Markers
Guide and instructions on how to properly create markers and manage them
The system offers 7 types of marker classes, each have their own functionality.
Duty
A simple marker to toggle duty. When clocking off-duty it will set the player's job to unemployed. When clocking on-duty it will look up whether the player is an employee (hired) in the shop and if so, the appropriate job and grade (registered in the database) will be applied.
The script will auto-read the current duty state of the player.

Clock In/Out: updates player's job to shop's job name and cached grade or to unemployed.
Boss
This marker class can be accessed by the boss of the shop only (the very last job grade or the job grade with isboss = true).

Account: manage accounts - withdraw, deposit or view.
Account Balance: live data on current account funds.
Deposit: insert money into shop's account
Withdraw: take money from shop's account
If
UseSocietyAccountin Shop Creator Configuration is enabled, then refer to: Society Account, ensuring you have set it up correctly.
Employees: manage employees - recruit, fire or promote.

Manage Employes: fire or promote employees

Recruit Employees: a drop-down will pop-up where u can select nearby player's to request a reqruitment. They need to accept the recruitment on their end.
Markup: set the shop's markup % (0-100).
Allows the boss to set the markup % value of all mod orders etc.
Garage
Placing a garage marker will allow the employees to store or get their own personal owned vehicles. Please note it's not a shared garage. It's still a private garage, just a marker to access one's vehicle.
Config.UseBuiltInGarage
If set to true it will use my built-in garage interface using ox_lib. If set to false, you need to add your own garage export/function.
Make sure to read and follow steps in Garage if you are using the built-in garage.
How to add your own export/function?
Find the function named: OpenGarageMenu in t1ger_tuningsystem/client/main.luaand navigate to the bottom of the function where you'll see a comment.

Add your own export/function in there, below the comment "add function for your garage here:" to open a garage menu. Remember, not all custom garage system supports opening a garage like this, so please check with the developer/creator of your resource.
Storage/Stash
You can place as many storage markers for each shop as you like.
Make sure you navigate to t1ger_lib/config.lua and set your correct inventory. The system supports these inventories:

If using ESX and not any custom inventories, there is menu-based inventory for all created storage markers, with withdraw/deposit options.
If your inventory isn't supported, don't worry. The T1GER Library resource is fully open-source and you can easily integrate your inventory stash functions. You could also suggest it in our official Discord and we can consider adding support for it.
Config.Stash
Config.Stash = {slots = 50, weight = 100000, maxSlots = 500, maxWeight = 999999} -- set default stash info in here and max slots/weight for in-game edits.slots:
number- amount of storage slotsweight:
number- max weight of the storage unitmaxSlots:
number- used in marker editor menumaxWeight:
number- used in marker editor menu
Workbench
The workbench marker is a menu where you can craft mod items and tools used by tuners.
Config.UseBuiltInWorkbench
Config.UseBuiltInCrafting = true -- otherwise change in functions of tuning systemboolean: if set to false, you need to integrate your own crafting function.
How to add own crafting function?
Navigate to t1ger_tuningsystem/client/main.lua and find the function called OpenWorkBenchMenu:

At the bottom you'll see LUA comment. In here you simply add your own export/function. You might want to reach out to the creator of said crafting resource to make proper implementation if you lack the skills - it's not supported by us!
Config.Workbench
Inside t1ger_tuningsystem/shared/workbench.lua you'll find the options and recipes for our workbench/crafting feature.
You can add categories as you like
You can add recipes and required materials as you like
Laptop
These markers allows you to have a laptop marker where tuners can order parts from, instead of crafting them.
All payments made from the laptop are deducted from the shop's account.
Config.OrderedItemsToStash
boolean: if set to true, ordered items will go to shop's storage (you'll be able to select which storage if shop has multiple). If false, items will be added in player's inventory.
Config.LaptopItems
category:
string- give the category a labelicon:
string- give the category an iconitems:
array- added item names in the array. Items must exists inside Config.Items
Mods Bay
These markers works pretty similar to the standard esx-lscustom and/or qb-custom marker. Basically a self-service customization/upgrade marker. Drive a vehicle into the marker and customize the visuals and upgrade the performance. Only the enabled mod categories in the shop will be available in this marker.
Player's can select to create a mod order when they are done customizing their vehicle. This will send data to the tuner shop and a tuner can start the workflow.
Config.ModsMenu
Menu:
tabletitle:
string- title used in mods menuposition:
string- position of the mods menu
DisablePurchase:
booleanIf true, the Purchase Mods option will be gone and players are forced to create mod orders and RP with tuners. Else, they can directly purchase their mods from the mods menu.
Repair:
tableallow:
boolean- enable/disable repairs done through the mods menuprice:
number- if allow is enabled, then price to repair the vehicle?moneyToAccount:
boolean- whether the paid repair.price should go to shop's account.
IncentivizedPricing:
tableenable:
boolean- if enabled makes it more expensive to use self-service mods menu and force player to RP with tuners.percent:
number- percentage to add on-top of each mod price when doing solo tuning.
Configuration
Config.Markers
Do not edit/change the index/key value name for the marker class. Only configure the options inside of each marker class!
enable:
booleanEnable or disable the marker class entirely.
interact:
tableMarker interaction settings
title:
string- context menu titlekeybind:
number- key to access menudist:
number- distance for keypress to workdrawDist:
number- distance to draw markertextUi:
string- text shown in textUiicon:
string- icon in textUiposition:
string- the position of textUistyle:
table- style properties for textUi
Config.MarkerTeleport
boolean: allow admins to TP to a marker from marker management menu.
Config.MarkerEdit
boolean: allow admins to edit marker from marker management menu.
Config.MarkerDefaultRGBA
rgba: default RGBA color shown in marker creation/edit menu. You can always change in-game.
Marker Creation
To create a marker, you must use the tuner-admin-menu, select a shop to manage and then click on Marker Management.
You can create multiple markers of same class.

From here, you click on Create Marker and this pop-up will appear:

Class:
tableThe drop-down allows you to select one of the allowed marker classes (
string).
Name:
stringYou can give the marker a proper name.
Coords:
arrayThe marker will be created at the current position of the admin.
Type:
numberMarker type - reference
Color:
rgbaSet RGBA color for the marker
Bob Up And Down?:
booleanEnable or disable
Face Camera?:
booleanEnable or disable
Enable Blip?:
booleanEnable or disable blip for the marker, maybe you want a secret marker?
Marker Management
From the Marker Management main menu, you can click on View Markers to view and manage a marker.

Click on a marker to manage. In this case we clicked on Mods Bay marker.

Teleport: allows you to teleport to the given marker.
Edit: allows you to customize the marker.
Delete: removes the marker from the shop.
When editing a marker, this pop-up will appear. It's very similar to the marker creation, except you cannot change the class nor the coords.

When editing storage/stash markers, another two options will be available:

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