All individual elevator configurations are managed in real-time via the In-Game React Dashboard — no file editing or server restarts required.
Opening the Dashboard
/elevator_panel
You must have the command.elevator_admin ACE permission. See the Installation guide for details.
Press ESC at any time to close the dashboard.
Control Center (Overview)
The main screen shows a live summary of all elevators on the server.
Stat Card
Description
Total Systems
Total number of elevators registered in the database.
Operational
Elevators that have at least one floor configured and are not currently broken.
Faulty Nodes
Elevators that are currently broken and require maintenance.
System Drafts
Elevators that have been created but have no floors configured yet.
Click any stat card to filter the list by that category. Use the search bar to filter by ID, Label, or Type.
Click New Elevator to create a new elevator with a default configuration. It will be assigned an auto-incremented ID (e.g., Elevator_001).
Click any elevator card to open the Config Editor. The trash icon on a card deletes it immediately after confirmation.
Config Editor
Clicking an elevator opens a multi-tab modal editor. Changes are only applied to the server when you click "Apply Changes" in the footer. Applied changes are instantly synced to all connected players.
Clicking "Delete System" permanently removes the elevator from the database. This action cannot be undone.
Tab: General
Core identity settings for the elevator.
Field
Description
Unique System ID
A read-only identifier automatically assigned on creation (e.g., Elevator_001). Used internally to reference the elevator.
Elevator Animation Style
The visual theme and sound effects used during the ride. Options: Industrial Metal, Classic Wood, Luxury Gold.
Registry Identification (Label)
A human-readable display name shown in the dashboard list and elevator UI (e.g., SKYCLUB_ELEVATOR_A). Optional but recommended.
Default Reach Distance (m)
The default interaction distance in meters for all floors of this elevator, unless overridden per-floor in the Floors tab. Range: – . Default: .
Tab: Interaction
Controls security bypass and malfunction behavior for this specific elevator.
Unauthorized System Hacking
Field
Description
Toggle (Hackable)
When enabled, players can use the hacking item (defined in config.lua > MBT.Hacking.Item) to bypass floor-level job/item restrictions.
External Hacking Anchor (Optional)
A world coordinate where the hacking interaction takes place (e.g., an external keypad or terminal). Click 📍 to close the UI and aim at a world position, then press [E] to capture. If left at 0,0,0, the hack is triggered from the elevator itself.
Integrity Failures (Maintenance)
This section is grayed out if MBT.Maintenance.Enabled = false in config.lua.
Field
Description
Toggle (Breakable)
When enabled, this elevator can randomly break down during use, becoming temporarily unusable until repaired.
Breakdown Chance (%)
The probability (0–100) of a breakdown occurring each time the elevator is used. Leave blank to use the global default defined in config.lua > MBT.Maintenance.Chance.
Tab: Floors
Defines the physical floors of the elevator — their positions in the world and individual access rules.
Click Add Floor to add a new floor entry. Each floor is represented by a card.
Floor Card Fields
Field
Description
Level ID
A numeric identifier for the floor (e.g., 0, 1, 2). Used to order floors in the elevator UI.
Registry Label
The public-facing name shown to players in the elevator floor selector (e.g., Ground Floor, Rooftop).
Position (📍)
The world coordinates where the player is teleported when selecting this floor. Click 📍 to capture from the game world.
Click ⚙️ (Advanced Protocols) to open the floor's side panel with additional settings.
Floor Advanced Panel — Terminal Interfacing
Defines how players interact with this floor's elevator panel/terminal in-game.
Interaction Vector — Choose the interaction mode:
Volumetric Box — An invisible 3D box zone placed in the world.
Static Object — Targets a specific static map entity (prop) as the interaction point.
Volumetric Box settings:
Field
Description
Coordinate Calibration (📍)
The center position of the interaction box. Click 📍 to capture.
Volume Dimensions (W / D / H)
Width (X), Depth (Y), and Height (Z) of the interaction box in meters. Default: 1 / 1 / 1.
Distance
How close the player must be to the box to trigger the interaction prompt. Default: 2.5.
Rotation
The yaw rotation of the box in degrees (0–360). Use this to align the box with angled walls or panels.
Static Object settings:
Field
Description
Technical Signature (Model Hash)
The model hash of the target entity. Click 📍 to aim at the object in-game and capture its hash automatically.
Floor Advanced Panel — Access Protocols
Per-floor access restrictions. If no jobs or items are configured, the floor is accessible to everyone.
Field
Description
Authorized Departments (Jobs)
Add job entries. Each entry requires a Job Name (exactly as defined in your framework, e.g., police) and a minimum Grade (number). Players with that job at or above that grade can access this floor. Click + Add Job to add.
Required Keycards / Items
Add item names that a player must have in their inventory to access this floor. Type the item name and press Enter or +. Multiple items are OR-checked (player needs at least one).
Tab: Permissions
Global access rules that apply to the entire elevator, regardless of the individual floor being selected.
Entry & Usage Permissions
Field
Description
Global Access Whitelist (Jobs)
If any jobs are listed here, only players with those jobs (at or above the specified grade) can open the elevator menu at all. Leave empty to allow anyone.
Global Required Keycards / Items
If any items are listed, players must have at least one of them in their inventory to use the elevator. Leave empty to allow anyone.
Time-Based Access
Field
Description
Operating Hours (Toggle)
When enabled, the elevator is only usable during the specified in-game server hours. Outside those hours, the elevator is locked.
Opening Hour (0–23)
The in-game server hour at which the elevator becomes accessible. Uses 24-hour format.
Closing Hour (0–23)
The in-game server hour at which the elevator locks again.
Example: Opening 8, Closing 20 means the elevator is only usable from 8:00 AM to 8:00 PM in-game time.
Tab: Appearance
Controls the visual GTA V marker drawn at the elevator interaction point. Only relevant when MBT.UseTarget = false in config.lua, or used in addition to a target zone.
Field
Description
Marker ID
The GTA V marker type to render. Click the list icon to see available presets (e.g., 23 = Horizontal Circle Thin, 1 = Vertical Cylinder).
Tactical Color Tuning
Opens an HSV color picker. Drag the gradient to set Hue/Saturation/Value. Use the sliders below for precise Hue and Alpha control. Also supports direct R/G/B/A input fields (0–255).
Marker Rotation (X, Y, Z)
Rotates the marker in 3D space. Most markers only respond to Z rotation.
Marker Scale (X, Y, Z)
Sets the size of the marker. Default is 1.0 on each axis. Increase to make it larger, decrease for a smaller footprint.
config.lua Reference
The config.lua file controls global, server-wide settings. Individual elevator settings (floors, access, appearance) are managed from the Dashboard.
Shows or hides the MalibuTech branding watermark in the elevator UI.
HideGaps
If true, the elevator panel only shows buttons for configured floors, hiding any floor numbers in between. Useful for sparse floor setups (e.g., floors 0, 5, 12). Default: false.
Speed
Controls the floor-change animation duration in milliseconds. 100 = very fast, 2500 = very slow. Default: .
Customize which notification system is used. The data object contains: title, description, type, icon, duration. Presets are provided for ox_lib, GTA native, ESX, QBCore, and okokNotify.
MBT.Locale
All text strings displayed to players are defined here. Edit any value to translate or customize messages. The table keys must remain unchanged. Notification entries (like ["not_allowed"]) support layout properties (position, icon, iconcolor, bgcolor, duration) that are passed directly to MBT.Notification.
NUI-only keys:
Key
Description
nui_wait
Text shown on the elevator panel while the ride is in progress.
nui_open
Text shown on the elevator panel call button.
nui_nearby
Label for the nearby players section in the elevator UI.
nui_no_players
Text shown when no other players are nearby.
0.5
10
2.5
.UseTarget
If true, uses your target system (e.g., ox_target) for elevator interactions instead of proximity markers. Both can coexist.
DetectDistance
DisplayHint
Set to false to globally disable all proximity hints.
TimezoneOffset
UTC offset in hours used for timed elevator access. E.g. 2 for UTC+2, -5 for UTC-5. Default: 0.
1000
MaxPlayers
Global default for the maximum number of occupants allowed per elevator ride. 0 = unlimited. Can be overridden per elevator in the Dashboard.
SyncDelays.UIClose
Milliseconds to wait after unfreezing before hiding the elevator NUI. Prevents the UI from disappearing too abruptly.
Maintenance.ParticleDistance
Maximum distance (meters) at which malfunction visual effects (sparks, smoke) are spawned for nearby players.
Maintenance.RepairDistance
How close a player must be to the elevator to attempt a repair.
true
not
false
SendAlarm
A function called when a hack attempt triggers an alarm. Add your dispatch/alert logic here (e.g., notify police).
RepairAccess.items
(Optional) Item-based repair access. Uncomment and add item names.
RepairRules.[job].ConsumeItem
If true, the repair item is removed from inventory on use.
RepairRules.[job].MinigameDifficulty
Difficulty passed to mbt_minigames. Options: "easy", "medium", "hard".
RepairRules.[job].InspectionDuration
Duration (ms) of the inspection animation before the minigame starts.
RepairRules.default
Rules applied to any player not matching a specific job entry.
Name
Offset
Scale
Animation
The repair animation played by the player (Dict, Name, optional Prop, Bone, Offset, Rot).
Hide
Function called to remove the hint when the player walks away. Needed for ox_lib:hideTextUI.