Blip, Marker ve Checkpoint Tarayıcı
Script'in için doğru harita blip sprite'ını, blip rengini, 3D marker'ı ya da yarış checkpoint'ini bul. Her girdide ID ve önizleme var, tek tıkla kopyalama ve hazır Lua snippet'i ile.
Bu araç ve notları şimdilik İngilizce.
Bu araç bakım nedeniyle kapalı
Kısa bir süreliğine kapattık. Sitenin geri kalanı çalışmaya devam ediyor ve araç kendiliğinden geri gelecek.
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.
Diğer referanslar araçları
İnteraktif Harita
Tüm GTA V haritası tarayıcında: koordinatlı bir 2D harita ve içinde freecam ile ya da yürüyerek dolaşabileceğin bir 3D dünya.
Animasyon Tarayıcı
GTA V animasyonlarını freemode ped üzerinde 3D olarak oynat. Oyundaki bütün sözlükler ve klipler, ayrıca iki pedli senkron sahneler ve propları.
Ara Sahne Tarayıcısı
Her GTA V ara sahnesi: oyuncuları, süresi, kamera kesmeleri ve altyazıları, ayrıca dışa aktardıklarımızın 3D önizlemesi.
