The Three Windows#
Police Creator has three interfaces, and it helps to know which is which from the start:
Window | Opened with | What it is for |
|---|---|---|
The MDT tablet |
| Officers' daily work: dispatch, citizens, vehicles, reports, fines, prison, radio, cameras, agents, awards and operations. |
The quick menu |
| Things done on the street without opening the tablet: callsign, RPOL codes, radio, citizen actions, placeables, K9 orders and radar. |
The admin panel |
| Everything about the server: jobs and ranks, dispatch, the penal code, radio, garages, shops, lockers, K9, logs and updates. |
Every page of the tablet and of the admin panel has a walkthrough that plays the first time it is opened and can be replayed from the (?) button. New officers learn the MDT from the MDT itself.
Almost nothing is configured in files. Ranks, permissions, channels, charges, garages and lockers are edited in the admin panel and apply the moment they are saved.
What a Fresh Server Opens With#
The first start seeds a complete, working station inside Mission Row PD, so officers can play the same evening. Walk through every point with /qspolice_samples, then move or replace them.
Sample | What it is |
|---|---|
Departments | police, sheriff, fib, ambulance and fire — each with permissions, grade overrides, blips and a default chat channel. |
Mission Row Armoury | An equipment shop for police and sheriff. |
Equipment Locker · Evidence Room | Shared item storage, and an evidence rack with a box per case. |
Locker Room | A uniform locker, ready for your outfits. |
K9 Kennel | Where officers adopt and revive their dog. |
Fine payment points | Where citizens pay their fines in cash or by bank. |
Fleet garages | An exterior car park, a rooftop helipad and an interior garage with 38 bays, plus the PD Fleet Procurement dealer. |
Radio and chat | Nine radio groups (Police, Sheriff, SWAT, Dispatch, EMS, Fire, Air Support, Detectives, Traffic) and seven department chat channels. |
The admin Dashboard's Setup guide keeps track of which of these are still the example and links to the page that changes each one.
Ranks and Permissions#
A job only counts as a police department if it is listed under Admin → Dispatch → Jobs. Each department has a Permissions set — the baseline for everyone in that job — and Grade Overrides that add or remove permissions for one exact grade. A deny always wins. Officers only see the modules their rank holds.
Permission | Value | Lets that rank |
|---|---|---|
Agents | 1 | Open the officer roster and files. |
Awards | 2 | Open awards and medals. |
Cameras | 4 | Watch and place CCTV cameras. |
Citizens | 8 | Search citizens and edit their profiles. |
Operatives | 16 | Plan tactical operations. |
Penal Code | 32 | Read the penal code. |
Penalties | 64 | Issue and manage fines. |
Prison | 128 | Jail and release players. |
Radio | 256 | Use the radio page and panel. |
Reports | 512 | Write and read reports. |
Tracker | 1024 | Fit ankle trackers and follow them. |
Vehicles | 2048 | Search vehicles and flag them. |
Search Player | 4096 | Search a handcuffed player's pockets. |
Handcuff Player | 8192 | Cuff, escort, and put into or take out of vehicles. |
Impound Vehicle | 16384 | Impound the nearest vehicle. |
Manage Employees | 32768 | Hire, promote and fire. |
Manage Callsigns | 65536 | Move other officers between callsigns. |
The admin page ticks these for you. If you ever type the number by hand, add the values together: Agents + Cameras = 1 + 4 = 5. Out of the box police, sheriff and fib hold everything except the two manage permissions (32767), ambulance and fire hold every module but no search, cuffs or impound (4095), and grades 3 and 4 of every department add the two manage permissions.
More per department#
Min Grade — that rank and above are dispatchers: they assign other units and close calls. 3 for police and sheriff, 2 for the rest.
Blips — the icons and colours officers may pick, the default one, and which departments see each other on the map.
Tablet content — which blocks of a citizen profile and of a report this department sees, which licences it may grant (all, some or view only), and renamed labels.
Reports and Penal Code pages — whose reports each department may read, and which ranks may edit the penal code and award medals.
The Tablet#

The tablet opens on Main, a grid of the modules your rank may use. Drag cards to reorder them, hide the ones you never use (they wait in the Recovery Queue), and go on or off duty with the big button. Most modules stay locked until you are on duty.
Tabs — modules open as browser-like tabs. Drag to reorder; right-click to close others, to the left, to the right or all.
Duty Dashboard — clock-in and clock-out are recorded automatically. See a weekly top-10 leaderboard, your own history and the department's.
Theme Studio — twelve presets, your server's themes and your own, built from six colours or 36 advanced variables, with blur, corner radius and a contrast warning. Share a theme by copying its code. Admins can set a theme per job, lock it, or forbid custom ones in Admin → Appearance.
Dispatch#

The Dispatch page is a workspace of floating panels — Dispatch List, Map, Active Officers, Chat, Radio, Wanted/BOLOs, Incident Reports, Vehicle Search and Penal Code. Drag a title bar to move a panel and its corner to resize it; lock, minimise or maximise it; reopen closed ones from the Panel Manager. Five ready layouts (Default, Centered, Command Center, Map Focus, Vertical Split) are one click away, and your layout is remembered between shifts.
Working a call#
Action | Who | What it does |
|---|---|---|
Accept / Leave Call | Any officer | Attaches you to the call, sets a waypoint and tells everyone it is handled. |
Add Note | Units on the call | Notes everyone on the call can read. |
Centre, copy coordinates, copy ID, hide | Any officer | Hiding is personal; show hidden calls again from the list. |
Assign Unit | Dispatchers | Sends an officer or a whole callsign to the call. |
Close Call | Dispatchers | Ends the call; it stays in Dispatch History. |
Calls carry a priority (1 is the most urgent), the caller, the jobs it was sent to, the street, notes, assigned units and an optional screenshot. A call nobody accepts expires after 5 minutes by default; one with a unit on it never expires. Each priority plays its own sound — all of it set in Admin → Dispatch.
The map and the officers#
The map shows calls, active units, the cameras you may watch, placed props and a heatmap, in Atlas, Dark, Grid or Satellite style. Click an officer to view their bodycam or pull them onto your call. Active Officers groups everyone on duty by callsign; with Manage Callsigns you drag officers between callsigns or create a new one.
The call widget#
On duty, a small EMERGENCIES widget follows you around the screen. ← → step through calls, ↑ responds, ↓ switches between the small and the full view. Its Config tab shows the last note, hidden calls and the shift's call counts.
Calls from citizens#
Any player can reach the police from chat. The commands live in an editable file, client/custom/misc/commands.lua, so you can rename them or add your own:
Command | Goes to | Priority |
|---|---|---|
| Police, sheriff, ambulance — with the caller's name and phone | 1 |
| Police, sheriff, ambulance | 3 |
| Police and sheriff, anonymous | 2 |
| Police and sheriff, fully anonymous | 2 |
Robberies, heists and any other script can send their own calls with one export — see Commands and Exports. Shootings, speed cameras and car thefts arrive on their own through qs-police-alerts.
Citizens and Vehicles#

Search a citizen by name, phone or ID — results load as you type. The profile holds:
Basic information — name, birth date, gender, nationality, phone, bank account and job. Gang jobs can be shown as "Civilian" to stop metagaming (Admin → MDT Display).
Mugshot — the camera button hides the tablet and opens an in-game camera; the shot becomes the profile picture.
Wanted and Dangerous — flags every officer sees. Wanted citizens appear in the dispatch Wanted/BOLOs panel.
Licences — held or not, granted and revoked from the profile. The list of licences is yours to define.
Registered weapons, vehicles, notes, fines and every report naming the person — click a vehicle to jump to its record.
Vehicle Search finds a car by full or partial plate, or by owner. The record shows the owner, model and photo, notes from other officers, the reports it appears in, and the In Search and Capture toggle — the vehicle BOLO. Everything done in a record is logged with the officer and the time.
Reports and Operations#

A report has a title, a formatted body, a location and free tags, and links the agents, victims, implicated people and vehicles involved — each with its own search box, showing their wanted and tracked flags. Attach evidence from the racks your department can open. Search finds a report by title, author, tag or anyone named in it.
Several officers can work on one report: it shows who is viewing and who is editing, and warns you when someone else saved a newer version. A department always reads its own reports; reading another department's is a one-way grant in Admin → Reports.
Operations are tactical plans drawn on a shared map: markers (entry point, hazard, medical, observation post, perimeter, staging area, target…), circles, areas, rectangles and routes. Each has a priority, a status (Planning, Active, Standby, Closed), an autosaving briefing, layers you can hide, live units on the plan, and "Route my GPS here". Closed operations become read-only.
Penal Code, Fines and Prison#

Each department has its own penal code: chapters, and articles with a fine, a sentence in months, a severity (Minor, Serious, Felony) and tags. Ranks allowed in Admin → Penal Code create and edit them; other departments may be allowed to read it. Start from the ready-made 300-offence code or write your own.
Pick the citizen
From the citizen's Fines block or the Penalties page. By default only players within 7 m are listed (
Config.ProximityOnly).Add the charges
Pick articles from the penal code, or add a custom charge with your own fine and months. The totals add up as you go.
Confirm & Apply Charges
The citizen is told on screen ("New fine — LSPD fined you $…"). Sentence months are recorded with the fine; jailing is a separate step on the Prison page.
The Penalties page lists every fine with paid, unpaid and total counts, filters and sorting. Citizens pay at a Fine Payment Point: "Press [E] to view fines" opens their bills, paid in cash or by bank transfer. With Config.Penalties.NotifyUnpaidOnJoin they are also reminded of unpaid fines when they join.
Where the money goes#
A paid fine goes into the bank account of the department that wrote it, through your banking script. Admin → Society money sets the department's share, excluded jobs, account names and logging, and has a test deposit. Without a banking script the balance is kept by the resource itself. Details in Integrations.
Prison#
On the Prison page choose a nearby player, set the months and confirm. The prisoner rides the prison bus (an optional cinematic), changes into the uniform, loses the items listed in Config.ItemsToRemoveOnJail (weapons, ammo, drugs, lockpicks…) and gets a widget with the time served and the estimated release. Time only counts while they are online — one month is one real minute by default (Config.MonthDuration). Officers see every inmate, awake or asleep, and can release early. Locations, outfits and the bus are in config/shared/prision.lua.
Officers, Callsigns and Awards#

Agents is the roster. An officer's file holds their rank, badge number (set by hand or at random), notes, photo, reports and medals. With Manage Employees, a rank hires a nearby player, changes an officer's grade — which changes their job in the framework — or fires them, always within its own department and never on itself.
Callsigns are joined from the quick menu, with /setcallsign, or by a supervisor dragging you onto one in Active Officers. They survive a logout until you leave them or the job. /setmyblip picks your map icon and colour from the ones your department allows.
Awards are organised in categories with a name, description and image. Install Awards imports a ready-made pack (an LSPD pack is included). Medals are handed out from the officer's file by the ranks allowed in Admin → Awards & Medals.
Radio, Chat and RPOL#
The radio lives in the tablet, the dispatch panel and the quick menu. Channels are grouped by frequency, and officers only see groups open to their job. Join a channel, hold Left Alt to talk, set your volume and your talking animation.
Broadcast buttons — hold to speak to a whole group (Police, EMS, SWAT, Dispatch), each with a minimum rank.
Personal keybinds — create a key that transmits on the channels you choose; it appears in the FiveM key bindings.
Moving officers — supervisors drag a name onto another channel.
The department chat is a text channel panel on the Dispatch page. Police and sheriff land in a shared channel, ambulance and fire in a medical one; channels, members and retention are set in Admin → Chat Channels.
RPOL codes are one-click radio messages in the quick menu, also sent to game chat as [1-ADAM-12] Sergeant Name message. Everyone has 10-8, 10-10, Code 7, Code 2, 10-22, 6-Adam, 10-98 and 10-20 (which fills in your street); QRR also raises an officer-in-distress call. Police codes such as 254-V or 37-V fill in the model, plate and speed of the car locked on the radar. Free text goes through /rpol. Codes per job are in config/shared/rpol.lua.
Field Tools#

Handcuffs, search and impound#
H cuffs or uncuffs the nearest player, Y escorts them. The quick menu's Actions tab adds search, put in vehicle, take out of vehicle, impound and the ankle tracker. A suspect must be cuffed to be searched or escorted. Suspects may try to slip the cuffs with a skill check — distance, escape, attempts, animations, the cuff prop and escort or drag mode are set in Admin → Handcuffs & Arrests.
Impound takes the nearest vehicle within 3 m: after 15 seconds a tow truck drives it away and the plate is handed to your garage script. Set Config.ArcadeImpound = true for the vehicle to simply vanish.
Ankle trackers#
Fit or remove an ankle tracker on the closest player from the quick menu. The Tracker page lists everyone your department is tracking — online, or asleep with their last disconnect — and centres the map on them.
Speed radar#
In the driver's seat of an emergency vehicle, on duty, press O to show the dual-antenna radar. It reads front and rear, same or opposite direction, shows patrol and target speed, locks the fastest car above your limit (R resets the lock), and keeps a searchable plate history. Units, range and beam angles are in config/client/radar.lua; the jobs allowed are the ones listed in config/shared/rpol.lua.
Placeables#

Open Placeables in the quick menu, or type /place spike_strip. A preview follows your aim: the mouse wheel rotates, left click places, Backspace cancels and G switches to a gizmo. Walk up to a placed object and press E to edit its settings or pick it up.
Object | What it does |
|---|---|
Barriers, cones, warning signs | Slow or stop AI traffic around them, with an optional on-screen message ("CAUTION SLOW AREA") and a map area. |
Spike strip | Bursts the tyres of any vehicle that drives over it. |
Speed radar (pole or TV) | A speed camera with its own range and limit; the officer who placed it is told who sped past. |
Portable light | A work light for night scenes. |
Each object has its own jobs (police, fire, construction…) and a per-player limit, with 10 objects per player overall. Everything is defined in config/shared/placeables.lua, and placed objects appear on the dispatch map.
Cameras and Bodycams#
Create a CCTV camera from the Cameras page: give it a label, a model and, per job, View, Control or Manage access, then place it with a gizmo. A camera with no job rights stays private to the job that placed it. The live feed is dragged to look around and scrolled to zoom, with filters, a grid and a photo button.
Shoot a camera and it breaks: it sparks, smokes and shows "Signal Lost". Anyone with a camera_repair_kit repairs it with /fix_near_camera; admins use /fixcameraadmin or /fixcameraadmin all.
Bodycams are watched from Active Officers or the map. Each officer decides whether theirs can be viewed with /togglebodycam or the toggle in the map panel; an off-duty officer's bodycam cannot be opened.
The K9 Unit#
Officers adopt a dog at a K9 kennel, choosing its name and breed: German Shepherd, Rottweiler, Husky, Retriever, Chop, Poodle, Pug or Westie. Rottweiler and Chop support every pose (sit, down, bark, riding in a car); the others skip the poses they lack. Renaming, changing breed and reviving a downed dog also happen at the kennel.
/k9 deploys or stores the dog, G makes it follow, J puts it in or out of the vehicle. The quick menu's K9 tab adds sit, stay, down, bark, attack, search a person or a vehicle, track a scent, recall and feed, and shows its health and stamina. A search that finds drugs, weapons or explosives in the inventory reads "K9 alert! Detected: …". Access, deployment mode, breeds, detection lists, attack, health, cooldowns and kennels are all in Admin → K9 Unit.
Stations#
Every station point — garages, shops, storage, evidence racks, lockers, fine desks, kennels — is created in its admin page and placed in game with a gizmo. Each one is either a floor marker with an E prompt or a prop or ped you interact with through your target script, and each has job and grade rules (all grades, a minimum, or specific ones), with optional duty and licence requirements.
Fleet garages and the fleet dealer#

Garage type | How it works |
|---|---|
Menu | A panel; the unit spawns at a free spawn point. |
Exterior | Units stand parked in real bays. Get in to take one; park in a free bay and get out to store it. |
Interior | A map interior you enter and leave, with its own floor plan of bays. |
Each unit keeps its plate, condition, mileage and fuel, and is stored, out, in maintenance, destroyed or impounded. Officers take out, return, reserve, repair, recover and locate units, and the activity log shows who did what. Costs come from the player, the department budget, both, or nobody; supervisors deposit into and withdraw from the budget, and managers add, remove, sell and swap units. The Fleet Procurement dealer sells new units paid from the officer's bank or the budget and delivers them to a garage. All of it — including a 3D editor for bays and spawn points — is in Admin → Garages & Dealers.
Shops, storage, evidence and lockers#
Point | What players do there |
|---|---|
Equipment Shops | Buy gear from a cart, in cash or by bank. A shop — or a single item — can require being on duty or holding a licence. |
Item Storage | A shared stash with its own weight and slots. |
Evidence Storage | Create a case with a title and description; each case gets an ID and its own box for the evidence bags, and can be attached to reports. |
Uniform Lockers | Put on the outfits allowed for your grade and go back to your own clothes. Managers save what they are wearing as a new outfit for that locker or for the whole job. |
Fine Payment Points | Citizens see and pay their fines; each point lists whose fines it accepts. |
Map Markers | Map blips for your stations, shown to everyone or only to some jobs. |
The Admin Panel#

/policeadmin opens the admin panel. Each card saves on its own, or all at once with the Save everything bar; badges warn when a setting needs a restart, is noticed by players or affects performance.
Group | Pages |
|---|---|
Overview | Dashboard — live statistics and charts, recent calls, wanted players, inmates, K9 units, chat logs, and the Setup guide. |
Setup | Server Setup (admin groups, setup guide, debug) · MDT Display (licence types, masked gang jobs, hidden weapons) · Appearance (themes per job). |
Police work | Dispatch (calls, jobs and ranks, blips, sounds) · Dispatch History · Penal Code · Reports · Awards & Medals · Handcuffs & Arrests · K9 Unit · Society money. |
Map & locations | Garages & Dealers · Equipment Shops · Item Storage · Evidence Storage · Uniform Lockers · Fine Payment Points · Map Markers. |
Communication | Radio Channels (groups, frequencies, broadcast buttons, animations) · Chat Channels. |
System | Action Logs (the audit trail, a Discord webhook per category, retention) · Updates (version check and translation downloads). |
These values live in your database, not in a file. Editing the resource's default files after the first start changes nothing — use the panel.



