Usage
Switching tDetector on, the /tdetector dialog, reading the display, what MARK does, and placing the detector prop in the car.
/tdetector opens the settings dialog and is the only command you need. Mute, dim and
mark are rows on its Quick tab, or keys you bind yourself.
Switch it on
Open /tdetector and press Enable Detector. It activates only in a vehicle.
Getting out hides the HUD and leaves the detector on; it returns, replaying the boot
sequence, when you get back in. Boot runs five stages — logo flash, self-test, band
sweep, GPS lock, steady state — and the sweep plays each band's tone in turn.
Each stage takes the whole screen, so a detector showing a word rather than a readout is starting up, not broken.
The fifth stage is the steady state — SCANNING, or an alert.
Commands
/tdetector opens the dialog, /tdetectoredit the 3D prop editor, /tDetLockouts
lists your stored lockouts, and /tDetSources reports why your radar is or is not
setting the detector off. Arguments are in the
Reference; the older /tdet, /tdetmute,
/tdetdim and /tdetmark spellings no longer exist.
Mute, dim and mark are not commands. In play the HUD takes no pointer events, so the
keys printed on a skin are not clickable. Use the Quick tab, or bind tDetMute,
tDetDim and tDetMark under Settings → Key Bindings → FiveM. Neither ships with a
default key.
Settings dialog
Everyone gets Quick, Settings and Feedback. An admin gets Marketplace, Sounds and 3D Prop Editor between them, below a separator.
Quick
| Row | Description |
|---|---|
| Mute Alerts | Silences the tones. Resets on reconnect. |
| Dim Display | Night brightness. Resets on reconnect. |
| Mark Alert | Acts on whatever is alerting now — see What MARK does. |
| Show HUD | Off hides the display; the detector keeps alerting. Remembered. |
| Speed Unit | MPH or KM/H. Applied immediately. |
| Sensitivity | Auto, Highway or City, each labelled with the metres it reaches on your server. |
| HUD Layout | Any folder under layouts/. Changes apply live. |
Dim Display turns the whole face down, not just the brightness of the alert — the same contact at normal and at night brightness:
Settings
| Section | Row | Description |
|---|---|---|
| Power | Enable / Disable Detector | Toggle the detector. Vehicle only. |
| Your preferences | Speed Unit, Sensitivity, HUD Layout | The same three controls as on Quick |
| On-screen placement | Reposition HUD | Opens tLib's shared HUD editor |
Speed unit, sensitivity, layout, HUD visibility and position persist across reconnects. MUTE and DIM do not.
Admin tabs
Marketplace browses and installs layouts in place. Sounds maps each alert event
to an installed .wav, server-wide. 3D Prop Editor is what /tdetectoredit opens —
see Placing the detector in the car.
Admin means tlib.admin, re-checked server-side on every save. Separately,
Config.access may stop /tdetector opening at all and Config.toggleRequiresItem can
leave the toggle disabled — see Access
control.
Reading the display
| Element | Meaning |
|---|---|
| Arrow | Where the source is — ahead, behind, left or right |
| Bars (1–8) | Signal strength, not distance |
| Band | Ka, K, X or LSR |
| Frequency | GHz, e.g. 34.712. Blank for lidar. |
| Speed | Your speed, in the selected unit |
| ×N | Bogey count. Drawn only above one source. |
| I/O | The alerting source is instant-on |
| MUTE | Tone silenced, by the key or by auto-mute |
With nothing on the air every alert element clears. Your speed stays, and SCANNING
means the detector is on and hearing nothing — not asleep.
Strength is not distance
The bars show how loud a radar is, not how near. A unit aimed down your lane from 300 m reads stronger than one across the road at 150 m, and the detector shows the loudest threat, not the nearest.
The meter sits low and flat for most of an approach and then climbs hard, so a steady 2 bars is not "far away and staying there".
Turning sensitivity down turns the whole front end down: distant sources stop being heard at all, and the ones you still hear read fewer bars — 200 m away is 5 bars on Highway and 2 on City.
Bands
| Band | Frequencies | What uses them |
|---|---|---|
| Ka | 33.800, 34.700, 35.500 GHz | Modern police radar; 34.700 is commonest |
| K | 24.150 GHz | K-band radar, and most civilian falses |
| X | 10.525 GHz | Older X-band radar |
| Laser | — | Lidar is light, not radio; no frequency shown |
The frequency is stable per source, so the same patrol car reads the same number every
time — 34.712 today is 34.712 tomorrow.
Instant-on
Constant-on transmits continuously, so you hear it well before it could read your
speed. Instant-on is a trigger pull at a car already in sight, so your only warning is
somebody else being targeted up the road. An instant-on alert is held for
Config.instantHoldMs; a constant-on alert drops the moment it stops. A burst shorter
than Config.radarStateInterval can be missed entirely.
The ×3 beside it is the bogey count, drawn only above one source and counting only what
is inside your current reach. A rising count mid-alert plays a two-note chirp; clearing
the BOGEY sound slot gives silence rather than a generic blip.
Lidar
Out of the beam you get nothing at all even at close range, and anything solid stops it outright. There is no ramp — the bars go straight to full — and no frequency is shown.
Listen, don't look
Pitch tells you the band. The four tones differ in shape as well as pitch.
Cadence tells you the strength. A 1-bar contact fires roughly every 1.5 s, a 7-bar one every 260 ms, and at 8 bars the gaps close entirely into one continuous tone with the arrow held steady. Cadence follows the bars, not the metres.
False alerts
Two civilian sources alert the detector:
- Automatic door openers. X band mostly, a minority on K. Fixed commercial doorways, carrying about 120 m — independent of your sensitivity setting.
- Blind-spot monitoring. K band, from traffic within about 60 m. It is tied to the vehicle model, so the same car always falses and another never does.
Ka never falses, and neither does lidar. That is why City sensitivity leaves Ka at full reach while cutting X and K.
A false is shown exactly like a real radar — a weak K or X contact is a patrol car a long way back or the blind-spot radar on the car beside you, and the display cannot tell you which. Ka is the one you can trust on sight.
What MARK does
Press MARK and what is on screen goes away. You do not choose which of these happens:
| What is alerting | What MARK does |
|---|---|
| A fixed false — a doorway | A permanent GPS lockout on that band. Persists across reconnects. |
| A traffic false — a car | Silences that car for a minute. |
| A real radar — a player | Dismisses the source. It returns next time that radar is keyed up. |
A police radar moves, so nothing you press makes a permanent lockout over one. If a second source is in range, dealing with the first promotes it rather than going quiet.
AutoLearn stores a lockout unasked after Config.lockouts.autoLearn drive-bys,
counted when the site goes quiet — so parking next to a doorway for ten minutes teaches
it nothing. Lockouts live on your own client, so marking a spot never quietens anybody
else's detector.
/tDetLockouts lists everything stored; /tDetLockouts clear forgets it all.
Everyone in the car hears it
When the driver's device alerts, every occupant hears it, and the driver's MUTE
silences the whole cabin. This needs a 3D prop on the vehicle; a vehicle with no placement
in Config.vehicleProp relays nothing. Audio reaches every seat, the prop's screen only
the two front ones, and a passenger who turns on their own detector gets their own
device back.
A passenger needs no detector access of their own, nor the item when
Config.toggleRequiresItem is on.
Repositioning the HUD
Open /tdetector and click Reposition HUD, or run /tlibhud. tLib's shared editor
opens with the detector selected, alongside every other registered HUD resource.
| Action | Effect |
|---|---|
| Drag | Move the HUD |
| Scroll wheel | Scale up or down |
| Corner handles | Uniform resize |
| Alt (held) | Suspend snapping |
Preview applies immediately, Save persists in tLib, Cancel restores the committed placement. The detector must have been displayed once before it can be moved.
Placing the detector in the car
The HUD is what the driver reads. The prop is the box on the windshield everyone in and around the car can see.
A car with no prop placed gives its passengers nothing — no relayed audio, no screen.
Sit in the vehicle and run /tdetectoredit. It needs tlib.admin, re-checked on the
server at every save.
The editor's controls
Save and Cancel sit top right, above six live numeric fields and a Remove Prop button. The left rail is the mode — W translate, R rotate — and the third button is the reference frame: LOC moves along the prop's own axes, WLD along the world's, which differ on a car parked at an angle. Press X to swap.
| Scope | Per vehicle spawn name — every car of that model, not one instance |
| Saved to | data.json on the server |
| Precedence | An in-game placement wins over Config.vehicleProp.placements |
| No placement | No prop. The default for every vehicle. |
Props are read from the two front seats within Config.screenRange and heard out to
Config.audioRange.
Next steps
- Troubleshooting — when something looks wrong.
- Layouts — build your own skin.
Radar Detector
Still stuck? Support can answer it directly.
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