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Build and edit booths in the in-game booth manager. Run /djbooths. Requires nexdev_djsystem.creator or nexdev_djsystem.admin. See Permissions.
Everything the manager writes is the same shape you can hand-write in config/locations.lua. See Booth locations for what each field means.

The list

Opening the manager shows every booth the server knows about — both the ones from config/locations.lua and the ones saved in the database. From here you can add a new booth, edit an existing one, teleport to it, or delete it. Config booths are marked. You can edit one, but saving writes a database copy that overrides the file entry from then on. Delete that copy to fall back to the config entry. Config booths themselves are never deleted in-game — remove them from config/locations.lua.

Identity

The booth ID and display name.

Placing things in the world

Anywhere you see Add from my position or a placement button, the panel hands control back to the game so you can stand where you want the thing and confirm. Four things are placed this way:
Walk to where you want it and confirm. You’re standing in the room — trust your ears and eyes over the coordinates.
Pick no prop for an MLO that already contains a DJ booth. The interaction still registers; a box zone is placed at the anchor instead.

Audio

Sound points are listed underneath with their own radius each, so a big main floor and a small side bar can coexist. The loudest point a listener is inside wins.

Access

Access mode, job and gang lists, identifier list, ACE principal, and the per-action tiers. See Permissions for what each mode and tier means.
The job, gang, identifier and ACE fields are server-side access control and are stripped from the booth list before it reaches any client. The manager cannot show you what an existing booth has — those fields open blank, and anything left blank is saved blank.If you’re editing a job-gated booth, re-enter the job list before you save, or you’ll clear it. The access mode and the per-action tiers do survive.

Effects

The lighting preset for the booth, plus the individual effect emitters and their types (light, laser, smoke, spark, any).

Blip

Whether the booth shows on the map, and its sprite, colour and scale. IDs are in the FiveM blip reference.

Saving

Saving pushes the booth to everyone immediately — no restart, no /djreload. Everything is re-checked on the server against your actual permissions and re-validated against the same rules a config booth goes through. An invalid booth — a bad access mode, too many sound points, a radius over the cap — is rejected outright rather than quietly corrected, so a mistake fails loudly instead of publishing a broken venue.

Limits