Commands
/bosscreator
Opens the Boss Creator. In-game only, gated by Creator.Permissions (admin / superadmin by default). The command name is configurable via Creator.Command in shared/creator.lua.
/bosscreator/bossmenuimport
Creates a boss menu for every job that already exists in your framework, using each job’s real label, grades and salaries. Made for servers that already have a lot of jobs configured — importing 80 jobs by hand through the creator isn’t realistic.
/bossmenuimport imports every job that has no boss menu yet
/bossmenuimport police imports just that one jobRuns in-game (gated by Creator.Permissions) or straight from the server console. Jobs that already have a boss menu are never touched, so running it again only picks up what’s new — safe to re-run after adding jobs to your framework.
Jobs listed in Creator.ImportBlacklist are always skipped (unemployed by default), and jobs with no grades in the framework are reported and skipped. All new boss menus are written in a single database transaction, so even a hundred jobs import in a moment.
Importing gives each job its grades and salaries — the highest grade automatically gets full access, and any grade flagged as boss in your framework (isboss on QBCore/Qbox, a grade named boss on ESX) is added to the job’s Boss Menu Access list. You still need to place a boss menu location per job in the creator before employees can open it.
Debug commands
These only work while Settings.Debug = true (or run from the server console where noted). Two of them seed demo data so you can preview the dashboard charts with realistic numbers — useful for testing or recording showcases; one undoes a bulk import, and one diagnoses “the target option doesn’t show” reports.
/bossmenudoctor
In-game, F8 console output. Prints everything needed to diagnose a player who can’t see or open a boss menu, stash or wardrobe target:
- the resource version,
- the player’s job exactly as the resource sees it (name, grade, grade name, isboss),
- which target and clothing resources are detected,
- every loaded boss menu with its placed locations and allowed boss-menu grades, and whether the player’s job matches and their grade may open the boss menu.
If no menu matches the player’s job it says so, and it calls out job names that differ only in upper/lower case — job names are case sensitive, so Police and police are different jobs. Ask for a screenshot of this output in support tickets before anything else.
/bossmenuimportundo
Removes every boss menu that was created by /bossmenuimport and hasn’t been edited in the creator since — a quick way to reset and re-import. Menus you created or edited by hand are never touched, even if the job was originally imported.
/bossmenuimportundo lists what would be removed
/bossmenuimportundo confirm deletes them
/bossmenuimportundo legacy also lists untouched menus from before the import marker existed
/bossmenuimportundo legacy confirm deletes those tooRequires Settings.Debug = true; runs in-game (creator permission) or from the server console. legacy catches menus imported by older versions that carry no marker — it only ever matches menus with no placed locations, outfits, store items, logo or theme changes, so anything you’ve configured stays.
Deleting a boss menu removes its placed locations, store, outfits and permission setup. It does not delete the job from your framework — employees keep their job.
bossmenudebugtx
Server console only. Seeds fake deposit/withdraw transactions for every job that has a boss menu.
bossmenudebugtx [days]| Argument | Description |
|---|---|
days | How many days back to seed (1–90, default 30) |
Seeded transactions are regular rows in the transaction history and are only removed by the automatic retention cleanup (Settings.TransactionHistoryDays).
/bossmenudebughours
In-game only, requires creator permission and an active job (uses your current job). Seeds worked-hours and attendance history, including a set of fake employees, so the Employees table and the attendance chart fill up.
/bossmenudebughours [days] [fakeEmployees]
/bossmenudebughours clear| Argument | Description |
|---|---|
days | How many days back to seed (1–30, default 14) |
fakeEmployees | Extra fake employees to generate (0–20, default 6) |
clear | Removes the generated fake employees and their rows |
The command also seeds hours onto your job’s real employees so the charts look natural — those merge into their genuine totals and are not removed by clear (only the generated fake employees are). Use it on a test job, not on a job whose statistics you care about.

