👨‍🔧Electrician


🔤 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.


👥 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.


🔄 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: @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.


📍 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: @boolean

    • label: @string

    • sprite: @number

    • color: @number

    • scale: @float


🚚 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.


🧰 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.


⏱️ 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.


🧍 Animation Settings

["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.


🔌 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" – 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.

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