forked from Simnation/Main
60 lines
2.2 KiB
Lua
60 lines
2.2 KiB
Lua
![]() |
CreateThread(function()
|
||
|
-- Dispatch vollständig deaktivieren (Cops, Medic, Fire etc.)
|
||
|
for i = 1, 15 do
|
||
|
EnableDispatchService(i, false)
|
||
|
end
|
||
|
end)
|
||
|
|
||
|
CreateThread(function()
|
||
|
while true do
|
||
|
-- Nur normale Zivilisten und Autos erhalten
|
||
|
SetPedDensityMultiplierThisFrame(0.7)
|
||
|
SetScenarioPedDensityMultiplierThisFrame(0.7, 0.7)
|
||
|
SetVehicleDensityMultiplierThisFrame(0.7)
|
||
|
SetRandomVehicleDensityMultiplierThisFrame(0.7)
|
||
|
SetParkedVehicleDensityMultiplierThisFrame(0.0)
|
||
|
|
||
|
-- Kein Wanted-Level / Polizei-Eingriffe
|
||
|
SetPlayerWantedLevel(PlayerId(), 0, false)
|
||
|
ClearPlayerWantedLevel(PlayerId())
|
||
|
SetDispatchCopsForPlayer(PlayerId(), false)
|
||
|
DisablePlayerVehicleRewards(PlayerId())
|
||
|
|
||
|
-- Kein Spawn von aggressiven Gangs & Sonderfahrzeugen
|
||
|
local playerPed = PlayerPedId()
|
||
|
local coords = GetEntityCoords(playerPed)
|
||
|
|
||
|
ClearAreaOfCops(coords.x, coords.y, coords.z, 1000.0)
|
||
|
|
||
|
local peds = GetGamePool("CPed")
|
||
|
for _, ped in ipairs(peds) do
|
||
|
if DoesEntityExist(ped) and not IsPedAPlayer(ped) then
|
||
|
local model = GetEntityModel(ped)
|
||
|
if IsPedInAnyVehicle(ped, false) then
|
||
|
local veh = GetVehiclePedIsIn(ped, false)
|
||
|
local vehModel = GetEntityModel(veh)
|
||
|
--[[ if vehModel == GetHashKey("ambulance") or
|
||
|
vehModel == GetHashKey("police") or
|
||
|
vehModel == GetHashKey("police2") or
|
||
|
vehModel == GetHashKey("sheriff") or
|
||
|
vehModel == GetHashKey("sheriff2") or
|
||
|
vehModel == GetHashKey("firetruk") or
|
||
|
vehModel == GetHashKey("towtruck") then
|
||
|
DeleteEntity(veh)
|
||
|
DeleteEntity(ped)
|
||
|
end ]]
|
||
|
|
||
|
for k, v in pairs(Config.vehModels) do
|
||
|
if vehModel == GetHashKey(v) then
|
||
|
DeleteEntity(veh)
|
||
|
DeleteEntity(ped)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
Wait(500)
|
||
|
end
|
||
|
end)
|