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Electrician

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


πŸ”€ 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 to true.

πŸ‘₯ 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 to true.

πŸ”„ Bucket Ped Sync Settings#

lua
["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: @string – Bone to attach the ped to (e.g., "bucket").
    • coords: @vector3 – Position offset within the bucket.
    • rotation: @vector3 – Rotation offset applied to the ped model.

πŸ“ Job Menu#

lua
["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: @boolean
    • label: @string
    • sprite: @number
    • color: @number
    • scale: @float

🚚 Vehicle Settings#

lua
["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.

🧰 Mission List#

lua
["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.

⏱️ Timer Settings#

lua
["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.

🧍 Animation Settings#

lua
["animation"] = {
  ["duration"] = number,
  ["flag"] = number,
  ["dict"] = "animation_dict",
  ["name"] = "animation_name",
}
  • duration: @number
    Animation duration (-1 for looping indefinitely).
  • flag: @number
    Animation flag (controls behavior like freezing position, looping, etc.).
  • dict: @string
    Animation dictionary.
  • name: @string
    Animation name inside the dictionary.

πŸ”Œ Maintenance Locations#

lua
["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" – Repair broken electrical lines.
    • "FuseReplace" – 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.