Health System | Wounds and Fractures
Body-part wounds, bleeding, blood groups, fractures and staged diseases. Players treat themselves, medics read detailed scans and use job-locked treatments. Downed and death states, life points and named respawn tents.




































Overview
Track wounds across nine body zones, with bleeding, pain and body-part penalties. Injuries change aim and movement, and blood loss causes weakness and blackouts. Armor coverage and vehicle crashes count too.
Medic jobs read detailed vitals: blood volume, heart rate, blood type and disease names, while other players only see symptoms. The body scan panel gives an orbital view for treatment, with bandages, blood draws, transfusions, saline, pain medication and surgery. Pain medication can overdose.
What to expect
- Fractures with penalties per body part and visible plaster casts
- Diseases with stages and symptoms: influenza, tetanus, food poisoning, wound infection, radiation sickness and a contact pathogen
- Masks and clothing that protect against contagion
- Optional zombie transformation at the last stage of a bite infection, with cures and recovery rules
- A downed last stand with a signal flare, a death timer and respawn selection
- Respawn at a hospital, a bed in your Outpost base or a placed survival tent
- Optional life points with death costs, and an inventory wipe with a keep list
- Optional ml_skills XP and item requirements, and ml_radiation exposure
- Exports to apply wounds from traps, zombies or your own scripts
Works on Qbox, QBCore, ESX and standalone. The full guide is in the docs.
Key Features
Body-Part Damage
Nine body parts track wound severity, bleeding and blood trails. The scanner groups them into six callouts, and vehicle crashes injure by speed tier.

Blood System
Track blood volume and blood groups, draw blood and transfuse compatible bags. Saline speeds up blood regeneration.

Fractures and Plaster Casts
Fractures slow, limp or block actions by body part, and casts show as plaster on the character. Each cast treats its own body parts.

Staged Diseases
Diseases move through stages, spread by contact, and can be held back or cured. Masks and clothing protect against contagion.

Infection On Touch
Zombie bites and contact can infect the player, with the disease and the chance you choose.
Zombie Transformation
Optional transformation at the final infection stage. Keep the player character and clothes, configure movement and restrictions, and choose recovery rules. Exports connect it to your NPC zombie script.
Medic Gameplay
Job-locked diagnostics with an orbital body scanner and treatment animations. Pain medicines can overdose. With ml_skills, medics earn XP and unlock items.

Last Stand and Flare
A downed state where the player can fire a signal flare that alerts medics and police.

Respawn Your Way
Respawn at recovery points, a personal tent or a bed in an Outpost base. Tents can be named and stay after restarts, with cinematic respawn cameras.

Respawn Timer & Controls
Set death and respawn selection timers. The death screen shows a hold-E prompt, and a random destination is picked when the timer runs out.

Life Points and Recovery
Optional life points add death penalties. When they run out, the character rests for a time you set: held in a hospital, sent to character select or kicked. Inventory cleanup on respawn keeps a whitelist of items.
Config Files and Exports
Medical items, diseases, fractures, effects, respawn rules and themes all live in config files. Client and server exports give other resources the medical data and actions.

Admin and Logs
Admin actions and medical events go to your logs.
Active Treatment Effects
The modern panel shows remaining time for active blood regeneration, temporary bandages and pain relief, plus active medication doses.

Radiation Integration
With ml_radiation, the scanner shows exposure, and radiation can trigger the radiation disease and its antidote rules.





