FX-Garages | FiveM

25.00 EUR

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FX-Garages | FiveM

Lifetime deal

Fixitfy Studio | CFX Marketplace Creator

Supported Frameworks

- QBCore

- Qbox

- ESX Legacy

FX-GARAGES is a complete garage system built the way a garage system should be built: the server decides everything. The client only states intent — "open this garage", "take this one out". Model, plate, price, ownership, rank and coordinates are always re-resolved on the server from their own source of truth, so there is nothing on the client worth editing.

You build garages inside the game. `/garagedev` puts you in placement mode, you walk to a spot, press E, and that point is captured — from the coordinate the server reads off your ped, not the one your client suggested. Interaction points, spawn points, parking bays, showroom slots and blips are all placed the same way. No coordinates are typed anywhere, and nothing is written into a Lua file: garages live in the database and update live, without a restart.

Real parking means the car stays where you left it. It is visible in the world to everyone, it survives a restart, and it comes back where it was. Parked vehicles are materialised only for the cells around each player, a couple of entities per tick, with a ceiling on how many exist at once — a map with hundreds of parked cars does not become a map with hundreds of permanent entities.

Walk into your garage and the showroom opens: your whole collection lined up, each car with its own info card, and you drive out of the one you want. Every visit gets its own routing bucket, so nobody sees anybody else's cars. Display vehicles are frozen, undamageable and undrivable — driving out is a server-side transaction, not a client turning a prop into a car.

Job garages carry a vehicle catalogue gated by rank, with automatic plates derived from the job name. Jobs and gangs get a stock-controlled shared fleet. A car sitting in another garage can be called to where you are for a fee. Insurance, police fines and garage ownership with passive income are all included and all ship switched off, because they change the shape of your economy and that should be your decision, not a default.

If you are running tgiann-realparking today, installation is the migration. On first start, with the source present and fx-garages still empty, garages and parked vehicles are imported on their own. tgiann's tables are only ever read. Nobody loses a car and nobody types a command.

INFORMATION

- Server-Authoritative Throughout: the Client Sends Intent, Never Values

- Every Client Event Passes Schema, Permission, Proximity, State and Rate-Limit Checks

- Money Moves in One Transaction With Idempotency and an Audit Record

- In-Game Garage Editor: Build Everything With `/garagedev`, No Coordinates Typed

- Captured Points Come From the Server's Reading of Your Ped, Not the Client's Claim

- Garages Live in the Database and Update Live, Without a Restart

- Six Garage Types: Public, Private, House, Job, Gang and Impound

- Real Parking: the Car Stays Where You Left It and Survives a Restart

- Parked Cars Materialise Only Around Nearby Players, a Few Entities per Tick

- Vehicle Showroom: Your Whole Collection on Display, With a Card per Car

- Every Showroom Visit Gets Its Own Routing Bucket — Nobody Sees Anyone Else's

- Shared Template Interior Using Vanilla GTA — No MLO or IPL Required

- Pagination So a 50-Car Collection Browses Across Five Pages

- Job Vehicle Purchase With per-Vehicle Rank Gating

- Automatic Plates Derived From the Job Name, or per-Catalogue Patterns

- Hover Preview: a Non-Networked Ghost Car at the Spawn Point

- Shared Fleet for Jobs and Gangs With Stock Control and Lease Expiry

- Cross-Garage Retrieval: Bring a Car From Another Garage for a Fee

- Impound Lot With Fee Tiers, Hold Times and Officer Release

- Liveries and Extras From the World, the Showroom or the Purchase Screen

- Vehicle Insurance With Tiered Plans and Release-Fee Discounts — Ships Disabled

- Police Fines That Can Block a Car From Leaving the Garage — Ships Disabled

- Player-Owned Garages With Passive Income, Rent and Repossession — Ships Disabled

- Automatic Import From tgiann-realparking on First Start, Reading Only

- The Panel Never Polls: One Snapshot on Open, Deltas Afterwards

- Adaptive Proximity Loops and Near-Zero Idle Tick Cost

- Spawn Leases So a Vehicle Can Never Be Duplicated

- 17 Tables Applied Idempotently at Startup — No SQL File to Import by Hand

- Audit Log Written in Batches, Pruned Automatically, Never Row by Row

- Optional Discord Webhooks With per-Event Channels and Rate-Limit Backoff

- 22 Languages Included, Read at Runtime — Add One Without a Rebuild

- Four UI Themes and 859 Vanilla Vehicle Images Bundled

- Add-On Vehicle Images Drop In by Spawn Name, No Rebuild

- Fuel Integration That Auto-Detects 21 Fuel Resources

- HUD Hiding That Auto-Detects 11 HUD Resources

- oxmysql Is the Only Hard Dependency — ox_lib Is Not Required

- Automatic Framework Detection Across QBCore, Qbox and ESX Legacy

- Config, Locales, Notifications, Fuel and HUD Layers All Outside Escrow

- Premium UI/UX Symmetry Experience and 24/7 Technical Support

DOCS