Installation
- Put
orynt_bridgein your resources folder. - Add
ensure orynt_bridgetoserver.cfg, above your Orynt scripts (they also start it themselves when they need it). - 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 / Qboxmetadata.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
