Five Emergency
Five Emergency is an advanced online police simulation for FiveM that offers a fully immersive law enforcement experience. Players take on the role of police officers and interact with a wide range of in-game systems designed to simulate real-life police duties.
Installation
Download the Script
Download the script using keymaster.
Download the Dependencies
Download the latest ox_lib GitHub.
Download the latest ScaleformUI_Lua GitHub.
Download the latest ScaleformUI_Assets GitHub.
Download the latest Loaf_Headshot GitHub.
Download the latest RPEMOTES-REBORN GitHub.
Import the database
Import the provided database file fiveemergency.sql
into your database using your preferred database management tool (e.g., phpMyAdmin, HeidiSQL, or the MySQL CLI).
Server.cfg Configuration
Finally, if everything has been set up correctly, add the following lines to your server.cfg
to ensure the required resources are loaded
ensure ScaleformUI
ensure ScaleformUI_Assets
ensure loaf_headshot
ensure ox_lib
ensure rpemotes-reborn
ensure fe-core
ensure fe-callouts
Make sure that all dependencies are installed before starting the server.
Configuration
Ace Permission Setup
To create departments in Five Emergency, you must grant the FiveEmergency.Admin
ace permission to the appropriate users or groups. Without this permission, users will not be able to create departments. This permission will also let you manage every department.
FiveEmergency.Admin
will grant full access and bypasses any permission
restrictions there may be. No rank is required.
Weapon Armory
Open the armory.lua
file, which you can find in the fe-core/config
directory.
ArmoryConfig = {
{
Departments = { 'LSPD', 'SAHP' }, -- Departments that can access this armory (Department Shortname)
UseRanks = true, -- Whether equipment is restricted based on rank
PedHash = 's_m_y_cop_01', -- Ped model shown at the armory
Blip = {
Enabled = true, -- Show blip on the map
Name = 'Weapon Armory', -- Blip name
Sprite = 110, -- Blip icon sprite ID
Scale = 0.9, -- Blip scale on the map
Color = 3, -- Blip color ID
Alpha = 255 -- Blip transparency
},
UseArmoryAnimation = true, -- Enable weapon handover animation
Coordinates = {
Ped = vector4(454.11, -980.26, 30.69, 90), -- Ped spawn location and heading
Interaction = vector3(452.26, -980.0, 30.69) -- Position where the player interacts
},
Equipment = {
{
Ranks = { 'Officer I', 'Officer II' }, -- Allowed ranks
Label = 'Combat Pistol', -- Display name in menu
Hash = 'WEAPON_COMBATPISTOL', -- Weapon hash
Ammo = 250, -- Ammo amount given
Type = 'weapon', -- Type of item
Animation = 'pistol' -- Animation category
},
{
Ranks = { 'Officer I', 'Officer II' },
Label = 'Carbine Rifle',
Hash = 'WEAPON_CARBINERIFLE',
Ammo = 250,
Components = {
'COMPONENT_AT_AR_SUPP' -- Weapon attachments (e.g., suppressor)
},
Type = 'weapon',
Animation = 'rifle'
},
{
Ranks = { 'Officer I', 'Officer II' },
Label = 'Armor', -- Bulletproof vest
Type = 'armor'
},
{
Ranks = { 'Officer I', 'Officer II' },
Label = 'Ammobox', -- Extra ammunition
Type = 'ammo'
},
{
Ranks = { 'Officer I', 'Officer II' },
Label = 'First-Aid-Kit', -- Healing item
Type = 'heal'
},
}
}
}
To ensure weapon animations work perfectly, make sure the corresponding animation positions match exactly – especially the distance between player and npc must be aligned.
Make sure that all ranks
and department shortname
names used here already
exist and are configured in the MDT. Otherwise, access may not work as
expected.
Locker
Open the outfits.json
file, which you can find in the fe-core/config/data
directory.
[
{
"Name": "Male LSPD Uniform A",
"Gender": "Male", // "Male" or "Female"
"Category": "EUP",
"Category2": "Los Santos Police Department", // Department name required to see this uniform
"Hat": "0:0",
"Glasses": "0:0",
"Ear": "0:0",
"Watch": "0:0",
"Mask": "11:1",
"Top": "32:1",
"UpperSkin": "5:1",
"Decal": "9:1",
"UnderCoat": "46:1",
"Pants": "21:1",
"Shoes": "22:1",
"Accessories": "5:1",
"Armor": "0:0",
"Parachute": "10:1"
}
]
Uniforms will only be visible to departments listed under Category2
. Make
sure to enter the exact department name as defined in your MDT.
Duty
Open the duty.lua
file, which you can find in the fe-core/config
directory.
DutyConfig = {
Key = 'E',
Locations = {
vector3(433.3412, -981.1572, 31.02518), -- First Duty point
vector3(261.6609, -316.0813, 44.64938), -- Second Duty point
},
Marker = {
Enabled = true,
Type = 23,
Scale = vector3(0.9, 0.9, 2.0),
Color = { R = 255, G = 255, B = 255, A = 255 }
},
Blip = {
Enabled = true,
Name = 'Duty',
Sprite = 606,
Scale = 0.9,
Color = 3,
Alpha = 255
},
}
Garage
Open the garage.lua
file, which you can find in the fe-core/config
directory.
GarageConfig = {
{
pedHash = 'ig_trafficwarden',
blip = {
enabled = false,
name = 'LSPD Garage',
sprite = 357,
scale = 0.9,
color = 3,
alpha = 255
},
pedAnimation = { enabled = true, dict = 'amb@world_human_hang_out_street@male_c@base', name = 'base' },
coordinates = {
interaction = vector4(446.8088, -985.8568, 21.55864, 192.6391),
preview = vector4(416.3311, -1005.949, 20.94171, 234.4311),
spawns = {
vector4(443.9808, -996.7505, 20.94183, 91.31942),
}
},
vehicles = {
{ label = 'Vapid Stanier Police', model = 'police', useRanks = false, departments = { ['LSPD'] = { '' } } },
{ label = 'Bravadoo Buffalo Police', model = 'police2', useRanks = true, departments = { ['LSPD'] = { 'Officer I' } } },
}
},
}
Make sure that all ranks
and department shortname
names used here already
exist and are configured in the MDT. Otherwise, access may not work as
expected.