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

# Garage creator

Create complete garage locations from inside the game.

Open the creator with:

```
/opencreator
```

The command name is controlled by `Config.CreatorCommand`. Access is checked through your framework bridge and `Config.CreatorAce`.

## Creating a garage

1. Enter a unique ID and a player-facing name.
2. Choose the garage type and vehicle category.
3. Configure who can access it and which vehicles can be stored.
4. Place the entry, storage, spawn, preview, and optional showroom points.
5. Review fees, transfer options, markers, and blips.
6. Save the garage and test both storage and retrieval.

Garage records are stored in the `noctra_garages` table and load automatically when the resource starts.

{% hint style="warning" %}
Treat the garage ID as permanent after the garage is in use. Other records use it to identify stored vehicles, shared keys, and impound locations.
{% endhint %}

## Important settings

### Vehicle category

Choose **vehicle**, **boat**, or **plane**. Storage checks use the actual vehicle type, so place the points where the selected category can enter and spawn safely.

### Access

A garage can be open to everyone or restricted by jobs, gangs, and minimum grades. These rules also control access to showroom and impound locations.

### Storage restriction

* **Owned vehicles** only accepts vehicles found under the player's identifier in the framework vehicle table.
* **Any vehicle** accepts vehicles without requiring ownership. Unowned vehicles are removed when stored instead of being added to the owned-vehicle database.

### Fees

Storage, retrieval, garage transfer, and player transfer can have separate fees and payment accounts. Impound release uses the fine saved with that vehicle.

### Spawn points

Add more than one spawn point at busy garages. The first clear point is selected when a vehicle is retrieved; if every point is occupied, the player returns to the preview without losing the vehicle.

### Preview

Place the preview vehicle, camera, and player positions. You can use a built-in layout or save a custom preview template for reuse. Custom templates are stored in `preview_templates.json` and are shared by the server.

### Showrooms

Use a built-in IPL showroom or a custom-map showroom. Custom layouts can define an arrival point, display positions, an exit marker, and an optional boundary that returns players when they leave the allowed area.

Creator-made showroom templates are stored in `showroom_templates.json`. Built-in layouts from `Config.ShowroomIPLs` remain read-only in the creator.

## Predefined fleets

Predefined garages use a list of vehicle models instead of the owned-vehicle database. Each model can have an availability limit and a reset rule. Use this mode for job fleets, rentals, or other controlled vehicle pools.

## Player-owned garages

Ownership settings can make a garage purchasable and enable:

* Multiple garage owners
* Garage key sharing
* Optional access to an owner's stored vehicles
* Ownership transfer to a nearby player

All current owners manage the same shared-key list. A key holder can use the access granted to them, but cannot manage ownership unless they are also an owner.

## Placement tips

* Keep the storage and entry areas clear of props and traffic.
* Set headings while facing the direction the vehicle or player should face.
* Use several spawn points in high-traffic locations.
* Add a showroom boundary when the showroom should not be freely explorable.
* Test every point with the same map and IPL resources used in production.


---

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