The Creator
Every yard and depot is built in-game with the Creator, opened with /impoundcreator (Config.CreatorCommand). There is no map file to edit and no coordinates to paste. Running the command again closes it.
The Creator creates and deletes lots, and for a Player Staffed or Auto Staffed lot it also creates and deletes a framework job. It is admin-only, and the server re-checks the gate on every action. A player passes if they are the server console, are in a Config.AdminGroups framework group (ESX group or QBCore permission), hold the Config.CreatorAce ACE (group.admin), hold the resource's own Config.CreatorPermission ACE (vs-impoundjob.creator), or are listed in Config.CreatorIds.
To hand out the Creator without full admin, grant the resource's own ACE:
add_ace identifier.license:xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx vs-impoundjob.creator allow
Creating a lot
Click + New lot. Give it a name, which is shown on the map blip, both terminals, and every notification, and pick a service mode:
- NPC Staffed: the script does everything.
- Player Staffed: employees only.
- Auto Staffed: employees when on duty, NPCs otherwise.
- Public Job: anybody can work the calls.
The lot is created empty and filled in one point at a time, so nothing is half-built or lost. A staffed lot creates its own framework job on the spot, named after the lot, with the grades from Config.JobGrades. A lot that holds vehicles is given one free, worn tow truck to start with. If the framework cannot create a job, the lot is made NPC Staffed instead and you are told why.
The Setup tab
Setup shows the selected lot as cards: its service mode, how many points are placed, its yard bays, and its job. A Needs attention list names anything still missing. From here you can:
- rename the lot;
- change its service mode;
- place its points;
- draw its call area;
- style its blip;
- set the changing-room uniform;
- delete the lot (under Danger zone).
While the Impound Heist (vs-impound-heist, included with this script) is running, two more controls appear: a This yard can be robbed switch on each lot's Setup tab, and a HEIST button beside Reload that opens the add-on's own setup. Without it, neither is shown.
Placing points
Placing hides the window so you can aim in the world. Left click places, right click is done, and the mouse wheel turns the point before you place it. Up and Down arrows raise and lower it, and Shift gives bigger steps. People are previewed as a see-through ghost of their ped model, and the points already placed are drawn around you for reference.
Only the points the lot's mode uses are offered:
| Point | NPC | Player | Auto | Public Job | What it is |
|---|---|---|---|---|---|
| Blip | Yes | Yes | Yes | Yes | The map marker. Everyone sees it. |
| Receptionist | Yes | Yes | Takes the release fee from owners. | ||
| Handover clerk | Yes | Yes | Hands paid cars back at the bay. | ||
| Handover bay | Yes | Yes | Yes | Where released cars are brought out. Keep it clear. | |
| Yard gate | Yes | Yes | Yes | One or more existing gates, picked by aiming at them. Held shut at NPC-served lots. | |
| Enter gate (optional) | Yes | Yes | The forecourt gate, picked. Opens and shuts with the opening hours. | ||
| Safe | Yes | Yes | Yes | An existing safe, picked. The job does not use it itself. It is published to other resources through the GetLots export (the Impound Heist add-on uses it), and the Creator counts it as missing until it is picked. | |
| Boss terminal | Yes | Yes | The owner's management computer. | ||
| Staff terminal | Yes | Yes | The front desk: invoices, releases, dispatch, calls. | ||
| Clock-in point | Yes | Yes | Where staff go on and off duty. Required for police tows to reach staff. | ||
| Tow-truck spawn | Yes | Yes | Yes | Where a signed-out truck appears and is returned. | |
| Fleet attendant | Yes | Yes | Signs trucks out to employees. | ||
| Impound point | Yes | Yes | Drive a recovered car onto it to book it in. | ||
| Impound clerk | Yes | Yes | Books in a car left beside him, by conversation. | ||
| Storage | Yes | Yes | The store room stash. Drawn as a box: click two diagonally opposite corners of the shelf, then scroll for depth. | ||
| Changing room (optional) | Yes | Yes | Yes | A locker from Config.Wardrobe, or a box drawn over one the map already has. | |
| Job dispatcher | Yes | Hands out Public Job calls and pays at the end. | |||
| Vehicle drop-off | Yes | Where Public Job drivers unhook recovered cars. Falls back to the blip if not placed. |
Gates and the safe are picked, not placed. Aim at the prop itself (the gate or the safe door, not the wall or ground beside it) and the model comes with it, which is what lets the script open and shut it later.
The uniform
Under the changing room, Save my outfit stores the clothes your character is wearing as that lot's uniform, separately for men and women. Use default goes back to the shipped work clothes. Dress your character in the yard's uniform first, then save. Only freemode peds can be saved.
The blip
Every lot's blip uses the tow-truck sprite (68) unless you give it a Style of its own: a sprite, a colour from the swatches, and a scale. You can also move it on the map picker.
The Yard bays tab
Bays are the parking spaces a yard shows its impounded cars in. A yard can have up to 64.
- Lay a row. Set the first bay, then scroll for how many and hold Shift and scroll to turn the row. The spacing is walked out for you.
- One at a time. Left click drops a bay wherever you aim, right click finishes.
- Remove last and Clear all. Removing a bay at a yard never destroys the car standing in it, only the bay goes.
At a Public Job depot, bays are where recovered cars are parked for a while after delivery. See Public Job.
The call area
Draw on map opens the map picker. Click around the district the lot takes its work from:
- Staffed lots: assistance calls and police tow orders made inside the area come to this lot, even if another yard is nearer.
- NPC Staffed lots: police tow orders for a car inside the area come to this lot.
- Public Job depots: drivers are only sent to calls inside the area.
Outside every drawn area, work goes to the nearest lot that has none drawn. A lot with no area is routed by distance, exactly as if areas did not exist. An area needs 3 to 64 points, must not cross itself, and must be at least about a street block across.
Settings tabs
The rest of the tabs are runtime settings, drawn from one schema the server also validates against. Pick Server-wide settings in the sidebar to edit the global values, or a lot to edit that lot. Rows marked per lot follow the server-wide value until you change them for that lot, and each row can be reset.
| Tab | Shown for | What it holds |
|---|---|---|
| People | all | Ped models for the receptionist, handover clerk, dispatcher, fleet attendant, impound clerk, and NPC tow driver |
| Money | all | Fleet size cap, roadworthy threshold, sell-back, starting truck, wear, release fees and the late charge, who pays the staff, Public Job pay, accreditation |
| Public Job | Public Job | Call timings, distances, time out of the truck, the arrival and return clocks, late penalties |
| Reputation | Public Job | How reputation moves, suspension, and each level's name, threshold, and perks |
| Trucks | Public Job | Each rung of the truck ladder: name, price, pay bonus, level |
| Scenarios | Public Job | Each special call: on or off, share of calls, and its own figures |
| Yard | yards and depots | Unowned car lifetime, NPC tow timeout, depot parking time |
| Storage | staffed lots | Store room slots and capacity |
| Opening hours | NPC-served lots | Clock, schedule on or off, opening and closing time |
Changes take effect without a restart and are stored in the imp_settings table. Only overrides are stored. An untouched setting has no row and uses the shipped default. Defaults are listed on the Configuration page.
Prices belong to the business at a lot with a boss. The boss sets that lot's release fee, per-class prices, late charge, and (when the lot pays its own staff) the wage per grade on the boss terminal. An admin sees those values marked as set and can override or reset them.
Deleting a lot
Delete this lot asks for confirmation, then removes:
- the lot, its bays, its fleet, and its balance;
- every setting pinned to it;
- its framework job.
Owned cars it was holding go back to their owners' garages. They are not destroyed. This cannot be undone.