# Create, Settings Studio

{% hint style="warning" %}
Since the studio script works based on the job, the job must definitely be in your qb jobs table or esx jobs table.
{% endhint %}

***

## Change Studio Job&#x20;

To do this, you need to change the table name, which is the main header of your studio table. Like the following example

* **your\_new\_job\_name**: Here you should write the name of your new profession or the profession you want to change.

```lua
["green_studio"] = {
    -- THIS PLACE IS NORMALLY CLOSED WITH CODES. DO NOT COPY OR MODIFY THIS PLACE
    -- THIS PLACE IS NORMALLY CLOSED WITH CODES. DO NOT COPY OR MODIFY THIS PLACE
    -- THIS PLACE IS NORMALLY CLOSED WITH CODES. DO NOT COPY OR MODIFY THIS PLACE
}

-- 

["your_new_job_name"] = {
    -- THIS PLACE IS NORMALLY CLOSED WITH CODES. DO NOT COPY OR MODIFY THIS PLACE
    -- THIS PLACE IS NORMALLY CLOSED WITH CODES. DO NOT COPY OR MODIFY THIS PLACE
    -- THIS PLACE IS NORMALLY CLOSED WITH CODES. DO NOT COPY OR MODIFY THIS PLACE
}
```

***

## What is Debug?

<mark style="color:yellow;">**\[‘debug’] = @boolean**</mark>, It is the printing of data, transactions to F8 or Server console from the time the script starts running until the end of any operation.

***

## What is Blips / What it does

The Blips table is the table that contains the icon and other variables that will appear on the Map by everyone in the game.

* <mark style="color:red;">**\["coords"]**</mark>: <mark style="color:yellow;">@veector3</mark> You must enter coordinates here to determine where the blip will appear on the map.
* <mark style="color:red;">**\["sprite"]**</mark>: <mark style="color:yellow;">@int</mark> It is the icon type that will appear on the map. [Fivem Blips](https://docs.fivem.net/docs/game-references/blips/).
* <mark style="color:red;">**\["color"]**</mark>: <mark style="color:yellow;">@int</mark> The colour of the icon that will appear on the map.[ **Fivem Blip Colours**](https://docs.fivem.net/docs/game-references/blips/#blip-colors)
* <mark style="color:red;">**\["scale"]**</mark>: <mark style="color:yellow;">@float</mark> The size of the icon that will appear on the map.
* <mark style="color:red;">**\["label"]**</mark>: <mark style="color:yellow;">@string</mark> The name of the icon that will appear on the map
* <mark style="color:red;">**\["show"]**</mark>: <mark style="color:yellow;">@boolean</mark> If you want the blips to appear on the map, you should make <mark style="color:green;">**`true`**</mark> if you don't want <mark style="color:red;">**`false`**</mark>

***

## Studio placae / PolyZones

It is important to arrange the studio space. In order to access the computer, to hear the sounds in the studio, the correct complete cordkinat must be taken from the sides of the studio.

{% hint style="danger" %} <mark style="color:red;">**IMPORTANT ⇒**</mark>**&#x20;PolyZone areas should include the computer. If there are no computer coordinates in PolyZone areas, you will get the error&#x20;***<mark style="color:yellow;">**‘You're not in the studio area.’**</mark>*
{% endhint %}

* After copying the correct vector from each edge of the studio, paste it into the ‘polyzones’ table with a comma at the end. Fix the Z position to a fixed float.
* Example for polyzones:

  ```lua
  ["polyzones"] = {
      vec(0.0, 0.0, 0.0),
      vec(0.0, 0.0, 0.0),
      vec(0.0, 0.0, 0.0),
      vec(0.0, 0.0, 0.0),
  }
  ```

<mark style="color:red;">**\["height"]**</mark>: <mark style="color:yellow;">@float</mark> It is the height of the polyzone you entered. Default height is 10.0. If the polyzone is too high or too low, you can adjust this variable by increasing or decreasing it.

***

## Computer / Microphone Coords

In the Microphone and Computer Access section, you should use this section to set the coordinates and the size of the target at these coordinates.

* <mark style="color:red;">**\["radius"]**</mark>: <mark style="color:yellow;">@float</mark> Target is the size of the area.
* <mark style="color:red;">**\["coords"]**</mark>: <mark style="color:yellow;">@vector3</mark> The location of the target where the computer or microphone will be accessed.

{% hint style="info" %}
**Only one person can access the microphone at a time and their voice can be recorded.**
{% endhint %}

***

## Add Television / Setup Television

If there is a screen in the studio, enter the coordinates and prop information of this screen. But if you don't have a screen and want to create it, you should set the model, coords, rotation and create options. You can find out what these are below.

* <mark style="color:red;">**\["model"]**</mark>: <mark style="color:yellow;">@string</mark> You can find the models on [**PlebMaster**](https://forge.plebmasters.de) or **if you have a TV in your MLO/YMAP**, you must enter the model here.
* <mark style="color:red;">**\["create"]**</mark>: <mark style="color:yellow;">@boolean</mark> **If you have a television in MLO/YMAP, this value must be** <mark style="color:red;">`false`</mark>. If you want a TV to be **created automatically by the studio script, you should set this value to&#x20;**<mark style="color:green;">**`true`**</mark>**.**
* <mark style="color:red;">**\["coords"]**</mark>: <mark style="color:yellow;">@vector4</mark> This is the coordinate where the television will be located. Vector4 so that the Heading of the TV screen will be known.
* <mark style="color:red;">**\["rotation"]**</mark>: <mark style="color:yellow;">@vector3</mark> The value of the X, Y, Z rotations at the position of the television.&#x20;
* <mark style="color:red;">**\["distance"]**</mark>: <mark style="color:yellow;">@float</mark> It is the distance measurement between the television coordinate you enter and the detected television. If you have a TV ready in MLO/YMAP and you do not think you have entered the coordinate correctly, try to enter this control distance as a slightly higher value so that the TV can be detected.

```lua
["television"] = {
    ["model"] = "prop_tv_flat_michael",
    ["create"] = true,
    ["coords"] = vector4(0.0, 0.0, 0.0, 0.0),
    ["rotation"] = vector3(0.0, 0.0, 0.0),
    ["distance"] = 1.0
}
```
