Every Digital Den store in the pack, with the coordinates you need to put a blip, a shop, a job or a door lock on top. All five use the same interior, so what works in one store works in all of them.
The Five Stores#
# | Store | Store centre | Entrance |
|---|---|---|---|
1 | Del Perro |
|
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2 | Little Seoul |
|
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3 | Vinewood |
|
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4 | Strawberry |
|
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5 | Downtown |
|
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The store centre is the interior's own origin: inside the shop, about 2.2 m above the floor. Use it for blips and teleports — a player sent there lands on the sales floor. The entrance is the middle of the front double door at standing height, the natural spot for a marker or a zone at the door.
The same list, ready to paste into a script:
local DigitalDenStores = {
{ label = 'Digital Den Del Perro', centre = vec3(-1529.56, -403.34, 36.90), entrance = vec3(-1524.01, -407.97, 35.81) },
{ label = 'Digital Den Little Seoul', centre = vec3(-662.68, -879.52, 25.92), entrance = vec3(-655.47, -879.49, 24.80) },
{ label = 'Digital Den Vinewood', centre = vec3(155.21, 244.49, 108.33), entrance = vec3(152.78, 237.73, 107.20) },
{ label = 'Digital Den Strawberry', centre = vec3(238.52, -1487.59, 30.56), entrance = vec3(243.45, -1492.87, 29.44) },
{ label = 'Digital Den Downtown', centre = vec3(386.69, -825.55, 30.58), entrance = vec3(393.91, -825.53, 29.44) },
}Inside a Store#
All five stores share one interior, qs_digitalden, turned to face the street at each location. It measures about 10 m wide, 15 m deep and 3.5 m high.
Shopfront — a full-width glass front with a pair of glass doors, so the street stays visible from inside and the shop from the pavement.
Sales floor — phone displays, wall shelving and a sales counter under rows of ceiling lights.
Staff door — one door at the back of the sales floor, on the right as you walk in.
One room — the whole store is a single interior room, so lighting, sound and
GetInteriorFromEntitybehave the same anywhere inside.
Doors and Models#
Each store has three doors you can lock: the two leaves of the front double door and the staff door. They are ordinary door models, so any door lock script finds them by model and position.
Model | Hash | What it is |
|---|---|---|
|
| The interior itself. Use it with |
|
| A front glass door leaf. Two per store, mirrored. |
|
| The staff door. One per store. |
The hashes are the signed values that GetHashKey and backticks (`qs_digital_den_ext_door`) return in Lua. Unsigned, the two doors are 2670415280 and 4152603905.
Door positions#
Store | Door | Coordinates | Heading |
|---|---|---|---|
Del Perro | Front A |
| 49.6 |
Front B |
| 229.6 | |
Staff |
| 50.0 | |
Little Seoul | Front A |
| 90.0 |
Front B |
| 270.0 | |
Staff |
| 90.0 | |
Vinewood | Front A |
| 340.0 |
Front B |
| 160.0 | |
Staff |
| 340.0 | |
Strawberry | Front A |
| 42.9 |
Front B |
| 222.9 | |
Staff |
| 42.9 | |
Downtown | Front A |
| 270.0 |
Front B |
| 90.0 | |
Staff |
| 90.0 |
Headings are what GetEntityHeading returns on the closed door. Integrations turns this table into a ready qb-doorlock file.
Streaming Distance#
The interior, the shopfront glass and the doors of each store stream in within 200 m of a player and unload beyond it. Two things follow from that: a door lock can only find a door while someone is near it, and a teleport straight inside from across the map can land a moment before the collision has loaded. Both are normal — Common Errors covers what to do.



