Installation and configuration
Guide on how to setup the script.
All commands are in the top area of the locale file
This script does not interact with your database.
1. Framework
If you are using ESX or QB-Core/QBox, your framework is detected automatically. You don't have to change anything. The framework is only needed for checking the job (optional) and for the payout after npc jobs. All framework functions are in the client/main.lua
and server/main.lua
files, so if you have a custom framework, you can adjust these files to make the script compatible with your server. Only change something here if you know what you are doing.
2. Edit Config File
Now you have to edit the config.lua file to your liking. A full preview of the config file can be found here.
2.1 General
2.1.1 Language
Simply the language used in the script. Available are de
for german and en
for english. You can find the translations in the locales folder and edit the files for different languages. You can also create a new one, for example fr.lua
, paste the english translations there and then translate it yourself to have your own locale file. In case you want to contribute your translations, open a ticket on our discord and send us your file so we can include it in a future update.
2.1.2 Currency
Here you can change from β¬ to $ or any other currency, depending on your server's setting. This is only used for displaying purposes.
2.1.3 Units / Measurement System
This is used to switch between the metric system using kilometers and the imperial system using miles. Just set it to 'metric'
or 'imperial'
.
2.1.4 Taxi Models
Here you can just insert the model names of the taxis you use, in case you have any addon taxi vehicles or whatever. The Taximeter is automatically shown when entering any vehicle that is listed in here. Use backticks instead of ticks to directly convert the models name to the hash. Otherwise you would have to do it like this: [GetHashKey('taxi')]
.
2.1.5 Player Price Control
If this setting is set to true, players control the price for player rides themselves. They can set the current price per km/mi with the command specified in your locale file. If this is set to false, the prices below are used. The default price there is used as a starting value in each taxi before the driver entered their own price with the command.
2.1.6 Prices
The whole Config.Prices
section is all about the pricing of your taxis. It is split for player and npc jobs. When a driver starts an NPC job, the npc prices are used, otherwise the player prices are used. Both contain a defaultPrice
, this is used in case the current area is not found, or as a default value when 2.1.5 Player Price Control is turned on. The zones listed there are the default GTA zones retreived with native functions, it looks like a mess but that's just how rockstar decided to split up the map. I sorted them into 3 sections, the city area, the rural area between the city and the big lake including the east part next to the city and the north area above the lake. You can of course split this into more areas and adjust the price for each of this areas. If you don't know where an area is by the name, just google it and click on GTA Wiki link. When a player drives around and enters a new zone, the price will automatically refresh. In case the taximeter is currently running, the previously driven distance is still calculated with the old price and just the new distance is calculated with the new price.
2.1.7 Job Lockdown
This allows you to lock down the taxis features to a specific job. This is just for creating the NPC jobs, the taximeter can still be controlled without a job, since it can't harm anyone. If this is set to nil
, anyone can use the taxi and also start npc calls. Otherwise, set it to a job name. The frameworks functions explained in 1. Framework are used.
2.1.8 Webhook / Logs
Here you can set up your discord webhook for logs. Just insert your webhook link as a string here.
2.1.9 Taximeter Key
That's the key used to interact with the Taximeter. Players can also change it in the settings. Here is a list of the available Keys: https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/keyboard/
2.1.8 Taxi Calls
This setting allows you to enable or disable the option for players to call a taxi with the command. If this is set to true, the command specified in your locales file is registered. When executing it, a player sends out a job which is then queued in the script to not spam the drivers. The drivers will receive a notification and can accept the job with 2.2.2 Job Key. When there is a player call in the queue, this will accept it, otherwise it will trigger an NPC job if enabled in 2.2 NPC Jobs. When accepting the call, both driver as well as customer are notified. Both can cancel the call, the customer with the command in your locale file, the driver by pressing 2.2.2 Job Key. Both are notified about this again.
2.2 NPC Jobs
2.2.1 Enable / Disable NPC Jobs
This setting allowes you to completely disable NPC calls for Taxi Drivers. If it is enabled, players driving a taxi can press the 2.2.2 Job Key to accept an NPC driving job. This spawns an NPC with a random Model on the side of a random street across the whole map. The player then drives there, picks the NPC up, drives the NPC to its destination and drops it off. After dropping them off, they receive their money through the in 1. Frameworkexplained functions. When a driver accepted a call and doesn't want to go through with it, they can cancel it by pressing the 2.2.2 Job Key again. The npc prices in 2.1.6 Pricesare used.
2.2.2 Job Key
This key is used to accept NPC jobs as well as player calls. Players can change it in their settings. A list of all available keys can be found here: https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/keyboard/
2.3 Notifications
2.3.1 Notification Script
This is the notification script used. Supported scripts are: okokNotify, esx, lib (Ox_Lib), RiP-Notify, qb, wasabi_notify, mythic_notify and sy_notify. If yours is not supported, you can add your own script with the custom function below.
2.3.2 Custom Notification Script
If your notification script is not supported, you can use this to add support for your own. type
is the type of notification. Possible types are info, success and error. msg
is just the notification message. heading
is the notification heading, if your script does not have notification headings, leave this out. source
is the player server id. Usually you just need to add your scripts event or export. Read their docs. If you need help with this, contact us on our discord.
If you have any questions, open a ticket on our discord. If your script is not supported, you can ask us and we will try to add native support for it. https://discord.gg/CfnuaArDBk
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