👮qb-policejob

Obey & survive!

Introduction

  • This resource manages police functions and interactions

  • Objects for police to place down via qb-radialmenu such as traffic cones and spike strips

  • Police stash, garage and armory

  • Cuffing players functions

  • Evidence system including blood DNA drops and fingerprints

  • Anklet Tracker for police to track players

Configuration

General

Config = {}
Config.LicenseRank = 2 -- minimum rank need to grant weapon licenses to players
Config.HandCuffItem = 'handcuffs' -- item name to check for when cuffing
Config.PoliceHelicopter = "POLMAV" -- helicopter model name to spawn

Locations

Config.Locations = {
    ["duty"] = { -- locations to clock on/off duty
        [1] = vector3(440.085, -974.924, 30.689),
        [2] = vector3(-449.811, 6012.909, 31.815),
    },
    ["vehicle"] = { -- locations to withdraw vehicles
        [1] = vector4(448.159, -1017.41, 28.562, 90.654),
        [2] = vector4(471.13, -1024.05, 28.17, 274.5),
        [3] = vector4(-455.39, 6002.02, 31.34, 87.93),
    },
    ["stash"] = { -- locations to access stash
        [1] = vector3(453.075, -980.124, 30.889),
    },
    ["impound"] = { -- locations to access the police impound
        [1] = vector4(436.68, -1007.42, 27.32, 180.0),
        [2] = vector4(-436.14, 5982.63, 31.34, 136.0),
    },
    ["helicopter"] = { -- locations to withdraw helicopters
        [1] = vector4(449.168, -981.325, 43.691, 87.234),
        [2] = vector4(-475.43, 5988.353, 31.716, 31.34),
    },
    ["armory"] = { -- locations to open the armory
        [1] = vector3(462.23, -981.12, 30.68),
    },
    ["trash"] = { -- locations to add items to the trash
        [1] = vector3(439.0907, -976.746, 30.776),
    },
    ["fingerprint"] = { -- locations to access fingerprint scanner
        [1] = vector3(460.9667, -989.180, 24.92),
    },
    ["evidence"] = { -- locations to access evidence lockers
        [1] = vector3(442.1722, -996.067, 30.689),
        [2] = vector3(451.7031, -973.232, 30.689),
        [3] = vector3(455.1456, -985.462, 30.689),
    },
    ["stations"] = { -- locations for map blips and labels
        [1] = {
            label = "Police Station",
            coords = vector4(428.23, -984.28, 29.76, 3.5)
        },
        [2] = {
            label = "Prison",
            coords = vector4(1845.903, 2585.873, 45.672, 272.249)
        },
        [3] = {
            label = "Police Station Paleto",
            coords = vector4(-451.55, 6014.25, 31.716, 223.81)
        },
    },
}

Armory

Config.Items = {
    label = "Police Armory", -- label that the right-side inventory shows
    slots = 30, -- how many slots total for the armory
    items = {
        [1] = {
            name = "weapon_pistol", -- item name
            price = 0, -- how much the item costs
            amount = 1, -- how many are available in stock
            info = { -- item info
                serie = "", -- placeholder for serial number, don't edit
                attachments = {
                    {
                        component = "COMPONENT_AT_PI_FLSH", -- attachment name
                        label = "Flashlight" -- attachment label
                    },
                }
            },
            type = "weapon", -- item type
            slot = 1, -- slot item shows in inventory
            authorizedJobGrades = {0, 1, 2, 3, 4} -- grades allowed to purchase
        }
    }
}

Vehicles

Config.WhitelistedVehicles = {} -- list of vehicles not locked by rank

Config.AuthorizedVehicles = {
	-- Grade 0
	[0] = {
		["police"] = "Police Car 1", -- vehicle model and label for menu
		["police2"] = "Police Car 2",
		["police3"] = "Police Car 3",
		["police4"] = "Police Car 4",
		["policeb"] = "Police Car 5",
		["policet"] = "Police Car 6",
		["sheriff"] = "Sheriff Car 1",
		["sheriff2"] = "Sheriff Car 2",
	}
}

Vehicle settings

Config.VehicleSettings = {
    ["car1"] = { -- Model name
        ["extras"] = {
            ["1"] = true, -- enable/disable the vehicle extra on spawn
            ["2"] = true,
            ["3"] = true,
            ["4"] = true,
            ["5"] = true,
            ["6"] = true,
            ["7"] = true,
            ["8"] = true,
            ["9"] = true,
            ["10"] = true,
            ["11"] = true,
            ["12"] = true,
            ["13"] = true,
        },
	["livery"] = 1, -- the livery number to be applied on spawn
    }
}

Vehicle trunk items

Config.CarItems = { -- items to add to the trunk when spawning a police vehicle
    [1] = {
        name = "heavyarmor", -- item name
        amount = 2, -- item amount
        info = {}, -- item info
        type = "item", -- type of item
        slot = 1, -- inventory slot item shows in
    },
    [2] = {
        name = "empty_evidence_bag",
        amount = 10,
        info = {},
        type = "item",
        slot = 2,
    },
    [3] = {
        name = "police_stormram",
        amount = 1,
        info = {},
        type = "item",
        slot = 3,
    },
}

Objects

Config.MaxSpikes = 5 -- maximum amount of spikes that can be spawned at once

Config.Objects = { -- availabe items for police to spawn
    ["cone"] = { -- https://gta-objects.xyz/
        model = `prop_roadcone02a`, -- object hash
        freeze = false -- enable/disable freezing the object in place
    },
    ["barrier"] = {
        model = `prop_barrier_work06a`,
        freeze = true
    },
    ["roadsign"] = {
        model = `prop_snow_sign_road_06g`,
        freeze = true
    },
    ["tent"] = {
        model = `prop_gazebo_03`,
        freeze = true
    },
    ["light"] = {
        model = `prop_worklight_03b`,
        freeze = true
    },
}

Security cameras

Config.SecurityCameras = {
    hideradar = false, -- enable/disable hiding the minimap while viewing cam
    cameras = {
        [1] = {
            label = "Pacific Bank CAM#1", -- camera label
            coords = vector3(257.45, 210.07, 109.08), -- location of the camera
            r = {x = -25.0, y = 0.0, z = 28.05}, -- camera rotation
            canRotate = false, -- enable/disable rotating the cam while viewing
            isOnline = true -- enable/disable the camera
        }
    }
}

Police radars

Config.Radars = { -- locations of radars that check for flagged plates
	vector4(-623.44421386719, -823.08361816406, 25.25704574585, 145.0),
	vector4(-652.44421386719, -854.08361816406, 24.55704574585, 325.0),
	vector4(1623.0114746094, 1068.9924316406, 80.903594970703, 84.0),
	vector4(-2604.8994140625, 2996.3391113281, 27.528566360474, 175.0),
	vector4(2136.65234375, -591.81469726563, 94.272926330566, 318.0),
	vector4(2117.5764160156, -558.51013183594, 95.683128356934, 158.0),
	vector4(406.89505004883, -969.06286621094, 29.436267852783, 33.0),
	vector4(657.315, -218.819, 44.06, 320.0),
	vector4(2118.287, 6040.027, 50.928, 172.0),
	vector4(-106.304, -1127.5530, 30.778, 230.0),
	vector4(-823.3688, -1146.980, 8.0, 300.0),
}

Evidence

Config.AmmoLabels = { -- the type of ammo and it's label when dropped
    ["AMMO_PISTOL"] = "9x19mm parabellum bullet",
    ["AMMO_SMG"] = "9x19mm parabellum bullet",
    ["AMMO_RIFLE"] = "7.62x39mm bullet",
    ["AMMO_MG"] = "7.92x57mm mauser bullet",
    ["AMMO_SHOTGUN"] = "12-gauge bullet",
    ["AMMO_SNIPER"] = "Large caliber bullet",
}

Evidence system

  • Random drop chance of bullet casings when player is shooting

  • Random chance of fingerprints left behind when player is not wearing gloves

  • Player statuses set when doing certain actions

Configuration

  • Found in qb-policejob/client/evidence.lua

local StatusList = { -- set a players status using an event
    ['fight'] = Lang:t('evidence.red_hands'),
    ['widepupils'] = Lang:t('evidence.wide_pupils'),
    ['redeyes'] = Lang:t('evidence.red_eyes'),
    ['weedsmell'] = Lang:t('evidence.weed_smell'),
    ['gunpowder'] = Lang:t('evidence.gunpowder'),
    ['chemicals'] = Lang:t('evidence.chemicals'),
    ['heavybreath'] = Lang:t('evidence.heavy_breathing'),
    ['sweat'] = Lang:t('evidence.sweat'),
    ['handbleed'] = Lang:t('evidence.handbleed'),
    ['confused'] = Lang:t('evidence.confused'),
    ['alcohol'] = Lang:t('evidence.alcohol'),
    ["heavyalcohol"] = Lang:t('evidence.heavy_alcohol'),
    ["agitated"] = Lang:t('evidence.agitated')
}

local WhitelistedWeapons = { -- weapons to ignore
    `weapon_unarmed`,
    `weapon_snowball`,
    `weapon_stungun`,
    `weapon_petrolcan`,
    `weapon_hazardcan`,
    `weapon_fireextinguisher`
}

Usage example

Example code is done on the SERVER side

Setting statuses

RegisterCommand('setstatus', function(source, args)
    local status = args[1] -- the status type to set
    local time = args[2] -- the status duration
    TriggerClientEvent('evidence:client:SetStatus', source, status, time)
end)

Adding blood drop

RegisterCommand('addblooddrop', function(source, args)
    local ped = GetPlayerPed(source)
    local coords = GetEntityCoords(ped)
    local bloodId = args[1] -- blood id or index of table, can be whatever
    local Player = QBCore.Functions.GetPlayer(source)
    if not Player then return end
    local citizenid = Player.PlayerData.citizenid
    local bloodtype = Player.PlayerData.metadata['bloodtype']
    TriggerClientEvent('evidence:client:AddBlooddrop', source, bloodId, citizenid, bloodtype, coords)
end)

Adding fingerprint drop

RegisterCommand('addfingerprint', function(source, args)
    local ped = GetPlayerPed(source)
    local coords = GetEntityCoords(ped)
    local fingerId = args[1] -- fingerprint id or index of table, can be whatever
    local Player = QBCore.Functions.GetPlayer(source)
    if not Player then return end
    local fingerprint = Player.PlayerData.metadata['fingerprint']
    TriggerClientEvent('evidence:client:AddFingerPrint', source, fingerId, fingerprint, coords)
end)

Commands

/911p [message] - sends an alert to the police

This command sends an alert to all players with the job 'police'. The alert will contain the given message and a blip is added to the police player's map at your current location.

Permission level: user

  • message - (required) The message to send with the alert

/spikestrip - Place a spike strip

Places a Spike Strip object on the ground. The player must have the job of 'police' and be on duty to use.

Permission level: user

/grantlicense [id] [license] - give a player a license

Gives a player with the given id the license of the given license type.

This command can only be used by players with the job of 'police' above the minimum grade as set by Config.LicenseRank (Default is grade 2 and above).

Permission level: user

  • id - (required) The id of the player

  • license - (required) The license type (E.g. "weapon" or "driver")

/revokelicense [id] [license] - remove a player's license

Removes a license of the given license type from a player with the given id.

This command can only be used by players with the job of 'police' above the minimum grade as set by Config.LicenseRank (Default is grade 2 and above).

Permission level: user

  • id - (required) The id of the player

  • license - (required) The license type (E.g. "weapon" or "driver")

/pobject [type] - allows officer to spawn an object

Allows a player with the job of 'police' to spawn an object

Permission level: user

  • type - (required) The object type. Available types:

    • cone - a traffic cone

    • barrier - a roadblock barrier

    • roadsign - a road sign

    • tent - a gazebo for crime scenes

    • light - a work light

    • delete - delete an object

/cuff - cuff the nearest player

This command will hard cuff the nearest player (prevents movement) .

Can only be used by players with the job of 'police'

Permission level: user

/sc - soft cuff the nearest player

This command will soft cuff the nearest player (allows movement).

Can only be used by players with the job of 'police'

Permission level: user

/escort - escort the nearest player

This command will escort the nearest player.

Can only be used by players with the job of 'police'

Permission level: user

/callsign [name] - allows officer to set a callsign

Allows a player with the job of 'police' to set their callsign. The callsign is visible as the name of the player's blip on the map.

Permission level: user

  • name - (required) the callsign to be used

/jail - sends nearest player to jail

This command will send the nearest player to jail. A menu will open allowing the officer to set the jail time.

Can only be used by players with the job of 'police'

Permission level: user

/unjail [id] - unjail a player

Unjail a player with the given id

Can only be used by players with the job of 'police'

Permission level: user

  • id - (required) the id of the player

/clearcasings - clears bullet casings in the area

Clears any bullet casings with 10.0 units of your current location.

Can only be used by players with the job of 'police'

Permission level: user

/clearblood - clears blood drops in the area

Clears any blood drops with 10.0 units of your current location.

Can only be used by players with the job of 'police'

Permission level: user

/seizecash - seize cash from the nearest player

Seize cash from the nearest player.

Can only be used by players with the job of 'police'

Permission level: user

/cam [id] - allows officer to see cam footage from selected spots

Allows a player with the job of 'police' to view security cameras. Security camera locations can be set up in the config file of qb-policejob. See Config.SecurityCameras.

Permission level: user

  • id - (required) the id of the camera

/flagplate [plate] [reason] - allows speed cameras to find a plate flagged

Allows speed cameras that can be set up in the config to find a flagged plate. See Config.Radars

Permission level: user

  • plate - (required) the plate to be flagged

  • reason - (required) the reason for the flag

/unflagplate [plate] - removes the flag from the plate

Removes the flag on the plate so cameras will no longer pick up the plate.

Permission level: user

  • plate - (required) the plate to be unflagged

/plateinfo [plate] - shows the info of the plate

Shows whether a plate is flagged and gives the reason if so.

Permission level: user

  • plate - (required) the plate to check

/depot [price] - allows officer to impound vehicle for a price

Allows a player with the job of 'police' to send a vehicle to the impound for the given price

Permission level: user

  • price - (required) the price set for removing vehicle from depot

/impound - impounds a vehicle without a price

impounds a vehicle without a price

Can only be used by a player with the job of 'police'

Permission level: user

/paytow [id] - pays the tow driver $500

Pays the player with the given id $500. The player being paid must have the job of 'tow'.

Permission level: user

  • id - (required) the id of the player being paid

/paylawyer [id] - pays a lawyer $500

Pays the player with the given id $500. The player being paid must have the job of 'lawyer'.

Permission level: user

  • id - (required) the id of the player being paid

/anklet - adds a tracking device to the closest player

Adds a tracking device to the closest player.

Can only be used by players with the job of 'police'

Permission level: user

/ankletlocation [cid] - shows the location of the player

Shows the location of the player with the given cid

Can only be used by players with the job of 'police'

Permission level: user

  • cid - (required) the citizen id of the player being checked

/takedrivinglicense - takes the players drivers license

Takes the driving license of the closest player

Can only be used by players with the job of 'police'

Permission level: user

/takedna [id] - takes the players dna

Takes the dna of a player with a given id. Requires an empty evidence bag.

Permission level: user

  • id - (required) the id of the player

Items

  • handcuffs - Cuffs a player on use

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