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qb-mechanicjob's Issues

[BUG] Tow truck not working

Describe the bug
Might be related to this: qbcore-framework/qb-towjob#58 (comment)

Flatbed won't put car on the back

To Reproduce
Steps to reproduce the behavior:

  1. Get mechanic job
  2. Get tow truck
  3. Try put a car on the back via F1 radial menu

Expected behavior
Car goes on back

Screenshots
If applicable, add screenshots to help explain your problem.

Questions (please complete the following information):

  • When you last updated: 100% fresh qb-core city today
  • Are you using custom resource? which ones? Default recipie
  • Have you renamed qb- to something custom? no

Additional context
I've tried this on gamebuild 2545 and 2699 and happens on both.

[BUG] cars stalling and makes complete stop to rev for 5+ secs when going full speed

i dont know why i havent seen anyone post on this since i been having this issue for at least 2 months now. when i mess with the client/main.lua i just use "--" to disable the read of code to see whats causing it. i never can find exactly what line it is that cause these problems but when i -- the whole file i experience no problems at all... i also use jim mechanic but before i even had jim mechanic this problem was still one i couldnt find out. we can be going 200mph and the car will completely shut down and break soo hard and stand still and just revs while at a complete stop for some seconds, then itll let us drive again, then do the same thing shortly after......what is this???

[BUG] Can not use this resource

Describe the bug
We installed FX server with QB core framework freshly, and after the installation it seems that the server is working, but after we set the job type to mechanic the resource is not working. The issue is I can't do anything in LS customs and Benny's Workshop, I mean the duty function and others are not working. If I want to go on duty or off duty then at the duty point, I can't do it. If I crash a car and goes to the LS customs, then I drove the car to the repair area, then also nothing happens. Same issue with the Benny's workshop.

We have read the documentation, but we don't know that we do something wrong, or this is a bug.

[BUG] Cant create multiple shops

Describe the bug
cannot create multiple entries for exit, duty, stash and vehicles

To Reproduce
Steps to reproduce the behavior:

  1. Go to config.lua
  2. add vector3 coords for new shop(tried 3 different ways)
  3. restart
  4. only one shop works or none work

Expected behavior
multiple mechanic locations

Screenshots
If applicable, add screenshots to help explain your problem.

Questions (please complete the following information):

  • When you last updated: 3 days ago
  • Are you using custom resource? which ones? mostly all stock qbcore
  • Have you renamed qb- to something custom? no

Additional context
Add any other context about the problem here.

[Question]

How do the finances work in this one?

How does a mechanic ask a customer to pay for everything?
Where does the money go, in mechanics pocket or in bossmenu vault?

Livery[BUG]

image
how to remove livery if i dont want livery ? there is no button for remove livery

@GhzGarage please help me

[BUG]

Not sure if this is a bug or not but I cannot seem to add any additional locations for the mechanic shop. I would like a second location at Otto's Autos and when I tried to add coordinates for additional pads and the coordinates for "duty", "stash", etc. I get an error Error loading script config.lua in resource qb-mechanicjob: @qb-mechanicjob/config.lua:5: attempt to index a nil value (global 'Config')
[script:qb-mechanicjo] stack traceback:
[script:qb-mechanicjo] @qb-mechanicjob/config.lua:5: in main chunk

Obviously, there is nothing in line 5 that is touched and there are no other syntax errors in the script (all brackets and commas are correct). My question is: Is it possible to add additional locations to the qb-mechanicshop script? Thank you for your time.

Materials

Where I can find the materials to fix a car? I know the reapirkit I can get from shop. What about plastic?

[BUG] Not all cars can be repaired

Describe the bug
We have added some "custom/addon" cars, but not all of them can be repaired. When i try using a toolbox, repair kit or advanced repair kit, it only shows that the item is used, but no animation or fix is working.

To Reproduce
Steps to reproduce the behavior:
Purchase an addon car.
Damage it a bit
Try to repair with advanced repair kit or repair kit

(The car used in this example is spawnname: bmci from the PLOKS car pack: https://github.com/PLOKMJNB/FiveM-Civ-Car-Pack)

Expected behavior
The car should be fixed.

Screenshots
Image of toolbox beeing "used" but no popup
image
console:
image

Questions (please complete the following information):

  • When you last updated: 2 weeks ago
  • Are you using custom resource? ox_lib and ox_target.
  • Have you renamed qb- to something custom? no

Additional context

[SUGGESTION]

Hey, would it be possible to rewrite the script so that several groups could use it. For example mechanic1, mechanic2

[BUG]

i update for some days ago and i cant interagt with any of the mechanic i just bought advandce mechanic so that my mechanics still can fix cars any idear? have debug poly and all is fine no consol fault no F8 fault

[BUG] Items in stash not being removed after fixing a vehicle

Describe the bug
When repairing a vehicle as a mechanic, you should be using the items inside mechanic's stash. However, once the vehicle is fixed, items don't get removed from the stash since the event SaveStashItems doesn't exist in qb-inventory anymore.

To Reproduce
Steps to reproduce the behavior:

  1. As a mechanic, make sure first that you have enough materials in the stash.
  2. Go and attach a vehicle to the lift and fix it's body for example.
  3. Go back to your stash and you will notice that the materials used haven't been removed.

Expected behavior
After fixing a vehicle, stash should update it's items.

Screenshots
N/A

Questions (please complete the following information):

  • When you last updated: Today
  • Are you using custom resource? which ones? No, I am pressing E for access
  • Have you renamed qb- to something custom? No

Additional context
N/A

[BUG] If you change the wheels for motorcycle. Front wheel change but back wheel can't change

Describe the bug
A clear and concise description of what the bug is. A stranger to qbcore should be able to read your bug report and understand how to reproduce it themselves and understand how the feature should work normally.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Use this item '....' (item's name from shared.lua if applicable)
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Questions (please complete the following information):

  • When you last updated: [e.g. last week]
  • Are you using custom resource? which ones? [e.g. zdiscord, qb-target]
  • Have you renamed qb- to something custom? [e.g. yes/no]

Additional context
Add any other context about the problem here.

[BUG]

when I use job none of the interactions work for me.
namely, I use jim-mechanic which requires qb-mechanicjob to repair the vehicle. when I go to repair it, it appears
["engine"] = 45,
["body"] = 65,
["radiator"] = 600,
["axle"] = 40,
["brakes"] = 50,
["clutch"] = 860,
["fuel"] = 70,
everything works, but if I don't make a repair and the player restarts the game, his car parts return to one hundred percent

[BUG] Mechanic parts repair

Hello,
I have fresh QBCore instaled. I try to repair parts but i cant, i have parts in my inventory and stash,
I uncomment exports in qb-vehiclefailure.

vehicle status value not showing correctly.

I have my engine value set as default which is ["body"] = 1000.0, I crashed my car pretty hard then get it on the lift. The status check message in chat says engine: 50/1000 which is only 5% left. But the status in qb-menu shows 50%/100%. So feels like somehow the (if percentage > 100 then percentage = math.ceil(VehicleStatus[plate][k]) / 10) part not working correctly.

a way to get the addons like spoilers and bumpers and all that without needing a physical player there

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is.

Describe the feature you'd like
A clear and concise description of what you want to happen. and with as much detail as possible how it would function in your opinion. Please try to keep it unique.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered for people to have in mind just in case the main idea isn't liked but a derivative is.

Additional context
Add any other context or screenshots about the feature request here.

[SUGGESTION] Persistency in tuning

Describe the feature you'd like
Curently tuning is reset across server restarts/parkings your car. It would be nice for tuning to be saved DB-side and persist it

Describe alternatives you've considered
#98 could be a walkaround

qb-vehicle failure for a call in mechanicjob

Occasionally we are getting kicked out of vehicles and vehicle damage is very glitchy. Only error we are getting.

The code is:
qb-vehiclefailure SCRIPT ERROR: @qb-vehiclefailure/client.lua:50: No such export SetVehicleStatus in resource qb-mechanic
Please tell me someone has a fix for this please. Its a never ending issue right now.

Thanks in advance!

[BUG]

Describe the bug
When you use the item veh_exterior , you have the option Paint. On selecting that option the only text i get is NULL, selecting the given buttons i get nothing. No errors client nor server sided...

To Reproduce
Steps to reproduce the behavior:

  1. Set your job to mechanic
  2. Go to LS CUSTOMS and purchase veh_exterior
  3. Use this item 'veh_exterior'
  4. Scroll Down and select paint, it is NULL

Expected behavior
A list of paint colors should appear..

Screenshots
image

Questions (please complete the following information):

  • When you last updated: Today
  • Are you using custom resource? which ones? None
  • Have you renamed qb- to something custom? no

Additional context
Nothing..

[BUG] Advanced Repair Kit

Describe the bug
If i spawn a car with /car, i damage it a bit and then repair it using an advanced repair kit its repaired for me and everybody else ( even if im not a mechanic as a job ) but if somebody else repairs the car (even a mechanic) only he sees it repaired and not me

To Reproduce
Steps to reproduce the behavior:

  1. Break your car a bit
  2. Call a mechanic and make him use an advancedrepairkit
  3. He will see the car fixed, but you wont

Expected behavior
It should be fixed when a mechanic repairs your car using a repairkit

Screenshots
If applicable, add screenshots to help explain your problem.

Questions (please complete the following information):

  • When you last updated: [e.g. last week] 2 days ago
  • Are you using custom resource? which ones? NO, some custom cars, and a few scripts made by me but they dont interact with cars in that way
  • Have you renamed qb- to something custom? NO

[BUG] QB-MechanicJob Optimization

Describe the bug

QB-MechanicJob Optimization
I recently realised that qb-mechanicjob by default has a seemingly currently unnecessary database change, every 2 seconds of driving a vehicle.
Some servers have over 100 people in. If all players are in cars at the same time that would be 100 database changes every 2 seconds.
Long explanation is that the distance travelled is set to 0 on script/server starts
As you drive your car it updates the distance travelled.
This is then used to calculate damages and other things.
This is saved server side but also updates the database with the numbers.
This isn't needed to be saved as it is saved server side already and never calls it FROM the database and is just a waste and laggy
TLDR: qb-mechanicjob has a useless database check that can cause lag for servers with lots of players

-- Go to qb-mechanicjob server/main.lua and find:
RegisterNetEvent('qb-vehicletuning:server:UpdateDrivingDistance', function(amount, plate)

--or go to line no 126 and

-- Remove or comment out:

local result = MySQL.Sync.fetchAll('SELECT plate FROM player_vehicles WHERE plate = ?', {plate})
if result[1] ~= nil then
    MySQL.Async.execute('UPDATE player_vehicles SET drivingdistance = ? WHERE plate = ?', {amount, plate})
end

[SUGGESTION] Tunerchip profiles

Is your feature request related to a problem? Please describe.
Ease of use update for tuners

Describe the feature you'd like
A new panel function (called eg- "profiles") where players can save/export/import/delete profiles for cars.

Describe alternatives you've considered
Unsure if an alternative is possible.

Job radialmenu

The radialmenu still doesnt do anything when your job is set as a mechanic!

[BUG] "No shop inventory found" Can't use any of the mechanic parts shops.

Describe the bug
I cannot buy anything from the shop. As I try to drag the item, the money is not subtracted, and the item dosen't go to my inventory. The items are in my qbcore/shared/items, and they are salable, because i can buy normally in my qb-shop shop.

To Reproduce
Steps to reproduce the behavior:

  1. Go to the mechanic shop menu:
    image

  2. Drag the item, as a normal buy procedure.

  3. The item will not keep in your inventory, and your money wont subtract.

  4. Then, the error apears like this.
    image

Expected behavior
I would buy the item.

Questions (please complete the following information):

  • When you last updated: last week
  • Are you using custom resource? which ones? Qb-shops
  • Have you renamed qb- to something custom? No

Additional context
The error is from QB-SHOPs, so i really don't know if it is a qb-mechanic issue or a qb-shops misconfiguration, because the qb-shop shops works normally.

Additional Information
My shops are working with unlimited supply, more specifically with this config on the qb-shops. "Config.UseTruckerJob = false -- true = The shops stock is based on when truckers refill it | false = shop inventory never runs out"

mechanic job

mechanic job is not charging me the parts needed just does it for free no parts/scrap needed i want to change this but have no idea how if anyone could give me a tip that would help a lot.

[BUG] repair vehicles not remove request item from stash

Describe the bug
When repairing a vehicle with the mechanic job. Repairing vehicle parts requires certain items in the stash, but when the vehicle is finished repairing, it does not remove those required items.

To Reproduce
Perform basic steps of mechanical work

Expected behavior
Fix error of not deleting required item in job's stash

Screenshots
mechanic

Questions (please complete the following information):

  • My version: [QB-MechanicJob 2.1.1]
  • Are you using custom resource? which ones? [NO]
  • Have you renamed qb- to something custom? [NO]

Additional context

Parts other than engine and body not changing?

I have been looking and trying to figure out if I need to enable these features or not and I can't find anything.
I have a fresh install of QBcore and it just doesn't seem to work, what am I doing wrong?

[BUG] Tunerships issues

Describe the bug
A clear and concise description of what the bug is. A stranger to qbcore should be able to read your bug report and understand how to reproduce it themselves and understand how the feature should work normally.

To Reproduce
Steps to reproduce the behavior:
Open tunerchip
Unreliable save function (saving only works reliably with traction, other panels are inconsistent or do not work at all -eg. braking)
Reset function does not work

Expected behavior
Open tunerchip
Saving applies tuning
Resetting resets values to vehicle defaults

Questions (please complete the following information):

  • When you last updated: today
  • Are you using custom resource? which ones? default qb-core framework
  • Have you renamed qb- to something custom? no

[SUGGESTION] Apply Changes Rather Than Automatically Setting Them

Is your feature request related to a problem? Please describe.
When selecting car modifications they apply automatically and sometimes you cannot undo those changes as the stock modification is not available. This forces you into keeping modifications on your car that you may only wanted to preview.

Describe the feature you'd like
Preview modifications and select again to apply those modifications. Also, don't consume the item used for upgrading if you didn't apply the customisation.

Describe alternatives you've considered
Undo system for car modifications which also doesn't consume the item unless you make a change.

Additional context
Items bought and used to trigger the menus for upgrading gets used regardless of whether you make any changes.

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