Resource Configuration
This page showcases our configuration files in greater detail, aiding in the setup of the resource.
Last updated
This page showcases our configuration files in greater detail, aiding in the setup of the resource.
Last updated
This option enables integration with Albos FMS. When set to 'true,' an CAD will be automatically generated on Albos FMS when an alarm is activated, containing all essential information for a response. If set to 'false,' a CAD will not be generated.
Set this option to 'true' to enable notification sound effects when receiving notifications, or set it to 'false' if you prefer not to have sound effects for notifications.
This option enables you to modify the keybind for interacting with objects. Please note that this option requires an integer value without decimal places or text. You can find a list of FiveM's keybinds and their corresponding numbers in the link provided below.
In this section, you can enable Discord logging for alarm activations.
Allow: If the setting for this option is enabled, an embedded message will be sent to the designated webhook URL whenever an alarm is triggered. The message will contain all pertinent details regarding the alarm activation, including its origin and whereabouts. Conversely, if this option is disabled, no notifications will be dispatched to Discord.
Webhook: This option enables you to input your desired Discord webhook URL, which is the channel where log messages will be sent. If you are unsure of how to obtain a webhook URL, please visit the link provided below.
Community Name: This option allows you to input your community's name. This text will be displayed in the Discord log message.
Community Logo: This option enables you to upload your community's logo, and this image will be displayed in the Discord log message.
This section permits you to customize the script's strings according to your preferences, whether it involves altering the language or making general edits to message aspects.
In this section, you can specify the locations of custody alarm systems.
Within the table cfg.alarmSystems
, there is a separate table or block of code for each station. These blocks are identified by unique numbers, such as [1]
, [2]
, and so on. The beginning and end of each block are delineated by comments within the config.lua file.
New tables should always be positioned after the comment '-- BLOCK END --'
. This comment indicates the conclusion of the previous block.
It's crucial that the ID you insert within the brackets is both unique and non-duplicate.
Please fill in the name of the police station for this particular block. The provided name will be visible on the alarm panel as well as on any notifications or alerts concerning the activation of the alarm at the station.
Please input the station address for this block in the designated field. This address will be shown on all notifications and alerts pertaining to the activation of the station's alarm.
In this section, you can determine the placement and rotation of the alarm panel within the building.
Coordinates: In this field, please input the 3D world coordinates for the alarm panel's location. This information determines where the alarm panel will spawn. The format for this option is vec3(x, y, z)
Rotation: In this section, you will specify the rotation for the alarm panel. This enables you to position the panel precisely in the desired orientation. The format for this option is vec3(pitch, roll, yaw)
In this section, you will be able to specify the placement of the panic alarm speaker and its audible distance.
Coordinates: Here, you should enter the 3D world coordinates for the alarm speaker, specifying the location from which the alarm sound will emanate. This option is formatted as vec3(x, y, z)
Distance: Here, you will specify the distance at which the alarm can be heard. This value must be a float, which implies it should always include a ".0" at the end. For instance, 35.0, 25.0, and so on.
In this section, you will have the opportunity to specify the locations and names of alarm activation points within the police station. There is no restriction on the number of activation points that can be established within a station.
This section operates in a manner parallel to the cfg.alarmSystems
table. Each activation point possesses its own dedicated section or block of code. The subsequent illustration demonstrates two sections or blocks of code that pertain to the button Location table.
Type: In this section, you will determine the designated activation point to be created. Depending on your input, the script will either generate a button object or utilize provided coordinates to ascertain the location of the alarm bar. The options available for this section are 'Button' and 'Alarm Bar'.
Available Types:
'Button': This string will generate a button object at the specified location and rotation.
'Alarm Bar': This string will enable the resource to utilize the coordinates and distance provided, rather than creating a prop.
Please be aware that the text provided is not affected by upper or lower case sensitivity.
Location: In this section, you will provide details for identifying the activation point's specific location. It is important to provide a concise description of where the call point is situated. This designated name will be prominently displayed on the alarm panel in the event of activation.
Coordinates: In this section, you will enter the 3D world coordinates for the alarm activation point. This is the location where the call point will spawn, and the format for this option is as follows: vec3(x, y, z)
Rotation (If Applicable): In this section, you will specify the rotation of the alarm activation point. This option enables you to position the call point precisely in a designated location. The format for this option is vec3(pitch, roll, yaw)
Distance (If Applicable): In this section, you will define the maximum distance at which a player can engage with the alarm bar.