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- import { Callout } from ' nextra/components' ;
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+ import { Callout , Tabs } from ' nextra/components' ;
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# Client Events
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@@ -10,26 +10,84 @@ These events are triggered by ox_core when an action occurs. You should not trig
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When a character is loaded
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- ``` lua
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- function (playerId : number , isNew : boolean )
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- ```
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ AddEventHandler (' ox:playerLoaded' , function (playerId , isNew )
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+ print (playerId , isNew )
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+ end )
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+ ```
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ on (' ox:playerLoaded' , (playerId : number , isNew : boolean ) => {
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+ console .log (playerId , isNew );
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+ });
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+ ```
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+ </Tabs.Tab >
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+ </Tabs >
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+
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+ * playerId: ` number `
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+ * isNew?: ` boolean `
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## ox:statusTick
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On each status tick, returning changed statuses
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- ``` lua
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- function (statuses : Record<string , number >)
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- ```
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ AddEventHandler (' ox:statusTick' , function (statuses )
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+ print (json .encode (statuses ))
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+ end )
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+ ```
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+ * statuses: ` table<string, number> `
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ on (' ox:statusTick' , (statuses : Record <string , number >) => {
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+ console .log (statuses );
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+ });
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+ ```
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+ * statuses: ` Record<string, number> `
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+ </Tabs.Tab >
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+ </Tabs >
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+
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## ox:playerDeath
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When the character has died
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ AddEventHandler (' ox:playerDeath' , function () end )
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+ ```
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ on (' ox:playerDeath' , () => {});
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+ ```
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+ </Tabs.Tab >
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+ </Tabs >
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+
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## ox:playerRevived
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When the character is revived
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ AddEventHandler (' ox:playerRevived' , function () end )
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+ ```
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ on (' ox:playerRevived' , () => {});
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+ ```
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+ </Tabs.Tab >
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+ </Tabs >
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+
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---
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# Net Events
@@ -38,38 +96,177 @@ When the character is revived
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When the character is added or removed from a group
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- ``` lua
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- function (groupName : string , grade ?: number )
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- ```
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ RegisterNetEvent (' ox:setGroup' , function (groupName , grade )
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+ print (groupName , grade )
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+ end )
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+ ```
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ onNet (' ox:setGroup' , (groupName : string , grade : number ) => {
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+ console .log (groupName , grade );
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+ });
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+ ```
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+ </Tabs.Tab >
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+ </Tabs >
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+
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+ * groupName: ` string `
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+ * grade?: ` number `
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## ox:licenseAdded
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When the character got a new license
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- ``` lua
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- function (licenseName : string )
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- ```
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ RegisterNetEvent (' ox:licenseAdded' , function (licenseName )
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+ print (licenseName )
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+ end )
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+ ```
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ onNet (' ox:licenseAdded' , (licenseName : string ) => {
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+ console .log (licenseName );
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+ });
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+ ```
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+ </Tabs.Tab >
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+ </Tabs >
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+
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+ * licenseName: ` string `
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## ox:licenseRemoved
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When a character's license is removed.
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- ``` lua
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- function (licenseName : string )
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- ```
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ RegisterNetEvent (' ox:licenseRemoved' , function (licenseName )
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+ print (licenseName )
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+ end )
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+ ```
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ onNet (' ox:licenseRemoved' , (licenseName : string ) => {
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+ console .log (licenseName );
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+ });
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+ ```
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+ </Tabs.Tab >
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+ </Tabs >
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+
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+ * licenseName: ` string `
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## ox:startCharacterSelect
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When the player has spawned.
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- ``` lua
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- function (userId : number , characters : Character[] )
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- ```
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ RegisterNetEvent (' ox:startCharacterSelect' , function (userId , characters )
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+ print (userId , characters )
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+ end )
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+ ```
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+ * userId: ` number `
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+ * characters: ` Character[] `
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+
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+ Character
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+ * ` table `
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+ * charId: ` number `
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+ * stateId: ` number `
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+ * firstname: ` string `
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+ * lastname: ` string `
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+ * gender: ` string `
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+ * x?: ` number `
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+ * y?: ` number `
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+ * z?: ` number `
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+ * lastPlayed?: ` string `
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+ * Date format ` %d/%m/%Y (dd/mm/yyyy) `
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ onNet (' ox:startCharacterSelect' , (userId : number , characters : Character []) => {
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+ console .log (userId , characters );
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+ });
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+ ```
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+
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+ * userId: ` number `
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+ * characters: ` Character[] `
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+
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+ Character
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+ * ` object `
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+ * charId: ` number `
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+ * stateId: ` number `
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+ * firstname: ` string `
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+ * lastname: ` string `
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+ * gender: ` string `
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+ * x?: ` number `
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+ * y?: ` number `
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+ * z?: ` number `
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+ * lastPlayed?: ` string `
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+ * Date format ` %d/%m/%Y (dd/mm/yyyy) `
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+ </Tabs.Tab >
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+ </Tabs >
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## ox:setActiveCharacter
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When the player has chosen their character.
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- ``` lua
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- function (character : Character , groups : Record<string , number >)
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- ```
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+ <Tabs items = { [' Lua' , ' JS' ]} >
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+ <Tabs.Tab >
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+ ``` lua copy
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+ RegisterNetEvent (' ox:setActiveCharacter' , function (character , groups )
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+ print (character , groups )
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+ end )
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+ ```
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+ * character: ` Character `
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+ * groups: ` table<string, number> `
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+
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+ Character
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+ * ` table `
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+ * charId: ` number `
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+ * stateId: ` number `
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+ * firstname: ` string `
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+ * lastname: ` string `
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+ * gender: ` string `
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+ * x?: ` number `
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+ * y?: ` number `
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+ * z?: ` number `
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+ * lastPlayed?: ` string `
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+ * Date format ` %d/%m/%Y (dd/mm/yyyy) `
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+ * health?: ` number `
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+ * armour?: ` number `
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+ * isNew?: ` boolean `
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+ </Tabs.Tab >
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+ <Tabs.Tab >
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+ ``` ts copy
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+ onNet (' ox:setActiveCharacter' , (character : Character , groups : Record <string , number >) => {
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+ console .log (character , groups );
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+ });
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+ ```
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+ * character: ` Character `
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+ * groups: ` Record<string, number> `
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+
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+ Character
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+ * ` object `
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+ * charId: ` number `
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+ * stateId: ` number `
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+ * firstname: ` string `
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+ * lastname: ` string `
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+ * gender: ` string `
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+ * x?: ` number `
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+ * y?: ` number `
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+ * z?: ` number `
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+ * lastPlayed?: ` string `
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+ * Date format ` %d/%m/%Y (dd/mm/yyyy) `
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+ * health?: ` number `
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+ * armour?: ` number `
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+ * isNew?: ` boolean `
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+ </Tabs.Tab >
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+ </Tabs >
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