mirror of
https://github.com/qbcore-fivem/qb-core.git
synced 2026-08-29 01:08:57 +00:00
Feat(events): Better TPM Event
This commit is contained in:
+78
-9
@@ -31,20 +31,89 @@ RegisterNetEvent('QBCore:Command:TeleportToCoords', function(x, y, z)
|
||||
end)
|
||||
|
||||
RegisterNetEvent('QBCore:Command:GoToMarker', function()
|
||||
local ped = PlayerPedId()
|
||||
local blip = GetFirstBlipInfoId(8)
|
||||
if DoesBlipExist(blip) then
|
||||
local blipCoords = GetBlipCoords(blip)
|
||||
for height = 1, 1000 do
|
||||
SetPedCoordsKeepVehicle(ped, blipCoords.x, blipCoords.y, height + 0.0)
|
||||
local foundGround, zPos = GetGroundZFor_3dCoord(blipCoords.x, blipCoords.y, height + 0.0)
|
||||
if foundGround then
|
||||
SetPedCoordsKeepVehicle(ped, blipCoords.x, blipCoords.y, height + 0.0)
|
||||
local PlayerPedId = PlayerPedId
|
||||
local GetEntityCoords = GetEntityCoords
|
||||
local GetGroundZFor_3dCoord = GetGroundZFor_3dCoord
|
||||
|
||||
local blipMarker <const> = GetFirstBlipInfoId(8)
|
||||
if not DoesBlipExist(blipMarker) then
|
||||
QBCore.Functions.Notify('No Waypoint Set.', "error",5000)
|
||||
return 'marker'
|
||||
end
|
||||
|
||||
-- Fade screen to hide how clients get teleported.
|
||||
DoScreenFadeOut(650)
|
||||
while not IsScreenFadedOut() do
|
||||
Wait(0)
|
||||
end
|
||||
|
||||
local ped, coords <const> = PlayerPedId(), GetBlipInfoIdCoord(blipMarker)
|
||||
local vehicle = GetVehiclePedIsIn(ped, false)
|
||||
local oldCoords <const> = GetEntityCoords(ped)
|
||||
|
||||
-- Unpack coords instead of having to unpack them while iterating.
|
||||
-- 825.0 seems to be the max a player can reach while 0.0 being the lowest.
|
||||
local x, y, groundZ, Z_START = coords['x'], coords['y'], 850.0, 950.0
|
||||
local found = false
|
||||
if vehicle > 0 then
|
||||
FreezeEntityPosition(vehicle, true)
|
||||
else
|
||||
FreezeEntityPosition(ped, true)
|
||||
end
|
||||
|
||||
for i = Z_START, 0, -25.0 do
|
||||
local z = i
|
||||
if (i % 2) ~= 0 then
|
||||
z = Z_START - i
|
||||
end
|
||||
|
||||
NewLoadSceneStart(x, y, z, x, y, z, 50.0, 0)
|
||||
local curTime = GetGameTimer()
|
||||
while IsNetworkLoadingScene() do
|
||||
if GetGameTimer() - curTime > 1000 then
|
||||
break
|
||||
end
|
||||
Wait(0)
|
||||
end
|
||||
NewLoadSceneStop()
|
||||
SetPedCoordsKeepVehicle(ped, x, y, z)
|
||||
|
||||
while not HasCollisionLoadedAroundEntity(ped) do
|
||||
RequestCollisionAtCoord(x, y, z)
|
||||
if GetGameTimer() - curTime > 1000 then
|
||||
break
|
||||
end
|
||||
Wait(0)
|
||||
end
|
||||
|
||||
-- Get ground coord. As mentioned in the natives, this only works if the client is in render distance.
|
||||
found, groundZ = GetGroundZFor_3dCoord(x, y, z, false);
|
||||
if found then
|
||||
Wait(0)
|
||||
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
|
||||
break
|
||||
end
|
||||
Wait(0)
|
||||
end
|
||||
|
||||
-- Remove black screen once the loop has ended.
|
||||
DoScreenFadeIn(650)
|
||||
if vehicle > 0 then
|
||||
FreezeEntityPosition(vehicle, false)
|
||||
else
|
||||
FreezeEntityPosition(ped, false)
|
||||
end
|
||||
|
||||
if not found then
|
||||
-- If we can't find the coords, set the coords to the old ones.
|
||||
-- We don't unpack them before since they aren't in a loop and only called once.
|
||||
SetPedCoordsKeepVehicle(ped, oldCoords['x'], oldCoords['y'], oldCoords['z'] - 1.0)
|
||||
QBCore.Functions.Notify('Error While Teleporting.', "error",5000)
|
||||
end
|
||||
|
||||
-- If Z coord was found, set coords in found coords.
|
||||
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
|
||||
QBCore.Functions.Notify('Teleported To Waypoint.', "success",5000)
|
||||
end)
|
||||
|
||||
-- Vehicle Commands
|
||||
|
||||
Reference in New Issue
Block a user