pVehicle = getPedOccupiedVehicle ( localPlayer ) local lastVehicle = nil -- Yeah, lots of eventhandlers for one thing. -- This will be triggered when a player is warped into a vehicle. addEventHandler ( "onClientPlayerVehicleEnter", localPlayer, function ( vehicle ) pVehicle = vehicle checkVehicleChange ( ) end ) -- For when a player dies whilst inside a vehicle addEventHandler ( "onClientPlayerWasted", localPlayer, function() logCreated = false pVehicle = false setVisible ( false ) end ) -- And exiting normally. addEventHandler ( "onClientVehicleStartExit", root, function ( player ) -- Possible fix for when someone is trying to jack a locked vehicle, you cant open the editor anymore. if player == localPlayer and not isVehicleLocked ( source ) then clearLog ( ) pVehicle = false setVisible ( false ) end end ) -- When the vehicle explodes where you're in addEventHandler ( "onClientVehicleExplode", root, function ( ) if getPedOccupiedVehicle ( localPlayer ) == source then clearLog ( ) pVehicle = false setVisible ( false ) end end ) -- When the vehicle you're in destroys addEventHandler("onClientElementDestroy", root, function() if (source == localPlayer.vehicle) then clearLog() pVehicle = false setVisible(false) end end ) -- For when the vehicle element model changes. addEventHandler ( "onClientElementStreamIn", root, function ( ) if getElementType ( source ) == "vehicle" and source == getPedOccupiedVehicle ( localPlayer ) then pVehicle = source triggerEvent ( "updateVehicleText", pVehicle ) forceVehicleChange ( ) end end ) -- Update the editor menu if the vehicle is changed function checkVehicleChange ( ) if pVehicle then triggerEvent ( "updateVehicleText", pVehicle ) if pVehicle ~= lastVehicle then requestMiniLog ( pVehicle ) lastVehicle = pVehicle guiShowView ( "engine" ) end end end function forceVehicleChange ( ) guiDestroyWarningWindow ( ) if pVehicle then triggerEvent ( "updateVehicleText", pVehicle ) requestMiniLog ( pVehicle ) end lastVehicle = pVehicle guiShowView ( "engine" ) end