Wasabi Advanced Police Job (ESX/QB Unlocked Pack)
Advanced Police Job - interactive job system for ESX servers Compatible with ESX framework. Fully customizable and optimized.
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local seconds, minutes = 1000, 60000
Config = {}
Config.jobMenu = 'F6' -- Default job menu key
Config.customCarlock = false -- If you use wasabi_carlock(Add your own carlock system in client/cl_customize.lua)
Config.billingSystem = false -- Current options: 'esx' (For esx_billing) / 'okok' (For okokBilling) (Easy to add more/fully customize in client/cl_customize.lua)
Config.skinScript = false -- Current options: 'esx' (For esx_skin) / 'appearance' (For wasabi-fivem-appearance) (Custom can be added in client/cl_customize.lua)
Config.customJail = false -- Set to true if you want to add jail option to menu(Requires you to edit wasabi_police:sendToJail event in client/cl_customize.lua)
Config.inventory = 'ox' -- NEEDED FOR SEARCHING PLAYERS - Current options: 'ox' (For ox_inventory) / 'mf' (For mf inventory) / 'qs' (For qs_inventory) / 'custom' (Custom can be added in client/cl_customize.lua)
Config.searchPlayers = true -- Allow police jobs to search players (Must set correct inventory above)
Config.weaponsAsItems = false -- This is typically for older ESX and inventories that still use weapons as weapons and not items(If you're unsure leave as true!)
Config.esxIdentity = true -- Enable to gain option additional information when checking ID of suspect. (Requires esx_identity or similar)
Config.esxLicense = true -- Enable if you use esx_license or something similar for weapon licenses/etc
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.handcuff = { -- Config in regards to cuffing
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)
}
}
Config.policeJobs = { -- Police jobs
'police',
'sheriff'
}
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'
},
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,
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',
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)
['WEAPON_PISTOL'] = { label = 'Pistol', multiple = false, price = 75 }, -- Set price to false if undesired
['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 },
-- ['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
-- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example
},
[1] = { -- This would be grade 1
['WEAPON_COMBATPISTOL'] = { label = 'Combat Pistol', multiple = false, price = 150 },
['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 },
-- ['ammo-9'] = { label = '9mm Ammo', multiple = true, price = 10 }, -- Example
-- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example
},
[2] = { -- This would be grade 2
['WEAPON_COMBATPISTOL'] = { label = 'Combat Pistol', multiple = false, price = 150 },
['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 },
['WEAPON_ASSAULTRIFLE'] = { label = 'Assault Rifle', multiple = false, price = 1100 },
-- ['ammo-9'] = { label = '9mm Ammo', multiple = true, price = 10 }, -- Example
-- ['ammo-rifle'] = { label = '5.56 Ammo', multiple = true, price = 20 }, -- Example
-- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example
},
[3] = { -- This would be grade 3
['WEAPON_COMBATPISTOL'] = { label = 'Combat Pistol', multiple = false, price = 150 },
['WEAPON_NIGHTSTICK'] = { label = 'Night Stick', multiple = false, price = 50 },
['WEAPON_ASSAULTRIFLE'] = { label = 'Assault Rifle', multiple = false, price = 1100 },
-- ['ammo-9'] = { label = '9mm Ammo', multiple = true, price = 10 }, -- Example
-- ['ammo-rifle'] = { label = '5.56 Ammo', multiple = true, price = 20 }, -- Example
-- ['armour'] = { label = 'Bulletproof Vest', multiple = false, price = 100 }, -- Example
},
}
},
cloakroom = {
enabled = true, -- Set to false if you don't want to use (Compatible with esx_skin & wasabi fivem-appearance fork)
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
['Recruit'] = { -- Name of outfit that will display in menu
male = { -- Male variation
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 5, ['torso_2'] = 2,
['arms'] = 5,
['pants_1'] = 6, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 7,
['helmet_1'] = 44, ['helmet_2'] = 7,
},
female = { -- Female variation
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 4, ['torso_2'] = 14,
['arms'] = 4,
['pants_1'] = 25, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 4,
}
},
['Patrol'] = {
male = {
['tshirt_1'] = 58, ['tshirt_2'] = 0,
['torso_1'] = 55, ['torso_2'] = 0,
['arms'] = 30,
['pants_1'] = 24, ['pants_2'] = 0,
['shoes_1'] = 10, ['shoes_2'] = 0,
['helmet_1'] = 46, ['helmet_2'] = 0,
},
female = {
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 4, ['torso_2'] = 14,
['arms'] = 4,
['pants_1'] = 25, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 4,
}
},
['Chief'] = {
male = {
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 5, ['torso_2'] = 2,
['arms'] = 5,
['pants_1'] = 6, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 7,
['helmet_1'] = 44, ['helmet_2'] = 7,
},
female = {
['tshirt_1'] = 15, ['tshirt_2'] = 0,
['torso_1'] = 4, ['torso_2'] = 14,
['arms'] = 4,
['pants_1'] = 25, ['pants_2'] = 1,
['shoes_1'] = 16, ['shoes_2'] = 4,
}
},
}
},
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'
},
},
}
}
},
}
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