Framework
Without one: a product that needs a framework stops, and says so. Some products work without one
and their overview page says so: they show the player’s FiveM name instead of the character name, and
read job, gang and money as empty.
Inventory
Without one: a product that moves items stops.
qb-inventory cannot tell other resources that an item moved between two inventories. A product that
needs to know reports it and stops; the qb-inventory swap hook
adds what it asks for. No other inventory here needs an edit.
Database
Without one: a product that saves data stops. A product that saves nothing does not need one.
Notifications
Without one: the product draws its own.
Help text
The prompt in the corner of the screen, such as “Press E to open”.
Without one: the product draws its own.
Progress bars
Without one: the product draws its own.
Fuel
Without one: the product reads the vehicle’s own fuel level.
Menus
Without one: menus fail. See below.
Text input
Without one: text input fails. See below.
Targeting
Without one: targeting fails. See below.
When a product finds nothing
The product prints one line naming what it looked for, the first time it needs that capability. That can be at start, or later, when a player first does something that needs it:- Framework, inventory, database (on the server): the product stops. The console shows it start, then stop a moment later.
-
Menus, text input, targeting (in the player’s game): the line appears in that player’s own
console (
F8), followed by:The product keeps running, and whatever needed the capability does not work.
See which resource a product chose
Turn onel:debug (see Server settings). Each choice is printed once,
when the product first uses that capability:
standalone means none of yours was found and the product’s own version is in use.