Sesavn Posted June 4, 2018 Share Posted June 4, 2018 give pls Car no-clip in c++ Link to comment Share on other sites More sharing options...
top gear2134124 Posted June 6, 2018 Share Posted June 6, 2018 just make it like the player no-clip code but change it so it is PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(),false) Link to comment Share on other sites More sharing options...
Sesavn Posted June 7, 2018 Author Share Posted June 7, 2018 12 hours ago, top gear2134124 said: just make it like the player no-clip code but change it so it is PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(),false) Ped playerPed = PLAYER::PLAYER_PED_ID(); Vector3 pos = ENTITY::GET_ENTITY_COORDS(playerPed, false); ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); if (GetAsyncKeyState(VK_KEY_S) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 268)) { float fivef = .5f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); float xVec = fivef * sin(degToRad(heading)) * -1.0f; float yVec = fivef * cos(degToRad(heading)); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.x -= xVec, pos.y -= yVec; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_KEY_W) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 269)) { float fivef = .5f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); float xVec = fivef * sin(degToRad(heading)) * -1.0f; float yVec = fivef * cos(degToRad(heading)); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.x += xVec, pos.y += yVec; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_KEY_A) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 266)) { float fivef = 1.0f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading + 0.5f); } if (GetAsyncKeyState(VK_KEY_D) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 271)) { float fivef = 1.0f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading - 0.5f); } if (GetAsyncKeyState(VK_SHIFT) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendRb)) { float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.z -= 0.5; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_SPACE) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendLb)) { float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.z += 0.5; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } where?? Link to comment Share on other sites More sharing options...
CrAzY_-7865 Posted June 7, 2018 Share Posted June 7, 2018 3 hours ago, Sesavn said: Ped playerPed = PLAYER::PLAYER_PED_ID(); Vector3 pos = ENTITY::GET_ENTITY_COORDS(playerPed, false); ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); if (GetAsyncKeyState(VK_KEY_S) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 268)) { float fivef = .5f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); float xVec = fivef * sin(degToRad(heading)) * -1.0f; float yVec = fivef * cos(degToRad(heading)); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.x -= xVec, pos.y -= yVec; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_KEY_W) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 269)) { float fivef = .5f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); float xVec = fivef * sin(degToRad(heading)) * -1.0f; float yVec = fivef * cos(degToRad(heading)); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.x += xVec, pos.y += yVec; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_KEY_A) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 266)) { float fivef = 1.0f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading + 0.5f); } if (GetAsyncKeyState(VK_KEY_D) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 271)) { float fivef = 1.0f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading - 0.5f); } if (GetAsyncKeyState(VK_SHIFT) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendRb)) { float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.z -= 0.5; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_SPACE) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendLb)) { float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.z += 0.5; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } where?? Ped playerPed = PLAYER_PED_ID(); if (IS_PED_IN_ANY_VEHICLE(playerPed, 0)) playerPed = GET_VEHICLE_PED_IS_IN(playerPed, 0); } else { playerPed = PLAYER_PED_ID(); } Sesavn 1 Link to comment Share on other sites More sharing options...
ItsiAdam Posted June 7, 2018 Share Posted June 7, 2018 (edited) GetAsyncKeyState I would recommend an input hook instead of this function. If you are using SHV(/DN) (which I hope you are), there is one included in the SDK. Edited June 7, 2018 by ItsiAdam Link to comment Share on other sites More sharing options...
Sesavn Posted June 7, 2018 Author Share Posted June 7, 2018 sorry i'm don't know how. you can give edited code?? 4 hours ago, CrAzY_-7865 said: Ped playerPed = PLAYER_PED_ID(); if (IS_PED_IN_ANY_VEHICLE(playerPed, 0)) playerPed = GET_VEHICLE_PED_IS_IN(playerPed, 0); } else { playerPed = PLAYER_PED_ID(); } sorry i'm don't know how. you can give edited code?? Link to comment Share on other sites More sharing options...
Sesavn Posted June 7, 2018 Author Share Posted June 7, 2018 THX Ped playerPed = PLAYER::PLAYER_PED_ID(); if (PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0)) playerPed = PED::GET_VEHICLE_PED_IS_IN(playerPed, 0); else { Ped playerPed = PLAYER::PLAYER_PED_ID(); } Vector3 pos = ENTITY::GET_ENTITY_COORDS(playerPed, false); ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); if (GetAsyncKeyState(VK_KEY_S) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 268)) { float fivef = .5f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); float xVec = fivef * sin(degToRad(heading)) * -1.0f; float yVec = fivef * cos(degToRad(heading)); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.x -= xVec, pos.y -= yVec; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_KEY_W) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 269)) { float fivef = .5f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); float xVec = fivef * sin(degToRad(heading)) * -1.0f; float yVec = fivef * cos(degToRad(heading)); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.x += xVec, pos.y += yVec; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_KEY_A) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 266)) { float fivef = 1.0f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading + 0.5f); } if (GetAsyncKeyState(VK_KEY_D) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 271)) { float fivef = 1.0f; float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading - 0.5f); } if (GetAsyncKeyState(VK_SHIFT) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendRb)) { float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.z -= 0.5; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); } if (GetAsyncKeyState(VK_SPACE) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendLb)) { float heading = ENTITY::GET_ENTITY_HEADING(playerPed); ENTITY::SET_ENTITY_HEADING(playerPed, heading); pos.z += 0.5; ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false); and last how control noclip mouse?? Link to comment Share on other sites More sharing options...