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- void sendArmyAttackers()
- {
- Ped targetPed = NULL;
- if (ENTITY::DOES_ENTITY_EXIST(PLAYER::GET_PLAYER_PED(Target)) && !ENTITY::IS_ENTITY_DEAD(PLAYER::GET_PLAYER_PED(Target)))
- targetPed = PLAYER::GET_PLAYER_PED(Target);
- else{
- set_status_text("Cannot Find Your Target.");
- return;
- }
- DWORD vehmodel = GAMEPLAY::GET_HASH_KEY("RHINO");
- DWORD firingPattern = GAMEPLAY::GET_HASH_KEY("FIRING_PATTERN_BURST_FIRE_DRIVEBY");
- if (STREAMING::IS_MODEL_IN_CDIMAGE(vehmodel) && STREAMING::IS_MODEL_A_VEHICLE(vehmodel))
- {
- STREAMING::REQUEST_MODEL(vehmodel);
- while (!STREAMING::HAS_MODEL_LOADED(vehmodel))
- {
- make_periodic_feature_call();
- WAIT(0);
- }
- Vector3 minDimens;
- Vector3 maxDimens;
- GAMEPLAY::GET_MODEL_DIMENSIONS(vehmodel, &minDimens, &maxDimens);
- float spawnOffY = max(5.0f, 2.0f + 0.5f * (maxDimens.y - minDimens.y));
- FLOAT lookDir = ENTITY::GET_ENTITY_HEADING(targetPed);
- Vector3 coords = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(targetPed, 0.0, spawnOffY+20, 0.0);
- Vehicle veh = VEHICLE::CREATE_VEHICLE(vehmodel, coords.x, coords.y, coords.z, lookDir-180, 1, 0);
- RequestControlOfEnt(veh);
- VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(veh);
- VEHICLE::SET_VEHICLE_DIRT_LEVEL(veh, 0.0f);
- VEHICLE::_SET_VEHICLE_PAINT_FADE(veh, 0.0f);
- upgradeVehMaximum(veh);
- WAIT(0);
- STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(vehmodel);
- Ped ped = CreatePed((char*)GetRandomVectorString(SKINS_GENERAL_VALUES).c_str(), coords);
- AI::CLEAR_PED_TASKS(ped);
- int tick = 0;
- while (!ENTITY::DOES_ENTITY_EXIST(ped) && tick <= 12) WAIT(0);
- if (ENTITY::DOES_ENTITY_EXIST(ped)) {
- PED::SET_PED_RELATIONSHIP_GROUP_HASH(ped, GAMEPLAY::GET_HASH_KEY("ARMY"));
- PED::SET_PED_INTO_VEHICLE(ped, veh, -1);
- VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(veh, true);
- VEHICLE::SET_VEHICLE_NEEDS_TO_BE_HOTWIRED(veh, false);
- VEHICLE::SET_VEHICLE_ENGINE_ON(veh, true, true);
- VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, 15.0);
- PED::SET_PED_KEEP_TASK(ped, 1);
- Object task;
- PED::SET_PED_FIRING_PATTERN(ped, firingPattern);
- AI::OPEN_SEQUENCE_TASK(&task);
- AI::TASK_COMBAT_HATED_TARGETS_AROUND_PED(ped, 5000, 0);
- AI::TASK_VEHICLE_CHASE(ped, targetPed);
- PED::REGISTER_TARGET(ped, targetPed);
- AI::TASK_COMBAT_PED(ped, targetPed, 0, 16);
- AI::TASK_SHOOT_AT_ENTITY(ped, targetPed, 4000, firingPattern);
- AI::CLOSE_SEQUENCE_TASK(task);
- AI::TASK_PERFORM_SEQUENCE(ped, task);
- }
- }
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