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About This File

Here it is boys

included in the readme is a qb-vehiclekeys snippet to use the lockpick mini-game when lockpicking vehicles.

you can adjust the amount of time it takes to complete the task in the client.lua

i will not give support for this.

you can use chat gpt to figure out how to use the exports for your own uses

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asoka

Posted

i dont know if im retarded or something but there is no function LockpickDoor() in qb-vehicle keys

codyraves

Posted

On 4/11/2024 at 3:19 AM, asoka said:

i dont know if im retarded or something but there is no function LockpickDoor() in qb-vehicle keys

RegisterNetEvent('lockpicks:UseLockpick', function(isAdvanced)
    local ped = PlayerPedId()
    local pos = GetEntityCoords(ped)
    local vehicle = QBCore.Functions.GetClosestVehicle()

    if vehicle == nil or vehicle == 0 then return end
    if HasKeys(QBCore.Functions.GetPlate(vehicle)) then return end
    if #(pos - GetEntityCoords(vehicle)) > 2.5 then return end
    if GetVehicleDoorLockStatus(vehicle) <= 0 then return end

    -- Corrected the resource name in the call
    exports['cure-lockpick']:OpenLockpickMinigame(function(success)
        if success then
            -- Logic for successful lockpicking
            TriggerServerEvent('hud:server:GainStress', math.random(1, 4))
            lastPickedVehicle = vehicle

            if GetPedInVehicleSeat(vehicle, -1) == PlayerPedId() then
                TriggerServerEvent('qb-vehiclekeys:server:AcquireVehicleKeys', QBCore.Functions.GetPlate(vehicle))
            else
                QBCore.Functions.Notify(Lang:t("notify.vlockpick"), 'success')
                TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(vehicle), 1)
            end
        else
            -- Logic for failed lockpicking
            TriggerServerEvent('hud:server:GainStress', math.random(1, 4))
            AttemptPoliceAlert("steal")
        end
    end, vehicle, isAdvanced and 'advanced' or 'normal')  -- Adjust parameters as needed
end)

 

  • Happy 1
Sheriff_Oliver

Posted

Ty bruh, its work for me , but. ...  put my script like this. 

qb-vehiclekeys / client / main.lua

 

RegisterNetEvent('lockpicks:UseLockpick', function(isAdvanced)
    local ped = PlayerPedId()
    local pos = GetEntityCoords(ped)
    local vehicle = QBCore.Functions.GetClosestVehicle()
 
    if vehicle == nil or vehicle == 0 then return end
    if HasKeys(QBCore.Functions.GetPlate(vehicle)) then return end
    if #(pos - GetEntityCoords(vehicle)) > 2.5 then return end
    if GetVehicleDoorLockStatus(vehicle) <= 0 then return end
 
    -- Corrected the resource name in the call
        exports['cure-lockpick']:OpenLockpickMinigame(function(success)
            if success then
                -- Logic for successful lockpicking
                TriggerServerEvent('hud:server:GainStress', math.random(1, 4))
                lastPickedVehicle = vehicle
   
                if GetPedInVehicleSeat(vehicle, -1) == PlayerPedId() then
                    TriggerServerEvent('qb-vehiclekeys:server:AcquireVehicleKeys', QBCore.Functions.GetPlate(vehicle))
                else
                    QBCore.Functions.Notify(Lang:t("notify.vlockpick"), 'success')
                    TriggerServerEvent('qb-vehiclekeys:server:setVehLockState', NetworkGetNetworkIdFromEntity(vehicle), 1)
                end
            else
                -- Logic for failed lockpicking
                TriggerServerEvent('hud:server:GainStress', math.random(1, 4))
                AttemptPoliceAlert("steal")
            end
        end, vehicle, isAdvanced and 'advancedlockpick' or 'lockpick')  -- Adjust parameters as needed
    end)
-- Backwards Compatibility ONLY -- Remove at some point --
RegisterNetEvent('vehiclekeys:client:SetOwner', function(plate)
    TriggerServerEvent('qb-vehiclekeys:server:AcquireVehicleKeys', plate)
end)
NickJF

Posted

Work for me. Thanks bro.

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