Description
A toll checkpoint: when a driven vehicle crosses a defined point the server charges a fee, throttled by a per-player cooldown so a single pass costs once, and the revenue lands in a government society fund. It is a passive map-economy sink that quietly funds a gov or city budget — a recurring economy listing because it runs itself. Servers with custom highways buy it as set-and-forget road tax.
Prompt Template
You are writing a FiveM resource for ESX (esextended).
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Expected Output
The reference Lua at content/expected-outputs/economy/28-toll-booth-auto-charge.lua detects a driven vehicle entering the toll radius client-side, then charges server-side with a per-identifier…
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-side charge — charging on the client lets a player suppress the fee. Charge in the server handler only.
- No cooldown — without a per-player throttle the checkpoint charges every frame. Gate on
GetGameTimer()per identifier. - Lost revenue — depositing without resolving the shared account drops the money. Resolve
getSharedAccountfirst.
Corrective re-prompt: Move the charge into the server toll:cross handler, throttle it with a per-identifier GetGameTimer() cooldown so one pass costs once, and resolve the society shared account through esx_society + esx_addonaccount before calling addMoney so the toll revenue actually lands.
Framework Integration
- ESX: native —
getMoney/removeMoneyand theesx_society/esx_addonaccountshared account as shown. - QBCore: port to
Player.Functions.RemoveMoney("cash", ...)and deposit viaqb-banking/qb-managementsociety funds. - QBox: drop-in via
exports.qbx_core; route the fund deposit throughox_bankinggroup accounts.
Profit Potential
$150–$2,000/mo on Tebex (expected ~$500). [INFERRED] priced in the $50-389 script band against the signal-scraper corpus (tebex_snapshot n=100, median seller $11.85K/mo); a stable, recurring map-economy listing.
Trend Signal
→ stable — corpus: Toll-road scripts are a recurring map/economy Tebex listing the scraper tracks (tebex_topsellers cat:economy); steady demand.
Sales Angle
Sell it as a passive map sink that funds a gov budget with zero upkeep. Lower-mid band, ~$59-99 on Tebex, a natural add-on for custom-highway map packs.
Difficulty & Ship Time
beginner · ships in 2-4h.