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Configuration

All Wasabi Scripts contain various editable and unobscured files containing, exports, client and server functions, configuration methods and more. This is the full configuration for our wasabi_police resource.


View Config
-----------------For support, scripts, and more----------------
--------------- https://discord.gg/wasabiscripts -------------
---------------------------------------------------------------
local seconds, minutes = 1000, 60000
Config = {}

-------------------------------------------------------------------
-- TO MODIFY NOTIFICATIONS TO YOUR OWN CUSTOM NOTIFICATIONS:-------
-------------- Navigate to wasabi_bridge/customize/ ---------------
-------------------------------------------------------------------
Config.CheckForUpdates = true -- Check for updates? Who would not want to know updates!?

-- Language Options are
-- 'en' (English)
-- 'fr' (French)
-- 'cn' (Chinese Simplified)
-- 'tw' (Chinese Traditional)
-- 'de' (German)
-- 'it' (Italian)
-- 'jp' (Japanese)
-- 'ko' (Korean)
-- 'pl' (Polish)
-- 'pt' (Portuguese)
-- 'es' (Spanish)
-- 'hi' (Hindi)
-- 'nl' (Dutch)
-- 'da' (Danish)
-- 'cs' (Czech)
-- If you would like us to add a language, join our discord and create a ticket!
-- All locale strings can be found in /game/configuration/locales/
Config.Language = 'en'
Config.UIColor = '#0390fc' -- Can be 'red', 'blue', or a hex '#FF0000'
Config.JailUIColor = '#0390fc' -- Can be 'red', 'blue', or a hex '#FF0000'

Config.jobMenu = 'F6' -- Default job menu key
Config.useTarget = true -- Enable target for police functions (Supports ox_target / qb-target)
Config.MobileMenu = { -- THIS WILL USE A REGULAR MENU RATHER THAN A CONTEXT STYLE MENU!
enabled = false, -- Use a mobile menu rather than context? (Use arrow keys to navigate menu rather than mouse)
position =
'bottom-right' -- Choose where menu is positioned. Options : 'top-left' or 'top-right' or 'bottom-left' or 'bottom-right'
}
Config.UseRadialMenu = false -- Enable use of radial menu built in to ox_lib? (REQUIRES OX_LIB - Editable in client/radial.lua)

Config.customCarlock = false -- If you use wasabi_carlock OR qb-carlock set to true(Add your own carlock system in wasabi_bridge/customize/client/carlock.lua)
Config.billingSystem =
'default' -- Current options: false (Disabled) / 'default' (For built-in System)/'esx' (For esx_billing) / 'qb' (QBCore) / 'okok' (For okokBilling) (Easy to add more/fully customize in client/cl_customize.lua)

--ONLY IF USING 'default' BILLING SYSTEM
Config.billingData = {
chargeAccount = 'bank', --Cash or bank (The default method to charge player)

-- Credit police society for fines?
-- (If true, fines will be credited to whichever police job sent the fine)
-- (If false, fines will be deducted from the player but credited to no where)
-- (Set to string of specific account if you wish for a singular account to receive all fine recoveries)
creditSociety = true,

fines = { --Fine presets
{ label = 'Attempt Robbery of Shop', amount = 1200 },
{ label = 'Attempt Robbery of Bank', amount = 2400 },
{ label = 'On-Duty Crime', amount = 10000 },
{ label = 'Driving On Off-Road', amount = 2200 },
{ label = 'Anti Gravity', amount = 4200 },
}
}

Config.OldQBManagement = false -- If you use older qb-management(Unrelated to ESX)

Config.AdvancedParking = false -- Delete vehicles with their exports(Script named advanced parking)

Config.Jail = {
enabled = true, -- Enable jail feature?
input = true, -- Enable input? Some needs it
jail = '', -- Current options: 'qb' (For qb-prison) / 'rcore' (For rcore-prison) / 'tk_jail' (For tk_jail) / 'hd_jail' (For hd_jail) / 'myPrison' (For myPrison) / 'qalle-jail' (For qalle-jail) / 'plouffe ' (For Plouffe Jail) / 'mx' (For mxJail) / 'custom' (For custom)
BuiltInPrison = {
enabled = true, -- Enable built-in prison system?
persistentJail = true, -- Persistent jail? (If false, jail will be reset on reload)
coords = vec3(1845.0, 2585.0, 45.0), -- Coords of prison
spawn = {
{ coords = vec4(1745.77, 2489.61, 50.41, 212.01) },
{ coords = vec4(1751.86, 2492.73, 50.44, 213.77) },
{ coords = vec4(1760.82, 2498.14, 50.42, 208.26) },
{ coords = vec4(1754.85, 2494.59, 45.82, 212.49) },
{ coords = vec4(1748.84, 2491.35, 45.80, 203.43) }
},
release = vec4(1845.0, 2585.0, 45.0, 0.0), -- Coords of released
jailOutfit = {
male = { -- Male variation
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 5, texture = 2 }, -- Torso
{ component = 8, drawable = 15, texture = 0 }, -- Shirt
{ component = 4, drawable = 6, texture = 1 }, -- Pants
{ component = 6, drawable = 16, texture = 7 }, -- Shoes
{ component = 3, drawable = 5, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
},
female = {
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 4, texture = 0 }, -- Torso
{ component = 8, drawable = 15, texture = 0 }, -- Shirt
{ component = 4, drawable = 25, texture = 0 }, -- Pants
{ component = 6, drawable = 16, texture = 4 }, -- Shoes
{ component = 3, drawable = 4, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
}
},

},
}
-- NOTE: If using qb-prison, you must make one small change to qb-prison.
-- SEE https://docs.wasabiscripts.com/scripts/wasabi_police/customizations#qb-prison-integration

Config.searchPlayers = false -- Allow police jobs to search players for items (Must have inventory in bridge or one already supported in cl_customize.lua - or add your own!)
Config.weaponsAsItems = true -- (If you're unsure leave as true!)This is typically for older ESX and inventories that still use weapons as weapons and not items

Config.spikeStripsEnabled = true -- Enable functionality of spike strips (Disable if you use difference script for spike strips)

--[[ These resources can trigger:
wasabi_police:handcuffPlayer
wasabi_police:escortPlayer
wasabi_police:inVehiclePlayer
wasabi_police:outVehiclePlayer
]]
Config.AllowedResources = {
'qb-core',
'qb-radialmenu', -- For civilians to be able to use radial menu features(Already had compatibility without edit)
}

Config.AllowedJobs = { -- THIS HAS NOTHING TO DO with Config.policeJobs, only with triggering events above
--'bloods'
}

Config.GrantWeaponLicenses = {
enabled = true, -- If you want police to have option to grant/revoke weapons licenses
license_name = 'weapon', -- Name of license
minGrade = 0, -- Min grade to use this function
menuPosition =
'bottom-right' -- Choose where menu of player select is positioned. Options : 'top-left' or 'top-right' or 'bottom-left' or 'bottom-right'
}

Config.CCTVCameras = { -- CCTV Cameras
enabled = true, -- Enable CCTV Cameras?
jobLock = 'police', -- Job lock? or access to all police jobs by using false
saveToDatabase = true, -- Save CCTV data to database? (If false, data will be stored in server memory/reset on server restarts)

jobs = { -- Jobs & minimum ranks that can add/modify/delete CCTV Cameras
-- Must be in Config.policeJobs as well
police = 0, -- Job 'police' with minimum rank 0
-- sheriff = 2, -- Job 'sheriff' with minimum rank 2
},
destoryable = true, -- Can players destroy CCTV Cameras?
blip = {
enabled = true, -- Enable blips for CCTV Cameras?
label = 'CCTV Camera', -- Blip label
sprite = 604, -- Blip sprite
color = 5, -- Blip color
scale = 0.5, -- Blip scale
short = false, -- Short range blip?
},

EnabledKeys = { --Enabled keys while in camera view
--W A S D BackSpace
32, 34, 8, 9, 177
},

options = {
{
label = 'CCTV Camera #1', -- Label of CCTV Camera
prop = 'prop_cctv_cam_01a', -- Prop name
},
{
label = 'CCTV Camera #2',
prop = 'prop_cctv_cam_01b',
},
{
label = 'CCTV Camera #3',
prop = 'prop_cctv_cam_06a',
},
{
label = 'CCTV Camera #4',
prop = 'prop_cctv_cam_05a',
},
},
locations = { -- Locations of CCTV Cameras
enabled = true, -- Enable locations of CCTV Cameras?
data = {
{

name = 'Shop (Innocence Blvd)', -- Label of CCTV Camera
prop = 'prop_cctv_cam_06a', -- Prop name
coords = vector3(23.8389778137207, -1348.9283447265626, 31.53925323486328), --coords":{"x":23.8389778137207,"y":-1348.9283447265626,"z":31.53925323486328}
heading = 119.99991607666016, --heading
},
{
name = 'Shop (Inseno Road)',
prop = 'prop_cctv_cam_06a',
coords = vector3(-3037.25, 584.399169921875, 9.89759731292724),
heading = 224.99984741210938,
},
{
name = 'Shop (Barbareno Road)',
prop = 'prop_cctv_cam_06a',
coords = vector3(-3240.68603515625, 999.1280517578125, 14.87293338775634),
heading = 199.9998016357422,
},
{
name = 'Shop (Great Ocean Highway)',
prop = 'prop_cctv_cam_06a',
coords = vector3(1726.5582275390626, 6414.02783203125, 37.07946395874023),
heading = 94.99994659423828,
},
{
name = 'Shop (Grape Seed Main Street)',
prop = 'prop_cctv_cam_06a',
coords = vector3(1706.2977294921876, 4926.40576171875, 44.10588836669922),
heading = 239.99984741210938,
},
{
name = 'Shop (Alhambra Drive)',
prop = 'prop_cctv_cam_06a',
coords = vector3(1960.42431640625, 3738.34716796875, 34.38598251342773),
heading = 149.9998321533203,
},
{
name = 'Shop (Route 68)',
prop = 'prop_cctv_cam_06a',
coords = vector3(549.0037841796875, 2672.68896484375, 43.89537048339844),
heading = 304.99969482421877,
},
{
name = 'Shop (Senora Freeway)',
prop = 'prop_cctv_cam_06a',
coords = vector3(2679.138671875, 3278.020263671875, 57.58337097167969),
heading = 179.999755859375,
},
{
name = 'Shop (Palomino Freeway)',
prop = 'prop_cctv_cam_06a',
coords = vector3(2558.8310546875, 380.1410827636719, 110.66519927978516),
heading = 209.9998016357422,
},
{
name = 'Shop (Clinton Avenue)',
prop = 'prop_cctv_cam_06a',
coords = vector3(371.39739990234377, 324.99755859375, 105.60862731933594),
heading = 104.99993133544922,
},
{
name = 'Shop (North Rockford Drive)',
prop = 'prop_cctv_cam_06a',
coords = vector3(-1827.2593994140626, 793.8814086914063, 140.25299072265626),
heading = 44.99998092651367,
},
{
name = 'Shop (Grove Street)',
prop = 'prop_cctv_cam_06a',
coords = vector3(-47.95944213867187, -1750.7666015625, 31.46323776245117),
heading = 324.99945068359377,
},
{
name = 'Shop (Ginger Street)',
prop = 'prop_cctv_cam_06a',
coords = vector3(-711.623779296875, -908.9114379882813, 21.25783157348632),
heading = 0.0,
},
{
name = 'Shop (Mirror Park Blvd)',
prop = 'prop_cctv_cam_06a',
coords = vector3(1158.4505615234376, -319.10296630859377, 71.24732971191406),
heading = 14.99969005584716,
},
}
}

}


Config.RadarPosts = { -- Radar posts for speed detection

enabled = true, -- Enable radar posts (Shows option in job menu for approved jobs)?
saveToDatabase = true, -- Save radar data to database? (If false, data will be stored in server memory/reset on server restarts)

disableCameraFlash = false, -- Disable camera flash effect when player is caught speeding?

measurement = 'mph', -- Measurement of speed (Options: 'mph' / 'kmh')

jobs = { -- Jobs & minimum ranks that can add/modify/delete radar posts
-- Must be in Config.policeJobs as well
police = 0, -- Job 'police' with minimum rank 0
sheriff = 2, -- Job 'sheriff' with minimum rank 2
},

whitelistJobs = { -- Jobs that do not get fined for speeding
-- Do not worry about jobs from Config.policeJobs, they are automatically whitelisted
'ambulance',

},

chargeAccount = 'bank', -- Cash or bank (The default method to charge player
allowNegativeBalance = false, -- Allow players to go into negative balance? (If false, player must have enough money to pay fine)

-- Credit police society for fines?
-- (If true, fines will be credited to whichever police job placed the radar post that detected speeding)
-- (If false, fines will be deducted from the speeder but credited to no where)
-- (Set to string of specific account if you wish for a singular account to receive all fine recoveries)
creditSociety = true,

thresholds = { -- Speed thresholds for fines
[5] = 50, -- 5 over = $50 fine
[10] = 100, -- 10 over = $100 fine
[20] = 500, -- 20 over = $500 fine
[30] = 1000, -- 30 over = $1000 fine
[40] = 2000, -- 40 over = $2000 fine
[50] = 5000, -- 50 over = $5000 fine
},

blip = {
enabled = false, -- Enable blips for radar posts?
label = 'Radar Post', -- Blip label
sprite = 184, -- Blip sprite
color = 5, -- Blip color
scale = 0.5, -- Blip scale
short = false, -- Short range blip?
},

options = {
{
label = 'Radar Post #1', -- Label of radar post
prop = 'prop_cctv_pole_01a', -- Prop name
},
{
label = 'Radar Post #2',
prop = 'prop_cctv_pole_02',
},
{
label = 'Radar Post #3',
prop = 'prop_cctv_pole_03',
},
{
label = 'Radar Post #4',
prop = 'prop_cctv_pole_04',
},
}
}

Config.GSR = { -- Gunshot residue settings
enabled = false, -- Enabled?
cleanInWater = true, -- Can clean GSR while in water?
timeToClean = 5 * seconds, -- How long to clean GSR in water if enabled
autoClean = 600, -- (IN SECONDS)How long before residue clears itself? Set to false if undesired to auto clean GSR
command = 'gsr' -- Command for testing for GSR? Set to false if undesired
}

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.seizeCash = { -- ONLY FOR QBCORE WITHOUT CASH AS ITEM
enabled = false, -- Enabled?
item = 'moneybag' -- Item to add after seizedCash
}

Config.handcuff = { -- Config in regards to cuffing
defaultCuff = 'hard', -- Default cuff type (Options: 'soft' / 'hard') Changing this will be the default hotkey cuff type
persistentCuff = true, -- Verify player's cuffed status during login (Install '_EXTRA_ESX_INSTALL/ESX_PERSISTENT_CUFF.sql' if using ESX)
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)
},
cuffItem = { -- Have handcuffs as usable item? (ITEM NAME MUST BE IN ITEMS / YOU MUST ADD YOURSELF)
enabled = false, -- Enable a handcuff usable item?? Must be in items table/database with name defined below
required = true, -- Requires handcuff item to be in inventory when any handcuff function is used
item = 'handcuffs' -- Item name (DONT FORGET to make sure its in your items)
},
lockpicking = { -- Lockpicking someone else out of handcuffs
enabled = false, -- Enable handcuffs to be able to be lockpicked off(MUST HAVE LOCKPICK ITEM IN ITEMS)
item = 'bobby_pin',
breakChance = 50, -- Chance of lockpick breaking if failed (Set to 100 for 100% or 0 for never breaking)
difficulty = { 'easy', 'easy', 'easy' } -- Options: 'easy' / 'medium' / 'hard' (Can be stringed along as they are in config)
}
}

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

Config.GPSBlips = {
enabled = false, -- Enabled?
item = false, -- Item required? Note: You have to use it then
sprites = {
none = 443, -- Blip for when not in a vehicle
car = 672, -- Blip for when in vehicles
bike = 226, -- Blip for when on bikes
boat = 427, -- Blip for when in boats
helicopter = 43, -- Blip for when in helicopters
plane = 307, -- Blip for when in planes
},
settings = {
color = 3,
scale = 0.75,
short = false,
category = 7
}
}

Config.Props = { -- What props are avaliable in the "Place Objects" section of the job menu

{
title = 'Barrier', -- Label
description = '', -- Description (optional)
model = `prop_barrier_work05`, -- Prop name within `
freeze = true, -- Make prop unmovable
groups = { -- ['job_name'] = min_rank
['police'] = 0,
-- ['sheriff'] = 0,
}
},
{
title = 'Barricade',
description = '',
model = `prop_mp_barrier_01`,
freeze = true, -- Make prop unmovable
groups = {
['police'] = 0,
-- ['sheriff'] = 0,
}
},
{
title = 'Traffic Cones',
description = '',
model = `prop_roadcone02a`,
freeze = false, -- Make prop unmovable
groups = {
['police'] = 0,
-- ['sheriff'] = 0,
}
},
{
title = 'Spike Strip',
description = '',
model = `p_ld_stinger_s`,
freeze = true, -- Make prop unmovable
groups = {
['police'] = 0,
-- ['sheriff'] = 0,
}
},

}

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'
},

clockInAndOut = {
enabled = true, -- Enable clocking in and out at a set location? (If using ESX you must have a off duty job for each e.x. offpolice for police offsheriff for sheriff AND have grades for each pd grade - QBCORE REQUIRES NOTHING)
jobLock = 'police', -- This must be set to which job will be utilizing (ESX MUST HAVE OFF DUTY JOB / GRADES FOR THIS - ex. offpolice or offsheriff)
coords = vec3(464.87, -977.37, 30.69), -- Location of where to go on and off duty(If not using target)
label = '[E] - Go On/Off Duty', -- Text to display(If not using target)
distance = 3.0, -- Distance to display text UI(If not using target)
target = {
enabled = false, -- If enabled, the location and distance above will be obsolete
label = 'Go On/Off Duty',
coords = vec3(464.87, -977.37, 30.69),
heading = 91.06,
distance = 2.5,
width = 2.0,
length = 1.0,
minZ = 30.69 - 0.9,
maxZ = 30.69 + 0.9
}
},

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,
distance = 2.0,
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', -- Ped model or false for no ped
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)
{ name = 'WEAPON_PISTOL', label = 'Pistol', multiple = false, price = 75 }, -- Set price to false if undesired
{ name = 'WEAPON_NIGHTSTICK', label = 'Night Stick', multiple = false, price = 50 },
-- { name = '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
-- { name = 'armour', label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example

},
[1] = { -- This would be grade 1
{ name = 'WEAPON_COMBATPISTOL', label = 'Combat Pistol', multiple = false, price = 150 },
{ name = 'WEAPON_NIGHTSTICK', label = 'Night Stick', multiple = false, price = 50 },
-- { name = 'ammo-9', label = '9mm Ammo', multiple = true, price = 10 }, -- Example
-- { name = 'armour', label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example
},
[2] = { -- This would be grade 2
{ name = 'WEAPON_COMBATPISTOL', label = 'Combat Pistol', multiple = false, price = 150 },
{ name = 'WEAPON_NIGHTSTICK', label = 'Night Stick', multiple = false, price = 50 },
{ name = 'WEAPON_ASSAULTRIFLE', label = 'Assault Rifle', multiple = false, price = 1100 },
-- { name = '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
-- { name = ammo-rifle, label = '5.56 Ammo', multiple = true, price = 20 }, -- Example
-- { name = 'armour', label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example
},
[3] = { -- This would be grade 3
{ name = 'WEAPON_COMBATPISTOL', label = 'Combat Pistol', multiple = false, price = 150 },
{ name = 'WEAPON_NIGHTSTICK', label = 'Night Stick', multiple = false, price = 50 },
{ name = 'WEAPON_ASSAULTRIFLE', label = 'Assault Rifle', multiple = false, price = 1100 },
-- { name = '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
-- { name = ammo-rifle, label = '5.56 Ammo', multiple = true, price = 20 }, -- Example
-- { name = 'armour', label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example
},
}
},

cloakroom = {
enabled = true, -- WILL NOT SHOW IN QBCORE INSTEAD USE QB-CLOTHING CONFIG! Set to false if you don't want to use (Compatible with esx_skin & wasabi fivem-appearance fork)
jobLock = 'police', -- Allow only one of Config.policeJob listings / Set to false if allow all Config.policeJobs
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
[1] = { -- Order it will display
label = 'Patrol', -- Name of outfit that will display in menu
minGrade = 0, -- Min grade level that can access? Set to 0 or false for everyone to use
male = { -- Male variation
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 5, texture = 2 }, -- Torso
{ component = 8, drawable = 15, texture = 0 }, -- Shirt
{ component = 4, drawable = 6, texture = 1 }, -- Pants
{ component = 6, drawable = 16, texture = 7 }, -- Shoes
{ component = 3, drawable = 5, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
},
female = {
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 4, texture = 0 }, -- Torso
{ component = 8, drawable = 15, texture = 0 }, -- Shirt
{ component = 4, drawable = 25, texture = 0 }, -- Pants
{ component = 6, drawable = 16, texture = 4 }, -- Shoes
{ component = 3, drawable = 4, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
}
},
[2] = { -- Order it will display
label = 'Chief', -- Name of outfit that will display in menu
minGrade = 0, -- Min grade level that can access? Set to 0 or false for everyone to use
male = { -- Male variation
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 15, texture = 0 }, -- Torso
{ component = 8, drawable = 58, texture = 0 }, -- Shirt
{ component = 4, drawable = 35, texture = 0 }, -- Pants
{ component = 6, drawable = 24, texture = 0 }, -- Shoes
{ component = 3, drawable = 15, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
},
female = {
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 4, texture = 0 }, -- Torso
{ component = 8, drawable = 15, texture = 0 }, -- Shirt
{ component = 4, drawable = 25, texture = 0 }, -- Pants
{ component = 6, drawable = 16, texture = 4 }, -- Shoes
{ component = 3, drawable = 4, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
}
},
[3] = { -- Order it will display
label = 'Chief', -- Name of outfit that will display in menu
minGrade = 0, -- Min grade level that can access? Set to 0 or false for everyone to use
male = { -- Male variation
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 15, texture = 0 }, -- Torso
{ component = 8, drawable = 58, texture = 0 }, -- Shirt
{ component = 4, drawable = 35, texture = 0 }, -- Pants
{ component = 6, drawable = 24, texture = 0 }, -- Shoes
{ component = 3, drawable = 15, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
},
female = {
clothing = {
-- Components / 0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
-- https://docs.fivem.net/natives/?_0xD4F7B05C
{ component = 11, drawable = 4, texture = 0 }, -- Torso
{ component = 8, drawable = 15, texture = 0 }, -- Shirt
{ component = 4, drawable = 25, texture = 0 }, -- Pants
{ component = 6, drawable = 16, texture = 4 }, -- Shoes
{ component = 3, drawable = 4, texture = 0 }, -- Arms
},
props = {
-- Components / 0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
-- https://docs.fivem.net/natives/?_0x93376B65A266EB5F

-- { component = 0, drawable = 0, texture = 0 }, -- Hats
}
}
},
}
},

-- Personal Locker. Supports inventories: ox_inventory, qb-inventory, and qs-inventory
-- Custom inventories can easily be added in wasabi_bridge/inventories/
personalLocker = {
enabled = false, -- Enable personal locker for this station?
jobLock = 'police', -- Job lock?
coords = vec3(462.64, -995.88, 30.69), -- Area to prompt personal locker
range = 2.0, -- Range it will prompt from coords above
label = '[E] - Access Personal Locker',
target = {
enabled = false, -- If enabled, the location above will be obsolete
label = 'Access Personal Locker',
coords = vec3(462.64, -995.88, 30.69),
heading = 354.94,
distance = 2.5,
width = 2.0,
length = 1.0,
minZ = 30.69 - 0.9,
maxZ = 30.69 + 0.9
}
},

evidenceLocker = {
enabled = false, -- Enable evidence locker for this station?
jobLock = 'police', -- Job lock?
coords = vec3(472.5, -991.21, 26.27), -- Area to prompt personal locker
range = 2.0, -- Range it will prompt from coords above
label = '[E] - Access Evidence Locker',
target = {
enabled = false, -- If enabled, the location above will be obsolete
label = 'Access Evidence Locker',
coords = vec3(472.5, -991.21, 26.27),
heading = 266.23,
distance = 2.5,
width = 2.0,
length = 1.0,
minZ = 26.27 - 0.9,
maxZ = 26.27 + 0.9
}
},


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'
},
},
}
}
},
}