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FLAME BULLETS SOURCE By >>CRIPToN<<

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Jul 28th, 2013
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  1. #include <natives.h>
  2. #include <consts.h>
  3. #include <common.h>
  4. #include <types.h>
  5.  
  6. /////*******XBOX360 Gamepad********//////
  7.  
  8. #define BUTTON_SELECT 0xD
  9. #define BUTTON_START 0xC
  10. #define BUTTON_X 0xE
  11. #define BUTTON_Y 0xF
  12. #define BUTTON_A 0x10
  13. #define BUTTON_B 0x11
  14. #define DPAD_UP 0x8
  15. #define DPAD_DOWN 0x9
  16. #define DPAD_LEFT 0xA
  17. #define DPAD_RIGHT 0xB
  18. #define BUTTON_LT 0x5
  19. #define BUTTON_RT 0x7
  20. #define BUTTON_LB 0x4
  21. #define BUTTON_RB 0x6
  22. #define STICK_LEFT 0x12
  23. #define STICK_RIGHT 0x13
  24. #define print(x) PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING",x,2000,true);
  25.  
  26. //\\//\\Object Coordinates//\\//
  27. 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,
  28. 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;
  29.  
  30. //\\//\\Object Label's//\\//\\//
  31. Object lights, lights2, lights3, lights4, lights5, lights6, lights7, lights8, lights9, lights10,
  32. lights11, lights12, lights13, lights14, lights15, lights16, lights17, lights18, lights19, lights20;
  33.  
  34. //You'r Helicopter//
  35. signed int v_spawn;
  36.  
  37. /***
  38. void FlameBullets(void){
  39. Makes The Flame bullets get ready for use.
  40. ***/
  41.  
  42. /***
  43. void ShootFlame(void){
  44. For Shooting and setup for Flame Bullets to work.
  45. ***/
  46.  
  47.  
  48. void FlameBullets(void){
  49. if (IS_BUTTON_PRESSED(0, DPAD_RIGHT) && IS_BUTTON_JUST_PRESSED(0, BUTTON_B)){
  50. if(IS_CHAR_IN_ANY_HELI(GetPlayerPed())){
  51. GET_CAR_CHAR_IS_USING(GetPlayerPed(), &v_spawn);
  52. ///////FIRST STAGE//////////
  53. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights, 1);
  54. ATTACH_OBJECT_TO_CAR(lights,v_spawn,0.0f,-2.4200,3.5470,0.2287,0.0000,0.0000,0.0000);//1
  55. SET_OBJECT_INVINCIBLE(lights, 1);
  56. FREEZE_OBJECT_POSITION(lights, true);
  57. SET_OBJECT_COLLISION(lights, true);
  58. SET_OBJECT_VISIBLE(lights, false);
  59. SET_OBJECT_COORDINATES(lights, x1, y1, z1);
  60. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights2, 1);
  61. ATTACH_OBJECT_TO_CAR(lights2,v_spawn,0.0f,-2.3813,6.0963,0.2262,0.0000,0.0000,0.0000);//2
  62. SET_OBJECT_INVINCIBLE(lights2, 1);
  63. FREEZE_OBJECT_POSITION(lights2, true);
  64. SET_OBJECT_COLLISION(lights2, true);
  65. SET_OBJECT_VISIBLE(lights2, false);
  66. SET_OBJECT_COORDINATES(lights2, x2, y2, z2);
  67. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights3, 1);
  68. ATTACH_OBJECT_TO_CAR(lights3,v_spawn,0.0f,-2.3800,9.0620,0.2290,0.0000,0.0000,0.0000);//3
  69. SET_OBJECT_INVINCIBLE(lights3, 1);
  70. FREEZE_OBJECT_POSITION(lights3, true);
  71. SET_OBJECT_COLLISION(lights3, true);
  72. SET_OBJECT_VISIBLE(lights3, false);
  73. SET_OBJECT_COORDINATES(lights3, x3, y3, z3);
  74. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights4, 1);
  75. ATTACH_OBJECT_TO_CAR(lights4,v_spawn,0.0f,-2.3550,12.6133,0.2275,0.0000,0.0000,0.0000);//4
  76. SET_OBJECT_INVINCIBLE(lights4, 1);
  77. FREEZE_OBJECT_POSITION(lights4, true);
  78. SET_OBJECT_COLLISION(lights4, true);
  79. SET_OBJECT_VISIBLE(lights4, false);
  80. SET_OBJECT_COORDINATES(lights4, x4, y4, z4);
  81. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights5, 1);
  82. ATTACH_OBJECT_TO_CAR(lights5,v_spawn,0.0f,-2.2487,17.2582,0.2132,0.0000,0.0000,0.0000);//5
  83. SET_OBJECT_INVINCIBLE(lights5, 1);
  84. FREEZE_OBJECT_POSITION(lights5, true);
  85. SET_OBJECT_COLLISION(lights5, true);
  86. SET_OBJECT_VISIBLE(lights5, false);
  87. SET_OBJECT_COORDINATES(lights5, x5, y5, z5);
  88.  
  89. ////NEXT SIDE//////
  90.  
  91. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights6, 1);
  92. ATTACH_OBJECT_TO_CAR(lights6,v_spawn,0.0f,2.4165,3.8105,0.0787,0.0000,0.0000,0.0000);//6
  93. SET_OBJECT_INVINCIBLE(lights6, 1);
  94. FREEZE_OBJECT_POSITION(lights6, true);
  95. SET_OBJECT_COLLISION(lights6, true);
  96. SET_OBJECT_VISIBLE(lights6, false);
  97. SET_OBJECT_COORDINATES(lights6, x6, y6, z6);
  98. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights7, 1);
  99. ATTACH_OBJECT_TO_CAR(lights7,v_spawn,0.0f,2.4015,6.1568,0.9620,0.0000,0.0000,0.0000);//7
  100. SET_OBJECT_INVINCIBLE(lights7, 1);
  101. FREEZE_OBJECT_POSITION(lights7, true);
  102. SET_OBJECT_COLLISION(lights7, true);
  103. SET_OBJECT_VISIBLE(lights7, false);
  104. SET_OBJECT_COORDINATES(lights7, x7, y7, z7);
  105. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights8, 1);
  106. ATTACH_OBJECT_TO_CAR(lights8,v_spawn,0.0f,2.3777,8.9407,0.1017,0.0000,0.0000,0.0000);//8
  107. SET_OBJECT_INVINCIBLE(lights8, 1);
  108. FREEZE_OBJECT_POSITION(lights8, true);
  109. SET_OBJECT_COLLISION(lights8, true);
  110. SET_OBJECT_VISIBLE(lights8, false);
  111. SET_OBJECT_COORDINATES(lights8, x8, y8, z8);
  112. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights9, 1);
  113. ATTACH_OBJECT_TO_CAR(lights9,v_spawn,0.0f,2.3510,12.3417,0.1033,0.0000,0.0000,0.0000);//9
  114. SET_OBJECT_INVINCIBLE(lights9, 1);
  115. FREEZE_OBJECT_POSITION(lights9, true);
  116. SET_OBJECT_COLLISION(lights9, true);
  117. SET_OBJECT_VISIBLE(lights9, false);
  118. SET_OBJECT_COORDINATES(lights9, x9, y9, z9);
  119. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights10, 1);
  120. ATTACH_OBJECT_TO_CAR(lights10,v_spawn,0.0f,2.3313,16.7562,0.1330,0.0000,0.0000,0.0000);//10
  121. SET_OBJECT_INVINCIBLE(lights10, 1);
  122. FREEZE_OBJECT_POSITION(lights10, true);
  123. SET_OBJECT_COLLISION(lights10, true);
  124. SET_OBJECT_VISIBLE(lights10, false);
  125. SET_OBJECT_COORDINATES(lights10, x10, y10, z10);
  126. /////////////NEXT IN STAGE/////////////
  127. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights11, 1);
  128. ATTACH_OBJECT_TO_CAR(lights11,v_spawn,0.0f,-2.4200,20.3582,0.2287,0.0000,0.0000,0.0000);//11
  129. SET_OBJECT_INVINCIBLE(lights11, 1);
  130. FREEZE_OBJECT_POSITION(lights11, true);
  131. SET_OBJECT_COLLISION(lights11, true);
  132. SET_OBJECT_VISIBLE(lights11, false);
  133. SET_OBJECT_COORDINATES(lights11, x11, y11, z11);                                                     ///******UP BY 3.1000******////
  134. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights12, 1);
  135. ATTACH_OBJECT_TO_CAR(lights12,v_spawn,0.0f,-2.3813,23.4582,0.2262,0.0000,0.0000,0.0000);//12
  136. SET_OBJECT_INVINCIBLE(lights12, 1);
  137. FREEZE_OBJECT_POSITION(lights12, true);
  138. SET_OBJECT_COLLISION(lights12, true);
  139. SET_OBJECT_VISIBLE(lights12, false);
  140. SET_OBJECT_COORDINATES(lights12, x12, y12, z12);
  141. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights13, 1);
  142. ATTACH_OBJECT_TO_CAR(lights13,v_spawn,0.0f,-2.3800,26.5582,0.2290,0.0000,0.0000,0.0000);//13
  143. SET_OBJECT_INVINCIBLE(lights13, 1);
  144. FREEZE_OBJECT_POSITION(lights13, true);
  145. SET_OBJECT_COLLISION(lights13, true);
  146. SET_OBJECT_VISIBLE(lights13, false);
  147. SET_OBJECT_COORDINATES(lights13, x13, y13, z13);
  148. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights14, 1);
  149. ATTACH_OBJECT_TO_CAR(lights14,v_spawn,0.0f,-2.3550,29.6582,0.2275,0.0000,0.0000,0.0000);//14
  150. SET_OBJECT_INVINCIBLE(lights14, 1);
  151. FREEZE_OBJECT_POSITION(lights14, true);
  152. SET_OBJECT_COLLISION(lights14, true);
  153. SET_OBJECT_VISIBLE(lights14, false);
  154. SET_OBJECT_COORDINATES(lights14, x14, y14, z14);
  155. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights15, 1);
  156. ATTACH_OBJECT_TO_CAR(lights15,v_spawn,0.0f,-2.2487,32.7582,0.2132,0.0000,0.0000,0.0000);//15
  157. SET_OBJECT_INVINCIBLE(lights15, 1);
  158. FREEZE_OBJECT_POSITION(lights15, true);
  159. SET_OBJECT_COLLISION(lights15, true);
  160. SET_OBJECT_VISIBLE(lights15, false);
  161. SET_OBJECT_COORDINATES(lights15, x15, y15, z15);
  162. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights6, 1);
  163.  
  164. ////NEXT SIDE/////
  165.  
  166. ATTACH_OBJECT_TO_CAR(lights16,v_spawn,0.0f,2.4165,19.8562,0.0787,0.0000,0.0000,0.0000);//16
  167. SET_OBJECT_INVINCIBLE(lights16, 1);
  168. FREEZE_OBJECT_POSITION(lights16, true);
  169. SET_OBJECT_COLLISION(lights16, true);                                       /////****UP BY 3.1000****//////
  170. SET_OBJECT_VISIBLE(lights16, false);
  171. SET_OBJECT_COORDINATES(lights16, x16, y16, z16);
  172. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights17, 1);    
  173. ATTACH_OBJECT_TO_CAR(lights17,v_spawn,0.0f,2.4015,22.9562,0.9620,0.0000,0.0000,0.0000);//17
  174. SET_OBJECT_INVINCIBLE(lights17, 1);
  175. FREEZE_OBJECT_POSITION(lights17, true);
  176. SET_OBJECT_COLLISION(lights17, true);
  177. SET_OBJECT_VISIBLE(lights17, false);
  178. SET_OBJECT_COORDINATES(lights17, x17, y17, z17);
  179. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights18, 1);
  180. ATTACH_OBJECT_TO_CAR(lights18,v_spawn,0.0f,2.3777,26.0562,0.1017,0.0000,0.0000,0.0000);//18
  181. SET_OBJECT_INVINCIBLE(lights18, 1);
  182. FREEZE_OBJECT_POSITION(lights18, true);
  183. SET_OBJECT_COLLISION(lights18, true);
  184. SET_OBJECT_VISIBLE(lights18, false);
  185. SET_OBJECT_COORDINATES(lights18, x18, y18, z18);
  186. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights19, 1);
  187. ATTACH_OBJECT_TO_CAR(lights19,v_spawn,0.0f,2.3510,29.1562,0.1033,0.0000,0.0000,0.0000);//19
  188. SET_OBJECT_INVINCIBLE(lights19, 1);
  189. FREEZE_OBJECT_POSITION(lights19, true);
  190. SET_OBJECT_COLLISION(lights19, true);
  191. SET_OBJECT_VISIBLE(lights19, false);
  192. SET_OBJECT_COORDINATES(lights19, x19, y19, z19);
  193. CREATE_OBJECT(0xAF6834A4, 0.0f, 0.0f, 0.0f, &lights20, 1);
  194. ATTACH_OBJECT_TO_CAR(lights20,v_spawn,0.0f,2.3313,32.2562,0.1330,0.0000,0.0000,0.0000);//20
  195. SET_OBJECT_INVINCIBLE(lights20, 1);
  196. FREEZE_OBJECT_POSITION(lights20, true);
  197. SET_OBJECT_COLLISION(lights20, true);
  198. SET_OBJECT_VISIBLE(lights20, false);
  199. SET_OBJECT_COORDINATES(lights20, x20, y20, z20);
  200. WAIT(50);
  201. print("~r~Bullets are ready for use")
  202. }
  203. }
  204. }
  205.  
  206.  
  207. void ShootFlame(void){
  208. if (IS_BUTTON_PRESSED(0, BUTTON_X)){
  209. if(IS_CHAR_IN_ANY_HELI(GetPlayerPed())){
  210.  GET_CAR_CHAR_IS_USING(GetPlayerPed(), &v_spawn);
  211.   if(DOES_OBJECT_EXIST(lights)){
  212.   GET_OBJECT_COORDINATES(lights, &x1, &y1, &z1);
  213.   ADD_EXPLOSION(x1, y1, z1, EXPLOSION_MOLOTOV, 3, true, false, 1);//1
  214.   WAIT(5);
  215.   if(DOES_OBJECT_EXIST(lights2)){
  216.   GET_OBJECT_COORDINATES(lights2, &x2, &y2, &z2);
  217.   ADD_EXPLOSION(x2, y2, z2, EXPLOSION_MOLOTOV, 3, true, false, 1);//2
  218.   WAIT(5);
  219.   if(DOES_OBJECT_EXIST(lights3)){
  220.   GET_OBJECT_COORDINATES(lights3, &x3, &y3, &z3);
  221.   ADD_EXPLOSION(x3, y3, z3, EXPLOSION_MOLOTOV, 3, true, false, 1);//3
  222.   WAIT(5);
  223.   if(DOES_OBJECT_EXIST(lights4)){
  224.   GET_OBJECT_COORDINATES(lights4, &x4, &y4, &z4);
  225.   ADD_EXPLOSION(x4, y4, z4, EXPLOSION_MOLOTOV, 3, true, false, 1);//4
  226.   WAIT(5);
  227.   if(DOES_OBJECT_EXIST(lights5)){
  228.   GET_OBJECT_COORDINATES(lights5, &x5, &y5, &z5);
  229.   ADD_EXPLOSION(x5, y5, z5, EXPLOSION_MOLOTOV, 3, true, false, 1);//5
  230.   WAIT(5);
  231.   if(DOES_OBJECT_EXIST(lights6)){
  232.   GET_OBJECT_COORDINATES(lights6, &x6, &y6, &z6);
  233.   ADD_EXPLOSION(x6, y6, z6, EXPLOSION_MOLOTOV, 3, true, false, 1);//6
  234.   WAIT(5);
  235.   if(DOES_OBJECT_EXIST(lights7)){
  236.   GET_OBJECT_COORDINATES(lights7, &x7, &y7, &z7);
  237.   ADD_EXPLOSION(x7, y7, z7, EXPLOSION_MOLOTOV, 3, true, false, 1);//7
  238.   WAIT(5);
  239.   if(DOES_OBJECT_EXIST(lights8)){
  240.   GET_OBJECT_COORDINATES(lights8, &x8, &y8, &z8);
  241.   ADD_EXPLOSION(x8, y8, z8, EXPLOSION_MOLOTOV, 3, true, false, 1);//8
  242.   WAIT(5);
  243.   if(DOES_OBJECT_EXIST(lights9)){
  244.   GET_OBJECT_COORDINATES(lights9, &x9, &y9, &z9);
  245.   ADD_EXPLOSION(x9, y9, z9, EXPLOSION_MOLOTOV, 3, true, false, 1);//9
  246.   WAIT(5);
  247.   if(DOES_OBJECT_EXIST(lights10)){
  248.   GET_OBJECT_COORDINATES(lights10, &x10, &y10, &z10);
  249.   ADD_EXPLOSION(x10, y10, z10, EXPLOSION_MOLOTOV, 3, true, false, 1);//10
  250.  
  251.   /////  /////  /////////  /////////  /////////  ///////////  /////////  //////////   /////////  /////////  ////////  /////////  ///////
  252.  
  253.   if(DOES_OBJECT_EXIST(lights11)){
  254.   GET_OBJECT_COORDINATES(lights11, &x11, &y11, &z11);
  255.   ADD_EXPLOSION(x11, y11, z11, EXPLOSION_MOLOTOV, 3, true, false, 1);//11
  256.   WAIT(5);
  257.   if(DOES_OBJECT_EXIST(lights12)){
  258.   GET_OBJECT_COORDINATES(lights12, &x12, &y12, &z12);
  259.   ADD_EXPLOSION(x12, y12, z12, EXPLOSION_MOLOTOV, 3, true, false, 1);//12
  260.   WAIT(5);
  261.   if(DOES_OBJECT_EXIST(lights13)){
  262.   GET_OBJECT_COORDINATES(lights13, &x13, &y13, &z13);
  263.   ADD_EXPLOSION(x13, y13, z13, EXPLOSION_MOLOTOV, 3, true, false, 1);//13
  264.   WAIT(5);
  265.   if(DOES_OBJECT_EXIST(lights14)){
  266.   GET_OBJECT_COORDINATES(lights14, &x14, &y14, &z14);
  267.   ADD_EXPLOSION(x14, y14, z14, EXPLOSION_MOLOTOV, 3, true, false, 1);//14
  268.   WAIT(5);
  269.   if(DOES_OBJECT_EXIST(lights15)){
  270.   GET_OBJECT_COORDINATES(lights15, &x15, &y15, &z15);
  271.   ADD_EXPLOSION(x15, y15, z15, EXPLOSION_MOLOTOV, 3, true, false, 1);//15
  272.   WAIT(5);
  273.   if(DOES_OBJECT_EXIST(lights16)){
  274.   GET_OBJECT_COORDINATES(lights16, &x16, &y16, &z16);
  275.   ADD_EXPLOSION(x16, y16, z16, EXPLOSION_MOLOTOV, 3, true, false, 1);//16
  276.   WAIT(5);
  277.   if(DOES_OBJECT_EXIST(lights17)){
  278.   GET_OBJECT_COORDINATES(lights17, &x17, &y17, &z17);
  279.   ADD_EXPLOSION(x17, y17, z17, EXPLOSION_MOLOTOV, 3, true, false, 1);//17
  280.   WAIT(5);
  281.   if(DOES_OBJECT_EXIST(lights18)){
  282.   GET_OBJECT_COORDINATES(lights18, &x18, &y18, &z18);
  283.   ADD_EXPLOSION(x18, y18, z18, EXPLOSION_MOLOTOV, 3, true, false, 1);//18
  284.   WAIT(5);
  285.   if(DOES_OBJECT_EXIST(lights19)){
  286.   GET_OBJECT_COORDINATES(lights19, &x19, &y19, &z19);
  287.   ADD_EXPLOSION(x19, y19, z19, EXPLOSION_MOLOTOV, 3, true, false, 1);//19
  288.   WAIT(5);
  289.   if(DOES_OBJECT_EXIST(lights20)){
  290.   GET_OBJECT_COORDINATES(lights20, &x20, &y20, &z20);
  291.   ADD_EXPLOSION(x20, y20, z20, EXPLOSION_MOLOTOV, 3, true, false, 1);//20
  292.   WAIT(5);
  293.   print("~r~Flamed Bullets Stand By!");
  294.   }
  295.   }
  296.   }
  297.   }
  298.   }
  299.   }
  300.   }
  301.   }
  302.   }
  303.   }
  304.   }
  305.   }
  306.   }
  307.   }
  308.   }
  309.   }
  310.   }
  311.   }
  312.   }
  313.   }
  314.   }
  315.   }
  316.   }
  317.  
  318. void main(void){
  319.     THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
  320.     print("Helicopter ~r~FLAME Bullets");
  321.     WAIT(2500);
  322.     print("PRESS DPAD_RIGHT AND B When Your in Heli to turn ON");
  323.     WAIT(2500);
  324.     print("PRESS X TO SHOOT");
  325.     WAIT(2500);
  326.     print("Created By ~r~>>CRIPToN<<");
  327.     WAIT(1000);
  328.     while(true)
  329.     {
  330.         FlameBullets();
  331.         ShootFlame();
  332.         WAIT(0);
  333.     }
  334. }
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