qbcore
在哪里设置警察职业掏枪从枪套里抽出而不是在屁股掏出 在 QBCore 中,警察职业的掏枪动画通常是在角色动画和武器管理中处理的。要实现警察从枪套中抽出武器而不是从屁股上抽出,你可以按照以下步骤进行设置:1. **修改动画**:首先,你需要找到与警察角色掏枪相关的动画。这个动画通常是在服务器或客户端的脚本中定义的。对 `client.lua` 文件进行检查,查找与武器切换、掏枪相关的函数。
2. **更改动画函数**:\
你可以通过调用不同的动画来实现从枪套中掏出武器。例如,可以使用以下代码示例来替换掏枪的动画:
local function DrawWeaponFromHolster()
-- 加载动画
RequestAnimDict("reaction@intimidation@1")
while not HasAnimDictLoaded("reaction@intimidation@1") do
Wait(100)
end
-- 播放动画
TaskPlayAnim(PlayerPedId(), "reaction@intimidation@1", "outro", 8.0, -8.0, -1, 49, 0, false, false, false)
end
3. **正确调用**:确保在合适的事件或函数中调用 `DrawWeaponFromHolster()` 函数,通常是在玩家按下特定键以掏出武器时触发。
4. **测试和调整**:完成后,你需要在游戏中测试这个改动,确保动画效果符合预期。如果需要进一步调整动画的时长或行为,可以根据实际效果进行微调。
请注意,这些代码应当放置在 `Client.lua` 文件中,因为它涉及到客户端的动画和用户输入处理。希望这些信息对你有所帮助! Client.lua第几行 随缘 发表于 2025-03-07 22:07
Client.lua第几行
在 `Client.lua` 文件中,具体的行号可能因不同版本的 QBCore 和用户自定义的修改而有所不同。通常,你可以按照以下步骤找到相关代码:
1. **搜索关键词**:打开 `Client.lua` 文件,使用文本编辑器的搜索功能,查找与“掏枪”或“武器切换”等相关的关键词,比如 `drawWeapon`、`taskPlayAnim` 或 `weapon`。
2. **查看默认动画**:如果你的 QBCore 版本包含警察职业系统,可以寻找类似于 `RegisterCommand` 的语句,这些语句通常用于注册掏枪操作。
3. **特定位置**:通常来说,相关代码可能会出现在文件的中间部分,尤其是在定义玩家动作或处理用户输入的部分。如果有 `function` 定义用于处理掏枪逻辑的,通常是在 `Client.lua` 的 50 行到 120 行之间。
为了找到准确的行号,您需要根据您的具体文件内容进行查找。如果还不确定,您可以将 `Client.lua` 的一部分上传,我可以帮助你更具体地分析。 ChatGPT 发表于 2025-3-7 22:07
在 `Client.lua` 文件中,具体的行号可能因不同版本的 QBCore 和用户自定义的修改而有所不同。通常,你可 ...
local weapons = {
'WEAPON_KNIFE',
'WEAPON_NIGHTSTICK',
'WEAPON_BREAD',
'WEAPON_FLASHLIGHT',
'WEAPON_HAMMER',
'WEAPON_BAT',
'WEAPON_GOLFCLUB',
'WEAPON_CROWBAR',
'WEAPON_BOTTLE',
'WEAPON_DAGGER',
'WEAPON_HATCHET',
'WEAPON_MACHETE',
'WEAPON_SWITCHBLADE',
'WEAPON_BATTLEAXE',
'WEAPON_POOLCUE',
'WEAPON_WRENCH',
'WEAPON_PISTOL',
'WEAPON_PISTOL_MK2',
'WEAPON_COMBATPISTOL',
'WEAPON_APPISTOL',
'WEAPON_PISTOL50',
'WEAPON_REVOLVER',
'WEAPON_SNSPISTOL',
'WEAPON_HEAVYPISTOL',
'WEAPON_VINTAGEPISTOL',
'WEAPON_MICROSMG',
'WEAPON_SMG',
'WEAPON_ASSAULTSMG',
'WEAPON_MINISMG',
'WEAPON_MACHINEPISTOL',
'WEAPON_COMBATPDW',
'WEAPON_PUMPSHOTGUN',
'WEAPON_SAWNOFFSHOTGUN',
'WEAPON_ASSAULTSHOTGUN',
'WEAPON_BULLPUPSHOTGUN',
'WEAPON_HEAVYSHOTGUN',
'WEAPON_ASSAULTRIFLE',
'WEAPON_CARBINERIFLE',
'WEAPON_ADVANCEDRIFLE',
'WEAPON_SPECIALCARBINE',
'WEAPON_BULLPUPRIFLE',
'WEAPON_COMPACTRIFLE',
'WEAPON_MG',
'WEAPON_COMBATMG',
'WEAPON_GUSENBERG',
'WEAPON_SNIPERRIFLE',
'WEAPON_HEAVYSNIPER',
'WEAPON_MARKSMANRIFLE',
'WEAPON_GRENADELAUNCHER',
'WEAPON_RPG',
'WEAPON_STINGER',
'WEAPON_MINIGUN',
'WEAPON_GRENADE',
'WEAPON_STICKYBOMB',
'WEAPON_SMOKEGRENADE',
'WEAPON_BZGAS',
'WEAPON_MOLOTOV',
'WEAPON_DIGISCANNER',
'WEAPON_FIREWORK',
'WEAPON_MUSKET',
'WEAPON_STUNGUN',
'WEAPON_HOMINGLAUNCHER',
'WEAPON_PROXMINE',
'WEAPON_FLAREGUN',
'WEAPON_MARKSMANPISTOL',
'WEAPON_RAILGUN',
'WEAPON_DBSHOTGUN',
'WEAPON_AUTOSHOTGUN',
'WEAPON_COMPACTLAUNCHER',
'WEAPON_PIPEBOMB',
'WEAPON_DOUBLEACTION',
'WEAPON_SNOWBALL',
'WEAPON_PISTOLXM3',
'WEAPON_CANDYCANE',
'WEAPON_CERAMICPISTOL',
'WEAPON_NAVYREVOLVER',
'WEAPON_GADGETPISTOL',
'WEAPON_PISTOLXM3',
'WEAPON_TECPISTOL',
'WEAPON_HEAVYRIFLE',
'WEAPON_MILITARYRIFLE',
'WEAPON_TACTICALRIFLE',
'WEAPON_SWEEPERSHOTGUN',
'WEAPON_ASSAULTRIFLE_MK2',
'WEAPON_BULLPUPRIFLE_MK2',
'WEAPON_CARBINERIFLE_MK2',
'WEAPON_COMBATMG_MK2',
'WEAPON_HEAVYSNIPER_MK2',
'WEAPON_KNUCKLE',
'WEAPON_MARKSMANRIFLE_MK2',
'WEAPON_PRECISIONRIFLE',
'WEAPON_PETROLCAN',
'WEAPON_PUMPSHOTGUN_MK2',
'WEAPON_RAYCARBINE',
'WEAPON_RAYMINIGUN',
'WEAPON_RAYPISTOL',
'WEAPON_REVOLVER_MK2',
'WEAPON_SMG_MK2',
'WEAPON_SNSPISTOL_MK2',
'WEAPON_SPECIALCARBINE_MK2',
'WEAPON_STONE_HATCHET'
}
local holstered = true
local canFire = true
local currWeap = `WEAPON_UNARMED`
local currHolster = nil
local currHolsterTexture = nil
local wearingHolster = nil
local function loadAnimDict(dict)
if HasAnimDictLoaded(dict) then return end
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Wait(10)
end
end
local function checkWeapon(newWeap)
for i = 1, #weapons do
if joaat(weapons[i]) == newWeap then
return true
end
end
return false
end
local function isWeaponHolsterable(weap)
for i = 1, #Config.WeapDraw.weapons do
if joaat(Config.WeapDraw.weapons[i]) == weap then
return true
end
end
return false
end
RegisterNetEvent('qb-weapons:ResetHolster', function()
holstered = true
canFire = true
currWeap = `WEAPON_UNARMED`
currHolster = nil
currHolsterTexture = nil
wearingHolster = nil
end)
RegisterNetEvent('qb-weapons:client:DrawWeapon', function()
if GetResourceState('qb-inventory') == 'missing' then return end
local sleep
local weaponCheck = 0
while true do
local ped = PlayerPedId()
sleep = 250
if DoesEntityExist(ped) and not IsEntityDead(ped) and not IsPedInParachuteFreeFall(ped) and not IsPedFalling(ped) and (GetPedParachuteState(ped) == -1 or GetPedParachuteState(ped) == 0) then
sleep = 0
if currWeap ~= GetSelectedPedWeapon(ped) then
local pos = GetEntityCoords(ped, true)
local rot = GetEntityHeading(ped)
local newWeap = GetSelectedPedWeapon(ped)
SetCurrentPedWeapon(ped, currWeap, true)
loadAnimDict('reaction@intimidation@1h')
loadAnimDict('reaction@intimidation@cop@unarmed')
loadAnimDict('rcmjosh4')
loadAnimDict('weapons@pistol@')
local holsterVariant = GetPedDrawableVariation(ped, 8)
wearingHolster = false
for i = 1, #Config.WeapDraw.variants, 1 do
if holsterVariant == Config.WeapDraw.variants[i] then
wearingHolster = true
end
end
if checkWeapon(newWeap) then
if holstered then
if wearingHolster then
--TaskPlayAnim(ped, 'rcmjosh4', 'josh_leadout_cop2', 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
canFire = false
CeaseFire()
currHolster = GetPedDrawableVariation(ped, 7)
currHolsterTexture = GetPedTextureVariation(ped, 7)
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(300)
SetCurrentPedWeapon(ped, newWeap, true)
if isWeaponHolsterable(newWeap) then
SetPedComponentVariation(ped, 7, currHolster == 8 and 2 or currHolster == 1 and 3 or currHolster == 6 and 5, currHolsterTexture, 2)
end
currWeap = newWeap
Wait(300)
ClearPedTasks(ped)
holstered = false
canFire = true
else
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
elseif newWeap ~= currWeap and checkWeapon(currWeap) then
if wearingHolster then
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(500)
if isWeaponHolsterable(currWeap) then
SetPedComponentVariation(ped, 7, currHolster, currHolsterTexture, 2)
end
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
currHolster = GetPedDrawableVariation(ped, 7)
currHolsterTexture = GetPedTextureVariation(ped, 7)
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(300)
SetCurrentPedWeapon(ped, newWeap, true)
if isWeaponHolsterable(newWeap) then
SetPedComponentVariation(ped, 7, currHolster == 8 and 2 or currHolster == 1 and 3 or currHolster == 6 and 5, currHolsterTexture, 2)
end
Wait(500)
currWeap = newWeap
ClearPedTasks(ped)
holstered = false
canFire = true
else
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'outro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1600)
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
else
if wearingHolster then
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
currHolster = GetPedDrawableVariation(ped, 7)
currHolsterTexture = GetPedTextureVariation(ped, 7)
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(300)
SetCurrentPedWeapon(ped, newWeap, true)
if isWeaponHolsterable(newWeap) then
SetPedComponentVariation(ped, 7, currHolster == 8 and 2 or currHolster == 1 and 3 or currHolster == 6 and 5, currHolsterTexture, 2)
end
currWeap = newWeap
Wait(300)
ClearPedTasks(ped)
holstered = false
canFire = true
else
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
end
else
if not holstered and checkWeapon(currWeap) then
if wearingHolster then
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(500)
if isWeaponHolsterable(currWeap) then
SetPedComponentVariation(ped, 7, currHolster, currHolsterTexture, 2)
end
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
ClearPedTasks(ped)
SetCurrentPedWeapon(ped, newWeap, true)
holstered = true
canFire = true
currWeap = newWeap
else
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'outro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1400)
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
ClearPedTasks(ped)
SetCurrentPedWeapon(ped, newWeap, true)
holstered = true
canFire = true
currWeap = newWeap
end
else
SetCurrentPedWeapon(ped, newWeap, true)
holstered = false
canFire = true
currWeap = newWeap
end
end
end
end
Wait(sleep)
if currWeap == nil or currWeap == `WEAPON_UNARMED` then
weaponCheck += 1
if weaponCheck == 2 then
break
end
end
end
end)
function CeaseFire()
CreateThread(function()
if GetResourceState('qb-inventory') == 'missing' then return end
while not canFire do
DisableControlAction(0, 25, true)
DisablePlayerFiring(PlayerId(), true)
Wait(0)
end
end)
end
随缘 发表于 2025-03-09 15:40
ChatGPT 发表于 2025-3-7 22:07
在 `Client.lua` 文件 ...
在你提供的 `Client.lua` 代码中,关于武器掏出和动画的处理是在 `RegisterNetEvent('qb-weapons:client:DrawWeapon', function() ... end)` 的函数内。
### 修改建议
如果你想使警察从枪套中掏出武器而不是从背后或其他地方,可以修改以下部分:
1. **更改动画**:在掏枪相关的部分,找到适当的动画并替换它,例如将 `TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', ...` 替换为新的掏枪动画。
2. **查找掏枪动画的位置**:在你的代码中,掏枪的动画主要位于以下位置:
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
这段代码用于执行掏枪的动画,你可以考虑修改为其他适合的掏枪动画(例如用与警察更符合的动画)。
### 具体行号
因为你提供的代码没有行号,我无法准确指出需要修改的行。不过,通常这些掏枪的动画是在函数内部,因此你应该在 `DrawWeapon` 函数的逻辑内部进行修改。
一般情况下,相关动画的位置大约在第 175 行到第 400 行之间(如果你的文件是常见结构),但根据不同版本可能会有所不同。你可以通过搜索 `TaskPlayAnimAdvanced` 来快速定位到相关行。
### 注意事项
- 在修改后,务必保存文件并重新启动你的 FiveM 服务器以应用更改。
- 在游戏中测试效果,确保动画播放正常且符合你的需求。
希望这能帮助你实现想要的效果!如果还有其他问题,请随时问我。 ChatGPT 发表于 2025-3-9 15:40
在你提供的 `Client.lua` 代码中,关于武器掏出和动画的处理是在 `RegisterNetEvent('qb-weapons:client: ...
如何修改
随缘 发表于 2025-03-09 15:42
ChatGPT 发表于 2025-3-9 15:40
在你提供的 `Client.l ...
要修改警察在 QBCore 中掏枪的动画,使其从枪套中抽出而不是从背后掏出,可以按照以下步骤进行:
### 1. 找到需要修改的代码
确保你已经打开了包含 `DrawWeapon` 事件的 `Client.lua` 文件,通常这个事件是用来处理武器掏出逻辑的。
### 2. 修改掏枪动画
在 `DrawWeapon` 函数中,找到相关的掏枪动画代码。以下是一个示例,你可以将其替换为更适合从枪套掏出武器的动画。
#### 示例代码
你可以寻找类似以下的部分:
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
将其替换为新的动画,比如:
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
这里的 `'reaction@intimidation@cop@unarmed'` 是一个可能的警察掏枪动画(你可以根据实际需要选择合适的动画)。
### 3. 添加或修改动画加载
确保你已在函数顶部加载了所需的动画字典。如果没有,添加:
loadAnimDict('reaction@intimidation@cop@unarmed')-- 添加这一行
### 4. 完整示例
例如,你可以修改 `RegisterNetEvent('qb-weapons:client:DrawWeapon', function() ... end)` 内部的这部分:
if wearingHolster then
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)-- 修改此处
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
### 5. 保存并测试
- 保存你的代码修改。
- 重启 FiveM 服务器并进入游戏。
- 测试掏枪功能,确保动画正常播放。
### 6. 调整和优化
如果动画效果不如预期,可以尝试其他动画字典或调整动画参数,例如时长、速度等。
### 注意事项
- 确保你有相应的动画文件,如果动画无法加载,可能会导致错误。
- 备份原始的 `Client.lua` 文件,以便在发生问题时恢复。
希望这些信息能帮助你修改警察的掏枪动画!如果还有其他疑问,请随时问我。 ChatGPT 发表于 2025-3-9 15:42
要修改警察在 QBCore 中掏枪的动画,使其从枪套中抽出而不是从背后掏出,可以按照以下步骤进行:
### 1. ...
依旧不起作用
随缘 发表于 2025-03-09 15:49
ChatGPT 发表于 2025-3-9 15:42
要修改警察在 QBCore...
如果修改后仍然不起作用,可能是由于几个原因。以下是一些排查和解决的步骤:
### 1. 确认动画字典是否正确加载
确保你在使用动画之前加载了正确的动画字典。可以在 `DrawWeapon` 函数的开始部分添加以下代码,以确保相关字典被加载:
loadAnimDict('reaction@intimidation@cop@unarmed')
### 2. 检查动画名称和路径
确认所使用的动画名称和路径是正确的。可以尝试使用其他已知可用的动画,确保动画文件是存在的。例如,你可以在游戏中使用 `anim` 命令测试动画。
### 3. 调试
添加一些调试信息,看看代码是否按预期执行。可以在关键位置输出调试信息,例如:
print("正在执行掏枪动画")
将其插入到掏枪的动画播放前面,可以帮助你确认是否进入了这段代码。
### 4. 确保事件触发正常
确认事件 `qb-weapons:client:DrawWeapon` 是否被正确触发。可以在事件的开头加入一行打印语句检查事件是否被调用:
RegisterNetEvent('qb-weapons:client:DrawWeapon', function()
print("DrawWeapon 事件被触发")
-- 之后的代码
end)
### 5. 动画执行条件
检查动画播放的条件,比如:
- **角色是否活着**:确保玩家角色没有死亡。
- **没有其他状态影响**:如角色没有在跳伞或倒地。
例如,如果这里的条件未完全满足,动画可能不会执行,因此需要确认这些条件是否都为真。
### 6. 使用动画替代方案
可以尝试找到其他已知有效的掏枪动画并替换:
TaskPlayAnimAdvanced(ped, 'weapons@pistol@', 'outro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
### 7. 服务器控制
确认你的服务器配置允许动画正常运行,以及相关权限没有限制。
### 8.重新检索其他脚本
查看是否有其他脚本对武器流程进行了覆盖或者干扰。某些其他插件可能会影响武器的获得和丢失逻辑。
### 示例代码
以下是一个综合示例,可以作为参考:
RegisterNetEvent('qb-weapons:client:DrawWeapon', function()
print("DrawWeapon 事件被触发")-- 调试信息
local ped = PlayerPedId()
if not DoesEntityExist(ped) or IsEntityDead(ped) then return end
loadAnimDict('reaction@intimidation@cop@unarmed')-- 加载动画字典
local newWeap = GetSelectedPedWeapon(ped)
SetCurrentPedWeapon(ped, currWeap, true)
if checkWeapon(newWeap) then
if holstered then
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)-- 掏枪动画
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
else
print("当前武器不可用")-- 调试信息
end
end)
### 结论
进行以上检查后,测试游戏,观察是否有任何变化。如果问题仍然存在,请分享更多的代码上下文或错误信息,以便更好地帮助解决问题! ChatGPT 发表于 2025-3-9 15:49
如果修改后仍然不起作用,可能是由于几个原因。以下是一些排查和解决的步骤:
### 1. 确认动画字典是否 ...
无论如何都是屁股掏枪
随缘 发表于 2025-03-09 16:07
ChatGPT 发表于 2025-3-9 15:49
如果修改后仍然不起作 ...
如果无论如何都无法让警察从枪套中掏出武器,并且始终是从屁股上掏出,可能是因为以下几个原因。我们可以逐步检查和尝试不同的方法来解决这个问题:
### 1. 确认正在使用的动画
确保你在掏枪时使用的动画确实是针对从枪套中掏出武器的。如果你尝试了多个动画,可以考虑以下已知的动画路径:
- **从枪套中掏出手枪**:
TaskPlayAnimAdvanced(ped, 'weapons@pistol@', 'outro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
- **警察掏枪的动画**:
TaskPlayAnim(ped, 'reaction@intimidation@cop@unarmed', 'intro', 8.0, -8.0, -1, 49, 0, false, false, false)
确保使用的是正确的动画。
### 2. 检查动画字典是否被正确加载
有可能动画字典没有正确载入,可以在使用之前确认:
loadAnimDict('weapons@pistol@')-- 针对手枪的动画
loadAnimDict('reaction@intimidation@cop@unarmed')-- 针对警察的动画
### 3. 调整掏枪逻辑
在 `DrawWeapon` 函数中,你可以调整掏枪的逻辑顺序,确保在相应条件下执行掏枪动画。例如:
if wearingHolster then
canFire = false
CeaseFire()-- 停止射击
-- 尝试掏出新武器的动画
if newWeap == `WEAPON_PISTOL` then
TaskPlayAnim(ped, 'reaction@intimidation@cop@unarmed', 'intro', 8.0, -8.0, -1, 49, 0, false, false, false)
else
TaskPlayAnim(ped, 'weapons@pistol@', 'outro', 8.0, -8.0, -1, 49, 0, false, false, false)
end
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
end
### 4. 测试其他动画
有时特定的动画可能在你的游戏版本中不可用或不兼容。可以尝试使用其他已知有效的动画字典。例如:
loadAnimDict('reaction@intimidation@1h')
TaskPlayAnim(ped, 'reaction@intimidation@1h', 'outro', 8.0, -8.0, -1, 49, 0, false, false, false)
### 5. 确认动画播放的条件
确保所有条件都是允许播放掏枪动画的,例如角色健康状态、是否正在跑动、是否在特定状态等。
### 6. 上传完整代码进行分析
如果以上都尝试过而仍然有问题,可能需要上传更完整的相关代码,以便进行深入分析。包括 `Client.lua` 中处理武器逻辑的部分和与角色动画相关的部分,这样可以帮助找出潜在的问题所在。
希望这些方法能帮助你实现从枪套中掏枪的效果。如果还有其他问题,请随时告诉我! ChatGPT 发表于 2025-3-9 16:08
如果无论如何都无法让警察从枪套中掏出武器,并且始终是从屁股上掏出,可能是因为以下几个原因。我们可以 ...
local weapons = {
'WEAPON_KNIFE',
'WEAPON_NIGHTSTICK',
'WEAPON_BREAD',
'WEAPON_FLASHLIGHT',
'WEAPON_HAMMER',
'WEAPON_BAT',
'WEAPON_GOLFCLUB',
'WEAPON_CROWBAR',
'WEAPON_BOTTLE',
'WEAPON_DAGGER',
'WEAPON_HATCHET',
'WEAPON_MACHETE',
'WEAPON_SWITCHBLADE',
'WEAPON_BATTLEAXE',
'WEAPON_POOLCUE',
'WEAPON_WRENCH',
'WEAPON_PISTOL',
'WEAPON_PISTOL_MK2',
'WEAPON_COMBATPISTOL',
'WEAPON_APPISTOL',
'WEAPON_PISTOL50',
'WEAPON_REVOLVER',
'WEAPON_SNSPISTOL',
'WEAPON_HEAVYPISTOL',
'WEAPON_VINTAGEPISTOL',
'WEAPON_MICROSMG',
'WEAPON_SMG',
'WEAPON_ASSAULTSMG',
'WEAPON_MINISMG',
'WEAPON_MACHINEPISTOL',
'WEAPON_COMBATPDW',
'WEAPON_PUMPSHOTGUN',
'WEAPON_SAWNOFFSHOTGUN',
'WEAPON_ASSAULTSHOTGUN',
'WEAPON_BULLPUPSHOTGUN',
'WEAPON_HEAVYSHOTGUN',
'WEAPON_ASSAULTRIFLE',
'WEAPON_CARBINERIFLE',
'WEAPON_ADVANCEDRIFLE',
'WEAPON_SPECIALCARBINE',
'WEAPON_BULLPUPRIFLE',
'WEAPON_COMPACTRIFLE',
'WEAPON_MG',
'WEAPON_COMBATMG',
'WEAPON_GUSENBERG',
'WEAPON_SNIPERRIFLE',
'WEAPON_HEAVYSNIPER',
'WEAPON_MARKSMANRIFLE',
'WEAPON_GRENADELAUNCHER',
'WEAPON_RPG',
'WEAPON_STINGER',
'WEAPON_MINIGUN',
'WEAPON_GRENADE',
'WEAPON_STICKYBOMB',
'WEAPON_SMOKEGRENADE',
'WEAPON_BZGAS',
'WEAPON_MOLOTOV',
'WEAPON_DIGISCANNER',
'WEAPON_FIREWORK',
'WEAPON_MUSKET',
'WEAPON_STUNGUN',
'WEAPON_HOMINGLAUNCHER',
'WEAPON_PROXMINE',
'WEAPON_FLAREGUN',
'WEAPON_MARKSMANPISTOL',
'WEAPON_RAILGUN',
'WEAPON_DBSHOTGUN',
'WEAPON_AUTOSHOTGUN',
'WEAPON_COMPACTLAUNCHER',
'WEAPON_PIPEBOMB',
'WEAPON_DOUBLEACTION',
'WEAPON_SNOWBALL',
'WEAPON_PISTOLXM3',
'WEAPON_CANDYCANE',
'WEAPON_CERAMICPISTOL',
'WEAPON_NAVYREVOLVER',
'WEAPON_GADGETPISTOL',
'WEAPON_PISTOLXM3',
'WEAPON_TECPISTOL',
'WEAPON_HEAVYRIFLE',
'WEAPON_MILITARYRIFLE',
'WEAPON_TACTICALRIFLE',
'WEAPON_SWEEPERSHOTGUN',
'WEAPON_ASSAULTRIFLE_MK2',
'WEAPON_BULLPUPRIFLE_MK2',
'WEAPON_CARBINERIFLE_MK2',
'WEAPON_COMBATMG_MK2',
'WEAPON_HEAVYSNIPER_MK2',
'WEAPON_KNUCKLE',
'WEAPON_MARKSMANRIFLE_MK2',
'WEAPON_PRECISIONRIFLE',
'WEAPON_PETROLCAN',
'WEAPON_PUMPSHOTGUN_MK2',
'WEAPON_RAYCARBINE',
'WEAPON_RAYMINIGUN',
'WEAPON_RAYPISTOL',
'WEAPON_REVOLVER_MK2',
'WEAPON_SMG_MK2',
'WEAPON_SNSPISTOL_MK2',
'WEAPON_SPECIALCARBINE_MK2',
'WEAPON_STONE_HATCHET'
}
local holstered = true
local canFire = true
local currWeap = `WEAPON_UNARMED`
local currHolster = nil
local currHolsterTexture = nil
local wearingHolster = nil
local function loadAnimDict(dict)
if HasAnimDictLoaded(dict) then return end
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Wait(10)
end
end
local function checkWeapon(newWeap)
for i = 1, #weapons do
if joaat(weapons[i]) == newWeap then
return true
end
end
return false
end
local function isWeaponHolsterable(weap)
for i = 1, #Config.WeapDraw.weapons do
if joaat(Config.WeapDraw.weapons[i]) == weap then
return true
end
end
return false
end
RegisterNetEvent('qb-weapons:ResetHolster', function()
holstered = true
canFire = true
currWeap = `WEAPON_UNARMED`
currHolster = nil
currHolsterTexture = nil
wearingHolster = nil
end)
RegisterNetEvent('qb-weapons:client:DrawWeapon', function()
if GetResourceState('qb-inventory') == 'missing' then return end
local sleep
local weaponCheck = 0
while true do
local ped = PlayerPedId()
sleep = 250
if DoesEntityExist(ped) and not IsEntityDead(ped) and not IsPedInParachuteFreeFall(ped) and not IsPedFalling(ped) and (GetPedParachuteState(ped) == -1 or GetPedParachuteState(ped) == 0) then
sleep = 0
if currWeap ~= GetSelectedPedWeapon(ped) then
local pos = GetEntityCoords(ped, true)
local rot = GetEntityHeading(ped)
local newWeap = GetSelectedPedWeapon(ped)
SetCurrentPedWeapon(ped, currWeap, true)
loadAnimDict('reaction@intimidation@1h')
loadAnimDict('rcmjosh4')
loadAnimDict('weapons@pistol@')-- 针对手枪的动画
loadAnimDict('reaction@intimidation@cop@unarmed') -- 针对警察的动画
local holsterVariant = GetPedDrawableVariation(ped, 8)
wearingHolster = false
for i = 1, #Config.WeapDraw.variants, 1 do
if holsterVariant == Config.WeapDraw.variants[i] then
wearingHolster = true
end
end
if checkWeapon(newWeap) then
if holstered then
if wearingHolster then
--TaskPlayAnim(ped, 'rcmjosh4', 'josh_leadout_cop2', 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
canFire = false
CeaseFire()
currHolster = GetPedDrawableVariation(ped, 7)
currHolsterTexture = GetPedTextureVariation(ped, 7)
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(300)
SetCurrentPedWeapon(ped, newWeap, true)
if isWeaponHolsterable(newWeap) then
SetPedComponentVariation(ped, 7, currHolster == 8 and 2 or currHolster == 1 and 3 or currHolster == 6 and 5, currHolsterTexture, 2)
end
currWeap = newWeap
Wait(300)
ClearPedTasks(ped)
holstered = false
canFire = true
else
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
elseif newWeap ~= currWeap and checkWeapon(currWeap) then
if wearingHolster then
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(500)
if isWeaponHolsterable(currWeap) then
SetPedComponentVariation(ped, 7, currHolster, currHolsterTexture, 2)
end
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
currHolster = GetPedDrawableVariation(ped, 7)
currHolsterTexture = GetPedTextureVariation(ped, 7)
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(300)
SetCurrentPedWeapon(ped, newWeap, true)
if isWeaponHolsterable(newWeap) then
SetPedComponentVariation(ped, 7, currHolster == 8 and 2 or currHolster == 1 and 3 or currHolster == 6 and 5, currHolsterTexture, 2)
end
Wait(500)
currWeap = newWeap
ClearPedTasks(ped)
holstered = false
canFire = true
else
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'outro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1600)
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
else
if wearingHolster then
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
currHolster = GetPedDrawableVariation(ped, 7)
currHolsterTexture = GetPedTextureVariation(ped, 7)
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(300)
SetCurrentPedWeapon(ped, newWeap, true)
if isWeaponHolsterable(newWeap) then
SetPedComponentVariation(ped, 7, currHolster == 8 and 2 or currHolster == 1 and 3 or currHolster == 6 and 5, currHolsterTexture, 2)
end
currWeap = newWeap
Wait(300)
ClearPedTasks(ped)
holstered = false
canFire = true
else
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1000)
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
Wait(1400)
ClearPedTasks(ped)
holstered = false
canFire = true
end
end
else
if not holstered and checkWeapon(currWeap) then
if wearingHolster then
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
Wait(500)
if isWeaponHolsterable(currWeap) then
SetPedComponentVariation(ped, 7, currHolster, currHolsterTexture, 2)
end
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
ClearPedTasks(ped)
SetCurrentPedWeapon(ped, newWeap, true)
holstered = true
canFire = true
currWeap = newWeap
else
canFire = false
CeaseFire()
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@1h', 'outro', pos.x, pos.y, pos.z, 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
Wait(1400)
SetCurrentPedWeapon(ped, `WEAPON_UNARMED`, true)
ClearPedTasks(ped)
SetCurrentPedWeapon(ped, newWeap, true)
holstered = true
canFire = true
currWeap = newWeap
end
else
SetCurrentPedWeapon(ped, newWeap, true)
holstered = false
canFire = true
currWeap = newWeap
end
end
end
end
Wait(sleep)
if currWeap == nil or currWeap == `WEAPON_UNARMED` then
weaponCheck += 1
if weaponCheck == 2 then
break
end
end
end
end)
function CeaseFire()
CreateThread(function()
if GetResourceState('qb-inventory') == 'missing' then return end
while not canFire do
DisableControlAction(0, 25, true)
DisablePlayerFiring(PlayerId(), true)
Wait(0)
end
end)
end
随缘 发表于 2025-03-09 16:16
ChatGPT 发表于 2025-3-9 16:08
如果无论如何都无法让 ...
根据你提供的完整代码,改建警察从枪套中掏出武器的功能,可以考虑进行以下几个修改与调整:
### 1. 修改动画调用
确保调用的掏枪动画确实是从枪套掏出的动画。可以在掏出武器的相关逻辑中进行调整。例如,将以下行替换成真正适合掏出手枪的动画:
TaskPlayAnimAdvanced(ped, 'rcmjosh4', 'josh_leadout_cop2', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)-- 原本的动画
替换为:
TaskPlayAnimAdvanced(ped, 'reaction@intimidation@cop@unarmed', 'intro', pos.x, pos.y, pos.z, 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)-- 使用更适合的警察掏枪动画
### 2. 删除或修改无用的动画加载
如果有多个动画字典加载但没有被使用,可以考虑将其删除,以减少可能的冲突。只保留需要的动画字典:
loadAnimDict('reaction@intimidation@cop@unarmed')-- 对于掏枪的动画
loadAnimDict('weapons@pistol@')-- 手枪的动画
### 3. 确保角色状态
确保角色状态允许执行掏枪的动作,例如角色必须是站立状态而不是跑步、跳跃等。在执行动画之前增加一些状态检查。
if IsPedOnFoot(ped) then-- 确保角色是在地面上
-- 执行掏枪的逻辑
end
### 4. 清理逻辑
确保在切换武器时,清楚地处理当前武器的状态。避免冗长复杂的条件判断,使代码更简洁易懂。
### 5. 完整代码示例
以下是修改后的 `DrawWeapon` 事件的一部分作为示例:
RegisterNetEvent('qb-weapons:client:DrawWeapon', function()
if GetResourceState('qb-inventory') == 'missing' then return end
local sleep = 250
while true do
local ped = PlayerPedId()
if DoesEntityExist(ped) and not IsEntityDead(ped) then
sleep = 0
if currWeap ~= GetSelectedPedWeapon(ped) then
local newWeap = GetSelectedPedWeapon(ped)
SetCurrentPedWeapon(ped, currWeap, true)
loadAnimDict('reaction@intimidation@cop@unarmed')
if checkWeapon(newWeap) then
if holstered then
canFire = false
CeaseFire()
TaskPlayAnim(ped, 'reaction@intimidation@cop@unarmed', 'intro', 8.0, -8.0, -1, 49, 0, false, false, false)-- 警察掏枪动画
Wait(1000)-- 等待动画结束
SetCurrentPedWeapon(ped, newWeap, true)
currWeap = newWeap
ClearPedTasks(ped)-- 清理任务
holstered = false
canFire = true
end
end
end
end
Wait(sleep)
end
end)
### 6. 测试并调整
在每次修改后,务必保存并重启服务器,在游戏中进行测试。观察动画是否正常播放,并进行必要的调整。
### 7. 参考其他资源
如果问题仍然存在,可以参考其他玩家的实现或社区中的示例代码,这可能会帮助你找出解决方案。
希望这些信息能对你有所帮助!如果还有其他问题,请随时联系我! ChatGPT 发表于 2025-3-9 16:17
根据你提供的完整代码,改建警察从枪套中掏出武器的功能,可以考虑进行以下几个修改与调整:
### 1. 修 ...
翻译中文
local Translations = {
error = {
license_already = 'Player already has a license',
error_license = 'Player doesn\'t have that license',
no_camera = 'Camera doesn\'t exist',
blood_not_cleared = 'Blood NOT cleared',
bullet_casing_not_removed = 'Bullet Casings NOT Removed',
none_nearby = 'No one nearby!',
canceled = 'Canceled..',
time_higher = 'Time must be higher than 0',
amount_higher = 'Amount must be higher than 0',
vehicle_cuff = 'You can\'t cuff someone in a vehicle',
no_cuff = 'You don\'t have handcuffs on you',
no_impound = 'There are no impounded vehicles',
no_spikestripe = 'Cannot place anymore spike strips',
error_license_type = 'Invalid license type',
rank_license = 'You are not a high enough rank to grant a license',
revoked_license = 'You\'ve had a license revoked',
rank_revoke = 'You are not a high enough rank to revoke a license',
on_duty_police_only = 'For on-duty police only',
vehicle_not_flag = 'Vehicle not flagged',
not_towdriver = 'Not a tow truck driver',
not_lawyer = 'Person is not a lawyer',
no_anklet = 'This person doesn\'t have an anklet on.',
have_evidence_bag = 'You must have an empty evidence bag with you',
no_driver_license = 'No drivers license',
not_cuffed_dead = 'Civilian isn\'t cuffed or dead',
fine_yourself = 'You Cannot Fine Yourself',
not_online = 'This person is not online'
},
success = {
uncuffed = 'You have been uncuffed',
granted_license = 'You have been granted a license',
grant_license = 'You granted a license',
revoke_license = 'You revoked a license',
tow_paid = 'You were paid $500',
blood_clear = 'Blood Cleared',
bullet_casing_removed = 'Bullet Casings Removed...',
anklet_taken_off = 'Your ankle tracker is taken off.',
took_anklet_from = 'You took off %{firstname} %{lastname} tracker',
put_anklet = 'You put on an ankle tracker.',
put_anklet_on = 'You put on an ankle tracker on %{firstname} %{lastname}',
vehicle_flagged = 'Vehicle %{plate} has been flagged for %{reason}',
impound_vehicle_removed = 'Vehicle taken out of impound!',
impounded = 'Vehicle impounded',
},
info = {
mr = 'Mr.',
mrs = 'Mrs.',
impound_price = 'Price the player pays to get vehicle out of impound (can be 0)',
plate_number = 'License Plate Number',
flag_reason = 'Reason for flagging vehicle',
camera_id = 'Camera ID',
callsign_name = 'Name of your callsign',
poobject_object = 'Object type to spawn or \'delete\' to delete',
player_id = 'ID of Player',
citizen_id = 'Citizen ID of Player',
dna_sample = 'DNA Sample',
jail_time = 'Time they have to be in jail',
jail_time_no = 'Jail time needs to be higher than 0',
license_type = 'License Type (driver/weapon)',
ankle_location = 'Ankle Tracker Location',
cuff = 'You are cuffed!',
cuffed_walk = 'You are cuffed, but you can walk',
vehicle_flagged = 'Vehicle %{vehicle} is flagged for: %{reason}',
flagged_vehicle_radar = 'Flagged vehicle spotted by radar: %{plate}',
unflag_vehicle = 'Vehicle %{vehicle} is unflagged',
tow_driver_paid = 'You paid the tow truck driver',
paid_lawyer = 'You paid a lawyer',
vehicle_taken_depot = 'Vehicle taken into depot for $%{price}',
vehicle_seized = 'Vehicle seized',
stolen_money = 'You have stolen $%{stolen}',
cash_robbed = 'You have been robbed of $%{money}',
driving_license_confiscated = 'Your driving license has been confiscated',
cash_confiscated = 'Your cash was confiscated',
being_searched = 'You are being searched',
cash_found = 'Found $%{cash} on the civilian',
sent_jail_for = 'You sent the person to prison for %{time} months',
fine_received = 'You received a fine of $%{fine}',
blip_text = 'Police Alert - %{value}',
jail_time_input = 'Jail time',
submit = 'Submit',
time_months = 'Time in Months',
bill = 'Bill',
amount = 'Amount',
police_plate = 'LSPD', --Should only be 4 characters long
vehicle_info = 'Engine: %{value} % | Fuel: %{value2} %',
evidence_stash_prompt = 'Evidence Stash',
evidence_stash = 'Evidence Stash | %{value}',
slot = 'Slot no. (1,2,3)',
current_evidence = '%{value} | Drawer %{value2}',
on_duty = ' - Go on duty',
off_duty = ' - Go off duty',
onoff_duty = '~g~On~s~/~r~Off~s~ Duty',
stash = 'Stash %{value}',
delete_spike = '[~r~E~s~] Delete Spike Strip',
close_camera = 'Close Camera',
bullet_casing = '[~g~G~s~] Bullet Casing %{value}',
casing = 'Bullet Casing',
blood = 'Blood',
blood_text = '[~g~G~s~] Blood %{value}',
fingerprint_text = ' Fingerprint',
fingerprint = 'Fingerprint',
store_heli = ' Store Helicopter',
take_heli = ' Take Helicopter',
impound_veh = ' - Impound Vehicle',
store_veh = ' - Store Vehicle',
armory = 'Armory',
enter_armory = ' Armory',
finger_scan = 'Fingerprint Scanning',
scan_fingerprint = ' Scan Fingerprint',
trash = 'Trash',
trash_enter = ' Trash Bin',
stash_enter = ' Enter Locker',
target_location = 'The location of %{firstname} %{lastname} is marked on your map',
anklet_location = 'Anklet location',
new_call = 'New Call',
officer_down = 'Officer %{lastname} | %{callsign} Down',
fine_issued = 'Fine has been issued to offender succesfully',
received_fine = 'State Debt Recovery has automatically recovered the fines owed...',
},
evidence = {
red_hands = 'Red hands',
wide_pupils = 'Wide Pupils',
red_eyes = 'Red Eyes',
weed_smell = 'Smells like weed',
gunpowder = 'Gunpowder in clothing',
chemicals = 'smells chemical',
heavy_breathing = 'Breathes heavily',
sweat = 'Sweats a lot',
handbleed = 'Blood on hands',
confused = 'Confused',
alcohol = 'Smells like alcohol',
heavy_alcohol = 'Smells very much like alcohol',
agitated = 'Agitated - Signs of Meth Use',
serial_not_visible = 'Serial number not visible...',
},
menu = {
garage_title = 'Police Vehicles',
close = '⬅ Close Menu',
impound = 'Impounded Vehicles',
pol_impound = 'Police Impound',
pol_garage = 'Police Garage',
pol_armory = 'Police Armory',
},
email = {
sender = 'Central Judicial Collection Agency',
subject = 'Debt collection',
message = 'Dear %{value}. %{value2}, <br /><br />The Central Judicial Collection Agency (CJCA) charged the fines you received from the police.<br />There is <strong>$%{value3}</strong> withdrawn from your account.<br /><br />Kind regards,<br />Mr. I.K. Graai',
},
commands = {
place_spike = 'Place Spike Strip (Police Only)',
license_grant = 'Grant a license to someone',
license_revoke = 'Revoke a license from someone',
place_object = 'Place/Delete An Object (Police Only)',
cuff_player = 'Cuff Player (Police Only)',
escort = 'Escort Player',
callsign = 'Give Yourself A Callsign',
clear_casign = 'Clear Area of Casings (Police Only)',
jail_player = 'Jail Player (Police Only)',
unjail_player = 'Unjail Player (Police Only)',
clearblood = 'Clear The Area of Blood (Police Only)',
seizecash = 'Seize Cash (Police Only)',
softcuff = 'Soft Cuff (Police Only)',
camera = 'View Security Camera (Police Only)',
flagplate = 'Flag A Plate (Police Only)',
unflagplate = 'Unflag A Plate (Police Only)',
plateinfo = 'Run A Plate (Police Only)',
depot = 'Impound With Price (Police Only)',
impound = 'Impound A Vehicle (Police Only)',
paytow = 'Pay Tow Driver (Police Only)',
paylawyer = 'Pay Lawyer (Police, Judge Only)',
anklet = 'Attach Tracking Anklet (Police Only)',
ankletlocation = 'Get the location of a persons anklet',
removeanklet = 'Remove Tracking Anklet (Police Only)',
drivinglicense = 'Seize Drivers License (Police Only)',
takedna = 'Take a DNA sample from a person (empty evidence bag needed) (Police Only)',
police_report = 'Police Report',
message_sent = 'Message to be sent',
civilian_call = 'Civilian Call',
emergency_call = 'New 911 Call',
fine = 'Fine A Person'
},
progressbar = {
blood_clear = 'Clearing Blood...',
bullet_casing = 'Removing bullet casings..',
robbing = 'Robbing Person...',
place_object = 'Placing object..',
remove_object = 'Removing object..',
impound = 'Impounding Vehicle..',
},
target = {
sign_in = 'Sign In/Out service',
open_personal_stash = 'Open Personal Stash',
open_trash = 'Open Trash',
open_fingerprint = 'Open Fingerprint',
open_armory = 'Open Armory',
open_evidence_stash = 'Open Evidence Stash',
}
}
Lang = Lang or Locale:new({
phrases = Translations,
warnOnMissing = true
})
随缘 发表于 2025-03-09 16:28
ChatGPT 发表于 2025-3-9 16:17
根据你提供的完整代码 ...
以下是你提供的代码中 `Translations` 部分的中文翻译:
local Translations = {
error = {
license_already = '玩家已经拥有该执照',
error_license = '玩家没有该执照',
no_camera = '相机不存在',
blood_not_cleared = '血迹未清理',
bullet_casing_not_removed = '弹壳未移除',
none_nearby = '附近没有人!',
canceled = '已取消..',
time_higher = '时间必须大于0',
amount_higher = '数量必须大于0',
vehicle_cuff = '无法在车辆内拘捕某人',
no_cuff = '你身上没有手铐',
no_impound = '没有被扣押的车辆',
no_spikestripe = '无法再放置更多的刺条',
error_license_type = '无效的执照类型',
rank_license = '你的等级不够,无法授予执照',
revoked_license = '你的执照已被吊销',
rank_revoke = '你的等级不够,无法撤销执照',
on_duty_police_only = '仅限值班警察',
vehicle_not_flag = '车辆未被标记',
not_towdriver = '不是拖车司机',
not_lawyer = '此人不是律师',
no_anklet = '此人没有脚踝追踪器。',
have_evidence_bag = '你必须有一个空的证据袋',
no_driver_license = '没有驾驶执照',
not_cuffed_dead = '平民没有被拘捕或已死亡',
fine_yourself = '你不能对自己罚款',
not_online = '此人不在线'
},
success = {
uncuffed = '你已被解除拘捕',
granted_license = '你已获得执照',
grant_license = '你授予了一张执照',
revoke_license = '你撤销了一张执照',
tow_paid = '你获得了$500',
blood_clear = '血迹已清理',
bullet_casing_removed = '弹壳已移除...',
anklet_taken_off = '你的脚踝追踪器已被移除。',
took_anklet_from = '你移除了 %{firstname} %{lastname} 的追踪器',
put_anklet = '你放置了一个脚踝追踪器。',
put_anklet_on = '你为 %{firstname} %{lastname} 放置了一个脚踝追踪器',
vehicle_flagged = '车辆 %{plate} 已被标记,原因是 %{reason}',
impound_vehicle_removed = '车辆已从扣押中取出!',
impounded = '车辆已被扣押',
},
info = {
mr = '先生',
mrs = '女士',
impound_price = '玩家支付以取回车辆的费用(可以为0)',
plate_number = '车牌号码',
flag_reason = '标记车辆的原因',
camera_id = '摄像头 ID',
callsign_name = '您的呼号名称',
poobject_object = '生成的对象类型或\'delete\'以删除',
player_id = '玩家 ID',
citizen_id = '玩家的公民 ID',
dna_sample = 'DNA 样本',
jail_time = '他们必须在监狱中待的时间',
jail_time_no = '监禁时间需要大于0',
license_type = '执照类型(驾驶/武器)',
ankle_location = '脚踝追踪器位置',
cuff = '你被拘捕了!',
cuffed_walk = '你被拘捕,但可以走动',
vehicle_flagged = '车辆 %{vehicle} 被标记为:%{reason}',
flagged_vehicle_radar = '雷达探测到被标记的车辆:%{plate}',
unflag_vehicle = '车辆 %{vehicle} 已取消标记',
tow_driver_paid = '你支付了拖车司机',
paid_lawyer = '你支付了律师',
vehicle_taken_depot = '车辆已进入仓库,费用为$%{price}',
vehicle_seized = '车辆被查获',
stolen_money = '你偷取了$%{stolen}',
cash_robbed = '你被抢了$%{money}',
driving_license_confiscated = '你的驾驶执照已被没收',
cash_confiscated = '你的现金已被没收',
being_searched = '你正在被搜查',
cash_found = '在平民身上找到了$%{cash}',
sent_jail_for = '你将此人送入监狱,时长为%{time}个月',
fine_received = '你收到了一张$%{fine}的罚单',
blip_text = '警察警报 - %{value}',
jail_time_input = '监禁时间',
submit = '提交',
time_months = '以月为单位的时间',
bill = '账单',
amount = '金额',
police_plate = 'LSPD', -- 只能是4个字符
vehicle_info = '引擎:%{value} % | 油量:%{value2} %',
evidence_stash_prompt = '证据储藏',
evidence_stash = '证据储藏 | %{value}',
slot = '槽号(1,2,3)',
current_evidence = '%{value} | 抽屉 %{value2}',
on_duty = ' - 上班',
off_duty = ' - 下班',
onoff_duty = '~g~在~s~/~r~下~s~ 班',
stash = '储藏 %{value}',
delete_spike = ' 删除刺条',
close_camera = '关闭相机',
bullet_casing = ' 弹壳 %{value}',
casing = '弹壳',
blood = '血迹',
blood_text = ' 血迹 %{value}',
fingerprint_text = ' 指纹',
fingerprint = '指纹',
store_heli = ' 储存直升机',
take_heli = ' 取走直升机',
impound_veh = ' - 扣押车辆',
store_veh = ' - 储存车辆',
armory = '军火库',
enter_armory = ' 军火库',
finger_scan = '指纹扫描',
scan_fingerprint = ' 扫描指纹',
trash = '垃圾',
trash_enter = ' 垃圾箱',
stash_enter = ' 进入储物柜',
target_location = '位置 %{firstname} %{lastname} 在地图上标出',
anklet_location = '脚踝追踪器位置',
new_call = '新通话',
officer_down = '警官 %{lastname} | %{callsign} 倒下了',
fine_issued = '罚款已成功开给违法者',
received_fine = '国家债务追回局已自动收回应缴罚款...',
},
evidence = {
red_hands = '红色手',
wide_pupils = '瞳孔扩大',
red_eyes = '红眼',
weed_smell = '闻起来像大麻',
gunpowder = '衣物中有火药味',
chemicals = '闻起来像化学品',
heavy_breathing = '呼吸急促',
sweat = '出汗很多',
handbleed = '手上有血',
confused = '困惑',
alcohol = '闻起来像酒精',
heavy_alcohol = '闻起来非常浓烈的酒精味',
agitated = '激动 - 有使用甲基苯丙胺的迹象',
serial_not_visible = '序列号不可见...',
},
menu = {
garage_title = '警用车辆',
close = '⬅ 关闭菜单',
impound = '被扣押的车辆',
pol_impound = '警察扣押',
pol_garage = '警察车库',
pol_armory = '警察军火库',
},
email = {
sender = '中央司法催收机构',
subject = '债务催收',
message = '亲爱的 %{value}. %{value2},中央司法催收机构(CJCA)对你从警察那里收到的罚款进行了收费。你的账户中提取了$%{value3}。此致敬礼,I.K. Graai 先生',
},
commands = {
place_spike = '放置刺条(仅限警察)',
license_grant = '授予某人执照',
license_revoke = '撤销某人的执照',
place_object = '放置/删除对象(仅限警察)',
cuff_player = '拘捕玩家(仅限警察)',
escort = '护送玩家',
callsign = '为自己赋予呼号',
clear_casign = '清理区域内的弹壳(仅限警察)',
jail_player = '关押玩家(仅限警察)',
unjail_player = '释放玩家(仅限警察)',
clearblood = '清理区域内的血迹(仅限警察)',
seizecash = '查获现金(仅限警察)',
softcuff = '轻微拘捕(仅限警察)',
camera = '查看监控摄像头(仅限警察)',
flagplate = '标记车牌(仅限警察)',
unflagplate = '取消标记车牌(仅限警察)',
plateinfo = '查询车牌(仅限警察)',
depot = '按价格扣押(仅限警察)',
impound = '扣押车辆(仅限警察)',
paytow = '支付拖车司机(仅限警察)',
paylawyer = '支付律师(仅限警察,法官)',
anklet = '附加追踪脚链(仅限警察)',
ankletlocation = '获取某人脚踝追踪器的位置',
removeanklet = '移除追踪脚链(仅限警察)',
drivinglicense = '查获驾驶执照(仅限警察)',
takedna = '采集某人的DNA样本(需要空证据袋)(仅限警察)',
police_report = '警察报告',
message_sent = '将要发送的消息',
civilian_call = '平民呼叫',
emergency_call = '新911呼叫',
fine = '对某人罚款'
},
progressbar = {
blood_clear = '清理血迹...',
bullet_casing = '移除弹壳..',
robbing = '正在抢劫...',
place_object = '放置对象..',
remove_object = '移除对象..',
impound = '扣押车辆..',
},
target = {
sign_in = '签到/签出服务',
open_personal_stash = '打开个人储藏',
open_trash = '打开垃圾',
open_fingerprint = '打开指纹',
open_armory = '打开军火库',
open_evidence_stash = '打开证据储藏',
}
}
Lang = Lang or Locale:new({
phrases = Translations,
warnOnMissing = true
})
这个翻译将原始英文信息转化为中文,以便更好地理解其功能和内容。如需进一步调整或添加更详细的翻译,请告诉我! 翻译中文
local Translations = {
error = {
blips_deactivated = 'Blips deactivated',
names_deactivated = 'Names deactivated',
changed_perm_failed = 'Choose a group!',
missing_reason = 'You must give a reason!',
invalid_reason_length_ban = 'You must give a Reason and set a Length for the ban!',
no_store_vehicle_garage = 'You cant store this vehicle in your garage..',
no_vehicle = 'You are not in a vehicle..',
no_weapon = 'You dont have a weapon in your hands..',
no_free_seats = 'The vehicle has no free seats!',
failed_vehicle_owner = 'This vehicle is already yours..',
not_online = 'This player is not online',
no_receive_report = 'You are not receiving reports',
failed_set_speed = 'You did not set a speed.. (`fast` for super-run, `normal` for normal)',
failed_set_model = 'You did not set a model..',
failed_entity_copy = 'No freeaim entity info to copy to clipboard!',
},
success = {
blips_activated = 'Blips activated',
names_activated = 'Names activated',
coords_copied = 'Coordinates copied to clipboard!',
heading_copied = 'Heading copied to clipboard!',
changed_perm = 'Authority group changed',
entered_vehicle = 'Entered vehicle',
success_vehicle_owner = 'The vehicle is now yours!',
receive_reports = 'You are receiving reports',
entity_copy = 'Freeaim entity info copied to clipboard!',
spawn_weapon = 'You have spawned a Weapon ',
noclip_enabled = 'No-clip enabled',
noclip_disabled = 'No-clip disabled',
},
info = {
ped_coords = 'Ped Coordinates:',
vehicle_dev_data = 'Vehicle Developer Data:',
ent_id = 'Entity ID:',
net_id = 'Net ID:',
net_id_not_registered = 'Not registered',
model = 'Model',
hash = 'Hash',
eng_health = 'Engine Health:',
body_health = 'Body Health:',
go_to = 'Go to',
remove = 'Remove',
confirm = 'Confirm',
reason_title = 'Reason',
length = 'Length',
options = 'Options',
position = 'Position',
your_position = 'to your position',
open = 'Open',
inventories = 'inventories',
reason = 'you need to give a reason',
give = 'give',
id = 'ID:',
player_name = 'Player Name',
obj = 'Obj',
ammoforthe = '+%{value} Ammo for the %{weapon}',
kicked_server = 'You have been kicked from the server',
check_discord = ' ChatGPT 发表于 2025-3-9 16:28
以下是你提供的代码中 `Translations` 部分的中文翻译:
翻译中文
local Translations = {
error = {
blips_deactivated = 'Blips deactivated',
names_deactivated = 'Names deactivated',
changed_perm_failed = 'Choose a group!',
missing_reason = 'You must give a reason!',
invalid_reason_length_ban = 'You must give a Reason and set a Length for the ban!',
no_store_vehicle_garage = 'You cant store this vehicle in your garage..',
no_vehicle = 'You are not in a vehicle..',
no_weapon = 'You dont have a weapon in your hands..',
no_free_seats = 'The vehicle has no free seats!',
failed_vehicle_owner = 'This vehicle is already yours..',
not_online = 'This player is not online',
no_receive_report = 'You are not receiving reports',
failed_set_speed = 'You did not set a speed.. (`fast` for super-run, `normal` for normal)',
failed_set_model = 'You did not set a model..',
failed_entity_copy = 'No freeaim entity info to copy to clipboard!',
},
success = {
blips_activated = 'Blips activated',
names_activated = 'Names activated',
coords_copied = 'Coordinates copied to clipboard!',
heading_copied = 'Heading copied to clipboard!',
changed_perm = 'Authority group changed',
entered_vehicle = 'Entered vehicle',
success_vehicle_owner = 'The vehicle is now yours!',
receive_reports = 'You are receiving reports',
entity_copy = 'Freeaim entity info copied to clipboard!',
spawn_weapon = 'You have spawned a Weapon ',
noclip_enabled = 'No-clip enabled',
noclip_disabled = 'No-clip disabled',
},
info = {
ped_coords = 'Ped Coordinates:',
vehicle_dev_data = 'Vehicle Developer Data:',
ent_id = 'Entity ID:',
net_id = 'Net ID:',
net_id_not_registered = 'Not registered',
model = 'Model',
hash = 'Hash',
eng_health = 'Engine Health:',
body_health = 'Body Health:',
go_to = 'Go to',
remove = 'Remove',
confirm = 'Confirm',
reason_title = 'Reason',
length = 'Length',
options = 'Options',
position = 'Position',
your_position = 'to your position',
open = 'Open',
inventories = 'inventories',
reason = 'you need to give a reason',
give = 'give',
id = 'ID:',
player_name = 'Player Name',
obj = 'Obj',
ammoforthe = '+%{value} Ammo for the %{weapon}',
kicked_server = 'You have been kicked from the server',
check_discord = ' 随缘 发表于 2025-03-09 17:01
ChatGPT 发表于 2025-3-9 16:28
以下是你提供的代码中 ...
以下是你提供的代码中 `Translations` 部分的中文翻译:
local Translations = {
error = {
blips_deactivated = '地图标记已禁用',
names_deactivated = '名字已禁用',
changed_perm_failed = '请选择一个组!',
missing_reason = '你必须给出理由!',
invalid_reason_length_ban = '你必须给出理由并设置禁令的时长!',
no_store_vehicle_garage = '你无法在车库中存放此车辆..',
no_vehicle = '你不在一辆车辆内..',
no_weapon = '你手上没有武器..',
no_free_seats = '车辆没有空位!',
failed_vehicle_owner = '这辆车已经是你的了..',
not_online = '该玩家不在线',
no_receive_report = '你没有接收报告',
failed_set_speed = '你没有设置速度..(`fast` 表示超级奔跑,`normal` 表示正常)',
failed_set_model = '你没有设置模型..',
failed_entity_copy = '没有自由瞄准的实体信息可复制到剪贴板!',
},
success = {
blips_activated = '地图标记已启用',
names_activated = '名字已启用',
coords_copied = '坐标已复制到剪贴板!',
heading_copied = '朝向已复制到剪贴板!',
changed_perm = '权限组已更改',
entered_vehicle = '已进入车辆',
success_vehicle_owner = '这辆车现在是你的了!',
receive_reports = '你正在接收报告',
entity_copy = '自由瞄准的实体信息已复制到剪贴板!',
spawn_weapon = '你已生成一把武器 ',
noclip_enabled = '无碰撞模式启用',
noclip_disabled = '无碰撞模式禁用',
},
info = {
ped_coords = '行人坐标:',
vehicle_dev_data = '车辆开发数据:',
ent_id = '实体 ID:',
net_id = '网络 ID:',
net_id_not_registered = '未注册',
model = '模型',
hash = '哈希值',
eng_health = '发动机健康:',
body_health = '车身健康:',
go_to = '前往',
remove = '移除',
confirm = '确认',
reason_title = '理由',
length = '时长',
options = '选项',
position = '位置',
your_position = '到你的当前位置',
open = '打开',
inventories = '库存',
reason = '你需要提供一个理由',
give = '给予',
id = 'ID:',
player_name = '玩家名称',
obj = '对象',
ammoforthe = '+%{value} 子弹用于 %{weapon}',
kicked_server = '你已被踢出服务器',
check_discord = '检查 Discord'
}
}
以上翻译将原始英文信息转化为中文,以便更好地理解其功能和内容。如有需要进一步调整或添加其他翻译,请告诉我! ChatGPT 发表于 2025-3-9 17:01
以下是你提供的代码中 `Translations` 部分的中文翻译:
翻译中文
local Translations = {
error = {
blips_deactivated = 'Blips deactivated',
names_deactivated = 'Names deactivated',
changed_perm_failed = 'Choose a group!',
missing_reason = 'You must give a reason!',
invalid_reason_length_ban = 'You must give a Reason and set a Length for the ban!',
no_store_vehicle_garage = 'You cant store this vehicle in your garage..',
no_vehicle = 'You are not in a vehicle..',
no_weapon = 'You dont have a weapon in your hands..',
no_free_seats = 'The vehicle has no free seats!',
failed_vehicle_owner = 'This vehicle is already yours..',
not_online = 'This player is not online',
no_receive_report = 'You are not receiving reports',
failed_set_speed = 'You did not set a speed.. (`fast` for super-run, `normal` for normal)',
failed_set_model = 'You did not set a model..',
failed_entity_copy = 'No freeaim entity info to copy to clipboard!',
},
success = {
blips_activated = 'Blips activated',
names_activated = 'Names activated',
coords_copied = 'Coordinates copied to clipboard!',
heading_copied = 'Heading copied to clipboard!',
changed_perm = 'Authority group changed',
entered_vehicle = 'Entered vehicle',
success_vehicle_owner = 'The vehicle is now yours!',
receive_reports = 'You are receiving reports',
entity_copy = 'Freeaim entity info copied to clipboard!',
spawn_weapon = 'You have spawned a Weapon ',
noclip_enabled = 'No-clip enabled',
noclip_disabled = 'No-clip disabled',
},
info = {
ped_coords = 'Ped Coordinates:',
vehicle_dev_data = 'Vehicle Developer Data:',
ent_id = 'Entity ID:',
net_id = 'Net ID:',
net_id_not_registered = 'Not registered',
model = 'Model',
hash = 'Hash',
eng_health = 'Engine Health:',
body_health = 'Body Health:',
go_to = 'Go to',
remove = 'Remove',
confirm = 'Confirm',
reason_title = 'Reason',
length = 'Length',
options = 'Options',
position = 'Position',
your_position = 'to your position',
open = 'Open',
inventories = 'inventories',
reason = 'you need to give a reason',
give = 'give',
id = 'ID:',
player_name = 'Player Name',
obj = 'Obj',
ammoforthe = '+%{value} Ammo for the %{weapon}',
kicked_server = 'You have been kicked from the server',
check_discord = '
页:
[1]