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.
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.
Two config tables decide who gets what.
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.
TAGS: FiveM [SportsEsports], ESX [Extension], NEW [FiberNew]
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.
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.
Two config tables decide who gets what.
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.
TAGS: FiveM [SportsEsports], ESX [Extension], NEW [FiberNew]
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