Makes use of rope natives to create a realistic dog lead with adjustable length
Unique, realistic walking/running with the dog - Hold the dog on the lead and it walks infront of you or make it heel and it’ll walk next to you
Extremely configurable - Preview the language and config files
Standalone, QB-Core, QBX-Core, ESX & ND Core Support for job/grade restrictions (Available in an unlocked file)
QB-Core, QBX-Core and ESX support for using items to spawn/remove a dog (Available in an unlocked file)
Ability to use ace permissions, radio channels, authorized jobs/ranks or custom checks to allow access to dogs
Advanced tracking system with the optional ability to prompt the tracking target to accept/reject the track
Ability to use a configurable context menu to access all dog actions in one place
Ability to add multiple dog peds to the config file and name them. If there are multiple peds, players will be able to use a context menu to choose a ped
Ability to detect who the last driver/passenger in a vehicle was and start a track from their ‘scent’
Ability to search for drops on the ground in a configurable radius using qb-core
Ability to search players/vehicles using ox-inventory, qb-inventory and ESX
Support for notifications with ox_lib, chat, qb, okok, bulletin or custom notifications
Extremely optimized client performance - 0.00ms idle, 0.05 in max usage (Adjusting lead length and moving)
Extremely optimized server performance - 0.00ms 24/7
Everything is key-bindable in FiveM Keybinds and the default keybinds can be changed in the config file
And More!
Preview
Click here to preview the resource!
For a list of updates to the resource after the release of this preview, please see the pinned comment on the video.
The dog ped option in the config is now a list of options
If there is more than one option, a customizable context menu will be opened when you create a dog to select a dog ped variant.
- Shared.DogPed = "a_c_shepherd" -- The dog ped model to use.
+ Shared.DogPeds = { { model = "a_c_shepherd", name = "Police Dog" } } -- The list of dog ped options. If there are multiple peds, a menu will appear to select an option.
A few suggestions, you should add a thing where dogs can for example smell vehicle seats, and get a hunch from that, but there is a chance they lose the hunch, also add an export for making a place dogs can hunch from, like doors, bank vaults and dropped items!
Shared.DogPeds = { { model = "a_c_shepherd", name = "Police Dog" } } -- The list of dog ped options. If there are multiple peds, a menu will appear to select an option.
I’ve just released version 1.6.0 which makes use of Statebags to detect who the last driver/passenger in a vehicle was and start a track from their ‘scent’!