๐ฎqb-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
Items
handcuffs - Cuffs a player on use
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