> For the complete documentation index, see [llms.txt](https://tyrix.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://tyrix.gitbook.io/docs/script-resources/tyrix-multi-job/commands.md).

# Commands

Tyrix Multijob registers exactly one command. Everything else in the resource is reached through the interface it opens, or through a world interaction.

| Command | Description                                                           | Who can use it |
| ------- | --------------------------------------------------------------------- | -------------- |
| `/jobs` | Open the **job menu** — the player's saved jobs, clock in / out, quit | Any player     |

The command name comes from `Config.openJobMenu.command`, so `/jobs` is only the shipped default:

```lua
Config.openJobMenu = {
    enabled = true,     -- Enable/disable the job menu entirely
    command = 'jobs',   -- Command to open menu (e.g., /jobs)
    key = 'F5',          -- Keybind to open menu (set to false to disable)
}
```

There are **no admin commands**. The resource never needs one: a player's jobs are written automatically whenever your framework assigns them a job, so there is no manual "add job" action to gate behind a permission.

If you want to grant someone a job, do it the way you already do — through your framework's own job command or admin menu — and this resource picks it up. See [Configuration → Job blacklist](/docs/script-resources/tyrix-multi-job/configuration.md#job-blacklist) for the blacklist that excludes jobs from being saved at all.

The command is registered unrestricted, so it needs no ace permission and no `server.cfg` entry. What each player sees inside the menu is their own job list and nothing else.

## Disabling the job menu

Setting `Config.openJobMenu.enabled = false` skips registering both the command and the keybind.

{% hint style="warning" %}
With the menu gone, players have no way to clock in or out or quit a job, and the resource exposes no event or export for opening it from elsewhere. Turn it off only if you do not want the job menu at all.
{% endhint %}

## Keybind

`Config.openJobMenu.key` sets the default key for the menu, `'F5'` out of the box. Set it to `false` and no key mapping is registered at all — the command still works.

The key is registered with `RegisterKeyMapping`, which means it shows up under **GTA Settings > Key Bindings > FiveM** and every player can rebind it to whatever they like. The label listed there is the `notify.keymap_text` locale entry, so it translates with the rest of the resource — see [Locales](/docs/script-resources/tyrix-multi-job/locales.md).

{% hint style="warning" %}
FiveM stores a player's binding for a key mapping the first time that mapping is registered on their client, and never touches it again. Changing `Config.openJobMenu.key` later moves the default for *new* players only; anyone who has already connected keeps `F5`. If you need everyone moved, announce the new key and have players rebind it in the FiveM settings menu themselves.
{% endhint %}

Renaming `Config.openJobMenu.command` has the same consequence, because the command name is the identifier the mapping is stored under. A rename registers what FiveM considers a brand new mapping, so existing players end up with the old binding pointing at a command that no longer exists — it silently does nothing. Pick a command name early and leave it alone.

## Boss menu access

The **boss menu** is deliberately not a command. It opens from an interaction at the coordinates you list in `Config.bossMenus.locations`, and the form that interaction takes depends on `Config.bossMenus.interactionType`:

| `interactionType` | How the player opens it                                                         |
| ----------------- | ------------------------------------------------------------------------------- |
| `'zones'`         | Walk into an ox\_lib sphere zone, get a TextUI prompt, press the configured key |
| `'target'`        | Third-eye the point with ox\_target                                             |
| `'qb-target'`     | Third-eye the point with qb-target                                              |

Two conditions have to hold before the prompt or the third-eye option appears at all:

* The player's current job must match the `job` on that location.
* Their grade's **name** must be a key in `Config.bossMenus.bossGrades`.

That is the `name` column of your framework's `job_grades` table — the internal identifier such as `boss`, not the human-readable label and not the numeric grade.

{% hint style="warning" %}
Getting this wrong is the most common reason a boss stands on the marker and sees nothing.
{% endhint %}

Because access is tied to the location's `job`, a player who holds several jobs must be clocked into the right one to use that job's boss menu. A police chief who is currently on duty as a mechanic gets nothing at the police station until they clock back in.

Full setup, including per-location money wash overrides and locations without coordinates, is in [Configuration → Boss menu](/docs/script-resources/tyrix-multi-job/configuration.md#boss-menu). What the menu itself can do is covered in [Boss menu](/docs/script-resources/tyrix-multi-job/boss-menu.md).
