Configuring oCustodyBundle is as simple as possible to configure allowing it to work out of the box with a simple drag-and-drop. However, we’ve detailed the different areas you may want to configure below.
General Configuration
Config.Debug – Accepts a value of true/false, if enabled will provide useful prints to the F8 console to allow easy debugging of any issues, this is required to be enabled if you are contacting the team for any support.
Config.Framework – Accepts a value of “standalone”, “oEssentials”, “QBCore” and “ESX”, allowing you to protect the commands and functions to certain jobs and permissions.
Config.JobName – The name of the job required to use any commands, only acknowledged when the Framework type is “QBCore” or “ESX”.
Config.CustodyAlarmNotifyRadius – All users within this radius of the activation point will receive a notification above their map that custody is under attack.
Config.Commands – This table allows you to customise what each command is for the various options built into the script.
Custody Doors
This section allows you to define different custody suites, if they require buzzing by default, the control point for custody staff and which doors are locked until buzzed in. An extract is below from LGMods’ Sinner Street, with comments beside to detail each option.
["Sinner Street Custody"] = { -- The custody name
BuzzInRequired = false, -- Are the doors locked by default
ControlPoint = vec3(460.16, -991.7, 25.24), -- The coordinates of the control point where the buzzer is controlled vec3(x,y,z)
Doors = {
["Rear Custody Door"] = { -- Name of the door, 2 doors cannot have the same name regardless of custody
DoorCoords = vec3(464.4, -1003.02, 24.91), -- The coordinates of the door vec3(x,y,z)
DoorHeading = 0.0, -- The heading of the door, may need a bit of trial and error
SpawnCode = `lgmods_sinner_secdoor` - The spawn code of the door, ensure you are using this punctuation around it
}
}
},
Panic Strips
This section allows you to define different custody suites, the location of the panic strips and the location of where the sound is emitted from. An extract is below from LGMods’ Sinner Street, with comments beside to detail each option.
["Sinner Street Custody"] = { -- The name of the custody suite
ControlPoint = vec3(460.16, -991.7, 25.24), -- The coordinates of where the control panel is to disable the alarm
Strips = {
vec3(469.62, -1013.29, 26.39), -- The coordinates of the strip vec3(x,,y,z)
},
Sounders = {
vec3(460.16, -991.7, 25.24), -- The coordinates of where the sound it emmitted from vec3(x,y,z)
}
},
Cameras
This section allows you to define different custody suites and the location of the cameras from that custody suite. An extract is below from LGMods’ Sinner Street, with comments beside to detail each option.
["Sinner Street Custody"] = { -- Name of the custody
ControlPoint = vec3(460.16, -991.7, 25.24), -- The coordinates of where the control panel is to access the cameras
Cameras = {
{
name = "Van Bay", -- The name of the camea, displayed on the overlay
coords = vec3(486.086700, -1017.866455, 31.214949), -- The coordinates of where the camera should be vec3(x,y,z)
rotation = vec3(0.000000, -0.000000, 120.089653), -- The rotation of the camera vec3(x,y,z)
heading = 120.08965301514 -- THe heading of the camera by default
},
}
}