Installation & Configuration

โš’๏ธ Car Crafting 2.0

Qubit's Car Crafting 2.0 brings a fully standalone in-game management panel, animated vehicle crafting, job-restricted zones, and database-driven configuration all without touching a single config file after initial setup.

Extra Support: Discordarrow-up-right


What's New in 2.0

Feature
Description

Standalone Manager UI

Full in-game management panel no config editing needed

Database-Driven Config

All vehicles, items, areas, and types stored in MySQL

Vehicle Types

Group vehicles by type (Sedan, Helicopter, Boat, etc.)

Animated Crafting

Per-part installation with animations, sounds & particles

Job-Based Zones

Restrict craft areas to specific jobs or open to everyone

Multiple Locations

Add unlimited locations per craft area anywhere on the map

Craft Chance System

Set success percentage per vehicle

Cinematic Camera

Dynamic camera angles based on vehicle class

Multi-Language

Built-in English, Turkish, German, French support

Live Reload

Initialize button reloads all config without server restart


Installation & Configuration

Dependencies

Install the following resources before starting qubit-carcrafting:

Dependency
Required
Download

oxmysql

โœ…

Included with most frameworks

ox_target

Optional

qb-target

Optional

Included with QBCore

[NOTE] You must use either ox_target or qb-target. The script supports both.


1. Framework Configuration

Open config.lua and set your framework options:

QBCore Settings

ESX Settings

fxmanifest.lua - MySQL Driver

By default the script uses oxmysql. If you use mysql-async, open fxmanifest.lua and swap the comment:


2. Importing Items

All crafting items in Car Crafting 2.0 are managed from the in-game panel. However, you still need to register the item definitions in your inventory system so players can hold them.

QBCore - qb-core/shared/items.lua

Add these at the bottom of the file:

ESX - SQL Import

OX Inventory - ox_inventory/data/items.lua

[IMPORTANT] These are the default items that come with the script. You can add any custom items later via the Manager Panel but you must also register them in your inventory system.


3. Add Item Photos to Inventory

Copy the images from the items_photo folder into your inventory's image directory.

  • QBCore: qb-inventory/html/images/

  • OX Inventory: ox_inventory/web/images/

  • ESX: Your inventory's image folder

Then update the path in config.lua:


Setup Finished ๐ŸŽ‰

Start your server. The script will automatically:

  1. Create all required database tables

  2. Insert default data (items, vehicles, areas, types)

  3. Load runtime configuration

You're ready to use the in-game manager panel!


Manager Panel

The Manager Panel is the core feature of Car Crafting 2.0. It provides a full CRUD interface for managing all crafting data directly from the game no config files, no server restarts.

Opening the Panel

Use the command configured in config.lua:

[NOTE] Only players with admin permissions can access the manager panel. For QBCore, this requires admin permission or ace command access. For ESX, the player must be in the admin or superadmin group.

The panel toggle key (default F9) can be used to hide/show the manager while it's open.

Panel Sections

The manager has 4 main sections accessible from the left sidebar:

Section
Purpose

Crafting Items

Define parts/materials required for crafting

Craft Areas

Configure zones, job access, and locations

Vehicles

Manage craftable vehicles with parts and chances

Vehicle Types

Create categories to group vehicles

Workflow Order

For a fresh setup, follow this order:

After making changes, click the INITIALIZE button at the bottom of the panel to reload the runtime configuration.


Vehicle Types

Vehicle Types are used to categorize vehicles in the crafting menus. When a player opens the crafting UI at a location, vehicles are grouped by their assigned type.

Creating a Vehicle Type

  1. Navigate to Vehicle Types in the manager panel

  2. Click + New Type

  3. Enter a Label (e.g., "Helicopters", "Sedans", "Off-Road")

  4. Click Save

Default Types

The script comes with these default types:

Type
Slug

Helicopters

helicopters

Sedans

sedans

Off-Road

off-road

Planes

planes

Motorcycles

motorcycles

Boats

boats

[TIP] You can create any custom types like "Luxury Cars", "Emergency Vehicles", "Military", etc.


Crafting Items

Crafting Items are the parts/materials that players need in their inventory to craft a vehicle. Each item has its own animation, sound effect, particle effect, and installation time.

Managing Items

Navigate to Crafting Items in the manager panel.

Creating a New Item

Click + New Item and fill in the form:

Field
Description
Example

Item Name

Technical name (must match inventory item)

car_battery

Label

Display name shown to players

Car Battery

Color

Color tag for the UI

#013e5d

Description

Item description

Provides power for the vehicle

Install Time

Duration of installation animation (ms)

5000

Stage Label

Text shown during installation

Installing Car Battery

Sound URL

YouTube/audio URL played during install

https://youtube.com/...

Sound Volume

Volume level (0.0 - 1.0)

0.4

Animation Dict

GTA animation dictionary

mini@repair

Animation Name

GTA animation name

fixing_a_ped

Particle Core

Particle effect core

core

Particle Name

Particle effect name

ent_amb_foundry_arc_heat

Default Part

Auto-select for new vehicles

โœ… / โŒ

Default Parts

When Default Part is enabled, this item will be automatically added to the parts list when creating a new vehicle. This saves time when most vehicles use the same base materials.


Vehicles

Vehicles are the craftable models that players can build at craft areas.

Managing Vehicles

Navigate to Vehicles in the manager panel.

Creating a New Vehicle

Click + New Vehicle and fill in the form:

Field
Description
Example

Vehicle Name

Display name

Sultan RS

Model Name

GTA spawn model name

sultanrs

Vehicle Type

Assign to a type category

Sedans

Success Chance (%)

Probability of successful craft (1-100)

20

Required Parts

Items needed + quantities

Various

Adding Required Parts

Use the + Add Part button to add crafting requirements. Each part consists of:

  • Item Select from your defined Crafting Items

  • Quantity How many of this item is needed

[NOTE] If you have Default Parts configured, they will be pre-populated when creating a new vehicle. You can add, remove, or change quantities as needed.

Craft Chance System

The Success Chance determines the probability of a successful craft:

  • 100% Always succeeds

  • 50% 50/50 chance

  • 20% Very rare, high-value vehicles

When crafting fails, the player loses all materials and receives a failure notification. In the player UI, vehicles are sorted by craft chance (highest to lowest).


Craft Areas

Craft Areas are the zones on the map where players can craft vehicles. Each area can have multiple locations, job restrictions, and custom music settings.

Managing Craft Areas

Navigate to Craft Areas in the manager panel.

Creating a New Craft Area

Click + New Area and fill in the form:

Field
Description
Example

Area Name

Technical/display name

General Mechanic

Job Access

Restrict to jobs or everyone

mechanic or EVERYONE

Music Enabled

Enable crafting background music

โœ…

Craft Music URL

YouTube/audio URL for crafting

https://youtube.com/...

Music Volume

Crafting music volume (0.0 - 1.0)

0.1

Success Music URL

Music played on successful craft

https://youtube.com/...

Success Volume

Success music volume (0.0 - 1.0)

0.1

Job Access

  • Set to EVERYONE to allow all players

  • Enter specific job names (e.g., mechanic, police) to restrict access

  • Multiple jobs can be added separated by commas

[TIP] Use this to create themed areas: "Mechanic Workshop" (mechanic only), "Military Base" (military only), "Public Garage" (everyone).


Locations

Each Craft Area can have multiple locations on the map. This means you can create one area like "Mechanic Workshop" and place it in different parts of the city.

Adding a Location

  1. Click the (location icon) on a craft area row

  2. In the locations popup, click + New Location

  3. Fill in the location form:

Field
Description
Example

Location Name

Name shown on blip

Benny's Car Crafting

Show Blip

Display on the map

โœ…

Blip Sprite

Map icon ID

326

Blip Color

Map icon color ID

47

Blip Scale

Map icon size

0.7

Blip Coordinates

Map blip position (x,y,z)

-222.87,-1331.65,31.62

Debug Mode

Show PolyZone borders in-game

โŒ

Thickness

Zone height

4.0

PolyZone Coordinates

Border points of the crafting area

Multiple vec3 points

Spawn Coordinates

Where the crafted vehicle appears (x,y,z,heading)

-205.97,-1323.87,30.28,356.76

Getting Coordinates In-Game

You can use the manager panel to get your current coordinates:

  • Use the coordinate copy buttons in the location edit form

  • Or use any coordinate display script to get exact positions

Vehicle Spawn Points

Each location needs Vehicle Spawn Points the positions where unfinished vehicles appear for crafting interaction.

  1. In the location form, go to Vehicle Coordinates section

  2. Click + New Vehicle Coordinate

  3. Select a Vehicle from the dropdown

  4. Enter Coordinates (x,y,z,heading)

You can add multiple spawn points per location with different vehicles.

Location Sub-Categories

Each location can have Sub-Categories to organize vehicles within the crafting UI. For example, a mechanic location might have:

  • ๐Ÿš— Sedan Cars

  • ๐Ÿ๏ธ Motorcycles

  • ๐Ÿš™ SUVs & Off-Roads

Sub-categories include:

  • Name - Technical identifier

  • Label - Display name

  • Icon - Material Symbols icon name

  • Order - Display order

  • Vehicles - Which vehicles appear in this category


Player Crafting Experience

This section describes what players see and experience during the crafting process.

Entering a Craft Zone

When a player enters a PolyZone area:

  1. Pre-crafted vehicle models spawn at configured positions (damaged, no wheels, no doors)

  2. A creeper prop appears under each vehicle

  3. Spawn particle effects play

Starting a Craft

  1. Player approaches a vehicle and uses the target interaction (ox_target or qb-target)

  2. The crafting UI opens with a cinematic camera focused on the vehicle

  3. The UI shows:

    • Vehicle name and model

    • Craft success chance percentage

    • Required parts list with color-coded availability (โœ… owned / โŒ missing)

  4. Player clicks START CRAFT

Crafting Process

After starting, the crafting process is interactive and animated:

  1. Item Check Server validates all required items in player inventory

  2. Part-by-Part Installation For each part:

    • A green marker appears at the installation point

    • Text shows [E] Part Name x1 (2/7)

    • Player walks to the marker and presses E

    • The item is removed from inventory

    • The character plays the configured animation

    • Sound effects and particles play

  3. Special Animations:

    • Wheels โ†’ Player goes to each wheel bone position

    • Doors โ†’ Player goes to each door bone position

    • Other Parts โ†’ Player goes to the driver-side door area

  4. Progress Bar Updates in real-time as each part is installed

Craft Completion

When all parts are installed:

  1. Craft Chance Roll Server rolls against the vehicle's success chance

  2. On Success:

    • Screen fades out

    • Old vehicle is replaced with a clean, fully working vehicle

    • The vehicle is registered to the player in the database

    • Cinematic camera showcase plays (if enabled)

    • Success music plays

    • Screen fades back in

    • Player receives success notification

  3. On Failure:

    • All materials are lost

    • Player receives a failure notification

    • Vehicle returns to its pre-craft state

Discord Webhook

If configured, a Discord webhook sends a log message for every successful craft including:

  • Player ID and name

  • Vehicle model

  • License identifier


Config Reference

config.lua - Full Reference

Option
Type
Default
Description

Config.Language

string

'en'

Language: en, tr, de, fr

Config.Debug

boolean

false

Enable debug prints

Config.Framework

string

"QB"

Framework: QB, ESX, oldESX

Config.CoreName

string

'qb-core'

Core resource name

Config.MenuName

string

'qb-menu'

Menu resource: qb-menu, ox_lib

Config.Target

string

"ox_target"

Target system: qb-target, ox_target

Config.CustomLicenseColumn

string

'license'

DB column for vehicle ownership

Config.ManageCommand

string

'carCraftingManage'

Admin panel open command

Config.ManagerToggleKey

string

'F9'

Key to toggle manager visibility

Config.Webhook

string|nil

nil

Discord webhook URL

Config.InventoryItemImagePath

string

'ox_inventory/web/images/'

Path to inventory item images

Config.EnableCinematicShowOnCraftFinished

boolean

true

Enable cinematic camera on craft success

Config.CameraDistance

float

7.0

Cinematic camera distance

Config.CameraPov

float

25.0

Camera point of view angle

Config.CameraTurnSpeed

float

0.001

Camera rotation speed

Config.CameraAngle

float

0.0

Camera starting angle

Config.CameraHeight

float

0.4

Camera height offset

Config.CustomSteamIdentifier

boolean

false

Use Steam ID instead of license (QB)

Config.EnableCraftParticle

boolean

true

Show particles during crafting

Config.EnableCarSpawnParticle

boolean

true

Show particles when vehicles spawn

Config.CraftFadeOutTime

integer

1000

Screen fade out duration (ms)

Config.CraftFadeInTime

integer

12000

Screen fade in duration (ms)

Config.PlateLetters

integer

3

Number of letters in generated plates

Config.PlateNumbers

integer

3

Number of numbers in generated plates

Config.PlateUseSpace

boolean

true

Add space between letters and numbers

Config.JapaneseStylePlate

boolean

false

Use Japanese format (XX-XX) plates


Customization

Custom Functions functions.lua

The script provides several events you can customize:

Notification

Fuel System

Screen Fade Events

Vehicle Key System

Localization

Edit locales.lua to add or modify languages. The script supports:

  • ๐Ÿ‡ฌ๐Ÿ‡ง English (en)

  • ๐Ÿ‡น๐Ÿ‡ท Turkish (tr)

  • ๐Ÿ‡ฉ๐Ÿ‡ช German (de)

  • ๐Ÿ‡ซ๐Ÿ‡ท French (fr)

Set your language in config:


Database Schema

Car Crafting 2.0 automatically creates and manages these tables:

Table
Purpose

qubit_carcrafting_craft_areas

Craft area definitions with job access and music settings

qubit_carcrafting_items

Crafting item definitions with animations and effects

qubit_carcrafting_area_locations

Physical locations for each craft area (blips, zones)

qubit_carcrafting_area_car_coords

Vehicle spawn positions within locations

qubit_carcrafting_vehicles

Craftable vehicle definitions with craft chance

qubit_carcrafting_vehicle_parts

Required items per vehicle

qubit_carcrafting_vehicle_types

Vehicle type/category definitions

qubit_carcrafting_location_subcategories

Sub-categories per location for UI grouping

qubit_carcrafting_subcategory_vehicles

Vehicle assignments to sub-categories

[NOTE] All tables are created automatically on first start. Default data is inserted only when tables are empty. You do not need to import any SQL manually.


File Structure


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