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)