Access and management
Access rules, codes, the full staff menu and boss management.
#Access rules
They apply to chests, shops, garages, and to each item / vehicle.
A rule = job + minimum grade + divisions. Several rules can be combined.
| Case | Effect |
|---|---|
| No rule | Public: everyone has access |
| Rule with no division ticked | The whole company (all members of the job, at the minimum grade) |
| Rule with divisions | Only members of those divisions |
Deleting a division does not remove its id from access rules: the rule then gives access to nobody. Access is never widened by mistake.
#Optional code
| Mode | Effect |
|---|---|
| No code | Only the rules matter |
| Access AND code | You must be authorised and type the code (with no rule: code for everyone) |
| Access OR code | Authorised players walk in, others use the code |
- Digits-only codes, length from
Config.Code(4 to 8 by default). - Brute-force protection: after
Config.MaxAttemptswrong codes, the character is lockedConfig.LockSecondsseconds on that point (counted per character, survives a reconnect). - A shop unlocked by code stays unlocked
Config.ShopUnlockSecondsseconds.
#Staff menu (/divgestion)
#Divisions
Every job on the server (jobs / job_grades tables on Vision and ESX, shared jobs on QBCore / Qbox). Per job: create, rename, colour, order, delete divisions, choose the grade that can manage, assign players. A character can be in several divisions of their job (tick chips). The grade never changes.
#Chests
A stash of your inventory (ox_inventory, qb-inventory, qs-inventory or native Vision chest), position (my position / gizmo), displayed prop, capacity, blip.
#Shops
Items from your inventory and outfits (capture of the worn outfit → Config.Outfits.Item item), free or paid (cash / card), run by a ped or an object.
#Garages
One point per job (or per division via access).
- Vehicles sorted into divisions (chips) or “Common”: the player only sees vehicles of their divisions + common ones, laid out by division tab.
- Common + division: the “Common” chip stacks with divisions. The vehicle is visible to everyone with access to the garage, and also appears in its divisions' tab.
- Service vehicles: spawn name, or “Capture my current vehicle” to keep colours, livery, extras and parts.
- Spawn spots (the first free one), storage point (driver + E), plate prefix. Vehicle creation and key hand-over go through the bridge (
Config.Bridge.VehicleKeys). - Spawn limit:
Config.GarageMaxOutvehicles out per player. - Roof number (onx / nk packs): per vehicle, “Roof: N digits” (detected at capture). On spawn, the player enters their sector and badge number, placed on the roof through
Config.Callsign.layouts. The last pair entered is suggested next time, and the text is published in the vehicle'scallsignstate bag. - Livery and light bar (
modLivery,modLightbar) are re-applied for about 1 s after spawn if the model had not finished loading its parts.
#Journal
Creations, assignments, openings, purchases, spawns / storage, wrong codes.
#Boss management (/division)
From the job's management grade (adjustable in /divgestion, default Config.DefaultManageGrade):
- Assign online employees to a division, remove members.
- Vehicles: each vehicle's divisions, plus:
- Visible from: minimum grade that sees the vehicle (hides it from lower grades, even within its division);
- Visible without division from: this grade and above see the vehicle even outside its divisions.
Set per job (
gradescolumn).
- Chests: create, edit, delete the company's chests (
owner_job), placed at the boss's position (≤Config.BossChestReachm). Limits:Config.BossChests(count, slots, max weight), adjustable per job in/divgestion. A staff chest can be entrusted to a company (“Managed by”). Deletion by the boss keeps the contents in the database.