Feature Guide

Complete overview of the oxide-animalcontroljob system covering shift management, job types, animal behavior, crew cooperation, progression, and payment mechanics.

A complete overview of the oxide-animalcontroljob animal control gig job system, covering shift management, job types, animal behavior, crew cooperation, progression, and payment mechanics.


Shift System

Players interact with a dispatcher NPC at the animal control office to manage their shift. The NPC uses a clipboard scenario and opens a menu when interacted with via third-eye targeting.

StyleSettingDescription
NUI'nui' (default)Full-screen Vue menu with cinematic camera, crew headshot portraits, and a rich progression card
Bridge Menu'menu'Lightweight ox_lib context menu, no camera or NUI frontend required

Both styles expose the same functionality: clock in/out, invite crew partners, accept/decline crew invites, and view stats/progression.

Shift State Machine

StateDescription
IDLENot clocked in, no active shift
WAITINGOn shift, waiting for dispatch to send an animal report
ON_CALLCall accepted, driving to the animal location
WORKINGActively handling the animal at the scene

Flow: IDLE -> WAITING -> (call arrives) -> ON_CALL -> WORKING -> (job complete) -> WAITING -> ... -> IDLE (clock out)

Each office location has a configurable maximum of concurrent shift slots (default: 3).


Call Dispatch System

After clocking in, dispatch automatically sends animal reports at random intervals between 15-45 seconds.

  1. A random delay elapses
  2. The server selects a random event from the pool (avoiding recently used events)
  3. An incoming call notification appears with the job type, distance, and a response timer
  4. The player presses E to accept or Backspace to decline within the response window (30s)

Missed and declined calls count toward the limit. Reaching 3 missed calls triggers automatic clock-out for the player and their crew partner. Once all 55 events have been used during a shift, the pool resets.


Job Types

Aggressive Animal

A dangerous animal is attacking a reporting civilian. Tranquilize it, load it into your truck, and deliver to the shelter.

  1. Drive to the reported location (reporting NPC present, being attacked)
  2. Use the tranquilizer dart gun to sedate the animal
  3. The animal becomes ragdolled for 30 seconds
  4. Load the sedated animal into the truck
  5. Drive to the shelter delivery point and unload

The animal attacks the reporting NPC, then redirects aggression to the player within 10m. Nearby world peds flee within 20m.

Base PayEvents
$8513

Stray Capture

A lost domestic animal is loose. Lure it with bait, sneak up to calm it, then load and deliver.

  1. Drive to the location (reporting NPC present)
  2. Take bait from the truck via third-eye
  3. Place bait near the animal using the ghost preview (press E to place, Backspace to cancel)
  4. Move 15m+ away and wait for the animal to approach
  5. Once eating, sneak up while crouching to avoid spooking
  6. Get within 2.5m and interact to calm the animal
  7. Load and deliver to the shelter

The animal wanders within 15m of spawn. Approaching standing has a 40% spook chance, causing it to flee 20m before returning.

Base PayEvents
$7015

Wildlife Removal

A wild animal (coyote, mountain lion, panther, or deer) has been spotted in an urban area.

  1. Drive to the location (no reporting NPC)
  2. The animal patrols between waypoints, wandering 8m around each
  3. Stay crouched and approach carefully (spotted at 25m standing, 12m crouching, panic at 5m)
  4. Tranquilize, load, and deliver to the shelter

Nearby world peds flee within 25m.

Base PayEvents
$1105

Deceased Pickup

A deceased animal has been reported. Collect the remains and load them.

  1. Drive to the location (no reporting NPC)
  2. The animal is lying dead on the ground
  3. Interact to collect remains into a body bag (1.5s)
  4. Carry the bag back to the truck and load it (4s)

No tranquilization or shelter delivery needed.

Base PayEvents
$5522

Animal Behavior System

Animal State Machine

StateDescription
ALIVEActive, performing job-type-specific behavior
SEDATEDTranquilized and ragdolled (wakes up after 30s)
CAPTUREDCalmed by player (stray capture only)
LOADEDLoaded into the truck
DEADKilled or spawned dead

Escape Detection

Job TypeEscape Radius
Aggressive Animal80m
Stray Capture60m
Wildlife Removal100m

An escaped animal triggers a complaint and cancels the current job.


Tranquilizer System

On clock-in, the server provides a weapon_g2 dart gun through the inventory bridge. Each call gives 5 darts. Dart damage is restricted to only affect the active job's animal while on shift. A successful hit sedates the animal for 30 seconds. On clock-out, the weapon is removed.


Bait System

Used in stray capture jobs to lure frightened animals:

  1. Take bait from the truck (dog bowl model)
  2. Bait attaches to player's hand with carry animation
  3. Ghost preview shows placement target (camera raycast, max 8m)
  4. Press E to place — scent particles play at location
  5. Move 15m+ away; after 5s delay, the animal approaches
  6. Once eating, sneak up to capture range

If the player approaches standing: 40% spook chance. Spooked animals flee 20m and return after 8 seconds.


Stealth Detection

Native mode (default): Uses GetPedStealthMovement to detect crouching.

Fallback mode: For servers with custom crouch systems. Uses random chance (35% spook, 70% safe).


Animal Loading and Delivery

  • Loading: Bring truck within 3m of the animal, interact (5s progress bar)
  • Shelter delivery: Drive to Config.ShelterDeliveryPoint, unload within 5m (4s progress bar)
  • Deceased: Collect remains (1.5s), carry body bag back to truck, load (4s)

Progression System

LevelTitleRequired JobsPay MultiplierTip ChanceTip Range
1Volunteer01.00x10%$5-15
2Handler151.10x15%$5-20
3Senior Handler401.20x25%$10-30
4Field Supervisor801.35x30%$10-40
5Chief Officer1501.50x40%$15-50

Daily Streak

Completing at least one job per consecutive day builds a streak (max 7 days). Each streak day adds $10 to job payments. Missing a day resets the streak to 1.

Complaint System

ActionComplaintsAdditional Penalty
Animal escapes1Job cancelled
Animal killed1$150 fine
Vehicle destroyed1$200 fine
Player dies1Job cancelled

Each successful job removes 1 complaint. Reaching 3 complaints triggers a 30-minute suspension.


Payment System

Payment accumulates across the shift and is issued as a lump sum to the player's bank on clock-out.

Per-Job Formula

subtotal = (basePay + distanceBonus + speedBonus) * levelMultiplier * timerMultiplier
total = subtotal + streakBonus + tip
ComponentCalculation
Base Pay$55-110 per job type
Distance Bonusdistance * $0.30/unit
Speed Bonus$25 flat for on-time completion
Level Multiplier1.0x - 1.5x
Timer Multiplier1.0 on-time, 0.85x if late
Streak BonusdailyStreak * $10/day
TipRandom chance based on level

End-of-Shift Payout

ComponentDescription
Gross PaySum of all job totals + co-op bonus
Co-op Bonus15% on jobs completed in a crew
Vehicle Damage$0.50 per health point below 950
Vehicle Destroy Fine$200 flat if truck destroyed
Gas Fee5% of gross pay
Taxes10% of gross pay
Net PaygrossPay - charges - gasFee - taxes (min $0)

Crew System

Two players can work together, sharing a vehicle and dispatch calls.

  1. Leader enters partner's server ID in the dispatcher menu
  2. Invite sent (60s expiry)
  3. Partner accepts at the dispatcher NPC
  4. Both share calls, truck, and animal interactions
  5. Jobs in crew earn 15% co-op bonus
ScenarioBehavior
Leader clocks outVehicle and shift transfer to partner
Partner clocks outPartner leaves, leader continues solo
Either disconnectsRemaining member continues solo
Either diesCrew disbanded, remaining member continues

Reporting NPC Behavior

For aggressive and stray events, a random civilian NPC spawns near the animal. The NPC cycles through reaction animations when the player is nearby (within 40m), uses an ambient phone scenario when far away, and plays a thank-you animation on job completion.


Vehicle System

An animal control truck spawns at clock-in with license plate ACSVC. Features include health monitoring (every 1s), third-eye targets for bait/loading, and damage charges at clock-out.

If destroyed (engine health < 150): current job cancelled, complaint added, $200 fine, dispatch stops.


Safety Zones

TierRadiusSpeed Limit
Inner15m8 mph
Outer30m20 mph

Ambient scenarios blocked within 15m, parked vehicles cleared within 8m.


HUD Overlay

Displays mission timer (with "LATE" indicator), job type label, and context-sensitive hint text during active jobs.


Waypoints

3D floating marker above job destinations. Scales between 0.5x-1.0x based on distance (30m-300m). Shows distance text. Toggle visibility by holding H.


Phone Integration

Email notifications for shift start, vehicle destruction, death, animal escape/kill incidents, and end-of-shift summary with full payment breakdown. Messages appear from "Animal Control - [Location Name]".


Tutorial System

17 contextual tooltips guide new players through their first shift. Tutorials persist via KVP storage and appear once per topic. Toggle with /animalcontroltutorials, reset with /animalcontroltutorialreset.


Next Steps