FreeTime Garage

108.99 USD

FreeTime Garage FreeTime Garage
  • FreeTime Garage
  • FreeTime Garage

Description

✨ Features in detail

This page goes deep: what FreeTime_Garage can do and why the implementation is, in many places, different – and in our opinion better – than what you usually see. The green Advantage boxes highlight what matters in each case.


🏎️ Performance & architecture

The foundation everything else stands on. FreeTime_Garage keeps the live state of every vehicle in RAM (cache) and uses the database only as background persistence.

  • β–ͺ1 query per login loads all of a player's vehicles – after that, everything runs from memory.
  • β–ͺWrite-behind: changes are written in batches; critical state changes (park-in/park-out) are written immediately (write-through).
  • β–ͺStateBags instead of event spam for synchronization, with a guard that resets and logs foreign tampering.
  • β–ͺServer-side spawn – anti-dupe-friendly and cleanly typed.
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Advantage: At idle the resource sits at practically 0.00Β ms. Where other systems hit the database on every park action or every few seconds, FreeTime_Garage reads and writes nothing from MySQL in the hot path. This scales even with hundreds of vehicles and a full server.


πŸ…ΏοΈ Garage types

One system for all use cases – no patchwork of multiple resources:

TypeDescription
PublicFreely accessible to any player.
PrivatePersonal garages.
Purchasable (player)Players can buy garages and manage them.
Job garagesTwo models: personal (job/rank-bound) and pool (owned by the job).
HousingConnected to housing/property scripts via export.
Impound lotsImpound locations with their own rules.

Plus cross-park (parking a vehicle in a garage other than its home) and transfer (permanently moving a vehicle to another garage) – both configurable granularly per garage type.

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Advantage: You need no separate script for job vehicles, impound or purchasable garages. Everything shares the same cache, the same persistence and the same admin panel – consistent and without duplicate logic.


πŸŽ›οΈ Admin panel – everything configurable live

Nearly every setting lives in the database and is editable at runtime from the panel – no resource restart, no file editing.

  • β–ͺGarage editor with two modes (aerial / on foot) and live preview.
  • β–ͺSearch hub for vehicles & players with quick actions (each with confirmation + audit).
  • β–ͺEvery functional area can be toggled on/off individually, plus detail settings.
  • β–ͺGuided wizards (setup, key system) and in-game tours instead of pages of documentation.
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Advantage: Instead of a huge config.lua where one typo prevents startup, you configure visually and safely. Changes apply instantly – even with a running server and players online.


πŸ’Ύ Vehicle persistence & condition

Vehicles keep their real state: damage, color, tuning, extras, fuel, dirt and lock state – not only on park-in/park-out, but also for vehicles left out in the world (via a trust-checked client live report).

  • β–ͺType-aware condition view: cars show tires/windows/doors/hood/trunk separately; bikes only tires, helis only windows, etc. – with fine-grained damage levels.
  • β–ͺCosmetics persist instantly: repaints/tuning are applied fail-safe, without "please park first".
  • β–ͺFuel kept by type via the fuel bridge (otherwise the car would come back full or empty).
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Advantage: A vehicle that was left damaged outside comes back damaged – not secretly repaired. That very "the car suddenly came back repaired / in the wrong color" is a classic exploit vector elsewhere; here it's solved cleanly and secured server-authoritatively.


πŸ”‘ Key system (built-in, optional)

A full-featured, immersive key system – or a clean hand-off to an external one.

  • β–ͺPhysical key items with metadata – works even with inventories that have no vehicle keys of their own.
  • β–ͺ"Keys only" roleplay mode: granular per action (driving, park-in/park-out, lock/unlock, services). Stealing a key β†’ driving the car becomes real gameplay.
  • β–ͺCopy keys (spare key) and change lock (invalidates all old keys) – as the owner or job/rank-bound.
  • β–ͺLock/unlock at the vehicle with animation, hazard lights and engine control.
  • β–ͺGuided setup wizard with profiles (Simple / Midcore RP / Hardcore RP) and automatic dependency resolution, so no two settings contradict each other.
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Advantage: Unique lock and key IDs make "key leftovers" and duplicates impossible, and the dependency automation prevents the typical misconfigurations that trip up RP key systems elsewhere. If you use an external key script, it's still integrated cleanly – without conflict.


🚧 Impound & vehicle inspection ("MOT")

  • β–ͺImpound: impounding with fees, hold times, two modes (lock/storage), reason and officer attribution. Forced release for authorized jobs.
  • β–ͺVehicle inspection: a real inspection sheet in-game (condition, maintenance, history, new inspection), connectable to mechanic workflows; a failed inspection can take the vehicle off the road β†’ impound.
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Advantage: Police and mechanic roleplay tie directly into the garage system – no hacked-together workaround via third-party scripts, but one continuous, audited chain.


πŸ‘· Job garages

Two full-featured models in parallel:

  • β–ͺSystem A – personal, job/rank-bound: each employee has their own vehicle, access by rank.
  • β–ͺSystem B – pool: the vehicle belongs to the job; multiple employees share the fleet.
  • β–ͺTrunk/glovebox management server-side by plate (view, empty, take out) and "flag when contents".
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Advantage: Society purchases run through the banking bridge (the society pays and the balance is checked), and the vehicle's contents are detected on park-in – details that, day to day, make the difference between "nice" and "actually usable".


🀝 Sharing, locking & opening hours

  • β–ͺSharing: share your own vehicles or entire garages with others – configurable per garage(type), with rights per share, time limits and offline targets.
  • β–ͺLock garage: lock an entire garage with a reason (also against cross-park circumvention).
  • β–ͺOpening hours: real real-time opening hours per garage (days/times); parking in stays allowed.
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Advantage: These "soft" features aren't bolted on – they hook into the same server-authoritative park gates. A locked or closed garage can't be tricked via a detour.


🎨 Immersion & world

  • β–ͺGarage NPCs or markers per garage – markers fully customizable (type, color, size, stretch, height, animation) with live preview in the editor, without saving.
  • β–ͺGrouped blips on the map (garages of the same kind are combined in the legend).
  • β–ͺUnique vehicle VIN in a freely definable pattern – also as a permanent "vehicle number" for roleplay.
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Advantage: You design every garage individually and see the result instantly in-game – instead of writing values blindly into a file and restarting.


πŸ§‘β€πŸŽ€ Player comfort

  • β–ͺPersonal layouts & themes: each player picks their view (e.g. list, grid, compact) and design – saved per player.
  • β–ͺPer-player vehicle behavior: door automation, engine auto-start/-stop.
  • β–ͺDetailed vehicle cards with condition, VIN, impound information and actions.
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Advantage: The panel adapts to the player, not the other way around – a comfort detail that noticeably raises the UX.


🌍 Multilingual

Multilingual throughout – including console output and the NUI. Languages are provided as JSON and can be extended without an NUI build.

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Advantage: A new language is a single file – no code changes, no rebuild of the interface.


πŸ” Security & anti-cheat

  • β–ͺServer-authoritative in every critical decision; NUI/client payloads and exports are never trusted blindly.
  • β–ͺExport guard: writing exports apply only to the creating resource; repeated abuse blocks the resource automatically (unblockable in the panel).
  • β–ͺAudit log as a central throttle – the Discord integration hangs off it, among others.
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Advantage: Security here isn't an afterthought but an architectural principle. Tampering attempts are detected, reset and logged – not only once the damage is done.

β†— Docs:Β Audit Log

🧩 Extensibility

  • β–ͺExport API (server & client) for tow jobs, MDTs, dealerships, PD menus and much more.
  • β–ͺAdd-on system: optional, anti-spoof extension resources that register themselves and bring their own panel tab.
  • β–ͺVehicle store mode: either your own table or directly on the framework vehicles – without import.
β†— Docs:Β Exports β†— Docs:Β Vehicle Store Mode
ℹ️

More detail? Installation and setup are under Installation; the full list of supported scripts is under Compatibility & Bridges.