Car Lift [Standalone]

Outfitbag

Simple car lifts for lifting cars. Perfect for some fancy mechanic roleplay or usage in other scripts

Great script performance running at 0.00ms, around 0.04 when the lift is moving

This script works without any frameworks but has support for ESX and QBCore to enable lifts for certain jobs only

Mostly obfuscated using Escrow. All Framework functions are public
ESX + QBCore

TEBEX Purchase here [€10]

Showcase

Mostly obfuscated using Escrow. All Framework functions are public
ESX + QBCore

TEBEX Purchase here [€10]

Default Config

Code accessible No (Targeting and framework functions yes)
Subscription based No
Lines (approximately) ~350
Requirements OneSync
Support Yes

Our other scripts
Outfit bag [ESX+QB]
Car Heist [ESX+QB]
Hideouts [ESX + QB]
Drift Smoke [Standalone]
Gameboy [Standalone]
Engine Swaps [QB]
Engine Swaps [ESX]

9 Likes

Can you make a function that informs that the car is on the lift or not so it can be used in the following export

--export for is vehicle on lift
function IsOnLift()
	local vehicle = GetClosestVehicle(coords.x, coords.y, coords.z, 5.0, 0, 71)
	local plate = GetVehicleNumberPlateText(vehicle):gsub("^%s*(.-)%s*$", "%1")
	if vehOnLift[plate] ~= nil then
		IsOnLift = true
	else
		IsOnLift = false
	end
   return IsOnLift
end
--export end

Will try to add something like that in the next update.

For now you could check if the vehicle is on a lift by doing

IsEntityTouchingModel(vehicle, GetHashKey('imp_prop_kq_lift_arms'))

Only issue with that is that you don’t know whether the lift is up or down

t1ger_mechanicjob support?

Not as of right now

1 Like

It will work work if there is already lifts in the specific possition? ( like premade lift at mechanic shops ) or the script works very different as i am thinking?

This script spawns new lifts, so you’d need to remove the previous lifts

1 Like

Curious as to why ti is running so high when i am no where near the lift

That’s really strange, I will do some testing

awesome thank you

I just pushed an update which overhauled the spawning of the lifts, could you try with the new version? (1.1.0)

1 Like

yes, will do and ill let you know if it changes

1 Like


This is spamming in the console now

It’s been fixed in v1.1.1

Is there a reason that the car DE spawns when trying to use the lift

1 Like

Are you using any specific vehicles or have some other scripts that could cause that? I have never heard of such issue before

I tested this script out. Lucky i could edit target line since qtarget i am using there was no stop button. I also run it in debug mode and use /lclear but restarting script will crash my game even when i am miles away from object.

Also looks like it spawn double, Even when i had nothing there.

When i use /lclear then it remove lift but 1 thing remains on floor, see screenshot below.

Hi, are you on the latest version of the script 1.1.3?

Yes i am on version 1.1.3 and using framework esx legacy with latest artifacts.

Are you using the /lclear on an empty test server? It’s debug only and not supposed to be used on a live server.
Also are these issues happening if you just start the server and don’t restart the script?