#deleted

1 messages · Page 1 of 1 (latest)

pearl tartan
#

Damn I wish I’d of waited I’ve literally just done this 🤣

#

slightly different but good likeness haha

minor ivy
#

I'd 100% use it in our project if the body damage thing wasnt there

minor ivy
#

but thats great work dude tbh good stuff

alpine ore
#

Bc-wounding not working?

formal grotto
cosmic zinc
#

can u help me for resize the body image ? i'll make an extra slot there, but im stuck 🥹 on size of the body img

solid lava
opal forum
#

Someone managed to get it working in qbox?

wanton oyster
#

it will any framework

#

u have to add exports.BC_Wounding:ResetAll() to your healing items and revive event

minor ivy
#

I did it Muri!

dreamy orchid
# wise garden can give examples?
    local player = PlayerPedId()

    if isDead or InLaststand then
        local pos = GetEntityCoords(player, true)
        NetworkResurrectLocalPlayer(pos.x, pos.y, pos.z, GetEntityHeading(player), true, false)
        isDead = false
        SetEntityInvincible(player, false)
        SetLaststand(false)
    end

    if isInHospitalBed then
        loadAnimDict(inBedDict)
        TaskPlayAnim(player, inBedDict , inBedAnim, 8.0, 1.0, -1, 1, 0, 0, 0, 0 )
        SetEntityInvincible(player, true)
        canLeaveBed = true
    end

    TriggerServerEvent("hospital:server:RestoreWeaponDamage")
    SetEntityMaxHealth(player, 200)
    SetEntityHealth(player, 200)
    ClearPedBloodDamage(player)
    SetPlayerSprint(PlayerId(), true)
    ResetAll()
    ResetPedMovementClipset(player, 0.0)
    TriggerServerEvent('hud:server:RelieveStress', 100)
    TriggerServerEvent("hospital:server:SetDeathStatus", false)
    TriggerServerEvent("hospital:server:SetLaststandStatus", false)
    emsNotified = false
    QBCore.Functions.Notify(Lang:t('info.healthy'))
    exports.BC_Wounding:ResetAll()
end)```
maybe like this
solid acorn
#

I gave it a shot as well

rough mesa
#

tried to mess with it a little

minor ivy
wise garden
rough mesa
#
  • need to do for hotbar too
minor ivy
#

alright sick ill check it out thanks bro

minor ivy
#

I appreciate you very much

rough mesa
# minor ivy

now i cam gonna appreciate u to give me a small idea by sharing that tool tip idea where its showing item amount and weight loveG

solid acorn
solid acorn
minor ivy
minor ivy
#

yeee

minor ivy
# rough mesa

You should try a deep red translucent, almost black, for inventory background color

rough mesa
#

maybe but its seems fine to me cuz if i make too dark there will be problem like when u buy or any inv notify will not be visible

minor ivy
minor ivy
#

PP Community is voting on their 2.0 inventory scheme RN

hybrid dagger
#

anyone know why the body image isnt showing up properly for me?

daring plover
#

Ive got everything to work expect the revive/bandage resetting the bars..

#

I put the exports in the events. Using QBOX.

solid acorn
daring plover
opal forum
alpine ore
wanton oyster
# alpine ore How did you get it to work?
RegisterNetEvent('hospital:client:TreatWounds', function()
    local hasBandage = exports.ox_inventory:Search('count', 'bandage') > 0
    if not hasBandage then
        exports.qbx_core:Notify(locale('error.no_bandage'), 'error')
        return
    end

    local player = GetClosestPlayer()
    if not player then
        exports.qbx_core:Notify(locale('error.no_player'), 'error')
        return
    end

    if lib.progressCircle({
        duration = 5000,
        position = 'bottom',
        label = locale('progress.healing'),
        useWhileDead = false,
        canCancel = true,
        disable = {
            move = false,
            car = false,
            combat = true,
            mouse = false,
        },
        anim = {
            dict = HealAnimDict,
            clip = HealAnim,
        },
    })
    then
        StopAnimTask(cache.ped, HealAnimDict, 'exit', 1.0)
        exports.qbx_core:Notify(locale('success.helped_player'), 'success')
        TriggerServerEvent('hospital:server:TreatWounds', GetPlayerServerId(player))
        exports.BC_Wounding:ResetAll()
    else
        StopAnimTask(cache.ped, HealAnimDict, 'exit', 1.0)
        exports.qbx_core:Notify(locale('error.canceled'), 'error')
    end
end)
#
---@param targetId number playerId
RegisterNetEvent('hospital:client:HelpPerson', function(targetId)
    if GetInvokingResource() then return end
    if lib.progressCircle({
        duration = math.random(30000, 60000),
        position = 'bottom',
        label = locale('progress.revive'),
        useWhileDead = false,
        canCancel = true,
        disable = {
            move = false,
            car = false,
            combat = true,
            mouse = false,
        },
        anim = {
            dict = HealAnimDict,
            clip = HealAnim,
        },
    })
    then
        exports.qbx_core:Notify(locale('success.revived'), 'success')
        TriggerServerEvent('hospital:server:RevivePlayer', targetId)
        exports.BC_Wounding:ResetAll()
    else
        exports.qbx_core:Notify(locale('error.canceled'), 'error')
    end
end)
#
RegisterNetEvent('hospital:client:RevivePlayer', function()
    local hasFirstAid = exports.ox_inventory:Search('count', 'firstaid') > 0
    if not hasFirstAid then
        exports.qbx_core:Notify(locale('error.no_firstaid'), 'error')
        return
    end

    local player = GetClosestPlayer()
    if not player then
        exports.qbx_core:Notify(locale('error.no_player'), 'error')
        return
    end

    if lib.progressCircle({
        duration = 5000,
        position = 'bottom',
        label = locale('progress.revive'),
        useWhileDead = false,
        canCancel = true,
        disable = {
            move = false,
            car = false,
            combat = true,
            mouse = false,
        },
        anim = {
            dict = HealAnimDict,
            clip = HealAnim,
        },
    })
    then
        StopAnimTask(cache.ped, HealAnimDict, 'exit', 1.0)
        exports.qbx_core:Notify(locale('success.revived'), 'success')
        TriggerServerEvent('hospital:server:RevivePlayer', GetPlayerServerId(player))
        exports.BC_Wounding:ResetAll()
    else
        StopAnimTask(cache.ped, HealAnimDict, 'exit', 1.0)
        exports.qbx_core:Notify(locale('error.canceled'), 'error')
    end
end)RegisterNetEvent('hospital:client:RevivePlayer', function()
    local hasFirstAid = exports.ox_inventory:Search('count', 'firstaid') > 0
    if not hasFirstAid then
        exports.qbx_core:Notify(locale('error.no_firstaid'), 'error')
        return
    end

    local player = GetClosestPlayer()
    if not player then
        exports.qbx_core:Notify(locale('error.no_player'), 'error')
        return
    end

    if lib.progressCircle({
        duration = 5000,
        position = 'bottom',
        label = locale('progress.revive'),
        useWhileDead = false,
        canCancel = true,
        disable = {
            move = false,
            car = false,
            combat = true,
            mouse = false,
        },
        anim = {
            dict = HealAnimDict,
            clip = HealAnim,
        },
    })
    then
        StopAnimTask(cache.ped, HealAnimDict, 'exit', 1.0)
        exports.qbx_core:Notify(locale('success.revived'), 'success')
        TriggerServerEvent('hospital:server:RevivePlayer', GetPlayerServerId(player))
        exports.BC_Wounding:ResetAll()
    else
        StopAnimTask(cache.ped, HealAnimDict, 'exit', 1.0)
        exports.qbx_core:Notify(locale('error.canceled'), 'error')
    end
end)
bright path
#

nice

hybrid dagger
#

has anyone gotten the bandage to heal in stages instead of fixing all limbs together and make it sync with the hud HP? or do people just make the bandage heal the entire HP in one go? basically wondering how to get the damage in the inventory to sync with the amublance job properly

worldly echo
#

i can not for the life of me get this working

#

like ill take damage but when i revive or use a bandage it stays red

#

and i have put the exports in

#

no errors nothing

#

brocode wounding is set to qbcore because there is no export for qboc

manic stump
worldly echo
#

Could it be because I could not do what was in the video with the installing the python stuff

thorny elk
#

Can anyone help me remove the body from the inventory? Or is it not possible?

half cliff
#

Hi, I was following your tutorial and I'm getting this error below

\ox_inventory\web>pnpm i
'pnpm' is not recognized as an internal or external command,
operable program or batch file.

@wanton oyster (sorry for marker)

wanton oyster
#

Did you do npm install -g npm

worldly echo
solid acorn
#

Pretty sure Muri meant npm install -g pnpm

#

Obviously you have to install pnpm in order to use commands

worldly echo
#

But I still get the error

wicked folio
#

Everything is good for me except the wounds, seems not working at all

worldly echo
wicked folio
worldly echo
worldly echo
wicked folio
#

You talk about ox inventory or BC_Wounding?

worldly echo
#

Ox inventory

wise garden
#

Did someone have that bug too? or have any ideia how to solve it?

#

Because for me is all ok but for other players is that way

solid acorn
#

Tell them to delete cache and join server again

wise garden
#

He already did that sill the same

green oasis
#

No clearing cache, rebuilding inventory, nothing.

#

Clearing player inventory, giving him a new character. It stays the same

wise garden
#

Update the web folder

#

The images you don’t need but update the rest

green oasis
wise garden
#

No

green oasis
#

Okay i Will try that even thought my inventory is heavily modified

wise garden
green oasis
wanton oyster
#

Its not just ui its other things also for healths just using web folder break health system

#

Its not my inventory its from brocod i just changed color ask him for support

hollow mantle
#

Thanks for this release. Been playing around with it but can seem to find where to change the "Player Name" at the top of the left inventory, could anyone help?