Version 2.11.0
Highlights
- Body armor now absorbs bleeding and pain — hits that drop
GetPedArmourskip injury effects, so vests actually protect against gunshot bleeds. Headshots and leg shots bypass armor naturally and still bleed. - Knockout respawns now run through a distinct code path — players keep their items, the client-side revive flow runs correctly, and the server-side death snapshot is cleared.
Notable Changes
- Fixed intermittent
attempt to call a nil value (field 'getDeathInjuryFromHash')at resource start by hoisting the injury helpers into theSky.Ambulancenamespace and deferringgameEventTriggeredregistration until the resource is fully loaded. - Fixed deathscreen router guard blocking navigation to the hospital spawn route; hospital spawn state now initializes exactly once and prevents the hospital selector from opening multiple times.
- Fixed dangling carry sessions on knockout wakeup —
ResetCarryStatenow also runs on the knockout branch ofdeathscreen:respawned, so carried players wake up detached with no stuck carry animation. - Added
Config.InjuryThresholds.respectArmortoggle controlling the new armor-absorption behaviour.
Other Changes
- Deathscreen keyboard toggle hint is now only shown when
Config.EnableKeyboardis enabled.
- Download sky_ambulancejob from the CFX Portal.
- Create a backup.
- Replace the
/sourcefolder. - In
config/config.lua, update the existingConfig.InjuryThresholdsblock:
Config.InjuryThresholds = {
- bleedingPainMinPercent = 5
+ bleedingPainMinPercent = 5,
+ -- If true, hits absorbed by body armor (GetPedArmour dropped) skip bleeding/pain.
+ -- Headshots, leg shots etc. bypass armor naturally and still bleed.
+ respectArmor = true
}