FWB Vehicle Keys β Configuration β
FWB Vehicle Keys has no config file to edit. Everything is set in game with /fwb_vehiclekeys and saved in the database. Changes apply as soon as you press Save changes; no restart is needed. A few things that need code live in open Lua files under bridge/.
First Setup β
The first time an admin opens /fwb_vehiclekeys, a setup wizard asks five questions. Every answer is an ordinary setting, so you can change it later on the pages below. Skip keeps the defaults; Overview β Run the setup again opens it later.
| Step | Question |
|---|---|
| Keys | Key items in the inventory, or saved keys with no item |
| Controls | Hold the lock key for the fob (and how long), or a key of its own; the lock, fob and engine keys |
| NPC cars | Parked cars and cars on the road: all unlocked, random (and how many locked), or all locked |
| Stealing cars | Lockpick, hotwire, search for a key, carjacking: on or off |
| Police | Police alerts on or off, the police jobs, the dispatch script |
You don't need the wizard for the script to work: without it, every setting has its default (for example the police jobs police and sheriff).

Every step of the wizard





Admin Panel (/fwb_vehiclekeys) β
| Page | What you set there |
|---|---|
| Overview | Key mode, the scripts that were detected, counts, and a "ready to play" list. Items in the inventory checks your inventory for every item this setup uses (and, with ox_inventory, its picture) and names the missing ones. |
| Keys | Find a car by plate or a player by name: who holds keys, the owner, trackers on the car. Give or remove a key, change the locks, or get a key for the car you sit in. |
| Locksmiths | Add a locksmith where you stand. Set the salesperson ped, the blip icon, colour and size, and open, move or teleport to each one. |
| Job keys | Rules: members of a job (from a set rank) get keys to cars by plate start or model. |
| Car theft | NPC car locks and rules, lockpicks and the alarm, hotwire and search, carjacking and searching the body. See Car Theft below. |
| Minigames | The built-in puzzles per difficulty, with a live preview. |
| Bridges | Framework, inventory, notification, target, text UI, progress bar, dispatch, and one minigame script per puzzle. Each is set to auto-detect or picked by hand. |
| Logs | Discord webhook, Fivemanage or custom, and which groups get logged (keys given, theft, admin actions). |
| Settings | The tabs below. |

Settings tabs β
| Tab | What you set there |
|---|---|
| General | Keys are items or saved keys, the key item name, how long stolen keys work (0 = until the owner changes the locks, the default), the format of new plates (for the GeneratePlate export), money sign and Debug. |
| Locking | How far the lock key and the fob reach, how far Summon reaches (100 m by default, up to 150 m), which key ring controls players get (windows, doors, seats, lights), lock chirp, flashing lights, fob animation, engine auto-start, engine keeps running, Summon. |
| Trackers | Item names (tracker, scanner, pliers), the props (the scanner is w_am_digiscanner by default), report rate, battery life, the fob's Track time, detector time per spot, minigame difficulties, what a wrong wire does, owner alerts and the kill switch. |
| Police | Police jobs (whole job or one rank), the alert chance per action, the built-in blip time, and how many police must be on duty before lockpicking or hotwiring works. |
| Spares & locksmith | Spares per car, the spare fee, locksmith prices (new key, spare, change locks, tracker, detector, pliers, new plate), the plate cooldown and the hand-over fee. |
| Keybinds | How the lock key works (tap to lock, hold for the fob, and how long: 1.5 s by default), and the default keys. |
| Commands | The admin command name and its ACE. Seats: the seat command (seatshuffle, on or off) and Passengers stay in their seat (on by default: GTA no longer slides a front passenger into an empty driver seat). |
Screenshots of the Settings tabs


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Car Theft β
| Tab | What you set there |
|---|---|
| NPC cars | NPC cars are: by chance (parked % and on-the-road %), every car locked, or no car locked. Rules are checked first, top to bottom, and the first that fits decides. Match by vehicle type (Emergency, Super, Motorcyclesβ¦), model (police) or plate (LS* = starts with LS). Each rule is always locked, never locked, or a chance %. |
| Lockpicks | Lockpick and advanced lockpick: item name (carlockpick, advancedlockpick), minigame difficulty, chance to open, chance to break. The alarm: chance and how long it sounds. |
| Hotwire & search | Hotwire: time, difficulty, chance. Search the car: time and chance to find a key. |
| Carjacking | Needs: a gun, a gun or a melee weapon, or anything (bare hands). How long to threaten, the top speed of a car that still stops, and the threat animations. What the driver does: shares for throws you the key and runs / runs off with it / drives off / fights back, each shown as its real chance. Police always get the key: on by default, police jobs skip the roll. Search the body: time and chance (a driver who ran off with the key always has it). |

The other Car theft tabs



Default Keys β
| Action | Key |
|---|---|
| Lock / unlock (tap) | U |
| Key fob (hold the lock key) | U, held for 1.5 seconds |
| Engine on / off | G |
| Hotwire (driver seat, no key) | H |
| Search the car / search a body | J |
| Key fob by its own key | F5 (when Keybinds β How the key works is set to separate keys) |
| Large key ring by its own key | F6 (when switched on) |
Players can rebind them in GTA's settings: Key Bindings β FiveM. The admin's keys are only the defaults for players who never changed them.
Open Files β
| File | What it is for |
|---|---|
bridge/hooks/server.lua | Your own rules before each action and reactions after it. See Hooks & Events. |
bridge/framework/* | ESX, QBCore and Qbox: players, money, owned vehicles, items, jobs. |
bridge/inventory/*.lua | Key items with their plate, item counts. |
bridge/notify/*.lua, bridge/progressbar/*.lua, bridge/textui/*.lua, bridge/target/*.lua | Notifications, progress bars, text prompts and the locksmith's target. |
bridge/dispatch/*.lua | Police alerts. |
bridge/minigame/*.lua | Minigame scripts. Fill in custom.lua to use your own. |
bridge/logs/*.lua | Where logs go. |
locale/en.lua | Every text players see in notifications and prompts. |
TIP
A new file in one of the single-file bridge folders (inventory, notify, dispatch, minigameβ¦) loads on restart and shows up on the Bridges page.
