Advanced Garages 5.1 moves every garage out of config/garages.lua and into the database, where it is placed and edited in game with /garagecreator. It also adds MLO garages with real parking bays, vehicle insurance and a preview camera studio per garage. This page covers the move from any 5.0.x version.
What Changed#
In 5.0 | In 5.1 |
|---|---|
Garages typed into | Garages in the |
The shipped garages lived in the config | 39 default garages in |
IPL and shell interiors | Also MLO: cars parked on painted bays inside the real map interior. |
One shared showroom camera per vehicle type | A custom preview camera per garage, built in the camera studio. |
No insurance | Three insurance packages bought from the garage menu, with claims and a no-claim discount. |
No way to choose which impound is used automatically |
|
Upgrading Step by Step#
Back up
Export the whole database, and copy your current
qs-advancedgaragesfolder somewhere outsideresources/. You will want your oldconfig/garages.luaas a reference.Replace the resource
Stop the server and replace the folder with the new download. Do not copy the old
config/config.luaover the new one: it is missing the new sections (Config.Insurance,Config.MloGarages,Config.PreviewCameraModels,Config.DefaultImpounds). Carry your own values across by hand instead. The same goes for your edited files inclient/custom/andserver/custom/.Start the server
On start the resource updates the database on its own:
adds the new
player_garagescolumns (enable_open_menu,enable_shell_entry,vehicle_camera,store_price) and allows themlointerior type;creates the MLO and insurance tables;
imports the 39 default garages. A garage that already exists under the same name is never overwritten; one that players bought from the old config only gets its missing data filled in, and its owner and key holders are kept.
Recreate your own garages
Garages you added yourself to
config/garages.luaare not read any more. Open/garagecreatorand place each one again, using the same name so the cars stored in it are found again. See Usage.Release cars from garages that no longer exist
Once your garages are back, run this in the server console:
bash migratev5Every vehicle still stored in a garage name that does not exist is moved to the impound of its type, so no car is left unreachable. Run it after recreating your garages, not before, or their cars go to the impound too.
Point the defaults at your impounds
If you want a fixed impound per vehicle type instead of the nearest one, set the creator names in
config/config.lua:lua Config.DefaultImpounds = { vehicle = 'Hayes Autos', boat = 'Boat Impound Pier', plane = 'Airport Impound Hangar', }
Checking It Worked#
The console shows
Imported the default garageson the first start, and nodb.migrateGarageswarning./garagecreatorlists the default garages and the ones you recreated.A player who owned a garage still sees it on the map, and their key holders can still open it.
The garage menu shows the Insurance button. If it does not, check
Config.EnabledButtons.insuranceandConfig.Insurance.Enabled.
Coming from a version older than 5.0, or from another garage script? Follow Installation instead, with the existing-vehicles route for the database.



