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Advanced Elevators
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Advanced Elevators

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PDD Advanced Elevator System

AI Voice. Minigame Security. Full Access Control. 100% Free. Most elevator scripts are glorified teleport buttons with a coordinate list. This one is a fully modular, access-controlled vertical transport system with Google Cloud TTS floor announcements, per-elevator job, item, and cash restrictions, and optional minigame hacking — all with zero external dependencies. Drop it in your resources folder, fill out a single config file, and it auto-detects your entire stack on startup. No bridges. No wiring. No dev required.

What sets it apart:
The Voice: Powered by Google Cloud TTS, every floor can announce itself the moment a player enters the zone — "First Floor. F.I.B. Main Lobby." — in a configurable AI voice across 10 supported languages. It sounds like a real building. Your players will notice.

The Lock: Each elevator shaft has its own independent access layer. Restrict by job, required item, cash, dirty money, or any combination. Denied players hear it from the elevator itself via a configurable TTS error response.

The Stakes: Require a minigame hack before the doors open on any shaft. Fail it with removeItemOnFail enabled and that hacking device is gone. With removeMoneyOnFail, the bribe is seized. Server-side. Exploit-safe. Suddenly it's not just a loading screen.

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Feature Breakdown:

  • Auto-Detection Compatibility Matrix: On startup, the script silently identifies your active framework (QBCore, QBX, ESX), inventory system (ox_inventory, qb-inventory, qs-inventory), notification handler, and target system — then configures itself accordingly. Every setting supports manual override for edge cases, and a fully documented client_editable.lua and server_editable.lua are included for custom or proprietary stacks.
  • Per-Shaft Access Control: Each elevator in your config is independently gated. Assign a required job (or list of jobs), a required item (or list), and a money requirement by type and amount — or use none at all. Access checks run client-side for speed and are enforced server-side where it counts.
  • Minigame Security Suite: Require a successful hack before any elevator opens its doors. Supports ox_lib skill check, ps-ui circle, qb-lock, and the full boii_minigames suite — circle, wirecut, keypad, safecrack, and chimp. Difficulty is set per elevator (easy / medium / hard). Use auto to let the script detect and select whatever minigame is installed. A 60-second failsafe prevents soft-locks if a minigame never resolves.
  • High-Stakes Failure Consequences: Toggle removeItemOnFail or removeMoneyOnFail on any elevator. A failed hack destroys the required item or burns the required cash — processed server-side, not client-side. Players weigh every attempt.
  • Google Cloud TTS AI Voice: Each floor supports a voiceText string that is synthesized and played back in real time when a player enters the zone. Voice model, language, and tier (Standard, Neural2, Studio, Wavenet) are all configurable. A full multilingual voice cheat sheet is baked directly into the config comments. Google's free tier covers normal server traffic — most operators will never see a bill.
  • TTS Access-Denied Response: When a player fails an access check, the elevator speaks. Your custom ErrorText config string runs through the same TTS pipeline and plays back immediately — no additional setup. Not using Google Voice? The script falls back to your standard notification system without a second thought.
  • Alternative Sound Effects: Prefer a local ding over cloud audio? Bundled .ogg files work out of the box with interact-sound or xsound. Custom audio pipeline? One function in client_editable.lua. Sound can be disabled entirely without touching anything else.
  • Targeting System Support: Works natively with ox_target, qb-target, and textUI proximity prompts — auto-selected or manually forced in config. Each elevator zone is registered per-location with a labeled icon and floor name. Custom interaction system? Override the entire interaction layer via client_editable.lua in a few lines.
  • Floor Selection Menu: The floor picker renders through ox_lib context menus or qb-menu, resolved automatically at runtime. Only floors the player is not currently standing on are listed — no redundant options, no clutter. Fully replaceable via the editable client file for custom UI frameworks.
  • Blip System with Job Filtering: Optional map blips for every elevator location, fully configurable by sprite, color, and scale. Enable JobControl to hide blips from players who don't meet the shaft's job requirement — keeping restricted locations off the map for civilians.
  • 10 Languages, Out of the Box: English, Spanish, French, German, Italian, Portuguese, Russian, Chinese, Japanese, and Arabic. All locale strings live in a clean, editable Lua file. Adding a new language takes minutes and requires no restart.

Technical Requirements

100% Standalone — No Bridge Required. This script has zero hard dependencies. All framework, inventory, and notification logic is handled internally through auto-detection.
Compatible natively with QBCore, ESX, and QBX. ox_lib is optional but recommended for UI menus and skill check minigames. AI voice requires a free Google Cloud account with the Text-to-Speech API enabled — full setup instructions are included in the README. Minigame support requires the respective minigame script to be installed and running.

The PhatDaddy Advantage

We don't ship scripts that need a developer standing by to make them functional. Configure it once — framework detection, access rules, voice lines, minigame difficulty, blips — and it runs itself indefinitely. Add as many elevator shafts as your server needs, each with its own restrictions, its own voice, and its own consequences for failure. It's not a teleport script. It's building infrastructure.

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