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
whbl
May 13, 2022, 2:18pm
2
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
whbl
May 13, 2022, 3:26pm
4
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…
whbl
May 13, 2022, 3:56pm
7
It’s just Bro selling a easy native function with multiple checks is not cool
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”
Config = {
useQbCore = false, -- if you are using ESX, change this value to false. If you are using QBCore, set value to true
esx_getSharedObject = 'esx:getSharedObject', -- for security reasons you can customise the esx:getSharedObject event name. Attention if you change it, be sure you have also change it in es_extended
esxEventNames = { -- used esx events can here renamed, if you use a anti cheat tool
setJob = 'esx:setJob',
playerLoaded = 'esx:playerLoaded',
},
isSandAlone = false, -- if you are using that you can not create markers for jobs
qbCoreExportName = 'qb-core', -- for security reasons you can customise the qb-core export name. Attention if you change it, be sure you have also change it in qbCore
viewRangeForMarkers = 50,
positions = {
{ -- start first position
coordinate = vector3(-190.26338195801, -1272.0236816406, 31.277589797974), -- position of the Location
scale = 0.8, -- scale for marker
marker = 39, -- marker type see https://docs.fivem.net/docs/game-references/markers/
job = "", -- you can leave it blank if no job is required
rgba = { 255, 0, 0, 155 }, -- color of marker
subMarker = {
marker = 4, -- marker type see https://docs.fivem.net/docs/game-references/markers/
posZ = 4.66, -- z position of the subMarker
},
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
Grimace
February 8, 2023, 3:31am
18
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
Grimace:
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
Hi, you have to set all coordinates in config file. See example config:
Config = {
useQbCore = false, -- if you are using ESX, change this value to false. If you are using QBCore, set value to true
esxExtendedName = 'es_extended', -- How you have named your es_extended mod, if you have renamed it.
isSandAlone = false, -- if you are using that you can not create markers for jobs
qbCoreExportName = 'qb-core', -- for security reasons you can customise the qb-core export name. Attention if you change it, be sure you have also change it in qbCore
viewRangeForMarkers = 50,
positions = {
{ -- start first position
coordinate = vector3(-190.26338195801, -1272.0236816406, 31.277589797974), -- position of the Location
scale = 0.8, -- scale for marker
marker = 39, -- marker type see https://docs.fivem.net/docs/game-references/markers/
customMarker = "", -- enter the name of your custom marker, if you dont want to use is, let it blank
job = "", -- you can leave it blank if no job is required
rgba = { 255, 0, 0, 155 }, -- color of marker
subMarker = {
customMarker= "", -- enter the name of your custom marker, if you dont want to use is, let it blank
marker = 4, -- marker type see https://docs.fivem.net/docs/game-references/markers/
posZ = 4.66, -- z position of the subMarker
},
enableMarker = true,
This file has been truncated. show original
1 Like