Tow Truck with Winch v2 โ
Documentation relating to the v2 of the jo_towtruck.
(Documentation relating to the v1)
1. Installation โ
Tow Truck with Winch v2 is a standalone script. So you don't need a specific framework to use it. It's also mean it works with all framework (Esx, QBCore, VRP, DRP, โฆ).
- Drag and drop the resource in your resources folder
- jo_towtruck
- Add it to your server.cfg
ensure jo_towtruck
Congratulation, the Tow Truck with Winch v2 script is ready to be use !
2. Usage โ
By default, the script is configured to work with a custom flatbed : flatbed3 and with the native slamtruck. Use your admin menu (or other scripts) to spawn it. To add your own truck, use the configuration command.
A help message with key will appears at the bottom right of your screen every time action is available. Please read them to know what keys are usable.
- Move the bed down from inside the vehicle or near the rear wheels
- Go to the top of bed to take the winch.
- Go to the front of the car you want to tow to attach the winch.
- Go near the rear wheel of tow truck to roll up the winch
- If you need to detach the winch, go back to the front of car and take the winch. You can store it by go back to the top of bed.
- You can also store the winch directly from prompts near the rear wheels.
- Once the car on the bed. You have the possibility to attach the car on it. Go near the rear wheel of the truck to have this option. It will automatically store the winch if you didn't do it before.
- Move the bed up from inside the vehicle or near the rear wheels.
The configuration file is config.lua in the resource root. Edit this file to change the settings of the script, then restart the resource.
Keep a copy of your changes before updating the script, as an update replaces this file.
4. Add a new vehicle โ
Configuration command
The script configures a new truck for you: /towtruckcalibrate <model> checks if the truck is compatible, finds its bones and measures its bed.
1. Enable Debug Mode โ
- Edit
Config.debug = trueinto theconfig.luafile. - Restart the script with the server command:
ensure jo_towtruck.
2. Run the configuration command โ
- Stand on a flat ground and use
/towtruckcalibrate <model>(example:/towtruckcalibrate flatbed3). - The truck spawns on you and its bed moves: the result is shown in notifications and in the F8 console.
- Copy the configuration printed in the F8 console into the
config.luafile. Example for theflatbed3:
Trucks[`flatbed3`] = {
winchBone = "misc_b",
attachVehBone = "misc_a",
minBedPosition = 9.66,
maxBedPosition = 14.26,
}- At the end, the bed movement is played with these values to check them.
My truck has a forklift bed
The command asks you to press SHIFT to lower the bed, then gives the bones only: the bed of these trucks is moved by the driver (see Trucks with a forklift bed).
Set the values manually
- In-game, you can see the vehicle's bones by aiming at it with right-click while standing outside.
winchBone: a bone near the winch reel.attachVehBone: a bone attached to the bed that follows its movement.minBedPositionandmaxBedPosition: the current value is printed in the F8 console while the bed moves.
3. Configure winch and Attachment Points โ
- Restart the script with the server command:
ensure jo_towtruck. - Exit the truck: debug markers will show up.
- Use the
winchOffsetto fine-tune the position of the winch. - Use the
attachOffsetto fine-tune the position of the attachment, it should align with the surface of the bed.
4. Test Your Setup โ
To tow a vehicle:
- Spawn the truck.
- Go near the rear wheels.
- Press
โto lower the bed. - Go to the winch reel location.
- Press
Eto take the winch. - Go near the vehicle you want to tow.
- Press
Eto attach the winch. - Go near the truck's rear wheels.
- Press
โto wind the winch and release when the vehicle is on the truck. - Press
Altto attach the vehicle to the bed. - Press
โto raise the bed. - Done, the vehicle is towed!
To untow a vehicle:
- Go near the rear wheels.
- Press
โto lower the bed. - Press
Eto attach the winch to the vehicle. - Press
โto unwind the winch and releaseโwhen the vehicle is fully off. - Go near the vehicle.
- Press
Eto take the winch. - Go to the winch reel location.
- Press
Eto store the winch. - Go near the rear wheels or inside the truck.
- Press
โto raise the bed. - Done, the vehicle is untowed!
5. Optional parameters โ
minBedPosition and maxBedPosition are distances in meters between the front of the truck and the attachVehBone, measured by the configuration command.
The bed movement is too slow or too fast.
You can increase/decrease the bed movement by adding the bedSpeed value into your truck configuration.
Trucks[`flatbed3`].bedSpeed = 2.0The bed doesn't lower enough, or lowers too much and lifts the truck.
You can edit the maximum of bed movement by adding the maxBedPosition value into your truck configuration.
Trucks[`flatbed3`].maxBedPosition = 13.5The bed moves in the cab or doesn't raise enough.
You can edit the minimum of bed position by adding the minBedPosition value into your truck configuration.
Trucks[`flatbed3`].minBedPosition = 10.0The winch doesn't wind enough or wind too much.
You can edit the minimum of winch length by adding the minWinchLength value into your truck configuration.
Trucks[`flatbed3`].minWinchLength = 0.65My truck has a wheel lift that I have to move down
You can use the wheelLift key to move the wheel lift up/down when the bed move.
Trucks[`flatbed3`].wheelLift = { 5 } -- list of doors index6. Finalize โ
- Once everything is working think to Disable the debug mode by setting
Config.debug = false.
5. For developer โ
Restrict the tow truck script to a specific job โ
You can turn off the script for a specific player by using this client event
TriggerClientEvent('jo_towtruck:canUseTheScript', source, false)You can turn on the script again with the same client event
TriggerClientEvent('jo_towtruck:canUseTheScript', source, true)Job lock on Esx
Inside the config.lua:
if not IsDuplicityVersion() then
-- Set the valid jobs
local validJobs = {"police", "mechanical"}
-- Disable the script for everyone
TriggerEvent('jo_towtruck:canUseTheScript', false)
-- Listening of the job changer
RegisterNetEvent('esx:setJob', function(job,lastJob)
for i = 1, #validJobs do
if job.name == validJobs[i] then
--Enable the script
TriggerEvent('jo_towtruck:canUseTheScript', true)
return
end
end
TriggerEvent('jo_towtruck:canUseTheScript', false)
end)
endJob lock on QBCore
Inside the config.lua:
if not IsDuplicityVersion() then
-- Set the valid jobs
local validJobs = {"police", "mechanical"}
-- Disable the script for everyone
TriggerEvent('jo_towtruck:canUseTheScript', false)
-- Listening of the job changer
RegisterNetEvent('QBCore:Client:OnJobUpdate', function(job)
for i = 1, #validJobs do
if job.name == validJobs[i] then
--Enable the script
TriggerEvent('jo_towtruck:canUseTheScript', true)
return
end
end
TriggerEvent('jo_towtruck:canUseTheScript', false)
end)
endIntegration with other resources โ
The state of every tow truck is stored in state bags on the truck entity. They are readable from any resource (client and server) with Entity(truck).state and you can listen to their changes with AddStateBagChangeHandler. You don't need to edit the script to integrate it.
| State bag | Value | Description |
|---|---|---|
jo_towtruck_vehicleAttached | netId | nil | Network ID of the vehicle secured on the bed |
jo_towtruck_bedPosition | number | nil | Position of the bulldozer arm moving the bed, from 0.0 to 1.0 |
jo_towtruck_rolling | number | nil | Speed of the bed while it's moving (> 0 lowering, < 0 raising). nil when the bed doesn't move |
jo_towtruck_fullDown | boolean | nil | true when the bed is fully lowered (maxBedPosition reached) |
jo_towtruck_fullUp | boolean | nil | true when the bed is fully raised (minBedPosition reached), false when it's lowered. nil if the bed never moved |
jo_towtruck_winchAttachedTo | table | nil | Where the winch hook is: { player = serverId } (in hand), { hook = netId } (on the ground), { vehicle = netId, bone = boneName } (hooked to a vehicle). nil when the winch is stored |
jo_towtruck_windWinch | table | nil | { player = serverId, speed = number } while the winch is winding (speed > 0) or unwinding (speed < 0) |
Get the configuration of a truck โ
Available on client and server side. Returns the Trucks entry of the model from the config.lua, or nil if the model isn't a configured tow truck. Optional values not set in the configuration are nil (defaults: minBedPosition = 0.0, minWinchLength = 1.0, bedSpeed = 1.0).
local truckConfig = exports.jo_towtruck:GetTruckConfig(GetEntityModel(truck))
-- or with the model name
local truckConfig = exports.jo_towtruck:GetTruckConfig("flatbed3")Detect when a vehicle is attached/detached from the bed
-- Server side
AddStateBagChangeHandler("jo_towtruck_vehicleAttached", nil, function(bagName, _, vehNetId)
local truck = GetEntityFromStateBagName(bagName)
if truck == 0 then return end
if vehNetId then
print("Vehicle attached", NetworkGetNetworkIdFromEntity(truck), vehNetId)
else
-- The state bag is not updated yet when the handler is called: it still contains the previous vehicle
local oldVehNetId = Entity(truck).state.jo_towtruck_vehicleAttached
print("Vehicle detached", NetworkGetNetworkIdFromEntity(truck), oldVehNetId)
end
end)Check the bed and the winch state
local function isBedLowered(truck)
local state = Entity(truck).state
return not state.jo_towtruck_rolling and state.jo_towtruck_fullUp == false
end
local function isVehicleSecured(truck, vehicle)
return Entity(truck).state.jo_towtruck_vehicleAttached == NetworkGetNetworkIdFromEntity(vehicle)
end
local function isVehicleBeingWinched(truck, vehicle)
local state = Entity(truck).state
local winch = state.jo_towtruck_winchAttachedTo
return winch and winch.vehicle == NetworkGetNetworkIdFromEntity(vehicle) and state.jo_towtruck_windWinch ~= nil
endDetach or delete a transported vehicle
To detach the vehicle from the bed, clear the state bag from the server side:
Entity(truck).state.jo_towtruck_vehicleAttached = nilIf a resource deletes the transported vehicle (scrapyard, impound, โฆ), the truck is automatically released.
6. Some Tow trucks configuration โ
WARNING
This list is not exhaustive. In most of case, if the bed is animated = the truck is compatible with this script
Make a bed movable by the script
The bed must be the scoop bone of the model (GTA bulldozer arm) with a limited rotation, like the flatbed3: its pivot is placed far below the truck, so the rotation looks like a slide. The attachVehBone (and the winchBone if the winch is on the bed) must be children of scoop to follow the bed.
Trucks with a forklift bed
A bed using the forklift forks (forks bone) can't be moved by any script: this is a limitation of FiveM and GTA, not of this script. The driver moves it with SHIFT/CTRL, the winch and the attachment still work.
independent389 โ
Trucks[`independent389`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 16.0,
wheelLift = { 5 },
}Maoam Fahrzeug Design โ
Trucks[`106towmfd1`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.25,
wheelLift = { 5 }
}
Trucks[`106towmfd2`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.,
wheelLift = { 5 }
}
Trucks[`106towmfd3`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.5,
wheelLift = { 5 }
}
Trucks[`112towmfd2`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.25,
wheelLift = { 5 }
}
Trucks[`112towmfd3`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 12.25,
wheelLift = { 5 }
}
Trucks[`112towmfd4`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 12.5,
wheelLift = { 5 }
}
Trucks[`112towmfd5`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 12.5,
wheelLift = { 5 }
}
Trucks[`112towmfd6`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 12.25,
wheelLift = { 5 }
}
Trucks[`389towmfd2`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.75,
wheelLift = { 5 }
}
Trucks[`389towmfd3`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 12.5,
wheelLift = { 5 },
}
Trucks[`389towmfd6`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.75,
wheelLift = { 5 }
}
Trucks[`440towmfd2`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 15.0,
wheelLift = { 5 }
}
Trucks[`440towmfd4`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 15.5,
wheelLift = { 5 }
}
Trucks[`cortowmfd4`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.5,
wheelLift = { 5 }
}
Trucks[`biftowmfd2`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
maxBedPosition = 11.75,
wheelLift = { 5 }
}20ramrbc โ
Trucks[`20ramrbc`] = {
winchBone = "attach_male",
winchOffset = vector3(0.0, 0.0, 0.0),
attachVehBone = "misc_z",
attachOffset = vector4(0.0, 0.75, 0.0, 0.0),
maxBedPosition = 13.0,
minWinchLength = 1.0
}Lenand's shop โ
Trucks[`actschlepu1`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
attachOffset = vector4(0.0, 0.0, -0.5, 0.0),
maxBedPosition = 10.0
}
Trucks[`actschlepu2`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
attachOffset = vector4(0.0, 0.0, -0.5, 0.0),
maxBedPosition = 10.0
}
Trucks[`actschlepp`] = {
winchBone = "attach_male",
attachVehBone = "misc_z",
attachOffset = vector4(0.0, 0.0, -0.5, 0.0),
maxBedPosition = 10.0
}