forked from Simnation/Main
firework
This commit is contained in:
parent
050ff54c7d
commit
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6 changed files with 316 additions and 881 deletions
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@ -1,881 +0,0 @@
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local QBCore = exports['qb-core']:GetCoreObject()
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local fireworkTime = 0
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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 (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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-- 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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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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RequestModel(GetHashKey(rocketModel))
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while not HasModelLoaded(GetHashKey(rocketModel)) do
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Wait(10)
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end
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-- Erstelle die Rakete
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local rocket = CreateObject(GetHashKey(rocketModel),
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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 Rakete richtig auf den Boden
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PlaceObjectOnGroundProperly(rocket)
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FreezeEntityPosition(rocket, true)
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-- Warte kurz, damit die Rakete 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_xmas_firework",
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"proj_indep_firework_v2",
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"proj_indep_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 (kleiner Funke statt Flamme)
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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local ignitionEffect = StartParticleFxLoopedOnEntity("scr_indep_firework_sparkle_spawn",
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rocket, 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", rocket, "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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-- Löse die Rakete vom Boden
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FreezeEntityPosition(rocket, false)
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-- Füge einen Aufstiegseffekt hinzu
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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local trailEffect = StartParticleFxLoopedOnEntity("scr_indep_firework_trail_spawn",
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rocket, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, false, false, false)
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-- Bewege die Rakete nach oben
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local startTime = GetGameTimer()
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local duration = 3000 -- 3 Sekunden Aufstieg
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local height = math.random(40, 60)
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local startZ = GetEntityCoords(rocket).z
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-- Aufstiegsschleife mit leichter Schwankung
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while GetGameTimer() - startTime < duration do
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local progress = (GetGameTimer() - startTime) / duration
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local newZ = startZ + (height * progress)
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-- Leichte Schwankung für realistischen Flug
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local wobbleX = math.sin(GetGameTimer() * 0.01) * 0.3 * progress
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local wobbleY = math.cos(GetGameTimer() * 0.01) * 0.3 * progress
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SetEntityCoords(rocket,
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coords.x + wobbleX,
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coords.y + wobbleY,
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newZ)
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Wait(0)
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end
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-- Stoppe den Aufstiegseffekt
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StopParticleFxLooped(trailEffect, 0)
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-- Verstecke die Rakete
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SetEntityVisible(rocket, false, 0)
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-- Explosionseffekt in der Luft
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local explosionHeight = startZ + height
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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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-- 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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UseParticleFxAssetNextCall("scr_indep_fireworks")
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StartParticleFxNonLoopedAtCoord(
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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(15, 25) / 10,
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false, false, false
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)
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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, 30, false)
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Wait(math.random(100, 300))
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end
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-- Lösche die Rakete nach einer Weile
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Wait(5000)
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DeleteEntity(rocket)
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end
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-- Funktion für eine kreischende Fontäne (firework4)
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local function launchFireworkFountain(coords)
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-- Lade das Fontänenmodell
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local fountainModel = "prop_firework_03"
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RequestModel(GetHashKey(fountainModel))
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while not HasModelLoaded(GetHashKey(fountainModel)) do
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Wait(10)
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end
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-- Erstelle die Fontäne
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local fountain = CreateObject(GetHashKey(fountainModel),
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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 Fontäne richtig auf den Boden
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PlaceObjectOnGroundProperly(fountain)
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FreezeEntityPosition(fountain, true)
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-- Warte kurz, damit die Fontäne 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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"core"
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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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fountain, 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", fountain, "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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-- Starte die Fontäne
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print("Starte kreischende Fontäne")
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-- Dauer der Fontäne
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local fountainDuration = 15000 -- 15 Sekunden
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local startTime = GetGameTimer()
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-- Haupteffekt der Fontäne (kontinuierlich)
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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local mainEffect = StartParticleFxLoopedOnEntity("scr_indep_firework_fountain",
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fountain, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 2.0, false, false, false)
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-- Kreischendes Geräusch in Schleife
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local lastSoundTime = 0
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-- Fontänen-Schleife
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while GetGameTimer() - startTime < fountainDuration do
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-- Füge zusätzliche Funkeneffekte hinzu
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if math.random(1, 100) > 70 then -- 30% Chance pro Frame
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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StartParticleFxNonLoopedOnEntity(
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"scr_indep_firework_sparkle_spawn",
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fountain,
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math.random(-10, 10) / 10, math.random(-10, 10) / 10, math.random(5, 15) / 10,
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0.0, 0.0, 0.0,
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math.random(10, 20) / 10,
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false, false, false
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)
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end
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-- Kreischendes Geräusch alle 500-1500ms
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if GetGameTimer() - lastSoundTime > math.random(500, 1500) then
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-- Wähle zufällig zwischen verschiedenen Geräuschen
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local sounds = {
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"POLICE_SIREN_WAIL", -- Kreischendes Geräusch
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"CAR_BOMB_TICK", -- Tickendes Geräusch
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"DISTANT_FIREWORK_LAUNCH_01" -- Startgeräusch
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}
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local sound = sounds[math.random(1, #sounds)]
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PlaySoundFromEntity(-1, sound, fountain, "dlc_sum20_beach_party_sounds", true, math.random(10, 30))
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lastSoundTime = GetGameTimer()
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end
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-- Intensivere Effekte gegen Ende
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local progress = (GetGameTimer() - startTime) / fountainDuration
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if progress > 0.7 and math.random(1, 100) > 50 then -- 50% Chance in der letzten Phase
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-- Zusätzliche Funken in verschiedenen Höhen
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UseParticleFxAssetNextCall("core")
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StartParticleFxNonLoopedOnEntity(
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"ent_sht_electrical_box_sp",
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fountain,
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0.0, 0.0, math.random(5, 20) / 10,
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0.0, 0.0, 0.0,
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math.random(15, 25) / 10,
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false, false, false
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)
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end
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Wait(0)
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end
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-- Stoppe den Haupteffekt
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StopParticleFxLooped(mainEffect, 0)
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-- Finale der Fontäne
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print("Fontänen-Finale")
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-- Mehrere intensive Funkeneffekte für das Finale
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for i = 1, 10 do
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UseParticleFxAssetNextCall("scr_indep_fireworks")
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StartParticleFxNonLoopedOnEntity(
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"scr_indep_firework_starburst",
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fountain,
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0.0, 0.0, math.random(5, 15) / 10,
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0.0, 0.0, 0.0,
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math.random(15, 25) / 10,
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false, false, false
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)
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-- Finale-Geräusch
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PlaySoundFromEntity(-1, "DISTANT_FIREWORK_BURST_0" .. math.random(1, 3),
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fountain, "dlc_sum20_beach_party_sounds", true, 40)
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Wait(math.random(100, 300))
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end
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-- Lösche die Fontäne nach einer Weile
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Wait(2000)
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DeleteEntity(fountain)
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end
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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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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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}
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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 firework2
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local numShots = 15
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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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-- 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(-10, 10) * (i / numShots) -- Größere Streuung bei späteren Schüssen
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local offsetY = math.random(-10, 10) * (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 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("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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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(20, 30) / 10, -- 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_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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-- 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 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)
|
||||
StartParticleFxNonLoopedAtCoord(
|
||||
finalEffect,
|
||||
coords.x + finalOffsetX,
|
||||
coords.y + finalOffsetY,
|
||||
coords.z + finalHeight,
|
||||
0.0, 0.0, 0.0,
|
||||
math.random(25, 35) / 10, -- Größere Skalierung für das Finale
|
||||
false, false, false
|
||||
)
|
||||
|
||||
-- Finale-Geräusch
|
||||
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
|
||||
|
||||
-- Lösche die Batterie nach einer Weile
|
||||
Wait(5000)
|
||||
DeleteEntity(battery)
|
||||
end
|
||||
|
||||
-- Funktion für massive Show (firework3)
|
||||
local function startFireworkMassiveShow(coords)
|
||||
-- Lade das Batteriemodell
|
||||
local batteryModel = "ind_prop_firework_03"
|
||||
RequestModel(GetHashKey(batteryModel))
|
||||
while not HasModelLoaded(GetHashKey(batteryModel)) do
|
||||
Wait(10)
|
||||
end
|
||||
|
||||
-- Erstelle die Batterie
|
||||
local battery = CreateObject(GetHashKey(batteryModel),
|
||||
coords.x, coords.y, coords.z - 0.5,
|
||||
true, true, false)
|
||||
|
||||
-- Stelle die Batterie richtig auf den Boden
|
||||
PlaceObjectOnGroundProperly(battery)
|
||||
FreezeEntityPosition(battery, true)
|
||||
|
||||
-- Warte kurz, damit die Batterie sichtbar ist
|
||||
Wait(500)
|
||||
|
||||
-- Lade die Feuerwerkseffekte
|
||||
local ptfxAssets = {
|
||||
"scr_indep_fireworks",
|
||||
"proj_indep_firework_v2",
|
||||
"proj_xmas_firework"
|
||||
}
|
||||
|
||||
for _, asset in ipairs(ptfxAssets) do
|
||||
RequestNamedPtfxAsset(asset)
|
||||
while not HasNamedPtfxAssetLoaded(asset) do
|
||||
Wait(10)
|
||||
end
|
||||
end
|
||||
|
||||
-- Füge einen Zündungseffekt hinzu
|
||||
UseParticleFxAssetNextCall("scr_indep_fireworks")
|
||||
local ignitionEffect = StartParticleFxLoopedOnEntity("scr_indep_firework_sparkle_spawn",
|
||||
battery, 0.0, 0.0, 0.2, 0.0, 0.0, 0.0, 0.5, false, false, false)
|
||||
|
||||
-- Zündungsgeräusch
|
||||
PlaySoundFromEntity(-1, "DISTANT_FIREWORK_LAUNCH_01", battery, "dlc_sum20_beach_party_sounds", true, 20)
|
||||
|
||||
-- Warte kurz für den Zündungseffekt
|
||||
Wait(1000)
|
||||
|
||||
-- Stoppe den Zündungseffekt
|
||||
StopParticleFxLooped(ignitionEffect, 0)
|
||||
|
||||
-- Anzahl der Schüsse für firework3
|
||||
local numShots = 30
|
||||
|
||||
print("Starte massive Show mit " .. numShots .. " Schüssen")
|
||||
|
||||
-- Starte die Feuerwerksschüsse
|
||||
for i = 1, numShots do
|
||||
-- Bestimme die Höhe und Position des Schusses
|
||||
local height = math.random(30, 50)
|
||||
local offsetX = math.random(-15, 15) * (i / numShots) -- Größere Streuung bei späteren Schüssen
|
||||
local offsetY = math.random(-15, 15) * (i / numShots)
|
||||
|
||||
-- Starteffekt (kleiner Funke statt Flamme)
|
||||
UseParticleFxAssetNextCall("scr_indep_fireworks")
|
||||
StartParticleFxNonLoopedAtCoord("scr_indep_firework_sparkle_spawn",
|
||||
coords.x, coords.y, coords.z + 0.5,
|
||||
0.0, 0.0, 0.0,
|
||||
0.8, false, false, false)
|
||||
|
||||
-- Abschussgeräusch
|
||||
PlaySoundFromEntity(-1, "DISTANT_FIREWORK_LAUNCH_01", battery, "dlc_sum20_beach_party_sounds", true, 20)
|
||||
|
||||
-- Warte kurz für den visuellen Effekt des Aufstiegs
|
||||
Wait(math.random(100, 200))
|
||||
|
||||
-- Explosionseffekt in der Luft (nur Partikel, keine echte Explosion)
|
||||
local explosionHeight = coords.z + height
|
||||
|
||||
-- Wähle einen zufälligen Effekt aus der Liste für firework3
|
||||
local effect = firework3Effects[math.random(1, #firework3Effects)]
|
||||
|
||||
-- Bestimme das richtige Asset für diesen Effekt
|
||||
local effectAsset = "proj_indep_firework_v2" -- Standard für firework3
|
||||
|
||||
if effect:find("xmas") then
|
||||
effectAsset = "proj_xmas_firework"
|
||||
end
|
||||
|
||||
-- Starte den Haupteffekt
|
||||
UseParticleFxAssetNextCall(effectAsset)
|
||||
StartParticleFxNonLoopedAtCoord(
|
||||
effect,
|
||||
coords.x + offsetX, coords.y + offsetY, explosionHeight,
|
||||
0.0, 0.0, 0.0,
|
||||
math.random(25, 35) / 10, -- Größere Skalierung für bessere Sichtbarkeit
|
||||
false, false, false
|
||||
)
|
||||
|
||||
-- Füge zusätzliche Effekte für mehr Volumen hinzu (nur bei firework3)
|
||||
for j = 1, 2 do
|
||||
local subOffsetX = math.random(-5, 5)
|
||||
local subOffsetY = math.random(-5, 5)
|
||||
local subOffsetZ = math.random(-5, 5)
|
||||
|
||||
-- Wähle einen anderen zufälligen Effekt
|
||||
local subEffect = firework3Effects[math.random(1, #firework3Effects)]
|
||||
|
||||
-- Bestimme das richtige Asset für diesen Effekt
|
||||
local subEffectAsset = "proj_indep_firework_v2" -- Standard für firework3
|
||||
|
||||
if subEffect:find("xmas") then
|
||||
subEffectAsset = "proj_xmas_firework"
|
||||
end
|
||||
|
||||
UseParticleFxAssetNextCall(subEffectAsset)
|
||||
StartParticleFxNonLoopedAtCoord(
|
||||
subEffect,
|
||||
coords.x + offsetX + subOffsetX,
|
||||
coords.y + offsetY + subOffsetY,
|
||||
explosionHeight + subOffsetZ,
|
||||
0.0, 0.0, 0.0,
|
||||
math.random(15, 25) / 10,
|
||||
false, false, false
|
||||
)
|
||||
end
|
||||
|
||||
-- Explosionsgeräusch
|
||||
PlaySoundFromCoord(-1, "DISTANT_FIREWORK_BURST_0" .. math.random(1, 3),
|
||||
coords.x + offsetX, coords.y + offsetY, explosionHeight,
|
||||
"dlc_sum20_beach_party_sounds", true, 50, false)
|
||||
|
||||
-- Warte zwischen den Schüssen
|
||||
-- Schnellere Abfolge gegen Ende für ein Finale
|
||||
local waitTime = 0
|
||||
if i < numShots * 0.7 then
|
||||
waitTime = math.random(300, 800)
|
||||
else
|
||||
waitTime = math.random(100, 300)
|
||||
end
|
||||
Wait(waitTime)
|
||||
end
|
||||
|
||||
-- Warte nach dem letzten Schuss
|
||||
Wait(2000)
|
||||
|
||||
-- Finale mit mehreren gleichzeitigen Effekten
|
||||
for i = 1, 10 do
|
||||
local finalOffsetX = math.random(-20, 20)
|
||||
local finalOffsetY = math.random(-20, 20)
|
||||
local finalHeight = math.random(30, 50)
|
||||
|
||||
-- Wähle einen zufälligen Effekt für das Finale
|
||||
local finalEffect = firework3Effects[math.random(1, #firework3Effects)]
|
||||
|
||||
-- Bestimme das richtige Asset für diesen Effekt
|
||||
local finalEffectAsset = "proj_indep_firework_v2" -- Standard für firework3
|
||||
|
||||
if finalEffect:find("xmas") then
|
||||
finalEffectAsset = "proj_xmas_firework"
|
||||
end
|
||||
|
||||
UseParticleFxAssetNextCall(finalEffectAsset)
|
||||
StartParticleFxNonLoopedAtCoord(
|
||||
finalEffect,
|
||||
coords.x + finalOffsetX,
|
||||
coords.y + finalOffsetY,
|
||||
coords.z + finalHeight,
|
||||
0.0, 0.0, 0.0,
|
||||
math.random(30, 40) / 10, -- Größere Skalierung für das Finale
|
||||
false, false, false
|
||||
)
|
||||
|
||||
-- Finale-Geräusch
|
||||
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
|
||||
|
||||
-- Lösche die Batterie nach einer Weile
|
||||
Wait(5000)
|
||||
DeleteEntity(battery)
|
||||
end
|
||||
|
||||
local function DrawText3D(x, y, z, text)
|
||||
SetTextScale(0.35, 0.35)
|
||||
SetTextFont(4)
|
||||
SetTextProportional(true)
|
||||
SetTextColour(255, 255, 255, 215)
|
||||
BeginTextCommandDisplayText('STRING')
|
||||
SetTextCentre(true)
|
||||
AddTextComponentSubstringPlayerName(text)
|
||||
SetDrawOrigin(x, y, z, 0)
|
||||
EndTextCommandDisplayText(0.0, 0.0)
|
||||
local factor = (string.len(text)) / 370
|
||||
DrawRect(0.0, 0.0 + 0.0125, 0.017 + factor, 0.03, 0, 0, 0, 75)
|
||||
ClearDrawOrigin()
|
||||
end
|
||||
|
||||
local function fireworkText()
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
if fireworkTime > 0 and fireworkLoc then
|
||||
DrawText3D(fireworkLoc.x, fireworkLoc.y, fireworkLoc.z, Lang:t('firework.time_left') .. fireworkTime)
|
||||
end
|
||||
if fireworkTime <= 0 then break end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- Verbesserte Feuerwerk-Startfunktion
|
||||
local function startFirework(asset, coords, itemName)
|
||||
fireworkTime = Config.Fireworks.delay
|
||||
fireworkLoc = { x = coords.x, y = coords.y, z = coords.z }
|
||||
|
||||
CreateThread(function()
|
||||
fireworkText()
|
||||
while fireworkTime > 0 do
|
||||
Wait(1000)
|
||||
fireworkTime = fireworkTime - 1
|
||||
end
|
||||
|
||||
print("Countdown beendet, starte Feuerwerk: " .. itemName)
|
||||
|
||||
-- Wähle die richtige Feuerwerksart basierend auf dem Item
|
||||
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
|
||||
-- Fallback: Bunte Sterne
|
||||
startFireworkColorStars(coords)
|
||||
end
|
||||
|
||||
fireworkLoc = nil
|
||||
end)
|
||||
end
|
||||
|
||||
-- Animation für das Anzünden mit Feuerzeug
|
||||
local function playLighterAnimation()
|
||||
local ped = PlayerPedId()
|
||||
|
||||
-- Lade die Animation
|
||||
RequestAnimDict("anim@mp_player_intmenu@key_fob@")
|
||||
while not HasAnimDictLoaded("anim@mp_player_intmenu@key_fob@") do
|
||||
Wait(10)
|
||||
end
|
||||
|
||||
-- Spiele die Animation ab
|
||||
TaskPlayAnim(ped, "anim@mp_player_intmenu@key_fob@", "fob_click", 3.0, 3.0, -1, 49, 0, false, false, false)
|
||||
|
||||
-- Erstelle ein Feuerzeug-Objekt in der Hand
|
||||
local coords = GetEntityCoords(ped)
|
||||
local lighter = CreateObject(GetHashKey("prop_cs_lighter_01"), coords.x, coords.y, coords.z, true, true, true)
|
||||
AttachEntityToEntity(lighter, ped, GetPedBoneIndex(ped, 57005), 0.1, 0.05, 0.0, -60.0, 0.0, 0.0, true, true, false, true, 1, true)
|
||||
|
||||
-- Füge einen kleinen Funkeneffekt statt Flamme hinzu
|
||||
RequestNamedPtfxAsset("scr_indep_fireworks")
|
||||
while not HasNamedPtfxAssetLoaded("scr_indep_fireworks") do
|
||||
Wait(10)
|
||||
end
|
||||
|
||||
UseParticleFxAssetNextCall("scr_indep_fireworks")
|
||||
local spark = StartParticleFxLoopedOnEntity("scr_indep_firework_sparkle_spawn", lighter, 0.0, 0.0, 0.15, 0.0, 0.0, 0.0, 0.15, false, false, false)
|
||||
|
||||
-- Warte 2 Sekunden
|
||||
Wait(2000)
|
||||
|
||||
-- Stoppe die Animation und lösche das Feuerzeug
|
||||
StopAnimTask(ped, "anim@mp_player_intmenu@key_fob@", "fob_click", 1.0)
|
||||
StopParticleFxLooped(spark, 0)
|
||||
DeleteEntity(lighter)
|
||||
end
|
||||
|
||||
-- Überprüfe, ob der Spieler ein Feuerzeug hat
|
||||
local function hasLighter()
|
||||
local hasItem = QBCore.Functions.HasItem("lighter")
|
||||
return hasItem
|
||||
end
|
||||
|
||||
RegisterNetEvent('fireworks:client:UseFirework', function(itemName, assetName)
|
||||
print("Feuerwerk-Event ausgelöst mit Item: " .. itemName)
|
||||
|
||||
-- Überprüfe zuerst, ob der Spieler ein Feuerzeug hat
|
||||
if not hasLighter() then
|
||||
QBCore.Functions.Notify(Lang:t('firework.no_lighter'), 'error')
|
||||
return
|
||||
end
|
||||
|
||||
QBCore.Functions.Progressbar('spawn_object', Lang:t('firework.place_progress'), 3000, false, true, {
|
||||
disableMovement = true,
|
||||
disableCarMovement = true,
|
||||
disableMouse = false,
|
||||
disableCombat = true,
|
||||
}, {
|
||||
animDict = 'anim@narcotics@trash',
|
||||
anim = 'drop_front',
|
||||
flags = 16,
|
||||
}, {}, {}, function() -- Done
|
||||
StopAnimTask(PlayerPedId(), 'anim@narcotics@trash', 'drop_front', 1.0)
|
||||
TriggerServerEvent('consumables:server:UseFirework', itemName)
|
||||
TriggerEvent('qb-inventory:client:ItemBox', QBCore.Shared.Items[itemName], 'remove')
|
||||
local pos = GetEntityCoords(PlayerPedId())
|
||||
|
||||
print("Feuerwerk platziert, beginne Anzündung")
|
||||
|
||||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- Starte das Feuerwerk mit dem Itemnamen
|
||||
startFirework(assetName, pos, itemName)
|
||||
end, function() -- Cancel
|
||||
StopAnimTask(PlayerPedId(), 'anim@narcotics@trash', 'drop_front', 1.0)
|
||||
QBCore.Functions.Notify(Lang:t('firework.canceled'), 'error')
|
||||
end)
|
||||
end)
|
||||
|
||||
-- Test-Befehl für verschiedene Feuerwerkstypen
|
||||
RegisterCommand('feuerwerk', function(source, args)
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
-- Überprüfe zuerst, ob der Spieler ein Feuerzeug hat
|
||||
if not hasLighter() then
|
||||
QBCore.Functions.Notify(Lang:t('firework.no_lighter'), 'error')
|
||||
return
|
||||
end
|
||||
|
||||
-- Item-Name als Argument
|
||||
local itemName = args[1] or "firework1"
|
||||
|
||||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- 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
|
||||
startFireworkColorStars(coords)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Spezielle Test-Befehle für die verschiedenen Feuerwerkstypen
|
||||
RegisterCommand('rakete', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
-- Überprüfe zuerst, ob der Spieler ein Feuerzeug hat
|
||||
if not hasLighter() then
|
||||
QBCore.Functions.Notify(Lang:t('firework.no_lighter'), 'error')
|
||||
return
|
||||
end
|
||||
|
||||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- Starte die Rakete (firework1)
|
||||
launchFireworkRocket(coords)
|
||||
end)
|
||||
|
||||
RegisterCommand('buntesterne', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
-- Überprüfe zuerst, ob der Spieler ein Feuerzeug hat
|
||||
if not hasLighter() then
|
||||
QBCore.Functions.Notify(Lang:t('firework.no_lighter'), 'error')
|
||||
return
|
||||
end
|
||||
|
||||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- Starte die bunten Sterne (firework2)
|
||||
startFireworkColorStars(coords)
|
||||
end)
|
||||
|
||||
RegisterCommand('massiveshow', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
-- Überprüfe zuerst, ob der Spieler ein Feuerzeug hat
|
||||
if not hasLighter() then
|
||||
QBCore.Functions.Notify(Lang:t('firework.no_lighter'), 'error')
|
||||
return
|
||||
end
|
||||
|
||||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- Starte die massive Show (firework3)
|
||||
startFireworkMassiveShow(coords)
|
||||
end)
|
||||
|
||||
RegisterCommand('fontaene', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
-- Überprüfe zuerst, ob der Spieler ein Feuerzeug hat
|
||||
if not hasLighter() then
|
||||
QBCore.Functions.Notify(Lang:t('firework.no_lighter'), 'error')
|
||||
return
|
||||
end
|
||||
|
||||
-- Spiele die Feuerzeug-Animation ab
|
||||
playLighterAnimation()
|
||||
|
||||
-- Starte die kreischende Fontäne (firework4)
|
||||
launchFireworkFountain(coords)
|
||||
end)
|
||||
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue