As of right now, only Bro Code Version of ox_inventory is only compatible with this script. It is a bridge and storage box used to compute player injuries. You could improve your roleplay server's Medical Services by carefully using the Exports. Additionally, we intend to write a medic script to guarantee greater compatibility and extensive resource support for this script. To enable you to incorporate it into your script, callbacks and exports will be offered.
- Download the ox_inventory-brocode from https://github.com/TeamBroCode/ox_inventory-brocode.
- Add the scripts (ox_inventory and BC_Wounding) to your resources folder.
- Edit the Config for your framework. (Currently only supports QBCore / QBOX / ESX)
- Please only edit the client_open if you understand with its working structure and can adjust it to your specifications. (Optional)
- Add the following to your server.cfg file:
ensure BC_Wounding
ensure ox_inventory- Start the server and enjoy!
local PlayerDamage = exports.BC_Wounding:GetPlayerDamage() -- Returns the player's damage. Returns a table.
-- Result
PlayerDamage = {
['HEAD'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['NECK'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['SPINE'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['UPPER_BODY'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LOWER_BODY'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LARM'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LHAND'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LFINGER'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LLEG'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LFOOT'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RARM'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RHAND'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RFINGER'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RLEG'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RFOOT'] = { bullet = 0, severity = false, broken = false, bleeding = false },
}
exports.BC_Wounding:ResetAll() -- Resets the player's damage completely.
-- BodyPart: string (Refer Config.Bones), bullet: int, severity: bool, broken: bool, bleeding: bool
exports.BC_Wounding:UpdatePlayerDamage(bodyPart, bullet, severity, broken, bleeding) -- Updates the player's damage.
-- Example
exports.BC_Wounding:UpdatePlayerDamage('HEAD', 10, true, true, true) -- Updates the player's head damage. local PlayerDamage = exports.BC_Wounding:GetPlayerDamage(source) -- Returns the player's damage. Returns a table.
-- Result
PlayerDamage = {
['HEAD'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['NECK'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['SPINE'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['UPPER_BODY'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LOWER_BODY'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LARM'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LHAND'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LFINGER'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LLEG'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['LFOOT'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RARM'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RHAND'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RFINGER'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RLEG'] = { bullet = 0, severity = false, broken = false, bleeding = false },
['RFOOT'] = { bullet = 0, severity = false, broken = false, bleeding = false },
}