Configuration
Configuration
Everything lives in shared/config.lua.
General
| Key | Default | What it does |
|---|---|---|
Config.Locale |
"en" |
Interface language. "en" or "tr" |
Config.MaxPropsPerPlayer |
150 |
Cap per player. 0 or nil removes the limit |
Config.CrashTrace |
false |
Diagnostic tracing. Leave off — see below |
Editor and sync
| Key | What it does |
|---|---|
Config.MaxFreecamDistance |
How far the freecam may travel from your ped, in metres |
Config.Editor.ZoneSize |
Chunk size for spatial partitioning. Props are grouped into these zones so only nearby ones sync |
Config.Editor.PropSpawnDistance |
Distance at which props become visible to players |
Larger ZoneSize means fewer, bigger chunks — less bookkeeping but more props loaded at once. The default suits most maps; only change it if you are placing many thousands of props in one area.
Freecam
| Key | What it does |
|---|---|
Config.Freecam.BaseSpeed |
Starting movement speed |
Config.Freecam.MinSpeed / MaxSpeed |
Limits reachable by scrolling |
Config.Freecam.FOV |
Field of view |
Config.Freecam.EditFOV |
While editing a prop the camera zooms to this FOV so the gizmo stays large. false disables it |
Config.Freecam.Sensitivity |
Mouse look sensitivity |
EditFOV exists because the gizmo has no size API and shrinks at high FOV. If you prefer the camera not to move while you edit, set it to false.
World prop eraser
Config.WorldPropDeletion = {
Enabled = true,
CheckInterval = ..., -- ms between sweeps
CheckRadius = ..., -- range around the player to monitor
HideRadius = 500.0, -- range within which erased props stay suppressed
HighlightColor = { r, g, b, a },
}
An erased prop is suppressed so the game does not recreate it when the area streams back in. HideRadius bounds how far out those suppressions are kept active; CheckInterval and CheckRadius drive the sweep that clears anything that spawned anyway.
See World eraser.
Commands
Config.Commands = {
OpenCreator = "opencreator",
CleanProps = "cleanprops",
ClearWorldProps = "clearworldprops",
}
Rename them freely if they clash with another resource. See Commands.
Keybinds
Config.Keys maps every editor action to a FiveM control id. The defaults were checked against each other and against the game's own bindings, so each key does exactly one thing while editing. Change them only if you have a conflict with another resource — and check Keybinds for what each one currently does.