Commands#
Advanced Racing is driven from the tablet, so it registers very few commands — one for players and one for testing.
Command | Available | Description |
|---|---|---|
| When | Opens the racing tablet. Bound to F10 by default. |
| When | Previews the driver showcase: spawns six test cars with drivers at Sandy Shores Airfield and plays the camera over them. The cars stay where they spawned. For testing |
The key and the item#
The F10 key is a FiveM key binding named Open Racing UI, so each player can move it under Settings → Key Bindings → FiveM. Config.AccessTabletWithKey is only the default for players who have never changed it.
Using the Config.TabletItem item opens the same tablet. See Installation → The Tablet Item for adding it to your inventory.
Client Exports#
For other scripts that need to know whether a player is racing — a HUD that hides itself, a garage that refuses to store the car, a job or a phone call that should wait.
InRace
Returns true from the moment the player joins a race until it closes or they leave it, false otherwise. It includes the wait on the start line and the time after the player has finished.
local inRace = exports['qs-advancedracing']:InRace()
if inRace then
-- the player is in a race: skip whatever should not happen now
return
endOpening the Tablet from Your Scripts#
The tablet opens on the event racing:openUI, so a radial menu, a laptop prop, a target option or an NPC can open it without the item.
TriggerEvent('racing:openUI')TriggerClientEvent('racing:openUI', source)exports.ox_target:addModel(`prop_laptop_01a`, {
{
name = 'racing_tablet',
label = 'Open the racing tablet',
icon = 'fa-solid fa-flag-checkered',
event = 'racing:openUI'
}
})Server Side#
There are no server exports. Money, admin rights and player names are read through the framework bridge in custom/, which is where another script's logic belongs — a different account for buy-ins, your own staff check, a log on every payout. See Integrations → Frameworks.


