STG ScriptsDocumentation
Appearance

Configuration

Every option in STG Appearance config.lua, from framework and character creation to spawn points, shop prices, shop locations, texts and blips.

All settings live in stg-appearance/config.lua. The file stays editable in the escrow version. Restart the resource after a change.

Framework and character creation

Config = {
    framework = "qb",
    multicharacter = true,
    hideIdentity = true,
    -- ...
}

Prop

Type

With hideIdentity = false, the full name needs a first name and a last name of at least three letters each before the character can be created.

Spawn points

SpawnCoords = {
    coords = vector3(68.1344, 7212.69, 3.37478),
    heading = 0.17
},

Airport = {
    coords = vector3(-1034.09, -2734.17, 20.17),
    heading = 324.28
},

Prop

Type

Prices

price = {
    clothe = 500,
    barber = 300
},

Prop

Type

The price is taken from the player's cash when they press BUY, no matter how many items they changed. When the player cannot pay, nothing is saved.

Shops

Shops = {
    [1] = {
        type = "clothe",
        coord = vector3(72.3, -1399.1, 28.4),
    },
    -- ...
    [15] = {
        type = "barber",
        coord = vector3(-814.3, -183.8, 36.6),
    },
    -- ...
},

The script ships with 14 clothing stores and 7 barbers. Each entry is one shop:

Prop

Type

A marker shows when the player is within 13 metres. Within 2 metres, the player can open the shop or the wardrobe. The wardrobe works at every shop, clothing store or barber.

Adding a shop

Stand where the marker should be and copy your coordinates, for example with /coords or your admin menu.

Add a new entry to Shops with the next free number, a type and your coordinates as coord.

Texts

locale = {
    open = "Press ~INPUT_CONTEXT~ to open shop",
    wardrobe = "Press ~INPUT_REPLAY_TIMELINE_PICKUP_CLIP~ to open wardrobe menu",
    money = "You dont have enough money!",
    saved = "outfit saved!"
},

Prop

Type

To translate the script, change these texts. Keep the ~INPUT_...~ tokens so the key icons still show.

Blips

blip = {
    ["clothe"] = {
        label = "Clothing Shop",
        sprite = 73,
        scale = 0.7,
        color = 3
    },
    ["barber"] = {
        label = "Barber Shop",
        sprite = 71,
        scale = 0.7,
        color = 1
    },
}

One blip style per shop type, used for every shop of that type:

Prop

Type

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