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Police Jobs (All in One)
A fully configurable Police Job system with advanced tools for pursuits, arrests, and department management.
Escrow
ESX
QB-Core
QBOX










Main Features – Police Job System
- Fully Configurable System – Every feature can be enabled or disabled through the config files.
- 911 Chat System – Players can send messages to the 911 emergency line, and police units can respond directly.
- PD Chat – A dedicated communication channel for police officers to talk among themselves.
- Code 1080 System – Officers can request PIT / RAM permission during pursuits; approval is automatically granted by the system after a short time.
- Community Service System – Allows officers to assign community service punishments to players.
- Enhanced Stungun Features – Additional functionality for the taser weapon.
- /impound Command – Remove nearby vehicles quickly with a command.
- Department System – Multiple police departments with additional features and management options.
- Fine / Ticket Menu – Issue fines and penalties through a dedicated interface.
- GSR Test System – Test players for gunshot residue.
- Handcuff System – Restrain suspects with a functional cuff system.
- Headbag System – Place a bag over a suspect’s head.
- Prison System – Send players to jail through the police system.
- Vehicle Lock Override – Unlock locked vehicles when necessary.
- /miranda Command – Read Miranda rights through a command.
- License Plate Check System – View the plate of nearby vehicles.
- Advanced Object Placement System – Deploy police equipment and objects in the world.
- Player Search System – Search players and confiscate money if necessary.
- Spike Trap Item – Deploy spike strips to stop vehicles.
- Tackle System – Officers can tackle suspects while chasing them.
- Vehicle Trunk System – Players can be placed inside vehicle trunks.
- Vehicle Spawn Commands – Spawn police vehicles using commands.
- Vehicle Stash System – Store equipment inside police vehicles.
911 Chat System
- Each job can be assigned its own communication number.
For example, 911 for police, 999 for sheriffs, or you can combine multiple jobs into the same communication channel. - When a player sends a message using /911, the message is delivered to all jobs linked to that number.
- Any officer who receives the message can reply directly to the player from the system.
- Civilian messages can also include the sender’s name, surname, and phone number, allowing officers to quickly identify and contact the caller.

Job Chat System
- A dedicated chat system can be configured for any job through the config file.
- Multiple jobs can also be grouped to share the same communication channel if desired.
- When a player sends a message in the job chat, it is delivered to all players who belong to the configured job, allowing them to communicate internally through that channel.

Code 1080 System
- If officers have difficulty deciding when to perform a PIT or RAM maneuver during a pursuit, the Code 1080 system helps manage this process.
- When the command is used, a countdown timer starts.
Once the timer finishes, the officer who requested it receives both a visual and audio notification confirming that Code 1080 permission has been granted. - The command name and countdown duration can be fully customized through the config file.
- When permission is granted, nearby officers can also see that the pursuit unit has received Code 1080 authorization.
- If the permission was triggered by mistake, it can be canceled using a separate command.


Community Service System
- Officers can assign community service as a punishment to players.
- When a player receives a community service sentence, they are automatically teleported to the community service area if they are not already there.
- While serving community service, the player cannot use weapons or similar items.
- If the player tries to leave the service area before completing their sentence, they are automatically teleported back and their remaining sentence is increased.
- Players can check their current community service status through the UI.
- Police officers can also view and manage players with active community service sentences through the UI, allowing them to adjust penalties if necessary.



Enhanced Stungun Features
- You can configure how many seconds a player remains incapacitated after being hit by a stungun.
- When a player is tased, their screen will show a visual effect and shaking effect to simulate the impact.
- These visual effects can be enabled or disabled via the config file.

Impound / DV Command
- This command allows officers to remove nearby vehicles quickly.
- When the command is used, the nearest vehicle is deleted, helping clear abandoned or improperly parked vehicles.

Penalty Menu
- This menu allows officers to issue jail sentences, community service penalties, or monetary fines to nearby players.
- It provides a user-friendly interface that brings actions normally done through commands into a single organized menu.


GSR / Gunshot Residue Test
- Officers can perform a GSR (Gunshot Residue) test to determine whether a player has recently fired a weapon.
- Before the test begins, a request is sent to the target player. The test starts only if the player accepts the request.
- After firing a weapon, gunpowder residue remains on the player’s hands for a certain period of time.
- Players can remove this residue using specific cleaning items.
- If the residue has not been cleaned or has not expired, the GSR test result will appear as positive.




Handcuff System
- The system is designed not only for police but for all players, allowing different roleplay scenarios.
- You can add multiple types of handcuffs, each with customizable behavior.
Two Key Systems
- Global Key System:
A single key can unlock all handcuffs of the same type.
This is typically used for police handcuffs. - Unique Key System:
Each handcuff has its own unique key.
When a player is cuffed, the officer who applies the cuffs receives the specific key required to unlock them.
Lockpicking Support
- If the key is missing or lost, handcuffs can be opened using lockpicks.
- This feature can be customized per handcuff type or completely disabled.



Two Cuffing Styles
- Front cuffing
- Back cuffing



Visual & Interaction Features
- When a player is cuffed, the handcuffs appear with props and animations.
- Officers can carry cuffed or injured players.
- While escorting a cuffed player, the movement looks natural and realistic, as if you are walking them instead of dragging them.


Handcuff Break Minigame
- When a player is being cuffed, a minigame appears.
- If the player successfully completes the minigame, they can prevent the handcuffs from being applied.

Put In / Take Out Vehicle Feature
- This system is designed not only for police but for all players, enabling various roleplay scenarios.
- You can place cuffed or injured players into any seat of a nearby vehicle, and remove them from that seat when needed.
- This can be done easily using either target interactions or commands, depending on your preference.



Headbag System
- This system is designed not only for police but for all players, enabling various roleplay scenarios.
- Players can place a headbag item over the head of someone who has their hands up or is handcuffed.
- If a player is not handcuffed, they can remove the headbag themselves.
- Handcuffed players cannot remove the headbag, making them dependent on others.
- Players with a headbag over their head will have their vision heavily restricted, creating a more immersive experience.



Jail System
- A simple system that allows officers to send players to jail.
- When a player is jailed, the script can automatically manage their items based on the config settings:
- Some items can be deleted completely (e.g., weapons).
- Some items can be stored in a stash to be retrieved after release (e.g., phones or personal belongings).
- Certain items can be kept with the player inside jail (e.g., food).
This entire process works automatically based on the configuration.



Prison Shop System
- A shop system allows jailed players to purchase food or other items while serving their sentence.

Prison Work System
- Includes a box-carrying prison job.
- When players complete this job, their remaining jail time is reduced by a configurable amount.
- This feature can be disabled via the config.


Automatic Jail Teleport & Escape Control
- If a player is jailed while outside the prison area, they are automatically teleported to the prison.
- If a player somehow escapes the prison area, they are automatically teleported back, and their sentence is increased.

Vehicle Lockpick
- Allows police officers to break the locks of vehicle doors when necessary.
- A simple feature that enables officers to access locked vehicles during operations.


/miranda Command
- This command allows officers to display the Miranda rights message.
- Officers can read the displayed text to the suspect to inform them of their legal rights.

License Plate Check System
- Some vehicles in GTA do not have visible license plates.
- With this system, officers can check and view the license plate of nearby vehicles, solving this issue during investigations.

Advanced Police Objects
- Officers can place configured police objects anywhere they want, either temporarily or permanently.
- Each object can have up to four different effects, and officers can choose the effective radius of each effect when placing it.
- You can set a minimum job grade requirement in the config to control who can use this system.
- Objects can be placed as permanent props, meaning they will persist even after a server restart.
Available Effects
- Limit the maximum speed of NPCs within the area.
- Limit the maximum vehicle speed of players within the area.
- Adjust the pedestrian NPC density within the area.
- Adjust the vehicle NPC density within the area.



Player Search & Money Confiscation System
- This system is available not only for police, but for all players.
- To use it, one of these conditions must be met:
- You must have a weapon in your hand
- The target player must have their hands up, or The target player must be dead.
- If the conditions are met, you can:
- Search the player
- Check their money
- Take their money


Spike Trap System
- You can configure whether the spike trap item can be used by specific jobs only or by all players.
- You can also choose who is allowed to pick up placed spike traps — everyone or restricted jobs only.
- The system is a basic spike trap:
- When used, it places a spike trap in front of the player.
- Any vehicle that drives over it will have its tires burst.

Tackle System
- This system is available not only for police but for all players.
- Instead of a simple animation, the tackle uses a ragdoll system combined with a shoulder hit animation for the player performing the tackle.
- You can configure:
- How many seconds the tackled player stays in ragdoll
- How many seconds the player performing the tackle stays in ragdoll
- You can also set the system to reduce the health of both players during the tackle interaction.
- To prevent abuse, a cooldown (CD) can be configured to stop players from spamming the tackle action.
Trunk System
- This system is available for all players, not just police.
- Players can enter a trunk themselves, or place handcuffed or dead players into a trunk.
- When the trunk is closed, the player inside:
- cannot see anything, and
- cannot exit until the trunk is opened again.






Vehicle Spawn Commands
- These commands allow officers to spawn boats, helicopters or any police vehicle when needed.
- You can add as many commands and vehicles as you want through the config.
- When a player uses the command and meets the required conditions, the vehicle will spawn after a short delay.


Vehicle Stash System
- Add stashes to any vehicle models you want, with fully customizable stash size and weight limit.
- These stashes can only be opened when the player is near the vehicle.
- The stash system supports two storage types:
- Player-based stash: The stash belongs to the player. The player can access their own stash from any vehicle in the configured list.
- Plate-based stash: The stash is tied to the vehicle’s license plate. Anyone who opens that vehicle’s stash will see the same storage (shared per plate, not per player).



NPC Vehicle Siren Response
- You can configure how NPC vehicles react to police sirens through the config file.
- When NPCs hear a siren, you can set them to:
- Pull over to the right side
- Pull over to the left side
- Pull over randomly to either side
- You can also configure them to stop completely when they hear a siren.
- Alternatively, NPC vehicles can be set to ignore the siren entirely, meaning they will not react at all.
Vehicle Window Tint Meter
- Can be configured to work with or without a specific item.
- If the item requirement is enabled, the script will automatically check the player’s inventory for the item when they try to use it via the target system.
- Upon successful inspection, the vehicle’s window tint level and tint color are displayed to the player via a notification.


Police Departments System
- You can create multiple police departments and configure which jobs have access to each department.
- All department features can be enabled or disabled individually for every department through the config.
Department Features
Boss Menu
- Opens the framework’s default boss menu for department management.
Duty System
- A location where officers can clock in and out of duty.
Personnel Menu
- A personal menu for officers where they can access their own stash and manage personal equipment.
Police Stash System
- Provides access to:
- The main PD stash
- Incident stashes for ongoing cases
- A trash container
- A dedicated stash for money collected during incidents
Armory
- The shop where officers can access police equipment and gear.
Mechanic Area
- Locations where officers can modify and upgrade police vehicles.
Wardrobe System
- Officers can equip department uniforms while on duty.
- Each rank sees its own clothing options.
- Higher-ranking officers can also access uniforms from lower ranks.
Fingerprint Scanner (QB / Qbox only)
- Allows officers to check player fingerprints.
Illegal Modification Detection & Removal
- Vehicles brought to this location are automatically checked for illegal modifications such as xenon lights, neon lights, or window tints.
- Detected modifications can be removed, and the system can be fully customized.
Bell System
- Civilians can press a bell at the department entrance, sending a notification to officers indicating that someone is requesting assistance at the station.
Weapon Repair Station
- A location where officers can repair damaged or broken weapons.
Target System
- All player and vehicle interaction systems are fully compatible with target-based interaction systems.
- This allows players to interact with features easily through target menus instead of commands.





Requirements
- tgiann-core (free)
- ox_lib
- ESX, QB, QBOX
Config File
Editable File
