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What's new

PAID [RELEASE] Advanced Garage System - FiveM Garage Script (ESX/QBCore/QBox)

garguc6661

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Location
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Photos​

garage appearance.gif
2.gif


What it is​

A complete vehicle storage resource that replaces the usual "list of cars in a menu" with a full workflow: public garages for cars, boats and aircraft, a tow yard, a police impound, a vehicle office with rental, sale and insurance paperwork, and private garages players drive into and upgrade like in GTA Online.

Everything is placed in game with a creator. There are no coordinates in config files, and every change reaches all players without a restart.

How it works​

Garages and the spot picker​

A garage is a polygon zone with parking spots (ox_lib zones). Inside the zone the player opens the UI with a text prompt, a radial menu item or a target on an NPC, depending on Config.Interaction.

Taking a vehicle out starts a camera on the free spot nearest to the player and shows a see through preview of the actual vehicle with its paint and tuning. The player scrolls between spots and confirms one. A spot is free when no other vehicle stands within occupiedRadius.

On the server a take out is a two step operation: the vehicle is marked as out, and the state only stays that way once the client confirms the spawn. If the spawn never arrives (disconnect, crash, failed model load), the state is rolled back and the fee is refunded. A client reporting a failed spawn while the vehicle actually exists on the map gets that vehicle removed first, so the same car can't be taken out twice.

Where vehicles are stored​

All vehicle data stays in the framework table (owned_vehicles, player_vehicles, vehicles, nd_vehicles). The garage ID goes into the existing parking / garage column, so other scripts keep reading the vehicle normally. A few columns are added (impound data, note, meta, job) with indexes on owner, garage and job, so opening a garage never scans the whole table. Plates are looked up in their exact stored form, which uses the index.

Tow yard and police impound​

The tow yard brings back any vehicle that is "out", including one standing somewhere on the map (Config.Towyard.occupied decides what happens when someone is driving it). The police impound is a target option on vehicles for configured jobs: reason, fee and lock time are stored as JSON on the vehicle, and the owner pays once the lock time is over.

Vehicle office: paperwork as items​

Rental, sale and insurance are real inventory items with metadata:

  1. The owner uses a blank contract next to the other player, fills the paper form (vehicle, period or price) and signs it.
  2. The other player sees the contract on their own screen and signs or declines within a time limit.
  3. Money moves on the server, access or ownership changes, both receive a signed copy that shows a Valid / Ended or Owner / Resold stamp when used.
Insurance is a policy item for one vehicle. It can be shown to a player standing nearby (for example a police officer during a traffic stop), it is voided automatically when the vehicle is sold, and insured vehicles can be towed for free.

Private garages​

A gate is a garage of kind Private garage. Owners buy a level at the gate, drive in, and the vehicle is placed on a free spot inside their own copy of the interior (routing bucket per garage). Inside, the parked vehicles are spawned locally with their tuning. Sitting in one and pressing E drives it out at the gate.

  • 5 levels: three built in GTA garages, the Los Santos Tuners auto shop and the CEO office garage (the last two through bob74_ipl entity sets).
  • Look packages (style, lighting, numbering, color) are bought once per garage, with a live preview before buying.
  • Laptop for the owner: upgrade, swap vehicles between spots, permanent guests, kick players who are inside.
  • Selling to the server (partial refund) or to a player with a contract.
  • Players who log out inside are put back at their gate.

Features​

  • Cars, boats and aircraft, any number of garages
  • 4 UI layouts every player can switch (Gallery, Compact, Catalog, Carousel), own accent color, saved per player
  • Search, sorting, favorites, notes, vehicle details with tuning, condition and history
  • Camera spot picker with a live vehicle preview
  • Taking out from any garage, or only from the garage the vehicle was parked in, with paid transfers
  • Engine repair in the garage (paid, timed, only up to a set %)
  • Job vehicles per job and grade, optional job only garages
  • Tow yard and police impound with reasons, fees, lock time and manual release
  • Vehicle office with numbered queue and windows for rental, sale, insurance and private garages
  • Rental and sale contracts, insurance policies, all as items with metadata
  • GTA Online style private garages with levels, look packages, guests and selling
  • In game creator: zones, spots, NPCs, blips and names, private interiors
  • Admin panel: search by plate, owner or player ID, actions, full vehicle history, rental and insurance price lists
  • Discord logs per category
  • 10 languages (EN, PL, DE, FR, ES, PT, IT, NL, TR, CS)
  • Every module can be switched off in one table (Config.Features)

Performance​

  • No per frame loops while the player is not interacting with something. Zone and proximity checks sleep between 150 and 1000 ms when idle.
  • Per frame code only runs while a camera or an editor is open (spot picker, creator).
  • Vehicles inside private garages are local entities, they are never networked to other players.
  • One query per garage opening, served by indexes.
 
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