LUIS_SANCHEZ-35dfab
LUIS_SANCHEZ-35dfab +10.00 EUR
l-carmenu 4th Sep 26
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Cecile_Bentara +11.90 EUR
l-carmenu 15th Aug 26
ItsCris24
ItsCris24 +10.00 EUR
l-carmenu 13th Aug 26

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l-deathtimeout
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l-deathtimeout

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Overview

Detailed features and information

l-deathtimeout

A short combat block after death for ESX Legacy. Once a player is back on their feet, whether they respawned themselves or a medic revived them, they cannot pull a weapon, throw a punch or fire a shot for as long as you allow. A slim timer at the top or the bottom of the screen counts the block down and turns red for the last few seconds, and that bar is the only thing the player is told. No notification, no chat line, nothing to click away.

This is the rule every roleplay server writes into its rules page and then has no way to enforce. A player who gets shot, respawns at the hospital and drives straight back to the same spot with a gun in hand is a common problem, and asking admins to watch for it does not scale. l-deathtimeout turns it into a setting: a duration in seconds, a list of jobs that get less or none of it, and a bypass list for your staff.

It blocks properly rather than hoping. The weapon wheel and the number keys are dead, aiming and firing are disabled, melee is disabled, drive by weapons are disabled, and anything that ends up in the hands is put away again. With ox_inventory the player statebag that ox reads is switched off on top of that, so the inventory itself refuses to equip a weapon in the first place instead of the script fighting it every frame.

Persistence

Turning persistence on writes a running block into one small table and reads it back when the player joins. Quitting during the timeout no longer skips it, and neither does a server restart. The timer picks up where it left off with the seconds that really remain, not with a fresh full duration. Leaving persistence off keeps the resource entirely in memory with no database at all.

Cutting it short

Two config tables decide who gets what.

  • Job durations give a shorter block, or none at all, to the jobs that need it. Police and medics can be back on the street right away while everyone else waits. The job the player has at the moment they get up is the one that counts.
  • Items let a player shorten the running block themselves. A bandage takes seconds off, a medikit takes more off, and the block ends as soon as nothing is left of it. The item is used the normal way out of the inventory and is consumed, and using it while nothing runs does nothing at all.

Server exports do the same from another script: set a block, add or remove seconds from a running one, clear it, or read whether one is active and how many seconds are left. The client side is read only on purpose, so nothing running on a player's machine can lift their own block. The end time also sits in a player statebag, which any other resource can read on both sides without calling anything.

Made to be changed

  • Duration in seconds, applied to a respawn and a medic revive alike
  • What exactly is blocked: weapons, melee, shooting, aiming and vehicle weapons, each on its own
  • Timer at the top or the bottom of the screen, the warning threshold, or no timer at all
  • Bypass by ESX group, by job or by ACE permission, all checked on the server
  • Works with esx_ambulancejob out of the box, and recognises visn_are, osp_ambulance and wasabi_ambulance on its own
  • Any other death system fits through one small open adapter file with two moments in it
  • Discord webhook logging
  • English and German locale files
  • Every colour and the distance to the screen edge are CSS variables in html/style.css. Edit the file, restart the resource, done. No rebuild, no build tools, no npm

Requirements

  • ESX Legacy (es_extended), 1.13.x and 1.14.x
  • oxmysql, only when you turn persistence on
  • ox_inventory, only when you set the inventory mode to ox
  • FiveM server, recent artifacts

TAGS: FiveM [SportsEsports], ESX [Extension], NEW [FiberNew]

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