Feel Free to share more source codes in replies
Drunk Cam:
Code:
}
if(item_selected == 11){
Cam cam;
GET_ROOT_CAM(&cam);
SET_DRUNK_CAM(cam, 1.0, 10000);
return;
Super Punch:
Code:
if(superpunch){
int wep;
GET_CURRENT_CHAR_WEAPON(GetPlayerPed(),&wep);
if(wep == WEAPON_UNARMED){
if(IS_BUTTON_PRESSED(0,BUTTON_B)){
WAIT(700);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0, 0, 0, &x, &y, &z);
ADD_EXPLOSION(x, y+2, z, EXPLOSION_SHIP_DESTROY, 10, 0, 1, 0);
}
}
Tazer Punch:
Code:
if(superpunch){
int wep;
GET_CURRENT_CHAR_WEAPON(GetPlayerPed(),&wep);
if(wep == WEAPON_UNARMED){
if(IS_BUTTON_PRESSED(0,BUTTON_B)){
WAIT(700);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0, 0, 0, &x, &y, &z);
ADD_EXPLOSION(x, y+2, z, EXPLOSION_DIR_WATER_HYDRANT, 10, 0, 1, 0);
}
}
Give Online Players Neon:
Code:
for(i = 0;i <= player_loop;i++){
if(is_whitelisted(i)) continue;
if(DOES_CHAR_EXIST(players[i].ped)){
if(IS_CHAR_IN_ANY_CAR(players[i].ped)){
tick=0;
GET_CAR_CHAR_IS_USING(players[i].ped,&cveh);
GET_NETWORK_ID_FROM_VEHICLE(cveh,&nvid);
if(network_control(nvid)){
CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,cveh,0,0,0.2,-0.2,-190,0,160.20);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,cveh,0,0,0.2,-0.2,-190,0,160.20);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,cveh,0.0f,0,0.2,-0.2,-190,0,160.2);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,cveh,0.0f,0.2,-1.0,-0.2,-190,0,160.2);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,cveh,0.0f,0.2,1.2,-0.2,-190,0,160.2);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,cveh,0,0,0.2,-0.2,-190,0,160.20);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
}
}
}
}
print("Orange Neons Given to Player");
give/take online players car god mode:
Code:
for(i = 0;i <= player_loop;i++){
if(is_whitelisted(i)) continue;
if(DOES_CHAR_EXIST(players[i].ped)){
if(IS_CHAR_IN_ANY_CAR(players[i].ped)){
GET_CAR_CHAR_IS_USING(players[i].ped,&cveh);
GET_NETWORK_ID_FROM_VEHICLE(cveh,&nveh);
if(network_control(nveh)){
SET_CAR_CAN_BE_DAMAGED(cveh,false);
SET_CAR_CAN_BE_VISIBLY_DAMAGED(cveh,false);
SET_CAN_BURST_CAR_TYRES(cveh,false);
}
}
}
}
print("Given all Players Vehicle God");
}
if(item_selected == 3){
for(i = 0;i <= player_loop;i++){
if(is_whitelisted(i)) continue;
if(DOES_CHAR_EXIST(players[i].ped)){
if(IS_CHAR_IN_ANY_CAR(players[i].ped)){
GET_CAR_CHAR_IS_USING(players[i].ped,&cveh);
GET_NETWORK_ID_FROM_VEHICLE(cveh,&nveh);
if(network_control(nveh)){
SET_CAR_CAN_BE_DAMAGED(cveh,true);
SET_CAR_CAN_BE_VISIBLY_DAMAGED(cveh,true);
SET_CAN_BURST_CAR_TYRES(cveh,true);
}
}
}
}
print("Taken all Players Vehicle God");
put object on online players:
Code:
for(i = 0;i <= player_loop;i++){
if(is_whitelisted(i)) continue;
if(DOES_CHAR_EXIST(players[i].ped)){
REQUEST_MODEL(0xB4A4DCCF);
while(!HAS_MODEL_LOADED(0xB4A4DCCF)) WAIT(0);
Object otmp;
CREATE_OBJECT(0xB4A4DCCF,0.0,0.0,0.0,&otmp,true);
ATTACH_OBJECT_TO_PED(otmp,players[i].ped,0,0.0,0.0,-0.11,0.0,0.0,3.0,false);
WAIT(10);
MARK_OBJECT_AS_NO_LONGER_NEEDED(&otmp);
print("Attached Bill Board to Player");
}
}
}
Kiss Animation:
Code:
REQUEST_ANIMS("amb@dating");
while(!HAVE_ANIMS_LOADED("amb@dating")) WAIT(0);
TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"girl_hug","amb@dating",8.0,0,0);//****
Striper Animation:
Code:
REQUEST_ANIMS("MISSSTRIPCLUBHI");
while(!HAVE_ANIMS_LOADED("MISSSTRIPCLUBHI")) WAIT(0);
TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"Lap_Triangle_A3_Woman","MISSSTRIPCLUBHI",8.0,0,0);
return;
Busted Animation:
Code:
REQUEST_ANIMS("busted");
while(!HAVE_ANIMS_LOADED("busted")) WAIT(0);
TASK_PLAY_ANIM_WITH_FLAGS(GetPlayerPed(),"idle_2_hands_up","busted",8.0,0,0x20);
return;
Unlock GTA 4 Achievements:
Code:
void UnlockAchievements()
{
int i = 0;
while(i < 66)
{
if(!HAS_ACHIEVEMENT_BEEN_PASSED(i)) AWARD_ACHIEVEMENT(i);
i++;
}
}
random colored cube to any chars head:
Code:
void CubeifyChar(Ped ped){
if(DOES_CHAR_EXIST(ped)){
uint cubes[6],rand;
Object otmp;
cubes[0] = 0x2718C626;
cubes[1] = 0xDD28B247;
cubes[2] = 0xCCEA11CA;
cubes[3] = 0xBB1F6E71;
cubes[4] = 0xA6E545FD;
cubes[5] = 0x5C5030D4;
GENERATE_RANDOM_INT_IN_RANGE(0,5,&rand);
CREATE_OBJECT(cubes[rand],0.0,0.0,0.0,&otmp,true);
ATTACH_OBJECT_TO_PED(otmp,ped,0x4B5,0.0,0.0,0.0,0.0,0.0,3.0,false);
WAIT(10);
MARK_OBJECT_AS_NO_LONGER_NEEDED(&otmp); //Free up some memory ;)
}
}
Teleport to Waypoint:
Code:
Blip wpblip;
Vector3 wpcoords;
float groundz;
void PrintText(char *text)
{
PRINT_STRING_WITH_LITERAL_STRING_NOW("string", text, 5000, true);
}
void TeleportToWaypoint(void)
{
wpblip = GET_FIRST_BLIP_INFO_ID(BLIP_WAYPOINT);
if( DOES_BLIP_EXIST(wpblip) )
{
GET_BLIP_COORDS(wpblip, &wpcoords);
SET_CHAR_COORDINATES(GetPlayerPed(), wpcoords.x, wpcoords.y, 0.0);
SET_GAME_CAM_HEADING(0.0);
REQUEST_COLLISION_AT_POSN(wpcoords.x, wpcoords.y, 0.0);
LOAD_ALL_OBJECTS_NOW();
GET_GROUND_Z_FOR_3D_COORD(wpcoords.x, wpcoords.y, 1000, &groundz);
SET_CHAR_COORDINATES(GetPlayerPed(), wpcoords.x, wpcoords.y, groundz);
SET_GAME_CAM_HEADING(0.0);
PrintText("Successfully teleported to waypoint");
}
else PrintText("No waypoint set");
}
Rocket Helicopter:
Code:
float x, y, z, heliheading, helipitch, ped1_x, ped2_x, ped1_z, ped2_z, ped1_y, ped2_y;
Vehicle veh;
Ped rped, rped1;
#define RPEDAMMO 2
void RocketHeli(void)
{
if ( IS_CHAR_IN_ANY_HELI(GetPlayerPed()) && IS_BUTTON_JUST_PRESSED(0, BUTTON_A) )
{
GET_CAR_CHAR_IS_USING(GetPlayerPed(), &veh);
GET_CAR_COORDINATES(veh, &x, &y, &z);
GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(veh, -3, -0.3, -0.2, &ped1_x, &ped1_y, &ped1_z);
CREATE_RANDOM_CHAR(ped1_x, ped1_y, ped1_z, &rped);
GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(veh, 3, -0.3, -0.2, &ped2_x, &ped2_y, &ped2_z);
CREATE_RANDOM_CHAR(ped2_x, ped2_y, ped2_z, &rped1);
WAIT(10);
if ( DOES_CHAR_EXIST(rped) && DOES_CHAR_EXIST(rped1) )
{
GIVE_WEAPON_TO_CHAR(rped, WEAPON_RLAUNCHER, RPEDAMMO, 0);
SET_CURRENT_CHAR_WEAPON(rped, WEAPON_RLAUNCHER, true);
GIVE_WEAPON_TO_CHAR(rped1, WEAPON_RLAUNCHER, RPEDAMMO, 0);
SET_CURRENT_CHAR_WEAPON(rped1, WEAPON_RLAUNCHER, true);
GET_CAR_HEADING(veh, &heliheading);
GET_CAR_PITCH(veh, &helipitch);
SET_CAR_COLLISION(veh, false);
FIRE_PED_WEAPON(rped, x+(60*SIN((-1*heliheading))), y+(60*COS((-1*heliheading))), z+helipitch);
FIRE_PED_WEAPON(rped1, x+(60*SIN((-1*heliheading))), y+(60*COS((-1*heliheading))), z+helipitch);
DELETE_CHAR(&rped);
DELETE_CHAR(&rped1);
WAIT(500);
SET_CAR_COLLISION(veh, true);
}
}
}
Airstrike At Waypoint:
Code:
Void Function
void xmc_airstrike(void)
{
if(DOES_BLIP_EXIST(GET_FIRST_BLIP_INFO_ID(BLIP_WAYPOINT))){
Vector3 pos;
float z;
GET_BLIP_COORDS(GET_FIRST_BLIP_INFO_ID(BLIP_WAYPOINT),&pos);
GET_GROUND_Z_FOR_3D_COORD(pos.x,pos.y,pos.z,&z);
xmccreate_big_explosion(pos.x,pos.y,z);//adding 10.0f isn't tested
xmcPrint("Launching Airstrike!");
}
else xmcPrint("You need to set a waypoint!");
}
Print Definition
#define xmcPrint(x) PRINT_STRING_WITH_LITERAL_STRING("string",x,2500,true)
Flip Online Player's Car Upright:
Code:
bool requestnet(uint netid)
{
SET_NETWORK_ID_CAN_MIGRATE(netid, true);
int Attempts = 0;
while (!HAS_CONTROL_OF_NETWORK_ID(netid) && Attempts < 100)
{
REQUEST_CONTROL_OF_NETWORK_ID(netid);
Attempts += 1;
WAIT(50);
}
return REQUEST_CONTROL_OF_NETWORK_ID(netid);
}
void FlipCarOfPlayer(int veh)
{
int netvehid;
float heading, tx, ty, tz;
GET_NETWORK_ID_FROM_VEHICLE(veh, &netvehid);
if (requestnet(netvehid))
{
GET_CAR_COORDINATES(veh, &tx, &ty, &tz);
GET_CAR_HEADING(veh, &heading);
WAIT(0);
SET_VEHICLE_QUATERNION(veh, 0, 0, 0, 0);
SET_CAR_COORDINATES(veh, tx, ty, tz);
SET_CAR_HEADING(veh, heading);
Print("Players vehicle has been set upright.", 5000, 1);
}
}
Bodyguard Spawner with Hitlist:
Code:
Ped gameped[12];
Group Bgroup;
Ped pPlayer = GetPlayerPed();
//This script will only work if using a menu based off Muskelprotze's Stash
//This will delete spawned guards one by one
void delete_spawnguards(void){
GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
uint test,guards;
GET_GROUP_SIZE(Bgroup, &test, &guards);
if(guards <= 0){
print("No guards exist");
return;
}
if(DOES_GROUP_EXIST(Bgroup)){
for(i = 0;i <= 11; i++){
if(DOES_CHAR_EXIST(gameped[i])){
DELETE_CHAR(&gameped[i]);
print("1 was Guard Deleted");
return;
}
if((i >= 11) || (i > 10)) return;
}
print("No guards exist");
return;
}
return;
}
// This will spawn guards one by one and label them as gameped[#]
// So that they can be indivdually called as gameped[#] (upto 11)
// Example usage:
// spawnguards(MODEL_IG_DWAYNE, WEAPON_M4);
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_SEPARATION_RANGE(Bgroup, 9999.9);
SET_GROUP_FORMATION(Bgroup, 2);
}
uint test,guards;
GET_GROUP_SIZE(Bgroup, &test, &guards);
if(guards >= 11){
print("Max guards (11) exceeded");
return;
}
for(i = 0;i <= 11; 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(500);
SET_CHAR_RANDOM_COMPONENT_VARIATION(gameped[i]);
SET_GROUP_MEMBER(Bgroup, gameped[i]);
SET_CHAR_RELATIONSHIP_GROUP(gameped[i], 24);
SET_CHAR_RELATIONSHIP(gameped[i], 5, 0);
SET_CHAR_NEVER_LEAVES_GROUP(gameped[i], true);
SET_CHAR_ACCURACY(gameped[i], 100);
SET_CHAR_KEEP_TASK(gameped[i], true);
SET_SENSE_RANGE(gameped[i], 100.0);
SET_PED_GENERATES_DEAD_BODY_EVENTS(gameped[i], true);
SET_CHAR_SHOOT_RATE(gameped[i], 100);
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_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_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);
print("Spawned Bodyguard");
return;
}
}
return;
}
//This is a function that will send all the spawned guards to kill a certain player
if(DOES_CHAR_EXIST(players[index].ped)){
GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
if(DOES_GROUP_EXIST(Bgroup)){
for(i = 0;i <= 11; i++){
if(DOES_CHAR_EXIST(gameped[i]) && DOES_CHAR_EXIST(players[index].ped)){
TASK_COMBAT(gameped[i], players[index].ped);
if((i >= 11) || (i > 10)){
print("Sent all Guards after the Player");
return;
}
}
}
}
}
Vehicle Spawner:
Code:
Vehicle CreateVehicle(uint iModel, float fX, float fY, float fZ)
{
Vehicle pVehicle;
CREATE_CAR(iModel, fX, fY, fZ, &pVehicle, true);
MARK_MODEL_AS_NO_LONGER_NEEDED(iModel);
return pVehicle;
}
Vehicle CreateVehicleAtYourLocation(uint iModel)
{
float v, h, qx, qy, qz, qw, x, y, z;
bool veh, replace;
uint colour[4], temp;
Vehicle pVehicle;
if (iModel == 0) replace = 1;else replace = 0;//create a car the same as yours(kick players out of your car) if 1st param is 0
GET_CAR_CHAR_IS_USING(GetPlayerPed(), &pVehicle);
if (!DOES_VEHICLE_EXIST(pVehicle)){
veh = 0;
if (!IS_MODEL_IN_CDIMAGE(iModel))return INVALID_HANDLE;
if (!IS_THIS_MODEL_A_VEHICLE(iModel)) return INVALID_HANDLE;
REQUEST_MODEL(iModel);
while(!HAS_MODEL_LOADED(iModel))WAIT(0);
GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z);
GET_CHAR_HEADING(GetPlayerPed(), &h);
GET_CHAR_SPEED(GetPlayerPed(), &v);
for (temp=0;temp<4;temp++){
if (GET_CURRENT_EPISODE()==2)
GENERATE_RANDOM_INT_IN_RANGE(0, 136, &colour[temp]);
else
GENERATE_RANDOM_INT_IN_RANGE(0, 133, &colour[temp]);
}
}
else{
veh = 1;
if (replace){
GET_CAR_MODEL(pVehicle, &iModel);
GET_CAR_COLOURS(pVehicle, &colour[0], &colour[1]);
GET_EXTRA_CAR_COLOURS(pVehicle, &colour[2], &colour[3]);}
else
for (temp=0;temp<4;temp++){
if (GET_CURRENT_EPISODE()==2)
GENERATE_RANDOM_INT_IN_RANGE(0, 136, &colour[temp]);
else
GENERATE_RANDOM_INT_IN_RANGE(0, 133, &colour[temp]);}
if (!IS_MODEL_IN_CDIMAGE(iModel))return INVALID_HANDLE;
if (!IS_THIS_MODEL_A_VEHICLE(iModel)) return INVALID_HANDLE;
REQUEST_MODEL(iModel);
while(!HAS_MODEL_LOADED(iModel))WAIT(0);
GET_VEHICLE_QUATERNION(pVehicle, &qx, &qy, &qz, &qw);
GET_CAR_COORDINATES(pVehicle, &x, &y, &z);
GET_CAR_SPEED(pVehicle, &v);
if (!IS_NETWORK_SESSION())
DELETE_CAR(&pVehicle);
else
{int netid, count;
GET_NETWORK_ID_FROM_VEHICLE(pVehicle, &netid);
while(!HAS_CONTROL_OF_NETWORK_ID(netid) && count < 20){REQUEST_CONTROL_OF_NETWORK_ID(netid);count++;WAIT(50);}
if (DOES_VEHICLE_EXIST(pVehicle) && HAS_CONTROL_OF_NETWORK_ID(netid))DELETE_CAR(&pVehicle);}
}// ^^check to prevent freezing if car is deleted while attempting to gain control^^
pVehicle = CreateVehicle(iModel, x, y, z);
WAIT(0);
if (!DOES_VEHICLE_EXIST(pVehicle))return INVALID_HANDLE;//check to make sure car was created
WARP_CHAR_INTO_CAR(GetPlayerPed(), pVehicle);
if (!veh)//check if you were in a vehicle before
SET_CAR_HEADING(pVehicle, h);
else
SET_VEHICLE_QUATERNION(pVehicle, qx, qy, qz, qw);
CHANGE_CAR_COLOUR(pVehicle, colour[0], colour[1]);
SET_EXTRA_CAR_COLOURS(pVehicle, colour[2], colour[3]);
SET_CAR_COORDINATES(pVehicle, x, y, z);//if you spawn it in midair, it should stay in midair
SET_CAR_FORWARD_SPEED(pVehicle, v);
return pVehicle;
}