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[c++] How Edit Last Spawned Object


AxelDV
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Vector3 coords = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1);		Hash obj = GAMEPLAY::GET_HASH_KEY("example");		OBJECT::CREATE_OBJECT(obj, coords.x, coords.y, coords.z, 1, 1, 1);

How edit coords of last spawned object

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// you could make obj a global variable so you can access it anywhere in your code
Object obj = OBJECT::CREATE_OBJECT(modelHash, coords.x, coords.y, coords.z, 1, 1, 1);
SET_ENTITY_COORDS_NO_OFFSET(obj, ...);

 

Edited by Unknown_Modder
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  • 2 weeks later...
// you could make obj a global variable so you can access it anywhere in your codeObject obj = OBJECT::CREATE_OBJECT(modelHash, coords.x, coords.y, coords.z, 1, 1, 1);SET_ENTITY_COORDS_NO_OFFSET(obj, ...);

not functions say not declared

 

if (getOption)==1)

{

Object obj = OBJECT::CREATE_OBJECT(modelHash, coords.x, coords.y, coords.z, 1, 1, 1);

}

if (getOption) == 2)

{

ENTITY::SET_ENTITY_COORDS(obj,1,1,1,1,1);

}

 

???

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Make obj a global variable.

Thanks now function but how to get name of the object?

Edited by AxelDV
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Make obj a global variable.

Thanks now function but how to get name of the object?

 

 

You have two options :

  1. Create a script that gives you the object hash of the last object you aimed/shot at, find on Google a huge object list and CTRL+F your hash
  2. http://objects.codeshock.hu/gallery.php, use keywords to find your object

Don't forget that the CREATE_OBJECT native takes hashes (0xblabla or long int) as model arguments.

If you know the real name of your prop, for example, "my_prop_01", you must convert it to the respective hash with GAMEPLAY::GET_HASH_KEY("my_prop_01") and then use it in the create object native.

 

It's also a good thing to work with conditional checks to prevent the loading of invalid objects:

if(STREAMING::IS_MODEL_IN_CDIMAGE(yourHash) && STREAMING::IS_MODEL_VALID(yourHash)){//request object model//create object//whatever you want}
Edited by ins1de
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