Update 1.1.8
- Fix vehicles not saving correctly in garages using shells
Update 1.1.8
Update 1.1.9
Config.UseCustomGarageMenu
Update 1.2.0
Update 1.2.1
Config.ClearGarageEntrances
Update 1.2.2
exports.tk_housing:getCurrentPropertyType()
, returning 'house'
| 'garage'
| nil
Update 1.2.3
Is there anyway i may have some help please
You should join Discord and there you get help
Would be nice if there was a option to just place inventoryâs and wardrobes , without attaching them to a furnisher.
Does it work with CD Garages?
Hey! It should work fine with most garage scripts including cd garages and if it doesnât work youâll need to edit max 1-2 lines of code which we will help with
What about the above?
Not sure if weâll be adding that, but Iâll keep it in mind
Would you consider the ability to add images to the furniture list? I respect whatever answer, I understand that some prefer differently but yours seems laid out in a way that it still would work seeing as each object is a cube (in the list of items/furniture) rather than some others that use names only that have a list-like design which works less well with the idea of images. I hope you get my drift, and again, just a question!
You can actually already enable images for the furniture in config. Itâs just turned off by default as the images are from a website where there werenât images for every single model so only some images show and others donât
Oh well I see, well that leads me to my second question then. If the script takes the images from a website I assume you canât change them out yourself? Nifty to take them from a website but Iâm just asking because I have an icon pack which I had intended to use and that is all that is holding me back from purchasing this as of now. But is it possible to bypass that somehow and use images gathered from a folder?
JG Advanced Garages compatibility for V2:
Shared this on the old v1 script, so doing it again for v2. A major difference was the house metadata variable has changed and I couldnt be bothered to figure out what it was now for spawning co-ordinates, so some slight adjustments to the code that i made for qb_tk_housing for the OpenGarageMenu function in client/main_editable.lua:
function OpenGarageMenu(propertyIndex) -- only used if Config.CustomGarageMenu is true, add your own logic here to open the garage menu
local isInVehicle = IsPedInAnyVehicle(PlayerPedId(), true)
local vehicleTypeT = 'car'
local uniqueHouseGarageId = "House_" .. propertyIndex
local v3 = GetEntityCoords(PlayerPedId())
local heading = GetEntityHeading(PlayerPedId())
local garageSpawnCoords = vector4(v3.x,v3.y,v3.z,heading)
if isInVehicle then
TriggerEvent("jg-advancedgarages:client:store-vehicle", uniqueHouseGarageId, vehicleTypeT)
else
TriggerEvent("jg-advancedgarages:client:open-garage", uniqueHouseGarageId, vehicleTypeT, garageSpawnCoords)
end
end
Side Note: Had to add to the config file(As per the inline comment):
Config.CustomGarageMenu = true
As it was not using the new variable added in the update:
Config.UseCustomGarageMenu = true
is there any reason im getting these errors when trying to preview a shell
error during NUI callback previewHouse: Failed to load model â-1034449271â
I assume you are the same guy as the one who made the ticket about this already so if anyone else is wondering this then yes: Iâve now released a new update that lets you modify the image path
Make sure you have K4MB1 starter shells installed: https://k4mb1maps.com/product/5015840
Appreciate it a lot- thank you lots!