puzzle-pieceScript Integrations

How to connect your own inventory, target, notify, text UI, and key scripts

If you want to use your own server scripts, the main integration locations are:

  • Inventory: modules/inventory/server.lua

  • Target: modules/target/client.lua

  • Notify, text UI, and vehicle keys: modules/utils/client.lua

  • Framework bridge files: modules/bridge/esx, modules/bridge/qb, and modules/bridge/qbx

Inventory Integration

File: modules/inventory/server.lua

This version exposes a simple item reward helper:

  • Give item

If your server uses a custom inventory, replace the give item function here.

Example:

function Inventory.GiveItem(source, itemName, count)
    return exports["my_inventory"]:AddItem(source, itemName, count)
end

Target Integration

File: modules/target/client.lua

By default the script supports:

  • ox_target

  • qb-target

If you use another target script, replace the entity add/remove logic here.

Notify, Text UI, Vehicle Keys

File: modules/utils/client.lua

Common changes:

  • Replace lib.notify

  • Replace lib.showTextUI and lib.hideTextUI

  • Replace the vehicle key event

Notify example:

Progressbar Integration

This version does not provide one central progressBar() helper file like some newer 0Resmon resources.

If you want to replace action timing with your own progressbar script, you will need to adapt the relevant task flow inside:

  • client.lua

  • modules/utils/client.lua

Framework Integration

Files:

  • modules/bridge/esx/*

  • modules/bridge/qb/*

  • modules/bridge/qbx/*

Use these files if your framework events or player access functions are customized.

Last updated