Configuration

Page dedicated to how to configure our Gardener 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., 'gardener'). 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 & XP System

Defines the payment and XP system for the gardener job:

  • amount: Base salary awarded to the player after completing a gardening task (e.g., 5000).

  • moneyType: Currency type used for payment, selected automatically based on active framework: • 'money' for ESX'cash' for QBCore and QBox'yourcustomtypeofmoney' for custom or unsupported systems

  • levelMultiplier: Percentage-based salary boost per player level (e.g., 0.5 = +0.5% per level). Example: Level 10 = +5% bonus to base salary.

  • jobFinishedXP: Amount of XP granted per completed task (e.g., 100 XP).

📈 This system supports progression-based rewards and allows players to earn more as they level up.

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.

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 job areas, types of gardening tasks, and the specific task positions within each zone.

Each entry represents a job location with a waypoint and three task types: pulling, digging, and cleaning.


waypoint_coords:

Coordinates (x, y, z) used to place the waypoint/GPS marker for the general task area.


jobs:

Dictionary of task types available in the location.

🔸 pulling – Removing weeds or plants:

  • amount: Number of random points selected from data. If you don’t want randomness, replace with exact amount of entries in data.

  • data: List of coordinates with x, y, z, h (heading), and r (radius) where pulling tasks take place.

🔸 digging – Digging & planting new plants:

  • amount: Same logic as above.

  • data: List of dig points with positions and headings (x, y, z, h).

🔸 cleaning – Cleaning up debris or garden waste:

  • amount: Randomly chosen task positions from data.

  • data: List of spots where players perform cleaning interactions (x, y, z, h).


📌 You can define multiple job locations by duplicating the structure. Each zone is fully independent, allowing you to place unique sets of gardening tasks around the map.

Mini Games Options

Defines task-specific settings for different gardener job types:


['digging']

Configuration for the digging phase (before planting):

  • holes: Number of holes the player must dig (randomized, e.g., 3–8).


['planting']

Configuration for the planting phase after digging:

  • time: Time in seconds required to plant each plant (e.g., 10).

  • props: List of plant prop models used during the planting process (e.g., 'prop_plant_paradise').


['cleaning']

Configuration for garden cleaning tasks:

  • time: Time in seconds it takes to clean each trash or dirt spot.


['pulling']

Configuration for plant/weed pulling tasks:

  • props: List of props to be removed by the player during the task (e.g., 'h4_prop_bush_cocaplant_01', 'v_med_p_ext_plant').


📌 Each job type can be independently adjusted to control difficulty, immersion, and task duration. You can also add more plant or weed models for variety.

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