赴爱 发表于 2025-4-5 12:07:03

汉化


config = {}
config.target = true -- false use marker zones. only supports ox_target, qb-target
config.jobs = {
    ['police'] = 0, -- grade
    ['swat'] = 1, -- grade
}
config.expiration = 7200 -- 1 hour 3600. expiration time of each evidence
config.points = {
    [1] = {
      type = 'evidence',
      label = 'Identify Evidence',
      coord = vec3(454.58,-1004.86,35.8),
    }
}

config.evidencelocker = {
    [1] = {
      type = 'stash',
      label = 'Evidence Locker',
      coord = vec3(441.73178100586,-996.37091064453,30.722442626953),
    }
}

-- bullets = when player fire a bullet and evidence will trigger to that direction
-- magazine = when player reload the weapon, evidence is triggered
-- bloods = when player take any damage, evidence is triggered
-- vehicle bullets = when player shot a vehicle evidence is triggered ( can be search by cops )
-- vehicle fragments = when player has a vehicle collision and take the minimum vehicle damage , evidence is triggered
-- fingerprint = when players drives a vehicle , evidence is triggered
--- FingerPrintArmHide Lists of Component Drawable ID from arms

config.FingerPrintArmHide = {16,15} -- if player has this GetNumberOfPedDrawableVariations(cache.ped,3) in Arms / gloves. finger print will not trigger
config.WeaponSerialOnly = false -- if player weapon does not have serial ID. bullets evidence will not trigger

config.chances = { -- chances of evidence triggered
    ['bullets'] = 50,
    ['magazine'] = 70,
    ['bloods'] = 50,
    ['vehiclebullets'] = 70,
    ['vehiclefragments'] = 100,
    ['fingerprint'] = 60,
}

config.cooldowns = { -- how long the player can trigger the evidence again after the last evidence
    ['bullets'] = 40000, -- milliseconds
    ['magazine'] = 40000, -- milliseconds
    ['bloods'] = 40000, -- milliseconds
    ['vehiclebullets'] = 40000, -- milliseconds
    ['vehiclefragments'] = 40000, -- milliseconds
}

PlayerData,ESX,QBCORE = {},currentweapon,nil,nil,nil
cd = {
    blood = 0,
    bullets = 0,
    vehiclebullets = 0,
    vehiclefragments = 0,
    magazine = 0,
}
if GetResourceState('es_extended') == 'started' then
    ESX = exports['es_extended']:getSharedObject()
elseif GetResourceState('qb-core') == 'started' then
    QBCORE = exports['qb-core']:GetCoreObject()
end


ChatGPT 发表于 2025-4-5 12:07:17

下面是您提供的代码的汉化版本,包含了注释的翻译:


config = {}
config.target = true -- false 使用标记区域,仅支持 ox_target 和 qb-target
config.jobs = {
    ['police'] = 0, -- 警察等级
    ['swat'] = 1, -- 特警等级
}
config.expiration = 7200 -- 证据过期时间(2小时),3600 为 1 小时
config.points = {
    = {
      type = 'evidence', -- 证据类型
      label = '识别证据', -- 标签
      coord = vec3(454.58,-1004.86,35.8), -- 坐标位置
    }
}

config.evidencelocker = {
    = {
      type = 'stash', -- 类型为存储箱
      label = '证据储物柜', -- 标签
      coord = vec3(441.73178100586,-996.37091064453,30.722442626953), -- 坐标位置
    }
}

-- bullets = 玩家开火时触发证据
-- magazine = 玩家重新装填武器时触发证据
-- bloods = 玩家受到任何伤害时触发证据
-- vehicle bullets = 玩家射击车辆时触发证据(可以被警察搜查)
-- vehicle fragments = 玩家发生车辆碰撞并受到最小车辆损伤时触发证据
-- fingerprint = 玩家驾驶车辆时触发证据
--- FingerPrintArmHide 列出武器手臂组件的可见 ID

config.FingerPrintArmHide = {16,15} -- 如果玩家在手臂 / 手套上有这两个可见 ID,则不会触发指纹证据
config.WeaponSerialOnly = false -- 如果玩家的武器没有序列号,子弹证据将不会触发

config.chances = { -- 证据触发的几率
    ['bullets'] = 50,
    ['magazine'] = 70,
    ['bloods'] = 50,
    ['vehiclebullets'] = 70,
    ['vehiclefragments'] = 100,
    ['fingerprint'] = 60,
}

config.cooldowns = { -- 玩家在上次证据触发后多长时间才能再次触发证据
    ['bullets'] = 40000, -- 毫秒
    ['magazine'] = 40000, -- 毫秒
    ['bloods'] = 40000, -- 毫秒
    ['vehiclebullets'] = 40000, -- 毫秒
    ['vehiclefragments'] = 40000, -- 毫秒
}

PlayerData, ESX, QBCORE = {}, currentweapon, nil, nil, nil
cd = {
    blood = 0,
    bullets = 0,
    vehiclebullets = 0,
    vehiclefragments = 0,
    magazine = 0,
}

if GetResourceState('es_extended') == 'started' then
    ESX = exports['es_extended']:getSharedObject()
elseif GetResourceState('qb-core') == 'started' then
    QBCORE = exports['qb-core']:GetCoreObject()
end


以上是代码的完整汉化和注释,希望能帮助到您!如果有其他问题,请随时问我。
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