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djhonga2001

Untitled

Sep 10th, 2015
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  1. void sendArmyAttackers()
  2. {
  3. Ped targetPed = NULL;
  4. if (ENTITY::DOES_ENTITY_EXIST(PLAYER::GET_PLAYER_PED(Target)) && !ENTITY::IS_ENTITY_DEAD(PLAYER::GET_PLAYER_PED(Target)))
  5. targetPed = PLAYER::GET_PLAYER_PED(Target);
  6. else{
  7. set_status_text("Cannot Find Your Target.");
  8. return;
  9. }
  10.  
  11. DWORD vehmodel = GAMEPLAY::GET_HASH_KEY("RHINO");
  12. DWORD firingPattern = GAMEPLAY::GET_HASH_KEY("FIRING_PATTERN_BURST_FIRE_DRIVEBY");
  13. if (STREAMING::IS_MODEL_IN_CDIMAGE(vehmodel) && STREAMING::IS_MODEL_A_VEHICLE(vehmodel))
  14. {
  15. STREAMING::REQUEST_MODEL(vehmodel);
  16. while (!STREAMING::HAS_MODEL_LOADED(vehmodel))
  17. {
  18. make_periodic_feature_call();
  19. WAIT(0);
  20. }
  21.  
  22. Vector3 minDimens;
  23. Vector3 maxDimens;
  24. GAMEPLAY::GET_MODEL_DIMENSIONS(vehmodel, &minDimens, &maxDimens);
  25. float spawnOffY = max(5.0f, 2.0f + 0.5f * (maxDimens.y - minDimens.y));
  26.  
  27. FLOAT lookDir = ENTITY::GET_ENTITY_HEADING(targetPed);
  28. Vector3 coords = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(targetPed, 0.0, spawnOffY+20, 0.0);
  29. Vehicle veh = VEHICLE::CREATE_VEHICLE(vehmodel, coords.x, coords.y, coords.z, lookDir-180, 1, 0);
  30. RequestControlOfEnt(veh);
  31. VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(veh);
  32. VEHICLE::SET_VEHICLE_DIRT_LEVEL(veh, 0.0f);
  33. VEHICLE::_SET_VEHICLE_PAINT_FADE(veh, 0.0f);
  34. upgradeVehMaximum(veh);
  35. WAIT(0);
  36. STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(vehmodel);
  37. Ped ped = CreatePed((char*)GetRandomVectorString(SKINS_GENERAL_VALUES).c_str(), coords);
  38. AI::CLEAR_PED_TASKS(ped);
  39. int tick = 0;
  40. while (!ENTITY::DOES_ENTITY_EXIST(ped) && tick <= 12) WAIT(0);
  41. if (ENTITY::DOES_ENTITY_EXIST(ped)) {
  42. PED::SET_PED_RELATIONSHIP_GROUP_HASH(ped, GAMEPLAY::GET_HASH_KEY("ARMY"));
  43. PED::SET_PED_INTO_VEHICLE(ped, veh, -1);
  44. VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(veh, true);
  45. VEHICLE::SET_VEHICLE_NEEDS_TO_BE_HOTWIRED(veh, false);
  46. VEHICLE::SET_VEHICLE_ENGINE_ON(veh, true, true);
  47. VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, 15.0);
  48.  
  49. PED::SET_PED_KEEP_TASK(ped, 1);
  50. Object task;
  51. PED::SET_PED_FIRING_PATTERN(ped, firingPattern);
  52. AI::OPEN_SEQUENCE_TASK(&task);
  53. AI::TASK_COMBAT_HATED_TARGETS_AROUND_PED(ped, 5000, 0);
  54. AI::TASK_VEHICLE_CHASE(ped, targetPed);
  55. PED::REGISTER_TARGET(ped, targetPed);
  56. AI::TASK_COMBAT_PED(ped, targetPed, 0, 16);
  57. AI::TASK_SHOOT_AT_ENTITY(ped, targetPed, 4000, firingPattern);
  58. AI::CLOSE_SEQUENCE_TASK(task);
  59. AI::TASK_PERFORM_SEQUENCE(ped, task);
  60. }
  61. }
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