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- Ped gameped[7]; //7 bodyguards
- Group Bgroup;
- Object otmp;
- uint test,guards,i;
- void teleport_char(Ped pPed, float x,float y,float z){
- if(IS_CHAR_IN_ANY_CAR(pPed)){
- GET_CAR_CHAR_IS_USING(pPed,&pveh);
- GET_CAR_SPEED(pveh,&speed);
- GET_NETWORK_ID_FROM_VEHICLE(pveh,&nvid);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 200){
- print("~r~Error");
- return;
- }
- WAIT(0);
- }
- SET_CAR_COORDINATES(pveh,x,y,z);
- SET_CAR_FORWARD_SPEED(pveh,speed);
- }
- else{
- SET_CHAR_COORDINATES(pPed,x,y,z);
- SET_GAME_CAM_HEADING(0.0);
- LOAD_ALL_OBJECTS_NOW();
- }
- REQUEST_COLLISION_AT_POSN(x,y,z);
- }
- void kill_spawnguards(void){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- SET_CHAR_INVINCIBLE(gameped[i], false);
- SET_CHAR_PROOFS(gameped[i], false, false, false, false, false);
- }
- }
- print("Made all guards killable");
- return;
- }
- return;
- }
- void delete_all_spawnguards(void){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- FORCE_CHAR_TO_DROP_WEAPON(gameped[i]);
- WAIT(10);
- DELETE_CHAR(&gameped[i]);
- MARK_CHAR_AS_NO_LONGER_NEEDED(&gameped[i]);
- }
- }
- print("Deleted All available guards");
- return;
- }
- return;
- }
- void delete_one_spawnguards(void){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- return;
- }
- WAIT(0);
- }
- FORCE_CHAR_TO_DROP_WEAPON(gameped[i]);
- WAIT(10);
- DELETE_CHAR(&gameped[i]);
- MARK_CHAR_AS_NO_LONGER_NEEDED(&gameped[i]);
- print("1 was Guard Deleted");
- return;
- }
- }
- print("No guards Exist or Available");
- return;
- }
- return;
- }
- void arm_spawnguards(int weapon){
- i = 0;
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- REMOVE_ALL_CHAR_WEAPONS(gameped[i]);
- WAIT(10);
- if(!(weapon == WEAPON_MOLOTOV || weapon == WEAPON_POOLCUE || weapon == WEAPON_KNIFE || weapon == WEAPON_DEAGLE || weapon == WEAPON_BASEBALLBAT)){
- i = 23;
- UpdateWeaponOfPed(gameped[i], WEAPON_MP5);
- SET_CURRENT_CHAR_WEAPON(gameped[i], WEAPON_MP5, true);
- }
- UpdateWeaponOfPed(gameped[i], weapon);
- SET_CURRENT_CHAR_WEAPON(gameped[i], weapon, true);
- }
- }
- if(i == 23) print("Gave all available guards specified weapon and a mp5");
- else print("Gave all available guards specified weapon");
- return;
- }
- return;
- }
- void disband_spawnguards(void){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- REMOVE_GROUP(Bgroup);
- print("All Guards shall now roam free");
- return;
- }
- return;
- }
- void tele_spawnguards(void){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- // float x,y,z;
- GET_CHAR_COORDINATES(pPlayer,&x,&y,&z);
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- teleport_char(gameped[i], x, y, z);
- }
- }
- print("Teleported all available guards to you");
- return;
- }
- return;
- }
- void object_spawnguards(uint model, uint bone, float x, float y, float z, float rotox, float rotoy, float rotoz){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- // float x,y,z;
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- CREATE_OBJECT(model,0.0,0.0,0.0,&otmp,true);
- ATTACH_OBJECT_TO_PED(otmp,gameped[i],bone,x,y,z,rotox,rotoy,rotoz,0);
- }
- }
- print("Attached an Object to all guards.");
- return;
- }
- return;
- }
- void tower_spawnguards(Ped pPed){
- if(DOES_CHAR_EXIST(pPed)){
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- CREATE_OBJECT(MODEL_CJ_GOLF_BALL,0.0,0.0,0.0,&otmp,true);
- SET_OBJECT_VISIBLE(otmp, false);
- ATTACH_OBJECT_TO_PED(otmp,pPed,0,0.0,0.0,2.1,0.0,0.0,0.0,false);
- WAIT(10);
- ATTACH_PED_TO_OBJECT(gameped[i],otmp,0,0.0,0.0,-0.65,0,0,0,0);
- MARK_OBJECT_AS_NO_LONGER_NEEDED(&otmp);
- break;
- }
- }
- for(i;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- if(i == 6){
- print("Created a human guard tower");
- return;
- }
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- CREATE_OBJECT(MODEL_CJ_GOLF_BALL,0.0,0.0,0.0,&otmp,true);
- SET_OBJECT_VISIBLE(otmp, false);
- if(i == 1) i += 1;
- ATTACH_OBJECT_TO_PED(otmp,gameped[i],0,0.0,0.0,2.1,0.0,0.0,0.0,false);
- i += 1;
- WAIT(10);
- ATTACH_PED_TO_OBJECT(gameped[i],otmp,0,0.0,0.0,-0.65,0,0,0,0);
- i -= 1;
- MARK_OBJECT_AS_NO_LONGER_NEEDED(&otmp);
- }
- }
- }
- }
- void anim_spawnguards(char* anim, char* animgroup, bool loop){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- REQUEST_ANIMS(animgroup);
- while(!HAVE_ANIMS_LOADED(animgroup)) WAIT(0);
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- if(loop) TASK_PLAY_ANIM_WITH_FLAGS(gameped[i],anim,animgroup,8.0,0,0x20);
- else TASK_PLAY_ANIM_WITH_FLAGS(gameped[i],anim,animgroup,8.0,0,0);
- }
- }
- print("Made all available guards dance");
- return;
- }
- return;
- }
- void clear_spawnguards(void){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards <= 0) || (!DOES_GROUP_EXIST(Bgroup))){
- print("No guards Exist or Available");
- return;
- }
- if(DOES_GROUP_EXIST(Bgroup)){
- for(i = 0;i <= 6; i++){
- if(DOES_CHAR_EXIST(gameped[i])){
- GET_NETWORK_ID_FROM_PED(gameped[i], &nvid);
- SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- tick = 0;
- while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
- tick++;
- REQUEST_CONTROL_OF_NETWORK_ID(nvid);
- if(tick >= 250){
- continue;
- }
- WAIT(0);
- }
- CLEAR_CHAR_TASKS_IMMEDIATELY(gameped[i]);
- }
- }
- print("Cleared all the available guard's tasks");
- return;
- }
- return;
- }
- void spawnguards(uint model, uint weapon){
- GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
- if(!DOES_GROUP_EXIST(Bgroup)){
- CREATE_GROUP(0, Bgroup, true);
- SET_GROUP_LEADER(Bgroup, pPlayer);
- SET_GROUP_FORMATION(Bgroup, 2);
- SET_GROUP_FORMATION_SPACING(Bgroup, 3);
- }
- GET_GROUP_SIZE(Bgroup, &test, &guards);
- if((guards >= 7) || (guards == 7) || (guards > 6)){
- print("Max guards (7) exceeded");
- return;
- }
- for(i = 0;i <= 6; i++){
- if(!DOES_CHAR_EXIST(gameped[i])){
- REQUEST_MODEL(model);
- while (!HAS_MODEL_LOADED(model)) WAIT(0);
- WAIT(100);
- GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, 2, 0, &x, &y, &z);
- CREATE_CHAR(26, model, x,y,z, &gameped[i], true);
- WAIT(100);
- SET_CHAR_RANDOM_COMPONENT_VARIATION(gameped[i]);
- SET_GROUP_MEMBER(Bgroup, gameped[i]);
- SET_CHAR_NEVER_LEAVES_GROUP(gameped[i], true);
- SET_CHAR_RELATIONSHIP_GROUP(gameped[i], 3);
- // SET_CHAR_RELATIONSHIP_GROUP(gameped[i], 24);
- SET_CHAR_RELATIONSHIP(gameped[i], 5, 0);
- SET_CHAR_ACCURACY(gameped[i], 100);
- SET_CHAR_KEEP_TASK(gameped[i], true);
- SET_SENSE_RANGE(gameped[i], 200.0);
- SET_PED_GENERATES_DEAD_BODY_EVENTS(gameped[i], true);
- // SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS(gameped[i], true);
- SET_CHAR_SHOOT_RATE(gameped[i], 100);
- SET_CHAR_WILL_USE_COVER(gameped[i], true);
- SET_CHAR_WILL_DO_DRIVEBYS(gameped[i], true);
- SET_CHAR_SIGNAL_AFTER_KILL(gameped[i], true);
- SET_CHAR_WILL_USE_CARS_IN_COMBAT(gameped[i], true);
- SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(gameped[i], false);
- SET_CHAR_INVINCIBLE(gameped[i], true);
- SET_CHAR_PROOFS(gameped[i], true, true, true, true, true);
- SET_CHAR_PROVIDE_COVERING_FIRE(gameped[i], true);
- SET_CHAR_CANT_BE_DRAGGED_OUT(gameped[i], true);
- SET_CHAR_STAY_IN_CAR_WHEN_JACKED(gameped[i], true);
- SET_PED_DONT_DO_EVASIVE_DIVES(gameped[i], true);
- SET_DONT_ACTIVATE_RAGDOLL_FROM_PLAYER_IMPACT(gameped[i], true);
- SET_PED_PATH_MAY_DROP_FROM_HEIGHT(gameped[i], true);
- SET_PED_PATH_MAY_USE_CLIMBOVERS(gameped[i], true);
- SET_PED_PATH_MAY_USE_LADDERS(gameped[i], true);
- UpdateWeaponOfPed(gameped[i], weapon);
- SET_CURRENT_CHAR_WEAPON(gameped[i], weapon, true);
- WAIT(100);
- print("Spawned Guard");
- return;
- }
- }
- return;
- }
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