Main Config

This is main configuration file for RCore Police

  • Welcome to the main configuration file of the RCore Police.

  • Path: rcore_police/config.lua

Items

Items.Spikes
  • Type: string

  • Default value: spikes

  • Description: Here you can define your item for Spikes.

  • Example:

Items = {
    Spikes = "spikes",
}
Items.SpeedCamera
  • Type: string

  • Default value: speed_camera

  • Description: Here you can define your item for SpeedCamera.

  • Example:

Items = {
    SpeedCamera = "speed_camera",
}
Items.Megaphone
  • Type: string

  • Default value: megaphone

  • Description: Here you can define your item for Megaphone.

  • Example:

Items = {
    Megaphone = "megaphone",
}
Items.Barrier
  • Type: string

  • Default value: barrier

  • Description: Here you can define your item for Barrier.

  • Example:

Items = {
    Barrier = "barrier",
}
Items.Handcuffs
  • Type: string

  • Default value: handcuffs

  • Description: Here you can define your item for Handcuffs.

  • Example:

Items = {
    Handcuffs = "handcuffs",
}
Items.HandcuffsKeys
  • Type: string

  • Default value: handcuffs_key

  • Description: Here you can define your item for HandcuffsKeys.

  • Example:

Items = {
    HandcuffsKeys = "handcuffs_key",
}
Items.PaperBag
  • Type: string

  • Default value: paper_bag

  • Description: Here you can define your item for PaperBag.

  • Example:

Items = {
    PaperBag = "paper_bag",
}
Items.Zipties
  • Type: string

  • Default value: zipties

  • Description: Here you can define your item for Zipties.

  • Example:

Items = {
    Zipties = "zipties",
}

General Settings

Debug

Debug

  • Type: boolean

  • Default value: false

  • Description: Enables or disables overall debugging for rcore_police.

  • Example:

Config = {
  	Debug = false
}

DebugInventory

  • Type: boolean

  • Default value: false

  • Description: Enables debugging related to the inventory module.

  • Example:

Config = {
  	DebugInventory = false
}

DebugClothing

  • Type: boolean

  • Default value: false

  • Description: Enables debugging related to the clothing module.

  • Example:

Config = {
  	DebugClothing = false
}

DebugAPI

  • Type: boolean

  • Default value: false

  • Description: Enables debugging related to the API system.

  • Example:

Config = {
  	DebugAPI = false
}

DebugServer

  • Type: boolean

  • Default value: false

  • Description: Enables debugging related to the server enviroment.

  • Example:

Config = {
  	DebugServer = false
}

DebugLevel

  • Type: table

  • Default value:

{
	'NETWORK',
	'INFO',
	'CRITICAL',
	'SUCCESS',
	'ERROR',
	'API',
	'DEBUG',
	'MENU',
}
  • Description: Defines the levels of debugging information to be displayed.

Locale
  • Type: string

  • Default value: 'en'

  • Options: ['en'] (additional languages may be supported)

  • Description: Sets the language for the system.

  • Example:

Config = {
  	Locale = 'en'
}

Integrations / Framework settings

Framework
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Frameworks:

    • AUTO_DETECT: Automatically detects the framework.

    • Framework.ESX: es_extended (GitHub)

    • Framework.QBCore: qb-core (GitHub)

    • Framework.QBOX: qbx_core (GitHub)

    • Framework.NDCore: ND_Core (GitHub)

    • STANDALONE: No framework found; you will need to integrate it.

  • Example:

  • Note: Leave it on AUTO_DETECT, if you have one of supported frameworks (recommended).

Framework = AUTO_DETECT -- Will automatically pick up supported framework(s) from list if found on server.
Framework.ESX -- Will try to load ESX if failed to pick up, it will switch to standalone.
Inventory
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Inventories:

    • AUTO_DETECT: Auto-detect inventory [Only detecting supported inventories below]

    • Inventory.ESX: es_extended (GitHub)

    • Inventory.QB: qb-inventory (GitHub)

    • Inventory.PS: ps-inventory (GitHub)

    • Inventory.QS: qs-inventory

    • Inventory.LJ: lj-inventory

    • Inventory.MF: mf-inventory

    • Inventory.OX: ox-inventory

    • Inventory.CHEEZA: inventory

    • Inventory.CODEM: codem-inventory

    • Inventory.TGIANN: tgiann-inventory

    • Inventory.ORIGEN: origen-inventory

    • STANDALONE: No inventory found; you will need to integrate it.

  • Example:

  • Note: Leave it on AUTO_DETECT, if you have one of supported inventories (recommended).

Inventory = AUTO_DETECT -- Will automatically pick up supported inventorie(s) from list if found on server.
Inventory.OX -- Will try to load ox_inventory if failed to pick up, it will switch to standalone.
Database
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Database Connectors:

    • AUTO_DETECT: Auto-detect DB connector

    • Database.OX: oxmysql

    • Database.MYSQL_ASYNC: mysql-async

    • Database.GHMATTI: ghmattimysql

    • STANDALONE: No DB connector found

  • Note: Leave it on AUTO_DETECT, if you have one of supported databases (recommended).

  • Example:

Database = AUTO_DETECT -- Will automatically pick up db connector(s) from list if found on server.
Database.OX -- Will try to load OX, if fails to detect - no db connector found (police cannot run without database)
Clothing
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Clothing Systems:

    • AUTO_DETECT: Auto-detect clothing [Only detecting supported clothing below]

    • Clothing.RCORE: rcore_clothing (Store)

    • Clothing.ESX: skinchanger (GitHub)

    • Clothing.QB: qb-clothing (GitHub)

    • Clothing.IAPPEARANCE: illenium-appearance (GitHub)

    • Clothing.CODEM: codem-appearance (Experimental)

    • Clothing.CRM: crm-appearance (Experimental)

    • Clothing.TGIANN: tgiann-clothing (Experimental)

    • Clothing.WASABI: fivem-appearance - wasabi fork (Experimental)

    • STANDALONE: no clothing found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported clothing system (recommended).

  • Example:

Clothing = AUTO_DETECT -- Will automatically pick up clothing system
Clothing = Cloth.RCORE -- Will try to use RCore Clothing resource
Prison
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Prison Resources:

    • Prison.RCORE: rcore-prison

    • Prison.QB_PRISON: qb-prison

    • STANDALONE: no prison found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported prison system (recommended).

  • Example:

Prison = AUTO_DETECT -- Will automatically pick up prison system
Prison = Prison.STANDALONE -- No supported prison  loaded
Invoices
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Invoices Resources:

    • Invoices.QB_PHONE: qb-phone

    • Invoices.ESX_BILLING: esx_billing

    • Invoices.OKOK: okokBilling

    • STANDALONE: no billing resource found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported Invoices system (recommended).

  • Example:

Invoices = AUTO_DETECT -- Will automatically pick up invoices system
Invoices = STANDALONE -- No supported invoices system loaded
Notify
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Notify Resources:

    • AUTO_DETECT: Auto-detect Notify resource

    • Notify.BRUTAL: brutal_notify

    • Notify.PNOTIFY: qb-pNotify

    • Notify.OX: ox_lib

    • Notify.ESX_NOTIFY: esx_notify

    • Notify.QBCORE: qb-core

    • Notify.ESX: es_extended

    • Notify.MYTHIC: mythic_notify

    • Notify.OKOK: okokNotify

    • STANDALONE: Will use native notifications included in the resource

  • Note: Leave it on AUTO_DETECT, if you have one of supported Notify system (recommended).

  • Example:

Notify = AUTO_DETECT -- Will automatically pick up notifies system
Notify = STANDALONE -- It will use native notifications if failed to find any supported.
TextUI
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported TextUI Resources:

    • AUTO_DETECT: Auto-detect TextUI resource

    • TextUI.RCORE: rcore_prison

    • TextUI.OX: ox_lib

    • TextUI.QBCORE: qb-core

    • TextUI.ESX: esx_textui

    • STANDALONE: No TextUI resource found

  • Note: Leave it on AUTO_DETECT, if you have one of supported Text UI system (recommended).

  • Example:

TextUI = AUTO_DETECT -- Will automatically pick up TextUI system
TextUI = TextUI.STANDALONE -- It will use RCore TextUI if not any found
Dispatch
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Dispatch Resources:

    • AUTO_DETECT: Auto-detect dispatch resources

    • Dispatch.RCORE: rcore_dispatch

    • Dispatch.QS: qs-dispatch

    • Dispatch.PS: ps-dispatch

    • Dispatch.CD: cd_dispatch

    • Dispatch.CORE: core_dispatch

    • Dispatch.CODEM: codem_dispatch

    • Dispatch.LOVE_SCRIPTS: emergency_dispatch

    • Dispatch.ORIGEN: origen_police

    • Dispatch.TK: tk_dispatch

    • Dispatch.DUSA: dusa_Dispatch

    • STANDALONE: No dispatch resource found; you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported Dispatch system (recommended).

  • Example:

Dispatch = AUTO_DETECT -- Will automatically pick up Dispatch system from the list
Garages
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Garage Resources:

    • AUTO_DETECT: Auto-detect garage resources

    • Garages.QB: qb-garage

    • Garages.ESX: esx_garage

    • Garages.QBOX qbx_garages

    • STANDALONE: No garage resource found; you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported garage system (recommended).

  • Example:

Garages = AUTO_DETECT -- Will automatically pick up Garages system from the list
Fuel
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Fuel Resources:

    • Fuel.RCORE: rcore_fuel (Buy)

    • Fuel.LEGACY: esx_garage

    • Fuel.CDN cdn-fuel

    • Fuel.TI ti_fuel

    • Fuel.MY myFuel

    • Fuel.OKOK okokGasStation

    • Fuel.LJ lj-fuel

    • Fuel.ND nd_fuel

    • Fuel.HYON_GAS HYON_GAS

    • STANDALONE: no fuel found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported Fuel system (recommended).

  • Example:

Fuel = AUTO_DETECT -- Will automatically pick up Fuel system from the list
Licence
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Fuel Resources:

    • Licence.ESX: esx_license

    • Licence.QBCORE: qb-core

    • STANDALONE: no Licence found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported Licence system (recommended).

  • Example:

Licence = AUTO_DETECT -- Will automatically pick up Fuel system from the list
MDT
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Fuel Resources:

    • MDT.PS: ps_mdt

    • MDT.REDUTZU: redutzu-mdt

    • STANDALONE: no mdt found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported MDT system (recommended).

  • Example:

MDT = AUTO_DETECT -- Will automatically pick up MDT system from the list
Society
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Fuel Resources:

    • Society.ESX: esx_society

    • Society.QB_BANKING: qb-banking

    • Society.QB_MANAGEMENT qb_management

    • Society.SNIPE snipe_banking

    • Society.RENEWED renewed_banking

    • Society.FD fd_banking

    • Society.OKOK okok_banking

    • STANDALONE: no society found, running standalone bridge

  • Note: Leave it on AUTO_DETECT, if you have one of supported Society system (recommended).

  • Example:

Society = AUTO_DETECT -- Will automatically pick up Society system from the list
Duty
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Duty Resources:

    • Duty.ESX_SERVICE: ESX_SERVICE

    • STANDALONE: no Duty found, running standalone bridge

  • Note: Leave it on AUTO_DETECT, if you have one of supported Duty system (recommended).

  • Example:

Duty = AUTO_DETECT -- Will automatically pick up Duty system from the list
Keys
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Fuel Resources:

    • Keys.RCORE: rcore_garage

    • Keys.FIVECODE: fivecode_carkeys

    • Keys.CD cd_garage

    • Keys.QS qs-vehiclekeys

    • Keys.XD xd_locksystem

    • Keys.OKOK okokGarage

    • Keys.JAKSAM vehicle_keys

    • Keys.MR_NEWB MrNewbVehicleKeys

    • Keys.WASABI wasabi_carlock

    • STANDALONE: no keys found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported Keys system (recommended).

  • Example:

Keys = AUTO_DETECT -- Will automatically pick up Keys system from the list
Armoury
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Fuel Resources:

    • Armoury.OX ox_inventory

    • Armoury.CHEEZA: inventory

    • STANDALONE: no armoury UI found, it will use our solution.

  • Note: Leave it on AUTO_DETECT, if you have one of supported Keys system (recommended).

  • Example:

Armoury = AUTO_DETECT -- Will automatically pick up Armoury system from the list
PG
  • Type: enum

  • Default value: AUTO_DETECT

  • Supported Fuel Resources:

    • PG.OX ox_lib

    • PG.ESX: es_extended

    • PG.QBCORE: qb-core

    • STANDALONE: no PG found, you will need to integrate it

  • Note: Leave it on AUTO_DETECT, if you have one of supported PG system (recommended).

  • Example:

PG = AUTO_DETECT -- Will automatically pick up PG system from the list
Prefixes
  • Type: table

  • Description: List of prefixes used for third party resources

  • Example:

Prefixes = {
	['qb-policejob'] = 'police:client', -- Event name for qb-policejob
},
Events
  • Type: table

  • Description: Framework event mappings.

  • Example:

Events = {
    ['qb-openBossMenu'] = 'qb-bossmenu:client:OpenMenu',
    ['esx-openBossMenu'] = 'esx_society:openBossMenu',
    ['esx:playerLoaded'] = 'esx:playerLoaded',
    ['esx:setJob'] = 'esx:setJob',
    ['esx:playerLogout'] = 'esx:onPlayerLogout',
    ['QBCore:Client:OnPlayerLoaded'] = 'QBCore:Client:OnPlayerLoaded',
    ['QBCore:Client:OnJobUpdate'] = 'QBCore:Client:OnJobUpdate',
    ['esx_addonaccount:getSharedAccount'] = 'esx_addonaccount:getSharedAccount',
    ['esx_society:registerSociety'] = 'esx_society:registerSociety',
    ['skinchanger:getSkin'] = 'skinchanger:getSkin',
    ['skinchanger:loadClothes'] = 'skinchanger:loadClothes',
    ['qb-clothing:client:loadOutfit'] = 'qb-clothing:client:loadOutfit',
    ['QBCore:Server:SetDuty'] = 'QBCore:Server:SetDuty',
    ['QBCore:Client:SetDuty'] = 'QBCore:Client:SetDuty',
    ['esx_skin:getPlayerSkin'] = 'esx_skin:getPlayerSkin',
    ['skinchanger:loadSkin'] = 'skinchanger:loadSkin',
},

Society

Business.SocietyPrefix
  • Type: string

  • Default value: society

  • Description: This is used for prefixing society handy for esx_society

  • Example:

Business = {
	SocietyPrefix = 'society'
},
SocietyOptionsESX
  • Type: table

  • Description: List of options for esx society boss menu

  • Example:

SocietyOptionsESX = {
	checkBal = true,  -- Allow to check society money from boss menu.
	withdraw = true,  -- Allow to withdraw from society (boss menu)
	deposit = true,   -- Allow to deposit to society (boss menu)
	employees = true, -- Allow to hire employees in business (boss menu)
	salary = true,    -- Allow to adjust employeees salary (boss menu)
	grades = true,    -- Allow to adjust grades in boss menu.
	wash = false,     -- Allow to wash business money.
},

Tackle

Tackle.Enable
  • Type: boolean

  • Default value: true

  • Description: This is used for enabling/disabling tackle feature.

  • Example:

Tackle = {
	Enable = 'true' -- This is used for enabling/disabling tackle feature.
},
Tackle.Key
  • Type: string

  • Default value: H

  • Description: This is default key for tackling closest player.

  • Example:

Tackle = {
	Key = 'H' -- Key used for tackling nearby player.
},
Tackle.CooldownKey
  • Type: number

  • Default value: 500

  • Description: This allows to define cooldown before able to do another tackle.

  • Example:

Tackle = {
	CooldownKey = '500' -- This allows to define cooldown before able to do another tackle.
},
Tackle.KeyReleaseTackledPlayer
  • Type: string

  • Default value: E

  • Description: This is key for releasing tackled player from tackle.

  • Example:

Tackle = {
	KeyReleaseTackledPlayer = 'E' -- This is key for releasing tackled player from tackle.
},
Tackle.KeyReleaseTackledPlayerCooldown
  • Type: float

  • Default value: 1.5

  • Description: This allows to define cooldown before able to do another release.

  • Example:

Tackle = {
	CooldownKey = '1.5' -- This allows to define cooldown before able to do another release. (In seconds)
},
Tackle.Distance
  • Type: float

  • Default value: 3.0

  • Description: This allows to define range in which should be the target player for tackle

  • Example:

Tackle = {
	Distance = '3.0' -- This allows to define range in which should be the target player for tackle
},

MegaPhone

MegaPhone.Enable
  • Type: boolean

  • Default value: true

  • Description: This is used for enabling/disabling megaphone feature.

  • Example:

MegaPhone = {
	Enable = 'true' -- This is used for enabling/disabling megaphone feature.
},
  • Note: Currently supporting only pma-voice resource.

MegaPhone.HearRangeRadius
  • Type: float

  • Default value: 50.0

  • Description: This allows to define hear range radius from megaphone

  • Example:

MegaPhone = {
	HearRangeRadius = 50.0 -- This allows to define hear range radius from megaphone
},
MegaPhone.ExitKey
  • Type: string

  • Default value: E

  • Description: This is key used to hide (exit) from megaphone.

  • Example:

MegaPhone = {
	ExitKey = 'E' -- This is key used to hide (exit) from megaphone.
},
MegaPhone.TurnKey
  • Type: string

  • Default value: H

  • Description: This is key used switch megaphone (on/off) toggle

  • Example:

MegaPhone = {
	TurnKey = 'H' -- This is key used switch megaphone (on/off) toggle
},

Duty

Service.Cooldown
  • Type: number

  • Default value: 2

  • Description: This is default cooldown when player set on/off duty (in seconds by default)

  • Example:

Service = {
	Cooldown = 2
},

Outfits

Outfits.EnableRestoreOutfit
  • Type: boolean

  • Default value: true

  • Description: This option allows to restore outfit in police clothing room

  • Example:

Outfits = {
	EnableRestoreOutfit = true
},
Outfits.UseIncludedOutfitSystem
  • Type: boolean

  • Default value: true

  • Description: This allows to enable/disable included outfit system (or switch to own system)

  • Example:

Outfits = {
	UseIncludedOutfitSystem = true -- This allows to enable/disable included outfit system (or switch to own system)
}, 

Fines

Fines.Enable
  • Type: boolean

  • Default value: true

  • Description: This allows to enable/disable included fines system

  • Example:

Fines = {
	Enable = true -- This allows to enable/disable included fines system
}, 
Fines.List
  • Type: array

  • Default value: Fines

  • Description: This load fines from the Fines (rcore_police/configs/fines.lua)

  • Example:

Fines = {
	List = Fines -- This load fines from the Fines (rcore_police/configs/fines.lua)
}, 

Vehicle info

Vehicle.UseProgressBar
  • Type: boolean

  • Default value: true

  • Description: This allows to enable/disable vehicle info PG (progress bar)

  • Example:

Vehicle = {
	UseProgressBar = true -- This allows to enable/disable vehicle info PG (progress bar)
}, 
Vehicle.ProgressBarTime
  • Type: number

  • Default value: 5

  • Description: This allows to define how much time will take to get vehicle info

  • Example:

Vehicle = {
	ProgressBarTime = 5 -- This allows to define how much time will take to get vehicle info (By default: in seconds)
}, 
Vehicle.TemporaryPersistentFakeInfo
  • Type: boolean

  • Default value: true

  • Description: This setting will for the same vehicle show same generated fake info, until TemporaryPersistentFakeInfoTime

  • Example:

Vehicle = {
	TemporaryPersistentFakeInfo = true -- This setting will for the same vehicle show same generated fake info, until TemporaryPersistentFakeInfoTime
}, 
Vehicle.TemporaryPersistentFakeInfoTime
  • Type: number

  • Default value: 5

  • Description: This allows to define how much time will the fake info for the vehicle will persist (By default: in minutes)

  • Example:

Vehicle = {
	TemporaryPersistentFakeInfoTime = 5 -- This allows to define how much time will the fake info for the vehicle will persist (By default: in minutes)
}, 
Vehicle.NotOwnedVehicleFakeInfo
  • Type: boolean

  • Default value: true

  • Description: This will allow to generate fake informations for non-owned vehicles (NPC) when using F6 - Vehicle - Vehicle information

  • Example:

Vehicle = {
	NotOwnedVehicleFakeInfo = true -- TThis will allow to generate fake informations for non-owned vehicles (NPC) when using F6 - Vehicle - Vehicle information
}, 

Unlock vehicle

UnlockVehicle.UseProgressBar
  • Type: boolean

  • Default value: true

  • Description: This allow to use progressbar for unlocking vehicle / disable.

  • Example:

UnlockVehicle = {
	UseProgressBar = true --This allow to use progressbar for unlocking vehicle / disable.
}, 
UnlockVehicle.ProgressBarTime
  • Type: number

  • Default value: 5

  • Description: This allows to define how much time will take to open the nearby locked vehicle

  • Example:

Vehicle = {
	TemporaryPersistentFakeInfoTime = 5 -- This allows to define how much time will take to open the nearby locked vehicle (By default: in seconds)
}, 

Select players

  • This is only supported to run with our RCore Context menu. (Config.Menu)

SelectPlayers.ShowMode
  • Type: enum

  • Default value: SHOW_MODE.ID

  • Description: This allows to define which show mode will be used for Context Menu, when interacting with nearby players

  • Example:

SelectPlayers = {
	--[[
		ShowMode:
			* ID: This will only show playerId of nearby players Player: (#1)
			* OOC_ID: This will show OOC name with playerId: NewEdit (#1)
	]]

	ShowMode = SHOW_MODE.ID,
}, 
SelectPlayers.Marker
  • Description: This allows to marker (type, color) for interaction with nearby players

  • Example:

SelectPlayers = {
	Marker = {
		type = 21, -- The type of marker
		r = 255,   -- Red
		g = 255,   -- Green
		b = 255,   -- Blue
		a = 100,   -- Alpha
	}
}, 

Reports

Reports.Enable
  • Type: boolean

  • Default value: true

  • Description: This is used to enable/disable report system

  • Example:

Reports = {
	Enable = true -- This is used to enable/disable report system
}, 
Reports.NotifyAllDepartmentOfficersWhenNewReport
  • Type: boolean

  • Default value: true

  • Description: This is used for notify all departments officers when new report occured at Lobby

  • Example:

Reports = {
	NotifyAllDepartmentOfficersWhenNewReport = true -- This is used for notify all departments officers when new report occured at Lobby
}, 
Reports.NotifyAllDepartmentOfficersWhenUpdatedReport
  • Type: boolean

  • Default value: true

  • Description: This is used for notify all departments officers when report was updated by officer

  • Example:

Reports = {
	NotifyAllDepartmentOfficersWhenUpdatedReport = true -- This is used for notify all departments officers when report was updated by officer
}, 
Reports.LimitReportsPerPlayer
  • Type: boolean

  • Default value: true

  • Description: This is used for limit reports per player, to not able spam the reports

  • Example:

Reports = {
	LimitReportsPerPlayer = true -- This is used for limit reports per player, to not able spam the reports
}, 
Reports.CooldownResetPerPlayer
  • Type: number

  • Default value: 5

  • Description: This allows to define how much time will take to cooldown reset for reports (By default: in minutes)

  • Example:

Reports = {
	CooldownResetPerPlayer = 5 -- This allows to define how much time will take to cooldown reset for reports (By default: in minutes)
}, 

Last updated

Was this helpful?