INF Vehicle Keys
Most vehicle key scripts store permission.
INF Vehicle Keys gives you an actual key.
Physical inventory keys. Hard ignition. Running-vehicle theft. Locksmith vendors. Hotwiring. Fleet keyrings. Serial revocation. Real consequences.
QBCore • PHYSICAL KEYS • HARD IGNITION • HOTWIRING • LOCKSMITHS • FLEET KEYS
THE KEY IS AN ITEM
Every key exists as a physical inventory item tied to one specific plate.
Players can carry it, drop it, trade it, store it, lose it, or have it stolen.
If somebody has the key, they have access to the vehicle.
Ownership becomes something that actually exists in the world.
NO KEY. NO ENGINE.
Hard ignition means the vehicle depends on the key remaining with the driver.
Lose it while driving and, after a short grace period, the engine shuts down.
Drop it.
Get pickpocketed.
Hand it to somebody else.
The vehicle knows the key is gone.
Hard ignition can be disabled if you only want keys controlling locks and starting.
LEAVE IT RUNNING AT YOUR OWN RISK
Engines can stay running when the driver gets out.
Anyone who enters a running vehicle can drive away without possessing the key.
Leave it idling outside a store and somebody can take it.
Shut it down before walking away.
Or don’t.
LOCKSMITHS & REPLACEMENT KEYS
Use /keyvendor to build locksmiths directly in-game with live ped placement.
Each vendor can have its own:
- Ped
- Key pricing
- Replacement pricing
- Key limits
- Payment account
- Map blip
Lost keys can be replaced, spare keys can cost differently, and serial-based revocation lets you permanently kill old copies without searching player inventories.
THEFT DOES NOT MEAN OWNERSHIP
Lockpick the door.
Hotwire the ignition.
Carjack the driver.
You can take the vehicle, but you do not automatically receive a permanent key.
Stop the engine and you may need to hotwire it again.
Theft gives access.
Ownership still matters.
FLEET KEYRINGS
Jobs can use one physical jobkeyring for an entire vehicle fleet.
Issue it on duty.
Remove it off duty.
A grace period prevents vehicles from instantly stalling while moving.
And because the keyring is a real item, it can be stolen.
Whoever holds it can access the fleet.
BUILT TO INTEGRATE
A simple API handles permanent ownership:
GiveKey • TakeKey • HasKey
Temporary access supports:
- Rentals
- Test drives
- Deliveries
- Job vehicles
Existing owned vehicles can be seeded from player_vehicles on installation so players do not suddenly lose access to their cars.
THE INFAMOUS VEHICLE ECOSYSTEM
INF Garage
Restores vehicle access when owned cars are retrieved.
INF Dealerships
Issues permanent keys on purchase and temporary access during test drives.
INF Rental
Provides temporary vehicle access without creating ownership.
Most third-party garages and dealerships can also work as long as vehicles spawn with the correct plate.
COMPATIBILITY
Framework
- QBCore
Inventory
- qb-inventory
- ox_inventory
Target
- qb-target
- ox_target
Required
- qb-core
- ox_lib
- oxmysql
INCLUDED
- Physical plate-specific keys
- Hard ignition
- Running-vehicle theft
- Lockpicking
- Hotwiring
- Carjacking
- Locksmith creator
- Spare and replacement keys
- Serial revocation
- Fleet keyrings
- Temporary vehicle access
- Existing vehicle migration
- Open config and bridges
- SQL and documentation
Most servers give players permission to drive a car.
INF Vehicle Keys makes them hold the reason they can.
Tags: FiveM, QBCore, Escrow