--[[------------------------------------------------------------------------ Wraith ARS 2X - v1.0.0 Created by WolfKnight ------------------------------------------------------------------------]]-- local next = next local dot = dot local table = table local type = type local tostring = tostring local math = math local pairs = pairs --[[------------------------------------------------------------------------ Resource Rename Fix - for those muppets who rename the resource and complain that the NUI aspect doesn't work! ------------------------------------------------------------------------]]-- Citizen.SetTimeout( 1000, function() -- Get the name of the resource, for example the default name is 'wk_wrs2' local name = GetCurrentResourceName() print( "WK_WARS2X: Sending resource name (" .. name .. ") to JavaScript side." ) -- Send a message through the NUI system to the JavaScript file to give the name of the resource SendNUIMessage( { _type = "updatePathName", pathName = name } ) end ) --[[------------------------------------------------------------------------ Player info variables ------------------------------------------------------------------------]]-- PLY = {} PLY.ped = PlayerPedId() PLY.veh = nil PLY.inDriverSeat = false --[[------------------------------------------------------------------------ Radar variables ------------------------------------------------------------------------]]-- RADAR.vars = { -- The radar's power power = false, -- These are the settings that are used in the operator menu settings = { fastDisplay = true, oppSensitivity = 5, sameSensitivity = 5, alert = true }, -- Player's vehicle speed, this is used to update the patrol vehicle speed on the radar patrolSpeed = 0, patrolLocked = false, psBlank = false, -- The speed type, this is used when converting speeds to a readable format -- Either "mph" or "kmh", can be toggle in-game speedType = "mph", -- Antennas, this table contains all of the data needed for operation of the front and rear antennas antennas = { -- Variables for the front antenna [ "front" ] = { xmit = false, -- Whether the antenna is on or off mode = 0, -- Current antenna mode, 0 = none, 1 = same, 2 = opp, 3 = same and opp speed = 0, -- Speed of the vehicle caught by the front antenna dir = nil, -- Direction the caught vehicle is going, 0 = towards, 1 = away fastMode = 1, -- Current fast mode, 1 = polling, 2 = lock on at first fast vehicle fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna fastDir = nil, -- Direction the fastest vehicle is going, 0 = towards, 1 = away fastLocked = false -- Whether the fast speed is locked or not }, [ "rear" ] = { xmit = false, -- Whether the antenna is on or off mode = 0, -- Current antenna mode, 0 = none, 1 = same, 2 = opp, 3 = same and opp speed = 0, -- Speed of the vehicle caught by the front antenna dir = nil, -- Direction the caught vehicle is going, 0 = towards, 1 = away fastMode = 1, -- Current fast mode, 1 = polling, 2 = lock on at first fast vehicle fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna fastDir = nil, -- Direction the fastest vehicle is going, 0 = towards, 1 = away fastLocked = false -- Whether the fast speed is locked or not } }, -- Sort mode, defines the table position for RADAR.sorting -- sortMode = 1, -- The maximum distance that the radar system's ray traces can go maxCheckDist = 300.0, -- Cached dynamic vehicle sphere sizes, automatically populated when the system is running sphereSizes = {}, -- Vehicle pool, automatically populated when the system is running, holds all of the current -- vehicle IDs for the player using entity enumeration (see cl_utils.lua) vehiclePool = {}, -- Radar stage, this is used to tell the system what it should currently be doing, the stages are: -- - 0 = Gathering vehicles hit by the rays -- - 1 = Filtering the vehicles caught (removing duplicates, etc) and calculating what needs to be shown -- to the user based on modes and settings -- - 2 = Sending all required data across to the NUI system for display radarStage = 0, -- Ray trace state, this is used so the radar stage doesn't progress to the next stage unless -- all of the ray trace threads have completed rayTraceState = 0, -- Number of ray traces, automaticaally cached when the system first runs numberOfRays = 0 } -- Table to store entity IDs of captured vehicles RADAR.capturedVehicles = {} -- The current vehicle data for display RADAR.activeVehicles = {} -- These vectors are used in the custom ray tracing system RADAR.rayTraces = { -- { startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 }, rayType = "same" }, -- { startVec = { x = -5.0, y = 15.0 }, endVec = { x = -5.0, y = 150.0 }, rayType = "same" }, -- { startVec = { x = 5.0, y = 15.0 }, endVec = { x = 5.0, y = 150.0 }, rayType = "same" }, { startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 }, rayType = "same" }, { startVec = { x = -10.0, y = 15.0 }, endVec = { x = -10.0, y = 150.0 }, rayType = "opp" } } -- Each of these are used for sorting the captured vehicle data, depending on what the -- player has the mode set to, dictates what sorting function to use. The name is just the -- name of the mode that is used to let the user know what mode it is, and the func is the -- function used in table.sort() -- -- DO NOT TOUCH THESE UNLESS YOU KNOW WHAT YOU'RE DOING! --[[ RADAR.sorting = { [1] = { name = "CLOSEST", func = function( a, b ) return a.dist < b.dist end }, [2] = { name = "FASTEST", func = function( a, b ) return a.speed > b.speed end }, [3] = { name = "LARGEST", func = function( a, b ) return a.size > b.size + 1.0 end } } ]] RADAR.sorting = { strongest = function( a, b ) return a.size > b.size end, fastest = function( a, b ) return a.speed > b.speed end } --[[------------------------------------------------------------------------ Radar essentials functions ------------------------------------------------------------------------]]-- function RADAR:IsPowerOn() return self.vars.power end function RADAR:TogglePower() self.vars.power = not self.vars.power end function RADAR:IsFastDisplayEnabled() return self.vars.settings.fastDisplay end function RADAR:ToggleFastDisplay() self.vars.settings.fastDisplay = not self.vars.settings.fastDisplay end function RADAR:IsEitherAntennaOn() return self:IsAntennaTransmitting( "front" ) or self:IsAntennaTransmitting( "rear" ) end --[[------------------------------------------------------------------------ Radar basics functions ------------------------------------------------------------------------]]-- function RADAR:GetPatrolSpeed() return self.vars.patrolSpeed end function RADAR:GetVehiclePool() return self.vars.vehiclePool end function RADAR:GetMaxCheckDist() return self.vars.maxCheckDist end function RADAR:GetActiveVehicles() return self.activeVehicles end function RADAR:GetStrongestSortFunc() return self.sorting.strongest end function RADAR:GetFastestSortFunc() return self.sorting.fastest end function RADAR:SetPatrolSpeed( speed ) if ( type( speed ) == "number" ) then self.vars.patrolSpeed = self:GetVehSpeedFormatted( speed ) end end function RADAR:SetVehiclePool( pool ) if ( type( pool ) == "table" ) then self.vars.vehiclePool = pool end end function RADAR:SetActiveVehicles( t ) if ( type( t ) == "table" ) then self.activeVehicles = t end end --[[------------------------------------------------------------------------ Radar ray trace functions ------------------------------------------------------------------------]]-- function RADAR:GetRayTraceState() return self.vars.rayTraceState end function RADAR:GetNumOfRays() return #self.rayTraces end function RADAR:IncreaseRayTraceState() self.vars.rayTraceState = self.vars.rayTraceState + 1 end function RADAR:ResetRayTraceState() self.vars.rayTraceState = 0 end function RADAR:GetIntersectedVehIsFrontOrRear( t ) if ( t > 10.0 ) then return 1 -- vehicle is in front elseif ( t < -10.0 ) then return -1 -- vehicle is behind end return 0 -- vehicle is next to self end function RADAR:GetLineHitsSphereAndDir( centre, radius, rayStart, rayEnd ) -- First we get the normalised ray, this way we then know the direction the ray is going local rayNorm = norm( rayEnd - rayStart ) -- Then we calculate the ray from the start point to the centre position of the sphere local rayToCentre = centre - rayStart -- Now that we have the ray to the centre of the sphere, and the normalised ray direction, we -- can calculate the shortest point from the centre of the sphere onto the ray itself. This -- would then give us the opposite side of the right angled triangle. All of the resulting -- values are also in squared form, as performing square root functions is slower. local tProj = dot( rayToCentre, rayNorm ) local oppLenSqr = dot( rayToCentre, rayToCentre ) - ( tProj * tProj ) -- Square the radius local radiusSqr = radius * radius local rayDist = #( rayEnd - rayStart ) local distToCentre = #( rayStart - centre ) - ( radius * 2 ) -- Now all we have to do is compare the squared opposite length and the radius squared, this -- will then tell us if the ray intersects with the sphere. -- if ( oppLenSqr < radiusSqr and ( t0 < ( dist + radius ) ) ) then if ( oppLenSqr < radiusSqr and not ( distToCentre > rayDist ) ) then return true, self:GetIntersectedVehIsFrontOrRear( tProj ) end return false, nil end function RADAR:ShootCustomRay( localVeh, veh, s, e ) local pos = GetEntityCoords( veh ) local dist = #( pos - s ) if ( DoesEntityExist( veh ) and veh ~= localVeh and dist < self:GetMaxCheckDist() ) then local entSpeed = GetEntitySpeed( veh ) local visible = HasEntityClearLosToEntity( localVeh, veh, 15 ) -- 13 seems okay, 15 too (doesn't grab ents through ents) if ( entSpeed > 0.1 and visible ) then local radius, size = self:GetDynamicRadius( veh ) local hit, relPos = self:GetLineHitsSphereAndDir( pos, radius, s, e ) if ( hit ) then UTIL:DrawDebugSphere( pos.x, pos.y, pos.z, radius, { 255, 0, 0, 40 } ) return true, relPos, dist, entSpeed, size end end end return false, nil, nil, nil, nil end function RADAR:GetVehsHitByRay( ownVeh, vehs, s, e ) local t = {} local hasData = false for _, veh in pairs( vehs ) do local hit, relativePos, distance, speed, size = self:ShootCustomRay( ownVeh, veh, s, e ) if ( hit ) then local d = {} d.veh = veh d.relPos = relativePos d.dist = UTIL:Round( distance, 2 ) -- Possibly remove d.speed = UTIL:Round( speed, 3 ) d.size = size table.insert( t, d ) hasData = true end end if ( hasData ) then return t end end function RADAR:CreateRayThread( vehs, from, startX, endX, endY, rayType ) -- Citizen.CreateThread( function() local startP = GetOffsetFromEntityInWorldCoords( from, startX, 0.0, 0.0 ) local endP = GetOffsetFromEntityInWorldCoords( from, endX, endY, 0.0 ) local hitVehs = self:GetVehsHitByRay( from, vehs, startP, endP ) self:InsertCapturedVehicleData( hitVehs, rayType ) -- UTIL:DebugPrint( "Ray thread: increasing ray state from " .. tostring( self:GetRayTraceState() ) .. " to " .. tostring( self:GetRayTraceState() + 1 ) ) self:IncreaseRayTraceState() -- end ) end function RADAR:CreateRayThreads( ownVeh, vehicles ) for _, v in pairs( self.rayTraces ) do self:CreateRayThread( vehicles, ownVeh, v.startVec.x, v.endVec.x, v.endVec.y, v.rayType ) end end --[[------------------------------------------------------------------------ Radar stage functions ------------------------------------------------------------------------]]-- function RADAR:GetRadarStage() return self.vars.radarStage end function RADAR:IncreaseRadarStage() self.vars.radarStage = self.vars.radarStage + 1 end function RADAR:ResetRadarStage() self.vars.radarStage = 0 end --[[------------------------------------------------------------------------ Radar antenna functions ------------------------------------------------------------------------]]-- function RADAR:ToggleAntenna( ant ) if ( self:IsPowerOn() ) then self.vars.antennas[ant].xmit = not self.vars.antennas[ant].xmit end end function RADAR:IsAntennaTransmitting( ant ) return self.vars.antennas[ant].xmit end function RADAR:GetAntennaTextFromNum( relPos ) if ( relPos == 1 ) then return "front" elseif ( relPos == -1 ) then return "rear" end end function RADAR:GetAntennaMode( ant ) return self.vars.antennas[ant].mode end function RADAR:SetAntennaMode( ant, mode ) if ( type( mode ) == "number" ) then if ( mode >= 0 and mode <= 3 ) then self.vars.antennas[ant].mode = mode end end end function RADAR:SetAntennaSpeed( ant, speed ) if ( type( speed ) == "number" ) then if ( speed >= 0 and speed <= 999 ) then self.vars.antennas[ant].speed = speed end end end function RADAR:SetAntennaDir( ant, dir ) if ( type( dir ) == "number" ) then if ( dir == 0 or dir == 1 ) then self.vars.antennas[ant].dir = dir end end end function RADAR:SetAntennaFastMode( ant, mode ) if ( type( mode ) == "number" ) then if ( mode == 1 or mode == 2 ) then self.vars.antennas[ant].fastMode = mode end end end function RADAR:SetAntennaFastSpeed( ant, speed ) if ( type( speed ) == "number" ) then if ( speed >= 0 and speed <= 999 ) then self.vars.antennas[ant].fastSpeed = speed end end end function RADAR:SetAntennaFastDir( ant, dir ) if ( type( dir ) == "number" ) then if ( dir == 0 or dir == 1 ) then self.vars.antennas[ant].fastDir = dir end end end function RADAR:SetAntennaFastLock( ant, state ) if ( type( state ) == "boolean" ) then self.vars.antennas[ant].fastLocked = state end end --[[------------------------------------------------------------------------ Radar captured vehicle functions ------------------------------------------------------------------------]]-- function RADAR:GetCapturedVehicles() return self.capturedVehicles end function RADAR:ResetCapturedVehicles() self.capturedVehicles = {} end function RADAR:InsertCapturedVehicleData( t, rt ) if ( type( t ) == "table" and not UTIL:IsTableEmpty( t ) ) then for _, v in pairs( t ) do v.rayType = rt table.insert( self.capturedVehicles, v ) end end end --[[ function RADAR:RemoveDuplicateCapturedVehicles() for k, vehTable in pairs( self.capturedVehicles ) do local veh = vehTable.veh local rt = vehTable.rayType for b, v in pairs( self.capturedVehicles ) do if ( v.veh == veh and k ~= b and rt == v.rayType ) then table.remove( self.capturedVehicles, b ) end end end end ]] --[[------------------------------------------------------------------------ Radar dynamic sphere radius functions ------------------------------------------------------------------------]]-- function RADAR:GetDynamicDataValue( key ) return self.vars.sphereSizes[key] end function RADAR:DoesDynamicRadiusDataExist( key ) return self:GetDynamicDataValue( key ) ~= nil end function RADAR:SetDynamicRadiusKey( key, t ) self.vars.sphereSizes[key] = t end function RADAR:InsertDynamicRadiusData( key, radius, actualSize ) if ( self:GetDynamicDataValue( key ) == nil ) then local tbl = {} tbl.radius = radius tbl.actualSize = actualSize self:SetDynamicRadiusKey( key, tbl ) end end function RADAR:GetRadiusData( key ) return self.vars.sphereSizes[key].radius or 5.0, self.vars.sphereSizes[key].actualSize end function RADAR:GetDynamicRadius( veh ) local mdl = GetEntityModel( veh ) local key = tostring( mdl ) local dataExists = self:DoesDynamicRadiusDataExist( key ) if ( not dataExists ) then local min, max = GetModelDimensions( mdl ) local size = max - min local numericSize = size.x + size.y + size.z local dynamicRadius = UTIL:Clamp( ( numericSize * numericSize ) / 10, 4.0, 10.0 ) self:InsertDynamicRadiusData( key, dynamicRadius, numericSize ) return dynamicRadius, numericSize end return self:GetRadiusData( key ) end --[[------------------------------------------------------------------------ Radar functions ------------------------------------------------------------------------]]-- function RADAR:GetVehSpeedFormatted( speed ) if ( self.vars.speedType == "mph" ) then return UTIL:Round( math.ceil( speed * 2.236936 ), 0 ) else return UTIL:Round( math.ceil( speed * 3.6 ), 0 ) end end function RADAR:GetAllVehicles() local t = {} for v in UTIL:EnumerateVehicles() do table.insert( t, v ) end return t end function RADAR:CheckVehicleDataFitsMode( ant, rt ) local mode = self:GetAntennaMode( ant ) if ( ( mode == 3 ) or ( mode == 1 and rt == "same" ) or ( mode == 2 and rt == "opp" ) ) then return true end return false end function RADAR:GetVehiclesForAntenna() local vehs = { ["front"] = {}, ["rear"] = {} } local results = { ["front"] = { nil, nil }, ["rear"] = { nil, nil } } -- Loop through and split up the vehicles based on front and rear, this is simply because the actual system -- that gets all of the vehicles hit by the radar only has a relative position of either 1 or -1, which we -- then convert below into an antenna string! for ant in UTIL:Values( { "front", "rear" } ) do if ( self:IsAntennaTransmitting( ant ) ) then for k, v in pairs( self:GetCapturedVehicles() ) do local antText = self:GetAntennaTextFromNum( v.relPos ) if ( ant == antText ) then table.insert( vehs[ant], v ) end end -- As the radar is based on how the real Stalker DSR 2X works, we now sort the dataset by -- the 'strongest' (largest) target, this way the first result for the front and rear data -- will be the one that gets displayed in the target boxes. table.sort( vehs[ant], self:GetStrongestSortFunc() ) end end for ant in UTIL:Values( { "front", "rear" } ) do if ( not UTIL:IsTableEmpty( vehs[ant] ) ) then -- Get the 'strongest' vehicle for the antenna for k, v in pairs( vehs[ant] ) do if ( self:CheckVehicleDataFitsMode( ant, v.rayType ) ) then results[ant][1] = v break end end if ( self:IsFastDisplayEnabled() ) then -- Get the 'fastest' vehicle for the antenna table.sort( vehs[ant], self:GetFastestSortFunc() ) for k, v in pairs( vehs[ant] ) do if ( self:CheckVehicleDataFitsMode( ant, v.rayType ) and v.veh ~= results[ant][1].veh and v.size + 0.5 < results[ant][1].size ) then results[ant][2] = v break end end end end end return { ["front"] = { results["front"][1], results["front"][2] }, ["rear"] = { results["rear"][1], results["rear"][2] } } end -- Num4 = 108 - INPUT_VEH_FLY_ROLL_LEFT_ONLY -- Num5 = 112 - INPUT_VEH_FLY_PITCH_DOWN_ONLY -- Num6 = 109 - INPUT_VEH_FLY_ROLL_RIGHT_ONLY -- Num7 = 117 - INPUT_VEH_FLY_SELECT_TARGET_LEFT -- Num8 = 111 - INPUT_VEH_FLY_PITCH_UP_ONLY -- Num9 = 118 - INPUT_VEH_FLY_SELECT_TARGET_RIGHT -- F5 = 166 - INPUT_SELECT_CHARACTER_MICHAEL function RADAR:RunControlManager() -- 'Z' key, toggles debug mode if ( IsDisabledControlJustPressed( 1, 20 ) ) then self.config.debug_mode = not self.config.debug_mode end if ( IsDisabledControlJustPressed( 1, 166 ) ) then SendNUIMessage( { _type = "openRemote" } ) SetNuiFocus( true, true ) end if ( IsDisabledControlJustPressed( 1, 117 ) ) then self:TogglePower() UTIL:Notify( "Radar power toggled." ) end if ( IsDisabledControlJustPressed( 1, 118 ) ) then self:ToggleFastDisplay() UTIL:Notify( "Fast display toggled." ) end -- 'Num8' key, toggles front antenna if ( IsDisabledControlJustPressed( 1, 111 ) ) then self:ToggleAntenna( "front" ) UTIL:Notify( "Front antenna toggled." ) end -- 'Num5' key, toggles rear antenna if ( IsDisabledControlJustPressed( 1, 112 ) ) then self:ToggleAntenna( "rear" ) UTIL:Notify( "Rear antenna toggled." ) end end --[[------------------------------------------------------------------------ NUI callback ------------------------------------------------------------------------]]-- RegisterNUICallback( "closeRemote", function( data ) SetNuiFocus( false, false ) end ) RegisterNUICallback( "setAntennaMode", function( data ) RADAR:SetAntennaMode( data.value, tonumber( data.mode ) ) print( "Set antenna: " .. data.value .. " to mode " .. tostring( data.mode ) ) end ) RegisterNUICallback( "toggleAntenna", function( data ) RADAR:ToggleAntenna( data.value ) SendNUIMessage( { _type = "antennaXmit", ant = data.value, on = RADAR:IsAntennaTransmitting( data.value ) } ) print( "Toggled " .. data.value .. " antenna" ) end ) --[[------------------------------------------------------------------------ Main function ------------------------------------------------------------------------]]-- function RADAR:Main() -- Check to make sure the player is in the driver's seat, and also that the vehicle has a class of VC_EMERGENCY (18) if ( DoesEntityExist( PLY.veh ) and PLY.inDriverSeat and GetVehicleClass( PLY.veh ) == 18 and self:IsPowerOn() ) then local plyVehPos = GetEntityCoords( PLY.veh ) -- First stage of the radar - get all of the vehicles hit by the radar if ( self:GetRadarStage() == 0 --[[ and self:IsEitherAntennaOn() ]] ) then if ( self:GetRayTraceState() == 0 ) then local vehs = self:GetVehiclePool() self:ResetCapturedVehicles() self:ResetRayTraceState() self:CreateRayThreads( PLY.veh, vehs ) elseif ( self:GetRayTraceState() == self:GetNumOfRays() ) then self:IncreaseRadarStage() end elseif ( self:GetRadarStage() == 1 ) then local data = {} -- Get the player's vehicle speed local speed = self:GetVehSpeedFormatted( GetEntitySpeed( PLY.veh ) ) data.patrolSpeed = UTIL:FormatSpeed( speed ) -- Only grab data to send if there have actually been vehicles captured by the radar if ( not UTIL:IsTableEmpty( self:GetCapturedVehicles() ) ) then local vehsForDisplay = self:GetVehiclesForAntenna() self:SetActiveVehicles( vehsForDisplay ) -- not really any point in setting this else self:SetActiveVehicles( { ["front"] = { nil, nil }, ["rear"] = { nil, nil } } ) end -- Work out what has to be sent local av = self:GetActiveVehicles() local test = { ["front"] = {}, ["rear"] = {} } if ( av["front"][1] ~= nil ) then test["front"].speed = UTIL:FormatSpeed( self:GetVehSpeedFormatted( av["front"][1].speed ) ) end if ( av["front"][2] ~= nil ) then test["front"].fast = UTIL:FormatSpeed( self:GetVehSpeedFormatted( av["front"][2].speed ) ) end -- Send the update to the NUI side SendNUIMessage( { _type = "update", speed = data.patrolSpeed, antennas = test } ) self:ResetRadarStage() self:ResetRayTraceState() end end end -- Updates the local player information Citizen.CreateThread( function() while ( true ) do PLY.ped = PlayerPedId() PLY.veh = GetVehiclePedIsIn( PLY.ped, false ) PLY.inDriverSeat = GetPedInVehicleSeat( PLY.veh, -1 ) == PLY.ped Citizen.Wait( 250 ) end end ) -- Update the vehicle pool every 3 seconds Citizen.CreateThread( function() while ( true ) do local vehs = RADAR:GetAllVehicles() RADAR:SetVehiclePool( vehs ) Citizen.Wait( 3000 ) end end ) -- Main thread Citizen.CreateThread( function() SetNuiFocus( false, false ) while ( true ) do RADAR:Main() Citizen.Wait( 50 ) end end ) -- Control manager Citizen.CreateThread( function() while ( true ) do RADAR:RunControlManager() Citizen.Wait( 0 ) end end ) ------------------------------ DEBUG ------------------------------ --[[ local types = { "FRONT", "FRONT FAST", "REAR", "REAR FAST" } Citizen.CreateThread( function() while ( true ) do -- Caught veh debug printing local av = RADAR:GetActiveVehicles() DrawRect( 0.500, 0.850, 0.400, 0.220, 0, 0, 0, 150 ) for i = 1, 4, 1 do UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.750, 0.60, true, types[i] ) if ( av[i] ~= nil ) then local pos = GetEntityCoords( av[i].veh ) local speed = RADAR:GetVehSpeedFormatted( GetEntitySpeed( av[i].veh ) ) local veh = av[i].veh local rt = av[i].rayType local dir = UTIL:GetEntityRelativeDirection( GetEntityHeading( GetVehiclePedIsIn( PlayerPedId(), false ) ), GetEntityHeading( veh ), 100 ) if ( dir == 1 ) then dir = "/\\" elseif ( dir == 2 ) then dir = "\\/" else dir = "none" end DrawMarker( 2, pos.x, pos.y, pos.z + 3, 0.0, 0.0, 0.0, 0.0, 180.0, 0.0, 1.0, 1.0, 1.0, 255, 255, 0, 70, false, true, 2, nil, nil, false ) if ( i % 2 == 0 ) then UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.800, 0.60, true, "Ent: " .. tostring( veh ) .. "\nSpeed: ~r~" .. tostring( speed ) .. "~s~mph" .. "\nRay type: " .. tostring( rt ) .. "\nDir: " .. tostring( dir ) ) else UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.800, 0.60, true, "Ent: " .. tostring( veh ) .. "\nSpeed: " .. tostring( speed ) .. "mph" .. "\nRay type: " .. tostring( rt ) .. "\nDir: " .. tostring( dir ) ) end else UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.800, 0.60, true, "Ent: nil" .. "\nSpeed: nil" .. "\nRay type: nil" .. "\nDir: nil" ) end end -- Ray line drawing local veh = GetVehiclePedIsIn( PlayerPedId(), false ) for k, v in pairs( RADAR.rayTraces ) do local startP = GetOffsetFromEntityInWorldCoords( veh, v.startVec.x, 0.0, 0.0 ) local endP = GetOffsetFromEntityInWorldCoords( veh, v.endVec.x, v.endVec.y, 0.0 ) UTIL:DrawDebugLine( startP, endP ) end Citizen.Wait( 0 ) end end ) ]] -- Commands for debugging RegisterCommand( "rdr", function( src, args, raw ) if ( args[1] == "setlimit" ) then RADAR:SetFastLimit( tonumber( args[2] ) ) elseif ( args[1] == "setmode" ) then if ( args[2] == "front" or args[2] == "rear" ) then RADAR:SetAntennaMode( args[2], tonumber( args[3] ) ) end end end, false )