Integrations — Digital Den Shops: Shops, Door Locks & Blips | Quasar Store | Quasar Store
Documentation
Integrations
Turn the Digital Den MLO into a working phone shop: ox_inventory and qb-shops entries, ox_doorlock and qb-doorlock setup, map blips and an inside-the-store check for FiveM.
Digital Den Shops contains no scripts. It places buildings, doors and collisions; everything players do inside — buying a phone, clocking in, locking up for the night — comes from the resources you already run. That is what keeps it compatible with all of them:
Layer
Works with
Use it for
Framework
ESX · QBCore · Qbox · standalone
Nothing to set — the map never talks to the framework.
Shops
ox_inventory · qb-shops · any shop script
Selling phones, radios and electronics in each store.
Door locks
ox_doorlock · qb-doorlock · any script that locks by model and position
Locking the front and staff doors to a job.
Target
ox_target · qb-target
Optional — interact with a shopkeeper or the counter instead of a marker.
Phone
Any phone resource sold as an item
The item your shop sells — usually phone.
Every snippet on this page goes into a resource you own — your shop, door lock or job script. Nothing inside qs_digitalden is edited. Coordinates and headings come from the Map Guide.
The map adds no blips, so the stores stay unmarked until you mark them. If your shop script already draws a blip per location (ox_inventory and qb-shops both can), skip this. Otherwise paste it into a client file of any resource you own:
The quickest way to bring the stores to life is a shop in each one. The coordinates below are the centre of the sales floor at standing height; move them onto the counter if you prefer a fixed till.
Add an entry to ox_inventory/data/shops.lua, inside the table it returns. The blip line marks all five stores on the map for you.
The front double door and the staff door of every store can be locked to a job. The front uses qs_digital_den_ext_door for both leaves; the staff door is qs_digital_den_int_door.
ox_doorlock picks doors in game, so there is nothing to paste:
Stand inside the store
The doors only exist within 200 m of a player, so go to the store you are setting up first.
Create the front door
Run /doorlock as an admin and create a new door. Turn on the double-door option, select both glass leaves, and give it the groups (jobs) that may open it.
Create the staff door
Create a second, single door and select the door at the back of the sales floor.
Repeat for each store
Five stores, two entries each. ox_doorlock saves them in its database, so this is done once.
Create qb-doorlock/configs/digitalden.lua and paste the block below. It registers all ten doors — the front entrance and the staff door of each store — for the digitalden job. Change jobs to whoever should hold the keys, then restart qb-doorlock.
For a repair job, a robbery or anything that should only work inside a Digital Den, compare the interior the player stands in with the five stores. Client side:
lua
local stores = {
vec3(-1529.56, -403.34, 36.90), -- 1 Del Perro
vec3(-662.68, -879.52, 25.92), -- 2 Little Seoul
vec3(155.21, 244.49, 108.33), -- 3 Vinewood
vec3(238.52, -1487.59, 30.56), -- 4 Strawberry
vec3(386.69, -825.55, 30.58), -- 5 Downtown
}
localfunctionIsInsideDigitalDen(ped)local interior = GetInteriorFromEntity(ped or PlayerPedId())
if interior == 0thenreturnfalseendfor index, coords inipairs(stores) doif GetInteriorAtCoordsWithType(coords.x, coords.y, coords.z, 'qs_digitalden') == interior thenreturntrue, index
endendreturnfalseend
It returns true and the store's number — 1 for Del Perro through 5 for Downtown, the same order as the Map Guide.
The front doors start unlocked so customers can walk in during opening hours; the staff door starts locked.