-----------------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 = false -- 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 = '#e0e0e0 ' -- Can be 'red', 'blue', or a hex '#FF0000' Config.JailUIColor = '#e0e0e0 ' -- 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 = true, -- 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 } } Config.OldQBManagement = false -- If you use older qb-management(Unrelated to ESX) Config.AdvancedParking = true -- Delete vehicles with their exports(Script named advanced parking) Config.Jail = { enabled = false, -- Enable jail feature? input = true, -- Enable input? Some needs it jail = '', -- Current options: 'qb' (For qb-prison) / 'r_prison' (For r_scripts prison: https://r-scripts.tebex.io/) / '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 = false, -- 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 = false -- 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 = false, -- 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 = false, -- 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 = false, -- 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 = false, -- Enable radar posts (Shows option in job menu for approved jobs)? saveToDatabase = false, -- 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 = true, -- 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, detectionRadius = 5, -- Radius within which the radar detects speeders 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 = true, -- 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) cuffDeadPlayers = false, -- Allow cuffing dead players? skilledEscape = { enabled = true, -- Allow criminal to simulate resisting by giving them a chance to break free from cuffs via skill check difficulty = { 'easy', 'medium', 'medium' } -- 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 = true, -- 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.TrackingBracelet = { -- Tracking Bracelet enabled = false, -- Enable tracking bracelet? jobLock = 'police', -- Job lock? or access to all police jobs by using false 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 }, blip = { enabled = true, -- Enable blips for tracking bracelets? label = 'Tracking: %s', -- Blip label sprite = 304, -- Blip sprite color = 5, -- Blip color scale = 0.5, -- Blip scale }, item = 'tracking_bracelet', -- Item required to use tracking bracelet timer = 20 * minutes, -- Time before player is automatically untracked(Set to false if not desired) } Config.policeJobs = { -- Police jobs 'police', -- 'sheriff' 'reporter' } Config.GPSBlips = { -- wasabi_gps required, get it free: https://wasabiscripts.com/product/7093977 enabled = false, -- Enabled? jobs = { --- wasabi_gps job registration ['police'] = { -- item = 'gps', -- optional item required to use gps subscribers = { --- who can see these blips? 'police', -- 'sheriff' }, blipSettings = { --- what does the blip look like? color = 3, -- blue scale = 0.75, short = false, category = 7 } }, -- ['sheriff'] = { -- subscribers = { 'sheriff', 'police' }, --- who can see these blips? -- blipSettings = { -- color = 17, -- Orange -- scale = 1.0, -- short = false, -- category = 7 -- } -- }, } } Config.Objects = {} Config.Props = { } Config.Locations = { LSPD = { blip = { enabled = false, coords = vec3(464.57, -992.0, 30.69), sprite = 60, color = 29, scale = 1.0, string = 'Mission Row PD' }, clockInAndOut = { enabled = false, -- 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 = false, -- 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 = false, -- 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 target = { enabled = false, -- If enabled, the location and distance above will be obsolete label = 'Access Armoury', coords = vec3(480.32, -996.67, 30.69 - 0.9), heading = 24.95, distance = 4.0, width = 2.0, length = 1.0, minZ = 30.73 - 0.9, maxZ = 30.73 + 0.9 }, 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 = false, -- 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 = false, -- 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' }, }, } } }, }