Exports
IsCuffed
exports['ak47_qb_policejob']:IsCuffed() -- get current player status
exports['ak47_qb_policejob']:IsCuffed(targetServerId) -- get target player statusIsBind
exports['ak47_qb_policejob']:IsBind() -- get current player status
exports['ak47_qb_policejob']:IsBind(targetServerId) -- get target player statusIsBlind
exports['ak47_qb_policejob']:IsBlind() -- get current player status
exports['ak47_qb_policejob']:IsBlind(targetServerId) -- get target player statusIsInTrunk
exports['ak47_qb_policejob']:IsInTrunk() -- get current player status
exports['ak47_qb_policejob']:IsInTrunk(targetServerId) -- get target player statusIsInJail
exports['ak47_qb_policejob']:IsInJail() -- get current player status
exports['ak47_qb_policejob']:IsInJail(targetServerId) -- get target player statusIsInCommunity
exports['ak47_qb_policejob']:IsInCommunity() -- get current player status
exports['ak47_qb_policejob']:IsInCommunity(targetServerId) -- get target player statusEvidenceDrop
If you drop fingerprint with export, then use uvlight from inventory and it will show the marker on ground for 10 seconds and then you can grab it. Fingerprint won't be visible with flashlight.
exports['ak47_qb_policejob']:EvidenceDrop(type, position)
-- example:
-- type must be declared in Config.EvidenceType (/modules/evidence/config.lua)
exports['ak47_qb_policejob']:EvidenceDrop('fingerprint', GetEntityCoords(PlayerPedId())
exports['ak47_qb_policejob']:EvidenceDrop('bulletshell', GetEntityCoords(PlayerPedId())
exports['ak47_qb_policejob']:EvidenceDrop('blooddrop', GetEntityCoords(PlayerPedId())Last updated