Two Systems: Boosting and Speakers
A two-script shelf that sells to one kind of server. Boosting is structured car theft: join a queue, take a contract, steal the named vehicle from its area and deliver it to a dealer. The speakers exist because the servers that want that loop are usually the same ones running street meets.
Boosting is a career, not a theft script
The difference between this and a generic steal-a-car resource is the paperwork around the theft. A contract names the vehicle and the area. Completing it feeds a history and a leaderboard, so a player builds a record rather than a one-off payout. Contracts can be transferred, which turns a solo grind into something a crew coordinates.
The supporting pieces are what make it hold up over months:
- A hacking minigame on entry, so the steal has a skill floor.
- VIN scratching, which is the step that makes a boosted vehicle sellable and gives police something to check.
- A store with optional limited stock, so rewards do not inflate.
- An admin panel and player profiles, because a system with a leaderboard needs a way to correct it.
The speakers, and why they are on the same shelf
Placeable speakers with proximity audio. On paper unrelated to vehicle theft; in practice the servers that install a boosting system are usually running car meets and street takeovers, and a meet with no audio is thirty players idling in a car park.
Fit
Both are framework-flexible: ESX, QBCore, or your own bridge. The boosting system is the heavier install of the two, since it wants its own database tables for contracts and history. Read the config before launch: the contract areas and the dealer location are map coordinates you will want to move to suit your city.