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Gameplay

The following controls are the shipped defaults. Server owners can change commands, key mappings, prompts, and feature switches in Configuration.

Commands and controls​

ActionDefaultAvailability
Toggle lockU / /togglelockRequires a key and a vehicle within locking range
Vehicle controlsK / /vehiclecontrolEnabled by default; requires an occupied vehicle and key access
Toggle engineG / /toggleengineDisabled by default; enable engine.toggle.enabled
Give-key menu/givekeyEffective virtual-key mode with givingKeys.enabled
Manage keys/managekeysEffective virtual-key mode with manageKeys.enabled
HotwireH promptEligible driver without a key; hotwire enabled
SearchL promptEligible driver without a key; search enabled
LocksmithInteraction provider; E in text UIMetadata mode and configured locksmith location
Admin vehicle key/givevehiclekeyIn-game, inside a vehicle, allowed framework permission group

Key mappings can also be changed in the player's FiveM keybind settings. Hotwire/search/locksmith text prompts use configured GTA control IDs rather than the lock/UI key-mapping system.

Physical and virtual keys​

With metadata keys enabled and a registered inventory, key items carry the plate and, when resolved, vehicle name. Use the key/fob from the inventory for its available lock/tracker actions. Physical keys must stay non-stackable and retain metadata. A generic item with no plate is not a usable vehicle key.

Without metadata mode, Carlock uses virtual keys. The ownership loader seeds virtual keys from the framework's vehicle records. Use /givekey to select a nearby recipient or /managekeys to manage held virtual keys. By default, a Carlock transfer removes the giver's key. Metadata mode does not automatically mint physical copies of every owned vehicle key at login.

Locking, ignition, and controls​

The lock action chooses a nearby vehicle for which the player has a key. It checks range and possession, then plays the configured feedback on success. A successful hotwire allows ignition but does not issue a normal key for remote locking or the control menu.

The vehicle control UI offers compact and full views, a 3D vehicle display, fuel/engine-health telemetry, door/hood/trunk controls, windows, available seat selection, headlights, hazards, and neon. Available actions depend on the vehicle and current state; occupied seats are not free destinations.

Ignition bypass rules allow configured jobs/models/plates to drive without keys. They do not grant possession or bypass the manual-control/menu checks. Disabling the standalone engine toggle does not remove the engine button from the vehicle controls.

Security profiles and access tools​

  • Standard: carkeys, a lockpick for entry, and the wire minigame for hotwiring. No hotwire item is required by default.
  • High-end: carkey_fob, flapper_device for entry/hotwiring, and the ECU sequence minigame for ignition. Tracker eligibility is enabled.

Lockpicking uses multiple stages with tension and pick strain. Each accepted completion rolls lockpick.breakChance, whether the attempt succeeds or fails. This can remove the configured tool, including a Flapper Device when it is the profile's lockpick tool.

For standard hotwiring, match wires and make the required ignition sparks. Hold each live contact long enough to count, then release before the maximum hold duration. High-end hotwiring previews an ECU sequence for the player to reproduce. Failed hotwires count toward the configured attempt limit. The current hotwire completion path does not consume the Flapper Device on failure; do not treat it as a configurable hotwire burnout mechanic.

Locksmith services​

Visit a configured locksmith while carrying a physical key:

  • Duplicate: Select an existing key and choose the materials or locksmith-payment option. Default costs are two metalscrap or 500 from the money account.
  • Reprogram: Select an existing key and an eligible nearby vehicle with a different plate for which you do not already have a key. The selected key is replaced with metadata for the new plate; this is not a global rekey/revocation of other holders' keys. The default payment is 1000 from money.

Stay near the locksmith and keep the selected key available until completion. Services can be disabled individually. illegal marks a service for its configured police-alert chance; it does not add a legal ownership check. Reprogramming is illegal by default, duplication is not.

Vehicle tracker​

Tracker eligibility is resolved from the server's vehicle profile/model settings. By default it is enabled for highEnd vehicles.

Use an eligible physical key/fob, or the tracker option in virtual-key management, to locate a spawned vehicle in the same routing bucket. The tracker can set a waypoint and request an alarm with flashing headlights. Stored/despawned vehicles have no live location, and a remote alarm may be unavailable if its network owner cannot apply it. Normal lock/unlock range still applies; locating a vehicle does not grant map-wide locking.

NPC keys​

Aim an allowed weapon at an eligible NPC driver to begin the robbery flow. The server can roll initial resistance; that outcome does not immediately grant a key. If the original resisting driver dies, the flow can offer animated key pickup from that driver's body while the claim remains valid. This is not a general loot action on every dead NPC. The claim is time-limited and tied to the original player, driver, and vehicle.

A second, independent resistance roll can occur after a successful key handover. Configured authorized jobs can instead walk up and request assistance through the interaction provider, without aiming. By default, police is authorized on ESX/QB/QBX; there is no duty/grade filter. Owned vehicles and already-claimed NPC vehicles are excluded from the NPC key flow.

Searching vehicles​

Enter the driver seat without a key and use the search prompt when available. This is part of the no-key vehicle flow, not an unrestricted search of every owned vehicle. A completed search marks that plate as searched in the current runtime and selects one reward entry, then rolls that entry's chance. Rewards can be cash/account money, an inventory item, a spare key, or nothing.

Alerts​

Lockpicking, hotwiring, NPC robbery, and configured illegal locksmith actions can alert police. Alert chances, configured police groups, provider availability, and rate limits affect delivery. A triggered gameplay action does not guarantee a dispatch call or an alarm. See Integrations.