Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include <natives.h>
- #include <consts.h>
- #include <common.h>
- #include <types.h>
- /////*******XBOX360 Gamepad********//////
- #define BUTTON_SELECT 0xD
- #define BUTTON_START 0xC
- #define BUTTON_X 0xE
- #define BUTTON_Y 0xF
- #define BUTTON_A 0x10
- #define BUTTON_B 0x11
- #define DPAD_UP 0x8
- #define DPAD_DOWN 0x9
- #define DPAD_LEFT 0xA
- #define DPAD_RIGHT 0xB
- #define BUTTON_LT 0x5
- #define BUTTON_RT 0x7
- #define BUTTON_LB 0x4
- #define BUTTON_RB 0x6
- #define STICK_LEFT 0x12
- #define STICK_RIGHT 0x13
- #define print(x) PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING",x,2000,true);
- //\\//\\Object Coordinates//\\//
- float x, y, z, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, x5, y5, z5, x6, y6, z6, x7, y7, z7, x8, y8, z8, x9, y9, z9, x10, y10, z10,
- x11, y11, z11, x12, y12, z12, x13, y13, z13, x14, y14, z14, x15, y15, z15, x16, y16, z16, x17, y17, z17, x18, y18, z18, x19, y19, z19, x20, y20, z20;
- //\\//\\Object Label's//\\//\\//
- Object lights, lights2, lights3, lights4, lights5, lights6, lights7, lights8, lights9, lights10,
- lights11, lights12, lights13, lights14, lights15, lights16, lights17, lights18, lights19, lights20;
- //You'r Helicopter//
- signed int v_spawn;
- /***
- void FlameBullets(void){
- Makes The Flame bullets get ready for use.
- ***/
- /***
- void ShootFlame(void){
- For Shooting and setup for Flame Bullets to work.
- ***/
- void FlameBullets(void){
- if (IS_BUTTON_PRESSED(0, DPAD_RIGHT) && IS_BUTTON_JUST_PRESSED(0, BUTTON_B)){
- if(IS_CHAR_IN_ANY_HELI(GetPlayerPed())){
- GET_CAR_CHAR_IS_USING(GetPlayerPed(), &v_spawn);
- ///////FIRST STAGE//////////
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights, 1);
- ATTACH_OBJECT_TO_CAR(lights,v_spawn,0.0f,-2.4200,3.5470,0.2287,0.0000,0.0000,0.0000);//1
- SET_OBJECT_INVINCIBLE(lights, 1);
- FREEZE_OBJECT_POSITION(lights, true);
- SET_OBJECT_COLLISION(lights, true);
- SET_OBJECT_VISIBLE(lights, false);
- SET_OBJECT_COORDINATES(lights, x1, y1, z1);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights2, 1);
- ATTACH_OBJECT_TO_CAR(lights2,v_spawn,0.0f,-2.3813,6.0963,0.2262,0.0000,0.0000,0.0000);//2
- SET_OBJECT_INVINCIBLE(lights2, 1);
- FREEZE_OBJECT_POSITION(lights2, true);
- SET_OBJECT_COLLISION(lights2, true);
- SET_OBJECT_VISIBLE(lights2, false);
- SET_OBJECT_COORDINATES(lights2, x2, y2, z2);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights3, 1);
- ATTACH_OBJECT_TO_CAR(lights3,v_spawn,0.0f,-2.3800,9.0620,0.2290,0.0000,0.0000,0.0000);//3
- SET_OBJECT_INVINCIBLE(lights3, 1);
- FREEZE_OBJECT_POSITION(lights3, true);
- SET_OBJECT_COLLISION(lights3, true);
- SET_OBJECT_VISIBLE(lights3, false);
- SET_OBJECT_COORDINATES(lights3, x3, y3, z3);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights4, 1);
- ATTACH_OBJECT_TO_CAR(lights4,v_spawn,0.0f,-2.3550,12.6133,0.2275,0.0000,0.0000,0.0000);//4
- SET_OBJECT_INVINCIBLE(lights4, 1);
- FREEZE_OBJECT_POSITION(lights4, true);
- SET_OBJECT_COLLISION(lights4, true);
- SET_OBJECT_VISIBLE(lights4, false);
- SET_OBJECT_COORDINATES(lights4, x4, y4, z4);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights5, 1);
- ATTACH_OBJECT_TO_CAR(lights5,v_spawn,0.0f,-2.2487,17.2582,0.2132,0.0000,0.0000,0.0000);//5
- SET_OBJECT_INVINCIBLE(lights5, 1);
- FREEZE_OBJECT_POSITION(lights5, true);
- SET_OBJECT_COLLISION(lights5, true);
- SET_OBJECT_VISIBLE(lights5, false);
- SET_OBJECT_COORDINATES(lights5, x5, y5, z5);
- ////NEXT SIDE//////
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights6, 1);
- ATTACH_OBJECT_TO_CAR(lights6,v_spawn,0.0f,2.4165,3.8105,0.0787,0.0000,0.0000,0.0000);//6
- SET_OBJECT_INVINCIBLE(lights6, 1);
- FREEZE_OBJECT_POSITION(lights6, true);
- SET_OBJECT_COLLISION(lights6, true);
- SET_OBJECT_VISIBLE(lights6, false);
- SET_OBJECT_COORDINATES(lights6, x6, y6, z6);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights7, 1);
- ATTACH_OBJECT_TO_CAR(lights7,v_spawn,0.0f,2.4015,6.1568,0.9620,0.0000,0.0000,0.0000);//7
- SET_OBJECT_INVINCIBLE(lights7, 1);
- FREEZE_OBJECT_POSITION(lights7, true);
- SET_OBJECT_COLLISION(lights7, true);
- SET_OBJECT_VISIBLE(lights7, false);
- SET_OBJECT_COORDINATES(lights7, x7, y7, z7);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights8, 1);
- ATTACH_OBJECT_TO_CAR(lights8,v_spawn,0.0f,2.3777,8.9407,0.1017,0.0000,0.0000,0.0000);//8
- SET_OBJECT_INVINCIBLE(lights8, 1);
- FREEZE_OBJECT_POSITION(lights8, true);
- SET_OBJECT_COLLISION(lights8, true);
- SET_OBJECT_VISIBLE(lights8, false);
- SET_OBJECT_COORDINATES(lights8, x8, y8, z8);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights9, 1);
- ATTACH_OBJECT_TO_CAR(lights9,v_spawn,0.0f,2.3510,12.3417,0.1033,0.0000,0.0000,0.0000);//9
- SET_OBJECT_INVINCIBLE(lights9, 1);
- FREEZE_OBJECT_POSITION(lights9, true);
- SET_OBJECT_COLLISION(lights9, true);
- SET_OBJECT_VISIBLE(lights9, false);
- SET_OBJECT_COORDINATES(lights9, x9, y9, z9);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights10, 1);
- ATTACH_OBJECT_TO_CAR(lights10,v_spawn,0.0f,2.3313,16.7562,0.1330,0.0000,0.0000,0.0000);//10
- SET_OBJECT_INVINCIBLE(lights10, 1);
- FREEZE_OBJECT_POSITION(lights10, true);
- SET_OBJECT_COLLISION(lights10, true);
- SET_OBJECT_VISIBLE(lights10, false);
- SET_OBJECT_COORDINATES(lights10, x10, y10, z10);
- /////////////NEXT IN STAGE/////////////
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights11, 1);
- ATTACH_OBJECT_TO_CAR(lights11,v_spawn,0.0f,-2.4200,20.3582,0.2287,0.0000,0.0000,0.0000);//11
- SET_OBJECT_INVINCIBLE(lights11, 1);
- FREEZE_OBJECT_POSITION(lights11, true);
- SET_OBJECT_COLLISION(lights11, true);
- SET_OBJECT_VISIBLE(lights11, false);
- SET_OBJECT_COORDINATES(lights11, x11, y11, z11); ///******UP BY 3.1000******////
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights12, 1);
- ATTACH_OBJECT_TO_CAR(lights12,v_spawn,0.0f,-2.3813,23.4582,0.2262,0.0000,0.0000,0.0000);//12
- SET_OBJECT_INVINCIBLE(lights12, 1);
- FREEZE_OBJECT_POSITION(lights12, true);
- SET_OBJECT_COLLISION(lights12, true);
- SET_OBJECT_VISIBLE(lights12, false);
- SET_OBJECT_COORDINATES(lights12, x12, y12, z12);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights13, 1);
- ATTACH_OBJECT_TO_CAR(lights13,v_spawn,0.0f,-2.3800,26.5582,0.2290,0.0000,0.0000,0.0000);//13
- SET_OBJECT_INVINCIBLE(lights13, 1);
- FREEZE_OBJECT_POSITION(lights13, true);
- SET_OBJECT_COLLISION(lights13, true);
- SET_OBJECT_VISIBLE(lights13, false);
- SET_OBJECT_COORDINATES(lights13, x13, y13, z13);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights14, 1);
- ATTACH_OBJECT_TO_CAR(lights14,v_spawn,0.0f,-2.3550,29.6582,0.2275,0.0000,0.0000,0.0000);//14
- SET_OBJECT_INVINCIBLE(lights14, 1);
- FREEZE_OBJECT_POSITION(lights14, true);
- SET_OBJECT_COLLISION(lights14, true);
- SET_OBJECT_VISIBLE(lights14, false);
- SET_OBJECT_COORDINATES(lights14, x14, y14, z14);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights15, 1);
- ATTACH_OBJECT_TO_CAR(lights15,v_spawn,0.0f,-2.2487,32.7582,0.2132,0.0000,0.0000,0.0000);//15
- SET_OBJECT_INVINCIBLE(lights15, 1);
- FREEZE_OBJECT_POSITION(lights15, true);
- SET_OBJECT_COLLISION(lights15, true);
- SET_OBJECT_VISIBLE(lights15, false);
- SET_OBJECT_COORDINATES(lights15, x15, y15, z15);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights6, 1);
- ////NEXT SIDE/////
- ATTACH_OBJECT_TO_CAR(lights16,v_spawn,0.0f,2.4165,19.8562,0.0787,0.0000,0.0000,0.0000);//16
- SET_OBJECT_INVINCIBLE(lights16, 1);
- FREEZE_OBJECT_POSITION(lights16, true);
- SET_OBJECT_COLLISION(lights16, true); /////****UP BY 3.1000****//////
- SET_OBJECT_VISIBLE(lights16, false);
- SET_OBJECT_COORDINATES(lights16, x16, y16, z16);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights17, 1);
- ATTACH_OBJECT_TO_CAR(lights17,v_spawn,0.0f,2.4015,22.9562,0.9620,0.0000,0.0000,0.0000);//17
- SET_OBJECT_INVINCIBLE(lights17, 1);
- FREEZE_OBJECT_POSITION(lights17, true);
- SET_OBJECT_COLLISION(lights17, true);
- SET_OBJECT_VISIBLE(lights17, false);
- SET_OBJECT_COORDINATES(lights17, x17, y17, z17);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights18, 1);
- ATTACH_OBJECT_TO_CAR(lights18,v_spawn,0.0f,2.3777,26.0562,0.1017,0.0000,0.0000,0.0000);//18
- SET_OBJECT_INVINCIBLE(lights18, 1);
- FREEZE_OBJECT_POSITION(lights18, true);
- SET_OBJECT_COLLISION(lights18, true);
- SET_OBJECT_VISIBLE(lights18, false);
- SET_OBJECT_COORDINATES(lights18, x18, y18, z18);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights19, 1);
- ATTACH_OBJECT_TO_CAR(lights19,v_spawn,0.0f,2.3510,29.1562,0.1033,0.0000,0.0000,0.0000);//19
- SET_OBJECT_INVINCIBLE(lights19, 1);
- FREEZE_OBJECT_POSITION(lights19, true);
- SET_OBJECT_COLLISION(lights19, true);
- SET_OBJECT_VISIBLE(lights19, false);
- SET_OBJECT_COORDINATES(lights19, x19, y19, z19);
- CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights20, 1);
- ATTACH_OBJECT_TO_CAR(lights20,v_spawn,0.0f,2.3313,32.2562,0.1330,0.0000,0.0000,0.0000);//20
- SET_OBJECT_INVINCIBLE(lights20, 1);
- FREEZE_OBJECT_POSITION(lights20, true);
- SET_OBJECT_COLLISION(lights20, true);
- SET_OBJECT_VISIBLE(lights20, false);
- SET_OBJECT_COORDINATES(lights20, x20, y20, z20);
- WAIT(50);
- print("~r~Bullets are ready for use")
- }
- }
- }
- void ShootFlame(void){
- if (IS_BUTTON_PRESSED(0, BUTTON_X)){
- if(IS_CHAR_IN_ANY_HELI(GetPlayerPed())){
- GET_CAR_CHAR_IS_USING(GetPlayerPed(), &v_spawn);
- if(DOES_OBJECT_EXIST(lights)){
- GET_OBJECT_COORDINATES(lights, &x1, &y1, &z1);
- ADD_EXPLOSION(x1, y1, z1, EXPLOSION_MOLOTOV, 3, true, false, 1);//1
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights2)){
- GET_OBJECT_COORDINATES(lights2, &x2, &y2, &z2);
- ADD_EXPLOSION(x2, y2, z2, EXPLOSION_MOLOTOV, 3, true, false, 1);//2
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights3)){
- GET_OBJECT_COORDINATES(lights3, &x3, &y3, &z3);
- ADD_EXPLOSION(x3, y3, z3, EXPLOSION_MOLOTOV, 3, true, false, 1);//3
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights4)){
- GET_OBJECT_COORDINATES(lights4, &x4, &y4, &z4);
- ADD_EXPLOSION(x4, y4, z4, EXPLOSION_MOLOTOV, 3, true, false, 1);//4
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights5)){
- GET_OBJECT_COORDINATES(lights5, &x5, &y5, &z5);
- ADD_EXPLOSION(x5, y5, z5, EXPLOSION_MOLOTOV, 3, true, false, 1);//5
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights6)){
- GET_OBJECT_COORDINATES(lights6, &x6, &y6, &z6);
- ADD_EXPLOSION(x6, y6, z6, EXPLOSION_MOLOTOV, 3, true, false, 1);//6
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights7)){
- GET_OBJECT_COORDINATES(lights7, &x7, &y7, &z7);
- ADD_EXPLOSION(x7, y7, z7, EXPLOSION_MOLOTOV, 3, true, false, 1);//7
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights8)){
- GET_OBJECT_COORDINATES(lights8, &x8, &y8, &z8);
- ADD_EXPLOSION(x8, y8, z8, EXPLOSION_MOLOTOV, 3, true, false, 1);//8
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights9)){
- GET_OBJECT_COORDINATES(lights9, &x9, &y9, &z9);
- ADD_EXPLOSION(x9, y9, z9, EXPLOSION_MOLOTOV, 3, true, false, 1);//9
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights10)){
- GET_OBJECT_COORDINATES(lights10, &x10, &y10, &z10);
- ADD_EXPLOSION(x10, y10, z10, EXPLOSION_MOLOTOV, 3, true, false, 1);//10
- ///// ///// ///////// ///////// ///////// /////////// ///////// ////////// ///////// ///////// //////// ///////// ///////
- if(DOES_OBJECT_EXIST(lights11)){
- GET_OBJECT_COORDINATES(lights11, &x11, &y11, &z11);
- ADD_EXPLOSION(x11, y11, z11, EXPLOSION_MOLOTOV, 3, true, false, 1);//11
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights12)){
- GET_OBJECT_COORDINATES(lights12, &x12, &y12, &z12);
- ADD_EXPLOSION(x12, y12, z12, EXPLOSION_MOLOTOV, 3, true, false, 1);//12
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights13)){
- GET_OBJECT_COORDINATES(lights13, &x13, &y13, &z13);
- ADD_EXPLOSION(x13, y13, z13, EXPLOSION_MOLOTOV, 3, true, false, 1);//13
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights14)){
- GET_OBJECT_COORDINATES(lights14, &x14, &y14, &z14);
- ADD_EXPLOSION(x14, y14, z14, EXPLOSION_MOLOTOV, 3, true, false, 1);//14
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights15)){
- GET_OBJECT_COORDINATES(lights15, &x15, &y15, &z15);
- ADD_EXPLOSION(x15, y15, z15, EXPLOSION_MOLOTOV, 3, true, false, 1);//15
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights16)){
- GET_OBJECT_COORDINATES(lights16, &x16, &y16, &z16);
- ADD_EXPLOSION(x16, y16, z16, EXPLOSION_MOLOTOV, 3, true, false, 1);//16
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights17)){
- GET_OBJECT_COORDINATES(lights17, &x17, &y17, &z17);
- ADD_EXPLOSION(x17, y17, z17, EXPLOSION_MOLOTOV, 3, true, false, 1);//17
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights18)){
- GET_OBJECT_COORDINATES(lights18, &x18, &y18, &z18);
- ADD_EXPLOSION(x18, y18, z18, EXPLOSION_MOLOTOV, 3, true, false, 1);//18
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights19)){
- GET_OBJECT_COORDINATES(lights19, &x19, &y19, &z19);
- ADD_EXPLOSION(x19, y19, z19, EXPLOSION_MOLOTOV, 3, true, false, 1);//19
- WAIT(5);
- if(DOES_OBJECT_EXIST(lights20)){
- GET_OBJECT_COORDINATES(lights20, &x20, &y20, &z20);
- ADD_EXPLOSION(x20, y20, z20, EXPLOSION_MOLOTOV, 3, true, false, 1);//20
- WAIT(5);
- print("~r~Flamed Bullets Stand By!");
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- void main(void){
- THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
- print("Helicopter ~r~FLAME Bullets");
- WAIT(2500);
- print("PRESS DPAD_RIGHT AND B When Your in Heli to turn ON");
- WAIT(2500);
- print("PRESS X TO SHOOT");
- WAIT(2500);
- print("Created By ~r~>>CRIPToN<<");
- WAIT(1000);
- while(true)
- {
- FlameBullets();
- ShootFlame();
- WAIT(0);
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment