(07-12-2018 - 11:00 PM)trinity7 Wrote: (07-12-2018 - 10:53 PM)NoNameV2345 Wrote: (07-12-2018 - 09:21 PM)trinity7 Wrote: (07-12-2018 - 09:13 PM)NoNameV2345 Wrote: (07-12-2018 - 08:46 PM)PhucedMODZ Wrote: this will work on ps3 aswell, natives are same
it's strange that it does not work
Buddy i can 100% assure u it works. ive given it to 4 menus now. and all are using it with no issues. perhaps u might wanna learn more about what your doing.
I can assure you that I know what I do, and it is rather strange that it removes the attached objects. Fosse and a problem of natives, I have to check.
NO NO NO NO... This Is Not Object Protection!!! This is MODDER ATTACH PROTECTION!! Please Read What I Wrote because just by what u just said u dotn understand what this protection it :heh: :cheese:
(07-12-2018 - 10:59 PM)Diamo Wrote: nice realese thx for contirbue
No Problemo buddy
Code:
if (ModderAttachProtection)
{
int i = 0;
int Handle;
Vector3 coords;
for (i = 0; i < 18; i++)
{
if (i == PLAYER::PLAYER_ID())
continue;
Handle = PLAYER::GET_PLAYER_PED(i);
coords = ENTITY::GET_ENTITY_COORDS(i, 1);
if (!ENTITY::DOES_ENTITY_EXIST(Handle))
continue;
if (ENTITY::IS_ENTITY_ATTACHED_TO_ENTITY(Handle, PLAYER::PLAYER_PED_ID()))
{
ENTITY::DETACH_ENTITY(Handle, true, true);//detach object attached
ENTITY::SET_ENTITY_VISIBLE(Handle, false);//make object Invisible
ENTITY::SET_ENTITY_COLLISION(Handle, 0, 1);//disable object collision
ENTITY::SET_ENTITY_COORDS(Handle, 6000.0, 6000.0, 6000.0, true, false, false, true);//teleport object to
//(x)6000.0, (y)6000.0, (z)6000.0
ENTITY::SET_ENTITY_AS_MISSION_ENTITY(Handle, 1, 1);// "Makes the specified entity (ped, vehicle or object)
//persistent. Persistent entities will not automatically be removed by the engine."
char buf[512];
snprintf(buf, sizeof(buf), "~r~Alert~w~: %s Tried Attaching To You!", PLAYER::GET_PLAYER_NAME(Handle));
drawAlert(buf);
msg("Protected Mate, Sorry ~b~%s ", i);
}
}
}