Developer Notes
Script Testing
While testing the script DO NOT TELEPORT to the pickup locations. The script looks for the dumpster object when you come in range of it. By teleporting on top of the dumpster you could knock it too far away from its coords before the script registers it and your targeting option will not generate. Simply teleport close the location while testing.
Dumpsters
The default pickup spots were generated off a default server. Having map edits and certain MLOs may remove some of these default dumpsters. I recommend you check each dumpsters location by teleporting to the coordinates to ensure the bin is on your map before pushing the script to production. If the dumpster is not there the player will become stuck in the job as it can't find the object because it doesn't exist.
Add as many bins as you like. Route calculation is pulled randomly from the list so the more pickup spots the more organic the routes will be.
When adding dumpsters make sure the x, y, z coordinates are the exact spawn coords of the entity. Use a dev tool to pull these coords if you can. Not using the exact coords will cause objects to not be found properly. The check radius is very small as many dumpsters spawn several next to each other.
Default dumpster locations are shown here:

Map Edit
The scrip comes with a map edit for the default garbage location. To disable do the following:
Remove
stream
folder frommk_garbage
Remove
this_is_a_map 'yes'
frommk_garbage/fxmanifest.lua
Edit
Config.JobStart.BoxZone
to a new location as there will be nothing in the default spot for the target menu to trigger on
Truck Spawns
You can add more truck spawns if you desire. Note that available spots are checked in the order they are in the list. The truck will spawn in the first available spot.
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