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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.

CaseEffect
No rulePublic: everyone has access
Rule with no division tickedThe whole company (all members of the job, at the minimum grade)
Rule with divisionsOnly members of those divisions
Deleting a division

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

ModeEffect
No codeOnly the rules matter
Access AND codeYou must be authorised and type the code (with no rule: code for everyone)
Access OR codeAuthorised players walk in, others use the code
  • Digits-only codes, length from Config.Code (4 to 8 by default).
  • Brute-force protection: after Config.MaxAttempts wrong codes, the character is locked Config.LockSeconds seconds on that point (counted per character, survives a reconnect).
  • A shop unlocked by code stays unlocked Config.ShopUnlockSeconds seconds.

#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.GarageMaxOut vehicles 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's callsign state 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 (grades column).
  • Chests: create, edit, delete the company's chests (owner_job), placed at the boss's position (≤ Config.BossChestReach m). 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.
Last updated : 7 November 2026© 2026 TC Script