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chrome Glp0CyY3EmPremium MultiJob

(ESX/QB) Advanced Police Job

Original price was: 74.61 €.Current price is: 41.35 €.

45% Off

Features

  • Optimized with 0.00ms idle
  • Multiple LEO departments(No need for separate scripts for separate police jobs)
  • Full handcuff props and animations
  • Escorting animation
  • Keybinds for arrest(Configurable)
  • Resisting arrest via skill-check
  • Compatible with ox_inventory, qb-inventory, qs-inventory, and mf_inventory(Code open to incorporate a different inventory)
  • Tackling(Configurable)
  • Job Menu (Configurable)
  • Fine players(Compatible with QBCore, okokBilling and esx billing OR any billing can be added to open code)
  • Boss menu(Compatible with wasabi_multijob, qb-management and esx_society)
  • Cloakroom(Compatible with esx_skin and my fork of fivem-appearance OR any skin script can be added to open code)
  • Optional target(By default compatible with qtarget/qb-target/ox_target)
  • Armory(Configurable by job grade)
  • Garage for land & air(Configurable by job grade)
  • Vehicle interaction menu added to job menu which includes vehicle ownership information, lockpicking vehicle, and impounding vehicle (New As of 1.0.5)
  • Ability to incorporate jail script(See docs)
  • Ability to view suspect’s identification
  • Ability to view and revoke licenses
  • Most if not all of the pre-existing esx_policejob features
  • EXTREMELY configurable
  • Full replacement for any script that depends on esx_policejob
  • And more!

Frequent updates / feature additions planned so stay tuned!

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Config.Lua

local seconds, minutes = 1000, 60000
Config = {}

Config.jobMenu = 'F6' -- Default job menu key

Config.customCarlock = false -- If you use wasabi_carlock(Add your own carlock system in client/cl_customize.lua)
Config.billingSystem = false -- Current options: 'esx' (For esx_billing) / 'okok' (For okokBilling) (Easy to add more/fully customize in client/cl_customize.lua)
Config.skinScript = false -- Current options: 'esx' (For esx_skin) / 'appearance' (For wasabi-fivem-appearance) (Custom can be added in client/cl_customize.lua)
Config.customJail = false -- Set to true if you want to add jail option to menu(Requires you to edit wasabi_police:sendToJail event in client/cl_customize.lua)

Config.inventory = 'ox' -- NEEDED FOR SEARCHING PLAYERS - Current options: 'ox' (For ox_inventory) / 'mf' (For mf inventory) / 'qs' (For qs_inventory) / 'custom' (Custom can be added in client/cl_customize.lua)
Config.searchPlayers = true -- Allow police jobs to search players (Must set correct inventory above)

Config.weaponsAsItems = false -- This is typically for older ESX and inventories that still use weapons as weapons and not items(If you're unsure leave as true!)
Config.esxIdentity = true -- Enable to gain option additional information when checking ID of suspect. (Requires esx_identity or similar)
Config.esxLicense = true -- Enable if you use esx_license or something similar for weapon licenses/etc


Config.tackle = {
    enabled = true, -- Enable tackle?
    policeOnly = true, -- Police jobs only use tackle?
    hotkey = 'G' -- What key to press while sprinting to start tackle of target
}

Config.handcuff = { -- Config in regards to cuffing
    timer = 20 * minutes, -- Time before player is automatically unrestrained(Set to false if not desired)
    hotkey = 'J', -- What key to press to handcuff people(Set to false for no hotkey)
    skilledEscape = {
        enabled = true, -- Allow criminal to simulate resisting by giving them a chance to break free from cuffs via skill check
        difficulty = {'easy', 'easy', 'easy'} -- Options: 'easy' / 'medium' / 'hard' (Can be stringed along as they are in config)
    }
}

Config.policeJobs = { -- Police jobs
    'police',
    'sheriff'
}

Config.Locations = {
    LSPD = {
        blip = {
            enabled = true,
            coords = vec3(464.57, -992.0, 30.69),
            sprite = 60,
            color = 29,
            scale = 1.0,
            string = 'Mission Row PD'
        },

        bossMenu = {
            enabled = true, -- Enable boss menu?
            jobLock = 'police', -- Lock to specific police job? Set to false if not desired
            coords = vec3(460.64, -985.64, 30.73), -- Location of boss menu (If not using target)
            label = '
[E] - Access Boss Menu', -- Text UI label string (If not using target) distance = 3.0, -- Distance to allow access/prompt with text UI (If not using target) target = { enabled = false, -- If enabled, the location and distance above will be obsolete label = 'Access Boss Menu', coords = vec3(460.64, -985.64, 30.73), heading = 269.85, width = 2.0, length = 1.0, minZ = 30.73-0.9, maxZ = 30.73+0.9 } }, armoury = { enabled = true, -- Set to false if you don't want to use coords = vec3(480.32, -996.67, 30.69-0.9), -- Coords of armoury heading = 86.95, -- Heading of armoury NPC ped = 's_f_y_cop_01', label = '[E] - Access Armoury', -- String of text ui jobLock = 'police', -- Allow only one of Config.policeJob listings / Set to false if allow all Config.policeJobs weapons = { [0] = { -- Grade number will be the name of each table(this would be grade 0) ['WEAPON_PISTOL'] = { label = 'Pistol', multiple = false, price = 75 }, -- Set price to false if undesired ['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 }, -- ['ammo-9'] = { label = '9mm Ammo', multiple = true, price = 10 }, -- Set multiple to true if you want ability to purchase more than one at a time -- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example }, [1] = { -- This would be grade 1 ['WEAPON_COMBATPISTOL'] = { label = 'Combat Pistol', multiple = false, price = 150 }, ['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 }, -- ['ammo-9'] = { label = '9mm Ammo', multiple = true, price = 10 }, -- Example -- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example }, [2] = { -- This would be grade 2 ['WEAPON_COMBATPISTOL'] = { label = 'Combat Pistol', multiple = false, price = 150 }, ['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 }, ['WEAPON_ASSAULTRIFLE'] = { label = 'Assault Rifle', multiple = false, price = 1100 }, -- ['ammo-9'] = { label = '9mm Ammo', multiple = true, price = 10 }, -- Example -- ['ammo-rifle'] = { label = '5.56 Ammo', multiple = true, price = 20 }, -- Example -- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example }, [3] = { -- This would be grade 3 ['WEAPON_COMBATPISTOL'] = { label = 'Combat Pistol', multiple = false, price = 150 }, ['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 }, ['WEAPON_ASSAULTRIFLE'] = { label = 'Assault Rifle', multiple = false, price = 1100 }, -- ['ammo-9'] = { label = '9mm Ammo', multiple = true, price = 10 }, -- Example -- ['ammo-rifle'] = { label = '5.56 Ammo', multiple = true, price = 20 }, -- Example -- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example }, } }, cloakroom = { enabled = true, -- Set to false if you don't want to use (Compatible with esx_skin & wasabi fivem-appearance fork) coords = vec3(462.36, -999.62, 30.69), -- Coords of cloakroom label = '[E] - Change Clothes', -- String of text ui of cloakroom range = 2.0, -- Range away from coords you can use. uniforms = { -- Uniform choices ['Recruit'] = { -- Name of outfit that will display in menu male = { -- Male variation ['tshirt_1'] = 15, ['tshirt_2'] = 0, ['torso_1'] = 5, ['torso_2'] = 2, ['arms'] = 5, ['pants_1'] = 6, ['pants_2'] = 1, ['shoes_1'] = 16, ['shoes_2'] = 7, ['helmet_1'] = 44, ['helmet_2'] = 7, }, female = { -- Female variation ['tshirt_1'] = 15, ['tshirt_2'] = 0, ['torso_1'] = 4, ['torso_2'] = 14, ['arms'] = 4, ['pants_1'] = 25, ['pants_2'] = 1, ['shoes_1'] = 16, ['shoes_2'] = 4, } }, ['Patrol'] = { male = { ['tshirt_1'] = 58, ['tshirt_2'] = 0, ['torso_1'] = 55, ['torso_2'] = 0, ['arms'] = 30, ['pants_1'] = 24, ['pants_2'] = 0, ['shoes_1'] = 10, ['shoes_2'] = 0, ['helmet_1'] = 46, ['helmet_2'] = 0, }, female = { ['tshirt_1'] = 15, ['tshirt_2'] = 0, ['torso_1'] = 4, ['torso_2'] = 14, ['arms'] = 4, ['pants_1'] = 25, ['pants_2'] = 1, ['shoes_1'] = 16, ['shoes_2'] = 4, } }, ['Chief'] = { male = { ['tshirt_1'] = 15, ['tshirt_2'] = 0, ['torso_1'] = 5, ['torso_2'] = 2, ['arms'] = 5, ['pants_1'] = 6, ['pants_2'] = 1, ['shoes_1'] = 16, ['shoes_2'] = 7, ['helmet_1'] = 44, ['helmet_2'] = 7, }, female = { ['tshirt_1'] = 15, ['tshirt_2'] = 0, ['torso_1'] = 4, ['torso_2'] = 14, ['arms'] = 4, ['pants_1'] = 25, ['pants_2'] = 1, ['shoes_1'] = 16, ['shoes_2'] = 4, } }, } }, vehicles = { -- Vehicle Garage enabled = true, -- Enable? False if you have you're own way for medics to obtain vehicles. jobLock = 'police', -- Job lock? or access to all police jobs by using false zone = { coords = vec3(463.69, -1019.72, 28.1), -- Area to prompt vehicle garage range = 5.5, -- Range it will prompt from coords above label = '[E] - Access Garage', return_label = '[E] - Return Vehicle' }, spawn = { land = { coords = vec3(449.37, -1025.46, 28.59), -- Coords of where land vehicle spawn/return heading = 3.68 }, air = { coords = vec3(449.29, -981.76, 43.69), -- Coords of where air vehicles spawn/return heading = 0.01 } }, options = { [0] = { -- Job grade as table name ['police'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser', category = 'land', -- Options are 'land' and 'air' }, ['police2'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser #2', category = 'land', -- Options are 'land' and 'air' }, ['polmav'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Maverick', category = 'air', -- Options are 'land' and 'air' }, }, [1] = { -- Job grade as table name ['police'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser', category = 'land', -- Options are 'land' and 'air' }, ['police2'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser #2', category = 'land', -- Options are 'land' and 'air' }, ['polmav'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Maverick', category = 'air', -- Options are 'land' and 'air' }, }, [2] = { -- Job grade as table name ['police'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser', category = 'land', -- Options are 'land' and 'air' }, ['police2'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser #2', category = 'land', -- Options are 'land' and 'air' }, ['polmav'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Maverick', category = 'air', -- Options are 'land' and 'air' }, }, [3] = { -- Job grade as table name ['police'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser', category = 'land', -- Options are 'land' and 'air' }, ['police2'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Police Cruiser #2', category = 'land', -- Options are 'land' and 'air' }, ['polmav'] = { -- Car/Helicopter/Vehicle Spawn Code/Model Name label = 'Maverick', category = 'air', -- Options are 'land' and 'air' }, }, } } }, }