A death screen for ESX Legacy that replaces the plain text timer your ambulance script draws when a player goes down. The player sees a bottom bar with a heartbeat line, a countdown ring, the cause of death and how many medics are on duty, and two buttons they click with the mouse: respawn and call a medic. The upper part of the screen stays free on purpose, so the death camera still has something to show while the player waits.
There is one timer, and it sits in the ring. First it counts down until respawning unlocks, then it starts over and counts down to the forced respawn. Both numbers come from your config, and the ring empties along with them, so a player can tell at a glance how long they still have. Holding the respawn button instead of clicking it stops accidental respawns, and paying an early respawn price is optional, charged on the server, from cash or bank.
The screen does not take over your death system. esx_ambulancejob keeps the death state, the death camera, the death animation, the item removal and the whole revive path, and l-deathscreen only replaces the on screen timer and the distress prompt. Everything it needs from a death system sits in one open adapter file, and visn_are, osp_ambulance and wasabi_ambulance are recognised on their own with nothing to set up.
While the player is down the world can be tinted, drained of colour and blurred, and all of it is one config table. A game timecycle modifier sets the mood, the strength fades in over a few seconds instead of snapping on, a slow pulse makes it breathe like a heartbeat, a screen effect goes on top, motion blur softens the picture and a second modifier layer takes the colour out of the world. Every part can be switched off on its own, and everything is restored on respawn or on a revive.
The call medic button runs in one of two modes. In notify mode the resource does the work itself: every online medic gets a notification and a flashing blip on the injured player, with an optional GPS route, and the blip removes itself once the patient is helped, respawns or the lifetime runs out. The jobs that count as medics, the on duty filter, whether the caller stays anonymous and the whole blip look are config values.
In dispatch mode nothing is sent by the resource. One adapter function receives the call and hands it to the dispatch script you already run, in three arguments that the file explains. Either way the cooldown between two calls belongs to the server, and the button shows the player what is left of it.
TAGS: FiveM [SportsEsports], ESX [Extension], NEW [FiberNew]
A death screen for ESX Legacy that replaces the plain text timer your ambulance script draws when a player goes down. The player sees a bottom bar with a heartbeat line, a countdown ring, the cause of death and how many medics are on duty, and two buttons they click with the mouse: respawn and call a medic. The upper part of the screen stays free on purpose, so the death camera still has something to show while the player waits.
There is one timer, and it sits in the ring. First it counts down until respawning unlocks, then it starts over and counts down to the forced respawn. Both numbers come from your config, and the ring empties along with them, so a player can tell at a glance how long they still have. Holding the respawn button instead of clicking it stops accidental respawns, and paying an early respawn price is optional, charged on the server, from cash or bank.
The screen does not take over your death system. esx_ambulancejob keeps the death state, the death camera, the death animation, the item removal and the whole revive path, and l-deathscreen only replaces the on screen timer and the distress prompt. Everything it needs from a death system sits in one open adapter file, and visn_are, osp_ambulance and wasabi_ambulance are recognised on their own with nothing to set up.
While the player is down the world can be tinted, drained of colour and blurred, and all of it is one config table. A game timecycle modifier sets the mood, the strength fades in over a few seconds instead of snapping on, a slow pulse makes it breathe like a heartbeat, a screen effect goes on top, motion blur softens the picture and a second modifier layer takes the colour out of the world. Every part can be switched off on its own, and everything is restored on respawn or on a revive.
The call medic button runs in one of two modes. In notify mode the resource does the work itself: every online medic gets a notification and a flashing blip on the injured player, with an optional GPS route, and the blip removes itself once the patient is helped, respawns or the lifetime runs out. The jobs that count as medics, the on duty filter, whether the caller stays anonymous and the whole blip look are config values.
In dispatch mode nothing is sent by the resource. One adapter function receives the call and hands it to the dispatch script you already run, in three arguments that the file explains. Either way the cooldown between two calls belongs to the server, and the button shows the player what is left of it.
TAGS: FiveM [SportsEsports], ESX [Extension], NEW [FiberNew]
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