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Script Silah Çekme Animasyonu

  • Konbuyu başlatan Darcin
  • Başlangıç tarihi
  • Cevaplar 3
  • Görüntüleme 2K

Darcin

Üye
FT Kullanıcı
Katılım
3 yıl 3 ay 3 gün
Mesajlar
10
Animasyonda Silah Daha Beldeyken Sıkmaya Başlayabilen Script Varmı Aradım Ama Bulamadım
 
DF
Konu tarafımca doğru kategoriye taşınmıştır
 
DF
Kod:
-- KICTAN CEBTEN SILAH CIKARMA

Config                   = {}
Config.CooldownPolice = 2000
Config.cooldown          = 2000

-- ANİMASYONU OLAN SILAHLAR
Config.Weapons = {
    "WEAPON_KNIFE",
    "WEAPON_PISTOL",
    "WEAPON_COMBATPISTOL",
    "WEAPON_APPISTOL",
    "WEAPON_PISTOL50",
    "WEAPON_SNSPISTOL",
    "WEAPON_HEAVYPISTOL",
    "WEAPON_VINTAGEPISTOL",
    "WEAPON_MARKSMANPISTOL",
    "WEAPON_MACHINEPISTOL",
    "WEAPON_VINTAGEPISTOL",
    "WEAPON_PISTOL_MK2",
    "WEAPON_SNSPISTOL_MK2",
    "WEAPON_FLAREGUN",
    "WEAPON_STUNGUN",
    "WEAPON_REVOLVER",
}


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',
}

-- ANIMASYON OLAN SILAHLAR
local holsterableWeapons = {
    --'WEAPON_STUNGUN',
    'WEAPON_PISTOL',
    'WEAPON_PISTOL_MK2',
    'WEAPON_COMBATPISTOL',
    'WEAPON_APPISTOL',
    'WEAPON_PISTOL50',
    'WEAPON_REVOLVER',
    'WEAPON_SNSPISTOL',
    'WEAPON_HEAVYPISTOL',
    'WEAPON_VINTAGEPISTOL'
}

local holstered = true
local canFire = true
local currWeapon = GetHashKey('WEAPON_UNARMED')
local currentHoldster = nil

local ESX           = nil
local PlayerData = {}
------------------------

Citizen.CreateThread(function()
    while ESX == nil do
        TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
        Citizen.Wait(200)
    end
    
    while ESX.GetPlayerData().job == nil do
        Citizen.Wait(200)
    end

    PlayerData = ESX.GetPlayerData()
end)

RegisterNetEvent('esx:setJob')
    AddEventHandler('esx:setJob', function(job)
          PlayerData.job = job
    end)

 Citizen.CreateThread(function()
    while true do
        local ped = PlayerPedId()
        if DoesEntityExist(ped) and not IsEntityDead(ped) then
            if currWeapon ~= GetSelectedPedWeapon(PlayerPedId()) then
                pos = GetEntityCoords(PlayerPedId(), true)
                rot = GetEntityHeading(PlayerPedId())

                local newWeap = GetSelectedPedWeapon(PlayerPedId())
                SetCurrentPedWeapon(PlayerPedId(), currWeapon, true)
                loadAnimDict("reaction@intimidation@1h")
                loadAnimDict("reaction@intimidation@cop@unarmed")
                loadAnimDict("rcmjosh4")
                loadAnimDict("weapons@pistol@")
                if CheckWeapon(newWeap) then
                    if holstered then
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            --TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
                            canFire = false
                            currentHoldster = GetPedDrawableVariation(PlayerPedId(), 7)
                            TaskPlayAnimAdvanced(PlayerPedId(), "rcmjosh4", "josh_leadout_cop2", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(300)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)

                            if IsWeaponHolsterable(newWeap) then
                                if currentHoldster == 8 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 2, 0, 2)
                                elseif currentHoldster == 1 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 3, 0, 2)
                                elseif currentHoldster == 6 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 5, 0, 2)
                                end
                            end
                            currWeapon = newWeap
                            Citizen.Wait(300)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        else
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1000)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            currWeapon = newWeap
                            Citizen.Wait(1400)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        end
                    elseif newWeap ~= currWeapon and CheckWeapon(currWeapon) then
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            canFire = false

                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@cop@unarmed", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(500)

                            if IsWeaponHolsterable(currWeapon) then
                                SetPedComponentVariation(PlayerPedId(), 7, currentHoldster, 0, 2)
                            end

                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            currentHoldster = GetPedDrawableVariation(PlayerPedId(), 7)

                            TaskPlayAnimAdvanced(PlayerPedId(), "rcmjosh4", "josh_leadout_cop2", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(300)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)

                            if IsWeaponHolsterable(newWeap) then
                                if currentHoldster == 8 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 2, 0, 2)
                                elseif currentHoldster == 1 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 3, 0, 2)
                                elseif currentHoldster == 6 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 5, 0, 2)
                                end
                            end

                            Citizen.Wait(500)
                            currWeapon = newWeap
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        else
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "outro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1600)
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1000)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            currWeapon = newWeap
                            Citizen.Wait(1400)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        end
                    else
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            currentHoldster = GetPedDrawableVariation(PlayerPedId(), 7)
                            TaskPlayAnimAdvanced(PlayerPedId(), "rcmjosh4", "josh_leadout_cop2", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(300)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)

                            if IsWeaponHolsterable(newWeap) then
                                if currentHoldster == 8 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 2, 0, 2)
                                elseif currentHoldster == 1 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 3, 0, 2)
                                elseif currentHoldster == 6 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 5, 0, 2)
                                end
                            end

                            currWeapon = newWeap
                            Citizen.Wait(300)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        else
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1000)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            currWeapon = newWeap
                            Citizen.Wait(1400)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        end
                    end
                else
                    if not holstered and CheckWeapon(currWeapon) then
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@cop@unarmed", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(500)
                            
                            if IsWeaponHolsterable(currWeapon) then
                                SetPedComponentVariation(PlayerPedId(), 7, currentHoldster, 0, 2)
                            end

                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            ClearPedTasks(PlayerPedId())
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            holstered = true
                            canFire = true
                            currWeapon = newWeap
                        else
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "outro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1400)
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            ClearPedTasks(PlayerPedId())
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            holstered = true
                            canFire = true
                            currWeapon = newWeap
                        end
                    else
                        SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                        holstered = false
                        canFire = true
                        currWeapon = newWeap
                    end
                end
            end
        else
            Citizen.Wait(250)
        end

        Citizen.Wait(5)
    end
end)

Herhangi bir client side'a yapıştır dene bakalım olmazsa çözeriz
 
DF
Kod:
-- KICTAN CEBTEN SILAH CIKARMA

Config                   = {}
Config.CooldownPolice = 2000
Config.cooldown          = 2000

-- ANİMASYONU OLAN SILAHLAR
Config.Weapons = {
    "WEAPON_KNIFE",
    "WEAPON_PISTOL",
    "WEAPON_COMBATPISTOL",
    "WEAPON_APPISTOL",
    "WEAPON_PISTOL50",
    "WEAPON_SNSPISTOL",
    "WEAPON_HEAVYPISTOL",
    "WEAPON_VINTAGEPISTOL",
    "WEAPON_MARKSMANPISTOL",
    "WEAPON_MACHINEPISTOL",
    "WEAPON_VINTAGEPISTOL",
    "WEAPON_PISTOL_MK2",
    "WEAPON_SNSPISTOL_MK2",
    "WEAPON_FLAREGUN",
    "WEAPON_STUNGUN",
    "WEAPON_REVOLVER",
}


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',
}

-- ANIMASYON OLAN SILAHLAR
local holsterableWeapons = {
    --'WEAPON_STUNGUN',
    'WEAPON_PISTOL',
    'WEAPON_PISTOL_MK2',
    'WEAPON_COMBATPISTOL',
    'WEAPON_APPISTOL',
    'WEAPON_PISTOL50',
    'WEAPON_REVOLVER',
    'WEAPON_SNSPISTOL',
    'WEAPON_HEAVYPISTOL',
    'WEAPON_VINTAGEPISTOL'
}

local holstered = true
local canFire = true
local currWeapon = GetHashKey('WEAPON_UNARMED')
local currentHoldster = nil

local ESX           = nil
local PlayerData = {}
------------------------

Citizen.CreateThread(function()
    while ESX == nil do
        TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
        Citizen.Wait(200)
    end
  
    while ESX.GetPlayerData().job == nil do
        Citizen.Wait(200)
    end

    PlayerData = ESX.GetPlayerData()
end)

RegisterNetEvent('esx:setJob')
    AddEventHandler('esx:setJob', function(job)
          PlayerData.job = job
    end)

Citizen.CreateThread(function()
    while true do
        local ped = PlayerPedId()
        if DoesEntityExist(ped) and not IsEntityDead(ped) then
            if currWeapon ~= GetSelectedPedWeapon(PlayerPedId()) then
                pos = GetEntityCoords(PlayerPedId(), true)
                rot = GetEntityHeading(PlayerPedId())

                local newWeap = GetSelectedPedWeapon(PlayerPedId())
                SetCurrentPedWeapon(PlayerPedId(), currWeapon, true)
                loadAnimDict("reaction@intimidation@1h")
                loadAnimDict("reaction@intimidation@cop@unarmed")
                loadAnimDict("rcmjosh4")
                loadAnimDict("weapons@pistol@")
                if CheckWeapon(newWeap) then
                    if holstered then
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            --TaskPlayAnim(ped, "rcmjosh4", "josh_leadout_cop2", 8.0, 2.0, -1, 48, 10, 0, 0, 0 )
                            canFire = false
                            currentHoldster = GetPedDrawableVariation(PlayerPedId(), 7)
                            TaskPlayAnimAdvanced(PlayerPedId(), "rcmjosh4", "josh_leadout_cop2", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(300)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)

                            if IsWeaponHolsterable(newWeap) then
                                if currentHoldster == 8 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 2, 0, 2)
                                elseif currentHoldster == 1 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 3, 0, 2)
                                elseif currentHoldster == 6 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 5, 0, 2)
                                end
                            end
                            currWeapon = newWeap
                            Citizen.Wait(300)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        else
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1000)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            currWeapon = newWeap
                            Citizen.Wait(1400)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        end
                    elseif newWeap ~= currWeapon and CheckWeapon(currWeapon) then
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            canFire = false

                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@cop@unarmed", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(500)

                            if IsWeaponHolsterable(currWeapon) then
                                SetPedComponentVariation(PlayerPedId(), 7, currentHoldster, 0, 2)
                            end

                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            currentHoldster = GetPedDrawableVariation(PlayerPedId(), 7)

                            TaskPlayAnimAdvanced(PlayerPedId(), "rcmjosh4", "josh_leadout_cop2", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(300)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)

                            if IsWeaponHolsterable(newWeap) then
                                if currentHoldster == 8 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 2, 0, 2)
                                elseif currentHoldster == 1 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 3, 0, 2)
                                elseif currentHoldster == 6 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 5, 0, 2)
                                end
                            end

                            Citizen.Wait(500)
                            currWeapon = newWeap
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        else
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "outro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1600)
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1000)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            currWeapon = newWeap
                            Citizen.Wait(1400)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        end
                    else
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            currentHoldster = GetPedDrawableVariation(PlayerPedId(), 7)
                            TaskPlayAnimAdvanced(PlayerPedId(), "rcmjosh4", "josh_leadout_cop2", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(300)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)

                            if IsWeaponHolsterable(newWeap) then
                                if currentHoldster == 8 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 2, 0, 2)
                                elseif currentHoldster == 1 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 3, 0, 2)
                                elseif currentHoldster == 6 then
                                    SetPedComponentVariation(PlayerPedId(), 7, 5, 0, 2)
                                end
                            end

                            currWeapon = newWeap
                            Citizen.Wait(300)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        else
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1000)
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            currWeapon = newWeap
                            Citizen.Wait(1400)
                            ClearPedTasks(PlayerPedId())
                            holstered = false
                            canFire = true
                        end
                    end
                else
                    if not holstered and CheckWeapon(currWeapon) then
                        if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@cop@unarmed", "intro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 3.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(500)
                          
                            if IsWeaponHolsterable(currWeapon) then
                                SetPedComponentVariation(PlayerPedId(), 7, currentHoldster, 0, 2)
                            end

                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            ClearPedTasks(PlayerPedId())
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            holstered = true
                            canFire = true
                            currWeapon = newWeap
                        else
                            canFire = false
                            TaskPlayAnimAdvanced(PlayerPedId(), "reaction@intimidation@1h", "outro", GetEntityCoords(PlayerPedId(), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
                            Citizen.Wait(1400)
                            SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED'), true)
                            ClearPedTasks(PlayerPedId())
                            SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                            holstered = true
                            canFire = true
                            currWeapon = newWeap
                        end
                    else
                        SetCurrentPedWeapon(PlayerPedId(), newWeap, true)
                        holstered = false
                        canFire = true
                        currWeapon = newWeap
                    end
                end
            end
        else
            Citizen.Wait(250)
        end

        Citizen.Wait(5)
    end
end)

Herhangi bir client side'a yapıştır dene bakalım olmazsa çözeriz
  1. Koddaki 153. satır yani loadAnimDict("reaction@intimidation@1h") bu kısım hata veriyor
 
DF

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