JamzRestaurantJob β Full Restaurant Waiter Experience [QBCore | ESX | QBox]
Run a complete front-of-house career on your server β from reception application and scored interview, through clock-in shifts, elevator arrivals, table service, kitchen & bar prep, billing & tips, and busser cleanup until every reservation is cleared and payday hits. Fully scripted NPC flow, NUI-driven orders, and deep config for your MLO.
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FEATURES
Reception & hiring pipeline
Turn strangers into staff through a real onboarding loop.
- Interview hours - reception only accepts applications during configured in-game time windows (morning/evening slots, fully tunable).
- Receptionist NPC - target interaction, speaking/idle animations, branded ox_lib dialogue.
- Clipboard application - after confirming interest, players carry a clipboard, find a configurable chair, and complete a full employment NUI (name/DOB pulled from framework character data).
- Desk hand-in - place the application prop on the reception desk; receptionist walks to review it and returns when ready.
- Interview room entry - target zone teleports players into your interview interior with screen fades.

Scored interview & job grant
Multi-step interview with pass/fail logic and framework job assignment on hire.
- Scripted interview scene - locked camera, freemode interviewer NPC (full appearance table), optional props (laptop/chair).
- Interview NUI - typewriter dialogue, multiple choice answers with tone scoring (good/neutral/bad), configurable pass rules.
- Facial moods on the interviewer tied to answer quality
- Pass = job - server assigns Config.RestaurantJob via QBCore or ESX bridge.
- Optional hire cinematic - multi-shot scripted camera tour + teleport after success (Config.JobIntro).

Clock-in, shift & work uniform
Start the workday like a real employee.
- Clock In / Clock Out target zone - job + optional grade check, ox_lib progress, screen fades.
- Work outfits - male/female freemode component tables applied on clock-in; restored on clock-out.
- Isolated routing bucket per active shift (optional) so each waiterβs floor instance stays clean.
- Work area leash - leave the configured radius and the shift auto-ends with warning notify.
- Ambient floor life - client-local chef, security, bar, and random stage performance variants spawn on shift (performance-friendly).

Reservations & host stand
Every shift feels like a busy service night.
- 2-4 bookings per shift - names, party sizes, and unique references generated per player.
- Reservation overlay NUI - shows while awaiting at the host stand; updates when parties are seated/cleared.
- Sequential service - next party only becomes spawnable after the previous booking reaches the right stage (eating/billing/cleared gates).
- Host await mode - snap to stand, frozen pose, movement lock; cancel keys blocked until guests are fully seated.

Elevator arrivals & seating
Guests donβt pop in at the table - they arrive like a real party.
- Dual elevator spawn groups - 4 spawn points per group; unique assignment per party member.
- Doorway β gather β host dialogue - navmesh-friendly waypoints reduce clipping; guests cluster at exit point.
- Booking confirmation RP - auto dialogue: guest states name, player asks for reference; actual booking ref from that partyβs data
- Table camera preview - cycle Config.Tables cameras, ENTER to confirm table; screen-faded seating stagger per NPC.
- Table occupied / no free tables handling with notifies when floor is full.

Menu, orders & kitchen
Full table service loop driven by targets and NUI.
- Menu pickup β place on correct table (wrong-table protection if holding for another id).
- Browse timer - NPCs βread menuβ; then Take order target appears.
- Per-seat order dialogue - chat-style NUI asks each seated guest; random meals/drinks from Config.MenuItems.
- Order pad HUD - waiter name, table id, seat breakdown; walk to kitchen with notepad carry animation.
- Kitchen handoff - drop notepad at pass; optional chef ambient swap (idle chefs β cooking poses); world notepad prop auto-despawns after configurable delay.
- Food prep timer - random cook duration; pickup trays spawn at kitchen pass slots (up to 4 meals).

Bar & table delivery
Drinks and food are separate hands-on gameplay beats.
- Bar tray - place tray, open fridge context menu per drink order, bartender hand-off animation, attach drinks to tray slots.
- Carry tray - foodtray-style carry with drink props parented to tray (custom glass models supported via stream).
- Place drinks on table - props snap to per-seat drinkCoords / rotations on each table config row.
- Place food on table - plate + meal props per order; delivers until all seats served.
- Customer eating phase - timed βeatingβ; drink props swap to empty glass variants; wine vs soft drink handled.

Billing, tips & cleanup
Close the loop and get paid.
- Print bill at register β carry notepad to table β collect payment progress.
- Random cash tips on success (chance + min/max configurable); bill paid by customers (not credited as sale to waiter β tip only).
- Customer despawn with screen fade after payment.
- Pick up plates & glasses β carry stack β drop off at dish pit (sink zone + world prop despawn timer).
- Marks booking cleared on overlay; when all reservations done β shift completion pay + auto clock-out sequence.

Polish & immersion extras
Small details that sell the job.
- ox_lib throughout β notifies, progress circles, context menus, text UI hints.
- Target bridge β one config switches qb-target or ox_target for every zone/entity in the resource.
- Framework bridge β shared server/client API for job, money, callbacks, character profile, job updates.
- Custom drink props β jamz_beer_glass, ecola, sprunk, orangotang glasses (DLC ytyp in stream/).
- Highly tunable β 6+ example tables with seats, drink/food coords, cameras, menu prop placement; elevator paths; interview content in separate config/interview.lua.
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A SHIFT IN 60 SECONDS
Apply β Interview β Hired β Clock in β Host the door β Elevator party β Confirm booking β Pick a table β Seat them β Menus β Orders β Kitchen β Bar β Food β They eat β Bill β Tip β Clear dishes β Next party β All bookings done β Get paid β Clock out.
-# Thatβs the loop. Repeatable, immersive, configurable for your venue.
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EASY TO SET UP
- Drop in the resource, set your job name and coords for your MLO.
- Tune tables, seats, kitchen, bar, host stand, elevator spawns, and NPC positions.
- No SQL file β uses your framework job like any other script.
- Detailed install guide included.
- Dependencies: ox_lib Β· QBCore, Qbox or ESX Β· qb-target or ox_target
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ο»Ώ Dependencies
ο»Ώ Required
ο»Ώ ox_lib
ο»Ώ Framework (pick one)
ο»Ώ QBCore
ο»Ώ ESX
ο»Ώ QBox
ο»Ώ Target (pick one)
qb-target or ox_target
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Dependencies
Make sure you have all of these installed and properly configured before using the script! ![]()
Core Framework ( Choose One )
QB-Core β Required for the script to function
ESX β Required for the script to function
QBox β Required for the script to function
Database
OxMySQL β Handles saving & retrieving data
UI & Libraries
Ox_Lib β Download
Target System ( Choose One )
ox_target
qb-target
Optional MLO Dependency
This script is pre-configured to work seamlessly with the following MLO:
7Sky Rooftop Restaurant by Loreme Mods / Absurd999
PURCHASE
Price: $35
https://jamzscripts.tebex.io/
JamzScripts on YouTube
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Make your RP server elite today.
| Code is accessible | No |
| Subscription-based | No |
| Lines (approximately) | 9500 |
| Requirements | QBCore or ESX or QBox. - OxMySql - Ox_LIB - OX_TARGET or QB-TARGET |
| Support | Yes |





