👨🔧Electrician
Make sure to add the necessary items, item images and job names required for the job
🔤 General Settings
name:@stringThe job name shown in menus and notifications. Example:"Electrician"debug:@booleanEnables debug mode for logging and testing purposes.disabled:@booleanDisables the job when set totrue.
👥 Multiplayer Settings
can_multiplayer:@booleanAllows the job to be completed by multiple players in a group.show_members_blips:@booleanShows map blips for other group members when set totrue.
🔄 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:@vector3Coordinates for accessing the job menu.interaction_distance:@floatInteraction range to open the job menu.blips: Map blip configuration for the job center.show:@booleanlabel:@stringsprite:@numbercolor:@numberscale:@float
🚚 Vehicle Settings
["car_settings"] = {
["model"] = "vehicle_model",
["spawnCoords"] = vec4(x, y, z, heading)
}model:@stringVehicle model name used for the job. Example:"utillitruck4"spawnCoords:@vector4Coordinates 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:@stringThe mission title displayed to the player.reward:@numberTotal reward given upon mission completion.split_reward_members:@booleanWhether 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:@numberAmount deducted from reward per extra minute.
🧍 Animation Settings
["animation"] = {
["duration"] = number,
["flag"] = number,
["dict"] = "animation_dict",
["name"] = "animation_name",
}duration:@numberAnimation duration (-1for looping indefinitely).flag:@numberAnimation flag (controls behavior like freezing position, looping, etc.).dict:@stringAnimation dictionary.name:@stringAnimation 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:@stringType of task to be completed. Valid types:"FixCables"– Repair broken electrical lines."FuseReplace"– Replace a blown fuse.
coords:@vector4Position and heading for the maintenance location.radius:@floatInteraction 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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