Lab ID (Evidence)
A fingerprint or a DNA sample that comes back with a name is a different kind of knowing. It is not a face you recognized — it is a laboratory result, and the script treats it as its own kind of record.
How it works
- An officer collects evidence through your server's evidence script.
- The lab returns a match.
- The officer gets a Lab ID on that person.
| Default | |
|---|---|
| How long it lasts | 7 days |
| What it counts as | 100 % for the purpose of acting on it |
| Who gets it | The officer who ran the test |
| Limit | A few per person per day; your server sets it (PerTargetPerDay) |
What it is and is not
A Lab ID means "the laboratory says this print belongs to this person". It does not mean the officer would recognize them in the street: it is a name on a file, not a face.
So by default a Lab ID:
- does count for "may this officer act on knowing who this is" — an arrest warrant is exactly the thing a lab result is for, and it counts in proofs;
- does not put a name over their head or in chat. Servers can switch that on
(
Config.Api.LabInNameApis), but the shipped default is off.
A Lab ID always sits on the real person, never on a disguise memory, so putting a mask on does not shake it off. The script never names anybody itself: the officer learns who it is from the evidence script's own screen.
In the Admin Panel a Lab ID shows as a LAB ID badge on the pair view and as its own entry in the timeline.
Settings
All in Config.Lab:
| Key | Default | What it does |
|---|---|---|
Enabled | true | Turns Lab IDs on or off |
Seconds | 604800 (7 days) | How long a Lab ID lasts |
RequireCorrectLink | true | A match that points at the wrong person grants nothing |
Recipients | 'officer' | Who gets it: 'officer' (who ran the test), 'onduty' (every on-duty officer), 'officer_mdt' (officer + an MDT note) or 'none' (staff log only) |
RepeatWindowSeconds | 600 | The same lab result again within 10 minutes only refreshes the timer |
PerTargetPerDay | 3 | Most Lab IDs one officer can get on the same person per day |
ClientTrust.RequireJob | true | The officer must have a police job (Config.Jobs) |
ClientTrust.RequireDuty | true | The officer must be on duty |
ClientTrust.Zones | {} | Lab rooms where results count. Empty = anywhere |
ClientTrust.RatePerHour | 10 | Most Lab IDs one officer can get per hour |
ClientTrust.CountsForAct | false | See below |
The job, duty, zone and per-hour checks apply to every lab result, whatever evidence script it comes from.
Some evidence scripts report the lab result from the player's game rather
than from the server. For those, the shipped default is to store the Lab ID and
show it to staff, but not to let it count for acting. If you trust your
evidence script, turn that on with Config.Lab.ClientTrust.CountsForAct = true.
Supported evidence scripts
See Police, MDT & Evidence for the current list, and Writing a Custom Adapter if yours is not on it.
A script can also grant a Lab ID directly — see
Server Exports, GrantLabIdentification.