Features
Delivery Run
Start
At the clubhouse PC the member picks Start Delivery. The server checks membership, an active run, the daily limit, the time window and the distance, then picks a drop point and spawns the truck.
Drive out
The location arrives as a phone mail with a map button, or straight as a blip when Phone.UseMail is off. The drop zone only appears for the player who owns the run.
Drop
Inside the zone, in the delivery truck: Complete The Delivery → progress bar → the reward roll happens server-side and the run moves to the return stage.
Return
The base zone and its blip appear. Returning the truck pays FinishMoney into the gang account, hands out the finish item and deletes the vehicle.
Weapon Crafting
At the workbench: menu → weapon → progress + animation → the server verifies the recipe. Ingredients are counted before anything is removed, so a failed craft never eats items. If the inventory is full the weapon is not lost silently — a warning is shown.
Club Garage
| Interaction | Function |
|---|---|
| Garage zone | Open the vehicle menu |
| Take out | Server spawns the vehicle, hands over keys and fuel |
| Store | Occupants are removed, then the vehicle is deleted |
Vehicles are created server-side, so they survive a client crash and are cleaned up when the player disconnects.
Stash
The clubhouse stash target opens one shared inventory for the whole club. On ox_inventory it is registered at start; on qb-inventory it is created at start so it never returns empty on first open.
Access Control
Gang or job
One switch (Config.Base.GroupType) drives targets, menus and callbacks. Nothing else needs editing.
Server checks
ox_target hides options from outsiders on QBox. On plain QBCore the option may still be visible, but every callback rejects non-members.
Session Handling
The run lives on the server, keyed by citizen ID. Relogging or restarting the resource rebuilds the zones and blips from that state, so a player never ends up mid-run with no marker. One player's run never affects another's.