frkn Doorlock v2 - professional ESX script with custom features and optimized performance for FiveM servers Compatible with ESX framework.
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frkn Doorlock v2 provides a comprehensive door locking and access control system that gives you complete control over who can access which areas on your FiveM server. This powerful yet user-friendly script manages doors, gates, garages, and any lockable object with job-based permissions, item-based unlocking, lockpicking mechanics, and real-time synchronization across all players. Whether you're securing police stations, restricting gang hideouts, managing business access, or controlling private properties, frkn Doorlock v2 delivers the flexible, reliable access control that serious servers require for proper security and roleplay immersion.
The v2 update brings significant improvements over the original version with enhanced performance, expanded configuration options, better framework compatibility, and refined user experience. Server administrators can easily configure unlimited doors through clear config files, set complex permission requirements (job + grade + item combinations), customize door states and animations, and manage everything through intuitive in-game admin commands. Players experience smooth, lag-free door interactions with visual and audio feedback, while framework integration ensures access control respects your server's job system, inventory, and permission structure.
The complete frkn Doorlock v2 package provides a turnkey access control system ready to secure your entire server. You receive the core doorlock script with full source code, comprehensive config system for unlimited door configurations, job-based permission system integrating with your framework, item-based unlock support using keys or access cards, lockpicking mechanic with skill checks and alarms, automatic door state synchronization across all players, visual indicators showing locked/unlocked status, audio feedback for locking/unlocking actions, admin commands for managing doors and permissions, distance-based interaction system preventing door spam, multi-door support for double doors and garage systems, configurable door types (standard doors, gates, garages, sliding doors), and detailed documentation with configuration examples.
Adding new doors uses a straightforward config table structure. Each door entry includes the door's world coordinates (x, y, z) for location, the door model hash for identification, authorized jobs with optional grade requirements, required items for access (if item-based), lockpick settings (allowed/difficulty), locked state (default locked or unlocked), distance for player interaction range, and display text shown to players. The config system is well-documented with examples for every door type and permission combination.
config.lua to configure your first doors with jobs and permissionsensure frkn-doorlock-v2 to server.cfgSecure police stations with tiered access: lobby doors open to public, armory restricted to police only, evidence room requires detective rank, chief's office restricted to command staff. Holding cell doors controlled by police with automatic locks. Back entrance requires police keycard. This creates realistic security layers matching real law enforcement facilities.
Gang headquarters locked to gang members only, preventing rivals from entering. Stash room requires gang leader permission. Escape routes locked from outside but openable from inside. Garage doors controlled by gang members with alarms alerting to lockpicking attempts. This provides faction security essential for gang servers.
Shop front doors unlocked during business hours (time-based), automatically locking after closing. Employee-only back rooms require job permission. Owner's office restricted to owner ID specifically. Safe room requires both ownership AND special keycard. This enables realistic business security for economy servers.
House doors locked to owner player ID. Garage controlled by homeowner. Guest access granted through temporary keycards. Lockpicking allowed for burglars with police notification. This supports housing systems with proper security mechanics.
Many door lock scripts are either too simple (only job-based with no customization) or too complex (requiring extensive setup for basic functionality). frkn Doorlock v2 achieves the ideal balance - comprehensive enough to handle complex security requirements with job+grade+item combinations, yet simple enough that adding a new door takes under a minute. The real-time synchronization is rock-solid; when one player locks a door, everyone sees it instantly without lag or desync. The performance optimization means you can have hundreds of configured doors without any noticeable impact. Most impressively, the script just works - it doesn't break with updates, doesn't conflict with other scripts, and doesn't require constant maintenance.
The integrated lockpicking system adds depth to criminal roleplay. Burglars can attempt to break into properties, shops, or vehicles, but success isn't guaranteed. The skill check mechanic creates tension - will the pick succeed or fail and alert police? The time requirement means criminals are vulnerable during the attempt, creating risk. Police notifications turn lockpicking into a tactical decision rather than a simple mechanic, as criminals must consider response times and escape routes. This transforms door access from binary (locked/unlocked) into dynamic gameplay with multiple actors and outcomes.
The tiered permission system enables realistic security that matches real-world facilities. A police station might have: public lobby (anyone), station interior (police only), armory (police rank 2+), evidence (detectives + evidence tech), chief office (command staff only), and interrogation (detectives with interview keycard). This layered approach creates immersion and respects organizational hierarchy, making jobs feel authentic rather than everyone having access to everything.
Time-based door control automates business operations. Shops unlock at 8 AM and lock at 10 PM without owner intervention. Banks lock overnight preventing after-hours robberies. Government offices close on weekends. This automation reduces admin burden while creating realistic city rhythms - the world feels alive with businesses operating on schedules rather than static always-open or always-closed states.
For housing systems, doorlock integration is essential for property ownership to feel meaningful. Owners can lock their homes preventing unauthorized entry. Roommates can be granted access through shared keys. Landlords can revoke access by removing keys. Burglars can attempt lockpicking for criminal gameplay. This creates proper property security that supports both legitimate ownership and illegal break-ins, both critical for economy and crime servers.
Despite managing potentially hundreds of doors, frkn Doorlock v2 maintains minimal performance impact through intelligent optimization. Distance checks ensure the script only processes nearby doors rather than scanning every configured door constantly. Door state changes use efficient networked events rather than constant polling. The result is a system that scales gracefully - whether you have 10 doors or 500 doors, performance remains consistent and stable.
The unencrypted source code allows deep customization for servers with specific requirements. Modify lockpicking mechanics to match your preferred mini-game. Add custom permission checks beyond jobs (levels, reputation, faction membership). Integrate with custom frameworks or systems. Change visual/audio feedback to match your server aesthetic. The clean code structure makes modifications straightforward even for developers with moderate Lua experience.
Access control is foundational infrastructure for FiveM servers. Without proper door locking, you can't secure police stations, can't protect gang hideouts, can't implement meaningful property ownership, and can't create realistic business operations. A reliable doorlock system like frkn Doorlock v2 enables dozens of other features and scripts to function properly. It's not a flashy feature players notice directly, but its absence would break immersion and security immediately. This is essential infrastructure that serious servers deploy on day one, not an optional addon.
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