Drop a folder into resources/, add one line to your server.cfg, and open a config.lua written in plain language rather than Lua you have to reverse-engineer. No framework to adopt, no launcher, no suite that wants to own your server.
A chassis in gameDispatch consoleTalkgroupsPersonalitiesSettingsKey setup
Click any shot to enlarge
A real radio system, not a voice channel with a hotkey. Every job gets its own set of channels — public safety or not — only one person can talk at a time, and it's the server that decides who, not the player's game. It behaves the way a radio actually behaves.
Channels per job — police, EMS and dispatch each get their own list, named however you name them
Works as a CB too — give taxi firms, tow operators, mechanics or any civilian crew their own open channels; it isn't a police-only radio
One person talks at a time — the default grants the channel to whoever keyed up first and everyone else gets a busy tone; loosen it to advisory-only, or switch it off, if your players expect to talk over each other
Callsigns on the display — you can see who's speaking without asking
Zones and scan lists — group channels into zones per job, and pick which ones a radio scans the moment it powers on
Emergency button that cuts through the traffic, opens a hot mic, re-announces until it's answered, and can be cleared by dispatch
Full-keypad portable on foot, and a separate control head when you're in a vehicle
Talk pose and radio prop while transmitting — skipped automatically when the player is driving, aiming or down
Every key rebindable in game — PTT, channel, zone, scan, emergency and power
Browser dispatch console — every channel on one screen with select, monitor and transmit, its own volume, and two-way voice; a dispatcher never needs the game installed
Every call recorded — a live traffic log the dispatcher can replay, and export as a WAV
Text pages and alert tones sent to a channel straight from the console
Live admin panel — edit channels, jobs and settings in game, then apply them or roll the whole thing back
Seven chassis, every one drawn entirely in CSS — nothing streamed, no models to install
Framework-agnostic — qb, qbx, ESX or standalone, detected automatically
The radio manufacturers — Valcon, Corvex, Nordvik and Bulwark — are invented. No real brand, product number, logo, photograph or texture is included or referenced.
Not yet released
Minigame
Sal's Kewl Word Puzzle Palooza
sals_kewlpuzzlepalooza
Framework
qb-core
Puzzles
500+ built in
Status
Available
A full wheel-and-letters game show for your server. Players spin, buy vowels, call consonants and solve the board — and the winnings land in their in-game bank account, not a scoreboard nobody looks at.
Sixteen-segment wheel paying $150–$2,250, plus Bankrupt, Skip Turn and Free Spin
Jackpot and multipliers — an accumulating pot, 2× and 3× segments, and power-up wedges
Turn-based multiplayer with decision timeouts, so one AFK player can't stall the board
NPC opponent with real strategy — it decides when to spin, buy or solve
Vowels cost $250, consonants require a spin — the economy is configurable end to end
Categories across places, people, things, phrases, movies, food and animals
Add your own puzzles in a separate file that survives updates
Sound design included — applause, buzzer, win and loss stings
Turn any prop into a working vending machine with its own stock list and prices. Change what a machine sells while the server is live — no restart, no kicking twenty players to fix a typo in a price.
Any prop becomes a machine — drinks, snacks, or any item in your inventory
Live configuration — prices, machine types and new products apply without a restart
Version control built in, keeping your last five configurations so a bad edit is one step back
Whitelist by identifier — Discord, Steam or license — for staff-only or event machines
Inventory auto-detection — finds qb-inventory or ox_inventory and adapts
Update notices printed to the server console when a new version ships
Notecards your players can pull up on the spot — Miranda rights, vitals charts, SOPs, price lists, anything you'd otherwise ask people to memorise or alt-tab for. A card is just a PNG, so making one is a design job, not a Lua job.
Cards are PNG files — any size, any content, no markup to learn
Unlimited cards — add as many as your server needs
Lock cards to jobs so police SOPs stay with police and medical charts stay with EMS
Two ways in — browse /notecardmenu, or jump straight to one with /shownotecard [shortcut]
Job codes read from your framework — ESX, qb-core and QBox all supported
Actively developed — further enhancements in the works
The 3am problem: a player is stranded, nobody is on the mechanic job, and the only fix is an admin. This sends an NPC tow truck that actually drives there, does the work, and charges for it.
A truck that drives — real pathfinding and driving behaviour, not a spawn-in beside you
Emergency lights on approach and on scene, from configurable spawn points
Five services — repair, fuel delivery, wash, uprighting a flipped vehicle, and your own custom jobs
Server-authoritative pricing — the client asks, the server decides and charges
Job exemptions so mechanics and police aren't billed for their own recoveries
Multiple tow models and per-location spawn points
Translatable — every player-facing string lives in a locale file
Alerts that reach the right people. Police, fire, tow or any service you invent — sent only to players on that job and on duty, with a sound, a blip and a history panel they can scroll back through.
On-duty, job-scoped delivery — or set jobs = "all" for a server-wide announcement
Inline colour in messages with <red>-style tags or raw hex codes, all configurable
Custom sounds per alert type, and a per-player volume control
Map blips by postal code or by exact coordinates — coordinates win when you send both
Notification history panel players can open and click through
One-line integration from any other resource, by export or event
Test from the server console or in game, without a second player
Custom voice alerts generated at voice.salskewlkorner.com — starter credits included
The spawn screen is the first thing every player sees, every session. This is a drop-in replacement for qb-spawn with location previews, job-aware spawn points, and the two bugs everyone knows about — falling through interiors and the wrong character model — designed out.
Drop-in for qb-spawn — swap the resource, keep your setup
Job-based spawn points — police see stations, EMS see hospitals, mechanics see garages
Last location with a preview image, plus separate flows for new and returning characters
Exact interior positioning — no falling through floors in complex buildings
Housing integration — loaf_housing out of the box, qb-houses and others by example
Correct appearance, guaranteed — works with illenium-appearance and qb-clothing, no default-model flicker
Static or dynamic backgrounds — per-location imagery or one custom image
Customise without touching the core — dedicated client and server files that survive updates