Usage — Motels Creator | Quasar Store | Quasar Store
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Usage
Using Motels Creator: building MLO, shell and IPL motels in game, renting rooms, keys and key sharing, rent debt and bills, owned motels, staff, finances, upgrades, raids and the config.
Motels Creator has three interfaces, one for each kind of person standing at a motel.
Window
Opened with
What it is for
Creator
/motelcreator
Admins and creator jobs build, edit, teleport to and delete motels.
Reception
The motel's reception point
Owners and staff run the business: customers, employees, finance, requests, upgrades. Customers rent a room here when the front desk is automatic.
Room Management
The reception, as a tenant
The tenant pays, extends, makes keys, shares the room, writes to staff and reads notifications.
/motelcreator can also be bound to a key in Settings → Key Bindings → FiveM. Points are shown as markers with a 3D prompt — or, with Config.target = true, as ox_target / qb-target zones.
Every motel is one of three types, chosen in the creator. The type decides where the rooms physically are.
Type
Interior
How rooms work
MLO
A real map interior you already stream, such as Gabz Pinkcage.
Each room has its own physical doors, stashes and wardrobes, placed one by one. Doors lock and unlock for everybody.
Shell
One of the 16 K4MB1 Starter Shells, spawned out of sight.
One entrance outside serves every room. Each tenant enters a private copy of the shell; stash and wardrobe points are placed once and shared by all rooms.
IPL
A GTA Online interior loaded by bob74_ipl.
Same as shells: one entrance, private instances, shared stash and wardrobe points.
Shell and IPL motels have a Room Count instead of hand-placed rooms, so a single shell can be a 200-room hotel. With Room Type Overrides chosen room numbers get a different shell or IPL and a label — VIP, Deluxe, Suite — which is shown on the key, the rental offer and the raid list.
Which shells and IPLs are offered is set in Config.Shells (16 models) and Config.IplData (three Executive Apartments and a Finance Office). See Adding Shells and IPLs below.
Creator → Motels → +. The list on the left holds every motel with its owner and a teleport button; the form on the right is the selected motel. Fill the sections from top to bottom and press Create Motel — the motel appears for every player at once.
Section
What you set there
Basic Information
The motel's name (unique) and, optionally, an owner picked by searching online and offline players.
Location Settings
The zone outline (required) and the reception point, with its heading.
Reception Ped
An optional receptionist NPC standing on the reception point: model and idle scenario.
Motel Settings
The type. Shell: the shell and its exit point. IPL: the interior. Both: the entrance in the world, the room count and room type overrides.
Blip Settings
On or off, sprite and colour picked from a searchable list with previews, scale, label.
Economic Settings
Purchasable, sale price, sale multiplier, Auto System, pricing unit, rent price, key cost — see Prices and Selling.
Rooms
MLO: a tab per room with its label, doors, stashes and wardrobes. Shell / IPL: the shared stash and wardrobe points inside the interior.
Pressing Select on any point hides the window and hands you a free camera with a ghost marker; the keys are listed on screen while you place.
Key
Does
Left click
Add a zone point / set the point / select a door.
Right click
Undo the last zone point.
Scroll
Rotate the heading.
Z / X
Raise or lower the zone's height boundary.
ENTER
Done.
BACKSPACE
Cancel.
A zone needs at least Config.MinPointLength points (4) and cannot overlap another motel. Every key is remappable in ActionControls, and the camera speed in CameraOptions.
Press Add Room, give it a label, then Select Doors and click the real door props of that room — a double door is two doors. Add at least one stash and one wardrobe inside it. Each room shows how many of its points are configured, and every point has a teleport button so you can check it.
Pick the shell (and its exit point inside) or the IPL, then the Entry Point — the door in the world where tenants go in. Add Stash and Add Wardrobe take you inside the interior to place each point; every virtual room shares them.
Editing a motel later is the same form: select it, change anything, Save Motel. Delete Motel removes it with all its rentals, staff and finances; anybody inside one of its rooms is moved to Config.teleport.
Each motel carries its own economy, set in Economic Settings.
Field
What it does
Pricing Unit
Per Day (1 to 30 days) or Per Hour (1 to 336 hours).
Rent Price
Price per unit. Total = price × units, always recalculated by the server.
Key Cost
What a new key costs: paid by the tenant when they make one, or by the motel balance when staff make one.
Purchasable
An unowned motel is offered for sale at its reception. Off: ownership is only given in the creator.
Sale Price
What a player pays, in cash, to buy the motel.
Sale Multiplier
How much of the sale price the owner gets back when selling: 0.5 returns half.
Auto System
The reception rents rooms by itself with no staff. An Auto System motel cannot be bought and has every upgrade unlocked.
Buying is done at the reception of an unowned, purchasable motel; the buyer becomes the owner immediately. The owner sells it back from the reception's Sell Motel tab. Config.generalPurchasable = false turns buying off on every motel at once.
The customer walks to the reception, chooses a free room and a duration, and pays.
Owned
The owner or an employee with Motel Room Rental opens Nearby, picks a player within Config.nearbyPlayersRadius and sends an offer with the room, duration and price. The customer accepts or refuses on their own screen.
Owned + automatic desk
Once the owner buys and switches on the Auto System upgrade, customers can also rent by themselves.
Every rental is checked on the server: the room must be free and within the motel's room capacity, a player holds one room per motel and at most Config.maxRoomsPerPlayer (5) in total, and with Config.existBillThenBlock nobody with an unpaid bill can rent. Owners and staff can rent to themselves when Config.nearbySeeSelf is on.
The full price is taken in cash when renting and goes into the motel balance.
true (default)
The room is handed over at once and the price becomes the tenant's rent debt, paid from Room Management in one go or in parts.
While a rental runs, Config.warningSystem checks it at 50 %, 70 % and 90 % of its time. A tenant with no debt gets a reminder of the time left. A tenant still in debt sees it grow by that level's debtMultiplier (+13 %, +14 %, +15 %) and, with suspendOnDebt, the room is suspended — keys stop working for them and their guests until the debt is paid.
When time runs out the tenant is evicted and every door, stash and wardrobe of the room locks. Any debt left becomes a bill of debt × finalMultiplier (2.0), paid at the Bill Payment Center (Config.bill.pos, with its own blip).
A tenant cannot leave a room while they owe rent. Pay the debt first, then Leave Room ends the rental — and, with Config.wipeStashOnLeave, empties the room stash for the next guest.
Each rental hands out a Motel Key whose metadata names the motel, the room and a unique code. Use it near a door, stash or wardrobe of that room — or press G at the point — to lock or unlock it; E opens an unlocked stash or wardrobe. In a shell or IPL motel the key at the entrance takes you into your room.
Rule
Effect
A new key is made
The room's code changes, so every older copy stops working — the way to lock out a lost key.
The room is suspended
The key is refused until the debt is paid or staff lift the suspension.
Config.accessAllRooms
The owner opens every room without a key.
Access To Rooms
Employees with this right open every room too.
Config.MetaKeys = false
No key item at all: the tenant and their guests open the room directly.
Stashes hold Config.stashSettings (80 slots, 1,000,000 weight). With Config.personalStashes each player gets their own stash instead of one per room. The wardrobe opens your clothing script's outfit menu. A player who disconnects inside a room reconnects inside it — or at the reception if the rental ended meanwhile.
Everything a tenant can do with their room, from the reception. It shows the room, its status (Active or Suspended), the time left as a live countdown and the debt.
Action
What it does
Pay rent
Pays part or all of the debt in cash. Clearing it lifts a suspension.
Extend time
Adds days or hours at the motel's price, paid in cash.
Create key
A fresh key for the key cost, invalidating the old ones.
Send request
A message to the staff — a repair, a change of room, a complaint. The answer arrives as a notification.
Key sharing
Give a nearby player access, choose what they may do, change it or revoke it.
Notifications
Rent warnings and answers to requests, kept until read.
A tenant can share the room with up to Config.keySharing.maxGuests (5) guests. Each guest has their own switches; new guests start with defaultPermissions.
Permission
Default
Lets the guest
door_access
On
Open and lock the door.
stash_access
Off
Use the stash.
wardrobe_access
Off
Use the wardrobe.
extend_time
Off
Extend the rental.
pay_rent
Off
Pay the debt.
send_request
On
Write to the staff.
create_key
Off
Make a new key.
A guest sees the room in their own Room Management with their permissions and can end their access at any time. In an owned motel key sharing has to be bought as an upgrade first.
An owned motel is a business. The owner and their staff open the Reception panel at the reception point; each tab appears only for those allowed to use it.
Tab
What it is
Dashboard
Balance, tenants, free rooms, staff, income charts and the latest transactions.
Customers
Every tenant with room, time left and debt. Change room, extend time, suspend or reactivate, make a new key, send a message, kick.
Employees
Staff with salary and permissions. Change salary, toggle permissions, give a bonus, fire.
Nearby
Players around the reception: offer them a room, or (owner) offer them a job with a salary and permissions. Both need the player's acceptance.
Finance
The motel balance, deposits and withdrawals in cash or bank, and the transaction history.
Requests
Tenant messages to accept or reject. The tenant is notified either way.
Upgrades
Owner only. See Upgrades below.
Sell Motel
Owner only, on purchasable motels. Sells it for sale price × sale multiplier.
With Config.storage.takeRent rent, extensions and key payments flow into the motel balance. Every Config.employee.autoSalary (20 minutes) each employee is paid their salary to bank or money — from the motel balance when takeSalary is on. If the balance is short and obligatorySalary is off, that payment is skipped and the employee is told why. justPayInGame pays only employees who are online, and maxMotelsPerWorker limits how many motels one person can work at.
Owned motels start limited and grow with upgrades bought from the motel's balance. Auto System motels — and motels with no owner — have everything unlocked.
A player whose job is in Config.raid.jobs (police) raids by typing /raid or by using the police_stormram item next to a room.
MLO: the nearest door, stash or wardrobe is rammed open.
Shell / IPL: at the entrance a list of rented rooms appears — VIP rooms marked — and the officer breaks into the chosen one.
The ram takes a few seconds, multiplied by the motel's Security upgrade. With Config.raid.minigame = true a ps-ui circle minigame decides instead. jobs = false lets anybody raid, command = false removes the command and item = false removes the item.
Any streamed shell model can be offered in the creator — add it to Config.Shells. For IPLs, add an entry whose export returns the bob74_ipl object, with the interior and exit coordinates:
The server-wide behaviour, all in config/main.lua:
Option
Default
What it does
Config.Locale
en
Language. setr qs:locale in server.cfg overrides it.
Config.Intl
en-US / USD
How prices and dates are written in the interface.
Config.MetaKeys · MetaItem
true · motelkey
Physical keys and their item name; createItemAmount keys per hand-out.
Config.personalStashes
false
One stash per player instead of per room.
Config.wipeStashOnLeave
true
Empty the stash when a tenant leaves, is kicked or expires.
Config.lockRoomWhenRemoveRoom
true
Lock a room's door when the room is removed.
Config.accessAllRooms
true
Owners open every room.
Config.generalPurchasable
true
Players may buy purchasable motels.
Config.maxRoomsPerPlayer
5
Rentals per player across all motels.
Config.existBillThenBlock
true
No new rentals while a bill is unpaid.
Config.bill
on
Rent as debt, and the Bill Payment Center's position and blip.
Config.warningSystem
50 / 70 / 90 %
Warnings, debt growth, final multiplier and suspension.
Config.keySharing
on, 5 guests
Key sharing and the guests' default permissions.
Config.employee · Config.storage
on, 20 min
Salaries, and whether rent and salaries go through the motel balance.
Config.stashSettings
80 / 1,000,000
Stash slots and weight.
Config.target · Config.marker
false · type 2
Target zones or markers, and which points show a marker.
Config.autoSave
true, 10 min
Periodic save; motel-save forces one from the console.
Config.MusicTracks
3 tracks
Local files in music/ played through your 3D sound resource. Internet links are not supported.
Config.Debug · ZoneDebug
true · false
Console logging and drawn zones. Turn both off on a live server.
Motels are data, not config. Everything set in the creator lives in the database and is pushed to players live; config/main.lua changes need a resource restart.