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FWB Vehicle Keys β€” Configuration ​

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 ​

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.

StepQuestion
KeysKey items in the inventory, or saved keys with no item
ControlsHold the lock key for the fob (and how long), or a key of its own; the lock, fob and engine keys
NPC carsParked cars and cars on the road: all unlocked, random (and how many locked), or all locked
Stealing carsLockpick, hotwire, search for a key, carjacking: on or off
PolicePolice 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).

FWB Vehicle Keys setup wizard, Controls step: hold the lock key for 1.5 seconds or a key of its own, with the lock, hold time and engine fields

Every step of the wizard

Setup wizard step 1: key items in the inventory or saved keys with no item

Setup wizard step 3: parked NPC cars and NPC cars on the road, all unlocked, random or all locked

Setup wizard step 4: lockpick, hotwire, search for a key and carjacking switches

Setup wizard step 5: police alerts, police jobs and the dispatch script

Setup wizard summary: every answer with a Change button


Admin Panel (/fwb_vehiclekeys) ​

PageWhat you set there
OverviewKey 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.
KeysFind 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.
LocksmithsAdd a locksmith where you stand. Set the salesperson ped, the blip icon, colour and size, and open, move or teleport to each one.
Job keysRules: members of a job (from a set rank) get keys to cars by plate start or model.
Car theftNPC car locks and rules, lockpicks and the alarm, hotwire and search, carjacking and searching the body. See Car Theft below.
MinigamesThe built-in puzzles per difficulty, with a live preview.
BridgesFramework, inventory, notification, target, text UI, progress bar, dispatch, and one minigame script per puzzle. Each is set to auto-detect or picked by hand.
LogsDiscord webhook, Fivemanage or custom, and which groups get logged (keys given, theft, admin actions).
SettingsThe tabs below.

FWB Vehicle Keys admin Overview: key mode, counts and the ready-to-play checks, including Items in the inventory

Settings tabs ​

TabWhat you set there
GeneralKeys 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.
LockingHow 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.
TrackersItem 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.
PolicePolice 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 & locksmithSpares 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.
KeybindsHow the lock key works (tap to lock, hold for the fob, and how long: 1.5 s by default), and the default keys.
CommandsThe 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

Settings, General tab: keys are items or saved keys, key item name, how long stolen keys work

Settings, Locking tab: lock key, fob and Summon reach, key ring controls

Settings, Trackers tab: item names, scanner prop, report rate, battery and minigames

Settings, Police tab: police jobs, alert chance per action, blip time and police needed on duty

Settings, Keybinds tab: quick lock key, compact key ring held for 1.5 seconds, large key ring and other keys

Settings, Commands tab: admin command and ACE, seat command and passengers stay in their seat


Car Theft ​

TabWhat you set there
NPC carsNPC 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, Motorcycles…), model (police) or plate (LS* = starts with LS). Each rule is always locked, never locked, or a chance %.
LockpicksLockpick and advanced lockpick: item name (carlockpick, advancedlockpick), minigame difficulty, chance to open, chance to break. The alarm: chance and how long it sounds.
Hotwire & searchHotwire: time, difficulty, chance. Search the car: time and chance to find a key.
CarjackingNeeds: 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).

Car theft, Carjacking tab: what is needed, threat time, top speed, what the driver does, police always get the key, search the body

The other Car theft tabs

Car theft, NPC cars tab: by chance, every car locked or none, and rules by vehicle type, model or plate

Car theft, Lockpicks tab: lockpick and advanced lockpick items, chances and the alarm

Car theft, Hotwire and search tab: time, difficulty and chances


Default Keys ​

ActionKey
Lock / unlock (tap)U
Key fob (hold the lock key)U, held for 1.5 seconds
Engine on / offG
Hotwire (driver seat, no key)H
Search the car / search a bodyJ
Key fob by its own keyF5 (when Keybinds β†’ How the key works is set to separate keys)
Large key ring by its own keyF6 (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 ​

FileWhat it is for
bridge/hooks/server.luaYour 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/*.luaKey items with their plate, item counts.
bridge/notify/*.lua, bridge/progressbar/*.lua, bridge/textui/*.lua, bridge/target/*.luaNotifications, progress bars, text prompts and the locksmith's target.
bridge/dispatch/*.luaPolice alerts.
bridge/minigame/*.luaMinigame scripts. Fill in custom.lua to use your own.
bridge/logs/*.luaWhere logs go.
locale/en.luaEvery text players see in notifications and prompts.

TIP

A new file in one of the single-file bridge folders (inventory, notify, dispatch, minigame…) loads on restart and shows up on the Bridges page.

FWB Studio documentation.