Configuration
Page dedicated to how to configure our Car Races
Languages
You can set the language of the script in the configuration file.
en: Englishfr: Frenchpl: Polishde: Germanes: Spanish

Command
Defines the command used to open the race menu:
Command.enabled: Set totrueto 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 totrueto useox_target.Target.qtarget: Set totrueto useqtarget.Target.QBCore_target: Set totrueto useqb-target.Target.own: Set totrueif you are using a custom target system. Requires manual implementation inclient/editable.lua.Target.useE: Set totrueto 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 (default51, 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.

Last updated