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    • installation
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  • ›clothes shop v2
    • installation
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  • ›interaction
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  • ›crew
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    • installation
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  • ›property
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  • ›barber shop
    • installation
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  • ›tattoo shop
    • installation
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    • edit-tattoo
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  • ›gardener job
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    • pos-fleeca-heist
  • ›poster job
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  • ›loading screen
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  • ›bank
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  • ›autocardealer
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    • add-vehicles
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  • ›character creator
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  • ›multi character
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  • ›bill
    • installation
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    • translate
    • control

~/docs/interaction/configuration/dialog-system

interaction docs›
  • configuration
  • configuration/public-api
  • configuration/interaction-config-reference
  • configuration/dialog-system

Interaction

Dialog System

-- 1 code block · 1 min read

get var-interacttry it on the test server
lua
dialogue = {
    name      = "Paul",          -- big uppercase header
    tag       = "Lumberjack",    -- accent badge under the name
    startMsg  = "How can I help?",
    elements  = {
        {
            label  = "Tell me about the job",
            -- canInteract is optional — return false to hide the entry
            canInteract = function() return ESX.PlayerData.job.name == "unemployed" end,
            action = function(changeDialog, close)
                changeDialog("Here's what you'll do…", {
                    { label = "Sounds good", action = function(_, close) close() end },
                })
            end,
        },
        { label = "Goodbye", action = function(_, close) close() end },
    },
}
  • changeDialog(message, elements) pushes the current screen to a stack and renders the new one. A "Back" entry is auto-injected.
  • close(callback) closes the conversation and runs callback once the camera/HUD have been restored.
  • Escape always closes the dialogue.

The dialogue camera, voice lines, HUD toggling and on-close exports are fully configurable in Config.Dialogue. If your server uses a HUD other than core_ui / spirit, replace the events in Config.Dialogue.hudEvents.


previousinteraction-config-reference
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