Access & Entry
"No-entry" zones use a 3-layer system so a player physically cannot stay in a restricted area — and it's enforced on the server, not the client.
The 3 layers
- Invisible barrier — as a denied player pushes against the edge, they're gently held out (position restored a few times a second). No teleport jerk.
- Countdown eject panel — if they get inside anyway (spawn, noclip, etc.), a liquid-glass warning shows a countdown; when it hits zero they're moved out.
- Server enforcement — the server itself sets the player's coordinates, so a modified client can't skip it.
The warning panel shows a reason (banned, group not allowed, keycard required, door code required, zone full, toll/rent unaffordable…).
Access gates (Access & Schedule section)
| Gate | Behavior |
|---|---|
| Scheduled Zone | Active only on selected days between From and To times. |
| Event-Bound | Enabled manually for events. |
| Keycard | Requires an inventory item to enter (e.g. lab_keycard). |
| Password | Prompts a door-code dialog (styled NUI, not the GTA keyboard). The correct code never leaves the server. |
| Max Capacity | Caps how many players can be inside; admins are notified when it fills. |
Economy gates (Economy section)
| Gate | Behavior |
|---|---|
| Toll / Entry Fee | Charged on every entry; can't pay → ejected. |
| Rent / Property | Charged once per session; can't pay → ejected. |
Group gates (Group Settings section)
| Rule | Behavior |
|---|---|
| No Entry | The group cannot enter at all. |
| Auto Kick | Members entering are dropped (with a reason). |
| Notify Admins | Online admins get a heads-up when a member enters. |
| Bypass Groups | Listed jobs/gangs skip the restrictions (e.g. police through a locked area). |
The **password code is validated server-side** and rate-limited (3 tries / 30s). The expected code is never sent to the client.
Notifications
Enter/Exit notifications come from the Triggers section (custom text) or the default Config.DefaultNotify messages. All notification text is localized.