Client Side
REMEMBER ABOUT CLIENT SIDE AND SERVER SIDE IN CHOOSING EXPORT!
Revive Player
Use one of following events to revive player
-- Any of these events will work :)
TriggerEvent('p_ambulancejob/client/death/revive')
TriggerEvent('esx_ambulancejob:revive')
TriggerEvent('hospital:client:RevivePlayer')
TriggerEvent('hospital:client:Revive')Kill Player
Use one of following events to kill player
-- Any of these events will work :)
TriggerEvent('p_ambulancejob/client/death/kill')
TriggerEvent('hospital:client:KillPlayer')openDispatch
Use following export to open dispatch menu
openDispatch
Use following export to open dispatch menu
getDispatchAlerts
Use following export to get all active alerts on dispatch
Return:
alerts:
table {id: number, player: number, code: string, title: string, message: string, coords: vec3, expire: number, blip: {sprite: number, scale: number, color: number}}
Send Alert
Use following event to send alert to EMS
code: string
Alert Code
title: string
Alert Title
message: string
Alert Message
coords: vec3
Coords of alert
expire: number
Time in seconds to expire alert
blip: {sprite: number, color: number, scale: number, pulse: boolean}
isPlayerOnBed
Use following export to check if player is currently on some hospital bed
playerId: number
Existing player server id
Return:
result:
boolean
getBleedingValue
Use following export to check player current bleeding value
Return:
result:
number
stopBleeding
Use following export to stop player bleeding
addBleeding
Use following export to add value to player bleeding
value: number
Value to add
removeBleeding
Use following export to remove value from player bleeding
value: number
Value to remove
isCrutchEnabled
Use following export to check if player has currently enabled crutch
Return:
result:
boolean
getDeathInfo
Use following export to check player death info
Return:
result:
{isDead: boolean, stage: "death" | "bleeding" | "recovering" | "none"}
isDead / dead
Use following state bag to check if player is dead
onDeathStateChange
You can use this event handler to follow players death state
deathType:
"death" | "bleeding" | "recovering" | "none"deathData:
{victimCoords: vec3, killerCoords: vec3 | nil, distance: number | nil, killer: number | nil, cause: number, weapon: number, weaponLabel: string | nil}
isGpsActive
Use following export to check if player gps is active
Return:
result:
boolean
Check Pulse
Use following statebags to check player pulse
resetPulse
Use following export to reset player pulse
addPulse
Use following export to add value to player pulse
value: number
Value to add
resetTemperature
Use following export to reset player temperature
addTemperature
Use following export to add value to player temperature
value: number
Value to add
assignCrutch
Use following export to assign crutch for player for some time
openRespawnMenu
Use following export to open respawn menu while player is dead
distressAlert
Use following export to send distress alert
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