# Configuration Points

## Public Teleports  Configuration

<details>

<summary>Public Teleport Marker Parameters</summary>

{% code fullWidth="false" %}

```applescript
marker = {
    distanceToSee = number,
    distanceToAccess = number,
    id = number,
    color = {r = number, g = number, b = number, a = number},
    size = vector3(x, y, z),
    bobUpAndDown = boolean,
    rotate = boolean,
    showOnFoot = boolean,
    showInVehicle = boolean,
    accessOnFoot = boolean,
    accessInVehicle = boolean,
    requiredRoutingBucket = number
},
```

{% endcode %}

<mark style="color:yellow;">**distanceToSee**</mark>: *The distance from which the marker will be visible to the player*\ <mark style="color:yellow;">**distanceToAccess**</mark>: *The distance from which a player can use a marker*\ <mark style="color:yellow;">**id**</mark>: *Marker id* ([FiveM Markers Documentation](https://docs.fivem.net/docs/game-references/markers/))\ <mark style="color:yellow;">**color**</mark>: *Marker color provided in RGBA* ([Color Picker](https://g.co/kgs/RLXSr9))\ <mark style="color:yellow;">**size**</mark>: *Marker size given in vector* (vector3(x, y, z))\ <mark style="color:yellow;">**bobUpAndDown**</mark>: *Is the marker supposed to jump* (true or false)\ <mark style="color:yellow;">**rotate**</mark>: *Is the marker supposed to rotate* (true or false)\ <mark style="color:yellow;">**showOnFoot**</mark>: *Is the marker to be visible when the player is on his feet* (true or false)\ <mark style="color:yellow;">**showInVehicle**</mark>: *Whether the marker should be visible when the player is in the vehicle* (true or false)\ <mark style="color:yellow;">**accessOnFoot**</mark>: *Is the marker to be usable when the player is on his feet* (true or false)\ <mark style="color:yellow;">**accessInVehicle**</mark>: *Is the marker to be usable when the player is in the vehicle* (true or false)\ <mark style="color:yellow;">**requiredRoutingBucket**</mark>: *Id routing bucket which is required to see and be able to use the marker*

</details>

<details>

<summary>Public Teleport Parameters</summary>

```applescript
marker = {...}, -- Public Teleport Marker Parameters
coords = vector3(x, y, z),
teleportTo = vector4(x, y, z, w),
routingBucket = boolean,
type = string, -- "enter" or "exit"
hint = string, --"Press ~INPUT_CONTEXT~ to enter to Mechanic"
```

<mark style="color:yellow;">**coords**</mark>: *The place where the player will use the teleport*\ <mark style="color:yellow;">**teleportTo**</mark>: *The place to which the player will be teleported (Ability to teleport with the vehicle)*\ <mark style="color:yellow;">**routingBucket**</mark>: *Not required, id of the routing bucket to which the player will be redirected after using the teleport - this makes it so that you can do multiple jobs in one interiors and they won't hear or see each other*\ <mark style="color:yellow;">**type**</mark>: *marker type, what it is, "exit" automatically sets the default routing bucket in which all players are in*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

## Job Configuration

<details>

<summary>Job Zone Marker Parameters</summary>

```applescript
marker = {
    distanceToSee = number,
    distanceToAccess = number,
    id = number,
    color = {r = number, g = number, b = number, a = number},
    size = vector3(x, y, z),
    bobUpAndDown = boolean,
    rotate = boolean,
    showOnlyOnDuty = boolean,
    showOnlyWithWorkClothes = boolean,
    showOnFoot = boolean,
    showInVehicle = boolean,
    accessOnFoot = boolean,
    accessInVehicle = boolean,
    requiredRoutingBucket = number
},
```

<mark style="color:yellow;">**distanceToSee**</mark>: *The distance from which the marker will be visible to the player*\ <mark style="color:yellow;">**distanceToAccess**</mark>: *The distance from which a player can use a marker*\ <mark style="color:yellow;">**id**</mark>: *Marker id* ([FiveM Markers Documentation](https://docs.fivem.net/docs/game-references/markers/))\ <mark style="color:yellow;">**color**</mark>: *Marker color provided in RGBA* ([Color Picker](https://g.co/kgs/RLXSr9))\ <mark style="color:yellow;">**size**</mark>: *Marker size given in vector* (vector3(x, y, z))\ <mark style="color:yellow;">**bobUpAndDown**</mark>: *Is the marker supposed to jump* (true or false)\ <mark style="color:yellow;">**rotate**</mark>: *Is the marker supposed to rotate* (true or false)\ <mark style="color:yellow;">**showOnlyOnDuty**</mark>: *Is the marker to be visible only on duty* (true or false)\ <mark style="color:yellow;">**showOnlyWithWorkClothes**</mark>: *Is the use of the marker to be in work clothes only*\ <mark style="color:yellow;">**showOnFoot**</mark>: *Is the marker to be visible when the player is on his feet* (true or false)\ <mark style="color:yellow;">**showInVehicle**</mark>: *Whether the marker should be visible when the player is in the vehicle* (true or false)\ <mark style="color:yellow;">**accessOnFoot**</mark>: *Is the marker to be usable when the player is on his feet* (true or false)\ <mark style="color:yellow;">**accessInVehicle**</mark>: *Is the marker to be usable when the player is in the vehicle* (true or false)\ <mark style="color:yellow;">**requiredRoutingBucket**</mark>: *Id routing bucket which is required to see and be able to use the marker*

</details>

<details>

<summary>Job Zone Blip Parameters</summary>

```applescript
blip = {
    sprite = number,
    display = number,
    scale = number,
    color = number,
    name = string,
    showOnlyOnDuty = boolean,
    showOnlyWithWorkClothes = boolean,
},
```

<mark style="color:yellow;">**sprite**</mark>: S*prite of blip (*[*FiveM Blips Documentation*](https://docs.fivem.net/docs/game-references/blips/)*)*\ <mark style="color:yellow;">**display**</mark>: *Display type of blip (*[*FiveM Blip Display Native*](https://docs.fivem.net/natives/?_0x9029B2F3DA924928)*)*\ <mark style="color:yellow;">**scale**</mark>: *Scale of blip*\ <mark style="color:yellow;">**color**</mark>: *Color of blip (*[*FiveM Blips Documentation*](https://docs.fivem.net/docs/game-references/blips/)*)*\ <mark style="color:yellow;">**name**</mark>: *Name of blip*\ <mark style="color:yellow;">**showOnlyOnDuty**</mark>: *Is being on duty required to see a blip*\ <mark style="color:yellow;">**showOnlyWithWorkClothes**</mark>: *Is being in work clothes required to see the blip.*

</details>

<details>

<summary>Job Zone Parameters - TELEPORT</summary>

```lua
SellWineTeleportIn = {
    marker = {...},
    coords = vector3(x, y, z),
    teleportTo = vector4(x, y, z, w),
    routingBucket = number,
    grades_access = string or table or nil,
    type = "teleport",
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *The place where the player will use the teleport*\ <mark style="color:yellow;">**teleportTo**</mark>: *The place to which the player will be teleported (Ability to teleport with the vehicle)*\ <mark style="color:yellow;">**routingBucket**</mark>: Not required and if it is not there after the teleport, the player will be put into the default bucket with players, *Id of the routing bucket to which the player will be redirected after using the teleport - this makes it so that you can do multiple jobs in one interiors and they won't hear or see each other*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**type**</mark>: *"teleport"*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - CLOAKROOM</summary>

```lua
Cloakroom = {
    marker = {...},
    coords = vector3(x, y, z),
    type = "cloakroom",
    grades_access = string or table or nil,
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**type**</mark>: *"cloakroom"*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - VEHICLES</summary>

```lua
Vehicles = {
    marker = {...},
    coords = vector3(x, y, z),
    spawnCoords = vector4(x, y, z, w),
    type = "vehicles",
    vehicles = {
        ["shared"] = {
            {name = "Ambulance", model = "ambulance"},
        },
        ["boss"] = {
            {name = "Police", model = "police", livery = 1}
        }
    },
    grades_access = string or table or nil,
    hint = string,
    plate = "XXX "..math.random(1000, 9999),
},
```

<mark style="color:yellow;">**coords**</mark>: *The place where the player will open the menu*\ <mark style="color:yellow;">**spawnCoords**</mark>: *The place where the vehicle will be spawned*\ <mark style="color:yellow;">**type**</mark>: *"vehicles"*\ <mark style="color:yellow;">**vehicles**</mark>: *Table with vehicles in which you can add "shared", that is, available for each rank and you can add only for specific ranks ie "boss", you can also set livery for specific vehicles*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*\ <mark style="color:yellow;">**plate**</mark>: *You can set a default array with which a player can spawn a vehicle and they can be unique but with a job prefix, e.g. for EMS you can do `"EMS "..math.random(1000, 9999)` or just set one `"EMS"`*<br>

</details>

<details>

<summary>Job Zone Parameters - DELETE VEHICLE</summary>

```lua
DeleteVehicle = {
    marker = {...},
    coords = vector3(x, y, z),
    type = "deletevehicle",
    grades_access = string or table or nil,
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**type**</mark>: *"deletevehicle"*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - BOSS MENU</summary>

```applescript
BossMenu = {
    marker = {...},
    coords = vector3(x, y, z),
    grades_access = string or table or nil,
    type = "bossmenu",
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**type**</mark>: *"bossmenu"*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - ITEM HARVEST</summary>

```lua
ScrapHarvesting = {
    marker = {...},
    coords = vector3(x, y, z),        
    progress = {
	label = "You collecting a scrap",
	time = 500,
	animation = {"mini@repair", "fixing_a_ped"},
        can_cancel = false
    },
    item = {
        adding = {
            {name = "scrap", amount = 1, max = 80}
        }
    },
    grades_access = string or table or nil,
    type = "item_harvest",
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**progress**</mark>: *Not required, you can configure the progressbar for this action*\ <mark style="color:yellow;">**item**</mark>: *adding is a table to which you add the items that the player is to get to the inventory*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**type**</mark>: *"item\_harvest"*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - ITEM EXCHANGE</summary>

```lua
FixkitProduce = {
    marker = {...},
    coords = vector3(x, y, z),
    progress = {
        label = "You produce a fixkit",
    	time = 4500,
    	animation = {"mini@repair", "fixing_a_ped"},
        can_cancel = false
    },
    item = {
        adding = {
            {name = "fixkit", amount = 1, max = 30}
        },
        required = {
            {name = "scrap", amount = 5},
        },
    },
    grades_access = string or table or nil,
    type = "item_exchange",
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**progress**</mark>: *Not required, you can configure the progressbar for this action*\ <mark style="color:yellow;">**item**</mark>: *Adding is a table to which items are added to the player's inventory and required are items that are required to create those with adding*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**type**</mark>: *"item\_exchange"*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - ITEM SELL</summary>

```lua
SellWine = {
    marker = {...},
    coords = vector3(x, y, z),
    progress = {
        label = "You selling a Wine",
	time = 4500,
	animation = {"missah_2_ext_altleadinout", "hack_loop"},
        can_cancel = false
    },
    reward = {amount = 5, type = "cash"},
    item = {
        required = {
            {name = "grape", amount = 1},
        },
    },
    grades_access = string or table or nil,
    type = "item_sell",
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**progress**</mark>: *Not required, you can configure the progressbar for this action*\ <mark style="color:yellow;">**reward**</mark>: *Here you enter how much money the player should receive for selling items the available money types are "cash", "bank", "black\_money"*\ <mark style="color:yellow;">**item**</mark>: *Item required are items that are required to sell*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**type**</mark>: *"item\_sell"*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - SHOP</summary>

```applescript
Shop = {
    marker = {...},
    coords = vector3(x, y, z),
    type = "shop",
    items = {
        ["shared"] = {
            {label = "Tazer", name = "WEAPON_STUNGUN", amount = 1, type = "item"},
            {label = "🍞 Bread", name = "bread", amount = 2, price = 3, payWith = 'money', type = "item"},
            {label = "💦 Water", name = "water", amount = 1, price = 2, payWith = 'money', type = "item"},
        },
        ["boss"] = {
            {label = "Pistol", name = "WEAPON_PISTOL", amount = 1, price = 500, payWith = 'money', type = "item"},
        },
    },
    grades_access = string or table or nil,
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**type**</mark>: *"shop"*\ <mark style="color:yellow;">**items**</mark>: *The items table has the ability to set items for `"shared"`, meaning for each person who has a certain job, or for a specific rank like `"boss"`. Inside, it requires setting the following options:* \
&#x20;   *`label`* *- which is displayed in the player's menu name which is the name of the spawned item or weapon,* \
&#x20;   *`amount` - quantity of item,* \
&#x20;   *`price` - not required, if not set, the item will be free,* \
&#x20;   *`payWith` - with available options `'money'`, `'bank'`, `'black_money'`, if you're not using the `price` option, it can also be deleted,* \
&#x20;   *`type` - with available options `"item"` and `"weapon"`, if you want to add a weapon and are using an item-based inventory system, set it to `"item"`, if you're using the GTA weapon system (on the tab key), set it to `"weapon"`.*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**hint**</mark>: *"shop"*

</details>

<details>

<summary>Job Zone Parameters - SELL</summary>

```
```

</details>

<details>

<summary>Job Zone Parameters - STORAGE</summary>

```lua
Storage = {
    marker = {...},
    coords = vector3(x, y, z),
    type = "storage",
    id = number,
    society = string,
    options = {
        ['put'] = boolean or string or table,
        ['pull'] = boolean or string or table,
    },
    grades_access = string or table or nil,
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**type**</mark>: *"storage"*\ <mark style="color:yellow;">**id**</mark>: *id for storage, remember that if there will be several storage in one job, the id must not be repeated*\ <mark style="color:yellow;">**society**</mark>: *society name for esx\_addoninventory*\ <mark style="color:yellow;">**options**</mark>: *Here it 2 options - "put" and "pull" can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`), if each rank is to have access set `true`* or if you don't want anyone to have access to it set `false`\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - TUNING</summary>

```lua
Tuning1 = {
    marker = {...},
    coords = vector3(x, y, z),
    type = "tuning",
    grades_access = string or table or nil,
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**type**</mark>: *"tuning"*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

<details>

<summary>Job Zone Parameters - DUTY</summary>

```lua
Duty = {
    marker = {...},
    coords = vector3(x, y, z),
    type = "duty",
    grades_access = string or table or nil,
    hint = string,
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of marker use*\ <mark style="color:yellow;">**type**</mark>: *"duty"*\ <mark style="color:yellow;">**grade\_access**</mark>: *Here it can be one rank with access e.g. (`"boss"`) or many e.g. (`{"boss", "uboss"}`) or if each rank is to have access set `nil`*\ <mark style="color:yellow;">**hint**</mark>: *cue ESX.ShowHelpNotification or other TextUI*

</details>

## Job Clothes Configuration

<details>

<summary>Job Clothes</summary>

```applescript
Clothes = {
    ["shared"] = {
        {
            name = string,
            male = {
                ["tshirt_1"] = number,   ["tshirt_2"] = number, 
                ["torso_1"] = number,    ["torso_2"] = number,
                ["arms"] = number,       ["arms_2"] = number,
                ["pants_1"] = number,    ["pants_2"] = number,
                ["shoes_1"] = number,    ["shoes_2"] = number,
                ["helmet_1"] = number,   ["helmet_2"] = number, 
                ["chain_1"] = number,    ["chain_2"] = number, 
            },
            female = {
                ["tshirt_1"] = number,   ["tshirt_2"] = number, 
                ["torso_1"] = number,    ["torso_2"] = number,
                ["arms"] = number,       ["arms_2"] = number,
                ["pants_1"] = number,    ["pants_2"] = number,
                ["shoes_1"] = number,    ["shoes_2"] = number,
                ["helmet_1"] = number,   ["helmet_2"] = number, 
                ["chain_1"] = number,    ["chain_2"] = number, 
            }
        },
    },
    ["boss"] = {
        {
            name = string,
            male = {
                ["tshirt_1"] = number,   ["tshirt_2"] = number, 
                ["torso_1"] = number,    ["torso_2"] = number,
                ["arms"] = number,       ["arms_2"] = number,
                ["pants_1"] = number,    ["pants_2"] = number,
                ["shoes_1"] = number,    ["shoes_2"] = number,
                ["helmet_1"] = number,   ["helmet_2"] = number, 
                ["chain_1"] = number,    ["chain_2"] = number, 
            },
            female = {
                ["tshirt_1"] = number,   ["tshirt_2"] = number, 
                ["torso_1"] = number,    ["torso_2"] = number,
                ["arms"] = number,       ["arms_2"] = number,
                ["pants_1"] = number,    ["pants_2"] = number,
                ["shoes_1"] = number,    ["shoes_2"] = number,
                ["helmet_1"] = number,   ["helmet_2"] = number, 
                ["chain_1"] = number,    ["chain_2"] = number, 
            }
        },
    },
},
```

Tables with clothes in "shared" are available for each rank, you can also add clothes under specific ranks.

</details>

## Job Blip Configuration

<details>

<summary>Job Blip</summary>

```applescript
Blip = {
    coords = vector3(x, y, z),
    sprite = number,
    color = number,
    display = number,
    scale = number,
    name = string,
    public = boolean
},
```

<mark style="color:yellow;">**coords**</mark>: *Position of blip*\ <mark style="color:yellow;">**sprite**</mark>: S*prite of blip (*[*FiveM Blips Documentation*](https://docs.fivem.net/docs/game-references/blips/)*)*\ <mark style="color:yellow;">**color**</mark>: *Color of blip (*[*FiveM Blips Documentation*](https://docs.fivem.net/docs/game-references/blips/)*)*\ <mark style="color:yellow;">**display**</mark>: *Display type of blip (*[*FiveM Blip Display Native*](https://docs.fivem.net/natives/?_0x9029B2F3DA924928)*)*\ <mark style="color:yellow;">**scale**</mark>: *Scale of blip*\ <mark style="color:yellow;">**name**</mark>: *Name of blip*\ <mark style="color:yellow;">**public**</mark>: *Is the blip to be public or only for people who have the job*

</details>

## Job Type Configuration

<details>

<summary>Job Type</summary>

```applescript
Type = string,
```

<mark style="color:yellow;">**Type**</mark>: *Available types to choose from are `"job"` and `"gang"`, adaptation to your server possible with config.client.lua & config.server.lua*

</details>


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.vames-store.com/outdated/vms_jobs/guides/configuration-points.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
