> For the complete documentation index, see [llms.txt](https://wiki.qfdevelopers.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.qfdevelopers.com/scripts/editor-10/configuration.md).

# Configuration

## Languages

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

* `en`: English
* `fr`: French
* `pl`: Polish
* `de`: German
* `es`: Spanish

<figure><img src="/files/ig9o7wm8oX8fWWbPFHXs" alt=""><figcaption></figcaption></figure>

## Props

Defines the object models used during roadwork tasks:

* `Props.sign`:\
  Road sign prop placed at work zones (e.g., `'prop_consign_01a'`).
* `Props.cone`:\
  Traffic cone used to mark or block off areas (e.g., `'prop_roadcone01a'`).
* `Props.barrier`:\
  Barrier model used to restrict access (e.g., `'prop_barrier_work06b'`).
* `Props.toolbox`:\
  Large toolbox model used in certain tasks (e.g., `'prop_tool_box_04'`).
* `Props.toolbox_handy`:\
  Smaller, portable toolbox (e.g., `'prop_tool_box_02'`).
* `Props.crate`:\
  Crate used for storage or task objectives (e.g., `'hei_prop_cash_crate_empty'`).

> 📌 You can replace these models with your own custom props to match your server's visual style.

<figure><img src="/files/AmxnGCuHw0r1jK6AGXoX" alt=""><figcaption></figcaption></figure>

## Keys

Defines compatibility with vehicle key systems used for job vehicles:

* `Keys.qb_vehiclekeys`: Set to `true` if you're using **qb-vehiclekeys**.
* `Keys.wasabi_carlock`: Set to `true` if you're using **wasabi\_carlock**.
* `Keys.renewed_vehiclekeys`: Set to `true` if you're using **renewed-vehiclekeys**.
* `Keys.sna_vehiclekeys`: Set to `true` if you're using **sna\_vehiclekeys**.

> 📌 Only one key system should be enabled at a time.\
> If none are used, leave all values set to `false` — the vehicle will be freely usable.

<figure><img src="/files/4hOoh2S20P6ShhgCIkvC" alt=""><figcaption></figcaption></figure>

## Fuel

Defines compatibility with fuel systems and default fuel level for job vehicles:

* `Fuel.CDNFuel`: Set to `true` if you're using **cdn-fuel**.
* `Fuel.LegacyFuel`: Set to `true` if you're using **LegacyFuel**.
* `Fuel.ox_fuel`: Set to `true` if you're using **ox\_fuel**.
* `Fuel.FuelLevel`:\
  Default fuel percentage assigned to the spawned job vehicle (e.g., `100` for full tank).

> 📌 Only one fuel system should be enabled at a time.\
> If you don't use any fuel script, leave all values set to `false`.

<figure><img src="/files/hpiyphQkzGXpjyC0QyjN" alt=""><figcaption></figcaption></figure>

## Target

Defines the targeting system used for interacting with job elements (e.g., NPCs, props, zones):

* `Target.ox_target`: Set to `true` to use **ox\_target**.
* `Target.qtarget`: Set to `true` to use **qtarget**.
* `Target.qb_target`: Set to `true` to use **qb-target**.
* `Target.own`: Set to `true` if you're using a **custom target system**. Requires manual implementation in `client/editable.lua`.
* `Target.useE`: Set to `true` to enable interaction using the **E key** instead of any target system.

<figure><img src="/files/YPB3lvbvMP3ZJL0FuqzX" alt=""><figcaption></figcaption></figure>

## Jobs

Defines job restriction settings for the roadwork system:

* `EnableJob`:\
  Set to `true` to **restrict access** to the roadwork job based on player’s job name.
* `JobName`:\
  Specifies the **exact job name** required to access the road repair system (e.g., `'unemployed'`).

> 📌 If `EnableJob` is set to `false`, all players can perform the job regardless of their assigned job.

<figure><img src="/files/ffkp7mtTqd6KvLEFIrrK" alt=""><figcaption></figcaption></figure>

## Target

Defines the targeting system used for interacting with job elements (e.g., NPCs, props, zones):

* `Target.ox_target`: Set to `true` to use **ox\_target**.
* `Target.qtarget`: Set to `true` to use **qtarget**.
* `Target.qb_target`: Set to `true` to use **qb-target**.
* `Target.own`: Set to `true` if you're using a **custom target system**. Requires manual implementation in `client/editable.lua`.
* `Target.useE`: Set to `true` to enable interaction using the **E key** instead of any target system.

<figure><img src="/files/YPB3lvbvMP3ZJL0FuqzX" alt=""><figcaption></figcaption></figure>

## Blip

Defines the map blip settings for the road repair job location:

* `Blip.sprite`:\
  Blip icon ID used on the map (e.g., `643`).
* `Blip.colour`:\
  Blip color ID (e.g., `47`).
* `Blip.scale`:\
  Size of the blip on the map (e.g., `0.8`).
* `Blip.label`:\
  Text label shown on the map (e.g., `_L('BLIP_LABEL')`).\
  This uses the localization system to support multiple languages.

> 📌 Customize these values to fit your server’s visual style.

<figure><img src="/files/g8gGOE8b7j100BQjBtw1" alt=""><figcaption></figcaption></figure>

## Garage

Defines vehicle spawn settings for the road repair job:

* `Garage.SpawnPoints`:\
  A list of vector4 positions where job vehicles will spawn.\
  Format: `vec4(x, y, z, heading)`.
* `Garage.vehicleModel`:\
  Model name of the vehicle used for the job (e.g., `'rumpo2'`).

> 📌 You can add multiple spawn points to support dynamic or multi-location spawning.

<figure><img src="/files/OLyI89I4SOa7W5USsxHr" alt=""><figcaption></figcaption></figure>

## Salary

Defines the payment system for completing road repair tasks:

* `Salary.amount`:\
  The amount of money the player receives per completed task (e.g., `5000`).
* `Salary.moneyType`:\
  The type of money given, automatically selected based on the active framework:\
  • `'money'` for **ESX**\
  • `'cash'` for **QBCore** and **QBox**\
  • `'money'` or custom type for **vRP**

> 📌 You can customize the payment type manually if using a non-standard or modified money system.

<figure><img src="/files/iHw8fuWa93O9eIsmVCsr" alt=""><figcaption></figcaption></figure>

## Stop Traffic

Defines traffic control behavior near active roadwork zones:

* `StopTraffic.enabled`:\
  If `true`, disables vehicle AI around active job areas to prevent traffic interference.
* `StopTraffic.distance`:\
  Radius (in meters) around the work zone where traffic will be halted (e.g., `100.0`).

> 📌 Useful for immersive and safe roleplay during road repair tasks.

<figure><img src="/files/HW0NVJMEHT3OHS0lEBKW" alt=""><figcaption></figcaption></figure>

## Zones

Defines interaction zones and NPCs for starting, ending, and managing the road repair job:

#### `Zones.StartJob`:

Zone where players begin the job.

* `labelTarget`: Text shown when using a target system (localized).
* `labelNoTarget`: Text shown when using key-based interaction (localized).
* `icon`: Font Awesome icon displayed in the UI.
* `pedModel`: Ped model spawned at the location.
* `coords`: Coordinates of the zone.
* `pedHeading`: Direction the ped is facing.
* `distance`: Max distance for interaction.
* `groups`: Job access restriction based on `Config.JobName`.

***

#### `Zones.Garage`:

Zone where players retrieve their job vehicle.

* `labelTarget`: Target interaction text (localized).
* `labelNoTarget`: Key-based interaction text (localized).
* `icon`: Font Awesome icon for the garage.
* `pedModel`: Ped model spawned at the garage.
* `coords`: Vehicle spawn location.
* `pedHeading`: Heading for the garage ped.
* `distance`: Max interaction distance.
* `groups`: Job access restriction (same as above).

***

#### `Zones.EndJob`:

Zone where players finish their shift and return equipment.

* `labelTarget`: Target interaction text (localized).
* `labelNoTarget`: Key-based interaction text (localized).
* `icon`: Font Awesome icon for ending the job.
* `pedModel`: Ped model for the end zone.
* `coords`: Coordinates where players end the job.
* `pedHeading`: Ped heading.
* `distance`: Interaction distance.
* `groups`: Restricts access based on job if `Config.EnableJob = true`.

> 📌 All texts (`_L(...)`) use the localization system for multi-language support.

<figure><img src="/files/CqJRKksIvESM5c9qD6QD" alt=""><figcaption></figcaption></figure>

## Missions

Defines available repair missions and their step-by-step task sequences:

Each mission entry includes:

* `disabled`:\
  Set to `true` to temporarily disable the mission.
* `label`:\
  Localized mission name shown in the UI (e.g., `_L('REPAIR_BRIDGE')`).
* `coords`:\
  Center location of the mission area (`vec3`).
* `size`:\
  Radius (in meters) of the work zone area.
* `tasks`:\
  Ordered list of tasks that must be completed to finish the mission:

***

#### Supported Task Types:

* `stop_traffic`:\
  Temporarily disables traffic in the mission zone.
* `cones`:\
  Spawns and requires placement of traffic cones.\
  • `coords`: List of positions where cones must be placed.
* `barriers`:\
  Spawns and requires placement of barriers.\
  • `coords`: List of positions where barriers must be placed.
* `toolbox`:\
  Places a toolbox prop at a specific location.\
  • `toolboxCoords`: Coordinates where the player must interact.
* `build`:\
  Starts a simulated repair/building animation (no additional data required).
* `drilling`:\
  Requires player to drill at a designated point.\
  • `toolboxCoords`: Interaction point for starting the drilling.
* `run_traffic`:\
  Re-enables normal vehicle traffic in the area once work is complete.

> 🛠️ You can create multiple missions by duplicating this structure and adjusting coordinates, labels, and tasks as needed.

<figure><img src="/files/q5hC3jGlR5m1kXILXVdC" alt=""><figcaption></figcaption></figure>

## Uniforms

Defines the job-specific uniforms assigned to players when starting the road repair job:

* `Uniforms.male`:\
  Clothing components for male characters:\
  • `tshirt`, `torso`, `arms`, `pants`, `shoes`, `helmet` — each defined with part index (`_1`) and texture variation (`_2`).
* `Uniforms.female`:\
  Clothing components for female characters:\
  • Follows the same structure as male configuration.

> 👷 These outfits are automatically applied when starting the job.\
> You can freely adjust component IDs to match your server’s clothing pack or uniform style.

<figure><img src="/files/uKByoOr3UC1Qp2IbB4Zt" alt=""><figcaption></figcaption></figure>


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