Modul Development
Modul Elevator Creator
9.99 USD
Modul Elevators — In-Game Elevator Creator
Build elevators in-game, not in config files. Open the step-by-step creator inside any MLO, place each floor's interaction point and arrival spot with a live world tool, set access, save — and every client syncs instantly. Players ride through a premium, server-authoritative floor panel with live status, occupancy and travel simulation.
The in-game creator
-
/elevatorcreator— a guided builder: details → shafts → floors → review. - Live placement tool: raycast + manual nudge, ghost-ped arrival preview (see exactly where and which way players arrive), ground snap, capture-here, and instant test teleport.
- Free-form floor labels —
B2,G,M,PH,R,H— ordered by sort order, not number. - Management dashboard (
/elevators): search, edit, duplicate, enable/disable, reset, maintenance, teleport-to, JSON import/export, recent-changes feed.
Exploit-safe by design
- Clients only ever send
{group, shaft, floor}ids — destination coordinates never reach a client until the server has validated that exact trip. - Access, proximity, availability, cooldowns and rate limits are all re-checked server-side at the moment of travel; hidden floors are never even sent.
- Structural caps, world-bound validation and length limits on every input.
Access control
- Public / job / grade / on-duty / gang / ACE / identifier whitelist & blacklist / time-of-day / custom server callbacks.
- Keycards & items through your inventory (ox / qb / qs / framework / custom) with metadata matching (serial, access level, expiry) — consumed only when the trip actually commits, never on a cancelled attempt.
- Temporary timed access grants from other resources (
GrantTemporaryAccess), admin override, per-floor hidden/restricted hints.
Multiple shafts, real behaviour
- One building, many independent shafts — public, staff, parking, helipad — each with its own floors, access, travel model, sounds and theme.
- Instant or simulated travel: authoritative travel times (fixed / per-floor / distance / callback), call & door phases, live cabin position.
- Queues & occupancy: capacity, FIFO with priority jobs (EMS/police board first), group or individual travel, timeouts.
- Maintenance & emergency modes — recall, lock floors, out-of-service, evacuate — from the dashboard or an in-world control panel for police/fire/EMS/mechanics.
- Physical adapter API for MLOs with real animated cabins (open, documented example included).
Vehicle elevators
- Parking garages and freight lifts: driver-only activation, passengers carried, destination clearance checks.
- The same vehicle entity is moved — damage, fuel, mods, plate, keys and trunk contents preserved. Nothing respawns, nothing dupes.
Safe teleport engine
- Fade → freeze → collision-streaming wait → multi-height ground snap → heading restore. Restore-to-origin on failure.
- Player-state gating (dead / downed / cuffed / ragdoll / in-vehicle…), with escorted or carried players correctly riding along with their escort.
Ship elevators with your MLOs
- Per-elevator JSON export/import — bundle a ready-made elevator config with an MLO release.
- Three examples included: Pillbox-style hospital (staff/surgery/helipad), police department (evidence, holding, roof), keycard-gated parking garage.
Compatibility
- Frameworks: Qbox, QBCore, ESX, standalone — auto-detected.
- Target: ox_target, qb-target, qtarget, or a built-in marker + TextUI fallback (no target needed).
- Inventory: ox, qb, qs, framework, or custom — only needed for keycard floors.
- Requires: ox_lib, oxmysql. SQL installs itself on first start; runtime state survives restarts.
Buyer-friendly escrow
All configuration, locales, every bridge/adapter, the integration examples, the SQL schema, the entire NUI (HTML/CSS/JS) and full documentation ship open. Only core client/server logic is protected.
Includes install guide, full config reference, translation template, and a documented developer API (client & server exports, validated events) for MDT, housing and MLO integrations.