> ## 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.

# Troubleshooting

> Fixes for the handful of things that trip people up on first setup.

<AccordionGroup>
  <Accordion title="/elevators does nothing">
    The command is admin-only and isn't suggested in chat to people who can't use it. Grant the ace and reconnect:

    ```cfg server.cfg theme={"dark"}
    add_ace group.admin awoken_elevators.creator allow
    ```

    If you're in an admin group and it still refuses, check `Config.Creator.aceOnly` isn't `true`.
  </Accordion>

  <Accordion title="There's no button in-game, but the elevator saved">
    In this order:

    * **Is the button placed?** Open the floor. An unplaced button reads **not set** in orange, so use **recapture**. A floor built while the server was on the text UI has its button on the arrival point instead, so recapture that one too.
    * **Can you use that floor?** With **Hide buttons on locked floors** on, a floor you have no access to shows no button. See [Access control](/resources/awoken-elevators/access).
    * **Is ox\_target running?** Without it the text UI is used, which prompts at the arrival point instead. The chip at the top of the creator shows which is live.
  </Accordion>

  <Accordion title="A player lands facing a wall, or falls through the floor">
    Re-place the **Teleport to** point. The see-through ped shows exactly where they end up and which way they face. Falling through usually means the point is slightly inside geometry, so aim at open floor a step further from the wall.
  </Accordion>

  <Accordion title="Restrictions do nothing, or lock everyone out">
    * On **standalone** nobody has a job, so any restriction locks the elevator for everyone. Leave the rules empty for a public lift.
    * On **ESX** there are no gangs, so a gang rule never matches.
    * If the picker lists no jobs, your framework returned no list. You can still type a name, but ranks can't be listed.

    Also check whether the rule is on the **elevator** or the **floor**. A floor rule replaces the elevator's; a floor with no rule inherits it.
  </Accordion>

  <Accordion title="The screen doesn't fade when riding">
    Turn on `Config.Debug` and ride again. The console prints:

    ```
    [awoken_elevators] ride took 740ms (fade 500ms, screenFade true, native faded false)
    ```

    `screenFade false` means the fade is off in the **Settings** panel. `native faded false` is normal: it means something else on your server owns the game's own fade, which is why this resource draws its own.
  </Accordion>

  <Accordion title="There's no lift sound">
    Open **Settings** and press **Test** next to **Play the ding**. If it plays there but not while riding, the browser layer is refusing to play without a click, and the script falls back to a game sound. If it doesn't play there either, check the folder is intact and named exactly `awoken_elevators`.
  </Accordion>

  <Accordion title="Changes don't appear for other players">
    Saving pushes to every client, so this usually means the save didn't happen. The bottom-right of the creator reads **Saving** then **Saved**. If it reads **Every floor needs its button placed** or **Needs a name and a floor**, the elevator is incomplete and deliberately isn't written until it's fixed.
  </Accordion>
</AccordionGroup>

## Still stuck?

<Card title="Support" icon="life-ring" href="/support">
  Open a ticket with your server's console output and what you were doing when it happened.
</Card>
