Make sure to add the necessary items, item images and job names required for the job
π€ General Settings#
name:@string
The job name shown in menus and notifications.
Example:"Electrician"debug:@boolean
Enables debug mode for logging and testing purposes.disabled:@boolean
Disables the job when set totrue.
π₯ Multiplayer Settings#
can_multiplayer:@boolean
Allows the job to be completed by multiple players in a group.show_members_blips:@boolean
Shows map blips for other group members when set totrue.
π Bucket Ped Sync Settings#
["bucket_sync_cooldown"] = 5000, -- in milliseconds
["bucket_ped_positions"] = {
["bone"] = "bucket",
["coords"] = vec3(0.0, -0.35, 0.50),
["rotation"] = vec3(0.0, 0.0, 0.0),
}
bucket_sync_cooldown:@number(in ms)
Time between ped position sync updates while in the bucket (e.g., cherry picker).bucket_ped_positions:
Determines how a ped is positioned inside the bucket:bone:@stringβ Bone to attach the ped to (e.g.,"bucket").coords:@vector3β Position offset within the bucket.rotation:@vector3β Rotation offset applied to the ped model.
π Job Menu#
["menu"] = {
["job_menu"] = vec3(x, y, z),
["interaction_distance"] = float,
["blips"] = { ... }
}
job_menu:@vector3
Coordinates for accessing the job menu.interaction_distance:@float
Interaction range to open the job menu.blips:
Map blip configuration for the job center.show:@booleanlabel:@stringsprite:@numbercolor:@numberscale:@float
π Vehicle Settings#
["car_settings"] = {
["model"] = "vehicle_model",
["spawnCoords"] = vec4(x, y, z, heading)
}
model:@string
Vehicle model name used for the job.
Example:"utillitruck4"spawnCoords:@vector4
Coordinates and heading to spawn the utility truck.
π§° Mission List#
["mission_list"] = {
[1] = {
...
}
}
Each entry in the list defines a repair or maintenance task set.
Mission Fields
title:@string
The mission title displayed to the player.reward:@number
Total reward given upon mission completion.split_reward_members:@boolean
Whether to split the reward among group members.
β±οΈ Timer Settings#
["timer"] = {
["extra_time"] = number,
["mission_time"] = number,
["deducted_per_min"] = number,
}
extra_time:@number(ms)
Extra time allowed after the mission ends before failure.mission_time:@number(ms)
Total time allowed to complete the mission.deducted_per_min:@number
Amount deducted from reward per extra minute.
π§ Animation Settings#
["animation"] = {
["duration"] = number,
["flag"] = number,
["dict"] = "animation_dict",
["name"] = "animation_name",
}
duration:@number
Animation duration (-1for looping indefinitely).flag:@number
Animation flag (controls behavior like freezing position, looping, etc.).dict:@string
Animation dictionary.name:@string
Animation name inside the dictionary.
π Maintenance Locations#
["maintenance_locations"] = {
[1] = {
["type"] = "FixCables" or "FuseReplace",
["coords"] = vec4(x, y, z, h),
["radius"] = float,
["ptfx"] = {
["class"] = "ptfx_asset",
["scale"] = number,
["effect"] = "effect_name",
["coords"] = vec3(x, y, z)
}
},
...
}
Each maintenance point includes:
type:@string
Type of task to be completed. Valid types:"FixCables"β Repair broken electrical lines."FuseReplace"β Replace a blown fuse.
coords:@vector4
Position and heading for the maintenance location.radius:@float
Interaction range around the location.ptfx:
Particle effect settings for electrical visuals:class: Particle effect asset class (e.g.,"core")scale: Particle scale multiplier.effect: Particle name (e.g.,"ent_ray_prologue_elec_crackle")coords: Particle position.