Make sure to add the necessary items, item images and job names required for the job
π€ General Settings#
name:@string
The label shown in menus and notifications.
Example:"Diver"debug:@boolean
Enables debug mode for development and testing purposes.disabled:@boolean
If set totrue, the job will be disabled and unavailable for players.
π₯ Multiplayer Settings#
can_multiplayer:@boolean
Indicates whether the job can be performed in groups.
true: Multiplayer/group support is enabled.
false: Only solo players can perform the job.show_members_blips:@boolean
Iftrue, blips of group members will be visible on the map.teleport_when_mission_finished:@boolean
Iftrue, players are teleported back to the menu position after completing a task.
Recommended to keep thisfalsefor better roleplay continuity.oxygen_finish:@number(in milliseconds)
Extra oxygen time given to the player after finishing an underwater task, allowing them to safely surface.
After this duration, drowning may begin.
Example:10 * 1000(10 seconds)
π Menu Settings#
["menu"] = {
["job_menu"] = vec3(x, y, z),
["interaction_distance"] = float,
["blips"] = { ... }
}
job_menu:@vector3
The location where players can access the job menu.interaction_distance:@float
Distance within which a player can interact with the menu.blips:
Settings for displaying a map marker for the job menu.show:@booleanβ Whether to show the blip.label:@stringβ Blip name.sprite:@numberβ Blip icon ID.color:@numberβ Blip color ID.scale:@floatβ Size of the blip on the map.
π€ Vehicle Settings#
["car_settings"] = {
["model"] = "vehicle_model",
["spawnCoords"] = vec4(x, y, z, heading)
}
model:@string
The spawn name of the vehicle (must be a valid model in-game).
Example:"avisa"spawnCoords:@vector4
The exact coordinates and heading where the vehicle will be spawned.
π Missions / Projects List#
["mission_list"] = {
[1] = {
...
}
}
Each object inside the mission_list defines one diving project/job.
Main Fields#
type:@string
The mission category or object type to collect.
Example:"Sea Urchin"area:@vector3
The central area associated with the mission (e.g., start point or general diving zone).reward:@number
Payment in dollars upon successful completion.title:@string
Mission title shown in UI or notifications.
Timer Settings#
["timer"] = {
["extra_time"] = number,
["mission_time"] = number,
["deducted_per_min"] = number
}
extra_time:@number(ms)
Additional time granted after the mission timer ends.mission_time:@number(ms)
Time limit to complete the mission.deducted_per_min:@number
Amount deducted from reward for each extra minute.
Other Fields#
split_reward_members:@boolean
Iftrue, the total reward is divided among group members.model:@string
The in-world prop model to collect/interact with.
Example:"prop_sealife_02"blip:
Blip settings for mission-related targets.show,label,sprite,color,scale,alpha
collecting_duration:@number(ms)
Time it takes to collect or interact with the target object.coords:@vector3[]
Array of underwater positions where mission items (e.g., sea urchins) can be found.