Configuration

Page dedicated to how to configure our Car Races

Languages

You can set the language of the script in the configuration file.

  • en: English

  • fr: French

  • pl: Polish

  • de: German

  • es: Spanish

Command

Defines the command used to open the race menu:

  • Command.enabled: Set to true to allow players to access the race system using a command.

  • Command.name: Name of the command used to open the race menu (e.g., /racing).

Target

Defines the targeting system used for interacting with race-related NPCs or zones:

  • Target.ox_target: Set to true to use ox_target.

  • Target.qtarget: Set to true to use qtarget.

  • Target.QBCore_target: Set to true to use qb-target.

  • Target.own: Set to true if you are using a custom target system. Requires manual implementation in client/editable.lua.

  • Target.useE: Set to true to allow interaction using the E key instead of a target system.

Locations

Defines NPC spawn locations for accessing the race system menu:

Each location includes the following properties:

  • model: Ped model to be spawned (e.g., 's_m_y_doorman_01').

  • coords: Vector3 coordinates where the NPC will be placed.

  • heading: Direction the NPC should face.

  • icon: Font Awesome icon shown in the interaction prompt (e.g., 'fa-solid fa-play').

  • label: Text label displayed when targeting the NPC (e.g., 'Open menu').

📌 You can add multiple entries using the same structure to place race access points in different parts of the map.

XP System

Defines XP system settings for racing progression:

  • XP.win: Amount of XP awarded to the winner of a race.

  • XP.lose: Amount of XP awarded to players who participate but do not win.

  • XP.nextLevel: Total XP required to level up. Can be used for unlocking rewards or tracking player progression.

Other Data

Defines core race behavior settings and gameplay parameters:

  • Data.joinProximity: Distance (in meters) within which players can join a race.

  • Data.joinKeybind: Key code (default 51, which is the E key) used to join a race.

  • Data.joinDuration: Time (in milliseconds) players have to join after the race is created.

  • Data.freezeDuration: Duration (in milliseconds) that players are frozen at the start before the race begins.

  • Data.checkpointProximity: Distance (in meters) required to trigger checkpoint validation.

  • Data.checkpointRadius: Radius of the visible checkpoint area.

  • Data.checkpointHeight: Height of the checkpoint marker.

  • Data.checkpointBlipColor: Blip color ID used for checkpoints on the map.

  • Data.finishTimeout: Maximum time (in milliseconds) a race remains active after the first player finishes.

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