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In game

Things that can be used show a small point. Look at one and a label opens with its name and the keys to press:

Key Default What it does
First key E The first action
Second key G The second action. In a menu, goes back
Third key H The third action
Reveal key Alt (left) Shows the hidden points (see below)
Back Backspace Goes back in a menu, or closes the label

Every player can change them in Settings > Key Bindings > FiveM.

  • A key that fills up must be held until it is full.
  • A key that turns red can’t be used now; its reason shows for a moment.
  • A dimmed key needs something first: a job, an item…
  • When asked to confirm, press the key again within a few seconds.

Nothing shows while running, or from inside a vehicle (unless the script allows it). Slow down and the points come back.

Larger interactions open a menu:

  • The mouse wheel chooses an option.
  • E uses it or opens its submenu.
  • G, Backspace or Esc go back one step, and close the menu at the top.
  • Options with an amount let you pick it with the mouse wheel first; the total price shows while choosing. Press E to accept.

Some points only show while you hold Alt: by default, vehicles, other players and anything the server chooses.

  • Hold Alt and every hidden point nearby shows. Aim at any part of a vehicle to open its menu right where you aim, or at a door handle, the trunk or the hood for their own actions.
  • Without letting go of Alt, press the option’s key (E, G…). When you let go of Alt the label closes, like in ox_target.
  • Only things with options for you get highlighted.
  • Points that show by themselves are not affected by Alt.

Both tools need the sl_interact.style permission (see installation). Changes apply to every player at once and are saved on the server.

/slinteract_admin opens a panel with every interaction on the server, grouped by script. It shows the ones from SL-Interact’s API, from the creator, and from scripts that use ox_target, qb-target or qtarget.

Cards. Each script lists its interactions: what kind they are (a point, a model, every vehicle…), their options and conditions, how far they are from you and how they arrived. From here you can:

  • Turn a whole script off, or a single interaction, without stopping the resource.
  • Edit an interaction: change its name, the key of each option, hide options, and add job or item conditions. The original values stay visible, and Reset brings them back.
  • Set waypoint: marks it on your map.
  • Search by script, option, item or model.

Map. Every interaction on a map of GTA. Take me there teleports you to one.

Each script has a selector When its points show: Default, With Alt, Looking or When close. Each interaction can override it in Edit. Every card says its mode and where it comes from.

This is how you require Alt for everything with exceptions:

  1. In the style editor, set For everything to With Alt.
  2. In the panel, set the scripts you want to show directly to When close.

Those show by themselves when players get close, and each option keeps its usual key. The rest need Alt. See the order of priority.

The Create tab builds interactions without code. Start from a template or from scratch, in three steps:

  1. Where: right here, where you aim, this object, every object of a model, a new NPC (model, position and scenario), or every vehicle, ped, object or player.
  2. Look: name, icon, distance, when the point shows, highlight, badge and status tag.
  3. Menu: options and submenus, each with its key, price, amount, hold, confirmation, job and item conditions, and the actions it runs in order.
Action What it does
Charge Takes money (cash or bank). If the player can’t pay, nothing happens
Require and take item The player must carry it; it is taken
Give item If it doesn’t fit, nothing happens
Give money Cash or bank
Notification A message on screen
Animation / Scenario The character plays an animation or a looped action
Teleport Takes the player somewhere else
Set waypoint Puts a point on their map
Client event / Server event / Command To link with other scripts

Money, items, conditions and distance are checked on the server, all or nothing: if one step fails, what was charged is given back.

Templates: shop with a clerk, vending machine, entrance, elevator, job locker, harvest, workbench and info point.

What you build is saved in data/creations.json and shows for every player right away.

/slinteract_style changes how points and labels look, live, for everyone:

  • Themes: eleven ready-made looks as a starting point.
  • Colors, shapes and fonts of every part.
  • Sounds and their volume, and animations (with bounce, soft or none).
  • Icons: pick from a library or use your own images.
  • Settings: distance of the points, delays, fading, and when points show for each class, including For everything.
  • Share: copy your design as a code and paste it on another server.

Save for everyone applies it to all players and stores it in data/style.json. Undo and redo with Ctrl+Z and Ctrl+Y.