> ## 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.

# Configuration

> The config file, the in-game settings panel, and the accent colour.

`config/core.lua` holds the few things that have to be known before the server starts. Everything else about how elevators behave is set in-game and saved to the database.

## config/core.lua

```lua config/core.lua theme={"dark"}
Config.Framework = 'auto'   -- 'auto' | 'standalone' | 'esx' | 'qbcore' | 'qbx'
Config.Locale    = 'en'
Config.Debug     = false
Config.updateNotifications = true
```

| Setting                      | What it does                                                                                                               |
| ---------------------------- | -------------------------------------------------------------------------------------------------------------------------- |
| `Config.Framework`           | Picks the first framework that's running, or standalone if there isn't one. Only set it by hand if it guesses wrong.       |
| `Config.Locale`              | Language. Ships with `en`, `cs`, `de`, `es`, `fr`, `it`, `nl`, `pl`, `pt`, `sv`, `tr`, one file each in `config/locales/`. |
| `Config.Debug`               | Draws the ox\_target zones and prints ride timings. Leave it off on a live server.                                         |
| `Config.updateNotifications` | The version banner in the server console on start.                                                                         |

### The creator

```lua config/core.lua theme={"dark"}
Config.Creator = {
    command       = 'elevators',
    ace           = 'awoken_elevators.creator',
    aceOnly       = false,
    ghostPedModel = 'a_m_y_genstreet_01',
}
```

`aceOnly = false` also lets your normal admin group in, so most servers don't need a second ace line. `ghostPedModel` is the see-through ped that shows where players will arrive.

## In-game settings

Run `/elevators` and click **Settings**. These apply to every client the moment you save. Five can be overridden in the creator: **target mode** and **target label** per elevator, **interact distance** and **button radius** per floor, and **hide buttons on locked floors** at either level.

| Setting                       | What it does                                                                                               | Default    |
| ----------------------------- | ---------------------------------------------------------------------------------------------------------- | ---------- |
| How players interact          | `ox_target`, text UI, or auto.                                                                             | Auto       |
| Default target mode           | One option that opens a floor list, or every floor on the target eye.                                      | One option |
| Target label / icon           | The text and icon on the option.                                                                           | `Elevator` |
| Interact distance             | How far away a player can reach a button.                                                                  | `2.0`      |
| Button radius                 | How big the button's target area is.                                                                       | `0.5`      |
| Hide buttons on locked floors | A floor a player can't use shows them no button. See [Access control](/resources/awoken-elevators/access). | Off        |
| Fade the screen / duration    | The fade either side of the move.                                                                          | On, `500`  |
| Play the ding / volume        | The lift sound on arrival.                                                                                 | On, `0.4`  |
| Carried players ride along    | Anyone you're carrying or escorting arrives with you.                                                      | On         |
| Max distance                  | How close a carried player has to be.                                                                      | `5.0`      |

<Note>
  On the text UI there's nothing to aim at, so a new floor only asks for its arrival point and the floor list always opens.

  Floors built **while on ox\_target** keep their button point if you switch to the text UI and back. Floors built **while on the text UI** have no separate button, so if you later switch to ox\_target their button sits on the arrival point until you recapture it.
</Note>

## Theming

The creator follows the shared Awoken accent, so all your resources match.

```cfg server.cfg theme={"dark"}
setr awoken:primaryColor "#00E5FF"
```

```lua config/core.lua theme={"dark"}
Config.Theme = {
    primaryColor = '#00E5FF',
    useConvar    = true,
}
```

With `useConvar` on, the convar wins when it's set. Turn it off to give this one resource its own colour. The colour is resolved on the server, so a convar set with `set` rather than `setr` still works.
