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Managing Exports

Exports let other scripts control lootable boxes programmatically — spawning, resetting, or deleting them via server-side exports.

Open the Export Manager

Run /exportlootable in chat (requires lootables.admin ACE permission).

Creating an Export

  1. Select an existing lootable box from the list

  2. Give it a unique Export Name (e.g., bank_vault_safe, warehouse_crate_01)

  3. Configure options:

    • Has Delete Export — allow other scripts to delete this box
    • Has Reset Export — allow other scripts to reset (re-loot) this box
    • Reset Time (ms) — override reset time when spawned via export
    • Delete on Looted — automatically remove the box after it's been looted
  4. Click Save

How Exports Work

When a box has an export, it becomes exportable — it won't spawn automatically for players. Instead, another script must call the spawn export to create it.

The box's is_exportable flag is set to 1 in the database. This means:

  • The box will not appear in the world by default
  • It must be spawned by calling the export from another script
  • Once spawned, players interact with it normally

Using Exports in Other Scripts

After creating an export named bank_vault, you can use it from any server-side script:

lua
-- Spawn the lootable at specific coordinates
exports['ls_lootables']:SpawnLootable('bank_vault', vector3(x, y, z), heading, deleteOnLooted)

-- Reset it (make it lootable again)
exports['ls_lootables']:ResetLootable('bank_vault')

-- Delete it from the world
exports['ls_lootables']:DeleteLootable('bank_vault')

See Server Exports for the full API reference.

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