Server Creator·Exports

Exports

DS-ServerCreator exposes server-side exports that let your own resources reuse the permissions, doorlock, multijob, and robbery systems configured in the in-game panel.

Server-side exports
Call these exports from a server script. A client script cannot call them directly; trigger a secured server event in your resource when client interaction is required.

Permissions

HasPermission

server

Checks whether a player can use one configured Server Creator action. Global actions and permissions assigned to the player’s current job are both considered.

Signature

Lua
exports['DS-ServerCreator']:HasPermission(playerId, permission)

Parameters

NameTypeDescription
playerIdnumberThe player’s server ID.
permissionstringPermission key, such as handcuff, drag, billing, revive, or check_identity.

Returns

boolean

true when the action is allowed, otherwise false.

Example

Lua
if exports['DS-ServerCreator']:HasPermission(source, 'handcuff') then
  -- The player can use the handcuff action
end

GetPlayerPermissions

server

Returns the player’s effective permission map after merging job permissions with globally enabled actions.

Signature

Lua
exports['DS-ServerCreator']:GetPlayerPermissions(playerId)

Parameters

NameTypeDescription
playerIdnumberThe player’s server ID.

Returns

table

A table keyed by permission name. Returns an empty table when no permissions apply or the player ID is invalid.

Example

Lua
local permissions = exports['DS-ServerCreator']:GetPlayerPermissions(source)
if permissions.billing then
  -- Show the billing option
end

IsPlayerHandcuffed

client

Checks the local client state and returns whether the local player is currently handcuffed by Server Creator.

Signature

Lua
exports['DS-ServerCreator']:IsPlayerHandcuffed()

Returns

boolean

true while the local player is handcuffed, otherwise false.

Example

Lua
if exports['DS-ServerCreator']:IsPlayerHandcuffed() then
  -- Block an action for the local cuffed player
end

IsPlayerHandcuffed

server

Checks whether a specific player is currently handcuffed by Server Creator’s built-in permission actions.

Signature

Lua
exports['DS-ServerCreator']:IsPlayerHandcuffed(playerId)

Parameters

NameTypeDescription
playerIdnumberThe player’s server ID.

Returns

boolean

true while the player is handcuffed, otherwise false.

Example

Lua
if exports['DS-ServerCreator']:IsPlayerHandcuffed(targetId) then
  print('The player is handcuffed')
end

Doorlocks

GetDoorState

server

Reads the authoritative live state of a built-in Server Creator doorlock.

Signature

Lua
exports['DS-ServerCreator']:GetDoorState(reference)

Parameters

NameTypeDescription
referencenumber | stringThe numeric database ID or the stable door name configured in the panel.

Returns

string | nil, string?

locked or unlocked. If the door does not exist, returns nil followed by door_not_found.

Example

Lua
local state, errorCode = exports['DS-ServerCreator']:GetDoorState('bank_vault')
if state == 'locked' then
  print('The vault is locked')
end

SetDoorState

server

Sets a door’s live state, synchronizes every client, fires the configured toggle hook, and arms autolock when applicable.

Signature

Lua
exports['DS-ServerCreator']:SetDoorState(reference, newState)

Parameters

NameTypeDescription
referencenumber | stringThe numeric database ID or the stable door name configured in the panel.
newStatestringThe new state: locked or unlocked.

Returns

boolean, string

A success boolean followed by the resulting state, or an error code on failure.

Example

Lua
local success, stateOrError = exports['DS-ServerCreator']:SetDoorState('bank_vault', 'unlocked')

ToggleDoor

server

Switches a door between locked and unlocked using the same authoritative synchronization as normal interactions.

Signature

Lua
exports['DS-ServerCreator']:ToggleDoor(reference)

Parameters

NameTypeDescription
referencenumber | stringThe numeric database ID or the stable door name configured in the panel.

Returns

boolean, string

A success boolean followed by the resulting state, or an error code on failure.

Example

Lua
local success, stateOrError = exports['DS-ServerCreator']:ToggleDoor('bank_vault')

Multijob

GetPlayerJobs

server

Returns every job held by a player, enriched with job and grade labels. Offline lookups are supported when you pass an identifier.

Signature

Lua
exports['DS-ServerCreator']:GetPlayerJobs(player)

Parameters

NameTypeDescription
playernumber | stringAn online player server ID, or a framework identifier for an offline lookup.

Returns

table

An array containing job_name, job_grade, is_active, job_label, and grade_label.

Example

Lua
local jobs = exports['DS-ServerCreator']:GetPlayerJobs(source)
for _, job in ipairs(jobs) do
  print(job.job_name, job.job_grade, job.is_active)
end

HasPlayerJob

server

Checks whether a player holds a job, optionally requiring a minimum grade.

Signature

Lua
exports['DS-ServerCreator']:HasPlayerJob(player, jobName, minimumGrade)

Parameters

NameTypeDescription
playernumber | stringAn online player server ID, or a framework identifier for an offline lookup.
jobNamestringThe internal job name, for example police.
minimumGrade?numberOptional minimum grade. Omit it to accept any grade for the job.

Returns

boolean

true when the player holds the requested job and meets the grade requirement.

Example

Lua
if exports['DS-ServerCreator']:HasPlayerJob(source, 'police', 2) then
  -- The player holds police grade 2 or higher
end

Robberies

GetRobberies

server

Returns all robbery definitions using the same client-safe schema sent to regular players.

Signature

Lua
exports['DS-ServerCreator']:GetRobberies()

Returns

table

An array of sanitized robbery definitions, including public steps, markers, blips, and sounds.

Example

Lua
local robberies = exports['DS-ServerCreator']:GetRobberies()
for _, robbery in ipairs(robberies) do
  print(robbery.id, robbery.name, robbery.enabled)
end

IsRobberyActive

server

Checks whether a robbery currently has an active runtime session.

Signature

Lua
exports['DS-ServerCreator']:IsRobberyActive(robberyId)

Parameters

NameTypeDescription
robberyIdnumberThe numeric robbery ID shown in the Server Creator panel.

Returns

boolean

true while the robbery is reserved or in progress, otherwise false.

Example

Lua
if exports['DS-ServerCreator']:IsRobberyActive(1) then
  print('Robbery #1 is in progress')
end

GetRobberyState

server

Returns the public live state of one robbery, including its state, current step, participant count, looted props, and remaining cooldown.

Signature

Lua
exports['DS-ServerCreator']:GetRobberyState(robberyId)

Parameters

NameTypeDescription
robberyIdnumberThe numeric robbery ID shown in the Server Creator panel.

Returns

table | nil

The live-state table, or nil when the robbery ID does not exist.

Example

Lua
local state = exports['DS-ServerCreator']:GetRobberyState(1)
if state then
  print(state.state, state.currentStep, state.cooldownRemaining)
end
Sensitive data stays private
GetRobberies never exposes keypad codes, reward tables, alert chances, or other server-only values. Returned tables are copies, so changing them cannot modify Server Creator’s internal state.

Still stuck?

Open a ticket in our Discord and we'll help you out.

Join Discord →