Kartik Scripts

Supported Scripts

Everything is detected automatically when the server starts. You do not configure any of this, just run your scripts and the bridge finds them.

When several scripts of the same category are running, the first one in the list wins.


Frameworks

qbx_core → qb-core → es_extended

Inventories

ox_inventory → qs-inventory → codem-inventory → codem-inventoryv2 → tgiann-inventory → origen_inventory → qb-inventory → ps-inventory → lj-inventory

Target

ox_target → qb-target → sleepless_interact → built-in [E] prompts

Radial menu

qb-radialmenu → ox_lib radial (also used by qbx_radialmenu). Turn it off with Config.Radial.enabled.

Dispatch

kartik-mdt → lb-tablet → ps-dispatch → cd_dispatch → qs-dispatch → core_dispatch → rcore_dispatch → tk_dispatch → built-in alerts

MDT reports

kartik-mdt → lb-tablet → ps-mdt

Medical records are always stored inside this resource as well, so nothing is lost if you change MDT later.

Society / banking

Renewed-Banking → kartik-banking → okokBanking → fd_banking → tgg-banking → snipe-banking → tgiann-bank → p_banking → qb-banking → esx_addonaccount

Billing

okokBilling → codem-billing → jim-payments → esx_billing → built-in accept / decline prompt

Boss menu

qbx_management → qb-management → esx_society

Clothing

illenium-appearance → rcore_clothing → fivem-appearance → qb-clothing → esx_skin

Uniforms work with any clothing script through game natives, so this detection is only for the cloakroom menu.

Vehicle keys

p_vehiclekeys → qbx_vehiclekeys → qb-vehiclekeys → wasabi_carlock → qs-vehiclekeys → MrNewbVehicleKeys → Renewed-Vehiclekeys → t1ger_keys → jaksam-vehicles-keys → okokGarage

For p_vehiclekeys, add its key events first: Physical Keys (p_vehiclekeys).

Fuel

ox_fuel → LegacyFuel → cdn-fuel → ps-fuel → lj-fuel → Renewed-Fuel → okokGasStation → qs-fuelstations → rcore_fuel → lc_fuel → GTA fuel

Multicharacter

qbx_core, qb-multicharacter, 17mov_CharacterSystem, ZSX_Multicharacter, so injuries and states clear correctly when switching characters.

Emote menus

rpemotes-reborn (also as rpemotes), scully_emotemenu

When a player goes down, any emote they are playing is cancelled (props removed, no exit animation), so the downed pose is not interrupted. With rpemotes-reborn, emotes are also blocked while the player is downed (its canEmote state) and allowed again on revive or respawn. If another script (cuffs, jail) had already blocked emotes, that block is left as it is.

UI style

Not detected, you pick these yourself in Config.Integrations:

SettingOptions
notifykartik (built-in), ox_lib, lation_ui, okokNotify, framework
progresskartik (built-in), ox_lib, ox_lib_circle, lation_ui, framework
textuikartik (built-in), ox_lib, lation_ui, framework
minigameox_lib, lation_ui
menukartik (built-in), ox_lib
dialogkartik (built-in), ox_lib, confirm boxes and text prompts

Admin

txAdmin: its Heal and Heal All buttons revive properly through this resource.

AI medic

Built-in, or Envi-Medic (see below).

Arena / paintball scripts

nass_paintball, pug-paintball, brutal_paintball, 0r-paintball-v2, qs-deathmatch, ws_ffa_v2, damage taken while these are active does not create injuries.

Add your own to Config.IgnoreDamageResources, or set LocalPlayer.state.kajIgnoreDamage = true from your script.


Envi-Medic

  1. Start kartik-ambulancejob before envi-medic.
  2. In the envi-medic config, set its revive to:
exports['kartik-ambulancejob']:EnviRevive(source, finalRevive)

finalRevive = true heals fully, otherwise the patient is only stabilised.

While envi-medic is running, the built-in AI medic hides itself (Config.Compat.enviMedic).


Adding your own script

Resources must keep their original folder names, the adapters call their exports by name.

Every integration lives in /bridge, outside the escrow. Adding support for another script is one adapter entry in the matching bridge file, no core code is touched.

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