[QB/QBOX/ESX] Advanced Slaughter Job

Is it only cows, or can we configure more animals? For example if i hunt a deer can i bring the deer to the place and have it prop placed and run through the machine?

Oh yeah didn’t think of that one. I’ll add an option to change the models

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Hotfix

v1.0.1

  • Fix for qb-inventory attempt to call a nil value OpenStash()
  • Uses keymaster now instead of sending the file via email

v1.0.2

  • fixed problems after transferring the script to escrow

Very coool but I don’t understand, the code is accessible or with escrow? And the more animal options is active? :star::star::star::star::star:

Ya once more animals are added for that ability, i think it would really help. Would love to merge this process in with our hunting and current butcher script.

Basically right now we can hunt any animal (cow, deer, coyote, etc.) and when we skin animal it gives the animal body as an inventory item. Players then take the animal body and qbtarget a washing table at the slaughter house and the animal spawns dead on the table to be cleaned (water particle effects). Once done the animal despawns again and player receives “cleaned dead (animal name)”.

Basically at that point I’d love for your script to take over. Player can take cleaned dead animal inventory item to your part of putting them on the cart and sending them through the processor to get an output of unique animal meats.

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I’ve applied escrow

Hmm, that’s a good idea but I might need to create a separate script for that one since right now the events are hardcoded, and it will be a breaking change if I add the ability to place any prop on the machine.

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Update v1.1.0 out now!

  • ropes and props will now be synced between users
  • add Qbox compatibility
  • add ps-inventory compatibility
  • add config to change the money account type
  • add config to change set fuel event
  • add config to change getting vehicle key event
  • add position configs on notify, progress, and drawtext
  • add different header and text if RestrictJob is false
  • fixed ox_target reading target/qb-target.lua
  • fixed job restrictions
  • fixed vehicle check calling a nil value
  • moved item name config to locations.lua to be able to change item per location
  • update README.md
  • changed to use ox_lib locale

TO-DO

  • add config to change animal model ex. deer model instead of cow
  • qs-inventory compatibility

KNOWN BUGS

  • when a user is putting a cow on the machine, the location of the cow isn’t synced with other users

v1.1.1

  • fixed trolly and cow not disappearing after restarting the script while holding them
  • add temporary qs-inventory support
  • add waypoint to return to slaughter house after leaving the cow field
  • add access to framework and inventory folders so that y’all can add your own frameworks or if you’re using an unsupported inventory

I’ll be providing minimal support to other framework and inventories that aren’t currently supported.

Hotfix

v1.1.2

  • fixed animation stopping after opening inventory

Is target systems are mandatory?

Yes, they are. For more immersion and optimization.

v2.0.0

  • add config to change animal model
  • add option to slaughter carcass items ex. deer carcass obtained from hunting. (check config.lua)
  • slaughter machine now synced between users
  • add version check for dependencies
  • if not job restricted item, will be sent to player inventory instead
  • bugfixes

WIP

  • trailer truck implementation
  • visible cattle on trailer

GIF

I’ve added the option to slaughter carcasses by items. I’ll also add the option to put them to the trolly first before slaughtering them.

YESSSS!!!

So when you put them on the conveyer belt, it spawns the right dead animal based on the carcas item in inventory? :smiley:

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Yeap, and you can also configure what you can add in the config. For example I’ve added deer and pig

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I’ll be grabbing this tonight. Thank you for doing this!

Edit:
FiveM appears to be having a seizure and is down, will pick this up tomorrow when their stuff is back up haha

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So code is “NO” i take it? how much of the script is open to editing?

My bad, I forgot to change it. Framework and Inventory is accesible

Script looks pretty solid! Keep it up.

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