EVIDENCE SYSTEM
- UV Light Reveal Latent prints stay invisible until you sweep
- AFIS Comparator Match minutiae by hand — earn every ID
- Ballistics Match Compare striations under the microscope
- DNA Sequencing Swab blood & align loci against records
- Gunshot Residue Stub hands, count particles under SEM
- Trace Evidence Glass, fibres & paint prove contact
- Case Files Printed jackets + full chain of custody
- Config Studio Set it all up in game — no file editing
This product comes with an escrowed library dependency.
Invisible Until You Look - UV Latent Fingerprints
Prints are not markers on your screen. They are left behind automatically by crimes, they are completely invisible to the naked eye, and the only way to find them is to sweep the scene with a UV flashlight.
- Latent prints are genuinely hidden - no blip, no prompt, no glow until the UV light hits them.
- Sweep range and print quality odds are both yours to tune.
- Gloves stop a print being left at all, so countermeasures actually mean something.
- Prints fade on a timer you control - make forensics a response game or an investigation game.
- Left automatically by robberies, forced entry and vehicle theft, or by your own scripts.
Dust It, Lift It, Bag It
A revealed print is not an exhibit yet. Turn a fibreglass brush over it until the powder catches the ridges, then transfer the developed print onto a glass slide.
- Hands-on dusting - the powder clings to the ridges and pulls them out of the surface.
- The developed print transfers onto a print slide that becomes the exhibit.
- Full, partial and smudged prints all behave differently at the bench.
- The brush survives. The slide is consumed, so kits have to be restocked.
- Nothing about the print is known until a bench reads it.
AFIS Comparator - Earn the Identification
The script never simply tells you whose print it is. An officer sits at the laptop, lines up the two prints, and confirms the matching minutiae one by one. The answer only exists once somebody has actually done the work.
- Hands-on ridge comparison - align the minutiae yourself to confirm a match.
- Procedurally generated prints, so no two exhibits look the same.
- A hit requires the person to have been booked or swabbed first - booking suspects matters.
- Evidentiary value scales with how many points you actually find.
- Issues an AFIS report as a real inventory item when the comparison lands.
Photograph What You Find
A forensic camera with a real viewfinder, a macro lens and a scale bar. Frame the exhibit, fire the shutter, and the photograph lands in the case file rather than in a screenshot folder.
- Proper viewfinder with focus, exposure and a marker overlay.
- Photographs attach to the case and feed the printed contact sheet.
- Mark an evidence spot from the viewfinder as you shoot.
- Scene photography is a step, not a cosmetic - the case file expects it.
- Images are hosted through your own image-host token.
Numbered Markers, Placed by Hand
Tent cards go down beside each exhibit before anything is photographed or collected, exactly the way a real scene is laid out.
- Numbered markers placed wherever evidence is found.
- Each card is its own world object with its own lifetime.
- They document the scene for the photographs that follow.
- Carried in the marker case, so a scene needs kit to process properly.
- Cleaned up on your own timer, or left standing until collected.
Turn Up With the Right Kit
Set down a hard case at the scene and open it. Brushes, swabs, slides, tape lifts, bags and markers all come out of a physical box that somebody had to bring.
- Deployable equipment cases - markers, evidence bags and a photography kit.
- Set one down anywhere and open it as a stash.
- Pop-up crime scene tent to cover a body or an exhibit.
- Kit runs out, so a long scene needs resupply.
- Pack it back up and carry it to the next call.
Recover the Casings - Correctly
Spent casings, deformed rounds and dropped magazines all land where the shooting actually happened. Pick them up with forceps, not your hands, and they become traceable exhibits.
- Pistol, rifle, shotgun and sniper casings, plus recovered rounds and magazines.
- Forceps required - grabbing evidence bare-handed is not an option.
- Configurable drop rates thin the clutter, so a firefight leaves a workable scene rather than hundreds of props.
- A dropped magazine carries the weapon serial and the prints of whoever loaded it.
- Nearby casings merge so a two-minute shootout does not bury the four that matter.
Dig the Round Out of the Wall
Rounds that missed are still evidence. Recover a projectile from the wall it buried itself in and the rifling survives intact, ready for the comparison scope.
- Projectiles embed where they actually landed, including doors and walls.
- Recovered rounds carry the rifling that names a barrel.
- Deformed by whatever stopped them, but still comparable.
- Works alongside casings, so one shooting leaves several kinds of exhibit.
- Same forceps discipline as everything else on the floor.
Comparison Microscope - Match the Tool Marks
A casing is just a casing until the bench says otherwise. Line up the firing-pin and breech marks under a comparison microscope and see whether the striations actually align with a weapon on record.
- Hands-on striation alignment under a real comparison scope.
- Matches against a firearms registry of serials and owners.
- A weapon with no registered serial dead-ends at the lab, exactly as it should.
- Report a gun as stolen, seized or destroyed from your own scripts.
- Issues a ballistics report naming the weapon, or confirming nothing on file fired it.
The Firearms Registry
Run a serial through the intake unit and the gun gives up its last registered owner. A legitimate gun shop files that record. A black-market seller does not, and that is the point.
- Serial intake unit reads the weapon and returns the registry row.
- A legitimate shop calls one export to file a gun against an owner.
- Unregistered weapons come back with no record at all.
- Mark a serial stolen, seized or destroyed from your own theft or impound flow.
- Printable record that attaches to the case.
Blood Swabbing at the Scene
Blood pools are left by real injuries and carry the DNA of whoever bled. Swab one with a sterile swab and you have a sample, one that means nothing at all until the lab runs it.
- Blood carries the DNA of whoever actually bled, resolved server-side.
- Sterile swabs become an exhibit the moment they touch anything.
- Also triggerable from your own scripts for scripted stabbings and executions.
- Anonymous NPC blood is supported for scenes with no player victim.
- Pools persist on a timer you control, so a scene can wait for a unit to arrive.
Gunshot Residue - Stub the Hands
Firing a weapon leaves residue on your hands. Stub a detained suspect and you capture it, but it fades over time, it washes off in water, and standing next to a shooter picks up a little of it too.
- Residue lands on the shooter and on nearby bystanders, at a fraction you set.
- Decays on a timer and can be washed off, optionally requiring full submersion.
- Configurable to detained suspects only, so it stays a procedural act.
- Works with custom weapons and scripted kills via a single export.
- Carries the signature of the weapon that fired, for the lab to match against the registry.
SEM-EDX Particle Analysis
Characterise what is actually on the stub. Separate genuine primer residue from ordinary environmental noise, and turn a raw particle count into a finding an officer can testify to.
- Hands-on particle characterisation under an electron microscope view.
- Separates primer residue from background contamination.
- A configurable reporting threshold decides what counts as significant.
- High counts mean they fired. Low counts mean they were merely close.
- Issues a chemistry report tied to the exhibit and its case.
Glass From a Broken Window
Smashed windows leave fragments on the ground. Collect them and you can prove a specific pane was broken, then match it to the shards embedded in the clothing of a suspect.
- Fragments are generated by actual broken windows at the scene.
- Every pane has its own refractive index, so glass is not generic.
- Proves contact, never identity, which is exactly what real trace does.
- Persists on a configurable timer like every other scene trace.
- Pairs with a tape lift taken off a suspect for a two-sided comparison.
Refractive Index Comparator
Measure the refractive index of the fragments from the scene against the shards recovered from your suspect. If the indices match, that person was at that window.
- Hands-on RI measurement using immersion oil to match the index.
- Compares scene fragments against a clothing lift directly.
- A lift with too few fragments is not suitable for RI work, so quantity matters.
- Proves presence at a specific pane, not a vague association.
- Issues a trace report attachable to a case file.
Tape Lifts - Take the Scene Off Their Clothes
Glass and seat fibres transfer onto whoever was there. Run a tape lift over a detained suspect and you recover the scene from their clothing hours after they left it.
- Lift glass and fibres straight off the clothing of a suspect.
- Material transfers automatically from broken windows and vehicle interiors.
- Everything decays on its own clock, so timing an arrest matters.
- Configurable to detained suspects only.
- Your scripts can clear transfer for a change-of-clothes flow.
Paint Transfer From a Collision
Hit-and-runs leave paint. Scrape the transfer off the panel with a scalpel and the layer stack underneath identifies the manufacturer finish that caused it.
- Paint transfers automatically between vehicles on collision.
- Scraped off a panel with a scalpel into a fold of paper.
- The layer sequence identifies a single manufacturer finish.
- Longest-lasting of the three transfer types by default, built for hit-and-run work.
- Cooldown between transfers so a single crash does not spam exhibits.
Bag It, Seal It, Sign It
Every exhibit gets packed into a paper evidence bag and sealed on the spot. The label records what is inside and who sealed it, and that record follows the exhibit for the rest of its life.
- Pack multiple exhibits into a bag and seal it in-world.
- The seal is the record - the label lists the contents and the officer who closed it.
- Sealed bags can be booked into an evidence locker or handed over intact.
- Every exhibit carries its own evidence ID - nothing stacks, nothing merges, nothing is lost.
- Chain of custody starts the moment it is collected, not when it reaches the lab.
The Evidence Locker
Exhibits go in and the record starts. Booking is the moment an item stops being loose property and becomes something the case can rely on.
- Placed anywhere in the world with the in-game creator.
- Booking writes the first real chain-of-custody entry.
- Records survive restarts, because they live in the database.
- Officers draw exhibits back out when a bench is ready for them.
- Optional setting to accept any item, for servers that want it looser.
Break the Seal
A sealed bag has to be opened before anything inside can be examined, and opening it is itself a recorded act.
- Unseal a bag to take the exhibit back out.
- The act is logged, so the chain shows who opened what.
- Exhibits keep their evidence ID through the whole round trip.
- Nothing can reach a bench without passing through custody first.
- Re-bag and re-seal as many times as the case needs.
Build Your Lab Where You Want It
Five forensic benches, each built for a different kind of evidence. Aim where you want one, scroll to size its radius, and confirm. Positions are saved to the database and restored on every restart.
- DNA sequencer, AFIS, ballistics microscope, mass spectrometer and trace station.
- Placed live in-game with no config editing and no coordinates to copy.
- Each bench consumes its own reagents, so a lab has to be supplied.
- Live in-world billboards show queue and status at each station.
- Place evidence lockers and the firearms desk the same way.
Running the Bench
Every exhibit has its bench. Load it, feed it the reagents it needs, and wait for the job to finish before anyone can read the result.
- Insert an exhibit, load equipment, and the bench starts its clock.
- Reagents are consumed per job, so benches run dry.
- A station seeded empty refuses to start until it has been stocked.
- Each bench takes a different amount of time to complete a job.
- Collect the finished output as a real report item.
The Forensic Laptop
A ruggedised field terminal you deploy anywhere. Everything the lab knows lives on it - the queue, the comparators, the database and every case.
- Deployable from an item, with a proper open and boot sequence.
- Reaches the evidence locker, the lab queue and every comparator.
- The screen is a live render on the prop itself, not a floating panel.
- Carry it to a scene instead of driving back to the station.
- Optionally require the item, or let officers deploy freely.
Names, Faces, Prints - Whoever Has Been Booked
The database is what makes an arrest matter. Every person processed adds a DNA profile and a print set, and every future crime is compared against that list.
- Searchable records of citizens, suspects, officers and personnel.
- DNA ID, fingerprint ID and on-file status at a glance.
- A sample from somebody never booked comes back unknown.
- Booking a suspect is what turns the next scene into a solvable one.
- Enrol a citizen from your own booking flow with one export.
The Lab Queue
Every exhibit in progress and every result waiting. The queue is the lab schedule, and it is where an investigation actually gets its answers.
- See what is running, what is waiting and what is ready.
- Results wait for an officer to read them, not a timer to expire.
- Awaiting determination until somebody works the comparison.
- Shared across the whole department, not per-player.
- Every finding links back to the exhibit and the case it came from.
Exhibits, Photos and People - One Case Number
Tie everything together. Link exhibits, link the photographs from the scene, and attach the people the lab has named, all under a single case reference.
- One case number holds exhibits, photographs and named people.
- Link scene photographs straight into the contact sheet.
- Find which cases an exhibit appears on from your own scripts.
- Priority and status so a department can triage its workload.
- Cases persist, so an investigation can span days.
Real Case Files - Something a Court Would Recognise
Build a case jacket from the exhibits you have collected and print it. You get a cover sheet, an evidence index, a photo contact sheet and a full chain of custody, and it all survives a server restart.
- Printed case jacket with your department name on the cover sheet.
- Evidence index listing every exhibit attached to the case.
- Photo contact sheet built from your own scene photography.
- Complete chain of custody - who collected it, who sealed it, who analysed it.
- Case files are physical items. Whoever holds one can read it.
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