Client
Functions​
GetOwnedHomes​
Gets the player owned houses, excluding the key access to other player owned houses.
exports.bcs_housing:GetOwnedHomes()
Return:
table
: Array of Home Object
GetRealestateHomes​
Gets all the houses created by a realestate
exports.bcs_housing:GetRealestateHomes(job)
- job:
string
- The realestate job name
Return:
table
: Array of Home Object
GetOwnedHomeKeys​
Gets the player owned houses including the key access to other player owned houses
exports.bcs_housing:GetOwnedHomeKeys()
Return:
table
: Array of Home Object
GetHomes​
Gets all existing homes
local homes = exports.bcs_housing:GetHomes()
for identifier, v in pairs(homes) do
print(identifier, v.properties.name, v.properties.complex, v.properties.entry)
end
Return:
table
: Array of Home Object
GetHome​
Get the house by the identifier
exports.bcs_housing:GetHome(homeId)
- homeId:
string
- The house identifier
Return:
table
: Array of Home Object
LockHome​
Locks or Unlocks the house, only for IPL or Shell type
exports.bcs_housing:LockHome(homeId)
- homeId:
string
- The house identifier
isLocked​
Get the lock status of the house
local lock = exports.bcs_housing:isLocked(homeId)
- homeId:
string
- The house identifier
Return:
boolean
GetKeyList​
Gets the house keys
local keys = exports.bcs_housing:GetKeyList(homeId)
for keyName, v in pairs(keys) do
--- v is a list of permission name
print(keyName, json.encode(v))
end
- homeId:
string
- The house identifier
Return:
table
: Array of key for the house
GetKeyHolders​
Gets the house key holders
local keyHolders = exports.bcs_housing:GetKeyHolders(homeId)
for identifier, v in pairs(keyHolders) do
print(identifier, v.name, v.key)
end
- homeId:
string
- The house identifier
Return:
table
: Array of key holder for the house
AddKeyHolder​
Add a key holder
exports.bcs_housing:AddKeyHolder(homeId, target, keyName)
- homeId:
string
- The house identifier
- target:
number
- keyName:
string
- the key name must exists within the key list
RemoveKeyHolder​
exports.bcs_housing:RemoveKeyHolder(homeId, identifier)
- homeId:
string
- The house identifier
- identifier:
string
- The target identifier / citizenid
HasKey​
Check if the player has a key to the house
local have = exports.bcs_housing:HasKey(homeId, permission)
- homeId:
string
- permission?:
string
- optional to check a permission for example
Garage
,Storage
,Door 1
- optional to check a permission for example
SetWaypoint​
Sets a waypoint gps to the house
exports.bcs_housing:SetWaypoint(homeId)
GetPlayersInside​
local players = exports.bcs_housing:GetPlayersInside(homeId)
for _, id in pairs(players) do
print(id) -- number server id
end
- homeId:
string
Return
table<number>
: Player server idhomeId:
string
Statebags​
isInsideHome​
---@field isInside boolean
local isInside = LocalPlayer.state.isInsideHome
This state will check if a player is inside a home
isInsideArea​
---@field inArea boolean
local inArea = LocalPlayer.state.isInsideArea
This state will check if a player is inside an area like outside the house (frontyard) or in an MLO
interiorEntrance​
---@field entranceCoords vec3
local entranceCoords = LocalPlayer.state.interiorEntrance
This state will only be available when the player is inside a shell / IPL type house. This will return the house inside entrance coordinate in vec3.
CurrentHome​
---@field inArea homeObj
local home = LocalPlayer.state.CurrentHome
Returns a home object
Events​
Housing:client:SpawnFurnitures​
You can listen to this event for spawning furniture upon house furniture spawn for your custom spawning furniture
RegisterNetEvent('Housing:client:SpawnFurnitures', function(home, furnitures, center)
-- home is the Home Client Object (check docs)
-- furnitures is a table with index key that contains list of furnitures
-- center is vec3 coordinates for the base of the house this is where you can get the offset
-- round is my util function to round the number
local furncoords = GetEntityCoords(object)
offset = {
x = round(furncoords.x - home.x, 4),
y = round(furncoords.y - home.y, 4),
z = round(furncoords.z - home.z, 4),
}
-- you can then use the center + the offset to place the furniture
end)
Housing:client:DeleteFurnitures​
Delete the furniture that you spawned using the SpawnFurnitures event
RegisterNetEvent("Housing:client:DeleteFurnitures", function(home, furnitures, isArea)
-- here you can loop through the furniture that you spawned to delete it
-- isArea means it is either an mlo house or zone outside the shell or ipl (frontyard /setarea)
end)
Housing:client:EnterHome​
Client Side Event that you can trigger
TriggerEvent('Housing:client:EnterHome', homeId)
Housing:client:SetupSpawnUI​
RegisterNetEvent('Housing:client:SetupSpawnUI', function(cData)
local result = lib.callback.await('apartments:GetOwnedApartment', false, cData.citizenid)
if result then
TriggerEvent('qb-spawn:client:setupSpawns', cData, false, nil)
else
TriggerEvent('qb-spawn:client:setupSpawns', cData, true,
lib.callback.await('apartments:GetStarterApartment', false))
end
TriggerEvent('um-spawn:client:startSpawnUI', true)
end)
This is for multicharacter setup spawn starter, you can check example in qb-multichar