function OnScriptLoad() { DLog("load111"); SetWeather(6); SetMaxPlayers(2); //DLog(Native.BaseData); //DLog(GetGlobalVars("ver")); //DLog(GetGlobalVars("c2").a); //DLog(GetGlobalVars("c2").f.length); //SetGameRule("fogmultiplier", 2); } function OnPlayerJoin( player ) { DLog("Join222 = " + player.Name); } function OnPlayerComplete( player ) { let chara = Character.Create(0, Vector(90, 1, 58), 0); //chara.PropCount = 10; //chara.SetProp(1, 0); //chara.SetProp(2, 3); //chara.PropSlot = 2; player.SetEntity(chara, false); return; let view = { Cover: 5, Tag: "Test", Title: "XXX", Info: "ABC", Width: 500, Align: 1, Layout: 1, Items: [ { Tag: "Head", Text: "点击:输出玩家Name", Info: "输出玩家的名字哦!", OnClick: () => { DLog("PlayerName: " + player.Name); } },{ Input: "xxx", Restrict: "*", OnFocus: (text) => { player.SetNativeMenuText(-1, "标题:" + text); DLog("输入框文本: " + text); } },{ Text: "点击:刷一辆载具+关闭菜单", OnClick: () => { player.SetNativeMenuText("Head", "QVW"); //Vehicle.Create(10, player.Entity.Pos, player.Entity.Angle); //player.DestroyNativeMenu(); } } ] }; player.CreateNativeMenu(view); } var npcs = []; var pp = null; var charas = []; var d1 = []; function OnPlayerCommand( player, cmd, arg ) { let character = player.Entity; if(cmd == "kill") { Message(".v."); character.Kill(); } else if(cmd == "respawn"){ Message(".v."); character.Respawn(); } else if(cmd == "test1") { character.PropCount = 10; character.SetProp(0, 0, 1, {Bullet: 10}); character.SetProp(1, 0, 1, {Bullet: 10}); }else if(cmd == "test2") { character.PropCount = 10; character.SetProp(5, 3, 25, {Bullet: 10}); character.PropSlot = 5; //OnPlayerCommand(player, "c1") //character.GetProp(1).Data.Bullet = 20; //character.SetProp(0, 0, 25, {Bullet: 10}); }else if(cmd == "test3") { character.PropCount = 1; //character.SetProp(1, 0, 1, {Bullet: 10}); //character.SetProp(0, 0, 25, {Bullet: 10}); }else if(cmd == "sc") { let chara = Character.Create(parseInt(arg), player.Pos, 0); if(chara) player.SetEntity(chara, true); }else if(cmd == "sc2") { let chara = Character.Create(parseInt(arg), player.Pos, 0); if(chara) { if(player.Character) player.Character.Remove(); player.SetEntity(chara, true); } }else if(cmd == "c1") { let cp = player.Entity.Pos; for(let i=0;i<5;i++) { let veh = Character.Create(1, player.Entity.Pos, player.Entity.Angle); Message(Player.Find(player.ID).Name); npcs.push(veh); } Message("NPCs: " + npcs.length); for(let i=0;i 0) { //DError(character.GetTrigger(0).GetType()); let firstEntity = character.GetTrigger(0); //DLog(firstEntity); if(firstEntity.GetType() == "Vehicle") { if(character.Vehicle == null) { character.Owner.BindKeyPresser(firstEntity); character.Owner.AddKeyPresser(100, "F", "进入载具", () => { character.Vehicle = firstEntity; character.Owner.RemoveKeyPresser(100); }); } } } } } function OnCharacterTriggerExited( character, entity ) { if(character.Owner) { if(character.Owner.ExistKeyPresser(100)) { character.Owner.RemoveKeyPresser(100); } } } function OnPickupEntered( pickup, entity ) { DLog("enterP " + pickup.ID + " MODE " + pickup.Model); if(pickup.Model == 413) { pickup.Collect(5.0); DLog("niceaaasas"); } return; switch(pickup.ID) { case 0: //直接销毁拾取物 pickup.Remove(); break; case 1: //“拿取”其中的模型,但不会重新生成,直到调用Respawn() pickup.Collect(); //“拿取”其中的模型,并等待10秒后重新生成 //重新生成后,将会重新调用OnPickupPickedUp pickup.Collect(10.0); break; case 2: //不执行针对拾取物的操作,一直存在 DLog("Pickup!"); break; } } function OnPickupExited( pickup, entity ) { DLog("exitp " + pickup.ID); DLog(entity.PickupTime); } function OnCheckpointEntered( checkpoint, entity ) { DLog("entercc " + checkpoint.ID); return; if(checkpoint == pp) { checkpoint.Color = Color(255, 255, 0); } } function OnCheckpointExited( checkpoint, entity ) { DLog("exitcc " + checkpoint.ID); DLog(entity.CheckpointTime); } function OnVehicleEntered( character, vehicle, seat ) { DLog("SERVER OnVehicleEntered," + vehicle.ID); Message("进入"); if(character.Owner) { character.Owner.AddKeyPresser(101, "F", "离开载具", () => { character.Eject(); character.Owner.RemoveKeyPresser(101); }); } return; character.SetProp(index, id, num); character.AddProp(id, num); vehicle.SetProp(index, id, num); vehicle.AddProp(id, num); } function OnVehicleExited( character, vehicle, seat ) { DLog("SERVER OnVehicleExited," + vehicle.ID); Message("下来"); } function OnTimeChange( oldTime, newTime ) { //DLog(newTime.Hour + "_" + newTime.Minute); } function fp(id) { return Player.Find(id); }