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Main/resources/[standalone]/nordi_tdm/client.lua

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local QBCore = exports['qb-core']:GetCoreObject()
local inTDM = false
local currentTeam = nil
local currentGameId = nil
local currentField = nil
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local currentLobbyField = nil
local tdmBlips = {}
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local teamZoneBlips = {}
local isHit = false
local activeGames = {}
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local spawnedNPCs = {}
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-- Spieler Statistiken
local playerStats = {
hits = 0,
deaths = 0,
gamesPlayed = 0
}
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-- Debug-Funktion für Konsole
local function debugPrint(message)
print("^2[TDM DEBUG]^7 " .. message)
end
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-- Events
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RegisterNetEvent('tdm:updateGamesList', function(games)
activeGames = games
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debugPrint("Spieleliste aktualisiert: " .. (games and table.count(games) or 0) .. " aktive Spiele")
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end)
RegisterNetEvent('tdm:joinGame', function(gameId, team, fieldId)
currentGameId = gameId
currentTeam = team
currentField = fieldId
inTDM = true
isHit = false
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-- Stats zurücksetzen
playerStats.hits = 0
playerStats.deaths = 0
playerStats.gamesPlayed = playerStats.gamesPlayed + 1
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local fieldConfig = Config.gameFields[fieldId]
-- Teleport zu Team Spawn
local spawnPoints = fieldConfig.teamSpawns[team]
local randomSpawn = spawnPoints[math.random(#spawnPoints)]
SetEntityCoords(PlayerPedId(), randomSpawn.x, randomSpawn.y, randomSpawn.z)
-- Team Maske setzen
setTeamMask(team)
-- Team Zone Blip erstellen
createTeamZoneBlip(team, fieldConfig)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist dem Spiel beigetreten! Team: ' .. team,
type = 'success'
})
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debugPrint("Spiel beigetreten: " .. gameId .. ", Team: " .. team .. ", Feld: " .. fieldId)
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end)
RegisterNetEvent('tdm:leaveGame', function()
inTDM = false
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local previousField = currentField
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currentTeam = nil
currentGameId = nil
currentField = nil
isHit = false
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-- Sichere Rückkehr zur Lobby
local lobbyPos = nil
-- Versuche zuerst die vorherige Feld-Lobby
if previousField and Config.gameFields[previousField] and Config.gameFields[previousField].lobby then
lobbyPos = Config.gameFields[previousField].lobby.pos
-- Dann die aktuelle Lobby-Feld
elseif currentLobbyField and Config.gameFields[currentLobbyField] and Config.gameFields[currentLobbyField].lobby then
lobbyPos = Config.gameFields[currentLobbyField].lobby.pos
-- Fallback zur ersten verfügbaren Lobby
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else
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for fieldId, fieldData in pairs(Config.gameFields) do
if fieldData.lobby and fieldData.lobby.pos then
lobbyPos = fieldData.lobby.pos
break
end
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end
end
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-- Teleport zur Lobby (mit Fallback-Position)
if lobbyPos then
SetEntityCoords(PlayerPedId(), lobbyPos.x, lobbyPos.y, lobbyPos.z)
else
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-- Notfall-Fallback Position (anpassen an deine Map)
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SetEntityCoords(PlayerPedId(), -1042.4, -2745.8, 21.4)
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debugPrint("WARNUNG: Keine Lobby gefunden, Fallback-Position verwendet!")
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end
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-- Maske entfernen
SetPedComponentVariation(PlayerPedId(), 1, 0, 0, 0)
-- Zone Blips entfernen
removeTeamZoneBlips()
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lib.hideTextUI()
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lib.notify({
title = 'TeamDeathmatch',
description = 'Du hast das Spiel verlassen!',
type = 'error'
})
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debugPrint("Spiel verlassen")
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end)
RegisterNetEvent('tdm:joinRequest', function(gameId, playerName, playerId)
local alert = lib.alertDialog({
header = 'Join Anfrage',
content = playerName .. ' möchte deinem Spiel beitreten.\n\nErlauben?',
centered = true,
cancel = true,
labels = {
cancel = 'Ablehnen',
confirm = 'Erlauben'
}
})
if alert == 'confirm' then
TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, true)
else
TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, false)
end
end)
RegisterNetEvent('tdm:joinRequestResult', function(approved, gameName)
if approved then
lib.notify({
title = 'TeamDeathmatch',
description = 'Deine Anfrage wurde angenommen!',
type = 'success'
})
else
lib.notify({
title = 'TeamDeathmatch',
description = 'Deine Anfrage für "' .. gameName .. '" wurde abgelehnt!',
type = 'error'
})
end
end)
RegisterNetEvent('tdm:playerHit', function()
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if not inTDM then
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debugPrint("WARNUNG: Hit-Event empfangen, aber nicht im TDM!")
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return
end
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if isHit then
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debugPrint("WARNUNG: Hit-Event empfangen, aber bereits getroffen!")
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return
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end
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debugPrint("Spieler wurde getroffen - Starte Respawn-Sequenz")
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isHit = true
local ped = PlayerPedId()
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-- Benachrichtigung
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lib.notify({
title = 'TeamDeathmatch',
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description = 'Du wurdest getroffen! Respawn in 3 Sekunden...',
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type = 'error'
})
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-- Verbesserte Respawn-Logik
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SetTimeout(3000, function()
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if not inTDM then
debugPrint("Respawn abgebrochen - nicht mehr im TDM")
return
end
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debugPrint("Respawn wird ausgeführt...")
-- Respawn zum Team Spawn
local fieldConfig = Config.gameFields[currentField]
if not fieldConfig then
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debugPrint("FEHLER: Feldkonfiguration nicht gefunden für Respawn!")
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return
end
local spawnPoints = fieldConfig.teamSpawns[currentTeam]
if not spawnPoints or #spawnPoints == 0 then
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debugPrint("FEHLER: Keine Spawn-Punkte gefunden für Respawn!")
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return
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end
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local randomSpawn = spawnPoints[math.random(#spawnPoints)]
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debugPrint("Respawn-Position: " .. randomSpawn.x .. ", " .. randomSpawn.y .. ", " .. randomSpawn.z)
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-- Teleport zum Spawn mit Fade
DoScreenFadeOut(500)
Wait(600)
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-- Stellen Sie sicher, dass der Spieler lebt
NetworkResurrectLocalPlayer(randomSpawn.x, randomSpawn.y, randomSpawn.z, 0.0, true, false)
debugPrint("Spieler wiederbelebt")
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-- Alle Animationen stoppen
ClearPedTasksImmediately(ped)
-- Teleport
SetEntityCoords(ped, randomSpawn.x, randomSpawn.y, randomSpawn.z)
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SetEntityHealth(ped, GetEntityMaxHealth(ped))
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-- Spieler ist wieder aktiv
isHit = false
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debugPrint("Respawn abgeschlossen - Spieler ist wieder aktiv")
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Wait(100)
DoScreenFadeIn(500)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist wieder im Spiel!',
type = 'success'
})
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end)
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end)
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RegisterNetEvent('tdm:updateScore', function(team1Score, team2Score, gameStats)
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-- Debug-Ausgabe
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debugPrint("Score Update empfangen: Team1=" .. team1Score .. ", Team2=" .. team2Score)
if gameStats then
debugPrint("GameStats: Hits=" .. (gameStats.hits or "nil") .. ", Deaths=" .. (gameStats.deaths or "nil"))
end
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-- Verwende gameStats falls verfügbar, sonst lokale Stats
local myHits = gameStats and gameStats.hits or playerStats.hits
local myDeaths = gameStats and gameStats.deaths or playerStats.deaths
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local displayText = string.format(
'[Team 1: %d] VS [Team 2: %d] | Deine Treffer: %d | Tode: %d',
team1Score,
team2Score,
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myHits,
myDeaths
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)
lib.showTextUI(displayText, {
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position = "top-center",
icon = 'crosshairs'
})
end)
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RegisterNetEvent('tdm:hitRegistered', function()
playerStats.hits = playerStats.hits + 1
lib.notify({
title = 'Treffer!',
description = 'Du hast einen Gegner getroffen! (+1 Punkt)',
type = 'success',
duration = 2000
})
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-- Spiele einen Sound ab
PlaySoundFrontend(-1, "WEAPON_PURCHASE", "HUD_AMMO_SHOP_SOUNDSET", true)
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showHitMarker()
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-- Score sofort aktualisieren
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if currentGameId then
TriggerServerEvent('tdm:requestScoreUpdate', currentGameId)
end
debugPrint("Treffer registriert! Neue Hits: " .. playerStats.hits)
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end)
RegisterNetEvent('tdm:deathRegistered', function()
playerStats.deaths = playerStats.deaths + 1
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-- Score sofort aktualisieren
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if currentGameId then
TriggerServerEvent('tdm:requestScoreUpdate', currentGameId)
end
debugPrint("Tod registriert! Neue Deaths: " .. playerStats.deaths)
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end)
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RegisterNetEvent('tdm:gameEnded', function(winnerTeam, team1Score, team2Score)
lib.hideTextUI()
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local wonGame = (currentTeam == 'team1' and winnerTeam == 'team1') or (currentTeam == 'team2' and winnerTeam == 'team2')
local resultText = wonGame and '🏆 GEWONNEN!' or '💀 VERLOREN!'
local statsText = string.format(
'%s\n\n' ..
'Endergebnis:\n' ..
'Team 1: %d Punkte\n' ..
'Team 2: %d Punkte\n\n' ..
'Deine Statistiken:\n' ..
'🎯 Treffer: %d\n' ..
'💀 Tode: %d\n' ..
'📊 K/D: %.2f',
resultText,
team1Score,
team2Score,
playerStats.hits,
playerStats.deaths,
playerStats.deaths > 0 and (playerStats.hits / playerStats.deaths) or playerStats.hits
)
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local alert = lib.alertDialog({
header = 'Spiel beendet!',
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content = statsText,
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centered = true,
cancel = false
})
Wait(5000)
TriggerServerEvent('tdm:leaveGame')
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debugPrint("Spiel beendet! Gewinner: " .. (winnerTeam or "Unentschieden"))
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end)
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-- Funktionen
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function setTeamMask(team)
local ped = PlayerPedId()
local maskData = Config.teamMasks[team]
if maskData then
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-- Geschlecht des Spielers ermitteln
local playerGender = GetEntityModel(ped) == GetHashKey("mp_f_freemode_01") and "female" or "male"
-- Entsprechende Maske setzen
local genderMask = maskData[playerGender]
if genderMask then
SetPedComponentVariation(ped, genderMask.component, genderMask.drawable, genderMask.texture, 0)
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debugPrint("Maske gesetzt: " .. team .. " (" .. playerGender .. ")")
else
debugPrint("Keine Maske für " .. team .. " (" .. playerGender .. ") gefunden!")
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end
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else
debugPrint("Keine Masken-Daten für Team " .. team .. " gefunden!")
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end
end
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function createTeamZoneBlip(team, fieldConfig)
local zone = fieldConfig.teamZones[team]
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local blip = AddBlipForRadius(zone.center.x, zone.center.y, zone.center.z, zone.radius)
SetBlipHighDetail(blip, true)
SetBlipColour(blip, team == 'team1' and 1 or 3)
SetBlipAlpha(blip, 128)
teamZoneBlips[team] = blip
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debugPrint("Team Zone Blip erstellt für " .. team)
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end
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function removeTeamZoneBlips()
for team, blip in pairs(teamZoneBlips) do
if DoesBlipExist(blip) then
RemoveBlip(blip)
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end
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end
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teamZoneBlips = {}
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debugPrint("Team Zone Blips entfernt")
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end
function highlightTeamZone(team)
if teamZoneBlips[team] and DoesBlipExist(teamZoneBlips[team]) then
SetBlipFlashes(teamZoneBlips[team], true)
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end
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end
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function showHitMarker()
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debugPrint("Zeige Hit-Marker an")
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CreateThread(function()
local startTime = GetGameTimer()
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local duration = 500 -- 500ms display
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while GetGameTimer() - startTime < duration do
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Wait(0)
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-- Draw hit marker
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DrawRect(0.5, 0.5, 0.02, 0.002, 255, 0, 0, 255)
DrawRect(0.5, 0.5, 0.002, 0.02, 255, 0, 0, 255)
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-- Draw hit text
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SetTextFont(4)
SetTextProportional(1)
SetTextScale(0.5, 0.5)
SetTextColour(255, 0, 0, 255)
SetTextEntry("STRING")
AddTextComponentString("TREFFER!")
SetTextCentre(true)
DrawText(0.5, 0.45)
end
end)
end
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function openMainMenu(fieldId)
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-- Sicherheitscheck
if not fieldId or not Config.gameFields[fieldId] then
lib.notify({
title = 'Fehler',
description = 'Ungültiges Spielfeld!',
type = 'error'
})
return
end
currentLobbyField = fieldId
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TriggerServerEvent('tdm:requestGamesList')
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Wait(100)
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local fieldName = Config.gameFields[fieldId].name
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local options = {
{
title = 'Neues Spiel erstellen',
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description = 'Erstelle ein neues Spiel für ' .. fieldName,
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icon = 'plus',
onSelect = function()
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openCreateGameMenu(fieldId)
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end
},
{
title = 'Spiel beitreten',
description = 'Trete einem laufenden Spiel bei',
icon = 'users',
onSelect = function()
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openJoinGameMenu(fieldId)
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end
}
}
if inTDM then
table.insert(options, {
title = 'Aktuelles Spiel verlassen',
description = 'Verlasse das laufende Spiel',
icon = 'door-open',
iconColor = 'red',
onSelect = function()
TriggerServerEvent('tdm:leaveGame')
end
})
end
lib.registerContext({
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id = 'tdm_main_menu_' .. fieldId,
title = 'TeamDeathmatch - ' .. fieldName,
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options = options
})
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lib.showContext('tdm_main_menu_' .. fieldId)
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end
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function openCreateGameMenu(fieldId)
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if not fieldId or not Config.gameFields[fieldId] then
lib.notify({
title = 'Fehler',
description = 'Ungültiges Spielfeld!',
type = 'error'
})
return
end
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local fieldData = Config.gameFields[fieldId]
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local input = lib.inputDialog('Neues Spiel erstellen - ' .. fieldData.name, {
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{
type = 'input',
label = 'Spiel Name',
description = 'Gib deinem Spiel einen Namen',
required = true,
max = 30
},
{
type = 'select',
label = 'Spiel Typ',
description = 'Wähle den Spiel Typ',
required = true,
options = {
{value = 'public', label = 'Öffentlich (Jeder kann beitreten)'},
{value = 'private', label = 'Privat (Nur mit Genehmigung)'}
}
},
{
type = 'input',
label = 'Passwort (Optional)',
description = 'Passwort für das Spiel (leer lassen für kein Passwort)',
password = true
}
})
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if not input then return end
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local gameName = input[1]
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local gameType = input[2]
local password = input[3] and input[3] ~= '' and input[3] or nil
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if gameName and gameType then
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TriggerServerEvent('tdm:createGame', gameName, fieldId, gameType, password)
end
end
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function openJoinGameMenu(fieldId)
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if not fieldId or not Config.gameFields[fieldId] then
lib.notify({
title = 'Fehler',
description = 'Ungültiges Spielfeld!',
type = 'error'
})
return
end
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TriggerServerEvent('tdm:requestGamesList')
Wait(200)
local options = {}
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local fieldName = Config.gameFields[fieldId].name
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-- Nur Spiele für dieses Feld anzeigen
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for gameId, gameData in pairs(activeGames) do
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if gameData.fieldId == fieldId then
local playerCount = #gameData.team1 + #gameData.team2
local maxPlayers = Config.gameFields[gameData.fieldId].maxPlayers
local statusText = gameData.status == 'waiting' and 'Wartend' or 'Läuft'
local typeText = gameData.gameType == 'public' and '🌐 Öffentlich' or '🔒 Privat'
local passwordIcon = gameData.hasPassword and ' 🔑' or ''
table.insert(options, {
title = gameData.name .. passwordIcon,
description = typeText .. ' | Spieler: ' .. playerCount .. '/' .. maxPlayers .. ' | Status: ' .. statusText,
icon = gameData.gameType == 'public' and 'globe' or 'lock',
iconColor = gameData.gameType == 'public' and 'green' or 'orange',
args = {
gameId = gameId,
hasPassword = gameData.hasPassword,
gameType = gameData.gameType
},
onSelect = function(args)
if args.hasPassword then
local input = lib.inputDialog('Passwort eingeben', {
{
type = 'input',
label = 'Passwort',
description = 'Gib das Spiel-Passwort ein',
required = true,
password = true
}
})
if input and input[1] then
TriggerServerEvent('tdm:requestJoinGame', args.gameId, input[1])
end
else
TriggerServerEvent('tdm:requestJoinGame', args.gameId)
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end
end
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})
end
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end
if #options == 0 then
table.insert(options, {
title = 'Keine Spiele verfügbar',
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description = 'Erstelle ein neues Spiel für ' .. fieldName,
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icon = 'info',
disabled = true
})
end
lib.registerContext({
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id = 'tdm_join_menu_' .. fieldId,
title = 'Spiel beitreten - ' .. fieldName,
menu = 'tdm_main_menu_' .. fieldId,
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options = options
})
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lib.showContext('tdm_join_menu_' .. fieldId)
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end
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-- Zone Marker Renderer
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CreateThread(function()
while true do
Wait(0)
if inTDM and currentTeam and currentField then
local zone = Config.gameFields[currentField].teamZones[currentTeam]
local color = zone.color
DrawMarker(
1,
zone.center.x, zone.center.y, zone.center.z - 1.0,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
zone.radius * 2, zone.radius * 2, 1.0,
color.r, color.g, color.b, color.a,
false, true, 2, false, nil, nil, false
)
if isHit then
DrawMarker(
2,
zone.center.x, zone.center.y, zone.center.z + 5.0,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
1.0, 1.0, 1.0,
255, 255, 0, 200,
true, true, 2, false, nil, nil, false
)
end
else
Wait(1000)
end
end
end)
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-- Verbesserte Damage Handler für korrekte Treffer-Registrierung
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CreateThread(function()
while true do
if inTDM and not isHit then
local ped = PlayerPedId()
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-- Prüfe, ob der Spieler Schaden genommen hat
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if HasEntityBeenDamagedByAnyPed(ped) then
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debugPrint("Schaden erkannt - Identifiziere Angreifer")
local damager = nil
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local damagerPlayer = nil
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-- Versuche den Angreifer zu identifizieren
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for _, player in ipairs(GetActivePlayers()) do
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local playerPed = GetPlayerPed(player)
if HasPedBeenDamagedBy(ped, playerPed) then
damager = playerPed
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damagerPlayer = GetPlayerServerId(player)
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debugPrint("Angreifer identifiziert: " .. damagerPlayer)
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break
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end
end
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-- Schaden zurücksetzen
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ClearEntityLastDamageEntity(ped)
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ClearPedLastWeaponDamage(ped)
SetEntityHealth(ped, GetEntityMaxHealth(ped))
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-- Lokale Stats sofort updaten
playerStats.deaths = playerStats.deaths + 1
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debugPrint("Getroffen von: " .. (damagerPlayer or "Unbekannt"))
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-- Treffer-Events auslösen
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TriggerEvent('tdm:playerHit')
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TriggerServerEvent('tdm:playerWasHit', currentGameId, currentTeam, damagerPlayer)
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-- Warten um mehrfache Auslösung zu verhindern
Wait(500)
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end
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Wait(0)
else
Wait(500)
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end
end
end)
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-- Zusätzlicher Event-Handler für zuverlässigere Treffer-Erkennung
AddEventHandler('gameEventTriggered', function(name, args)
if name == "CEventNetworkEntityDamage" then
local victimId = args[1]
local attackerId = args[2]
local isDead = args[4] == 1
local weaponHash = args[5]
if inTDM and not isHit and victimId == PlayerPedId() then
local attackerServerId = nil
-- Versuche den Angreifer zu identifizieren
for _, player in ipairs(GetActivePlayers()) do
if GetPlayerPed(player) == attackerId then
attackerServerId = GetPlayerServerId(player)
break
end
end
debugPrint("Schaden-Event erkannt: Angreifer=" .. (attackerServerId or "NPC/Unbekannt") .. ", Waffe=" .. weaponHash)
if attackerServerId then
-- Lokale Stats sofort updaten
playerStats.deaths = playerStats.deaths + 1
-- Verhindern, dass der Spieler stirbt
SetEntityHealth(PlayerPedId(), GetEntityMaxHealth(PlayerPedId()))
-- Treffer-Events auslösen
TriggerEvent('tdm:playerHit')
TriggerServerEvent('tdm:playerWasHit', currentGameId, currentTeam, attackerServerId)
end
end
end
end)
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-- Death Handler
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CreateThread(function()
while true do
Wait(1000)
if inTDM then
local ped = PlayerPedId()
if IsEntityDead(ped) then
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debugPrint("Spieler ist tot!")
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TriggerServerEvent('tdm:playerDied', currentGameId)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist ausgeschieden!',
type = 'error'
})
Wait(3000)
TriggerServerEvent('tdm:leaveGame')
end
end
end
end)
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-- NPC Setup für alle Felder
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CreateThread(function()
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-- Für jedes Spielfeld Blip und NPC erstellen
for fieldId, fieldData in pairs(Config.gameFields) do
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if fieldData.lobby and fieldData.lobby.pos and fieldData.lobby.npc then
local lobbyPos = fieldData.lobby.pos
local npcData = fieldData.lobby.npc
-- Blip erstellen
local blip = AddBlipForCoord(lobbyPos.x, lobbyPos.y, lobbyPos.z)
SetBlipSprite(blip, 432)
SetBlipDisplay(blip, 4)
SetBlipScale(blip, 0.8)
SetBlipColour(blip, 1)
SetBlipAsShortRange(blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("TDM - " .. fieldData.name)
EndTextCommandSetBlipName(blip)
tdmBlips[fieldId] = blip
-- NPC erstellen
RequestModel(GetHashKey(npcData.model))
while not HasModelLoaded(GetHashKey(npcData.model)) do
Wait(1)
end
local npc = CreatePed(4, GetHashKey(npcData.model), npcData.coords.x, npcData.coords.y, npcData.coords.z, npcData.coords.w, false, true)
SetEntityInvincible(npc, true)
FreezeEntityPosition(npc, true)
SetBlockingOfNonTemporaryEvents(npc, true)
spawnedNPCs[fieldId] = npc
-- Target für diesen NPC
exports['qb-target']:AddTargetEntity(npc, {
options = {
{
type = "client",
event = "tdm:openFieldMenu",
icon = "fas fa-crosshairs",
label = "TeamDeathmatch - " .. fieldData.name,
fieldId = fieldId
},
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},
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distance = 2.5
})
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debugPrint("NPC und Blip für Feld " .. fieldId .. " erstellt")
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else
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debugPrint("WARNUNG: Feld " .. fieldId .. " hat keine vollständige Lobby-Konfiguration!")
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end
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end
end)
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-- Event für Feld-spezifisches Menü
RegisterNetEvent('tdm:openFieldMenu', function(data)
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if data and data.fieldId then
openMainMenu(data.fieldId)
else
lib.notify({
title = 'Fehler',
description = 'Keine Feld-ID übertragen!',
type = 'error'
})
end
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end)
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-- Chat Command zum Spiel verlassen
RegisterCommand('leavetdm', function()
if inTDM then
TriggerServerEvent('tdm:leaveGame')
lib.notify({
title = 'TeamDeathmatch',
description = 'Du hast das Spiel über Command verlassen!',
type = 'info'
})
else
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist in keinem Spiel!',
type = 'error'
})
end
end, false)
-- Keybind zum Spiel verlassen
RegisterKeyMapping('leavetdm', 'TeamDeathmatch verlassen', 'keyboard', 'F7')
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-- Debug Command zum Testen der Config
RegisterCommand('debugtdm', function()
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debugPrint("Aktuelle Werte:")
debugPrint("inTDM: " .. tostring(inTDM))
debugPrint("currentField: " .. tostring(currentField))
debugPrint("currentLobbyField: " .. tostring(currentLobbyField))
debugPrint("currentTeam: " .. tostring(currentTeam))
debugPrint("currentGameId: " .. tostring(currentGameId))
debugPrint("isHit: " .. tostring(isHit))
debugPrint("Hits: " .. playerStats.hits)
debugPrint("Deaths: " .. playerStats.deaths)
debugPrint("Verfügbare Felder:")
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for fieldId, fieldData in pairs(Config.gameFields) do
local hasLobby = fieldData.lobby and fieldData.lobby.pos and "" or ""
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debugPrint("- " .. fieldId .. ": " .. fieldData.name .. " " .. hasLobby)
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end
end, false)
-- Debug Commands für Masken
RegisterCommand('testmask', function(source, args)
if not args[1] or not args[2] then
lib.notify({
title = 'Debug',
description = 'Verwendung: /testmask [team1/team2] [male/female]',
type = 'error'
})
return
end
local team = args[1]
local gender = args[2]
if Config.teamMasks[team] and Config.teamMasks[team][gender] then
local maskData = Config.teamMasks[team][gender]
local ped = PlayerPedId()
SetPedComponentVariation(ped, maskData.component, maskData.drawable, maskData.texture, 0)
lib.notify({
title = 'Debug',
description = 'Maske gesetzt: ' .. team .. ' (' .. gender .. ')',
type = 'success'
})
else
lib.notify({
title = 'Debug',
description = 'Maske nicht gefunden!',
type = 'error'
})
end
end, false)
-- Command zum Entfernen der Maske
RegisterCommand('removemask', function()
SetPedComponentVariation(PlayerPedId(), 1, 0, 0, 0)
lib.notify({
title = 'Debug',
description = 'Maske entfernt!',
type = 'info'
})
end, false)
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-- Debug-Funktion für Respawn
RegisterCommand('forcetdmrespawn', function()
if inTDM and currentTeam and currentField then
local ped = PlayerPedId()
local fieldConfig = Config.gameFields[currentField]
local spawnPoints = fieldConfig.teamSpawns[currentTeam]
local randomSpawn = spawnPoints[math.random(#spawnPoints)]
DoScreenFadeOut(500)
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Wait(600)
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ClearPedTasksImmediately(ped)
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NetworkResurrectLocalPlayer(randomSpawn.x, randomSpawn.y, randomSpawn.z, 0.0, true, false)
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SetEntityCoords(ped, randomSpawn.x, randomSpawn.y, randomSpawn.z)
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SetEntityHealth(ped, GetEntityMaxHealth(ped))
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isHit = false
Wait(100)
DoScreenFadeIn(500)
lib.notify({
title = 'Debug',
description = 'Manueller Respawn durchgeführt!',
type = 'success'
})
else
lib.notify({
title = 'Debug',
description = 'Du bist nicht in einem TDM-Spiel!',
type = 'error'
})
end
end, false)
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-- Debug-Funktion für Stats
RegisterCommand('showstats', function()
if inTDM then
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debugPrint("Lokale Stats:")
debugPrint("Hits: " .. playerStats.hits)
debugPrint("Deaths: " .. playerStats.deaths)
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if currentGameId then
TriggerServerEvent('tdm:debugPlayerStats', currentGameId)
end
lib.notify({
title = 'Debug',
description = 'Lokale Stats - Hits: ' .. playerStats.hits .. ', Deaths: ' .. playerStats.deaths,
type = 'info'
})
else
lib.notify({
title = 'Debug',
description = 'Du bist nicht in einem TDM-Spiel!',
type = 'error'
})
end
end, false)
-- Debug-Funktion für manuellen Hit
RegisterCommand('testhit', function()
if inTDM then
TriggerEvent('tdm:playerHit')
lib.notify({
title = 'Debug',
description = 'Test-Hit ausgelöst!',
type = 'info'
})
else
lib.notify({
title = 'Debug',
description = 'Du bist nicht in einem TDM-Spiel!',
type = 'error'
})
end
end, false)
-- Debug-Funktion für manuellen Treffer
RegisterCommand('testtreff', function()
if inTDM then
TriggerEvent('tdm:hitRegistered')
lib.notify({
title = 'Debug',
description = 'Test-Treffer registriert!',
type = 'info'
})
else
lib.notify({
title = 'Debug',
description = 'Du bist nicht in einem TDM-Spiel!',
type = 'error'
})
end
end, false)
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-- Debug-Befehl zum Testen der Treffer-Registrierung
RegisterCommand('testtreffer', function()
if inTDM and currentGameId and currentTeam then
debugPrint("Teste Treffer-Registrierung")
-- Simuliere einen Treffer gegen sich selbst
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local targetTeam = currentTeam == 'team1' and 'team2' or 'team1'
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TriggerServerEvent('tdm:playerWasHit', currentGameId, currentTeam, GetPlayerServerId(PlayerId()))
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lib.notify({
title = 'Debug',
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description = 'Test-Treffer gesendet!',
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type = 'info'
})
else
lib.notify({
title = 'Debug',
description = 'Du musst in einem TDM-Spiel sein!',
type = 'error'
})
end
end, false)
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-- Debug-Befehl zum Testen des Respawns
RegisterCommand('testrespawn', function()
if inTDM then
debugPrint("Teste Respawn-Funktion")
TriggerEvent('tdm:playerHit')
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lib.notify({
title = 'Debug',
description = 'Test-Respawn ausgelöst!',
type = 'info'
})
else
lib.notify({
title = 'Debug',
description = 'Du musst in einem TDM-Spiel sein!',
type = 'error'
})
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end
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end, false)
-- Hilfsfunktion für table.count
table.count = function(tbl)
local count = 0
for _, _ in pairs(tbl) do
count = count + 1
end
return count
end