Advanced Vehicle Keys System | Locksmith, Lockpicking, Alarm, 3 UI Choices.

Say goodbye to boring lock scripts and half-baked key systems. IC3D Vehicle Keys delivers a polished, performance-friendly solution with style, security, and full framework/inventory flexibility.


:key: Features:

  • Multiple Key Styles (Modern / Futuristic / Normal) – visual variety out of the box.
  • Animated Key Fob UI – lock, unlock, trunk, remote start with smooth transitions.
  • Remote Engine Start / Stop – cinematic and roleplay friendly.
  • Alarm System (Horn + Flashing Lights) – triggers on forced entry & lockpicking.
  • Lockpick Mini‑Game – plug in bl_ui, lockpick, t3_lockpick, or your own.
  • Hotwire Mini-Game (NEW)
  • Editable Dispatcher Function – one function in config to integrate ANY custom dispatch.
  • Inventory Integrations – ox_inventory, qs-inventory, simple hook spot for custom.
  • Replacement Key Shop – blip, pricing, payment mode (ox money item or Framework Cash).
  • Money Handling Flexibility – item based (ox) or Framework Accounts.
  • Plate – case / whitespace agnostic matching.
  • Automatic Lock on Freshly Spawned Vehicles – discourages instant theft.
  • Statebag Driven Lock Sync – network safe & resilient.
  • Locales Included – EN / ES / PL / FR / IT / PT (easy to add more).Β«
  • Minimal Dependencies – ox_lib for optional keybind + notify.
  • Keybinds if you don’t want to use the NUI.
  • Extensible Architecture – alarms, dispatch hooks, per‑class rules easy to add.
  • Lightweight.

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:books: Documentation


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Code is accessible Partially
Subscription-based No
Lines (approximately) ~1200
Requirements ox_lib
Framework Requirements ESX or QB-CORE required for locksmithing, this is located in an open-source file, so that you can make it compatible to your own framework
Support Yes
4 Likes

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Nice key system, well done!

1 Like

Vehicle Keys 1.1

:new: Update Highlights:

  • Added item example for ox_inventory in [item]
  • Added item image example in [item]
  • Added custom option per default in function Vehiclekey.RunLockpickMiniGame()
  • Added instalation.md and removed unused readme.md
  • New documentation page
  • Updated exports page in documentation
  • Added version in fxmanifest.lua

:open_file_folder: Changed Files:

  • + ALL FILES
1 Like

Vehicle Keys 1.2

:new: Update Highlights:

:open_file_folder: Changed Files:

  • ic3d_vehiclekeys/fxmanifest.lua
  • ic3d_vehiclekeys/client/main.lua
  • ic3d_vehiclekeys/shared/Config.lua
  • ic3d_vehiclekeys/shared/locales.lua
1 Like

WoW nice work :100:

1 Like

Thank you :purple_heart:

1 Like

Great script :+1:

Thanks brother :purple_heart:

1 Like

Latest updates:

Vehicle Keys 1.3

:new: Update Highlights:

  • New Vehiclekey.Alarm.touchDelay in Config.lua. This adds a small delay to the alarm going off after pressing F on a locked vehicle, to sync it with the player touching the door handle.
  • New Vehiclekey.RandomVehicleLock, you can configure β€œhow many” vehicles are locked on the world (NPCs). all, half, none or a number 0-100.
  • Added function Vehiclekey.RunHotwireMiniGame in Config.lua so that you can put your own minigame. Better instructions on INSTALLATION.md

Vehicle Keys 1.4

:new: Update Highlights:

  • Fixed an issue where if you entered an unlocked car (with hotwire enabled) you could not leave the vehicle.
  • Added an config to enable/disable that β€œissue” above. ( Vehiclekey.Hotwire.blockExit )
  • Deleted final line on INSTALLATION.md which did not make sense.

Vehicle Keys 1.5

:new: Update Highlights:

  • Fixed qb-core with qb-inventory compatibility.
  • Created client/inventory.lua and server/00_inventory.lua open source to make sure you guys can use your custom inventories
  • Created [item]/qb.lua
  • Added a rawget for qb-core to ensure it loads.

Vehicle Keys 1.6

:new: Update Highlights:

  • Added default codem-inventory integration. (Experimental, but, should work fine)
  • Added custom functions for the text UIs and inputs from the locksmith if yall want to change it.
1 Like