Five common things you can do faster with the panel. Open it with F6, /sfdev, or /sfdevtools.
You're walking past a prop and want its model + coords without alt-tabbing into a model viewer.
- Open the panel → Entity Inspector → Inspect aimed entity now.
- The action menu opens. You see:
- Model hash
- Coords (vector3) and coords + heading (vector4)
- Distance, network ID, mission flag, frozen / visible / collision state
- Health (for peds and vehicles)
- Click Spawn snippet → it copies a ready-to-paste
CreateObjectblock:local hash = `1234567890` lib.requestModel(hash) local obj = CreateObject(hash, -1037.42, -2737.5, 20.17, true, true, false) SetEntityHeading(obj, 327.0) SetEntityCollision(obj, true, true) FreezeEntityPosition(obj, true)
For a continuous overlay (read-only, multi-entity), pick Start inspector instead. Press E to lock onto whatever you're aiming at, G to print to F8, Backspace to exit.
You found "the spot" in-game and want it in your script.
- Panel → Coordinate Tools → Player coords.
- Pick vector4 → it copies
vector4(123.45, -678.90, 12.34, 270.0)to your clipboard.
Other formats available in the same submenu: vector2/3, vec3/4, Lua table, JSON, /tp command, heading-only, or save it as a named location for later teleporting.
You want a target zone on a counter, and you don't want to eyeball coords.
- Panel → Zone Builder → Box zone.
- Pick Set center to player coords (or Set center to aim/raycast hit for further away).
- Adjust Size (
X,Y,Z) and Rotation. The wireframe preview updates live in the world. - Pick Copy ox_target snippet — paste:
exports.ox_target:addBoxZone({ coords = vec3(-1037.42, -2737.50, 20.17), size = vec3(2.0, 1.5, 1.5), rotation = 327.0, debug = true, options = { { label = 'Interact', icon = 'fa-solid fa-hand', onSelect = function(data) end }, }, })
Same workflow for sphere and poly zones (poly: walk the perimeter, hit "Add point at player coords" at each corner, then "Copy ox_lib poly zone").
You need a custom prop placement and don't want to reload your test resource ten times.
- Panel → Object Placer → Spawn by model name.
- Type a prop model — e.g.
prop_chair_01a. It spawns 1.5m in front of you and enters placement mode. - Move it:
- W / A / S / D — slide on the X-Y plane (camera-relative)
- R / F — up / down
- Q / E — rotate
- Shift — 4× speed · Alt — 0.25× speed (precision)
- G — snap to ground
- Enter confirms (the prop is frozen and tracked). Backspace cancels.
- Place a few more props the same way, then go to Object Placer → Export placed objects (Lua) to dump them all:
local objects = { { model = 1234567890, coords = vector4(...) }, { model = 9876543210, coords = vector4(...) }, }
When you stop the resource (or pick Cleanup all dev props), every tracked prop is removed.
You configured a livery + colors + plate in-game and want to ship those defaults.
- Hop in the vehicle.
- Panel → Vehicle Tools → Inspect current vehicle.
- Pick:
- Copy spawn snippet —
CreateVehiclewith your current colors and plate baked in. - Copy Qbox shared entry — a
vehicles.lua-style table. - Copy ox_target template — a
addModeltemplate scoped to the vehicle's hash.
- Copy spawn snippet —
Repair / clean / flip / engine-toggle all live in the same menu so you can fix the test vehicle without leaving the panel.
You don't want to inspect anything — you just need a lib.progressBar template right now.
- Panel → Snippet Generator → ox_lib UI → lib.progressBar.
- It's on your clipboard. Paste, change the label, ship it.
Same path for events, commands, ACE checks, Discord webhook helpers, and zone templates.