Description
A death / bleed-out respawn screen that shows a Wasted NUI overlay the moment the player ped dies, runs a bleed-out countdown, and only lets the player hold to respawn once the timer is up. The actual respawn is gated by a server-owned cooldown, so servers sell it as the tamper-proof companion to their ambulance/EMS loop instead of a cosmetic-only overlay.
Prompt Template
You are writing a FiveM resource: a death / bleed-out respawn screen via NUI.
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth β both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access β pay once
- All 510 prompts β the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates β new niches as the market moves
$49 for 60 Β· $199 for all 510 + intelligence β one-time, no subscription.
Expected Output
The reference Lua lives at content/expected-outputs/ui/17-death-respawn-screen.lua. It implements a flag-guarded death watcher, a counting bleed-out thread that drives the NUI, and a server thatβ¦
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth β both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access β pay once
- All 510 prompts β the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates β new niches as the market moves
$49 for 60 Β· $199 for all 510 + intelligence β one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-decided cooldown β a modded client skips the wait; only the server's
lastRespawncheck is trustworthy. - Resurrect desync β
SetEntityCoordswithoutNetworkResurrectLocalPlayerleaves the ped dead for other players. - Per-tick re-trigger β without the
isDownguard the bleed-out restarts every loop.
Corrective re-prompt: "Move all respawn-timing authority to the server: the client may only TriggerServerEvent('death:requestRespawn'); the server compares os.time() against lastRespawn[src] and emits respawnGranted or respawnDenied. On grant, call NetworkResurrectLocalPlayer before SetEntityCoords, and guard the death watcher with isDown so bleed-out starts exactly once."
Framework Integration
- ESX: Hook
esx:onPlayerDeathinstead of polling, and call your ambulance export on grant; money is untouched so no balance writes are needed. - QBCore: Pair with
qb-ambulancejobβ emithospital:client:SetDeathStatusfrom the respawnGranted handler. - QBox: Use the
qbx_medicaldeath state and readexports.qbx_core:GetPlayerserver-side if you want job-aware respawn points.
Profit Potential
$150β$2000/mo on Tebex (expected ~$500). [INFERRED] priced within the $50-389 script band against the signal-scraper tebex_snapshot corpus (n=100, median seller $11.85K/mo) for a stable, evergreen RP niche.
Trend Signal
β stable β inferred: Custom death/respawn screens are a recurring RP request and tie into ambulance scripts; steady demand.
Sales Angle
Position as the tamper-proof death layer for any EMS server β the server-owned cooldown is the differentiator buyers can't get from a free cosmetic overlay. Recommended Tebex price $129.
Difficulty & Ship Time
intermediate Β· ships in 2-4h.