# 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>

## 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`).

<figure><img src="/files/SieI450HtURjJlIAxy5s" alt=""><figcaption></figcaption></figure>

## 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.

<figure><img src="/files/1nQEGkfhMXGKUjeSzsD8" alt=""><figcaption></figcaption></figure>

## 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.

<figure><img src="/files/oziWxx8EHCyJxMOLEGbF" alt=""><figcaption></figcaption></figure>

## 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.

<figure><img src="/files/ofJe3oI7fXCyAlh2E79X" alt=""><figcaption></figcaption></figure>

## 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.

<figure><img src="/files/oqBC9Yu8kcemfEYP91Tu" alt=""><figcaption></figcaption></figure>


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