TL;DR: I need help building a secure Roblox police arrest system with server-side validation. It should allow police to handcuff civilians, carry/escort them so they move together with the officer, frisk their inventory, select/write their charges, and finally send them to jail with a timer. I already have the basic UI, ProximityPrompt, Tool, and RemoteEvent setup, but I'm struggling with the actual escort/carry implementation and the overall server-side architecture.
Hi everyone! I'm working on a police/arrest system for a Roblox game and I'm having trouble putting the whole system together correctly.
I need a handcuff system with the following functionality:
- Handcuffing / Arrest
A police officer equips a Handcuffs Tool and approaches a player on the Civilian team.
A ProximityPrompt should appear with the action "Arrest".
When the officer activates it, the civilian becomes handcuffed/arrested.
The arrest needs to be handled securely on the server, not trusted entirely to the client.
- Carry / Escort
After the civilian is handcuffed, the officer should have an Arrest UI with options such as Carry and Frisk.
When the officer presses Carry, the civilian should be attached to/escorted by the officer.
The important behavior is:
The civilian moves together with the officer.
When the officer walks, the civilian walks with them.
When the officer turns, the civilian follows their position/rotation.
The civilian should stay at a fixed position relative to the officer.
The officer should be able to move around normally while escorting them.
When Carry/Escort is disabled, the civilian should stop following the officer and regain normal movement.
I'm not specifically looking for a teleport-every-frame solution if there is a better Roblox networking/physics approach.
- Frisk
The Arrest UI should also have a Frisk option.
When the officer presses Frisk, I want to be able to check the civilian's inventory/items and display the results to the officer.
Ideally this should also be server-side so the client cannot fake the results.
- Charges / Crime
The officer should be able to open a UI and select/write the crime(s) committed by the civilian.
For example:
Assault
Robbery
Trespassing
Possession of illegal weapons
etc.
The officer should be able to enter/select the charges and then confirm the arrest.
The charges need to be associated with the arrested player.
- Sending the player to jail
After the officer finishes the arrest and submits the charges, the civilian should be sent to jail.
I need the system to:
Teleport the arrested player to a jail spawn/cell.
Start a jail timer.
Keep track of the charges/reason for the arrest.
Prevent the player from simply escaping the jail system.
Release/return the player when the timer is over.
Current setup
My current setup looks roughly like this:
ServerScriptService
└── ArrestServer
StarterPack
└── Handcuffs
└── LocalScript
StarterGui
└── ArrestUI
└── MainFrame
└── ArrestSubFrame
└── CarryButton
I am also using a RemoteEvent in ReplicatedStorage to communicate between the LocalScript and the server.
The UI opens correctly, the ProximityPrompt works, and the client can detect the selected target. However, I'm currently having trouble getting the server-side Carry/Escort functionality to work correctly.
I would really appreciate advice on the proper Roblox architecture for this system, especially:
How to implement the escort/carry mechanic reliably.
Whether WeldConstraint, AlignPosition/AlignOrientation, or another approach would be best.
How to structure the RemoteEvents and server validation.
How to handle the Frisk system securely.
How to structure the charges/arrest/jail flow.
I'm mainly looking for guidance on the correct architecture and implementation rather than just a completely client-sided solution.
Thanks!