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how delete body for bodyguard after dead


HeshamAlking
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hi all i making bodyguard mod and i wont delete body for bodyguard after he dead

 

also i wont delete car i spawned after go fare

 

im using c++

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you'll need to check each tick whether your bodyguard is dead or not.

if (ENTITY::IS_ENTITY_DEAD($handle) == TRUE){      ENTITY::DELETE_ENTITY($handle);}
Edited by ragingh0m0
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InfamousSabre

Make sure to make it a mission ped before you delete, otherwise it might not be deleted.

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how to make it a mission ped ?

 

look this my code

 

Player player = Game.Player;        if (player.IsDead && group_members.Count > 0)        {            for (int i = 0; i < group_members.Count; i++)            {                group_members[i].Delete();                group_members.RemoveAt(i);            }        }        for (int i = 0; i < group_members.Count; i++)        {            if (group_members[i].IsDead)            {                group_members.RemoveAt(i);            }        }

now if i die bodyguard delete its work

 

but if bodyguard die not deleted and still body in ground

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i do this but dosint work the vehicle still in ground

 

  if (e.KeyCode == Keys.X)        {            Ped player = Game.Player.Character;            GTA.Math.Vector3 spawnLoc = player.Position + (player.ForwardVector * 5);            string model_name = "insurgent";            Vehicle companion = GTA.World.CreateVehicle(model_name, spawnLoc);            GTA.Native.Function.Call(GTA.Native.Hash.SET_ENTITY_AS_MISSION_ENTITY, 0x9114EADA, false, true);            GTA.Native.Function.Call(GTA.Native.Hash.DELETE_VEHICLE, 0x9114EADA);
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how to make it a mission ped ?

 

look this my code

 

Player player = Game.Player;        if (player.IsDead && group_members.Count > 0)        {            for (int i = 0; i < group_members.Count; i++)            {                group_members[i].Delete();                group_members.RemoveAt(i);            }        }        for (int i = 0; i < group_members.Count; i++)        {            if (group_members[i].IsDead)            {                group_members.RemoveAt(i);            }        }

now if i die bodyguard delete its work

 

but if bodyguard die not deleted and still body in ground

 

im using c++

 

you're clearly not.

Edited by ragingh0m0
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i do this but dosint work the vehicle still in ground

 

  if (e.KeyCode == Keys.X)        {            Ped player = Game.Player.Character;            GTA.Math.Vector3 spawnLoc = player.Position + (player.ForwardVector * 5);            string model_name = "insurgent";            Vehicle companion = GTA.World.CreateVehicle(model_name, spawnLoc);            GTA.Native.Function.Call(GTA.Native.Hash.SET_ENTITY_AS_MISSION_ENTITY, 0x9114EADA, false, true);            GTA.Native.Function.Call(GTA.Native.Hash.DELETE_VEHICLE, 0x9114EADA);

 

 

 

Why did you make a separate thread for the same questions?

 

Look at what you're doing, you're just getting a vector location to spawn the vehicle relative to the player. If the world was flat, this would work fine, but there are different elevations. You need to get the ground height and modify the Z value (height) to make sure the car is spawning above ground.

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