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Replace bullets with objects/vehicles?


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I'd like to make my own mod, I know alot of menus already have these types of features, but I find coding these mods very interesting

 

I made the vehicle cannon but it just shoot with vehicles additionally

 

How did you do that? :p

Edited by Reck1501
flocraftMods

Ok here is the main code to shoot with random vehicles:

LPCSTR vehicleModels[188] = {"ARMYTANKER", "ASTEROPE", "AIRTUG", "AMBULANCE", "BARRACKS", "BARRACKS2", "BALLER", "BALLER2",	"BJXL", "BANSHEE", "BFINJECTION", "BIFF", "BLAZER", "BLAZER2", "BLAZER3", "BISON", "BISON2",	"BISON3", "BOXVILLE", "BOXVILLE2", "BOXVILLE3", "BOBCATXL", "BODHI2", "BUCCANEER", "BUFFALO", "BUFFALO2", "BULLDOZER",	"BULLET", "BURRITO", "BURRITO2", "BURRITO3", "BURRITO4", "BURRITO5", "CAVALCADE", "CAVALCADE2", "POLICET",	"GBURRITO", "CABLECAR", "CADDY", "CADDY2", "CAMPER", "CARBONIZZARE", "CHEETAH", "COMET2", "COGCABRIO", "COQUETTE",	"CUTTER", "GRESLEY", "DILETTANTE", "DILETTANTE2", "DUNE", "DUNE2", "HOTKNIFE", "DLOADER", "DUBSTA", "DUBSTA2",	"DUMP", "RUBBLE", "DOCKTUG", "DOMINATOR", "EMPEROR", "EMPEROR2", "EMPEROR3", "ENTITYXF", "EXEMPLAR", "ELEGY2",	"F620", "FBI", "FBI2", "FELON", "FELON2", "FELTZER2", "FIRETRUK", "FLATBED", "FORKLIFT", "FQ2",	"FUSILADE", "FUGITIVE", "FUTO", "GRANGER", "GAUNTLET", "HABANERO", "HAULER", "HANDLER", "INFERNUS", "INGOT",	"INTRUDER", "ISSI2", "JACKAL", "JOURNEY", "JB700", "KHAMELION", "LANDSTALKER", "LGUARD", "MANANA", "MESA",	"MESA2", "MESA3", "CRUSADER", "MINIVAN", "MIXER", "MIXER2", "MONROE", "MOWER", "MULE", "MULE2",	"ORACLE", "ORACLE2", "PACKER", "PATRIOT", "PBUS", "PENUMBRA", "PEYOTE", "PHANTOM", "PHOENIX", "PICADOR",	"POUNDER", "POLICE", "POLICE4", "POLICE2", "POLICE3", "POLICEOLD1", "POLICEOLD2", "PONY", "PONY2", "PRAIRIE",	"PRANGER", "PREMIER", "PRIMO",  "RANCHERXL", "RANCHERXL2", "RAPIDGT", "RAPIDGT2", "RADI", "RATLOADER",	"REBEL", "REGINA", "REBEL2", "RENTALBUS", "RUINER", "RUMPO", "RUMPO2", "RHINO", "RIOT", "RIPLEY",	"ROCOTO", "ROMERO", "SABREGT", "SADLER", "SADLER2", "SANDKING", "SANDKING2", "SCHAFTER2", "SCHWARZER", "SCRAP",	"SEMINOLE", "SENTINEL", "SENTINEL2", "ZION", "ZION2", "SERRANO", "SHERIFF", "SHERIFF2", "SPEEDO", "SPEEDO2",	"STANIER", "STINGER", "STINGERGT", "STOCKADE", "STOCKADE3", "STRATUM", "SULTAN", "SUPERD", "SURANO", "SURFER",	"SURFER2", "SURGE", "TAILGATER", "TAXI", "TRASH", "TRACTOR", "TRACTOR2", "TRACTOR3", "TOWTRUCK",	"TOWTRUCK2","UTILLITRUCK", "UTILLITRUCK2", "UTILLITRUCK3"};float offset;Ped playerPed = PLAYER::PLAYER_PED_ID();        DWORD model = GAMEPLAY::GET_HASH_KEY((char *)vehicleModels[rand() % 188]);STREAMING::REQUEST_MODEL(model);while (!STREAMING::HAS_MODEL_LOADED(model)) WAIT(0);if (STREAMING::IS_MODEL_IN_CDIMAGE(model) && STREAMING::IS_MODEL_A_VEHICLE(model)){    Vector3 dim1, dim2;    GAMEPLAY::GET_MODEL_DIMENSIONS(model, &dim1, &dim2);    offset = dim2.y * 1.6;}   Vector3 dir = ENTITY::GET_ENTITY_FORWARD_VECTOR(playerPed);Vector3 pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);float rot = (ENTITY::GET_ENTITY_ROTATION(playerPed, 0)).z;Vehicle veh = VEHICLE::CREATE_VEHICLE(model, pos.x + (dir.x * offset) , pos.y + (dir.y * offset) , pos.z , rot, 1, 1);VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(veh);        VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, 70.0);   STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(model);ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&veh);

I will try to shoot 3D in vehicle cannon v2 :lol:

Edited by flocraftMods

Ok here is the main code to shoot with random vehicles:

LPCSTR vehicleModels[188] = {"ARMYTANKER", "ASTEROPE", "AIRTUG", "AMBULANCE", "BARRACKS", "BARRACKS2", "BALLER", "BALLER2",	"BJXL", "BANSHEE", "BFINJECTION", "BIFF", "BLAZER", "BLAZER2", "BLAZER3", "BISON", "BISON2",	"BISON3", "BOXVILLE", "BOXVILLE2", "BOXVILLE3", "BOBCATXL", "BODHI2", "BUCCANEER", "BUFFALO", "BUFFALO2", "BULLDOZER",	"BULLET", "BURRITO", "BURRITO2", "BURRITO3", "BURRITO4", "BURRITO5", "CAVALCADE", "CAVALCADE2", "POLICET",	"GBURRITO", "CABLECAR", "CADDY", "CADDY2", "CAMPER", "CARBONIZZARE", "CHEETAH", "COMET2", "COGCABRIO", "COQUETTE",	"CUTTER", "GRESLEY", "DILETTANTE", "DILETTANTE2", "DUNE", "DUNE2", "HOTKNIFE", "DLOADER", "DUBSTA", "DUBSTA2",	"DUMP", "RUBBLE", "DOCKTUG", "DOMINATOR", "EMPEROR", "EMPEROR2", "EMPEROR3", "ENTITYXF", "EXEMPLAR", "ELEGY2",	"F620", "FBI", "FBI2", "FELON", "FELON2", "FELTZER2", "FIRETRUK", "FLATBED", "FORKLIFT", "FQ2",	"FUSILADE", "FUGITIVE", "FUTO", "GRANGER", "GAUNTLET", "HABANERO", "HAULER", "HANDLER", "INFERNUS", "INGOT",	"INTRUDER", "ISSI2", "JACKAL", "JOURNEY", "JB700", "KHAMELION", "LANDSTALKER", "LGUARD", "MANANA", "MESA",	"MESA2", "MESA3", "CRUSADER", "MINIVAN", "MIXER", "MIXER2", "MONROE", "MOWER", "MULE", "MULE2",	"ORACLE", "ORACLE2", "PACKER", "PATRIOT", "PBUS", "PENUMBRA", "PEYOTE", "PHANTOM", "PHOENIX", "PICADOR",	"POUNDER", "POLICE", "POLICE4", "POLICE2", "POLICE3", "POLICEOLD1", "POLICEOLD2", "PONY", "PONY2", "PRAIRIE",	"PRANGER", "PREMIER", "PRIMO",  "RANCHERXL", "RANCHERXL2", "RAPIDGT", "RAPIDGT2", "RADI", "RATLOADER",	"REBEL", "REGINA", "REBEL2", "RENTALBUS", "RUINER", "RUMPO", "RUMPO2", "RHINO", "RIOT", "RIPLEY",	"ROCOTO", "ROMERO", "SABREGT", "SADLER", "SADLER2", "SANDKING", "SANDKING2", "SCHAFTER2", "SCHWARZER", "SCRAP",	"SEMINOLE", "SENTINEL", "SENTINEL2", "ZION", "ZION2", "SERRANO", "SHERIFF", "SHERIFF2", "SPEEDO", "SPEEDO2",	"STANIER", "STINGER", "STINGERGT", "STOCKADE", "STOCKADE3", "STRATUM", "SULTAN", "SUPERD", "SURANO", "SURFER",	"SURFER2", "SURGE", "TAILGATER", "TAXI", "TRASH", "TRACTOR", "TRACTOR2", "TRACTOR3", "TOWTRUCK",	"TOWTRUCK2","UTILLITRUCK", "UTILLITRUCK2", "UTILLITRUCK3"};float offset;Ped playerPed = PLAYER::PLAYER_PED_ID();        DWORD model = GAMEPLAY::GET_HASH_KEY((char *)vehicleModels[rand() % 188]);STREAMING::REQUEST_MODEL(model);while (!STREAMING::HAS_MODEL_LOADED(model)) WAIT(0);if (STREAMING::IS_MODEL_IN_CDIMAGE(model) && STREAMING::IS_MODEL_A_VEHICLE(model)){    Vector3 dim1, dim2;    GAMEPLAY::GET_MODEL_DIMENSIONS(model, &dim1, &dim2);    offset = dim2.y * 1.6;}   Vector3 dir = ENTITY::GET_ENTITY_FORWARD_VECTOR(playerPed);Vector3 pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);float rot = (ENTITY::GET_ENTITY_ROTATION(playerPed, 0)).z;Vehicle veh = VEHICLE::CREATE_VEHICLE(model, pos.x + (dir.x * offset) , pos.y + (dir.y * offset) , pos.z , rot, 1, 1);VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(veh);        VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, 70.0);   STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(model);ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&veh);

I will try to shoot 3D in vehicle cannon v2 :lol:

 

Oh cool! Thanks for the source mate! :D Also looking forward to version 2 :p

Edited by Reck1501
Rooster Mods

Ok here is the main code to shoot with random vehicles:

LPCSTR vehicleModels[188] = {"ARMYTANKER", "ASTEROPE", "AIRTUG", "AMBULANCE", "BARRACKS", "BARRACKS2", "BALLER", "BALLER2",	"BJXL", "BANSHEE", "BFINJECTION", "BIFF", "BLAZER", "BLAZER2", "BLAZER3", "BISON", "BISON2",	"BISON3", "BOXVILLE", "BOXVILLE2", "BOXVILLE3", "BOBCATXL", "BODHI2", "BUCCANEER", "BUFFALO", "BUFFALO2", "BULLDOZER",	"BULLET", "BURRITO", "BURRITO2", "BURRITO3", "BURRITO4", "BURRITO5", "CAVALCADE", "CAVALCADE2", "POLICET",	"GBURRITO", "CABLECAR", "CADDY", "CADDY2", "CAMPER", "CARBONIZZARE", "CHEETAH", "COMET2", "COGCABRIO", "COQUETTE",	"CUTTER", "GRESLEY", "DILETTANTE", "DILETTANTE2", "DUNE", "DUNE2", "HOTKNIFE", "DLOADER", "DUBSTA", "DUBSTA2",	"DUMP", "RUBBLE", "DOCKTUG", "DOMINATOR", "EMPEROR", "EMPEROR2", "EMPEROR3", "ENTITYXF", "EXEMPLAR", "ELEGY2",	"F620", "FBI", "FBI2", "FELON", "FELON2", "FELTZER2", "FIRETRUK", "FLATBED", "FORKLIFT", "FQ2",	"FUSILADE", "FUGITIVE", "FUTO", "GRANGER", "GAUNTLET", "HABANERO", "HAULER", "HANDLER", "INFERNUS", "INGOT",	"INTRUDER", "ISSI2", "JACKAL", "JOURNEY", "JB700", "KHAMELION", "LANDSTALKER", "LGUARD", "MANANA", "MESA",	"MESA2", "MESA3", "CRUSADER", "MINIVAN", "MIXER", "MIXER2", "MONROE", "MOWER", "MULE", "MULE2",	"ORACLE", "ORACLE2", "PACKER", "PATRIOT", "PBUS", "PENUMBRA", "PEYOTE", "PHANTOM", "PHOENIX", "PICADOR",	"POUNDER", "POLICE", "POLICE4", "POLICE2", "POLICE3", "POLICEOLD1", "POLICEOLD2", "PONY", "PONY2", "PRAIRIE",	"PRANGER", "PREMIER", "PRIMO",  "RANCHERXL", "RANCHERXL2", "RAPIDGT", "RAPIDGT2", "RADI", "RATLOADER",	"REBEL", "REGINA", "REBEL2", "RENTALBUS", "RUINER", "RUMPO", "RUMPO2", "RHINO", "RIOT", "RIPLEY",	"ROCOTO", "ROMERO", "SABREGT", "SADLER", "SADLER2", "SANDKING", "SANDKING2", "SCHAFTER2", "SCHWARZER", "SCRAP",	"SEMINOLE", "SENTINEL", "SENTINEL2", "ZION", "ZION2", "SERRANO", "SHERIFF", "SHERIFF2", "SPEEDO", "SPEEDO2",	"STANIER", "STINGER", "STINGERGT", "STOCKADE", "STOCKADE3", "STRATUM", "SULTAN", "SUPERD", "SURANO", "SURFER",	"SURFER2", "SURGE", "TAILGATER", "TAXI", "TRASH", "TRACTOR", "TRACTOR2", "TRACTOR3", "TOWTRUCK",	"TOWTRUCK2","UTILLITRUCK", "UTILLITRUCK2", "UTILLITRUCK3"};float offset;Ped playerPed = PLAYER::PLAYER_PED_ID();        DWORD model = GAMEPLAY::GET_HASH_KEY((char *)vehicleModels[rand() % 188]);STREAMING::REQUEST_MODEL(model);while (!STREAMING::HAS_MODEL_LOADED(model)) WAIT(0);if (STREAMING::IS_MODEL_IN_CDIMAGE(model) && STREAMING::IS_MODEL_A_VEHICLE(model)){    Vector3 dim1, dim2;    GAMEPLAY::GET_MODEL_DIMENSIONS(model, &dim1, &dim2);    offset = dim2.y * 1.6;}   Vector3 dir = ENTITY::GET_ENTITY_FORWARD_VECTOR(playerPed);Vector3 pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);float rot = (ENTITY::GET_ENTITY_ROTATION(playerPed, 0)).z;Vehicle veh = VEHICLE::CREATE_VEHICLE(model, pos.x + (dir.x * offset) , pos.y + (dir.y * offset) , pos.z , rot, 1, 1);VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(veh);        VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, 70.0);   STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(model);ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&veh);

I will try to shoot 3D in vehicle cannon v2 :lol:

Do u know how to make a car spawn?

This is from the Native Trainer :whistle: (Don't know if it's the full code :panic: )

Correct me if it's wrong! :lol:

LPCSTR modelName = vehicleModels[carspawnActiveLineIndex][carspawnActiveItemIndex];            DWORD model = GAMEPLAY::GET_HASH_KEY((char *)modelName);            if (STREAMING::IS_MODEL_IN_CDIMAGE(model) && STREAMING::IS_MODEL_A_VEHICLE(model))            {                STREAMING::REQUEST_MODEL(model);                                while (!STREAMING::HAS_MODEL_LOADED(model)) WAIT(0);                Vector3 coords = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(PLAYER::PLAYER_PED_ID(), 0.0, 5.0, 0.0);                Vehicle veh = VEHICLE::CREATE_VEHICLE(model, coords.x, coords.y, coords.z, 0.0, 1, 1);                VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(veh);                WAIT(0);                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(model);                ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&veh);                return true;            }
Edited by Unknown_Modder
FreeOffset

Here is code I made to spawn pickup objects (40k money bag in this instance), can be anything from http://ecb2.biz/releases/GTAV/lists/pickups.txtand PICKUP_PARACHUTE will be a parachute in your inventory, not money.

if (featureMoneyGun) {        if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID()))        {            float tmp[3];            WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);            OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_MED_BAG"), tmp[0], tmp[2], tmp[4], 0, 40000, 1, 0, 1);	}}

you could also spawn non pickup objects with any item from this list http://ecb2.biz/releases/GTAV/lists/objects.txtvia

OBJECT::CREATE_OBJECT(GAMEPLAY::GET_HASH_KEY("prop_tree_pine_01"), tmp[0], tmp[2], tmp[4], 0, 0, 1);

instead of CREATE_AMBIENT_PICKUP.

Edited by FreeOffset
Rooster Mods

Here is code I made to spawn pickup objects (40k money bag in this instance), can be anything from http://ecb2.biz/releases/GTAV/lists/pickups.txtand PICKUP_PARACHUTE will be a parachute in your inventory, not money.

if (featureMoneyGun) {        if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID()))        {            float tmp[3];            WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);            OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_MED_BAG"), tmp[0], tmp[2], tmp[4], 0, 40000, 1, 0, 1);	}}

you could also spawn non pickup objects with any item from this list http://ecb2.biz/releases/GTAV/lists/objects.txtvia

OBJECT::CREATE_OBJECT(GAMEPLAY::GET_HASH_KEY("prop_tree_pine_01"), tmp[0], tmp[2], tmp[4], 0, 0, 1);

instead of CREATE_AMBIENT_PICKUP.

Please help me any 1

this is what I get

http://postimg.org/image/sjdztf6f1/

Edited by Rooster Mods
FreeOffset

 

Here is code I made to spawn pickup objects (40k money bag in this instance), can be anything from http://ecb2.biz/releases/GTAV/lists/pickups.txtand PICKUP_PARACHUTE will be a parachute in your inventory, not money.

if (featureMoneyGun) {        if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID()))        {            float tmp[3];            WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);            OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_MED_BAG"), tmp[0], tmp[2], tmp[4], 0, 40000, 1, 0, 1);	}}

you could also spawn non pickup objects with any item from this list http://ecb2.biz/releases/GTAV/lists/objects.txtvia

OBJECT::CREATE_OBJECT(GAMEPLAY::GET_HASH_KEY("prop_tree_pine_01"), tmp[0], tmp[2], tmp[4], 0, 0, 1);

instead of CREATE_AMBIENT_PICKUP.

Please help me any 1

this is what I get

http://postimg.org/image/sjdztf6f1/

 

 

Go to natives.h and update GET_PED_LAST_WEAPON_IMPACT_COORD to this

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Ped Handle, float* Coords) { return invoke<Any>(0x6C4D0409BA1A2BC2, Handle, Coords); } // 6C4D0409BA1A2BC2 9B266079

natives.h still gets updated even though the sdk doesn't (I don't think it does atleast)

Rooster Mods

 

 

Here is code I made to spawn pickup objects (40k money bag in this instance), can be anything from http://ecb2.biz/releases/GTAV/lists/pickups.txtand PICKUP_PARACHUTE will be a parachute in your inventory, not money.

if (featureMoneyGun) {        if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID()))        {            float tmp[3];            WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);            OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_MED_BAG"), tmp[0], tmp[2], tmp[4], 0, 40000, 1, 0, 1);	}}

you could also spawn non pickup objects with any item from this list http://ecb2.biz/releases/GTAV/lists/objects.txtvia

OBJECT::CREATE_OBJECT(GAMEPLAY::GET_HASH_KEY("prop_tree_pine_01"), tmp[0], tmp[2], tmp[4], 0, 0, 1);

instead of CREATE_AMBIENT_PICKUP.

Please help me any 1

this is what I get

http://postimg.org/image/sjdztf6f1/

 

 

Go to natives.h and update GET_PED_LAST_WEAPON_IMPACT_COORD to this

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Ped Handle, float* Coords) { return invoke<Any>(0x6C4D0409BA1A2BC2, Handle, Coords); } // 6C4D0409BA1A2BC2 9B266079

natives.h still gets updated even though the sdk doesn't (I don't think it does atleast)

 

Why do I freeze when I enable it and then shoot

I think its because im looping it

Edited by Rooster Mods
FreeOffset

 

 

 

Here is code I made to spawn pickup objects (40k money bag in this instance), can be anything from http://ecb2.biz/releases/GTAV/lists/pickups.txtand PICKUP_PARACHUTE will be a parachute in your inventory, not money.

if (featureMoneyGun) {        if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID()))        {            float tmp[3];            WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);            OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_MED_BAG"), tmp[0], tmp[2], tmp[4], 0, 40000, 1, 0, 1);	}}

you could also spawn non pickup objects with any item from this list http://ecb2.biz/releases/GTAV/lists/objects.txtvia

OBJECT::CREATE_OBJECT(GAMEPLAY::GET_HASH_KEY("prop_tree_pine_01"), tmp[0], tmp[2], tmp[4], 0, 0, 1);

instead of CREATE_AMBIENT_PICKUP.

Please help me any 1

this is what I get

http://postimg.org/image/sjdztf6f1/

 

 

Go to natives.h and update GET_PED_LAST_WEAPON_IMPACT_COORD to this

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Ped Handle, float* Coords) { return invoke<Any>(0x6C4D0409BA1A2BC2, Handle, Coords); } // 6C4D0409BA1A2BC2 9B266079

natives.h still gets updated even though the sdk doesn't (I don't think it does atleast)

 

Why do I freeze when I enable it and then shoot

I think its because im looping it

 

I put the following code in void update_features() which loops all the code in it. Are you freezing because of the Create Ambient Pickup or Create Pickup calls? or the Get ped last weapon impact coord call? Figure out by commenting out code.

  • 3 weeks later...
holyswordman

Ok here is the main code to shoot with random vehicles:

LPCSTR vehicleModels[188] = {"ARMYTANKER", "ASTEROPE", "AIRTUG", "AMBULANCE", "BARRACKS", "BARRACKS2", "BALLER", "BALLER2",	"BJXL", "BANSHEE", "BFINJECTION", "BIFF", "BLAZER", "BLAZER2", "BLAZER3", "BISON", "BISON2",	"BISON3", "BOXVILLE", "BOXVILLE2", "BOXVILLE3", "BOBCATXL", "BODHI2", "BUCCANEER", "BUFFALO", "BUFFALO2", "BULLDOZER",	"BULLET", "BURRITO", "BURRITO2", "BURRITO3", "BURRITO4", "BURRITO5", "CAVALCADE", "CAVALCADE2", "POLICET",	"GBURRITO", "CABLECAR", "CADDY", "CADDY2", "CAMPER", "CARBONIZZARE", "CHEETAH", "COMET2", "COGCABRIO", "COQUETTE",	"CUTTER", "GRESLEY", "DILETTANTE", "DILETTANTE2", "DUNE", "DUNE2", "HOTKNIFE", "DLOADER", "DUBSTA", "DUBSTA2",	"DUMP", "RUBBLE", "DOCKTUG", "DOMINATOR", "EMPEROR", "EMPEROR2", "EMPEROR3", "ENTITYXF", "EXEMPLAR", "ELEGY2",	"F620", "FBI", "FBI2", "FELON", "FELON2", "FELTZER2", "FIRETRUK", "FLATBED", "FORKLIFT", "FQ2",	"FUSILADE", "FUGITIVE", "FUTO", "GRANGER", "GAUNTLET", "HABANERO", "HAULER", "HANDLER", "INFERNUS", "INGOT",	"INTRUDER", "ISSI2", "JACKAL", "JOURNEY", "JB700", "KHAMELION", "LANDSTALKER", "LGUARD", "MANANA", "MESA",	"MESA2", "MESA3", "CRUSADER", "MINIVAN", "MIXER", "MIXER2", "MONROE", "MOWER", "MULE", "MULE2",	"ORACLE", "ORACLE2", "PACKER", "PATRIOT", "PBUS", "PENUMBRA", "PEYOTE", "PHANTOM", "PHOENIX", "PICADOR",	"POUNDER", "POLICE", "POLICE4", "POLICE2", "POLICE3", "POLICEOLD1", "POLICEOLD2", "PONY", "PONY2", "PRAIRIE",	"PRANGER", "PREMIER", "PRIMO",  "RANCHERXL", "RANCHERXL2", "RAPIDGT", "RAPIDGT2", "RADI", "RATLOADER",	"REBEL", "REGINA", "REBEL2", "RENTALBUS", "RUINER", "RUMPO", "RUMPO2", "RHINO", "RIOT", "RIPLEY",	"ROCOTO", "ROMERO", "SABREGT", "SADLER", "SADLER2", "SANDKING", "SANDKING2", "SCHAFTER2", "SCHWARZER", "SCRAP",	"SEMINOLE", "SENTINEL", "SENTINEL2", "ZION", "ZION2", "SERRANO", "SHERIFF", "SHERIFF2", "SPEEDO", "SPEEDO2",	"STANIER", "STINGER", "STINGERGT", "STOCKADE", "STOCKADE3", "STRATUM", "SULTAN", "SUPERD", "SURANO", "SURFER",	"SURFER2", "SURGE", "TAILGATER", "TAXI", "TRASH", "TRACTOR", "TRACTOR2", "TRACTOR3", "TOWTRUCK",	"TOWTRUCK2","UTILLITRUCK", "UTILLITRUCK2", "UTILLITRUCK3"};float offset;Ped playerPed = PLAYER::PLAYER_PED_ID();        DWORD model = GAMEPLAY::GET_HASH_KEY((char *)vehicleModels[rand() % 188]);STREAMING::REQUEST_MODEL(model);while (!STREAMING::HAS_MODEL_LOADED(model)) WAIT(0);if (STREAMING::IS_MODEL_IN_CDIMAGE(model) && STREAMING::IS_MODEL_A_VEHICLE(model)){    Vector3 dim1, dim2;    GAMEPLAY::GET_MODEL_DIMENSIONS(model, &dim1, &dim2);    offset = dim2.y * 1.6;}   Vector3 dir = ENTITY::GET_ENTITY_FORWARD_VECTOR(playerPed);Vector3 pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);float rot = (ENTITY::GET_ENTITY_ROTATION(playerPed, 0)).z;Vehicle veh = VEHICLE::CREATE_VEHICLE(model, pos.x + (dir.x * offset) , pos.y + (dir.y * offset) , pos.z , rot, 1, 1);VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(veh);        VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, 70.0);   STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(model);ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&veh);

I will try to shoot 3D in vehicle cannon v2 :lol:

 

Cool. will you show us the "3D" vehicle cannon v2 main code? :blush::santa:

  • 1 month later...
TuckerW2001

The reason the money drop code is making people freeze is because you didn't request the model to do so put this before create_ambient_pickup

 

 

static Any money = GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_MED_BAG");

STREAMING::REQUEST_MODEL(money)

 

 

this should stop freezing if not i have a money drop code ill look at it and just post it

Edited by TuckerW2001
  • 1 month later...

Why do I freeze when I enable it and then shoot

 

I think its because im looping it

 

So, this is a 100% working code made by me:

if (money_gun){	DWORD model = GET_HASH_KEY("prop_money_bag_01");	int PickupHash = GET_HASH_KEY("PICKUP_MONEY_CASE");	if (DOES_ENTITY_EXIST(PLAYER_PED_ID()))	{		if (IS_PED_SHOOTING(PLAYER_PED_ID()))		{			float tmp[6];			GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER_PED_ID(), (Vector3*)tmp);			if (tmp[0] != 0 || tmp[2] != 0 || tmp[4] != 0)			{				REQUEST_MODEL(model);				while (!HAS_MODEL_LOADED(model)) WAIT(0);				{					CREATE_AMBIENT_PICKUP(PickupHash, tmp[0], tmp[2], tmp[4], 0, 40000, model, FALSE, TRUE);					SET_MODEL_AS_NO_LONGER_NEEDED(model);				}			}		}	}}
Edited by Unknown_Modder

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