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499
resources/[standalone]/nordi_tdm/client.lua
Normal file
499
resources/[standalone]/nordi_tdm/client.lua
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local QBCore = exports['qb-core']:GetCoreObject()
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local inTDM = false
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local currentTeam = nil
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local currentGameId = nil
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local currentField = nil
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local tdmBlip = nil
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local teamZoneBlips = {}
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local isHit = false
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local activeGames = {}
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-- Events
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RegisterNetEvent('tdm:updateGamesList', function(games)
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activeGames = games
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end)
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RegisterNetEvent('tdm:joinGame', function(gameId, team, fieldId)
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currentGameId = gameId
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currentTeam = team
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currentField = fieldId
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inTDM = true
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isHit = false
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local fieldConfig = Config.gameFields[fieldId]
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-- Teleport zu Team Spawn
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local spawnPoints = fieldConfig.teamSpawns[team]
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local randomSpawn = spawnPoints[math.random(#spawnPoints)]
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SetEntityCoords(PlayerPedId(), randomSpawn.x, randomSpawn.y, randomSpawn.z)
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-- Team Maske setzen
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setTeamMask(team)
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-- Team Zone Blip erstellen
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createTeamZoneBlip(team, fieldConfig)
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du bist dem Spiel beigetreten! Team: ' .. team,
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type = 'success'
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})
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end)
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RegisterNetEvent('tdm:leaveGame', function()
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inTDM = false
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currentTeam = nil
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currentGameId = nil
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currentField = nil
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isHit = false
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-- Zurück zur Lobby
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SetEntityCoords(PlayerPedId(), Config.lobbyPos.x, Config.lobbyPos.y, Config.lobbyPos.z)
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-- Maske entfernen
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SetPedComponentVariation(PlayerPedId(), 1, 0, 0, 0)
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-- Zone Blips entfernen
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removeTeamZoneBlips()
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du hast das Spiel verlassen!',
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type = 'error'
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})
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end)
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RegisterNetEvent('tdm:joinRequest', function(gameId, playerName, playerId)
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local alert = lib.alertDialog({
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header = 'Join Anfrage',
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content = playerName .. ' möchte deinem Spiel beitreten.\n\nErlauben?',
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centered = true,
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cancel = true,
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labels = {
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cancel = 'Ablehnen',
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confirm = 'Erlauben'
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}
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})
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if alert == 'confirm' then
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TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, true)
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else
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TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, false)
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end
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end)
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RegisterNetEvent('tdm:joinRequestResult', function(approved, gameName)
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if approved then
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Deine Anfrage wurde angenommen!',
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type = 'success'
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})
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else
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Deine Anfrage für "' .. gameName .. '" wurde abgelehnt!',
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type = 'error'
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})
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end
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end)
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RegisterNetEvent('tdm:playerHit', function()
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if not inTDM or isHit then return end
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isHit = true
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local ped = PlayerPedId()
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-- Arme hochnehmen Animation
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RequestAnimDict("random@mugging3")
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while not HasAnimDictLoaded("random@mugging3") do
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Wait(1)
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end
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TaskPlayAnim(ped, "random@mugging3", "handsup_standing_base", 8.0, -8.0, -1, 50, 0, false, false, false)
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du wurdest getroffen! Gehe zurück zu deiner Team Zone!',
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type = 'error'
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})
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-- Zone Marker hervorheben
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highlightTeamZone(currentTeam)
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end)
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RegisterNetEvent('tdm:updateScore', function(team1Score, team2Score)
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lib.showTextUI('[Team 1: ' .. team1Score .. '] VS [Team 2: ' .. team2Score .. ']', {
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position = "top-center",
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icon = 'crosshairs'
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})
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end)
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RegisterNetEvent('tdm:gameEnded', function(winnerTeam, team1Score, team2Score)
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lib.hideTextUI()
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local alert = lib.alertDialog({
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header = 'Spiel beendet!',
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content = 'Team ' .. winnerTeam .. ' hat gewonnen!\n\nTeam 1: ' .. team1Score .. '\nTeam 2: ' .. team2Score,
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centered = true,
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cancel = false
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})
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Wait(5000)
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TriggerServerEvent('tdm:leaveGame')
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end)
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-- Funktionen
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function setTeamMask(team)
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local ped = PlayerPedId()
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local maskData = Config.teamMasks[team]
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if maskData then
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SetPedComponentVariation(ped, maskData.component, maskData.drawable, maskData.texture, 0)
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end
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end
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function createTeamZoneBlip(team, fieldConfig)
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local zone = fieldConfig.teamZones[team]
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local blip = AddBlipForRadius(zone.center.x, zone.center.y, zone.center.z, zone.radius)
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SetBlipHighDetail(blip, true)
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SetBlipColour(blip, team == 'team1' and 1 or 3)
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SetBlipAlpha(blip, 128)
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teamZoneBlips[team] = blip
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end
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function removeTeamZoneBlips()
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for team, blip in pairs(teamZoneBlips) do
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if DoesBlipExist(blip) then
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RemoveBlip(blip)
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end
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end
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teamZoneBlips = {}
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end
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function highlightTeamZone(team)
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if teamZoneBlips[team] and DoesBlipExist(teamZoneBlips[team]) then
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SetBlipFlashes(teamZoneBlips[team], true)
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end
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end
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function openMainMenu()
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TriggerServerEvent('tdm:requestGamesList')
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Wait(100) -- Kurz warten für Server Response
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local options = {
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{
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title = 'Neues Spiel erstellen',
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description = 'Erstelle ein neues TeamDeathmatch Spiel',
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icon = 'plus',
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onSelect = function()
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openCreateGameMenu()
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end
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},
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{
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title = 'Spiel beitreten',
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description = 'Trete einem laufenden Spiel bei',
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icon = 'users',
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onSelect = function()
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openJoinGameMenu()
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end
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}
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}
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if inTDM then
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table.insert(options, {
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title = 'Aktuelles Spiel verlassen',
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description = 'Verlasse das laufende Spiel',
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icon = 'door-open',
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iconColor = 'red',
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onSelect = function()
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TriggerServerEvent('tdm:leaveGame')
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end
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})
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end
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lib.registerContext({
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id = 'tdm_main_menu',
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title = 'TeamDeathmatch',
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options = options
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})
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lib.showContext('tdm_main_menu')
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end
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function openCreateGameMenu()
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local fieldOptions = {}
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-- Spielfelder zu Options hinzufügen
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for fieldId, fieldData in pairs(Config.gameFields) do
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table.insert(fieldOptions, {
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value = fieldId,
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label = fieldData.name .. ' (Max: ' .. fieldData.maxPlayers .. ')'
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})
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end
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local input = lib.inputDialog('Neues Spiel erstellen', {
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{
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type = 'input',
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label = 'Spiel Name',
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description = 'Gib deinem Spiel einen Namen',
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required = true,
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max = 30
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},
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{
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type = 'select',
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label = 'Spielfeld',
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description = 'Wähle ein Spielfeld',
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required = true,
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options = fieldOptions
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},
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{
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type = 'select',
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label = 'Spiel Typ',
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description = 'Wähle den Spiel Typ',
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required = true,
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options = {
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{value = 'public', label = 'Öffentlich (Jeder kann beitreten)'},
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{value = 'private', label = 'Privat (Nur mit Genehmigung)'}
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}
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},
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{
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type = 'input',
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label = 'Passwort (Optional)',
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description = 'Passwort für das Spiel (leer lassen für kein Passwort)',
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password = true
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}
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})
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if not input then return end
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local gameName = input[1]
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local fieldId = input[2]
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local gameType = input[3] -- 'public' oder 'private'
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local password = input[4] and input[4] ~= '' and input[4] or nil
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if gameName and fieldId and gameType then
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TriggerServerEvent('tdm:createGame', gameName, fieldId, gameType, password)
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end
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end
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function openJoinGameMenu()
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TriggerServerEvent('tdm:requestGamesList')
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Wait(200)
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local options = {}
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for gameId, gameData in pairs(activeGames) do
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local playerCount = #gameData.team1 + #gameData.team2
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local maxPlayers = Config.gameFields[gameData.fieldId].maxPlayers
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local fieldName = Config.gameFields[gameData.fieldId].name
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local statusText = gameData.status == 'waiting' and 'Wartend' or 'Läuft'
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local typeText = gameData.gameType == 'public' and '🌐 Öffentlich' or '🔒 Privat'
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local passwordIcon = gameData.hasPassword and ' 🔑' or ''
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table.insert(options, {
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title = gameData.name .. passwordIcon,
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description = typeText .. ' | Feld: ' .. fieldName .. ' | Spieler: ' .. playerCount .. '/' .. maxPlayers .. ' | Status: ' .. statusText,
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icon = gameData.gameType == 'public' and 'globe' or 'lock',
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iconColor = gameData.gameType == 'public' and 'green' or 'orange',
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args = {
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gameId = gameId,
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hasPassword = gameData.hasPassword,
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gameType = gameData.gameType
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},
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onSelect = function(args)
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if args.hasPassword then
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local input = lib.inputDialog('Passwort eingeben', {
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{
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type = 'input',
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label = 'Passwort',
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description = 'Gib das Spiel-Passwort ein',
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required = true,
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password = true
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}
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})
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if input and input[1] then
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TriggerServerEvent('tdm:requestJoinGame', args.gameId, input[1])
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end
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else
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TriggerServerEvent('tdm:requestJoinGame', args.gameId)
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end
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end
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})
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end
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if #options == 0 then
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table.insert(options, {
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title = 'Keine Spiele verfügbar',
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description = 'Erstelle ein neues Spiel',
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icon = 'info',
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disabled = true
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})
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end
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lib.registerContext({
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id = 'tdm_join_menu',
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title = 'Spiel beitreten',
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menu = 'tdm_main_menu',
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options = options
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})
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lib.showContext('tdm_join_menu')
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end
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-- Zone Checker Thread
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CreateThread(function()
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while true do
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Wait(500)
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if inTDM and isHit and currentTeam and currentField then
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local ped = PlayerPedId()
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local playerPos = GetEntityCoords(ped)
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local zone = Config.gameFields[currentField].teamZones[currentTeam]
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local distance = #(playerPos - zone.center)
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if distance <= zone.radius then
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isHit = false
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ClearPedTasks(ped)
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if teamZoneBlips[currentTeam] and DoesBlipExist(teamZoneBlips[currentTeam]) then
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SetBlipFlashes(teamZoneBlips[currentTeam], false)
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end
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du bist wieder im Spiel!',
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type = 'success'
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})
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end
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end
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end
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end)
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-- Zone Marker Renderer
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CreateThread(function()
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while true do
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Wait(0)
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if inTDM and currentTeam and currentField then
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local zone = Config.gameFields[currentField].teamZones[currentTeam]
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local color = zone.color
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DrawMarker(
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1,
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zone.center.x, zone.center.y, zone.center.z - 1.0,
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0.0, 0.0, 0.0,
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0.0, 0.0, 0.0,
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zone.radius * 2, zone.radius * 2, 1.0,
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color.r, color.g, color.b, color.a,
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false, true, 2, false, nil, nil, false
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)
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if isHit then
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DrawMarker(
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2,
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zone.center.x, zone.center.y, zone.center.z + 5.0,
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0.0, 0.0, 0.0,
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0.0, 0.0, 0.0,
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1.0, 1.0, 1.0,
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255, 255, 0, 200,
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true, true, 2, false, nil, nil, false
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)
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end
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else
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Wait(1000)
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end
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end
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end)
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-- Damage Handler
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CreateThread(function()
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while true do
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Wait(100)
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if inTDM and not isHit then
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local ped = PlayerPedId()
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if HasEntityBeenDamagedByAnyPed(ped) then
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ClearEntityLastDamageEntity(ped)
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TriggerEvent('tdm:playerHit')
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TriggerServerEvent('tdm:playerWasHit', currentGameId, currentTeam)
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end
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end
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end
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end)
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-- Death Handler
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CreateThread(function()
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while true do
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Wait(1000)
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if inTDM then
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local ped = PlayerPedId()
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if IsEntityDead(ped) then
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TriggerServerEvent('tdm:playerDied', currentGameId)
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du bist ausgeschieden!',
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type = 'error'
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})
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Wait(3000)
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TriggerServerEvent('tdm:leaveGame')
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end
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end
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end
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end)
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-- NPC Setup
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CreateThread(function()
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-- Blip erstellen
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tdmBlip = AddBlipForCoord(Config.lobbyPos.x, Config.lobbyPos.y, Config.lobbyPos.z)
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SetBlipSprite(tdmBlip, 432)
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SetBlipDisplay(tdmBlip, 4)
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SetBlipScale(tdmBlip, 0.8)
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SetBlipColour(tdmBlip, 1)
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SetBlipAsShortRange(tdmBlip, true)
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BeginTextCommandSetBlipName("STRING")
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AddTextComponentString("TeamDeathmatch")
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EndTextCommandSetBlipName(tdmBlip)
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-- NPC erstellen
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RequestModel(GetHashKey(Config.gameNPC.model))
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while not HasModelLoaded(GetHashKey(Config.gameNPC.model)) do
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Wait(1)
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end
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local npc = CreatePed(4, GetHashKey(Config.gameNPC.model), Config.gameNPC.coords.x, Config.gameNPC.coords.y, Config.gameNPC.coords.z, Config.gameNPC.coords.w, false, true)
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SetEntityInvincible(npc, true)
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FreezeEntityPosition(npc, true)
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SetBlockingOfNonTemporaryEvents(npc, true)
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end)
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-- Target für NPC
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exports['qb-target']:AddTargetModel(Config.gameNPC.model, {
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options = {
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{
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type = "client",
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event = "tdm:openMainMenu",
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icon = "fas fa-crosshairs",
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label = "TeamDeathmatch",
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},
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},
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distance = 2.5
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})
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RegisterNetEvent('tdm:openMainMenu', function()
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openMainMenu()
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end)
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