
Bail and Bounty System
Features
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Bail & Parole System
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Players who are placed on bail now will be required to attend daily parole meetings with their Parole Officer (NPC).
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Each meeting, they will be required to go out into the community and do community service to remain compliant.
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Missing a meeting will result in bail being automatically revoked, and will allow bounty hunters to find and detain them for a reward.
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Players who are on bail will also have an ankle monitor attached to them, which will show their position to all on-duty officers.
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These ankle monitors can be cut off by the player, and will alert police (requires configuring dispatch event).
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Bail can be pardoned or revoked by any officer with bail management permission.
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Bounty Hunting
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Players who have permission to bounty hunt will be able to clock-in and get a loadout.
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By default they will receive a Tazer, which will not work against non-bounty targets. (This prevents taze abuse)
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NPC bounties automatically generate, and can have low, medium, or high risk levels.
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These risk levels contribute to the likelyhood of scenarios being done by the NPC, including:
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Fleeing on foot
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Fleeing via vehicle
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Assault
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Deadly Assault with a Weapon
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Players can take on bounties together, and when a bounty hunter turns in your bounty - you and them get paid!
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Turning over player bounties to officers will give the officer and bounty hunter a bonus multiplier.
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Supports ox-target, qb-target, qtarget, and even disabling target!
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Supports ESX and QB, however the bridge is open to create your own tweaks and support for alternative frameworks / target systems.
Documentation & Installation Guide
**Dependencies: **
- ox_lib
- You must use ESX, QBCore, or QBox as your server's framework.
