ND-Framework / ND_Police

Police Job & tools for ND Framework includes ESX & QB integration
https://discord.gg/Z9Mxu72zZ6
GNU General Public License v3.0
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fivem fivem-police-job fivem-police-script fivem-script nd-framework ndcore

Documentation

Andyyy Development Server
## Credits - [Overextended](https://github.com/overextended) for creating [ox_police](https://github.com/overextended/ox_police) which this was originally based on. - [Testaross](https://github.com/Testaross) for beginning this project and contributing a lot to this and ox_police. - [Hakko](https://github.com/hakkodevelopment) for converting sounds to native audio. - Florek for resizing and modifying the props. Everything from ox_police has been completely rewritten besides `client/evidence.lua`, `client/spikes.lua`, and `client/escort.lua` which have minimal changes from the original ox_police. ## Notes - Evidence lockers and armories are handled by ox_inventory. - If you're using NDCore you can create garages for police in `client/vehicle/data`. - If you're using NDCore ND_MDT has a boss employee page. If you have suggestions, post a new issue. If you want to PR a feature, you should ask first (so you won't waste time). ## Features **Hands up:** * Keybind that can be changed in the pause menu settings (default: X). * Click once to put hands up. * Hold for ~3 seconds to put hands up and kneel. * Click once to cancel. * search players when cuffed or hands up **Cuffs/zipties:** * Unique zipties & cuffs props. * Unique zipties & cuff sounds for both applying and removing them. * Animation for normal cuffing & aggressive cuffing. * Normal cuffing occurs when a player has their hands up standing. * Aggressive cuffing occurs when the player has their hands up and kneeling, or when not having their hands up at all. * Cuffs can be used when hands are not up, zipties require player to have hands up. * Front & back cuff/ziptie animations for normal cuffing. * Aggressive cuffing will prompt the target player with a minigame; if they complete it, they cancel the cuffing animation and can run away. * Uncuffing requires `handcuffkey` items, and cutting zipties requires `tools` items, which is also used for hot-wiring in NDCore. **Escort/drag:** * Players can only be dragged when cuffed/ziptied. * Person dragging will play an animation holding the player being dragged. * Person being dragged will have their legs animated when the dragging player walks/runs. * Uncuffing/removing zipties will release the player from being dragged. * put player in vehicle **Evidence:** * Shooting will drop ammo casings on the ground around the player. * Projectile item will be created where the bullet hits. * Items for casing and projectile are different per ammo type. **GSR:** * When the player shoots, they get GSR on them, which lasts for 15 minutes (configurable). * If the player stays in water for 1 minute (configurable), GSR will be washed away. * Police can test players for GSR using ox_target. **Clothing lockers:** * Lockers and locker items are created in `data/locker_rooms.lua`. * Access to a locker or each item within a locker can be set in `data/locker_rooms.lua`. * Use /getclothing (NDCore Command) to copy the clothing to the clipboard and paste in `data/clothing.lua`. * When using [ND_ApperanceShops](https://ndcore.dev/addons/appearanceshops) the wardrobe/saved outfits will be available in the locker menu. **Police shield:** * When in inventory, the player runs slower, and the shield will be attached to the players back. * When the item is used, the player will play animation and put the shield in front of them, protecting them from bullets. **Shotspotter:** * Ignored jobs can be set, meaning if a player has that job, they won't trigger the shotspotter. * Ignored weapons can be set, meaning if a player is shooting that weapon, it won't trigger the shotspotter. * Shotspotter will not be triggered if the player is using a suppressor. * Shotspotters range/locations can be set in `data/shotspotter.lua` **Spike strips:** * Animations for spike strips. * Animation for player deploying. * If the player has one spike strip item, it will be deployed. * If the player has more than one spike strip item, then a menu will pop up asking how many they wish to use. **Impound:** * Police can impound any vehicle, and it will be deleted. * If using NDCore police will be able to select the amount to charge for players to reclaim an impounded vehicle.