Installation & Configuration
โ๏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: Discord

What's New in 2.0
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:
[NOTE] You must use either
ox_targetorqb-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
qb-core/shared/items.luaAdd these at the bottom of the file:
ESX - SQL Import
OX Inventory - ox_inventory/data/items.lua
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 ๐
Start your server. The script will automatically:
Create all required database tables
Insert default data (items, vehicles, areas, types)
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
adminpermission or acecommandaccess. For ESX, the player must be in theadminorsuperadmingroup.
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:
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
Navigate to Vehicle Types in the manager panel
Click + New Type
Enter a Label (e.g., "Helicopters", "Sedans", "Off-Road")
Click Save

Default Types
The script comes with these default types:
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:
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
โ / โ

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:
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:
Area Name
Technical/display name
General Mechanic
Job Access
Restrict to jobs or everyone
mechanic or EVERYONE
Music Enabled
Enable crafting background music
โ
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 accessMultiple 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
Click the (location icon) on a craft area row
In the locations popup, click + New Location
Fill in the location form:
Location Name
Name shown on blip
Benny's Car Crafting
Show Blip
Display on the map
โ
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
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.
In the location form, go to Vehicle Coordinates section
Click + New Vehicle Coordinate
Select a Vehicle from the dropdown
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:
๐ Sedan Cars
๐๏ธ Motorcycles
๐ 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:
Pre-crafted vehicle models spawn at configured positions (damaged, no wheels, no doors)
A creeper prop appears under each vehicle
Spawn particle effects play
Starting a Craft
Player approaches a vehicle and uses the target interaction (ox_target or qb-target)
The crafting UI opens with a cinematic camera focused on the vehicle
The UI shows:
Vehicle name and model
Craft success chance percentage
Required parts list with color-coded availability (โ owned / โ missing)
Player clicks START CRAFT

Crafting Process
After starting, the crafting process is interactive and animated:
Item Check Server validates all required items in player inventory
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
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
Progress Bar Updates in real-time as each part is installed

Craft Completion
When all parts are installed:
Craft Chance Roll Server rolls against the vehicle's success chance
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
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
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
functions.luaThe 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:
๐ฌ๐ง English (
en)๐น๐ท Turkish (
tr)๐ฉ๐ช German (
de)๐ซ๐ท French (
fr)
Set your language in config:
Database Schema
Car Crafting 2.0 automatically creates and manages these tables:
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
Need help? Join our Discord for support.
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