The two windows#
Everything happens in one of two places, and it helps to keep them apart.
Window | Who opens it | What it is for |
|---|---|---|
The creator | An admin, with | Building the world: where shops are, what they sell, who owns them, and every server setting. |
The tablet | A mechanic, with the item or | Running one shop day to day: orders, money, staff, the dyno and the history. |
Placing a shop#
A shop is a name plus a set of points. Only the first is required; everything else is a section you switch on when you want it.
Create it and name it
The name is what players see on the blip and on the tablet, and it can be changed later from the tablet itself.
Place the tuning bay
The one point a shop cannot do without. A ghost car shows you exactly where the customer's vehicle will sit; move it, turn it, adjust its height, and confirm. Add as many bays as the building has room for, and switch the five categories on or off per bay.
Add the rest
Each section places its own prop or marker with the same freecam, so what you line up is what stands there afterwards.
Save
The shop goes live for everyone immediately. Nothing restarts, and a section switched on without a point refuses to save rather than shipping a half-built shop.
Section | What it adds to the shop |
|---|---|
Tuning bays | Where a car is parked to be worked on, with its own mix of performance, cosmetics, wheels, respray and repairs. |
Blip | The map marker, with its own sprite, colour, scale and name. It is also where an unowned shop is bought. |
Car lifts | A working two-post lift, streamed with the resource, that raises the car for the job. |
Parts shops | A counter selling the items you list, at the prices you set. |
Stashes | Shared storage for the shop, registered with your inventory. On ox_inventory it is registered the moment you save the shop; the other inventories are told at boot, so there a brand-new stash needs one restart. |
Dyno screens | Flat TVs on the walls. A dyno run plays on whichever one the mechanic picks. |
Garages | Three separate points — open, spawn and store — plus the list of vehicles the shop is allowed to keep. |
Wardrobe | Work clothes the staff change into, saved as outfits per shop. |
Engine bench | Three points: the laptop engines are ordered from, the pallet they arrive on, and where the hoist waits. |
Who owns a shop#
One choice with four answers, and never two at once. Picking one clears the others, so a shop can never be half on the market and half staffed.
Mode | How it behaves |
|---|---|
Public sale | Anyone can buy it at its map blip for the price you set, paying from cash or bank. Until somebody does, the tuning bay is open to everybody. |
One owner | Handed to a player by server ID. They hold every right, hire their own staff, and keep the shop's money. Reselling refunds the share you configured. |
A job | Everyone holding that framework job is staff — there is no roster to hire. From the grade you nominate they also take money out and change the shop's settings. |
A gang | The same as a job, matched on the player's gang instead. |
Hiring by hand gives each employee any mix of nine rights: open the tablet, manage orders, manage employees, withdraw funds, change settings, buy engines, use the stash, use the garage and use the wardrobe. An employee can never grant a right they do not hold themselves.
The tuning window#
A customer stops a car on a bay and presses the prompt. The camera leaves the player and takes up the car, framing whatever part is being chosen — the front bumper from in front, the wheels from down low, the exhaust from behind.
Five categories, each switchable per bay: performance, cosmetics, wheels, respray and repairs.
Live preview. The part goes on the real car as you browse, and comes off again if you do not buy it.
A cart. Pick several parts, see the running total, then pay once.
Free look. Hold the look key and the panel steps aside completely so the customer can see the whole car.
Search that goes deep. Typing finds parts inside other categories, not only the one you are standing in.
Who may use a bay depends on the shop. An unowned one is public by default; once a shop belongs to somebody, you can require that only its staff work there.
The tablet#
Six screens, each hidden from anyone without the right for it.
Screen | What is on it |
|---|---|
Home | The shop at a glance, and whether a vehicle is connected to work on. |
Dyno | A power run on the connected car, plus nitrous kits. |
Orders | Work waiting to be fitted. Each one can be installed, invoiced to the customer or refunded. |
History | Everything the shop has ever done: orders fitted and cancelled, repairs, washes, flips, refuels and every engine in or out — each with its plate. |
Management | Figures, the staff roster with their rights, and the funds with the ledger behind them. |
Settings | The shop's own name and preferences, for whoever holds the settings right. |
Engine swaps#
The most involved job in the shop, and the one with the most moving parts.
Order an engine
At the laptop, with the
buy_enginesright. The catalogue and its prices live inshared/engines.lua, and you can add your own.Collect it from the pallet
The engine appears on the shop's pallet. Bring the hoist to it and attach.
Walk it to the car
Push the hoist across the workshop and set it down beside the vehicle. The bonnet comes off, the old engine comes out, the new one goes in.
Drive it
The fitted engine changes the car's handling and its sound, and it is remembered against the plate — through garages, respawns and server restarts.
The engine that came out is kept, so it can be put back. A car whose engine has been pulled will not start until one is fitted.
The dynamometer and its screens#
From the tablet's Dyno screen, a run sweeps the engine through its range and charts horsepower and torque against RPM, then reports top speed, 0–100, power-to-weight, drivetrain, gearing and every upgrade fitted.
If the shop has dyno screens placed on its walls, pressing Run Test first asks which one to play it on — or whether to keep it on the tablet. The chosen TV lights up, draws the curve live as the run happens, and holds the result for a minute afterwards so a customer can read it. A shop with no screens is never asked.
The radial menu#
The quick jobs, on F5 by default. Each action has its own switch, its own item requirement and an optional skill check.
Action | Needs |
|---|---|
Full, body and engine repair |
|
Wash the vehicle |
|
Tow a vehicle |
|
Refuel the vehicle | A petrol can — the game's own item, no custom one needed. |
Flip the vehicle | Nothing. |
Flatbed | A flatbed from the list you configure. |
Items can be required without being consumed, and a failed skill check can be set to eat the kit or spare it. Every job done here is written to the shop's service history.
Driving systems#
Three systems that give the mechanic something to repair. Each is independent, switched on or off on its own, and has its own settings section.
Wheel damage
Hit a kerb hard enough and the wheel comes off. It stays off: which wheels a plate lost is stored, so a trip through a garage does not quietly heal the car. A mechanic puts them back.
Other scripts can read and write this — see Commands and Exports.
Heated brakes
Braking hard and often heats the discs, and hot discs stop worse. They cool at a rate that depends on the brake upgrade fitted, so a car with race brakes recovers faster than one on stock pads.
Off-road mud
Soft ground grabs the wheels. A road car sinks and struggles where something on proper tyres keeps going, and each surface and vehicle class can be tuned separately.
Settings#
Thirteen sections, edited inside the creator and applied to every player without a restart. Only what you change is stored, so an update can improve a default you never touched.
Section | Covers |
|---|---|
General · Money · Ownership | Language, the repair command's name, debug. Prices, tax, commission, who pays for parts. Shop prices, resale refunds, how many shops one player may hold. |
Employees · Orders | Roster limits, payroll and its account. How orders are charged, invoiced and refunded. |
Tuning · Radial · Items | Per-slot prices, which cosmetic slots exist, a model blacklist. Which radial actions are available. The four item names and whether they are consumed. |
Engines · Car lift | Your own engines on top of the catalogue. Lift speed, height and the rear-engine vehicle list. |
Wheel damage · Off-road · Heated brakes | One section each, with their thresholds and per-class behaviour. |
Languages#
The interface ships in 41 languages — Arabic, Bulgarian, Bengali, Catalan, Czech, Danish, German, Greek, English, Spanish, Estonian, Persian, Finnish, French, Hebrew, Hindi, Croatian, Hungarian, Indonesian, Italian, Japanese, Korean, Lithuanian, Latvian, Malay, Dutch, Norwegian, Polish, Portuguese, Romanian, Russian, Slovak, Slovenian, Swedish, Swahili, Thai, Turkish, Ukrainian, Urdu, Vietnamese and Chinese.
Pick one in the settings panel. Every file lives in locales/ and is yours to edit; a string you remove falls back to English rather than showing a blank, so a partial edit can never leave a gap on screen.



