How Players Reach a Garage#
Every garage has a zone (the area it covers), a menu point where players open it on foot, and one or more spawn points where cars come out and are stored. How a player interacts with those points depends on Config.UseTarget:
Mode | What the player does |
|---|---|
| 3D prompts. E opens the garage at the menu point, G enters its interior, and E on the spawn marker stores the car you are driving. Uses qs-textui when it is running. |
| Open Garage, Enter the Garage and Buy Garage on the menu point; Store Vehicle on any vehicle and on the spawn points; Exit Garage inside interiors; Recover vehicle at recovery points. |
| The same actions appear in the radial menu while you are near a garage: open, enter, buy, store, exit, recover, management, impound and job garages. |
A garage can switch off either action on its own: Allow open garage menu and Allow enter shell / interior in the creator. That is how a garage becomes interior-only, or menu-only.
What a Fresh Server Opens With#
The first start imports 39 garages, each with its blip, zone and spawn points, all free and public:
Kind | Garages |
|---|---|
Car parks | Legion Square, Pillbox Hill, Vinewood, Del Perro, Mirror Park, Little Seoul, La Mesa, Rancho, Sandy Shores, Grapeseed, Paleto Bay and more, 31 in total across the city and the county. |
Piers | La Puerta Pier, Paleto Cove Pier, Paleto Bay Pier, Pacific Small Pier. |
Hangar | Airport Hangar, for helicopters and planes. |
Impounds | Hayes Autos (cars), Boat Impound Pier (boats), Airport Impound Hangar (aircraft). |
They are ordinary garages: move, rename, restrict or delete any of them in the creator. Vinewood West ships restricted to police and ambulance as an example of job access.
Garage Types and Access#
Each garage has a type, which decides what may be parked in it, and an access, which decides who may use it.
Type | Accepts |
|---|---|
Vehicle | Cars, motorcycles, vans, trucks: every class except boats and aircraft. |
Boat | Boats. Storing one puts the player back on the pier. |
Plane | Helicopters and planes. Aircraft garages open as a list instead of the showroom. |
Access | Who uses it |
|---|---|
Public | Everybody. Each player sees only their own cars. |
Private | Bought by one player for its price, then shared with key holders. Shown on the map as Garage for sale until somebody buys it. |
Impound | Where impounded, lost and destroyed vehicles end up. Owners collect them by paying the release fee. |
On top of either access, a garage can be limited to jobs and gangs, each with the grades allowed. Gangs come from qs-gangs. No job and no gang selected means open to everyone.
Blips show public garages, garages you own and impounds. Somebody else's private garage has no blip. To stay under GTA's blip limit, only the Config.MaxBlips (50) nearest are drawn; your own garages and impounds are always shown.
The Garage Menu#
Opening a garage moves the player into a private copy of the world, leaning against the wall beside a showroom spot, with the camera on the first car. The weather clears, music plays and the HUD hides. Every stored car is listed with its top speed, acceleration, braking, traction, engine and body health and fuel, its brand logo and its plate. Favourites come first.
Action | What it does |
|---|---|
Drive | Takes the car out at the garage's spawn point with its tuning, fuel and damage, gives the keys and seats the player. |
Bring | Fetches one of your cars that is still out in the world into this garage, for the impound fee. Refused while somebody is driving it. |
Send | Moves the car to another garage of the same type for |
Transfer | Gives the car to another online player, for the same fee. Models in |
Tag · Favourite | Labels the car (Fast, Luxury, Family… from |
Insurance | Buys, extends or changes the car's policy and files claims. See Vehicle Insurance below. |
Preview mode | Hides the menu so the car can be orbited with the mouse. |
Cinematic camera | Slow camera passes around the car, from |
Music | Toggles the garage music. |
The arrow keys step through the cars and ESC leaves, returning the player to where they stood. Hide any button you do not want:
Config.EnabledButtons = {
['favorite'] = true,
['tag'] = true,
['send'] = true, -- to another garage
['transfer'] = true, -- to another player
['bring'] = true, -- fetch a car left outside
['insurance'] = true,
}Storing a vehicle#
Drive onto the marker at a spawn point and press E. The car is accepted when it belongs to you, you are the driver, it matches the garage type and the garage has room. A garage with a storage fee charges it here. The car fades out and is saved with its exact damage, fuel and mods.
Placing a Garage#
/garagecreator lists every garage on the server. Search by name or id (#12), or by words such as boat public or mlo police. Filter by type, access, interior, job restriction, ownership, default or custom, features and price, sort by distance or price, and teleport to any of them. Press Create Garage to start a new one.
Field | What you set |
|---|---|
Garage Type | Vehicle, Plane or Boat. |
Garage Access | Public, Private or Impound. |
Purchase Price | What a private garage costs to buy. |
Vehicle Storage Fee | Charged each time a car is stored. 0 or off for free. |
Access Control | Jobs and gangs allowed, with their grades. |
Location Settings | The zone, the menu point, the spawn point and any extra spawn points. |
World interactions | Allow opening the menu, and allow entering the interior. |
Interior Type | IPL, Shell or MLO, and the interior itself. |
Preview Camera | The default showroom camera, or a custom one built in the studio. |
The zone and the points#
Location Settings → Zone Points → Select opens a free camera. Click to drop the corners of the garage's area, right-click to undo the last one, raise or lower the walls with Z / X, and press ENTER. The outline needs at least four points and a perimeter of Config.MinPointLength (70 m); it turns green when it is valid, and it may not overlap another garage.
Then place the menu point and the spawn point inside it: a ghost ped or car follows your aim, Z / X turn it and a click places it. Add extra spawn adds more spawn points for busy car parks; the first free one is used. Save, and the garage is live for everybody.
The preview camera studio#
By default the garage menu films the car in a shared showroom. Preview Camera → Open studio builds the shot right at this garage instead, in four steps; E moves to the next one.
Step | What you do |
|---|---|
1. Vehicle | Fly with WASD, click to move the car to where you aim, scroll to rotate, F to flip it, G to cycle test models from small to large ( |
2. Character | Click to place where the player leans, scroll to rotate, F to face the car. |
3. Camera | Orbit the car with the mouse, scroll for distance, SPACE / CTRL for height. C switches to a free camera, X frames the car automatically, M shows where the menu covers the screen. |
4. Preview | Exactly what players will see. Try every test model before saving. |
ENTER keeps the shot and BACKSPACE discards it. The camera is stored with the garage, so save the garage afterwards.
Interiors#
A car or plane garage can also be walked into, with the stored cars on display inside. The Interior Type decides what that interior is:
Interior | What it is |
|---|---|
IPL | One of the GTA showrooms in |
Shell | A shell model from |
MLO | The real car park on your map. There is no separate interior: stored cars stand on painted bays exactly where you drew them. |
Inside an IPL or shell, walking up to a car shows its details; your own cars are unlocked and you can simply drive one out, which takes it out of the garage. E at the door walks you back. Each visit runs in a private copy of the world, so two players never collide. Config.EnablePublicInteriors lets players enter public garages too, not only private ones.
MLO garages#
Choose MLO on a vehicle garage, draw its zone, then open Parking Slots. A ghost car follows the camera; every click paints a numbered bay (P01, P02…) with an arrow showing where the nose goes.
Key | Does |
|---|---|
Left click · Right click | Place a bay · remove the bay you aim at |
Scroll · F | Rotate · turn 180° |
R | Continue the row: the next bay with the same spacing as the last two |
Z | Undo the last bay |
WASD · CTRL / SPACE | Fly · down / up. SHIFT is faster, ALT is precise. |
ENTER · ESC | Save · discard (twice if there are unsaved bays) |
Bays must sit on the floor, inside the zone, and at least MinSlotDistance (2 m) apart. Every key, colour and speed is in Config.MloGarages.
In play, cars appear on their bays as you approach (within RenderDistance, 70 m). Walk up to yours, it is outlined, and press F to drive it off the bay. To park, drive into a free bay until it turns green and press E, or press E at the entrance to take the first free one.
| Bays are… |
|---|---|
| Per player in public garages, shared in private ones. |
| Per player: everyone has every bay and sees only their own cars. |
| Shared: a bay holds one car for everybody, like a real car park. |
Private Garages#
A private garage with a price shows Buy garage for: $price at its menu point. Once bought it belongs to that player, who manages it with /garagemenu (or Management on the radial menu) while standing in it:
Option | Does |
|---|---|
Give Key | Lets a nearby player use the garage. |
Key Holders | Lists everyone with a key, and takes a key back. |
Sell Garage | Sells it back for its price × |
Decoration and Furniture#
Inside a private garage, the owner types /garagedecorate to furnish it. A catalogue of kitchens, bathrooms, sofas, lights, plants, TVs and more opens by room; pick a piece, place it, and buy it. Owned pieces can be moved again, put away in storage, or sold back for Config.SellObjectCommision (30%) less.
Key | Does |
|---|---|
Mouse drag · Z / X | Move the piece · rotate it |
G | Put it on the floor |
F3 · F5 | Free camera · show the cursor |
ENTER | Buy the piece being placed |
Some pieces do something: a stash opens storage through your inventory, a wardrobe opens your clothing script's outfits, and lights really light the room. Only one person decorates a garage at a time, and only the owner unless Config.DecorateOnlyAccessForOwner is false.
Adding your own furniture#
/garagefurniture (creator permission) adds props to the catalogue in game: category, model, name, description, price, colour variants, a stash size, or a wardrobe flag. The screenshot tool photographs the prop on a green screen (ENTER to capture) and uploads the picture to FiveManage, so paste your token into config/fivemanage.lua first. New categories are made in the same window.
Job Garages#
Job and gang fleets are defined in config/jobgarages.lua. Members of the job, from the minimum grade up, open a list of the fleet, take a car out for the rental price, and get it with its livery, extras and tuning already applied.
Config.JobGarages = {
{
job = 'police', -- or: gang = 'families' (qs-gangs)
name = 'police-1', -- unique
type = 'vehicle', -- 'vehicle' | 'plane' | 'boat'
grade = 1, -- minimum grade
price = 100, -- rental price, 0 = free
coords = {
menuCoords = vec3(457.9, -1017.28, 28.28),
spawnCoords = vec4(446.48, -1019.35, 27.55, 91.14),
},
vehicles = { `police`, `police2` },
liveries = { [`police`] = 1 },
tuning = { [`police`] = { modEngine = 3, modBrakes = 2, modArmor = true } },
extras = { [`police`] = { ['1'] = true, ['2'] = true } },
vehicleCamera = { ... }, -- optional preview shot
},
}Police, police air, ambulance and mechanic examples ship ready. Members can also add a car they own to the job's fleet with /addJobVehicle at the garage, and remove fleet cars with /deleteJobVehicle. A job car left outside returns to its job garage on the next restart.
The Impound and Recovery#
Police (Config.ImpoundJobs) type /impound next to a car. A form asks for the impound lot, how long the car is held, whether the owner may pay to release it early, the fee and a note. The owner then finds it at that impound with the time left, the fee and the officer's note, and pays to drive it out. Cars impounded without a form cost Config.ImpoundPrice (500).
Cars also reach the impound on their own: destroyed or sunk, lost after a crash, or left out at a restart. Which impound is used is set by Config.DefaultImpounds; false sends each car to the nearest impound of its type.
Recovery points (Config.Recovery) return a car that is still out somewhere in the world for $5000, or free with insurance. It goes back to the garage it last left, or to fallbackGarages, or to the nearest public garage of its type.
Vehicle Insurance#
From the garage menu, a player insures a car with a weekly premium worked out from the car's price. Prices come from QBCore / Qbox shared vehicles or the ESX vehicles table; any other shop is wired in server/custom/insurance.lua, and an unknown car counts as $50,000.
Package | Weekly premium | Covers |
|---|---|---|
Basic | 1% of the price, min $500 | Free recovery of a lost car. |
Kasko | 2.5%, min $1,500 | Basic, plus a destroyed car is repaired and delivered to the garage the claim is filed from. Deductible 10%, min $1,000. |
Premium | 4.5%, min $3,000 | Kasko with no deductible and claims twice as fast, plus a free repair every time the car is stored. |
When an insured car is destroyed, the owner is told a claim is open. They file it from the Claims tab in any garage of the same type, and the car arrives there repaired: instantly, or after ClaimWaitMinutes when ClaimMode = 'wait'.
Every full insured week without a claim raises the owner's no-claim step, up to 50% off; each claim drops it two steps. Policies renew themselves while the owner is online and can pay; a sold car loses its cover.
Config.Insurance = {
Enabled = true,
MoneyType = 'bank',
PolicyDays = 7,
ClaimMode = 'instant', -- or 'wait'
ClaimWaitMinutes = 15,
DefaultVehicleValue = 50000,
NoClaimDiscounts = { 0, 10, 20, 30, 40, 50 },
StepsLostPerClaim = 2,
Tiers = { basic = { ... }, kasko = { ... }, premium = { ... } },
}Persistent Vehicles and Damage#
With Config.PersistentVehicles on, a car left on the street stays there, with its position, damage and fuel, across disconnects and restarts. That is why /dv does not get rid of it: use /mdv (nearest car to the impound) and /mdvall (every empty car to the impound) instead.
Damage is persistent too, dents included, through VehicleDeformation. Cars are fixed with the repairkit item (Config.RepairKit, a 15-second repair at the bonnet), the /repairvehicle command for admins and mechanics (Config.RepairVehicleCommand), the repair exports, or a Premium policy.
Settings Worth Knowing#
Setting | Default | Controls |
|---|---|---|
| 500 | Fee to send a car to another garage or player. |
| 500 | Default release fee, and the price of Bring. |
| 1.3 | Multiplier on a private garage's price when it is sold. |
| 'money' | Account used for furniture ('money' or 'bank'). |
| false | Respawn persistent cars locked. |
| true | Everyone inside the same garage interior sees all its cars, not only their own. |
| true | Walk-to-the-car animation on Drive. |
| 6 | Longest plate accepted by the give commands. |
| true | Garage music and its tracks ( |
| Showrooms | The shared preview shot for garages without their own camera. |
| — | Display names for addon cars, in |
Edits to the config files need a restart of the resource. Garages edited in
/garagecreatordo not.



