-- Toggle engine on/off (only if you have key) Citizen.CreateThread(function() while true do Citizen.Wait(0) if IsControlJustPressed(0, 303) then -- U key (change in config) local ped = PlayerPedId() if IsPedInAnyVehicle(ped, false) then local vehicle = GetVehiclePedIsIn(ped, false) local plate = GetVehicleNumberPlateText(vehicle) lib.callback.await('carkeys:hasKey', false, plate) if hasKey then engineOn = not engineOn SetVehicleEngineOn(vehicle, engineOn, false, true) if engineOn then Config.Notify('Engine started', 'success') else Config.Notify('Engine turned off', 'info') end else Config.Notify('You don't have the key!', 'error') end end end end end)
carkeys/ ├── fxmanifest.lua ├── client.lua ├── server.lua ├── config.lua └── html/ (optional – for UI notifications) 🔧 1. fxmanifest.lua fx_version 'cerulean' game 'gta5' author 'YourName' description 'Car Key System for FiveM' version '1.0.0'
-- Remove key from player (when vehicle is sold/destroyed) RegisterNetEvent('carkeys:removeKey') AddEventHandler('carkeys:removeKey', function(plate) local src = source local xPlayer = Framework.GetPlayerFromId(src) local keyItem = string.format('%s_%s', Config.KeyItem, plate) xPlayer.removeInventoryItem(keyItem, 1) end) fivem car key script
-- Key item name (create this in your database/items) Config.KeyItem = 'car_key'
-- Get vehicle from player's last entered Citizen.CreateThread(function() while true do Citizen.Wait(1000) local ped = PlayerPedId() if IsPedInAnyVehicle(ped, false) then local vehicle = GetVehiclePedIsIn(ped, false) if vehicle ~= currentVehicle then currentVehicle = vehicle local plate = GetVehicleNumberPlateText(vehicle) -- Check if player has key lib.callback.await('carkeys:hasKey', false, plate) hasKey = result if not hasKey then Config.Notify('You do not have the key for this vehicle!', 'error') -- Eject player from driver seat if GetPedInVehicleSeat(vehicle, -1) == ped then TaskLeaveVehicle(ped, vehicle, 0) end else vehicleLocked = false Config.Notify('You have the key for this vehicle', 'success') end end else currentVehicle = nil engineOn = false end end end) -- Toggle engine on/off (only if you have key) Citizen
client_scripts { 'config.lua', 'client.lua' }
-- Distance to interact with vehicle (for remote lock/unlock) Config.InteractDistance = 10.0 local Framework = nil if Config.Framework == 'esx' then TriggerEvent('esx:getSharedObject', function(obj) Framework = obj end) elseif Config.Framework == 'qb' then Framework = exports['qb-core']:GetCoreObject() end false) then local vehicle = GetVehiclePedIsIn(ped
server_scripts { 'config.lua', 'server.lua' }
-- Engine start keybind (optional) Config.EngineKeybind = 'U'
-- Lock/unlock keybind Config.Keybind = 'L' -- default key to lock/unlock
-- Lock/Unlock vehicle with key Citizen.CreateThread(function() while true do Citizen.Wait(0) if IsControlJustPressed(0, 38) and IsControlPressed(0, 21) then -- L key (change in config) local ped = PlayerPedId() local vehicle = GetVehiclePedIsIn(ped, false) if vehicle == 0 then -- Not in vehicle, find nearest vehicle within distance local pos = GetEntityCoords(ped) local vehicle = GetClosestVehicle(pos.x, pos.y, pos.z, Config.InteractDistance, 0, 70) if vehicle ~= 0 then local plate = GetVehicleNumberPlateText(vehicle) lib.callback.await('carkeys:hasKey', false, plate) if hasKey then if GetVehicleDoorLockStatus(vehicle) == 2 then SetVehicleDoorsLocked(vehicle, 1) vehicleLocked = false Config.Notify('Vehicle unlocked', 'success') else SetVehicleDoorsLocked(vehicle, 2) vehicleLocked = true Config.Notify('Vehicle locked', 'info') end else Config.Notify('You don't have the key for this vehicle', 'error') end end else -- Inside vehicle, lock/unlock current vehicle local plate = GetVehicleNumberPlateText(vehicle) lib.callback.await('carkeys:hasKey', false, plate) if hasKey then if GetVehicleDoorLockStatus(vehicle) == 2 then SetVehicleDoorsLocked(vehicle, 1) vehicleLocked = false Config.Notify('Vehicle unlocked', 'success') else SetVehicleDoorsLocked(vehicle, 2) vehicleLocked = true Config.Notify('Vehicle locked', 'info') end end end end end end)
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