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: English

  • fr: French

  • pl: Polish

  • de: German

  • es: 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 to true if you're using qb-vehiclekeys.

  • Keys.wasabi_carlock: Set to true if you're using wasabi_carlock.

  • Keys.renewed_vehiclekeys: Set to true if you're using renewed-vehiclekeys.

  • Keys.sna_vehiclekeys: Set to true 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 to true if you're using cdn-fuel.

  • Fuel.LegacyFuel: Set to true if you're using LegacyFuel.

  • Fuel.ox_fuel: Set to true 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 to true to use ox_target.

  • Target.qtarget: Set to true to use qtarget.

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

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

  • Target.useE: Set to true to enable interaction using the E key instead of any target system.

Jobs

Defines job restriction settings for the roadwork system:

  • EnableJob: Set to true 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 to false, 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 to true to use ox_target.

  • Target.qtarget: Set to true to use qtarget.

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

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

  • Target.useE: Set to true 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: If true, 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:

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 on Config.JobName.


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:

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 if Config.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 to true 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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