diff --git a/ReallifeGamemode.Client/util/Gangwar.ts b/ReallifeGamemode.Client/util/Gangwar.ts index 8178996a..70b57441 100644 --- a/ReallifeGamemode.Client/util/Gangwar.ts +++ b/ReallifeGamemode.Client/util/Gangwar.ts @@ -30,7 +30,8 @@ DOES_BLIP_EXIST: "0xA6DB27D19ECBB7DA", SET_BLIP_COORDS: "0xAE2AF67E9D9AF65D", SET_BLIP_FLASH_INTERVAL: "0xAA51DB313C010A7E", - REMOVE_BLIP: "0x86A652570E5F25DD" + REMOVE_BLIP: "0x86A652570E5F25DD", + SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT: "0xB98236CAAECEF897" }; var Gangturf = class { @@ -452,7 +453,9 @@ }); function clearBlips() { - mp.game.gameplay.setThisScriptCanRemoveBlipsCreatedByAnyScript(true); + + mp.game.invoke(Natives.SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT, 1); + //mp.game.gameplay.setThisScriptCanRemoveBlipsCreatedByAnyScript(true); var x = 0; var y = 0; var z = 0; @@ -460,6 +463,7 @@ while (mp.game.invoke(Natives.DOES_BLIP_EXIST, last_blip)) { mp.game.invoke(Natives.SET_BLIP_SPRITE, last_blip, -1); + mp.game.invoke(Natives.REMOVE_BLIP, last_blip, -1); mp.game.ui.removeBlip(last_blip); last_blip = mp.game.invoke(Natives.GET_NEXT_BLIP_INFO_ID, 5); x++; diff --git a/ReallifeGamemode.Server/Gangwar/Turf.cs b/ReallifeGamemode.Server/Gangwar/Turf.cs index 5886022e..b4c35f18 100644 --- a/ReallifeGamemode.Server/Gangwar/Turf.cs +++ b/ReallifeGamemode.Server/Gangwar/Turf.cs @@ -152,7 +152,7 @@ namespace ReallifeGamemode.Server.Gangwar foreach (Player gangwarPlayer in this.playerInGangwar) { - gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score, 100 - timerCount); + gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score, 60 - timerCount); } if (this.Att_Score >= 200) { @@ -163,7 +163,7 @@ namespace ReallifeGamemode.Server.Gangwar this.takeOver(this.Owner); } timerCount += 1; - if (timerCount >= 100) //change to 900 (seconds) before release for testing reasons change to whatever you like + if (timerCount >= 60) //change to 900 (seconds) before release for testing reasons change to whatever you like { if (this.Att_Score > this.Def_Score) {