Okey, so for everybody who wants to force this on players for x amount of time, here is one way to do it:
Add these variables at the top of the script under “-- Variables --”
local forceEquipped = false
local endForceTime = 0
Change the ToggleCrutch
function to look like this:
local function ToggleCrutch()
if isUsingCrutch then
if forceEquipped then
DisplayNotification("You need to use the Crutch for a little longer!")
return
end
UnequipCrutch()
else
EquipCrutch()
end
end
Then add this timer function under the ToggleCrutch
function.
local function StartForcedTimer(time)
Citizen.CreateThread(function()
endForceTime = GetGameTimer() + time * 1000
while true do
Citizen.Wait(1000)
if endForceTime < GetGameTimer() then
break
end
end
forceEquipped = false
end)
end
And then last but not least add a way for the crutch to be added from external scripts like so:
-- Events --
-- Time is in seconds
AddEventHandler('crutches:forceEquip', function(state, time)
forceEquipped = state
if forceEquipped then
if not isUsingCrutch then
EquipCrutch()
end
StartForcedTimer(time)
end
end)
In the end, your file should look something like this:
client.lua
-- Config --
local crutchModel = -1035084591 -- v_med_crutch01
local clipSet = "move_lester_CaneUp"
local pickupAnim = {
dict = "pickup_object",
name = "pickup_low"
}
local localization = {
['ragdoll'] = "You can't use a crutch while you are in ragdoll!",
['falling'] = "You can't use a crutch while you are falling!",
['combat'] = "You can't use a crutch while you are in combat!",
['dead'] = "You can't use a crutch while you are dead!",
['vehicle'] = "You can't use a crutch while you are in a vehicle!",
['weapon'] = "You can't use a crutch while having a weapon out!",
['pickup'] = "Press ~INPUT_PICKUP~ to pick up your crutch!"
}
-- Variables --
local isUsingCrutch = false
local crutchObject = nil
local walkStyle = nil
local forceEquipped = false
local endForceTime = 0
-- Functions --
local function LoadClipSet(set)
RequestClipSet(set)
while not HasClipSetLoaded(set) do
Citizen.Wait(10)
end
end
local function LoadAnimDict(dict)
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Citizen.Wait(10)
end
end
local function DisplayNotification(msg)
BeginTextCommandThefeedPost("STRING")
AddTextComponentSubstringPlayerName(msg)
EndTextCommandThefeedPostTicker(false, false)
end
local function DisplayHelpText(msg)
BeginTextCommandDisplayHelp("STRING")
AddTextComponentSubstringPlayerName(msg)
EndTextCommandDisplayHelp(0, false, true, 50)
end
local function CreateCrutch()
if not HasModelLoaded(crutchModel) then
RequestModel(crutchModel)
while not HasModelLoaded(crutchModel) do
Citizen.Wait(10)
end
end
local playerPed = PlayerPedId()
crutchObject = CreateObject(crutchModel, GetEntityCoords(playerPed), true, false, false)
AttachEntityToEntity(crutchObject, playerPed, 70, 1.18, -0.36, -0.20, -20.0, -87.0, -20.0, true, true, false, true, 1, true)
end
local function CanPlayerEquipCrutch()
local playerPed = PlayerPedId()
local hasWeapon, weaponHash = GetCurrentPedWeapon(playerPed, true)
if hasWeapon then
return false, localization['weapon']
elseif IsPedInAnyVehicle(playerPed, false) then
return false, localization['vehicle']
elseif IsEntityDead(playerPed) then
return false, localization['dead']
elseif IsPedInMeleeCombat(playerPed) then
return false, localization['combat']
elseif IsPedFalling(playerPed) then
return false, localization['falling']
elseif IsPedRagdoll(playerPed) then
return false, localization['ragdoll']
end
return true
end
local function UnequipCrutch()
if DoesEntityExist(crutchObject) then
DeleteEntity(crutchObject)
end
isUsingCrutch = false
local playerPed = PlayerPedId()
if walkStyle then
LoadClipSet(walkStyle)
SetPedMovementClipset(playerPed, walkStyle, 1.0)
RemoveClipSet(walkStyle)
else
ResetPedMovementClipset(playerPed, 1.0)
end
end
local function EquipCrutch()
local playerPed = PlayerPedId()
local canEquip, msg = CanPlayerEquipCrutch()
if not canEquip then
DisplayNotification(msg)
return
end
LoadClipSet(clipSet)
SetPedMovementClipset(playerPed, clipSet, 1.0)
RemoveClipSet(clipSet)
CreateCrutch()
isUsingCrutch = true
Citizen.CreateThread(function()
local fallCount = 0
while true do
Citizen.Wait(250)
if not isUsingCrutch then
break
end
local playerPed = PlayerPedId()
local isCrutchHidden = false
local hasWeapon, weaponHash = GetCurrentPedWeapon(playerPed, true)
if IsPedInAnyVehicle(playerPed, true) or hasWeapon then
if not isCrutchHidden then
isCrutchHidden = true
if DoesEntityExist(crutchObject) then
DeleteEntity(crutchObject)
end
end
elseif not DoesEntityExist(crutchObject) then
Citizen.Wait(750)
CreateCrutch()
isCrutchHidden = false
elseif not IsEntityAttachedToEntity(crutchObject, playerPed) then
local traceObject = true
while traceObject do
local wait = 0
if DoesEntityExist(crutchObject) then
playerPed = PlayerPedId()
if not IsPedFalling(playerPed) and not IsPedRagdoll(playerPed) then
local dist = #(GetEntityCoords(playerPed)-GetEntityCoords(crutchObject))
if dist < 2.0 then
DisplayHelpText(localization['pickup'])
if IsControlJustReleased(0, 38) then
LoadAnimDict(pickupAnim.dict)
TaskPlayAnim(playerPed, pickupAnim.dict, pickupAnim.name, 2.0, 2.0, -1, 0, 0, false, false, false)
local failCount = 0
while not IsEntityPlayingAnim(playerPed, pickupAnim.dict, pickupAnim.name, 3) and failCount < 25 do
failCount = failCount + 1
Citizen.Wait(50)
end
if failCount >= 25 then
ClearPedTasks(playerPed)
else
Citizen.Wait(800)
end
RemoveAnimDict(pickupAnim.dict)
DeleteEntity(crutchObject)
Citizen.Wait(900)
CreateCrutch()
traceObject = false
end
elseif dist < 200.0 then
wait = dist * 10
else
traceObject = false
end
else
wait = 250
end
else
traceObject = false
end
Citizen.Wait(wait)
end
elseif IsPedRagdoll(playerPed) or IsEntityDead(playerPed) then
DetachEntity(crutchObject, true, true)
elseif IsPedInMeleeCombat(playerPed) then
Citizen.Wait(400)
DetachEntity(crutchObject, true, true)
elseif IsPedFalling(playerPed) then
fallCount = fallCount + 1
if fallCount > 3 then
DetachEntity(crutchObject, true, true)
fallCount = 0
end
elseif fallCount > 0 then
fallCount = fallCount - 1
end
end
end)
end
local function ToggleCrutch()
if isUsingCrutch then
if forceEquipped then
DisplayNotification("You need to use the Crutch for a little longer!")
return
end
UnequipCrutch()
else
EquipCrutch()
end
end
local function StartForcedTimer(time)
Citizen.CreateThread(function()
endForceTime = GetGameTimer() + time * 1000
while true do
Citizen.Wait(1000)
if endForceTime < GetGameTimer() then
break
end
end
forceEquipped = false
end)
end
-- Exports --
exports('SetWalkStyle', function(walk)
walkStyle = walk
end)
-- Commands --
RegisterCommand("crutch", function(source, args, rawCommand)
ToggleCrutch()
end, false)
-- Events --
-- Time is in seconds
AddEventHandler('crutches:forceEquip', function(state, time)
forceEquipped = state
if forceEquipped then
if not isUsingCrutch then
EquipCrutch()
end
StartForcedTimer(time)
end
end)
Then, all you would have to do is to add this to your revive script if you want to force them to have it for 10 minutes:
TriggerEvent('crutches:forceEquip', true, 600)
600 seconds = 10 minutes.
I hope that helps for everyone who was wondering.