guys can someone link me a sco for evades v3 or ihaz nativer trainer or doctor x menu
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guys can someone link me a sco for evades v3 or ihaz nativer trainer or doctor x menu
like this?
if (DOES_CHAR_EXIST(b))
{
if (IS_NETWORK_SESSION)
{
int nVid;
GET_NETWORK_ID_FROM_PED(b, &nVid);
SET_NETWORK_ID_CAN_MIGRATE(nVid, 1);
int count = 0;
while(!REQUEST_CONTROL_OF_NETWORK_ID(nVid) && count < 250){WAIT(0);count++;}
if (HAS_CONTROL_OF_NETWORK_ID(nVid))
{
I thought if(IS_NETWORK_SESSION) would come before if(DOES_CHAR_EXIST(b))?
Could be wrong.
They still walk around :(
Alright, this is my last attempt at this, because everything else I tried doesn't work
I changed it a bit, but will it still work?
Code:#include <natives.h>
#include <consts.h>
#include <types.h>
#include <strings.h>
#include <keyboard.h>
int bodyguardone = 0;
void Actions(){
if(bodyguardone == 1){
bodyguardone = 0;
float x, y, z, h;
///// Spawn 1 /////
x = -1417.1266;
y = 1509.6296;
z = 25.8527;
h = 270.4933;
Ped b1;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b1, 1);
SET_CHAR_HEADING(b1, h);
SET_CHAR_INVINCIBLE(b1, true);
TASK_GUARD_CURRENT_POSITION(b1, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b1, 80);
GIVE_WEAPON_TO_CHAR(b1, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b1);
SET_CHAR_AS_ENEMY(b1, true);
///// Spawn 2 /////
x = -1426.1714;
y = 1506.8916;
z = 25.8591;
h = 182.0835;
Ped b2;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b2, 1);
SET_CHAR_HEADING(b2, h);
SET_CHAR_INVINCIBLE(b2, true);
TASK_GUARD_CURRENT_POSITION(b2, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b2, 80);
GIVE_WEAPON_TO_CHAR(b2, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b2);
SET_CHAR_AS_ENEMY(b2, true);
///// Spawn 3 /////
x = -1416.5691;
y = 1503.5643;
z = 25.8657;
h = 176.0518;
Ped b3;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b3, 1);
SET_CHAR_HEADING(b3, h);
SET_CHAR_INVINCIBLE(b3, true);
TASK_GUARD_CURRENT_POSITION(b3, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b3, 80);
GIVE_WEAPON_TO_CHAR(b3, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b1);
SET_CHAR_AS_ENEMY(b3, true);
///// Spawn 4 /////
x = -1434.1898;
y = 1503.7327;
z = 25.8602;
h = 185.9748;
Ped b4;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b4, 1);
SET_CHAR_HEADING(b4, h);
SET_CHAR_INVINCIBLE(b4, true);
TASK_GUARD_CURRENT_POSITION(b4, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b4, 80);
GIVE_WEAPON_TO_CHAR(b4, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b4);
SET_CHAR_AS_ENEMY(b4, true);
///// Spawn 5 /////
x = -1434.3397;
y = 1476.6812;
z = 25.8618;
h = 359.8699;
Ped b5;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b5, 1);
SET_CHAR_HEADING(b5, h);
SET_CHAR_INVINCIBLE(b5, true);
TASK_GUARD_CURRENT_POSITION(b5, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b5, 80);
GIVE_WEAPON_TO_CHAR(b5, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b5);
SET_CHAR_AS_ENEMY(b5, true);
///// Spawn 6 /////
x = -1416.4601;
y = 1476.6207;
z = 25.8662;
h = 1.6807;
Ped b6;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b6, 1);
SET_CHAR_HEADING(b6, h);
SET_CHAR_INVINCIBLE(b6, true);
TASK_GUARD_CURRENT_POSITION(b6, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b6, 80);
GIVE_WEAPON_TO_CHAR(b6, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b6);
SET_CHAR_AS_ENEMY(b6, true);
///// Spawn 7 /////
x = -1415.3716;
y = 1465.2626;
z = 25.7402;
h = 182.3695;
Ped b7;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b7, 1);
SET_CHAR_HEADING(b7, h);
SET_CHAR_INVINCIBLE(b7, true);
TASK_GUARD_CURRENT_POSITION(b7, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b7, 80);
GIVE_WEAPON_TO_CHAR(b7, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b7);
SET_CHAR_AS_ENEMY(b7, true);
///// Spawn 8 /////
x = -1412.8882;
y = 1465.4454;
z = 25.7578;
h = 184.4222;
Ped b8;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b8, 1);
SET_CHAR_HEADING(b8, h);
SET_CHAR_INVINCIBLE(b8, true);
TASK_GUARD_CURRENT_POSITION(b8, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b8, 80);
GIVE_WEAPON_TO_CHAR(b8, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b8);
SET_CHAR_AS_ENEMY(b8, true);
///// Spawn 9 /////
x = -1398.9108;
y = 463.5911;
z = 25.1881;
h = 177.7186;
Ped b9;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b9, 1);
SET_CHAR_HEADING(b9, h);
SET_CHAR_INVINCIBLE(b9, true);
TASK_GUARD_CURRENT_POSITION(b9, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b9, 80);
GIVE_WEAPON_TO_CHAR(b9, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b9);
SET_CHAR_AS_ENEMY(b9, true);
///// Spawn 10 /////
x = -1396.6270;
y = 1463.4633;
z = 25.1557;
h = 173.9794;
Ped b10;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b10, 1);
SET_CHAR_HEADING(b10, h);
SET_CHAR_INVINCIBLE(b10, true);
TASK_GUARD_CURRENT_POSITION(b10, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b10, 80);
GIVE_WEAPON_TO_CHAR(b10, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b10);
SET_CHAR_AS_ENEMY(b10, true);
///// Spawn 11 /////
x = -1397.7344;
y = 1469.3243;
z = 26.3078;
h = 183.4548;
Ped b11;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b11, 1);
SET_CHAR_HEADING(b11, h);
SET_CHAR_INVINCIBLE(b11, true);
TASK_GUARD_CURRENT_POSITION(b11, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b11, 80);
GIVE_WEAPON_TO_CHAR(b11, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b11);
SET_CHAR_AS_ENEMY(b11, true);
///// Spawn 12 /////
x = -1395.9331;
y = 1466.5923;
z = 26.2991;
h = 83.8095;
Ped b12;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b12, 1);
SET_CHAR_HEADING(b12, h);
SET_CHAR_INVINCIBLE(b12, true);
TASK_GUARD_CURRENT_POSITION(b12, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b12, 80);
GIVE_WEAPON_TO_CHAR(b12, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b12);
SET_CHAR_AS_ENEMY(b12, true);
///// Spawn 13 /////
x = -1376.5519;
y = 1440.0179;
z = 20.9609;
h = 263.4839;
Ped b13;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b13, 1);
SET_CHAR_HEADING(b13, h);
SET_CHAR_INVINCIBLE(b13, true);
TASK_GUARD_CURRENT_POSITION(b13, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b13, 80);
GIVE_WEAPON_TO_CHAR(b13, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b13);
SET_CHAR_AS_ENEMY(b13, true);
///// Spawn 14 /////
x = -1376.6295;
y = 1446.1196;
z = 21.0656;
h = 277.4423;
Ped b14;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b14, 1);
SET_CHAR_HEADING(b14, h);
SET_CHAR_INVINCIBLE(b14, true);
TASK_GUARD_CURRENT_POSITION(b14, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b14, 80);
GIVE_WEAPON_TO_CHAR(b14, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b14);
SET_CHAR_AS_ENEMY(b14, true);
///// Spawn 15 /////
x = -1372.1897;
y = 1450.2565;
z = 20.8429;
h = 186.5944;
Ped b15;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b15, 1);
SET_CHAR_HEADING(b15, h);
SET_CHAR_INVINCIBLE(b15, true);
TASK_GUARD_CURRENT_POSITION(b15, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b15, 80);
GIVE_WEAPON_TO_CHAR(b15, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b15);
SET_CHAR_AS_ENEMY(b15, true);
///// Spawn 16 /////
x = -1357.5974;
y = 1450.0282;
z = 20.6910;
h = 186.1779;
Ped b16;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b16, 1);
SET_CHAR_HEADING(b16, h);
SET_CHAR_INVINCIBLE(b16, true);
TASK_GUARD_CURRENT_POSITION(b16, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b16, 80);
GIVE_WEAPON_TO_CHAR(b16, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b16);
SET_CHAR_AS_ENEMY(b16, true);
///// Spawn 17 /////
x = -1332.0702;
y = 1403.2401;
z = 17.4787;
h = 170.3788;
Ped b17;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b17, 1);
SET_CHAR_HEADING(b17, h);
SET_CHAR_INVINCIBLE(b17, true);
TASK_GUARD_CURRENT_POSITION(b17, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b17, 80);
GIVE_WEAPON_TO_CHAR(b17, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b17);
SET_CHAR_AS_ENEMY(b17, true);
///// Spawn 18 /////
x = -1344.1309;
y = 1409.2023;
z = 17.3633;
h = 153.6004;
Ped b18;
REQUEST_MODEL(2678076464 );
while (!HAS_MODEL_LOADED(2678076464 )) WAIT(100);
CREATE_CHAR(7, MODEL_M_Y_GMAF_HI_02, x, y, z, &b18, 1);
SET_CHAR_HEADING(b18, h);
SET_CHAR_INVINCIBLE(b18, true);
TASK_GUARD_CURRENT_POSITION(b18, 15, 10, 99999999999999999);
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(b18, 80);
GIVE_WEAPON_TO_CHAR(b18, WEAPON_AK47, 1000, 1);
SET_CHAR_RANDOM_COMPONENT_VARIATION(b18);
SET_CHAR_AS_ENEMY(b18, true);
}
}
void Input(void){
if(IS_GAME_KEYBOARD_KEY_PRESSED(KEY_B)){
bodyguardone = 1;
}
}
void main(void){
THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
WAIT(100);
while(1){
Actions();
Input();
WAIT(200);
}
}