Configuration
This page documents the main configuration options available in config.lua.
Core Settings
Section titled “Core Settings”Framework
Section titled “Framework”Config.Framework = 'esx' -- Options: 'esx', 'qb' (default: 'esx')Config.AmbulanceJob = 'ambulance'Select your FiveM framework. Default is QBCore.
Player Settings
Section titled “Player Settings”Config.MutePlayerOnDead = false -- Mute players while deadConfig.HealthRechargeMultiplier = 0.0 -- Health recharge (0.0 = none, 1.0 = full)Notifications
Section titled “Notifications”Config.NotificationLocation = 'top' -- 'top', 'top-right', 'top-left', 'bottom', etc.Config.ProgressCircle = trueLogging
Section titled “Logging”Config.DeathLogs = true -- Log player deaths via Discord webhookConfig.ReviveLogs = true -- Log admin revives via Discord webhookConfig.LogIPaddresse = true -- Include IP addresses in logsConfigure webhook URLs in server/sv_customize.lua.
Config.BagProp = 'xm_prop_x17_bag_med_01a' -- Medical bag propConfig.StretcherProp = 'prop_ld_binbag_01' -- Stretcher propConfig.StretcherGroundOffset = 0.85 -- Height offset for stretcherConfig.StretcherKey = 38 -- Key to place stretcher (E)Death System
Section titled “Death System”Config.LastStand = true -- Enable two-stage deathConfig.AutoRespawn = true -- Auto respawn after timerConfig.RespawnTimer = 1 * Minutes -- Time before optional respawnConfig.BleedoutTimer = 5 * Minutes -- Time before forced respawnAdvanced Animation
Section titled “Advanced Animation”Config.EnableAnimReset = false -- Reset animationsConfig.DisableDeathAnimation = false -- Disable death animationConfig.DisableLastStandCrawl = false -- Disable crawling in last standConfig.LastStandTickTime = 10 * Seconds -- Health deduction intervalConfig.DeathScreenEffects = false -- Dark overlay when deadConfig.EnableExtremeEffects = true -- Enable critical effectsDeath Animation
Section titled “Death Animation”Config.DeathAnimation = { anim = 'mini@cpr@char_b@cpr_def', lib = 'cpr_pumpchest_idle'}Injury System
Section titled “Injury System”Config.EnableInjury = true -- Enable injury trackingConfig.InjuryChance = 70 -- Chance of injury (0-100)Config.InjuryNotification = true -- Show injury notificationsConfig.InjuryNotificationFrequency = 1 * MinutesDamage Detection
Section titled “Damage Detection”Config.DamageDetectThreshold = { armour = 15, -- Damage threshold through armour health = 10 -- Damage threshold to health}Injury Behavior
Section titled “Injury Behavior”Config.PreventJumpingInjuries = true -- Prevent jumping when injuredBleeding Multiplier
Section titled “Bleeding Multiplier”Config.BleedingMultiplier = { shot = 2, -- Bleeding rate for gunshot stabbed = 2, -- Bleeding rate for stab beat = 1, -- Bleeding rate for blunt force burned = 1 -- Bleeding rate for burns}Treatment Items
Section titled “Treatment Items”Config.TreatmentTime = 9 * SecondsConfig.DiagnoseTime = 7 * SecondsHealth After Revive
Section titled “Health After Revive”Config.HealthAfterRevive = { shot = 60, -- Health after gunshot revive stabbed = 50, -- Health after stab revive beat = 40, -- Health after beat revive burned = 20 -- Health after burn revive}Treatment Requirements
Section titled “Treatment Requirements”Config.ItemsNeededForTreatment = { shot = 'tweezers', -- Item for gunshot wounds stabbed = 'suturekit', -- Item for stab wounds beat = 'icepack', -- Item for blunt force burned = 'burncream' -- Item for burns}Injury Bypass Weapons
Section titled “Injury Bypass Weapons”Config.InjuryBypassWeaponsList = { `WEAPON_FLARE`, `WEAPON_UNARMED`, `WEAPON_STUNGUN`, `WEAPON_SNOWBALL`, `WEAPON_DROWNING`, `WEAPON_SMOKEGRENADE`, `WEAPON_FIREEXTINGUISHER`, `WEAPON_DROWNING_IN_VEHICLE`}Medication
Section titled “Medication”Config.EnablePainPills = true -- Enable pain medication systemConfig.PhoneDistress = false -- Phone distress signal featureConfig.MythicHospital = false -- Use old MythicHospital injury systemMedicine List
Section titled “Medicine List”Config.MedicineList = { ['morphine10'] = { label = 'Morphine 10MG', duration = 50, level = 5 }, ['morphine30'] = { label = 'Morphine 30MG', duration = 120, level = 9 }, ['percocet5'] = { label = 'Percocet 5MG', duration = 30, level = 2 }, ['percocet10'] = { label = 'Percocet 10MG', duration = 45, level = 4 }, ['percocet30'] = { label = 'Percocet 30MG', duration = 60, level = 6 }, ['vicodin5'] = { label = 'Vicodin 5MG', duration = 20, level = 2 }, ['vicodin10'] = { label = 'Vicodin 10MG', duration = 40, level = 3 }}Inventory
Section titled “Inventory”Config.Inventory = 'ox' -- Inventory systemConfig.RemoveItemsOnDeath = false -- Clear inventory on deathSupported: ox, qb, qs, mf, esx, ak47, custom
— Note: ‘ps’ (ps-inventory) and ‘lj’ (lj-inventory) are qb-based options
Inventory Images
Section titled “Inventory Images”Config.InventoryImage = 'nui://ox_inventory/web/images/' -- Path to item imagesSet to false to disable custom image paths.
Vehicle
Section titled “Vehicle”Config.FuelSystem = 'default' -- 'legacy', 'ox', 'ps', 'default'Config.EnableAmbulanceDriveFeature = true -- NPC driver transportNPC Driver Settings
Section titled “NPC Driver Settings”Config.DrivingStyleFlag = 828 -- Driving style flagConfig.VehicleSpeed = 35 / 2.23694 -- Speed in MPH (converted)Ambulance Offsets
Section titled “Ambulance Offsets”Config.AmbulanceOffsets = { ['ambulance'] = { trunkAsBackDoor = false, pos = { x = 0.0, y = -3.0, z = 0.68 }, rot = { x = -1.3, y = 0.0, z = 90.0 } }}Bandage System
Section titled “Bandage System”Config.Bandages = { enabled = false, -- Enable bandage system item = 'bandage', -- Bandage item name HealthRegen = 30, -- Health restored duration = 7 * Seconds -- Application time}Police Integration
Section titled “Police Integration”Config.PoliceCanTreat = { enabled = true, -- Allow police to treat patients jobs = { -- Jobs that can treat 'police', 'sheriff' }}Billing
Section titled “Billing”Config.BillingSystem = 'esx' -- 'okok', 'qb', 'esx', 'pefcl', falseTarget System
Section titled “Target System”Config.TargetSystem = true -- Enable qtarget, qb-target, ox_targetMenu Systems
Section titled “Menu Systems”Config.JobMenu = 'F6' -- Key to open EMS menuConfig.OXMenu = { enabled = false, position = 'bottom-right'}Config.UseRadialMenu = false -- Requires ox_lib 3.0+Controls
Section titled “Controls”Config.EnabledKeys = { onDead = { 1, 2, 38, 46, 47, 245 }, -- Controls while dead onStretcher = { 1, 2, 38, 46, 245, 249 } -- Controls on stretcher}See controls documentation for key IDs.
GPS Blips
Section titled “GPS Blips”Config.GPSBlips = { enabled = false, refreshrate = 5, item = false}UI Positions
Section titled “UI Positions”Config.MessagePosition = { respawn = { x = 0.50, y = 0.80 }, -- Respawn text position bleedout = { x = 0.50, y = 0.80 }, -- Bleedout text position distress = { x = 0.1750, y = 0.80 } -- Distress signal position}EMS Items
Section titled “EMS Items”Config.EMSItems = { sedate = { item = 'sedative', duration = 8 * Seconds, remove = true }, heal = { item = 'medikit', duration = 5 * Seconds, remove = true, -- Remove medikit after use healInjurys = false, -- Heal injuries on use allowReviveLaststand = false, -- Enable laststand revive feature reviveRange = 2.0, -- Detection range (units) laststandReviveHealth = 40 -- Health on revive (uses GetEntityMaxHealth) }, revive = { item = 'defibrillator', remove = false }, medbag = 'medbag'}Medikit Laststand Revive (NEW v2.7)
Section titled “Medikit Laststand Revive (NEW v2.7)”The heal configuration now includes optional medikit laststand revive functionality:
| Option | Type | Default | Description |
|---|---|---|---|
allowReviveLaststand | boolean | false | Enable players to revive nearby laststand players with medikits |
reviveRange | number | 2.0 | Detection range for finding laststand players (in units) |
laststandReviveHealth | number | 40 | Health amount when reviving from laststand (1-200, where 200 is default max) |
How It Works
Section titled “How It Works”When enabled, players using a medikit near a player in laststand will see a context menu with two options:
- Heal Yourself (heart icon) - Use medikit on self (original behavior)
- Revive [Player Name] (user icon) - Use medikit to revive the downed player
The revived player receives partial health (20% by default) and needs proper medical attention.
Technical Implementation:
- Uses ox_lib context menu system (
lib.registerContextandlib.showContext) - Event handlers:
ars_ambulance:medikitHealSelfandars_ambulance:medikitReviveTarget - Icons provide visual clarity for quick selection
- Menu closes automatically after selection or cancellation
Configuration Examples
Section titled “Configuration Examples”Enable with default settings (20% health):
Config.EMSItems.heal.allowReviveLaststand = trueCustom revive health (30% of max):
Config.EMSItems.heal.allowReviveLaststand = trueConfig.EMSItems.heal.laststandReviveHealth = 60 -- 30% of default 200 max healthIncrease detection range:
Config.EMSItems.heal.allowReviveLaststand = trueConfig.EMSItems.heal.reviveRange = 3.5 -- Larger detection areaTechnical Details
Section titled “Technical Details”- Uses
GetEntityMaxHealth()for dynamic max health detection - Server-side validation prevents exploits (distance checks, player validation)
- Works with both ESX and QBCore frameworks
- Complete locale support (7 languages)
- Backwards compatible (disabled by default)
- See README for full documentation
Mobility Aids
Section titled “Mobility Aids”Config.CrutchAndWheelchair = { crutch = { useable = true, maxAssignTime = 10, item = 'crutch', disableOnDeath = true, crutchOnBleedout = 3, crutchOnCheckOut = 3 }, wheelchair = { useable = true, maxAssignTime = 10, item = 'wheelchair' }}Crutch Timing
Section titled “Crutch Timing”crutchOnBleedoutandcrutchOnCheckOutare both measured in minutes.- Set either value to
falseto disable the automatic crutch assignment. crutchOnCheckOutis the recommended setting for automatic crutch assignment after leaving a hospital bed.
Standalone Check-Ins
Section titled “Standalone Check-Ins”Config.StandaloneCheckIns = { Prison = { Target = { enabled = true, label = 'Check In', coords = vec3(1729.03, 2563.33, 45.56), heading = 63.26, distance = 5.0, width = 2.0, length = 1.0, minZ = 43.28 - 1.0, maxZ = 43.28 + 1.0 }, Ped = 's_m_m_scientist_01', Coords = vec3(1729.03, 2563.33, 45.56 - 1.0), Distance = 4.85, Heading = 181.42, Cost = 500, Duration = 15 * Seconds, PayAccount = 'bank', Label = '[E] - Check In', HotKey = 38, DisableHospitalBeds = true, HospitalBeds = { { coords = vec3(317.67, -585.37, 42.84), heading = 160.0, model = 1631638868 } } }}Add custom check-in locations here.
Revive Rewards
Section titled “Revive Rewards”Config.ReviveRewards = { enabled = true, accountType = 'money', burned = 2000, beat = 1800, stabbed = 1500, bleedout = 1200, shot = 1000}Anti-Combat Log
Section titled “Anti-Combat Log”Config.AntiCombatLog = { enabled = false, notification = { enabled = true }}Death Screen Overlay
Section titled “Death Screen Overlay”Config.DeathScreenOverlay = { enabled = true, giveUpHoldTime = 60, revealKillerIdentity = true}Low Health Alert
Section titled “Low Health Alert”Config.LowHealthAlert = { enabled = false, health = 40, notification = { title = 'ATTENTION', description = 'You are low on health, please take care of yourself!' }}Module Configuration
Section titled “Module Configuration”Knockout Module
Section titled “Knockout Module”Config.KnockoutSettings = { enabled = true, -- Enable knockout system knockoutDuration = 10, -- How long player stays knocked out knockoutWeapon = `WEAPON_UNARMED` -- Weapon that triggers knockout}Located in modules/knockedout/config.lua.
Note: This guide is written by a third party. If you find any incorrect or outdated information, please contact us on Discord so we can update it for you.