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
Copy an existing garage block
Change the id (must be unique)
Update coordinates in polyzone.points (use /pzcreate in-game if using polyzone commands)
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:
Find your garage's id from init.lua
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:
π Pro Tips
Test Zones: Use PolyZone script/pzcreate in-game to visualize polyzones before adding coordinates
Blip Colors: Change blip.color for different garage types (e.g., red for police-only)
Blacklist: Disable specific vehicle classes by setting their values to true
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