local CurrentAction = nil local CurrentActionMsg = nil local CurrentActionData = nil local Licenses = {} local CurrentTest = nil local CurrentTestType = nil local CurrentVehicle = nil local CurrentCheckPoint, DriveErrors = 0, 0 local LastCheckPoint = -1 local CurrentBlip = nil local CurrentZoneType = nil local LastVehicleHealth = nil local failedTest = false function DrawMissionText(msg, time) ClearPrints() BeginTextCommandPrint('STRING') AddTextComponentSubstringPlayerName(msg) EndTextCommandPrint(time, true) end function StartTheoryTest() CurrentTest = 'theory' SendNUIMessage({ openQuestion = true }) ESX.SetTimeout(200, function() SetNuiFocus(true, true) end) end function StopTheoryTest(success) CurrentTest = nil SendNUIMessage({ openQuestion = false }) SetNuiFocus(false) if success then TriggerServerEvent('esx_dmvschool:addLicense', 'dmv') ESX.ShowNotification(TranslateCap('passed_test')) else ESX.ShowNotification(TranslateCap('failed_test')) end end function StartDriveTest(type) ESX.Game.SpawnVehicle(Config.VehicleModels[type], vector3(Config.Zones.VehicleSpawnPoint.Pos.x, Config.Zones.VehicleSpawnPoint.Pos.y, Config.Zones.VehicleSpawnPoint.Pos.z), Config.Zones.VehicleSpawnPoint.Pos.h, function(vehicle) CurrentTest = 'drive' CurrentTestType = type CurrentCheckPoint = 0 LastCheckPoint = -1 CurrentZoneType = 'residence' DriveErrors = 0 IsAboveSpeedLimit = false CurrentVehicle = vehicle LastVehicleHealth = GetEntityHealth(vehicle) failedTest = false local playerPed = PlayerPedId() TaskWarpPedIntoVehicle(playerPed, vehicle, -1) SetVehicleFuelLevel(vehicle, 100.0) DecorSetFloat(vehicle, "_FUEL_LEVEL", GetVehicleFuelLevel(vehicle)) end) end function StopDriveTest(success) if success then TriggerServerEvent('esx_dmvschool:addLicense', CurrentTestType) ESX.ShowNotification(TranslateCap('passed_test')) ESX.ShowNotification(TranslateCap('driving_test_complete')) else ESX.ShowNotification(TranslateCap('failed_test')) end CurrentTest = nil CurrentTestType = nil end function SetCurrentZoneType(type) CurrentZoneType = type end function OpenDMVSchoolMenu() local ownedLicenses = {} for i=1, #Licenses, 1 do ownedLicenses[Licenses[i].type] = true end local elements = { {unselectable = true, icon = "fas fa-car", title = TranslateCap("driving_school")} } if not ownedLicenses['dmv'] then elements[#elements+1] = { icon = "fas fa-car", title = (('%s: %s'):format(TranslateCap('theory_test'), TranslateCap('school_item', ESX.Math.GroupDigits(Config.Prices['dmv'])))), value = "theory_test" } end if ownedLicenses['dmv'] then if not ownedLicenses['drive'] then elements[#elements+1] = { icon = "fas fa-car", title = (('%s: %s'):format(TranslateCap('road_test_car'), TranslateCap('school_item', ESX.Math.GroupDigits(Config.Prices['drive'])))), value = "drive_test", type = "drive" } end if not ownedLicenses['drive_bike'] then elements[#elements+1] = { icon = "fas fa-car", title = (('%s: %s'):format(TranslateCap('road_test_bike'), TranslateCap('school_item', ESX.Math.GroupDigits(Config.Prices['drive_bike'])))), value = "drive_test", type = "drive_bike" } end if not ownedLicenses['drive_truck'] then elements[#elements+1] = { icon = "fas fa-car", title = (('%s: %s'):format(TranslateCap('road_test_truck'), TranslateCap('school_item', ESX.Math.GroupDigits(Config.Prices['drive_truck'])))), value = "drive_test", type = "drive_truck" } end end ESX.OpenContext("right", elements, function(menu,element) if element.value == "theory_test" then ESX.TriggerServerCallback('esx_dmvschool:canYouPay', function(haveMoney) if haveMoney then ESX.CloseContext() StartTheoryTest() else ESX.ShowNotification(TranslateCap('not_enough_money')) end end, 'dmv') elseif element.value == "drive_test" then ESX.TriggerServerCallback('esx_dmvschool:canYouPay', function(haveMoney) if haveMoney then ESX.CloseContext() StartDriveTest(element.type) else ESX.ShowNotification(TranslateCap('not_enough_money')) end end, element.type) end end, function(menu) CurrentAction = 'dmvschool_menu' CurrentActionMsg = TranslateCap('press_open_menu') CurrentActionData = {} end) end RegisterNUICallback('question', function(data, cb) SendNUIMessage({ openSection = 'question' }) cb() end) RegisterNUICallback('close', function(data, cb) StopTheoryTest(true) cb() end) RegisterNUICallback('kick', function(data, cb) StopTheoryTest(false) cb() end) AddEventHandler('esx_dmvschool:hasEnteredMarker', function(zone) if zone == 'DMVSchool' then CurrentAction = 'dmvschool_menu' CurrentActionMsg = TranslateCap('press_open_menu') CurrentActionData = {} end end) AddEventHandler('esx_dmvschool:hasExitedMarker', function(zone) CurrentAction = nil ESX.CloseContext() end) RegisterNetEvent('esx_dmvschool:loadLicenses') AddEventHandler('esx_dmvschool:loadLicenses', function(licenses) Licenses = licenses end) -- Create Blips CreateThread(function() local blip = AddBlipForCoord(Config.Zones.DMVSchool.Pos.x, Config.Zones.DMVSchool.Pos.y, Config.Zones.DMVSchool.Pos.z) SetBlipSprite (blip, 408) SetBlipColour (blip, 0) SetBlipDisplay(blip, 4) SetBlipScale (blip, 1.2) SetBlipAsShortRange(blip, true) BeginTextCommandSetBlipName("STRING") AddTextComponentSubstringPlayerName(TranslateCap('driving_school_blip')) EndTextCommandSetBlipName(blip) end) -- Display markers CreateThread(function() while true do local sleep = 1500 local playerPed = PlayerPedId() local coords = GetEntityCoords(playerPed) for k,v in pairs(Config.Zones) do local Pos = vector3(v.Pos.x, v.Pos.y, v.Pos.z) if(v.Type ~= -1 and #(coords - Pos) < Config.DrawDistance) then sleep = 0 DrawMarker(v.Type, v.Pos.x, v.Pos.y, v.Pos.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, v.Size.x, v.Size.y, v.Size.z, v.Color.r, v.Color.g, v.Color.b, 100, false, true, 2, false, false, false, false) end end if CurrentTest == 'theory' then sleep = 0 DisableControlAction(0, 1, true) -- LookLeftRight DisableControlAction(0, 2, true) -- LookUpDown DisablePlayerFiring(playerPed, true) -- Disable weapon firing DisableControlAction(0, 142, true) -- MeleeAttackAlternate DisableControlAction(0, 106, true) -- VehicleMouseControlOverride end if CurrentTest == 'drive' then sleep = 0 local nextCheckPoint = CurrentCheckPoint + 1 if Config.CheckPoints[nextCheckPoint] == nil then if DoesBlipExist(CurrentBlip) then RemoveBlip(CurrentBlip) end CurrentTest = nil StopDriveTest(DriveErrors < Config.MaxErrors) else if CurrentCheckPoint ~= LastCheckPoint then if DoesBlipExist(CurrentBlip) then RemoveBlip(CurrentBlip) end CurrentBlip = AddBlipForCoord(Config.CheckPoints[nextCheckPoint].Pos.x, Config.CheckPoints[nextCheckPoint].Pos.y, Config.CheckPoints[nextCheckPoint].Pos.z) SetBlipRoute(CurrentBlip, 1) LastCheckPoint = CurrentCheckPoint end local Pos = vector3(Config.CheckPoints[nextCheckPoint].Pos.x,Config.CheckPoints[nextCheckPoint].Pos.y,Config.CheckPoints[nextCheckPoint].Pos.z) local distance = #(coords - Pos) if distance <= Config.DrawDistance then DrawMarker(1, Config.CheckPoints[nextCheckPoint].Pos.x, Config.CheckPoints[nextCheckPoint].Pos.y, Config.CheckPoints[nextCheckPoint].Pos.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, 1.5, 1.5, 1.5, 102, 204, 102, 100, false, true, 2, false, false, false, false) end if distance <= 3.0 then Config.CheckPoints[nextCheckPoint].Action(playerPed, CurrentVehicle, SetCurrentZoneType) CurrentCheckPoint = CurrentCheckPoint + 1 end end end if CurrentAction then sleep = 0 ESX.ShowHelpNotification(CurrentActionMsg) if (IsControlJustReleased(0, 38)) and (CurrentAction == 'dmvschool_menu') then OpenDMVSchoolMenu() CurrentAction = nil end end local isInMarker = false local currentZone = nil for k,v in pairs(Config.Zones) do local Pos = vector3(v.Pos.x, v.Pos.y, v.Pos.z) if(#(coords - Pos) < v.Size.x) then sleep = 0 isInMarker = true currentZone = k end end if (isInMarker and not HasAlreadyEnteredMarker) or (isInMarker and LastZone ~= currentZone) then HasAlreadyEnteredMarker = true LastZone = currentZone TriggerEvent('esx_dmvschool:hasEnteredMarker', currentZone) end if not isInMarker and HasAlreadyEnteredMarker then HasAlreadyEnteredMarker = false TriggerEvent('esx_dmvschool:hasExitedMarker', LastZone) end Wait(sleep) end end) function TestFailedGoToLastCheckPoint() CurrentCheckPoint = #Config.CheckPoints - 1 failedTest = true end -- Speed / Damage control CreateThread(function() while true do local sleep = 1500 if CurrentTest == 'drive' then sleep = 0 local playerPed = PlayerPedId() if IsPedInAnyVehicle(playerPed, false) then local vehicle = GetVehiclePedIsIn(playerPed, false) local speed = GetEntitySpeed(vehicle) * Config.SpeedMultiplier local health = GetEntityHealth(vehicle) -- Speed check for k, v in pairs(Config.SpeedLimits) do if CurrentZoneType == k and speed > v then DriveErrors += 1 if DriveErrors <= Config.MaxErrors then ESX.ShowNotification(TranslateCap('driving_too_fast', v)) ESX.ShowNotification(TranslateCap('errors', DriveErrors, Config.MaxErrors)) end sleep = (Config.SpeedingErrorDelay < 5000) and 5000 or Config.SpeedingErrorDelay end end -- Vehicle damage check if health < LastVehicleHealth then DriveErrors += 1 if DriveErrors <= Config.MaxErrors then ESX.ShowNotification(TranslateCap('you_damaged_veh')) ESX.ShowNotification(TranslateCap('errors', DriveErrors, Config.MaxErrors)) end LastVehicleHealth = health sleep = 1500 end if DriveErrors > Config.MaxErrors then ESX.ShowNotification(TranslateCap('test_failed_go_to_start_point')) if not failedTest then TestFailedGoToLastCheckPoint() end sleep = 5000 end end end Wait(sleep) end end)