你是否想在FiveM服务器中添加一个有趣的臂力大赛功能?本文将详细解析如何通过Lua脚本实现这一功能,涵盖客户端和服务器端的完整实现流程。
FiveM臂力大赛脚本安装指南
在FiveM服务器中添加臂力大赛功能是一个非常有趣的玩法,玩家可以通过快速按键来与对手进行臂力比拼。本文将详细解析如何通过Lua脚本来实现这一功能,涵盖客户端和服务器端的完整实现流程。文末附VIP专属资源包,加入VIP即可获取完整资源包+专属客服。
客户端脚本解析(client.lua)
客户端脚本主要负责玩家的动作、动画播放、按键检测以及与服务器的通信。以下是核心代码的详细解析:
local QBCore = exports['qb-core']:GetCoreObject()
local isWrestling = false
local waitingForOpponent = false
local currentOpponent = nil
local wrestlingProps = {}
local mashing = false
local inWrestling = false
local countdownActive = false
local positioningInProgress = false
local playerStrength = 0
local opponentStrength = 0
local centerPosition = 50 -- 中心位置(中立)
local currentPosition = 50 -- 当前臂力大赛的位置
local winThreshold = 100 -- 获胜的位置
local loseThreshold = 0 -- 失败的位置
local vsAI = false -- AI对手标志
local aiDifficulty = 1 -- AI难度(1=简单,2=中等,3=困难)
动画字典与动画名称
local animDicts = {
['enter'] = 'mini@arm_wrestling',
['idle'] = 'mini@arm_wrestling',
['playing'] = 'mini@arm_wrestling',
['win'] = 'mini@arm_wrestling',
['lose'] = 'mini@arm_wrestling'
}
local animNames = {
['enter'] = 'aw_ig_intro_alt1_a', -- 玩家A的介绍动画
['enterWaiting'] = 'aw_ig_intro_alt1_a',
['idle'] = 'nuetral_idle_a',
['idleWaiting'] = 'nuetral_idle_a',
['playing'] = 'sweep_a', -- 玩家A的挣扎动画
['win'] = 'win_a_ped_a', -- 玩家A的获胜动画
['lose'] = 'win_a_ped_b' -- 玩家A的失败动画(玩家B获胜)
}
AI对手模型
local aiPedModel = "a_m_y_musclbeac_01" -- 海滩肌肉男 - 非常适合臂力大赛!
local aiPedHandle = nil
安全播放动画的辅助函数
function PlaySafeAnim(ped, dict, anim, speedIn, speedOut, duration, flag)
if not DoesEntityExist(ped) then
return false
end
RequestAnimDict(dict)
local timeout = GetGameTimer() + 5000 -- 5秒超时
while not HasAnimDictLoaded(dict) and GetGameTimer() < timeout do
Citizen.Wait(100)
end
if HasAnimDictLoaded(dict) then
ClearPedTasks(ped) -- 清除任何现有动画
Citizen.Wait(10) -- 确保任务已清除
TaskPlayAnim(ped, dict, anim, speedIn, speedOut, duration, flag, 0, false, false, false)
-- 等待动画开始,但有超时
local animStartTimeout = GetGameTimer() + 1000 -- 1秒超时
while not IsEntityPlayingAnim(ped, dict, anim, 3) and GetGameTimer() < animStartTimeout do
Citizen.Wait(50)
end
if IsEntityPlayingAnim(ped, dict, anim, 3) then
return true
else
--print("Failed to start animation: " .. dict .. " - " .. anim)
end
else
--print("Failed to load animation dictionary: " .. dict)
end
return false
end
注册臂力大赛道具
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000)
local objects = GetGamePool('CObject')
for _, object in pairs(objects) do
if GetEntityModel(object) == GetHashKey('prop_arm_wrestle_01') then
if not wrestlingProps[object] then
wrestlingProps[object] = {
waiting = nil,
playerA = nil,
playerB = nil,
inProgress = false
}
end
end
end
end
end)
加载动画
Citizen.CreateThread(function()
for _, dict in pairs(animDicts) do
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Citizen.Wait(10)
end
end
RequestAnimDict("amb@world_human_push_ups@male@base")
while not HasAnimDictLoaded("amb@world_human_push_ups@male@base") do
Citizen.Wait(10)
end
end)
服务器端脚本解析(server.lua)
服务器端脚本主要负责管理玩家之间的匹配、比赛状态的同步以及比赛结果的处理。以下是核心代码的详细解析:
if IsDuplicityVersion() then
local wrestlingTables = {}
-- 注册玩家为等待状态
RegisterNetEvent("qb-armwrestling:registerAsWaiting")
AddEventHandler("qb-armwrestling:registerAsWaiting", function(entityId)
local src = source
if not wrestlingTables[entityId] then
wrestlingTables[entityId] = {
waiting = src,
inProgress = false,
playerA = nil,
playerB = nil
}
else
wrestlingTables[entityId].waiting = src
end
end)
开始比赛
RegisterNetEvent("qb-armwrestling:startMatch")
AddEventHandler("qb-armwrestling:startMatch", function(entityId, playerA, playerB)
local tableInfo = wrestlingTables[entityId]
if tableInfo and tableInfo.waiting == playerA and not tableInfo.inProgress then
tableInfo.inProgress = true
tableInfo.waiting = nil
tableInfo.playerA = playerA
tableInfo.playerB = playerB
-- 获取实体坐标以同步玩家位置
local ent = NetworkGetEntityFromNetworkId(entityId)
local coords = GetEntityCoords(ent)
local heading = GetEntityHeading(ent)
-- 定位玩家
TriggerClientEvent("qb-armwrestling:positionPlayers", -1, entityId, playerA, playerB, coords, heading)
-- 初始化臂力大赛值
tableInfo.position = 50 -- 中立位置
end
end)
更新玩家力量
RegisterNetEvent("qb-armwrestling:updateStrength")
AddEventHandler("qb-armwrestling:updateStrength", function(playerSrc, opponentSrc, strength)
for entityId, tableInfo in pairs(wrestlingTables) do
if tableInfo.inProgress and
((tableInfo.playerA == playerSrc and tableInfo.playerB == opponentSrc) or
(tableInfo.playerA == opponentSrc and tableInfo.playerB == playerSrc)) then
-- 根据玩家推力更新位置
if tableInfo.playerA == playerSrc then
tableInfo.position = tableInfo.position + (strength * 0.5)
else
tableInfo.position = tableInfo.position - (strength * 0.5)
end
-- 确保位置在范围内
tableInfo.position = math.max(0, math.min(100, tableInfo.position))
-- 广播更新后的位置给双方玩家
TriggerClientEvent("qb-armwrestling:updatePosition", tableInfo.playerA, tableInfo.position)
TriggerClientEvent("qb-armwrestling:updatePosition", tableInfo.playerB, 100 - tableInfo.position)
-- 检查获胜条件
if tableInfo.position >= 100 then
-- 玩家A获胜
EndMatch(entityId, tableInfo.playerA, tableInfo.playerB)
elseif tableInfo.position <= 0 then
-- 玩家B获胜
EndMatch(entityId, tableInfo.playerB, tableInfo.playerA)
end
break
end
end
end)
总结
通过以上代码,我们可以在FiveM服务器中实现一个完整的臂力大赛功能。客户端负责玩家的动作和动画播放,服务器端则负责比赛的管理和同步。如果你对FiveM脚本开发感兴趣,欢迎访问FiveM插件网获取更多资源和教程。
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