Poggy Trash Bins
A RedM trash bin loot script: players search 33 ready-placed bins, and any bin already standing in the world…
Real wooden signs your players type on in game: five carved boards, two letterings, eight paints, 35 symbols, posts, brackets and lights, built live as you write. Plus scene text, status tags, /me and /do and the /me box. VORP Core, RSG Core and QBCore RedM.
Real wooden signs your players type on, right in the game. Write the words, pick the board and the paint, and the sign stands where you put it, solid and saved, for every player to see. Nothing else in RedM does this. Poggy Scenes 2.0 also keeps everything from Poggy Scenes: scene text, status tags, overhead /me and /do, and the /me box. It runs on VORP Core, RSG Core and QBCore RedM through the free poggy_core.
/scene, choose Sign board and type. The sign builds itself in front of you as you write, so you see exactly what everyone else will see./status Injured, left arm sets one at once; /status alone opens a colour editor./poggy lists every scene and sign with who placed it, where and when, to fix or clean up.Config.signs.jobs: who may put up signs. Empty means everyone; admins always may.Config.signs.maxPerCharacter (5) and Config.signs.maxLetters (60): how many signs each character may have, and how many letters and symbols on one.Config.signs.viewDistance (40 m) and Config.signs.maxNearby (12): how far away signs show, and how many at once.Config.signs.collision and Config.signs.lights: solid or not, lit after dark or not.Config.removejobs: jobs that can remove anyone's scene or sign.All of these are also in /poggy.
The download is [poggy_scenes_pack]: the script (poggy_scenes_2) and its sign props (poggy_scene_props). Restart the script whenever you like; the props never need restarting. ensure [poggy_scenes_pack] starts both in the right order.
Stop and remove poggy_scene, then add the pack. 2.0 uses the same database, so every scene already placed is still there. Never run the two at once.
config.lua and client/main.lua. Escrowed: the rest, and the sign props.poggy_core installs new versions and merges your config.lua, keeping your values.
Real props. Each sign is a carved board with painted letters and symbols, on a post, two posts or a hanging bracket, standing in the world. They are solid, saved to the database, and seen by every player through every restart.
/scene, then Sign board. Type the words and the sign builds itself in front of you as you write. Select any word to change its size or paint, pick the board, frame, mount and light, then place it with sliders while you watch.
Yes. Stand by a sign you put up and press 4: it opens in the editor where it stands. Change anything, or take it down. Jobs in Config.removejobs can remove anyone's.
Yes. Config.signs sets which jobs may, how many signs each character may have (5), how many letters on one (60), how far away they show (40 m), and whether they are solid and lit after dark. All of it is also in /poggy.
The pack holds the script (poggy_scenes_2) and its sign props (poggy_scene_props). Restart the script whenever you like; the props never need restarting. ensure [poggy_scenes_pack] starts both.
No. 2.0 uses the same database, so every scene already placed carries over. Stop and remove poggy_scene, add the pack, and never run the two at once.
Poggy Scenes 2.0 works with VORP Core, RSG Core and QBCore RedM through poggy_core, which detects the framework at runtime and has a proven adapter for each, so there is one build and nothing to configure. It requires poggy_core 0.28.0 or newer (free), oxmysql and your framework (VORP Core, RSG Core or QBCore RedM).
Instantly. Checkout runs through Tebex, which asks you to sign in with your Cfx.re account before items can be added to the basket, and the licence is tied to that Cfx.re account rather than a key to paste.
Yes. It runs on Poggy, a live RedM server, and updates are included with every licence. Support is in the Poggy Discord.
From people who own Poggy Scenes 2.0, checked against our purchase records.
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