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)
endReturn:
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
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