Concepts
A short tour of the vocabulary the panel uses.
Job
A profession a character can be assigned to. Stored on the VORP character (job + jobGrade). A job has:
- A technical name (lowercase, used in code) and a label (shown to players).
- A type (
leo,medic,fire,gouv, etc.) used by dispatch filtering and "how many cops online?" counters. - Grades — ordered list (0, 1, 2…). Each grade has a name, a salary, and an "is boss" flag.
- Regions covered — which towns / districts this job dispatches to.
- Interactions — points in the world that only members of this job can use (or that everyone sees but only this job actually works on).
Gang
Same idea as a job, stored separately on the character (gang + gangGrade). A player can be in a job AND a gang at the same time.
Public interaction
A point in the world that anyone can use, with no job restriction. Mailboxes, payphones, public stables, etc.
Interaction
The unit of "thing players do at a place". Every interaction has:
- A type —
stash,shop,farm,sell,process,craft,duty,bossaction,vehicle_garage,stable,delivery_point,phone,teleport,clothing_store,clothing_wardrobe. See Interaction types. - A position in the world.
- Optional visuals — a floating prompt, an
ox_targetzone, a blip, a ped, a prop, a 3D marker. - A scope — attached to a job, a gang, or "public".
Item
A vorp_inventory item, created from the Items tab. Has a name, label, weight, limit, and optionally an "usable" effect (consume to gain hunger / thirst / health, play an animation, apply a screen FX, become drunk…).
Duty
A simple on/off state per player per job. Created by duty interactions. Paychecks only drop while a player is on duty.
Dispatch (witness)
The built-in alert system. When something happens (called from your scripts or from a witness interaction), every online player whose job type matches the alert's filter — and whose job covers the region — gets a notification with a GPS waypoint.
Personal action
A button in the per-player action menu (default: F7). Configured in Server config → Personal actions. Each action targets either the player themselves, another player, or a vehicle, and fires a named hook so you can attach your own logic.