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 totrueto use the built-in notification system.qf_notify: Set totrueto use QF Developers' notification system.esx: Set totrueto use default ESX notifications (requires ESX).qb: Set totrueto use default QB notifications (requires QBCore).qbox: Set totrueto 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 totrueif you're using a custom key system (requires manual setup inclient/editable.lua).
fuel:
Defines fuel system compatibility and starting fuel level:
CDNFuel: Set totruefor cdn-fuel.LegacyFuel: Set totruefor LegacyFuel.ox_fuel: Set totruefor ox_fuel.fuellevel: Fuel level (percentage) assigned to the spawned vehicle (e.g.,100for 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 totrueto 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
moneyTypestring to match your economy system.

Target
Defines the targeting system used to interact with job zones, props, and objects:
ox_target: Set totrueto use ox_target.qtarget: Set totrueto use qtarget.qb_target: Set totrueto use qb-target.own: Set totrueif you're using a custom targeting system. Requires implementation inclient/editable.lua.useE: Set totrueto 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 totrueto prevent props from being moved or knocked over by players or vehicles. Set tofalseto 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.,1.5meters).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 totrueto 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 ofvec4coordinates where the job vehicle will be spawned. Format:vec4(x, y, z, heading).DeleteCar: List ofvec4coordinates 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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