forked from Simnation/Main
Update fireworks.lua
This commit is contained in:
parent
24efaf6498
commit
050ff54c7d
1 changed files with 241 additions and 106 deletions
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@ -5,30 +5,25 @@ local fireworkLoc = nil
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-- Modelle für Feuerwerks-Batterien und Raketen
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local fireworkModels = {
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["firework1"] = "ind_prop_firework_01", -- Rakete für firework1
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["firework2"] = "ind_prop_firework_04", -- Standard-Batterie für firework2
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["firework3"] = "ind_prop_firework_03", -- Große Batterie für firework3
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["firework4"] = "prop_firework_03" -- Alternative Batterie für firework4 (Fontäne)
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["firework2"] = "ind_prop_firework_04", -- Standard-Batterie für firework2 (Bunte Sterne)
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["firework3"] = "ind_prop_firework_03", -- Große Batterie für firework3 (Massive Show)
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["firework4"] = "prop_firework_03" -- Fontäne für firework4 (Kreischende Fontäne)
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}
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-- Verbesserte Feuerwerkseffekte ohne Flammen
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local fireworkEffects = {
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-- Bunte Explosionseffekte
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"scr_indep_firework_starburst",
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"scr_indep_firework_shotburst",
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"scr_indep_firework_trailburst",
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"scr_xmas_firework_burst_fizzle",
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"scr_firework_indep_burst_rwb",
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"scr_firework_indep_spiral_burst_rwb",
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"scr_firework_indep_ring_burst_rwb",
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-- Konfetti und Funken
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"scr_indep_firework_sparkle_spawn",
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"scr_xmas_firework_sparkle_spawn",
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-- Trails
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"proj_indep_flare_trail",
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"scr_indep_firework_trail_spawn"
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-- Spezifische Effekte für jeden Feuerwerkstyp
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local firework2Effects = {
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"scr_indep_firework_starburst", -- Sternenförmige Explosionen
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"scr_firework_indep_spiral_burst_rwb", -- Spiralförmige Explosionen
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"scr_indep_firework_shotburst" -- Schrotartige Explosionen
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}
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-- Funktion zum Starten einer Feuerwerksrakete
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local firework3Effects = {
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"scr_firework_indep_ring_burst_rwb", -- Ringförmige Explosionen
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"scr_firework_indep_burst_rwb", -- Massive Explosionen
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"scr_xmas_firework_burst_fizzle" -- Knisternde Explosionen
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}
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-- Funktion zum Starten einer Feuerwerksrakete (firework1)
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local function launchFireworkRocket(coords)
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-- Lade das Raketenmodell
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local rocketModel = "ind_prop_firework_01"
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@ -117,42 +112,43 @@ local function launchFireworkRocket(coords)
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-- Explosionseffekt in der Luft
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local explosionHeight = startZ + height
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-- Wähle mehrere zufällige Effekte für die Explosion
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-- Hauptexplosion - Spezifisch für Rakete: Große Explosion mit Sternen
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UseParticleFxAssetNextCall("proj_indep_firework_v2")
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StartParticleFxNonLoopedAtCoord(
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"scr_firework_indep_burst_rwb",
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coords.x, coords.y, explosionHeight,
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0.0, 0.0, 0.0,
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3.0, -- Größere Skalierung für bessere Sichtbarkeit
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false, false, false
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)
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-- Explosionsgeräusch
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PlaySoundFromCoord(-1, "DISTANT_FIREWORK_BURST_01",
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coords.x, coords.y, explosionHeight,
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"dlc_sum20_beach_party_sounds", true, 50, false)
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Wait(300)
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-- Sekundäre Explosionen - Kleinere Sterne, die sich ausbreiten
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for i = 1, 5 do
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-- Wähle einen zufälligen Effekt aus der Liste
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local effectIndex = math.random(1, #fireworkEffects)
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local effect = fireworkEffects[effectIndex]
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-- Bestimme das richtige Asset für diesen Effekt
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local effectAsset = "scr_indep_fireworks" -- Standard
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if effect:find("xmas") then
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effectAsset = "proj_xmas_firework"
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elseif effect:find("indep_burst") or effect:find("indep_spiral") or effect:find("indep_ring") then
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effectAsset = "proj_indep_firework_v2"
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elseif effect:find("flare") then
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effectAsset = "proj_indep_firework"
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end
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-- Leichte Variation in der Position
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local offsetX = math.random(-5, 5)
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local offsetY = math.random(-5, 5)
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local offsetZ = math.random(-5, 5)
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-- Starte den Effekt
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UseParticleFxAssetNextCall(effectAsset)
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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StartParticleFxNonLoopedAtCoord(
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effect,
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"scr_indep_firework_starburst",
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coords.x + offsetX, coords.y + offsetY, explosionHeight + offsetZ,
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0.0, 0.0, 0.0,
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math.random(20, 30) / 10, -- Größere Skalierung für bessere Sichtbarkeit
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math.random(15, 25) / 10,
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false, false, false
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)
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-- Explosionsgeräusch
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PlaySoundFromCoord(-1, "DISTANT_FIREWORK_BURST_0" .. math.random(1, 3),
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-- Sekundäres Explosionsgeräusch
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PlaySoundFromCoord(-1, "DISTANT_FIREWORK_BURST_0" .. math.random(2, 3),
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coords.x + offsetX, coords.y + offsetY, explosionHeight + offsetZ,
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"dlc_sum20_beach_party_sounds", true, 50, false)
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"dlc_sum20_beach_party_sounds", true, 30, false)
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Wait(math.random(100, 300))
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end
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@ -302,14 +298,10 @@ local function launchFireworkFountain(coords)
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DeleteEntity(fountain)
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end
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-- Funktion zum Starten einer Feuerwerks-Batterie ohne Flammeneffekte
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local function startFireworkBattery(coords, itemName)
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-- Wähle ein Batteriemodell basierend auf dem Item
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local batteryModel = fireworkModels[itemName] or "ind_prop_firework_04" -- Standard, falls nicht definiert
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print("Verwende Batteriemodell: " .. batteryModel)
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-- Lade das Modell
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-- Funktion für bunte Sterne (firework2)
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local function startFireworkColorStars(coords)
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-- Lade das Batteriemodell
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local batteryModel = "ind_prop_firework_04"
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RequestModel(GetHashKey(batteryModel))
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while not HasModelLoaded(GetHashKey(batteryModel)) do
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Wait(10)
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@ -317,7 +309,7 @@ local function startFireworkBattery(coords, itemName)
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-- Erstelle die Batterie
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local battery = CreateObject(GetHashKey(batteryModel),
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coords.x, coords.y, coords.z - 0.5, -- Leicht in den Boden eingelassen
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coords.x, coords.y, coords.z - 0.5,
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true, true, false)
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-- Stelle die Batterie richtig auf den Boden
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@ -330,9 +322,7 @@ local function startFireworkBattery(coords, itemName)
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-- Lade die Feuerwerkseffekte
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local ptfxAssets = {
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"scr_indep_fireworks",
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"proj_xmas_firework",
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"proj_indep_firework_v2",
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"proj_indep_firework"
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"proj_indep_firework_v2"
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}
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for _, asset in ipairs(ptfxAssets) do
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@ -342,7 +332,7 @@ local function startFireworkBattery(coords, itemName)
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end
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end
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-- Füge einen Zündungseffekt hinzu (kleiner Funke statt Flamme)
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-- Füge einen Zündungseffekt hinzu
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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local ignitionEffect = StartParticleFxLoopedOnEntity("scr_indep_firework_sparkle_spawn",
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battery, 0.0, 0.0, 0.2, 0.0, 0.0, 0.0, 0.5, false, false, false)
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@ -356,16 +346,10 @@ local function startFireworkBattery(coords, itemName)
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-- Stoppe den Zündungseffekt
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StopParticleFxLooped(ignitionEffect, 0)
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-- Bestimme die Anzahl der Schüsse basierend auf dem Item
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local numShots = 15 -- Standard
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-- Anzahl der Schüsse für firework2
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local numShots = 15
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if itemName == "firework3" then
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numShots = 30 -- Mehr Schüsse für firework3 (große Batterie)
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elseif itemName == "firework2" then
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numShots = 15 -- Standard für firework2
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end
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print("Starte Feuerwerks-Batterie mit " .. numShots .. " Schüssen")
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print("Starte bunte Sterne mit " .. numShots .. " Schüssen")
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-- Starte die Feuerwerksschüsse
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for i = 1, numShots do
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@ -390,19 +374,14 @@ local function startFireworkBattery(coords, itemName)
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-- Explosionseffekt in der Luft (nur Partikel, keine echte Explosion)
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local explosionHeight = coords.z + height
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-- Wähle einen zufälligen Effekt aus der Liste
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local effectIndex = math.random(1, #fireworkEffects)
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local effect = fireworkEffects[effectIndex]
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-- Wähle einen zufälligen Effekt aus der Liste für firework2
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local effect = firework2Effects[math.random(1, #firework2Effects)]
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-- Bestimme das richtige Asset für diesen Effekt
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local effectAsset = "scr_indep_fireworks" -- Standard
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if effect:find("xmas") then
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effectAsset = "proj_xmas_firework"
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elseif effect:find("indep_burst") or effect:find("indep_spiral") or effect:find("indep_ring") then
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if effect:find("indep_burst") or effect:find("indep_spiral") or effect:find("indep_ring") then
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effectAsset = "proj_indep_firework_v2"
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elseif effect:find("flare") then
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effectAsset = "proj_indep_firework"
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end
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-- Starte den Haupteffekt
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@ -415,25 +394,176 @@ local function startFireworkBattery(coords, itemName)
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false, false, false
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)
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-- Füge zusätzliche Effekte für mehr Volumen hinzu
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for j = 1, 2 do
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local subOffsetX = math.random(-3, 3)
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local subOffsetY = math.random(-3, 3)
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local subOffsetZ = math.random(-3, 3)
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-- Explosionsgeräusch
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PlaySoundFromCoord(-1, "DISTANT_FIREWORK_BURST_0" .. math.random(1, 3),
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coords.x + offsetX, coords.y + offsetY, explosionHeight,
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"dlc_sum20_beach_party_sounds", true, 50, false)
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-- Wähle einen anderen zufälligen Effekt
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local subEffectIndex = math.random(1, #fireworkEffects)
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local subEffect = fireworkEffects[subEffectIndex]
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-- Warte zwischen den Schüssen
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-- Schnellere Abfolge gegen Ende für ein Finale
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local waitTime = 0
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if i < numShots * 0.7 then
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waitTime = math.random(300, 800)
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else
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waitTime = math.random(100, 300)
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end
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Wait(waitTime)
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end
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-- Warte nach dem letzten Schuss
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Wait(2000)
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-- Finale mit mehreren gleichzeitigen Effekten
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for i = 1, 5 do
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local finalOffsetX = math.random(-15, 15)
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local finalOffsetY = math.random(-15, 15)
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local finalHeight = math.random(30, 50)
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-- Wähle einen zufälligen Effekt für das Finale
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local finalEffect = firework2Effects[math.random(1, #firework2Effects)]
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-- Bestimme das richtige Asset für diesen Effekt
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local subEffectAsset = "scr_indep_fireworks" -- Standard
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local finalEffectAsset = "scr_indep_fireworks" -- Standard
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if finalEffect:find("indep_burst") or finalEffect:find("indep_spiral") or finalEffect:find("indep_ring") then
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finalEffectAsset = "proj_indep_firework_v2"
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end
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UseParticleFxAssetNextCall(finalEffectAsset)
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StartParticleFxNonLoopedAtCoord(
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finalEffect,
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coords.x + finalOffsetX,
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coords.y + finalOffsetY,
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coords.z + finalHeight,
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0.0, 0.0, 0.0,
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math.random(25, 35) / 10, -- Größere Skalierung für das Finale
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false, false, false
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)
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-- Finale-Geräusch
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PlaySoundFromCoord(-1, "DISTANT_FIREWORK_BURST_0" .. math.random(1, 3),
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coords.x + finalOffsetX, coords.y + finalOffsetY, coords.z + finalHeight,
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"dlc_sum20_beach_party_sounds", true, 50, false)
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Wait(100)
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end
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-- Lösche die Batterie nach einer Weile
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Wait(5000)
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DeleteEntity(battery)
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end
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-- Funktion für massive Show (firework3)
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local function startFireworkMassiveShow(coords)
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-- Lade das Batteriemodell
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local batteryModel = "ind_prop_firework_03"
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RequestModel(GetHashKey(batteryModel))
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while not HasModelLoaded(GetHashKey(batteryModel)) do
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Wait(10)
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end
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-- Erstelle die Batterie
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local battery = CreateObject(GetHashKey(batteryModel),
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coords.x, coords.y, coords.z - 0.5,
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true, true, false)
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-- Stelle die Batterie richtig auf den Boden
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PlaceObjectOnGroundProperly(battery)
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FreezeEntityPosition(battery, true)
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-- Warte kurz, damit die Batterie sichtbar ist
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Wait(500)
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-- Lade die Feuerwerkseffekte
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local ptfxAssets = {
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"scr_indep_fireworks",
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"proj_indep_firework_v2",
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"proj_xmas_firework"
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}
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for _, asset in ipairs(ptfxAssets) do
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RequestNamedPtfxAsset(asset)
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while not HasNamedPtfxAssetLoaded(asset) do
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Wait(10)
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end
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end
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-- Füge einen Zündungseffekt hinzu
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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local ignitionEffect = StartParticleFxLoopedOnEntity("scr_indep_firework_sparkle_spawn",
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battery, 0.0, 0.0, 0.2, 0.0, 0.0, 0.0, 0.5, false, false, false)
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-- Zündungsgeräusch
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PlaySoundFromEntity(-1, "DISTANT_FIREWORK_LAUNCH_01", battery, "dlc_sum20_beach_party_sounds", true, 20)
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-- Warte kurz für den Zündungseffekt
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Wait(1000)
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-- Stoppe den Zündungseffekt
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StopParticleFxLooped(ignitionEffect, 0)
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-- Anzahl der Schüsse für firework3
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local numShots = 30
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print("Starte massive Show mit " .. numShots .. " Schüssen")
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-- Starte die Feuerwerksschüsse
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for i = 1, numShots do
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-- Bestimme die Höhe und Position des Schusses
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local height = math.random(30, 50)
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local offsetX = math.random(-15, 15) * (i / numShots) -- Größere Streuung bei späteren Schüssen
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local offsetY = math.random(-15, 15) * (i / numShots)
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-- Starteffekt (kleiner Funke statt Flamme)
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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StartParticleFxNonLoopedAtCoord("scr_indep_firework_sparkle_spawn",
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coords.x, coords.y, coords.z + 0.5,
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0.0, 0.0, 0.0,
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0.8, false, false, false)
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-- Abschussgeräusch
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PlaySoundFromEntity(-1, "DISTANT_FIREWORK_LAUNCH_01", battery, "dlc_sum20_beach_party_sounds", true, 20)
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-- Warte kurz für den visuellen Effekt des Aufstiegs
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Wait(math.random(100, 200))
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-- Explosionseffekt in der Luft (nur Partikel, keine echte Explosion)
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local explosionHeight = coords.z + height
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-- Wähle einen zufälligen Effekt aus der Liste für firework3
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local effect = firework3Effects[math.random(1, #firework3Effects)]
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-- Bestimme das richtige Asset für diesen Effekt
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local effectAsset = "proj_indep_firework_v2" -- Standard für firework3
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if effect:find("xmas") then
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effectAsset = "proj_xmas_firework"
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end
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-- Starte den Haupteffekt
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UseParticleFxAssetNextCall(effectAsset)
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StartParticleFxNonLoopedAtCoord(
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effect,
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coords.x + offsetX, coords.y + offsetY, explosionHeight,
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0.0, 0.0, 0.0,
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math.random(25, 35) / 10, -- Größere Skalierung für bessere Sichtbarkeit
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false, false, false
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)
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-- Füge zusätzliche Effekte für mehr Volumen hinzu (nur bei firework3)
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for j = 1, 2 do
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local subOffsetX = math.random(-5, 5)
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local subOffsetY = math.random(-5, 5)
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local subOffsetZ = math.random(-5, 5)
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-- Wähle einen anderen zufälligen Effekt
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local subEffect = firework3Effects[math.random(1, #firework3Effects)]
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-- Bestimme das richtige Asset für diesen Effekt
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local subEffectAsset = "proj_indep_firework_v2" -- Standard für firework3
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if subEffect:find("xmas") then
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subEffectAsset = "proj_xmas_firework"
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elseif subEffect:find("indep_burst") or subEffect:find("indep_spiral") or subEffect:find("indep_ring") then
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subEffectAsset = "proj_indep_firework_v2"
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elseif subEffect:find("flare") then
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subEffectAsset = "proj_indep_firework"
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end
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UseParticleFxAssetNextCall(subEffectAsset)
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@ -468,24 +598,19 @@ local function startFireworkBattery(coords, itemName)
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Wait(2000)
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-- Finale mit mehreren gleichzeitigen Effekten
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for i = 1, 8 do
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local finalOffsetX = math.random(-15, 15)
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local finalOffsetY = math.random(-15, 15)
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for i = 1, 10 do
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local finalOffsetX = math.random(-20, 20)
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local finalOffsetY = math.random(-20, 20)
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local finalHeight = math.random(30, 50)
|
||||
|
||||
-- Wähle einen zufälligen Effekt für das Finale
|
||||
local finalEffectIndex = math.random(1, #fireworkEffects)
|
||||
local finalEffect = fireworkEffects[finalEffectIndex]
|
||||
local finalEffect = firework3Effects[math.random(1, #firework3Effects)]
|
||||
|
||||
-- Bestimme das richtige Asset für diesen Effekt
|
||||
local finalEffectAsset = "scr_indep_fireworks" -- Standard
|
||||
local finalEffectAsset = "proj_indep_firework_v2" -- Standard für firework3
|
||||
|
||||
if finalEffect:find("xmas") then
|
||||
finalEffectAsset = "proj_xmas_firework"
|
||||
elseif finalEffect:find("indep_burst") or finalEffect:find("indep_spiral") or finalEffect:find("indep_ring") then
|
||||
finalEffectAsset = "proj_indep_firework_v2"
|
||||
elseif finalEffect:find("flare") then
|
||||
finalEffectAsset = "proj_indep_firework"
|
||||
end
|
||||
|
||||
UseParticleFxAssetNextCall(finalEffectAsset)
|
||||
|
@ -495,7 +620,7 @@ local function startFireworkBattery(coords, itemName)
|
|||
coords.y + finalOffsetY,
|
||||
coords.z + finalHeight,
|
||||
0.0, 0.0, 0.0,
|
||||
math.random(25, 35) / 10, -- Größere Skalierung für das Finale
|
||||
math.random(30, 40) / 10, -- Größere Skalierung für das Finale
|
||||
false, false, false
|
||||
)
|
||||
|
||||
|
@ -503,7 +628,6 @@ local function startFireworkBattery(coords, itemName)
|
|||
PlaySoundFromCoord(-1, "DISTANT_FIREWORK_BURST_0" .. math.random(1, 3),
|
||||
coords.x + finalOffsetX, coords.y + finalOffsetY, coords.z + finalHeight,
|
||||
"dlc_sum20_beach_party_sounds", true, 50, false)
|
||||
|
||||
Wait(100)
|
||||
end
|
||||
|
||||
|
@ -557,12 +681,18 @@ local function startFirework(asset, coords, itemName)
|
|||
if itemName == "firework1" then
|
||||
-- Rakete für firework1
|
||||
launchFireworkRocket(coords)
|
||||
elseif itemName == "firework2" then
|
||||
-- Bunte Sterne für firework2
|
||||
startFireworkColorStars(coords)
|
||||
elseif itemName == "firework3" then
|
||||
-- Massive Show für firework3
|
||||
startFireworkMassiveShow(coords)
|
||||
elseif itemName == "firework4" then
|
||||
-- Kreischende Fontäne für firework4
|
||||
launchFireworkFountain(coords)
|
||||
else
|
||||
-- Batterie für alle anderen
|
||||
startFireworkBattery(coords, itemName)
|
||||
-- Fallback: Bunte Sterne
|
||||
startFireworkColorStars(coords)
|
||||
end
|
||||
|
||||
fireworkLoc = nil
|
||||
|
@ -668,10 +798,14 @@ RegisterCommand('feuerwerk', function(source, args)
|
|||
-- Starte das passende Feuerwerk
|
||||
if itemName == "firework1" then
|
||||
launchFireworkRocket(coords)
|
||||
elseif itemName == "firework2" then
|
||||
startFireworkColorStars(coords)
|
||||
elseif itemName == "firework3" then
|
||||
startFireworkMassiveShow(coords)
|
||||
elseif itemName == "firework4" then
|
||||
launchFireworkFountain(coords)
|
||||
else
|
||||
startFireworkBattery(coords, itemName)
|
||||
startFireworkColorStars(coords)
|
||||
end
|
||||
end)
|
||||
|
||||
|
@ -693,7 +827,7 @@ RegisterCommand('rakete', function()
|
|||
launchFireworkRocket(coords)
|
||||
end)
|
||||
|
||||
RegisterCommand('batterie', function()
|
||||
RegisterCommand('buntesterne', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
|
@ -706,11 +840,11 @@ RegisterCommand('batterie', function()
|
|||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- Starte die Standard-Batterie (firework2)
|
||||
startFireworkBattery(coords, "firework2")
|
||||
-- Starte die bunten Sterne (firework2)
|
||||
startFireworkColorStars(coords)
|
||||
end)
|
||||
|
||||
RegisterCommand('grossebatterie', function()
|
||||
RegisterCommand('massiveshow', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
|
@ -723,8 +857,8 @@ RegisterCommand('grossebatterie', function()
|
|||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- Starte die große Batterie (firework3)
|
||||
startFireworkBattery(coords, "firework3")
|
||||
-- Starte die massive Show (firework3)
|
||||
startFireworkMassiveShow(coords)
|
||||
end)
|
||||
|
||||
RegisterCommand('fontaene', function()
|
||||
|
@ -744,3 +878,4 @@ RegisterCommand('fontaene', function()
|
|||
launchFireworkFountain(coords)
|
||||
end)
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue