Price
UnknownA script by PeekerJ
Price
Unknown



PeekerJ’s Destructions script gives you an entirely new way to play out your roleplay, like destroying a bridge when chased by the cops so they can’t pass, or just creating a unique distraction for your crimes. You can currently destroy three primary objects, which currently are the Wooden Bridge, the Crane on the construction site and the Radio Tower [NEW].
Animations can be triggered via exports (you can wire them in the scripts yourself)… And two items, which i’ve added for basic triggering. You can respawn the objects by restarting the script (pj_destruction). Destroyed objects are automatically destroyed (after animation) for every reconnect or rejoin till the restart of the script or server restart.
This script just gives you an possibillity to destroy things however you want, by shooting at them, planting an explosive, by using an item…
Here’s the list of all current features:
CONFIG PREVIEW
INCLUDED SCRIPTS:
local hasbeentriggered = false
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if not hasbeentriggered then
if IsExplosionInSphere(-1, 756.6488, 1273.7079, 360.2944, 50.0) then
exports['pj_destruction']:TriggerRadioTowerClient()
print("Radio Tower explosion detected, triggering destruction sequence.")
hasbeentriggered = true
end
end
end
end)
What’s planned/to do:
Server broadcasts numeric states to clients to rebuild appropriate visuals and may emit FX events when transitioning to destroyed/construction.
Call these from other server resources:
local changed = exports['pj_destruction']:SetBridgeState(STATE) -- STATE: 1/2/3
local changed = exports['pj_destruction']:SetCraneState(STATE) -- STATE: 1/2/3
local changed = exports['pj_destruction']:SetRadioTowerState(STATE) -- STATE: 1/2/3
Return values:
true if the state actually changedfalse if the state was already the requested value or validation blocked the changeCall these from other client scripts to ask the server to perform the action (they send a NetEvent to the server which then updates state and syncs):
exports['pj_destruction']:TriggerWoodenBridgeClient()
exports['pj_destruction']:TriggerTowerCraneClient()
exports['pj_destruction']:TriggerRadioTowerClient()
exports['pj_destruction']:FixWoodenBridgeClient()
exports['pj_destruction']:FixTowerCraneClient()
exports['pj_destruction']:FixRadioTowerClient()
Call these from other client scripts to ask the server to perform the action (they send a NetEvent to the server which then updates state and syncs):
exports['pj_destruction']:TriggerWoodenBridge()
exports['pj_destruction']:TriggerTowerCrane()
exports['pj_destruction']:TriggerRadioTower()
exports['pj_destruction']:FixWoodenBridge()
exports['pj_destruction']:FixTowerCrane()
exports['pj_destruction']:FixRadioTower()
| Assets are accessible | No |
| Subscription-based | No |
| Polygons (model and LOD) | 10000+ |
| Texture size and amount | 20mb+ |
| Requirements & dependencies | Included in purchase (Assets and Sounds) |
| Support | Yes |
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