Usage

Usage

Opening the garage / impound UI

Players interact with the configured NPC via your target system:

  • ox_target / qb-target / qtarget (auto-detected)

From the UI you can:

  • View stored vehicles in that garage

  • Spawn a vehicle

  • Store a vehicle (if you are in/near it)

  • Transfer a vehicle to another garage (if enabled)

  • Open impound and pay fee to release

States

The script uses garage_state:

  • 1 Stored in a garage

  • 0 OUT (spawned)

  • 2 Impounded

The script also tracks OUT vehicles server-side and can auto‑impound if a tracked entity disappears.

Job garages (fleet)

Job garages (type = job) show a fleet list with per-model limits.

  • Fleet vehicles are non-persistent (not owned_vehicles / player_vehicles inserts)

  • Spawning is limited by fleet[model] = max

  • UI shows current OUT count vs max

  • The script can set a starting fuel level using orgFuelPct

Vehicle Docs (optional)

If enabled (Config.Docs.enabled = true) and allowed for that garage (publicOnly rules):

1) Buy Registration / Insurance

Inside the garage UI:

  • Enter holder first/last name

  • Choose Registration or Insurance

  • Pay from the configured account

  • Time is added from the later of (current expiry, now)

2) Print papers

  • Pay printFee

  • A new token is generated and stored in the Docs table

  • The paper item is given with metadata:

    • plate, vin, doc_token, printed_at

3) Use paper item

Using the item:

  • The script validates doc_token against the Docs table

  • Shows the paper UI for the player

  • Finds the nearest player (3m), plays a 1s show papers animation, and shows the paper UI to that player too (server validates distance)

Important: If your inventory does not support metadata, papers cannot be validated.

Transfer (optional)

If Config.Transfer.enabled = true, the UI lets the owner transfer a stored vehicle to another garage by paying a fee.

If Config.Docs.resetOnTransfer = true, the Docs data is reset (holder + dates + token) while keeping VIN.

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