Misc Integrations
Vehicle interaction
By default the script uses the target system to interact with the vehicle in order to seat the pet. If you disabled that in the config file you can use the following events from your own script:
Check if your pet can be placed in a vehicle
exports["cdev_pets"]:CanEnterVehicle(vehicle)
Check if your pet can be taken out of a vehicle
exports["cdev_pets"]:CanExitVehicle(vehicle)
Request to place your pet in a vehicle
TriggerEvent("cdev_pets:onTargetPlaceVehicle", { entity = vehicle })
Request to take your pet out of a vehicle
TriggerEvent("cdev_pets:onTargetTakeVehicle", { entity = vehicle })
Example for QBCore Framework
RegisterNetEvent("putpetincar", function()
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
local closestVehicle = QBCore.Functions.GetClosestVehicle(playerCoords)
local vehicle = closestVehicle
if exports["cdev_pets"]:CanEnterVehicle(vehicle) then
TriggerEvent("cdev_pets:onTargetPlaceVehicle", { entity = vehicle })
else
QBCore.Functions.Notify("Can not enter, try getting in and out of the vehicle..", "error")
end
end)
RegisterNetEvent("removepetincar", function()
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
local closestVehicle = QBCore.Functions.GetClosestVehicle(playerCoords)
local vehicle = closestVehicle
if exports["cdev_pets"]:CanExitVehicle(vehicle) then
TriggerEvent("cdev_pets:onTargetTakeVehicle", { entity = vehicle })
else
QBCore.Functions.Notify("Can not enter, try getting in and out of the vehicle..", "error")
end
end)Quick Actions Keybinds
If you opt to disable keybinds for quick actions, you can use the following events from your own script:
Attacking
If you opt to disable attacking automatically when aiming at a ped, you can use the following export to start attacking a target:
K9
To determine what players can purchase K9s, you can modify the integration in cdev_pets/public/server/api.lua in the function:
By default it checks for players who have the police job.
Bark
Play Emote
If you opt to disable the target resource or for other reason you can trigger pet emotes from your own script with the following event:
The built in emotes that the pets play are Sit and Lay Down:
AddPet EXPORT
The addpet function adds a pet for a player or character, supporting both regular pets and K9 units.
Parameters
PlayerId(optional): Player's source ID.CharacterId(optional): Character ID if PlayerId is not provided.petShopId(required): ID of the pet from the pet shop.isK9(optional, boolean):trueif the pet is a K9 unit,falseotherwise (default:false).petName(required): Name of the pet.
Function Workflow
Checks if data exists.
Verifies that either
PlayerIdorCharacterIdis provided.Looks up the pet's details from
petShopId.If the pet is a K9, it assigns K9 skills like sniff and attack.
Adds the pet to the database.
If the pet is a K9, it gives the player a K9-related item.
Example
This will add a K9 pet named "Buddy" for the player with PlayerId 2.
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