Usage

TLDR

  • /park to parkan owned vehicle

  • Target a parked vehicle to unlock/check it

  • /parkedlist to view list of vehicles and where they are

  • /impound to send a vehicle to police impound

  • /depot to send a vehicle to impound depot

  • /impoundlist to get list of vehicles in impound of depot (when standing in its zone)

  • Has option for radialmenu button addition for these options


The Main Systems

Auto Cleanup

  • The AutoCleanup event is run on server start + every time a player connects

  • This is to reduce lag of a loop constantly checking for expiration

  • This is specified by Config.Main.ClearDays, after this amount of days of a vehicle being parked

  • It is sent to either the vehicle depot, or hides it (needing the user to go to the location and unhide it to unpark it again)

Framework Compatability

  • This default attempts to check for what framework is running and make use of its SQL to save the parked info about vehicles

  • You can hard set it if you've decided to rename your core framework folder.


Config file

Main.SpawnDist

  • This is the max distance a parked vehicle will appear at, these are based on polyzones so you can raise it, but a lot of vehicles at onces may cause issues for some players

  • Default: 75.0

Main.ClearDays

  • This option defines how many days a car will stay "parked" before it is removed or hidden

  • Default: 30

Main.ParkedLimit

  • Limit how many cars a player can park, this is to help the issue of the players who love to collect cars

  • There shouldn't be an issue, with a large amount of cars, but I can see too many being a bit overwhelming for lower end pc's

  • Setting this to ParkedLimit = nil, removes this limit completely

  • Default: 25

Main.SendToDepot

  • If true, when the ClearDays limit is reached for a vehicle, it will send it to the vehicle depot

  • If false, it will send the car back to the last player garage used.

Main.HideNotRemove

  • If true, this will override the SendToDepot setting

  • This changes how the system works so that a car is "hidden" instead of sent to the garage or depot

  • When hidden the player will need to go to the location of the car and view their parked car list and choose "Show Vehicle"

    • This bring the car back and also "repark" the car, resetting the timer for it to be hidden again

Restrictions.OwnOnly

  • This simply allows players to park other peoples owned vehicles (they still need to be bought/owned vehicles)

  • true = can only park your own vehicles

Restrictions.CarParks

  • If you have enabled Restrictions.CarParks in the config, the players will ONLY be able to park in specific polyzones

  • These are vec2 polyzones specified in locations/*.lua

Restrictions.RedZones

  • If true, the locations set in locations/redzones.lua will stop players parking in those areas specifically

Restrictions.BoatParking

  • If true, this allows the ability to park owned boats, anchoring them in place

  • Also enables the boat impound

Restrictions.canSummon

  • If true, gives players an option in their parkedlist menu to have the vehicle driven to them by an npc

Restrictions.canSummonDist

  • Minimum distance away a player needs to be before the summon option is shown

  • Default: 200

Restrictions.canSummonCost

  • The cost for summoning their vehicle, can be set to 0 for "free"

  • Default: 1000

Restrictions.canTow

  • This adds an option in the job/police check menu to allow for calling for a tow of the vehicle

  • This requires manually setting up in compat/generalCompat.lua

Restrictions.canRemoveClamp

  • This allows players to "illegally" remove a clamp from their vehicle

  • This is intended to call the police

  • This requires manually setting up in compat/generalCompat.lua

Restrictions.canRemoveClampItem

  • The item required to remove a clamp "illegally"

  • When the user has this item, it will show an option when they target a clamped" vehicle

Job Setup

  • In the Config.Restrictions there is a table called Job

  • This handles which job can do what to parked vehicles

  • This should be setup completely depending on what you want for your server

JobRestrictions = {
	["mechanic"] = { 			-- the Job role's name
		Clamp = true, 			-- Enable if this job role can add or remove wheel clamps to the vehicle
		Impound = true,			-- Enable this to let the job role send the car to the "Police" impound
		Depot = true,			-- Enable this to allow them to send to the public vehicle depot
		Unlock = true,			-- Enable this to allow this job role to "unpark" the vehicle (suggested for things like vehicle search warrants)
	},
}

CarParks

  • These are located in locations/carparks.lua

  • These are the locations you can only park if Restrictions.CarParks is true

  • If a job table is added it will make it job locked

    • Not adding the job table to the zone will make it usable by anyone

CarParks = {
    ['pdfront'] = { 				-- Random name just to help you track what/where it is
		job = { ["police"] = 0, }, 	-- You can job restrict parking lots
		zone = { 					-- This is your poly zone, created with /pzcreate
			vec2(405.13595581054, -998.57788085938),
			vec2(410.59521484375, -1002.8664550782),
			vec2(410.91711425782, -979.44134521484),
			vec2(405.4065246582, -974.57928466796),
		},
		bottom = 28.0, 				-- The bottom of the zone
		top = 31.0, 				-- The highest point of the zone
    },
}

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