Claw Machine is a physics-driven arcade claw machine for FiveM. Every prize inside the glass is a real object: it tumbles when the jaws touch it, it can slip out on the way to the chute, and wherever it comes to rest is saved — so the cabinet looks the same for every player watching and survives a server restart. Players walk up, buy a handful of drops, and steer the claw with the same one-pass-per-axis aiming as a real arcade crane game.
Machines are placed in game with a ghost preview, stocked with gacha balls and plush toys, and pay out cash, items or both — set per prize and per machine. Any machine can be put up for sale, and a player who buys it sets the price per drop, restocks it and collects the till. There is no SQL to import: the first start builds the tables, and the four cabinets that ship are already calibrated.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, the prize items and creator access. | |
How a run plays, placing machines, prizes and rewards, player-owned machines, the economy, the leaderboard and calibrating your own cabinet. | |
Frameworks, inventories, target, notifications, HUD and languages — and how each one is detected. | |
Admin, owner and calibration commands, plus the server exports for your own scripts. | |
What each problem means and how to fix it. |
What it does#
Area | Details |
|---|---|
Gameplay | A first-person camera over the glass, a 30-second aim timer, one pass per axis like a real crane game, a drop, a grab and a carry where the prize can slip. Keyboard and gamepad, with controller rumble. |
Real physics | Every prize is a physical prop. Its resting position is written to the database after each run, so the pile is the same for everybody and after a restart. |
Cabinets | Four custom, pre-calibrated cabinets with their own claws and jaw animations — Foxy Catcher, Lucky Claw, Next Level and Twin Frame — plus a light inside the glass while somebody plays. |
Prizes | Four gacha balls that pay cash and eight plush toys that pay an item. Each prize has a grip value: the harder it is to hold, the more it pays. Add any prop on your server as a prize. |
Rewards | Money, up to five items, or both per prize — with a per-machine override picked from your inventory's own item list. |
Creator |
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Player-owned machines | Buy a machine, set its price within limits, collect the takings minus the city's commission, pay to restock it, read its statistics and sell it back. |
Economy | Balanced out of the box: roughly 18% of drops win and 58 of every 100 paid comes back as prizes, so machines are fun without inflating your server. |
Social | Everybody nearby sees the claw move live, a leaderboard ranks prizes won, and a new server record is announced to everyone. |
Languages | 41 translations included, from English and Spanish to Japanese, Arabic and Chinese. |
Driving it from your own scripts? Read every machine and what is inside it, restock one on demand, or show the leaderboard somewhere else. See Commands and Exports.



