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What your players will actually do in-game.

Opening the menu

Any of these open the pet menu:
  • Press P (default keybind)
  • Type /pet
  • Use any pet item from your inventory
The keybind registers via RegisterKeyMapping, so each player can rebind it under F1 → Settings → Key Bindings → FiveM. The slash command always works regardless.
ActionEffect
Switch shoulderDetaches the pet and re-attaches on the opposite shoulder.
Trigger effectPlays the pet’s configured particle effect once. Respects the cooldowns.effect cooldown (default 2.5s).
Re-summonDespawns and re-spawns the pet — useful after cutscenes, deaths, or anything that strips entities. Respects the cooldowns.refresh cooldown (default 4s). Skips the unequip animation.
Dismiss allSends the pet away. Plays the unequip animation.
Cooldowns are shown as a progress arc on each action button when Config.General.ui.showCooldown = true.

Equipping a pet

Use the pet item from your inventory. The equip animation plays (with an ox_lib progress bar if you have it running), and the pet attaches to your configured defaultShoulder (default left). The pet item is not consumed — it stays in your inventory after use. Using it again while a pet is already out dismisses the current pet first.

Standalone mode

If your server runs without a framework, your admin will have set Config.General.framework = 'standalone'. In that case you summon a pet directly:
/spawnpet <petId>
Where <petId> is the key from Config.Pets (e.g. shark_boi, monkey_punk, cool_dragon). All other menu actions work the same.

Persisting through death / cutscenes

Pets don’t auto-revive after death — game cutscenes and player deaths despawn the pet entity. Open the menu and click Re-summon to bring it back.