Jobs, gangs and ranks
The picker lists the jobs and gangs your framework actually has. Search matches both the label and the identifier, so a job namedpolice is found by typing either that or LSPD.
Adding a job allows every rank of it. Click the rule to open its ranks and tick exactly which ones get in, so a lift can open for recruits and command without opening for the ranks in between.
Elevator rules and floor rules
A floor rule replaces the elevator’s for that floor. A floor with no rule inherits the elevator’s, so a building-wide lock can’t be leaked by forgetting one.Hiding locked floors
By default a restriction decides where you can go, not what you can see: the button is still there, so anyone who ends up on a floor they can’t use can call the lift back. Turn on Hide buttons on locked floors and a floor a player can’t use shows them no button either. It’s set in three places, each beating the one above it: the Settings panel for the server, an elevator’s editor, then a floor’s row. Each level can say no as well as yes.Blips follow access
Players who can’t use any floor of an elevator don’t see its map blip. Blips update when a job or rank changes, without a reconnect.Standalone and ESX
Where a player’s job can’t be known, access is refused rather than granted:- Standalone has no jobs, so any restriction locks that elevator for everyone. Leave the rules empty for a public lift.
- ESX has no gangs, so a gang rule never matches there.
Teleporting is done by the player’s own game. Job and gang rules gate which floors are offered and which buttons appear, not what a menu user can do.