fixing scripts

This commit is contained in:
KingMcDonalds
2025-02-28 17:02:43 -08:00
parent f92602e16d
commit a95206c145
16 changed files with 929 additions and 0 deletions
+11
View File
@@ -632,3 +632,14 @@ Capacity 520
CanAttachToOthers false
Weapons WATER,FOAM,PRESSURE
}
{[TruckInfo]
Model ftanker
AttachOffset -1,0.65,0.2
OtherAttachOffset -1,0.8,-0.2
HelpTextOffset -1.205,0.7,0.4
Capacity 120
CanAttachToOthers false
Weapons WATER,FOAM,PRESSURE
}
@@ -0,0 +1,2 @@
# Auto detect text files and perform LF normalization
* text=auto
+22
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@@ -0,0 +1,22 @@
# Tanker Water Script
Tanker water release script for the Free Mode Designs LTD Tanker
# How to use
- Ensure the spawncode in the config.lua is the same as the vehicle spawn code
- When sat in the vehicle, run the command /fillpool,
- When you want to empty the pool, run the command /emptypool
# Future Developments
In the future, I would like to be able to link it up with some other products to allow for refilling of engines etc from the tanker.
If anyone wants to contribute to the project please feel free to shoot me a DM on discord @ JackTheDev
# Contact us
- Website -> [https://www.freemodedesigns.shop](https://www.freemodedesigns.shop)
- Discord -> [https://discord.gg/fmd](https://discord.gg/fmd)
- Email - > jackthedev@freemodedesigns.shop
@@ -0,0 +1,206 @@
local display = false
local fillingUp = false
local currentVeh
local txdDetail
local duiObjDetail
local duiDetail
local txDetail
local txdBump
local duiObjBump
local duiBump
local txBump
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
if display then
-- If ped gets out of vehicle
if not IsPedSittingInAnyVehicle(PlayerPedId()) then
SetDisplay(false)
end
elseif IsPedSittingInAnyVehicle(PlayerPedId()) and not display and fillingUp then
local currentVeh = GetDisplayNameFromVehicleModel(GetEntityModel(GetVehiclePedIsIn(PlayerPedId(), false)))
local inVehicle = false
if currentVeh == config.spawnCodes then
inVehicle = true
end
if inVehicle then
SetDisplay(true)
end
end
end
end)
-- Commands
RegisterCommand("fillpool", function()
local ped = PlayerPedId()
local pedCoords = GetEntityCoords(ped)
currentVeh = GetDisplayNameFromVehicleModel(GetEntityModel(GetVehiclePedIsIn(ped, false)))
local vehEntity = GetVehiclePedIsIn(GetPlayerPed(-1), false)
local inVehicle = False
for _, data in pairs(config.spawnCode) do
if data == currentVeh then
inVehicle = true
break
end
end
if inVehicle then
if IsVehicleAConvertible(vehEntity, false) == 1 then
fillingUp = true
if config.useUI then
SetDisplay(true)
SendNUIMessage({
waterType = "filling"
})
end
TriggerServerEvent("setWaterTexture")
SetConvertibleRoof(vehEntity)
LowerConvertibleRoof(vehEntity, false)
SetVehicleModKit(vehEntity, 0)
SetVehicleMod(vehEntity, 37, GetNumVehicleMods(vehEntity, 37)-1, false)
TriggerServerEvent("createWaterParticles", vehEntity)
Citizen.CreateThread(function()
Citizen.Wait(50000) -- 50 Seconds
fillingUp = false
end)
end
else
notify("You need to be in the tanker truck to do this!")
end
end,false)
RegisterCommand("emptypool", function()
local ped = PlayerPedId()
local pedCoords = GetEntityCoords(ped)
local currentVeh = GetDisplayNameFromVehicleModel(GetEntityModel(GetVehiclePedIsIn(ped, false)))
local vehEntity = GetVehiclePedIsIn(GetPlayerPed(-1), false)
local inVehicle = False
for _, data in pairs(config.spawnCode) do
if data == currentVeh then
inVehicle = true
break
end
end
if inVehicle then
if not fillingUp then
if IsVehicleAConvertible(vehEntity, false) == 1 then
fillingUp = false
if config.useUI then
SetDisplay(true)
SendNUIMessage({
waterType = "emptying"
})
end
local state = GetConvertibleRoofState(vehEntity)
if state ~= 0 then
SetConvertibleRoof(vehEntity)
RaiseConvertibleRoof(vehEntity, false)
end
Citizen.CreateThread(function()
Citizen.Wait(50000) -- 50 Seconds
TriggerServerEvent("resetWaterTexture")
end)
end
else
notify("You need to wait to complete filling up before emptying.")
end
else
notify("You need to be in the tanker truck to do this!")
end
end,false)
RegisterNetEvent("waterParticles")
AddEventHandler("waterParticles", function(vehEntity)
local waterSpoutBone = config.bone
local boneSpoutIndex = GetEntityBoneIndexByName(vehEntity, waterSpoutBone)
if boneSpoutIndex ~= -1 then
Citizen.CreateThread(function()
UseParticleFxAssetNextCall('core')
waterSpout = StartParticleFxLoopedOnEntityBone('water_cannon_jet', vehEntity, 0, 0, 0 , 180.0, 0.0, 0.0, boneSpoutIndex, 0.50, false, false, false)
Citizen.Wait(50000) -- 50 Seconds
StopParticleFxLooped(waterSpout)
end)
end
end)
RegisterNetEvent("updateTexture")
AddEventHandler("updateTexture", function(toggle)
if toggle then
-- Detail
txdDetail = CreateRuntimeTxd("duiTxdDetail")
duiObjDetail = CreateDui(config.detailTexture, config.detailSizeX, config.detailSizeY)
_G.duiObjDetail = duiObjDetail
duiDetail = GetDuiHandle(duiObjDetail)
txDetail = CreateRuntimeTextureFromDuiHandle(txdDetail, 'duiTexDetail', duiDetail)
AddReplaceTexture(currentVeh, config.detailTextureName, 'duiTxdDetail', 'duiTexDetail')
-- Bump
txdBump = CreateRuntimeTxd("duiTxdBump")
duiObjBump = CreateDui(config.bumpTexture, config.bumpSizeX, config.bumpSizeY)
_G.duiObjBump = duiObjBump
duiBump = GetDuiHandle(duiObjBump)
txBump = CreateRuntimeTextureFromDuiHandle(txdBump, 'duiTexBump', duiBump)
AddReplaceTexture(currentVeh, config.bumpTextureName, 'duiTxdBump', 'duiTexBump')
else
RemoveReplaceTexture(currentVeh, config.detailTextureName)
RemoveReplaceTexture(currentVeh, config.bumpTextureName)
end
end)
function notify(str)
BeginTextCommandThefeedPost("STRING")
AddTextComponentSubstringPlayerName(str)
EndTextCommandThefeedPostTicker(true, false)
end
function SetDisplay(bool)
display = bool
SendNUIMessage({
type = "ui",
status = bool,
})
end
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@@ -0,0 +1,151 @@
body {
background: none !important;
}
#container {
position: absolute;
left: 1735px;
top: 10px;
background-color: rgb(44, 44, 44, 0);
}
.turnOffImage {
opacity: 0;
}
.turnOnImage {
opacity: 100;
}
#image {
height: 300px;
width: 175px;
}
#light1 {
position: absolute;
left: 52px;
top: 62px;
height: 20px;
width: 70px;
}
#light2 {
position: absolute;
left: 52px;
top: 86px;
height: 20px;
width: 70px;
}
#light3 {
position: absolute;
left: 52px;
top: 108px;
height: 20px;
width: 70px;
}
#light4 {
position: absolute;
left: 52px;
top: 130px;
height: 20px;
width: 70px;
}
#light5 {
position: absolute;
left: 52px;
top: 152px;
height: 20px;
width: 70px;
}
#light6 {
position: absolute;
left: 52px;
top: 174px;
height: 20px;
width: 70px;
}
#light7 {
position: absolute;
left: 52px;
top: 194px;
height: 20px;
width: 70px;
}
#light8 {
position: absolute;
left: 52px;
top: 216px;
height: 20px;
width: 70px;
}
#light1 {
position: absolute;
left: 52px;
top: 62px;
height: 20px;
width: 70px;
}
#light2 {
position: absolute;
left: 52px;
top: 86px;
height: 20px;
width: 70px;
}
#light3 {
position: absolute;
left: 52px;
top: 108px;
height: 20px;
width: 70px;
}
#light4 {
position: absolute;
left: 52px;
top: 130px;
height: 20px;
width: 70px;
}
#light5 {
position: absolute;
left: 52px;
top: 152px;
height: 20px;
width: 70px;
}
#light6 {
position: absolute;
left: 52px;
top: 174px;
height: 20px;
width: 70px;
}
#light7 {
position: absolute;
left: 52px;
top: 194px;
height: 20px;
width: 70px;
}
#light8 {
position: absolute;
left: 52px;
top: 216px;
height: 20px;
width: 70px;
}
@@ -0,0 +1,24 @@
<html>
<head>
<link rel="stylesheet" href="reset.css" type="text/css" />
<link rel="stylesheet" href="index.css" type="text/css" />
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
</head>
<body>
<div id="container">
<p id="test"></p>
<p id="test2"></p>
<img src="imgs/water.png" id="image" />
<img src="imgs/lights.png" id="light1" />
<img src="imgs/lights.png" id="light2" />
<img src="imgs/lights.png" id="light3" />
<img src="imgs/lights.png" id="light4" />
<img src="imgs/lights.png" id="light5" />
<img src="imgs/lights.png" id="light6" />
<img src="imgs/lights.png" id="light7" />
<img src="imgs/lights.png" id="light8" />
</div>
<script src="./index.js" type="text/javascript"></script>
</body>
</html>
@@ -0,0 +1,72 @@
$(function () {
function display(bool) {
if (bool) {
$('#container').show();
} else {
$('#container').hide();
}
}
display(false);
function decreaseLights() {
let counter = 6;
let counter2 = 0;
for (let i = 51; i > 0; i--) {
setTimeout(function () {
if (50 - i == counter) {
counter = counter + 6;
counter2++;
document.getElementById('light' + counter2).className =
'turnOffImage';
}
}, (51 - i) * 1000);
}
display(false);
}
function increaseLights() {
let counter = 6;
let counter2 = 8;
for (let i = 1; i < 9; i++) {
document.getElementById('light' + i).className = 'turnOffImage';
}
for (let i = 51; i > 0; i--) {
setTimeout(function () {
if (50 - i == counter) {
counter = counter + 6;
document.getElementById('light' + counter2).className = 'turnOnImage';
counter2--;
}
}, (51 - i) * 1000);
}
display(false);
}
window.addEventListener('message', function (event) {
var item = event.data;
if (item.type === 'ui') {
if (item.status == true) {
display(true);
} else {
display(false);
}
} else {
if (item.waterType === 'filling') {
decreaseLights();
} else {
if (item.waterType === 'emptying') {
increaseLights();
}
}
}
});
});
@@ -0,0 +1,129 @@
/* http://meyerweb.com/eric/tools/css/reset/
v2.0 | 20110126
License: none (public domain)
*/
html,
body,
div,
span,
applet,
object,
iframe,
h1,
h2,
h3,
h4,
h5,
h6,
p,
blockquote,
pre,
a,
abbr,
acronym,
address,
big,
cite,
code,
del,
dfn,
em,
img,
ins,
kbd,
q,
s,
samp,
small,
strike,
strong,
sub,
sup,
tt,
var,
b,
u,
i,
center,
dl,
dt,
dd,
ol,
ul,
li,
fieldset,
form,
label,
legend,
table,
caption,
tbody,
tfoot,
thead,
tr,
th,
td,
article,
aside,
canvas,
details,
embed,
figure,
figcaption,
footer,
header,
hgroup,
menu,
nav,
output,
ruby,
section,
summary,
time,
mark,
audio,
video {
margin: 0;
padding: 0;
border: 0;
font-size: 100%;
font: inherit;
vertical-align: baseline;
}
/* HTML5 display-role reset for older browsers */
article,
aside,
details,
figcaption,
figure,
footer,
header,
hgroup,
menu,
nav,
section {
display: block;
}
body {
line-height: 1;
}
ol,
ul {
list-style: none;
}
blockquote,
q {
quotes: none;
}
blockquote:before,
blockquote:after,
q:before,
q:after {
content: '';
content: none;
}
table {
border-collapse: collapse;
border-spacing: 0;
}
+27
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@@ -0,0 +1,27 @@
config = {}
-- Add more to this if you are using the same truck with different spawn codes.
config.spawnCode = {
"ftanker",
"ftanker2"
}
config.useUI = true
-- !!!! DO NOT CHANGE ANYTHING BELOW THIS !!!! --
config.resourceName = "tanker_water"
config.bone = "misc_z"
-- Detail texture
config.detailTextureName = "water_sign_1"
config.detailTexture = "https://cdn.shopify.com/s/files/1/0526/1030/2149/files/water.gif?v=1714823830"
config.detailSizeX = 32
config.detailSizeY = 32
-- Bump Texture
config.bumpTextureName = "waterbump_sign_1"
config.bumpTexture = "https://cdn.shopify.com/s/files/1/0526/1030/2149/files/water_bump.gif?v=1714823842"
config.bumpSizeX = 32
config.bumpSizeY = 32
@@ -0,0 +1,26 @@
fx_version 'cerulean'
games { 'gta5' }
client_scripts {
'client/client.lua'
}
server_scripts {
'server/server.lua'
}
shared_script {
'config.lua'
}
ui_page 'client/html/index.html'
files {
'client/html/index.html',
'client/html/index.js',
'client/html/index.css',
'client/html/reset.css',
'client/html/imgs/water.png',
'client/html/imgs/lights.png',
'grill.png'
}
+228
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@@ -0,0 +1,228 @@
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@@ -0,0 +1,22 @@
AddEventHandler('onResourceStart', function(resourceName)
if (GetCurrentResourceName() ~= config.resourceName ) then
print("\n\n\n^8TANKER_WATER SCRIPT ERROR ^3\n\nPLEASE ENSURE THE NAME OF THE RESOURCE MATCHES THE NAME IN THE CONFIG.LUA^7\n\n\n")
end
end)
RegisterNetEvent("createWaterParticles")
AddEventHandler("createWaterParticles", function(vehEntity)
TriggerClientEvent("waterParticles", -1, vehEntity)
end)
RegisterNetEvent("setWaterTexture")
AddEventHandler("setWaterTexture", function()
TriggerClientEvent("updateTexture", -1, true)
end)
RegisterNetEvent("resetWaterTexture")
AddEventHandler("resetWaterTexture", function()
TriggerClientEvent("updateTexture", -1, false)
end)
@@ -0,0 +1,8 @@
{
"folders": [
{
"path": "."
}
],
"settings": {}
}
+1
View File
@@ -191,6 +191,7 @@ ensure EGRP-Notifications
ensure firehose
ensure firehook
ensure firehosemodels
ensure tanker_water-main
ensure dpemotes-master
ensure RageUI
ensure lvc