For the complete documentation index, see llms.txt. This page is also available as Markdown.

Configuration

Page dedicated to how to configure our Job Center

Languages

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

  • en: English

  • fr: French

  • pl: Polish

  • de: German

  • es: Spanish

Compatibility

Defines compatibility settings for third-party notification systems:

  • Compatibility.notifications.qf_notify: Set to true if you're using the qf_notify system. Enables full integration with QF Developers’ notifications.

Access

Defines how players can access the job center menu:

  • Access.openMenuAnywhere: If true, allows players to open the job center menu from any location.

  • Access.command: • enabled: Enables access via command. • name: Command name used to open the menu (e.g., /openjobcenter).

  • Access.export: • enabled: Enables access via export from other scripts. • name: Name of the export function (e.g., exports.qf_jobcenter:openJobCenter()).

Target

Defines which targeting system is used for interaction 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 targeting system. You must implement it manually in client/editable.lua.

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

Blip

Defines the map blip settings for the job center location:

  • Blip.coords: Coordinates where the blip will appear on the map (vec3).

  • Blip.sprite: Blip icon ID (see FiveM blip list for reference).

  • Blip.colour: Blip color ID.

  • Blip.scale: Size of the blip on the map.

  • Blip.label: Text label displayed on the map when hovering over the blip.

Zones

Defines NPC and interaction zone settings for accessing the job center menu:

  • Zones.jobMenu.targetLabel: Label shown when targeting the NPC (e.g., 'Talk').

  • Zones.jobMenu.icon: Font Awesome icon used in the interaction menu (e.g., 'fa-solid fa-building-circle-exclamation').

  • Zones.jobMenu.model: Ped model spawned at the job center location (e.g., 'a_m_y_business_03').

  • Zones.jobMenu.coords: Vector3 position where the NPC will be placed.

  • Zones.jobMenu.heading: Direction the NPC will face.

  • Zones.jobMenu.distance: Maximum interaction distance between the player and the NPC.

Jobs - Basics

Defines the list of available jobs that can be selected through the job center menu:

Each job entry includes the following fields:

  • jobtitle: Display name of the job shown in the menu (e.g., 'Policeman').

  • jobname: Internal job identifier used by your framework (e.g., 'police').

  • grade: Grade assigned to the player when selecting the job (usually 0 for new recruits).

  • imagename: Image filename used in the UI (should match the image placed in the UI folder, e.g., police.png).

  • description: Description of the job shown in the UI to give players context and roleplay purpose.

💡 You can add as many jobs as you want by following this structure.

Jobs - Default

Defines the default job assigned to players who have not selected a specific profession:

  • DefaultJob.name: Internal job name (e.g., 'unemployed').

  • DefaultJob.grade: Default grade assigned within the job (typically 0).

📌 This job is usually used as the fallback or starting role for new players.

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