Guide · Updated 9 Nov 2026
How to add real wooden signs that players write on a RedM server
A RedM sign script lets players write their own words on a board and stand it in the world, so a shop can have a name, a road can have a marker and a gang can warn people off its land. The sign is made of real props, not floating text, so it can be read from across the street and it stays through restarts. To add one you need a script that builds the letters as props, a limit on how many each player can put up, and a way for staff to remove the bad ones. This guide covers how that works and which settings to change first.
What signs do for a roleplay server
- They name player businesses. A shop with a painted board feels like a shop. A shop with only a map blip feels like a menu.
- They give directions. An arrow at a crossroads tells a new player where the saloon is, without anyone typing in chat.
- They carry conflict. A board reading KEEP OUT at the edge of a ranch starts more stories than a rule in Discord does.
- They last. Scene text is a note for this evening. A sign is part of the town next month.
Signs sit beside the other text tools, not in place of them. RedM /me and /do commands covers overhead text, scene text and status labels.
The free ways, and where they stop
Two free options cover part of this.
- Floating 3D text. Plenty of scripts draw text at a spot. It works for a short note. It floats in mid-air, and it is usually only readable from close by.
- A map edit. Staff can place the game's own signs with a map editing tool. They look right, but they only ever say what the game painted on them, and players cannot make one.
If what you want is staff-placed decoration, a map edit costs nothing and is the right answer. A script is worth paying for when players should choose the words themselves.
How a RedM sign script works
Poggy Scenes 2.0 ($29.99) adds sign boards to its Scene Editor. A player puts one up like this:
- Type
/sceneand click Sign board at the top of the editor. The sign stands in front of the player and changes as they work. - Choose a board and whether it is light or dark.
- Choose the lettering, and whether the words run across or down.
- Type the words. Select any part to change just its size or paint.
- Add a symbol, a border, a mount or a light if they want one. Each starts at None.
- Move and turn it with the sliders, then click Place.
To change it later, the player stands close and presses 4. It opens in the editor where it stands, with a button to remove it.
What players can make
| Part | Choices |
|---|---|
| Board | Plank, Crowned, Oval, Tall, or an Arrow pointing either way |
| Board colour | Light (cream paint) or Dark (stained timber) |
| Lettering | Rocks (tall and narrow) or Serif (an old printed face), in three sizes |
| Paint | Dark, Light, Red, Green, Blue, Cyan, Magenta, Yellow |
| Symbols | 35 emblems and 3 flourishes, written in like a letter |
| Mount | A hanging iron bracket with chains, one post, two posts, or none |
| Light | A lamp over the sign, or bulbs round the frame |
| Sides | One, or both with the same words on the back |
Two limits are worth telling players before they start:
- Signs are capitals. Numbers and common punctuation work too. Anything else is left out.
- Words are not refused for length. Too many words run past the frame, and a line under the box says so. The only hard limits are the letter count and fourteen lines.
A sign on a single post has the post behind it, so for a sign read from both sides use the bracket or two posts. Posts reach about two metres below the board: lower the sign until they meet the ground.
How many signs should players be allowed?
Every letter and symbol on a sign is its own prop, so a limit is about your server's performance as well as how the town looks. The defaults are a reasonable start:
| Setting | Default | What it does |
|---|---|---|
Config.signs.maxLetters | 60 | Most letters and symbols on one sign |
Config.signs.maxPerCharacter | 5 | Most signs a character may have up. 0 means no limit, and admins are not limited |
Config.signs.viewDistance | 40 m | Signs further away than this are not drawn |
Config.signs.maxNearby | 12 | Most signs shown at once; the nearest win |
Config.signs.jobs | empty | Jobs that may put up signs. Empty means everyone who can place a scene |
If a busy street feels heavy, lower Most letters and symbols on a sign first. More on finding what slows a server down: RedM server performance.
Every setting can be changed in game under /poggy. Job names are exact and case-sensitive, so Sheriff is not sheriff.
Keeping the town tidy
Anything players can put in the world, some player will put in a doorway. Plan for it on day one.
- Solid or not. Placed signs and their posts are solid by default. If they get used to block doors, set
Config.signs.collisionto false and players walk through them. - Who can remove what. Everyone can remove their own. Jobs in
Config.removejobs(police, sheriff and marshal by default) can remove anyone's by pressing 4 beside it, and the admin group can change or remove any sign. - One list for staff.
/poggy, then Poggy Scene, then Scenes lists every scene with who placed it, where and when. Staff can delete one, or everything by one player. - Old signs do not go away by themselves. Use Delete all older than on that panel, with a number of days, as a regular clean-up.
Write the rules down too: no signs across doors or roads, nothing hateful, and what staff will do about it. RedM admin tools covers moderating a roleplay server in general.
Installing it
Poggy Scenes 2.0 ($29.99) also includes scene text, status tags, overhead /me and /do, and the /me box. It runs on VORP Core, RSG Core and QBCore RedM. It needs Poggy Core (Free) 0.28.0 or newer and oxmysql. Its tables are created when it starts, so there is no SQL to import.
The download is one folder, [poggy_scenes_pack], holding the script and its sign props. The props must start first:
ensure oxmysql
ensure poggy_core
ensure poggy_scene_props
ensure poggy_scenes_2
You can restart poggy_scenes_2 whenever you like, but do not stop or restart the props while players are online. If you are coming from Poggy Scenes 1.x, remove it first and never run the two at once; 2.0 uses the same database, so every scene already placed carries over. Step by step: how to install a RedM script.






