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lation interact

Players

What players see with lation interact, from the point of light to the open list, and how they use it, by looking and pressing a key or by holding Alt and clicking.

Everything a player does through lation interact happens on one card at a time, on the thing in the middle of their screen. There are two ways to use it, and players can switch between them at any moment:

  • Look and press. Look at something in reach and press its key. The confirm key is E.
  • Hold Alt. Hold the interact key to frame the screen, click a row with the mouse, and see anything the server keeps hidden until the key is held.

The keys and distances on this page are the defaults; each is set in config.lua.

How a place reveals itself

A place reveals itself in stages as the player gets closer:

StageFromWhat the player sees
Point of light8 mA small point of light marks the spot, whether the player looks at it or not. Only places a script put down (points and zones) can have one; vehicles, peds and props never do.
Name4.5 mThe name appears on the thing the player looks at.
In reach2.4 mThe options open. A list of several waits for E.

Backing out of a stage takes 0.4 m more than stepping into it, so a player standing on a boundary doesn't see the card flicker.

A small dark pill with a cash register icon and the word Register, nothing else
From 4.5 m, the name

Whether a place has a point of light is up to the server and the script: places from the native API have one by default, zones from ox_target and qb-target scripts don't, and either can be changed under what shows before focus.

A single option opens by itself when the player steps into reach. A list of several shows its name and E, and opens when the player presses E (or clicks it while holding Alt). After an option runs, a list that waited folds back after a moment.

The Register pill with a faint E keycap after its name
In reach: a list waiting for E
The Register card open: Pay with the key E, highlighted, Receipt with no key, Open till with G and Rob register with H, and the hint line tap key, alt + click under them
The list, open

What answers

Only one card shows at a time, for the thing in the middle of the screen:

  • What counts as looking at it. The line straight out of the middle of the screen passes through the thing: a vehicle's or a prop's box, a ped's body, a zone's own shape, or within 0.4 m of a spot a script put down. Standing inside a zone counts too.
  • Several on that line. The one nearest the line takes the card, and of two on the same line, the nearer. A neighbour has to be clearly nearer the line to take over, so the card doesn't jump between things side by side.
  • Line of sight. A card opens only once the thing is in view. Walls and objects in between hide it; glass and see-through collision don't, so a clerk behind a window still answers. From a seat, other vehicles don't block the view.
  • Where the card sits. On the part it is about: door options on the door handle, hood and trunk options in the middle of the lid, a ped's at the chest, a prop's in the middle of the prop, and options about a whole vehicle on top of it.
  • Moving things. A vehicle or ped moving faster than 3 m/s shows nothing until it slows down.

The card

A card takes one of three shapes, from what the script registered:

ShapeWhenWhat it looks like
Titled cardThe script named the thingA header with the name and icon, then a row per option
List without a titleNo name, or one that only repeats the first optionThe first option is the header line, the rest follow
Single chipOne option and no nameThe option and its key on one line

Scripts written for ox_target, qb-target or qtarget never name the thing, so their options show as a list without a title or a single chip.

A single prompt reading Ring the bell, with a bell icon and a faint E keycap
A single chip

Each row has an icon, a label, and a keycap when the option has a key of its own. Under a list of several, a hint line reads "tap key · alt + click".

Using an option

Keys

  • E runs the highlighted row. The highlight starts on the first row.
  • A row with its own keycap answers to that key, or a click, and not to E. When a row claims E itself, E always runs that row.
  • The other rows without a key are reached with the mouse: hold Alt, left click to free the cursor, then click the row.
  • While a list is open, the game's own action on each key the list uses is off, so pressing F on a row doesn't also climb into the car. This covers E, F, Q, R, G, H, Tab and Space.
  • One press runs one option: the card ignores another press while a script is still answering, and for a moment after.

Holds

Some options ask the player to hold the key. A ring around the keycap fills while it is held, and the option runs when the ring closes. Letting go early cancels it. With the mouse, holding the button down on the row does the same.

The open Register card with a purple ring drawn half way around the E keycap on the Pay row
A hold, part way

Answers on the row

When an option runs, its row answers in place:

The row showsMeaning
A checkDone
A check and a short noteDone, with a word from the script ("Paid")
A shake, a cross, and a reason in place of the labelRefused ("Debit card required")
A small spinnerThe script is still deciding

A reason stays for 1.5 seconds. Notes and reasons come only from scripts written for lation interact; rows from ox_target and qb-target scripts show the check.

The open Register card with its first row tinted red, a cross for its icon, and Debit card required in place of Pay
A refused option

Holding Alt

The interact key is Left Alt by default, and each player can rebind it under Settings > Key Bindings > FiveM, where it is listed as Interact (hold). While it is held:

  • A soft vignette frames the screen.
  • The camera stays with the player. With a card on screen, a left click frees the cursor at the middle of the screen to click a row, and a right click hands the camera back.
  • A left click on a list waiting for E opens it.
  • Interactions the server keeps hidden until the key is held (passive interactions) show, and close again when it is let go.
  • Attack, aim and melee are off, so a click goes to the card and not the weapon.
A whole 16:9 screen whose edges darken into a soft purple vignette, the Register card hanging from its middle, its Receipt row highlighted for the mouse
Holding Alt

From a vehicle

From a seat, places a script put down stay usable, for garages, drive-thrus and car washes. Other vehicles, peds, players and props hide, and so do the options on the vehicle the player is sitting in. A script can keep a single interaction usable from a seat, and the server can change the rest under vehicles.

Vehicle doors

On an unlocked vehicle, each door, the hood and the trunk have their own toggle, on the door handle or the middle of the lid. They don't show from a seat, on a locked vehicle, or for a door the model lacks or that is damaged. A toggle works on any player's vehicle: when another player's game controls the vehicle, the toggle is passed to it through the server. The server can turn the toggles off or keep them hidden until Alt is held.

A single prompt reading Toggle front driver door, with a car icon and a faint E keycap
A door's toggle

When it goes quiet

The whole layer hides, with no points of light, no card and no keys, while the player:

  • is dead or downed,
  • is cuffed,
  • has the pause menu open,
  • is in another script's screen, such as an inventory, a phone or a dialog,
  • has an ox_lib or progressbar progress bar running,

or while a script hides it, for a minigame or a cutscene. It comes back as soon as the state ends. Each automatic reason can be turned off under suppression.

Controllers

On a controller, D-pad down is the interact key and the pick-up control confirms. Rows can only be highlighted with the mouse, and keys of their own are read from the keyboard, so a controller runs only the first row of a list, and only when that row has no key of its own.

Still stuck? Ask in our Discord: the people who write the scripts answer.

Last updated November 9, 2026

lation interact

lation interact shows the options for whatever a player looks at once it is in reach, and answers the ox_target, qb-target and qtarget exports so the scripts written for them keep working.

Switching from a target script

How to move a server from ox_target, qb-target or qtarget to lation interact, what each of the three bridges supports, and where bridged scripts behave differently.

On this page

How a place reveals itselfWhat answersThe cardUsing an optionKeysHoldsAnswers on the rowHolding AltFrom a vehicleVehicle doorsWhen it goes quietControllers
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