Server Side
Revive Player
Use one of following events to revive player
-- Any of these events will work :)
local targetId = 1 -- replace with existing player id
TriggerClientEvent('p_ambulancejob/client/death/revive', targetId)
TriggerClientEvent('esx_ambulancejob:revive', targetId)
TriggerClientEvent('hospital:client:RevivePlayer', targetId)
TriggerClientEvent('hospital:client:Revive', targetId)targetId: number
Existing player server ID
Kill Player
Use one of following events to kill player
-- Any of these events will work :)
local targetId = 1 -- replace with existing player id
TriggerClientEvent('p_ambulancejob/client/death/kill', targetId)
TriggerClientEvent('hospital:client:KillPlayer', targetId)targetId: number
Existing player server ID
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}}
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}
Check Pulse
Use following statebags to check player pulse
getPlayerInsurance
Use following export to get player insurance data
Return:
insurance:
{name: string, duration: number [os.time], timeLeft: number [difference between expire time and current time]}
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