Fixitfy
업데이트문서지도Reviews
Upload Service
인트로
로그인스토어 둘러보기
Fixitfy Studio

RedM 및 FiveM 롤플레이 서버를 위한 스크립트, 맵, 도구.

Rockstar 파트너 · Cfx.re 공식 판매자
스토어
  • 전체 제품
  • RedM
  • FiveM
  • 무료
리소스
  • 문서
  • 업데이트
  • 맵
  • 리뷰
스튜디오
  • 소개
  • 팀
  • 파트너
  • 문의
© 2026 Fixitfy Studio
이용약관개인정보처리방침환불
결제: Tebex · Cfx Keymaster로 전달
store/fivem/fx-garages
fx-garagesGarages

overview

Server-authoritative garage system for FiveM with real parking and live database updates

FX-Garages is a complete garage system where the server maintains all authority over vehicle data, ownership, pricing and state. The client sends only intent—"open this garage", "take this car out"—while the server resolves and validates every transaction. Garages are built in-game using `/garagedev` with no coordinates typed; all placement points are captured from the server's reading of your position and stored live in the database without requiring restarts.

Parked vehicles remain in the world where you left them, visible to all players and surviving server restarts. The showroom displays your entire collection with individual info cards; each visit uses its own routing bucket so players see only their own vehicles. Job and gang garages include rank-gated catalogues, automatic plate generation, shared fleet management with stock control, and cross-garage vehicle retrieval for a fee.

  • 01Server-authoritative: client sends intent only, server resolves all values and permissions
  • 02In-game garage editor with /garagedev; no coordinates typed, all points captured from server
  • 03Real parking: vehicles stay where parked, visible to all, survive restarts
  • 04Parked cars materialise only around nearby players, a few entities per tick
  • 05Six garage types: public, private, house, job, gang and impound
  • 06Vehicle showroom with pagination, individual info cards, routing buckets per visit
  • 07Job and gang garages with rank-gated catalogues and automatic plate generation
  • 08Shared fleet for jobs and gangs with stock control and lease expiry
  • 09Cross-garage retrieval: call vehicles from other garages for a fee
  • 10Impound lot with fee tiers, hold times and officer release
  • 11Vehicle insurance with tiered plans and release-fee discounts (ships disabled)
  • 12Police fines that can block vehicle departure (ships disabled)
  • 13Player-owned garages with passive income, rent and repossession (ships disabled)
  • 14Automatic migration from tgiann-realparking on first start
  • 1522 languages included, add new ones without rebuild
  • 16Four UI themes and 859 vanilla vehicle images bundled

Supported Frameworks

  • QBCore
  • Qbox
  • ESX Legacy

Core Architecture

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. 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.

Garage Types and Features

  • Six garage types: public, private, house, job, gang and impound
  • Shared template interior using vanilla GTA—no MLO or IPL required
  • Pagination so a 50-car collection browses across five pages
  • Hover preview: a non-networked ghost car at the spawn point
  • Liveries and extras from the world, the showroom or the purchase screen

Vehicle Parking and Showroom

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 and Gang Garages

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.

  • Job vehicle purchase with per-vehicle rank gating
  • Automatic plates derived from the job name, or per-catalogue patterns
  • 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 and Enforcement

  • Impound lot with fee tiers, hold times and officer release
  • Police fines that can block a car from leaving the garage—ships disabled
  • Vehicle insurance with tiered plans and release-fee discounts—ships disabled

Garage Ownership

Player-owned garages with passive income, rent and repossession—ships disabled.

Migration from tgiann-realparking

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.

Performance and Optimisation

  • 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
  • Audit log written in batches, pruned automatically, never row by row

Database and Configuration

  • 17 tables applied idempotently at startup—no SQL file to import by hand
  • Optional Discord webhooks with per-event channels and rate-limit backoff
  • Config, locales, notifications, fuel and HUD layers all outside escrow
FiveMQBCoreESX

FX-Garages

FX-GARAGES is a complete garage system built the way a garage system should be built: the server decides everything.

€25.00

Returning customers save 5–25%.

Own €92 of our products for a personal 5% code, up to 25% at Legend.

Sign in to see your code→
  • Delivered to your Cfx Keymaster
  • New versions arrive there too
  • Support on Discord
version
1.0.1
updated
7 days ago
frameworks
QBCore, ESX
resource
fx-garages
ChangelogLatest 1.0.1→SupportAsk us on Discord↗

latest release

v1.0.1
  • NEW — a garage can now be deleted from the /garagedev panel. Every garage in the Nearby list has a Sil button next to Duzenle; the first click turns it into Onayla / Vazgec, so a misclick cannot remove a garage. The delete itself was already fully built on the server side — permission re-check, revision guard, audit trail and live sync were all there — but the panel had no button and no way to send that intent, so deleting a garage meant typing /garagedev delete <id> and knowing the id. Pressing Escape cancels a pending confirmation, and the editor session stays open afterwards so several garages can be removed one after another.
  • Fixed the map blip of a deleted garage staying on every player's map until they reconnected. The removal was broadcast as a zone delta, and a zone delta only reaches players inside the roughly 225 m subscription window — but blips are map-wide and are fetched once and then held on the client, so everyone further away kept seeing a blip for a garage that no longer existed. Deletion is now announced to all players separately. The announcement carries a single garage id and the client drops just that one blip, so it does not make every player re-request the whole blip index.
  • What happens on delete is unchanged and still follows Config.GarageDev.allowHardDelete. Left at the default false, the garage is switched off rather than erased, so the vehicles stored there keep their garage_id and the change can be undone; set to true the row is deleted, but only when the garage holds no stored vehicles — otherwise the request is refused instead of quietly losing the vehicles. Either way the garage, its markers and its blip disappear for everyone immediately, with no restart.
  • Dropped the experimental use_experimental_fxv2_oal flag from fxmanifest.lua. It swapped Lua's native calls for an experimental faster path, and FiveM still labels that path experimental: it changes the return types of natives and breaks on any native whose declared argument types are wrong. The resource now runs on the same standard Lua runtime as every other resource, which is the safer place to be for the small amount of native-call time it costs back. Nothing in the resource depended on it.

Often bought with this

All FiveM products →
  • fx-adminAdmin
    FX-Admin

    FX-ADMIN is a modern, fast, and production-ready administration panel that brings everything a staff team actually uses into a single interface.

    FiveMQBCoreESX· 7 days ago
    €50.00
  • fx-djDj
    FX-Dj

    FX-DJ is a club music system built on FX-SOUND, which means the audio is a real Web Audio graph rather than a volume slider.

    FiveMQBCoreESX· 7 days ago
    €79.00
  • FX-Fishing

    FX-FISHING is the most comprehensive, advanced, and production-ready fishing and scuba diving career system for FiveM roleplay servers.

    FiveMQBCoreESX· 7 days ago
    €59.90
Full changelog →