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ESX & QB/QBOX

JC Vehicles

30.00USD

Cars on your server drive like they just left the factory and they never stop.

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Idle
0.00ms
Frameworks
ESXQBQBOX
Inventories
ox_inventoryqb-inventoryqs-inventorycodem-inventoryorigen_inventory
Targets
ox_targetqb-target
Requires
ox_liboxmysql
Languages
ENES
Source
Escrow
Updated
last month

Your cars finally break down

Cars on your server drive like they just left the factory and they never stop. JC Vehicles gives every vehicle nine real parts that wear down, overheat and fail while you drive, and a mechanic who has to put them back together.

Nine part categories, 46 variants between them, and a workshop terminal your players will actually use.


How it works

Engine, oil, brakes, tires, suspension, spark plugs, nitro, turbo and transmission. Each category has its own tiers, its own repair materials and its own way of dying on you.

The wear reacts to how you drive. Sitting on the redline, braking hard from speed, going off-road and running the engine dry all cost you parts faster, and every one of those multipliers is a number in the config. Oil level drives engine temperature, so a dry engine overheats, steams out of the hood and damages itself until someone fixes it.

With the default wear rate a stock engine goes from new to dead in roughly six and a half hours of actual driving, racing slicks in two and a half. Halve the rate for a harsher server, double it for a gentler one.


The workshop terminal

Four tabs:

  • Parts, every slot with its condition, what you're carrying for it and the materials a repair needs
  • Dyno, power, braking, grip and gearbox as bars, current against what you'd get with the part in your hands, wear already factored in
  • History, who installed or repaired what, when, and at what odometer reading
  • HUD, where the player drags the overlay wherever they want it and saves it

The driving HUD shows the odometer, warning lights, engine temperature and the nitro gauge. It hides with the pause menu and every element can be switched off.


What else is in there

Twelve engines with custom sound support. 2JZ-GTE, RB26DETT, K20A, 13B rotary, GT3 flat-six, V10, V12, Coyote V8 and more. Engines left on DEFAULT keep the original vehicle sound, so the script works with or without a sound pack.

Nitro. Hold to boost, tap to purge, with backfire flames, a minimum speed and a bottle item to refill an installed system. Both keys are rebindable by the player in the FiveM key settings.

Access levels. Bare hands, a toolbox, mechanic tools, or being inside a workshop zone. Each part category declares what it takes to touch it and the levels stack, so workshop access covers everything below it. The mechanic job can be required for the workshop level, for the tools level, or for neither.

Part recovery. Replaced parts go back into your inventory with their remaining health saved as item metadata, so a half-worn turbo is worth half a turbo. Below a threshold you set, it gets scrapped instead.

Diagnostics. /inspect reads the parts of the car you're sitting in without touching anything. The diagnostic tool item does the same on somebody else's, and you can make the item optional.

Checked on the server. Every install, repair and refill is verified server side: the vehicle is real, the plate matches and the mechanic is actually next to it. Config.MaxWorkDistance is a hard limit and the client doesn't get a say in it.

txAdmin repairs. txAdmin fixes the bodywork and knows nothing about the parts, so an admin repair used to hand back a shiny car with a dead engine inside. This hooks that repair and puts every part back to 100 with it. One config line turns it off, and the caveat behind it is documented honestly in the config itself rather than buried.


Compatibility

  • Frameworks: QBCore, QBox and ESX Legacy, detected automatically with nothing to configure
  • Inventories: ox_inventory, qb-inventory, qs-inventory, codem-inventory, origen_inventory, ak47_qb_inventory and ak47_inventory
  • Targets: ox_target and qb-target, optional, they add the "open the hood" option
  • Required: oxmysql and ox_lib
  • Languages: English and Spanish, both for the script and for the inventory item files

Performance

The wear thread only exists while a player is driving a tracked vehicle. Standing still, in a menu or on foot, the resource sits at 0.00ms. Vehicles are written to the database on a timer and when the player leaves the car, not on every tick.


Setup

  1. Drop the folder into your resources
  2. ensure jc-vehicles in your server.cfg
  3. Paste the item block for your inventory and copy the images across
  4. Start the server. The SQL tables create themselves, there is nothing to import.

Full instructions ship inside the resource, in the INSTALL FIRST folder.


What stays open

The resource is escrow protected, but everything you'd actually want to edit is left open:

  • config/vehicles.lua, wear rate, workshops, jobs, HUD, nitro, temperature and dyno references
  • config/parts.lua, every category and every variant. Adding a part is one entry in the table and the wear engine, the database, the terminal and the install flow all pick it up
  • locales/, every string the script prints
  • client/framework/, server/framework/, server/inventory/ and client/target/, every bridge, so you can adapt it to a framework or inventory that isn't on the list

Exports on both sides let you read and set parts, mileage and service history from your own scripts.


Support

💬 Discord: https://discord.com/invite/qvHK4E6Pya
📄 Documentation: https://docs.juca-scripts.com
▶️ Showcase: https://youtu.be/tl2G0LhNgdM

Questions before buying? Ask in the Discord, I answer everything.


Terms

  • Digital product. No refunds once the download has been delivered.
  • One purchase covers one server.
  • Redistributing, reselling or leaking the resource is not allowed.
  • Support covers the script itself, not custom edits to your server.
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