[C++] GTA V Functio...
 
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[C++] GTA V Functions / Features

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KiLLerBoy_001
Posts: 25
Topic starter
(@KiLLerBoy_001)
Eminent Member
Joined: 9 years ago

This will be a rather long thread since i created a few functions in my days.

Since these are converted from ASM ( Scripting language )
Some of these might need reworking but youll get the idea..

First are some basic Required Functions

GetCoordsInfrontOfCam

[HIDE]

	Vector3 GetCoordsInfrontOfCam(float distance) //GetCoordAimingAhead
	{
	   vector3 GameplayCamRot = CAM::GET_GAMEPLAY_CAM_ROT(2);
	   vector3 GameplayCamCoord = CAM::GET_GAMEPLAY_CAM_COORD();
	
	   float tan = cos(GameplayCamRot.y) * distance;
	   float xPlane = (sin(GameplayCamRot.z * -1.0f) * tan) + GameplayCamCoord.y;
	   float yPlane = (cos(GameplayCamRot.z * -1.0f) * tan) + GameplayCamCoord.y;
	   float zPlane = (sin(GameplayCamRot.y) * distance) + GameplayCamCoord.z;
	
	   vector3 Output;
	   Output.x = xPlane;
	   Output.y = yPlane;
	   Output.z = zPlane;
	
	   return Output;
	}
	

[/HIDE]

Create Object
[HIDE]

	object Create_Object(const char* ObjectName, Vector3 Coordinates)
	{
	   int ObjectHash = GAMEPLAY::GET_HASH_KEY(ObjectName);
	   if (STREAMING::IS_MODEL_IN_CDIMAGE(ObjectHash))
	   {
	      if (STREAMING::IS_MODEL_VALID(ObjectHash))
	      {
	         do
	         {
	            STREAMING::REQUEST_MODEL(ObjectHash);
	         } while (! STREAMING::HAS_MODEL_LOADED(ObjectHash))
	
	         if (STREAMING::HAS_MODEL_LOADED(ObjectHash))
	         {
	            return = OBJECT::CREATE_OBJECT(ObjectHash, Coordinates.x,Coordinates.y,Coordinates.z, 1, 1, 0, 0, 1);
	         }
	         else
	         {
	            // Error model didnt load properly.
	         }
	      }
	   }
	}
	

[/HIDE]

Now for the Fun / effective stuff

Advanced Flying Car
[HIDE]

	//-----------------  Flying Car  -----------------
	//
	// Just enable the FlyingCar Bool
	//
	// Double check the Numerics for IS_CONTROL_PRESSED
	//-----------------------------------------------------
	
	FlyingCarLoop ()
	{
	   if (IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID,0))
	   {
	      int Vehid = GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID,0)
	
	      if (IS_CONTROL_PRESSED(2,67)) //Forward
	      {
	         float Speed = GET_ENTITY_SPEED(Vehid) + 0.5
	         SET_VEHICLE_FORWARD_SPEED(Vehid,Speed)
	      }
	
	      if ( (IS_CONTROL_PRESSED(2,196) && ( ! IS_VEHICLE_ON_ALL_WHEELS(Vehid) ) //Turn Left
	      {
	         Vector3 Rot = GET_ENTITY_ROTATION(Vehid,2)
	         Rot.z = Rot.z + 1.0
	         newRot Vector3(Rot.x, Rot.y, Rot.z)
	         SET_ENTITY_ROTATION(Vehid,newRot,2,1)
	      }
	
	      if ( (IS_CONTROL_PRESSED(2,197) && ( ! IS_VEHICLE_ON_ALL_WHEELS(Vehid) ) //Turn Right
	      {
	         Vector3 Rot = GET_ENTITY_ROTATION(Vehid,2)
	         Rot.z = Rot.z - 1.0
	         newRot Vector3(Rot.x, Rot.y, Rot.z)
	         SET_ENTITY_ROTATION(Vehid,newRot,2,1)
	      }
	   }
	}
	

[/HIDE]

Object Removal + Advanced Gravity Gun
[HIDE]

	
	//-----------------  Remove targetted Objects  -----------------
	//
	// Just enable RemoveObjects Bool and shoot an object to remove it ( Client Sided )
	// Requires  
[MEDIA=pastebin]8mjesvm0[/MEDIA]
// //----------------------------------------------------- RemoveObjectsLoop() { if ( (RemoveObjects == true) && (IS_CONTROL_PRESSED(2,199) ) { GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(PLAYER_ID(),*EntityID) if (IS_ENTITY_AN_OBJECT(EntityID) == true ) { DELETE_ENTITY(*EntityID) } } } //----------------- Gravity gun ( Pickup and launch ) ----------------- // // Just enable GravityGun Bool and shoot an object to pick it up shoot again to launch it // // When object is picked up it makes it see through and undoes this when launched ( object moves infront of you when picked up ) // ObjectHash[] can be used to display Hash of picked up object ( usefull for spawning uknown object Best display this in lower left under radar ) // //----------------------------------------------------- Bool Pickup = true GravityGunLoop() { if (GravityGun == true) { if ( (Pickup == true) && (IS_CONTROL_PRESSED(2,199) ) { Pickup = false GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(PLAYER_ID(),*EntityID) if (IS_ENTITY_A_PED(EntityID) == true) { if (IS_PED_IN_ANY_VEHICLE(EntityID,0)) { EntityID = GET_VEHICLE_PED_IS_IN(EntityID,0) } } SET_ENTITY_ALPHA(EntityID,200) } elseif ( (Pickup == false) && (IS_CONTROL_PRESSED(2,199) ) { Pickup = true if (IS_ENTITY_A_PED(EntityID) == true ) { SET_ENTITY_DYNAMIC(EntityID,1) Vector3 Rotation = GET_ENTITY_ROTATION(EntityID,2) SET_ENTITY_ROTATION(EntityID,GET_GAMEPLAY_CAM_ROT(2),2,1) APPLY_FORCE_TO_ENTITY(EntityID,1,0,150,0,0,0,0,0,1,1,1,0,1) SET_ENTITY_ROTATION(EntityID,Rotation,2,1) SET_ENTITY_ALPHA(EntityID,255) } } else { if (DOES_ENTITY_EXIST(EntityID)==true) { Char ObjectHash[] = GET_ENTITY_MODEL(EntityID) SET_ENTITY_COORDS(EntityID,GetCoordsInfrontOfCam(10),1,0,0,1) } } } }

[/HIDE]

Breath Fire ( Dragon Mode )
[HIDE]

	//-----------------  Dragon Mode  -----------------
	//
	// Just enable DragonMode Bool
	//-----------------------------------------------------
	
	
	FireManModeLoop()
	{
	   if ( DragonMode == true )
	   {
	      Vector3 Mouth = GET_PED_BONE_COORDS(PLAYER_PED_ID(), 39317, 0.1f , 0.0f, 0.0f)
	      _ADD_SPECFX_EXPLOSION(Mouth.x,Mouth.y,Mouth.z, EXPLOSION_DIR_FLAME, EXPLOSION_DIR_FLAME, 1.0f, true, true, 0.0f)
	   }
	}
	

[/HIDE]

Never raise mental state ( includes random timer = harder to detect )
[HIDE]

	[HASHTAG]#include[/HASHTAG]      /* srand, rand */
	[HASHTAG]#include[/HASHTAG]        /* time */
	
	NeverRaiseMentalLoop()
	{
	   if ( (NeverRaiseMental==true) && (GAMEPLAY::GET_GAME_TIMER() >= Timer) )
	   {
	      STATS::STAT_SET_FLOAT(GAMEPLAY::GET_HASH_KEY("MP0_PLAYER_MENTAL_STATE"),0.1,1)
	      srand (time(NULL));
	      Timer = (GAMEPLAY::GET_GAME_TIMER() + rand() % 10000 + 5000) // between 5 or 10 secs timeout
	   }
	}
	

[/HIDE]

Talking Players
[HIDE]

	//-----------------  Talking players  -----------------
	//
	// Just enable TalkingPlayers Bool and make sure that Talking cahr* gets added onscreen somewhere
	//-----------------------------------------------------
	
	
	[HASHTAG]#include[/HASHTAG] 
	
	
	
	TalkingPlayerLoop()
	{
	   if (TalkingPlayers)
	   {
	      for (int i = 0; i= < 32; ++i)
	      {
	         if (NETWORK::NETWORK_IS_PLAYER_TALKING(i) == true )
	         {
	            char* Talking = GET_PLAYER_NAME(i);
	            //Add code here to make the Talking entry be pushed to screen
	         }
	      }
	   }
	}
	

[/HIDE]

Rapid Fire ( Any and every gun turns into minigun doesnt require ammo )
[HIDE]

	//-----------------  Rapid Fire  -----------------
	//
	// RapidfireActive Bool used for activation
	// RFBetweenRounds can be changed through menu to change time between rounds
	//
	//------------------------------------------------
	
	[HASHTAG]#include[/HASHTAG] 
	
	int RFTimeout;
	int RFBetweenRounds = 50;
	
	RapidFireLoop()
	{
	   hash WeaponID;
	   if ( (RapidfireActive == true) && (PED::IS_PED_ON_FOOT(PLAYER::pLAYER_PED_ID()) && (PED::IS_PED_SHOOTING(PlayerPed)) && (GAMEPLAY::GET_GAME_TIMER()>=RFTimeout) )
	   {
	      Vector3 FromCoord = PED::GET_PED_BONE_COORDS(PLAYER::pLAYER_PED_ID(),57005,0,0,0);
	      Vector3 ToCoord = GetCoordsInfrontOfCam(75);
	      WEAPON::GET_CURRENT_PED_WEAPON(PLAYER::pLAYER_PED_ID(),&WeaponID,0);
	      GAMEPLAY::SHOOT_SINGLE_BULLET_BETWEEN_COORDS(FromCoord.x,FromCoord.y,FromCoord.z,ToCoord.x,ToCoord.y,ToCoord.z,250,0,WeaponID,PLAYER::pLAYER_PED_ID(),1,0,1);
	      int RFTimeout = GAMEPLAY::GET_GAME_TIMER() + RFBetweenRounds;
	   }
	}
	

[/hide]

Sentry Gun ( Auto firing / killing turret )
[Hide]

	//-----------------  Sentry Gun  -----------------
	//
	//Includes a Variable TargetName[] that can be used to either display targeted players name or just "Vehicle"
	//Configurable timeout on variable Called:Timeout
	//Configurable weapon on variable Called:WeaponID  ( http://www.se7ensins.com/forums/threads/weapon-and-explosion-hashes-list.1045035/ )
	
	//You can switch Players as target with bool:playerTarget
	//you can switch Vehicles as targets with bool:VehicleTarget
	//Vehicles always get priority over players
	//------------------------------------------------
	
	
	//Create Variables
	object SentryID = 0;
	int Timeout = 500;                // Time between shots.
	int Timer;
	object TargetID= 0;
	float Rotation = 0;
	bool PlayerTarget = true;
	bool VehicleTarget = true;
	hash WeaponID= GET_HASH_KEY("WEAPON_MG");     // this can be changed to any weapon offcourse
	
	
	// REQUIRED FUNCTIONS ----------------------------------------
	float GetHeadingFromCoords(Vector3 Source, Vector3 Target);
	{
	    return ATAN2((Target.y - Source.y),(Target.x - Source.x));
	}
	
	object GetClosestVehicle(Vector3 Coords,float Distance);
	{
	   Flag = 64;
	   Flag |= 65536;
	   Flag |= 2048;
	   Flag |= 1;
	   Flag |= 2;
	   Flag |= 4;
	   Flag |= 32;
	   Flag |= 16;
	   Flag |= 8;
	   Flag |= 71;
	   return GET_CLOSEST_VEHICLE(Coords.x,Coords.y,Coords.z,Distance,0,Flag)
	}
	/----------------------------------------------------------------
	
	SentryGunLoop()                    /This need to be looped
	{
	   object MagicCarpetObject;
	   vector3 PlayerCoord = ENTITY::GET_ENTITY_COORD(playerPed,1);
	
	   if ((! ENTITY::DOES_ENTITY_EXIST(SentryID)) && (SentryActive))
	   {
	      SentryID = Create_Object("p_oil_slick_01",PlayerCoord.x,PlayerCoord.y,PlayerCoord.z);
	      Timer = GAMEPLAY::GET_GAME_TIMER() + Timeout;
	   }
	   else if ((ENTITY::DOES_ENTITY_EXIST(SentryID)) && (SentryActive))
	   {
	      If (PlayerTarget)
	      {
	         TargetID= PLAYER::GET_PLAYER_PED(ENTITY::GET_NEAREST_PLAYER_TO_ENTITY(SentryID));
	         char TargetName[] = PLAYER::GET_PLAYER_NAME(TargetID);
	         if (TargetID == playerPed());             // Dont Shoot Myself Check
	         {
	            TargetID = 0;                // Clear me as target
	         }
	      }
	
	      If (VehicleTarget)
	      {
	         TargetID= GetClosestVehicle(ENTITY::GET_ENTITY_COORDS(SentryID,1),75);
	         char TargetName[] = VEHICLE::GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(ENTITY::GET_ENTITY_MODEL(TargetID))
	         if (PED::IS_PED_IN_ANY_VEHICLE(playerPed,0) == True );
	         {
	            object VehID = GET_VEHICLE_PED_IS_IN(playerPed,0);
	            if (TargetID == VehID);             // Dont Shoot My Car check
	            {
	               TargetID = 0;                 // Clear My car as target
	            }
	         }
	      }
	
	      //Rotate and draw
	      if (ENTITY::DOES_ENTITY_EXIST(TargetID))
	      {
	         vector3 from = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(SentryID,0f,-0.2f,0.57f);
	         vector3 to = ENTITY::GET_ENTITY_COORDS(TargetID,true);
	         GRAPHICS::DRAW_LINE(from.x,from.y,from.z,to.x,to.y,to.z, 255, 0, 0, 0);
	         Rotation = GetHeadingFromCoords(from.x,from.y,from.z,to.x,to.y,to.z) + 90f;
	         SET_ENTITY_ROTATION(SentryID, 0, 0, Rotation);
	      }
	
	      //Time to Kill
	      if (GET_GAME_TIMER() >= Timer)
	      {
	         vector3 from = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(SentryObject,0,-0.8,0.6);
	         vector3 to = ENTITY::GET_ENTITY_COORDS(TargetID,true);
	         SHOOT_SINGLE_BULLET_BETWEEN_COORDS(from.x,from.y,from.z,to.x,to.y,to.z250,0,WeaponID,playerPed,1,0,1.0)
	      PLAY_SOUND_FROM_ENTITY(-1,"Remote_Sniper_Rifle_Fire",SentryID,"",0,0)
	
	      Timer = GET_GAME_TIMER() + Timeout;
	      }
	   }
	}
	

[/HIDE]

Magic Carpet
[HIDE]

	
	
	MagicCarpetLoop()
	{
	   char* prop = "p_oil_slick_01"
	   hash ObjHash = GAMEPLAY::GET_HASH_KEY(prop);
	   object MagicCarpetObject = OBJECT::GET_CLOSEST_OBJECT_OF_TYPE(PlayerCoord.x,PlayerCoord.y,PlayerCoord.z,100,ObjHash,1,0,1);
	
	   vector3 PlayerCoord = ENTITY::GET_ENTITY_COORD(playerPed,1);
	
	   if ((! ENTITY::DOES_ENTITY_EXIST(MagicCarpetObject)) && (MagicCarpet))
	   {
	      object MagicCarpetObject = Create_Object(prop,PlayerCoord.x,PlayerCoord.y,PlayerCoord.z)
	      ENTITY::FREEZE_ENTITY_POSITION(MagicCarpetObject,1);
	      ENTITY::SET_ENTITY_VISIBLE(MagicCarpetObject,0);
	   }
	   else if ((ENTITY::DOES_ENTITY_EXIST(MagicCarpetObject)) && (MagicCarpet))
	   {
	      float Normal = 1.0225;
	      float Down = 1.60;
	      float Up = 0.40;
	      float Vehicular  = 50.0;
	
	      if (PED::IS_PED_IN_ANY_VEHICLE(playerPed,0)     //Move below ground when in car
	      {
	         zPlane = PlayerCoord.z - Vehicular;
	      }
	      else if (CONTROLS::IS_CONTROL_PRESSED(2,36))     //Down INPUT_DUCK     |G|L3
	      {
	         zPlane = PlayerCoord.z - Down;
	      }
	      else if (CONTROLS::IS_CONTROL_PRESSED(2,26))     //Up INPUT_LOOK_BEHIND     |C|R3
	      {
	         zPlane = PlayerCoord.z - Up;
	      }
	      else                                           //Normal
	      {
	         zPlane = PlayerCoord.z - Normal;
	      }
	
	      Vector3 Coord = CombineVector(PlayerCoord.x, PlayerCoord.y, zPlane);
	      ENTITY::SET_ENTITY_COORDS(MagicCarpetObject,Coord.x,Coord.y,Coord.z,1,0,0,1);
	   }
	}
	

[/HIDE]

Drive on water
[HIDE]

	DriveLoop()
	{
	   char* prop = "prop_huge_display_01"
	   hash ObjHash = GAMEPLAY::GET_HASH_KEY(prop);
	   vector3 PlayerCoord = ENTITY::GET_ENTITY_COORDS(playerPed,1);
	   object WaterObject = OBJECT::GET_CLOSEST_OBJECT_OF_TYPE(PlayerCoord.x,PlayerCoord.y,PlayerCoord.z,300,ObjHash,1,0,1);
	   float Newz;
	   bool FolowWaves = true;         // for now well just force this to true
	
	   WATER::GET_WATER_HEIGHT(PlayerCoord.x,PlayerCoord,y,PlayerCoord,z,&NewZ)
	   if (NewZ >= -1000)
	   {
	      // Don't Do Shit if no water is found.
	   }
	   else if ((! ENTITY::DOES_ENTITY_EXIST(WaterObject)) && (DriveOnWater))
	   {
	      object WaterObject = Create_Object(prop,PlayerCoord.x,PlayerCoord.y,PlayerCoord.z);
	      ENTITY::SET_ENTITY_ROTATION(WaterObject,90,0,0,2,true);
	      ENTITY::FREEZE_ENTITY_POSITION(WaterObject,1);
	      ENTITY::SET_ENTITY_VISIBLE(WaterObject,0);
	   }
	   else if ((ENTITY::DOES_ENTITY_EXIST(WaterObject)) && (DriveOnWater))
	   {
	      if (FolowWaves==true)
	      {
	         WATER::GET_WATER_HEIGHT(PlayerCoord.x,PlayerCoord.y,PlayerCoord.z,&NewZ)
	      }
	      else
	      {
	         WATER::GET_WATER_HEIGHT_NO_WAVES(PlayerCoord.x,PlayerCoord.y,PlayerCoord.z,&NewZ)
	         NewZ = (NewZ + 0.5);       // without this youll drown in the waves :p
	      }
	      Vector3 Coord = CombineVector(PlayerCoord.x, PlayerCoord.y, NewZ);
	      ENTITY::SET_ENTITY_COORDS(WaterObject,Coord.x,Coord.y,Coord,z,1,0,0,1);
	   }
	}
	

[/HIDE]

Thats it for now guys,

F.Y.I i also have a way of loading the heists IPL's in single player.
Be sure to check out my Pastebin aswwell for a Ful list of IPL's and some other usefull GTA 5 info.

Reply
Name of the Video Game, and any other Tags
9 Replies
KranK
Posts: 336
(@KranK)
Reputable Member
Joined: 9 years ago

Amazing man . Keep it running 😉

Reply
KiLLerBoy_001
Posts: 25
Topic starter
(@KiLLerBoy_001)
Eminent Member
Joined: 9 years ago

Thank you , and yes i will 😛

Reply
Posts: 1
(@FantasyModz)
New Member
Joined: 9 years ago

Does this also work on XBOX

Reply
Cain532
Posts: 1280
(@cain532)
Noble Member
Joined: 10 years ago

Awesome stuff! I would love to see what kind of RPC knowledge you can bring to other games 😀

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