For the complete documentation index, see llms.txt. This page is also available as Markdown.

Configuration

config/main.lua, scenarios.lua, and levels.lua — setup, job, routes, and progression.

Editable settings live in three files under config/:

File
Purpose

main.lua

Core setup, employer NPC, vehicles, markers, minigames

scenarios.lua

Easy/Hard routes, rewards, cooldowns, repair points

levels.lua

XP thresholds and pay/XP multipliers (levels 1–10)

Open each file and change only what you need — this page is the short reference.


Setup (config/main.lua)

setup = {
    debug = 4,
    checkVersion = true,
    autoSQL = true,
    textui = 'auto',
    notify = 'auto',
    fuel = 'auto',
    vehiclekeys = 'auto',
    progress = 'auto',
},
Option
Default
What it does

debug

4

Console output. Use 1 on a live server unless troubleshooting.

checkVersion

true

Warns if a newer script release exists on startup.

autoSQL

true

Creates 0r_electrician_players if missing.

textui

'auto'

[E] prompts backend.

notify

'auto'

Toast notifications.

fuel

'auto'

Fills spawned trucks.

vehiclekeys

'auto'

Gives keys when the job starts.

progress

'auto'

Pre-minigame progress bar.

Supported setup.textui values: auto, ox_lib, lt-ui, jg-textui, esx_textui, okokTextUI, cd_drawtextui, lation_ui, lab-HintUI.

Supported setup.notify values: auto, ox_lib, lt-ui, esx_notify, okokNotify, pNotify, mythic_notify, brutal_notify, wasabi_notify, origen_notify, lation_ui, qb-notify.

Supported setup.fuel values: auto, ox_fuel, lt-fuel, LegacyFuel, qb-fuel, qs-fuelstations, cdn-fuel, x-fuel, okokGasStation, esx-sna-fuel, ps-fuel, BigDaddy-Fuel, Renewed-Fuel, lc_fuel.

Supported setup.vehiclekeys values: auto, qb-vehiclekeys, qbx_vehiclekeys, qs-vehiclekeys, mk_vehiclekeys, 0r-vehiclekeys, MrNewbVehicleKeys, t1ger_keys, mVehicle, okokGarage.

Supported setup.progress values: auto, ox_lib, lt-ui, progressbar, lation_ui, wasabi_uikit.

With 'auto', LTBridge picks the first compatible running resource.


General

Option
Default
What it does

locale

'en'

UI and notify language — see locales below

currency

'USD'

Symbol shown in the job menu

currencyFormat

'en-US'

Number formatting (e.g. tr-TR, de-DE)

Locales in locales/: en, tr, de, fr, pl, es, pt, th, zh.

Set locale to match your server language. Translation files are JSON in the locales/ folder.


Job

Option
Default
What it does

interactionDistance

1.325

How close players must be to start a repair

paymentAccount

'cash'

Framework money account for job payout

inviteDistance

10.0

Max meters to invite another player

Blips

blips.employee, blips.vehicle, blips.point — each has label (locale key or plain string), color, sprite, scale.


Employer NPC (employees)

Array of employer locations. Default is one NPC at 735.74, 130.51, 79.7.

Field
What it does

label

Display name (locale key or string)

coords

vector4 — position and heading

model

Ped model

scenario

Idle animation scenario

blip

Show map blip

targetIcon

Target menu icon

vehicleSpawnCoords

vector4[] — where work trucks spawn

Add more entries to run multiple job sites.


Vehicles

Option
What it does

model

Primary crane truck (do not change unless you know the crane logic)

lostPenalty

Percent deducted from pay per lost truck at job end (e.g. 10 → $1000 becomes $900)

secondaryVehicle.model

Extra truck for larger crews

secondaryVehicle.minPlayers

Spawn second truck when crew size is at least this (default 3)

Plates are generated as EC####; fuel is set to 100% on spawn.


Reconnection

Option
Default
What it does

reconnection.enabled

true

Allow disconnected members to rejoin the same lobby

reconnection.time

5

Minutes before the player is removed from the lobby


Check problem (pre-minigame)

Option
Default
What it does

checkProblem.enabled

true

Progress bar before the minigame opens

checkProblem.duration

2500

Bar duration in ms

checkProblem.animDict / animName

think anim

Animation during the check


Clothing

Option
Default
What it does

clothing.enabled

true

Show uniform toggle in lobby

clothing.animation

true

Play change animations

clothing.force

false

Auto-apply uniform on job start

clothing.data

component slots

Drawable/texture per body part


Markers

Option
Default
What it does

useCustomMarkers

true

Use res_markers textures from electricianjob-assets

markers.default

Fallback marker style

markers.fusebox / traffic_light / cable / breaker

Per-type icon, size, color, offset

When useCustomMarkers is false, standard GTA markers are used instead.


Minigames (minigames)

Block
Key options

lamp

brokenChance (0–100), zone size/offset, objects[] streetlight models

fusebox

tickMs, swapDurationMs, successDelayMs

traffic_light

randomizeInterval min/max ms, traffic light object hashes

animations — per-type in / loop / out anim dicts. traffic_light and breaker can alias cable.


UI

Option
Default
What it does

ui.roster.position

'bottom-right'

In-job progress HUD placement

Allowed values: top-left, top-right, left-center, bottom-left, bottom-right, right-center.


Scenarios (config/scenarios.lua)

Each scenario is one table in the returned array:

Field
What it does

id

Unique string (easy, hard)

difficulty

1 = Easy, 2 = Hard (UI display)

players

{ min, max } crew size allowed

image

Scenario card image in web/public/images/scenario/

awards

Base { xp, money } before level multipliers

cooldown

Minutes after start before same scenario again (0 = off)

regions

Array of regions; each region must have the same number of points

Each point inside a region:

Field
Required
What it does

type

Yes

lamp, traffic_light, fusebox, cable, or breaker

coords

Yes

vector3 world position

heading

fusebox only

Ped facing at the panel

camera

fusebox only

{ x, y, z, rotX, rotY, rotZ } for the fusebox view

On job start, one region is picked at random. Edit coordinates to build custom routes for your map.


Levels (config/levels.lua)

Ten levels. Only XP is stored in the database; level is calculated at runtime from these thresholds.

Level
Min XP
XP multiplier
Money multiplier

1

0

1.00

1.00

2

100

1.05

1.05

3

200

1.10

1.10

4

300

1.15

1.15

5

400

1.20

1.20

6

500

1.25

1.25

7

600

1.30

1.30

8

700

1.35

1.35

9

800

1.40

1.40

10

1000

1.45

1.45

Final payout: scenario awards × level money multiplier − vehicle loss penalty.

Last updated