> ## Documentation Index
> Fetch the complete documentation index at: https://docs.archonexe.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Archon Trap Phone FAQs: Trap Phone, Payphones, Selling Modes, and Setup

> Answers to common Archon arc-drugsales questions including trap phone usage, payphone booth interactions, selling mode setup, restart behavior, and stock/configuration issues.

This page covers the most common questions and issues related to **Archon's arc-drugsales** resource. If your question is not listed here, please contact the **Archon Scripts** support team.

<Warning>
  For the cleanest behavior, make sure all required dependencies are started before `arc-drugsales`, especially `ox_lib`, `oxmysql`, and any framework/inventory resources you are using.
</Warning>

<AccordionGroup>
  <Accordion title="The trap phone opens, but I do not see any drugs or sale options">
    If the trap phone opens but you do not see usable selling options, the most common causes are:

    * You do not currently have any configured sellable drugs in your inventory.
    * The drug item names in `Config.Drugs` do not match your actual inventory item names.
    * The selling mode you are trying to use is disabled in `Config.Enabled`.
    * Your inventory bridge is not set correctly in `shared/bridge.lua` or `Config.Inventory`.

    To fix this:

    1. Confirm the item names in `Config.Drugs` exactly match your inventory items.
    2. Make sure the relevant route is enabled, such as street, corner, vehicle, window, meetup, or house sales.
    3. Verify your framework and inventory are being detected properly.
    4. Confirm you actually have sellable stock on your character.

    <Warning>
      Payphone interactions will also stay hidden if the player does not have any configured sellable drugs.
    </Warning>
  </Accordion>

  <Accordion title="Payphone sales are not showing up">
    In **arc-drugsales**, payphone sales do **not** appear inside the trap phone menu.

    Payphone sales only appear when:

    * **Payphone sales are enabled** in the config
    * You are near a valid payphone booth prop/model listed in `Config.PhoneBooths`
    * You have at least one configured sellable drug on you
    * Your interaction mode is set up correctly for **target** or **text UI**

    Things to check:

    * Confirm the booth model hash exists in `Config.PhoneBooths`
    * Confirm your `Config.Interact` / `Config.Target` settings are correct
    * Confirm `ox_target` is running if you are using target interactions
    * Confirm the player has sellable stock

    <Info>
      Payphones are booth-hash based, not location based. You do not need to configure booth coordinates.
    </Info>
  </Accordion>

  <Accordion title="What selling routes are included in arc-drugsales?">
    The script supports multiple selling routes depending on what you enable in config:

    * **Street Sales**
    * **Corner Sales**
    * **Vehicle Sales**
    * **Window Sales**
    * **Meet Up Sales**
    * **House Sales**
    * **Payphone Sales**

    Some routes are started through the **trap phone**, while others are world-based interactions.

    * **Trap phone routes** include menu-driven options such as meetup and house sales
    * **Payphone sales** are only started at real payphone booths
    * **Street / corner / vehicle / window** sales follow their own direct flow based on nearby peds and current mode

    You can disable individual routes in the config if you only want specific sale types active.
  </Accordion>

  <Accordion title="How do house sales work?">
    House sales use a drop-style interaction rather than a normal walking buyer exchange.

    The intended flow is:

    1. Open the trap phone
    2. Select **House Sales**
    3. Receive a valid house/door lead
    4. Go to the target door
    5. Interact with the door target/text UI
    6. Choose the drug and amount
    7. Complete the handoff flow and receive payment

    If house sales are not working correctly, check:

    * `Config.HouseLocations`
    * Your interaction mode
    * Your configured drugs
    * Whether the route is enabled

    <Warning>
      House sales require valid configured house sale locations and a proper interaction setup.
    </Warning>
  </Accordion>

  <Accordion title="What is the difference between Meet Up Sales and Corner Sales?">
    These are separate sale routes and are intended to feel different.

    **Meet Up Sales**

    * Started through the trap phone
    * Sends you to a buyer lead / meetup point
    * Functions more like a planned arranged deal

    **Corner Sales**

    * Restored as its own direct selling route
    * Designed for active street-side dealing flow
    * Uses spawn/approach timing rather than a phone-planned destination

    If you do not want one of these routes, disable it in `Config.Enabled`.
  </Accordion>

  <Accordion title="Street sale buyers disappear, break, or feel abrupt">
    In the current **arc-drugsales** setup, street sale flow is designed to be smoother and more immersive:

    * Buyers can immediately decline
    * Accepted buyers stop and face the player for the talk flow
    * The offer flow happens after the talking/progress phase
    * Declining buyers flee instead of instantly disappearing
    * Successful buyers should continue naturally instead of abruptly despawning

    If street sales still feel broken, check for:

    * Conflicts from other ped-manipulating resources
    * Interaction range issues
    * Incorrect target/text UI setup
    * Heavy custom edits to client sale flow files

    <Warning>
      Street sales use real world peds, so third-party AI, combat, or scenario scripts can interfere with the flow.
    </Warning>
  </Accordion>

  <Accordion title="How do payphones and trap phones differ?">
    They are intentionally separate systems.

    **Trap Phone**

    * Used to open the main sales menu
    * Starts supported menu-based routes
    * Uses the trap phone prop and phone animation flow

    **Payphones**

    * Are world interactions
    * Only work at valid booth props/models
    * Only show when the player has sellable stock
    * Are not part of the trap phone menu

    This separation is intentional for immersion and cleaner route logic.
  </Accordion>

  <Accordion title="Can I customize the UI styling, progress bars, notifications, and text UI?">
    Yes.

    In this resource, UI styling is meant to be handled primarily through:

    * `client/cl_utils.lua`

    This includes things such as:

    * notifications
    * progress bars
    * context menus
    * text UI behavior
    * front-end display helpers

    The main config is intended to stay focused on **script logic**, route settings, framework/inventory/interact support, and drug configuration rather than visual styling.

    <Warning>
      Do not move core route logic into `cl_utils.lua`. Keep UI helper behavior there and leave route/gameplay logic in the relevant client files.
    </Warning>
  </Accordion>

  <Accordion title="Where are the locales stored?">
    All locale strings are stored inside:

    * `Config.Locales`

    These are placed at the **bottom of `shared/config.lua`**.

    This allows titles, descriptions, messages, and UI text to stay centralized and easier to edit without spreading locale logic across multiple files.
  </Accordion>

  <Accordion title="What framework and inventory systems does arc-drugsales support?">
    The script is designed around the Archon bridge structure and supports auto-detection where configured.

    Supported systems include:

    * **ESX**
    * **QB**
    * **Qbox**
    * **ox\_inventory**
    * supported custom inventory/framework edits through `shared/bridge.lua`

    Make sure these are set correctly:

    * `Config.Framework`
    * `Config.Inventory`
    * `Config.Interact`
    * `Config.Target`

    If auto-detect is not working for your setup, set the values manually instead.
  </Accordion>

  <Accordion title="Where are the stats, reputation, and top sellers stored?">
    Seller progression data is stored in the SQL table:

    ```sql theme={null}
    arc_drugsales_stats
    ```

    This table stores data such as:

    * reputation
    * rank tier
    * total sales
    * total items sold
    * gross earnings
    * achievements

    The top sellers menu pulls from this stored data, so if rankings are not updating correctly, make sure your SQL table was created properly and that database writes are succeeding.
  </Accordion>

  <Accordion title="My question or issue is not listed here">
    If your issue is not covered above, please contact the **Archon Scripts** support team and include as much detail as possible, such as:

    * the route you were using
    * whether you use target or text UI
    * framework/inventory type
    * any console errors
    * whether the issue happens on a fresh start or only after edits

    This will help narrow down whether the issue is config-related, bridge-related, or caused by a conflicting resource.
  </Accordion>
</AccordionGroup>
