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βš™οΈConfiguration

πŸ“ Configuration Guide

General Settings

return {
    debug = false,
    serverSetter = true,
    allowVehicleRequest = false, -- /requestVehicle [plate], will spawn vehicle to player closest road
    transferFees = 500,
    allowNoOwnerStore = false, -- allows player to store vehicle that he is don't own
    allowKeyHoldersPull = true, -- allows garage key holder to pull vehicle that inside the garage
    setIntoVehicle = true,
    coordsPullCheck = 20.0, -- this is security check for spots coords, if player is too far from distance, vehicle won't be pulled
    resetTimer = 10000, --[=[
        10 sec, measured in ms
        We create temporary data for player vehicles so that if a player opens the garage multiple times in less than 10 seconds,
        it will use the temporary data for fast loading. After this timer expires, the temporary data will be deleted. And then request the data from the database again.
    ]=]

    phoneRequestCooldown = 5,
    phoneRequestCost = 500,
    phoneModels = {
        `sf_prop_sf_phonebox_01b_s`,
        `sf_prop_sf_phonebox_01b_straight`,
        `prop_phonebox_01b`,
        `prop_phonebox_02`,
        `prop_phonebox_03`,
    }
}

Translations

All text displayed in the script including UI elements, notifications, and labels can be fully customized and translated to any language through our dedicated translations file.

Public Garages Setup - init.lua

1. Basic Structure

Each garage is defined as a table with these properties:

2. Adding a New Garage

  1. Copy an existing garage block

  2. Change the id (must be unique)

  3. Update coordinates in polyzone.points (use /pzcreate in-game if using polyzone commands)

  4. Set the blip.coords to the entrance location

Example:


Parking Spots - parkingSpots.lua

Each garage added to init.lua needs corresponding parking spots under parkingSpots.lua file.

Adding Spots:

  1. Find your garage's id from init.lua

  2. Add new vector4 entries with:

    • First 3 numbers: Parking spot location

    • Last number: Vehicle heading (0-360 degrees)

Example for new garage:


Rental Options - rent.lua

Customize rental durations:


πŸ“Œ Pro Tips

  1. Test Zones: Use PolyZone script/pzcreate in-game to visualize polyzones before adding coordinates

  2. Blip Colors: Change blip.color for different garage types (e.g., red for police-only)

  3. Blacklist: Disable specific vehicle classes by setting their values to true

  4. Job Garages: Add groups = { jobname = min_rank } to restrict access

Private Garage Creation - creation.lua

Basic Settings

  • commandName: Set to 'garageCreation' - the command admins use to create garages

  • groups: Defines who can create garages (currently police = 2 means police with level 2+ access)

Vehicle Categories

These numbers correspond to GTA V vehicle class IDs that determine which vehicles can be stored.

Map Blips

  • owned: Sprite 357 for owned garages

  • sell: Sprite 369 for garages for sale

Private Garage Interiors - init.lua

Available Garage Types

Garages Types

Key Configuration Elements

  • entrance: Where players spawn when entering

  • management: Location of garage management interface

  • spots: Array of vehicle parking positions (vec4 with coordinates and heading)

  • stash: Storage settings (slots and weight limit)

  • prices: Costs for optional features (auto-repair, storage, CCTV)

Garage Customization - customization.lua

Theme Options

  • garage3: 3 interior themes (Immaculate, Industrial, Indulgent) at 50,000 each

  • garage5: 9 different floor decal options at 50,000 each

Color Options

  • garage3: 12 color choices at 500 each (standard colors + vintage options)

  • garage5: 8 color scheme combinations for walls and trim

Impound System Configuration

  • times: Available impound durations in minutes (30 min to 20 hours)

  • groups: Jobs that can impound vehicles with required grade level

  • name: Command name (/impound)

  • payAndDrive: If true, allows players to retrieve vehicles without job restrictions by paying fees

Impound Locations - init.lua

City Impound

  • Purpose: Standard vehicle retrieval for towed/abandoned vehicles

  • Location: Open to all players

  • Fee: 500 units base cost

  • Blip: Sprite 68 (impound icon) in red

Police Impound

  • Purpose: Seized vehicles from police operations

Jobs Garages

  • label: Display name for the garage

  • blacklist: Prevents specific vehicle types from being stored (boat, heli, plane, submarine)

  • polyzone: Defines the interaction area with corner points, thickness (vertical height), and debug mode

  • groups: Specifies which jobs can access the garage and minimum grade required

  • blip: Map marker configuration (coordinates, sprite, color, display type, scale)

  • platePattern: License plate format using A for letters and 1 for numbers (e.g., 'POLAAA11')

  • vehicles: Array of available vehicles with model name and required grade level

Custom Housing Garages Exports

πŸ”§ Server Export – Register Garage

Registers a new garage with it's id and a label and parking spot(s).

πŸ”§ Server Export – Unregister Garage

πŸ–₯️ Client Export – Show Garage UI

Opens the garage UI for the specified garage ID.

πŸ“¦ Shared Export – Get Registered Garages

Retrieves all registered garages, including labels

πŸ–ΌοΈ Adding Custom Vehicle Images

You can display a custom image for each vehicle by adding a .png file with the correct name to the cars/ directory.

πŸ“Œ How It Works:

Each vehicle card automatically looks for an image named like this:

For example, if your custom vehicle model is named:

Then you should place your image here:

βœ… Make sure the image is in PNG format and matches the naming exactly (case-sensitive).


πŸ§ͺ Tip:

If no image is found, a default "covered car" image will be shown instead.

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