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 totrueif you're using qb-vehiclekeys.Keys.wasabi_carlock: Set totrueif you're using wasabi_carlock.Keys.renewed_vehiclekeys: Set totrueif you're using renewed-vehiclekeys.Keys.sna_vehiclekeys: Set totrueif 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 totrueif you're using cdn-fuel.Fuel.LegacyFuel: Set totrueif you're using LegacyFuel.Fuel.ox_fuel: Set totrueif you're using ox_fuel.Fuel.FuelLevel: Default fuel percentage assigned to the spawned job vehicle (e.g.,100for 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 totrueto use ox_target.Target.qtarget: Set totrueto use qtarget.Target.qb_target: Set totrueto use qb-target.Target.own: Set totrueif you're using a custom target system. Requires manual implementation inclient/editable.lua.Target.useE: Set totrueto enable interaction using the E key instead of any target system.

Jobs
Defines job restriction settings for the roadwork system:
EnableJob: Set totrueto 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
EnableJobis 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 totrueto use ox_target.Target.qtarget: Set totrueto use qtarget.Target.qb_target: Set totrueto use qb-target.Target.own: Set totrueif you're using a custom target system. Requires manual implementation inclient/editable.lua.Target.useE: Set totrueto 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 totrueto 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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