Server
Functions​
GetOwnedHomes​
Gets the player owned houses, excluding the key access to other player owned houses.
exports.bcs_housing:GetOwnedHomes(plyId)
- plyId:
string
- player identifier or citizen id
Return:
table
: Array of Home Object
GetHomesForSale​
Gets all the houses that is not owned
exports.bcs_housing:GetHomesForSale()
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(plyId)
- plyId:
string
- player identifier or citizen id
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.name, v.complex, v.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, plyId, permission)
- homeId:
string
- plyId:
string
- player identifier or citizen id
- permission?:
string
- optional to check a permission for example
Garage
,Storage
,Door 1
- optional to check a permission for example
RevokeOwnership​
Remove a house owner
exports.bcs_housing:RevokeOwnership(homeId)
- homeId:
string
RevokePropertyByIdentifier​
exports.bcs_housing:RevokePropertyByIdentifier(plyId)
- plyId:
string
- player identifier or citizen id
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 id
isPlayerInside​
local isInside = exports.bcs_housing:isPlayerInside(homeId, plyId)
- homeId:
string
- plyId:
number
- Player server id
Return
boolean
Events​
Housing:server:CreateApartment​
TriggerServerEvent("Housing:server:CreateApartment", homeId)
You can use this to assign or give someone that was newly spawned an apartment, check qb-spawn example