Jobs
Create, edit, delete jobs.
Job form
| Field | What it does |
|---|---|
| Technical name | What gets stored on the character. Lowercase, no spaces. Immutable after creation. |
| Label | What players see (e.g. "Forces de l'ordre"). |
| Type | A category (leo, medic, fire, gouv, …). Drives dispatch routing and online counters. |
| Description | Optional, displayed in lists. |
| Blip | Optional map blip for the job's main building. |
| Allowed personal actions | Which entries from the personal-actions list this job's members get in their F-menu. |
| Regions | Which towns / districts this job covers. Used by dispatch. |
Grades
A job has one or more grades. Each grade has:
id— numeric, 0 is the lowest.name— display name.payment— salary per paycheck cycle.isboss— when true,bossactioninteractions only show for this grade.
Drag grades to reorder. Deleting a grade demotes all current members to the grade below.
Interactions
The job's interactions list (stashes, shops, garages, duty points, etc.) lives inside the job edit screen. Add / edit / delete / re-place them from there.
See Interactions for the field reference.
Deleting a job
Removes the job from the database, demotes every current member to unemployed, and deletes every interaction attached to it. Asks for confirmation; logged in the audit log; restorable from a backup.
"Apply changes" vs live updates
Most edits push to online clients within a couple seconds. A few — changing the job's technical name (which isn't possible anyway) or moving a ped attached to an interaction — require the player to leave the area and come back.