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Update NetworkCreateSynchronisedScene.md #1143
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Added an example code and a line in the description saying that the scene is replicated to everyone.
while not NetworkHasControlOfEntity(sceneObject) do | ||
NetworkRequestControlOfEntity(sceneObject) | ||
Wait(0) | ||
end |
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while not NetworkHasControlOfEntity(sceneObject) do | |
NetworkRequestControlOfEntity(sceneObject) | |
Wait(0) | |
end |
This native is recommended to not be used ans is very buggy/broken, also if the player created it they should be the owner of the prop
NetworkRequestControlOfEntity(sceneObject) | ||
Wait(0) | ||
end | ||
local animRot, animCo, animDict = GetEntityRotation(sceneObject), GetEntityCoords(sceneObject), 'anim@heists@ornate_bank@grab_cash' |
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local animRot, animCo, animDict = GetEntityRotation(sceneObject), GetEntityCoords(sceneObject), 'anim@heists@ornate_bank@grab_cash' | |
local animRot = GetEntityRotation(sceneObject) | |
local animCoords = GetEntityCoords(sceneObject) | |
local animDict = 'anim@heists@ornate_bank@grab_cash' |
Having multiple definitions on one line is hard to read, some abbreviations make the code hard to read.
local cutScenes = {} | ||
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for i=1, #animPack do -- For every anim pack we have in our table we execute this once | ||
cutScenes[i] = NetworkCreateSynchronisedScene(animCo, animRot, 2, true, false, 1065353216, 0, 1.3) -- We create the scene of our anim pack |
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cutScenes[i] = NetworkCreateSynchronisedScene(animCo, animRot, 2, true, false, 1065353216, 0, 1.3) -- We create the scene of our anim pack | |
cutScenes[i] = NetworkCreateSynchronisedScene(animCoords, animRot, 2, true, false, 1065353216, 0, 1.3) -- We create the scene of our anim pack |
## Examples | ||
```lua | ||
RegisterCommand('scenetest', function () | ||
RequestModel('hei_p_m_bag_var22_arm_s') |
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RequestModel('hei_p_m_bag_var22_arm_s') | |
RequestModel(`hei_p_m_bag_var22_arm_s`) |
```lua | ||
RegisterCommand('scenetest', function () | ||
RequestModel('hei_p_m_bag_var22_arm_s') | ||
while not HasModelLoaded('hei_p_m_bag_var22_arm_s') do Wait(0) end |
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while not HasModelLoaded('hei_p_m_bag_var22_arm_s') do Wait(0) end | |
while not HasModelLoaded(`hei_p_m_bag_var22_arm_s`) do Wait(0) end |
NetworkAddPedToSynchronisedScene(PlayerPedId(), cutScenes[i], animDict, animPack[i][1], 1.5, -4.0, 1, 16, 1148846080, 0) -- We add the player with it's anim and some params that you can check in the native docs | ||
NetworkAddEntityToSynchronisedScene(bag, cutScenes[i], animDict, animPack[i][2], 4.0, -8.0, 1) -- We add the bag because it also moves | ||
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if i==2 then |
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if i==2 then | |
if i == 2 then |
end | ||
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NetworkStartSynchronisedScene(cutScenes[1]) | ||
Wait(1750) |
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If these can use GetAnimDuration
then it probably should so it doesn't look like these are just magical numbers.
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for i=1, #animPack do -- For every anim pack we have in our table we execute this once | ||
cutScenes[i] = NetworkCreateSynchronisedScene(animCo, animRot, 2, true, false, 1065353216, 0, 1.3) -- We create the scene of our anim pack | ||
NetworkAddPedToSynchronisedScene(PlayerPedId(), cutScenes[i], animDict, animPack[i][1], 1.5, -4.0, 1, 16, 1148846080, 0) -- We add the player with it's anim and some params that you can check in the native docs |
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reuse the previously localized declared `PlayerPedId()
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## Examples | ||
```lua | ||
RegisterCommand('scenetest', function () |
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Examples shouldn't be in a command.
DeleteObject(bag) | ||
DeleteObject(sceneObject) | ||
RemoveAnimDict(animDict) | ||
SetModelAsNoLongerNeeded('hei_prop_hei_cash_trolly_01') |
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SetModelAsNoLongerNeeded('hei_prop_hei_cash_trolly_01') | |
SetModelAsNoLongerNeeded(`hei_prop_hei_cash_trolly_01`) |
This can also probably be done directly after the model is created.
@@ -10,6 +10,7 @@ int NETWORK_CREATE_SYNCHRONISED_SCENE(float x, float y, float z, float xRot, flo | |||
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Creates a networked synchronized scene. | |||
Be sure to actually start the scene with [`NETWORK_START_SYNCHRONISED_SCENE`](#_0x9A1B3FCDB36C8697) after you're done adding peds or entities to the scene. | |||
The scenes are replicated to everyone. |
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The scenes are replicated to everyone. |
Redundant information, this is what "networked" implies here.
Added an example code and a line in the description saying that the scene is replicated to everyone.