XADRENALINEIX

Emmanuel Utomi's Bodyguard's w/ Online Player Hitlist

May 18th, 2013
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  1. Ped gameped[12];
  2. Group Bgroup;
  3. Ped pPlayer = GetPlayerPed();
  4. //This script will only work if using a menu based off Muskelprotze's Stash
  5.  
  6. //This will delete spawned guards one by one
  7. void delete_spawnguards(void){
  8. GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
  9. uint test,guards;
  10. GET_GROUP_SIZE(Bgroup, &test, &guards);
  11. if(guards <= 0){
  12. print("No guards exist");
  13. return;
  14. }
  15. if(DOES_GROUP_EXIST(Bgroup)){
  16. for(i = 0;i <= 11; i++){
  17. if(DOES_CHAR_EXIST(gameped[i])){
  18. DELETE_CHAR(&gameped[i]);
  19. print("1 was Guard Deleted");
  20. return;
  21. }
  22. if((i >= 11) || (i > 10)) return;
  23. }
  24. print("No guards exist");
  25. return;
  26. }
  27. return;
  28. }
  29.  
  30. // This will spawn guards one by one and label them as gameped[#]
  31. // So that they can be indivdually called as gameped[#] (upto 11)
  32. // Example usage:
  33. // spawnguards(MODEL_IG_DWAYNE, WEAPON_M4);
  34. void spawnguards(uint model, uint weapon){
  35. GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
  36. if(!DOES_GROUP_EXIST(Bgroup)){
  37. CREATE_GROUP(0, Bgroup, true);
  38. SET_GROUP_LEADER(Bgroup, pPlayer);
  39. SET_GROUP_SEPARATION_RANGE(Bgroup, 9999.9);
  40. SET_GROUP_FORMATION(Bgroup, 2);
  41. }
  42. uint test,guards;
  43. GET_GROUP_SIZE(Bgroup, &test, &guards);
  44. if(guards >= 11){
  45. print("Max guards (11) exceeded");
  46. return;
  47. }
  48. for(i = 0;i <= 11; i++){
  49. if(!DOES_CHAR_EXIST(gameped[i])){
  50.  
  51. REQUEST_MODEL(model);
  52. while (!HAS_MODEL_LOADED(model)) WAIT(0);
  53. WAIT(100);
  54.  
  55. GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, 2, 0, &x, &y, &z);
  56.  
  57. CREATE_CHAR(26, model, x,y,z, &gameped[i], true);
  58. WAIT(500);
  59. SET_CHAR_RANDOM_COMPONENT_VARIATION(gameped[i]);
  60. SET_GROUP_MEMBER(Bgroup, gameped[i]);
  61. SET_CHAR_RELATIONSHIP_GROUP(gameped[i], 24);
  62. SET_CHAR_RELATIONSHIP(gameped[i], 5, 0);
  63. SET_CHAR_NEVER_LEAVES_GROUP(gameped[i], true);
  64. SET_CHAR_ACCURACY(gameped[i], 100);
  65. SET_CHAR_KEEP_TASK(gameped[i], true);
  66. SET_SENSE_RANGE(gameped[i], 100.0);
  67. SET_PED_GENERATES_DEAD_BODY_EVENTS(gameped[i], true);
  68. SET_CHAR_SHOOT_RATE(gameped[i], 100);
  69. SET_CHAR_WILL_DO_DRIVEBYS(gameped[i], true);
  70. SET_CHAR_SIGNAL_AFTER_KILL(gameped[i], true);
  71. SET_CHAR_WILL_USE_CARS_IN_COMBAT(gameped[i], true);
  72. SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(gameped[i], false);
  73. SET_CHAR_INVINCIBLE(gameped[i], true);
  74. SET_CHAR_PROVIDE_COVERING_FIRE(gameped[i], true);
  75. SET_CHAR_CANT_BE_DRAGGED_OUT(gameped[i], true);
  76. SET_CHAR_STAY_IN_CAR_WHEN_JACKED(gameped[i], true);
  77. SET_PED_DONT_DO_EVASIVE_DIVES(gameped[i], true);
  78. SET_PED_PATH_MAY_DROP_FROM_HEIGHT(gameped[i], true);
  79. SET_PED_PATH_MAY_USE_CLIMBOVERS(gameped[i], true);
  80. SET_PED_PATH_MAY_USE_LADDERS(gameped[i], true);
  81. UpdateWeaponOfPed(gameped[i], weapon);
  82. SET_CURRENT_CHAR_WEAPON(gameped[i], weapon, true);
  83.  
  84. print("Spawned Bodyguard");
  85. return;
  86. }
  87. }
  88. return;
  89. }
  90.  
  91.  
  92. //This is a function that will send all the spawned guards to kill a certain player
  93. if(DOES_CHAR_EXIST(players[index].ped)){
  94. GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
  95. if(DOES_GROUP_EXIST(Bgroup)){
  96. for(i = 0;i <= 11; i++){
  97. if(DOES_CHAR_EXIST(gameped[i]) && DOES_CHAR_EXIST(players[index].ped)){
  98. TASK_COMBAT(gameped[i], players[index].ped);
  99. if((i >= 11) || (i > 10)){
  100. print("Sent all Guards after the Player");
  101. return;
  102. }
  103. }
  104. }
  105. }
  106. }
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