FAQ
I have a warning about getVehiclePrice not being implemented
Most servers use different vehicle shop or dealership scripts, so there is no single universal way to read vehicle prices. Because of this, the getVehiclePrice logic in 5s_lib/resource/utils/database/server.lua is intentionally left for you to implement.
You must adapt this function to your own framework, database schema, or vehicle shop resource so that it correctly returns the price for a given vehicle model.
I want my players to open the tuning menu at specific locations
The script provides ready‑to‑use integrations for ox_target and qb-target, allowing you to open the tuning menu only at defined interaction points.
These locations are configured in 5s_tuning/config/client.lua under ConfigCl.TargetLocations, where you can set up coordinates for your tuning spots (e.g. workshops, garages).
How do the projects work?
Projects let players plan and preview tuning options without requiring a mechanic to be present at that moment. A player selects desired parts and clicks the Export button in the top‑left corner to generate a project code, which is also saved in the vehicle state. A mechanic can later open the tuning menu and import this configuration using the Use remembered project button in the Import submenu (top‑left) or by pasting the shared project code.
How do I change mod prices?
Base prices for tuning options are defined in 5s_tuning/data/modPrices.lua, where you can adjust the cost of individual mods.
For prices that depend on the vehicle’s value, you can customize the logic in 5s_tuning/client/editable/priceCalculation.lua to align with your economy and how vehicle prices are stored or calculated on your server.
Can you add an X function?
The script is actively maintained and can be extended with additional functionality based on server needs. If you have a specific feature or custom function in mind, please open a support ticket on our Discord server, where the idea can be discussed in detail and considered for a future update.
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