/
weapons.c
470 lines (450 loc) · 18.4 KB
/
weapons.c
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void taser_gun(void){
if(GET_PLAYER_ID() == GET_HOST_ID()){
print("~r~You can't be Host");
// taser = false;
reset_menu();
return;
}
for(i = 0; i<16; i++){
if(!IS_NETWORK_PLAYER_ACTIVE(i)) continue;
if (i == GetPlayerIndex()) continue;
GET_PLAYER_CHAR(i, &online_char);
if(!DOES_CHAR_EXIST(online_char)) continue;
GET_CURRENT_CHAR_WEAPON(pPlayer, &wep);
if(wep == WEAPON_PISTOL){
if(HAS_CHAR_BEEN_DAMAGED_BY_CHAR(online_char, pPlayer, false)){
if(HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(online_char, WEAPON_PISTOL)){
GET_CHAR_COORDINATES(online_char,&x,&y,&z);
ADD_EXPLOSION(x,y,z,EXPLOSION_DIR_WATER_HYDRANT,35.0,false,true,0.0);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(online_char,0,1,0,&x,&y,&z);
ADD_EXPLOSION(x,y,z,EXPLOSION_DIR_WATER_HYDRANT,35.0,false,true,0.0);
}
}
}
}
}
void dragon_gun(void){
for(i = 0; i<16; i++){
if(!IS_NETWORK_PLAYER_ACTIVE(i)) continue;
if (i == GetPlayerIndex()) continue;
GET_PLAYER_CHAR(i, &online_char);
if(!DOES_CHAR_EXIST(online_char)) continue;
GET_CURRENT_CHAR_WEAPON(pPlayer, &wep);
if(wep == WEAPON_BARETTA){
if(HAS_CHAR_BEEN_DAMAGED_BY_CHAR(online_char, pPlayer, false)){
if(HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(online_char, WEAPON_BARETTA)){
GET_CHAR_COORDINATES(online_char,&x,&y,&z);
ADD_EXPLOSION(x,y,z,EXPLOSION_MOLOTOV,35.0,false,false,0.0);
START_CHAR_FIRE(online_char);
CLEAR_CHAR_LAST_DAMAGE_ENTITY(online_char);
CLEAR_CHAR_LAST_WEAPON_DAMAGE(pPlayer);
}
}
}
}
}
void pow_gun(void){
for(i = 0; i<16; i++){
if(!IS_NETWORK_PLAYER_ACTIVE(i)) continue;
if (i == GetPlayerIndex()) continue;
GET_PLAYER_CHAR(i, &online_char);
if(!DOES_CHAR_EXIST(online_char)) continue;
GET_CURRENT_CHAR_WEAPON(pPlayer, &wep);
if(wep == WEAPON_PISTOL){
if(HAS_CHAR_BEEN_DAMAGED_BY_CHAR(online_char, pPlayer, false)){
if(HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(online_char, WEAPON_PISTOL)){
GET_CHAR_COORDINATES(online_char,&x,&y,&z);
ADD_EXPLOSION(x,y,z,EXPLOSION_GRENADE,35.0,false,false,0.0);
CLEAR_CHAR_LAST_DAMAGE_ENTITY(online_char);
CLEAR_CHAR_LAST_WEAPON_DAMAGE(pPlayer);
}
}
}
}
}
void freeze_gun(void){
for(i = 0; i<16; i++){
if(!IS_NETWORK_PLAYER_ACTIVE(i)) continue;
if (i == GetPlayerIndex()) continue;
GET_PLAYER_CHAR(i, &online_char);
if(!DOES_CHAR_EXIST(online_char)) continue;
if(HAS_CHAR_BEEN_DAMAGED_BY_CHAR(online_char, pPlayer, false)){
if(HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(online_char, WEAPON_DEAGLE)){
GET_CHAR_COORDINATES(online_char,&x,&y,&z);
// GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(online_char,0,1,0,&x,&y,&z);
REMOVE_ALL_CHAR_WEAPONS(online_char);
WAIT(10);
GIVE_WEAPON_TO_CHAR(online_char,WEAPON_ROCKET,AMMO_MAX,false);
}
}
}
}
void car_shoot(Ped pPed){
if(del_cargun){
if(DOES_VEHICLE_EXIST(CarProjectile)){
GET_NETWORK_ID_FROM_VEHICLE(CarProjectile, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
tick = 0;
while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
tick++;
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
if(tick >= 250){
break;
}
WAIT(0);
}
GET_CHAR_COORDINATES(pPed, &x, &y, &z);
SET_CAR_COORDINATES(CarProjectile, x,y,z);
DELETE_CAR(&CarProjectile);
MARK_CAR_AS_NO_LONGER_NEEDED(&CarProjectile);
}
}
GET_PED_BONE_POSITION(pPed, BONE_RIGHT_HAND, 100, 0, 0, &aim);
GET_PED_BONE_POSITION(pPed, BONE_RIGHT_HAND, 5, 0, 0, &spawn);
force.x = (aim.x - spawn.x) / 95 * 2000;
force.y = (aim.y - spawn.y) / 95 * 2000;
force.z = (aim.z - spawn.z) / 95 * 2000;
REQUEST_MODEL(car_launch);
while(!HAS_MODEL_LOADED(car_launch)) WAIT(0);
if(grond_cargun) CREATE_CAR(car_launch, spawn.x, spawn.y, spawn.z, &CarProjectile, 1);
else CREATE_CAR(car_launch, spawn.x, spawn.y, spawn.z, &CarProjectile, 1);
GET_NETWORK_ID_FROM_VEHICLE(CarProjectile, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, 0);
SET_CAR_VISIBLE(CarProjectile, 0);
MARK_MODEL_AS_NO_LONGER_NEEDED(car_launch);
GET_CHAR_HEADING(pPed, &heading);
if(DOES_VEHICLE_EXIST(CarProjectile)){
if(strat_cargun){
SET_CAR_HEADING(CarProjectile, heading);
}
else{
if(heading > 180.0) heading -= 90.0;
else heading += 90.0;
SET_CAR_HEADING(CarProjectile, heading);
}
SET_CAR_PROOFS(CarProjectile, true, true, true, true, true);
FREEZE_CAR_POSITION(CarProjectile,false);
SET_CAR_COLLISION(CarProjectile, true);
if(grond_cargun) SET_CAR_ON_GROUND_PROPERLY(CarProjectile);
if(exp_cargun) SET_PETROL_TANK_HEALTH(CarProjectile, -1);
WAIT(100);
SET_CAR_VISIBLE(CarProjectile, 1);
// if(grond_cargun) APPLY_FORCE_TO_CAR(CarProjectile, 1, force.x, force.y, -100, 0.0, 0.0, 0.0, 1, 0, 1, 1);
if(grond_cargun) APPLY_FORCE_TO_CAR(CarProjectile, 1, force.x, force.y, -1.0, 0.0, 0.0, 0.0, 1, 0, 1, 1);
else APPLY_FORCE_TO_CAR(CarProjectile, 1, force.x, force.y, force.z, 0.0, 0.0, 0.0, 1, 0, 1, 1);
// APPLY_FORCE_TO_CAR(CarProjectile, 1, 0.0, 500.0, 0.0, 0.0, 0.0, 0.0, 1, 1, 1, 1);
}
}
void inferno_shoot(void){
speed = 0;
REQUEST_ANIMS("mini_bowling");
while(!HAVE_ANIMS_LOADED("mini_bowling")) WAIT(0);
TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"shot","mini_bowling",8.0,0,0);
WAIT(700);
for(i = 0;i <= 10;i++){
speed += 2.0;
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, speed, 0, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_MOLOTOV,35.0,false,false,0.0);
}
print("Fire field! (Fire textures may not load sometimes)");
return;
}
void chronicle_shoot(void){
speed = 0;
if(!IS_CHAR_IN_ANY_CAR(pPlayer)){
REQUEST_ANIMS("ped");
while(!HAVE_ANIMS_LOADED("ped")) WAIT(0);
TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"run_open_door_shove","ped",8.0,0,0);
WAIT(500);
}
for(i = 0;i <= 25;i++){
speed += 10.0;
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, speed, 0, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_SHIP_DESTROY,35.0,false,true,0.0);
}
print("Super blast!");
return;
}
void object_shoot(void){
float prjX, prjY, prjZ, prjT, gcX, gcY, gcZ, gcrotX, gcrotY, gcrotZ, objrotX, objrotZ;
Camera game_cam;
GET_GAME_CAM(&game_cam);
if (IS_CAM_ACTIVE(game_cam)){
GET_CAM_ROT(game_cam, &gcrotX, &gcrotY, &gcrotZ);// used for setting the object rotation and for some weird trig stuff below
GET_CAM_POS(game_cam, &gcX, &gcY, &gcZ);// used for the spawn point of the object, because the player is offset while aiming
if (gcrotX < 0.0)// the range for cam rot is -180 to 180, to set object rot we need 0 to 360
{
objrotX = gcrotX + 360.0;
}
else
{
objrotX = gcrotX;
}
if (gcrotZ < 0.0)
{
objrotZ = gcrotZ + 360.0;
}
else
{
objrotZ = gcrotZ;
}
/* the trig stuff below could possibly be replaced with vectors, I have no idea how to do that though. *
* I apologize if this is confusing, but if you want to change the distance from the game_cam that the *
* object is spawned, adjust "3.0" to your preference on the first and fourth lines. Also prjT is the *
* adjacent side from the pitch calculation, its purpose is to be the tangent in the following 2 lines */
prjT = (3.0 * COS(gcrotX)); // adj side calculation to be used as a tangent below
prjX = gcX - (prjT * SIN(gcrotZ));// calculates how far to spawn the object from the game_cam on the X plane
prjY = gcY + (prjT * COS(gcrotZ));// calculates how far to spawn the object from the game_cam on the Y plane
prjZ = gcZ + (3.0 * SIN(gcrotX)); // calculates how far to spawn the object from the game_cam on the Z plane
}
if(del_objgun){
if(DOES_OBJECT_EXIST(ObjectProjectile)){
GET_NETWORK_ID_FROM_OBJECT(ObjectProjectile, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
tick = 0;
while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
tick++;
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
if(tick >= 250){
break;
}
WAIT(0);
}
GET_CHAR_COORDINATES(pPlayer, &x, &y, &z);
SET_OBJECT_COORDINATES(ObjectProjectile, x,y,z);
DELETE_OBJECT(&ObjectProjectile);
}
}
REQUEST_MODEL(object_launch);
while(!HAS_MODEL_LOADED(object_launch)) WAIT(0);
CREATE_OBJECT(object_launch, prjX, prjY, prjZ, &ObjectProjectile, 1);
GET_NETWORK_ID_FROM_OBJECT(ObjectProjectile, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, 0);
SET_OBJECT_VISIBLE(ObjectProjectile, 0);
MARK_MODEL_AS_NO_LONGER_NEEDED(object_launch);
if(DOES_OBJECT_EXIST(ObjectProjectile)){
SET_OBJECT_QUATERNION(ObjectProjectile,0,0,0,0);
SET_OBJECT_INVINCIBLE(ObjectProjectile,false);
FREEZE_OBJECT_POSITION(ObjectProjectile,false);
SET_OBJECT_DYNAMIC(ObjectProjectile,true);
SET_OBJECT_AS_STEALABLE(ObjectProjectile,true);
SET_OBJECT_ROTATION(ObjectProjectile, objrotX, 0.0, objrotZ);
SET_OBJECT_COLLISION(ObjectProjectile, true);
WAIT(100);
SET_OBJECT_VISIBLE(ObjectProjectile, 1);
APPLY_FORCE_TO_OBJECT(ObjectProjectile, 1, 0.0, 1000.0, 0.0, 0.0, 0.0, 0.0, 1, 1, 1, 1);
}
}
void ped_shoot(void){
if(DOES_CHAR_EXIST(CharProjectile)){
GET_NETWORK_ID_FROM_PED(CharProjectile, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, true);
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
tick = 0;
while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
tick++;
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
if(tick >= 200){
break;
}
WAIT(0);
}
GET_CHAR_COORDINATES(pPlayer, &x, &y, &z);
SET_CHAR_COORDINATES(CharProjectile, x,y,z);
DELETE_CHAR(&CharProjectile);
}
GET_PED_BONE_POSITION(pPlayer, BONE_RIGHT_HAND, 100, 0, 0, &aim);
GET_PED_BONE_POSITION(pPlayer, BONE_RIGHT_HAND, 5, 0, 0, &spawn);
force.x = (aim.x - spawn.x) / 95 * 2000;
force.y = (aim.y - spawn.y) / 95 * 2000;
force.z = (aim.z - spawn.z) / 95 * 2000;
CREATE_RANDOM_CHAR(spawn.x, spawn.y, spawn.z - 1, &CharProjectile);
GET_NETWORK_ID_FROM_PED(CharProjectile, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, 0);
SET_CHAR_VISIBLE(CharProjectile, 0);
if(DOES_CHAR_EXIST(CharProjectile)){
SET_CHAR_PROOFS(CharProjectile, true, true, true, true, true);
FREEZE_CHAR_POSITION(CharProjectile,false);
SET_CHAR_COLLISION(CharProjectile, true);
WAIT(100);
SET_CHAR_VISIBLE(CharProjectile, 1);
APPLY_FORCE_TO_PED(CharProjectile, 1, force.x, force.y, force.z, 0.0, 0.0, 0.0, 1, 0, 1, 1);
}
}
void rocket_deagle(Ped pPed){
if(DOES_CHAR_EXIST(pPed)){
i = 2;
if(DOES_CHAR_EXIST(rocketped[i])) DELETE_CHAR(&rocketped[i]);
WAIT(10);
if(!(DOES_CHAR_EXIST(rocketped[i]))){
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPed, 0, 2, 0, &x, &y, &z);
CREATE_RANDOM_CHAR(x,y,z,&rocketped[i]);
GET_NETWORK_ID_FROM_PED(rocketped[i], &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, false);
SET_CHAR_ACCURACY(rocketped[i], 100);
SET_CHAR_VISIBLE(rocketped[i],false);
SET_CHAR_COLLISION(rocketped[i],false);
SET_CHAR_KEEP_TASK(rocketped[i], true);
SET_SENSE_RANGE(rocketped[i], 200.0);
SET_PED_GENERATES_DEAD_BODY_EVENTS(rocketped[i], true);
// SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS(gameped[i], true);
SET_CHAR_SHOOT_RATE(rocketped[i], 100);
SET_CHAR_WILL_USE_COVER(rocketped[i], false);
SET_CHAR_WILL_DO_DRIVEBYS(rocketped[i], false);
SET_CHAR_SIGNAL_AFTER_KILL(rocketped[i], true);
SET_CHAR_WILL_USE_CARS_IN_COMBAT(rocketped[i], false);
SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(rocketped[i], false);
SET_CHAR_INVINCIBLE(rocketped[i], true);
SET_CHAR_PROOFS(rocketped[i], true, true, true, true, true);
SET_CHAR_PROVIDE_COVERING_FIRE(rocketped[i], false);
SET_CHAR_CANT_BE_DRAGGED_OUT(rocketped[i], true);
SET_CHAR_STAY_IN_CAR_WHEN_JACKED(rocketped[i], true);
SET_PED_DONT_DO_EVASIVE_DIVES(rocketped[i], true);
SET_DONT_ACTIVATE_RAGDOLL_FROM_PLAYER_IMPACT(rocketped[i], true);
SET_PED_PATH_MAY_DROP_FROM_HEIGHT(rocketped[i], false);
SET_PED_PATH_MAY_USE_CLIMBOVERS(rocketped[i], false);
SET_PED_PATH_MAY_USE_LADDERS(rocketped[i], false);
WAIT(10);
}
if(DOES_CHAR_EXIST(rocketped[i])){
UpdateWeaponOfPed(rocketped[i], WEAPON_RLAUNCHER);
SET_CURRENT_CHAR_WEAPON(rocketped[i], WEAPON_RLAUNCHER, true);
SET_CHAR_AMMO(rocketped[i], WEAPON_RLAUNCHER, 1);
SET_AMMO_IN_CLIP(rocketped[i],WEAPON_RLAUNCHER,1);
}
GET_PED_BONE_POSITION(pPed, BONE_RIGHT_HAND, 100.0, 5.0, -20.0, &aim);
if(DOES_CHAR_EXIST(rocketped[i])) FIRE_PED_WEAPON(rocketped[i],aim.x,aim.y,aim.z - 3.0);
WAIT(100);
if(DOES_CHAR_EXIST(rocketped[i])) DELETE_CHAR(&rocketped[i]);
}
return;
}
void rocket_shoot(Ped pPed, uint direction){
if(DOES_CHAR_EXIST(pPed)){
for(i = 0;i <= 1;i++) if(DOES_CHAR_EXIST(rocketped[i])) DELETE_CHAR(&rocketped[i]);
if(DOES_OBJECT_EXIST(otmp)) DELETE_OBJECT(&otmp);
WAIT(10);
if(!(DOES_CHAR_EXIST(rocketped[0]) && DOES_CHAR_EXIST(rocketped[1]))){
if(!DOES_OBJECT_EXIST(otmp)){
CREATE_OBJECT(MODEL_CJ_GOLF_BALL,0.0,0.0,0.0,&otmp,true);
GET_NETWORK_ID_FROM_OBJECT(otmp, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, false);
SET_OBJECT_VISIBLE(otmp, false);
SET_OBJECT_COLLISION(otmp, false);
ATTACH_OBJECT_TO_PED(otmp,pPed,0,0.0,0.0,0,0.0,0.0,0.0,false);
}
for(i = 0;i <= 1;i++){
if(i == 0) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPed, 2.5, 0, 0, &x, &y, &z);
else GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPed, -2.5, 0, 0, &x, &y, &z);
CREATE_RANDOM_CHAR(x,y,z,&rocketped[i]);
GET_NETWORK_ID_FROM_PED(rocketped[i], &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, false);
SET_CHAR_ACCURACY(rocketped[i], 100);
SET_CHAR_VISIBLE(rocketped[i],false);
SET_CHAR_COLLISION(rocketped[i],false);
SET_CHAR_KEEP_TASK(rocketped[i], true);
SET_SENSE_RANGE(rocketped[i], 200.0);
SET_PED_GENERATES_DEAD_BODY_EVENTS(rocketped[i], true);
// SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS(gameped[i], true);
SET_CHAR_SHOOT_RATE(rocketped[i], 100);
SET_CHAR_WILL_USE_COVER(rocketped[i], false);
SET_CHAR_WILL_DO_DRIVEBYS(rocketped[i], false);
SET_CHAR_SIGNAL_AFTER_KILL(rocketped[i], true);
SET_CHAR_WILL_USE_CARS_IN_COMBAT(rocketped[i], false);
SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(rocketped[i], false);
SET_CHAR_INVINCIBLE(rocketped[i], true);
SET_CHAR_PROOFS(rocketped[i], true, true, true, true, true);
SET_CHAR_PROVIDE_COVERING_FIRE(rocketped[i], false);
SET_CHAR_CANT_BE_DRAGGED_OUT(rocketped[i], true);
SET_CHAR_STAY_IN_CAR_WHEN_JACKED(rocketped[i], true);
SET_PED_DONT_DO_EVASIVE_DIVES(rocketped[i], true);
SET_DONT_ACTIVATE_RAGDOLL_FROM_PLAYER_IMPACT(rocketped[i], true);
SET_PED_PATH_MAY_DROP_FROM_HEIGHT(rocketped[i], false);
SET_PED_PATH_MAY_USE_CLIMBOVERS(rocketped[i], false);
SET_PED_PATH_MAY_USE_LADDERS(rocketped[i], false);
WAIT(10);
if(i == 0) ATTACH_PED_TO_OBJECT(rocketped[i],otmp,0,2.5,0.0,0,0,0,0,0);
else ATTACH_PED_TO_OBJECT(rocketped[i],otmp,0,-2.5,0.0,0,0,0,0,0);
}
}
for(i = 0;i <= 1;i++){
if(DOES_CHAR_EXIST(rocketped[i])){
UpdateWeaponOfPed(rocketped[i], WEAPON_RLAUNCHER);
SET_CURRENT_CHAR_WEAPON(rocketped[i], WEAPON_RLAUNCHER, true);
SET_CHAR_AMMO(rocketped[i], WEAPON_RLAUNCHER, 1);
SET_AMMO_IN_CLIP(rocketped[i],WEAPON_RLAUNCHER,1);
}
}
if(direction == -1) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPed, 0, -60, 0, &x, &y, &z);
else if(direction == 0) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPed, 0, 60, 0, &x, &y, &z);
else if(direction == 1) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPed, -60, 30, 0, &x, &y, &z);
else if(direction == 2) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPed, 60, 30, 0, &x, &y, &z);
for(i = 0;i <= 1;i++) if(DOES_CHAR_EXIST(rocketped[i])) FIRE_PED_WEAPON(rocketped[i],x,y,z);
WAIT(50);
}
return;
}
void rocketveh_shoot(Vehicle vehicle){
if(DOES_VEHICLE_EXIST(vehicle)){
for(i = 0;i <= 1;i++) if(DOES_CHAR_EXIST(rocketped[i])) DELETE_CHAR(&rocketped[i]);
if(DOES_OBJECT_EXIST(otmp)) DELETE_OBJECT(&otmp);
WAIT(10);
if(!(DOES_CHAR_EXIST(rocketped[0]) && DOES_CHAR_EXIST(rocketped[1]))){
if(!DOES_OBJECT_EXIST(otmp)){
CREATE_OBJECT(MODEL_CJ_GOLF_BALL,0.0,0.0,0.0,&otmp,true);
GET_NETWORK_ID_FROM_OBJECT(otmp, &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, false);
SET_OBJECT_VISIBLE(otmp, false);
SET_OBJECT_COLLISION(otmp, false);
ATTACH_OBJECT_TO_CAR(otmp,vehicle,0.0,0.0,0,0.0,0.0,0.0,false);
}
for(i = 0;i <= 1;i++){
if(i == 0) GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(vehicle, 3.0, 0, 0, &x, &y, &z);
else GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(vehicle, -3.0, 0, 0, &x, &y, &z);
CREATE_RANDOM_CHAR(x,y,z,&rocketped[i]);
GET_NETWORK_ID_FROM_PED(rocketped[i], &nvid);
SET_NETWORK_ID_CAN_MIGRATE(nvid, false);
SET_CHAR_ACCURACY(rocketped[i], 100);
SET_CHAR_COLLISION(rocketped[i],false);
SET_CHAR_VISIBLE(rocketped[i],false);
SET_CHAR_KEEP_TASK(rocketped[i], true);
SET_SENSE_RANGE(rocketped[i], 200.0);
SET_PED_GENERATES_DEAD_BODY_EVENTS(rocketped[i], true);
// SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS(gameped[i], true);
SET_CHAR_SHOOT_RATE(rocketped[i], 100);
SET_CHAR_WILL_USE_COVER(rocketped[i], false);
SET_CHAR_WILL_DO_DRIVEBYS(rocketped[i], false);
SET_CHAR_SIGNAL_AFTER_KILL(rocketped[i], true);
SET_CHAR_WILL_USE_CARS_IN_COMBAT(rocketped[i], false);
SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(rocketped[i], false);
SET_CHAR_INVINCIBLE(rocketped[i], true);
SET_CHAR_PROOFS(rocketped[i], true, true, true, true, true);
SET_CHAR_PROVIDE_COVERING_FIRE(rocketped[i], false);
SET_CHAR_CANT_BE_DRAGGED_OUT(rocketped[i], true);
SET_CHAR_STAY_IN_CAR_WHEN_JACKED(rocketped[i], true);
SET_PED_DONT_DO_EVASIVE_DIVES(rocketped[i], true);
SET_DONT_ACTIVATE_RAGDOLL_FROM_PLAYER_IMPACT(rocketped[i], true);
SET_PED_PATH_MAY_DROP_FROM_HEIGHT(rocketped[i], false);
SET_PED_PATH_MAY_USE_CLIMBOVERS(rocketped[i], false);
SET_PED_PATH_MAY_USE_LADDERS(rocketped[i], false);
WAIT(10);
if(i == 0) ATTACH_PED_TO_OBJECT(rocketped[i],otmp,0,2.5,0.0,0,0,0,0,0);
else ATTACH_PED_TO_OBJECT(rocketped[i],otmp,0,-2.5,0.0,0,0,0,0,0);
}
}
for(i = 0;i <= 1;i++){
if(DOES_CHAR_EXIST(rocketped[i])){
UpdateWeaponOfPed(rocketped[i], WEAPON_RLAUNCHER);
SET_CURRENT_CHAR_WEAPON(rocketped[i], WEAPON_RLAUNCHER, true);
SET_CHAR_AMMO(rocketped[i], WEAPON_RLAUNCHER, 1);
SET_AMMO_IN_CLIP(rocketped[i],WEAPON_RLAUNCHER,1);
}
}
GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(vehicle, 0, 60, 0, &x, &y, &z);
for(i = 0;i <= 1;i++) if(DOES_CHAR_EXIST(rocketped[i])) FIRE_PED_WEAPON(rocketped[i],x,y,z);
WAIT(50);
}
return;
}