Blipy, markery i checkpointy
Znajdź odpowiedni sprite blipa, kolor blipa, marker 3D albo checkpoint wyścigowy do swojego skryptu. Każdy wpis pokazuje swoje ID i podgląd, z kopiowaniem jednym kliknięciem i gotowym snippetem Lua.
To narzędzie i jego opis są na razie po angielsku.
To narzędzie jest wyłączone na czas konserwacji
Wyłączyliśmy je na chwilę. Reszta strony działa normalnie, a narzędzie wróci samo.
Blips
A blip is the icon on the map and minimap. You create one with AddBlipForCoord, AddBlipForEntity or AddBlipForRadius, then pick the icon with SetBlipSprite and the colour with SetBlipColour. Most sprites are drawn in white and tinted by the colour, which is what the tint preview above shows. A few sprites (police, gang and mission icons) are already coloured and ignore the tint.
SetBlipDisplay(blip, 4)shows it on both the main map and the minimap.SetBlipAsShortRange(blip, true)hides it from the minimap edge when the player is far away. Use it for shops and other static points so the minimap stays clean.SetBlipScaletakes a float.0.8to1.0matches most vanilla blips.- Blip names use a text command:
BeginTextCommandSetBlipName("STRING"),AddTextComponentSubstringPlayerName,EndTextCommandSetBlipName.
Markers
Markers are 3D shapes drawn in the world with DrawMarker. They only last one frame, so you call it every tick while the player is close. The snippet above sleeps 500 ms when the player is out of range so the thread costs almost nothing when idle.
DrawMarker(type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ,
scaleX, scaleY, scaleZ, r, g, b, a,
bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts)Checkpoints
Checkpoints are the race style cylinders and rings. They work differently from markers: you call CreateCheckpoint once, the game keeps drawing it on its own, and it stays until you call DeleteCheckpoint with the returned handle. Do not put CreateCheckpoint in a loop, and always delete your checkpoints when the player reaches them or the resource stops.
local cp = CreateCheckpoint(type, posX1, posY1, posZ1, posX2, posY2, posZ2,
diameter, red, green, blue, alpha, reserved)- The second position is the next point. It only sets where the arrow faces, so pass the next checkpoint of the route (or any point in the direction you want).
SetCheckpointCylinderHeight(cp, nearHeight, farHeight, radius)sets the cylinder height used when the player is inside the radius (near) and outside it (far).SetCheckpointRgba2(cp, r, g, b, a)colours the icon inside (arrow, flag, number). It is the current name ofSetCheckpointIconRgba; both work in Lua.SetCheckpointRgbachanges the main colour after creation.- Types 44 to 46 show a number or icon chosen with
reserved: 0 to 99 are plain numbers, 100 to 189 add a marker shape next to a digit. - Type ids here match game build 2189 and newer. Older builds use a slightly different order.
Data source
Sprite ids, names, colour values, marker types and checkpoint types come from the official FiveM docs (blips, markers and checkpoints). Checkpoint names are descriptive labels, not official names.
Więcej narzędzi: dokumentacja
Interaktywna mapa
Cała mapa GTA V w przeglądarce: mapa 2D z koordami i świat 3D, po którym możesz poruszać się freecamem albo chodzić.
Przeglądarka animacji
Odtwarzaj animacje z GTA V na pedzie freemode w 3D. Wszystkie słowniki i klipy z gry, do tego sceny synchroniczne z dwoma pedami i ich propami.
Przeglądarka przerywników
Każdy przerywnik z GTA V z aktorami, długością, cięciami kamery i napisami, plus podgląd 3D tych, które wyeksportowaliśmy.
