Dog Walker Job turns walking dogs into a proper civilian job for your FiveM server. Owners wait with their dogs at their front doors; a player talks to one, takes the dog out on a real leash and keeps walking until the timer runs out — then brings it back to be paid. Along the way the dog stops to do its business, gets bored when it is ignored, and can be let off the leash for a better tip, at the risk of chasing it down the street.
What separates it from other dog walker scripts is that every walk is verified by the server. The client never says what a walk pays: the price, the experience, the level requirement, the cooldown, the distance to the owner and whether the player actually moved are all read from the config and checked server-side. And there is no SQL to import: the first start builds the tables, registers the ESX job and lines up the database collation on its own.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, the job, and the first walk. | |
The owners and their dogs, the panel, the walk, happiness and pay, the paw menu, walking off the leash, levels, the leaderboard and adding your own dogs. | |
Frameworks, targets, notifications, qs-inventory quests, qs-job-management, Discord logs and languages. | |
The client and server exports for reading walks and levels from your own scripts. | |
What each problem means, what every message key stands for, and how to fix it. |
What it does#
Area | Details |
|---|---|
Walks | Ten dog owners around Mirror Park, each with their own dog, pay, walk length and level requirement. The timer only runs while the player is moving, and a few extra minutes are given to bring the dog home. |
Leash | A real rope from the walker's hand to the dog, drawn for everyone nearby. Other players see your dog and your leash, with a render distance and a cap you control. |
Dog care | The dog stops to do its business during the walk, and cleaning it up pays experience. Happiness drains while walking and climbs with attention — and a happy dog tips better. |
Paw menu | A radial menu shaped like a paw print, opened on the dog itself: pet it with the game's Chop petting scene, tell it to sit, call it to heel, let it go and clip it back on. |
Off the leash | A loose dog pays extra money and experience for every minute — but it can bolt, and then it has to be chased down and caught before it runs home for good. |
Levels | An experience curve, a tip bonus per level, harder and better-paid dogs unlocked as you climb, and up to four dogs walked at the same time. |
Leaderboard | All-time, season and daily rankings inside the panel. The top three are paid when the day and the month reset — even if they were offline at the time. |
Interface | A panel beside the owner with a cinematic camera, a live walk tracker, a built-in guide, notifications with sounds, and either ox_target / qb-target or key prompts. |
Security | Payments, experience and every requirement are validated on the server against the config, every event is rate-limited, and claims a modified client could inflate are capped. |
Frameworks | ESX, QBCore and Qbox, detected automatically, plus a standalone mode. |
Languages | Eleven translations: EN · ES · IT · FR · PT · DE · RU · TR · NL · CN · ZH-TW. |
Driving it from your own scripts? One server export tells you whether a player is out on a walk, another returns their dog walker level, and a third counts how many players are working. See Commands and Exports.



