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 = falselocal waitingForOpponent = falselocal currentOpponent = nillocal wrestlingProps = {}local mashing = falselocal inWrestling = falselocal countdownActive = falselocal positioningInProgress = falselocal playerStrength = 0local opponentStrength = 0local 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)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)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)}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) }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 = nillocal aiPedModel = "a_m_y_musclbeac_01" -- 海滩肌肉男 - 非常适合臂力大赛! local aiPedHandle = nillocal 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) thenreturn falseendRequestAnimDict(dict)local timeout = GetGameTimer() + 5000 -- 5秒超时while not HasAnimDictLoaded(dict) and GetGameTimer() < timeout doCitizen.Wait(100)endif HasAnimDictLoaded(dict) thenClearPedTasks(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 doCitizen.Wait(50)endif IsEntityPlayingAnim(ped, dict, anim, 3) thenreturn trueelse--print("Failed to start animation: " .. dict .. " - " .. anim)endelse--print("Failed to load animation dictionary: " .. dict)endreturn falseendfunction 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 endfunction 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 doCitizen.Wait(1000)local objects = GetGamePool('CObject')for _, object in pairs(objects) doif GetEntityModel(object) == GetHashKey('prop_arm_wrestle_01') thenif not wrestlingProps[object] thenwrestlingProps[object] = {waiting = nil,playerA = nil,playerB = nil,inProgress = false}endendendendend)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)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) doRequestAnimDict(dict)while not HasAnimDictLoaded(dict) doCitizen.Wait(10)endendRequestAnimDict("amb@world_human_push_ups@male@base")while not HasAnimDictLoaded("amb@world_human_push_ups@male@base") doCitizen.Wait(10)endend)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)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() thenlocal wrestlingTables = {}-- 注册玩家为等待状态RegisterNetEvent("qb-armwrestling:registerAsWaiting")AddEventHandler("qb-armwrestling:registerAsWaiting", function(entityId)local src = sourceif not wrestlingTables[entityId] thenwrestlingTables[entityId] = {waiting = src,inProgress = false,playerA = nil,playerB = nil}elsewrestlingTables[entityId].waiting = srcendend)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)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 thentableInfo.inProgress = truetableInfo.waiting = niltableInfo.playerA = playerAtableInfo.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endend)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)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) doif 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 thentableInfo.position = tableInfo.position + (strength * 0.5)elsetableInfo.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)endbreakendendend)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)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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