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Diver

Make sure to add the necessary items, item images and job names required for the job


πŸ”€ 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 to true, the job will be disabled and unavailable for players.

πŸ‘₯ 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
    If true, blips of group members will be visible on the map.
  • teleport_when_mission_finished: @boolean
    If true, players are teleported back to the menu position after completing a task.
    Recommended to keep this false for 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)

πŸ“ Menu Settings#

lua
["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: @boolean – Whether to show the blip.
    • label: @string – Blip name.
    • sprite: @number – Blip icon ID.
    • color: @number – Blip color ID.
    • scale: @float – Size of the blip on the map.

🚀 Vehicle Settings#

lua
["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.

πŸ“‘ Missions / Projects List#

lua
["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#

lua
["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
    If true, 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.