Visual Showcase
Miscellaneous Feature Explanations
Examples
Example Configuration File
Config = Config or {}
Config.EnableInheritance = true -- If true, the player will inherit the permissions of the rank above them.
Config.DualDuty = true -- If true, the player will be able to be on duty in two entities at once, limited to any entity, then the DualDutyEntity below.
Config.DualDutyEntity = "staff" -- THe entity that the player can be on duty in, as well as their primary entity.
Config.BlipRefresh = 1000 -- The time, in milliseconds, that the blips will refresh on the map.. do not touch this unless you like bad performance, they won't go any faster
-- Nex HUD Integrations (https://nexeum-studios.tebex.io/package/6591574)
Config.UseNexHUD = false -- If true, the script will automatically send exports to Nex HUD to display the players duty status.
Config.UseShortName = true -- If true, and the entity has a short name, the short name will be used in the HUD's job details, instead of the entities normal, extended, name.
Config.DisplayTimeOnHUD = true -- If true, the duty time will be displayed as part of the job details of nex-hud.
Config.GlobalLogging = {
enabled = false,
guild_id = "",
channel_id = "",
}
Config.Entities = {
{
id = "sasp", -- this is the ID of the entity and is used as part of the ace permission, such as, nex-duty.sasp.<rank>
name = "San Andreas State Police",
short_name = "State Police",
prefix = "the", -- this is the prefix for the entity, for example, "You have gone off duty with <prefix> <entity_name>" where required.
colour = 3, -- this is the colour of the blip, the list of colours can be found here: https://docs.fivem.net/docs/game-references/blips/#blip-colors
has_blips = true, -- this controls whether the entity has duty blips or not
require_callsign = true, -- this requires the unit to input a callsign or not
loadout = "police", -- this is the loadout offered to units going on duty, this must exist in Config.Loadouts to work
enable_bodycam = true, -- this controls whether or not the unit is provided an option for a bodycam for this entity
can_view = {"pubcop", "fbi", "dod", "pubdot"}, -- this is a list of other entities duty blips this entity can view
logging = { -- this is the independent logging for this entity, seperate to the Config.GlobalLogging, if you department/team is in a seperate discord server
enabled = true,
guild_id = "",
channel_id = ""
},
ranks = {
[1] = {
rank = "member", -- this is the ID of the rank, used as part of the ace permission, such as, nex-duty.sasp.member, keep this lowercase, no special characters and only use underscores
name = "Member", -- this is the name of the rank, pretty cool
is_supervisor = false, -- this is whether the rank is a supervisor or not, supervisors can suspend/send off non-supervisor members
is_command = false, -- this is the same for supervisor, but command can send off non-command members etc etc
manage_suspensions = false, -- this is whether the rank can manage suspensions in /duty manage or not.
has_global_permissions = false, -- this provides the rank with access to manage units from any and all entities, this will bypass is_supervisor and is_command and hierarchy restrictions
ace_permissions = {"test.cool", "test.reallycool"}, -- this is a list of ace permissions the unit gets when going on duty, these are revoked when going off duty
groups = {} -- this is a list of ace permission groups the unit gets when going on duty if you're organised like that, these are revoked when going off duty
},
[2] = {
rank = "supervisor",
name = "Supervisor",
is_supervisor = true,
is_command = false,
manage_suspensions = true,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
[3] = {
rank = "high_command",
name = "High Command",
is_supervisor = false,
manage_suspensions = true,
is_command = true,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
}
},
{
id = "staff",
name = "Staff",
prefix = "",
colour = 4,
has_blips = false,
require_callsign = false,
can_view = {"sasp", "pubcop", "dod", "fbi", "pubdot"},
logging = {
enabled = false,
guild_id = "",
channel_id = ""
},
ranks = {
[1] = {
rank = "junior_moderator",
name = "Junior Moderator",
is_supervisor = false,
is_command = false,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
[2] = {
rank = "moderator",
name = "Moderator",
is_supervisor = false,
is_command = false,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
[3] = {
rank = "senior_moderator",
name = "Senior Moderator",
is_supervisor = false,
is_command = false,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
[4] = {
rank = "junior_administrator",
name = "Junior Administrator",
is_supervisor = true,
is_command = false,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
[5] = {
rank = "administrator",
name = "Administrator",
is_supervisor = true,
is_command = false,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
[6] = {
rank = "senior_administrator",
name = "Senior Administrator",
is_supervisor = false,
is_command = true,
has_global_permissions = false,
ace_permissions = {},
groups = {}
},
[7] = {
rank = "head_administrator",
name = "Head Administrator",
is_supervisor = false,
is_command = true,
has_global_permissions = true,
ace_permissions = {},
groups = {}
},
[8] = {
rank = "server_management",
name = "Server Management",
is_supervisor = false,
is_command = true,
has_global_permissions = true,
ace_permissions = {},
groups = {}
},
[9] = {
rank = "server_owner",
name = "Server Owner",
is_supervisor = false,
is_command = true,
has_global_permissions = true,
ace_permissions = {},
groups = {}
},
}
},
}
-- These are the wepaon loadouts for entities
Config.Loadouts = {
{
id = "police", -- this is the ID, keep this lowercase, no spaces, no weird characters, underscores are fine
name = "Police Loadout", -- this is the name, fancy stuff
weapons = { -- this is the list of weapons they'll get, make sure these are actually weapon names, optional ammo parameter can be added to control the ammo
{ name = "WEAPON_FLASHLIGHT" },
{ name = "WEAPON_STUNGUN" },
{ name = "WEAPON_COMBATPISTOL", ammo = 72 },
{ name = "WEAPON_PUMPSHOTGUN", ammo = 16 },
{ name = "WEAPON_CARBINERIFLE", ammo = 90 },
{ name = "WEAPON_NIGHTSTICK" }
}
}
}
-- A pointless debugging mode, use at your own risk, or don't, that's prefered
Config.DebugMode = false
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