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qb-target

Always watching you...

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.lua
AddCircleZone(name: string, center: vector3, radius: float, options: table, targetoptions: table)
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options = {
name: string (UNIQUE),
debugPoly: boolean,
}
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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.lua
AddBoxZone(name: string, center: vector3, length: float, width: float, options: table, targetoptions: table)
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options = {
name: string (UNIQUE),
heading: float,
debugPoly: boolean,
minZ: float,
maxZ: float,
}
โ€‹
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.lua
AddPolyZone(name: string, points: table, options: table, targetoptions: table)
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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
}
โ€‹
options = {
name: string (UNIQUE),
debugPoly: boolean,
minZ: float,
maxZ: float
}
โ€‹
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.lua
AddComboZone(zones: table, options: table, targetoptions: table)
โ€‹
zones = {zone1: zone, zone2: zone} -- Minimum of 2 zones
โ€‹
options = {
name: string (UNIQUE),
debugPoly: boolean
}
โ€‹
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.lua
AddTargetBone(bones: table or string, parameters: table)
โ€‹
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)
โ€‹
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