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Script 3M Dealership –Free Cinematic Dynamic Dealership, Finance & Used Market

Joined
Oct 7, 2025
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Core Features​

  • Cinematic dealership flow
    • NPC salesman with ox_target or classic 3D prompts.
    • Clean dark NUI with vehicle list, brands, categories and detailed info.
    • Showroom vehicles placed in the world, mapped to the NUI list.
    • After purchase, a key NPC hands over the keys and plays a short cinematic delivery at the configured spawn.
  • Test drives with anti-exploit
    • Configurable duration, spawn and behaviour (Config.TestDrive).
    • Player is teleported back to their start position when the drive ends.
    • Anti-exploit layer:
      • Block storing the test-drive vehicle in garages.
      • Block mod shops.
      • Optional despawn when leaving the area or leaving the vehicle.
  • Dynamic market (48h popularity)
    • vehicle_market table tracks sales per model in the last X hours.
    • If a model sells more than a configurable threshold, its price moves in steps (e.g. +5%).
    • Separate caps for price going up/down (e.g. max +30%, max –20%).
    • Prices are always based on:
      • shared/vehicle.prices.lua (base price per model), and
      • Config.PriceFallbackByClass (min/max per vehicle class).
    • Popular cars get more expensive, dead cars slowly become cheaper – your economy auto-balances itself.
  • Finance system (loans by in-game playtime)
    • Players can buy cars on finance instead of full price.
    • Configurable:
      • Down payment percentage.
      • Finance markup percentage (vehicle more expensive on credit).
      • Min/max number of installments.
      • How often an installment becomes due, based on in-game playtime, not real time.
      • Grace misses before repossession.
      • Early payoff discount and repo behaviour.
    • vehicle_loans table keeps full history of each contract.
    • Optional webhooks for created/paid/repossessed loans.
  • Used car consignment lot
    • One NPC handles listing and managing used cars.
    • vehicle_consignment table stores:
      • Seller identifier & name.
      • Plate, model, price, description, mileage, serviced flag, slot index, state, timestamp.
    • Cars are physically spawned on the configured lot slots, so players walk around an actual used car yard.
    • Per-player listing limit, max description length, commission and payout behaviour are fully configurable.
    • House cut (Config.HouseCut) and payout logic (cash or bank) controlled by config.
    • Hooks and optional payouts_offline table for your own offline payout system.
  • Multi-dealer support
    • Any number of dealerships defined in Config.Dealerships:
      • Unique ID + label.
      • Salesman & key NPC location.
      • Blip details.
      • Preview camera + vehicle spawn.
      • Delivery position.
      • Per-dealer test drive spawn.
      • Showroom slots with model + coords.
      • Key pickup window per dealer and cinematic toggle.
  • Framework & schema autodetect
    • Designed primarily for ESX, but server/utils.lua autodetects:
      • ESX owned_vehicles schema, or
      • QB player_vehicles schema (citizenid + mods JSON).
    • Finance, consignment and repo all work against whichever schema is detected.
    • Config.Framework lets you nudge it ('esx' / 'qb' ).
  • Key systems bridge
    • Unified keys adapter in Config.Keys:
      • wasabi_carlock
      • qs-vehiclekeys
      • Custom export (resource + export name).
    • Used for:
      • Giving keys after purchase.
      • Test drive keys.
      • Removing keys on repo/transfer.
  • Notification bridge & locales
    • One event: 3m:notify + locale keys.
    • Provider options:
      • ox (ox_lib notifications)
      • esx (ESX.ShowNotification)
      • okok (okokNotify)
      • brutal (your own handler slot)
    • Locales:
      • locales/en.lua
      • locales/hr.lua
    • All messages use keys like purchased_ok, not_enough_money, etc., so you can fully translate or rephrase everything.
 

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