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Orynt Bridge

v1.0.0Free

The one resource every Orynt script uses for your framework, inventory, third eye, garages, keys, fuel, clothing and ambulance scripts. Set it up once here, and every Orynt script on your server follows.

Installation

  1. Put orynt_bridge in your resources folder.
  2. Add ensure orynt_bridge to server.cfg, above your Orynt scripts (they also start it themselves when they need it).
  3. Restart the server. That's it: everything is found automatically.

It works with ESX, QBCore, Qbox or no framework at all; ox_inventory, qs-inventory, codem-inventory, tgiann-inventory, origen_inventory, core_inventory, qb-inventory, ps-inventory, lj-inventory or the framework's own inventory; and ox_target, qb-target or a built-in "press E" prompt.

Configuration (config.lua)

Option
Framework 'auto', 'esx', 'qbcore', 'qbox' or 'none'
Inventory 'auto', one of the inventories above (e.g. 'qs-inventory'), 'framework' or 'none'
Target 'auto', 'ox_target', 'qb-target' or 'none' (the built-in prompt)
InteractKey, InteractDistance The built-in prompt's key and range
ItemImages 'auto' (from the inventory) or your own link with {name}
CashAccount, BankAccount Money account names ('auto' = the framework's)
Keys The vehicle key script ('auto' finds one)
GarageSystem, Garage The garage script ('auto' finds it) and the garage given vehicles are parked in ('auto' = that script's usual first garage)
AdminGroups Framework groups that count as staff when a script says 'auto'

Every Orynt script also has its own Config.Framework, Config.Inventory and Config.Target (or TargetSystem): 'auto' there means "use the bridge's setting", a name forces it for that script only. Each script prints what it found when it starts, e.g. [Orynt Shops] framework: qbcore, inventory: qs-inventory, third eye: qb-target.

  • Key scripts: qbx_vehiclekeys, qb-vehiclekeys, wasabi_carlock, vehicles_keys (Jaksam), qs-vehiclekeys, cd_garage, Renewed-Vehiclekeys, MrNewbVehicleKeys, mk_vehiclekeys, t1ger_keys, okokGarage, mVehicle, F_RealCarKeysSystem
  • Fuel: ox_fuel, LegacyFuel, cdn-fuel, ps-fuel, lj-fuel, qb-fuel, okokGasStation, lc_fuel, Renewed-Fuel, qs-fuelstations, BigDaddy-Fuel, esx-sna-fuel, ti_fuel, x-fuel
  • Clothing: illenium-appearance, fivem-appearance, qb-clothing, rcore_clothing, esx_skin
  • Ambulance: wasabi_ambulance, qbx_medical, esx_ambulancejob, qb-ambulancejob
  • Garages (giving players vehicles): jg-advancedgarages, cd_garage, qs-advancedgarages, okokGarage, codem-garage, loaf_garage, rcore_garage, vms_garagesv2, ak47_garage, qbx_garages, qb-garages, esx_garage, esx_advancedgarage (they all keep cars in the framework's own table; the bridge fills the columns each one reads)
  • Stashes (opened by a script, e.g. Orynt Stashes): ox_inventory (it also checks every item move), qb-inventory 2.x, tgiann-inventory, origen_inventory, core_inventory
  • Licenses: ESX user_licenses, QBCore / Qbox metadata.licences; when Orynt Licenses runs, every script asks it

Item pictures come from the inventory's own image folder (.png, or .webp when there's no .png). Item metadata (used for things like rental agreements and marked bills) works with every inventory except ESX's own.

Custom framework or scripts

Every file is open. Running something that isn't supported? Change it in modules/, and every Orynt script picks it up after a restart:

File
modules/shared/core.lua Finding the framework, inventory and third eye
modules/server/framework.lua Players, characters (also offline), jobs, groups
modules/server/money.lua Money accounts
modules/server/inventory.lua Items, metadata, usable items, opening / clearing inventories. Each inventory is one entry in INVENTORIES: copy the closest one to add yours
modules/server/stashes.lua Stashes a script opens (safes, storage)
modules/server/licenses.lua Licenses (ESX table / QBCore metadata / Orynt Licenses)
modules/server/garages.lua Garage scripts: giving players vehicles. One entry per garage in GARAGES
modules/server/vehicles.lua Key scripts (server)
modules/server/medical.lua Revive, hunger and thirst
modules/client/target.lua Third eye and the built-in prompt
modules/client/vehicles.lua Fuel, key scripts (client), vehicle properties
modules/client/player.lua The player's job, clothing menus, weapon names

For developers

A script loads it with shared_scripts { '@orynt_bridge/init.lua', ... } and orynt_bridge '1.0.0' (the version it needs) in its fxmanifest.lua. It runs inside that script, so calls are as fast as the script's own code. Everything is on the OB table: OB.Framework(), OB.GetIdentifier(src), OB.GetJob(src), OB.AddItem(src, name, count, metadata), OB.GetMoney(src, account), OB.TargetApi.AddZone(...) and so on (see the modules).

Updating

Replace the folder and restart the server. New versions only add things, so older Orynt scripts keep working; a script that needs a newer bridge says so in the console.

Changelog

  • 1.0.0: first release.

License

Free. See LICENSE.md: use it and change it on your own servers; don't sell it.

© Orynt Development

Orynt Development© Orynt Development. Docs for every Orynt FiveM script.