Hello RG members as the title say but to addition to it this code works low and high ground low-to-high-to low.
//Teleport to Way point loop if (TeleportWPLoop) { Blip WaypointID = UI::GET_FIRST_BLIP_INFO_ID(8); Vector3 WaypointCoords = UI::GET_BLIP_COORDS(WaypointID); Vector3 coordos; int Entity; if (PED::IS_PED_IN_ANY_VEHICLE(PLAYER::PLAYER_PED_ID(), false)) { Entity = PED::GET_VEHICLE_PED_IS_USING(PLAYER::PLAYER_PED_ID()); } else { Entity = PLAYER::PLAYER_PED_ID(); } float ZAxis; if (WaypointCoords.x != 0 && WaypointCoords.y != 0) { ENTITY::SET_ENTITY_COORDS(Entity, WaypointCoords.x, WaypointCoords.y, WaypointCoords.z, true, true, true, true); ContinueWP = true; } if (ContinueWP) { coordos = ENTITY::GET_ENTITY_COORDS(Entity, true); ENTITY::SET_ENTITY_COORDS(Entity, coordos.x, coordos.y, coordos.z + 10.0f, true, true, true, true); } if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(coordos.x, coordos.y, coordos.z, &ZAxis)) { ENTITY::SET_ENTITY_COORDS(Entity, coordos.x, coordos.y, ZAxis + 1.0f, true, true, true, true); ZAxis = 0; TeleportWPLoop = false; ContinueWP = false; } }
KranK a little addition well you might have a better way
if the waypoint is over the ocean you get stuck in the sky untill you set another waypoint over land, this stops the loop and gives you a parachute
if (coordos.z >= 799.0000f) { WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0xFBAB5776, 1, 1); TeleportWPLoop = false; ContinueWP = false; PRINT("Set Waypoint on Ground", 4000); }