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AltiLOL

How to create money bags instead of bullets when shooting?

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AltiLOL

i had a basis of what i was trying to go off of and i couldnt really figure this out i didnt know if their was a source or something i should be doing to be able to achieve this to be able to create a cash gun bassically.

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c39687

something like this and this will not be working code and have syntax errors, it is only to demonstrate logic...

 

 

GTAObject o = Spawn(moneyBagModel, positionAtEndOfRifle);Vector3 weaponDirection = GetWeaponDirection();for (float f = 0; f <= weaponRange; f += speed){    o.ApplyForce(weaponDirection * speed);    Wait(0);}

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AltiLOL

 

something like this and this will not be working code and have syntax errors, it is only to demonstrate logic...

GTAObject o = Spawn(moneyBagModel, positionAtEndOfRifle);Vector3 weaponDirection = GetWeaponDirection();for (float f = 0; f <= weaponRange; f += speed){    o.ApplyForce(weaponDirection * speed);    Wait(0);}

 

Is that just merely C++ stuff you made up or is that actually apart of the game?

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AltiLOL

Im basically looking for a script that when you shoot it spawns a money bag at where you were pointing with ur crosshair. So instead of a bullet going there a money bag or whatever model will appear there.

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c39687

 

 

something like this and this will not be working code and have syntax errors, it is only to demonstrate logic...

GTAObject o = Spawn(moneyBagModel, positionAtEndOfRifle);//FIGURE OUT THE GTA V NATIVE AND CORRECT ARGUMENTS TO MAKE THIS HAPPENVector3 weaponDirection = GetWeaponDirection();//FIND OUT HOW TO GET CAMERA DIRECTION... see namespace CAM in natives.hfor (float f = 0; f <= weaponRange; f += speed)//MAKE IT UP{    o.ApplyForce(weaponDirection * speed);//V NATIVE: APPLY_FORCE_TO_ENTITY    Wait(0);//GTA V: WAIT(0)}

 

Is that just merely C++ stuff you made up or is that actually apart of the game?

 

i made it up, if you want to use you need to find the correct native functions... they are all real things in the game you just need to find it and apply it in the correct way

 

... what i wrote is similiar to code from the scripthookdotnet in gta iv which is in c#

 

check my comments i added to the code to lead you to the correct gta v stuff

Edited by c39687

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AltiLOL

 

 

 

something like this and this will not be working code and have syntax errors, it is only to demonstrate logic...

GTAObject o = Spawn(moneyBagModel, positionAtEndOfRifle);//FIGURE OUT THE GTA V NATIVE AND CORRECT ARGUMENTS TO MAKE THIS HAPPENVector3 weaponDirection = GetWeaponDirection();//FIND OUT HOW TO GET CAMERA DIRECTIONfor (float f = 0; f <= weaponRange; f += speed)//MAKE IT UP{    o.ApplyForce(weaponDirection * speed);//V NATIVE: APPLY_FORCE_TO_ENTITY    Wait(0);//GTA V: WAIT(0)}

 

Is that just merely C++ stuff you made up or is that actually apart of the game?

 

i made it up, if you want to use you need to find the correct native functions... they are all real things in the game you just need to find it and apply it in the correct way

... what i wrote is similiar to code from the scripthookdotnet in gta iv which is in c#

 

 

What i found were some examples of what i could use my big question is how would i find the end point of the rifle? or say where im aiming at so when i shoot at where im looking it spawns what i want. The spawning part ive figured out its the vector for aiming is what im not quite comprehending.

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c39687

 

 

 

 

something like this and this will not be working code and have syntax errors, it is only to demonstrate logic...

GTAObject o = Spawn(moneyBagModel, positionAtEndOfRifle);//FIGURE OUT THE GTA V NATIVE AND CORRECT ARGUMENTS TO MAKE THIS HAPPENVector3 weaponDirection = GetWeaponDirection();//FIND OUT HOW TO GET CAMERA DIRECTIONfor (float f = 0; f <= weaponRange; f += speed)//MAKE IT UP{    o.ApplyForce(weaponDirection * speed);//V NATIVE: APPLY_FORCE_TO_ENTITY    Wait(0);//GTA V: WAIT(0)}

 

Is that just merely C++ stuff you made up or is that actually apart of the game?

 

i made it up, if you want to use you need to find the correct native functions... they are all real things in the game you just need to find it and apply it in the correct way

... what i wrote is similiar to code from the scripthookdotnet in gta iv which is in c#

 

 

What i found were some examples of what i could use my big question is how would i find the end point of the rifle? or say where im aiming at so when i shoot at where im looking it spawns what i want. The spawning part ive figured out its the vector for aiming is what im not quite comprehending.

 

you quoted before an edit... i mentioned to look in namespace cam in natives.h ... you just gotta figure it out but fyi, you shoot in the direction of the camera so do some research and find a suitable function

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c39687

to add to my last post to help you find the camera functions you need here is how it was done in gta iv...

 

this again is non working code...

float distanceFromCameraToPlayer = Camera.Position.DistanceTo(Player.Position);distanceFromCameraToPlayer++;//add 1 so it starts in front of player//close enough and will start in front of player in direction of camera so not exactly end of rifleVector3 pointAtEndOfRifle = Camera.Position + Camera.Direction * distanceFromCameraToPlayer;

and btw, in third person games the camera controls direction of your shooting and this camera is not in the same position of the player so actually trying to shoot something from the player in the direction of the camera will cause the object to be off target.

Edited by c39687

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AltiLOL

ah screw it im not understanding ill just move on to something else.

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c39687

ah screw it im not understanding ill just move on to something else.

 

that is typical lol

Edited by c39687

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FreeOffset

Here is working code for 40,000$ money bags.

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);    }}

CREATE_AMBIENT_PICKUP can be used with anything from this list: http://ecb2.biz/releases/GTAV/lists/pickups.txtif you do PICKUP_PARACHUTE for example you will get a parachute in your inventory.

To spawn non-pickup items, use the function below instead of CREATE_AMBIENT_PICKUP and items from this list: http://ecb2.biz/releases/GTAV/lists/objects.txt

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

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c39687

that is nice code but he wants to actually shoot it, i was telling him to spawn it using the camera direction and applying force, im sure someone has made something similiar already so i would just download an example if i was him

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FreeOffset

that is nice code but he wants to actually shoot it, i was telling him to spawn it using the camera direction and applying force, im sure someone has made something similiar already so i would just download an example if i was him

 

That is an interesting concept, and I myself would be interested in that code, but these quotes below says otherwise to me

 

Im basically looking for a script that when you shoot it spawns a money bag at where you were pointing with ur crosshair. So instead of a bullet going there a money bag or whatever model will appear there.

 

What i found were some examples of what i could use my big question is how would i find the end point of the rifle? or say where im aiming at so when i shoot at where im looking it spawns what i want. The spawning part ive figured out its the vector for aiming is what im not quite comprehending.

 

Edited by FreeOffset

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c39687

oh yeah ur right, my bad

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Reck1501

Thanks for the 40k drop code :p

 

 

Here is working code for 40,000$ money bags.

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);    }}

CREATE_AMBIENT_PICKUP can be used with anything from this list: http://ecb2.biz/releases/GTAV/lists/pickups.txtif you do PICKUP_PARACHUTE for example you will get a parachute in your inventory.

To spawn non-pickup items, use the function below instead of CREATE_AMBIENT_PICKUP and items from this list: http://ecb2.biz/releases/GTAV/lists/objects.txt

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

 

Edited by Reck1501

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noobtoop

one question how to het that in wich file

thanks

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c39687

Thanks for the 40k drop code :p

 

 

Here is working code for 40,000$ money bags.

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);    }}

CREATE_AMBIENT_PICKUP can be used with anything from this list: http://ecb2.biz/releases/GTAV/lists/pickups.txtif you do PICKUP_PARACHUTE for example you will get a parachute in your inventory.

To spawn non-pickup items, use the function below instead of CREATE_AMBIENT_PICKUP and items from this list: http://ecb2.biz/releases/GTAV/lists/objects.txt

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

 

 

thanks for sharing, but curious, the index 4 will cause an out of range error, no? did you mean, 0,1,2?

 

also i tried using this code but couldnt get anything to spawn, do yiou have a working example? Showing if ur loading the models and all the natives you use?

 

one question how to het that in wich file

thanks

you need to compile it using the scripthookv sdk. If you know c++ then go download the sdk.

Edited by c39687

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c39687

does anyone have working code for spawning a random object?? i cant get anything to spawn lol

 

nm got it working... see video below :D

Edited by c39687

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c39687

ah screw it im not understanding ill just move on to something else.

this is what I was trying to explain... i wrote this using the same logic in the code example I was trying to explain to you...

 

http://www.youtube.com/watch?v=XEJc0L3k7X0

Edited by c39687

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FreeOffset

 

ah screw it im not understanding ill just move on to something else.

this is what I was trying to explain... i wrote this using the same logic in the code example I was trying to explain to you...

 

http://www.youtube.com/watch?v=XEJc0L3k7X0

 

 

NICE, care to share the code?

 

Thanks for the 40k drop code :p

 

 

Here is working code for 40,000$ money bags.

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);    }}

CREATE_AMBIENT_PICKUP can be used with anything from this list: http://ecb2.biz/releases/GTAV/lists/pickups.txtif you do PICKUP_PARACHUTE for example you will get a parachute in your inventory.

To spawn non-pickup items, use the function below instead of CREATE_AMBIENT_PICKUP and items from this list: http://ecb2.biz/releases/GTAV/lists/objects.txt

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

 

 

thanks for sharing, but curious, the index 4 will cause an out of range error, no? did you mean, 0,1,2?

 

also i tried using this code but couldnt get anything to spawn, do yiou have a working example? Showing if ur loading the models and all the natives you use?

 

I never got an error using that code, someone on another forum told me to do float tmp[6]; and i've updated it in my trainer, but no difference, still works.

[0],[1],[2] won't work, the [1] and [3] will return the same random value everytime (that isn't a coord).

Edited by FreeOffset

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c39687

 

 

ah screw it im not understanding ill just move on to something else.

this is what I was trying to explain... i wrote this using the same logic in the code example I was trying to explain to you...

 

http://www.youtube.com/watch?v=XEJc0L3k7X0

 

 

NICE, care to share the code?

 

Thanks for the 40k drop code :p

 

 

Here is working code for 40,000$ money bags.

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);    }}

CREATE_AMBIENT_PICKUP can be used with anything from this list: http://ecb2.biz/releases/GTAV/lists/pickups.txtif you do PICKUP_PARACHUTE for example you will get a parachute in your inventory.

To spawn non-pickup items, use the function below instead of CREATE_AMBIENT_PICKUP and items from this list: http://ecb2.biz/releases/GTAV/lists/objects.txt

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

 

 

thanks for sharing, but curious, the index 4 will cause an out of range error, no? did you mean, 0,1,2?

 

also i tried using this code but couldnt get anything to spawn, do yiou have a working example? Showing if ur loading the models and all the natives you use?

 

I never got an error using that code, someone on another forum told me to do float tmp[6]; and i've updated it in my trainer, but no difference.

[0],[1],[2] won't work, the [1] and [3] will return the same random value everytime (that isn't a coord).

 

oh i forgot, there are padding variables in the vector3 struct ... you are doing it right ;)

typedef struct{    float x;//0    DWORD _paddingx;//1    float y;//2    DWORD _paddingy;//3    float z;//4    DWORD _paddingz;//5} Vector3;

yeah i will grab you the code for example...

 

vector operations: (from scripthookdot mostly)

 

 

Vector3 rot_to_direction(Vector3* rot){    float radiansZ = rot->z * 0.0174532924f;    float radiansX = rot->x * 0.0174532924f;    float num = std::abs((float)std::cos((double)radiansX));    Vector3 dir;    dir.x = (float)((double)((float)(-(float)std::sin((double)radiansZ))) * (double)num);    dir.y = (float)((double)((float)std::cos((double)radiansZ)) * (double) num);    dir.z = (float)std::sin((double)radiansX);    return dir;}Vector3 add(Vector3* vectorA, Vector3* vectorB){    Vector3 result;    result.x = vectorA->x;    result.y = vectorA->y;    result.z = vectorA->z;    result.x += vectorB->x;    result.y += vectorB->y;    result.z += vectorB->z;    return result;}Vector3 multiply(Vector3* vector, float x){    Vector3 result;    result.x = vector->x;    result.y = vector->y;    result.z = vector->z;    result.x *= x;    result.y *= x;    result.z *= x;    return result;}float get_distance(Vector3* pointA, Vector3* pointB){    float a_x = pointA->x;    float a_y = pointA->y;    float a_z = pointA->z;    float b_x = pointB->x;    float b_y = pointB->y;    float b_z = pointB->z;    double x_ba = (double)(b_x - a_x);    double y_ba = (double)(b_y - a_y);    double z_ba = (double)(b_z - a_z);    double y_2 = y_ba * y_ba;    double x_2 = x_ba * x_ba;    double sum_2 = y_2 + x_2;    return (float)std::sqrt(sum_2 + z_ba);}float get_vector_length(Vector3* vector){    double x = (double)vector->x;    double y = (double)vector->y;    double z = (double)vector->z;    return (float)std::sqrt(x * x + y * y + z * z);}

 

 

//to-do: spawn position of rocket needs to be near barrel of gun//then calculate direction to position that camera is looking at from far away...//like 100.0f distance is good....//the longer the range the longer it takes for the object to cross paths with the camera direction //fire a rocket from camera in camera direction... video lacks the collision/explosion code and uses a different model //code below...                    Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(0);                    Vector3 dir = rot_to_direction(&rot);                    Vector3 camPosition = CAM::GET_GAMEPLAY_CAM_COORD();                    Vector3 playerPosition = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);                    float spawnDistance = get_distance(&camPosition, &playerPosition);                    spawnDistance += 2;                    Vector3 spawnPosition = add(&camPosition, &multiply(&dir, spawnDistance));                                        DWORD model = GAMEPLAY::GET_HASH_KEY((char*)"w_lr_rpg_rocket");                                        if (STREAMING::IS_MODEL_VALID(model))                    {                        STREAMING::REQUEST_MODEL(model);                        while (!STREAMING::HAS_MODEL_LOADED(model))                        {                            set_status_text("WAITING FOR MODEL TO LOAD! :/");                            update_status_text();                            WAIT(0);                        }                        Object o = OBJECT::CREATE_OBJECT(model, spawnPosition.x, spawnPosition.y, spawnPosition.z, 1, 1, 1);                        STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(model);                        if (ENTITY::DOES_ENTITY_EXIST(o))                        {                            ENTITY::SET_ENTITY_RECORDS_COLLISIONS(o, true);                            for (float f = 0.0f; f < 75.0f; f++)                            {                                if (ENTITY::HAS_ENTITY_COLLIDED_WITH_ANYTHING(o)) break;                                ENTITY::APPLY_FORCE_TO_ENTITY(o, 1, dir.x * 10.0f, dir.y * 10.0f, dir.z * 10.0f, 0.0f, 0.0f, 0.0f, 0, 0, 1, 1, 0, 1);//shvdn                                                                WAIT(0);                            }                            Vector3 boomPos = ENTITY::GET_ENTITY_COORDS(o, 1);                            OBJECT::DELETE_OBJECT(&o);                            FIRE::ADD_EXPLOSION(boomPos.x, boomPos.y, boomPos.z, 9, 25.0f, 1, 1, 0.5f);                            set_status_text("BOOOOOOM NIGGA!!");                        }                        else                        {                            set_status_text("ENTITY (" + std::to_string(o) + ") DOES NOT EXIST! :(");                        }                    }                    else                    {                        set_status_text("MODEL (" + std::to_string(model) + ") IS NOT VALID! :(");                    }
Edited by c39687

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FreeOffset

 

This code is so much better than what I posted, nice!

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c39687

 

 

This code is so much better than what I posted, nice!

 

thanks man, I also fixed a bug...

 

 

//the 2nd to last arg should be named isInvisible in the natives.h... so you should put 0 for false or else it will be invisible... it is a typo in the natives.hFIRE::ADD_EXPLOSION(boomPos.x, boomPos.y, boomPos.z, 9, 25.0f, 1, 0, 0.5f);

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FreeOffset

 

 

 

This code is so much better than what I posted, nice!

 

thanks man, I also fixed a bug...

//the 2nd to last arg should be named isInvisible in the natives.h... so you should put 0 for false or else it will be invisible... it is a typo in the natives.hFIRE::ADD_EXPLOSION(boomPos.x, boomPos.y, boomPos.z, 9, 25.0f, 1, 0, 0.5f);

 

Could you get it working with CREATE_AMBIENT_PICKUP?

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c39687

pickups are objects too so it should work the same way, i can test it later

 

edit: I just noticed i declared a float for my loop, just change to int... i guess i thought i was going to do operations with vector3s and the loop variable but i didnt.

Edited by c39687

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BKnight

 

Here is working code for 40,000$ money bags.

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);    }}

CREATE_AMBIENT_PICKUP can be used with anything from this list: http://ecb2.biz/releases/GTAV/lists/pickups.txtif you do PICKUP_PARACHUTE for example you will get a parachute in your inventory.

To spawn non-pickup items, use the function below instead of CREATE_AMBIENT_PICKUP and items from this list: http://ecb2.biz/releases/GTAV/lists/objects.txt

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

Sorry if I'm late, but it seems that this code doesn't work anymore. Perhaps it's to do with the new update but an error comes up on Visual Studio saying error: Argument of type "float *" is incompatible with parameter of type "Vector 3 *"

 

I'm an utter noob when it comes to modding GTA V and this could be obvious as hell, but I've not a clue, help?

Edited by BKnight

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TuckerW2001

The reason it wont work for most of you is because FreeOffset forgot to mention you need to modify the native.h specifically

GET_PED_LAST_WEAPON_IMPACT_COORD it shows Vector3* change that to float* as the native uses a float not a Vector3

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