@Toxic_LilToast Update your server artifacts for either linux or windows alternatively you can revert to an older fx version bodacious

fx_version 'bodacious'

put that in the fxmanifest.lua in place of

fx_version 'cerulean'

So I edited the fire menu in menu.lua but when i use any of my edits the menu disappears and won’t open

if FireRestrict() then
local FireMenu = _MenuPool:AddSubMenu(MainMenu, ‘Fire Toolbox’, ‘Fire Related Menu’, true)
FireMenu:SetMenuWidthOffset(Config.MenuWidth)
local FireActions = _MenuPool:AddSubMenu(FireMenu, ‘Actions’, ‘’, true)
FireActions:SetMenuWidthOffset(Config.MenuWidth)
local click = NativeUI.CreateItem(“Spawn Stretcher”, “Spawn the ambulance stretcher”)
local push = NativeUI.CreateItem(“Push Stretcher”, “Push the ambulance stretcher”)
local open = NativeUI.CreateItem(“Open Ambulance Doors”, “Open the back doors.”)
local load = NativeUI.CreateItem(“Load/Unload Stretcher”, “Load the stretcher into the ambulance.”)
local delete = NativeUI.CreateItem(“Delete Stretcher”, “Delete the stretcher.”)
FireActions:AddItem(click)
FireActions:AddItem(push)
FireActions:AddItem(open)
FireActions:AddItem(load)
FireActions:AddItem(delete)
click.Activated = function(ParentMenu,sender, item, index
if item == click then
ExecuteCommand(“spawnstr”)
notify("~g~Spawned.")
end
end
push.Activated = function(sender, item, index)
if item == push then
ExecuteCommand(“pushstr”)
notify("~g~Pushing, click X to stop pushing.")
end
end
open.Activated = function(sender, item, index)
if item == open then
ExecuteCommand(“openbaydoors”)
notify("~g~Opening.")
end
end
load.Activated = function(sender, item, index)
if item == load then
ExecuteCommand(“togglestr”)
notify("~g~Loading.")
end
end
delete.Activated = function(sender, item, index)
if item == load then
ExecuteCommand(“delstr”)
notify("~g~Deleted.")
end
end

@FastLifeRP integrating that into the SEM Interaction Menu it looks like there are a few issues

  1. You are using the incorrect NaitveUI item activator and args
  2. You have incorrectly named the Notify function
  3. You are missing an end

I will put some edits below

if FireRestrict() then
	local FireMenu = _MenuPool:AddSubMenu(MainMenu, ‘Fire Toolbox’, ‘Fire Related Menu’, true)
	FireMenu:SetMenuWidthOffset(Config.MenuWidth)
		local FireActions = _MenuPool:AddSubMenu(FireMenu, ‘Actions’, ‘’, true)
		FireActions:SetMenuWidthOffset(Config.MenuWidth)
		local click = NativeUI.CreateItem(“Spawn Stretcher”, “Spawn the ambulance stretcher”)
		local push = NativeUI.CreateItem(“Push Stretcher”, “Push the ambulance stretcher”)
		local open = NativeUI.CreateItem(“Open Ambulance Doors”, “Open the back doors.”)
		local load = NativeUI.CreateItem(“Load/Unload Stretcher”, “Load the stretcher into the ambulance.”)
		local delete = NativeUI.CreateItem(“Delete Stretcher”, “Delete the stretcher.”)
		FireActions:AddItem(click)
		FireActions:AddItem(push)
		FireActions:AddItem(open)
		FireActions:AddItem(load)
		FireActions:AddItem(delete)
		click.Activated = function(ParentMenu, SelectedItem)
			ExecuteCommand(“spawnstr”)
			Notify("~g~Spawned.")
		end
		push.Activated = function(ParentMenu, SelectedItem)
			ExecuteCommand(“pushstr”)
			Notify("~g~Pushing, click X to stop pushing.")
		end
		open.Activated = function(ParentMenu, SelectedItem)
			ExecuteCommand(“openbaydoors”)
			Notify("~g~Opening.")
		end
		load.Activated = function(ParentMenu, SelectedItem)
			ExecuteCommand(“togglestr”)
			Notify("~g~Loading.")
		end
		delete.Activated = function(ParentMenu, SelectedItem)
			ExecuteCommand(“delstr”)
			Notify("~g~Deleted.")
		end
end

Can anyone tell me why I can not change the name of the menu? I have tried and tried and nothing i am doing is fixing it. I have even tried a full reinstall and still doesn’t work.

@Matthew_Acee Have you tried the Config options to change the menu name? Config.MenuTitle?

Yes, have tried several reinstalls from diffrent computers and it does not go away.

Does anyone have any idea why my menu will not open while seated in a vehicle?

Are you using an F1-12 key? If so try another key and see if it helps

Yeah, seems to be I was using a bind that didn’t work in vehicles I just changed it to a different keyid for f5 and it works like a charm :slight_smile:

Hey when I edit anything in config.lua it breaks and says Error parsing script @SEM_InteractionMenu/config.lua in resource SEM_InteractionMenu: @SEM_InteractionMenu/config.lua:1: unexpected symbol near ‘<\239>’ and yes I am using a VPS

how can we make the spikes strips to work on AIs or NPCs ??? I checked the file but I don’t know if I should be editing the line in the client.lua file. can someone help ?

can you send a screenshot of what that part of the config looks like?

Suggestion:

Make it a bit more stable from what i have seen from using it is, sometimes when you scroll through spikes for example they skip a number and go to 3 when you want to go to 2, and some other kinda cool add on suggestions are maybe for Fire department make it so they can place a climbable ladder, and for cops when they cuff someone make it so it plays an animation and a sound or maybe even just an animation would be much more immersive in roleplay.

@P0PC0RN Make sure you don’t have any errors in your config.lua

@CHOKO1528 I personally haven’t look into how to get the spikes to affect the AIs, either someone else can help you on here or you’ll have to wait until I figure it out and push it as an update.

1 Like

@UnsayingCheetah Thank you for your suggestions!
The item skipping is an issue with NativeUI I have been trying to fix it and have done slightly compared to older versions, but I will see if I can fix it fully

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thank you so much. :100:

@Scott1

Do you know of a /911 script that can be linked with your interaction menu so that when you go on duty as a LEO or Fireman you see the 911 calls and its not broadcasted into the general chat for everyone to see?

how does the password work and what number is the f6 so i can toggle it from that.

@Sacred_Zer0 I don’t personally know of any, however, you can use the exports to check if they are onduty