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How players, EMS, and the hospital medic NPC interact with the system in-game.

Player — using a crutch item

  1. Get a crutch item in your inventory (bought, given, prescribed).
  2. Use the item to toggle the crutch on. Your walk style switches to the configured clipSet (move_lester_CaneUp by default).
  3. Use the item again to put it away.
The crutch can be used Config.TimeUsedBeforeDelete times (default 5) before the item breaks and is removed from the inventory. Each use shows a “uses left” message.

When the crutch refuses to come out

The script blocks crutch use in situations where it would look broken — each shows a chat message:
BlockMessage
RagdollYou can’t use a crutch while you are in ragdoll!
FallingYou can’t use a crutch while you are falling!
In combatYou can’t use a crutch while you are in combat!
DeadYou can’t use a crutch while you are dead!
In a vehicleYou can’t use a crutch while you are in a vehicle!
Weapon drawnYou can’t use a crutch while having a weapon out!
Customise the strings in locales/en.lua.

Player — picking the crutch back up

When you put the crutch down, it stays at your feet for a moment. Press the configured pickup key (default the FiveM “pickup” control) to put it back away. Walk away from it and it auto-cleans.

EMS — prescribing a crutch

If your job is in Config.AllowedJobs and you carry a crutch item:
  1. Look at a player within Config.GiveDistance (5m default) → ox_target option Give crutch.
  2. Confirm in the EMS menu (or ox_lib prompt if Config.UI.EmsMenu = false).
  3. One crutch is taken from your inventory.
  4. The patient is force-equipped for Config.ForceDuration seconds (10 minutes default).
While force-locked, the patient can’t manually unequip the crutch. They get a HUD showing the time left if Config.UI.PatientHUD = true. If Config.ForceGiveItem = true, the patient also gets a crutch item in their inventory — useful so they can keep limping after the force lock expires.

EMS — removing a crutch

If your job is in Config.AllowedJobs:
  1. Look at a player within Config.RemoveDistance (5m default) → ox_target option Remove crutch.
  2. The crutch is immediately unequipped and the force lock is cleared.
EMS removal does not charge the patient and does not require the medic NPC.

Hospital medic NPC

The NPC spawns at any configured MedicLocations entry once the player walks within Config.SpawnDistance (60m default). A map blip shows wherever a location has blip.enabled = true. Two interaction modes (set via Config.Interaction):

target (default)

Requires ox_target. Walk up to the NPC → third-eye option Remove Crutch. The option only shows if you currently have a crutch equipped.

textui

No ox_target needed. Walk within Config.TextUI.distance (2m default) of the NPC → ox_lib text prompt appears ([E] Remove Crutch). Press the configured key (default E, control id 38).

The removal flow

You confirm at the NPC
  → React medic dialog opens (or ox_lib progressBar if UI disabled)
  → "Pay $X" / "Remove Crutch"
    → server validates: price + has-crutch + near-medic + has-money
    → NPC plays the animation
    → React drives the visible progress bar for Config.Animation.duration
    → server charges money + clears the crutch
    → legacy hooks fire (wasabi_crutch, ak47_crutch — if running)
Every server step re-validates the player’s state. Spoofing the NUI events on the client can’t bypass any of the gates — money, proximity, and the crutch-equipped check are all re-checked server-side. If Config.ChargeMoney = false, the same flow runs without the money check. If the player can’t afford the removal, the dialog shows the notEnoughMoney notification and closes.

Patient HUD

When the patient is force-locked, an anchored HUD shows the time remaining. Anchor with Config.UI.HUDPosition:
'top'         'top-left'      'top-right'
'right'                       'bottom-right'
'bottom'      'bottom-left'
'left'
Set Config.UI.PatientHUD = false to hide it entirely.