# General FAQ Source: https://docs.markz3d.com/other/general-faq Here you can find FAQ related to all our products # How to install items? If the items are provided in the purchased product, there will be a `[items]` folder, this folder contains predefined items in different formats.\ **To install them:** ## ox\_inventory.lua 1. Open `ox_inventory.lua` 2. **CTRL + A** 3. **CTRL + C** 4. Open `@ox_inventory/data/items.lua` 5. Go to the end of the file 6. Delete the `}` 7. **CTRL + V** 8. Re-insert the `}` ## qb-inventory.lua 1. Open `qb-inventory.lua` 2. **CTRL + A** 3. **CTRL + C** 4. Open `@qb-core/shared/items.lua` 5. Go to the end of the file 6. Delete the `}` 7. **CTRL + V** 8. Re-insert the `}` *** # How to install item images? If the purchased product includes item images, you'll find them in `[items]/[images]` You need to copy those images into the correct inventory `images` folder for your framework. ## ox\_inventory 1. Open your product's `[items]/[images]` folder 2. Copy **all** image files 3. Paste them into: `ox_inventory/web/images/` 4. Overwrite if asked 5. Restart your server and verify in-game *** ## qb-inventory / QBCore 1. Open your product's `[items]/[images]` folder 2. Copy **all** image files 3. Paste them into: `qb-inventory/html/images/` 4. Overwrite if asked 5. Restart your server and verify in-game > Tip: Image filenames must match the **item name**, this as already be done for you *** ### Common troubleshooting * **Image not showing:** filename doesn't match the item name exactly. * **Still old image:** clear your client cache or ensure you overwrote the correct file. # Installation for qb-inventory Source: https://docs.markz3d.com/other/installation-for-qb-inventory Steps to integrate our resources utilizing specific inventory features (e.g., utility_kitchen) ### Modify the resource Replace or update your `qb-inventory` by following this commit or using the provided modified version. Comparing qbcore-framework:main...MXC-PR:main · qbcore-framework/qb-inventory ### Run this SQL query using HeidiSQL or any other database viewer ```sql theme={null} ALTER TABLE inventories CHANGE COLUMN identifier identifier VARCHAR(100) NOT NULL ``` # Utility:BankRobbery:BombPlanted Source: https://docs.markz3d.com/utility-bank/events/utility-bankrobbery-bombplanted Called when a bomb is planted on a prevault door,, called exactly after the item removal. (Called for server and all clients)
Argument Data Type Description
`source` number The source of the hacker
`bankId` number The index in the Config.Banks table
`item` string The bomb item, currently its just Config.BombItem

```lua theme={null} RegisterNetEvent("Utility:BankRobbery:BombPlanted", function(source, bankId, item) print("Bomb planted by", source, "in bank", bankId) end) ``` # Utility:BankRobbery:EnteredBank Source: https://docs.markz3d.com/utility-bank/events/utility-bankrobbery-enteredbank Called when a player enters a bank (Called for server and the caller client)
Argument Data Type Description
`bankId` number The index in the Config.Banks table

```lua theme={null} RegisterNetEvent("Utility:BankRobbery:EnteredBank", function(bankId) print("Entered bank", bankId) end) ``` # Utility:BankRobbery:ExitedBank Source: https://docs.markz3d.com/utility-bank/events/utility-bankrobbery-exitedbank Called when a player exits a bank (Called for server and the caller client)
Argument Data Type Description
`bankId` number The index in the Config.Banks table

```lua theme={null} RegisterNetEvent("Utility:BankRobbery:ExitedBank", function(bankId) print("Exited bank", bankId) end) ``` # Utility:BankRobbery:VaultHacked Source: https://docs.markz3d.com/utility-bank/events/utility-bankrobbery-vaulthacked Called when a bank vault is hacked. (Called for server and all clients)
Argument Data Type Description
`source` number The source of the hacker
`bankId` number The index in the Config.Banks table

```lua theme={null} RegisterNetEvent("Utility:BankRobbery:VaultHacked", function(source, bankId) print("Vault hacked by", source, "in bank", bankId) end) ``` # GetAllDoorsStatus Source: https://docs.markz3d.com/utility-bank/exports/client/getalldoorsstatus Return the status of all the doors of a bank.
Argument Data Type Needed Default Description
`bankId` number `-` The index in the Config.Banks table
Type Description
table The status of all the doors in a key value pair.
```lua theme={null} local doors = exports["utility_bank"]:GetAllDoorsStatus(1) for door_id, status in pairs(doors) do print("The status of the door", door_id, "is", status) end ``` # GetCurrentBank Source: https://docs.markz3d.com/utility-bank/exports/client/getcurrentbank Get the id of the current bank. (Works only if the player is inside a bank)
Type Description
number The id of the current bank.
```lua theme={null} local id = exports["utility_bank"]:GetCurrentBank() print("The player is inside the bank: "..id) ``` # GetDoorObject Source: https://docs.markz3d.com/utility-bank/exports/client/getdoorobject Get the object (entity) of a door or 0 if not found.
Argument Data Type Needed Default Description
`bankId` number `-` The index in the Config.Banks table
`doorId` string `-` Internal id to refer the door, generally can be one of the following values: vault, prevault, shutters
Type Description
number The object (entity) of the door.
```lua theme={null} local obj = exports["utility_bank"]:GetDoorObject(1, "shutters") print(GetEntityCoords(obj)) ``` # IsCurrentBankDoorOpen Source: https://docs.markz3d.com/utility-bank/exports/client/iscurrentbankdooropen Check if the current bank door is open. (Works only if the player is inside a bank)
Argument Data Type Needed Default Description
`doorId` string `-` Internal id to refer the door, generally can be one of the following values: vault, prevault, shutters
Type Description
boolean true if the door is open, false otherwise
```lua theme={null} if exports["utility_bank"]:IsInsideBank() then local open = exports["utility_bank"]:IsCurrentBankDoorOpen("vault") print("The vault door is: "..(open and "open" or "closed")) end ``` # IsInsideBank Source: https://docs.markz3d.com/utility-bank/exports/client/isinsidebank Check if the player is inside a bank.
Type Description
boolean true if the player is inside a bank, false otherwise
```lua theme={null} if exports["utility_bank"]:IsInsideBank() then local open = exports["utility_bank"]:IsCurrentBankDoorOpen("vault") print("The vault door is: "..(open and "open" or "closed")) end ``` # GetAllDoorsStatus Source: https://docs.markz3d.com/utility-bank/exports/server/getalldoorsstatus Return the status of all the doors of a bank.
Argument Data Type Needed Default Description
`bankId` number `-` The index in the Config.Banks table
Type Description
table The status of all the doors in a key value pair.
```lua theme={null} local doors = exports["utility_bank"]:GetAllDoorsStatus(1) for door_id, status in pairs(doors) do print("The status of the door", door_id, "is", status) end ``` # SetBankDoorStatus Source: https://docs.markz3d.com/utility-bank/exports/server/setbankdoorstatus Sets the status of a bank door.
Argument Data Type Needed Default Description
`bankId` number `-` The index in the Config.Banks table
`doorId` string `-` Internal id to refer the door, generally can be one of the following values: vault, prevault, shutters
`status` boolean `-` True to open the door, false to close it (for shutters its inverted, so true = closed)
```lua theme={null} exports["utility_bank"]:SetBankDoorStatus(1, "shutters", true) ``` # How to create a new bank type Source: https://docs.markz3d.com/utility-bank/how-to-create-a-new-bank-type Open the config and scroll to `Config.BankTypes` \ To create a new bank type, add a table entry with your chosen name. Image Every bank type require: * **coords**: Used to spawn robbery blip and calculate distance to handle *In/Out/Near* states offset * **hostagesRoom**: hostages room center, used to draw intimidation bar offset * **hostagesDistance**: distance from **hostagesRoom** from which onward the player results in the hostagesRoom (optional, default: 4.5) * **insideDistance**: distance from **coords** from which onward the player results *inside* the bank * **nearDistance**: distance from **coords** from which onward the player results *near* the bank * **In**: function called when the player enters the bank (please copy the In function of another); * **Out**: function called when the player exits the bank * **trollies**: table with all trollies (last coordinate is the heading) offset\ types: cash, gold, diamond * **doors**: all doors data * **peds**: all peds data The vault hacking panel is automatically detected within a 30 meter radius of the vault door and currently only recognizes the model `hei_prop_hei_securitypanel` After you have finished creating your bank type you can create a new bank in the `Config.Banks` that uses your newly created bank type *** ## How to get interior informations? To retrieve interior information, use the `getInteriorInfo` command (client console). Image ## How to get offset from interior? To determine the offset from the interior, use the `getInteriorOffset` command (client console). \ This command provides you the offset from your current position within the interior. Image # Installation Source: https://docs.markz3d.com/utility-bank/installation # 📦 Required Dependencies * Install [Utility Lib](https://github.com/utility-library/utility_lib) # Known issues Source: https://docs.markz3d.com/utility-bank/known-issues ## Interior not loading correctly with FM FLEECA V2 If you are using **FM FLEECA V2** please remove `v_int_10.ytyp` and `mxc_fleeca_bank6_milo_ymap.ymap` from the `stream` folder of `utility_bank` # AddShelfAllowedItem Source: https://docs.markz3d.com/utility-delivery/exports/server/addshelfalloweditem Adds an item to the list of allowed items for a specific shelf.
Argument Data Type Needed Default Description
`shelfName` string `-` The name (key) of the shelf defined in Config.Shelfs
`item` string `-` The name of the item to add to the allowed list
```lua theme={null} exports["utility_delivery"]:AddShelfAllowedItem("pizza_this_vinewood", "water_bottle") ``` # RemoveShelfAllowedItem Source: https://docs.markz3d.com/utility-delivery/exports/server/removeshelfalloweditem Removes an item from the list of allowed items for a specific shelf.
Argument Data Type Needed Default Description
`shelfName` string `-` The name (key) of the shelf defined in Config.Shelfs
`item` string `-` The name of the item to remove from the allowed list
```lua theme={null} exports["utility_delivery"]:RemoveShelfAllowedItem("pizza_this_vinewood", "water_bottle") ``` # SetShelfOrderGeneration Source: https://docs.markz3d.com/utility-delivery/exports/server/setshelfordergeneration Sets whether a shelf should generate orders.
Argument Data Type Needed Default Description
`shelfName` string `-` The name (key) of the shelf defined in Config.Shelfs
`value` boolean `-` True to enable order generation, false to disable it
```lua theme={null} exports["utility_delivery"]:SetShelfOrderGeneration("pizza_this_vinewood", false) ``` # SetStandaloneModeOnShelf Source: https://docs.markz3d.com/utility-delivery/exports/server/setstandalonemodeonshelf Sets the standalone mode for a specific shelf.
Argument Data Type Needed Default Description
`shelfName` string `-` The name (key) of the shelf defined in Config.Shelfs
`value` boolean `-` True to enable standalone mode, false to disable it
```lua theme={null} exports["utility_delivery"]:SetStandaloneModeOnShelf("pizza_this_vinewood", true) ``` # Installation Source: https://docs.markz3d.com/utility-delivery/installation * Install [Utility Lib](https://github.com/utility-library/utility_lib) * Install the items if you plan to use an inventory
how to install items?
# Installation Source: https://docs.markz3d.com/utility-drugs/installation * Install [Utility Lib](https://github.com/utility-library/utility_lib) * Install the items
how to install items?
# How to create a new hotel website Source: https://docs.markz3d.com/utility-hotel/how-to-setup-new-website This guide explains, step by step, how to create and activate a new hotel website. ## Overview Creating a new website requires you to: 1. [Create a new website folder](#step-1-create-the-website-folder) 2. [Add the required images](#step-2-add-required-images) 3. [(Optional) Copy an existing website as a starting template](#step-3-optional-copy-an-existing-website-as-a-template) 4. [Connect the website to the hotel screen ui](#step-4-connect-the-website-to-the-hotel-screen-ui) 5. [Changing the website colors](#step-5-changing-the-website-colors) *** ## Step 1: Create the Website Folder You need to create a new folder for your website. ### Folder Location The folder must be created inside: ``` nui/websites/ ``` ### Folder Naming Format The folder name must follow this format: ``` www..com ``` ### Example If your hotel is called **Opium Nights Hotel**, the folder name should be: ``` www.opium-nights-hotel.com ``` So the final path will look like: ``` nui/websites/www.opium-nights-hotel.com ``` Image *** ## Step 2: Add Required Images Inside your new website folder, you must add all required image files. These usually include: * Background image * Hotel logo * Pattern image * Room image Make sure: * Image names match what the website expects * Images are placed directly inside the website folder Image *** ## Step 3: (Optional) Copy an Existing Website as a Template To make things easier, you can copy an existing hotel website folder and use it as a starting point. ### How to do it: 1. Go to `nui/websites/` 2. Copy an existing folder 3. Rename it to your new website name (example: `www.opium-nights-hotel.com`) 4. Replace the images with your own This method is **recommended** because: * The structure is already correct * You only need to change the images *** ## Step 4: Connect the Website to the Hotel Screen UI After creating the website folder, you must configure the hotel screen UI to use it. ### What to do: 1. Open the `config.lua` file 2. Navigate to the hotel that you want to use the new website 3. Locate the `screens` section 4. Be sure that the `action` field is set to `ui` 5. Inside the `ui` section, locate the **url** field and set it to your website folder name Example: If your folder is: ``` www.opium-nights-hotel.com ``` Set the URL to: ``` www.opium-nights-hotel.com ``` Save the configuration file.
Image Image *** ## Step 5: Changing the Website Colors You can customize the website colors directly from the **screen UI configuration**. This allows you to adapt the look of the website to match your hotel branding while keeping the original layout and structure. ### Available Color Settings Inside the screen UI configuration, you will find these color properties: **`backgroundColor`** This controls the main background color of the website. **`accentColor`** This is the primary accent color. It is mainly used for: * Buttons * Highlights * Important UI elements * Decorative details **`accentColor2`** This is the secondary accent color. It is used for: * Button shadows * Depth effects * Secondary decorative elements To keep the **GTA-style visual design intact**, we strongly recommend setting: 👉 `accentColor2` to a **darker variant of `accentColor`** This preserves proper contrast and maintains the intended visual depth of the interface. *** ### Using FiveM NUI DevTools to Test Colors in Real Time (Recommended) To speed up the setup process, you can modify colors **live at runtime** using the FiveM **NUI DevTools**. This allows you to experiment with different color combinations instantly, without restarting the resource or editing files repeatedly. #### 1. Preparation To be able to use the FiveM NUI DevTools, the `Beta` channel must be selected in the FiveM client settings under Game. Image of FiveM client settings #### 2. Open your selected screen UI Image of selected screen UI #### 3. Open the FiveM Console Press **F8** while in game to open the FiveM console. Open FiveM console *** #### 4. Enable NUI DevTools Now navigate to **Tools > NUI > Open DevTools** in the FiveM console.\ This will open the Chromium Developer Tools for the current UI. Open NUI DevTools by clicking Tools > NUI > Open DevTools *** #### 5. Find the element to change the colors Inside DevTools: 1. Open the **Elements** tab 2. Scroll down until you find the `