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: English

  • fr: French

  • pl: Polish

  • de: German

  • es: 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 to true to use the built-in notification system.

  • qf_notify: Set to true to use QF Developers' notification system.

  • esx: Set to true to use default ESX notifications (requires ESX).

  • qb: Set to true to use default QB notifications (requires QBCore).

  • qbox: Set to true 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 to true if you're using a custom key system (requires manual setup in client/editable.lua).


fuel:

Defines fuel system compatibility and starting fuel level:

  • CDNFuel: Set to true for cdn-fuel.

  • LegacyFuel: Set to true for LegacyFuel.

  • ox_fuel: Set to true 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 to true to require a specific job to access the system.

  • name: Name of the job required (e.g., 'electrician'). Ignored if requiredJob = 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 via TRANSLATIONS.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 to true to use ox_target.

  • qtarget: Set to true to use qtarget.

  • qb_target: Set to true to use qb-target.

  • own: Set to true if you're using a custom targeting system. Requires implementation in client/editable.lua.

  • useE: Set to true 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 to true to prevent props from being moved or knocked over by players or vehicles. Set to false 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 via TRANSLATIONS.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 if Config.JobData.Job.requiredJob = true. Uses the job name defined in Config.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 to true 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 of vec4 coordinates where the job vehicle will be spawned. Format: vec4(x, y, z, heading).

  • DeleteCar: List of vec4 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 headgear

  • female: 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.

Last updated