Doors & targeting
Property exterior mapped doors use ox_doorlock when Config.Doorlock.enabled = true. Targeting is added via prp-bridge (bridge.target.addLocalEntity) on each door entity.
Shell (and wall) entrances are interaction points, not physical door entities. Targeting is a sphere zone at the placed coords, so they can sit on a wall with no GTA door object. Those points are not registered in ox_doorlock.
See also Configuration — Doorlock.
Door target options
| Option | What it does | Requirements |
|---|---|---|
| Enter shell | Enters a shell interior | interior_type == "shell" and player not already in a shell session |
| Ring doorbell | Plays a doorbell buzz nearby; prompts online owner/keyholders to unlock | Property must be owned; ringer is excluded from the prompt. If nobody else is online → “nobody home” feedback |
| Lock / Unlock | Toggles door lock state (and ox_doorlock sync) | Owner, keyholder (outer / INNER_DOOR for inner), master_key, admin, or housing staff on a listed property |
| Lockpick | Starts lockpick flow on the door | Config.Lockpick.enabled / feature flag, allowed tier item; blocked on WAREHOUSE_STORAGE |
| Opens the property mailbox stash | — | |
| Check address | Shows address / location info | — |
| Spoof warehouse | Warehouse signal spoof | Warehouse property type + warehouse_signal_spoofer item (warehouses feature usually off) |
With Config.Doorlock.openOnAccess = true (default), players who already have access open the door on interact instead of only toggling lock.
Lockpick tiers: Config.Lockpick.tiers (default {1, 2}).
Not active (commented)
These door options exist in older / crime bridge code but are commented out in the current client:
| Option | Notes |
|---|---|
| Breach | Was tied to crime HQ breach |
| Wrap door | Police tape seal; server callback may still exist but the target option is not registered |
Shell exit
Inside a shell, exit is a lib.points prompt (not ox_target): press E near the exit point to leave (SHELL_EXIT_HINT).
Apartment doors
Apartment units use a simpler lock toggle (prp-housing:server:toggleApartmentLock) rather than the full property door option set.
Furniture targets
Registered in furniture.lua by category:
| Category | Options | Notes |
|---|---|---|
trashcans | Open trash | Temporary / trash stash |
cabinets | Open storage; breach storage; police breach | Storage needs access / upgrade; breach for non-owners / police on duty |
wardrobes | Open wardrobe | Appearance creator via prp-bridge |
beds | Sleep | Stub — notifies that the feature is disabled |
Custom furniture interactions
Other resources (or editable furniture.lua) can extend models:
exports["prp-housing-v2"]:AddFurnitureModelInteraction("pr_furniture_tv_01", {
label = "Turn On",
onSelect = function(entity)
-- custom logic
end
})See Exports.
Receptionist
Apartment buildings add a ped interaction (“What’s my room?”) through HousingBridge.addPedInteraction.