[ESX] esx_tk_evidence - Evidence System & GSR Test

esx_tk_evidence

About

This scripts adds an evidence system & a GSR test for your police to investigate crime scenes better. Shooting with guns will leave bullet shells and gunpowder traces on your hands, getting damaged will leave blood and you can even add fingerprints to any of your events. Script has been tested with ESX V1 Final, but should work with all ESX versions. If not, you can always contact me!

Features

  • Well-optimized
    • 0.01 ms | Idle
    • 0.05 ms - 0.10 ms | In usage
  • Uses FiveM Asset Escrow system, but if there is anything you would like to get changed or added to the editable file, contact me and I can probably change it!
  • Highly customizable
    • Change how long it takes for shells, blood and fingerprints to disappear
    • Change chance for shooter dna to be in bullet shells
    • Change durations for events
    • & much more
  • Exports
    • exports.esx_tk_evidence:GSRTest()
      • Perform a GSR test
    • exports.esx_tk_evidence:SaveFingerprint(coords)
      • Leave fingerprints at certain coords
  • How does it work? (watch video above for a good understanding)
    • Shooting a gun will leave bullet shells at ground
    • Getting shot or hit with a melee weapon will leave blood at ground
    • Fingerprints can be left a various places (You need to add the export to code you want to add fingerprints to)
    • Police and other players can see all evidence on ground with a flashlight (weapon neeeded to see evidence can be changed)
    • Police can pick up and analyze evidence
      • Analyzing a bullet shell for example will show the time the gun was shot, the weapon that was shot and the shooter of the weapon if there is DNA in the bullet shell
    • Shooting a weapon will also leave gunpowder traces on your hand
    • Police can do a GSR test either with a command (/gsr) or with an GSR test kit item
    • Gunpowder traces can be washed off in water or with a GSR cloth item
Screenshots

5

6

Config

Changelog

Update 1.1.0

  • Added possibility to add multiple places where you can analyze evidence
  • Added config option “Config.MenuAlign” to change the ESX menu align
  • Added config option “Config.GetRPName” if the script doesn’t automatically get the player RP name for you

Update 1.1.5

  • New config option Config.EnableEvidence , set to false if you wan’t to disable the evidence (bullet shells, blood, etc.)

Requirements

Purchase (11.99€ + VAT)


My other work

3 Likes

nice job and good price! :slight_smile:

1 Like

Thank you so much for this release! Works great!

1 Like

Is this encrypted? Because we need a chance to change the script on serverside for getting weapon serials instead of name of the shooter.

Yes, the script is encrypted. However, I can open up certain events so you can edit them to show the weapon serial if you’d wan’t to.

Update 1.1.0

  • Added possibility to add multiple places where you can analyze evidence
  • Added config option “Config.MenuAlign” to change the ESX menu align
  • Added config option “Config.GetRPName” if the script doesn’t automatically get the player RP name for you

Update 1.1.3

  • Added config option DatabaseUsersTableName

Update 1.1.4

  • Minor bug fixes

Update 1.1.5

  • New config option Config.EnableEvidence , set to false if you wan’t to disable the evidence (bullet shells, blood, etc.)

Is there a export for removing Gunpowder traces? For example I could add washing hands as a way to remove any traces of gunpowder

Hey! Not yet but this has already been requested and will be added soon. I will post an update here when it has been added.

1 Like