Shutters Creator puts real roll-up shutters on the front of any shop, garage, warehouse or bar on your FiveM server. An admin opens one window, picks one of six custom shutter models, places it over the doorway in game and decides who may raise it — a job and its grades, a gang, an item in the pocket, a PIN code on a keypad, or any mix of them. Players walk up, press E, and the shutter rolls up or down for everyone standing around it.
Nothing is typed as a coordinate. The shutter, the height it rolls up to, every interaction point and the blip are placed in game with the camera, and every change is live: saving a shutter updates every connected player without a restart. The state of each shutter is saved to the database, so a shop that was shut at night is still shut after a reboot. Works on ESX, QBCore and Qbox.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, the lockpick item and admin access. | |
The shutter_lockpick item, ready to paste into qs-inventory, ox_inventory, qb-inventory or ESX. | |
The creator window, placing a shutter step by step, interaction points, blips, access control, PIN codes, lockpicking and every config option. | |
Frameworks, inventories, targets, gangs, notifications and text UI — how each is detected and how to add your own. | |
The creator command, the client and server exports, the events you can listen to and the shutter data format. | |
What each problem means, what the console is telling you, and how to fix it. |
What it does#
Area | Details |
|---|---|
Shutters | Six custom roll-up shutter models, three styles in a small and a large size, streamed by the included shutters_props resource. They roll with a smooth eased animation and play an open and a close sound. |
Creator | One in-game window with a searchable list of every shutter, teleport, create, edit and delete. A shutter is placed in three steps: rough position, fine adjustment, then the height it rolls up to — with a test animation before you save. |
Interaction | As many interaction points per shutter as you need — outside and inside — each with its own distance. A 3D prompt with E, or ox_target and qb-target. |
Access control | A required item, a job and its grades, a gang and its grades — all checked on the server. Leave them empty and the shutter is public. |
PIN codes | An optional 4 or 6-digit code typed on a keypad. It is checked on the server and never sent to the players' game. |
Lockpicking | A usable lockpick item with an ox_lib skill check, switched on per interaction point. A successful pick ignores every access rule and the PIN — ideal for robberies. |
Blips | An optional map blip per shutter, with its own name, sprite, colour, scale and position, picked from searchable lists. |
Persistence and sync | Every shutter and whether it is up or down lives in the database and is pushed to every player the moment it changes. |
Languages | 27 translations: AR · BG · CA · CS · DA · DE · EL · EN · ES · FA · FR · HI · HU · IT · JA · KO · NL · NO · PL · PT · RO · RU · SL · SV · TH · TR · ZH-CN. |
Driving it from your own scripts? A heist, a business or a timer script raises or lowers any shutter with one server export, and the client exports tell you which shutter a player is standing at. See Commands and Exports.



