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'http://gtaxscripting.blogspot.com/ 'http://www.facebook.com/GtaIVScripting 'https://www.youtube.com/user/GTAScripting ' sorry people, i have no time now to comment and explain this mess :( ' this is not the best way to do the effects but works almost as expected ' this is my first script for GTA IV, totaly wierd ' by JulioNIB Imports System Imports System.Drawing Imports System.Windows.Forms Imports GTA Public Class TelekinesisPowers Inherits Script Private SOn As Boolean = True Private GTAIVVersion As Boolean = game.currentepisode = gameepisode.GTAIV private showKeyCode as boolean = false private vehFloatArray() as vehicle private vehFloatCont as int32 = 0 private pedFloatArray() as ped private pedFloatCont as int32 = 0 private oFakeCR as gta.object private vecOFakeCR as vector3 private vehAlvoThrow as vehicle private pedAlvoThrow as ped private bClearArray as boolean = false private chkWarp as checkpoint private bPreviewWarpPos as boolean = false private bTelToWaypoint as boolean = true private bTelToWaypointInProgress as boolean = false private bAutoHeal as boolean = true private bFloatThingsFollowPl as boolean = true private bSafeWarpToVehicle as boolean = false Private hkThrowAuto, hkFloatThings, hkThrowFloatThings, hkWarpVehicle, hkWarpAnywhere, hkWarpWaypoint, keyNitro, keyHidraulics, _ keySlowMotion, keyAim, keyHelp, keyNitroBoatBike, maxFloatPed, maxFloatVehicle As Int32 private vecNitro as vector3 private animSetJump_Std as animationset = new animationset("jump_std") private DistTargetVehicle, DistTargetPed, DistTargetObj, DistTargetHelicopter as double private bShowHelp as boolean = false Private HidraulicsForce As Double Private TargetedVehAutoIncDist As Double Private bAchouVeh As Boolean = True Public Sub New() Me.interval = 100 chkWarp = new checkpoint chkWarp.visible = false chkWarp.color = system.drawing.color.FromArgb(100, system.drawing.color.red) chkWarp.position = player.character.position chkWarp.diameter = 2 settings.load if Settings.GetValueKey("Skill_ThrowAuto", "Hotkeys", -1) = -1 then Settings.SetValue("Skill_ThrowAuto", "Hotkeys", Keys.D1) if Settings.GetValueKey("Skill_FloatThings", "Hotkeys", -1) = -1 then Settings.SetValue("Skill_FloatThings", "Hotkeys", Keys.D2) if Settings.GetValueKey("Skill_ThrowFloatingThings", "Hotkeys", -1) = -1 then Settings.SetValue("Skill_ThrowFloatingThings", "Hotkeys", Keys.D3) if Settings.GetValueKey("Skill_WarpToVehicle", "Hotkeys", -1) = -1 then Settings.SetValue("Skill_WarpToVehicle", "Hotkeys", Keys.D4) if Settings.GetValueKey("Skill_WarpToAnywhere", "Hotkeys", -1) = -1 then Settings.SetValue("Skill_WarpToAnywhere", "Hotkeys", Keys.D5) if Settings.GetValueKey("Skill_WarpToWaypoint", "Hotkeys", -1) = -1 then Settings.SetValue("Skill_WarpToWaypoint", "Hotkeys", Keys.D6) if Settings.GetValueKey("SlowMotion", "Hotkeys", -1) = -1 then Settings.SetValue("SlowMotion", "Hotkeys", Keys.LMenu) if Settings.GetValueKey("Aim", "Hotkeys", -1) = -1 then Settings.SetValue("Aim", "Hotkeys", Keys.RButton) if Settings.GetValueKey("Nitro", "Hotkeys", -1) = -1 then Settings.SetValue("Nitro", "Hotkeys", Keys.LShiftKey) if Settings.GetValueKey("Nitro_boat_bike", "Hotkeys", -1) = -1 then Settings.SetValue("Nitro_boat_bike", "Hotkeys", Keys.MButton) If Settings.GetValueKey("SuperHidraulics", "Hotkeys", -1) = -1 Then Settings.SetValue("SuperHidraulics", "Hotkeys", Keys.LControlKey) If Settings.GetValueKey("ShowHelp", "Hotkeys", -1) = -1 Then Settings.SetValue("ShowHelp", "Hotkeys", Keys.F1) if Settings.GetValueKey("Max_floating_peds", "General", -1) = -1 then Settings.SetValue("Max_floating_peds", "General", 20) if Settings.GetValueKey("Max_floating_vehicles", "General", -1) = -1 then Settings.SetValue("Max_floating_vehicles", "General", 20) if Settings.GetValueKey("AutoHeal", "General", -1) = -1 then Settings.SetValue("AutoHeal", "General", 1) if Settings.GetValueKey("FloatThings_follow_player", "General", -1) = -1 then Settings.SetValue("FloatThings_follow_player", "General", 1) if Settings.GetValueKey("Safe_Warp_to_Vehicle", "General", -1) = -1 then Settings.SetValue("Safe_Warp_to_Vehicle", "General", 0) if Settings.GetValueKey("getTargeted_Vehicle_around", "General", -1) = -1 then Settings.SetValue("getTargeted_Vehicle_around", "General", 1) if Settings.GetValueKey("getTargeted_Ped_around", "General", -1) = -1 then Settings.SetValue("getTargeted_Ped_around", "General", 1) if Settings.GetValueKey("getTargeted_Object_around", "General", -1) = -1 then Settings.SetValue("getTargeted_Object_around", "General", 1) if Settings.GetValueKey("getTargeted_Helicopter_around", "General", -1) = -1 then Settings.SetValue("getTargeted_Helicopter_around", "General", 3) if Settings.GetValueKey("Hidraulics_Force", "General", -1) = -1 then Settings.SetValue("Hidraulics_Force", "General", 7) settings.save hkThrowAuto = Settings.GetValueKey("Skill_ThrowAuto", "Hotkeys", Keys.D1) hkFloatThings = Settings.GetValueKey("Skill_FloatThings", "Hotkeys", Keys.D2) hkThrowFloatThings = Settings.GetValueKey("Skill_ThrowFloatingThings", "Hotkeys", Keys.D3) hkWarpVehicle = Settings.GetValueKey("Skill_WarpToVehicle", "Hotkeys", Keys.D4) hkWarpAnywhere = Settings.GetValueKey("Skill_WarpToAnywhere", "Hotkeys", Keys.D5) hkWarpWaypoint = Settings.GetValueKey("Skill_WarpToWaypoint", "Hotkeys", Keys.D6) keyNitro = Settings.GetValueKey("Nitro", "Hotkeys", Keys.LShiftKey) keyNitroBoatBike = Settings.GetValueKey("Nitro_boat_bike", "Hotkeys", Keys.MButton) keyHidraulics = Settings.GetValueKey("SuperHidraulics", "Hotkeys", Keys.LControlKey) keySlowMotion = Settings.GetValueKey("SlowMotion", "Hotkeys", Keys.LMenu) keyAim = Settings.GetValueKey("Aim", "Hotkeys", Keys.RButton) keyHelp = Settings.GetValueKey("ShowHelp", "Hotkeys", Keys.F1) maxFloatPed = Settings.GetValueKey("Max_floating_peds", "General", 20) - 1 maxFloatVehicle = Settings.GetValueKey("Max_floating_vehicles", "General", 20) - 1 bAutoHeal = Settings.GetValueKey("AutoHeal", "General", 1) = 1 bFloatThingsFollowPl = Settings.GetValueKey("FloatThings_follow_player", "General", 1) = 1 bSafeWarpToVehicle = Settings.GetValueKey("Safe_Warp_to_Vehicle", "General", 0) = 1 DistTargetVehicle = Settings.GetValueKey("getTargeted_Vehicle_around", "General", 1) DistTargetPed = Settings.GetValueKey("getTargeted_Ped_around", "General", 1) DistTargetObj = Settings.GetValueKey("getTargeted_Object_around", "General", 1) DistTargetHelicopter = Settings.GetValueKey("getTargeted_Helicopter_around", "General", 3) HidraulicsForce = Settings.GetValueKey("Hidraulics_Force", "General", 7) redim pedFloatArray(maxFloatPed) redim vehFloatArray(maxFloatVehicle) End Sub private sub msg(smsg as string, duracao as int32) Native.Function.Call("PRINT_STRING_WITH_LITERAL_STRING_NOW", "STRING", smsg, duracao, 1) end sub private function random(min as int32, max as int32) dim rnd as random = new random(System.DateTime.Now.Millisecond) random = rnd.next(min, max) end function private sub console_CMD(ByVal sender As Object, ByVal e As ConsoleEventArgs) Handles MyBase.ConsoleCommand 'if e.command = "teclas" then 'showKeyCode = Not showKeyCode 'msg("Mostra teclas: " & Convert.ToString(showKeyCode), 2000) 'end if If e.Command = "TK" Then SOn = Not SOn If Not SOn Then msg("Telekinesis powers OFF", 3000) Else msg("Telekinesis powers ON", 3000) End If End If end sub private sub waitEx(time as int32) dim c as double = 0 while c < time c += me.interval * 1.5 wait(me.interval) Geral_tick(nothing, nothing) end while end sub Private Sub keyDown(ByVal sender As Object, ByVal e As GTA.KeyEventArgs) Handles MyBase.KeyDown If Not SOn Then Exit Sub If e.Key = 9 Then If bFloatThingsFollowPl Then bFloatThingsFollowPl = False msg("FloatThings dont follow player...", 3000) Settings.SetValue("FloatThings_follow_player", "General", 0) Else bFloatThingsFollowPl = True msg("FloatThings will follow player...", 3000) Settings.SetValue("FloatThings_follow_player", "General", 1) End If Settings.Save() End If If e.Key = hkWarpAnywhere And Game.isKeyPressed(keyAim) Then bPreviewWarpPos = True 'car jump If e.Key = keyHidraulics Then If Exists(Player.Character.CurrentVehicle) andalso not Player.Character.CurrentVehicle.model.isboat AndAlso _ Player.Character.CurrentVehicle.isOnAllWheels Then msg("Hidraulics? Yeah", 3000) Native.Function.Call("Apply_Force_To_Car", Player.Character.CurrentVehicle, True, 0, 0, HidraulicsForce, 0, 0, 0, False, False, False, True) End If End If If e.Key = hkThrowAuto And Game.isKeyPressed(keyAim) Then If Not ThrowAutoPed() Then If Not ThrowAutoVeh() Then ThrowAutoHeli() End If End If If e.Key = hkFloatThings And Game.isKeyPressed(keyAim) Then FloatThings() If e.Key = hkThrowFloatThings And Game.isKeyPressed(keyAim) Then 'set targets to Float vehAlvoThrow = targetedVehicle(2.0F, 200.0F, DistTargetVehicle) If Exists(vehAlvoThrow) AndAlso (Not vehAlvoThrow.isOnScreen Or vehAlvoThrow.Metadata.float) Then vehAlvoThrow = Nothing pedAlvoThrow = targetedPed(2.0F, 100.0F, DistTargetPed, False, 0) If Exists(pedAlvoThrow) AndAlso (Not pedAlvoThrow.isOnScreen Or pedAlvoThrow.Metadata.float) Then pedAlvoThrow = Nothing End If If e.Key = hkWarpVehicle And Game.isKeyPressed(keyAim) Then myWarpToVehicle() If e.Key = keyHelp Then bShowHelp = Not bShowHelp 'show key codes If showKeyCode Then msg("key: " & Convert.ToInt32(e.KeyWithModifiers), 1000) End Sub Private Sub keyUp(ByVal sender As Object, ByVal e As GTA.KeyEventArgs) Handles MyBase.KeyUp If Not SOn Then Exit Sub If (e.Key = hkWarpAnywhere) And Game.isKeyPressed(keyAim) Then bPreviewWarpPos = False WarpToGround(1.0F, 1000.0F, 1.0F) End If If (e.Key = hkWarpWaypoint) And Not Game.isKeyPressed(keyAim) Then telToWayPoint() If Not Game.isKeyPressed(hkWarpAnywhere) Or Not (e.Key = keyAim) Then bPreviewWarpPos = False chkWarp.Visible = False End If If e.Key = hkThrowFloatThings Then If bClearArray Then bClearArray = False Try If Exists(vehAlvoThrow) Then vehAlvoThrow.NoLongerNeeded() vehAlvoThrow.Metadata.float = False vehAlvoThrow.Metadata.launched = False End If If Exists(pedAlvoThrow) Then pedAlvoThrow.NoLongerNeeded() pedAlvoThrow.Metadata.float = False pedAlvoThrow.Metadata.launched = False End If vehAlvoThrow = Nothing pedAlvoThrow = Nothing For i = 0 To maxFloatVehicle If Exists(vehFloatArray(i)) Then vehFloatArray(i).NoLongerNeeded() vehFloatArray(i).Metadata.float = False vehFloatArray(i).Metadata.launched = False vehFloatArray(i).FreezePosition = False vehFloatArray(i).ApplyForce(vehFloatArray(i).Position.RelativeTop) End If vehFloatArray(i) = Nothing Next i For i = 0 To maxFloatPed If Exists(pedFloatArray(i)) Then pedFloatArray(i).NoLongerNeeded() pedFloatArray(i).Metadata.float = False pedFloatArray(i).Metadata.launched = False pedFloatArray(i).FreezePosition = False pedFloatArray(i).ApplyForce(pedFloatArray(i).Position.RelativeTop) End If pedFloatArray(i) = Nothing Next i Catch End Try End If End If End Sub Private Sub telToWayPoint() If Not bTelToWaypoint Then bTelToWaypoint = True Exit Sub End If If bTelToWaypointInProgress Then bTelToWaypointInProgress = False Exit Sub End If Dim vec, vecTmp, vecDest As Vector3 Dim ultValor Dim zMulti = 1 If Exists(Game.GetWaypoint) Then vecDest = Game.GetWaypoint.Position vecDest.z += 2 Player.Character.Invincible = True If Exists(Player.Character.CurrentVehicle) Then Player.Character.CurrentVehicle.CanBeDamaged = False Player.Character.WillFlyThroughWindscreen = False End If vecTmp = Player.Character.Position + ((vecDest - Player.Character.Position) / 2) vecTmp.Z = Player.Character.Position.Z + vecDest.DistanceTo(Player.Character.Position) / 5 vec = Player.Character.Position vec.Z += 5 If Not Exists(Player.Character.CurrentVehicle) Then ultValor = 100000 Player.Character.forceragdoll(2000, true) While True Wait(20) If (zMulti = 1) And (Player.Character.Position.DistanceTo(vecTmp) > ultValor) Then Exit While If Game.isKeyPressed(hkWarpWaypoint) Then bTelToWaypointInProgress = True zMulti = 20 Else zMulti = 1 End If vec = (vecTmp - Player.Character.Position) / 2 vec.Z *= zMulti If Exists(Player.Character.CurrentVehicle) Then Native.Function.Call("Apply_Force_To_Car", Player.Character.CurrentVehicle, True, vec.X, vec.Y, vec.Z, 0, 0, 0, False, False, False, True) Else While vec.DistanceTo(vec.Zero) > 450 vec /= 1.2 End While While vec.DistanceTo(vec.Zero) < 400 vec *= 1.2 End While Player.Character.Velocity = vec Native.Function.Call("Apply_Force_To_Ped", Player.Character, True, 0, 0, 1f, 0, 0, 1f, False, False, False, True) End If ultValor = Player.Character.Position.DistanceTo(vecTmp) msg("Hold tight... you will fly", 3000) End While End If ultValor = 100000 Player.Character.forceragdoll(2000, true) While True Wait(20) If (zMulti = 1) And (Player.Character.Position.DistanceTo(vecDest) > ultValor) Then Exit While If Game.isKeyPressed(hkWarpWaypoint) Then bTelToWaypointInProgress = True zMulti = -20 Else zMulti = 1 End If vec = (vecDest - Player.Character.Position) / 2 vec.Z *= zMulti If Exists(Player.Character.CurrentVehicle) Then Native.Function.Call("Apply_Force_To_Car", Player.Character.CurrentVehicle, True, vec.X, vec.Y, vec.Z, 0.0F, 0.0F, 5.0F, False, False, False, True) Else While vec.DistanceTo(vec.Zero) > 350 vec /= 1.2 End While While vec.DistanceTo(vec.Zero) < 200 vec *= 1.2 End While Player.Character.Velocity = vec End If If Exists(Player.Character.CurrentVehicle) AndAlso (Player.Character.Position.DistanceTo(World.GetGroundPosition(Player.Character.Position)) < 5) Then For Each vAux As Vehicle In World.GetVehicles(Player.Character.Position, 10.0F) If Exists(vAux) AndAlso (Not vAux.Metadata.flying) AndAlso (vAux <> Player.Character.CurrentVehicle) Then vAux.Metadata.flying = True vec = (vAux.Position - (Player.Character.CurrentVehicle.Position + Game.CurrentCamera.Direction)) * 3 vAux.PetrolTankHealth = -1 Native.Function.Call("Apply_Force_To_Car", vAux, True, vec.X, vec.Y, 5.0F, 5.0F, 5.0F, 0, False, False, False, True) End If Next msg("Hold tight...", 3000) else msg("Hold more tight... you will fall", 3000) End If ultValor = Player.Character.Position.DistanceTo(vecDest) End While If Exists(Player.Character.CurrentVehicle) Then Player.Character.CurrentVehicle.FreezePosition = True Player.Character.CurrentVehicle.FreezePosition = False Native.Function.Call("Apply_Force_To_Car", Player.Character.CurrentVehicle, True, 2.0F, 2.0F, 3.0F, 0, 0, 0, False, False, False, True) Player.Character.CurrentVehicle.CanBeDamaged = False Else Player.Character.WillFlyThroughWindscreen = True Player.Character.FreezePosition = True Player.Character.FreezePosition = False Native.Function.Call("Apply_Force_To_Ped", Player.Character, True, 2.0F, 2.0F, 3.0F, 0, 0, 0, False, False, False, True) Player.Character.isRagdoll = False End If Player.Character.Invincible = False If Not Exists(Game.GetWaypoint) Then msg("Here we are", 3000) Else msg("D'OH. There is something in the way...", 3000) End If Else msg("Set the waypoint...", 3000) End If End Sub private sub FloatThings dim distV As Double = DistTargetVehicle dim distP as double = DistTargetPed dim vAux as vehicle dim pAux as ped dim vecAux as vector3 While Game.isKeyPressed(hkFloatThings) Andalso Game.isKeyPressed(keyAim) pAux = targetedPed(1F, 100.0F, distP, False, 0) If Exists(pAux) AndAlso (Not pAux.Metadata.float) Then If pedFloatCont < maxFloatPed Then pedFloatCont += 1 Else pedFloatCont = 0 End If vecAux = pAux.Position vecAux.z += 7 pAux.Metadata.pos = vecAux pAux.Metadata.float = True pAux.DropCurrentWeapon() pAux.Weapons.RemoveAll() if exists(pedFloatArray(pedFloatCont)) then pedFloatArray(pedFloatCont).metadata.float = false pedFloatArray(pedFloatCont) = pAux msg("Float my dear", 3000) Else vAux = targetedVehicle(1F, 200.0F, distV) If Exists(vAux) AndAlso (Not vAux.Metadata.float) Then If vehFloatCont < maxFloatVehicle Then vehFloatCont += 1 Else vehFloatCont = 0 End If vecAux = vAux.Position vecAux.z += 15 vAux.Metadata.pos = vecAux vAux.Metadata.float = True vAux.canbedamaged = false vAux.metadata.FloatzPos = 100 if exists(vehFloatArray(vehFloatCont)) then vehFloatArray(vehFloatCont).metadata.float = false vehFloatArray(vehFloatCont) = vAux For Each pAux In World.GetPeds(vAux.Position, 3.0F) If pAux <> Player.Character Then pAux.Task.LeaveVehicleImmediately(vAux) Next msg("Float my dear", 3000) End If End If If Game.isKeyPressed(hkFloatThings) And Game.isKeyPressed(keyAim) Then WaitEx(500) distV = 3 distP = 3 end if End While End sub private sub ThrowThings dim vecAux as vector3 for each vehAux as vehicle in vehFloatArray if exists(vehAux) andalso not vehAux.metadata.launched then if exists(vehAlvoThrow) then vecAux = (vehAlvoThrow.position - vehAux.position) * 15 vehAux.PetrolTankHealth = -1 vehAux.canbedamaged = true if vehAux.position.distanceto(vehAlvoThrow.position) < 10 then vehAux.metadata.launched = true end if msg("Throwing to targeted vehicle", 3000) elseif exists(pedAlvoThrow) then vecAux = (pedAlvoThrow.position - vehAux.position) * 15 vehAux.PetrolTankHealth = -1 vehAux.canbedamaged = true if vehAux.position.distanceto(pedAlvoThrow.position) < 10 then pedAlvoThrow.freezeposition = true pedAlvoThrow.FreezePosition = False pedAlvoThrow.ApplyForce(pedAlvoThrow.Position.RelativeTop) pedAlvoThrow.isragdoll = true vehAux.metadata.launched = true end if msg("Throwing to targeted ped", 3000) else msg("Set the target...", 3000) exit sub end if bClearArray = true if not vehAux.metadata.prelaunched then vehAux.metadata.prelaunched = true vehAux.freezeposition = true vehAux.freezeposition = false end if vehAux.metadata.float = false vehAux.freezeposition = false Native.Function.Call("Apply_Force_To_Car", vehAux, True, vecAux.x, vecAux.y, vecAux.z - 3, 0, 5f, 0, False, False, False, True) end if next for each pedAux as ped in pedFloatArray if exists(pedAux) andalso not pedAux.metadata.launched then if exists(vehAlvoThrow) then vecAux = (vehAlvoThrow.position - pedAux.position) * 15 if pedAux.position.distanceto(vehAlvoThrow.position) < 3 then pedAux.metadata.launched = true msg("Throwing to targeted vehicle", 3000) elseif exists(pedAlvoThrow) then vecAux = (pedAlvoThrow.position - pedAux.position) * 15 if pedAux.position.distanceto(pedAlvoThrow.position) < 2 then pedAlvoThrow.freezeposition = true pedAlvoThrow.FreezePosition = False pedAlvoThrow.ApplyForce(pedAlvoThrow.Position.RelativeBottom) pedAlvoThrow.isragdoll = true pedAux.metadata.launched = true end if msg("Throwing to targeted ped", 3000) else msg("Set the target...", 3000) exit sub end if bClearArray = true if not pedAux.metadata.prelaunched then pedAux.metadata.prelaunched = true pedAux.freezeposition = true pedAux.FreezePosition = False pedAux.ApplyForce(pedAux.Position.RelativeTop) end if pedAux.metadata.float = false pedAux.forceragdoll(1000, true) pedAux.freezeposition = false Native.Function.Call("Apply_Force_To_Ped", pedAux, True, vecAux.x, vecAux.y, vecAux.z - 2, 0, 0, 0, False, False, False, True) end if next end sub private sub myWarpToVehicle dim vAux as vehicle dim pAux, pAux2 as ped dim vecAux as vector3 try vAux = targetedVehicle(1.0, 200.0F, DistTargetVehicle) if exists(vAux) then player.character.invincible = true vAux.PassengersLeaveVehicle(true) msg("''myWarp'' to vehicle", 3000) dim timeOut = 0 if exists(player.character.currentvehicle) then native.function.call("SET_PED_FORCE_FLY_THROUGH_WINDSCREEN", player.character) while exists(player.character.currentvehicle) andalso (timeOut < 5000) timeOut += 300 waitEx(100) end while Native.Function.Call("Apply_Force_To_Ped", player.character, True, 0, 0, 7f, 0, 0f, 0, False, False, False, True) wait(500) player.character.freezeposition = true player.character.freezeposition = false else player.character.animation.play(animSetJump_Std, "jump_on_spot", 10.0, AnimationFlags.Unknown01) if GTAIVVersion then waitEx(800) else waitEx(200) Native.Function.Call("Apply_Force_To_Ped", player.character, True, 0, 0, 7f, 0, 0, 0, False, False, False, True) waitEx(200) end if end if timeOut = 0 while exists(vAux) andalso ((player.character.position.distanceto(vAux.position) > 5) and (timeOut < 10000)) player.character.isragdoll = true if exists(vAux) then vecAux = (vAux.position - player.character.position + (vAux.velocity / 2)) * 3 if vecAux.distanceto(vecAux.zero) < 5 then vecAux *= 1.5 else while vecAux.distanceto(vecAux.zero) > 250 vecAux /= 1.2 end while end if player.character.velocity = vecAux if vAux.position.distanceto(player.character.position) < 30 then pAux = vAux.GetPedOnSeat(VehicleSeat.Driver) if exists(pAux) then native.function.call("SET_PED_FORCE_FLY_THROUGH_WINDSCREEN", paux) waitEx(500) if exists(pAux) then pAux.die pAux = vAux.GetPedOnSeat(VehicleSeat.Driver) if exists(pAux) then vecAux = vAux.position vecAux.z += 5 pAux2 = world.createped(pAux.model, vecAux) pAUx.delete wait(200) if exists(pAux2) then pAux2.forceragdoll(3000, false) pAux2.applyforce(pAux2.position - vAux.position) pAux2.die end if end if end if end if end if wait(50) timeOut += 200 end while player.character.isragdoll = false player.character.invincible = false if exists(vAux) then pAux = vAux.GetPedOnSeat(VehicleSeat.Driver) if exists(pAux) then pAux.delete if bSafeWarpToVehicle then player.character.freezeposition = true player.character.freezeposition = false player.character.isragdoll = false wait(50) player.character.task.ClearAllImmediately wait(50) player.character.task.WarpIntoVehicle(vAux, VehicleSeat.Driver) else player.character.WarpIntoVehicle(vAux, VehicleSeat.Driver) end if if exists(vAux) then for each pAux in world.getpeds(vAux.position, 3f) if exists(pAux) andalso (pAux <> player.character) then pAux.task.LeaveVehicleImmediately(vAux) if pAux.pedtype <> pedtype.cop then pAux.task.fleefromchar(player.character) end if next end if if not player.character.isinvehicle and not bSafeWarpToVehicle then msg("D'OH!!! Fail", 3000) vAux.PassengersLeaveVehicle(true) end if else msg("Too late to warp, it's gone", 3000) end if end if catch exc As Exception msg("D'OH, an error occurred...", 3000) end try end sub private function ThrowAutoPed dim fx, fy, fz as double dim veh as vehicle = nothing dim bPedInVeh as boolean = false dim a as ped = nothing dim vecAux as vector3 a = targetedPed(1f, 100f, DistTargetPed, false, 0) if not exists(a) orelse not a.isalive then return false msg("Your ride", 2000) For Each veh In World.GetVehicles(a.Position, 20.0) If Exists(veh) AndAlso Not veh.Metadata.used AndAlso Not veh.Model.isHelicopter AndAlso _ (veh <> a.CurrentVehicle) AndAlso veh.isOnScreen Then Exit For Else veh = Nothing End If Next if not exists(veh) then For Each veh In World.GetVehicles(a.Position, 50.0) If Exists(veh) AndAlso Not veh.Metadata.used AndAlso Not veh.Model.isHelicopter AndAlso _ (veh <> a.CurrentVehicle) AndAlso veh.isOnScreen Then Exit For Else veh = Nothing End If Next end if if not exists(veh) andalso exists(a) then dim oAux as gta.object vecAux = a.position vecAux.z += 30 oAux = world.createobject(&HFBCD74AB, vecAux) wait(200) if exists(oAux) andalso exists(a) then oAux.applyforce((a.position - oAux.position) + a.velocity) while exists(a) andalso exists(oAux) if oAux.position.distanceto(oAux.position.toground) <= 2 then world.addexplosion(oAux.position) a.die exit while end if world.startfire(oAux.position) wait(5) end while world.ExtinguishFire(oAux.position, 100) end if exit function end if If Exists(veh) Then If veh = Player.Character.CurrentVehicle Then veh.CanBeDamaged = False Else veh.Metadata.used = True End If If Exists(a) AndAlso a.isInVehicle Then bPedInVeh = True If random(1, 5) < 3 Then a.LeaveVehicle() Else a.Die() End If End If World.AddExplosion(veh.Position, ExplosionType.Molotov, 0.001, True, False, 0) Wait(100) If veh <> Player.Character.CurrentVehicle Then veh.PetrolTankHealth = -1 veh.FreezePosition = False Native.Function.Call("Apply_Force_To_Car", veh, True, 0, 0, 10.0F, 0, 0, 0, False, False, False, True) waitEx(500) If Exists(veh) Then Native.Function.Call("Apply_Force_To_Car", veh, True, 0, 0, 0, 0, 5.0F, 0, False, False, False, True) waitEx(500) If Exists(veh) Then Native.Function.Call("Apply_Force_To_Car", veh, True, 0, 0, 2.0F, 0, 0, 0, False, False, False, True) waitEx(500) If Exists(veh) Then If bPedInVeh OrElse Not Exists(a) Then If Exists(veh) Then veh.CanBeDamaged = False Native.Function.Call("BREAK_CAR_DOOR", veh, 0, False) Native.Function.Call("BREAK_CAR_DOOR", veh, 1, False) Native.Function.Call("BREAK_CAR_DOOR", veh, 2, False) Native.Function.Call("BREAK_CAR_DOOR", veh, 3, False) Native.Function.Call("BREAK_CAR_DOOR", veh, 4, False) Native.Function.Call("BREAK_CAR_DOOR", veh, 5, False) Dim expAux As Double = veh.Position.DistanceTo(Player.Character.Position) expAux = ((100 - ((expAux * 100) / 60)) / 550) If Exists(a) Then If bPedInVeh Then a.isOnFire = True End If World.AddExplosion(veh.Position, ExplosionType.Rocket, 1, True, False, expAux) Native.Function.Call("Apply_Force_To_Car", veh, True, Convert.ToDouble(random(1, 2)), Convert.ToDouble(random(1, 2)), _ Convert.ToDouble(random(30, 60)), Convert.ToDouble(random(5, 10)), Convert.ToDouble(random(5, 10)), Convert.ToDouble(random(5, 10)), False, False, False, True) Wait(100) If veh <> Player.Character.CurrentVehicle Then veh.PetrolTankHealth = -1 waitEx(400) End If If Exists(veh) And (veh <> Player.Character.CurrentVehicle) Then veh.CanBeDamaged = True Else If Exists(a) Then fx = (veh.Position.X - a.Position.X) * -15 fy = (veh.Position.Y - a.Position.Y) * -15 fz = (veh.Position.Z - a.Position.Z) * -13 If Exists(veh) Then veh.Health = -1 veh.EngineHealth = -1 If veh <> Player.Character.CurrentVehicle Then veh.PetrolTankHealth = -1 Native.Function.Call("Apply_Force_To_Car", veh, True, fx, fy, fz, 0, 0.0F, 0.0F, False, False, False, True) Else msg("Too far...", 1000) End If Else msg("Too far...", 1000) End If End If End If Else msg("Too far...", 1000) End If If Exists(veh) Then If veh = Player.Character.CurrentVehicle Then veh.EngineHealth = 1000 veh.PetrolTankHealth = 1000 End If veh.CanBeDamaged = True End If Return True End Function private function ThrowAutoVeh dim veh as vehicle = nothing veh = targetedVehicle(2f, 200f, DistTargetVehicle) if exists(veh) andalso ((veh = player.character.currentvehicle) orelse veh.model.ishelicopter) then veh = nothing if not exists(veh) then return false msg("Rise and burn", 2000) world.addexplosion(veh.position, explosiontype.molotov, 0.001, true, false, 0) wait(100) veh.PetrolTankHealth = -1 veh.freezeposition = false Native.Function.Call("Apply_Force_To_Car", veh, True, 0, 0, 10f, 0, 0, 0, False, False, False, True) waitEx(500) if exists(veh) then Native.Function.Call("Apply_Force_To_Car", veh, True, 0, 0, 0, 0, 5f, 0, False, False, False, True) waitEx(500) if exists(veh) then Native.Function.Call("Apply_Force_To_Car", veh, True, 0, 0, 2f, 0, 0, 0, False, False, False, True) waitEx(500) if exists(veh) then veh.CanBeDamaged = false Native.Function.Call("BREAK_CAR_DOOR", veh, 0, false) Native.Function.Call("BREAK_CAR_DOOR", veh, 1, false) Native.Function.Call("BREAK_CAR_DOOR", veh, 2, false) Native.Function.Call("BREAK_CAR_DOOR", veh, 3, false) Native.Function.Call("BREAK_CAR_DOOR", veh, 4, false) Native.Function.Call("BREAK_CAR_DOOR", veh, 5, false) dim expAux as double = veh.position.distanceto(player.character.position) expAux = ((100 -((expAux * 100) / 60)) / 550) world.addexplosion(veh.position, explosiontype.rocket, 1, true, false, expAux) Native.Function.Call("Apply_Force_To_Car", veh, True, convert.todouble(random(1, 2)), convert.todouble(random(1, 2)), convert.todouble(random(30, 60)), convert.todouble(random(5, 10)), convert.todouble(random(5, 10)), convert.todouble(random(5, 10)), False, False, False, True) wait(100) veh.PetrolTankHealth = -1 waitEx(400) if exists(veh) then veh.CanBeDamaged = true else msg("Too far...", 1000) end if return true end function private function ThrowAutoHeli dim veh as vehicle = nothing dim a as ped = nothing dim vecAux, force as vector3 dim vHeli as vehicle = nothing dim AtackCont as int32 = 5 if not exists(vHeli) then vHeli = targetedVehicle(2f, 300f, DistTargetHelicopter) if exists(vHeli) andalso ((vHeli = player.character.currentvehicle) orelse not vHeli.model.ishelicopter) then vHeli = nothing if not exists(vHeli) then return false for each veh in world.getvehicles(player.character.position, 60f) if exists(veh) andalso (veh <> vHeli) andalso veh.isalive andalso (veh <> player.character.currentvehicle) andalso not veh.metadata.isHeliKiller then exit for else veh = nothing end if next if not exists(veh) then vecAux = player.character.direction vecAux.x = vecAux.x * -5 + player.character.position.x vecAux.y = vecAux.y * -5 + player.character.position.y vecAux.z = vecAux.z + player.character.position.z veh = world.createvehicle(vecAux) end if if exists(veh) then veh.metadata.isHeliKiller = true msg("Heli down?", 2000) veh.health = -1 veh.enginehealth = -1 veh.PetrolTankHealth = -1 a = world.getclosestped(veh.position, 1f) if exists(a) then a.die veh.freezeposition = false Native.Function.Call("Apply_Force_To_Car", veh, True, 0, 0, 20f, 0, 0.0F, 0.0F, False, False, False, True) waitEx(1000) if exists(veh) then world.addexplosion(veh.position, explosiontype.default, 0.01, true, false, 0) if exists(vHeli) then AtackCont = vheli.position.distanceto(player.character.position) msg("They have a Helicopter, i have telekinesis", 3000) while atackCont > 0 if exists(vHeli) then force = vHeli.position - veh.position force.x = force.x * 230 force.y = force.y * 230 force.z = force.z * 230 Native.Function.Call("Apply_Force_To_Car", veh, True, force.x, force.y, force.z, 0, 0.0F, 0.0F, False, False, False, True) atackCont -= 10 wait(50) else exit while end if end while end if return true end function private function targetedObj(distMin as double, distMax as double, dist as double, optional ignoreTaged as boolean = true) dim vecPl, direction as vector3 dim objAlvo as gta.object = nothing dim o as gta.object() dim distAux, distDif as double o = world.getallobjects direction = game.currentcamera.direction / 2 if exists(player.character.currentvehicle) andalso (player.character.currentvehicle.model.ishelicopter orelse _ (player.character.currentvehicle.position.distanceto(player.character.currentvehicle.position.toground) > 3)) then direction.z += 0.12 dist += 2 else if exists(player.character.currentvehicle) andalso not player.character.currentvehicle.model.isbike then direction.z += 0.02 end if if exists(player.character.currentvehicle) then vecPl = game.currentcamera.position + (direction * 7) else vecPl = game.currentcamera.position + (direction) end if distDif = vecpl.distanceto(vecPl + direction) distAux = distDif while distAux <= distMax vecPl += direction distAux += distDif for each objAlvo in o if exists(objAlvo) andalso (objAlvo.position.distanceto(vecPl) <= dist) andalso (objAlvo.position.distanceto(player.character.position) >= distMin) andalso _ (objAlvo.position.distanceto(player.character.position) <= distMax) andalso (objAlvo.position.distanceto(player.character.position) >= distMin) andalso _ (not ignoreTaged orelse (ignoreTaged andalso not objAlvo.metadata.ignored))then exit while else objAlvo = nothing end if next objAlvo = nothing end while return objAlvo end function private function targetedVehicle(distMin as double, distMax as double, dist as double, optional ignoreTaged as boolean = true) dim vecPl, direction as vector3 dim vehAlvo as vehicle = nothing Dim distAux, distDif As Double If bAchouVeh Then TargetedVehAutoIncDist = distMax Else If TargetedVehAutoIncDist < 500 Then TargetedVehAutoIncDist += 50 distMax = TargetedVehAutoIncDist End If direction = game.currentcamera.direction / 2 if exists(player.character.currentvehicle) andalso (player.character.currentvehicle.model.ishelicopter orelse _ (player.character.currentvehicle.position.distanceto(player.character.currentvehicle.position.toground) > 3)) then direction.z += 0.12 dist += 2 else if exists(player.character.currentvehicle) andalso not player.character.currentvehicle.model.isbike then direction.z += 0.02 end if if exists(player.character.currentvehicle) then vecPl = game.currentcamera.position + (direction * 7) else vecPl = game.currentcamera.position + (direction) end if distDif = vecpl.distanceto(vecPl + direction) distAux = distDif while distAux <= distMax vecPl += direction distAux += distDif for each vehAlvo in world.getvehicles(vecPl, dist) If Exists(vehAlvo) AndAlso (vehAlvo <> Player.Character.CurrentVehicle) AndAlso _ ((Not ignoreTaged) OrElse (ignoreTaged AndAlso Not vehAlvo.Metadata.ignore)) AndAlso _ (vehAlvo.Position.DistanceTo(Player.Character.Position) >= distMin) Then Exit While Else vehAlvo = Nothing End If next end while bAchouVeh = Exists(vehAlvo) return vehAlvo end function private function targetedPed(distMin as double, distMax as double, dist as double, inCarToo as boolean, mode as int32, _ optional aliveOnly as boolean = true, optional ignoreTaged as boolean = true) dim pedAlvo as ped = nothing dim vecPl, direction as vector3 dim distAux, distDif as double direction = game.currentcamera.direction / 2 if exists(player.character.currentvehicle) andalso (player.character.currentvehicle.model.ishelicopter orelse _ (player.character.currentvehicle.position.distanceto(player.character.currentvehicle.position.toground) > 3)) then direction.z += 0.12 dist += 2 else if exists(player.character.currentvehicle) andalso not player.character.currentvehicle.model.isbike then direction.z += 0.02 end if if exists(player.character.currentvehicle) then vecPl = game.currentcamera.position + (direction * 7) else vecPl = game.currentcamera.position + (direction) end if distDif = vecpl.distanceto(vecPl + direction) distAux = distDif while distAux <= distMax vecPl += direction distAux += distDif for each pedAlvo in world.getpeds(vecPl, dist) if exists(pedAlvo) andalso (pedAlvo <> player.character) andalso (inCarToo orelse not pedAlvo.isinvehicle) andalso _ (pedAlvo.position.distanceto(player.character.position) >= distMin) andalso _ ((mode = 0) orelse (player.istargetting(pedAlvo))) andalso (not aliveOnly orelse (aliveOnly andalso pedAlvo.isalive)) andalso _ (not ignoreTaged orelse (ignoreTaged andalso not pedAlvo.metadata.ignore)) then exit while else pedAlvo = nothing end if next end while return pedAlvo end function private function WarpToGround(distMin as double, distMax as double, dist as double) dim vecPl, vecAux, direction, vecThrowVeh as vector3 dim timeOut, ultDist as int32 bTelToWaypoint = false direction = game.currentcamera.direction / 2 if exists(player.character.currentvehicle) andalso (player.character.currentvehicle.model.ishelicopter orelse _ (player.character.currentvehicle.position.distanceto(player.character.currentvehicle.position.toground) > 3)) then direction.z += 0.12 dist += 2 else if exists(player.character.currentvehicle) andalso not player.character.currentvehicle.model.isbike then direction.z += 0.02 end if if exists(player.character.currentvehicle) then vecPl = game.currentcamera.position + (direction * 7) else vecPl = game.currentcamera.position + (direction) end if vecPl = game.currentcamera.position + direction while vecPl.distanceto(player.character.position) < distMax vecPl += direction if (vecPl.distanceto(world.getgroundposition(vecPl, GroundType.highest)) < 1) andalso (vecPl.distanceto(player.character.position) > 10) andalso (world.getgroundz(vecPl) > 1) then if bPreviewWarpPos then chkWarp.position = vecPl chkWarp.visible = true if vecPl.distanceto(player.character.position) > 200 then chkWarp.diameter = 4 else chkWarp.diameter = 2 end if else if not exists(player.character.currentvehicle) then direction *= 2 else direction *= 4 end if vecPl.x += direction.x vecPl.y += direction.y vecPl.z += 2 timeOut = 0 player.character.invincible = true player.character.freezeposition = false if exists(player.character.currentvehicle) then player.character.currentvehicle.freezeposition = false if exists(player.character.currentvehicle) then player.character.currentvehicle.canBeDamaged = false msg("''myWarp'' to anywhere", 5000) vecAux.x = 0 vecAux.y = 0 vecAux.z = 10 if player.character.isinvehicle then player.character.currentvehicle.velocity = vecAux waitEx(1000) else if not player.character.isragdoll then player.character.animation.play(animSetJump_Std, "jump_on_spot", 10.0, AnimationFlags.Unknown01) if GTAIVVersion then waitEx(800) else waitEx(200) Native.Function.Call("Apply_Force_To_Ped", player.character, True, 0, 0, 7f, 0, 0, 0, False, False, False, True) waitEx(200) end if end if player.character.velocity = vecAux end if player.character.forceragdoll(10000, true) ultDist = 10000 while (player.character.position.distanceto(vecPl) >= 1) andalso (timeOut < 10000) if ultDist < player.character.position.distanceto(vecPl) then exit while else ultDist = player.character.position.distanceto(vecPl) end if if player.character.isinvehicle then player.character.currentvehicle.applyforce(vecPl - player.character.position) else vecAux = (vecPl - player.character.position) * 5 if vecAux.distanceto(vecAux.zero) < 5 then vecAux *= 1.5 else while vecAux.distanceto(vecAux.zero) > 250 vecAux /= 1.2 end while end if player.character.velocity = vecAux end if timeOut += 120 player.character.isragdoll = true wait(100) end while if exists(player.character.currentvehicle) then if player.character.currentvehicle.position.distanceto2d(vecPl + direction) >= 5 then player.character.currentvehicle.position = vecpl else player.character.currentvehicle.freezeposition = true player.character.currentvehicle.freezeposition = false player.character.currentvehicle.applyforce(player.character.currentvehicle.position.RelativeBottom) end if else if player.character.position.distanceto(vecPl) >= 2 then player.character.position = vecpl else player.character.velocity = player.character.velocity.zero end if end if chkWarp.visible = false player.character.isragdoll = false player.character.invincible = false if exists(player.character.currentvehicle) then player.character.currentvehicle.canBeDamaged = true end if return true else chkWarp.visible = false end if end while return false end function private sub targetedFloor if game.iskeypressed(keyAim) andalso exists(player.character.currentvehicle) andalso _ (player.character.currentvehicle.model.ishelicopter orelse _ player.character.currentvehicle.position.distanceto(player.character.currentvehicle.position.toground) > 3) then dim vecPl, direction as vector3 direction = game.currentcamera.direction / 2 direction.z += 0.12 vecPl = game.currentcamera.position + direction while vecPl.distanceto(player.character.position) < 250 vecPl += direction if (vecPl.distanceto(world.getgroundposition(vecPl, GroundType.lowest)) < 1) orelse _ (vecPl.distanceto(world.getgroundposition(vecPl, GroundType.highest)) < 1) then vecPl.z -= 1 chkWarp.position = vecPl chkWarp.visible = true exit while end if end while end if end sub Private Sub Geral_Tick(ByVal sender As Object, ByVal e As EventArgs) Handles MyBase.Tick If Not SOn Then Exit Sub Dim vecAux, vecGround As Vector3 targetedFloor() If Game.isKeyPressed(keySlowMotion) Then Game.TimeScale = 0.3 msg("Hey, slow down...", 500) Else Game.TimeScale = 1.0 End If 'WarpToGround "tick" If bPreviewWarpPos Then WarpToGround(1.0F, 1000.0F, 1.0F) 'ThrowThings "tick" Try If Game.isKeyPressed(hkThrowFloatThings) And Game.isKeyPressed(keyAim) Then ThrowThings() Catch End Try 'float peds For Each pAux As Ped In pedFloatArray If Exists(pAux) AndAlso pAux.Metadata.float Then If bFloatThingsFollowPl Then vecAux = ((Player.Character.Position - pAux.Position) / pAux.Position.DistanceTo(Player.Character.Position)) * 1.5 vecGround = Player.Character.Position.ToGround vecGround.X = pAux.Position.ToGround.X vecGround.Y = pAux.Position.ToGround.Y If (pAux.Position.DistanceTo(vecGround) < 10) Then vecAux.Z += 3 ElseIf (pAux.Position.DistanceTo(vecGround) < 15) Then vecAux.Z += 1.2 Else If vecAux.Z < 0 Then vecAux.Z = 1.1 ElseIf pAux.Position.Z < Player.Character.Position.Z Then vecAux.Z = 1.2 End If End If Else vecAux = (pAux.Metadata.pos - pAux.Position) / 2 End If pAux.isRagdoll = True If Not pAux.Metadata.ragDoll Then pAux.Metadata.ragDoll = True Else If Not pAux.isRagdoll And pAux.isAlive Then pAux.Die() End If If bFloatThingsFollowPl Then If (pAux.Position.DistanceTo2D(Player.Character.Position) > 30) AndAlso Not pAux.Metadata.freezewhenclose Then pAux.Metadata.freezewhenclose = True If pAux.Metadata.freezewhenclose AndAlso (pAux.Position.DistanceTo2D(Player.Character.Position) < 10) Then pAux.Metadata.freezewhenclose = False pAux.FreezePosition = True pAux.FreezePosition = False pAux.ApplyForce(pAux.Position.RelativeTop) End If Native.Function.Call("Apply_Force_To_Ped", pAux, True, vecAux.X / 2, vecAux.Y / 2, vecAux.Z, 0, 0, 0, False, False, False, True) If ((pAux.Position.Z - Player.Character.Position.Z) > 3) AndAlso (pAux.Position.DistanceTo(vecGround) > 20) Then pAux.ApplyForce((Player.Character.Position - pAux.Position) / 100) End If Else If vecAux.Z < 0 Then vecAux.Z = 1 ElseIf vecAux.Z > 2 Then vecAux.Z = 1.5 End If Native.Function.Call("Apply_Force_To_Ped", pAux, True, 0, 0, vecAux.Z, 0, 0, 0, False, False, False, True) End If End If Next 'float vehicles For Each vAux In vehFloatArray If Exists(vAux) AndAlso vAux.Metadata.float Then If bFloatThingsFollowPl Then vecAux = Player.Character.Position vecAux.Z += 5 vecAux = (vecAux - vAux.Position) / 20 If Exists(Player.Character.CurrentVehicle) AndAlso Player.Character.CurrentVehicle.Model.isHelicopter Then vecGround = Player.Character.Position Else vecGround = Player.Character.Position.ToGround End If vecGround.Z += 15 vecGround.X = vAux.Position.ToGround.X vecGround.Y = vAux.Position.ToGround.Y If (vAux.Position.Z - Player.Character.Position.Z < 4) AndAlso (vAux.Position.Z - Player.Character.Position.Z > -3) Then vAux.FreezePosition = True vAux.FreezePosition = False vAux.ApplyForce(vAux.Position.RelativeTop) vecAux.Z = 5 ElseIf vAux.Position.Z < vecGround.Z Then vecAux.Z = 2 ElseIf vecAux.Z < 0 Then vecAux.Z = 1 End If If (vAux.Position.DistanceTo2D(Player.Character.Position) > 20) AndAlso Not vAux.Metadata.freezewhenclose Then vAux.Metadata.freezewhenclose = True If vAux.Metadata.freezewhenclose AndAlso (vAux.Position.DistanceTo2D(Player.Character.Position) < 10) Then vAux.Metadata.freezewhenclose = False vAux.ApplyForceRelative(vAux.Direction * -15) End If Native.Function.Call("Apply_Force_To_Car", vAux, True, vecAux.X, vecAux.Y, vecAux.Z, 0.1, 0, 0, False, False, False, True) vecAux = Player.Character.Position vecAux.Z += 5 If ((vAux.Position.Z - vecAux.Z) > 3) AndAlso (vAux.Position.DistanceTo(vecGround) > 30) Then vAux.ApplyForce((Player.Character.Position - vAux.Position) / 100) End If Else vecAux = (vAux.Metadata.pos - vAux.Position) / 6 If vecAux.Z < 0 Then vecAux.Z = 0 Native.Function.Call("Apply_Force_To_Car", vAux, True, 0, 0, vecAux.Z, 0.1, 0, 0, False, False, False, True) End If If vAux.Metadata.pos.z < 40 Then vecAux = vAux.Metadata.pos vecAux.Z += 0.1 vAux.Metadata.pos = vecAux End If End If Next 'teleport to waypoint aux, when hold the button If Game.isKeyPressed(hkWarpWaypoint) And Exists(Game.GetWaypoint) And Not Game.isKeyPressed(keyAim) Then If Exists(Player.Character.CurrentVehicle) Then Native.Function.Call("Apply_Force_To_Car", Player.Character.CurrentVehicle, True, 0, 0, 15.0F, 0, 0, 0, False, False, False, True) Else Player.Character.isRagdoll = True Player.Character.Invincible = True Player.Character.ApplyForce(Game.CurrentCamera.Direction * 10) If Not Player.Character.Metadata.freeze Then Player.Character.Metadata.freeze = True End If Else If Player.Character.Metadata.freeze Then Player.Character.Metadata.freeze = False Player.Character.FreezePosition = True Player.Character.FreezePosition = False End If End If HealthAndArmorRegeneration() Nitro() End Sub Private Sub HealthAndArmorRegeneration() If bAutoHeal Then If Player.Character.Health < 100 Then Player.Character.Health += 1.0 If Player.Character.Armor < 100 Then Player.Character.Armor += 1.0 End If End Sub Private Sub Nitro() Try If Player.Character.isInVehicle AndAlso (Game.isKeyPressed(keyNitro) orelse game.iskeypressed(keyNitroBoatBike)) AndAlso Not Game.isKeyPressed(keyAim) AndAlso Player.Character.CurrentVehicle.isOnAllWheels Then if (Player.Character.CurrentVehicle.model.isbike orelse Player.Character.CurrentVehicle.model.isboat) then if not game.iskeypressed(keyNitroBoatBike) then exit sub if not Player.Character.CurrentVehicle.model.isbike then Native.Function.Call("Apply_Force_To_car", Player.Character.CurrentVehicle, True, _ Player.Character.CurrentVehicle.Velocity.X / 6, Player.Character.CurrentVehicle.Velocity.Y / 6, 0, 0, 0, -1.0, False, False, False, True) else Native.Function.Call("Apply_Force_To_car", Player.Character.CurrentVehicle, True, _ Player.Character.CurrentVehicle.Velocity.X / 6, Player.Character.CurrentVehicle.Velocity.Y / 6, 0, 0, 0, 0, False, False, False, True) end if else Native.Function.Call("Apply_Force_To_car", Player.Character.CurrentVehicle, True, _ Player.Character.CurrentVehicle.Velocity.X / 6, Player.Character.CurrentVehicle.Velocity.Y / 6, 0, 0, 0, -0.2, False, False, False, True) end if msg("Supernatural Nitro? Yeah", 250) End If Catch End Try End Sub Private Sub Draw(ByVal sender As Object, ByVal g As GTA.GraphicsEventArgs) Handles MyBase.PerFrameDrawing If Not SOn Then Exit Sub If bShowHelp Then g.Graphics.DrawText("Hold Aim key and press the skill key...", 10, 10) g.Graphics.DrawText(" Skill Key 1: Throw targeted ped/vehicle automatically", 10, 40) g.Graphics.DrawText(" Skill Key 2: Put ped/vehicle to float", 10, 65) g.Graphics.DrawText(" Skill Key 3: Throw floating things into a target", 10, 90) g.Graphics.DrawText(" Skill Key 4: Warp into targeted vehicle", 10, 115) g.Graphics.DrawText(" Skill Key 5: Hold to see the target, release to warp to targeted floor/ceil/whatever", 10, 140) g.Graphics.DrawText(" *Skill Key 6: Warp to waypoint, this don't need the Aim key pressed", 10, 165) g.Graphics.DrawText("To switch the float mode press Tab", 10, 200) End If End Sub End Class
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