Beispiel #1
0
        public static Vector3 GetSpawnPoint(float distanceFromPlayer)
        {
            try
            {
                Script.Wait(100);
                Model m = new Model(VehicleHash.Panto);
                m.Request(2000);

                var v = World.CreateVehicle(m, Game.Player.Character.Position.Around(distanceFromPlayer));
                Script.Wait(100);
                try
                {
                    if (v != null)
                    {
                        v.PlaceOnNextStreet();
                    }
                }
                catch (Exception ex)
                {
                    RPGLog.Log(ex);
                }

                var pos = v != null ? v.Position : Game.Player.Character.Position.Around(distanceFromPlayer);
                if (v != null)
                {
                    v.Delete();
                }
                return(pos);
            }
            catch (Exception ex)
            {
                RPGLog.Log(ex);
                throw;
            }
        }
Beispiel #2
0
        public static bool GetCustomCondition(string questName, string name)
        {
            var quest = Quests.FirstOrDefault(i => i.Name == questName);

            if (quest != null)
            {
                var c = quest.Conditions.FirstOrDefault(co => co.Name == name);
                if (c != null)
                {
                    return(c.CustomCondition.Invoke());
                }
            }

            RPGLog.Log("Quest condition [" + name + "] not found for quest [" + questName + "]");
            return(false);
        }
Beispiel #3
0
        public static void LoadPlayerWeapons()
        {
            try
            {
                Game.Player.Character.Weapons.RemoveAll(); //
                for (int i = 0; i < PlayerData.Weapons.Count; i++)
                {
                    var wepDefinition = PlayerData.Weapons[i];
                    if (!wepDefinition.Unlocked)
                    {
                        continue;
                    }

                    Game.Player.Character.Weapons.Give(wepDefinition.WeaponHash, 0, false, false);
                    Script.Wait(150);
                    Game.Player.Character.Weapons[wepDefinition.WeaponHash].Ammo = wepDefinition.AmmoCount;
                }
                Game.Player.Character.Weapons.Give(WeaponHash.Unarmed, 0, true, false);
            }
            catch (Exception ex)
            {
                RPGLog.Log(ex);
            }
        }