Common problems
Fixes for the gg_boosting problems server owners report most.
The tablet or a task item does nothing on ox_inventory
The item entry in ox_inventory/data/items.lua has consume (even consume = 0) or a client block with status, usetime or export. ox_inventory then uses the item itself and never hands it to gg_boosting, so nothing happens and no error shows. Replace the six gg_ entries with the ones on ox_inventory and restart your server.
A VIN-scratched car can't be stored
Only the player who started the contract gets the car. It is written straight into player_vehicles (QBCore, Qbox) or owned_vehicles (ESX) when the scratch finishes. If that write fails, the player still sees the boost complete and the garage later says the car is not owned.
Watch the txAdmin console at the moment a VIN scratch completes. A SQL error there usually means you or another script changed the table, for example a new NOT NULL column without a default. Give that column a default or allow NULL. On Qbox, also check that the model is in qbx_core/shared/vehicles.lua.
Contract cars give no keys on Qbox
The Qbox txAdmin recipe installs qbx_vehiclekeys from its main branch, which ignores the key event gg_boosting sends. Install the qbx_vehiclekeys v1.0.2 release (the whole folder), add this line to server.cfg and restart:
setr qbx_vehiclekeys:enableBridge "true"
Keys then arrive after a short delay.
There is no setting to pick ps-dispatch
There is no setting to change. gg_boosting detects ps-dispatch on its own. Keep the folder named ps-dispatch and leave dispatch in utility.lua empty.
The Store lockpick does not work on the car
The Lockpick the car task uses your vehicle key script's lockpick. The task is done when you sit in the driver seat with the engine running for 2 seconds. If your key script uses another item name, put that name in place of lockpick in cfg.store.inventory in config/shared/general.lua. Change it in the lockpick_vehicle task in config/shared/tasks.lua too, so the task list shows the right item.
Deliveries pay cash, not dirty money
The bonus reward keys cash and items are fixed. In every class, set the cash chance to 0 and add your dirty money item to items with chance 100. See the example in Configuration.
