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feat(vzn-battering-ram): add docs for this script
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pages/_meta.ts

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"vzn-references": "VZN References",
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"vzn-death-prison-cell": "VZN Death Prison Cell",
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"vzn-liars": "VZN Liars",
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"vzn-battering-ram": "VZN Battering Ram",
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};

pages/vzn-battering-ram.mdx

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import { Steps } from "nextra/components";
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# VZN-BATTERING_RAM
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Advanced script for raiding doors as swat
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<iframe
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className="aspect-video w-full"
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src={"https://www.youtube.com/embed/TODO"}
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title="VZN Battering ram preview"
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allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture"
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></iframe>
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[PURCHASE](https://vzn-scripts.tebex.io/package/6846560)
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## Requirements
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- Onesync (infinity/legacy)
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- ox_lib
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- ox_target (optional)
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- rcore_doorlock / ox_doorlock
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## Installation
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<Steps>
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### Download the newest version from [Keymaster](https://keymaster.fivem.net/asset-grants)
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### Put ensure vzn-battering-ram in your server resources folder
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### Add `ensure vzn-battering-ram` to your server.cfg
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</Steps>
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## Compatibility
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- Framework
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- [esx](https://github.com/esx-framework/esx_core)
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- [qb-core](https://github.com/qbcore-framework/qb-core)
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- Or you can integrate this script with your framework if you can
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- Doorlock system
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- [ox_doorlock](https://github.com/CommunityOx/ox_doorlock)
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- [rcore_doorlock](https://store.rcore.cz/package/6525656)
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- Or you can integrate this script with your doorlock system if you can

pages/vzn-battering-ram/_meta.ts

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export default {
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config: "Configuration",
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framework: "Framework",
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doorlock: "Doorlock System",
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};

pages/vzn-battering-ram/config.mdx

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# Config
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### LOCALES
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- This script is using ox_lib locales. You can edit values in `locales/*.json`. If you add your language, you can send it us in our discord and we will add it to our script.
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### INTERACTIONS
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- This script has implemented 2 interactiopns system
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- TextUI - From ox_lib
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- ox_target - Third-eye targeting system
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- You can switch between them in `config.lua` in field called `Config.EnableTarget`
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```lua filename="config.lua"
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--- if true, the script will use ox_target
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---@type boolean
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Config.EnableTarget = true
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```
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### USAGE
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- This script has 2 posibilities to use battering ram
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- item use in your inventory system
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- command
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- You can switch between them in `config.lua` in field called `Config.Item.required`
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```lua filename="config.lua"
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Config.Item = {
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--- if true, script will use item, else command
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---@type boolean
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required = true,
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-- remember to add this item into your inventory system (esx: items in sql, qb-core: qb-core/shared/items.lua, ox: ox_inventory/data/items.lua)
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---@type string
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itemName = 'battering_ram',
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---@type string
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command = 'battering_ram' --!! works only if item required is FALSE !!
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}
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```
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### ACCESS
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- Player need access to use battering ram. Defaultly is job based access system, but you can change your implementation in `server/editable/editable_functions.lua` in function called `CanPlayerUseBatteringRam`.
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- If you set `Config.Access.jobs.enabled` to false, everyone can use battering ram
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- To set specific job and grades look at `Config.Access.jobs.allowed`
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```lua filename="config.lua"
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Config.Access = {
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---@type table
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jobs = {
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---@type boolean
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enabled = true,
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---@type table<string, number> jobName and grade
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allowed = {
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['police'] = 0,
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['sheriff'] = 0,
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}
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}
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}
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```
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import { Callout } from "nextra/components";
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# DOORLOCK
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### AUTO-DETECTION
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<Callout type="info" emoji="ℹ️">
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The doorlock system is auto-detected based on started resource. You can look at it `bridge/doorlock/**/*.lua`
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</Callout>
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If you wanna edit doorlock integration functions go to `bridge/doorlock/**/*.lua`
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import { Callout } from "nextra/components";
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# FRAMEWORK
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### AUTO-DETECTION
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<Callout type="info" emoji="ℹ️">
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The framework is auto-detected based on started resource. You can look at it `bridge/framework/**/*.lua`
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</Callout>
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If you wanna edit framework functions go to `bridge/framework/**/*.lua`

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