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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 typestash, 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_target zone, 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.

Released under a commercial license. Documentation released under MIT.