Open 0xDizzle opened 4 months ago
Note so I don't forget: IC/admin jail logic not implemented. You will have to do that when you merge it with the gamemode.
Yeah no probs I forgot to mention that I'll handle that
These are the things that you have to do when you merge the code:
PlayerData[playerid][burgValue]
I'm going to add a progress bar for testing purposes. The variable will be PlayerData[playerid][burgNoise]
. Its value will be calculated using the player's velocity while inside the house.
In addition to the list above, there are some oddities that I am currently unable to resolve.
The rear doors can be forced open using SetVehicleParamsCarDoors
. Doing so with a command works fine. Doing it while doing a mission appears to not work. I suspect it's because the states are toggled too quick after one another.
The drop off checkpoint, despite having a size of 20.0, has the appearance of a small checkpoint. I believe the cause is the same as with the doors; the drop off checkpoint is enabled too quickly after the last object unload checkpoint is removed. Per the native source code:
* \
* If a checkpoint is already set it will use the radius of that checkpoint instead of the new one.<br * />
These should not have an impact on functionality. I will continue to investigate.
EDIT (02-MARCH-2024): These issues were fixed. (See comment below.)
Looking good so far!
Just a note: We need /empty/ house interiors for the system to work properly, so we can map our own objects that can be stolen.
The default GTA:SA interiors are mostly 1 big object with all the furniture attached to it so it can't be removed by using RemoveBuildingForPlayer
.
I've prepared a list of small and medium interiors that are completely empty below, would be great if you could use these co-ordinates: https://pastebin.com/NNpGckma
Here are the changes since your last test run:
There are probably a few other things I forgot to mention.
Amazing job ^
So nearly done with the fundamentals.
I'll keep commenting here with what I've changed until it's merged.
What's needed?
Note: Only 1 player should be able to rob a specific house at a time, so we'll need something like
HouseBeingRobbed[houseid]
to exclude such from the loop when assigning a house when players start the burglar mission._Note 2: Try to avoid using commands to give it that "single-player" feel, use keys instead where possible.
VIDEO: https://www.youtube.com/watch?v=e7Ua2NE8j2Y
How it's going to work?
SPECIAL_ACTION_CARRY
which disallows running, jumping, and punching and also applies "carrying" animation.BurglaryMoney[playerid]
variable.