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  1. Paid Resouces
  2. Chop Shop

Chop Shops

Last updated 3 days ago

IMPORTANT INFORMATION

  • Each vehicle has a tracker that must be removed prior to delivering the vehicle to either be chopped into parts or exported

  • Players must use a tracker remover tool and then will be presented with the bl_ui wavematch minigame

  • Information can be found here:

  • Should you wish to change the minigame or inputs required change the logic to suit in the following event: lusty94_chopshop:client:UseTrackerRemover

local gameInfo = {
    iterations = 1, -- amount of times the player has to complete the minigame
    duration = 90000, -- time to complete the minigame
}
local success = exports.bl_ui:WaveMatch(gameInfo.iterations, {
    duration = gameInfo.duration,
})

Shop Name

  • The key is the chop shop name and must be unique

['rogers'] = { -- the key must be unique

},

Label

  • The label is the name displayed for that chop shop

label = 'Rogers Chop Shop', -- label for menu

Coords

  • Define coords for the chop shop ped to spawn at

coords = vector4(-512.14, -1738.2, 19.28, 341.86), -- coords to spawn ped

Model

  • Define the ped model you wish to spawn

model = 'g_m_y_ballaeast_01', -- ped model

Chop Cost

  • Define the cost to start chop shop missions (set to 0 to be free and incur no charge)

chopcost = 1500, -- cost to start chop mission

Export Cost

  • Define the cost to start an export mission (set to 0 to be free and incur no charge)

exportCost = 2500, -- cost to start export mission

Minimum Export Reputation

  • Define the minimum reputation level required for this chop shop to start an export mission

  • Make sure this coincides with your ranks you set in Config.Reputation!

exportMinRep = 100, -- minimum amount of rep required to start export missions

Delivery Coords

  • Define coordinates to deliver the chop shop mission vehicle

  • This must be vector4

deliveryCoords = vector4(938.22, -1223.02, 25.67, 105.1), -- delivery zone location for the vehicles

Work Bench Coords

  • Define coordinates for the work bench prop to spawn allowing players to process parts

  • This must be a vector4

  • Do not set the bench prop too far away from the coordinates set for the delivery location incase of triggering false security actions

  • Also bare in mind the distance figure you set in Config.CoreSettings.Security.MaxDistance incase of triggering false security actions

benchCoords = vector4(940.67, -1217.49, 25.72, 181.09), -- work bench coords to take removed parts to and process into materials

Blips

  • Enable and define blip settings for each chop shop

  • Set enabled to true to enable the blip for this chop shop

  • Define the blip ID to be displayed

  • Define the colour of the blip to be displayed

  • Define the scale of the blip to be displayed

  • Define the title of the blip to be displayed

blip = { -- blip settings
    enabled = true, -- enable blip for ped
    id = 67, -- blip id
    colour = 5, -- blip colour
    scale = 0.5, -- blip scale
    title = 'Chop Shop', -- blip title
},

Time Restrictions

  • You can set each chop shop to have an open and close time making players only permitted to use the chop shop features during configured hours

  • Set enabled to true to enable the time restrictions for each chop shop

  • Define the opening hour for this chop shop

  • Define the closing hour for this chop shop

hours = { -- restrict time chop shop can be used
    enabled = false, -- set to true to make chop shop use opening / closing times set to false for 24/7
    open = 22, -- open time
    close = 5, -- close time
},

Reputation

  • Define each chop shops minimum and maximum amount of reputation points that can be earnt by doing chop shop and export missions

reputation = { -- rep settings
    increase = {  -- amount to increase rep when scrapping parts
        min = 5, -- min amount
        max = 10, -- max amount
    },
},

Target Information

  • Define settings for various target interactions such as icons, labels and distances

target = { -- target settings
    ped = { -- target settings for ped
        icon = 'fas fa-car', -- target icon
        label = 'Chop Shop', -- target label
        distance = 2.0, -- target distance
    },
    vehicle = { -- target settings for vehicle
        icon = 'fas fa-car', -- target icon
        label = 'Break into vehicle', -- target label
        distance = 3.0, -- target distance
    },
    scrapVehicle = {
        icon = 'fas fa-tools', -- target icon
        label = 'Scrap vehicle', -- target label
        distance = 3.0, -- target distance
    },
    workBench = {
        icon = 'fas fa-cogs', -- target icon
        label = 'Use Workbench', -- target label
        distance = 3.0, -- target distance
    },
},

Police Alert

  • Define the chance for police to be alerted if failing chop shop or export mission requirements

alert = { -- police alert settings
    chance = 50, -- chacne to alert police
},

Skill Check

  • Define settings for the mini game when breaking into normal vehicles

  • Special vehicles have their own minigame settings which is covered in more detail further below

skillCheck = { -- skillCheck settings
    {'easy', 'easy', 'easy', 'easy', 'easy',}, {'e',} -- skillCheck settings for breaking into normal vehicles
},

Prop Models

  • Define prop models that are spawned and attached to the player when removing parts from the chop shop vehicle

  • You can use custom props if you wish but you must ensure these are streamed correctly before declaring them in this script

propModels = { -- prop models used when interacting with vehicle parts if adding more vehicle parts above then define their props below
    hood = 'prop_car_bonnet_01',
    trunk = 'imp_prop_impexp_trunk_02a',
    door = 'prop_car_door_01',
    wheels = 'imp_prop_impexp_tyre_01b',
    engine = 'prop_car_engine_01',
    seats = 'prop_car_seat',
    transmission = 'imp_prop_impexp_gearbox_01',
    battery = 'prop_car_battery_01',
    --add more prop models below
},

Vehicle Bones

  • Some parts of vehicles can be visually removed such as the hood, trunk and wheels etc

  • Define what vehicle bones are being used

  • Not all vehicle parts have props that can be visually removed so please bare this in mind when adding additional parts available to remove

vehicleBones = { --if adding more vehicle parts you can define their default bones here (not all props will have corresponding bones)
    hood = 'bonnet',
    trunk = 'boot',
    door = 'door_dside_f',
    wheels = 'wheel_lf',
    --define more vehicle bones below if adding custom parts
},

Vehicle Spawns

  • Define locatons where vehicles will spawn at when requesting a chop shop or export mission

  • The coords must be a vector4 and you can use multiple locations

  • The script will pick a location at random to spawn the vehicle at

vehicleSpawns = { -- vehicle spawn locations - location is chosen at random - MUST BE VECTOR4
    vector4(135.39, -1069.45, 29.19, 182.28),
    --define more spawn locations below
},

Shell Pickup

  • Once the player has removed all the parts from the vehicle they can request for an NPC to come and collect the remaining vehicle shell and get paid a small amount for it

  • Model is the spawn name of the vehicle

  • Driver Model is the ped that spawns inside driving the vehicle

  • TruckSpawnLoc is the location where the vehicle will spawn (set this nearby as the NPC will drive to the vehicles location before attaching it and driving off)

  • Reward is the minimum and maximum the player will be paid for the remaining vehicle shell

ShellPickup = { -- settings for the remaining vehicle body to be collected once all  parts are harvested
    model = 'flatbed', -- vehicle model for flatbed
    driverModel = 's_m_m_dockwork_01', -- ped that drives the flatbed
    truckSpawnLoc = vector4(891.03, -1216.42, 25.56, 176.49), -- spawn location for the collection vehicle before driving to the scrapped vehicle
    reward = { min = 500, max = 800 }, -- cash reward for vehicle shell this is slightly higher for rare vehicles so set this accordingly to a normal vehicle reward
},

Vehicles

  • Define normal vehicles that can spawn when requesting a chop shop mission

  • Special vehicles are covered in more detail further below as they have slightly different logic

  • If changing vehicles make sure they are a valid model

  • If using custom vehicles ensure these are streamed correctly before being declared in this script

vehicles = { -- list of normal vehicles that can spawn at the random coord
    'sultan', 
    'buffalo', 
    'dominator',
    'glendale',
    'washington',
    'rhinehart',
    'baller',
    'weevil',
    'boor',
    'feltzer2',
    --add more vehicles below
},

Rare Vehicles

  • Define rare vehicles that can spawn when requesting a chop shop mission

  • The key is the vehicle spawn name

  • The chance is the chance for that vehicle to spawn when requesting the mission

  • Define hacking settings for bl_ui pathfind to break into the vehicle

  • Nodes is the amount of nodes required to be linked together

  • Timer is the duration the player has to connect the nodes together

rareVehicles = { -- list of rare vehicles that can spawn at the random coord
    ['trophytruck'] = { -- the key is the vehicle name
        chance = 10, --chance for this vehicle to spawn instead of a normal one
        hacking = { -- hacking settings for breaking into vehicle
            nodes = 5, -- nodes required to link up
            timer = 20000, -- timer to complete minigame
        },
    },
    --add more vehicles below
},

Export Vehicles

  • Define special vehicles that can spawn when requesting an export mission

  • The key is the vehicle spawn name

  • Define reward settings providing a minimum and maximum amount received for this vehicle

  • Define random drop locations that the vehicle must be delivered to

  • These must be vector4

  • The script will pick a location at random

  • Define the timer duration that the player must deliver the vehicle within to receive payment

  • Define hacking settings for bl_ui pathfind to break into the vehicle

  • Nodes is the amount of nodes required to be linked together

  • Timer is the duration the player has to connect the nodes together

 exports = { -- list of export vehicles that can spawn
    ['zentorno'] = { -- the key is the vehicle name
        reward = { -- reward settings for delivery
            min = 12500, -- min
            max = 18000, -- max
        },
        dropLocations = { --random drop off locations
            vector4(-418.06, -2280.2, 7.61, 107.71),
        },
        timer = { -- delivery timer settings in minutes -- vehicle must be delivered within this time to get paid, if they dont they get nothing at all!
            due = 10, -- time in minutes before delivery is classed as late and no rewards are given
        },
        hacking = { -- hacking settings for breaking into vehicle
            nodes = 5, -- nodes required to link up
            timer = 20000, -- timer to complete minigame
        },
    },
    --add more vehicles below
},

Parts

  • Define parts available to remove from a chop shop vehicle

  • The key is the item name

  • Label is the item label

  • Duration is the time to remove that part (this is adjusted by rep level)

  • Define a required item if enabled to remove parts

  • Define materials given from removing this part

  • Define a chance for this part to be damaged and yield less returns

  • Define coords where the prop attaches to the player

  • Define coords for the part to be attached to the work bench prop

parts = { -- define parts that can be removed from a vehicle from this chop shop - the key is the item name hood, trunk, seats etc
    battery = { -- item name
        label = 'Battery', -- part label for menu
        duration = 5000, --duration to remove part
        required = {
            enabled = true, -- requires an item to remove this part
            item = 'toolbox', -- required item name
        },
        materials = { -- materials given and amount
            iron = 3, 
            steel = 2,
            copper = 2,
            plastic = 2,
        },
        damageChance = 20, -- chance for part to be damaged and reduce materials given
        coords = { -- coords for attaching prop
            bone = 18905, --bone index for prop
            pos = { x = 0.12, y = 0.04, z = 0.24 }, 
            rot = { x = -56.0, y = -68.0, z = 0.0 },
        },
        benchOffset = { -- prop offset on the work bench
            pos = { x = 0.0, y = -0.2, z = 0.95 },
            rot = { x = 0.0, y = 0.0, z = 0.0 }
        },
    },
    -- add more parts below       
},

Blip info can be found here:

BL_UI docs:

BL_UI docs:

https://docs.byte-labs.net/bl_ui/hacking/WaveMatch
https://docs.fivem.net/docs/game-references/blips/
https://docs.byte-labs.net/bl_ui/hacking/PathFind
https://docs.byte-labs.net/bl_ui/hacking/PathFind
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