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-- Created by Deziel0495 and IllusiveTea --
-------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------Simple Holster Animation-----------------------------------------------------
-- NOTICE
----------------------------------------------------------SCRIPT BY: Nathan G.-------------------------------------------------------
-- This script is licensed under "No License". https://choosealicense.com/no-license/
-------------------------------------------------------------------------------------------------------------------------------------
-- You are allowed to: Download, Use and Edit the Script.
-- You are not allowed to: Copy, re-release, re-distribute it without our written permission.
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--- DO NOT EDIT THIS
local default_weapon = GetHashKey(data.weapon)
local active = false
local ped = nil -- Cache the ped
local currentPedData = nil
local holstered = true
local holstered = true
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-- RESTRICTED PEDS --
-- I've only listed peds that have a remote speaker mic, but any ped listed here will do the animations.
local skins = {
local skins = {
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"s_m_y_cop_01",
"mp_m_freemode
_01",
"s_f_y_cop_01",
"
mp
_f_
freemode
_01",
"s_m_y_hwaycop_01",
"s_m_y_sheriff_01",
"s_f_y_sheriff_01",
"s_m_y_ranger
_01",
"
s
_f_
y_ranger
_01",
}
}
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-- Add/remove weapon hashes here to be added for holster checks.
local weapons = {
local weapons = {
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"WEAPON_PISTOL",
"WEAPON_COMBATPISTOL",
"WEAPON_COMBATPISTOL",
}
}
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--
RADIO ANIMATIONS --
--
anims
Citizen.CreateThread(function()
Citizen.CreateThread(function()
while true do
while true do
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Citizen.Wait( 0 )
local ped = PlayerPedId()
if DoesEntityExist( ped ) and not IsEntityDead( ped ) and CheckSkin(ped) then
if not IsPauseMenuActive() then
loadAnimDict( "random@arrests" )
if IsControlJustReleased( 0, 19 ) then -- INPUT_CHARACTER_WHEEL (LEFT ALT)
TriggerServerEvent('InteractSound_SV:PlayOnSource', 'off', 0.1)
ClearPedTasks(ped)
SetEnableHandcuffs(ped, false)
else
if IsControlJustPressed( 0, 19 ) and CheckSkin(ped) and not IsPlayerFreeAiming(PlayerId()) then -- INPUT_CHARACTER_WHEEL (LEFT ALT)
TriggerServerEvent('InteractSound_SV:PlayOnSource', 'on', 0.1)
TaskPlayAnim(ped, "random@arrests", "generic_radio_enter", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 )
SetEnableHandcuffs(ped, true)
elseif IsControlJustPressed( 0, 19 ) and CheckSkin(ped) and IsPlayerFreeAiming(PlayerId()) then -- INPUT_CHARACTER_WHEEL (LEFT ALT)
TriggerServerEvent('InteractSound_SV:PlayOnSource', 'on', 0.1)
TaskPlayAnim(ped, "random@arrests", "radio_chatter", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 )
SetEnableHandcuffs(ped, true)
end
if IsEntityPlayingAnim(GetPlayerPed(PlayerId()), "random@arrests", "generic_radio_enter", 3) then
DisableActions(ped)
elseif IsEntityPlayingAnim(GetPlayerPed(PlayerId()), "random@arrests", "radio_chatter", 3) then
DisableActions(ped)
end
end
end
end
end
end )
-- HOLD WEAPON HOLSTER ANIMATION --
Citizen.CreateThread( function()
while true do
Citizen.Wait( 0 )
local ped = PlayerPedId()
if DoesEntityExist( ped ) and not IsEntityDead( ped ) and not IsPedInAnyVehicle(PlayerPedId(), true) and CheckSkin(ped) then
DisableControlAction( 0, 20, true ) -- INPUT_MULTIPLAYER_INFO (Z)
if not IsPauseMenuActive() then
loadAnimDict( "reaction@intimidation@cop@unarmed" )
if IsDisabledControlJustReleased( 0, 20 ) then -- INPUT_MULTIPLAYER_INFO (Z)
ClearPedTasks(ped)
SetEnableHandcuffs(ped, false)
SetCurrentPedWeapon(ped, GetHashKey("WEAPON_UNARMED"), true)
else
if IsDisabledControlJustPressed( 0, 20 ) and CheckSkin(ped) then -- INPUT_MULTIPLAYER_INFO (Z)
SetEnableHandcuffs(ped, true)
SetCurrentPedWeapon(ped, GetHashKey("WEAPON_UNARMED"), true)
TaskPlayAnim(ped, "reaction@intimidation@cop@unarmed", "intro", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 )
end
if IsEntityPlayingAnim(GetPlayerPed(PlayerId()), "reaction@intimidation@cop@unarmed", "intro", 3) then
DisableActions(ped)
end
end
end
end
end
end )
-- HOLSTER/UNHOLSTER PISTOL --
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
Citizen.Wait(0)
local ped = PlayerPedId()
local ped = PlayerPedId()
if DoesEntityExist( ped ) and not IsEntityDead( ped ) and not IsPedInAnyVehicle(PlayerPedId(), true) and CheckSkin(ped) then
if DoesEntityExist( ped ) and not IsEntityDead( ped ) and not IsPedInAnyVehicle(PlayerPedId(), true) and CheckSkin(ped) then
loadAnimDict( "rcmjosh4" )
loadAnimDict( "rcmjosh4" )
loadAnimDict( "weapons@pistol@" )
loadAnimDict( "weapons@pistol@" )
if CheckWeapon(ped) then
if CheckWeapon(ped) then
if holstered then
if holstered then
TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
Citizen.Wait(600)
Citizen.Wait(600)
ClearPedTasks(ped)
ClearPedTasks(ped)
holstered = false
holstered = false
end
end
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SetPedComponentVariation(ped, 9, 0, 0, 0)
elseif not CheckWeapon(ped) then
elseif not CheckWeapon(ped) then
if not holstered then
if not holstered then
TaskPlayAnim(ped, "weapons@pistol@", "aim_2_holster", 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
TaskPlayAnim(ped, "weapons@pistol@", "aim_2_holster", 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
Citizen.Wait(500)
Citizen.Wait(500)
ClearPedTasks(ped)
ClearPedTasks(ped)
holstered = true
holstered = true
end
end
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SetPedComponentVariation(ped, 9, 1, 0, 0)
end
end
end
end
end
end
end)
end)
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-- DO NOT REMOVE THESE! --
-- functions
function table_invert(t)
local s={}
for k,v in pairs(t) do
s[v]=k
end
return s
end
function CheckSkin(ped)
function CheckSkin(ped)
for i = 1, #skins do
for i = 1, #skins do
if GetHashKey(skins[i]) == GetEntityModel(ped) then
if GetHashKey(skins[i]) == GetEntityModel(ped) then
return true
return true
end
end
end
end
return false
return false
end
end
function CheckWeapon(ped)
function CheckWeapon(ped)
for i = 1, #weapons do
for i = 1, #weapons do
if GetHashKey(weapons[i]) == GetSelectedPedWeapon(ped) then
if GetHashKey(weapons[i]) == GetSelectedPedWeapon(ped) then
return true
return true
end
end
end
end
return false
return false
end
end
function DisableActions(ped)
function DisableActions(ped)
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DisableControlAction(1, 140, true)
DisableControlAction(1, 37, true)
DisableControlAction(1, 141, true)
DisablePlayerFiring(ped, true)
DisableControlAction(1, 142, true)
DisableControlAction(1, 37, true)
-- Disables INPUT_SELECT_WEAPON (TAB)
DisablePlayerFiring(ped, true)
-- Disable weapon firing
end
end
function loadAnimDict( dict )
function loadAnimDict( dict )
while ( not HasAnimDictLoaded( dict ) ) do
while ( not HasAnimDictLoaded( dict ) ) do
RequestAnimDict( dict )
RequestAnimDict( dict )
Citizen.Wait( 0 )
Citizen.Wait( 0 )
end
end
end
end
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Citizen.CreateThread(function()
while true do
ped = GetPlayerPed(-1)
local ped_hash = GetEntityModel(ped)
local enable = false
for ped, data in pairs(data.peds) do
if GetHashKey(ped) == ped_hash then
enable = true
if data.enabled ~= nil then
enable = data.enabled
end
currentPedData = data
break
end
end
active = enable
Citizen.Wait(5000)
end
end)
local last_weapon = nil
Citizen.CreateThread(function()
while true do
if active then
current_weapon = GetSelectedPedWeapon(ped)
if current_weapon ~= last_weapon then
for component, holsters in pairs(currentPedData.components) do
local holsterDrawable = GetPedDrawableVariation(ped, component)
local holsterTexture = GetPedTextureVariation(ped, component)
local emptyHolster = holsters[holsterDrawable]
if emptyHolster and current_weapon == default_weapon then
SetPedComponentVariation(ped, component, emptyHolster, holsterTexture, 0)
break
end
local filledHolster = table_invert(holsters)[holsterDrawable]
if filledHolster and current_weapon ~= default_weapon and last_weapon == default_weapon then
SetPedComponentVariation(ped, component, filledHolster, holsterTexture, 0)
break
end
end
end
last_weapon = current_weapon
end
Citizen.Wait(200)
end
end)
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-- Created by Deziel0495 and IllusiveTea -- -- NOTICE -- This script is licensed under "No License". https://choosealicense.com/no-license/ -- You are allowed to: Download, Use and Edit the Script. -- You are not allowed to: Copy, re-release, re-distribute it without our written permission. --- DO NOT EDIT THIS local holstered = true -- RESTRICTED PEDS -- -- I've only listed peds that have a remote speaker mic, but any ped listed here will do the animations. local skins = { "s_m_y_cop_01", "s_f_y_cop_01", "s_m_y_hwaycop_01", "s_m_y_sheriff_01", "s_f_y_sheriff_01", "s_m_y_ranger_01", "s_f_y_ranger_01", } -- Add/remove weapon hashes here to be added for holster checks. local weapons = { "WEAPON_PISTOL", "WEAPON_COMBATPISTOL", } -- RADIO ANIMATIONS -- Citizen.CreateThread(function() while true do Citizen.Wait( 0 ) local ped = PlayerPedId() if DoesEntityExist( ped ) and not IsEntityDead( ped ) and CheckSkin(ped) then if not IsPauseMenuActive() then loadAnimDict( "random@arrests" ) if IsControlJustReleased( 0, 19 ) then -- INPUT_CHARACTER_WHEEL (LEFT ALT) TriggerServerEvent('InteractSound_SV:PlayOnSource', 'off', 0.1) ClearPedTasks(ped) SetEnableHandcuffs(ped, false) else if IsControlJustPressed( 0, 19 ) and CheckSkin(ped) and not IsPlayerFreeAiming(PlayerId()) then -- INPUT_CHARACTER_WHEEL (LEFT ALT) TriggerServerEvent('InteractSound_SV:PlayOnSource', 'on', 0.1) TaskPlayAnim(ped, "random@arrests", "generic_radio_enter", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 ) SetEnableHandcuffs(ped, true) elseif IsControlJustPressed( 0, 19 ) and CheckSkin(ped) and IsPlayerFreeAiming(PlayerId()) then -- INPUT_CHARACTER_WHEEL (LEFT ALT) TriggerServerEvent('InteractSound_SV:PlayOnSource', 'on', 0.1) TaskPlayAnim(ped, "random@arrests", "radio_chatter", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 ) SetEnableHandcuffs(ped, true) end if IsEntityPlayingAnim(GetPlayerPed(PlayerId()), "random@arrests", "generic_radio_enter", 3) then DisableActions(ped) elseif IsEntityPlayingAnim(GetPlayerPed(PlayerId()), "random@arrests", "radio_chatter", 3) then DisableActions(ped) end end end end end end ) -- HOLD WEAPON HOLSTER ANIMATION -- Citizen.CreateThread( function() while true do Citizen.Wait( 0 ) local ped = PlayerPedId() if DoesEntityExist( ped ) and not IsEntityDead( ped ) and not IsPedInAnyVehicle(PlayerPedId(), true) and CheckSkin(ped) then DisableControlAction( 0, 20, true ) -- INPUT_MULTIPLAYER_INFO (Z) if not IsPauseMenuActive() then loadAnimDict( "reaction@intimidation@cop@unarmed" ) if IsDisabledControlJustReleased( 0, 20 ) then -- INPUT_MULTIPLAYER_INFO (Z) ClearPedTasks(ped) SetEnableHandcuffs(ped, false) SetCurrentPedWeapon(ped, GetHashKey("WEAPON_UNARMED"), true) else if IsDisabledControlJustPressed( 0, 20 ) and CheckSkin(ped) then -- INPUT_MULTIPLAYER_INFO (Z) SetEnableHandcuffs(ped, true) SetCurrentPedWeapon(ped, GetHashKey("WEAPON_UNARMED"), true) TaskPlayAnim(ped, "reaction@intimidation@cop@unarmed", "intro", 8.0, 2.0, -1, 50, 2.0, 0, 0, 0 ) end if IsEntityPlayingAnim(GetPlayerPed(PlayerId()), "reaction@intimidation@cop@unarmed", "intro", 3) then DisableActions(ped) end end end end end end ) -- HOLSTER/UNHOLSTER PISTOL -- Citizen.CreateThread(function() while true do Citizen.Wait(0) local ped = PlayerPedId() if DoesEntityExist( ped ) and not IsEntityDead( ped ) and not IsPedInAnyVehicle(PlayerPedId(), true) and CheckSkin(ped) then loadAnimDict( "rcmjosh4" ) loadAnimDict( "weapons@pistol@" ) if CheckWeapon(ped) then if holstered then TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 ) Citizen.Wait(600) ClearPedTasks(ped) holstered = false end SetPedComponentVariation(ped, 9, 0, 0, 0) elseif not CheckWeapon(ped) then if not holstered then TaskPlayAnim(ped, "weapons@pistol@", "aim_2_holster", 8.0, 2.0, -1, 48, 10, 0, 0, 0 ) Citizen.Wait(500) ClearPedTasks(ped) holstered = true end SetPedComponentVariation(ped, 9, 1, 0, 0) end end end end) -- DO NOT REMOVE THESE! -- function CheckSkin(ped) for i = 1, #skins do if GetHashKey(skins[i]) == GetEntityModel(ped) then return true end end return false end function CheckWeapon(ped) for i = 1, #weapons do if GetHashKey(weapons[i]) == GetSelectedPedWeapon(ped) then return true end end return false end function DisableActions(ped) DisableControlAction(1, 140, true) DisableControlAction(1, 141, true) DisableControlAction(1, 142, true) DisableControlAction(1, 37, true) -- Disables INPUT_SELECT_WEAPON (TAB) DisablePlayerFiring(ped, true) -- Disable weapon firing end function loadAnimDict( dict ) while ( not HasAnimDictLoaded( dict ) ) do RequestAnimDict( dict ) Citizen.Wait( 0 ) end end
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------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------Simple Holster Animation----------------------------------------------------- ----------------------------------------------------------SCRIPT BY: Nathan G.------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------- local default_weapon = GetHashKey(data.weapon) local active = false local ped = nil -- Cache the ped local currentPedData = nil local holstered = true local skins = { "mp_m_freemode_01", "mp_f_freemode_01", } local weapons = { "WEAPON_COMBATPISTOL", } -- anims Citizen.CreateThread(function() while true do Citizen.Wait(0) local ped = PlayerPedId() if DoesEntityExist( ped ) and not IsEntityDead( ped ) and not IsPedInAnyVehicle(PlayerPedId(), true) and CheckSkin(ped) then loadAnimDict( "rcmjosh4" ) loadAnimDict( "weapons@pistol@" ) if CheckWeapon(ped) then if holstered then TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 ) Citizen.Wait(600) ClearPedTasks(ped) holstered = false end elseif not CheckWeapon(ped) then if not holstered then TaskPlayAnim(ped, "weapons@pistol@", "aim_2_holster", 8.0, 2.0, -1, 48, 10, 0, 0, 0 ) Citizen.Wait(500) ClearPedTasks(ped) holstered = true end end end end end) -- functions function table_invert(t) local s={} for k,v in pairs(t) do s[v]=k end return s end function CheckSkin(ped) for i = 1, #skins do if GetHashKey(skins[i]) == GetEntityModel(ped) then return true end end return false end function CheckWeapon(ped) for i = 1, #weapons do if GetHashKey(weapons[i]) == GetSelectedPedWeapon(ped) then return true end end return false end function DisableActions(ped) DisableControlAction(1, 37, true) DisablePlayerFiring(ped, true) end function loadAnimDict( dict ) while ( not HasAnimDictLoaded( dict ) ) do RequestAnimDict( dict ) Citizen.Wait( 0 ) end end Citizen.CreateThread(function() while true do ped = GetPlayerPed(-1) local ped_hash = GetEntityModel(ped) local enable = false for ped, data in pairs(data.peds) do if GetHashKey(ped) == ped_hash then enable = true if data.enabled ~= nil then enable = data.enabled end currentPedData = data break end end active = enable Citizen.Wait(5000) end end) local last_weapon = nil Citizen.CreateThread(function() while true do if active then current_weapon = GetSelectedPedWeapon(ped) if current_weapon ~= last_weapon then for component, holsters in pairs(currentPedData.components) do local holsterDrawable = GetPedDrawableVariation(ped, component) local holsterTexture = GetPedTextureVariation(ped, component) local emptyHolster = holsters[holsterDrawable] if emptyHolster and current_weapon == default_weapon then SetPedComponentVariation(ped, component, emptyHolster, holsterTexture, 0) break end local filledHolster = table_invert(holsters)[holsterDrawable] if filledHolster and current_weapon ~= default_weapon and last_weapon == default_weapon then SetPedComponentVariation(ped, component, filledHolster, holsterTexture, 0) break end end end last_weapon = current_weapon end Citizen.Wait(200) end end)
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