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https://github.com/jimathy/jim_bridge.git
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I am still alive
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@@ -22,15 +22,21 @@ function createTempCam(ent, coords)
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triggerNotify(nil, "ModCam Created", "success")
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end
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local camCoords = nil
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local pointCoords = nil
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if type(ent) ~= "vector3" then
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camCoords = GetOffsetFromEntityInWorldCoords(ent, 1.0, -0.3, 0.8)
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else
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camCoords = ent
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end
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-- Create the camera with specified parameters
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cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", camCoords.x, camCoords.y, camCoords.z + 0.5, 1.0, 0.0, 0.0, 60.00, false, 0)
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-- Point the camera at the target coordinates
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PointCamAtCoord(cam, coords)
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if type(coords) == "number" then
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SetCamCoord(cam, GetCamCoord(cam) + vec3(0, 0, 1.0))
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PointCamAtEntity(cam, coords)
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else
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PointCamAtCoord(cam, coords)
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end
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end
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return cam
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end
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@@ -137,11 +137,11 @@ end
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--- ```
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function loadScriptBank(bank)
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local timeout = 2000
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debugPrint("^6Debug^7: ^2Loading ^3Script ^2AudioBank^7...")
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while not RequestScriptAudioBank(bank, 0) do Wait(10) timeout -= 10 if timeout <= 0 then break end end
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debugPrint("^6Bridge^7: ^2Loading ^3Script ^2AudioBank^7...")
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while not RequestScriptAudioBank(bank, false) do Wait(10) timeout -= 10 if timeout <= 0 then break end end
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local success = RequestScriptAudioBank(bank, 0)
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debugPrint("^6Debug^7: "..(success and "^3Successfully ^2loaded^7: '^4" or "^1Failed to ^2load^7: '^4")..bank.."^7'")
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local success = RequestScriptAudioBank(bank, false)
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debugPrint("^6Bridge^7: "..(success and "^3Successfully ^2loaded^7: '^4" or "^1Failed to ^2load^7: '^4")..bank.."^7'")
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return success
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end
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@@ -159,14 +159,14 @@ end
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--- ```
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function loadAmbientBank(bank)
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local timeout = 2000
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debugPrint("^6Debug^7: ^2Loading ^3Ambient ^2AudioBank^7...")
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debugPrint("^6Bridge^7: ^2Loading ^3Ambient ^2AudioBank^7...")
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while not RequestAmbientAudioBank(bank, 0) do
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Wait(10)
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timeout -= 10
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if timeout <= 0 then break end
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end
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local success = RequestAmbientAudioBank(bank, 0)
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debugPrint("^6Debug^7: "..(success and "^3Successfully ^2loaded^7: '^4" or "^1Failed to ^2load^7: '^4")..bank.."^7'")
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debugPrint("^6Bridge^7: "..(success and "^3Successfully ^2loaded^7: '^4" or "^1Failed to ^2load^7: '^4")..bank.."^7'")
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return success
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end
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@@ -224,16 +224,18 @@ end
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--- ```lua
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--- playGameSound('DLC_HEIST_HACKING_SNAKE_SOUNDS', 'Beep', vector3(0, 0, 0), false, 15.0)
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--- ```
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function playGameSound(bank, sound, coords, synced, range)
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debugPrint("^6Debug^7: ^2Attempting to play: ^3"..sound.." ^7(^4"..bank.."^7')")
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function playGameSound(audioBank, soundSet, soundRef, coords, synced, range)
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debugPrint("^6Bridge^7: ^2Attempting to play: ^3"..soundRef.." ^7('^4"..audioBank.."^7')")
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loadScriptBank(audioBank)
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local range = range or 10.0
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local soundId = GetSoundId()
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while not soundId do Wait(10) end
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if type(coords) == "vector3" or type(coords) == "vector4" then
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debugPrint("^6Debug^7: ^2Playing sound from Coord^7: "..formatCoord(coords.xyz))
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PlaySoundFromCoord(soundId, sound, coords.x, coords.y, coords.z, bank, synced, range, 0)
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debugPrint("^6Bridge^7: ^2Playing sound from Coord^7: "..formatCoord(coords.xyz))
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PlaySoundFromCoord(soundId, soundRef, coords.x, coords.y, coords.z, soundSet, synced, range, 0)
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else
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debugPrint("^6Debug^7: ^2Playing sound from Entity^7: ^4"..coords.."^7")
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PlaySoundFromEntity(soundId, sound, coords, bank, synced, 0)
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debugPrint("^6Bridge^7: ^2Playing sound from Entity^7: ^4"..coords.."^7")
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PlaySoundFromEntity(soundId, soundRef, coords, soundSet, synced, 1.0)
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end
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ReleaseScriptAudioBank(audioBank)
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end
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@@ -31,6 +31,60 @@ function makeVeh(model, coords)
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return veh
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end
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local distanceVehicles = {}
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--- Creates a vehicle that spawns when the player enters a designated polyzone area.
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---
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--- This function sets up a circular polyzone; when the player enters the zone, the vehicle is spawned,
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--- and when the player exits, the vehicle is deleted.
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---
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---@param data table A table containing vehicle data.
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--- - **vehicle** `string`: The model name or hash of the vehicle to spawn.
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--- - **coords** `vector4`: The coordinates where the vehicle will be placed. Should include x, y, z, and w (heading).
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---@param freeze boolean (optional) Whether to freeze the vehicle in place. Defaults to `false`.
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---@param synced boolean (optional) Whether the vehicle should be synced across clients. Defaults to `false`.
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function makeDistVehicle(data, radius, onEnter, onExit)
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local vehicle = nil
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local zoneId = keyGen() .. keyGen()
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local zone = createCirclePoly({
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name = zoneId,
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coords = vec3(data.coords.x, data.coords.y, data.coords.z),
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radius = radius,
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onEnter = function()
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vehicle = makeVeh(data.model, data.coords)
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if onEnter then
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debugPrint("makeDistVehicle onEnter running")
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onEnter(vehicle)
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end
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end,
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onExit = function()
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deleteVehicle(vehicle)
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if onExit then
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debugPrint("makeDistVehicle onExit running")
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onExit(vehicle)
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end
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end,
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debug = debugMode,
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})
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distanceVehicles[zoneId] = { zone = zone, vehicle = vehicle }
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return zoneId
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end
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--- Removes a specific distance-based vehicle spawning zone.
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---
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---@param zoneId string The unique identifier of the zone to remove.
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function removeDistVehicleZone(zoneId)
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if distanceVehicles[zoneId].zone then
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removePolyZone(distanceVehicles[zoneId].zone) -- Adjust this if your polyzone library uses a different removal method.
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if distanceVehicles[zoneId].vehicle then
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deleteVehicle(distanceVehicles[zoneId].vehicle)
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end
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distanceVehicles[zoneId] = nil
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print("Removed polyzone for zoneId: " .. zoneId)
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else
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print("No zone found with zoneId: " .. zoneId)
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end
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end
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--- Attempts to gain network control of a vehicle and set it as a mission entity.
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---
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--- This function forces synchronization of a vehicle with other players by requesting network control and setting the vehicle as a mission entity.
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@@ -67,6 +121,20 @@ function pushVehicle(entity)
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end
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end
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--- Deletes a spawned vehicle.
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---
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---@param vehicle number The handle of the vehicle entity to delete.
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function deleteVehicle(vehicle)
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if vehicle then
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debugPrint("^6Bridge^7: ^2Destroying Vehicle^7: '^6" .. vehicle .. "^7'")
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if IsEntityAttachedToEntity(vehicle, PlayerPedId()) then
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SetEntityAsMissionEntity(vehicle)
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DetachEntity(vehicle, true, true)
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end
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DeleteVehicle(vehicle)
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end
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end
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--- Cleans up all created vehicles when the resource stops.
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onResourceStop(function(r)
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for i = 1, #Vehicles do DeleteVehicle(Vehicles[i]) end
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