords = GetEntityCoords(playerPed)
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	model = `prop_plant_fern_02a`
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	RequestModel(model)
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	while not HasModelLoaded(model) do
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		Wait(0)
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	end
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	local plant = CreateObject(model, coords.x, coords.y, coords.z, true, true)
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	Wait(50)
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	PlaceObjectOnGroundProperly(plant)
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	SetEntityInvincible(plant, true)
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	-- Logic to handle growth, create a thread and loop, or do something else. Up to you.
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	exports['qb-target']:AddEntityZone("potato-growing-"..plant, plant, {
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		name = "potato-growing-"..plant,
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		heading = GetEntityHeading(plant),
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		debugPoly = false,
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	}, {
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		options = {
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			{
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				type = "client",
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				event = "farming:harvestPlant",
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				icon = "fa-solid fa-scythe",
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				label = "Harvest potato",
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				plant = plant,
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				job = "farmer",
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				canInteract = function(entity)
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					return Entity(entity).state.growth >= 100
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				end,
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			},
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		},
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		distance = 2.5
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  	})
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end)
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``` |