How Integrations Work#
Binco Shops provides the buildings. It does not know about clothes, prices, outfits or locks: those come from your other scripts, which only need to know where each store is.
So any clothing script that places its shops by coordinates or zones works with the pack. The stores are where GTA V always had them, and the clothing menu opens wherever your script says.
Layer | Provided by |
|---|---|
Interior, exterior, doors, mirror, collisions | Binco Shops |
Clothing menu, prices, outfits, blips | Your clothing script: Appearance or another |
Door locks | Your door lock script: Doorlock Creator, ox_doorlock or another |
Robbing the tills | Your store robbery script |
Appearance#
Appearance (qs-appearance) places its shops as zones drawn in game, and it ships with clothing shops at the GTA V stores. In most servers the seven stores work as soon as both resources are running. If a zone does not cover the new layout, or a store has no shop yet, draw it:
Go to the store
Pick a store from the Map Guide and stand inside it, so you can see the sales floor.
Open the Shop Creator
Run
/appearance-creatorand open Shop Creator. Click the existing shop for that store to edit it, or press New Shop if there is none.Name it and choose Clothing
The name must be between 4 and 16 characters, for example
Binco Textile. Set the type to Clothing and turn on the blip if you want one on the map.Draw the zone
Press Draw Zone and left-click the corners of the sales floor. The outline turns green once the zone is accepted. Cover the whole floor, including the area in front of the large mirror, so the menu opens wherever a customer stands.
Save it
Press Create Shop (or save your edit). The shop appears for every player immediately, with no restart.
A zone may not overlap another zone. If a store already has a shop, edit that one instead of creating a second shop on top of it.
Other Clothing Scripts#
Any clothing script can use the stores. When you set up a shop at one of them, this is what to use:
Asked for | What to use |
|---|---|
Location, blip or marker | The store coordinates from the Map Guide, which are the centre of the sales floor. |
Zone or radius | The sales floor is about 15 × 12 m around those coordinates. A radius of about 7 m covers it; a polygon drawn around the walls fits it exactly. |
Changing or preview point | A clear spot on the floor, ideally facing the large mirror, so the player is not placed inside a rack. |
Interior or IPL | Nothing to set. The stores are part of the map and need no IPL request. |
Door Locks#
The pack does not lock doors by itself. To close a store at night, or keep the inside door for staff only, use a door lock script.
With Doorlock Creator, run /doorlockcreator, press Create new and select the door in game. The front entrance has two leaves, so tick Multi Door and select both. Repeat at each store you want to lock.
With any other door lock script, use these models and take the position from the door in game with the script's own tool, since it differs per store:
qs_binco_door: the front entrance, set up as a double door with two of them.qs_binco_int_door: the single door inside the store.
Use one system per door. If two scripts control the same door, it will lock and unlock by itself.
Store Robberies#
Each store has two cash registers on its counter, using the standard GTA V prop_till_01 model. A robbery script that finds tills by model picks them up with no extra setup. A script that uses fixed coordinates needs a point at the counter of each store; stand at the till in game and take the position from there.
Frameworks#
The pack runs the same on ESX, QBCore, Qbox and standalone servers. It does not use any framework function, item, job or database table, so there is nothing to adapt when you change framework.



