fixing ers

This commit is contained in:
KingMcDonalds
2025-11-06 00:15:59 -08:00
parent 1153ae374d
commit 0751d3fa31
29 changed files with 0 additions and 3795 deletions
@@ -1,92 +0,0 @@
Config.Callouts["roxwood_aggresive_boars"] = {
Enabled = true,
CalloutName = "Aggressive Boars",
CalloutDescriptions = {
"Respond to a report of aggressive boars attacking a farmer; ensure public safety and coordinate with animal control.",
"Alert: wild boars spotted attacking a farmer; deploy units to contain the animals and protect civilians.",
"Units needed: emergency call for aggressive boars; focus on securing the area and preventing any harm.",
"Notice: boars reported attacking a farmer; act promptly to control the situation and provide assistance.",
"Alert: report of aggressive boars; intervention needed to secure the scene and ensure safety.",
"Incident reported: boars sighted attacking a farmer; take action to deliver urgent response and support.",
"Respond to a situation involving aggressive boars; prioritize public safety and coordinate with wildlife experts.",
"Situation alert: boars on the loose; provide immediate assistance and ensure the area is secure.",
"Alert: report of boars attacking a farmer; respond swiftly to address the emergency and offer necessary support.",
"Response needed: aggressive boars; ensure public safety, provide aid, and secure the area.",
},
CalloutUnitsRequired = {
description = "Police",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-1823.0022, 6998.0410, 34.9726),
[2] = vector3(-2387.3379, 7242.6768, 29.0290),
[3] = vector3(-2461.5059, 7537.0752, 29.0388),
[4] = vector3(-2497.2771, 7169.6704, 29.0752),
[5] = vector3(-2538.9504, 7436.2910, 28.8805),
},
PedChanceToFleeFromPlayer = 0, -- Boars won't flee from the player.
PedChanceToAttackPlayer = 100, -- Low chance to attack the player.
PedChanceToSurrender = 0, -- Boars won't surrender.
PedChanceToObtainWeapons = 0, -- Boars don't use weapons.
PedActionMinimumTimeoutInMs = 10000, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 15000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "flee",-- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_musket",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local farmer
local boarPedList = {}
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
if index == 1 then
farmer = ped
ERS_PedEquipWeapon(ped, "weapon_musket", 100)
Wait(100)
TaskCombatPed(ped, NetToPed(pedList[2]), 0, 16)
else
TaskCombatPed(ped, farmer, 0, 16)
table.insert(boarPedList, pedNetId)
end
end
end
ERS_CreateTemporaryBlipForEntities(boarPedList, 30000)
ERS_PerformTimedActionOnPed(calloutDataClient, boarPedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 15
-- Build farmer
local farmerModel = "a_m_m_farmer_01"
local farmerCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z+1.0)
local farmerHeading = math.random(360)
local farmerNetId = ERS_CreatePed(farmerModel, farmerCoords, farmerHeading)
local farmer = NetworkGetEntityFromNetworkId(farmerNetId)
table.insert(pedList, farmerNetId)
-- Build boars
local boarModel = "a_c_boar"
local randomAmountOfBoars = math.random(3, 5) -- Randomize number of boars
for i = 1, randomAmountOfBoars do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local boarCoords = vector3(coords.x, coords.y, coords.z+1.0)
local boarHeading = math.random(360)
local boarNetId = ERS_CreatePed(boarModel, boarCoords, boarHeading)
local boar = NetworkGetEntityFromNetworkId(boarNetId)
table.insert(pedList, boarNetId)
end
return true
end
}
@@ -1,84 +0,0 @@
Config.Callouts["roxwood_animal_on_road"] = {
Enabled = true,
CalloutName = "Animal on the Road in Roxwood",
CalloutDescriptions = {
"An unexpected type of animal has appeared on the road, causing a disruption in traffic flow.",
"Emergency services have been called to intervene in a situation where an animal is impeding traffic on the road.",
"Reports indicate a disturbance on the roadway, with an unidentified creature causing a commotion.",
"A peculiar incident has unfolded on the road, requiring immediate attention to ensure public safety.",
"Emergency services have been dispatched to address an obstruction on the road, involving an animal.",
"A surprising encounter has occurred on the road, with an unknown creature causing a hindrance to traffic.",
"Witnesses report an unusual occurrence on the road, with an unidentified animal creating a hazard for motorists.",
"An incident has occurred on the road, with an animal posing a potential threat to drivers.",
"Emergency services have been alerted to a situation where an unidentified creature is obstructing the roadway.",
"Reports suggest an unexpected type of animal on the road, involving an animal that requires immediate assistance.",
},
CalloutUnitsRequired = {
description = "Police, animal rescue.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2917.2009, 6687.8828, 24.9933),
[2] = vector3(-2385.1338, 6949.2163, 35.3990),
[3] = vector3(-1927.2576, 7528.9648, 75.0004),
[4] = vector3(-673.5764, 7669.7896, 28.7780),
[5] = vector3(-670.4109, 6713.2271, 21.3245),
[6] = vector3(-397.3026, 7055.0483, 20.4035),
[7] = vector3(-2483.4431, 7576.3521, 28.6643),
[8] = vector3(-2060.8218, 8574.8389, 36.1939),
[9] = vector3(-2706.7444, 6928.1416, 28.8962),
[10] = vector3(-2615.2388, 6572.5176, 24.5263),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
ClearPedTasks(ped)
if Config.Debug then
print("Found animal entity: "..ped)
end
TaskWanderStandard(ped, 10.0, 10)
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
--ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 20
local randomAmountOfAnimals = math.random(1, 8)
local randomAnimalPedModel = ERS_GetRandomModel(Config.calloutAnimals)
for i = 1, randomAmountOfAnimals do
-- Build animals of the same type.
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local animalPedCoords = vector3(coords.x, coords.y, coords.z)
local animalPedHeading = math.random(360)
local animalPedNetId = ERS_CreatePed(randomAnimalPedModel, animalPedCoords, animalPedHeading)
local animalPed = NetworkGetEntityFromNetworkId(animalPedNetId)
table.insert(pedList, animalPedNetId)
end
return true
end
}
@@ -1,102 +0,0 @@
Config.Callouts["roxwood_arson"] = {
Enabled = true,
CalloutName = "Reports of Arson in Roxwood",
CalloutDescriptions = {
"Suspected arson incidents have been reported, requiring immediate response from law enforcement and fire services.",
"Urgent assistance needed to address suspected arson, ensuring community safety and property protection.",
"Multiple suspected arson cases reported, demanding swift action to prevent further damage and risk.",
"Identified arson cases prompt the need for additional resources to investigate and control the situation.",
"Emergency services alerted to suspected arson, necessitating coordinated efforts to apprehend those responsible.",
"Authorities seek assistance in addressing suspected arson, emphasizing public vigilance and cooperation.",
"Additional units required to support law enforcement and fire teams in responding to suspected arson incidents.",
"Emergency backup needed to help manage and contain suspected arson, ensuring public safety.",
"Responders call for assistance in dealing with suspected arson, highlighting the urgency of the situation.",
"Immediate intervention crucial to manage and address suspected arson, safeguarding lives and property.",
},
CalloutUnitsRequired = {
description = "Police, Fire",
policeRequired = true,
ambulanceRequired = false,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-3082.4443, 7910.6416, 54.4692),
[2] = vector3(-3083.5991, 7936.8086, 54.1143),
[3] = vector3(-3044.8267, 7937.8999, 58.7173),
[4] = vector3(-3013.9849, 7916.1396, 58.6186),
[5] = vector3(-2541.5210, 7480.6040, 28.7263),
[6] = vector3(-2304.5576, 7760.9302, 44.3912),
[7] = vector3(-2281.4097, 8151.0815, 34.1373),
[8] = vector3(-1140.2708, 8119.0449, 23.1818),
[9] = vector3(-416.6748, 7650.4414, 6.3326),
[10] = vector3(-341.3544, 7396.8135, 6.4100),
},
PedChanceToFleeFromPlayer = 50, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 50, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 10, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 60, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 5000, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 10000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "flee", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_knife",
"weapon_hammer",
"weapon_crowbar",
"weapon_bottle",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
Wait(100)
ERS_SetPedToFleeFromPlayer(ped)
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 2
if UsingSmartFires then
-- Full version
local fireSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local fireType = Config.NormalFireTypes[math.random(#Config.NormalFireTypes)]
local fireId = exports['SmartFires']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with ID: "..fireId)
table.insert(fireList, fireId)
else
-- Lite version
local fireSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local fireType = "normal"
local fireId = exports['SmartFiresLite']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with SmartFiresLite with ID: "..fireId)
table.insert(fireList, fireId)
end
-- Build suspect peds
local randomAmountOfSuspects = math.random(3)
for i = 1, randomAmountOfSuspects do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local suspectPedModel = ERS_GetRandomModel(Config.randomPeds)
local suspectPedCoords = vector3(coords.x, coords.y, coords.z)
local suspectPedHeading = math.random(360)
local suspectPedNetId = ERS_CreatePed(suspectPedModel, suspectPedCoords, suspectPedHeading)
local suspectPed = NetworkGetEntityFromNetworkId(suspectPedNetId)
table.insert(pedList, suspectPedNetId)
end
return true
end
}
@@ -1,154 +0,0 @@
Config.Callouts["roxwood_bouncer_in_trouble"] = {
Enabled = true,
CalloutName = "Bouncer in Trouble",
CalloutDescriptions = {
"A bouncer is struggling to control a rowdy crowd at a nightclub, with tensions escalating quickly.",
"Security personnel have called for backup as a confrontation with patrons turns violent.",
"Reports indicate a bouncer is overwhelmed by a group of unruly individuals at a local bar.",
"A nightclub bouncer is facing resistance from aggressive patrons, requiring immediate assistance.",
"A disturbance at a bar has led to a bouncer being outnumbered, with the situation deteriorating.",
"A bouncer is attempting to defuse a volatile situation at a club, with the potential for violence.",
"Witnesses report a bouncer being attacked by patrons, with the need for urgent intervention.",
"Security at a venue is under threat as a bouncer deals with a hostile crowd, needing backup.",
"A bouncer is in distress as a confrontation with patrons escalates, requiring swift response.",
"Emergency services are needed to assist a bouncer in trouble, with the potential for further conflict.",
},
CalloutUnitsRequired = {
description = "Police.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-605.2895, 7008.7100, 24.2095),
[2] = vector3(-626.9119, 6922.6372, 24.3170),
[3] = vector3(-330.2892, 7173.5366, 6.4107),
},
PedChanceToFleeFromPlayer = 20, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 50, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 20, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 25, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 10000,-- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 15000,-- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "flee", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_knife",
"weapon_bat",
"weapon_hammer",
"weapon_wrench",
"weapon_pistol",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local teamBouncers = {}
local teamOthers = {}
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
local model = GetEntityModel(ped)
-- Check if the ped is a bouncer
if model == GetHashKey("s_m_m_bouncer_01") or model == GetHashKey("s_m_m_highsec_01") or model == GetHashKey("s_m_m_highsec_02") then
table.insert(teamBouncers, ped)
else
table.insert(teamOthers, ped)
end
TaskSetBlockingOfNonTemporaryEvents(ped, true)
Wait(100)
ERS_SpawnConfiguredWeaponForPed(ped, calloutDataClient)
end
end
-- Function to make peds flee
local function makePedsFlee(peds)
for _, ped in pairs(peds) do
if DoesEntityExist(ped) and not IsPedDeadOrDying(ped, true) then
TaskSmartFleePed(ped, plyPed, 100.0, -1, false, false)
end
end
end
-- Monitor and update ped behavior
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000) -- Check every second
-- Remove dead peds from teams
for i = #teamBouncers, 1, -1 do
if IsPedDeadOrDying(teamBouncers[i], true) then
table.remove(teamBouncers, i)
end
end
for i = #teamOthers, 1, -1 do
if IsPedDeadOrDying(teamOthers[i], true) then
table.remove(teamOthers, i)
end
end
-- If the others team or the bouncers team is too small, make them flee (and let bouncers stay)
if #teamOthers < 3 or #teamBouncers < 2 then
makePedsFlee(teamOthers)
break
end
end
end)
-- Initial combat setup
if #teamBouncers > 0 and #teamOthers > 0 then
for _, bouncer in pairs(teamBouncers) do
local randomTarget = teamOthers[math.random(#teamOthers)]
TaskCombatPed(bouncer, randomTarget, 0, 16)
if Config.Debug then
print("Bouncer "..bouncer.." is attacking ped "..randomTarget)
end
end
for _, other in pairs(teamOthers) do
local randomTarget = teamBouncers[math.random(#teamBouncers)]
TaskCombatPed(other, randomTarget, 0, 16)
if Config.Debug then
print("Other ped "..other.." is attacking bouncer "..randomTarget)
end
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local bouncerPedModels = {
"s_m_m_bouncer_01",
"s_m_m_highsec_01",
"s_m_m_highsec_02",
}
local randomBouncers = math.random(1, 3)
for i = 1, randomBouncers do
-- Build peds
local pedModel = bouncerPedModels[math.random(#bouncerPedModels)]
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
end
local randomBrawlers = math.random(2, 8)
for i = 1, randomBrawlers do
-- Build peds
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
end
return true
end
}
@@ -1,72 +0,0 @@
Config.Callouts["roxwood_bridge_blockade"] = {
Enabled = true,
CalloutName = "Bridge blockade",
CalloutDescriptions = {
"Emergency: respond to reports of a bridge blockade; ensure the area is cleared to prevent accidents.",
"Urgent alert: dispatch units to address a bridge blockade; remove debris to ensure safe passage for vehicles.",
"Critical response required: attend to reports of a bridge blockade; secure the area and prevent further incidents.",
"Notice: check reports of a bridge blockade; take immediate action to clear debris and restore road safety.",
"Alert: respond promptly to reports of a bridge blockade; prioritize the safety of motorists and clear the obstruction.",
"Incident reported: investigate reports of a bridge blockade; coordinate with local authorities to manage the situation.",
"Immediate action: address reports of a bridge blockade; use appropriate methods to clear the area and ensure safety.",
"Situation alert: assist with clearing a bridge blockade; ensure the area is safe for traffic and pedestrians.",
"Emergency response: handle reports of a bridge blockade and follow protocols to remove debris and ensure road safety.",
"Response needed: investigate reports of a bridge blockade urgently; take appropriate actions to prevent accidents and ensure clear passage.",
},
CalloutUnitsRequired = {
description = "Police.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2015.0530, 7387.4570, 53.4759),
[2] = vector3(-1930.3730, 7569.9995, 81.9424),
[3] = vector3(-2857.5974, 8359.9668, 43.2680),
[4] = vector3(-652.4728, 6653.6875, 20.9940),
[5] = vector3(-1568.6243, 6724.4087, 17.7642),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, objNetId in pairs(objectList) do
local obj = NetToObj(objNetId)
if DoesEntityExist(obj) then
ERS_RequestNetControlForEntity(obj)
PlaceObjectOnGroundProperly(obj)
end
end
ERS_CreateTemporaryBlipForEntities(objectList, 30000)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 10
-- Build objects
local bridgeBlockObjects = {"prop_rub_scrap_06", "prop_tree_fallen_02", "prop_rub_pile_02", "prop_rub_pile_01", "prop_pile_dirt_04", "prop_pile_dirt_02", "prop_pipe_single_01"}
local randomAmountOfObjects = math.random(5)
for i = 1, randomAmountOfObjects do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local objModel = ERS_GetRandomModel(bridgeBlockObjects)
local objCoords = vector3(coords.x, coords.y, coords.z)
local objHeading = math.random(360)
local objNetId = ERS_CreateObject(objModel, objCoords, objHeading)
if objNetId then
local obj = NetworkGetEntityFromNetworkId(objNetId)
table.insert(objectList, objNetId)
else
DebugPrint("^1ERROR ^7Could not create object: "..objModel)
end
end
return true
end
}
@@ -1,95 +0,0 @@
Config.Callouts["roxwood_crop_fire"] = {
Enabled = true,
CalloutName = "Roxwood Crop Fire",
CalloutDescriptions = {
"Reports of a combine harvester malfunction causing a rapidly spreading wheat field fire.",
"Lightning strike has ignited multiple dry crop fields, threatening nearby farm structures.",
"Agricultural equipment sparked a fire in drought-affected corn fields, requiring immediate response.",
"Burning embers from a controlled burn have spread to adjacent crop fields.",
"Chemical fertilizer storage caught fire near valuable crop fields, situation escalating.",
"Electrical fault in irrigation system has triggered a fire in the surrounding crop fields.",
"Severe drought conditions have led to spontaneous combustion in hay storage, threatening nearby crops.",
"Farm workers report uncontrolled fire spreading through mature wheat fields during harvest.",
"Mechanical failure in grain silo ventilation system caused fire to spread to surrounding crops.",
"Emergency response needed for crop fire threatening multiple agricultural structures and equipment.",
},
CalloutUnitsRequired = {
description = "Police, Fire.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2399.7097, 7358.4756, 29.0479),
[2] = vector3(-2487.0852, 7449.9502, 29.0479),
[3] = vector3(-2494.1135, 7374.3760, 29.0479),
[4] = vector3(-2517.3569, 7199.2168, 29.0479),
[5] = vector3(-2652.8608, 7139.6714, 29.0479),
[6] = vector3(-2579.2705, 7414.2432, 29.0479),
[7] = vector3(-2398.9187, 7448.2280, 29.0479),
[8] = vector3(-2344.8552, 7197.0410, 29.0479),
[9] = vector3(-2189.1917, 7144.0063, 29.0479),
[10] = vector3(-2502.3936, 7176.9692, 29.0479),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, objNetId in pairs(objectList) do
local obj = NetToObj(objNetId)
if DoesEntityExist(obj) then
ERS_RequestNetControlForEntity(obj)
PlaceObjectOnGroundProperly(obj)
end
end
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 30
-- Build Fires & smoke
local randomAmountOfFires = math.random(10)
for i = 1, randomAmountOfFires do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
if UsingSmartFires then
-- Full version
local fireSize = Config.RandomLargeFireOrSmokeSize[math.random(#Config.RandomLargeFireOrSmokeSize)]
local fireType = Config.NormalFireTypes[math.random(#Config.NormalFireTypes)]
local fireId = exports['SmartFires']:CreateFire(vector3(coords.x, coords.y, coords.z+0.6), fireSize, fireType)
DebugPrint("Created fire with ID: "..fireId)
table.insert(fireList, fireId)
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = Config.AllSmokeTypes[math.random(#Config.AllSmokeTypes)]
local smokeId = exports['SmartFires']:CreateSmoke(vector3(coords.x, coords.y, coords.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke particle with ID: "..smokeId)
table.insert(smokeList, smokeId)
else
-- Lite version
local fireSize = Config.RandomLargeFireOrSmokeSize[math.random(#Config.RandomLargeFireOrSmokeSize)]
local fireType = "normal"
local fireId = exports['SmartFiresLite']:CreateFire(vector3(coords.x, coords.y, coords.z+0.6), fireSize, fireType)
DebugPrint("Created fire with SmartFiresLite with ID: "..fireId)
table.insert(fireList, fireId)
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = "normal"
local smokeId = exports['SmartFiresLite']:CreateSmoke(vector3(coords.x, coords.y, coords.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke particle with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
end
return true
end
}
@@ -1,113 +0,0 @@
Config.Callouts["roxwood_drug_lab_incident"] = {
Enabled = true,
CalloutName = "Drug Lab Incident",
CalloutDescriptions = {
"Emergency response needed at the drug lab; individual requiring immediate medical attention.",
"Alert: medical emergency reported at drug lab facilities; units requested for immediate response.",
"Units needed: incident reported at drug lab involving an injured person.",
"Emergency situation at drug lab; medical assistance required for lab visitor.",
"Alert: drug lab incident in progress; medical response team needed on scene.",
"First responders requested at drug lab location; medical emergency reported.",
"Respond to drug lab emergency; coordinate with on-site staff for immediate assistance.",
"Situation alert: medical incident at drug lab facilities requiring urgent response.",
"Emergency services needed at drug lab; injured person requiring immediate attention.",
"Response needed: drug lab incident involving injured visitor; medical assistance required.",
},
CalloutUnitsRequired = {
description = "Police, Ambulance, Fire.",
policeRequired = true,
ambulanceRequired = true,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2281.0774, 8149.1436, 31.2439),
[2] = vector3(-2280.4634, 8029.7676, 34.1530),
[3] = vector3(-3075.2825, 7893.6514, 56.5999),
},
PedChanceToFleeFromPlayer = 30, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 30, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 30, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 30, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_pistol",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
ERS_SetPedAsDrunkPed(ped)
ERS_ApplyBloodToPed(ped)
ERS_SetPedToFleeFromPlayer(ped)
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
-- Build peds
local diameter = 1.5
local randomAmountOfWorkers = math.random(1, 3)
local drugLabWorkerPedModels = {"mp_f_cocaine_01", "mp_f_meth_01", "mp_m_meth_01", "mp_m_cocaine_01"}
for i = 1, randomAmountOfWorkers do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local pedModel = drugLabWorkerPedModels[math.random(1, #drugLabWorkerPedModels)]
local pedCoords = vector3(coords.x, coords.y, coords.z+1.0)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
end
-- Build a small sized fire
if UsingSmartFires then
-- Full version
local fireSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local fireType = Config.NormalFireTypes[math.random(#Config.NormalFireTypes)]
local fireId = exports['SmartFires']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with ID: "..fireId)
table.insert(fireList, fireId)
-- Build smoke
local chanceOnASmoke = 50
if math.random(1, 100) <= chanceOnASmoke then
local smokeSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local smokeType = Config.AllSmokeTypes[math.random(#Config.AllSmokeTypes)]
local smokeId = exports['SmartFires']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
else
-- Lite version
local fireSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local fireType = "normal"
local fireId = exports['SmartFiresLite']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with SmartFiresLite with ID: "..fireId)
table.insert(fireList, fireId)
-- Build smoke
local chanceOnASmoke = 50
if math.random(1, 100) <= chanceOnASmoke then
local smokeSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local smokeType = "normal"
local smokeId = exports['SmartFiresLite']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
end
return true
end
}
@@ -1,112 +0,0 @@
Config.Callouts["roxwood_gas_station_robbery"] = {
Enabled = true,
CalloutName = "Roxwood Gas Station Robbery",
CalloutDescriptions = {
"Respond to a report of an armed robbery at a gas station; secure the area and apprehend the suspects.",
"Alert: armed robbery in progress at a gas station; deploy units to the location and ensure public safety.",
"Units needed: report of a robbery involving multiple armed suspects; focus on securing the scene and detaining the suspects.",
"Notice: armed robbery reported at a gas station; act promptly to control the situation and prevent harm.",
"Alert: report of an armed robbery; intervention needed to apprehend the suspects and ensure safety.",
"Incident reported: armed robbery at a gas station; take action to secure the premises and protect bystanders.",
"Respond to a situation involving an armed robbery; prioritize public safety and coordinate with law enforcement.",
"Situation alert: armed robbery in progress; secure the area and detain the suspects.",
"Alert: report of a robbery with weapons; respond swiftly to address the situation and ensure safety.",
"Response needed: armed robbery; secure the area, apprehend the suspects, and restore order.",
},
CalloutUnitsRequired = {
description = "Police, Ambulance.",
policeRequired = true,
ambulanceRequired = true,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-1228.4095, 6927.7363, 20.4751),
[2] = vector3(-522.2498, 7560.3276, 6.5205),
},
PedChanceToFleeFromPlayer = 50, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 50, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 20, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 100, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 10000, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 15000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "attack", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_pistol",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local plyGroupHash = GetPedRelationshipGroupHash(plyPed)
local retval, suspectGroupHash = AddRelationshipGroup("SUSPECT_GROUP_HASH")
local victim
local suspectPedList = {}
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
if index == 1 then
victim = ped
ERS_ClearPedTasksAndBlockEvents(ped)
Wait(100)
TaskHandsUp(ped, -1, 0, -1, true)
else
SetPedRelationshipGroupHash(ped, suspectGroupHash)
SetEntityCanBeDamagedByRelationshipGroup(ped, false, suspectGroupHash)
SetRelationshipBetweenGroups(5, suspectGroupHash, plyGroupHash)
SetRelationshipBetweenGroups(5, plyGroupHash, suspectGroupHash)
ERS_ClearPedTasksAndBlockEvents(ped)
ERS_SpawnConfiguredWeaponForPed(ped, calloutDataClient)
Wait(100)
TaskAimGunAtEntity(ped, victim, -1, false)
table.insert(suspectPedList, pedNetId)
Citizen.CreateThread(function()
local randomTime = math.random(5000, 9000)
Citizen.Wait(randomTime)
local chanceToShoot = math.random(1, 100)
if chanceToShoot <= 50 then
TaskShootAtEntity(ped, victim, -1, false)
else
TaskSmartFleePed(ped, plyPed, 10000, -1, false)
end
end)
end
end
end
ERS_CreateTemporaryBlipForEntities(suspectPedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, suspectPedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 15
-- Build victim
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z+1.0)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
-- Build suspects
local randomAmountOfSuspects = math.random(2, 4) -- Randomize number of suspects
for i = 1, randomAmountOfSuspects do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(coords.x, coords.y, coords.z+1.0)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
end
return true
end
}
@@ -1,117 +0,0 @@
Config.Callouts["roxwood_illegal_camping"] = {
Enabled = true,
CalloutName = "Illegal Camping",
CalloutDescriptions = {
"Investigate reports of illegal camping in a restricted area; ensure compliance with local regulations.",
"Alert: dispatch units to handle reports of unauthorized camping; assess environmental impact.",
"Units required: respond to reports of illegal camping and evaluate potential safety hazards.",
"Notice: check reports of campers setting up in prohibited zones; enforce park rules.",
"Alert: respond promptly to reports of unauthorized camping; prioritize public safety and environmental protection.",
"Incident reported: look into reports of illegal camping activities to understand the situation.",
"Investigate reports of campers in restricted areas; coordinate with park authorities and secure the site.",
"Situation alert: address reports of illegal camping; work with local enforcement to resolve the issue.",
"Alert: handle reports of unauthorized camping and adhere to protocols for potential environmental hazards.",
"Response needed: investigate reports of illegal camping and take steps to ensure compliance with regulations.",
},
CalloutUnitsRequired = {
description = "Police",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2968.4868, 8348.0039, 43.2270),
[2] = vector3(-2376.2881, 7808.8652, 33.1581),
[3] = vector3(-2710.9854, 7801.0586, 46.5524),
[4] = vector3(-3067.7266, 7109.3135, 42.5468),
[5] = vector3(-3676.9055, 6168.9692, 24.5723),
[6] = vector3(-3588.0854, 7165.6846, 46.3299),
[7] = vector3(-3312.8560, 8835.7363, 36.2966),
[8] = vector3(-1284.6665, 8242.3164, 12.2473),
[9] = vector3(-1490.4974, -262.6434, 50.2380),
[10] = vector3(-2220.6472, 7570.6499, 56.8878),
},
PedChanceToFleeFromPlayer = 10, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 10, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 50, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 10, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 10000, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 15000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_knife",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local vehicle
local driver
for index, vehNetId in pairs(vehicleList) do
local veh = NetToVeh(vehNetId)
if DoesEntityExist(veh) then
vehicle = veh
ERS_RequestNetControlForEntity(vehicle)
end
end
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
if index == 1 then
driver = ped
ERS_RequestNetControlForEntity(driver)
TaskSetBlockingOfNonTemporaryEvents(driver, true)
ERS_SetPedAsDrunkPed(driver)
else
-- Play a smoking weed animation on them
ERS_SetPedAsDrunkPed(ped)
local scenario = ERS_SelectRandomSmokeScenario()
TaskStartScenarioInPlace(ped, scenario, 0, true)
end
end
end
ERS_CreateTemporaryBlipForEntities(vehicleList, 15000)
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
-- Build vehicle
local campingVehicles = {"camper", "journey", "paradise"}
local vehModel = ERS_GetRandomModel(campingVehicles)
local vehType = "automobile"
local vehCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z)
local vehHeading = math.random(360)
local vehNetId = ERS_CreateVehicle(vehModel, vehType, vehCoords, vehHeading)
local vehicle = NetworkGetEntityFromNetworkId(vehNetId)
table.insert(vehicleList, vehNetId)
-- Build ped
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z+3.0)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
SetPedIntoVehicle(ped, vehicle, -1)
table.insert(pedList, pedNetId)
-- Build camping friends
local amountOfCampingFriends = math.random(1, 5)
for i = 1, amountOfCampingFriends do
local diameter = 20.0
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local companionModel = ERS_GetRandomModel(Config.randomPeds)
local companionCoords = vector3(coords.x, coords.y, coords.z+3.0)
local companionHeading = math.random(360)
local companionNetId = ERS_CreatePed(companionModel, companionCoords, companionHeading)
table.insert(pedList, companionNetId)
end
return true
end
}
@@ -1,91 +0,0 @@
Config.Callouts["roxwood_miner_panic_alarm"] = {
Enabled = true,
CalloutName = "Panic alarm at the mine",
CalloutDescriptions = {
"Emergency responders are required to investigate the source of the panic alarm at the mine.",
"Authorities report panic alarm at the mine, demanding immediate investigation to ensure safety.",
"Panic alarm has been reported at the mine, necessitating urgent action to identify and address the cause.",
"Critical situation with panic alarm at the mine; additional units are needed for support.",
"Immediate response needed to address panic alarm at the mine posing potential danger.",
"Panic alarm has been detected at the mine, posing a possible threat; reinforcements are necessary to investigate and contain any hazards.",
"Emergency crews are requesting backup to assist in investigating and managing panic alarm at the mine.",
"An urgent call for help has been issued to handle panic alarm at the mine and ensure safety.",
"Responders are on the scene of panic alarm at the mine and need extra support to stabilize the situation.",
"A serious emergency involving panic alarm at the mine demands swift action to prevent a potential catastrophic outcome.",
},
CalloutUnitsRequired = {
description = "Police, Fire.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-1474.1163, 7612.5264, 90.0090),
[2] = vector3(-1498.0601, 7648.6548, 89.9406),
[3] = vector3(-1561.5817, 7478.5679, 95.6648),
[4] = vector3(-1400.6205, 7501.4053, 80.8366),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
-- No other actions required clientside.
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
ERS_ApplyBloodToPed(ped)
local scenario = ERS_SelectRandomWoundedPersonScenario()
TaskStartScenarioInPlace(ped, scenario, 0, true)
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 120000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
-- Build smoke
if UsingSmartFires then
-- Full version
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = Config.FoggySmoke
local smokeId = exports['SmartFires']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke particle with ID: "..smokeId)
table.insert(smokeList, smokeId)
else
-- Lite version
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = "normal"
local smokeId = exports['SmartFiresLite']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke particle with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
-- Build wounded miner
local amountOfPeds = math.random(1, 4)
local minerPedModels = {"s_m_y_construct_01", "s_m_y_construct_02"}
for i = 1, amountOfPeds do
local pedModel = ERS_GetRandomModel(minerPedModels)
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
end
return true
end
}
@@ -1,516 +0,0 @@
Config.Callouts["roxwood_mysterious_egg"] = {
Enabled = true,
CalloutName = "Mysterious egg(s) reported",
CalloutDescriptions = {
"Emergency: respond to reports of a mysterious egg; assess potential hazards.",
"Urgent alert: unidentified egg-like object reported requiring immediate investigation.",
"Critical response required: investigate reports of an unusual egg of unknown origin.",
"Notice: mysterious egg discovered in the area; assessment needed.",
"Alert: respond to reports of a suspicious egg-shaped object; evaluate potential risks.",
"Incident reported: mysterious egg found requiring immediate attention.",
"Immediate action: address reports of an unidentified egg; assess situation.",
"Situation alert: investigation needed for mysterious egg discovery.",
"Emergency response: handle reports of an unusual egg; ensure public safety.",
"Response needed: investigate reports of a mysterious egg; assess and secure the area.",
},
CalloutUnitsRequired = {
description = "Police, fire.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-176.0005, 7555.7231, 2.0013),
[2] = vector3(-229.1338, 7345.6353, 4.2200),
[3] = vector3(-3411.0190, 6075.2427, 2.6527),
[4] = vector3(-783.9731, 6659.8804, 2.3201),
[5] = vector3(-328.8283, 6974.1064, 2.4945),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local eggObjects = {}
for index, objNetId in pairs(objectList) do
local obj = NetToObj(objNetId)
if DoesEntityExist(obj) then
ERS_RequestNetControlForEntity(obj)
PlaceObjectOnGroundProperly(obj)
table.insert(eggObjects, obj)
-- Make weird shit happen, like drawing lights fading in and out in green colour
local coords = GetEntityCoords(obj)
local radius = 10.0
local intensity = 0.0
local fadeSpeed = 0.005 -- Lower = slower fade
local increasing = true
Citizen.CreateThread(function()
while DoesEntityExist(obj) do
-- Draw the light with current intensity
DrawLightWithRangeAndShadow(
coords.x,
coords.y,
coords.z,
0, -- Red
math.floor(intensity * 100), -- Green (0-100 range)
0, -- Blue
10.0,
0.5, -- Light intensity
1.0
)
-- Update intensity
if increasing then
intensity = intensity + fadeSpeed
if intensity >= 1.0 then
intensity = 1.0
increasing = false
end
else
intensity = intensity - fadeSpeed
if intensity <= 0.0 then
intensity = 0.0
increasing = true
end
end
Wait(0)
end
end)
end
end
-- Make UFO fly in from high altitude, then start the abduction sequence
local ufoEntityId = nil
local ufoNetId = nil
Citizen.SetTimeout(10000, function()
local ufoModel = 'imp_prop_ship_01a'
RequestModel(ufoModel)
while not HasModelLoaded(ufoModel) do
Wait(100)
end
-- Start position high in the sky
local startCoords = vector3(calloutDataClient.Coordinates.x + 50.0, calloutDataClient.Coordinates.y + 50.0, calloutDataClient.Coordinates.z + 150.0)
local finalCoords = vector3(calloutDataClient.Coordinates.x, calloutDataClient.Coordinates.y, calloutDataClient.Coordinates.z + 30.0)
local ufoHeading = math.random(360)
-- Create UFO at start position
ufoEntityId = CreateObject(ufoModel, startCoords.x, startCoords.y, startCoords.z, true, true, true)
while not DoesEntityExist(ufoEntityId) do
Wait(100)
end
ufoNetId = NetworkGetNetworkIdFromEntity(ufoEntityId)
-- Play UFO approach sound
PlaySoundFrontend(-1, "Object_Dropped_Remote", "GTAO_FM_Events_Soundset", true)
-- UFO arrival animation
Citizen.CreateThread(function()
local arrivalDuration = 5000 -- 5 seconds for arrival
local startTime = GetGameTimer()
-- Add a slight hovering effect
local hoverOffset = 0.0
local hoverRate = 0.003 -- Reduced from 0.01 for slower hovering
-- Play arrival sequence
while DoesEntityExist(ufoEntityId) do
local currentTime = GetGameTimer()
local timeElapsed = currentTime - startTime
local t = math.min(timeElapsed / arrivalDuration, 1.0)
-- Use cubic easing for natural movement
local tSquared = t * t
local tCubed = tSquared * t
local easedT = 1.0 - math.pow(1.0 - t, 3)
-- Calculate new position
local newX = lerp(startCoords.x, finalCoords.x, easedT)
local newY = lerp(startCoords.y, finalCoords.y, easedT)
local newZ = lerp(startCoords.z, finalCoords.z, easedT)
-- Add hovering effect
hoverOffset = math.sin(currentTime * hoverRate) * 0.5
-- Set UFO position
SetEntityCoords(ufoEntityId, newX, newY, newZ + hoverOffset, false, false, false, false)
-- Rotate the UFO slightly as it comes in
local currentHeading = GetEntityHeading(ufoEntityId)
SetEntityHeading(ufoEntityId, currentHeading + 0.2)
-- If UFO reached final position, break the loop
if t >= 1.0 then
-- Play hovering sound when UFO is in position
--PlaySoundFrontend(-1, "Altitude_Warning", "EXILE_1", true)
PlaySoundFrontend(-1, "Object_Dropped_Remote", "GTAO_FM_Events_Soundset", true)
break
end
Wait(0)
end
-- After arrival, continue with the spotlights and abduction
local ufoCoords = GetEntityCoords(ufoEntityId)
local isCalloutActive = true
local isUFODeparting = false -- New flag to control hover effect
-- Create a thread to monitor callout status
Citizen.CreateThread(function()
while true do
-- Check if callout is still active
if not isAttachedToCallout then
isCalloutActive = false
-- Clean up UFO if it exists
if DoesEntityExist(ufoEntityId) then
DeleteEntity(ufoEntityId)
end
-- Break the monitoring loop
break
end
Wait(1000) -- Check every second
end
end)
Citizen.CreateThread(function()
-- Light pulsing variables
local lightIntensity = 1.0
local pulseRate = 0.005
local minIntensity = 0.7
local maxIntensity = 1.3
-- Play spotlight activation sound
PlaySoundFrontend(-1, "Beep_Red", "DLC_HEIST_HACKING_SNAKE_SOUNDS", true)
Wait(800)
PlaySoundFrontend(-1, "CHECKPOINT_PERFECT", "HUD_MINI_GAME_SOUNDSET", true)
while DoesEntityExist(ufoEntityId) and isCalloutActive do
local gameTime = GetGameTimer()
-- Only apply hover if not departing
if not isUFODeparting then
-- Update hover effect with slower rate
hoverOffset = math.sin(gameTime * hoverRate) * 0.5
SetEntityCoords(ufoEntityId, ufoCoords.x, ufoCoords.y, ufoCoords.z + hoverOffset, false, false, false, false)
end
-- Calculate pulsing light intensity
lightIntensity = lerp(minIntensity, maxIntensity, (math.sin(gameTime * pulseRate) + 1) * 0.5)
-- Draw spotlights only if not departing
if not isUFODeparting then
-- Draw the main red spotlight with pulsing intensity
DrawSpotLightWithShadow(
ufoCoords.x, ufoCoords.y, ufoCoords.z-3.0,
0.0, 0.0, -1.0,
255, 0, 0,
100.0, lightIntensity, 0.0, 100.0, 1.0
)
-- White spotlight remains consistent
DrawSpotLightWithShadow(
ufoCoords.x, ufoCoords.y, ufoCoords.z-3.0,
0.0, 0.0, -1.0,
255, 255, 255,
100.0, 1.0, 0.0, 20.0, 1.0
)
end
Wait(0)
end
end)
-- Create a forceful push away from eggs when player gets too close
Citizen.CreateThread(function()
while true do
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
for _, eggObject in ipairs(eggObjects) do
if DoesEntityExist(eggObject) then
local eggCoords = GetEntityCoords(eggObject)
local distance = #(playerCoords - eggCoords)
-- Strong repulsion when very close to eggs
if distance < 8.0 then -- Reduced range for more dramatic effect
-- Calculate direction AWAY from egg
local force = (playerCoords - eggCoords)
local magnitude = #force
if magnitude > 0 then
-- Strong push at any time
local pushStrength = 10.0
-- Ragdoll the player for dramatic effect
SetPedGravity(playerPed, false)
SetPedToRagdoll(playerPed, 1000, 1000, 0, 0, 0, 0)
-- Apply strong push force away from egg
SetEntityVelocity(playerPed,
force.x/magnitude * pushStrength,
force.y/magnitude * pushStrength,
pushStrength * 0.5) -- Upward component for dramatic effect
-- Small delay to prevent sound spam
Wait(500)
SetPedGravity(playerPed, true)
end
end
end
end
Wait(0)
end
end)
-- Make the objects fly up into the UFO and make the UFO fly away
Citizen.CreateThread(function()
local objectsRemaining = #objectList
local lastObject = nil
local shouldFlyAway = false -- New flag to control UFO departure
-- Handle each object in the list
for _, eggObject in ipairs(eggObjects) do
if DoesEntityExist(eggObject) and isCalloutActive then
local startCoords = GetEntityCoords(eggObject)
local endCoords = GetEntityCoords(ufoEntityId)
local duration = 5000 -- 5 seconds for each object
local startTime = GetGameTimer()
-- Animate each object
while DoesEntityExist(ufoEntityId) and DoesEntityExist(eggObject) and isCalloutActive do
local currentTime = GetGameTimer()
local timeElapsed = currentTime - startTime
-- Calculate easing
local t = math.min(timeElapsed / duration, 1.0)
local tSquared = t * t
local tCubed = tSquared * t
local easedT = 3 * tSquared - 2 * tCubed
-- Calculate new position
local newX = lerp(startCoords.x, endCoords.x, easedT)
local newY = lerp(startCoords.y, endCoords.y, easedT)
local newZ = lerp(startCoords.z, endCoords.z + 1.0, easedT)
-- Add some wobble to the movement
local wobble = math.sin(timeElapsed * 0.01) * (1.0 - easedT) * 0.3
-- Set new position
SetEntityCoords(eggObject, newX + wobble, newY + wobble, newZ, false, false, false, false)
-- Add rotation
local currentRotation = GetEntityRotation(eggObject, 2)
SetEntityRotation(eggObject,
currentRotation.x + 2.0,
currentRotation.y + 2.0,
currentRotation.z + 2.0,
2, true)
-- Draw laser beam from UFO to object
local ufoPos = GetEntityCoords(ufoEntityId)
local objPos = GetEntityCoords(eggObject)
-- Main laser beam
DrawLine(
ufoPos.x, ufoPos.y, ufoPos.z - 2.0, -- From bottom of UFO
objPos.x, objPos.y, objPos.z, -- To object
0, 255, 0, -- Green color
255 -- Alpha
)
-- Add some additional lines for thickness effect
DrawLine(
ufoPos.x + 0.05, ufoPos.y, ufoPos.z - 2.0,
objPos.x + 0.05, objPos.y, objPos.z,
0, 255, 0, 180
)
DrawLine(
ufoPos.x - 0.05, ufoPos.y, ufoPos.z - 2.0,
objPos.x - 0.05, objPos.y, objPos.z,
0, 255, 0, 180
)
DrawLine(
ufoPos.x, ufoPos.y + 0.05, ufoPos.z - 2.0,
objPos.x, objPos.y + 0.05, objPos.z,
0, 255, 0, 180
)
DrawLine(
ufoPos.x, ufoPos.y - 0.05, ufoPos.z - 2.0,
objPos.x, objPos.y - 0.05, objPos.z,
0, 255, 0, 180
)
-- Add pulsing effect
local pulseIntensity = math.sin(timeElapsed * 0.02) * 0.5 + 0.5
DrawLine(
ufoPos.x, ufoPos.y, ufoPos.z - 2.0,
objPos.x, objPos.y, objPos.z,
0, 255 * pulseIntensity, 0,
200
)
-- If object reached UFO
if t >= 1.0 then
-- Play object capture sound
PlaySoundFrontend(-1, "CHECKPOINT_UNDER_THE_BRIDGE", "HUD_MINI_GAME_SOUNDSET", true)
--print("Object reached UFO, remaining: " .. objectsRemaining) -- Debug print
objectsRemaining = objectsRemaining - 1
if DoesEntityExist(eggObject) then
if objectsRemaining == 0 then
--print("Last object captured, preparing UFO departure") -- Debug print
lastObject = eggObject
SetEntityVisible(eggObject, false, false)
shouldFlyAway = true -- Set flag for UFO to fly away
else
ERS_DeleteEntityFromCallout(eggObject)
end
end
break
end
Wait(0)
end
-- Small delay between objects
if isCalloutActive and objectsRemaining > 0 then
Wait(500)
end
end
end
-- In the UFO departure sequence, set isUFODeparting = true before starting:
if shouldFlyAway then
--print("Starting UFO departure sequence") -- Debug print
-- Add a delay before departure
Wait(2000)
-- Set departing flag to true
isUFODeparting = true
-- Create new thread specifically for UFO departure
Citizen.CreateThread(function()
if DoesEntityExist(ufoEntityId) and isCalloutActive then
--print("UFO exists and callout is active, beginning departure") -- Debug print
-- Play UFO departure sounds
PlaySoundFrontend(-1, "Object_Dropped_Remote", "GTAO_FM_Events_Soundset", true)
local ufoStartCoords = GetEntityCoords(ufoEntityId)
local ufoEndCoords = vector3(ufoStartCoords.x, ufoStartCoords.y, ufoStartCoords.z + 30.0)
local ufoDuration = 8000
local ufoStartTime = GetGameTimer()
while DoesEntityExist(ufoEntityId) and isCalloutActive do
local currentTime = GetGameTimer()
local timeElapsed = currentTime - ufoStartTime
local t = math.min(timeElapsed / ufoDuration, 1.0)
-- Exponential easing for UFO departure
local easedT = t * t
-- Move UFO up
local newZ = lerp(ufoStartCoords.z, ufoEndCoords.z, easedT)
--print("Moving UFO - Height: " .. newZ) -- Debug print
SetEntityCoords(ufoEntityId,
ufoStartCoords.x,
ufoStartCoords.y,
newZ,
false, false, false, false)
if t >= 1.0 then
--print("UFO reached max height, cleaning up") -- Debug print
TriggerServerEvent("ns_easter_egg:DeleteUFO", ufoNetId)
-- Small delay before ending callout
Wait(1000)
if lastObject and DoesEntityExist(lastObject) then
ERS_DeleteEntityFromCallout(lastObject)
end
break
end
Wait(0)
end
end
end)
else
--print("shouldFlyAway flag not set, UFO departure sequence skipped") -- Debug print
end
end)
end)
end)
ERS_CreateTemporaryBlipForEntities(objectList, 30000)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 10
-- Build objects
local alienEggObjects = {"prop_alien_egg_01"}
local randomAmountOfObjects = math.random(1, 12)
for i = 1, randomAmountOfObjects do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local objModel = ERS_GetRandomModel(alienEggObjects)
local objCoords = vector3(coords.x, coords.y, coords.z+2.0)
local objHeading = math.random(360)
local objNetId = ERS_CreateObject(objModel, objCoords, objHeading)
if objNetId then
local obj = NetworkGetEntityFromNetworkId(objNetId)
table.insert(objectList, objNetId)
else
DebugPrint("^1ERROR ^7Could not create object: "..objModel)
end
end
-- Create smoke (Optionally)
-- -- Build a small sized fire
-- if UsingSmartFires then
-- -- Full version
-- -- Build smoke
-- local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
-- local smokeType = "foggy"
-- local smokeId = exports['SmartFires']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
-- DebugPrint("Created smoke with ID: "..smokeId)
-- table.insert(smokeList, smokeId)
-- else
-- -- Lite version
-- -- Build smoke
-- local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
-- local smokeType = "normal"
-- local smokeId = exports['SmartFiresLite']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
-- DebugPrint("Created smoke with ID: "..smokeId)
-- table.insert(smokeList, smokeId)
-- end
RegisterServerEvent("ns_easter_egg:DeleteUFO")
AddEventHandler("ns_easter_egg:DeleteUFO", function(objNetId)
local obj = NetworkGetEntityFromNetworkId(objNetId)
if DoesEntityExist(obj) then
DeleteEntity(obj)
end
end)
return true
end
}
@@ -1,272 +0,0 @@
Config.Callouts["roxwood_race_crash"] = {
Enabled = false,
CalloutName = "Roxwood GP Race Crash",
CalloutDescriptions = {
"Reported road traffic collision, further details needed",
"Collision involving vehicles, assess scene for safety",
"Incident on road reported, extent of damage unclear",
"Traffic incident with unknown injuries, approach carefully",
"Vehicle collision reported, assistance required",
"Accident scene identified, evaluate for emergency response",
"Collision on roadway, prioritize safety and assistance",
"Traffic incident reported, coordinate response accordingly",
"Roadway blocked due to collision, assess for hazards",
"Vehicle collision with unspecified injuries, response needed",
-- Add more if you like.
},
CalloutUnitsRequired = {
description = "Police, ambulance, fire, tow.",
policeRequired = true,
ambulanceRequired = true,
fireRequired = true,
towRequired = true,
},
CalloutLocations = {
[1] = vector3(-2878.8276, 8350.8096, 37.0427),
[2] = vector3(-3003.3206, 8421.5879, 37.0592),
[3] = vector3(-3262.5945, 8667.0674, 37.1207),
[4] = vector3(-3020.7278, 8711.4346, 46.1127),
[5] = vector3(-2703.4087, 8518.3428, 44.1534),
[6] = vector3(-2239.3889, 8563.3916, 47.5178),
[7] = vector3(-2343.6777, 8891.8887, 51.0247),
[8] = vector3(-2524.2251, 8750.5879, 45.5379),
[9] = vector3(-2624.4514, 8621.4854, 47.0158),
[10] = vector3(-2576.6099, 8060.3647, 46.6511),
[11] = vector3(-3196.3193, 8153.2676, 47.0967),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> 0 is no chance. The lower the less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> 0 is no chance. The lower the less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> 0 is no chance. The lower the less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> 0 is no chance. The lower the less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed", -- Basically none.
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, vehNetId in pairs(vehicleList) do
local veh = NetToVeh(vehNetId)
if DoesEntityExist(veh) then
ERS_RequestNetControlForEntity(veh)
ERS_SetRandomDamageToVehicle(veh)
end
end
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
local pedCoords = GetEntityCoords(ped)
local chanceToSurvive = math.random(0, 1)
ERS_SetMovementAnimClipSetToPed(ped, "move_m@injured")
if chanceToSurvive < 1 then
-- Dead
SetEntityHealth(ped, 0)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
ERS_ApplyBloodToPed(ped)
SetPedKeepTask(ped, true)
else
-- Alive
TaskSetBlockingOfNonTemporaryEvents(ped, true)
ERS_SpawnConfiguredWeaponForPed(ped, calloutDataClient)
if IsPedInAnyVehicle(ped, false) then
TaskLeaveAnyVehicle(ped)
Wait(500)
end
TaskSetBlockingOfNonTemporaryEvents(ped, true)
SetPedKeepTask(ped, true)
ERS_ApplyBloodToPed(ped)
pedCoords = GetEntityCoords(ped)
local bool, safeCoords = GetSafeCoordForPed(pedCoords.x, pedCoords.y, pedCoords.z, true, 16)
if bool then
if Config.Debug then
print("Found safe coord for ped: "..safeCoords)
end
local xOffset= math.random(-2, 2)
local yOffset= math.random(-2, 2)
if Config.Debug then
print("Could not find safe coord for ped: "..safeCoords)
end
end
Citizen.SetTimeout(10000, function()
if DoesEntityExist(ped) then
if not IsPedDeadOrDying(ped, true) then
ERS_RequestNetControlForEntity(ped)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
local scenario = ERS_SelectRandomWoundedPersonScenario()
TaskStartScenarioInPlace(ped, scenario, 0, true)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
if Config.Debug then
print("Blocking off non-temp events for ped at safe coords for ped: "..ped)
end
end
end
end)
end
end
end
for index, objNetId in pairs(objectList) do
local obj = NetToObj(objNetId)
if DoesEntityExist(obj) then
ERS_RequestNetControlForEntity(obj)
PlaceObjectOnGroundProperly(obj)
end
end
ERS_CreateTemporaryBlipForEntities(vehicleList, 15000)
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local randomAmountOfVehicles = math.random(2,5)
local randomAmountOfObjects = math.random(1,5)
local randomAmountOfFires = math.random(1,3)
local racePedModels = {
"ig_trafficwarden", "player_zero", "ig_agatha",
"hc_driver", "hc_gunman", "hc_hacker", "ig_abigail", "ig_agent",
"ig_amandatownley", "ig_andreas", "ig_ashley", "ig_avon", "ig_ballasog",
"ig_bankman", "ig_barry", "ig_benny", "ig_bestmen", "ig_beverly",
"ig_brad", "ig_bride", "ig_car3guy1", "ig_car3guy2", "ig_casey",
"ig_chef", "ig_chef2", "ig_chengsr", "ig_chrisformage", "ig_clay",
"ig_claypain", "ig_cletus", "ig_dale", "ig_davenorton", "ig_denise",
"ig_devin", "ig_dix", "ig_djblamadon", "ig_djblamrupert", "ig_djblamryans",
"ig_djdixmanager", "ig_djgeneric_01", "ig_djsolfotios", "ig_djsoljakob",
"ig_djsolmanager", "ig_djsolmike", "ig_djsolrobt", "ig_djtalaurelia",
"ig_djtalignazio", "ig_dom", "ig_dreyfuss", "ig_drfriedlander",
"ig_englishdave", "ig_fabien", "ig_fbisuit_01", "ig_floyd", "ig_g",
"ig_groom", "ig_hao", "ig_hunter", "ig_janet", "ig_jay_norris",
"ig_jewelass", "ig_jimmyboston", "ig_jimmyboston_02", "ig_jimmydisanto",
"ig_joeminuteman", "ig_johnnyklebitz", "ig_josef", "ig_josh",
"ig_karen_daniels", "ig_kerrymcintosh", "ig_kerrymcintosh_02",
"ig_lacey_jones_02", "ig_lamardavis", "ig_lazlow", "ig_lazlow_2",
"ig_lestercrest", "ig_lestercrest_2", "ig_lifeinvad_01", "ig_lifeinvad_02",
"ig_magenta", "ig_malc", "ig_manuel", "ig_marnie", "ig_maryann",
"ig_maude", "ig_michelle", "ig_milton", "ig_molly", "ig_money",
"ig_mp_agent14", "ig_mrk", "ig_mrs_thornhill", "ig_mrsphillips",
"ig_natalia", "ig_nervousron", "ig_nigel", "ig_old_man1a", "ig_old_man2",
"ig_omega", "ig_oneil", "ig_orleans", "ig_ortega", "ig_paige", "ig_paper",
"ig_patricia", "ig_popov", "ig_priest", "ig_prolsec_02", "ig_ramp_gang",
"ig_ramp_hic", "ig_ramp_hipster", "ig_ramp_mex", "ig_rashcosvki",
"ig_roccopelosi", "ig_russiandrunk", "ig_sacha", "ig_screen_writer",
"ig_siemonyetarian", "ig_sol", "ig_solomon", "ig_stevehains", "ig_stretch",
"ig_talcc", "ig_talina", "ig_talmm", "ig_tanisha", "ig_taocheng",
"ig_taostranslator", "ig_tenniscoach", "ig_terry", "ig_tomepsilon",
"ig_tonya", "ig_tonyprince", "ig_tracydisanto", "ig_trafficwarden",
"ig_tylerdix", "ig_tylerdix_02", "ig_vagspeak", "ig_wade", "ig_zimbor",
"player_one", "player_two", "player_zero", "ig_agatha", "ig_avery",
"ig_brucie2", "ig_thornton", "ig_tomcasino", "ig_vincent"
}
local vehRaceModels = {"formula", "formula2", "openwheel1", "openwheel2"}
local carPartObjects = {"prop_car_battery_01", "prop_car_exhaust_01", "prop_rub_carpart_04", "prop_rub_carpart_05", "prop_car_engine_01"}
local diameter = 20
-- Car race or motorbike race chance
local carRaceChance = math.random(0, 1)
local vehType = "automobile"
if carRaceChance == 0 then
-- motorbike race
vehRaceModels = {"bati2"}
vehType = "bike"
end
-- Build entities
for i = 1, randomAmountOfVehicles do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
-- Build vehicle
local vehModel = ERS_GetRandomModel(vehRaceModels)
local vehCoords = vector3(coords.x, coords.y, coords.z)
local vehHeading = math.random(360)
local vehNetId = ERS_CreateVehicle(vehModel, vehType, vehCoords, vehHeading)
local vehicle = NetworkGetEntityFromNetworkId(vehNetId)
table.insert(vehicleList, vehNetId)
-- Build ped
coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local pedModel = ERS_GetRandomModel(racePedModels)
local pedCoords = vector3(coords.x, coords.y, coords.z)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
SetPedIntoVehicle(ped, vehicle, -1)
table.insert(pedList, pedNetId)
-- Break vehicle
SetVehicleBodyHealth(vehicle, (math.random(1000) + 0.0))
for i = 0, 5 do
local broken = math.random(0, 1)
if broken == 1 then
SetVehicleDoorBroken(vehicle, i, false)
end
SetVehicleDirtLevel(vehicle, math.random(15) + 0.0)
end
end
-- Build objects
for i = 1, randomAmountOfObjects do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local objModel = ERS_GetRandomModel(carPartObjects)
local objCoords = vector3(coords.x, coords.y, coords.z)
local objHeading = math.random(360)
local objNetId = ERS_CreateObject(objModel, objCoords, objHeading)
if objNetId then
local obj = NetworkGetEntityFromNetworkId(objNetId)
table.insert(objectList, objNetId)
else
DebugPrint("^1ERROR ^7Could not create object: "..objModel)
end
end
for i = 1, randomAmountOfFires do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
if UsingSmartFires then
-- Full version
local fireSize = Config.RandomLargeFireOrSmokeSize[math.random(#Config.RandomLargeFireOrSmokeSize)]
local fireType = Config.NormalFireTypes[math.random(#Config.NormalFireTypes)]
local fireId = exports['SmartFires']:CreateFire(vector3(coords.x, coords.y, coords.z+0.6), fireSize, fireType)
DebugPrint("Created fire with ID: "..fireId)
table.insert(fireList, fireId)
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = Config.AllSmokeTypes[math.random(#Config.AllSmokeTypes)]
local smokeId = exports['SmartFires']:CreateSmoke(vector3(coords.x, coords.y, coords.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke particle with ID: "..smokeId)
table.insert(smokeList, smokeId)
else
local chanceToCreateSmoke = math.random(0, 1) -- 50% chance to create smoke
if chanceToCreateSmoke == 1 then
-- Lite version
local fireSize = Config.RandomLargeFireOrSmokeSize[math.random(#Config.RandomLargeFireOrSmokeSize)]
local fireType = "normal"
local fireId = exports['SmartFiresLite']:CreateFire(vector3(coords.x, coords.y, coords.z+0.6), fireSize, fireType)
DebugPrint("Created fire with SmartFiresLite with ID: "..fireId)
table.insert(fireList, fireId)
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = "normal"
local smokeId = exports['SmartFiresLite']:CreateSmoke(vector3(coords.x, coords.y, coords.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke particle with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
end
end
return true
end
}
@@ -1,98 +0,0 @@
Config.Callouts["roxwood_racecar_theft"] = {
Enabled = false,
CalloutName = "Theft of a Racecar",
CalloutDescriptions = {
"High-performance racecar reported stolen from local track, immediate response required",
"Professional racing vehicle theft in progress, suspect may be armed and dangerous",
"Modified racing vehicle stolen during event preparations, high-value target",
"Competition racecar reported missing from secured garage area",
"Emergency: High-speed capable vehicle theft from racing complex",
"Urgent: Racing team reports theft of competition vehicle, suspect fleeing area",
"Track security reports unauthorized removal of professional racing vehicle",
"High-priority: Racing prototype stolen, vehicle extremely valuable",
"Alert: Competition vehicle theft from pit area, immediate response needed",
"Racing team reports forced entry and theft of performance vehicle",
},
CalloutUnitsRequired = {
description = "Police.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2901.6108, 8056.7153, 44.8517),
[2] = vector3(-2737.1699, 8028.4966, 49.4163),
[3] = vector3(-2969.1304, 7983.6553, 44.8298),
},
PedChanceToFleeFromPlayer = 90, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 10, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 10, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 25, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 2000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "flee", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_knife",
"weapon_pistol",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local vehicle = nil
local driver = nil
for index, vehNetId in pairs(vehicleList) do
local veh = NetToVeh(vehNetId)
if DoesEntityExist(veh) then
vehicle = veh
ERS_RequestNetControlForEntity(vehicle)
end
end
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
driver = ped
ERS_RequestNetControlForEntity(driver)
if not IsPedOnAnyBike(driver) then
SmashVehicleWindow(vehicle, 0) -- break driver window
end
if not IsPedInAnyVehicle(driver, true) then
TaskEnterVehicle(driver, vehicle, 5000, -1, 2.0, 1, 0)
Wait(5000)
ERS_SetPedToFleeFromPlayer(driver)
else
ERS_SetPedToFleeFromPlayer(driver)
end
end
end
ERS_CreateTemporaryBlipForEntities(vehicleList, 15000)
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
-- Build vehicle
local vehRaceModels = {"formula", "formula2", "openwheel1", "openwheel2"}
local vehModel = ERS_GetRandomModel(vehRaceModels)
local vehType = "automobile"
local vehCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z)
local vehHeading = math.random(360)
local vehNetId = ERS_CreateVehicle(vehModel, vehType, vehCoords, vehHeading)
local vehicle = NetworkGetEntityFromNetworkId(vehNetId)
table.insert(vehicleList, vehNetId)
-- Build ped
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z +1.0)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
SetPedIntoVehicle(ped, vehicle, -1)
table.insert(pedList, pedNetId)
calloutBuilt = true
return true
end
}
@@ -1,135 +0,0 @@
Config.Callouts["roxwood_reports_of_a_fire"] = {
Enabled = true,
CalloutName = "Reports of a Fire",
CalloutDescriptions = {
"A fire has been reported, requiring immediate attention from fire services.",
"Emergency services are needed to extinguish a reported fire.",
"Reports indicate a fire has broken out, necessitating urgent firefighting intervention.",
"A fire has been identified, and additional fire personnel are needed for containment and extinguishment.",
"Emergency services have been requested to respond to a fire.",
"A request for assistance has been made by authorities dealing with a fire.",
"Additional units are required to support fire personnel managing a fire.",
"Emergency backup is required to assist fire authorities in handling a fire.",
"A call for assistance has been issued by responders dealing with a fire.",
"Reports suggest a situation where immediate firefighting intervention is crucial to manage and address a fire.",
},
CalloutUnitsRequired = {
description = "Fire",
policeRequired = false,
ambulanceRequired = false,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2542.1089, 7467.2939, 40.1682),
[2] = vector3(-2070.9167, 7103.6870, 28.5290),
[3] = vector3(-2680.5420, 6456.3721, 28.7906),
[4] = vector3(-2660.3013, 6341.2979, 20.9317),
[5] = vector3(-2920.7075, 6240.0674, 12.7980),
[6] = vector3(-2785.6145, 6105.6709, 7.2804),
[7] = vector3(-2989.0220, 6141.8804, 4.8758),
[8] = vector3(-3029.2122, 6094.7715, 16.5621),
[9] = vector3(-3289.9795, 6187.9121, 13.7178),
[10] = vector3(-3068.1689, 7862.0122, 59.1986),
[11] = vector3(-2314.8447, 7807.0688, 38.4255),
[12] = vector3(-2306.9417, 7822.5352, 44.2124),
[13] = vector3(-2163.0261, 7998.2568, 44.3750),
[14] = vector3(-2207.9578, 8031.9858, 44.2027),
[15] = vector3(-2274.9910, 8146.1890, 34.1373),
[16] = vector3(-1290.7288, 8218.0352, 12.9399),
[17] = vector3(-606.0902, 7564.0142, 11.6405),
[18] = vector3(-833.0021, 7150.1865, 104.5681),
[19] = vector3(-380.6089, 7202.0557, 18.2214),
[20] = vector3(-455.5331, 7737.0986, 6.2801),
[21] = vector3(193.0212, 7768.1797, 6.4081),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
PlayPain(ped, 8, 200)
ERS_ApplyBloodToPed(ped)
Wait(2500)
SetEntityHealth(ped, 0)
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 2
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
-- Build a small sized fire
if UsingSmartFires then
-- Full version
local fireSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local fireType = Config.NormalFireTypes[math.random(#Config.NormalFireTypes)]
local fireId = exports['SmartFires']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with ID: "..fireId)
table.insert(fireList, fireId)
-- Build smoke
local chanceOnASmoke = 50
if math.random(1, 100) <= chanceOnASmoke then
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = Config.AllSmokeTypes[math.random(#Config.AllSmokeTypes)]
local smokeId = exports['SmartFires']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
else
-- Lite version
local fireSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local fireType = "normal"
local fireId = exports['SmartFiresLite']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with SmartFiresLite with ID: "..fireId)
table.insert(fireList, fireId)
-- Build smoke
local chanceOnASmoke = 50
if math.random(1, 100) <= chanceOnASmoke then
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = "normal"
local smokeId = exports['SmartFiresLite']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
end
local chanceOnAVictim = 50
if math.random(1, 100) <= chanceOnAVictim then
-- Build victim
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(coords.x, coords.y, coords.z)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
end
return true
end
}
@@ -1,110 +0,0 @@
Config.Callouts["roxwood_reports_of_theft"] = {
Enabled = false,
CalloutName = "Reports of Theft",
CalloutDescriptions = {
"Reports of theft, details pending",
"Suspected theft reported, further information needed",
"Incident involving stolen vehicle, assess situation for safety",
"Theft reported, prioritize response for recovery",
"Reported theft of motor vehicle, investigate promptly",
"Vehicle reported missing, coordinate search and recovery efforts",
"Stolen reported, assess potential risks",
"Suspected theft of vehicle, approach investigation with caution",
"Reports of theft, prioritize response for recovery",
"Theft incident reported, coordinate with authorities",
},
CalloutUnitsRequired = {
description = "Police.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-906.1519, 6810.3047, 21.3176),
[2] = vector3(-641.7461, 6866.0830, 24.2095),
[3] = vector3(-629.4213, 6988.1577, 24.3153),
[4] = vector3(-540.8360, 6718.5483, 21.2485),
[5] = vector3(-263.4102, 7058.8438, 12.0184),
[6] = vector3(-302.9133, 7167.9888, 6.3294),
[7] = vector3(-289.1859, 7225.0986, 6.3294),
[8] = vector3(-216.6804, 7675.9102, 6.3277),
[9] = vector3(-1288.2164, 8249.0859, 12.0572),
[10] = vector3(-2238.5459, 8170.4370, 33.1580),
[11] = vector3(-2554.0913, 7474.7725, 28.6994),
[12] = vector3(-3058.3174, 7338.7568, 44.0336),
[13] = vector3(-3067.8191, 6315.9731, 8.8898),
[14] = vector3(-2989.0806, 6175.4121, 8.4440),
[15] = vector3(-3684.9780, 6187.1943, 24.5932),
[16] = vector3(-3096.2888, 6538.0146, 23.5485),
},
PedChanceToFleeFromPlayer = 90, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 10, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 10, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 25, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 2000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "flee", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_knife",
"weapon_pistol",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local vehicle = nil
local driver = nil
for index, vehNetId in pairs(vehicleList) do
local veh = NetToVeh(vehNetId)
if DoesEntityExist(veh) then
vehicle = veh
ERS_RequestNetControlForEntity(vehicle)
end
end
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
driver = ped
ERS_RequestNetControlForEntity(driver)
if not IsPedOnAnyBike(driver) then
SmashVehicleWindow(vehicle, 0) -- break driver window
end
if not IsPedInAnyVehicle(driver, true) then
TaskEnterVehicle(driver, vehicle, 5000, -1, 2.0, 1, 0)
Wait(5000)
ERS_SetPedToFleeFromPlayer(driver)
else
ERS_SetPedToFleeFromPlayer(driver)
end
end
end
ERS_CreateTemporaryBlipForEntities(vehicleList, 15000)
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
-- Build vehicle
local vehModel = ERS_GetRandomModel(Config.randomVehicles)
local vehType = "automobile"
local vehCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z)
local vehHeading = math.random(360)
local vehNetId = ERS_CreateVehicle(vehModel, vehType, vehCoords, vehHeading)
local vehicle = NetworkGetEntityFromNetworkId(vehNetId)
table.insert(vehicleList, vehNetId)
-- Build ped
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z +1.0)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
SetPedIntoVehicle(ped, vehicle, -1)
table.insert(pedList, pedNetId)
calloutBuilt = true
return true
end
}
@@ -1,72 +0,0 @@
Config.Callouts["roxwood_rubbish_washed_up_from_sea"] = {
Enabled = true,
CalloutName = "Rubbish washed up from the sea",
CalloutDescriptions = {
"Emergency: respond to reports of debris washed up on the shoreline; assess environmental hazards.",
"Urgent alert: marine debris reported on the beach requiring immediate cleanup response.",
"Critical response required: investigate reports of sea waste washing up on the coast.",
"Notice: significant amount of marine debris has washed ashore; environmental assessment needed.",
"Alert: respond to reports of ocean waste on the beach; evaluate potential hazards.",
"Incident reported: sea debris has washed up on the shoreline requiring immediate attention.",
"Immediate action: address reports of marine waste on the beach; assess environmental impact.",
"Situation alert: coastal cleanup needed for debris washed up from the ocean.",
"Emergency response: handle reports of sea waste on the shoreline; ensure public safety.",
"Response needed: investigate reports of marine debris washed ashore; assess and coordinate cleanup.",
},
CalloutUnitsRequired = {
description = "Police, fire.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-176.0005, 7555.7231, 2.0013),
[2] = vector3(-229.1338, 7345.6353, 4.2200),
[3] = vector3(-3411.0190, 6075.2427, 2.6527),
[4] = vector3(-783.9731, 6659.8804, 2.3201),
[5] = vector3(-328.8283, 6974.1064, 2.4945),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, objNetId in pairs(objectList) do
local obj = NetToObj(objNetId)
if DoesEntityExist(obj) then
ERS_RequestNetControlForEntity(obj)
PlaceObjectOnGroundProperly(obj)
end
end
ERS_CreateTemporaryBlipForEntities(objectList, 30000)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 10
-- Build objects
local rubbishObjects = {"prop_rub_buswreck_01", "prop_rub_carwreck_10", "prop_rub_carwreck_13", "prop_rub_pile_01", "prop_pile_dirt_04", "prop_pile_dirt_02", "prop_rub_buswreck_03", "prop_wrecked_buzzard"}
local randomAmountOfObjects = math.random(1, 6)
for i = 1, randomAmountOfObjects do
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local objModel = ERS_GetRandomModel(rubbishObjects)
local objCoords = vector3(coords.x, coords.y, coords.z+2.0)
local objHeading = math.random(360)
local objNetId = ERS_CreateObject(objModel, objCoords, objHeading)
if objNetId then
local obj = NetworkGetEntityFromNetworkId(objNetId)
table.insert(objectList, objNetId)
else
DebugPrint("^1ERROR ^7Could not create object: "..objModel)
end
end
return true
end
}
@@ -1,146 +0,0 @@
Config.Callouts["roxwood_shootout"] = {
Enabled = true,
CalloutName = "Roxwood Shootout",
CalloutDescriptions = {
"A violent shootout has erupted between two rival groups in Roxwood.",
"Reports of gunfire exchanged between two factions, immediate response required.",
"A shootout is underway in Roxwood, with multiple armed individuals involved.",
"Two rival gangs are engaged in a firefight, posing a threat to public safety.",
"Gunfire reported in Roxwood as two groups clash violently.",
"Emergency services needed to contain a shootout between two armed groups.",
"A dangerous shootout is occurring, requiring swift intervention from authorities.",
"Two factions are exchanging gunfire, escalating tensions in the area.",
"A shootout has broken out, with both sides heavily armed.",
"Immediate action required to control a shootout between rival groups.",
},
CalloutUnitsRequired = {
description = "Police.",
policeRequired = true,
ambulanceRequired = false,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-829.9780, 7158.2388, 99.7499),
[2] = vector3(-455.7968, 7240.3081, 17.5236),
[3] = vector3(-357.8293, 7197.4155, 6.3290),
[4] = vector3(-362.7209, 7389.6875, 6.4129),
[5] = vector3(-537.7283, 7538.1699, 6.7560),
},
PedChanceToFleeFromPlayer = 0, -- Lower chance to flee during a shootout.
PedChanceToAttackPlayer = 100, -- High chance to attack during a shootout.
PedChanceToSurrender = 0, -- No surrender during a shootout.
PedChanceToObtainWeapons = 100, -- Ensure all peds are armed.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "attack", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- Weapons for the shootout.
"weapon_pistol",
"weapon_smg",
"weapon_assaultrifle",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
local team1 = {}
local team2 = {}
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
local model = GetEntityModel(ped)
-- Randomly assign peds to one of the two teams
if #team1 < 8 and (math.random(2) == 1 or #team2 >= 8) then
table.insert(team1, ped)
else
table.insert(team2, ped)
end
TaskSetBlockingOfNonTemporaryEvents(ped, true)
Wait(100)
ERS_SpawnConfiguredWeaponForPed(ped, calloutDataClient)
end
end
-- Function to make peds flee for this case
local function makePedsFlee(peds)
for _, ped in pairs(peds) do
if DoesEntityExist(ped) and not IsPedDeadOrDying(ped, true) then
TaskSmartFleePed(ped, plyPed, 100.0, -1, false, false)
end
end
end
-- Monitor and update ped behavior
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000) -- Check every second
-- Remove dead peds from teams
for i = #team1, 1, -1 do
if IsPedDeadOrDying(team1[i], true) then
table.remove(team1, i)
end
end
for i = #team2, 1, -1 do
if IsPedDeadOrDying(team2[i], true) then
table.remove(team2, i)
end
end
-- If a team is too small, make them flee
if #team1 < 3 then
makePedsFlee(team1)
break
end
if #team2 < 3 then
makePedsFlee(team2)
break
end
end
end)
-- Initial combat setup
if #team1 > 0 and #team2 > 0 then
for _, ped in pairs(team1) do
local randomTarget = team2[math.random(#team2)]
TaskCombatPed(ped, randomTarget, 0, 16)
if Config.Debug then
print("Team 1 Ped "..ped.." is attacking ped "..randomTarget)
end
end
for _, ped in pairs(team2) do
local randomTarget = team1[math.random(#team1)]
TaskCombatPed(ped, randomTarget, 0, 16)
if Config.Debug then
print("Team 2 Ped "..ped.." is attacking ped "..randomTarget)
end
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local randomPeds = Config.randomGangPeds
local totalPeds = math.random(10, 16) -- Total peds for both teams
for i = 1, totalPeds do
-- Build peds
local diameter = 20
local pedModel = ERS_GetRandomModel(randomPeds)
local pedCoords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
end
return true
end
}
@@ -1,165 +0,0 @@
Config.Callouts["roxwood_silo_fire"] = {
Enabled = true,
CalloutName = "Silo Fire",
CalloutDescriptions = {
"A fire has been reported in an agricultural silo, requiring immediate emergency response.",
"Emergency services are needed to address a fire situation at a grain storage silo.",
"Reports indicate a fire has broken out in a farm silo, necessitating urgent firefighting intervention.",
"A silo fire has been identified, posing potential risks to stored agricultural products and nearby structures.",
"Emergency services have been requested to respond to a fire at a storage silo facility.",
"A request for assistance has been made by farm personnel dealing with a silo fire.",
"Additional units are required to support fire personnel managing a dangerous silo fire.",
"Emergency backup is needed to contain a fire that has broken out in an agricultural silo.",
"First responders report an active fire situation at a grain storage silo.",
"Reports indicate a critical fire situation at a farm silo requiring specialized firefighting equipment.",
},
CalloutUnitsRequired = {
description = "Fire",
policeRequired = false,
ambulanceRequired = false,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-1650.7075, 6579.6846, 30.4142),
[2] = vector3(-1757.1521, 6566.3809, 79.2261),
[3] = vector3(-1666.2078, 6543.0640, 79.2194),
[4] = vector3(-1660.5845, 6602.8188, 32.9437),
[5] = vector3(-1680.0370, 6607.5435, 34.4462),
[6] = vector3(-1707.4130, 6616.6157, 31.7320),
[7] = vector3(-1724.4045, 6619.4497, 34.8395),
[8] = vector3(-1737.7704, 6623.3125, 33.3164),
[9] = vector3(175.7780, 7849.1553, 17.2202),
[10] = vector3(175.9884, 7765.7866, 16.3057),
[11] = vector3(21.9351, 7808.2656, 31.6843),
[12] = vector3(-708.7509, 6809.5586, 35.5453),
[13] = vector3(-713.1135, 6787.7432, 38.4738),
[14] = vector3(-2898.8865, 8279.4307, 48.0824),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
PlayPain(ped, 8, 200)
ERS_ApplyBloodToPed(ped)
Wait(2500)
SetEntityHealth(ped, 0)
end
end
local chanceOfAnExplosion = 100
if math.random(1, 100) <= chanceOfAnExplosion then
Citizen.SetTimeout(math.random(5000, 10000), function()
local explosionCoords = vector3(calloutDataClient.Coordinates.x, calloutDataClient.Coordinates.y, calloutDataClient.Coordinates.z)
local explosionRadius = 10.0
local explosionForce = 10.0
local explosionValues = {
0, -- GRENADE
1, -- GRENADELAUNCHER
2, -- STICKYBOMB
3, -- MOLOTOV
4, -- ROCKET
5, -- TANKSHELL
6, -- HI_OCTANE
7, -- CAR
8, -- PLANE
9, -- PETROL_PUMP
10, -- BIKE
11, -- DIR_STEAM
12, -- DIR_FLAME
13, -- DIR_WATER_HYDRANT
14, -- DIR_GAS_CANISTER
15, -- BOAT
16, -- SHIP_DESTROY
17, -- TRUCK
18, -- BULLET
19, -- SMOKE_GRENADE_LAUNCHER
20, -- SMOKE_GRENADE
21, -- BZGAS
22, -- FLARE
23, -- GAS_CANISTER
24, -- EXTINGUISHER
25, -- PROGRAMMABLEAR
26, -- TRAIN
27, -- BARREL
28, -- PROPANE
29, -- BLIMP
30, -- DIR_FLAME_EXPLODE
31, -- TANKER
74, -- BOMB water
75, -- BOMB water secondary
-- Only including explosion types that make sense for a silo fire
}
local explosionType = explosionValues[math.random(#explosionValues)]
AddExplosion(explosionCoords.x, explosionCoords.y, explosionCoords.z-2.0, explosionType, explosionRadius, explosionForce, true, false, 1.0)
end)
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
local diameter = 2
local coords = ERS_GetRandomCoordinateWithinRangeOfCoordinate(calloutData.Coordinates, diameter)
-- Build a medium sized fire
if UsingSmartFires then
-- Full version
local fireSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local fireType = Config.NormalFireTypes[math.random(#Config.NormalFireTypes)]
local fireId = exports['SmartFires']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with ID: "..fireId)
table.insert(fireList, fireId)
-- Build smoke
local chanceOnASmoke = 50
if math.random(1, 100) <= chanceOnASmoke then
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = Config.AllSmokeTypes[math.random(#Config.AllSmokeTypes)]
local smokeId = exports['SmartFires']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
else
-- Lite version
local fireSize = Config.RandomSmallFireOrSmokeSize[math.random(#Config.RandomSmallFireOrSmokeSize)]
local fireType = "normal"
local fireId = exports['SmartFiresLite']:CreateFire(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), fireSize, fireType)
DebugPrint("Created fire with SmartFiresLite with ID: "..fireId)
table.insert(fireList, fireId)
-- Build smoke
local chanceOnASmoke = 50
if math.random(1, 100) <= chanceOnASmoke then
local smokeSize = Config.RandomMediumFireOrSmokeSize[math.random(#Config.RandomMediumFireOrSmokeSize)]
local smokeType = "normal"
local smokeId = exports['SmartFiresLite']:CreateSmoke(vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z-0.5), smokeSize, smokeType)
DebugPrint("Created smoke with ID: "..smokeId)
table.insert(smokeList, smokeId)
end
end
return true
end
}
@@ -1,75 +0,0 @@
Config.Callouts["roxwood_waterpark_incident"] = {
Enabled = true,
CalloutName = "Waterpark Incident",
CalloutDescriptions = {
"Emergency response needed at the waterpark; individual requiring immediate medical attention.",
"Alert: medical emergency reported at waterpark facilities; units requested for immediate response.",
"Units needed: incident reported at waterpark involving an injured person.",
"Emergency situation at waterpark; medical assistance required for park visitor.",
"Alert: waterpark incident in progress; medical response team needed on scene.",
"First responders requested at waterpark location; medical emergency reported.",
"Respond to waterpark emergency; coordinate with on-site staff for immediate assistance.",
"Situation alert: medical incident at waterpark facilities requiring urgent response.",
"Emergency services needed at waterpark; injured person requiring immediate attention.",
"Response needed: waterpark incident involving injured visitor; medical assistance required.",
},
CalloutUnitsRequired = {
description = "Ambulance.",
policeRequired = false,
ambulanceRequired = true,
fireRequired = false,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-283.4168, 7742.1196, 4.7899),
[2] = vector3(-355.4387, 7813.5391, 4.4505),
[3] = vector3(-285.5687, 7806.6489, 6.3981),
[4] = vector3(-294.5287, 7814.0903, 6.4198),
[5] = vector3(-253.2503, 7772.4219, 6.4892),
[6] = vector3(-207.7762, 7791.9185, 11.1117),
[7] = vector3(-314.7422, 7720.8774, 6.3765),
[8] = vector3(-372.0792, 7815.6128, 6.3837),
[9] = vector3(-314.7273, 7838.0542, 27.3287),
[10] = vector3(-260.1914, 7839.4521, 14.3411),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
SetEntityHealth(ped, 0)
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 15000)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
-- Build ped`
local bathingPedModels = {"a_f_m_beach_01", "a_f_m_bodybuild_01", "a_f_m_fatcult_01", "a_f_y_beach_01", "a_m_m_tranvest_01", "a_m_y_acult_02", "a_m_y_jetski_01", "a_m_y_musclbeac_01", "a_m_y_stwhi_01"}
local pedModel = bathingPedModels[math.random(1, #bathingPedModels)]
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z+1.0)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
return true
end
}
@@ -1,72 +0,0 @@
Config.Callouts["roxwood_wounded_adventurer"] = {
Enabled = true,
CalloutName = "Wounded adventurer",
CalloutDescriptions = {
"Emergency responders have located a wounded adventurer and are providing assistance.",
"Authorities report that a wounded adventurer has been found, requiring immediate medical attention.",
"A wounded adventurer has been located, necessitating urgent action to ensure their safety.",
"Critical situation with a wounded adventurer located; medical personnel are needed for support.",
"Immediate response needed to provide medical assistance to the wounded adventurer.",
"A wounded adventurer has been found, posing a severe threat to their health; medical reinforcements are necessary.",
"Emergency crews are requesting medical backup to assist in providing care to the wounded adventurer.",
"An urgent call for help has been issued to handle a wounded adventurer and ensure their well-being.",
"Responders are on the scene with a wounded adventurer and need extra support to provide necessary care.",
"A serious emergency involving a wounded adventurer demands swift action to provide medical attention and ensure their recovery.",
},
CalloutUnitsRequired = {
description = "Police, Ambulance, Fire.",
policeRequired = true,
ambulanceRequired = true,
fireRequired = true,
towRequired = false,
},
CalloutLocations = {
[1] = vector3(-2018.5511, 7298.9761, 33.5327),
[2] = vector3(-1760.0613, 7586.3652, 144.0277),
[3] = vector3(-1436.0414, 7666.9263, 322.1493),
[4] = vector3(-1310.2694, 7819.0005, 112.6630),
[5] = vector3(-1512.3247, 8080.1509, 42.6374),
[6] = vector3(-1986.1616, 8326.9473, 53.5735),
[7] = vector3(-2109.8350, 8310.7412, 39.0122),
[8] = vector3(-2905.3364, 7596.4253, 14.0765),
[9] = vector3(-3712.5322, 7523.3833, 30.1363),
[10] = vector3(-3044.6580, 7873.9575, 57.8766),
},
PedChanceToFleeFromPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToAttackPlayer = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToSurrender = 0, -- Value between 0 and 100 -> Lower is less chance.
PedChanceToObtainWeapons = 0, -- Value between 0 and 100 -> Lower is less chance.
PedActionMinimumTimeoutInMs = 0, -- Milliseconds for the minimum timeout time to start the secondary action listed above.
PedActionMaximumTimeoutInMs = 1000, -- Milliseconds for the maximum timeout time to start the secondary action. Must be a higher number than the minimum!
PedActionOnNoActionFound = "none", -- When no action of the above options is found. It'll perform this action after the set timeout. Options: "none", "attack", "flee", "surrender"
PedWeaponData = { -- The ped will be given one randomly selected weapon (in hand) from these weapons if PedChanceToObtainWeapons passed.
"weapon_unarmed",
},
client = function(plyPed, pedList, vehicleList, playersList, objectList, propList, fireList, smokeList, calloutDataClient)
for index, pedNetId in pairs(pedList) do
local ped = NetToPed(pedNetId)
if DoesEntityExist(ped) then
ERS_RequestNetControlForEntity(ped)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
ERS_ApplyBloodToPed(ped)
local scenario = ERS_SelectRandomWoundedPersonScenario()
TaskStartScenarioInPlace(ped, scenario, 0, true)
end
end
ERS_CreateTemporaryBlipForEntities(pedList, 5000) -- short, to make it harder to find. :)
ERS_PerformTimedActionOnPed(calloutDataClient, pedList)
end,
server = function(request, src, calloutData, pedList, vehicleList, objectList, propList, playersList, fireList, smokeList)
-- Build ped
local pedModel = ERS_GetRandomModel(Config.randomPeds)
local pedCoords = vector3(calloutData.Coordinates.x, calloutData.Coordinates.y, calloutData.Coordinates.z)
local pedHeading = math.random(360)
local pedNetId = ERS_CreatePed(pedModel, pedCoords, pedHeading)
local ped = NetworkGetEntityFromNetworkId(pedNetId)
table.insert(pedList, pedNetId)
return true
end
}
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Make sure the resource name is jraxion_handlingeditor, it will break the resource if you rename it.
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@@ -1,424 +0,0 @@
Config = {}
-- Make sure the resource name is jraxion_handlingeditor, it will break the resource if you rename it.
Config.isAllowed = function(source) --server side. most frameworks already have this.
-- if you know what you are doing, edit server/server.lua to change the permission.
if IsPlayerAceAllowed(source, 'admin') or IsPlayerAceAllowed(source, 'command') then
return true
end
return false
end
Config.Precision = 10000.0
Config.Values = {
-- Physical
fMass = {
name = "Vehicle Mass",
type = "float",
change = 100.0,
min = 100.0,
max = 5000.0,
description = "Vehicle weight in kilograms. Affects collision physics."
},
fInitialDragCoeff = {
name = "Drag Coefficient",
type = "float",
change = 1,
min = 10.0,
max = 120.0,
description = "Aerodynamic drag coefficient. Higher values increase air resistance."
},
fPopUpLightRotation = {
name = "Pop-up Light Rotation",
type = "float",
change = 1.0,
min = 0.0,
max = 90.0,
description = "Angle of pop-up headlights when deployed"
},
fPercentSubmerged = {
name = "Submersion Percentage",
type = "float",
change = 5.0,
min = 0.0,
max = 100.0,
description = "Percentage of vehicle that must be submerged before sinking. Default is 85%."
},
vecCentreOfMassOffset = {
name = "Centre of Mass Offset",
type = "vector",
change = 0.1,
min = -2.0,
max = 2.0,
description = "Center of mass offset from vehicle origin",
components = {
x = {name = "X Offset", description = "Left/Right offset"},
y = {name = "Y Offset", description = "Front/Back offset"},
z = {name = "Z Offset", description = "Up/Down offset"}
}
},
vecInertiaMultiplier = {
name = "Inertia Multiplier",
type = "vector",
change = 0.1,
min = 0.0,
max = 3.0,
description = "Inertia multiplier for each axis",
components = {
x = {name = "X Multiplier", description = "Roll inertia"},
y = {name = "Y Multiplier", description = "Pitch inertia"},
z = {name = "Z Multiplier", description = "Yaw inertia"}
}
},
fSeatOffsetDistX = {
name = "Seat X Offset",
type = "float",
change = 0.1,
min = -2.0,
max = 2.0,
description = "Driver seat left/right offset"
},
fSeatOffsetDistY = {
name = "Seat Y Offset",
type = "float",
change = 0.1,
min = -2.0,
max = 2.0,
description = "Driver seat front/back offset"
},
fSeatOffsetDistZ = {
name = "Seat Z Offset",
type = "float",
change = 0.1,
min = -2.0,
max = 2.0,
description = "Driver seat up/down offset"
},
-- Transmission
fDriveBiasFront = {
name = "Drive Type",
type = "float",
change = 0.05,
min = 0.0,
max = 1.0,
description = "Drive type: 0.0 = RWD, 1.0 = FWD, 0.5 = balanced 4WD"
},
nInitialDriveGears = {
name = "Number of Gears",
type = "int",
change = 1,
min = 1,
max = 8,
description = "Number of forward gears in the transmission"
},
fInitialDriveForce = {
name = "Engine Power",
type = "float",
change = 0.1,
min = 0.01,
max = 2.0,
description = "Engine power multiplier. Higher values increase acceleration."
},
fDriveInertia = {
name = "Engine Rev Speed",
type = "float",
change = 1,
min = 0.01,
max = 2.0,
description = "Engine rev speed. Higher values make engine reach redline faster."
},
fClutchChangeRateScaleUpShift = {
name = "Upshift Speed",
type = "float",
change = 0.5,
min = 0.1,
max = 10.0,
description = "Upshift speed multiplier. Higher values = faster shifts."
},
fClutchChangeRateScaleDownShift = {
name = "Downshift Speed",
type = "float",
change = 0.5,
min = 0.1,
max = 10.0,
description = "Downshift speed multiplier. Higher values = faster shifts."
},
fInitialDriveMaxFlatVel = {
name = "Top Speed",
type = "float",
change = 5.0,
min = 0.0,
max = 500.0,
description = "Top speed at redline in highest gear (multiply by 0.82 for MPH)"
},
-- Brakes
fBrakeForce = {
name = "Brake Power",
type = "float",
change = 0.2,
min = 0.01,
max = 2.0,
description = "Brake power multiplier. Higher values increase braking force."
},
fBrakeBiasFront = {
name = "Brake Balance",
type = "float",
change = 0.1,
min = 0.0,
max = 1.0,
description = "Brake distribution: 0.0 = rear only, 1.0 = front only, 0.5 = balanced"
},
fHandBrakeForce = {
name = "Handbrake Power",
type = "float",
change = 0.2,
min = 0.0,
max = 5.0,
description = "Handbrake power multiplier. Higher values increase handbrake strength."
},
-- Steering
fSteeringLock = {
name = "Steering Angle",
type = "float",
change = 5.0,
min = 10.0,
max = 70.0,
description = "Maximum steering angle. Higher values increase turn radius."
},
-- Traction
fTractionCurveMax = {
name = "Cornering Grip",
type = "float",
change = 0.1,
min = 0.1,
max = 4.0,
description = "Maximum cornering grip multiplier"
},
fTractionCurveMin = {
name = "Acceleration Grip",
type = "float",
change = 0.1,
min = 0.1,
max = 4.0,
description = "Minimum acceleration/braking grip multiplier"
},
fTractionCurveLateral = {
name = "Lateral Grip",
type = "float",
change = 1.0,
min = 0.0,
max = 4.0,
description = "Lateral grip curve shape"
},
fTractionSpringDeltaMax = {
name = "Traction Height Loss",
type = "float",
change = 0.01,
min = 0.0,
max = 0.3,
description = "Height at which vehicle loses traction"
},
fLowSpeedTractionLossMult = {
name = "Burnout Effect",
type = "float",
change = 0.1,
min = 0.0,
max = 2.0,
description = "Low speed traction loss. Higher values increase burnout effect."
},
fCamberStiffnesss = {
name = "Drift Control",
type = "float",
change = 0.01,
min = -1.0,
max = 1.0,
description = "Drift grip modifier. Positive values maintain drift angle, negative values cause oversteer."
},
fTractionBiasFront = {
name = "Traction Balance",
type = "float",
change = 0.01,
min = 0.01,
max = 0.99,
description = "Traction distribution: 0.01 = rear bias, 0.99 = front bias, 0.5 = balanced"
},
fTractionLossMult = {
name = "Surface Grip Loss",
type = "float",
change = 1.0,
min = 0.0,
max = 2.0,
description = "Surface traction loss multiplier. Higher values reduce grip on all surfaces."
},
-- Suspension
fSuspensionForce = {
name = "Suspension Force",
type = "float",
change = 0.1,
min = 0.0,
max = 5.0,
description = "Suspension spring force"
},
fSuspensionCompDamp = {
name = "Compression Damping",
type = "float",
change = 0.1,
min = 0.0,
max = 5.0,
description = "Suspension compression damping"
},
fSuspensionReboundDamp = {
name = "Rebound Damping",
type = "float",
change = 0.1,
min = 0.0,
max = 5.0,
description = "Suspension rebound damping"
},
fSuspensionUpperLimit = {
name = "Upper Limit",
type = "float",
change = 0.01,
min = 0.0,
max = 0.5,
description = "Suspension upper movement limit"
},
fSuspensionLowerLimit = {
name = "Lower Limit",
type = "float",
change = 0.01,
min = -0.5,
max = 0.0,
description = "Suspension lower movement limit"
},
fSuspensionRaise = {
name = "Ride Height",
type = "float",
change = 0.01,
min = -0.2,
max = 0.2,
description = "Vehicle ride height adjustment"
},
fSuspensionBiasFront = {
name = "Suspension Balance",
type = "float",
change = 0.01,
min = 0.0,
max = 1.0,
description = "Suspension force distribution"
},
fAntiRollBarForce = {
name = "Anti-Roll Force",
type = "float",
change = 0.1,
min = 0.0,
max = 2.0,
description = "Anti-roll bar force"
},
fAntiRollBarBiasFront = {
name = "Anti-Roll Balance",
type = "float",
change = 0.01,
min = 0.0,
max = 1.0,
description = "Anti-roll bar force distribution"
},
fRollCentreHeightFront = {
name = "Front Roll Height",
type = "float",
change = 0.01,
min = 0.0,
max = 1.0,
description = "Front roll center height"
},
fRollCentreHeightRear = {
name = "Rear Roll Height",
type = "float",
change = 0.01,
min = 0.0,
max = 1.0,
description = "Rear roll center height"
},
-- Damage
fCollisionDamageMult = {
name = "Collision Damage",
type = "float",
change = 1.0,
min = 0.0,
max = 2.0,
description = "Collision damage multiplier"
},
fWeaponDamageMult = {
name = "Weapon Damage",
type = "float",
change = 1.0,
min = 0.0,
max = 2.0,
description = "Weapon damage multiplier"
},
fDeformationDamageMult = {
name = "Visual Damage",
type = "float",
change = 1.0,
min = 0.0,
max = 2.0,
description = "Visual damage deformation multiplier"
},
fEngineDamageMult = {
name = "Engine Damage",
type = "float",
change = 1.0,
min = 0.0,
max = 2.0,
description = "Engine damage multiplier"
},
-- Misc
fPetrolTankVolume = {
name = "Fuel Capacity",
type = "float",
change = 1.0,
min = 0.0,
max = 100.0,
description = "Fuel tank capacity"
},
fOilVolume = {
name = "Oil Capacity",
type = "float",
change = 1.0,
min = 0.0,
max = 10.0,
description = "Engine oil capacity"
},
nMonetaryValue = {
name = "Vehicle Value",
type = "int",
change = 1.0,
min = 0,
max = 1000000,
description = "Vehicle monetary value"
},
strModelFlags = {
name = "Model Flags",
type = "string",
description = "Vehicle model flags"
},
strHandlingFlags = {
name = "Handling Flags",
type = "string",
description = "Vehicle handling flags"
},
strDamageFlags = {
name = "Damage Flags",
type = "string",
description = "Vehicle damage flags"
}
}
@@ -1,39 +0,0 @@
fx_version 'cerulean'
game 'gta5'
lua54 'yes'
name 'jraxion_handlingeditor'
version '1.0.0'
description 'Handling Editor'
author 'JRaxion'
url 'https://jraxion.tebex.io/'
client_scripts {
'config.lua',
'client/client.lua'
}
server_scripts {
'config.lua',
'server/server.lua'
}
ui_page 'html/index.html'
files {
'html/index.html',
'html/main.js',
'html/*.js',
'handling.meta',
}
data_file 'HANDLING_FILE' 'handling.meta'
escrow_ignore {
'config.lua',
'server/server.lua',
}
dependency '/assetpacks'
@@ -1,62 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<CHandlingDataMgr>
<HandlingData>
<Item type="CHandlingData">
<handlingName>MONSTER</handlingName>
<fMass value="4000.000000" />
<fInitialDragCoeff value="28.000000" />
<fPercentSubmerged value="85.000000" />
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="0.000000" />
<vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
<fDriveBiasFront value="0.200000" />
<nInitialDriveGears value="2" />
<fInitialDriveForce value="2.000000" />
<fDriveInertia value="2.000000" />
<fClutchChangeRateScaleUpShift value="10.000000" />
<fClutchChangeRateScaleDownShift value="9.541000" />
<fInitialDriveMaxFlatVel value="500.000000" />
<fBrakeForce value="0.650000" />
<fBrakeBiasFront value="0.650000" />
<fHandBrakeForce value="0.300000" />
<fSteeringLock value="26.000000" />
<fTractionCurveMax value="2.533300" />
<fTractionCurveMin value="3.517800" />
<fTractionCurveLateral value="3.340600" />
<fTractionSpringDeltaMax value="0.130000" />
<fLowSpeedTractionLossMult value="1.000000" />
<fCamberStiffnesss value="0.000000" />
<fTractionBiasFront value="0.510000" />
<fTractionLossMult value="0.400000" />
<fSuspensionForce value="2.300000" />
<fSuspensionCompDamp value="1.200000" />
<fSuspensionReboundDamp value="4.800000" />
<fSuspensionUpperLimit value="0.400000" />
<fSuspensionLowerLimit value="-0.200000" />
<fSuspensionRaise value="-0.050000" />
<fSuspensionBiasFront value="0.500000" />
<fAntiRollBarForce value="0.600000" />
<fAntiRollBarBiasFront value="0.500000" />
<fRollCentreHeightFront value="0.400000" />
<fRollCentreHeightRear value="0.390000" />
<fCollisionDamageMult value="1.000000" />
<fWeaponDamageMult value="1.000000" />
<fDeformationDamageMult value="0.800000" />
<fEngineDamageMult value="1.500000" />
<fPetrolTankVolume value="80.000000" />
<fOilVolume value="10.000000" />
<fSeatOffsetDistX value="0.000000" />
<fSeatOffsetDistY value="0.080000" />
<fSeatOffsetDistZ value="-0.200000" />
<nMonetaryValue value="500000" />
<strModelFlags>2224008</strModelFlags>
<strHandlingFlags>20568081</strHandlingFlags>
<strDamageFlags>20</strDamageFlags>
<SubHandlingData>
<Item type="" />
<Item type="" />
<Item type="" />
</SubHandlingData>
</Item>
</HandlingData>
</CHandlingDataMgr>
@@ -1,242 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>jr-handling</title>
<meta name="viewport" content="width=device-width, initial-scale=1" />
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.3.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-QWTKZyjpPEjISv5WaRU9OFeRpok6YctnYmDr5pNlyT2bRjXh0JMhjY6hW+ALEwIH" crossorigin="anonymous">
<script src="https://code.jquery.com/jquery-3.6.0.js"></script>
<link href="https://fonts.googleapis.com/css2?family=Montserrat:wght@300;400;500;600;700&display=swap" rel="stylesheet">
<style>
:root {
--dark-bg: rgba(26, 26, 26, 0.95);
--darker-bg: rgba(20, 20, 20, 0.95);
--accent: #3498db;
--text: #ffffff;
--text-muted: #a0a0a0;
--border: #2c2c2c;
}
* {
font-family: "Montserrat", sans-serif;
}
body {
background: none !important;
color: var(--text);
}
.handling-container {
background: none;
padding: 25px;
border-radius: 15px;
}
.modal-content {
background-color: var(--darker-bg);
border: 1px solid var(--border);
}
.modal-header {
border-bottom: 1px solid var(--border);
padding: 1.5rem;
}
.modal-header .btn {
margin: 0 8px;
padding: 8px 16px;
font-weight: 500;
}
.search-bar {
padding: 1.5rem;
margin: 0;
}
.form-control {
background-color: var(--dark-bg);
border: 1px solid var(--border);
color: var(--text);
padding: 12px;
border-radius: 8px;
}
.form-control:focus {
background-color: var(--dark-bg);
border-color: var(--accent);
color: var(--text);
box-shadow: 0 0 0 2px rgba(52, 152, 219, 0.25);
}
.maxheight {
max-height: 70vh;
overflow-y: auto;
}
.table {
color: var(--text);
border-color: var(--border);
}
.table-dark {
background-color: var(--darker-bg);
}
.btn {
font-weight: 500;
padding: 8px 16px;
border-radius: 8px;
transition: all 0.2s ease;
}
.btn-primary {
background-color: var(--accent);
border: none;
}
.btn-primary:hover {
background-color: #2980b9;
}
.btn-secondary {
background-color: var(--dark-bg);
border: 1px solid var(--border);
}
.tooltip-inner {
max-width: 300px;
text-align: left;
background-color: var(--darker-bg);
border: 1px solid var(--border);
padding: 10px;
font-size: 0.9rem;
color: var(--text);
}
::-webkit-scrollbar {
width: 8px;
}
::-webkit-scrollbar-track {
background: var(--dark-bg);
border-radius: 8px;
}
::-webkit-scrollbar-thumb {
background-color: var(--border);
border-radius: 8px;
border: 2px solid var(--dark-bg);
}
::-webkit-scrollbar-thumb:hover {
background-color: var(--text-muted);
}
#exportArea {
width: 100%;
height: 200px;
margin-top: 15px;
display: none;
background-color: var(--dark-bg);
color: var(--text);
border: 1px solid var(--border);
border-radius: 8px;
padding: 12px;
}
.input-group {
gap: 8px;
}
.input-group > * {
border-radius: 8px !important;
}
.dropdown-menu {
background-color: var(--dark-bg);
border: 1px solid var(--border);
padding: 8px;
max-height: 300px;
overflow-y: auto;
}
.dropdown-item {
color: var(--text);
padding: 8px 16px;
display: flex;
align-items: center;
gap: 8px;
}
.dropdown-item:hover {
background-color: var(--darker-bg);
color: var(--text);
}
.dropdown-item input[type="checkbox"] {
accent-color: var(--accent);
}
.flag-dropdown {
width: 100%;
margin-top: 8px;
}
.flag-dropdown .btn {
width: 100%;
text-align: left;
background: var(--dark-bg);
border: 1px solid var(--border);
color: var(--text);
}
.flag-dropdown .btn:hover,
.flag-dropdown .btn:focus {
background: var(--darker-bg);
border-color: var(--accent);
}
</style>
</head>
<body data-bs-theme="dark">
<div class="modal modal-lg handling-container fade" id="open-handling-modal" tabindex="-1" aria-labelledby="handlingEditor" aria-hidden="true">
<div class="modal-dialog modal-dialog-centered">
<div class="modal-content">
<div class="modal-header">
<h5 class="modal-title" id="handlingLabel">XA21</h5>
<button type="button" class="btn btn-primary" onclick="exportHandling()">Export Handling</button>
<button type="button" class="btn-close" data-bs-dismiss="modal" aria-label="Close"></button>
</div>
<div class="search-bar">
<input type="text" id="searchBar" class="form-control" placeholder="Search" onkeyup="searchVehicles()">
</div>
<div class="modal-body maxheight">
<div class="table-responsive">
<table class="table table-bordered align-middle">
<thead class="table-dark">
<tr>
<th style="width: 40%">Name</th>
<th style="width: 30%">Original</th>
<th style="width: 30%">Current</th>
</tr>
</thead>
<tbody id="handling-data-accordion">
</tbody>
</table>
</div>
<textarea id="exportArea" class="form-control" readonly></textarea>
</div>
</div>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/bootstrap@5.3.3/dist/js/bootstrap.bundle.min.js" integrity="sha384-YvpcrYf0tY3lHB60NNkmXc5s9fDVZLESaAA55NDzOxhy9GkcIdslK1eN7N6jIeHz" crossorigin="anonymous"></script>
<script defer src="main.js"></script>
</body>
</html>
@@ -1,319 +0,0 @@
const modals = {
openhandlingModal: false,
};
async function closeNUI() {
openhandlingModal.hide();
await fetch(`https://jraxion_handlingeditor/close`, {
method: "POST",
headers: {
"Content-Type": "application/json; charset=UTF-8",
},
});
}
function handleUIMessage(data) {
switch (data.type) {
case "openHandlingEditor":
openEditor(data);
break;
default:
console.log("No action received.");
}
}
function main() {
window.addEventListener("message", (event) => handleUIMessage(event.data));
openhandlingModal = new bootstrap.Modal(document.getElementById("open-handling-modal"));
document.querySelectorAll(".modal").forEach((modal) => {
modal.addEventListener("hidden.bs.modal", closeNUI);
});
}
main();
document.addEventListener('keydown', function(event) {
if (event.key === "Escape") {
closeNUI();
}
});
function updateValue(input, change, key) {
let currentValue;
let newValue;
if (input.dataset.type === "string") {
currentValue = input.value;
newValue = currentValue;
} else {
currentValue = parseFloat(input.value) || 0;
newValue = currentValue + change;
const min = parseFloat(input.dataset.min);
const max = parseFloat(input.dataset.max);
newValue = Math.max(min, Math.min(max, newValue));
if (input.dataset.type === "int") {
newValue = Math.round(newValue);
} else if (input.dataset.type === "float") {
newValue = parseFloat(newValue.toFixed(6));
}
}
input.value = newValue;
const slider = input.parentElement.querySelector('input[type="range"]');
if (slider) {
slider.value = newValue;
}
$.post('https://jraxion_handlingeditor/updateHandling', JSON.stringify({
key: key,
value: newValue
}));
}
function updateFlag(checkbox, flagType) {
const dropdownMenu = checkbox.closest('.dropdown-menu');
const allFlags = Array.from(dropdownMenu.querySelectorAll('input[type="checkbox"]'));
const flagValue = allFlags.reduce((acc, flag, index) => {
return acc + (flag.checked ? Math.pow(2, index) : 0);
}, 0).toString(16).toUpperCase();
$.post('https://jraxion_handlingeditor/updateHandling', JSON.stringify({
key: flagType,
value: flagValue
}));
const input = dropdownMenu.parentElement.previousElementSibling.querySelector('input[type="text"]');
input.value = flagValue;
const selectedCount = allFlags.filter(f => f.checked).length;
const dropdownButton = dropdownMenu.previousElementSibling;
dropdownButton.textContent = `Selected Flags (${selectedCount})`;
}
function updateFromSlider(slider) {
const input = slider.parentElement.querySelector('input[type="text"]');
const key = input.dataset.handlingKey;
const newValue = parseFloat(slider.value);
if (input.dataset.type === "int") {
input.value = Math.round(newValue);
} else {
input.value = parseFloat(newValue.toFixed(6));
}
$.post('https://jraxion_handlingeditor/updateHandling', JSON.stringify({
key: key,
value: input.value
}));
}
function exportHandling() {
const vehicleName = document.querySelector("#handlingLabel").innerHTML;
const rows = document.getElementById('handling-data-accordion').getElementsByTagName('tr');
const xmlHeader = '<?xml version="1.0" encoding="UTF-8"?>\n\n';
const xmlStart = '<CHandlingDataMgr>\n <HandlingData>\n <Item type="CHandlingData">\n';
const xmlEnd = ' </Item>\n </HandlingData>\n</CHandlingDataMgr>';
let xmlContent = ` <handlingName>${vehicleName}</handlingName>\n`;
const handlingValues = {};
Array.from(rows).forEach(row => {
const input = row.querySelector('input[type="text"]');
if (!input) return;
const key = input.dataset.handlingKey;
const value = input.value;
switch(input.dataset.type) {
case "float":
handlingValues[key] = parseFloat(value).toFixed(6);
break;
case "int":
handlingValues[key] = Math.round(value);
break;
case "string":
handlingValues[key] = value;
break;
}
});
handlingValues['vecCentreOfMassOffset'] = '0.000000 0.000000 0.000000';
handlingValues['vecInertiaMultiplier'] = '1.000000 1.000000 1.000000';
const propertyOrder = [
'fMass', 'fInitialDragCoeff', 'fPercentSubmerged',
'vecCentreOfMassOffset', 'vecInertiaMultiplier', 'fDriveBiasFront',
'nInitialDriveGears', 'fInitialDriveForce', 'fDriveInertia',
'fClutchChangeRateScaleUpShift', 'fClutchChangeRateScaleDownShift',
'fInitialDriveMaxFlatVel', 'fBrakeForce', 'fBrakeBiasFront',
'fHandBrakeForce', 'fSteeringLock', 'fTractionCurveMax',
'fTractionCurveMin', 'fTractionCurveLateral', 'fTractionSpringDeltaMax',
'fLowSpeedTractionLossMult', 'fCamberStiffnesss', 'fTractionBiasFront',
'fTractionLossMult', 'fSuspensionForce', 'fSuspensionCompDamp',
'fSuspensionReboundDamp', 'fSuspensionUpperLimit', 'fSuspensionLowerLimit',
'fSuspensionRaise', 'fSuspensionBiasFront', 'fAntiRollBarForce',
'fAntiRollBarBiasFront', 'fRollCentreHeightFront', 'fRollCentreHeightRear',
'fCollisionDamageMult', 'fWeaponDamageMult', 'fDeformationDamageMult',
'fEngineDamageMult', 'fPetrolTankVolume', 'fOilVolume', 'fSeatOffsetDistX',
'fSeatOffsetDistY', 'fSeatOffsetDistZ', 'nMonetaryValue', 'strModelFlags',
'strHandlingFlags', 'strDamageFlags', 'AIHandling'
];
propertyOrder.forEach(key => {
if (handlingValues[key] !== undefined) {
if (key.startsWith('vec')) {
const [x, y, z] = handlingValues[key].split(' ');
xmlContent += ` <${key} x="${x}" y="${y}" z="${z}" />\n`;
} else if (key === 'strModelFlags' || key === 'strHandlingFlags' || key === 'strDamageFlags') {
xmlContent += ` <${key}>${parseInt(handlingValues[key]).toString(16).toUpperCase()}</${key}>\n`;
} else {
xmlContent += ` <${key} value="${handlingValues[key]}" />\n`;
}
}
});
const subHandlingData = ` <SubHandlingData>
<Item type="" />
<Item type="" />
<Item type="" />
</SubHandlingData>\n`;
const finalXml = xmlHeader + xmlStart + xmlContent + subHandlingData + xmlEnd;
const exportArea = document.getElementById('exportArea');
exportArea.value = finalXml;
exportArea.style.display = 'block';
exportArea.select();
document.execCommand('copy');
}
const flagDefinitions = {
strModelFlags: [
"IS_VAN", "IS_BUS", "IS_LOW", "IS_BIG", "ABS_STD", "ABS_OPTION",
"ABS_ALT_STD", "ABS_ALT_OPTION", "NO_DOORS", "TANDEM_SEATS",
"SIT_IN_BOAT", "HAS_TRACKS", "NO_EXHAUST", "DOUBLE_EXHAUST",
"NO1FPS_LOOK_BEHIND", "CAN_ENTER_IF_NO_DOOR", "AXLE_F_TORSION",
"AXLE_F_SOLID", "AXLE_F_MCPHERSON", "ATTACH_PED_TO_BODYSHELL",
"AXLE_R_TORSION", "AXLE_R_SOLID", "AXLE_R_MCPHERSON",
"DONT_FORCE_GRND_CLEARANCE", "DONT_RENDER_STEER", "NO_WHEEL_BURST",
"INDESTRUCTIBLE", "DOUBLE_FRONT_WHEELS", "FORCE_FRONT_WHEEL_WIDTH",
"FORCE_REAR_WHEEL_WIDTH"
],
strHandlingFlags: [
"SMOOTH_COMPRESN", "REDUCED_MOD_MASS", "DISTRIB_FRONT_MASS",
"DISTRIB_REAR_MASS", "OFFROAD_ABILITY", "OFFROAD_ABILITY2",
"HALOGEN_LIGHTS", "PROC_REARWHEEL_1ST", "USE_MAXSP_LIMIT",
"LOW_RIDER", "STREET_RACER", "SWINGING_CHASSIS", "EXTREME_GRIP",
"INCREASED_GRAVITY", "VERTICAL_FLIGHT_MODE", "DISABLE_GROUND_CLEARANCE",
"RACING_HANDLING", "EMERGENCY_VEHICLE", "NO_HANDBRAKE",
"CVT", "ALT_EXT_WHEEL_BOUNDS_BEH", "DONT_RAISE_BOUNDS_AT_SPEED",
"NARROW_BOUNDS", "MEDIUM_BOUNDS", "WIDE_BOUNDS"
],
strDamageFlags: [
"DRIVER_SIDE_FRONT_DOOR", "DRIVER_SIDE_REAR_DOOR", "DRIVER_PASSENGER_SIDE_FRONT_DOOR",
"DRIVER_PASSENGER_SIDE_REAR_DOOR", "BONNET", "BOOT", "DRIVER_SIDE_FRONT_WINDOW",
"DRIVER_SIDE_REAR_WINDOW", "PASSENGER_SIDE_FRONT_WINDOW", "PASSENGER_SIDE_REAR_WINDOW",
"WINDSCREEN", "ENGINE", "ALL_WHEELS", "PETROL_TANK", "DOORS", "TRUNK", "WINDOWS",
"ALL_PANELS", "WHEELS", "EXHAUST", "RADIATOR", "SUSPENSION", "BRAKES", "GEARBOX",
"STEERING", "HEADLIGHTS", "TAILLIGHTS", "INDICATORS", "WIPERS", "MIRRORS"
]
};
function openEditor(data) {
document.querySelector("#handlingLabel").innerHTML = data.vehicleName;
let accordionContent = "";
const sortedEntries = Object.entries(data.data).sort((a, b) => a[0].localeCompare(b[0]));
for (let [i, dd] of sortedEntries) {
if (i.startsWith('vec')) {
continue;
}
const isNumeric = dd.type === "float" || dd.type === "int";
const isFlag = i === "strModelFlags" || i === "strHandlingFlags" || i === "strDamageFlags";
accordionContent += `
<tr>
<td>${dd.name}
<button type="button" class="btn btn-secondary" data-bs-toggle="tooltip" data-bs-placement="top" data-bs-title="${dd.description}">
i
</button>
${isNumeric ? `<small class="d-block text-muted">Min: ${dd.min} | Max: ${dd.max}</small>` : ''}
</td>
<td>${data.originalvalues[i]}</td>
<td>
<div class="input-group">
${isNumeric ? `<button class="btn btn-outline-secondary" type="button" onclick="updateValue(this.parentElement.querySelector('input[type=text]'), -${dd.change}, '${i}')">-</button>` : ''}
<input type="text"
class="form-control"
value="${data.values[i]}"
data-min="${dd.min || 0}"
data-max="${dd.max || 0}"
data-type="${dd.type}"
data-handling-key="${i}"
onchange="updateValue(this, 0, '${i}')"
>
${isNumeric ? `<button class="btn btn-outline-secondary" type="button" onclick="updateValue(this.parentElement.querySelector('input[type=text]'), ${dd.change}, '${i}')">+</button>` : ''}
${isNumeric && !isFlag ? `
<input type="range"
class="form-range"
min="${dd.min}"
max="${dd.max}"
step="${dd.type === 'int' ? '1' : '0.000001'}"
value="${data.values[i]}"
oninput="updateFromSlider(this)"
>
` : ''}
</div>
${isFlag ? `
<div class="flag-dropdown dropdown">
<button class="btn dropdown-toggle" type="button" data-bs-toggle="dropdown" aria-expanded="false">
Selected Flags (${(parseInt(data.values[i], 16).toString(2).match(/1/g) || []).length})
</button>
<div class="dropdown-menu">
${flagDefinitions[i].map((flag, index) => `
<div class="dropdown-item">
<input type="checkbox"
id="${i}_${index}"
${(parseInt(data.values[i], 16) & (1 << index)) ? 'checked' : ''}
onchange="updateFlag(this, '${i}')"
>
<label for="${i}_${index}">${flag}</label>
</div>
`).join('')}
</div>
</div>
` : ''}
</td>
</tr>
`;
}
document.querySelector("#handling-data-accordion").innerHTML = accordionContent;
openhandlingModal.show();
const tooltipTriggerList = document.querySelectorAll('[data-bs-toggle="tooltip"]');
const tooltipList = [...tooltipTriggerList].map(tooltipTriggerEl => new bootstrap.Tooltip(tooltipTriggerEl));
}
function searchVehicles() {
const searchInput = document.getElementById('searchBar').value.toLowerCase();
const rows = document.getElementById('handling-data-accordion').getElementsByTagName('tr');
for (let row of rows) {
const vehicleName = row.getElementsByTagName('td')[0].textContent.toLowerCase();
if (vehicleName.includes(searchInput)) {
row.style.display = '';
} else {
row.style.display = 'none';
}
}
}
@@ -1,15 +0,0 @@
while GetCurrentResourceName() ~= "jraxion_handlingeditor" do
Wait(2000)
print("Make sure the resource name is jraxion_handlingeditor, it will break the resource if you rename it.")
end
RegisterCommand('handlingeditor', function(source, args, rawCommand)
-- Add your permission system here.
if Config.isAllowed(source) then
TriggerClientEvent('jraxion_handlingeditor:openHandlingEditor', source)
else
print('No permission')
end
end, false)