Hey all,
Ten months past release, we are coming up on a year and still going strong! After starting life as a heavy modification of qb-policejob that intended to optimize resource usage, add additional features, and improve the quality of life for police roleplayers, r14-evidence has grown into a complete and total refactor which has been converted to run framework independent! By default, this script is set up to function with either QB Core or ESX Legacy (REQUIRES ox_inventory, ox_lib, and ox_target), but also has the ability to interface with standalone frameworks that are capable of providing a unique character identifier via configurable functions in the scripts config.
This script is not escrowed, and you are free to modify and expand it to suit your serverâs needs.
Updated video preview can be found here
Original video preview can be found here
Evidence is collecting using a flashlight, here we can see casings, blood, vehicle fragments, and bullet trajectories on this crime scene, along with resmon value for this particular scene
The same scene, viewed through the Nikoff G600 evidence camera included in the script, providing Tracking IDâs and evidence information, and allowing police to automatically upload them to discord!
In your inventory, evidence bags show more information such as tracking IDâs for matching them to photos taken with the camera, date and tiem of collection, and more accurate calibers for casings
Police are able to sweep cars for evidence, including blood, fingerprints, casings, lock tamperings, and ignition tamperings
Using an evidence bag will now create a menu where you can copy relevant information and add/delete notes
The camera user interface, allowing users to select upload channels for discord, share photos in game, and copy/paste the url without leaving FiveM
Police can bag weapons in their inventory into evidence bags for proper cataloguing while also allowing them to copy/paste information from them.
Whatâs Included:
- DLSR-style camera, usable both on foot and in vehicles, for crime scene documentation and surveillance. The camera can easily switch between different webhooks to upload to different discord photo channels, and allows users to easily share and copy/paste links from the camera interface in game.
- Blood, fingerprint, bullet casing, and vehicle fragment evidence pickups that can be gathered by police while shining a flashlight
- Bullet impact evidence, with angle-of-impact evidence for non-ped impacts, and attachment to the damaged entity bone of peds.
- Lock tampering evidence that can be set up to indicate attempted or successful lockpicking or hacking
- Vehicles can be searched for evidence such as blood, casings, and fingerprints with player-owned vehicles retaining evidence in the database!
- Frisk, investigate person, breathalyzer, and GSR testing police actions usable via qb-target
- Routing bucket support for evidence, disconnect persistence, and configurable evidence duration
- Open source, delivered by fivem asset system without encryption
Dependencies:
Framework: qb-core, ESX Legacy, or framework capable of supplying a unique player identifier
Inventory: ox_inventory, qb-inventory, or inventory capable of recording/displaying item metadata
Targeting Resource: ox_target, qb-target, or similar target system
Context Menu: qb-menu/qb-input or ox_lib
Screenshot Resource: screenshot-basic
**Database Interface: ** oxmysql
OneSync: Infinity recommended
Known Bugs:
- This script attempts to mitigate floating evidence by attaching impacts to networked entities, but due to how the natives work to determine weapon damage, this does not work for network entities which have been killed or destroyed. This means it wonât attach to dead peds or blown up cars.
- Evidence attachment for players is not perfect. It often results in a bullet impact being generated at a coord instead of attached to a player, this is likely due to how onesync manages damage between players, and if it can be improved will be when I can implement better handling of these impacts.
This script is available for $34.99 at:
https://r14-dev.tebex.io/package/5121858
FAQ:
Q: I donât use ESX or QB Core but want this script, how do I convert it?
A: After the recent 1.5 update, r14-evidence offers compatibility with any framework that is capable of supplying basic character information to other scripts. If you have a custom framework, you can modify the Player Data functions included in the config to make it work with your specific framework. You must be able to supply a unique character identifier and the characterâs first and last name to r14-evidence either by using an export or a shared framework object.
Q: I use so-and-so inventory, will r14-evidence be compatible with it?
A: After the recent 1.5 update, r14-evidence offers compatibility with ox_inventory as well as the qb-inventory it was originally written for. This is accomplished through specific inventory functions defined in the config, and you can write custom functions for standalone inventory systems. It is highly recommend that you are capable of writing lua, or have a developer who is, as you will need to understand both r14-evidence and your inventory script to make it compatible.
Q: Is this compatible with non-OneSync servers
A: I am not sure, my dev servers runs on OneSync Infinity. I do not recommend purchasing this resource if you do not.
Q: What is the resource usage of this script?
A: This script idles at 0.01ms in the resource monitor for police and civilian characters, but on demand resource usage will tend to be around 0.3ms on demand when a police character uses a flashlight or camera to view an average crime scene with 50-100 pieces of evidence around the player. This can increase to 1.0ms+ in extremely evidence areas such as 500-1000 evidence pieces where the script is doing a lot of math each frame to draw markers and text, but for most servers this would typically an extreme edge case. While shooting an automatic weapon, this script will typically hover around 0.08ms as it creates and tracks invisible bullet casing objects to where they land to get casing positions.
Q: Why is this so expensive? Itâs like half the cost of a Triple A game!
A: This script took me roughly 8 months to write, it is a complete and total refactor of qb-policejob that has been expanded to be framework and inventory independent on top of offering numerous features and optimizations. It has unique evidence such as bullet trajectories and impacts, vehicle evidence, routing bucket support, a fully featured digital camera system, and numerous other refinements. This script is in active development with new features being added regularly, and comes with support and routine patches to fix bugs and performance irregularities. You are effectively paying for two hours of a decent devâs time and a five dollar tebex fee and getting a script which overhauls the single most utilized resources on a GTA RP server.
Code accessible | Yes |
Subscription based | No |
Lines (approximately) | 4600 client-side, 2000 server-side, 1200 config.lua |
Framework Requirements | ESX Legacy, QB Core, or standalone framework with playerdata |
Inventory Requirements | ox_inventory, qb-inventory, or inventory with metadata functionality |
Context/Input Requirements | ox_lib or qb-menu/input |
Target Requirements | ox_target, qb-target, or export compatible targeting resource |
Support | For the original code, limited support for modifications |