POLICE

POLICE POLICE POLICE POLICE
  • POLICE
  • POLICE
  • POLICE
  • POLICE

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The Complete Police Job for QBox

Everything your police department needs, in one resource. A full, native QBox (qbx_core) police job covering duty, evidence & forensics, bodycam with an MDT photo gallery, full suspect handling (including seizing a suspect's entire inventory into an evidence bag), jail, vehicle impound, ANPR, security cameras, a helicopter gun-cam, crime-scene tools and MDT dispatch — all built directly on ox_lib, ox_inventory and ox_target with no framework bridges.

Reworked from the open-source qbx_policejob for sale: English-primary localisation, editable third-party integration files, persistent evidence/impound records and no external logging baked in.

Preview: Emergency Suite — Police, MDT, Bodycam & Full EMS in One System | FinalStory - YouTube

Documentation: POLICE | FinalStory Docs 


Duty, stations & loadouts

Duty toggle at every configured station point (via ox_target or text-prompt zones) — routed through your MDT duty system.
Live on-duty blips for police and ambulance, updated every few seconds, with distinct sprites for officers on foot, in a car, and in a helicopter, showing each unit's callsign + name and heading.
Automatic badge number generated and stored the moment a player is hired into the police job.
Station map blips, configurable per station.
Armory, evidence room and personal locker access points.
Personal locker stash (policelocker), shared armory and evidence stashes, plus trash bins (auto-emptied on resource start).
Per-vehicle-class loadouts — police cars and motorcycles spawn with configurable glovebox & trunk items (empty evidence bags, bandages, body armour, spike strips, cones, barriers, a defibrillator…).
Reception bell — civilians can ring the station desk to send a 10-21 dispatch to on-duty officers (with cooldown).
Live officer count broadcast and an "is a police force present" check for other resources.

Fleet garage & grade-based vehicles

Integrates with the shared qbx_garages police fleet garage.
Grade-locked vehicle profiles for a full fleet of onx_pol* cars, SUVs, bikes, highspeed pursuit and undercover units — each with rank-based liveries, extras and mods (Officer / Detective / Sergeant / Command tiers).
Callsign digit mods — the officer's callsign number is rendered onto the vehicle body via configurable mod slots (e.g. "V-402" sets three mods to display 4-0-2).
Vehicle keys handed out automatically on spawn; keys removed and vehicle despawned on store.

Evidence collection (bagged, with readable metadata)

Officers must aim a flashlight while on duty to reveal evidence on the ground, then pick it up into an empty evidence bag:

Blood / DNA — dropped by injured peds, hashed DNA label, blood type, collecting officer and street recorded.
Fingerprints — left on the ground, tied to each citizen's unique fingerprint ID.
Bullet casings — spawned automatically when players fire (weapon-dependent), recording ammo type and the weapon serial number.
Vehicle fingerprints — every time a player enters/leaves a vehicle without gloves, their fingerprint is silently logged to that plate (a configurable number, auto-expiring after a set time). Officers collect them from the car via ox_target into an evidence bag.
Cleanup tools: /clearblood, /clearcasings, and /takedna to take a DNA reference sample from a person.
A suspect "status" system drives the evidence: shooting builds gunshot residue; drug/alcohol use produces tell-tale signs (red eyes, dilated pupils, sweating, smells, agitation…).

Forensic test kits

GSR kit — tests a suspect's hands for gunshot residue, consumed on use, result bagged as evidence.
Breathalyzer — reads the suspect's real BAC statebag and reports Clean / Under the influence / Heavily intoxicated (reusable, not consumed).
Drug / tox test kit — detects substance use and names the substances found (THC, methamphetamine, cocaine/stimulants, chemicals, hallucinogens), consumed and bagged as evidence.
Each test notifies the tested person that they are being examined.

Bodycam + MDT photo gallery

Toggle bodycam from the radial menu — spawns a chest-mounted camera prop with a blinking red recording indicator.
Photo capture from the live view, uploaded via screenshot-basic + Fivemanage, saved to the MDT.
Full photo gallery stored in the MDT: officers see their own photos, bosses see every officer's, photos can be linked/unlinked to incidents, deleted (boss or owner), and viewed by police and DOJ.
Active bodycam list and live on-demand viewing (Cloudflare WebRTC WHIP/WHEP) through the optional erp_bodycam_stream companion.

Suspect handling

Hard cuff & soft cuff (walkable) with paired arrest animations and a per-suspect handcuff-key system: every cuffing consumes a pair of handcuffs and generates a unique cuff ID stored on that suspect, then hands the officer a cuffkeys item labelled with the suspect's name and locked to that exact ID. Each prisoner has their own key — an officer who cuffs several people carries several distinct keys and must use the matching one to release each prisoner (a non-matching key is refused). Because the key is a normal inventory item it can be handed to another officer, stored, lost or stolen — drop the key and the suspect stays cuffed until someone with the right key (or an angle grinder) frees them.
Civilian restraints — players can restrain others with zip ties (one skill-check escape attempt) or duct tape (recurring escape attempts every few minutes), each cut free with a knife; police handcuffs require an angle grinder to cut.
Escort / drag, kidnap (fireman's carry), put in / pull from vehicle.
Search — opens the suspect's inventory.
Confiscate ENTIRE inventory — with an in-game consent dialog, the officer creates an evidence_bag container and every item in the suspect's inventory (with full metadata) is moved into that single bag; a return callback empties the bag back to the owner. The headline evidence-handling feature.
Seize cash — pulls all of a suspect's cash into a moneybag item (redeemable later).
Robbery — rob a cuffed/downed/hands-up target's cash.
Strip clothing — arrow-key target selection plus a consent dialog, removing any individual clothing piece (hat, glasses, mask, top, vest, pants, shoes, gloves, bag).
Check status — reads a nearby person's health, armour and active symptoms.
Fingerprint scan — station terminal with a NUI fingerprint reader to pull a suspect's fingerprint ID.

Jail, impound & licences

Jail & release routed through your prison resource (qbx_prison / xt-prison) with a native event fallback, writing a criminal record and jail time to the suspect.
Vehicle impound three ways: /impound (full seizure), /depot <price> (releasable for a fee), and a radial "call tow" flow with a reason field and full-seize checkbox.
Impounds save vehicle damage, fuel and mods, log to the MDT impound records table, bill the police society account (a configurable society charge plus the remainder invoiced), and restore the vehicle's exact condition on retrieval. Lost fleet vehicles can be recovered free.
Licence grant / revoke (driver, weapon, truck, bike, boat, fishing, hunting…), rank-gated.
Pay lawyer / pay tow payouts, and automatic speed-fine billing with a debt-collection email follow-up.

Patrol & scene tools

ANPR / plate flagging/flagplate, /unflagplate, /plateinfo; flagged plates trigger camera alerts to on-duty police.
Speed radars — configurable locations and tiered speed fines (MPH or metric), optional.
Security camera viewer — 60+ prebuilt store/bank camera locations with a scaleform CCTV overlay, scan-line effect, clock and (where enabled) pan/tilt rotation.
Helicopter gun-cam — zoom, night vision & thermal modes, vehicle lock-on with scanning and a live model/plate/speed/street readout, rappel, and a searchlight synced to all players.
Crime-scene tape — streamed tape props chained between two raycast points, length governed by the pd_tape item's durability (recovered on pickup).
Placeable objects — spike strips, cones, barriers, tents and work lights, raycast-placed and synced to everyone.
Spike strips — realistic gradual tyre deflation with global-state collision detection (configurable max deployed).
Ankle monitor — attach/remove a tracker, then ping its location to the map.

Dispatch & alerts

/911p anonymous emergency calls pushed to your MDT dispatch (with cooldown and street detection).
Officer-down alerts and 10-33 / 10-99 panic buttons from the radial menu.
All dispatch flows through a single editable CreateDispatch hook (defaults to erp_mdt).

Items & ox_inventory

Ships with a full set of inventory items (handcuffs, cuff keys, restraints, an angle grinder, forensic kits, evidence bags incl. a container, money bag, scene props) plus police stashes. Full item list, stashes, SQL and setup are in the included README.

Commands

/grantlicense · /revokelicense · /cuff · /sc (soft cuff) · /escort · /clearcasings · /clearblood · /takedna · /jail · /unjail · /seizecash · /cam · /flagplate · /unflagplate · /plateinfo · /depot · /impound · /paylawyer · /anklet · /ankletlocation · /911p

Exports

Client: IsHandcuffed, IsBodyCamActive, IsCameraActive, GetSecurityCameras · Server: GetActiveBodyCams


Requirements

Required: qbx_core · ox_lib · ox_inventory · ox_target · oxmysql

Companion / optional providers (guarded — features no-op or fall back if absent, and all are swappable in the open hook files): erp_mdt (dispatch + duty toggle + impound/photo tables), erp_vehiclekeys (fleet keys), erp_bodycam_stream (live bodycam), screenshot-basic + Fivemanage (bodycam photos), erp_banking (society accounts & fines), qbx_prison / xt-prison (jail), qbx_garages (fleet garage). Cosmetic hooks for police phone alerts, clothing outfits and interact-sounds are also guarded.

Database

No SQL of its own. Persistence uses the core player_vehicles table and the erp_mdt tables mdt_impound_records and mdt_photos — install erp_mdt (and its SQL) so impound records and bodycam photos persist.

Localisation

Fully translatable via ox_lib locales — English (primary) and Czech ship in the box. Add a language with a single locales/<lang>.json file and setr ox:locale "en".

Logging & performance

No external logging baked in — a debug console toggle plus an editable Log() hook lets you forward evidence/fine/impound events to your own system. Idle threads sleep; evidence discovery only runs while a flashlight is aimed on duty; a built-in update notifier checks for new versions on start.

Escrow & editable files

The core logic is escrow-protected, but the following ship fully open and editable: config/*.lua (all gameplay configuration, locations, loadouts, fleet profiles, radars, placeables), shared/init.lua (Debug helper), server/editable.lua (Log, banking BankAdd/BankRemove/BankInvoice, CreateDispatch, JailPlayer/UnjailPlayer, bodycam API key), locales/*.json and README.md.

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