🤿Diver


🔤 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.


👥 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)


["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

["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.


📑 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 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.

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