Changelog
v3.1.0·
- AddedVehicle Elevators — a new elevator type for moving cars between floors, with per-elevator vehicle blacklist and passenger sync so everyone in the car travels together
- AddedRide a vehicle elevator from inside the car — drive up and press E, no need to exit
- AddedVehicle admission rules — whitelist, vehicle-class filter, and size/clearance checks, plus plate access, owner-only access, and a "require vehicle" toggle that blocks on-foot use
- AddedNew config key
MBT.General.VehicleInteractDistance(default 4m) — the "Press E" prompt now appears once the car is at the elevator instead of requiring you to be right on top of it - Added7 panel designs (Standard, Minimal Luxury, Corporate Modern, Obsidian Arc, Brutalist Monochrome, Art Deco Grand, Industrial Freight), each in a Dark/Light variant — pick a look per elevator from the new Appearance section
- AddedCustom theme editor — live HUD-anchor picker with drag, resize and rotate, WYSIWYG positioning that matches what players see in-world, server-side save/load
- AddedIn-world button panel placement — picker + placement flow with 3-axis rotation, fine offset controls and WYSIWYG capture
- AddedPer-floor elevator door prop, configured directly from the floor it belongs to
- AddedAdmin dashboard map view — see the whole fleet on the world map with pan, zoom and clustering, remembering whether you last left it on Map or Cards
- AddedPer-elevator activity log — creation, edits, breakdowns, repairs, hacks and access events, browsable in-dashboard (rides can also be logged via
MBT.Logs.LogRides) - AddedNative interaction hint for the "Press E" prompt — no longer depends on ox_lib showTextUI, with configurable screen position
- ChangedAdmin dashboard rebuilt with a sidebar navigation rail (Control Center, Theme Creator, Knowledge Base) and a Map/Cards toggle for the fleet overview
- ChangedConfig changes saved from the admin dashboard now apply live — no rejoin required
- ChangedCrisper WebP panel backgrounds (no banding) and a higher-resolution garage theme for 1440p/4K
- Changed
MBT.Debugnow defaults tofalsefor a cleaner server console - FixedBreakdown trigger is no longer network-exposed; ride sync is delivered only to server-tracked occupants
- FixedRare instance collisions on routing buckets — explicit free-bucket allocation replaces random assignment
- FixedPerformance on large fleets — clamped ride stepping, memoized fleet filtering, paginated activity logs
v3.0.0·
- AddedElevator Maintenance System — elevators can break down randomly with 3 fault types (Electrical, Mechanical, Software); broken state persists across restarts
- AddedRepair system — players with the right job and items can repair broken elevators, each fault type has a unique repair animation
- AddedHacking system — players can use a hacking device to bypass security on restricted floors, with minigame, cooldowns and optional police dispatch alerts
- AddedInvite system — players can invite others to join their elevator ride, all guests sync to the same floor in real time
- AddedAdmin dashboard — in-game
/elevator_panelcommand (configurable) to monitor all elevators, see active players per floor, manually break or repair, and access a built-in Help Center - AddedFull ox_target support for elevator panel interactions (hacking and repair zones)
- AddedQBX (Qbox) framework support
- AddedStandalone mode — works without QB, ESX or OX
- AddedNegative floor numbers (
-1,-2) and custom floor labels (G,Roof,Parking) - AddedUniversal inventory support — ox_inventory, qb-inventory, qs-inventory, ESX inventory
- AddedDatabase-backed maintenance state via MySQL/MariaDB (SQL file included)
- ChangedEntire elevator UI rebuilt from scratch — responsive, ultrawide-ready, smooth animations on button press, floor transition and arrival
- ChangedAll elevator actions now validated server-side — no client-side exploits possible
- ChangedConfig restructured with new sections:
MBT.Hacking,MBT.Maintenance,MBT.Inventory— backupconfig.luabefore upgrading - FixedElevators sometimes returning "not near elevator" error when using repair items
- FixedFloor markers not displaying correctly after a resource update
- FixedItems being consumed even when a repair attempt failed
- FixedVarious framework bridge connection issues across ESX and QB
v2.0.1·
- FixedElevator door prop not closing after a hack attempt is cancelled mid-way
- FixedMulti-player sync desync when two players call the elevator simultaneously from different floors
- ChangedHacking minigame now uses the latest mbt_minigames API (v2 callbacks)
v2.0.0·
- AddedHackable mode powered by mbt_minigames — restricted floors require a successful hack to unlock
- AddedRouting bucket isolation — players inside an elevator are moved into a private bucket during transit
- AddedJob and time restrictions per floor — configurable in
Config.Floors - AddedMulti-player sync — all players in the elevator see the same floor animation
- ChangedFull rewrite from v1 — NUI completely redesigned with animated floor indicator and door state
- RemovedLegacy
Config.ElevatorPedoption — elevator is now interaction-only via ox_target
v1.2.0·
- AddedConfigurable floor labels and icons shown in the NUI panel
- AddedSound effects on floor arrival and door open/close
- FixedNUI panel not opening when the elevator was already on the player's floor
v1.0.0·
- AddedInitial release — multi-floor elevator with custom NUI
- Addedox_target interaction zone at each elevator door
- AddedSmooth camera transition animation between floors