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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