Hi there,
My intention is that people who fly in a helicopter or airplane will get a blip. As soon as they get off this must disappear.
This code works now . But it only works at 1 person in the server (I think the one who first joined)
How can I make this work for everyone in the server? Regardless of when you joined?
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
{title="Example 1", colour=5, id=446, x = -347.291, y = -133.370, z = 38.009}
}
Citizen.CreateThread(function()
a = 10
while( a > 0 ) do
ped = PlayerPedId()
lastUnit = GetVehiclePedIsIn(PlayerPedId(), true)
blip = GetBlipFromEntity(lastUnit)
Citizen.Wait(1000)
if IsPedInAnyPlane(GetPlayerPed(id)) then
for _, info in pairs(blips) do
RemoveBlip(GetBlipFromEntity(ped))
info.blip = AddBlipForEntity(ped)
SetBlipSprite(info.blip, 251) -- Blip Sprite
SetBlipColour(info.blip, 68)
Citizen.InvokeNative(0x5FBCA48327B914DF, info.blip, true) -- Player Blip indicator
SetBlipRotation(info.blip, math.ceil(GetEntityHeading(veh))) -- update rotation
SetBlipNameToPlayerName(info.blip, id) -- update info.blip name
SetBlipScale(info.blip, 1.00) -- set scale
SetBlipAsShortRange(info.blip, true)
end
elseif IsPedInAnyHeli(ped) then
for _, info in pairs(blips) do
RemoveBlip(GetBlipFromEntity(ped))
info.blip = AddBlipForEntity(ped)
SetBlipSprite(info.blip, 43) -- Blip Sprite
SetBlipColour(info.blip, 69)
Citizen.InvokeNative(0x5FBCA48327B914DF, info.blip, true) -- Player Blip indicator
SetBlipRotation(info.blip, math.ceil(GetEntityHeading(veh))) -- update rotation
SetBlipNameToPlayerName(info.blip, id) -- update info.blip name
SetBlipScale(info.blip, 1.00) -- set scale
SetBlipAsShortRange(info.blip, true)
end
else
for _, info in pairs(blips) do
RemoveBlip(GetBlipFromEntity(ped))
end
end
a = a+1
end
end)