> For the complete documentation index, see [llms.txt](https://daddy-studios.gitbook.io/daddy-studios-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://daddy-studios.gitbook.io/daddy-studios-docs/scripts/daddy-marketplace/configuration/locations.md).

# Locations

Each entry in `Config.Locations` is a **separate market with its own listings, auctions and buy orders**. A listing created at `main_market` is only visible at `main_market`.

## A location

```lua
Config.Locations = {
    ['main_market'] = {
        label   = 'Marketplace',
        coords  = vector3(195.17, -933.77, 30.69),
        heading = 144.0,
        radius  = 2.0,

        useTarget   = true,
        usePed      = true,
        pedModel    = 's_m_m_shopkeep_01',
        pedScenario = 'WORLD_HUMAN_CLIPBOARD',

        blip = { enabled = true, sprite = 59, color = 2, scale = 0.8, display = 4 },

        enabledJobs  = { 'all' },
        disabledJobs = {},
        categories   = { 'all' },
        props        = {},
    },
}
```

{% hint style="warning" %}
The key (`main_market`) is stored with every listing. Do not rename it once players use the market — see [Configuration](/daddy-studios-docs/scripts/daddy-marketplace/configuration.md). The shipped entry is a **placeholder** at Legion Square; move it before going live.
{% endhint %}

| Field                      | Meaning                                                                      |
| -------------------------- | ---------------------------------------------------------------------------- |
| `label`                    | Name shown in the UI and on the blip                                         |
| `coords` / `heading`       | Where the NPC (or marker) stands                                             |
| `radius`                   | Target interaction distance in meters                                        |
| `useTarget`                | `true` = interact through ox\_target / qb-target. `false` forces the marker. |
| `usePed`                   | Spawn an NPC. With `false` only the marker or target zone exists.            |
| `pedModel` / `pedScenario` | NPC model and idle animation                                                 |
| `blip`                     | Map blip; set `enabled = false` for a hidden market                          |

## Access control

| Field          | Effect                                                                         |
| -------------- | ------------------------------------------------------------------------------ |
| `enabledJobs`  | `{ 'all' }` or a list of jobs allowed to use this market                       |
| `disabledJobs` | Jobs that may never use it — **checked first**, so it wins over `enabledJobs`  |
| `categories`   | `{ 'all' }` or a list of category keys that may be traded here                 |
| `allowedItems` | Optional whitelist. When filled, **only** these item names can be traded here. |

Job and category checks run on the server for every action, not just when opening the UI.

## A specialised second market

```lua
['farmers_market'] = {
    label   = 'Farmers Market',
    coords  = vector3(0.0, 0.0, 0.0),
    heading = 0.0,
    radius  = 2.0,
    useTarget = true,
    usePed    = true,
    pedModel    = 'a_m_m_farmer_01',
    pedScenario = 'WORLD_HUMAN_CLIPBOARD',
    blip = { enabled = true, sprite = 59, color = 2, scale = 0.8, display = 4 },
    enabledJobs  = { 'all' },
    disabledJobs = {},
    categories   = { 'farming' },
    allowedItems = { 'lettuce', 'tomato', 'potato', 'carrot', 'egg' },
    props = {
        {
            model    = 'prop_market_stall_01',
            coords   = vector3(0.0, 0.0, 0.0),
            rotation = vector3(0.0, 0.0, 0.0),  -- pitch, roll, heading
            frozen   = true,
            dynamic  = false,
        },
    },
},
```

This entry is included in `config.lua`, commented out. Remove the `--` to use it.

## Props

`props` spawns decoration objects around the market. Each entry takes `model`, `coords`, `rotation`, `frozen` (keep it in place) and `dynamic` (physics). They are cleaned up when the resource stops.

## Marker fallback

When no target resource is available — or `useTarget = false` — a marker is drawn and the player presses **E**:

```lua
Config.Marker = {
    type = 27,
    scale = vector3(1.0, 1.0, 1.0),
    color = { r = 220, g = 38, b = 38, a = 200 },
    bobUpAndDown = false,
    faceCamera   = false,
    rotate       = true,
    drawDistance     = 15.0,
    interactDistance = 2.0,
    interactKey      = 38,   -- E (INPUT_CONTEXT)
}
```

`drawDistance` only controls when the marker is drawn; `interactDistance` is how close the player must be to press the key.

## Removing a location

Listings at a location you delete stay in the database and still expire normally, returning the items to their owners (into the delivery depot if needed). Nothing is lost.

## Next steps

* [Items & Categories](/daddy-studios-docs/scripts/daddy-marketplace/configuration/items.md)
* [Security](/daddy-studios-docs/scripts/daddy-marketplace/configuration/security.md)


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