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 2618

Crash Methods [If you want them leaked, say so.]

by XBLxPhantom - 01-18-2019 - 03:00 PM
#11
(01-20-2019 - 08:29 AM)MaxModz Wrote:
(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
    int CrashvehHash = 0x15F27762;
    int CrashvehHash2 = 0x3F119114;
    int CrashvehHash3 = 0x15F27762;
    int CrashvehHash4 = 0x3F119114;
    int CrashvehHash5 = 0x15F27762;
    int CrashvehHash6 = 0x3F119114;
    int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
    STREAMING::REQUEST_MODEL(CrashvehHash);
    Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
    if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
    {
        STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
        if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
        {

            spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
            {
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
            }
        }
    }
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
    {
        Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
        Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
        if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
        {
            CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
            Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
            Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
            Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            if (ENTITY::DOES_ENTITY_EXIST(tmp2))
            {
                ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
                ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                Hash Marston = 943915367;
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                ObjectCrash = false;
            }
        }
        else
        {
            ObjectCrash = false;
            ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
        }
    }


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.

(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
    int CrashvehHash = 0x15F27762;
    int CrashvehHash2 = 0x3F119114;
    int CrashvehHash3 = 0x15F27762;
    int CrashvehHash4 = 0x3F119114;
    int CrashvehHash5 = 0x15F27762;
    int CrashvehHash6 = 0x3F119114;
    int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
    STREAMING::REQUEST_MODEL(CrashvehHash);
    Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
    if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
    {
        STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
        if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
        {

            spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
            {
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
            }
        }
    }
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
    {
        Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
        Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
        if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
        {
            CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
            Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
            Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
            Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            if (ENTITY::DOES_ENTITY_EXIST(tmp2))
            {
                ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
                ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                Hash Marston = 943915367;
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                ObjectCrash = false;
            }
        }
        else
        {
            ObjectCrash = false;
            ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
        }
    }


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.
They only get better ;) lol

(01-20-2019 - 08:29 AM)MaxModz Wrote:
(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
    int CrashvehHash = 0x15F27762;
    int CrashvehHash2 = 0x3F119114;
    int CrashvehHash3 = 0x15F27762;
    int CrashvehHash4 = 0x3F119114;
    int CrashvehHash5 = 0x15F27762;
    int CrashvehHash6 = 0x3F119114;
    int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
    STREAMING::REQUEST_MODEL(CrashvehHash);
    Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
    if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
    {
        STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
        if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
        {

            spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
            {
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
            }
        }
    }
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
    {
        Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
        Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
        if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
        {
            CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
            Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
            Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
            Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            if (ENTITY::DOES_ENTITY_EXIST(tmp2))
            {
                ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
                ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                Hash Marston = 943915367;
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                ObjectCrash = false;
            }
        }
        else
        {
            ObjectCrash = false;
            ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
        }
    }


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.

(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
    int CrashvehHash = 0x15F27762;
    int CrashvehHash2 = 0x3F119114;
    int CrashvehHash3 = 0x15F27762;
    int CrashvehHash4 = 0x3F119114;
    int CrashvehHash5 = 0x15F27762;
    int CrashvehHash6 = 0x3F119114;
    int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
    STREAMING::REQUEST_MODEL(CrashvehHash);
    Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
    if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
    {
        STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
        if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
        {

            spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
            if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
            {
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
                //////////////////////////////////////////////////////////
                STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
                ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
                VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
                ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
                ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
                ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
                ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
                ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
            }
        }
    }
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
    {
        Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
        Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
        if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
        {
            CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
            Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
            ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
            Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
            Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
            Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
            AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            CrashAstroid();
            if (ENTITY::DOES_ENTITY_EXIST(tmp2))
            {
                ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
                ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
                ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
                ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                TakeMoney(999999999, selectedPlayer);
                Hash Marston = 943915367;
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                SpawnMurderer(Marston);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
                AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
                ObjectCrash = false;
            }
        }
        else
        {
            ObjectCrash = false;
            ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
        }
    }


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.
They only get better ;) lol
Reply
#12
Right on man your doing good keep up the work
Reply
#13
nothing special :/
Reply
#14
(01-18-2019 - 03:00 PM)XBLxPhantom Wrote: Thinking of Dropping 2 of my Crash methods. Simple ones. a Jet crash [it's stronger than Deathriders ;)]  and an "Obj crash" i call it. mainly consists of obviously, Objects. both these crashes are pretty good, To be completely honest I've only tested the jet crash on another client [they froze almost immediately]  and the Obj crash i've only tested on myself [i've been kv banned] but it seems like it'll kick some ass.

If I get 4-5 reply's on this asking me to drop them, I will. otherwise i don't see a point.  
Yea Drop that Crashes
Reply
#15
(01-18-2019 - 03:00 PM)XBLxPhantom Wrote: Thinking of Dropping 2 of my Crash methods. Simple ones. a Jet crash [it's stronger than Deathriders ;)]  and an "Obj crash" i call it. mainly consists of obviously, Objects. both these crashes are pretty good, To be completely honest I've only tested the jet crash on another client [they froze almost immediately]  and the Obj crash i've only tested on myself [i've been kv banned] but it seems like it'll kick some ass.

If I get 4-5 reply's on this asking me to drop them, I will. otherwise i don't see a point.  
This account is currently banned
Ban reason: Leeching and Spamming is not allowed, please read the forum Rules upon your return.
Reply
#16
(01-20-2019 - 12:39 PM)Awesome, Cheers XBLxPhantom Wrote:
(01-20-2019 - 08:29 AM)MaxModz Wrote:
(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
int CrashvehHash = 0x15F27762;
int CrashvehHash2 = 0x3F119114;
int CrashvehHash3 = 0x15F27762;
int CrashvehHash4 = 0x3F119114;
int CrashvehHash5 = 0x15F27762;
int CrashvehHash6 = 0x3F119114;
int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
STREAMING::REQUEST_MODEL(CrashvehHash);
Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
{
STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
{

spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
{
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
}
}
}
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
{
Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
{
CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
ENTITY::SET_ENTITY_VISIBLE(Cash, false);
ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
if (ENTITY::DOES_ENTITY_EXIST(tmp2))
{
ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
Hash Marston = 943915367;
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
ObjectCrash = false;
}
}
else
{
ObjectCrash = false;
ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
}
}


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.

(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
int CrashvehHash = 0x15F27762;
int CrashvehHash2 = 0x3F119114;
int CrashvehHash3 = 0x15F27762;
int CrashvehHash4 = 0x3F119114;
int CrashvehHash5 = 0x15F27762;
int CrashvehHash6 = 0x3F119114;
int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
STREAMING::REQUEST_MODEL(CrashvehHash);
Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
{
STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
{

spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
{
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
}
}
}
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
{
Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
{
CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
ENTITY::SET_ENTITY_VISIBLE(Cash, false);
ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
if (ENTITY::DOES_ENTITY_EXIST(tmp2))
{
ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
Hash Marston = 943915367;
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
ObjectCrash = false;
}
}
else
{
ObjectCrash = false;
ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
}
}


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.
They only get better ;) lol

(01-20-2019 - 08:29 AM)MaxModz Wrote:
(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
int CrashvehHash = 0x15F27762;
int CrashvehHash2 = 0x3F119114;
int CrashvehHash3 = 0x15F27762;
int CrashvehHash4 = 0x3F119114;
int CrashvehHash5 = 0x15F27762;
int CrashvehHash6 = 0x3F119114;
int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
STREAMING::REQUEST_MODEL(CrashvehHash);
Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
{
STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
{

spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
{
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
}
}
}
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
{
Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
{
CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
ENTITY::SET_ENTITY_VISIBLE(Cash, false);
ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
if (ENTITY::DOES_ENTITY_EXIST(tmp2))
{
ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
Hash Marston = 943915367;
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
ObjectCrash = false;
}
}
else
{
ObjectCrash = false;
ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
}
}


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.

(01-20-2019 - 12:17 AM)XBLxPhantom Wrote:
Code:
void JetsCrash()
{
int CrashvehHash = 0x15F27762;
int CrashvehHash2 = 0x3F119114;
int CrashvehHash3 = 0x15F27762;
int CrashvehHash4 = 0x3F119114;
int CrashvehHash5 = 0x15F27762;
int CrashvehHash6 = 0x3F119114;
int handle = PLAYER::GET_PLAYER_PED(selectedPlayer);
STREAMING::REQUEST_MODEL(CrashvehHash);
Vector3 ModderCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
if (STREAMING::HAS_MODEL_LOADED(CrashvehHash))
{
STREAMING::REQUEST_ANIM_DICT("move_f@sexy@a");
if (STREAMING::HAS_ANIM_DICT_LOADED("move_f@sexy@a"))
{

spawnvehicle = VEHICLE::CREATE_VEHICLE(CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = VEHICLE::CREATE_VEHICLE(CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle2 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = VEHICLE::CREATE_VEHICLE(CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle3 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = VEHICLE::CREATE_VEHICLE(CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle4 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = VEHICLE::CREATE_VEHICLE(CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle5 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = VEHICLE::CREATE_VEHICLE(CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
spawnvehicle6 = [size=small][font=Monaco, Consolas, Courier, monospace]VEHICLE::CREATE_VEHICLE[/font][/size](CrashvehHash6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10.0f, ENTITY::GET_ENTITY_HEADING(handle), true, false);
if (ENTITY::DOES_ENTITY_EXIST(spawnvehicle) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle2) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle3) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle4) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle5) && ENTITY::DOES_ENTITY_EXIST(spawnvehicle6))
{
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle, ModderCoords.x, ModderCoords.y, ModderCoords.z + 5, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle, true, 0, 0, -5, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle2);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle2, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle2, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle2, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle2, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle2, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle2, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle2, ModderCoords.x, ModderCoords.y, ModderCoords.z + 6, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle2, true, 0, 0, -6, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle3);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle3, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle3, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle3, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle3, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle3, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle3, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle3, ModderCoords.x, ModderCoords.y, ModderCoords.z + 7, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle3, true, 0, 0, -7, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle4);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle4, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle4, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle4, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle4, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle4, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle4, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle4, ModderCoords.x, ModderCoords.y, ModderCoords.z + 8, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle4, true, 0, 0, -8, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle5);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle5, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle5, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle5, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle5, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle5, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle5, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle5, ModderCoords.x, ModderCoords.y, ModderCoords.z + 9, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle5, true, 0, 0, -9, 0, 0, 0, true, true, true, true, 0, true);
//////////////////////////////////////////////////////////
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(spawnvehicle6);
ENTITY::SET_ENTITY_INVINCIBLE(spawnvehicle6, false);
VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(spawnvehicle6, true);
ENTITY::SET_ENTITY_COLLISION(spawnvehicle6, true, true);
ENTITY::SET_ENTITY_PROOFS(spawnvehicle6, false, false, false, false, false, false, false, false);
ENTITY::FREEZE_ENTITY_POSITION(spawnvehicle6, false);
ENTITY::SET_ENTITY_DYNAMIC(spawnvehicle6, true);
ENTITY::SET_ENTITY_COORDS(spawnvehicle6, ModderCoords.x, ModderCoords.y, ModderCoords.z + 10, true, true, true, true);
ENTITY::APPLY_FORCE_TO_ENTITY(spawnvehicle6, true, 0, 0, -10, 0, 0, 0, true, true, true, true, 0, true);
}
}
}
}




///////////////////////////////////////////////////////////////////////////////////////////////////


if (ObjectCrash)
{
Vector3 their_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), false);
Vector3 your_Pos = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), false);
if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(your_Pos.x, your_Pos.y, your_Pos.z, their_Pos.x, their_Pos.y, their_Pos.z, false) > 400.0f)
{
CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(0.0f, 200.0f);
Object Cash = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash2 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash3 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash4 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
Object Cash5 = OBJECT::CREATE_AMBIENT_PICKUP(GAMEPLAY::GET_HASH_KEY("PICKUP_MONEY_CASE"), their_Pos.x, their_Pos.y, their_Pos.z, false, 1, 0x113FD533, false, false);
ENTITY::SET_ENTITY_VISIBLE(Cash, false);
ENTITY::SET_ENTITY_VISIBLE(Cash2, false);
ENTITY::SET_ENTITY_VISIBLE(Cash3, false);
ENTITY::SET_ENTITY_VISIBLE(Cash4, false);
ENTITY::SET_ENTITY_VISIBLE(Cash5, false);
Vector3 tmp = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED(selectedPlayer), true);
Object tmp2 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp3 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp4 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp5 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp6 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp7 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp8 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp9 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);
Object tmp10 = PlaceObject(-1003748966, tmp.x, tmp.y, tmp.z + 3.0f, 0.0, 0.0, 0.0, true, false);

AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
CrashAstroid();
if (ENTITY::DOES_ENTITY_EXIST(tmp2))
{
ENTITY::SET_ENTITY_COLLISION(tmp2, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp3, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp4, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp5, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp6, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp7, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp8, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp9, true, true);
ENTITY::SET_ENTITY_COLLISION(tmp10, true, true);
ENTITY::SET_ENTITY_VISIBLE(tmp2, false);
ENTITY::SET_ENTITY_VISIBLE(tmp3, false);
ENTITY::SET_ENTITY_VISIBLE(tmp4, false);
ENTITY::SET_ENTITY_VISIBLE(tmp5, false);
ENTITY::SET_ENTITY_VISIBLE(tmp6, false);
ENTITY::SET_ENTITY_VISIBLE(tmp7, false);
ENTITY::SET_ENTITY_VISIBLE(tmp8, false);
ENTITY::SET_ENTITY_VISIBLE(tmp9, false);
ENTITY::SET_ENTITY_VISIBLE(tmp10, false);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
TakeMoney(999999999, selectedPlayer);
Hash Marston = 943915367;
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
SpawnMurderer(Marston);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, BLIMP, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKER, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, HI_OCTANE, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, MOLOTOV, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, STICKYBOMB, false, true);
AddCoordExplosion(their_Pos.x, their_Pos.y, their_Pos.z, TANKSHELL, false, true);
ObjectCrash = false;
}
}
else
{
ObjectCrash = false;
ShowMessageOnScreen("~r~ALERT~s~: Move Further Before you Use this!!");
}
}


//////////////////////////////


I am NOT providing SpawnMurderer, CrashAstroid OR PlaceObject definer.
Nice  Nice . Keep it up. This one is so clean.
They only get better ;) lol
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