Injury Impairments
This is the system that makes the whole script matter. An injury is not a number on a chart, it changes how your character plays until someone treats it.
All of it is in Config.Impairments and can be tuned or switched off piece by piece.
๐ฉน How treatment reduces it
| State | Effect remaining |
|---|---|
| Untreated fracture | 100% |
| Splinted | 60% |
| Cast | 35% |
| Pain, with a painkiller active | 50% |
This is why a splint is worth applying even though it never heals anything. Cutting a broken arm's effect to 60% is the difference between a patient who can function and one who cannot.
A "badly wounded arm" means an untreated arm wound or bleeding at level 2 or higher, it causes similar problems to a break, just milder.
๐ซ Shooting
| Condition | Effect |
|---|---|
| Broken arm | The crosshair wanders about 3ยฐ. An open fracture is worse than a closed one |
| Badly wounded arm | About 40% of that sway |
| Broken arm | Extra upward recoil on every shot |
| Pain above 60 | Aim starts to shake, scaling up to 100 pain |
| Both arms broken | You cannot aim down sights at all (casts count) |
| Broken or wounded arm | 1.5 second delay before you can fire after a reload |
Two-handed weapons with a broken arm
Firing an SMG, rifle, MG, shotgun, sniper or heavy weapon with a broken arm:
| Aim sway | ร2.5 |
| Recoil | ร2.0 |
| Pain | +2 per shot |
| Risk per burst | 10% chance a closed fracture turns open (and starts bleeding), or your cast or splint cracks and healing restarts from zero |
Firing a rifle with a broken arm is a genuinely bad idea. You will miss, you will be in agony, and there is a real chance you make the break worse.
Servers can change this from penalty to block (you simply cannot use two-handed weapons) or off.
๐ Driving
| Condition | Effect |
|---|---|
| Broken arm | The car wanders, up to 25% steering drift above 5 m/s |
| Broken right leg | 45% engine power lost |
| Concussion or low blood | Blackouts, 20% chance every 20 seconds above 15 m/s, lasting 0.9 seconds |
A blackout at speed is exactly as dangerous as it sounds. Concussed patients should not be driving, and the script enforces it the hard way.
"Low blood" means below 65% of your blood volume.
Optional settings: add the left leg for manual-gearbox realism, or block driving entirely with a cast on the driving leg.
๐ Movement
| Condition | Effect |
|---|---|
| Broken leg | No jumping, climbing or vaulting (casts count) |
| Broken leg or arm | 35% slower swimming |
| Broken leg | +15 extra damage when landing from a fall |
| Broken ribs or chest wound | 15 extra stamina per second drained while sprinting |
| Pain | Up to 25% slower walking at 100 pain, starting from 20 |
| Pain above 80 | 8% chance per 5 seconds of running to stumble |
| Untreated leg fracture | 10% chance per 5 seconds of sprinting to fall over |
| Leg injury (limp) | A visible limping animation |
๐ Melee
| Condition | Effect |
|---|---|
| Broken arm | Half punch damage |
| Broken arm | +8 pain every time you punch |
๐ซ Actions you cannot do
Broken arms, casts and splints count, block these outright:
| Action | Broken arms needed to block |
|---|---|
| Carrying a patient | 1 |
| Performing CPR | 1 |
| Dragging a patient | 2 |
| Pushing a stretcher | 2 |
This applies to medics too. A medic with a broken arm cannot do CPR.
๐ Slowing down other scripts
Any script on your server can ask how impaired a player is and slow itself down accordingly:
duration = 5000 * exports['kartik-ambulancejob']:getActionSpeed()getActionSpeed() returns a multiplier, 1.4 means everything should take 40% longer.
You can also ask specific questions:
exports['kartik-ambulancejob']:isImpaired('driving')
exports['kartik-ambulancejob']:getImpairment()Wire this into lockpicking, crafting, jobs and heists and a broken arm slows down a player's entire life, not just their combat. This is the single highest-value integration in the script.
See Client Exports.
๐จ Visual feedback
| Effect | |
|---|---|
| Limping | Injured movement animation |
| Concussion blur | Screen blurs with a head injury |
| Pain pulse | Red screen pulse at high pain |
| Bleeding drips | Blood decals on the ground while bleeding |
| Low blood blackout | The screen fades as blood volume drops |
| Status HUD | Icons and a body map showing your current problems |
All individually toggleable in Config.Effects.
Health regeneration
GTA's own slow health regeneration stays on by default (Config.Effects.gtaHealthRegen, false = health only comes back from treatment and heal items). It pauses while hunger or thirst is at 0 on ESX, QBCore and QBox, so it never fights the framework's starvation drain.
โก Taser
Being tased:
- knocks you down,
- flashes and shakes the screen,
- locks your controls for 6 seconds.
Configurable in Config.Effects.taser.