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

Props
Defines the object models used during roadwork tasks:
Props.sign
: Road sign prop placed at work zones (e.g.,'prop_consign_01a'
).Props.cone
: Traffic cone used to mark or block off areas (e.g.,'prop_roadcone01a'
).Props.barrier
: Barrier model used to restrict access (e.g.,'prop_barrier_work06b'
).Props.toolbox
: Large toolbox model used in certain tasks (e.g.,'prop_tool_box_04'
).Props.toolbox_handy
: Smaller, portable toolbox (e.g.,'prop_tool_box_02'
).Props.crate
: Crate used for storage or task objectives (e.g.,'hei_prop_cash_crate_empty'
).
📌 You can replace these models with your own custom props to match your server's visual style.

Keys
Defines compatibility with vehicle key systems used for job vehicles:
Keys.qb_vehiclekeys
: Set totrue
if you're using qb-vehiclekeys.Keys.wasabi_carlock
: Set totrue
if you're using wasabi_carlock.Keys.renewed_vehiclekeys
: Set totrue
if you're using renewed-vehiclekeys.Keys.sna_vehiclekeys
: Set totrue
if you're using sna_vehiclekeys.
📌 Only one key system should be enabled at a time. If none are used, leave all values set to
false
— the vehicle will be freely usable.

Fuel
Defines compatibility with fuel systems and default fuel level for job vehicles:
Fuel.CDNFuel
: Set totrue
if you're using cdn-fuel.Fuel.LegacyFuel
: Set totrue
if you're using LegacyFuel.Fuel.ox_fuel
: Set totrue
if you're using ox_fuel.Fuel.FuelLevel
: Default fuel percentage assigned to the spawned job vehicle (e.g.,100
for full tank).
📌 Only one fuel system should be enabled at a time. If you don't use any fuel script, leave all values set to
false
.

Target
Defines the targeting system used for interacting with job elements (e.g., NPCs, props, zones):
Target.ox_target
: Set totrue
to use ox_target.Target.qtarget
: Set totrue
to use qtarget.Target.qb_target
: Set totrue
to use qb-target.Target.own
: Set totrue
if you're using a custom target system. Requires manual implementation inclient/editable.lua
.Target.useE
: Set totrue
to enable interaction using the E key instead of any target system.

Jobs
Defines job restriction settings for the roadwork system:
EnableJob
: Set totrue
to restrict access to the roadwork job based on player’s job name.JobName
: Specifies the exact job name required to access the road repair system (e.g.,'unemployed'
).
📌 If
EnableJob
is set tofalse
, all players can perform the job regardless of their assigned job.

Target
Defines the targeting system used for interacting with job elements (e.g., NPCs, props, zones):
Target.ox_target
: Set totrue
to use ox_target.Target.qtarget
: Set totrue
to use qtarget.Target.qb_target
: Set totrue
to use qb-target.Target.own
: Set totrue
if you're using a custom target system. Requires manual implementation inclient/editable.lua
.Target.useE
: Set totrue
to enable interaction using the E key instead of any target system.

Blip
Defines the map blip settings for the road repair job location:
Blip.sprite
: Blip icon ID used on the map (e.g.,643
).Blip.colour
: Blip color ID (e.g.,47
).Blip.scale
: Size of the blip on the map (e.g.,0.8
).Blip.label
: Text label shown on the map (e.g.,_L('BLIP_LABEL')
). This uses the localization system to support multiple languages.
📌 Customize these values to fit your server’s visual style.

Garage
Defines vehicle spawn settings for the road repair job:
Garage.SpawnPoints
: A list of vector4 positions where job vehicles will spawn. Format:vec4(x, y, z, heading)
.Garage.vehicleModel
: Model name of the vehicle used for the job (e.g.,'rumpo2'
).
📌 You can add multiple spawn points to support dynamic or multi-location spawning.

Salary
Defines the payment system for completing road repair tasks:
Salary.amount
: The amount of money the player receives per completed task (e.g.,5000
).Salary.moneyType
: The type of money given, automatically selected based on the active framework: •'money'
for ESX •'cash'
for QBCore and QBox •'money'
or custom type for vRP
📌 You can customize the payment type manually if using a non-standard or modified money system.

Stop Traffic
Defines traffic control behavior near active roadwork zones:
StopTraffic.enabled
: Iftrue
, disables vehicle AI around active job areas to prevent traffic interference.StopTraffic.distance
: Radius (in meters) around the work zone where traffic will be halted (e.g.,100.0
).
📌 Useful for immersive and safe roleplay during road repair tasks.

Zones
Defines interaction zones and NPCs for starting, ending, and managing the road repair job:
Zones.StartJob
:
Zones.StartJob
:Zone where players begin the job.
labelTarget
: Text shown when using a target system (localized).labelNoTarget
: Text shown when using key-based interaction (localized).icon
: Font Awesome icon displayed in the UI.pedModel
: Ped model spawned at the location.coords
: Coordinates of the zone.pedHeading
: Direction the ped is facing.distance
: Max distance for interaction.groups
: Job access restriction based onConfig.JobName
.
Zones.Garage
:
Zones.Garage
:Zone where players retrieve their job vehicle.
labelTarget
: Target interaction text (localized).labelNoTarget
: Key-based interaction text (localized).icon
: Font Awesome icon for the garage.pedModel
: Ped model spawned at the garage.coords
: Vehicle spawn location.pedHeading
: Heading for the garage ped.distance
: Max interaction distance.groups
: Job access restriction (same as above).
Zones.EndJob
:
Zones.EndJob
:Zone where players finish their shift and return equipment.
labelTarget
: Target interaction text (localized).labelNoTarget
: Key-based interaction text (localized).icon
: Font Awesome icon for ending the job.pedModel
: Ped model for the end zone.coords
: Coordinates where players end the job.pedHeading
: Ped heading.distance
: Interaction distance.groups
: Restricts access based on job ifConfig.EnableJob = true
.
📌 All texts (
_L(...)
) use the localization system for multi-language support.

Missions
Defines available repair missions and their step-by-step task sequences:
Each mission entry includes:
disabled
: Set totrue
to temporarily disable the mission.label
: Localized mission name shown in the UI (e.g.,_L('REPAIR_BRIDGE')
).coords
: Center location of the mission area (vec3
).size
: Radius (in meters) of the work zone area.tasks
: Ordered list of tasks that must be completed to finish the mission:
Supported Task Types:
stop_traffic
: Temporarily disables traffic in the mission zone.cones
: Spawns and requires placement of traffic cones. •coords
: List of positions where cones must be placed.barriers
: Spawns and requires placement of barriers. •coords
: List of positions where barriers must be placed.toolbox
: Places a toolbox prop at a specific location. •toolboxCoords
: Coordinates where the player must interact.build
: Starts a simulated repair/building animation (no additional data required).drilling
: Requires player to drill at a designated point. •toolboxCoords
: Interaction point for starting the drilling.run_traffic
: Re-enables normal vehicle traffic in the area once work is complete.
🛠️ You can create multiple missions by duplicating this structure and adjusting coordinates, labels, and tasks as needed.

Uniforms
Defines the job-specific uniforms assigned to players when starting the road repair job:
Uniforms.male
: Clothing components for male characters: •tshirt
,torso
,arms
,pants
,shoes
,helmet
— each defined with part index (_1
) and texture variation (_2
).Uniforms.female
: Clothing components for female characters: • Follows the same structure as male configuration.
👷 These outfits are automatically applied when starting the job. You can freely adjust component IDs to match your server’s clothing pack or uniform style.

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