Usage — Dealership Creator | Quasar Store | Quasar Store
Documentation
Usage
Using Dealership Creator: placing dealerships with the freecam, the catalogue, the showroom and checkout, currencies, owned shops, restock runs, furnishing, optional features and settings.
Dealership Creator has two interfaces, and it helps to know which is which from the start. An admin has both, with a chip in each one's header that jumps to the other.
Window
Opened with
What it is for
The player's window
F6 or /qsdealership
The dealerships a player owns or works at — stock, staff, the till, the sales desk — plus their finance plans and their preferences.
The creator's window
/qsdealershipadmin
Everything about the server: placing dealerships, the vehicle catalogue, pictures, the sales ledger and every setting.
The creator's window opens on its Overview: what the server holds (forecourts, owned shops, the catalogue, unpriced cars, the week's take, who is online), what is wrong — as rows that each open the screen that fixes it — and what is happening right now: who is in which showroom, who is out on a test drive, which restock runs are on the road.
Almost nothing is configured in files. Every price, tax, permission and feature is edited in one of these two windows, live, and every settings save is kept as a version you can go back to.
Eight dealerships, each on its own forecourt with its own salesperson and its own blip. Every vehicle is sold by exactly one of them, so they read as eight shops rather than one list split eight ways.
Dealership
Sells
Premium Deluxe Motorsport
Everyday cars, Japanese tuners and every sports bike.
Luxury Autos
Exotics and hypercars.
Albany Autos
American muscle, classics and sedans, and choppers.
Vapid Autos
Trucks, vans, off-road, work and commercial vehicles.
Benefactor Autos
The European marques — Benefactor, Übermacht, Pfister, Obey, Dewbauchee, Ocelot, Lampadati.
Premium Motor Yacht
Everything that floats, at the Puerto del Sol marina.
Luxury FlyAway
Planes, at LSIA.
Pegasus FlyAway
Helicopters, at the La Puerta heliport.
All eight are run by the server: sales go to the economy and everyday cars never run out, while hypercars, aircraft and big yachts are counted, one to three of each. Every one of them can be moved, renamed, restocked, handed to a player or deleted like a dealership you made yourself.
The catalogue is the list of every vehicle the server knows: its name, maker, class, handling figures and the price it sells at. It starts with 528 vanilla vehicles, already priced — prices rise with what a car does inside its own class, so a faster car always costs more than a slower one of the same kind. Emergency, military and service vehicles, weaponised variants, trailers and props are left out on purpose.
Tool
What it does
Import from game
Reads every vehicle your game can spawn, addons included, with its real name, maker, class and figures. New models arrive with a price of 0; prices you already set are never touched.
Add vehicle
Takes one spawn name, looks it up in your game and fills in the rest. A model your game does not have cannot be added.
AI prompts
Four ready-made prompts to paste into any AI assistant: one interviews you and writes the whole catalogue, one turns an addon pack's vehicles.meta into rows, one prices an export, one checks a CSV. Each carries your exact import format, categories and currencies.
Export / Import CSV
The whole price list in a spreadsheet and back. An import can also add the models the catalogue is missing — only those your game actually has.
Bulk bar
Tick rows and set a flat price or scale by a percentage.
A car with no price cannot be sold anywhere — the No price chip shows only those. Switch a vehicle off to keep it out of every dealership.
Creator → Dealerships → New dealership. The window closes and you are given a free camera over the spot you are standing on, with a panel beside it. Nothing about a dealership is ever typed as a coordinate.
Key
Does
WASD
Fly the camera. The mouse wheel over the scene changes the speed.
Q / E
Down and up.
Drag the scene
Look around.
ENTER
Confirm what you are placing.
G
Drop it onto the ground.
R
Switch the handles between moving and rotating.
TAB
Hide the panel for a clear view.
ESC
Cancel.
The strip at the top sends the camera to your map waypoint, back to you, or to the counter. Every point already placed stands in the world as a ghost — click one to edit it.
For each point press Place, fly so the ghost is where you want it, drag the handles, and press ENTER. Each row also has three shortcuts that skip the flying: Click on map (the next click in the world sets it), Current location (the ground under the camera) and My character (the ground under you).
Point
What it is
Counter
Where a customer presses to enter the showroom.
Delivery
Where a bought car appears, facing the way it should drive off.
Preview
Where the display car stands while the customer browses. It can be anywhere — a showroom interior, a rooftop, a room under the map; the customer is moved beside it and back.
Test drive
Where a test drive starts. Falls back to the delivery point.
Drop-off
Where restock runs deliver. Falls back to the counter.
Pick a vehicle type chip at the top of the tab and the same questions open per type — so a dealership can show boats on the water, planes on a runway and cars in the showroom, and deliver each one where it belongs.
The grounds are the outline of the property. They decide where the shop's own staff may put furniture and display cars, and the server refuses anything placed outside them. A dealership with no grounds cannot be furnished, so draw them now: Draw the grounds, click each corner, close the shape. They are drawn as an amber fence while you work.
Name it and Save. The camera returns you to where you started. A dealership can also be copied out as JSON from its card and pasted into another server, which opens the creator on it, closed and ready to place.
A dealership with no stock refuses to open, on purpose — there would be no car to point a camera at. Stock is managed from the player's window, because running a shop is a job for its owner: F6 → My dealerships → the dealership → Stock → Add a vehicle. Pick a car, set the price (0 uses the catalogue's) and how many (∞ for unlimited). As an admin you see every dealership there.
What a player sees after pressing the counter. The screen wipes to a curtain, they are stood beside the display car in a private copy of the world — nobody else's car ever appears in it — and the camera sweeps in on a shot that is already moving.
Where
What is there
Top left
The dealership's name and the section you are in.
Top right
The camera strip (seven framings and the automatic tour), which car of how many, favourite, your funds, and the music player.
Left
The vehicle card: maker, name, price, stock, the four performance gauges, paint swatches, and the button that opens the checkout.
Bottom
The filmstrip of the stock, and the words that change its order — type, price, maker, name, speed or the shop's own arrangement.
Bottom edge
The key hints. Every one is a button too.
Key
Section
What it does
← →
Browse
Step through the stock. Where every visit starts.
TAB
Catalogue
Search, filter by category, maker or favourites.
C
Paint shop
Every colour and livery, applied live to the real car.
S
Performance
Top speed, acceleration, braking and handling, with an overall grade.
B
Checkout
The receipt beside the car.
H
—
Hide the interface for a clear look.
ESC
—
Step back a section, and out of the showroom from Browse.
Drag the scene to orbit the camera and scroll to zoom. Aircraft and boats seat the customer at the controls rather than standing them under a wing.
One card beside the car: a button per currency the car is sold in, Split where paying from several at once is allowed, the price, what came off (job discount, promotion), tax, what each currency will take and how much a balance is short, in full or over time when finance is on, a plate box when buyers may choose one, and a button that names the exact amount it takes. The client never sends an amount — the server prices every purchase.
Pressing it registers the car to the buyer, moves the money and plays the handover: the car wakes up at the delivery point, the buyer takes the keys at the door and gets in. Skippable with BACKSPACE, ENTER or SPACE. Where the car goes is a setting — at the delivery point with the buyer at the wheel, or straight into their garage.
cash, bank — work on every framework with nothing to configure
item
An inventory item; one unit is one coin
Casino chips, a gold bar
custom
Anything else
A VIP or donator coin
A custom currency is wired in one file, server/custom/currency/custom.lua: three small functions (read a balance, take some, give some back) and two complete examples commented out. Until it is filled in, that currency does not appear anywhere — nobody can buy a car for a coin the server cannot read.
Every vehicle row — in the catalogue and in a shop's stock — has a strip of currency icons beside its price. Open it to decide which currencies the car is sold in and what it costs in each. A money currency charges the list price unless you type its own; a coin needs its own figure. There is no exchange rate anywhere: 3,000,000 dollars and 300 VIP coins are two separate decisions. A shop's stock row wins over the catalogue for that shop.
Settings → Payments decides which currencies are enabled, which is preselected, split payments (how many currencies, the smallest share), what each currency may do (split, carry tax, be financed), a discount for paying in full in one currency, a reserve a payment may not dip below, and discounts by job.
The money is taken currency by currency, and if any of them fails, everything already taken is given back before the purchase is refused. Stock is reserved first, the car registered second, the shop's till paid last.
A dealership can belong to a player or to a job. Creator → Dealerships → the card → Assign. A job-owned shop is run by everyone with that job, with ranks mapped from its grades; a player-owned one starts with the owner alone, who hires from there.
The till is the shop's own money. Every sale pays a share into it — the Revenue cut, 85% by default — and the rest leaves the economy, which is what stops a shop being a money printer. On frameworks with company accounts, the till is that account.
The till, what sold today, and what needs doing — sold out, running low, runs nobody has taken, a customer standing beside you — each row opening the section that fixes it.
Sales desk
Selling in person.
Stock
The price list: price and quantity per row, the currency strip, hide a line, delete a line.
Supply
Buying stock in.
Runs
Restock runs on the road and waiting, and the book of every unit delivered.
Staff
Ranks and people.
Till
Balance, deposit, withdraw, the ledger.
Figures
Revenue, units, currencies and best sellers over any range.
A shop orders out of the server's catalogue — any model the server sells — and pays up front out of the till, a percentage of the car's price. Settings → Restock runs → Enabled decides what happens next:
Off — the cars appear in stock immediately.
On — a restock run is created, and somebody has to fetch them.
A run is a job for the shop's crew. When the first person joins, the shipment appears at the collection point — one real car per unit, parked in a row at the port. Each driver walks up, takes a car's keys, and drives it to the shop's drop-off. Each unit is one trip, several people may work the same run, and each is paid for the units they brought in. A wreck is not a delivery, and damage scales the reward.
A disconnect ends a trip, not the run, and a server restart keeps the order. The clock only runs while somebody on the crew is online. Collection points are a server-wide list with the vehicle types each accepts and a weight, so boats can arrive at a marina.
A member of staff with Sell looks at a customer and uses Attend this customer — shown only to staff standing on their shop's grounds. The desk builds a deal: the car, a discount capped by rank, the paint, a plate, whether credit is offered, a note. The customer sees a card with the exact figure in each currency and accepts on their own screen. The seller watches it land and may withdraw it, earns a commission, and can hand the customer the keys for a test drive first.
Sofas, bollards, plants, signs, lights — and the cars standing outside — placed by the shop's own staff (the Settings right) or by an admin, always inside the dealership's grounds. Open it from the player's window → the dealership → Overview → Furnish, or from a dealership's card in the creator. Only one person can furnish a forecourt at a time.
The screen is laid out in three places with the middle left to the forecourt: the bar along the bottom (pages and a grid of pieces), which folds itself away while you work; the keys that work right now along the top; and the placement tools top-right whenever something is in your hands.
Key
Does
WASD, Q / E
Fly the camera. It passes through walls and floors and stops only at the grounds.
F5
Show or hide the cursor. Up: arrows and rings on the piece. Down: hold the mouse and drag it across the ground, Z / X to spin it.
F6
Fold the bar away.
R
Move or rotate handles.
G
Onto the ground.
ENTER
Confirm: buy a new piece, save a car, let go of a placed piece.
ESC
Leave, back to the window you came from.
Tool
What it does
Onto the ground
Sits the piece on the floor under it. A car is put down on all four tyres, leaning with the slope.
Bring it here
Puts it on the ground in front of the camera.
Back to where it was
Undoes everything since you picked it up.
Stand it upright
Removes any tilt, keeps the way it faces.
Turn 45° · Turn it round · Snap to 45°
Quick turns, and straight rows.
Face the camera
Turns it towards you.
Another one beside it
Buys this one and hands you a copy right beside it — rows of chairs in a few presses.
Sell
Sells a piece that is already standing.
Pieces are paid from the shop's till and sell back for half (the Refund setting). An admin furnishes for free and is paid nothing for selling. The catalogue of pieces is config/shared/furniture.lua.
The third page on the bar. Staff take a car from the shop's own stock and handle it exactly like furniture, then dress it — colours, wheels, livery, doors and windows, dirt, engine and lights, a turntable — applied live. A display car does not use up stock: it is the shop window. Players walking past see a floating plate with its name, price and gauges, and pressing the car opens the showroom on it. Display cars are solid, frozen and locked — nobody can push one, get into one or open its doors.
Every one of these is a switch in Settings → Dealerships, and most ship off, because each one changes what a car costs or how it is owned. Most also have a per-dealership override on the creator's Trading tab — a forecourt can opt out of something the server has on, never opt in to something it has off.
Feature
In short
Test drives
A timed drive in the car being looked at, as one camera move, with a countdown, an optional deposit and boundary, and the showroom reopening on the same car afterwards.
Finance
A deposit now, the rest in instalments collected while the player is online, the car theirs from the first minute.
Buyback
The forecourt buys cars off players, valued from its own price and the car's condition.
Hire
A paid, deposit-backed loan for real hours, never registered to the player.
Waiting list
A sold-out car takes reservations; a held unit is kept back from everybody else.
Promotions
A percentage off one forecourt, with an end date.
Opening hours
Per weekday, overnight included. Staff are never locked out.
Blacklist
Models no dealership may sell.
Handover scene
The keys-at-the-door ending to every purchase.
Custom plates
Buyers type their own plate at the checkout.
Test drives
Duration, a cooldown per dealership, an optional deposit returned if the car comes back undamaged (you set what counts as damaged), and an optional radius that ends the drive when left. The customer cannot die or be thrown out during the drive, the game's HUD is hidden, and a wrecked car ends it. The drive runs on two clocks — the player's and the server's — so stopping one does not keep the car. Staff can also invite a customer for a drive from the sales desk.
Finance
Min deposit, max instalments, interval hours between payments, interest, max active plans and repossess after a number of missed payments. Instalments are collected only while the player is online. The player's window shows a Finance section listing every plan with a button to clear one early. Credit is offered only in money currencies.
Buyback
The player sits in their car at the counter (or at a selling spot you place, for a counter cars cannot reach) and is offered a percentage of the price that shop sells the model at, scaled by condition. Adds stock turns it into part-exchange. The sale lands in the ledger as a negative figure.
Hire
Rate per hour as a share of the price, a deposit held and returned unless the car is wrecked, minimum and maximum hours, and a cap per player. It survives a disconnect and a restart; garages refuse to store it and it disappears when the hire ends. The counter offers Collect yours to somebody with a car out.
Waiting list
The customer joins a queue and is told when stock arrives, however it arrives. The held unit is subtracted from what everyone else can buy for Hold minutes.
Promotions and tax
A promotion and a job discount add rather than compound, capped at 90%. Tax percent is added at the checkout on the currencies marked as taxed; a dealership can charge its own rate on its Trading tab.
A vehicle picture is looked for in this order, and the first hit wins:
The dealership's own picture for that model.
The server-wide picture for that model (creator → Images).
The base URL plus the model name — web/build/vehicles/adder.png by default.
The FiveM documentation's own shot of every stock vehicle — which is why a fresh server already shows a car on every card.
The manufacturer badge.
The photo studio (creator → Images → Capture) photographs every vehicle that has no picture. First you frame one car — drag and scroll until the shot is right; that framing is reused for every model, scaled to its size. Then it runs through the queue on an open apron at LSIA, with the world loaded around it, traffic hidden and the time and weather held. Pictures go to Fivemanage, any custom address that answers an upload with a URL (a Discord webhook works), or this server's own folder. It needs screenshot-basic.
Sixty manufacturer badges ship with the script; a maker with no badge gets a monogram from its initials.
Music comes from three lists, in order: the dealership's own (Branding tab), the server's (Settings), and the thirteen tracks that ship in the music/ folder — phonk, house and electronic, loudness-matched, credited in music/CREDITS.md. A track is a file name in music/, an mp3/ogg address or a YouTube link. Players control their own volume, shuffle and streamer mode, which plays only tracks an admin marked as royalty-free.
For music that must play, use files. A YouTube link plays only where the video's owner allows embedding, and most record-label uploads do not. The player skips a refused video and falls back to your files.
The Settings band in the creator's window holds every behaviour, in six pages. Every field has a description, every save is kept as a version you can return to, and a search box finds a setting across all six pages. Nothing needs a restart.
Page
What it holds
Dealerships
The master switch, plates, delivery, the handover, tax, the blacklist, every optional feature, furnishing, the showroom (tour, music, floating read-outs, display plates and their range), and owned shops (revenue cut, sales desk, commission).
Payments
Enabled currencies, split payments, what each currency may do, discounts, reserves, job discounts.
Restock runs
Driven or direct, collection points, what a shop pays and a driver earns, time limits and condition rules.
Vehicle images
Where pictures come from, badges, and the photo studio's upload provider.
Rate limits
How many requests of each kind one player may make per minute.
Interface
Guided tours, performance mode, who may open the player's window, and sounds.
These values live in your database, not in a file. defaults.lua only supplies the first version on a brand-new server; editing it afterwards changes nothing. Restore default on a page puts back what shipped.