Advanced Housing System - tk_housing V2

Update 1.1.8

  • Fix vehicles not saving correctly in garages using shells

Update 1.1.9

  • Add Config.UseCustomGarageMenu

Update 1.2.0

  • Fix yard area instructions not showing up when using ox_lib

Update 1.2.1

  • Add Config.ClearGarageEntrances
  • Remove duplicate safe from config furniture
  • Allow police to open storages that they don’t own

Update 1.2.2

  • Add exports.tk_housing:getCurrentPropertyType(), returning 'house' | 'garage' | nil
  • Player will now be removed from permission list if they don’t have any permissions

Update 1.2.3

  • Minor changes to how property blips are displayed
  • Fix property furniture not being removed when selling property

Is there anyway i may have some help please

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You should join Discord and there you get help

Would be nice if there was a option to just place inventory’s 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 doesn’t work you’ll need to edit max 1-2 lines of code which we will help with

What about the above?

Not sure if we’ll be adding that, but I’ll 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. It’s just turned off by default as the images are from a website where there weren’t images for every single model so only some images show and others don’t

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 can’t change them out yourself? Nifty to take them from a website but I’m 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

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is there any reason im getting these errors when trying to preview a shell

error during NUI callback previewHouse: Failed to load model “-1034449271”

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: I’ve 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!

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