What's included
Overview
The first in-game police job creator
Create, manage, and run multiple police departments without ever leaving the game. The days of adding framework jobs and wiring up compatibility across scripts are over: every department can run under the same framework job, or under different ones if that suits your city better.
Add in modern police tools like grapplers and stab sticks plus a fully built-in evidence and cases system, and this is the most complete police job you'll find on the platform.
In-game department creation
- Add, edit and remove locations for armories, garages, computer terminals, front desks and lockers.
- Set each department's logo, title and leader (Chief of Police).
- The Chief of Police can restrict armories and garages to specific permissions or ranks, such as Rifle Certified or Air Certified.
Front desk
- Apply for the department.
- Clock on and off duty. This happens at the front desk for now; the developer is open to suggestions on where else it should be possible.
- View your own recent duty logs.
Computer terminal: roster
- Add, manage and remove ranks, members and permissions.
- Permissions like Rifle Certified or Air Certified feed directly into armory and garage access.
- Organize ranks however you want. There are no framework ties beyond a grade number (0 to 4, editable per framework job in config.lua).
- You don't need a custom job for each department. Every one of them can sit on the single "police" job in QB or ESX, since the resource pulls department data itself.
- Clocking on and off duty doesn't even require the framework job to be set; the script handles it automatically and sets you to unemployed when you clock off.
Computer terminal: cases and files
- Add, edit and remove cases and the evidence attached to them.
- Import evidence reports collected in the field.
- Write case summaries in a modern text editor that supports embedded images, video and text.
Evidence
- Collect evidence in the world with the Evidence Camera: scan bullets, blood and vehicles, and take photos. Everything saves into an evidence report you can import into the computer terminal for cases.
- BAC, GSR, fingerprint and blood testing all output evidence reports after they're performed, so you can prove a suspect's BAC was at that level days later without clipping software.
- Print a case out and enable Reconstruct Scene mode to see all of its evidence outlined in the world while you piece the scene together.
Police tools
Grappler, stab sticks, object placer, NVG and thermal goggles, snakecams, and shields.
Requirements
- ESX (1.1+), QBox, or QB. The bridge is open, so you can create or edit integrations for other frameworks.
- ox_lib (required, works anywhere).
- Optional, for evidence: any metadata-supported inventory (ox_inventory, qb-inventory, etc).
Credits
- NukePUG for helping create the stab stick prop and grappler rope.
- RogueThunder for creating the grappler model and giving permission to use it.
- Envi Scripts for the envi-addictions exports that add police job support.
Installation
Follow the steps in the docs. Setup is quick.
Specifications
Add this line to your server.cfg once the download is uploaded to resources/ (replace the folder name if yours differs):
ensure in-game-police-job-creator
Frequently asked
How is Pickle's Police Job In-Game Creator delivered?
Instantly by email after checkout — a download link lands in your inbox the moment payment clears. No manual approval, no waiting on a ticket.
Is it compatible with esx, qbcore, qbox?
Pickle's Police Job In-Game Creator is built for esx, qbcore, qbox. Check the specifications below for the exact dependency list.
Do I get future updates?
Yes — lifetime updates are included at no extra cost. New versions appear in the same download area you were originally emailed.
Can I customize the config?
Most behaviour is exposed as config options inside the resource — prices, permissions, locations and pacing can be tuned without touching the core files.