Added Effects:

new file:   Peds/PedsSetEveryoneIntoRandomVehicle.lua
	new file:   Player/PlayerBankHeist.lua
	new file:   Player/PlayerTPToLastVehicle.lua
	Modified:   Weather/WeatherCanadian.lua - reversed a True/False Statement to potentially fix a bug that throws around vehicles when the ped gets a snowman spawned on them.
This commit is contained in:
2025-09-28 23:24:33 +01:00
parent fddffdf168
commit c3ab0f1a67
4 changed files with 98 additions and 1 deletions

View File

@@ -0,0 +1,31 @@
EffectInfo = {
Name = "Set Everyone Into Random Vehicle",
EffectId = "peds_seteveryoneintorandom",
HideRealNameOnStart = true,
TimedType = "None",
EffectGroup = "_group_trafficspawner",
EffectCategory = "TrafficSpawner"
}
function OnStart()
vehicles = {}
for _, model in ipairs(GetAllVehicleModels()) do
table.insert(vehicles, model)
end
randomVehicle = random_choice(vehicles)
vehicleHash = randomVehicle
SetSurroundingPedsInVehicles(vehicleHash, 0)
end
function OnStop()
end
function OnTick()
end
function random_choice(p1)
choice = p1[math.random(#p1)]
return choice
end

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@@ -0,0 +1,44 @@
EffectInfo = {
Name = "The Big Score",
EffectId = "player_tptoheistlocation",
TimedType = "None",
EffectGroup = "None",
EffectCategory = "None"
}
function OnStart()
EnableScriptThreadBlock()
bankLoc = {22.70556, -744.3594, 43.93562}
vanModel = "burrito4"
vanHash = GET_HASH_KEY(vanModel)
van = CreatePoolVehicle(vanHash, bankLoc[1], bankLoc[2], bankLoc[3], -61) -- translates the table into coords using a simple method
gunManModel = "hc_gunman"
hackerModel = "hc_hacker"
gunManModelHash = GET_HASH_KEY(gunManModel)
hackerModelHash = GET_HASH_KEY(hackerModel)
gunMan = CreatePoolPed(0, gunManModelHash, bankLoc[1], bankLoc[2], bankLoc[3]+20, 0)
SET_PED_INTO_VEHICLE(gunMan, van, -2)
hackerMan = CreatePoolPed(0, hackerModelHash, bankLoc[1], bankLoc[2], bankLoc[3]+20, 0)
SET_PED_INTO_VEHICLE(hackerMan, van, -2)
SET_PED_INTO_VEHICLE(PLAYER_PED_ID(), van, -1)
if GET_PLAYER_WANTED_LEVEL(PLAYER_ID()) < 3 then
SET_PLAYER_WANTED_LEVEL(PLAYER_ID(), 3, 0)
SET_PLAYER_WANTED_LEVEL_NOW(PLAYER_ID(), 0)
end
DisableScriptThreadBlock()
end
function OnStop()
end
function OnTick()
end

View File

@@ -0,0 +1,22 @@
EffectInfo = {
Name = "Teleport to last used vehicle",
EffectId = "player_tptolastveh",
TimedType = "None",
EffectGroup = "None",
EffectCategory = "None"
}
function OnStart()
playerPed = PLAYER_PED_ID()
vehicle = GET_LAST_DRIVEN_VEHICLE()
if DOES_ENTITY_EXIST(vehicle) and IS_PED_DEAD_OR_DYING(playerPed,0) then
SET_PED_INTO_VEHICLE(playerPed, vehicle, -1)
end
end
function OnStop()
end
function OnTick()
end

View File

@@ -32,7 +32,7 @@ function OnTick()
coords = GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ped, 0, 0, 50)
snowManProp = CreatePoolProp(snowManModelhash, coords.x, coords.y, coords.z, false)
SET_ENTITY_COLLISION(snowManProp, false, true)
SET_ENTITY_COLLISION(snowManProp, false, false)
ATTACH_ENTITY_TO_ENTITY(snowManProp, ped, GET_PED_BONE_INDEX(ped, 0x0), 0, 0, 0, 0, 0, 0, false, false, false, false, 0, true)
snowMen[ped] = true -- allows me to internally track which ped has a snowman attached to them to prevent spawning duplicates and causing a memory crash