How would you change it so that the player that is cuffed can move while they are cuffed?
QB-POLICEJOB
Go to
qb-policejob > client > interactions.lua
Look for this event
police:client:GetCuffed
Next you will see 2 things.
cuffType = 16
and
cuffType = 49
16 = Hard cuff which makes the player not move.
49 = Soft cuff which makes the player able to move.
This is a easy way to do this
RegisterNetEvent('police:client:GetCuffed', function(playerId, isSoftcuff)
local ped = PlayerPedId()
if not isHandcuffed then
isHandcuffed = true
TriggerServerEvent('police:server:SetHandcuffStatus', true)
ClearPedTasksImmediately(ped)
if GetSelectedPedWeapon(ped) ~= `WEAPON_UNARMED` then
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
end
if not isSoftcuff then
cuffType = 49
GetCuffedAnimation(playerId)
QBCore.Functions.Notify(Lang:t('info.cuffed_walk'), 'primary')
else
cuffType = 49
GetCuffedAnimation(playerId)
QBCore.Functions.Notify(Lang:t('info.cuffed_walk'), 'primary')
end
else
isHandcuffed = false
isEscorted = false
TriggerEvent('hospital:client:isEscorted', isEscorted)
DetachEntity(ped, true, false)
TriggerServerEvent('police:server:SetHandcuffStatus', false)
ClearPedTasksImmediately(ped)
TriggerServerEvent('InteractSound_SV:PlayOnSource', 'Uncuff', 0.2)
QBCore.Functions.Notify(Lang:t('success.uncuffed'), 'success')
end
end)
Hope this helps