trwygon Posted January 30, 2017 Share Posted January 30, 2017 Hey, does anyone know how to shoot missiles from a car, like in menyoo vehicle weapons for example. Thanks. Link to comment Share on other sites More sharing options...
unknown modder Posted January 31, 2017 Share Posted January 31, 2017 GAMEPLAY::SHOOT_SINGLE_BULLET_BETWEEN_COORDS will do the trick trwygon 1 Link to comment Share on other sites More sharing options...
trwygon Posted February 1, 2017 Author Share Posted February 1, 2017 GAMEPLAY::SHOOT_SINGLE_BULLET_BETWEEN_COORDS will do the trick Worked thanks, incase somebody needs an example im using this: Vector3 v = Game.Player.Character.Position;Vector3 c = Game.Player.Character.Position + (Game.Player.Character.ForwardVector * 10);Function.Call(Hash.SHOOT_SINGLE_BULLET_BETWEEN_COORDS, v.X, v.Y, v.Z, c.X, c.Y, c.Z, /*damage*/0, /*p7*/ false, /*WeaponHash*/0xB1CA77B1, Game.Player.Character, true /*isAudible*/, /*isInvisible*/ false, /*speed(float)*/400f); Link to comment Share on other sites More sharing options...
unknown modder Posted February 1, 2017 Share Posted February 1, 2017 GAMEPLAY::SHOOT_SINGLE_BULLET_BETWEEN_COORDS will do the trick Worked thanks, incase somebody needs an example im using this: Vector3 v = Game.Player.Character.Position;Vector3 c = Game.Player.Character.Position + (Game.Player.Character.ForwardVector * 10);Function.Call(Hash.SHOOT_SINGLE_BULLET_BETWEEN_COORDS, v.X, v.Y, v.Z, c.X, c.Y, c.Z, /*damage*/0, /*p7*/ false, /*WeaponHash*/0xB1CA77B1, Game.Player.Character, true /*isAudible*/, /*isInvisible*/ false, /*speed(float)*/400f); If you're using ScriptHookVDotNet, there is already a function that does it for you World.ShootBullet(Game.Player.Character.Position, Game.Player.Character.Position + Game.Player.Character.ForwardVector * 10, Game.Player.Character, WeaponHash.RPG, 0, 400f); trwygon 1 Link to comment Share on other sites More sharing options...
CliffHanger Posted February 2, 2017 Share Posted February 2, 2017 (edited) FYI: I just tested for fun and It didn't work for me until I cheat-added a rocket launcher to the player. Peds would still react to a projectile fired by the player but nothing to be seen or hurt. Probably wasn't cached. If so then I'd create a ped on 0,0,0 coords with a rocket launcher then delete it on the first time the script is activated to be sure. Edited February 2, 2017 by CliffHanger Link to comment Share on other sites More sharing options...
trwygon Posted February 2, 2017 Author Share Posted February 2, 2017 FYI: I just tested for fun and It didn't work for me until I cheat-added a rocket launcher to the player. Peds would still react to a projectile fired by the player but nothing to be seen or hurt. Probably wasn't cached. If so then I'd create a ped on 0,0,0 coords with a rocket launcher then delete it on the first time the script is activated to be sure. Yeah its probably because of that, i had one and if i had it equipped it would like reload the rpg launcher but without loosing ammo. Thanks for the tip as well i will try it. Link to comment Share on other sites More sharing options...
alloc8or Posted February 2, 2017 Share Posted February 2, 2017 (edited) FYI: I just tested for fun and It didn't work for me until I cheat-added a rocket launcher to the player. Peds would still react to a projectile fired by the player but nothing to be seen or hurt. Probably wasn't cached. If so then I'd create a ped on 0,0,0 coords with a rocket launcher then delete it on the first time the script is activated to be sure. Just do this: REQUEST_WEAPON_ASSET(GET_HASH_KEY("WEAPON_VEHICLE_ROCKET"), 31, 0); // or use WEAPON_RPG Edited February 2, 2017 by Unknown_Modder CliffHanger 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now