TBM Peds Blips Marker Object Creator

TBM Peds Blips Marker Creator

An easy and lightweight mod for QBCore/ESX/Standalone to create marker

Store: https://thebusters-shop.tebex.io/package/5100661 (6€ + fee)

Features

  • works on ESX/QB-Core/Standalone
  • so many markers as you want
  • visibility range configurable
  • Markers
  • Markers for Jobs (only ESX and QBCore)
  • Sub Markers
  • Peds
  • Peds for Jobs (only ESX and QBCore)
  • Peds can have animations
  • Blips
  • Blips for Jobs (only ESX and QBCore)
  • Objects can placed

Example Config

example_config/tbm_marker_creator at main · ihr-it-projekt/example_config · GitHub

Code is accessible No
Subscription-based No
Lines (approximately) 400
Requirements ESX or QBCore
Support Yes

My other Mods

3 Likes

Are you selling a free native function with distance checking ? WTF ?

Citizen.CreateThread(function()
	Citizen.Wait(0)
	while true do
		distance= GetDistanceBetweenCoords(vector3(x, y, z), GetEntityCoords(PlayerPedId(), true), true) 
		if distance < 10 then
			DrawMarker(2, x, y, z, 0,0,0,0,0,0,1.0,1.0,1.0,255,128,0,50,false,false,0,0)
		end
	end
end)

There is a bit more inside… There can be also a job check happen. Also the marke will only displayed if player has the defined distance. And i will not saying that 1 € is much for that kind of script…

1 Like

In my example, there is also a distance check, and it is very easy to add a work check

But you dont have a job check… . As i said… . Is not much and i am totally fine you post the code here … And not everybody can programming and they are happy about such small scripts… .

1 Like

Next thing, there is no Submarker in your script… Your performance of your script must also be optimized. It is not perfect…

It’s just Bro selling a easy native function with multiple checks is not cool :money_mouth_face:

That is not true. Is not all native… . But thats your opinion.

easy and function mod, love it!

1 Like

Version 1.1.0

Can now also handle Blips and Peds

Version 1.2.0

Peds can now have an animation

Version 1.3.0
Mod can now also spawn objects

how do we add more then 1 marker in the same location?

Just add a second position config entry

i tried could you show me an example?

You can find in example config and in default config just add a new position in positions.

I have added comments where you have to go, search for: “-- Add here a new position”

Version 1.4.0
Feature:
Custom Marker added, see new config Version: 1.4.0 · ihr-it-projekt/example_config@8129f2e · GitHub
You can add your own marker with a self generated ytd file.
How to use:

  • Create your ydt file in OpenIV
  • put that file into stream folder
  • use the new added config vars
  • (re)start your Server

Version Checker integrated

1 Like

Just curious, this script does it allow you to be ingame open a menu add a marker to a current job and it stay there forever? For example, police job for qbcore it uses the crappy new target system. Im fine with that but noway to tell where the job onduty/offduty target is and more, can i go around the map, add markers to each location of all these jobs manually while ingame or do i have to go into the code. Grab the coordinate ingame add to the code etc. Or does this go thru all scripts find job cordinates and automatically add a marker

1 Like

Hi, you have to set all coordinates in config file. See example config:

1 Like

why the script not start