Skip to main content

Client Events

These are triggered from the client and validated on the server (distance, target status). For most integrations the client exports (dragPlayer, putPlayerInCar, putPlayerOutOfCar) are the cleaner choice.

info

targetId is always the server id of the target player.

Drag / Escort

Toggle dragging the target (the target must be cuffed).

TriggerServerEvent('msk_handcuffs:requestDrag', targetId)

-- Example
TriggerServerEvent('msk_handcuffs:requestDrag', GetPlayerServerId(closestPlayer))

-- Recommended export equivalent:
exports.msk_handcuffs:dragPlayer(closestPlayer)

Put player in a car

The target must be cuffed.

TriggerServerEvent('msk_handcuffs:requestPutInCar', targetId)

-- Recommended export equivalent:
exports.msk_handcuffs:putPlayerInCar(closestPlayer)

Put player out of a car

TriggerServerEvent('msk_handcuffs:requestOutOfCar', targetId)

-- Recommended export equivalent:
exports.msk_handcuffs:putPlayerOutOfCar(closestPlayer)

Restore status (relog / multichar)

Ask the server to (re)send and re-apply the player's stored status. Normally fired automatically; only needed manually on multichar scripts that don't emit a standard playerLoaded event. See the Multichar guide.

TriggerServerEvent('msk_handcuffs:requestRestore')