


Price
UnknownA script by uShifty
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UnknownIntroducing Renewed Vehiclekeys: Unlocking Peak Performance and Versatility!
In the world of GTA V roleplay, server performance and adaptability are essential. That’s where Renewed Vehiclekeys comes into play, offering a comprehensive solution packed with features designed to enhance your server experience. Experience new heights with the unparalleled performance, customization options, and security offered by the Renewed Vehiclekeys system. Your server deserves nothing less. When going through this post you will see why this vehicle key system is the goto choice for server owners.
Preview
Dependencies
Feature List
Purchase
Renewed Vehicle Keys
Renewed Vehicle Keys (Open Source)
Renewed Vehicle Keys (Documentation)
Extra Information
return {
lockChance = 1.0, -- (100%) Chance of local vehicles to be locked around the world
useKeyItem = false, -- set to true if you want to use a item based key system
engineKey = 'G', -- Key to toggle the engine on and off
lockKey = 'L', -- Key to toggle the lock on and off
immune = {
[`bmx`] = true,
},
-- Specific Doors that are ALWAYS locked no matter what
doorsBlocked = {
[`stockade`] = {[1] = true, [2] = true}
},
-- How much durability is taken away from a lockpick item when used
durability = {
lockpick = { min = 2, max = 5 },
advancedlockpick = { min = 2, max = 5 },
},
-- Minigame specific difficulty settings
minigame = {
hotwire = { time = {min = 75, max = 150}, turns = {min = 1, max = 5} },
lockpick = { time = {min = 75, max = 150}, turns = {min = 1, max = 5} },
advancedlockpick = { time = {min = 50, max = 100}, turns = {min = 1, max = 2} },
},
-- Vehicle Config
vehicles = {
-- Compacts --
[0] = {
pickable = true, -- Can this vehicle be lock picked?
pickItem = {'lockpick', 'advancedlockpick'}, -- What item is required to lock pick this vehicle?
hotwire = true, -- Can this vehicle be hotwired?
search = true, -- Can this vehicle be searched?
},
-- ...
},
-- List of all the weapons that peds do not become scared of when you aim at them
blockedWeapons = {
[`WEAPON_UNARMED`] = true,
[`WEAPON_KNIFE`] = true,
-- ...
}
}
ox_inventory/data/items.lua
file.client
section:client = {
event = 'lockpick:use'
}
Your lockpick item definitions should now look like this:
['lockpick'] = {
label = 'Lockpick',
weight = 160,
client = {
event = 'lockpick:use'
}
},
ox_inventory/data/items.lua
file, add a new item called “Vehicle Key” by pasting the following code:['vehiclekey'] = {
label = 'Vehicle Key'
},
ox_inventory/web/images.lua
file and include any necessary images or icons from the Renewed-Vehiclekeys resource for this “Vehicle Key” item.That’s it! Your installation is now complete, and the script is ready to use.
true
or false
) indicating whether the player has keys.local hasKeys = exports['Renewed-Vehiclekeys']:hasKey()
source
(player ID) and plate
(the license plate of the vehicle).exports['Renewed-Vehiclekeys']:removeKey(source, plate)
source
has a key for the vehicle with the given plate
. It returns a boolean value (true
or false
).local hasSpecificKey = exports['Renewed-Vehiclekeys']:hasKey(source, plate)
plate
to the player identified by source
.exports['Renewed-Vehiclekeys']:addKey(source, plate)
These exports provide essential functionality for managing vehicle keys within your script and can be incorporated into your own scripts for seamless integration.
Previous Renewed Releases
Renewed Banking
Renewed Businesses
Renewed Weed
Renewed Farming
v1.2
* Removed the teleporting in/out of cars (idfk why it was there im stupid)
* Added an option for being able to rob peds off their keys
* Fixed stupid animation that happens trying to start a vehicle
*Added a config option to disable build in engine command
* Added a config option to disable build in hotwire system
* Added a utils.canLockPick function which you can use to add boosting systems logic
* Fixed an issue where other people than driver could lockpick the vehicle
* Added keyring support.
v1.1.3
* Added a event for starting to lockpick a vehicle "Renewed-Vehiclekeys:pickVehicle"
* Added a config options for circle ox_lib progressbar
* Fixed an error with /givekeys command
* Added touchless keys
* Fixed an issue where you could start broken down cars
* Fixed some more issues where players tried to hotwire cars
* Touchless keys makes it so that if you have a key and try to enter a car it will unlock the car automatically. to enable this type setr vehiclekeys_usetouchlesskey 1 in your server.cfg *
v1.1.2
* Fixed an issue with lock picking where the server would get a nil netId
* Fixed locking picking error message always popping up,
* Added notifies for when starting/stopping the engine
* Added notifies for unlocking/locking the vehicle
* Added client events for removing/giving keys
* Added QBCore and QBox backwards compatability
v1.1.1
* Fixed an issue with giving keys
* Made it so you no longer need to try and enter a vehicle before you can lockpick it
* Delayed ox_inventory metadata to make sure it always sets metadata properties
v1.1
* Added `Config.Keys` (Choose which keys are inside the minigame)
* Made per item and class difficulties for lockpicks
* Made search vehicle disappear when the vehicle has been searched
* Rewrote a lot of the logic to fix a few issues reported
* Made lights and car animation happening on entity owner instead of keyowner
* Added animation for starting the vehicle
* Added per item and class lockpick degrade
* Fixed an issue when searching the vehicle and will now work as expected
* Made a new `Config.difficulties` where you can now create custom difficulties to use
* Made hotwire class specific difficulties
* Made search class specific time to search
* Fixed an issue where you would have to click start/stop vehicle engine more than once for the engine to start
* Added notifications for no search items found
* Added notification when the lockpick item is not strong enough
v1.0.2
* removed debug prints
* Fixed an issue with custom plates
* Fixed an issue where locking the car would turn the engine on
v1.0.1
* Fixed an issue where players would lose keys after crashing/disconnecting
* Upped timer to wait for Vehicles to exist
Code is accessible | Depends On Package Purchased |
Subscription-based | Depends On Package Purchased |
Lines (approximately) | 1350 |
Requirements | View Dependencies Listed Above |
Support | Yes |
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