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client.lua
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client.lua
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canStart = true
ongoing = false
robberyStarted = false
NeededAttempts = 0
SucceededAttempts = 0
FailedAttemps = 0
Citizen.CreateThread(function()
hashKey = RequestModel(GetHashKey("a_m_y_business_03"))
while not HasModelLoaded(GetHashKey("a_m_y_business_03")) do
Wait(1)
end
local npc = CreatePed(4, 0xA1435105, 446.77, -1551.83, 28.28, 177.75, false, true)
SetEntityHeading(npc, 177.75)
FreezeEntityPosition(npc, true)
SetEntityInvincible(npc, true)
SetBlockingOfNonTemporaryEvents(npc, true)
end)
Citizen.CreateThread(function()
exports['qb-target']:AddTargetModel(hashKey, {
options = {
{
event = "startRobbery",
icon = "far fa-clipboard",
label = "Ask for a location"
}
},
distance = 2.5,
})
end)
RegisterNetEvent("startRobbery")
AddEventHandler("startRobbery", function()
if canStart then
canStart = false
ongoing = true
QBCore.Functions.Notify("Starting!", "success")
local missionWait = math.random( 1000, 1001)
Citizen.Wait(missionWait)
SetTimeout(2000, function()
TriggerServerEvent('qb-phone:server:sendNewMail', {
sender = "Mr. Mint",
subject = "House location",
message = "This one should be empty. Get all that juice out of there!",
button = {
enabled = true,
buttonEvent = "getRandomHouseLoc"
}
})
end)
elseif ongoing then
QBCore.Functions.Notify("Your robbery is still in progress.", "error")
else
QBCore.Functions.Notify("You cant start another robbery right now.", "error")
end
end)
RegisterNetEvent("getRandomHouseLoc")
AddEventHandler("getRandomHouseLoc", function()
local missionTarget = Config.Locations[math.random(#Config.Locations)]
TriggerEvent("createBlipAndRoute", missionTarget)
TriggerEvent("createEntry", missionTarget)
end)
RegisterNetEvent("createBlipAndRoute")
AddEventHandler("createBlipAndRoute", function(missionTarget)
QBCore.Functions.Notify('You recived an robbery location.', "success")
targetBlip = AddBlipForCoord(missionTarget.location.x, missionTarget.location.y, missionTarget.location.z)
SetBlipSprite(targetBlip, 374)
SetBlipColour(targetBlip, 1)
SetBlipAlpha(targetBlip, 90)
SetBlipScale(targetBlip, 0.5)
SetBlipRoute(targetBlip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Robbery location")
EndTextCommandSetBlipName(targetBlip)
end)
RegisterNetEvent("createEntry")
AddEventHandler("createEntry", function(missionTarget)
Citizen.CreateThread(function()
local alreadyEnteredZone = false
local text = nil
while ongoing do
wait = 5
local ped = PlayerPedId()
local inZone = false
local dist = #(GetEntityCoords(ped)-vector3(missionTarget.location.x, missionTarget.location.y, missionTarget.location.z))
if dist <= 5.0 then
wait = 5
inZone = true
text = '<b>Entry</b></p>Press [F] to start the robbery'
if IsControlJustReleased(0, 23) then
EntryMinigame(missionTarget)
end
else
wait = 2000
end
if inZone and not alreadyEnteredZone then
alreadyEnteredZone = true
TriggerEvent('cd_drawtextui:ShowUI', 'show', text)
end
if not inZone and alreadyEnteredZone then
alreadyEnteredZone = false
TriggerEvent('cd_drawtextui:HideUI')
end
Citizen.Wait(wait)
end
end)
end)
RegisterNetEvent("goInside")
AddEventHandler("goInside", function(missionTarget)
robberyStarted = true
SetEntityCoords(PlayerPedId(), missionTarget.inside.x, missionTarget.inside.y, missionTarget.inside.z)
TriggerEvent("createExit", missionTarget)
TriggerEvent("createLoot", missionTarget)
end)
RegisterNetEvent("createExit")
AddEventHandler("createExit", function(missionTarget)
Citizen.CreateThread(function()
local alreadyEnteredZone = false
local text = nil
while ongoing do
wait = 5
local ped = PlayerPedId()
local inZone = false
local dist = #(GetEntityCoords(ped)-vector3(missionTarget.exit.x, missionTarget.exit.y, missionTarget.exit.z))
if dist <= 5.0 then
wait = 5
inZone = true
text = '<b>Exit</b></p>Press [F] to end the robbery and leave the house.'
if IsControlJustReleased(0, 23) then
Citizen.Wait(1000)
robberyStarted = false
ongoing = false
SetEntityCoords(PlayerPedId(), missionTarget.location.x, missionTarget.location.y, missionTarget.location.z)
cooldownNextRobbery()
Citizen.Wait(500)
TriggerEvent('cd_drawtextui:HideUI')
end
else
wait = 2000
end
if inZone and not alreadyEnteredZone then
alreadyEnteredZone = true
TriggerEvent('cd_drawtextui:ShowUI', 'show', text)
end
if not inZone and alreadyEnteredZone then
alreadyEnteredZone = false
TriggerEvent('cd_drawtextui:HideUI')
end
Citizen.Wait(wait)
end
end)
end)
RegisterNetEvent("createLoot")
AddEventHandler("createLoot", function(missionTarget)
for i,v in ipairs(missionTarget.loot) do
--print(i, " ", v)
local looted = false
Citizen.CreateThread(function()
while ongoing do
local wait = 5000
local ped = PlayerPedId()
local pedCoords = GetEntityCoords(ped)
if #(v - pedCoords) < 20 then
wait = 1
DrawMarker(27, v.x, v.y, v.z - 0.5, 0, 0, 0, 0, 0, 0, 1.0, 1.0, 1.0001, 0, 50, 255, 150, 0, 1, 2,0)
if #(v - pedCoords) < 2 then
drawTxt3D(v.x, v.y, v.z, "Press [E] to look for stuff here")
if IsControlJustPressed(0, 46) then
if not looted then
beginLoot()
looted = true
else
QBCore.Functions.Notify('You already cheacked here.', "error")
end
end
end
end
Wait(wait)
end
end)
end
end)
function drawTxt3D(x,y,z, text)
local onScreen,_x,_y=World3dToScreen2d(x,y,z)
local px,py,pz=table.unpack(GetGameplayCamCoords())
SetTextScale(0.35, 0.35)
SetTextFont(4)
SetTextProportional(1)
SetTextColour(255, 255, 255, 215)
SetTextEntry("STRING")
SetTextCentre(1)
AddTextComponentString(text)
DrawText(_x,_y)
end
function beginLoot()
QBCore.Functions.Progressbar("loot_house", "Looking for stuff...", math.random(6000,12000), false, true, {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
}, {
animDict = "mini@repair",
anim = "fixing_a_player",
flags = 16,
}, {}, {}, function() -- Done
StopAnimTask(ped, "mini@repair", "fixing_a_player", 1.0)
TriggerServerEvent("robbery:loot")
ClearPedTasks(PlayerPedId())
end, function() -- Cancel
StopAnimTask(ped, "mini@repair", "fixing_a_player", 1.0)
openingDoor = false
ClearPedTasks(PlayerPedId())
QBCore.Functions.Notify("Process Canceled", "error")
end)
end
function cooldownNextRobbery()
RemoveBlip(targetBlip)
TriggerEvent('cd_drawtextui:HideUI')
Citizen.Wait(3000)
TriggerServerEvent('qb-phone:server:sendNewMail', {
sender = "Mr. Mint",
subject = "Good.",
message = "Hope you got some good shit from that house. Comeback later and I might have another location for ya.",
button = {
enabled = false
}
})
Citizen.Wait(600000) -- Needs a better option. So that client cant just reconnect and reset timer that way.
canStart = true
robberyCreated = false
ongoing = false
end
function cooldownNextRobberyFail()
RemoveBlip(targetBlip)
TriggerEvent('cd_drawtextui:HideUI')
Citizen.Wait(3000)
TriggerServerEvent('qb-phone:server:sendNewMail', {
sender = "Mr. Mint",
subject = "Bad.",
message = "That was not good my friend. How about you take some extra time off.",
button = {
enabled = false
}
})
Citizen.Wait(700000) -- Needs a better option. So that client cant just reconnect and reset timer that way.
canStart = true
robberyCreated = false
ongoing = false
end
function EntryMinigame(missionTarget)
local Skillbar = exports['qb-skillbar']:GetSkillbarObject()
if NeededAttempts == 0 then
NeededAttempts = math.random(3, 5)
-- NeededAttempts = 1
end
local maxwidth = 30
local maxduration = 3500
Skillbar.Start({
duration = math.random(2000, 3000),
pos = math.random(10, 30),
width = math.random(20, 30),
}, function()
if SucceededAttempts + 1 >= NeededAttempts then
TriggerEvent("goInside", missionTarget)
ongoing = true
QBCore.Functions.Notify("You got the door open!", "success")
FailedAttemps = 0
SucceededAttempts = 0
NeededAttempts = 0
else
SucceededAttempts = SucceededAttempts + 1
Skillbar.Repeat({
duration = math.random(2000, 3000),
pos = math.random(10, 30),
width = math.random(20, 30),
})
end
end, function()
QBCore.Functions.Notify("You messed up the lock! Get outa there!", "error")
callPolice(missionTarget)
FailedAttemps = 0
SucceededAttempts = 0
NeededAttempts = 0
robberyStarted = false
ongoing = false
cooldownNextRobberyFail()
Citizen.Wait(500)
TriggerEvent('cd_drawtextui:HideUI')
end)
end
function callPolice(missionTarget)
local data = {displayCode = '459', description = 'House alarm', isImportant = 0, recipientList = {'police'}, length = '10000', infoM = 'fa-info-circle', info = 'House alarm activated'}
local dispatchData = {dispatchData = data, caller = 'Alarm', coords = vector3(missionTarget.location.x, missionTarget.location.y, missionTarget.location.z)}
TriggerServerEvent('wf-alerts:svNotify', dispatchData)
PlaySound(-1, "Lose_1st", "GTAO_FM_Events_Soundset", 0, 0, 1)
end