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FREE Ai Police Response

qbcore

The record

Configurable AI police dispatch for QBCore servers

Free AI Police Response

This mod runs AI police dispatch and wanted levels in place of the base GTA V system, tuned to be less punishing and more believable. It was built for small RP servers, the kind you run for friends where you can't fill a police roster with real players, so the AI covers the response instead. Every setting and every line of code is commented, so you can crank it harsher than base game or soften it right down.

How the response works

  • Player police fallback: AI only takes over when your player police aren't online. You set how many cops are required, and whether they have to be on duty to count.
  • Per-zone units: units are split by jurisdiction by default, Los Santos, Paleto Bay, Sandy Shores, and Countryside. Each unit carries a spawnChance weight and a minimum wanted level. Riot and FBI vehicles are weighted high, so they flood in once you hit those stars while regular units still respond.
  • Randomized loadouts: each spawned unit gets a custom loadout, randomized with a spawnChance weighting per weapon.
  • Custom peds: every unit has its own assigned ped models that you can swap out.
  • Air support: helicopters spawn at higher wanted levels, 4 stars instead of 3 by default. Military helicopters and planes join in if the player is flying a heli or plane themselves.

Scaling and cleanup

  • Units spawned per wanted level is customizable, with separate counts for ground units, helicopters, and planes.
  • Dead units and far-away units are removed on their own timers, freeing up slots for more to spawn. Ground, helicopter, and air timers are all separate.
  • Evasion times and spawn distances are configurable per wanted level and per unit type.
  • Police spawn per player. Two wanted players in one car pull double the response, four pull four times the response, so difficulty scales with the crew.

Sync and stolen vehicles

Police are spawned serverside, then their networkIDs are handed back to the requesting client so they stay controlled and don't migrate. Distance culling is high, so units stay controllable from far off and other players will see the police chasing them. Stolen police vehicles won't despawn while a player is sitting in them during cleanup, so a cruiser you grab mid-chase stays put. Note that, for now, it also won't despawn afterward. Logic to remove abandoned ones is planned.

Players with police jobs can be shielded from ever going wanted, with an option to apply that only while they're on duty.

Requirements

QBCore is required for notifications, counting on-duty police players, near-vehicle checks, and cancelling wanted levels while a player is dying or in last stand. It could in theory be dropped if you swap the near-vehicle check to the native and remove the notification and last-stand logic.

Exports

exports['fenix-police']:ApplyWantedLevel(wantedLevelHere) -- level 1 to 5, ADDS to the current wanted level
exports['fenix-police']:SetWantedLevel(wantedLevelHere)   -- level 1 to 5, SETS the level if higher than current

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