The ESX Police Response Script enables seamless police responses in your FiveM server. It allows police officers to quickly respond to emergencies and incidents, track suspects, and coordinate actions. The script enhances the roleplay experience by adding realistic, interactive, and fast-paced police dynamics to your server.
FEATURES:
- Config option to only enable AI police if player police are not online. You can configure the number of player police required. And set whether they have to be onDuty to count toward the total.
- Custom police loadouts per unit spawned, loadouts are randomized and include a spawnChance weighting to make them more or less likely.
- Custom police units per “zone”, by default separated into “jurisdictions” (aka regions) Los Santos, Paleto Bay, Sandy Shores, or Countryside. Includes a spawnChance weighting to make each unit more or less likely. Also a minimum wanted level for them to spawn. By default I have the riot and fbi vehicles weighted much higher so once you hit those wanted levels they spawn far more often, but regular units can still respond too.
- Each police unit has customizable peds assigned to them, so you can change the ped models if you wish.
- Police helicopters will spawn at higher wanted levels. This is also configurable. By default they respond at 4 wanted stars instead of 3.
- Military helicopters and planes can spawn if the player is in a helicopter or a plane themselves.
- Number of units spawned per wanted level is customizable. Separate settings for ground units, helicopters, and planes (aka air units).
- Dead police units are removed after a certain time, allowing more to spawn. This timer is customizable. Timers for ground units, helicopters, and air units are separate.
- Far away police units are removed after a certain time, allowing more to spawn. This timer is customizable. Timers for ground units, helicopters, and air units are separate.
- Customizable evasion times for each wanted level.
- Customizable spawn distances for ground units, helicopters, and air units.
- Separate police units for each player. This means if two players are wanted together in the same car double the amount of police will spawn. If four wanted players are in a vehicle together you get four times the police response. I may consider changing this some day but I like the difficulty scaling with this.
- Police are spawned serverside, then their networkIDs are sent back to the client that requested police so they can be controlled and maintained. They should not migrate to other clients, and the distance culling is high so they can still be controlled from far away. This means units will be properly sycned across clients and you will see police chasing other players.
- Stolen police vehicles will not de-spawn if occupied by a player at the time the script tries to clean them up (due to peds being dead, peds being far away, or losing wanted stars). So they wont disappear if you manage to steal one mid chase. However, they will never despawn if this happens. I plan to add logic that removes them once the player abandons them for a certain time/distance in the future.
- Players with police jobs can be protected from becoming wanted, option to apply this protection only when on-duty.
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