Esempio n. 1
0
        /// <summary>
        /// Things to do when before the message is show to the player about the callout
        /// </summary>
        /// <returns></returns>
        public override bool OnBeforeCalloutDisplayed()
        {
            // Spawn points
            spawnPoint = World.GetNextPositionOnStreet(Game.LocalPlayer.Character.Position.Around(1000f));

            //Ped A1 = new Ped("a_c_mtlion", (Game.LocalPlayer.Character.GetOffsetPosition(new Vector3(0, 1.8f, 0))), 0f);
            //A1.BlockPermanentEvents = true;
            //Game.LocalPlayer.Character.RelationshipGroup = "BLUE";
            //Game.SetRelationshipBetweenRelationshipGroups("BLUE", "RED", Relationship.Hate);
            //Game.SetRelationshipBetweenRelationshipGroups("RED", "BLUE", Relationship.Hate);
            //A1.RelationshipGroup = "RED";
            //A1.Inventory.GiveNewWeapon(WeaponHash.Cougar, 1, true);
            //NativeFunction.CallByName<uint>("TASK_COMBAT_PED", A1, Game.LocalPlayer.Character, 0, 16);

            // Set our randomness
            int r = new Random().Next(1, 4);

            if (r == 1)
            {
                A1    = new Ped("a_c_cow", spawnPoint, 0f);
                state = EAnimalState.Cow;
            }
            else if (r == 2)
            {
                A1    = new Ped("a_c_coyote", spawnPoint, 0f);
                state = EAnimalState.Coyote;
            }
            else if (r == 3)
            {
                A1    = new Ped("a_c_mtlion", spawnPoint, 0f);
                state = EAnimalState.MtLion;
            }
            else if (r == 4)
            {
                A1    = new Ped("a_c_boar", spawnPoint, 0f);
                state = EAnimalState.Boar;
            }

            // Check if they spawned
            if (!A1.Exists())
            {
                return(false);
            }

            // Show the stuff
            this.ShowCalloutAreaBlipBeforeAccepting(spawnPoint, 30f);
            this.AddMinimumDistanceCheck(10f, A1.Position);

            // Show the messages
            this.CalloutMessage  = "Loose Animal";
            this.CalloutPosition = spawnPoint;

            // Play the audio
            Functions.PlayScannerAudioUsingPosition("WE_HAVE_01 VISCIOUS_ANIMAL_ON_THE_LOOSE UNITS_RESPOND_CODE_3", spawnPoint);

            return(base.OnBeforeCalloutDisplayed());
        }
Esempio n. 2
0
        private void GoToState(EAnimalState stateType)
        {
            if (_stateBehaviours.ContainsKey(stateType))
            {
                _currentStateBehaviour?.OnStateExit();

                _currentStateBehaviour = _stateBehaviours[stateType];

                _currentStateBehaviour.OnStateEnter();
            }
        }