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

Compatibility
Defines compatibility settings for notification, vehicle key, and fuel systems:
notifications
:
Select which notification system should be used by the script:
script_custom_notify
: Set totrue
to use the built-in notification system.qf_notify
: Set totrue
to use QF Developers' notification system.esx
: Set totrue
to use default ESX notifications (requires ESX).qb
: Set totrue
to use default QB notifications (requires QBCore).qbox
: Set totrue
to use default QBox notifications (requires QBox).
vehiclekeys
:
Defines compatibility with different vehicle key systems:
qb_vehiclekeys
: For qb-vehiclekeys.qbox_vehiclekeys
: For qbox vehicle key system.wasabi_carlock
: For wasabi_carlock integration.renewed_vehiclekeys
: For renewed-vehiclekeys.sna_vehiclekeys
: For sna-vehiclekeys.custom
: Set totrue
if you're using a custom key system (requires manual setup inclient/editable.lua
).
fuel
:
Defines fuel system compatibility and starting fuel level:
CDNFuel
: Set totrue
for cdn-fuel.LegacyFuel
: Set totrue
for LegacyFuel.ox_fuel
: Set totrue
for ox_fuel.fuellevel
: Fuel level (percentage) assigned to the spawned vehicle (e.g.,100
for full tank).
⚠️ Only one system per category (notifications, keys, fuel) should be enabled at a time to avoid conflicts.

Job Data
Defines general job configuration, access restrictions, and blip settings:
Lobby.maxPlayers
:
Maximum number of players that can join a single electrician job session (e.g., 4
).
Job
:
Controls job restriction and role assignment:
requiredJob
: Set totrue
to require a specific job to access the system.name
: Name of the job required (e.g.,'electrician'
). Ignored ifrequiredJob = false
.
Blip
:
Map blip configuration for the electrician job start point:
coords
: Location where the blip appears on the map.sprite
: Icon used for the blip (e.g.,643
).colour
: Color of the blip (e.g.,28
).scale
: Size of the blip (e.g.,0.8
).label
: Text label shown on the map. Uses localization viaTRANSLATIONS.LOCALE('BLIP_LABEL')
.
📌 This section controls how and where the job becomes accessible to players.

Salary
Defines payment settings for completing electrician tasks:
amount
: The amount of money awarded to each player upon job completion (e.g.,5000
).moneyType
: Automatically selects the currency type based on your active framework: •'money'
for ESX •'cash'
for QBCore and QBox •'yourcustomtypeofmoney'
if you're using a custom or unsupported system
📌 You can override the default selection by manually setting the
moneyType
string to match your economy system.

Target
Defines the targeting system used to interact with job zones, props, and objects:
ox_target
: Set totrue
to use ox_target.qtarget
: Set totrue
to use qtarget.qb_target
: Set totrue
to use qb-target.own
: Set totrue
if you're using a custom targeting system. Requires implementation inclient/editable.lua
.useE
: Set totrue
to enable interaction using the E key instead of a target system.
📌 Only one system should be enabled at a time to avoid conflicts.

Freeze Props
Determines whether placed job-related props (e.g., fuse boxes, ladders, tools) should be frozen in place:
FreezeProps
: Set totrue
to prevent props from being moved or knocked over by players or vehicles. Set tofalse
to allow natural physics interactions.
📌 Recommended to keep enabled for stable and immersive job scenes.

Zones
Defines the NPC interaction zone for starting the electrician job:
targetLabel
: Text displayed when targeting the NPC (uses localization viaTRANSLATIONS.LOCALE('LABEL_STARTJOB_TARGET')
).icon
: Font Awesome icon shown in the interaction menu (e.g.,'fa-solid fa-play'
).model
: Ped model spawned at the zone (e.g.,'s_m_m_dockwork_01'
).coords
: Position where the ped and interaction zone are created (vec3
).heading
: Direction the NPC will face.distance
: Maximum interaction distance (e.g.,1.5
meters).groups
: Restricts interaction to a specific job ifConfig.JobData.Job.requiredJob = true
. Uses the job name defined inConfig.JobData.Job.name
.
📌 This is the main entry point where players initiate the job.

Markers
Defines visual marker settings used in the job system:
PedMarkers
:
Displayed under job-related NPCs (e.g., start job ped).
id
: Marker type ID (e.g.,2
– vertical cylinder).color
: RGB color of the marker (e.g.,{243, 207, 7}
for yellow).
DeleteCar
:
Displayed at vehicle return zone (e.g., garage marker).
id
: Marker type ID (e.g.,25
– vehicle garage marker).color
: RGB color of the marker (same format as above).
🎨 You can customize marker types and colors to match your server’s visual style.

Remove Vehicle Timeout
Controls automatic deletion of the job vehicle after a delay:
enabled
: Set totrue
to enable automatic vehicle removal after a set time.time
: Time in seconds before the vehicle is deleted (e.g.,30
).
📌 Useful for preventing abandoned electrician vehicles from cluttering the map.

Garage
Defines vehicle spawn and return settings for the electrician job:
SpawnPoints
: List ofvec4
coordinates where the job vehicle will be spawned. Format:vec4(x, y, z, heading)
.DeleteCar
: List ofvec4
coordinates where players can return (delete) their job vehicle.vehicleModel
: Model name of the electrician job vehicle (e.g.,'burrito_electrician'
).
📌 You can add multiple spawn or return points if you want to support different garage zones.

Uniforms
Defines the electrician job uniform applied to players when starting the job:
male
: Clothing components for male characters: •tshirt_1
,tshirt_2
– T-shirt base and variation •torso_1
,torso_2
– Upper body/clothing •arms
– Arm style (sleeves) •pants_1
,pants_2
– Pants and variation •shoes_1
,shoes_2
– Footwear •helmet_1
,helmet_2
– Helmet or headgearfemale
: Same structure as male, adjusted for female ped model clothing indexes.
📌 You can customize these values to fit your server’s clothing packs or RP uniform standards.

Places
Defines electrician job locations and task types for each mission:
Each entry represents a mission zone with a waypoint and multiple job objectives:
waypoint_coords
: Coordinates (x
,y
,z
) shown on the map/GPS for player navigation to the job location.jobs
: A list of tasks that need to be completed within the mission area. Each task includes:•
player_position
: Position and heading (x
,y
,z
,h
) where the player must stand to perform the task.•
job_type
: Type of electrician task to be performed at the position:'Light'
: Replace or repair street lighting.'Key'
: Access and reconfigure fuse boxes.'Cable'
: Connect or repair electrical cabling.
📌 You can create additional mission zones by duplicating the structure and customizing the coordinates and job types.

Mini Games Options
Defines task-specific settings for each type of electrician job:
['Light']
Configuration for light replacement or repair tasks:
time
: Duration of the task in seconds (randomized range, e.g.,25–35
).fuses
: Number of fuses the player needs to find during the mini-task (randomized, e.g.,2–4
).
['Cable']
Configuration for cable connection or repair tasks:
time
: Duration of the task in seconds (randomized range, e.g.,8–12
).
📌 You can adjust the timing and complexity of each task type independently for better balance and immersion.

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