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🀼 Multicharacter
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Features
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Spawn Locations

Spawn Locations

Spawn locations are the places a player can spawn into the world after picking their character. The configurator's Spawn Locations tab manages them.


What a Spawn Location Has

FieldPurpose
Name + labelDisplay name shown to the player on the spawn-selector UI.
PositionWorld coords + heading. Set via the walk-and-set picker (E to confirm, ⌫ to cancel).
IconFontAwesome icon shown on the spawn selector. Picker built in.
Group / Rank gateOptional β€” restrict the spawn to a specific job, gang, or framework grouping. Backed by lib.framework so it works on QB / QBX / ESX equally.

Internal IDs are randomised β€” no more hand-typed spawn_1 slugs.


Use Spawn Selector Toggle

Inside the same tab. When on, players see the spawn selector after picking a character; when off, they spawn directly at their last logout location (or a default if first spawn).

This toggle used to live in the VIP Roles tab but moved here in v1.5 to keep all spawn-related settings in one place.


Group / Rank Gating

Tying spawns to framework groups gives you clean conditional spawn options:

  • Police HQ spawn β†’ only visible if the player's job is police.
  • Mechanic Shop spawn β†’ only visible if mechanic.
  • Default spawn β†’ no gate, visible to everyone.

The group picker is backed by lib.framework so it lists your actual configured jobs / gangs / groupings β€” you don't have to type them.


Live Editing

lib.scriptConfig.on('spawnLocations', ...) rebuilds the runtime on save. The next time a player opens the spawn selector, they see whatever the admin last saved.

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