Hi there once again i come for your magic help. does anybody actualy knows why this loops forever instead of just activating when you have the 2 weapons and deactivating when you got none of them 2 ?
local bagActive = false
local bagEntity = nil
local this = false
local weapon ={
"WEAPON_ASSAULTRIFLE",
"WEAPON_CARBINERIFLE",
}
Citizen.CreateThread(function()
while true do
local playerPed = GetPlayerPed(-1)
for i=1, #weapon, 1 do
local weaponHash = GetHashKey(weapon[i])
if HasPedGotWeapon(playerPed, weaponHash, false)
if not this then
EnableX()
drawNotification('~r~X enabled')
this = true
end
elseif not HasPedGotWeapon(playerPed, weaponHash, false)
if this then
DisableX()
drawNotification('~r~X disabled')
this = false
end
end
end
Wait(500)
end
end)
Later edit … the break solved it only if it’s the first weapon from the list , if it’s not it just cycle and does the same check and continuously enables/disables X function … bump… help needed so if the player has any of the weapon from the list … X function stays active… doesn’t trigger continous enable/disable.
Bool does not check if the weapon is current equipped, unfortunately.
Maybe try a different native. If you would like a reference that could help you go get whether a player has a model weapon take a look at my Taser Cartridge script.
I don’t want to know if the eapon is equiped. I only want to know if the user has any of the weapons in his inventory , while he has any big weapon …it will trigger X witch shows a bag. Basicaly every person with a big weapon will have a bag.