change Gangwar-time & change KH-time & edit Indroduction & change help & delete Ahelp
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@@ -18,7 +18,7 @@ export default function deathScreen() {
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var fade;
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var deathDate: Date;
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var taskTimeout = false;
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const maxDeathTime = 30;
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const maxDeathTime = 120;
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const medicJobTime = maxDeathTime * -1;
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mp.game.gameplay.setFadeOutAfterDeath(false);
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@@ -18,7 +18,11 @@
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<h1>Willkommen auf Life of German</h1>
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</div>
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<div id="content" class="form" role="form">
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In dieser Info findest du alles wichtige zum Thema Steuerung und Funktionen.<br /> <br />
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Was sind die ersten Schritte wirst du dich jetzt bestimmt fragen. Hier ein kleiner Guide.<br /> <br />
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1. Mach deine Scheine (Führerschein, Flugschein, Waffenschein) <br />
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2. Nimm einen Job in der Stadthalle an und verdien dir dein erstes Geld. <br />
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3. Kauf dir ein eigenes Auto. <br />
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4. Tritt einer Fraktion bei <br /> <br />
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Steuerung: <br />
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T - Chat öffnen <br />
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@@ -27,6 +31,8 @@
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N - Fahrzeugmotor Starten <br />
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O - Onlineliste öffnen/schließen <br />
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I - Inventar öffnen/schließen <br />
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f4 - Mikrofon an und aus stellen <br /> <br />
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Mit /help kannst du dir jederzeit die Steuerung angucken. Und nun viel Spaß auf unseren Server.
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</div>
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<a target="_blank" id="close"></a>
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@@ -499,9 +499,6 @@
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z++
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}
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mp.gui.chat.push("DEBUG: Turf blips not removed: " + x + " / " + n);
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mp.gui.chat.push("DEBUG: Attack blips not removed: " + y);
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mp.gui.chat.push("DEBUG: LeaderBlips blips not removed: " + z);
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}
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mp.events.add('GangAreas:Create', (turfsJSON) => {
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@@ -91,7 +91,6 @@
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mp.events.add("entityStreamIn", (entity) => {
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if (entity.type === "player") {
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mp.gui.chat.push("headshot entity stream in" + entity.name);
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entity.setSuffersCriticalHits(false);
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}
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});
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@@ -144,7 +144,7 @@ namespace ReallifeGamemode.Server.Commands
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#region ahelp
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[Command("ahelp", "~m~Benutzung: ~s~/ahelp")]
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/* [Command("ahelp", "~m~Benutzung: ~s~/ahelp")]
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public void CmdAdminHelp(Player player)
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{
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if (!player.GetUser()?.IsAdmin(AdminLevel.MAPPING) ?? true)
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@@ -170,7 +170,7 @@ namespace ReallifeGamemode.Server.Commands
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}
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}
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}
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*/
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#endregion ahelp
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#region Mapping / Entwicklung
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@@ -79,7 +79,12 @@ namespace ReallifeGamemode.Server.Commands
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[Command("help", "~m~Benutzung: ~s~/help")]
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public void CmdHelp(Player player)
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{
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player.TriggerEvent("showUserhelp");
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player.SendChatMessage("M - Interaktionsmenü öffnen und schließen");
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player.SendChatMessage("X - Fahrzeug auf -/ abschließen sowie im Fahrzeuginteraktionsmenü öffnen");
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player.SendChatMessage("N - Fahrzeugmotor Starten");
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player.SendChatMessage("O - Onlineliste öffnen / schließen");
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player.SendChatMessage("I - Inventar öffnen / schließen");
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player.SendChatMessage("f4 - Mikrofon an/aus schalten");
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}
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[Command("hup")]
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@@ -118,11 +118,9 @@ namespace ReallifeGamemode.Server.Gangwar
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{
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var t = Task.Factory.StartNew(() =>
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{
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ChatService.Broadcast("DEBUG: reloadGangTurfs(...)");
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Task.Delay(10000).Wait();
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Gangwar.loadTurfs();
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Gangwar.loadTurfs_ToAllPlayers();
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ChatService.Broadcast("DEBUG: reloadGangTurfs()...10 Sekunden um");
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});
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t.Wait();
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@@ -167,7 +165,7 @@ namespace ReallifeGamemode.Server.Gangwar
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score, 40 - timerCount);
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score, 900 - timerCount);
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}
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/*if (this.Att_Score >= 200)
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{
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@@ -178,7 +176,7 @@ namespace ReallifeGamemode.Server.Gangwar
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this.takeOver(this.Owner);
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}*/
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timerCount += 1;
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if (timerCount >= 40) //change to 900 (seconds) before release for testing reasons change to whatever you like
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if (timerCount >= 900) //change to 900 (seconds) before release for testing reasons change to whatever you like
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{
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if (this.Att_Score > this.Def_Score)
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{
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@@ -137,7 +137,7 @@ public class AttachmentSyncExample : Script
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player.AddAttachment(Base36Extensions.FromBase36(hash), true);
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}
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[Command("xdd")]
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/* [Command("xdd")]
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public void attachment(Player player)
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{
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Vehicle veh = player.Vehicle;
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@@ -152,6 +152,7 @@ public class AttachmentSyncExample : Script
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veh.ClearAttachments();
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}
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}
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*/
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}
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