FAQ
Heres a list of common questions and answers around the script :)
Last updated
Heres a list of common questions and answers around the script :)
Last updated
FAQ
You will need to add the exports for the key grants, please see the export documentation.
Yes, these are registered as usable items located in the init file for "lockpick" and "advancedlockpick".
If you use a house robbery that registers it then that one will take priority but the codes open for them if any adjustment is needed.
In the config, there is a section called JobBypassKeys. Add the job name and vehicle spawn model there. For example, police officers don't need to be given keys to police vehicles.
When using item-based keys, you can either give them the key directly or purchase a spare key from the locksmith. If not using item-based keys, you can grant access using the /givekeys command or manage keys through the /keyring command.
Due to how frameworks store owned vehicles (e.g., player_vehicles), these are the only tables the locksmith supports. Scripts like trucking scripts will need to grant keys upon vehicle spawn. We are included as a default config in many scripts, including lc_truck_logistics within their lc_utils.