Tektonic Cuffs is a comprehensive handcuff system intended to replace the unrealistic and basic functionality contained in the base esx_policejob that most servers use! It is lightweight, easy to install, and highly configurable. This script gained some popularity on our social media and it seems there is some interest for something like this so I have decided to release it as our first script on Tebex! This script uses the Asset Escrow system and will be available for download through the keymaster.
Features:
- Command driven with keybinds for quick cuffing
- Player searching system with cuffs as a prerequisite
- Realistic item transfer, meaning you need a pair of cuffs to perform the action, and t
- Police and non-police functionality (police can uncuff anyone, crims can only uncuff someone they cuffed without picking)
- Integrated handsup system (optional, small amount of coding needed to integrate with an existing handsup script)
- Highly configurable to suit your server’s needs
- Lockpicking system where crims can remove anyone’s cuffs by lockpicking them
- Breakout system where someone being cuffed can pass a skillcheck to do a scripted punchout and break out of the cuff animation
Dependencies:
- ESX / ExM, QBCore, or similar (support for other frameworks available on request)
- mf-inventory, esx_inventoryhud, QB, Quasar, disc, Chezza Inventory (support for other inventory systems available on request)
- mysql-async or oxmysql
- reload-skillbar
- nh-context (optional)
- progressbars (optional)
Video: Script Showcase
If you are interested in this script please visit our Tebex
NEW Open Source Version
Example Config as of v3.1.1:
UPDATE LOGS:
v3.1.1:
- Added much more in depth QBCore installation instructions including docs on how to integrate into qb default handsup system and fixes for cuff checks in scripts such as qb-inventory
- Enhanced logic for putting people into vehicles
- Fixed item transfer logic, there was several bugs with itembox logic on qb, and also an issue where breaking zipties would give the wrong item
- Fixed a bug involving non-context menu use cases where cuffs would always be used instead of zipties
- Added additional notification prompts for ziptie item requirements for QBCore
- Increased speed of ps-ui minigame by default and added an extra circle
v3.1.0:
ESX:
- Added direct support for new ESX’s breaking commit
QBCore:
- Fixed some incorrect messaging regarding hands up behavior
- Deprecated old control disable system in favor of qb-smallresources
- Integrated directly with QB handcuff metadata
- Added an export ‘IsHandcuffed’ for getting cuffed state
- Added a new way of maintaining handcuffed state throughout script execution
Updated readme with instructions on how to set up fxmanifest correctly
v.3.0.0:
- Combined ESX / QB into a single resource, both original script owners will continue to receive all updates
v2.5.1:
ESX:
- Fixed drag command not working when alt commands option is enabled.
QBCore:
- Stopped script from printing “Running” in the console.
v2.5.0:
New Features:
- Zip ties are now independent of handcuffs by separating the logic which was previously used.
- Zip ties do no require a specific job to work.
- Zip ties can be removed in two ways. Item-based or weapon based. If you set the config to ‘weapon’ it will use the Weapon_knife to remove the zip tie. If you set it to ‘item’ it will remove a zip tie if you have any of the items you give in the config.
- New option when removing a zip tie if you fail to remove a zip tie you could slip with a knife or sharp tool and do damage to the player you are trying to free(HP to remove is configurable.
- Added extra config options to change the sound of zip ties being added and removed.(you need to provide a sound file as you did for handcuffs.)
- Lockpicks now have a probability of breaking when you fail to remove handcuffs (customisable in the config.)
Bugs fixed:
- Removing zip tie from player would reward handcuffs.
- Alt commands would provide access denied to some players
v2.3.0-2.4.0:
Both Versions:
- Added config flag to toggle searching globally
- Fixed an issue with /put and /pull working from a very far distance
QBCore:
- Fixed an issue where commands for put and pull were wired up to incorrect events
- Fixed an error with Combat Logging Protection that was spamming errors on player joins
- Updated default spawn event to properly reflect latest QBCore standard
- Updated default DeadCheck logic to factor in QBCore metadata
v2.2.0:
- Progressbar code to editable section
- Multiple job support
- Cuff menu command
- Put/Pull and Escort/unescort keybindable
- Config toggle for ability to search when player is dead
v2.1.1:
- Added QBCore support (via a separate fork of the script also available at the tebex above)
- Added toggle for cops to be able to bypass item requirement
- Added toggle for making lockpick and cuffs usable
- Added optional nh-context menu for cuffs with all commands as GUI elements
- Added configurable command strings
- +Support for esx legacy
- +Support for quasar inventory, disc inventory, and chezza inventory
- +Support for oxmysql
- Separated control disables and notification code into an editable file
- Added reactive logic for keybinds, so if you repress the keybind that is currently active, it will now toggle cuff instead of repeating the animation with no effect. Pressing the opposite bind will still switch cuffs
- Disabled binds from triggering when using a controller
v2.1.0:
- Support for oxmysql
- Fixed a bug with old nh-context menus
- Added links to dependency githubs within the readme.md
v2.0.1:
- Added toggle for cops to be able to bypass item requirement
- Added toggle for making lockpick and cuffs usable
- Added optional nh-context menu for cuffs with all commands as GUI elements
- Added configurable command strings
- +Support for esx legacy
- +Support for quasar inventory, disc inventory, and chezza inventory
- Separated control disables and notification code into an editable file
- Added reactive logic for keybinds, so if you repress the keybind that is currently active, it will now toggle cuff instead of repeating the animation with no effect. Pressing the opposite bind will still switch cuffs