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')