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Fingerprints

Marco edited this page Feb 15, 2026 · 18 revisions

Leaving fingerprints

By default, players don't leave fingerprints when wearing gloves. If you have custom clothing on your server, you need to add the ids of hands without gloves to the exceptions-list in config.lua:

config.isPedWearingGloves = function()
    local handsVariation = GetPedDrawableVariation(cache.ped, 3)
    local exceptions = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 112, 113, 114, 184, 196, 198}
    
    return not lib.table.contains(exceptions, handsVariation)
end

Important

Fingerprints are only created if the function returns false! This means you can add further conditions, which have to be fulfilled in order for a player not to leave any fingerprints.

Fingerprints on vehicles

Players leave fingerprints on

  • vehicle doors when interacting with them (entering or leaving) or
  • on the whole vehicle if it has no doors (e.g. boats and bikes).

By targetting the door or vehicle, players can remove the fingerprints from it if they got hydrogen_peroxide in their inventory. Permitted players (as defined in config.lua) may collect fingerprints from vehicle doors or vehicles in case they have a forensic_kit item with them. They receive a collected_fingerprint item that is required to analyse the fingerprint.

config.permissions = {
    collect = { -- Allowed jobs and their minimum grades required to collect evidence
        police = 0,
        fib = 0
    }
}

fingerprint_at_vehicle_door

Fingerprints on weapons

Players leave fingerprints on weapon items when equipping them. Using hydrogen_peroxide while the weapon is equipped removes the fingerprint from its surface. Police do not need to collect fingerprints from weapons separately. It is sufficient to seize the weapon itself in order to analyse the fingerprint on it.


Analysing fingerprints

  1. Place an evidence_laptop.
  2. Open the 🫆 Fingerprint Analysis App.
  3. Have an item in your inventory that holds a fingerprint (collected_fingerprint or weapon with fingerprint on it).
  4. On the left side of the app, all those items in your inventory and in evidence boxes are displayed. By selecting an item from the sidebar, the corresponding information will be displayed on the right side. In the upper section, you can see detailed information about the evidence (crime scene, time of collection). You also have the option to add additional notes if needed. In the lower section, you can analyze the item. After a short processing time, the app will either display the identified person from the citizen app or show an error message if no match was found. Fingerprint assignments to a person are managed through the Citizen App. See more here.


Taking and linking fingerprints to a player

If you want to collect a player’s fingerprints — either to register them in the system or to identify someone who has lost their ID card — you can target the person using your interaction eye while carrying a forensic_kit. The targeted player will then receive an option to either accept or decline providing their fingerprints. If the person is cuffed or dead, you can take their fingerprints without their consent.

Note

The implementation and the checks for whether a player is dead or cuffed depend on the framework or police script you are using. You can adjust both checks in the config.lua by modifying them to use your own exports. If something is not working correctly, please make sure to review and adapt these configuration settings accordingly.

Once the fingerprints are collected (either by consent or by force), you will receive an collected_fingerprint item. This item can be analyzed in the Fingerprint App or used to link the fingerprints to a person in the Citizen App. You can find more information about the linking process here.

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