Configuration
cfg.lua Reference
Everything a server owner touches lives in cfg.lua. It sits outside escrow and every field carries a type annotation.
cfg.bridge
One adapter per category. 'auto' probes known resources in order, false turns the category off entirely.
framework
auto, qb, esx, standalone
target
auto, ox_target, qb-target, false
notification
ox_lib, qb, esx, okokNotify, ps-ui, lation_ui, wasabi_notify, zsxui
textUI
ox_lib, qb, esx, okokTextUI, jg-textui
progressbar
ox_lib, qb, esx, wasabi_uikit, lation_ui, zsxui, false
vehiclelock
auto, false, plus 10 named key scripts
dispatch
false, plus 18 named dispatch / MDT resources
qbx_vehiclekeys is accepted as an alias for qb-vehiclekeys.
cfg.heist
cooldownMinutes
0
Server-wide gap between runs. 0 disables
abandonMinutes
25
Inactivity before a run is cancelled
crew.min / crew.max
1 / 4
Crew size needed to start, and the ceiling
crew.inviteRadius
6.0
How close an invite target must be
crew.inviteSeconds
30
How long an invite stays open
sceneDistance
200.0
Beyond this, players skip cinematics and see the end state
start
npc gates the job behind the fixer, c4 behind blowing the office wall, both accepts either. The C4 path filters on explosion type (default 2, sticky bomb) inside c4.radius of cfg.scene.coords.wall, so unrelated explosions do nothing.
rewards
Money is rolled per crew member, not split. Items roll independently per member against chance (out of 100).
tow
ropeItem
false
Item consumed on attach. false skips the check
attachSeconds
6
Progress bar length
ropeLength
11.0
Metres between car and chest
dropoff
vec4
Where the chest has to end up
dropoffRadius
12.0
How close counts
dispatch and blip
cfg.heist.dispatch.enabled fires a police alert when the run starts. It needs cfg.bridge.dispatch set to a real adapter; if it is false the console warns you on startup that the alert goes nowhere.
cfg.heist.blip controls the map blip for the yard.
cfg.scene
The cinematic half of the job.
anim
manualReach
true
Crew drives the arm into the office by hand
manualCarry
true
Crew drives the vault out by hand
extendKey
172
Arrow up
retractKey
173
Arrow down
rate
0.5
Playback speed when a leg is automatic
Set either flag to false and that leg plays as a timed cutscene instead. With both false the whole lift runs itself.
delivery
The flatbed hand-off at the car park: the bed slides back, tips down, and the crane rolls off. bedSlideMs, bedDropMs, bedSettleMs, descendMs and clearAfterMs control the timing; bedRaised, bedSlide and bedDrop are offsets relative to the truck chassis.
Set cfg.scene.delivery.enabled = false to skip the whole fetch chain. The crane is then already on its spot and the run opens at the parking stage.
cfg.blackMoney
How the payout is delivered.
item
Adds item with count equal to the amount
account
Adds to the framework money account named in account
markedbills
Adds one item carrying the amount under metadataKey
cfg.police
requiredCount = 0 disables the check. fast reads the framework's cached count, scan iterates online players (slower, always accurate).
cfg.interaction
The [E] prompt drawn in the world when no target script is used: control id, label text, and the background / text colours.
cfg.retention
Days of run history to keep in rm_cranejob_runs. Pruned on every start. 0 keeps everything.
cfg.dev
Leave it false on a live server. It only gates development commands and has no effect on the job itself.
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