> For the complete documentation index, see [llms.txt](https://wiki.qfdevelopers.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.qfdevelopers.com/scripts/editor-6/configuration.md).

# Configuration

### Target Systems

Select the targeting system you are using on your server.

* `ox_target`: Support for OX Target
* `qtarget`: Support for QTarget
* `qb_target`: Support for QB Target

<figure><img src="/files/XOPfS6KVVM7hERN7UJ9m" alt=""><figcaption></figcaption></figure>

### Camera Settings

Adjust the camera behavior during NPC interactions.

* `transitionTime`: Camera transition duration (in ms)
* `offset`: Camera offset relative to the NPC's head bone (vec3)

<figure><img src="/files/6tQrpby2LJeT1I9OgwUE" alt=""><figcaption></figcaption></figure>

### NPC Setup

Configure the models and locations of NPCs available on the map.

* `id`: Unique identifier for the NPC entry
* `model`: Ped model name (e.g., 'a\_m\_y\_business\_02')
* `coords`: Coordinates and heading (vec4)
* `animation`: Animation played by the NPC (dictionary and name)
* `dialogId`: The ID of the initial dialog to open
* `icon`: FontAwesome icon displayed in the target
* `label`: Text label displayed in the target

<figure><img src="/files/d03kJsSSedJA6Gvfe5fa" alt=""><figcaption></figcaption></figure>

### Dialog Configuration

Define the structure and content of the conversations.

* `id`: Unique identifier for the dialog node
* `npc.name`: Name of the NPC displayed in the UI
* `npc.role`: Role or title of the NPC displayed in the UI
* `question`: The main text spoken by the NPC
* `options`: A list of possible responses or actions for the player

<figure><img src="/files/T9Lve406lr039ZMkxH2D" alt=""><figcaption></figcaption></figure>

### Dialog Actions

Various types of actions that can be triggered when a dialog option is selected.

* `nextDialog`: ID of the next dialog node to jump to (or a function returning the ID)
* `clientEvent`: Name of a client-side event to trigger
* `serverEvent`: Name of a server-side event to trigger
* `export`: Resource export to call (format: 'resource:exportName')
* `command`: Console command to execute
* `action`: Special built-in actions (e.g., 'close' to end the dialog)
* `condition`: A Lua function that returns true/false to determine if the option is visible (e.g., Check for a specific job or item)

### Dialog Actions Examples:

* Client Event:

<figure><img src="/files/12Yjr1icw2ssgSwbn6rQ" alt=""><figcaption></figcaption></figure>

* Server Event:

<figure><img src="/files/spbUVTLpDOeI89b9TEnF" alt=""><figcaption></figcaption></figure>

* Export:

<figure><img src="/files/pBGX0Npx0hOCk1iAQxue" alt=""><figcaption></figcaption></figure>

* Condition:

<figure><img src="/files/8QOn8t6CpcSMLgJevNtT" alt=""><figcaption></figcaption></figure>

***

## Triggering Dialogs from External Scripts

You can trigger a dialog from any other client-side script using the **TriggerEvent** function.

### Syntax

<figure><img src="/files/dMaFBhGcADlyo9ihePuQ" alt=""><figcaption></figcaption></figure>

### Example Usage

#### 1. Simple Trigger

This example assumes you have a ped entity handle (e.g., from a raycast or efficient ped loop) and want to open a configured dialog.

<figure><img src="/files/pUyBSsdCz50WObiUoSds" alt=""><figcaption></figcaption></figure>

#### 2. Integration with qtarget/ox\_target

If you are adding a target option manually in another script and want to open a dialog:

<figure><img src="/files/6Ixl7XTIAMqIlyB6cCn5" alt=""><figcaption></figcaption></figure>


---

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