addGlobal* exports register rules for an entire class of entity - every vehicle, every NPC, every other player, every object - with no per-entity registration.
nil with a console error explaining what’s wrong. exports.lation_interact:remove(id) removes the rule and every anchor it created, immediately. Rules are also cleaned up when your resource stops.
This page covers what globals add on top of the shared vocabulary. The anchor fields (
label, options, icon, stages, expand, reveal, debug), the option table, condition gates, and handlers are documented in Options.Parameters
table
required
The anchor template - all the shared anchor fields plus the same placement fields
addEntity takes:bone(string) - bone the anchor rides on each matching entity (e.g.'boot'); missing bones fall through tooffset, then to the entity centeroffset(vector3) - entity-local offset from the center, rotating with the entity
addGlobalVehicle- every vehicle. The one you’re sitting in is excluded by default - see your own vehicle below.addGlobalPed- every NPC ped. Never players, never your own ped.addGlobalPlayer- every other player’s ped. Never your own.addGlobalObject- every object.
24 matches are active at once - over the cap, the nearest win.
Merging
Globals merge into the same per-spot stacks as every other source, at the lowest priority: explicitaddEntity > model rules > globals. One trunk rule plus a mission vehicle’s own trunk option is one stack, mission option on top. See Merging for a worked example.
Behavior Notes
Quiet until looked at
Quiet until looked at
Rule-created anchors default to
reveal = 'focus': nothing renders until the player looks at the entity, so a street full of cars and peds stays perfectly quiet. Pass reveal = 'ambient' on the rule to mark every match with a grain of light from a distance.Your own vehicle
Your own vehicle
addGlobalVehicle skips the vehicle you’re sitting in by default. Glovebox-style scripts that expect their options while seated need Config.IncludeOwnVehicle = true.Moving entities
Moving entities
A match moving faster than
3.0 m/s holds at the grain stage and can’t be focused - a passing car earns a point of light, not a prompt. It becomes interactable the moment it slows down.