> ## Documentation Index
> Fetch the complete documentation index at: https://docs.awokenlabs.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Access control

> Lock an elevator, or a single floor, to jobs and gangs rank by rank.

Any elevator, or any single floor, can be restricted to jobs and gangs. Rules are set in the creator: **Who can use it** on an elevator, and the **Access** row on each floor.

## 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 named `police` 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.

<Tip>
  Untick nothing and the rule stays on "all grades", which isn't the same as ticking every box: a rank added to that job later is included automatically.
</Tip>

## 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.

<Warning>
  Hiding buttons means anyone who reaches a locked floor another way, up a staircase for instance, can't call the lift back from it.
</Warning>

## 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.

<Note>
  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.
</Note>
