DirkScripts
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
| Field | Purpose |
|---|---|
| Name + label | Display name shown to the player on the spawn-selector UI. |
| Position | World coords + heading. Set via the walk-and-set picker (E to confirm, β« to cancel). |
| Icon | FontAwesome icon shown on the spawn selector. Picker built in. |
| Group / Rank gate | Optional 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.
