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Script QBCore

BB Multichar (QB)

Oorspronkelijke prijs was: $67.99.Huidige prijs is: $20.99.

-69%

BB Multichar is a QBCore multicharacter script with a modern UI, QB-clothing and FiveM-Appearance support, Discord-role character slots, and deletion confirmation for FiveM servers.

(4 klantbeoordelingen)

Product facts

Framework
QBCore
Resource type
Script
Included files
1 downloadable file
Add to Cart
BB Multichar
BB Multichar (QB)
$67.99 Oorspronkelijke prijs was: $67.99.$20.99Huidige prijs is: $20.99.

BB-MULTICHARACTER

https://www.youtube.com/watch?v=rDTCuyhPz9M

Installatie

  1. Sleep en plaats naar je server, stop qb-multicharacter of welke multicharacter je ook gebruikt.
  2. Edit the server config as you like to fit your server.
  3. Geniet ervan.

Config

CoreConfig = {
    core = 'qb-core', -- your core name for the exports
    prefix = 'qb-', -- your trigger prefixes
    notify = 'QBCore:Notify', -- your notification trigger
    char_english_only = true, -- block to option to create character with non english names

    clothing_base = 'qb', -- Whether "qb", "raid", "fivem-appearance" or "other"
    clothing_name = 'qb-clothing' -- Your clothing resource name
}

Kleding

Standaard ondersteuning voor 2 kledingwinkels: qb-clothing & raid-clothing.

  • If youre using qb-clothing make sure to set it to “qb” even if your core name is different.
  • If youre using raid-clothing, make sure to add the following function to your client.
    [1] Plak de volgende code onderaan uw “raid-clothing/client/client.lua”: function SetPedMetadata(ped, data) for i = 1, #drawable_names do if data.drawables[0] == nil then if drawable_names[i] == "undershirts" and data.drawables[tostring(i-1)][2] == -1 then SetPedComponentVariation(ped, i-1, 15, 0, 2) else SetPedComponentVariation(ped, i-1, data.drawables[tostring(i-1)][2], data.drawtextures[i][2], 2) end else if drawable_names[i] == "undershirts" and data.drawables[i-1][2] == -1 then SetPedComponentVariation(ped, i-1, 15, 0, 2) else SetPedComponentVariation(ped, i-1, data.drawables[i-1][2], data.drawtextures[i][2], 2) end end end for i = 1, #prop_names do local propZ = (data.drawables[0] == nil and data.props[tostring(i-1)][2] or data.props[i-1][2]) ClearPedProp(ped, i-1) SetPedPropIndex(ped, i-1, propZ, data.proptextures[i][2], true) end Wait(100) if data.headBlend then SetPedHairColor(ped, tonumber(data.hairColor[1]), tonumber(data.hairColor[2])) SetPedHeadBlend(data.headBlend) SetPedHeadBlendData(ped, tonumber(data.headBlend['shapeFirst']), tonumber(data.headBlend['shapeSecond']), tonumber(data.headBlend['shapeThird']), tonumber(data.headBlend['skinFirst']), tonumber(data.headBlend['skinSecond']), tonumber(data.headBlend['skinThird']), tonumber(data.headBlend['shapeMix']), tonumber(data.headBlend['skinMix']), tonumber(data.headBlend['thirdMix']), false) for i = 1, #face_features do SetPedFaceFeature(ped, i-1, data.headStructure[i]) end if json.encode(data) ~= "[]" then for i = 1, #head_overlays do SetPedHeadOverlay(ped, i-1, tonumber(data.headOverlay[i].overlayValue), tonumber(data.headOverlay[i].overlayOpacity)) end SetPedHeadOverlayColor(ped, 0, 0, tonumber(data.headOverlay[1].firstColour), tonumber(data.headOverlay[1].secondColour)) SetPedHeadOverlayColor(ped, 1, 1, tonumber(data.headOverlay[2].firstColour), tonumber(data.headOverlay[2].secondColour)) SetPedHeadOverlayColor(ped, 2, 1, tonumber(data.headOverlay[3].firstColour), tonumber(data.headOverlay[3].secondColour)) SetPedHeadOverlayColor(ped, 3, 0, tonumber(data.headOverlay[4].firstColour), tonumber(data.headOverlay[4].secondColour)) SetPedHeadOverlayColor(ped, 4, 2, tonumber(data.headOverlay[5].firstColour), tonumber(data.headOverlay[5].secondColour)) SetPedHeadOverlayColor(ped, 5, 2, tonumber(data.headOverlay[6].firstColour), tonumber(data.headOverlay[6].secondColour)) SetPedHeadOverlayColor(ped, 6, 0, tonumber(data.headOverlay[7].firstColour), tonumber(data.headOverlay[7].secondColour)) SetPedHeadOverlayColor(ped, 7, 0, tonumber(data.headOverlay[8].firstColour), tonumber(data.headOverlay[8].secondColour)) SetPedHeadOverlayColor(ped, 8, 2, tonumber(data.headOverlay[9].firstColour), tonumber(data.headOverlay[9].secondColour)) SetPedHeadOverlayColor(ped, 9, 0, tonumber(data.headOverlay[10].firstColour), tonumber(data.headOverlay[10].secondColour)) SetPedHeadOverlayColor(ped, 10, 1, tonumber(data.headOverlay[11].firstColour), tonumber(data.headOverlay[11].secondColour)) SetPedHeadOverlayColor(ped, 11, 0, tonumber(data.headOverlay[12].firstColour), tonumber(data.headOverlay[12].secondColour)) end endend [2] Plak de volgende code onderaan je fxmanifest/__resource.lua in de raid clothing resource:
    export ‘SetPedMetadata’
  • If youre using any other clothing op te slaan, set it to “@other” and make sure to edit all the functions related to the clothing,
    server/functions.lua -> bewerk de getOtherClothing functie.
    client/main.lua -> zoek naar @other en wijzig alle functies daarin

Steun

4 beoordelingen voor BB Multichar (QB)

  1. UltraUma (geverifieerde eigenaar)

    Great quality overall. The animations, interface, and functionality all feel polished.

  2. HunterSarah (geverifieerde eigenaar)

    The quality is noticeably better than many alternatives I have tried.

  3. Reagan (geverifieerde eigenaar)

    The integration with [ESX/QBCore/Qbox] was smooth and required minimal changes.

  4. Marilie (geverifieerde eigenaar)

    Thank you guys for this amazing creation! Absolutely mind-blowing!

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