Release
Fleet vehicles can now be entered and stored properly, with automatic support for seven vehicle key resources. The admin panel is faster and every list folds away, the shipped garages were replaced with ones measured in game, and a new server starts with a fleet already parked. ESX servers also get two long-standing list and rank fixes.
Replace every file in the resource. Over a hundred files changed across the Lua, the tablet and all fifteen translations, so there is no useful list — drop the whole folder in and put your own config/ back.
What to keep from your current install: anything you edited under config/ and custom/, which is everything escrow leaves editable. Nothing else in the resource is yours.
Config.VehicleKeys is new and detects your key resource automatically. Nothing to configure if you run one of the supported ones; set it by hand in config/shared/config.lua to override, and the adapters in client/custom/vehiclekeys/ stay editable after escrow if you run something else.
If you had written key calls into Config.Garage.OnVehicleTaken, they still run — the adapter goes first and your hook goes last, so nothing you wrote is overridden. You can now delete them if you want.
Every sample changed: the three garages, the dealer, the armoury, the equipment locker, the evidence room, the locker room, the fine desk, the K9 kennel, the station blip, the department permissions and the dispatch setup. They were coordinates typed into a config file; they are now measured around Mission Row on a running server.
These are seeded on first boot only, so an existing server keeps everything it already has and nothing you configured is touched. To adopt the new ones you would have to delete the matching rows from qs_police_metadata yourself — which is your call, not ours.
Forty-six units are inserted on a database that has never had a fleet — every bay of both parking garages, plus two helicopters on the roof pad. It cannot run twice, and it will not touch a server that already has vehicles.
Every model is base GTA V, so nothing here needs a DLC, an add-on or a stream folder. Plates read LSPD + the bay, so LSPD112 is bay 12 of the underground bay on every install.
Markers on points now draw within 20 metres by default instead of inheriting an unrelated streaming distance. Set drawDistance on a marker if you want a different range.
Storing a unit at a menu garage, driving through a gate and leaving an interior by car all used the on-foot context control, which is not bound to E while you are in a vehicle. The prompt appeared, the horn sounded and nothing happened.
The doors were unlocked by writing to a networked entity this client did not own, which silently does nothing. Ownership is now requested properly before the write.
qs-vehiclekeys, qbx_vehiclekeys, qb-vehiclekeys, wasabi_carlock, Renewed-Vehiclekeys, mk_vehiclekeys and vehicles_keys. Keys are granted when a unit is taken and revoked when it is stored.
A model name the game does not have raised inside the model loader and took the whole resource down. Bad names are now reported once and skipped.
The ESX adapter did not return the page number it had answered for, so scrolling refetched the first page and appended it to itself.
Jobs and grades were read only from ESX's in-memory registry, which comes back empty on some installs. They are now filled in from the jobs and job_grades tables as well.
New installs had departments with no usable permissions, which read as the script being broken. The ACE list now checks qspoliceadmin first and includes the ESX groups.
Shops, storage, evidence, fine desks, outfit lockers and K9 kennels all set a point radius smaller than the distance at which they despawned, so the entity leaked, the engine culled it and it was never spawned again.
The street door and the gate a driver pulls up to can now be two places. Once a gate is placed the door stops prompting drivers and the gate only prompts them; leave it empty and nothing changes.
The three garages, the dealer, the armoury, the equipment locker, the evidence room, the locker room, the fine desk, the K9 kennel, the station blip and the dispatch departments. They were typed into a config file before; they are measured around Mission Row now. First boot only.
Forty-six units — every bay of both parking garages is full, sorted by row into patrol, pursuit and unmarked, and heavy support, plus two helicopters on the roof pad. All base GTA V models.
Dealers now render through the same system as equipment shops and evidence lockers.
A unit's position was only recorded by the autosave every 150 seconds, so for the first two and a half minutes the panel had no location and the button was disabled.
It sits in the same grid as the teleport points now. Any extra points already configured are kept and can be dropped from the row.
That point is the only way the fleet panel opens, so a garage without one can be walked into and not used. The warning previously skipped interior garages.
Garages, dealers, equipment shops, item storage, evidence storage, outfit lockers and fine payment points. Fine payment points did not fold away at all before.
Shops, storage, lockers and fine desks delete straight from the server with no undo.
Shows what is still shipped sample data and what has never been configured. Can be switched off from the panel.
Previously only K9 kennels could. The type is decided from the model, so there is no extra setting.
Turning a target on silently switched off the marker and the floating label.
Turning or tilting a kennel with the placer and accepting it brought the point back level and facing the way it had been. A kennel had no rotation field at all — it did not need one while they only held dogs.
Both had their own arrangement of the same fields. They now get what the others already had: a model checked against the game as you type, the streaming distances folded away, and the orientation controls.
Typing in a picker no longer costs work proportional to the whole list, which is what made adding a third shop or stash feel slow.
The wall check no longer stalls the game, nothing is asked about labels off screen, and the cost no longer grows with the number of nearby points.
Qbox servers no longer borrow the QBCore one through the compatibility bridge.
It had no working backend and uploads go straight to Fivemanage.