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kr0wns

Shoot Money

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kr0wns

Hello guys! anyone can help me make it work?

Vector3 COORDS;int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){     if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS.x, COORDS.y, COORDS.z))     {          OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS.x, COORDS.y, COORDS.z, 0, 100000, 1, 0, 1);     }}

I try with float but doesn't work.

Edited by kr0wns

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Reck1501

Try this:

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS))	{		OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);	}}

You'll need to edit the nativeDB to allow float with GET_PED_LAST_WEAPON_IMPACT

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Any p0, float *p1) { return invoke<Any>(0x6C4D0409BA1A2BC2, p0, p1); }

(not tested)

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kr0wns

Try this:

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS))	{		OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);	}}

You'll need to edit the nativeDB to allow float with GET_PED_LAST_WEAPON_IMPACT

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Any p0, float *p1) { return invoke<Any>(0x6C4D0409BA1A2BC2, p0, p1); }

(not tested)

doesn't work, the problem is in is_ped_shooting
Edited by kr0wns

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Reck1501

 

Try this:

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS))	{		OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);	}}

You'll need to edit the nativeDB to allow float with GET_PED_LAST_WEAPON_IMPACT

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Any p0, float *p1) { return invoke<Any>(0x6C4D0409BA1A2BC2, p0, p1); }

(not tested)

doesn't work, the problem is in is_ped_shooting

 

possibly because that IS_PED_SHOOTING is only true the moment a bullet is fired. you can make a timer so that if IS_PED_SHOOTING, someVariable = true, for 1-2 seconds, and then check if someVariable is true, then do the CREATE_AMBIENT_PICKUP

 

or you could just get rid of IS_PED_SHOOTING

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kr0wns

 

 

Try this:

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS))	{		OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);	}}

You'll need to edit the nativeDB to allow float with GET_PED_LAST_WEAPON_IMPACT

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Any p0, float *p1) { return invoke<Any>(0x6C4D0409BA1A2BC2, p0, p1); }

(not tested)

doesn't work, the problem is in is_ped_shooting

 

possibly because that IS_PED_SHOOTING is only true the moment a bullet is fired. you can make a timer so that if IS_PED_SHOOTING, someVariable = true, for 1-2 seconds, and then check if someVariable is true, then do the CREATE_AMBIENT_PICKUP

 

or you could just get rid of IS_PED_SHOOTING

 

what i can replace with IS_PED_SHOOTING?

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Reck1501

 

 

 

Try this:

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS))	{		OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);	}}

You'll need to edit the nativeDB to allow float with GET_PED_LAST_WEAPON_IMPACT

static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Any p0, float *p1) { return invoke<Any>(0x6C4D0409BA1A2BC2, p0, p1); }

(not tested)

doesn't work, the problem is in is_ped_shooting

 

possibly because that IS_PED_SHOOTING is only true the moment a bullet is fired. you can make a timer so that if IS_PED_SHOOTING, someVariable = true, for 1-2 seconds, and then check if someVariable is true, then do the CREATE_AMBIENT_PICKUP

 

or you could just get rid of IS_PED_SHOOTING

 

what i can replace with IS_PED_SHOOTING?

 

Hang on.. Let me see if I can get it working myself

Edited by Reck1501

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kr0wns

 

 

 

 

Try this:

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS))	{		OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);	}}
You'll need to edit the nativeDB to allow float with GET_PED_LAST_WEAPON_IMPACT
static Any GET_PED_LAST_WEAPON_IMPACT_COORD(Any p0, float *p1) { return invoke<Any>(0x6C4D0409BA1A2BC2, p0, p1); }
(not tested)
doesn't work, the problem is in is_ped_shooting

 

possibly because that IS_PED_SHOOTING is only true the moment a bullet is fired. you can make a timer so that if IS_PED_SHOOTING, someVariable = true, for 1-2 seconds, and then check if someVariable is true, then do the CREATE_AMBIENT_PICKUP

 

or you could just get rid of IS_PED_SHOOTING

 

what i can replace with IS_PED_SHOOTING?

 

Hang on.. Let me see if I can get it working myselfok, I wait

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Reck1501


if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID())) {

float tmp[6];

WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);

if (tmp[0] != 0 || tmp[2] != 0 || tmp[4] != 0) {

OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, tmp[0], tmp[2], tmp[4], 0, 100000, 1, 0, 1);

}

}

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likebosS26

Hello guys! anyone can help me make it work?

Vector3 COORDS;int player = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(player)){     if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS.x, COORDS.y, COORDS.z))     {          OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS.x, COORDS.y, COORDS.z, 0, 100000, 1, 0, 1);     }}

I try with float but doesn't work.

 

 

Toma ;)

 

void featureMoneyGun()
{
if (featureMoneyGun) {
if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID())) {
float tmp[6];
WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);
if (tmp[0] != 0 || tmp[2] != 0 || tmp[4] != 0) {
OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_MED_BAG"), tmp[0], tmp[2], tmp[4], 0, 100000, 1, 0, 1);
}
}
}
}

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thewhitehammer99

could you do it in a while loop aswell? i havent tried it but in theory it should work (?)

 

 

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();while (PED::IS_PED_SHOOTING(player) > 0){if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS)){  OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);}}

 

ive never used the scripthook so it might not work :)

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Reck1501

could you do it in a while loop aswell? i havent tried it but in theory it should work (?)

float COORDS[6];int player = PLAYER::PLAYER_PED_ID();while (PED::IS_PED_SHOOTING(player) > 0){if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(player, COORDS)){  OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, COORDS[0], COORDS[2], COORDS[4], 0, 100000, 1, 0, 1);}}

 

ive never used the scripthook so it might not work :)

what's the point of using it inside a loop? the loop is useless

Edited by Reck1501

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kr0wns
if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID())) {float tmp[6];WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);if (tmp[0] != 0 || tmp[2] != 0 || tmp[4] != 0) {OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, tmp[0], tmp[2], tmp[4], 0, 100000, 1, 0, 1);}}

this working, but I have to be holding the key in menu for shot, and this is boring.

https://www.youtube.com/watch?v=auohYsppAyA

Edited by kr0wns

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Reck1501

 

if (PED::IS_PED_SHOOTING(PLAYER::PLAYER_PED_ID())) {float tmp[6];WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER::PLAYER_PED_ID(), tmp);if (tmp[0] != 0 || tmp[2] != 0 || tmp[4] != 0) {OBJECT::CREATE_AMBIENT_PICKUP(0xCE6FDD6B, tmp[0], tmp[2], tmp[4], 0, 100000, 1, 0, 1);}}

this working, but I have to be holding the key in menu for shot, and this is boring.

https://www.youtube.com/watch?v=auohYsppAyA

 

you need to make a loop that runs every tick when it's enabled

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