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How admins place markers, and how bosses use the menu in-game.

Admin — placing markers

  1. Stand exactly where you want the marker to spawn.
  2. Run /bossmenu_admin.
  3. The placement panel opens with three sections:
    • Place — pick a job from the dropdown, optionally type a label, and click Place here. The marker is inserted into the database immediately and appears for everyone.
    • List — every existing marker with its job, label, distance from you, GPS button, and a delete action.
    • Delete — click the trash icon on any row in the list, confirm in the modal.
Changes go live for every connected player instantly — no restart. The dropdown is built from the framework’s full job list, filtered through Config.JobBlacklist.
You can use the GPS button on a listed marker to set a waypoint to it, useful for sanity-checking where you placed things.

Boss — opening the menu

A boss walks up to a marker for their society. The marker only draws within Config.DrawDistance (15m default) and the interaction prompt only shows within Config.InteractDistance (1.6m default).
  • textui mode[E] Open Boss Menu appears in the bottom-right (or wherever you set position). Press E.
  • target mode — third-eye option Open Boss Menu within Config.target.distance (2m default).
The menu opens with up to five tabs, controlled by Config.MenuOptions.

Boss — Balance

Shows the society’s current balance, pulled live from the configured backend:
  • ESXaddon_account_data for society_<jobname>
  • QB / Qbox → Renewed-Banking / qb-management exports, with qb-banking fallback
If the society row doesn’t exist on ESX, it’s seeded on the first read so you never see a nil.

Boss — Withdraw / Deposit

Move money between the society and the player’s configured account (Config.PlayerAccount, default cash).
  • Capped at Config.MaxTransaction per click.
  • Refund on failure — if the society write fails (e.g. banking resource down, society row locked), the player is refunded. Money is never silently lost.

Boss — Employees

Lists every player currently employed in the society. Per-row actions:
  • Promote / demote — pick a new grade from the framework’s grade list.
  • Fire — kicks the player from the job:
    • QboxRemovePlayerFromJob (drops the secondary job entry cleanly)
    • QB / ESXSetJob('unemployed', 0) with a server-side readback to confirm the change stuck. ESX’s setJob silently swallows errors otherwise.
  • Self-fire and self-promote are blocked server-side. The UI buttons grey out for your own row anyway, but the server rechecks.
  • You can’t fire someone whose grade is in Config.BossGradeNames — bosses can’t fire each other.

Boss — Hire

Hires the nearest unemployed player into the society at grade 0.
  • The candidate must be within Config.HireDistance (5m default) at the moment you click Hire — re-checked server-side, not just when the menu opens.
  • If the candidate has moved away in the meantime, you get a notification and the action no-ops.
After hiring, the new employee is in the society at grade 0. Use Employees → Promote to push them to a higher grade.