Client Exports
🔍 Player state
exports['kartik-ambulancejob']:isDead()
exports['kartik-ambulancejob']:isLastStand()
exports['kartik-ambulancejob']:isDown() -- dead OR last stand
exports['kartik-ambulancejob']:getState() -- 'alive' | 'laststand' | 'dead'
exports['kartik-ambulancejob']:getInjuries()
exports['kartik-ambulancejob']:isOverdosing()🖥️ Opening the interface
exports['kartik-ambulancejob']:openPatientCare(serverId)
exports['kartik-ambulancejob']:openTablet()
exports['kartik-ambulancejob']:openInjuries()
exports['kartik-ambulancejob']:openPager()
exports['kartik-ambulancejob']:openHospitalBoard(hospitalId)Useful for adding the tablet to your own phone, or the injury view to your own HUD.
🦴 Impairment, the important one
Action speed
duration = 5000 * exports['kartik-ambulancejob']:getActionSpeed()Returns a duration multiplier. 1.4 means everything should take 40% longer.
Drop this into every progress bar in your server, lockpicking, crafting, repairing, jobs, heists, and injuries suddenly affect a player's entire life, not just combat. It is one line per call site.
Is a specific action impaired?
exports['kartik-ambulancejob']:isImpaired('driving')| Value | |
|---|---|
'shooting' | |
'driving' | |
'melee' | |
'movement' | |
'carry' | Blocked by 1 broken arm |
'drag' | Blocked by 2 broken arms |
'cpr' | Blocked by 1 broken arm |
'stretcher' | Blocked by 2 broken arms |
Full detail
exports['kartik-ambulancejob']:getImpairment()Returns a table, or nil if the player is unimpaired:
{
arm, -- combined arm impairment 0-1
brokenArms, -- count
woundedArm, -- badly wounded arm
leg, -- combined leg impairment
anyLeg, brokenLeg, legCast,
chest, -- broken ribs / chest wound
pain, -- pain impairment 0-1
painLevel, -- raw pain 0-100
concussion,
lowBlood,
}🌡️ Environment
exports['kartik-ambulancejob']:getAmbientTemperature()
-- returns: ambient °C, sheltered, wet, warmClothesUseful for survival, thirst or weather scripts.
🏟️ Opting out of damage
For arena, paintball or minigame resources:
LocalPlayer.state.kajIgnoreDamage = trueDamage taken while this is set does not create injuries.