PMA-Voice / SaltyChat compatible qbCore version Features Jammer feature Radio theme change To see the players in the channel you are connected to Do not mute people who bother you on the channel you are connected to (pma-voice only) Private encrypted channels Volume down, volume
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Clean, reliable radio communications are the backbone of any serious roleplay server. This isn't just another radio script - it's a fully-featured system supporting both pma-voice and SaltyChat, with channel restrictions for emergency services, signal jammers for criminal RP, and customizable frequency ranges that actually make sense for your server's structure.
https://streamable.com/a22kusYou get a complete radio system that works the moment you install it. Police and EMS get their restricted channels (1-10 by default, fully configurable). Criminals can deploy jammers to block radio signals in specific areas. Players can tune to any frequency up to 999. And it all integrates seamlessly with whichever voice system you're running.
The UI is clean and intuitive - no clutter, just the essentials. Players open their radio, dial a frequency, and start talking. The keybind system is smart too, defaulting to CAPS for radio talk (while your proximity voice uses a different key), so there's no confusion about which channel they're broadcasting on.
Out of the box, channels 1-10 are locked to police and ambulance jobs. A civilian tries to tune to channel 5? They get blocked with a notification. You can modify this to any setup - gang territories on specific channels, business frequencies, event channels, whatever your server needs.
Example: Your server has three major gangs. Set channel 20 for Ballas, 21 for Vagos, 22 for Families. Add those job names to the restriction config. Now each gang has private comms that even police can't intercept (unless they jam it and force proximity chat).
Jammers are physical props players can deploy (default model: sm_prop_smug_jammer). They block radio communications within a configurable radius (default 10 units, roughly a room or small building). Place one near a bank vault during a heist? Police radios go dead inside.
The config controls everything: who can use jammers, minimum distance between multiple jammers (prevents spam), range, and even the prop model. By default only police can deploy them, but flip that to criminals for interesting tactical scenarios.
The radio effect is subtle but effective. When enabled, voices on the radio get that compressed, slightly distorted quality you'd hear on real emergency radios. It's not obnoxious - just enough to differentiate radio from proximity chat at an audio level.
Animations are equally thoughtful. When a player keys up their radio, they perform a brief animation of lifting it to their face. Small detail, but it sells the immersion. Both effects can be toggled off if you prefer a minimal approach.
Config = {}
-- Voice system selection: pma-voice or saltychat.
Config.VoiceSystem = pma-voice
-- Radio item name
Config.RadioItem = radio
Config.RadioToggleKey = O
-- Restricted channels for professions.
Config.RestrictedChannels = {
[1] = { police = true, ambulance = true },
[2] = { police = true, ambulance = true },
-- Add more as needed
}
-- Jammer settings
Config.JammerSettings = {
available = true,
item_name = 'jammer',
restricted_jobs = { police = true },
range = 10.0,
}
Config.MaxFrequency = 999
-- Radio effects and animations
Config.RadioEffect = true
Config.RadioAnimation = true
Config.RadioKey = 'CAPS'
Most radio scripts handle the basics - frequency tuning, voice integration. This one goes further with tactical features (jammers), job-based restrictions, and audio immersion. It's the difference between functional and professional.
The dual voice system support is huge too. Switching from pma-voice to SaltyChat (or vice versa) doesn't require finding a new radio script. Just change one config value and restart.
It's the complete package. Clean UI, robust features, zero bloat. The jammer system alone adds gameplay depth that most radio scripts never touch. Combined with channel restrictions, you get proper radio infrastructure that supports complex roleplay scenarios instead of limiting them.
Plus it's genuinely plug-and-play. The config file is well-documented with inline comments explaining every option. You can have it running in 5 minutes, or spend an hour fine-tuning channel structures for your specific server layout.
Law enforcement coordinates responses on channels 1-3 without civilian interference. Gangs run encrypted comms on their designated frequencies. During a bank heist, criminals deploy a jammer, forcing police to rely on proximity chat and visual signals. That single item creates emergent gameplay moments you can't script.
Or consider a server with business factions - tow companies, taxi services, delivery crews. Give each a private channel. Now they can coordinate professionally without spamming global radio frequencies. The restricted channel system enables that kind of organizational structure.
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