I'm KiLLerboy_001 Pretty wel known in PS3's modding community for GTA 5 back in the days Memory editing
and menu creation
Now recently i achieved a PC copy of GTA 5 and went to check out the menus just to see some missing features, These will be converted to C++ type of code.
Since i cant install visual studio on my current copy of windows ( not sure why it just fails ) ill just share my code snippets hoping that somebody can include them.
Drive on water
Code:
//----------------- Drive on water -----------------
//Uses an extra bool called: FolowWaves, With this set to True it will Follow the waves perfectly When set on False it will Not
//
//Since both functions GET_WATER_HEIGHT_NO_WAVES & GET_WATER_HEIGHT only return a value over ocean or Alamo Sea.
//I also included a backdrop meaning if no current value is found it will always use the last found one.
//
//----------------------------------------------------
InitiateDrive()
{
int WaterObject = CREATE_OBJECT("prop_huge_display_01",--------------------------
SET_ENTITY_ROTATION(WaterObject,90,0,0,2,1)
FREEZE_ENTITY_POSITION(WaterObject,1)
SET_ENTITY_VISIBLE(WaterObject,0)
};
DriveLoop()
{
Vector3 PlayerCoord = GET_ENTITY_COORDS(PLAYER_PED_ID(),1)
float xPlane PlayerCoord.X
float yPlane PlayerCoord.Y
if (FolowWaves==true)
{
GET_WATER_HEIGHT(GET_ENTITY_COORDS(PLAYER_PED_ID() ,1),float *NewZ)
if (NewZ < -100)
{
float zPlane = LastZ
}
else
{
float zPlane = NewZ
float LastZ = NewZ
}
}
else
{
GET_WATER_HEIGHT_NO_WAVES(GET_ENTITY_COORDS(PLAYER _PED_ID(),1),float *NewZ)
if (NewZ < -100)
{
float zPlane = LastZ
}
else
{
float zPlane = NewZ
float LastZ = NewZ
}
}
Vector3 Coord(xPlane, yPlane, zPlane)
SET_ENTITY_COORDS(WaterObject,1,0,0,1)
};
Magic Carpet ( walk in air )
Code:
//----------------- Magic Carpet -----------------
//
//Nothing special Do check IS_CONTROL_PRESSED numbers though
//
//--------------------------------------------------
InitiateMagicCarpet()
{
int MagicCarpetObject = CREATE_OBJECT("p_oil_slick_01",--------------------------
FREEZE_ENTITY_POSITION(MagicCarpetObject,1)
SET_ENTITY_VISIBLE(MagicCarpetObject,0)
};
MagicCarpetLoop()
{
Vector3 PlayerCoord = GET_ENTITY_COORDS(PLAYER_PED_ID(),1)
float xPlane PlayerCoord.X
float yPlane PlayerCoord.Y
float Normal = 1.0225
float Down = 1.6
float Up = 0.4
float Vehicular 2000.0
if (IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID(),0) //in Car
{
zPlane = PlayerCoord.Z - Vehicular
}
elseif (IS_CONTROL_PRESSED(2,36) == true ) //Down
{
zPlane = PlayerCoord.Z - Down
}
elseif (IS_CONTROL_PRESSED(2,26) == true ) //Up
{
zPlane = PlayerCoord.Z - Up
}
else //Normal
{
zPlane = PlayerCoord.Z - Normal
}
Vector3 Coord(xPlane, yPlane, zPlane)
SET_ENTITY_COORDS(MagicCarpetObject,1,0,0,1)
}
Sentry Gun (Spawns a gun that auto fires at targets and kills them in your name )
Code:
//----------------- Sentry Gun -----------------
//
//Includes a Variable TargetName[] that can be used to either display targeted players name or just "Vehicle"
//Configurable timeout on variable Called:Timeout
//Configurable weapon on variable Called:WeaponID (https://www.*********.com/forums/threads/weapon-and-explosion-hashes-list.1045035/)
//You can switch Players as target with bool:PlayerTarget
//you can switch Vehicles as targets with bool:VehicleTarget
//Vehicles always get priority over players
//------------------------------------------------
float GetPointToPointRotation(Source,Target)
{
return ATAN2((Target.y - Source.y),(Target.x - Source.x));
}
InitiateSentryGun()
{
int SentryObject = CREATE_OBJECT("p_rcss_folded",--------------------------
int Timeout = 500
Timer = GET_GAME_TIMER() + Timeout
}
int GetClosestVehicle(Vector3 Coords,float Distance)
{
Flag = 64;
Flag |= 65536;
Flag |= 2048;
Flag |= 1;
Flag |= 2;
Flag |= 4;
Flag |= 32;
Flag |= 16;
Flag |= 8;
return GET_CLOSEST_VEHICLE(Coords,Distance,0,Flag)
}
SentryGunLoop()
{
If (PlayerTarget == True )
{
int TargetID = GET_PLAYER_PED(GET_NEAREST_PLAYER_TO_ENTITY(Sentry Object));
char TargetName[] = GET_PLAYER_NAME(TargetID);
if (TargetID == PLAYER_PED_ID())
{
//Dont Shoot Myself
}
else
{
}
}
If (VehicleTarget == True )
{
int TargetID = GetClosestVehicle(GET_ENTITY_COORDS(SentryObject,1 ),75);
char TargetName[] = "Vehicle";
if (IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID(),0) == True );
{
VehID = GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(),0);
if (TargetID == VehID)
{
//Dont Shoot Myself
}
else
{
}
}
else
{
}
}
//Rotate and draw
float Rotation = GetPointToPointRotation(SentryObject,TargetID) + 90
SET_ENTITY_ROTATION(SentryObject,0,0,Rotation)
DRAW_LINE(GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(S entryObject,0,-0.2,0.57),GET_ENTITY_COORDS(TargetID,1),255,0,0,0)
//Time to Kill
if (GET_GAME_TIMER() >= Timer)
{ SHOOT_SINGLE_BULLET_BETWEEN_COORDS(GET_OFFSET_FROM _ENTITY_IN_WORLD_COORDS(SentryObject,0,-0.8,0.6),GET_ENTITY_COORDS(TargetID,1)250,0,Weapon ID,PLAYER_PED_ID(),1,0,float 1.0)
PLAY_SOUND_FROM_ENTITY(-1,"Remote_Sniper_Rifle_Fire",SentryObject,"",0,0)
Timer = GET_GAME_TIMER() + Timeout //500 Milisec between shots
}
}
Rapid fire ( Turn anything into a minigun )
Code:
//----------------- Rapid Fire -----------------
#include <math.h>
RapidFireLoop()
{
if ( (RapidfireActive == true) && (IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID(),1)==False) && (IS_CONTROL_PRESSED(2,199) && (GET_GAME_TIMER()>=Timeout) )
{
FromCoord = GET_PED_BONE_COORDS(PLAYER_PED_ID(),57005,0,0,0)
ToCoord = GetCoordsInfrontOfCam(75)
GET_CURRENT_PED_WEAPON(PLAYER_PED_ID,*WeaponID,0)
SHOOT_SINGLE_BULLET_BETWEEN_COORDS(FromCoord,ToCoo rd,250,0,WeaponID,PLAYER_PED_ID(),1,0,1)
Timeout = GET_GAME_TIMER() + 50
}
}
Vector3 GetCoordsInfrontOfCam(float distance)
{
Vector3 GameplayCamRot = GET_GAMEPLAY_CAM_ROT(2);
Vector3 GameplayCamCoord = GET_GAMEPLAY_CAM_COORD();
float tan = Cos(GameplayCamRot.X) * distance);
float xPlane = Sin(GameplayCamRot.Z * -1.0f) * tan) + GameplayCamCoord.X);
float yPlane = Cos(GameplayCamRot.Z * -1.0f) * tan) + GameplayCamCoord.Y);
float zPlane = Sin(GameplayCamRot.X) * distance) + GameplayCamCoord.Z);
return new Vector3(xPlane, yPlane, zPlane);
}
Show talking players
Code:
//----------------- Talking players -----------------
//
// Just enable TalkingPlayers Bool and make sure that Talking[] text gets added onscreen somewhere
//-----------------------------------------------------
TalkingPlayerLoop()
{
if (TalkingPlayers==true)
{
for (int i = 0; i < 32; ++i)
{
if (NETWORK_IS_PLAYER_TALKING(i) == true )
{
char Talking[] = GET_PLAYER_NAME(i)
//Add code here to make the Talking[] entry be pushed to screen
}
i++;
}
}
}
Dragon mode ( Fire breather )
Code:
//----------------- Dragon Mode -----------------
//
// Just enable DragonMode Bool
//-----------------------------------------------------
FireManModeLoop()
{
if ( DragonMode == true )
{
Vector3 Mouth = GET_PED_BONE_COORDS(PLAYER_PED_ID(), 39317, 0.1f , 0.0f, 0.0f)
_ADD_SPECFX_EXPLOSION(Mouth.x,Mouth.y,Mouth.z, EXPLOSION_DIR_FLAME, EXPLOSION_DIR_FLAME, 1.0f, true, true, 0.0f)
}
}
Object Removal + advanced gravity gun
Code:
// REQUiRMENTS
Vector3 GetCoordsInfrontOfCam(float distance)
{
Vector3 GameplayCamRot = GET_GAMEPLAY_CAM_ROT(2);
Vector3 GameplayCamCoord = GET_GAMEPLAY_CAM_COORD();
float tan = Cos(GameplayCamRot.X) * distance);
float xPlane = Sin(GameplayCamRot.Z * -1.0f) * tan) + GameplayCamCoord.X);
float yPlane = Cos(GameplayCamRot.Z * -1.0f) * tan) + GameplayCamCoord.Y);
float zPlane = Sin(GameplayCamRot.X) * distance) + GameplayCamCoord.Z);
return new Vector3(xPlane, yPlane, zPlane);
}
//----------------- Remove targetted Objects -----------------
//
// Just enable RemoveObjects Bool and shoot an object to remove it ( Client Sided )
//
//-----------------------------------------------------
RemoveObjectsLoop()
{
if ( (RemoveObjects == true) && (IS_CONTROL_PRESSED(2,199) )
{
GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(PLAYER_ID(),*E ntityID)
if (IS_ENTITY_AN_OBJECT(EntityID) == true )
{
DELETE_ENTITY(*EntityID)
}
}
}
//----------------- Gravity gun ( Pickup and launch ) -----------------
//
// Just enable GravityGun Bool and shoot an object to pick it up shoot again to launch it
//
// When object is picked up it makes it see through and undoes this when launched ( object moves infront of you when picked up )
// ObjectHash[] can be used to display Hash of picked up object ( usefull for spawning uknown object Best display this in lower left under radar )
//
//-----------------------------------------------------
Bool Pickup = true
GravityGunLoop()
{
if (GravityGun == true)
{
if ( (Pickup == true) && (IS_CONTROL_PRESSED(2,199) )
{
Pickup = false
GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(PLAYER_ID(),*E ntityID)
if (IS_ENTITY_A_PED(EntityID) == true)
{
if (IS_PED_IN_ANY_VEHICLE(EntityID,0))
{
EntityID = GET_VEHICLE_PED_IS_IN(EntityID,0)
}
}
SET_ENTITY_ALPHA(EntityID,200)
}
elseif ( (Pickup == false) && (IS_CONTROL_PRESSED(2,199) )
{
Pickup = true
if (IS_ENTITY_A_PED(EntityID) == true )
{
SET_ENTITY_DYNAMIC(EntityID,1)
Vector3 Rotation = GET_ENTITY_ROTATION(EntityID,2)
SET_ENTITY_ROTATION(EntityID,GET_GAMEPLAY_CAM_ROT( 2),2,1)
APPLY_FORCE_TO_ENTITY(EntityID,1,0,150,0,0,0,0,0,1 ,1,1,0,1)
SET_ENTITY_ROTATION(EntityID,Rotation,2,1)
SET_ENTITY_ALPHA(EntityID,255)
}
}
else
{
if (DOES_ENTITY_EXIST(EntityID)==true)
{
Char ObjectHash[] = GET_ENTITY_MODEL(EntityID)
SET_ENTITY_COORDS(EntityID,GetCoordsInfrontOfCam(1 0),1,0,0,1)
}
}
}
}
Advanced Flying car( Has rudder rotation like planes )
Code:
//----------------- Flying Car -----------------
//
// Just enable the FlyingCar Bool
//
// Double check the Numerics for IS_CONTROL_PRESSED
//-----------------------------------------------------
FlyingCarLoop ()
{
if (IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID,0))
{
int Vehid = GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID,0)
if (IS_CONTROL_PRESSED(2,67) ==true ) //Forward
{
float Speed = GET_ENTITY_SPEED(Vehid) + 0.5
SET_VEHICLE_FORWARD_SPEED(Vehid,Speed)
}
if ( (IS_CONTROL_PRESSED(2,196) ==true) && ( ! IS_VEHICLE_ON_ALL_WHEELS(Vehid) ) //Left
{
Vector3 Rot = GET_ENTITY_ROTATION(Vehid,2)
Rot.z = Rot.z + 1.0
newRot Vector3(Rot.x, Rot.y, Rot.z)
SET_ENTITY_ROTATION(Vehid,newRot,2,1)
}
if ( (IS_CONTROL_PRESSED(2,197) ==true) && ( ! IS_VEHICLE_ON_ALL_WHEELS(Vehid) ) //Right
{
Vector3 Rot = GET_ENTITY_ROTATION(Vehid,2)
Rot.z = Rot.z - 1.0
newRot Vector3(Rot.x, Rot.y, Rot.z)
SET_ENTITY_ROTATION(Vehid,newRot,2,1)
}
}
}
If You saw any other interesting thing in the video just asks me about it and i will supply like the Plane_crash_trench Plane object coords + rotation etc any other info youll need ill supply.
Also be sure to check out my pastebin https://pastebin.com/u/KiLLerBoy_001 has a lot of snippets / extra info there
P.S: All i asks is to be creditted for these here snippets if you chose on using them even be it partially
just some fun ( Alien egg money )






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