Vehicle Marketplace
€44.99
Let players sell their own vehicles to each other, live auctions with held funds, offers, fixed price, test drives, and a full admin panel. Your server takes a commission on every sale.
€44.99
Let players sell their own vehicles to each other, live auctions with held funds, offers, fixed price, test drives, and a full admin panel. Your server takes a commission on every sale.
Players park a car they already own on a slot, put a price on it, and walk away. Fixed Price sells instantly to whoever clicks Buy Now. Offers leaves the price open so buyers submit what they think it is worth, and the seller accepts or rejects each one, unanswered offers expire on their own so listings never fill up with dead bids. Auction runs on a timer with buyers bidding against each other. The seller picks the mode when listing, and a cancelled auction falls back to offers instead of disappearing.
Money is taken the moment a bid is placed, so every standing bid is fully covered, nobody can bid what they do not have and vanish. Outbid players are refunded instantly and notified in real time. Raising your own bid only charges the difference, never the full amount twice. Minimum bid steps are tiered by price so a cheap car does not need a five-thousand jump and a supercar does not need two hundred bids. An optional Buy Now price ends the auction on the spot, and a bid that reaches it settles the sale immediately at that price.
Every purchase holds the buyer's money in a persistent escrow row before the vehicle moves. If the server crashes or restarts mid-transaction, the resource finds the interrupted hold on the next boot, reverses it and refunds the buyer automatically, printing one line per recovery. A crash between "money taken" and "vehicle delivered" cannot strand anyone. Concurrent purchases are settled at database level with a conditional status update, so two buyers can never take the same vehicle. Refunds are always queued for offline players, returning money is never optional.
Buyers can take a listed vehicle out before committing. The copy spawns inside a private routing bucket, invisible to everyone else, so it cannot be rammed, stolen or used as a weapon. The drive runs on a timer with an on-screen countdown, ends the moment the player steps out, and puts them back exactly where they started. Death during a test drive revives them automatically. Duration, cooldown, allowed vehicle categories and a per-model blocklist are all configurable, planes are off by default.
Walking up to a listing opens a proper showroom shot, not a menu. An animated camera with natural sway frames the vehicle, headlights and cabin lighting come up on a delay, and everything else on screen, other cars, other players — fades out so the subject stands alone. Field of view, distance, height, sway amplitude and transition timing are all configurable, with an automatic mode that adapts framing to vehicle size. Buyers browse every vehicle in the zone from a side list without leaving the view.
Buyers see what they are paying for. Performance stats, speed, acceleration, braking, handling and mass, are read from the vehicle itself, alongside the complete list of installed tuning: engine, brakes, transmission, turbo, armour, body parts, wheels and lighting, each with its stage or variant. Mileage and plate are shown. A price history chart per model, with a cached market average across the whole server, tells buyers whether the asking price is fair before they commit.
Create parking zones and place slots from the admin panel without editing a single config line. Every slot has its own type, car, bike, boat, plane or universal, its own purchase price and its own position. Players buy a slot to earn the right to list on it, and ownership expires after a configurable number of days, returning the vehicle to its owner and freeing the spot. Per-zone slot limits and blips on the map are included, and interaction distances adapt automatically to vehicle category so a jumbo jet is not treated like a scooter.
Your server earns from the economy it hosts. The buyer always pays the full sticker price and the commission comes out of the seller's payout, shown transparently in the panel before they confirm. Set a default rate, then override it by vehicle type, by zone or by sale mode, charge more on planes, less in a starter district, or a different rate for auctions. Zones edited in the panel can carry their own rate. An optional flat minimum per sale is available for servers that want to discourage spam listings.
A full administration interface with search, filters, pagination and multi-select for bulk actions. Create, move, reprice and delete slots and zones, reassign ownership, or pull a vehicle back to its owner's garage. The statistics view charts trading volume and commission earned over time, average sale price by vehicle type and by zone, sales distribution, conversion rate, offers accepted versus submitted and stale listings, all filterable by period and vehicle type, with CSV export of the raw transactions.
QBCore, Qbox, ESX, vRP and Standalone, detected automatically on startup. Garage table and column names are fully configurable, so modified garage systems work without touching code, and vehicles still under finance are excluded from sale automatically. Two separate Discord webhook channels, a public feed for players and a full audit log for staff, sit on top of an immutable transaction trail. Every string comes from language files read at runtime, so adding a language is two JSON files and a restart. The database installs itself on first boot: no SQL to import by hand.
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