public void ChangePlayerModel(PedHash hash) { var model = new Model(hash); // only in recent script hook /* if (!Game.Player.ChangeModel(model)) { UI.Notify("could not request model"); } */ if (!model.IsInCdImage || !model.IsPed || !model.Request(1000)) { UI.Notify("could not request model"); } else { Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, model.Hash); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character.Handle); if (hash == PedHash.FreemodeMale01 || hash == PedHash.FreemodeFemale01) { // must call SET_PED_HEAD_BLEND_DATA otherwise head overlays don't work var slot_key = new SlotKey(SlotType.Parent, 0); var slot_value = new SlotValue(0, 0, 4, 4); var ped = Game.Player.Character; SetSlotValue(ped, slot_key, slot_value); } data.Clear(); } model.MarkAsNoLongerNeeded(); }
public static void SetModel(PedHash pedhash) { var characterModel = new Model(pedhash); characterModel.Request(500); // Check the model is valid if (characterModel.IsInCdImage && characterModel.IsValid) { // If the model isn't loaded, wait until it is while (!characterModel.IsLoaded) Script.Wait(100); // Set the player's model Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, characterModel.Hash); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character.Handle); } // Delete the model from memory after we've assigned it characterModel.MarkAsNoLongerNeeded(); }
private static void SpawnProp(String prop, Vector3 position) { var model = new Model(prop); model.Request(250); // Check the model is valid if (model.IsInCdImage && model.IsValid) { // Ensure the model is loaded before we try to create it in the world while (!model.IsLoaded) { Script.Wait(50); } // Create the prop in the world backpack = World.CreateProp(model, position, true, false); } // Mark the model as no longer needed to remove it from memory. model.MarkAsNoLongerNeeded(); }
// Funtion to set Player Model // Menu Functions End ---------- Don't Mess with Them private void SetPlayerModel() { Game.FadeScreenOut(250); Wait(250); if (active == true) { playermodel = Game.Player.Character.Model; var characterModel = new Model(PedHash.Zombie01); characterModel.Request(500); // Check the model is valid if (characterModel.IsInCdImage && characterModel.IsValid) { while (!characterModel.IsLoaded) Script.Wait(100); Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, characterModel.Hash); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character.Handle); } characterModel.MarkAsNoLongerNeeded(); player = Game.Player.Character; } else { playermodel.Request(500); // Check the model is valid if (playermodel.IsInCdImage && playermodel.IsValid) { while (!playermodel.IsLoaded) Script.Wait(100); Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, playermodel.Hash); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character.Handle); } playermodel.MarkAsNoLongerNeeded(); player = Game.Player.Character; } Game.FadeScreenIn(250); }
private void ReadSetPlayerModelPacket(NetIncomingMessage netIncomingMessage) { int playerId = netIncomingMessage.ReadInt32(); uint modelId = (uint)netIncomingMessage.ReadInt32(); foreach (NetworkPlayer serverNetworkPlayer in Players) { if (serverNetworkPlayer.PlayerID == playerId) { serverNetworkPlayer.Model = modelId; var characterModel = new Model((PedHash)serverNetworkPlayer.Model); characterModel.Request(500); if (serverNetworkPlayer.LocalPlayer) { // Check the model is valid if (characterModel.IsInCdImage && characterModel.IsValid) { // If the model isn't loaded, wait until it is while (!characterModel.IsLoaded) Script.Wait(100); // Set the player's model Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, characterModel.Hash); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character.Handle); } Main.ChatBox.Add("DEBUG: Model has been set to: " + modelId); } // We don't want to do ped things on our own player, because we don't have our own physical ped if (Main.CloneSync || GetLocalPlayer().PlayerID != playerId) { SetPlayerPed(serverNetworkPlayer, serverNetworkPlayer.Model); //Function.Call(Hash.SET_PLAYER_MODEL, serverNetworkPlayer.Ped, serverNetworkPlayer.Model); } // Delete the model from memory after we've assigned it characterModel.MarkAsNoLongerNeeded(); } } }
void Onkeyup(object sender, KeyEventArgs e) { if ((e.KeyCode == Keys.F12) && (Game.Player.WantedLevel > 1)) { hours = 10 + (Game.Player.WantedLevel * 10); Game.Player.WantedLevel = 0; intial1(); } if ((e.KeyCode == Keys.E) && arrested) { if ((Game.Player.Character.Position.DistanceTo(new Vector3(1691.709f, 2565.036f, 45.56487f)) < 2f) && (Game.Player.Money > 0x4c4b40)) { bail.Remove(); roit.Remove(); Game.Player.Character.Position = new Vector3(1849.555f, 2586.085f, 45.67202f); Game.Player.Character.Heading = 258.4564f; Player player = Game.Player; player.Money -= 0x4c4b40; Function.Call(Hash.SET_MAX_WANTED_LEVEL, 5 ); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character); arrested = false; _headsup = null; _headsupRectangle = null; } if ((Game.Player.Character.Position.DistanceTo(new Vector3(1625.474f, 2491.485f, 45.62026f)) < 4f) && !escape) { stop_scripts(); bail.Remove(); roit.Remove(); Player player2 = Game.Player; player2.Money -= 0x4c4b40; stop_scripts(); arrested = false; _headsup = null; _headsupRectangle = null; Model mod = new Model(VehicleHash.Valkyrie); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_veh3 = World.CreateVehicle(mod, new Vector3(-1179.25f, -2845.386f, 13.5665f)); escape_veh3.Heading = 325.6199f; escape_veh3.IsPersistent = true; mod.MarkAsNoLongerNeeded(); //============================================================================================================ mod = new Model(VehicleHash.Comet2); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_veh1 = World.CreateVehicle(mod, new Vector3(-1729.416f, -1109.523f, 12.7468f)); escape_veh1.Heading = 321.1888f; escape_veh1.IsPersistent = true; mod.MarkAsNoLongerNeeded(); //=========================================================================================================== mod = new Model(VehicleHash.Insurgent2); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_veh2 = World.CreateVehicle(mod, new Vector3(1373.179f, -2077.577f, 51.6181f)); escape_veh2.Heading = 332.3142f; escape_veh2.IsPersistent = true; mod.MarkAsNoLongerNeeded(); int hash = Function.Call<int>(Hash.GET_ENTITY_MODEL, new InputArgument[] { Game.Player.Character }); if (hash == Function.Call<int>(Hash.GET_HASH_KEY, new InputArgument[] { "player_zero" })) //m { mod = new Model(PedHash.Franklin); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_ped1 = World.CreatePed(mod, new Vector3(-1726.644f, -1112.538f, 13.2474f)); escape_ped1.Heading = 42.1536f; escape_ped1.IsPersistent = true; mod.MarkAsNoLongerNeeded(); mod = new Model(PedHash.Trevor); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_ped2 = World.CreatePed(mod, new Vector3(1376.8f, -2076.873f, 51.9985f)); escape_ped2.Heading = 47.19263f; escape_ped2.IsPersistent = true; mod.MarkAsNoLongerNeeded(); } else if (hash == Function.Call<int>(Hash.GET_HASH_KEY, new InputArgument[] { "player_one" })) //f { mod = new Model(PedHash.Michael); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_ped1 = World.CreatePed(mod, new Vector3(-1726.644f, -1112.538f, 13.2474f)); escape_ped1.Heading = 42.1536f; escape_ped1.IsPersistent = true; mod.MarkAsNoLongerNeeded(); mod = new Model(PedHash.Trevor); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_ped2 = World.CreatePed(mod, new Vector3(1376.8f, -2076.873f, 51.9985f)); escape_ped2.Heading = 47.19263f; escape_ped2.IsPersistent = true; mod.MarkAsNoLongerNeeded(); } else if (hash == Function.Call<int>(Hash.GET_HASH_KEY, new InputArgument[] { "player_two" }))//tr { mod = new Model(PedHash.Michael); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_ped1 = World.CreatePed(mod, new Vector3(-1726.644f, -1112.538f, 13.2474f)); escape_ped1.Heading = 42.1536f; escape_ped1.IsPersistent = true; mod.MarkAsNoLongerNeeded(); mod = new Model(PedHash.Franklin); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } escape_ped2 = World.CreatePed(mod, new Vector3(1376.8f, -2076.873f, 51.9985f)); escape_ped2.Heading = 47.19263f; escape_ped2.IsPersistent = true; mod.MarkAsNoLongerNeeded(); } original_ped = Game.Player.Character; Game.FadeScreenOut(3000); while (!Function.Call<bool>(Hash.IS_SCREEN_FADED_OUT)) Script.Wait(0); Function.Call(Hash.CHANGE_PLAYER_PED, Game.Player, escape_ped1, 1, 0); Game.FadeScreenIn(3000); while (!Function.Call<bool>(Hash.IS_SCREEN_FADED_IN)) Script.Wait(0); current_ped = 1; vehb = escape_veh1.AddBlip(); vehb.Color = BlipColor.Blue; UI.ShowSubtitle("Get in the ~b~ Vehicle",3000); steps = 0; player_status = status.In_escape; Function.Call(Hash.SET_MAX_WANTED_LEVEL, 5); escape = true; } } if (e.KeyCode == Keys.E && steps == 5) { if (current_ped == 1) { Function.Call(Hash.CHANGE_PLAYER_PED, Game.Player, escape_ped2, 1, 0); //drive task current_ped = 2; } else { Function.Call(Hash.CHANGE_PLAYER_PED, Game.Player, escape_ped1, 1, 0); //shot task escape_ped2.Task.FightAgainstHatedTargets(150f); escape_ped2.AlwaysKeepTask = true; current_ped = 1; } } if (((e.KeyCode == Keys.Y) && arrested) && (Game.Player.Character.Position.DistanceTo(escape_Ped.Position) < 4f)) { time = Game.GameTime; int i; for (i = 0; i < prisoner.Count; i++) { GiveWeapons_prisoner(prisoner[i]); prisoner[i].CanSwitchWeapons = true; } for (i = 0; i < garde.Count; i++) { GiveWeapons_Garde(garde[i]); garde[i].CanSwitchWeapons = true; //Function.Call(Hash.SET_BLOCKING_OF_NON_TEMPORARY_EVENTS, garde[i], true); } GiveWeapons_prisoner(Game.Player.Character); Player player3 = Game.Player; player3.Money -= 0x4c4b40; Function.Call(Hash.SET_RELATIONSHIP_BETWEEN_GROUPS, new InputArgument[] { 5, 0x7ea26372, -183807561 }); Function.Call(Hash.SET_RELATIONSHIP_BETWEEN_GROUPS, new InputArgument[] { 5, -183807561, 0x7ea26372 }); } if (((e.KeyCode == Keys.E) && (player_status == status.In_road)) && !sciped) { try { Game.FadeScreenOut(3000); while (!Function.Call<bool>(Hash.IS_SCREEN_FADED_OUT)) { Script.Wait(0); } policecar.Position = new Vector3(2124.503f, 2760.919f, 49.1893f); policecar.Heading = 130.5902f; Game.FadeScreenIn(3000); sciped = true; } catch (Exception ex) { SimpleLog.Error(ex); throw; } } }
public void ReadInitializationPacket(NetIncomingMessage netIncomingMessage) { int playerId = netIncomingMessage.ReadInt32(); float posX = netIncomingMessage.ReadFloat(); float posY = netIncomingMessage.ReadFloat(); float posZ = netIncomingMessage.ReadFloat(); bool safeForNet = netIncomingMessage.ReadBoolean(); // Sets actual playerid CreateNetworkPlayer(playerId, posX, posY, posZ, true); // Changes the physical location Vector3 position = new Vector3(posX, posY, posZ); Game.Player.Character.Position = position; // Removes all weapons from player Game.Player.Character.Weapons.RemoveAll(); // Set default server synchronized player model var characterModel = new Model(PedHash.Brad); characterModel.Request(500); // Check the model is valid if (characterModel.IsInCdImage && characterModel.IsValid) { // If the model isn't loaded, wait until it is while (!characterModel.IsLoaded) Script.Wait(100); // Set the player's model Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, characterModel.Hash); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character.Handle); GetLocalPlayer().Model = (uint)PedHash.Brad; } // Delete the model from memory after we've assigned it characterModel.MarkAsNoLongerNeeded(); Main.ChatBox.Add("(internal) Allocated PlayerID: " + GetLocalPlayer().PlayerID); //Main.ChatBox.Add("(internal) Packet data: " + receivedPacket + ", " + playerId + ", " + posX + ", " + posY + ", " + posZ + ", " + safeForNet); WorldRelationship = World.AddRelationshipGroup("AMP_PED"); World.SetRelationshipBetweenGroups(Relationship.Companion, WorldRelationship, Game.Player.Character.RelationshipGroup); // Make the opposing party ally us (no fleeing) World.SetRelationshipBetweenGroups(Relationship.Neutral, Game.Player.Character.RelationshipGroup, WorldRelationship); // Sets safe for net flag SafeForNet = safeForNet; }
/// <summary> /// Reset old player model /// </summary> public void resetPlayerModel() { bool playerWasDead = false; bool playerWasArrested = false; Ped player = Game.Player.Character; if ((PedHash)player.Model.Hash != DemagoScript.savedPlayerModelHash) { Vehicle currentVehicle = null; if (player.IsInVehicle()) { currentVehicle = player.CurrentVehicle; } if (player.IsDead || Function.Call<bool>(Hash.IS_PLAYER_BEING_ARRESTED, Game.Player, false)) { #region Create remplacement ped Ped replacementPed = Function.Call<Ped>(Hash.CLONE_PED, Game.Player.Character, Function.Call<int>(Hash.GET_ENTITY_HEADING, Function.Call<int>(Hash.PLAYER_PED_ID)), false, true); if (player.IsDead) { playerWasDead = true; replacementPed.Kill(); } else { playerWasArrested = true; replacementPed.Task.HandsUp(10000); } replacementPed.MarkAsNoLongerNeeded(); #endregion } #region Change player model with saved PedHash var characterModel = new Model(DemagoScript.savedPlayerModelHash); characterModel.Request(500); if (characterModel.IsInCdImage && characterModel.IsValid) { while (!characterModel.IsLoaded) Script.Wait(100); Function.Call(Hash.SET_PLAYER_MODEL, Game.Player, characterModel.Hash); Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, Game.Player.Character.Handle); } characterModel.MarkAsNoLongerNeeded(); #endregion player = Game.Player.Character; if (currentVehicle != null) { player.SetIntoVehicle(currentVehicle, VehicleSeat.Driver); } if ((playerWasDead || playerWasArrested) && DemagoScript.isThereACurrentMission()) { #region Hide real player and wait for game recovery player.IsVisible = false; player.IsInvincible = true; player.Task.StandStill(-1); //Tant qu'on charge le jeu, on fait attendre le script GTA Démago while (!Function.Call<bool>(Hash.IS_PLAYER_PLAYING, Game.Player)) { Script.Wait(100); } player.IsVisible = true; player.IsInvincible = false; #endregion while (!Function.Call<bool>(Hash.IS_PLAYER_CONTROL_ON, Game.Player)) { Script.Wait(100); } #region Show death or arrested popups var title = (playerWasDead) ? "Vous êtes mort" : "Vous vous êtes fait arrêter"; var subtitle = "Voulez-vous revenir au dernier checkpoint ?"; ConfirmationPopup checkpointPopup = new ConfirmationPopup(title, subtitle); checkpointPopup.OnPopupAccept += () => { DemagoScript.loadLastCheckpointOnCurrentMission(); }; checkpointPopup.OnPopupRefuse += () => { DemagoScript.stopCurrentMission(true); }; checkpointPopup.show(); #endregion } } }
private string propCreate() { var model = new Model("prop_boogieboard_02"); model.Request(250); if (!model.IsInCdImage || !model.IsValid) NativeWorkbench.Str[0] = "Not a Valid Model"; while (!model.IsLoaded) Script.Wait(50); var placeAt = Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 10, 0)); World.CreateProp(model, placeAt, true, true); model.MarkAsNoLongerNeeded(); NativeWorkbench.Model[0] = model; NativeWorkbench.Str[0] = "done!"; return NativeWorkbench.Str[0]; }
private string spawnWindTurbine() { var model = new Model(1952396163); model.Request(250); if (!model.IsInCdImage || !model.IsValid) NativeWorkbench.Str[0] = "Not a Valid Model"; while (!model.IsLoaded) Script.Wait(50); World.CreateProp(new Model(1952396163), Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 20, 0)), true, true); model.MarkAsNoLongerNeeded(); NativeWorkbench.Str[0] = "done"; return NativeWorkbench.Str[0]; }
public void prison_controle_Tick() { if (arrested) { stop_scripts(); } if (inprison) { stop_scripts(); if (Game.Player.Character.Position.DistanceTo(new Vector3(1752.894f, 2592.242f, 45.56502f)) < 1f) { arrested = true; escape = false; Function.Call(Hash.ENABLE_ALL_CONTROL_ACTIONS, new InputArgument[] { 1 }); Game.FadeScreenOut(0x9c4); Game.Player.Character.Weapons.RemoveAll(); while (!Function.Call<bool>(Hash.IS_SCREEN_FADED_OUT, new InputArgument[0])) { stop_scripts(); Script.Wait(0); } Game.Player.Character.Position = new Vector3(1617.643f, 2523.981f, 45.56489f); Game.Player.Character.Heading = 264.718f; clothes_changer(); Game.FadeScreenIn(0x9c4); Game.Player.CanControlCharacter = true; Function.Call(Hash.SET_ENABLE_HANDCUFFS, new InputArgument[] { Game.Player.Character, 0 }); Function.Call(Hash.SET_ENABLE_BOUND_ANKLES, new InputArgument[] { Game.Player.Character, 0 }); int num = 0x7ea26372; int num2 = Function.Call<int>(Hash.GET_PED_RELATIONSHIP_GROUP_HASH, new InputArgument[] { Game.Player.Character }); Function.Call(Hash.CLEAR_RELATIONSHIP_BETWEEN_GROUPS, new InputArgument[] { 0xff, num, num2 }); Function.Call(Hash.CLEAR_RELATIONSHIP_BETWEEN_GROUPS, new InputArgument[] { 0xff, num2, num }); Function.Call(Hash.SET_RELATIONSHIP_BETWEEN_GROUPS, new InputArgument[] { 1, num, num2 }); bail = World.CreateBlip(new Vector3(1691.709f, 2565.036f, 45.56487f)); bail.Color = BlipColor.White; Function.Call(Hash.SET_CLOCK_TIME, new InputArgument[] { 13, 0, 0 }); roit = World.CreateBlip(escape_Ped.Position); roit.Sprite = BlipSprite.DollarSign; _headsup = new UIText(string.Concat(new object[] { "Time: ~b~", hours, ":", minit }), new Point(2, 520), 0.7f, Color.WhiteSmoke, GTA.Font.HouseScript, false); _headsupRectangle = new UIRectangle(new Point(0, 520), new Size(0xd7, 0x41), Color.FromArgb(100, 0, 0, 0)); if (police != null) { police.Delete(); } if (policecar != null) { policecar.Delete(); } inprison = false; } if ((Game.Player.Character.Position.DistanceTo(new Vector3(1764.323f, 2604.595f, 45.56498f)) < 5f) && (Game.Player.Character.CurrentVehicle == policecar)) { Game.Player.Character.Task.GoTo(new Vector3(1752.894f, 2592.242f, 45.56502f)); } } if (arrested) { if (Game.Player.Character.IsDead) { respawn.RespawnPlayer(new Vector3(1617.643f, 2523.981f, 45.56489f), 264.718f); } if (player_status == status.In_roit && Game.GameTime > time +1000) { Model mod = new Model(PedHash.Prisoner01); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } Ped[] allped = World.GetAllPeds(mod); for (int i = 0; i < allped.Length; i++) { bool find = false; for (int j = 0; j < prisoner.Count; j++) if (prisoner[j] == allped[i]) find = true; if (!find) prisoner.Add(allped[i]); } mod.MarkAsNoLongerNeeded(); //=================================================== mod = new Model(PedHash.Prisoner01SMY); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } allped = World.GetAllPeds(mod); for (int i = 0; i < allped.Length; i++) { bool find = false; for (int j = 0; j < prisoner.Count; j++) if (prisoner[j] == allped[i]) find = true; if (!find) prisoner.Add(allped[i]); } mod.MarkAsNoLongerNeeded(); //=================================================== mod = new Model(PedHash.Prisguard01SMM); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } allped = World.GetAllPeds(mod); for (int i = 0; i < allped.Length; i++) { bool find = false; for (int j = 0; j < garde.Count; j++) if (garde[j] == allped[i]) find = true; if (!find) garde.Add(allped[i]); } mod.MarkAsNoLongerNeeded(); for (int j = 0; j < prisoner.Count; j++) { GiveWeapons_prisoner(prisoner[j]); prisoner[j].CanSwitchWeapons = true; //Function.Call(Hash.SET_BLOCKING_OF_NON_TEMPORARY_EVENTS, prisoner[j], true); } for (int j = 0; j < garde.Count; j++) { GiveWeapons_Garde(garde[j]); garde[j].CanSwitchWeapons = true; // Function.Call(Hash.SET_BLOCKING_OF_NON_TEMPORARY_EVENTS, garde[j], true); } time = Game.GameTime; } Function.Call(Hash.SET_MAX_WANTED_LEVEL, new InputArgument[] { 0 }); stop_scripts(); int hh = Function.Call<int>(Hash.GET_CLOCK_HOURS, new InputArgument[0]); int mm = Function.Call<int>(Hash.GET_CLOCK_MINUTES, new InputArgument[0]); if ((hh == 14) && (mm == 0)) { Function.Call(Hash.SET_CLOCK_TIME, new InputArgument[] { 13, 0, 0 }); time = Game.GameTime; } if (!((mm != 0) || hhh)) { minit = 0; hours--; hhh = true; } else if (mm > 0) { minit = 60 - mm; hhh = false; } if ((mm == 0 || mm == 5 || mm == 10 || mm == 15 || mm == 20 || mm == 25 || mm == 30 || mm == 35 || mm == 40 || mm == 45 || mm == 50 || mm == 55 || mm == 60) && !doit) { Model mod = new Model(PedHash.Prisoner01); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } Ped[] allped = World.GetAllPeds(mod); for (int i = 0; i < allped.Length;i++ ) { bool find = false; for (int j = 0; j < prisoner.Count; j++) if (prisoner[j] == allped[i]) find = true; if (!find) prisoner.Add(allped[i]); } mod.MarkAsNoLongerNeeded(); //=================================================== mod = new Model(PedHash.Prisoner01SMY); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } allped = World.GetAllPeds(mod); for (int i = 0; i < allped.Length; i++) { bool find = false; for (int j = 0; j < prisoner.Count; j++) if (prisoner[j] == allped[i]) find = true; if (!find) prisoner.Add(allped[i]); } mod.MarkAsNoLongerNeeded(); //=================================================== mod = new Model(PedHash.Prisguard01SMM); mod.Request(); while (!mod.IsLoaded) { stop_scripts(); Script.Wait(0); } allped = World.GetAllPeds(mod); for (int i = 0; i < allped.Length; i++) { bool find = false; for (int j = 0; j < garde.Count; j++) if (garde[j] == allped[i]) find = true; if (!find) garde.Add(allped[i]); } mod.MarkAsNoLongerNeeded(); doit = true; } else if ((mm != 0 && mm != 5 && mm != 10 && mm != 15 && mm != 20 && mm != 25 && mm != 30 && mm != 35 && mm != 40 && mm != 45 && mm != 50 && mm != 55 && mm != 60) && doit) { doit = false; } stop_scripts(); _headsup = new UIText(string.Concat(new object[] { "Time: ~b~", hours, ":", minit }), new Point(2, 520), 0.7f, Color.WhiteSmoke, GTA.Font.ChaletComprimeCologne, false); _headsupRectangle = new UIRectangle(new Point(0, 520), new Size(0xd7, 0x41), Color.FromArgb(100, 0, 0, 0)); _headsup.Draw(); _headsupRectangle.Draw(); if (Game.Player.Character.Position.DistanceTo(new Vector3(1691.709f, 2565.036f, 45.56487f)) < 2f) { UI.Notify("press [E] to bail : ~g~ " + 0x4c4b40 + "~w~$"); } else if (Game.Player.Character.Position.DistanceTo(new Vector3(1625.474f, 2491.485f, 45.62026f)) < 4f) { UI.Notify("press [E] to escape for : ~g~ " + 0x4c4b40 + "~w~$"); UI.Notify("press [Y] to make roit for : ~g~ " + 0x4c4b40 + "~w~$"); } if ((hours == 0) && (minit == 0)) { bail.Remove(); roit.Remove(); escape_Ped.MarkAsNoLongerNeeded(); Game.Player.Character.Position = new Vector3(1849.555f, 2586.085f, 45.67202f); Game.Player.Character.Heading = 258.4564f; Function.Call(Hash.SET_MAX_WANTED_LEVEL, new InputArgument[] { 5 }); Function.Call(Hash.PAUSE_CLOCK, new InputArgument[] { 0 }); arrested = false; _headsup = null; _headsupRectangle = null; } } }