The whole boosting concept by design uses many parts of one's server. Fully integrating it into a server can't be automatically done by us, since code must be inserted into multiple resources.
These integrations aren't required - the resource successfully works after completing the installation steps. However, we recommend that you do the integrations so the full potential of our system could be harnessed.
There are thousands of garage, dispatch, inventory or lockpicking scripts out there. We can't possibly provide an example for every one, since it would take an unreasonably long amount of time (and money, since many are paid resources).
It's your task as a developer to do the integrations. They aren't hard - with basic coding knowledge, you should easily be able to finish them in a reasonable amount of time.
To help some of the inexperienced developers out there (or just people looking to save time), we have created examples for some of the most popular resources.
If you can't find your resource example(s) below, please refrain from requesting code from our support. We will get overwhelmed if everyone were to request custom integrations. Please look at other resources and use them as an example.
If you successfully integrated something and think it would be useful for others as well, then feel free to share it with us and we'll add it to the documentation.
Item creation
If you wish to use items (instead of the default commands that come with the resource).
Add the following lines to to qb-core/shared/items.lua
Create the items in your inventory system. Trigger the following client-side events:
Event rahe-boosting:client:openTablet on tablet item use.
Event rahe-boosting:client:hackingDeviceUsed on hacking device item use.
Event rahe-boosting:client:gpsHackingDeviceUsed on GPS hacking device item use.
Giving store items
If you wish to use the built-in store (items that are for sale in the Store tab for money & crypto).
In rahe-boosting/api/server.lua, change the giveItem function to this
function giveItem(playerId, itemId, amount)
if framework == 'ESX' then
elseif framework == 'QB' then
local Player = QBCore.Functions.GetPlayer(playerId)
Player.Functions.AddItem(itemId, amount, false)
else
-- CUSTOM
end
end
In rahe-boosting/api/server.lua, add the following line into your giveItem function (choose the correct section based on your framework)
Fill in the giveItem function in rahe-boosting/api/server.lua with a function you have in your inventory system to give items. The function must give the player X amount of item Y (check function parameters for playerId, itemId, amount).
Saving VIN scratched vehicles
If you wish that people would be able to VIN scratch vehicles (get the vehicles to their garage).
In rahe-boosting/api/server.lua, change the vinScratchSuccessful event to this
In rahe-boosting/api/server.lua,fill in the vinScratchSuccessful event. The code you add should insert a vehicle into the database with the parameters available in the event.
Police dispatch calls
If you wish police to receive dispatch calls / notifications when important boosts start.
In rahe-boosting/api/client.lua, change the importantBoostStarted event to this
In rahe-boosting/api/client.lua, fill in the giveKeys function. The code you add should allow the player to start / stop the engine of the vehicle.
Make vehicle enterable once the outside hack is completed
Only required if you are using qb-vehiclekeys. This is because it doesn't allow you to simply unlock the doors. It requires for you to set a variable in qb-vehiclekeys.
In qb-vehiclekeys/client/main.lua, add the following event
If you use ox_inventory (with the export), then also trigger that event in the export.
Make sure the vehicles in your server can be entered when their doors are unlocked by the following native
SetVehicleDoorsLocked(vehicle, 1)
Stop lockpicking important boosts, don't allow boost stealing
If you wish to stop cheaters (people who try to lockpick important boosts, instead of hacking).
If you wish that people should not be able to steal other people's boosting vehicles.
Add the following code block into your LockpickDoor function in qb-vehiclekeys/client/main.lua:
local boosingInfo = Entity(vehicle).state.boostingData
if boostingInfo ~= nil and ((not boostingInfo.groupIdentifiers and boostingInfo.cid ~= QBCore.Functions.GetPlayerData().citizenid) or (boostingInfo.groupIdentifiers and not boostingInfo.groupIdentifiers[QBCore.Functions.GetPlayerData().citizenid])) then
QBCore.Functions.Notify('This vehicle is not meant for you!', 'error')
return
end
if boostingInfo ~= nil and boostingInfo.advancedSystem then
QBCore.Functions.Notify('This vehicle requires more advanced systems!', 'error')
return
end
In the end, your LockpickDoor function should look something like this:
function LockpickDoor(isAdvanced)
local ped = PlayerPedId()
local pos = GetEntityCoords(ped)
local vehicle = QBCore.Functions.GetClosestVehicle()
if vehicle == nil or vehicle == 0 then return end
if HasKeys(QBCore.Functions.GetPlate(vehicle)) then return end
if #(pos - GetEntityCoords(vehicle)) > 2.5 then return end
if GetVehicleDoorLockStatus(vehicle) <= 0 then return end
local boostingInfo = Entity(vehicle).state.boostingData
if boostingInfo ~= nil and ((not boostingInfo.groupIdentifiers and boostingInfo.cid ~= QBCore.Functions.GetPlayerData().citizenid) or (boostingInfo.groupIdentifiers and not boostingInfo.groupIdentifiers[QBCore.Functions.GetPlayerData().citizenid])) then
QBCore.Functions.Notify('This vehicle is not meant for you!', 'error')
return
end
if boostingInfo ~= nil and boostingInfo.advancedSystem then
QBCore.Functions.Notify('This vehicle requires more advanced systems!', 'error')
return
end
usingAdvanced = isAdvanced
TriggerEvent('qb-lockpick:client:openLockpick', lockpickFinish)
end
Don't overwrite your whole LockpickDoor function with the example above. Manually insert only the code block needed into the correct place. If you overwrite it, you might break things as your LockpickDoor function might be a newer / older version compared to our example (and therefore different).
If you have a lockpick script, you must not allow important (A / S class) boost vehicles to be lockpicked or started! To counter this, use the data in that vehicle statebag to stop it.
Implement this into your inventory / lockpick script using the following example
local boostingInfo = Entity(targetVehicle).state.boostingData
if boostingInfo ~= nil and boostingInfo.advancedSystem then
TriggerEvent("yourNotificationEvent", 'You need a professional system to lockpick this vehicle!')
return
end
Use the data in boostingData statebag to stop other players from taking foreign boosting cars. It's very demotivating if you're searching for a car for an hour, and then discover that someone else has taken it.
Implement this into your inventory / lockpick script using the following example
local boostingInfo = Entity(targetVehicle).state.boostingData
if boostingInfo ~= nil and ((not boostingInfo.groupIdentifiers and boostingInfo.cid ~= playerIdentifier) or (boostingInfo.groupIdentifiers and not boostingInfo.groupIdentifiers[playerIdentifier])) then
TriggerEvent("yourNotificationEvent", 'This vehicle is not meant for you!')
return
end