Set veh respawn delay on ped exit
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@@ -390,6 +390,8 @@ function onPlayerExitedVehicle(client, vehicle) {
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}
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}
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}
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}
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getVehicleData(vehicle).respawnTime = getCurrentUnixTimestamp() + getGlobalConfig().vehicleInactiveRespawnDelay;
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logToConsole(LOG_DEBUG, `[VRR.Event] ${getPlayerDisplayForConsole(client)} exited a ${getVehicleName(vehicle)} (ID: ${vehicle.getData("vrr.dataSlot")}, Database ID: ${getVehicleData(vehicle).databaseId})`);
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logToConsole(LOG_DEBUG, `[VRR.Event] ${getPlayerDisplayForConsole(client)} exited a ${getVehicleName(vehicle)} (ID: ${vehicle.getData("vrr.dataSlot")}, Database ID: ${getVehicleData(vehicle).databaseId})`);
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}
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}
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@@ -555,9 +557,6 @@ function onPlayerSpawn(client) {
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logToConsole(LOG_DEBUG, `[VRR.Event] Sending custom keybinds to ${getPlayerDisplayForConsole(client)}`);
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logToConsole(LOG_DEBUG, `[VRR.Event] Sending custom keybinds to ${getPlayerDisplayForConsole(client)}`);
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sendAccountKeyBindsToClient(client);
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sendAccountKeyBindsToClient(client);
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//setTimeout(function() {
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// sendAccountKeyBindsToClient(client);
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//}, 5000);
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logToConsole(LOG_DEBUG, `[VRR.Event] Setting ${getPlayerDisplayForConsole(client)}'s switchchar state to false`);
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logToConsole(LOG_DEBUG, `[VRR.Event] Setting ${getPlayerDisplayForConsole(client)}'s switchchar state to false`);
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getPlayerData(client).switchingCharacter = false;
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getPlayerData(client).switchingCharacter = false;
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