βοΈConfiguration
RISK.Framework
"auto" | "esx" | "qbcore"
auto
RISK.DurationSeconds
Default duration when triggered
300
RISK.Persist.Enable
Save & resume remaining time
true
RISK.Persist.File
JSON file name (in resource folder)
"data.json"
RISK.Debug
Extra prints/toggles
false
BlockMelee
Punching/melee
true
BlockShooting
Fire weapons
true
BlockAiming
Aim down sights
true
BlockReload
Reload
true
ForceUnarmed
Forces unarmed weapon
true
AllowInVehicles
Allow staying in vehicle
true
BlockSprint
Sprint key
false
BlockEnterVehicle
Enter vehicle
false
RISK.RemoveCommand
/ri <id>
Clear incapacitation for a player
RISK.GiveCommand
/gi <id> <seconds>
Apply/incapacitate for X seconds
RISK.RadiusRemoveCommand
/riz <meters>
Clear all players in radius around you
Skip-Zones
Disable the system when a player is inside your event arenas:
RISK.SkipZones = {
{ resource = "fs_ffa", export = "IsInZone", args = {} },
{ resource = "frp_airdrop", export = "IsInZone", args = {} }
}If the export returns true, incapacitation wonβt start and pills wonβt apply.
Revive Hooks
Triggered when these events fire (edit to match your ambulance job):
Items (Pills)
Each pill reduces remaining time by a percentage and can be job-restricted:
Inventory support: ESX, QBCore, and ox_inventory are all supported. The script auto-registers the items as usable when those resources are running.
Notifications
Use your own UI or default GTA feed:
π¨ UI Theming (config.css)
config.css)Tweak the in-game widget without touching Lua.
--risk-accent-1/2
Brand color(s)
#fefe02
--risk-glow-color
Outer glow
rgba(255,255,0,.85)
--risk-svg-size
Icon size
clamp(120px,12vw,244px)
--risk-title / --risk-time
Font sizes
clamp(12px,1.1vw,17px) / clamp(18px,1.6vw,28px)
--progress
Fill percent (managed by script)
100%
Change
--risk-accent-1and--risk-glow-colorto quickly re-skin the bar.
π§ͺ Quick Recipes
Add a new EMS-only pill (-35%)
Make players unable to enter vehicles while incapacitated
Persist off
π Developer API (simple)
You can trigger/clear from other scripts:
Server tracks state; persistence is handled automatically when enabled.
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