> For the complete documentation index, see [llms.txt](https://newily-scripts.gitbook.io/newily-scripts-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://newily-scripts.gitbook.io/newily-scripts-docs/documentation/scripts/newily-garage.md).

# Newily Garage

<figure><img src="/files/aGbNsRfxBlmEI1tZtmCI" alt=""><figcaption></figcaption></figure>

{% embed url="<https://newilyscripts.tebex.io/package/7457619>" %}

{% embed url="<https://www.youtube.com/watch?v=5hBPCw95P_A>" %}

### Fetures

**Garage Types**

* Public garages, accessible by all players
* Job garages, restricted to players with the correct job and optionally a minimum grade
* Shared garages, shows both personal and job fleet vehicles in the same UI
* Private garages, access-controlled and managed via the admin panel
* Impound garages, dedicated lot for impounded vehicles with fee display and release

**Vehicle Management**

* Full vehicle data saving: mods, colors, liveries, fuel level, engine health, body damage, and extras
* Vehicle type filtering, garages can be restricted to land, air, or water vehicles
* Mileage tracking that persists across sessions and only counts when the player is driving
* Automatic re-park of aircraft and boats into the correct typed garage on disconnect
* Spawn point auto-align, markers snap to ground level automatically with no manual Z-adjustment needed

**Impound System**

* Configurable base fee and hourly accumulation with a max cap
* Auto-impound on player disconnect (land vehicles only, air and water are returned to their typed garage)
* Race-condition protection, payment lock prevents double-charging on rapid requests
* Cancel-and-refund flow, if the spawn point is blocked the fee is fully refunded and the vehicle is re-impounded
* Optional delivery to impound toggle for players to self-deliver a vehicle

**Job Vehicle Fleet**

* Per-garage job vehicle lists with job grade requirements
* Stock management, set a max number of vehicles that can be out simultaneously
* Category grouping within the fleet UI (e.g. patrol, transport, special)
* Real-time stock display updates as vehicles are taken or returned

**Admin Panel**

* In-game panel to create, edit, and delete garages without touching any config file
* Assign garage type, vehicle type, job, grade, blip, marker, and spawn point from the UI
* Physical prop placement with in-world move, rotate, and snap-to-ground controls
* Manage job vehicle fleet, add, edit, and remove vehicles and set stock limits
* Control private garage access, add or remove players by identifier
* Permission system via group names or specific identifiers

**Modern UI**

* Clean interface with vehicle search, status badges, health bars, and mileage display
* Vehicle cards show fuel level, engine health, body health, and current location (garage name)
* Impound cards show the outstanding fee and reason before the player commits to paying
* Locale support with English and Swedish included, easily extendable

**Interaction Styles**

* Marker mode, walk into a zone on foot to open the menu and drive into the spawn zone to store
* Prop mode, admin places a physical world prop and players interact via ox\_target or a 3D prompt
* Configurable interaction style per server: helptext, 3D text, or ox\_lib textUI


---

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