Änderung Busfahrer/Pilot Bugs fix siehe Forenbeitrag
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@@ -12,18 +12,21 @@ export default function checkpointHandle(globalData: IGlobalData) {
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var delayCounter;
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var markerID;
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var markerSize;
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var useVehicle;
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var markerDist;
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var event;
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var checkPointsDone = 0;
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var activeBlip = null;
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var Leaving = false;
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mp.events.add('setCheckPoint', (position, player, checkPointID, nDelay, nMarkerID, nMarkerSize, nMarkerDist, nEvent) => {
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mp.events.add('setCheckPoint', (position, player, checkPointID, nDelay, nMarkerID, nMarkerSize, nMarkerDist, nUseVehicle, nEvent) => {
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inCheckpoint = false;
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posCp = position;
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Player = player;
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delay = nDelay;
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markerID = nMarkerID;
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markerSize = nMarkerSize;
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useVehicle = nUseVehicle;
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markerDist = nMarkerDist;
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delayCounter = 0;
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checkPointsDone = checkPointID;
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@@ -62,45 +65,108 @@ export default function checkpointHandle(globalData: IGlobalData) {
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var pos = posCp;
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mp.events.callRemote("sendCP", posCp.x, posCp.y, posCp.z);
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});
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mp.events.add("playerStartExitVehicle", (vehicle, seat) => {
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Leaving = true;
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});
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mp.events.add("playerExitVehicle", (vehicle, seat) => {
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Leaving = true;
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});
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mp.events.add("playerStartLeaveVehicle", (vehicle, seat) => {
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Leaving = true;
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});
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mp.events.add("playerLeaveVehicle", (vehicle, seat) => {
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Leaving = true;
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});
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mp.events.add("playerEnterVehicle", (vehicle, seat) => {
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Leaving = false;
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});
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function myTimer() {
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let dist = mp.game.gameplay.getDistanceBetweenCoords(Player.position.x, Player.position.y, 0, posCp.x, posCp.y, 0, false);
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//mp.gui.chat.push("delay: " + delay + " | delayCounter: " + delayCounter);
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if (dist <= markerDist) {
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if (useVehicle == true) {
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if (Player.isInVehicle && Leaving == false) {
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if (!inCheckpoint) {
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if (delay != 0) {
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massage = "Warte nun " + delay / 1000 +" Sekunden.";
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render = true;
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textTime = setInterval(ClearText, delay)
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}
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mp.game.audio.playSoundFrontend(1, "Beep_Red", "DLC_HEIST_HACKING_SNAKE_SOUNDS", true);
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mp.events.callRemote("playerWaitsInCheckpoint");
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mp.players.local.freezePosition(true);
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}
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inCheckpoint = true;
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if (delayCounter >= delay) {
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activeCheckpoint.destroy();
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activeBlip.destroy();
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activeBlip = null;
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activeCheckpoint = null;
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clearInterval(myVar);
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mp.events.callRemote("playerInCheckpoint");
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mp.players.local.freezePosition(false);
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if (event != "") {
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while (checkPointsDone > 10000) {
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let dist = mp.game.gameplay.getDistanceBetweenCoords(Player.vehicle.position.x, Player.vehicle.position.y, 0, posCp.x, posCp.y, 0, false);
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//mp.gui.chat.push("delay: " + delay + " | delayCounter: " + delayCounter);
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if (dist <= markerDist) {
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if (!inCheckpoint) {
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if (delay != 0) {
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massage = "Warte nun " + delay / 1000 + " Sekunden.";
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render = true;
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textTime = setInterval(ClearText, delay)
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}
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mp.game.audio.playSoundFrontend(1, "Beep_Red", "DLC_HEIST_HACKING_SNAKE_SOUNDS", true);
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mp.events.callRemote("playerWaitsInCheckpoint");
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//mp.players.local.freezePosition(true);
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}
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mp.events.callRemote(event, checkPointsDone);
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inCheckpoint = true;
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if (delayCounter >= delay) {
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activeCheckpoint.destroy();
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activeBlip.destroy();
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activeBlip = null;
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activeCheckpoint = null;
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clearInterval(myVar);
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mp.events.callRemote("playerInCheckpoint");
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//mp.players.local.freezePosition(false);
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if (event != "") {
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while (checkPointsDone > 10000) {
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}
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mp.events.callRemote(event, checkPointsDone);
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}
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} else {
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delayCounter += 50;
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}
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} else if (dist > 2) {
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inCheckpoint = false;
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delayCounter = 0;
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mp.gui.chat.push("Läuft.");
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}
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} else {
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delayCounter += 50;
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}
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} else if (dist > 2) {
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inCheckpoint = false;
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delayCounter = 0;
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else {
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}
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}
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if(useVehicle == false) {
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let dist = mp.game.gameplay.getDistanceBetweenCoords(Player.position.x, Player.position.y, 0, posCp.x, posCp.y, 0, false);
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//mp.gui.chat.push("delay: " + delay + " | delayCounter: " + delayCounter);
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if (dist <= markerDist) {
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if (!inCheckpoint) {
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if (delay != 0) {
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massage = "Warte nun " + delay / 1000 + " Sekunden.";
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render = true;
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textTime = setInterval(ClearText, delay)
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}
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mp.game.audio.playSoundFrontend(1, "Beep_Red", "DLC_HEIST_HACKING_SNAKE_SOUNDS", true);
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mp.events.callRemote("playerWaitsInCheckpoint");
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//mp.players.local.freezePosition(true);
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}
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inCheckpoint = true;
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if (delayCounter >= delay) {
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activeCheckpoint.destroy();
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activeBlip.destroy();
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activeBlip = null;
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activeCheckpoint = null;
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clearInterval(myVar);
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mp.events.callRemote("playerInCheckpoint");
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//mp.players.local.freezePosition(false);
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if (event != "") {
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while (checkPointsDone > 10000) {
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}
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mp.events.callRemote(event, checkPointsDone);
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}
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} else {
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delayCounter += 50;
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}
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} else if (dist > 2) {
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inCheckpoint = false;
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delayCounter = 0;
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}
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}
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}
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