esx_fireDispatch-Discontiniued
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Request for triggering a random fire by having firefighters online
So, I’ve been experimenting with triggering startFire command automatically when Firefighters are online, but ran into this issue
InvokeNative: execution failed: Argument at index 1 was null. SCRIPT ERROR: Execution of native 000000002f7a49e6 in script host failed.
The problem is in the line TriggerClientEvent(‘esx_fireDispatch:startFire’) and I can’t figure out what I did wrong here…
client:
---------------------------- Commands ----------------------------
--[[ RegisterCommand("startFire", function() local i = math.random(#fireSpawnLocation) -- Choses a random spawn location TriggerServerEvent("fireManager:syncFire", i); -- sends sync requests end, false)]]
function startFire() local i = math.random(#fireSpawnLocation) -- Choses a random spawn location TriggerServerEvent("fireManager:syncFire", i) -- sends sync requests end
server
Citizen.CreateThread(function() while true do Citizen.Wait(5000) local xPlayers = ESX.GetPlayers() local firefighters = 0 for i=1, #xPlayers, 1 do local xPlayer = ESX.GetPlayerFromId(xPlayers[i]) if xPlayer.job.name == 'fire' then firefighters = firefighters + 1 end end if(firefighters >= 1)then print("Firefighters are online!") TriggerClientEvent('esx_fireDispatch:startFire') -- without this line, the check works fine else print("Firefighters are off duty!") end end end)
P.S. Sorry for formatting, I don't understand how it work here on GitHub yet.
I will also be looking to add this to the script. (Otherwise the server will be constantly spawning fires, when there is no-one to put them out.
function startFire() local i = math.random(#fireSpawnLocation) -- Choses a random spawn location TriggerServerEvent("fireManager:syncFire", i) -- sends sync requests end
That's just not how it works. I'm not going to answer you as there is a reason it isn't implemented in the script yet, it takes a lot of modifying. But I'll look at adding this feature in the near future.
I'd like to see this added.