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Compatibilidade:

Pickle's Landscaping Job

Pickle's Landscaping Job - interactive job system for ESX servers. Compatible with ESX framework. Fully customizable and optimized.

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$21.99
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Suporte e política de reembolso visíveis antes do checkout
Funciona com esx, qbcore, qbox
  • Acesso Instantâneo
  • SSL Criptografado
  • Cartão, Klarna, carteiras
Frameworks

esx, qbcore, qbox

Requisitos

Publicado nesta página

Pré-visualização

Não disponível

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Expectativa de suporte

O suporte cobre acesso ao download, arquivos entregues que estejam faltando e dúvidas com base nas notas de instalação publicadas.

Instalação personalizada, conversão de framework, configuração em servidor ao vivo e trabalho em recursos personalizados não estão incluídos, salvo quando indicado na página do produto.

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Compatibilidade, configuração e comprovação do produto em um olhar

Use os dados publicados nesta página para confirmar se Pickle's Landscaping Job é compatível com seu servidor antes do checkout.

Compatibilidade

Frameworks
ESX, QBCore, QBOX
Categoria
Job Scripts

Configuração e requisitos

Fluxo de instalação
Download → pasta resources → ensure no server.cfg
Requisitos
Publicado nesta página
Tamanho do arquivo
183.28 KB

Comprovação e perguntas de compradores

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Ganho para o administrador

Pickle's Landscaping Job foi posicionado para reduzir Job Scripts, em vez de você reconstruir o mesmo sistema do zero.

Compatibilidade

Funciona com esx, qbcore, qbox. Verifique o bloco de requisitos antes de usar em um servidor ativo.

Confiança na compra

Download instantâneo, checkout Stripe, acesso ao suporte e contexto de reembolso são exibidos antes do pagamento.

Elementos de decisão

Requisitos, detalhes de instalação, Perguntas do Produto

Descrição

Config file | Gardener Job

Config = {}

Config.Debug = true

Config.Language = en -- Language to use.

Config.RenderDistance = 100.0 -- Scenario display Radius.

Config.InteractDistance = 2.0 -- Interact Radius

Config.UseTarget = true -- When set to true, it'll use targeting instead of key-presses to interact.

Config.NoModelTargeting = true -- When set to true and using Target, it'll spawn a small invisible prop so you can third-eye when no entity is defined.

Config.Marker = { -- This will only be used if enabled, not using target, and no model is defined in the interaction.
    enabled = true,
    id = 2,
    scale = 0.25, 
    color = {255, 255, 255, 127}
}

Config.XPEnabled = true -- When set to true, this will enable Pickle's XP compatibility, and enable xp rewards.

Config.XPCategories = { -- Registered XP Types for Pickle's XP.
    [landscaping] = {
        label = Landscaping, 
        xpStart = 1000, 
        xpFactor = 0.2, 
        maxLevel = 100
    },
}

Config.Default = {
    respawnTimer = 300, -- Time for respawning a scenario (put this inside a scenario to change it's timer).
    showScenarioBlip = true, -- Show scenario blip on the map so landscapers can find work.
    rewards = { -- Default rewards for completing a scenario, these are split amongst players (put this inside a scenario to change it's rewards).
        {type = money, amount = 500}
    }
}

Config.GiveKeys = function(vehicle)
    local plate = GetVehicleNumberPlateText(vehicle)
    -- Replace this line with your export / event to give keys for your vehicle.
end

Config.Lawnmower = {
    obstacleTimeout = 5, -- Disable mowing for 5 seconds when a rock is hit.
    vehicle = {
        enabled = true,
        model = `mower`,
        particle = {
            offset = vector3(0.8, 0.0, -0.4), 
            rotation = vector3(0.0, 0.0, 0.0)
        }
    },
    walking = {
        enabled = true,
        model = `prop_lawnmower_01`,
        boneID = 57005,
        offset = vector3(0.90, -0.14, -0.77),
        rotation = vector3(195.0, 210.0, -80.0),
        particle = {
            offset = vector3(0.0, 0.0, 0.0), 
            rotation = vector3(-90.0, 0.0, 0.0)
        }
    }
}

Config.Leafblower = {
    enabled = true,
    model = `prop_leaf_blower_01`,
    boneID = 57005,
    offset = vector3(0.1, 0.0, 0.0),
    rotation = vector3(-90.0, -65.0, 0.0),
    particle = {
        offset = vector3(0.9, 0.0, -0.25), 
        rotation = vector3(0.0, 0.0, 0.0)
    }
}

Config.Pitcher = {
    time = 5, -- Time to finish watering a bush.
}

Config.Workplace = { -- Where landscapers can start work, and get their required tools.
    duty = {
        coords = vector3(-1461.7710, -686.8022, 27.4666), -- Clock-in / out
        groups = nil, -- Set to nil for all access, or add a custom job like this: { [landscaping] = 0 }
        blip = { -- Set to nil for no blip.
            label = Landscaping Company,
            id = 479,
            scale = 0.85,
            color = 2,
            display = 4,
        },
    },
    store = {
        coords = vector3(-1464.3055, -683.6722, 26.4667),
        items = {
            {
                label = Lawnmower,
                item = lawnmower,
                price = 2000,
            },
            {
                label = Leafblower,
                item = leafblower,
                price = 2000,
            },
            {
                label = Garden Pitcher,
                item = garden_pitcher,
                price = 100,
            },
        },
        blip = { -- Set to nil for no blip.
            label = Landscaping Store,
            id = 479,
            scale = 0.85,
            color = 2,
            display = 4,
        },
    },
    garage = {
        coords = vector3(-1443.0516, -690.8935, 26.3128),
        spawn = {
            coords = vector3(-1450.2153, -684.7064, 26.3662),
            heading = 306.1427,
        },
        vehicles = {
            {
                label = Pickup Truck,
                model = `bison`,
                price = 100,
            },
            {
                label = Lawnmower,
                model = `mower`,
                price = 100,
            },
            {
                label = Lawnmower Trailer,
                model = `boattrailer`,
                extras = {
                    [1] = 0,
                    [2] = 1,
                },
                price = 100,
            },
        },
        blip = { -- Set to nil for no blip.
            label = Landscaping Garage,
            id = 479,
            scale = 0.85,
            color = 2,
            display = 4,
        },
    },
    outfit = {
        male = {
            ['arms'] = 19,
            ['tshirt_1'] = 15, 
            ['tshirt_2'] = 0,
            ['torso_1'] = 56, 
            ['torso_2'] = 0,
            ['bproof_1'] = 0,
            ['bproof_2'] = 0,
            ['decals_1'] = 0, 
            ['decals_2'] = 0,
            ['chain_1'] = 0,
            ['chain_2'] = 0,
            ['pants_1'] = 7, 
            ['pants_2'] = 0,
            ['shoes_1'] = 56, 
            ['shoes_2'] = 0,
            ['helmet_1'] = 143, 
            ['helmet_2'] = 19,
        },
        female = {
            ['arms'] = 19,
            ['tshirt_1'] = 15, 
            ['tshirt_2'] = 0,
            ['torso_1'] = 56, 
            ['torso_2'] = 0,
            ['bproof_1'] = 0,
            ['bproof_2'] = 0,
            ['decals_1'] = 0, 
            ['decals_2'] = 0,
            ['chain_1'] = 0,
            ['chain_2'] = 0,
            ['pants_1'] = 7, 
            ['pants_2'] = 0,
            ['shoes_1'] = 56, 
            ['shoes_2'] = 0,
            ['helmet_1'] = 143, 
            ['helmet_2'] = 19,
        }
    }
}

Config.ScenarioBlip = { -- Landscaping work blip when enabled.
    label = Landscaping Work,
    id = 365,
    scale = 0.85,
    color = 2,
    display = 4,
}

Config.Scenarios = { -- This is where you'll add work for landscapers to do.
    -- Mansion
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-1604.2740, 107.1936, 61.0744), -- Center of the scenario.
        radius = 6.0, -- Area of the scenario.
        size = 1.15, -- Size of each prop inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = leaves, -- Type of scenario.
        model = `ng_proc_leaves07`, -- Model of the scenario.
        coords = vector3(-1595.6570, 99.7478, 60.7871), -- Center of the scenario.
        radius = 2.0, -- Area of the scenario.
        spread = 50, -- Amount of leaves to place inside the area.
        offset = 0.02, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = bush, -- When watered, it replaces the unwatered plant with the watered plant.
        coords = vector3(-1599.0365, 90.3076, 60.8134), -- Center of the scenario.
        heading = 48.5044, -- Heading of the scenario.
        unwatered = {
            model = `prop_bush_dead_02`, -- Model of the scenario when unwatered.
            offset = -0.2, -- Offset of the Z-coordinate of each prop placed in the area.
        },
        watered = {
            model = `prop_bush_neat_05`, -- Model of the scenario when watered.
            offset = -0.2, -- Offset of the Z-coordinate of each prop placed in the area.
        },
        rewards = { -- Rewards for finishing the scenario.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = bush, -- When watered, it replaces the unwatered plant with the watered plant.
        coords = vector3(-1594.6431, 93.5099, 60.6486), -- Center of the scenario.
        heading = 48.5044, -- Heading of the scenario.
        unwatered = {
            model = `prop_bush_dead_02`, -- Model of the scenario when unwatered.
            offset = -0.2, -- Offset of the Z-coordinate of each prop placed in the area.
        },
        watered = {
            model = `prop_bush_neat_05`, -- Model of the scenario when watered.
            offset = -0.2, -- Offset of the Z-coordinate of each prop placed in the area.
        },
        rewards = { -- Rewards for finishing the scenario.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = obstacle, -- When ran over by either type of lawnmower, the lawnmower is destroyed.
        model = `prop_rock_5_smash1`, -- Model of the scenario.
        coords = vector3(-1605.2738, 106.0849, 61.0947), -- Center of the scenario.
        heading = 30.0077, -- Heading of the scenario.
        offset = -0.05, -- Offset of the Z-coordinate of the prop placed.
        rewards = { -- Rewards for finishing the scenario.
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    -- Lifeinvader
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-1115.9598, -266.6743, 39.0054), -- Center of the scenario.
        radius = 2.0, -- Area of the scenario.
        spread = 20, -- Amount of leaves to place inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    -- Burton Intersection
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-592.4904, -29.4992, 43.6042), -- Center of the scenario.
        radius = 7.0, -- Area of the scenario.
        spread = 40, -- Amount of leaves to place inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-608.8917, -35.4217, 42.5946), -- Center of the scenario.
        radius = 7.0, -- Area of the scenario.
        spread = 40, -- Amount of leaves to place inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = leaves, -- Type of scenario.
        model = `ng_proc_leaves07`, -- Model of the scenario.
        coords = vector3(-631.2047, -35.7677, 41.5798), -- Center of the scenario.
        radius = 3.0, -- Area of the scenario.
        spread = 100, -- Amount of leaves to place inside the area.
        offset = 0.02, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    -- Vespucci Canals
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-1252.4867, -945.2944, 5.7757), -- Center of the scenario.
        radius = 7.0, -- Area of the scenario.
        spread = 40, -- Amount of leaves to place inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = leaves, -- Type of scenario.
        model = `ng_proc_leaves07`, -- Model of the scenario.
        coords = vector3(-1254.5767, -929.0537, 10.3674), -- Center of the scenario.
        radius = 2.0, -- Area of the scenario.
        spread = 50, -- Amount of leaves to place inside the area.
        offset = 0.02, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    -- Skate Park
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-1244.8353, -963.3270, 3.3944), -- Center of the scenario.
        radius = 10.0, -- Area of the scenario.
        spread = 100, -- Amount of leaves to place inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = leaves, -- Type of scenario.
        model = `ng_proc_leaves07`, -- Model of the scenario.
        coords = vector3(-938.9548, -767.0889, 16.5203), -- Center of the scenario.
        radius = 2.0, -- Area of the scenario.
        spread = 50, -- Amount of leaves to place inside the area.
        offset = 0.02, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-946.6307, -757.4492, 18.6050), -- Center of the scenario.
        radius = 3.0, -- Area of the scenario.
        spread = 20, -- Amount of leaves to place inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
    {
        type = grass, -- Type of scenario.
        model = `prop_veg_grass_01_c`, -- Model of the scenario.
        coords = vector3(-927.4852, -755.9402, 19.7077), -- Center of the scenario.
        radius = 6.0, -- Area of the scenario.
        spread = 40, -- Amount of leaves to place inside the area.
        offset = -0.75, -- Offset of the Z-coordinate of each prop placed in the area.
        rewards = { -- Rewards for finishing the scenario. Rewards are split amongst those that help clear it.
            {type = money, amount = 650},
            {type = xp, name = landscaping, amount = 1000},
        }
    },
}

Related FiveM Job Scripts

  • Advanced Sellable Market
  • CD Dispatch
  • Zerio Cardealer
  • Multi Farming Script

Notas de instalação

Requires a FiveM server, esx or qbcore or qbox, access to server resources, and permission to restart the resource after configuration.

Apenas os dados publicados nesta página devem ser considerados confirmados. Se você precisar de mais detalhes, revise a descrição, requisitos, histórico de alterações, avaliações e perguntas do produto antes do checkout.

DescriçãoRequisitos
Início
Loja
Job Scripts
Job Scripts
ESX
QBCore
QBOX
Processo de revisão
Processo de revisão

Características Principais

  • Multiple Landscaping Tools

    Players can use lawnmowers (vehicle and walking models), leafblowers, and garden pitchers with configurable particle effects and bone attachments.

  • Vehicle and Equipment Garage

    Dedicated garage system where players can spawn pickup trucks, lawnmowers, and lawnmower trailers at configured coordinates.

  • Workplace Integration

    Includes duty clock-in/out locations, equipment store with purchasable items (lawnmower, leafblower, garden pitcher), and garage access all at designated workplace coordinates.

  • Pickle's XP System Compatibility

    Built-in support for Pickle's XP with landscaping skill progression up to level 100, configurable XP rewards and multipliers.

  • Target-Based Interaction System

    Supports both target-based interactions and traditional key-press interactions with configurable interact distance and scenario rendering distance up to 100 units.

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