Created
September 30, 2018 10:55
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[GTAV/FiveM] Waypoint Teleport
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Citizen.CreateThread(function() | |
while true do | |
Citizen.Wait(0) | |
if GetKeyJustPressed(296) and not IsController() then | |
Citizen.CreateThread(function() | |
local entity = PlayerPedId() | |
if IsPedInAnyVehicle(entity, false) then | |
entity = GetVehiclePedIsUsing(entity) | |
end | |
local success = false | |
local blipFound = false | |
local blipIterator = GetBlipInfoIdIterator() | |
local blip = GetFirstBlipInfoId(8) | |
while DoesBlipExist(blip) do | |
if GetBlipInfoIdType(blip) == 4 then | |
cx, cy, cz = table.unpack(Citizen.InvokeNative(0xFA7C7F0AADF25D09, blip, Citizen.ReturnResultAnyway(), Citizen.ResultAsVector())) --GetBlipInfoIdCoord(blip) | |
blipFound = true | |
break | |
end | |
blip = GetNextBlipInfoId(blipIterator) | |
end | |
if blipFound then | |
ShowLoadingPromt("Loading") | |
DoScreenFadeOut(250) | |
while IsScreenFadedOut() do | |
Citizen.Wait(250) | |
end | |
local groundFound = false | |
local yaw = GetEntityHeading(entity) | |
for i = 0, 1000, 1 do | |
SetEntityCoordsNoOffset(entity, cx, cy, ToFloat(i), false, false, false) | |
SetEntityRotation(entity, 0, 0, 0, 0 ,0) | |
SetEntityHeading(entity, yaw) | |
SetGameplayCamRelativeHeading(0) | |
Citizen.Wait(0) | |
--groundFound = true | |
if GetGroundZFor_3dCoord(cx, cy, ToFloat(i), cz, false) then --GetGroundZFor3dCoord(cx, cy, i, 0, 0) GetGroundZFor_3dCoord(cx, cy, i) | |
cz = ToFloat(i) | |
groundFound = true | |
break | |
end | |
end | |
if not groundFound then | |
cz = -300.0 | |
end | |
success = true | |
else | |
DrawTimedSubtitle('~r~Blip not found', 1500) | |
end | |
if success then | |
SetEntityCoordsNoOffset(entity, cx, cy, cz, false, false, true) | |
SetGameplayCamRelativeHeading(0) | |
if IsPedSittingInAnyVehicle(PlayerPedId()) then | |
if GetPedInVehicleSeat(GetVehiclePedIsUsing(PlayerPedId()), -1) == PlayerPedId() then | |
SetVehicleOnGroundProperly(GetVehiclePedIsUsing(PlayerPedId())) | |
end | |
end | |
HideLoadingPromt() | |
DoScreenFadeIn(250) | |
end | |
end) | |
end | |
end | |
end) |
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