Taxi Job turns your city into a working cab rank. A driver clocks on at the dispatcher, picks a cab, and fares come in over the radio: collect the passenger, beat the clock to the drop-off, and the meter, the tip and the streak decide what the ride was worth. Passengers want things — a rush, a gentle ride, a detour past a sight — and some of them offer an illegal stop that pays double and might bring the police. Real players can climb into a working cab too, mark where they are going on the map and pay a fare the server quotes.
What separates it from other FiveM taxi scripts is that every number belongs to the server. Which fare comes next, what it pays, whether the on-time bonus was earned and whether the police were told are all decided server side from one config file — a modified client cannot name its own price. Drivers level up endlessly, earn more with every level, and compete on daily and monthly leaderboards that pay the top three. And there is no SQL to import: the first start builds the tables, registers the job on ESX and upgrades an older install in place.

Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the automatic database, giving players the job and the first shift. | |
Moving from an older Taxi Job: what changed, what carries over and what to keep. | |
The job panel, shifts and fares, pay, the taximeter, passenger requests, illegal stops, ratings, levels, cabs, player passengers, leaderboards and every config option. | |
Frameworks, targets, vehicle keys, fuel, dispatch, outfits, inventory quests, job management, the phone app, Discord logs and languages. | |
Opening the job from your own scripts, and the server exports for duty, shifts, ratings and phone rides. | |
What each problem means, and how to fix it. |
What it does#
Area | Details |
|---|---|
Shifts | One dispatcher NPC opens the whole job: a shift card scaled to the driver's level, a cab picker with level-locked vehicles, statistics and a written guide. The cab spawns at a free bay on the rank, with keys and fuel. |
NPC fares | Pickups and drop-offs drawn from your own list, paid per 100 metres, with a live taximeter, a GPS route and an on-time bonus that every crash eats into. |
Passenger requests | Urgent fares with a tighter clock, queasy passengers who hate hard braking, and tourists who pay extra for a detour past a sight. |
Illegal stops | A passenger offers a stop on the way for double pay and experience. A hand-off scene plays, then a roll decides whether the police are alerted. Paid in black money. |
Ratings and tips | Every fare is scored out of five stars. Four or five tip on top of the meter, and a single crash loses the tip. Drivers carry a public reputation and a count of fares driven. |
Streaks | Fares finished back to back multiply the pay — 3, 5 and 10 in a row by default. Clocking off resets it. |
Player passengers | A real player gets in, marks a waypoint, sees the driver's name, level and rating beside a server-made quote, and pays up front. Refunded if the driver leaves; asked for a rating at the end. |
Levels | Endless levelling. Each level raises the pay per 100 m and lowers the chance of a police report, up to a cap you choose. |
Leaderboards | All-time, monthly season and daily rankings by experience, with earnings, the last winners and cash prizes for the top three — paid even to drivers who were offline. |
Security | Server-side pricing and payouts, a position check at every hand-off, the job re-checked before every payment, and a refund on every way a paid player fare can end early. |
Languages | Eleven translations: EN · ES · IT · FR · PT · DE · RU · TR · NL · CN · ZH-TW. |
Driving it from your own scripts? A scoreboard counts the drivers on duty with one export, a jail script ends a shift with another, and the phone app books rides through the same server-side flow as the cab. See Commands and Exports.



