> 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-19/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>

## Society

Defines the society settings used for billing and fine distribution.

* `name`: Society account name used for transactions.
* `jobname`: Job identifier that will access the system.
* `label`: Display name of the organization.
* `percentToBoss`: Percentage of the fine that goes to the society account.
* `percentToWorker`: Percentage of the fine paid directly to the officer.

<figure><img src="/files/xuIGzZxKqTaHcNF2Y5fp" alt=""><figcaption></figcaption></figure>

## Billings

Enables integration with external billing systems.\
Set the desired system to `true` to allow fines and charges to be processed through that billing resource. Only one billing system should be enabled at a time to avoid conflicts.

<figure><img src="/files/qkDrsBdr8CtsW3G9o6IM" alt=""><figcaption></figcaption></figure>

## Banks

Selects the banking system used for processing payments.\
Set the appropriate option to `true` to enable compatibility with your server's banking resource.\
Only one banking system should be enabled at a time.

<figure><img src="/files/posm6LkEt7MIFvfxVXqM" alt=""><figcaption></figcaption></figure>

## Phones

Specifies the in-game phone system used for sending notifications and alerts.\
Set the matching phone resource to `true` to enable integration.\
Only one phone system should be active at a time.

<figure><img src="/files/IFCQ7r6fIceWzoFQTfQ4" alt=""><figcaption></figcaption></figure>

## Licenses

Determines which license system is used for managing player licenses (e.g., driving, weapon).\
Set the appropriate license system to `true` based on your server's framework.\
Only one license system should be enabled at a time.

<figure><img src="/files/RXBcjuPdPO0SHAyGYcJf" alt=""><figcaption></figcaption></figure>

## Max Distance to Invoice

Defines the maximum distance (in meters) between the doctor and the client required to issue a invoice. If the client is farther than this value, the action will be blocked.

<figure><img src="/files/mstP7fXqMA3xx3mqxoTl" alt=""><figcaption></figcaption></figure>

## Show

Controls the visibility of specific UI elements and features:

* `Radio`: Shows the player's radio channel.
* `Nearest`: Displays the nearest players in the MDT.
* `BadgeSystem`: Enables integration with a badge/ID system (if available).

<figure><img src="/files/4JYV5ywyUQmtlfJIsrsS" alt=""><figcaption></figcaption></figure>

## Using Radio

Specifies which radio system is used for displaying the player's active radio channel.\
Set the radio system your server uses to `true` (e.g., `pma_voice`).\
Only one radio integration should be enabled.

<figure><img src="/files/Nunm0cbOIOAWNetZfjTW" alt=""><figcaption></figcaption></figure>

## Jobs

Defines job-related permissions and behavior for accessing and managing job features:

* `OneJob`: If `true`, each job has its own separate access and systems. If `false`, all authorized jobs share the same logic.
* `OnDuty`: List of job names allowed to access the system while on duty (e.g., `'ambulance'`).
* `KickDuty`: Settings applied when a player is removed from duty:\
  ○ `name`: Job to assign after being kicked from duty.\
  ○ `data`: Controls how the grade is set (`new grade`, `same grade`, etc.).
* `AccessToManagementFunctions.fromGrade`: Minimum job grade required to access management features.
* `ShowHours`: If `true`, shows employees' total work hours.
* `ShowInvoices`: If `true`, enables the invoice system for the job.
* `ResetHours`, `AddRemoveLicense`: Minimum job grades required to reset duty hours or manage licenses.

<figure><img src="/files/T9KJK5MKJBjcY7F4GXb0" alt=""><figcaption></figcaption></figure>

## ToggleMDT

Configures how players can open the MDT interface:

* `key`: Default keybind assigned to open the MDT (can be changed by the player in GTA settings).
* `commandName`: Chat command that gets triggered by the keybind.
* `keymappingLabel`: Label shown in GTA V settings under **Key Bindings > FiveM**, allowing players to rebind the key.

<figure><img src="/files/BZxpFw7KkYNuljbESLHx" alt=""><figcaption></figcaption></figure>

## Gender Table

Configures how the script reads player gender from your database (for ESX-based servers only).

* `sqlUserName`: The column name in your `users` table that stores gender information (e.g., `'sex'` or `'gender'`).
* `sqlNames`: Maps gender values from your database to standard terms:
  * `'male'`: Value used to represent male players (e.g., `'m'`, `1`, etc.).
  * `'female'`: Value used to represent female players (e.g., `'f'`, `0`, etc.).

> **Note:** This section is not required if you're using **QBCore**, as gender is handled differently.

<figure><img src="/files/ZRH2Y5yjKDHHFZ3KbSzi" alt=""><figcaption></figcaption></figure>

## Citizens Licenses

Defines how player licenses are displayed in the MDT (e.g., driving or weapon licenses).\
Each entry represents one license type pulled from your database.

* `sqlName`: The name of the license in your database (e.g., `'drive'`, `'weapon'`).
* `isText`: Set to `true` to display the license as text (e.g., `"A"`, `"B"`), or `false` to show it as an icon.
* `translateLicense`: Text label shown if `isText` is `true` (e.g., `"A"` for motorcycle). Leave empty if using an icon.
* `licenseIcon`: Font Awesome icon name used if `isText` is `false`. Leave empty when using text.\
  → Browse available icons here: <https://fontawesome.com/icons>

> You can freely customize this list to match your license structure (e.g., insurance permits, etc.).

<figure><img src="/files/KApS6WZjLPTP4svdsH4x" alt=""><figcaption></figcaption></figure>

## Navigation bar

Controls the visibility of navigation tabs in the MDT interface.\
Set each option to `true` to show the corresponding section or `false` to hide it.

* `home`: Main dashboard
* `annoucements`: Internal announcements
* `files`: Case and report management
* `doctor_list`: List of active doctors
* `radio_codes`: List of radio/code signals
* `evidences`: Evidence tracking and storage
* `notifications`: Internal system notifications
* `dispatch`: Dispatch alert system

<figure><img src="/files/hucIOP4RXVINLsR3Kn49" alt=""><figcaption></figcaption></figure>

## Dispatch - Basic configuration

Configures integration with external dispatch systems.\
Set the dispatch system used on your server to `true` (e.g., `qf_dispatch`, `cd_dispatch`, `linden_dispatch`, etc.).\
Only one dispatch integration should be active at a time.

* `notif_dispatch`: Enables native MDT dispatch alerts using `TriggerClientEvent(...)` with full customization (title, subtitle, code, color, and responder limit).
* `IgnoredJobs`: List of jobs that should not receive dispatch alerts from this system.

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

## Dispatch - Alerts

You can trigger a dispatch alert in the MDT either from the **client-side** or **server-side**.\
For better security and control, we recommend using the **server-side** method.<br>

* `coords`: Vector3 or table with x, y, z
* `'title'`: Main alert text
* `'subtitle'`: Additional context
* `'code'`: Optional call code (e.g., `10-90`)
* `'rgb(r, g, b)'`: Color of the alert
* `10`: Max number of players who can respond (set to `0` to disable limit)<br>

### Server-Side to Client-Side

<figure><img src="/files/S0UyJwGZLGKQRZ0YN6fg" alt=""><figcaption></figcaption></figure>

### Client-Side to Server-Side

<figure><img src="/files/WTQnd9FnEa6YToXeCscp" alt=""><figcaption></figcaption></figure>

## Dispatch - Notify alerts

Enables visual notifications for dispatch alerts. When set to `true`, players will receive a top-right notification whenever a new alert is added to the MDT.

<figure><img src="/files/niXsKpoK4a0s6OQVjz3x" alt=""><figcaption></figcaption></figure>

## Dispatch - Defaults & Blacklist

* `DefaultAlertsDelay`: Sets the delay (in seconds) between repeated automatic alerts to avoid spam.
* `DefaultAlerts`: Enables or disables predefined automatic alerts such as:
  * `'PlayerDowned'`: Player down or incapacitated

<figure><img src="/files/l1W519aKa11mlPl8OJrg" alt=""><figcaption></figcaption></figure>

## Dispatch - Sounds

Controls sound notifications when a new dispatch alert is received:

* `Default`: Enables the use of GTA V’s native frontend sound.
  * `frontArgs1` and `frontArgs2` define the specific sound to be played.
  * Set `use` to `true` to activate.
* `Custom`: Allows playing a custom `.ogg` sound file from your `sounds` folder using an external sound system like `InteractSound`.
  * `triggerName`: Name of the client event to play the sound.
  * `fileName`: Name of the sound file (without extension).
  * `volume`: Volume level (e.g., `0.2`).
  * Set `use` to `true` to enable custom sound playback.

<figure><img src="/files/4QWh49hhv1vNyoYxuVWr" alt=""><figcaption></figcaption></figure>


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