I need help to make markers on my job's aera

So i try to make markers appear on my job’s field and my script doesn’t work (it works but not the markers )

–Variables
local recoltDistance = 10
local visionDistance = 100
local timeForRecolt = 8000 --1000 for 1 second

local near
local jobId
JOBS = {}

RegisterNetEvent(“jobs:getJobs”)
RegisterNetEvent(“cli:getJobs”)

AddEventHandler(“playerSpawned”, function()
TriggerServerEvent(“jobs:getJobs”)
end)

– Get the list of all jobs in the database and create the blip associated
AddEventHandler(“cli:getJobs”, function(listJobs)
JOBS = listJobs
Citizen.CreateThread(function()
for _, item in pairs(JOBS) do
– setBlip(item.fx, item.fy, item.fz, 17)
–DrawMarker(1, item.fx, item.fy, item.fz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 0, 0,155, 0,0, 0,0)
– setBlip(item.tx, item.ty, item.tz, 18)
–DrawMarker(1, item.tx, item.ty, item.tz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 0, 0,155, 0,0, 0,0)
– setBlip(item.sx, item.sy, item.sz, 19)
–DrawMarker(1, item.sx, item.sy, item.sz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 0, 0,155, 0,0, 0,0)
end
end)
end)

– Control if the player of is near of a place of job
function IsNear()
local ply = GetPlayerPed(-1)
local plyCoords = GetEntityCoords(ply, 0)
for k, item in ipairs(JOBS) do
local distance_field = GetDistanceBetweenCoords(item.fx, item.fy, item.fz, plyCoords[“x”], plyCoords[“y”], plyCoords[“z”], true)
local distance_treatment = GetDistanceBetweenCoords(item.tx, item.ty, item.tz, plyCoords[“x”], plyCoords[“y”], plyCoords[“z”], true)
local distance_seller = GetDistanceBetweenCoords(item.sx, item.sy, item.sz, plyCoords[“x”], plyCoords[“y”], plyCoords[“z”], true)
if (distance_field <= recoltDistance) then
jobId = k
return ‘field’
elseif (distance_treatment <= recoltDistance) then
jobId = k
return ‘treatment’
elseif (distance_seller <= recoltDistance) then
jobId = k
return ‘seller’
end
end
end

– Control if the player of is around of a place of job
> function isAround()
> local ply = GetPlayerPed(-1)
> local plyCoords = GetEntityCoords(ply, 0)
> for k, item in ipairs(JOBS) do
> local distance_field = GetDistanceBetweenCoords(item.fx, item.fy, item.fz, plyCoords[“x”], plyCoords[“y”], plyCoords[“z”], true)
> local distance_treatment = GetDistanceBetweenCoords(item.tx, item.ty, item.tz, plyCoords[“x”], plyCoords[“y”], plyCoords[“z”], true)
> local distance_seller = GetDistanceBetweenCoords(item.sx, item.sy, item.sz, plyCoords[“x”], plyCoords[“y”], plyCoords[“z”], true)
> if (distance_field <= visionDistance) then
> DrawMarker(1, item.fx, item.fy, item.fz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 255, 0,155, 0,0, 0,0)
> elseif (distance_treatment <= visionDistance) then
> DrawMarker(1, item.tx, item.ty, item.tz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 0, 255, 255,155, 0,0, 0,0)
> elseif (distance_seller <= visionDistance) then
> DrawMarker(1, item.sx, item.sy, item.sz, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 255, 255, 0,155, 0,0, 0,0)
> end
> end
> end

> – affiche les markers

> Citizen.CreateThread(function()
> Citizen.Wait(5000)
> while true do
> Citizen.Wait(1)
> IsAround()
> end
> end)

– Display the message of recolting/treating/selling and trigger the associated event(s)
function recolt(text, rl)
if (text == ‘Récolte’) then
TriggerEvent(“mt:missiontext”, text … ’ en cours de ~g~’ … tostring(JOBS[jobId].raw_item) … ‘~s~…’, timeForRecolt - 800)
Citizen.Wait(timeForRecolt - 800)
TriggerEvent(“player:receiveItem”, tonumber(JOBS[jobId].raw_id), 1)
TriggerEvent(“mt:missiontext”, rl … ’ ~g~’ … tostring(JOBS[jobId].raw_item) … ‘~s~…’, 800)
elseif (text == ‘Traitement’) then
TriggerEvent(“mt:missiontext”, text … ’ en cours de ~g~’ … tostring(JOBS[jobId].raw_item) … ‘~s~…’, timeForRecolt - 800)
Citizen.Wait(timeForRecolt - 800)
TriggerEvent(“player:looseItem”, tonumber(JOBS[jobId].raw_id), 1)
TriggerEvent(“player:receiveItem”, tonumber(JOBS[jobId].treat_id), 1)
TriggerEvent(“mt:missiontext”, rl … ’ ~g~’ … tostring(JOBS[jobId].treat_item) … ‘~s~…’, 800)
elseif (text == ‘Vente’) then
TriggerEvent(“mt:missiontext”, text … ’ en cours de ~g~’ … tostring(JOBS[jobId].treat_item) … ‘~s~…’, timeForRecolt - 800)
Citizen.Wait(timeForRecolt - 800)
TriggerEvent(“player:sellItem”, tonumber(JOBS[jobId].treat_id), tonumber(JOBS[jobId].price))
TriggerEvent(“mt:missiontext”, rl … ’ ~g~’ … tostring(JOBS[jobId].treat_item) … ‘~s~…’, 800)
end
Citizen.Wait(800)
end

function setBlip(x, y, z, num)
– local blip = AddBlipForCoord(x, y, z)
– SetBlipSprite(blip, tonumber(num))
– SetBlipAsShortRange(blip, true)
end

– Constantly check the position of the player
Citizen.CreateThread(function()
Citizen.Wait(5000)
while true do
Citizen.Wait(1)
near = IsNear()
if (exports.vdk_inventory:notFull() == true) then
if (near == ‘field’) then
recolt(‘Récolte’, ‘+1’)
elseif (near == ‘treatment’ and exports.vdk_inventory:getQuantity(JOBS[jobId].raw_id) > 0) then
recolt(‘Traitement’, ‘+1’)
elseif (near == ‘seller’ and exports.vdk_inventory:getQuantity(JOBS[jobId].treat_id) > 0) then
recolt(‘Vente’, ‘-1’)
end
else
if (near == ‘treatment’ and exports.vdk_inventory:getQuantity(JOBS[jobId].raw_id) > 0) then
recolt(‘Traitement’, ‘+1’)
elseif (near == ‘seller’ and exports.vdk_inventory:getQuantity(JOBS[jobId].treat_id) > 0) then
recolt(‘Vente’, ‘-1’)
end
end
end
end)

function Chat(debugg)
TriggerEvent(“chatMessage”, ‘’, { 0, 0x99, 255 }, tostring(debugg))
end

Can someone tell me what’s wrong?

Up help him please if someone have the science

Well it was Just my markers parameters which wasnt good

Oh okay whats markers parameters?

DrawMarker(1,pos.entering[1],pos.entering[2],pos.entering[3],0,0,0,0,0,0,2.001,2.0001,0.5001,0,155,255,200,0,0,0,0)

Mystakes in code was coming from colors parameters