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------------------------------------------
-- Bodyguard Options
------------------------------------------
local Bodyguard_Options <const> = menu.list(Menu_Root, "保镖选项", {}, "")
local Bodyguard = {
onTick = false,
}
Bodyguard.Setting = {
ped = {
godmode = false,
health = 5000,
no_ragdoll = false,
weapon_main = util.joaat("WEAPON_SPECIALCARBINE"),
weapon_secondary = util.joaat("WEAPON_MICROSMG"),
weapon_damamge_modifier = 1.0,
formation = 0,
relationship = util.joaat("PLAYER"),
},
heli = {
godmode = false,
health = 10000,
speed = 300,
drivingStyle = 786603,
customOffsets = -1.0,
minHeightAboveTerrain = 20,
heliMode = 0,
},
}
Bodyguard.Group = {
Formation = {
{ 0, "自由" },
{ 1, "围绕" },
{ 3, "直线" },
{ 4, "Arrow" },
},
Relationship = {
{ util.joaat("PLAYER"), "Player" },
{ util.joaat("rgFM_AiLike"), "Like Players" },
{ util.joaat("rgFM_AiDislike"), "Dislike Players, Like Gangs" },
{ util.joaat("rgFM_AiHate"), "Hate Players, Like Gangs" },
{ util.joaat("rgFM_AiLike_HateAiHate"), "Like Players, Hate Player Haters" },
{ util.joaat("rgFM_AiDislikePlyrLikeCops"), "Dislike Players, Like Cops" },
{ util.joaat("rgFM_AiHatePlyrLikeCops"), "Hate Players, Like Cops" },
{ util.joaat("rgFM_HateEveryOne"), "Hate Everyone" },
},
}
function Bodyguard.Group.GetSize()
local GroupID = PLAYER.GET_PLAYER_GROUP(players.user())
local HasLeaderPtr, FollowersNumberPtr = memory.alloc(1), memory.alloc(1)
PED.GET_GROUP_SIZE(GroupID, HasLeaderPtr, FollowersNumberPtr)
return memory.read_int(FollowersNumberPtr)
end
function Bodyguard.Group.AddMember(ped)
local group_id = PLAYER.GET_PLAYER_GROUP(players.user())
PED.SET_PED_AS_GROUP_LEADER(players.user_ped(), group_id)
PED.SET_GROUP_SEPARATION_RANGE(group_id, 9999.0)
PED.SET_GROUP_FORMATION_SPACING(group_id, 1.0, -1.0, -1.0)
PED.SET_GROUP_FORMATION(group_id, Bodyguard.Setting.ped.formation)
if not PED.IS_PED_IN_GROUP(ped) then
PED.SET_PED_AS_GROUP_MEMBER(ped, group_id)
PED.SET_PED_NEVER_LEAVES_GROUP(ped, true)
PED.SET_PED_CAN_TELEPORT_TO_GROUP_LEADER(ped, group_id, true)
end
end
function Bodyguard.Group.SetPedRelationship(ped)
local group_hash = Bodyguard.Setting.ped.relationship
if group_hash == util.joaat("PLAYER") then
group_hash = PED.GET_PED_RELATIONSHIP_GROUP_HASH(players.user_ped())
end
PED.SET_RELATIONSHIP_BETWEEN_GROUPS(0, group_hash, group_hash) -- Respect
PED.SET_RELATIONSHIP_GROUP_AFFECTS_WANTED_LEVEL(group_hash, false)
PED.SET_PED_RELATIONSHIP_GROUP_HASH(ped, group_hash)
ENTITY.SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(ped, false, group_hash)
end
function Bodyguard.AddBlipForPed(ped)
local blip = HUD.ADD_BLIP_FOR_ENTITY(ped)
HUD.SET_BLIP_SPRITE(blip, 271)
HUD.SET_BLIP_COLOUR(blip, 3)
HUD.SET_BLIP_SCALE(blip, 0.5)
end
function Bodyguard.SetPedAttribute(ped)
-- GODMODE
if Bodyguard.Setting.ped.godmode then
set_entity_godmode(ped, true)
end
-- HEALTH
ENTITY.SET_ENTITY_MAX_HEALTH(ped, Bodyguard.Setting.ped.health)
SET_ENTITY_HEALTH(ped, Bodyguard.Setting.ped.health)
-- RAGDOLL
PED.SET_PED_CAN_RAGDOLL(ped, not Bodyguard.Setting.ped.no_ragdoll)
PED.DISABLE_PED_INJURED_ON_GROUND_BEHAVIOUR(ped)
PED.SET_PED_CAN_PLAY_AMBIENT_ANIMS(ped, false)
PED.SET_PED_CAN_PLAY_AMBIENT_BASE_ANIMS(ped, false)
-- WEAPON
WEAPON.GIVE_WEAPON_TO_PED(ped, util.joaat("WEAPON_SMOKEGRENADE"), -1, false, false)
WEAPON.GIVE_WEAPON_TO_PED(ped, Bodyguard.Setting.ped.weapon_main, -1, false, true)
WEAPON.SET_CURRENT_PED_WEAPON(ped, Bodyguard.Setting.ped.weapon_main, false)
WEAPON.GIVE_WEAPON_TO_PED(ped, Bodyguard.Setting.ped.weapon_secondary, -1, false, false)
WEAPON.SET_PED_DROPS_WEAPONS_WHEN_DEAD(ped, false)
PED.SET_PED_CAN_SWITCH_WEAPON(ped, true)
WEAPON.SET_PED_INFINITE_AMMO_CLIP(ped, true)
WEAPON.SET_EQIPPED_WEAPON_START_SPINNING_AT_FULL_SPEED(ped)
-- PERCEPTIVE
PED.SET_PED_SEEING_RANGE(ped, 500.0)
PED.SET_PED_HEARING_RANGE(ped, 500.0)
PED.SET_PED_ID_RANGE(ped, 500.0)
PED.SET_PED_VISUAL_FIELD_PERIPHERAL_RANGE(ped, 500.0)
PED.SET_PED_HIGHLY_PERCEPTIVE(ped, true)
PED.SET_PED_VISUAL_FIELD_MIN_ANGLE(ped, -180.0)
PED.SET_PED_VISUAL_FIELD_MAX_ANGLE(ped, 180.0)
PED.SET_PED_VISUAL_FIELD_MIN_ELEVATION_ANGLE(ped, -180.0)
PED.SET_PED_VISUAL_FIELD_MAX_ELEVATION_ANGLE(ped, 180.0)
PED.SET_PED_VISUAL_FIELD_CENTER_ANGLE(ped, 90.0)
-- COMBAT
PED.SET_PED_SHOOT_RATE(ped, 1000)
PED.SET_PED_ACCURACY(ped, 100)
PED.SET_PED_COMBAT_ABILITY(ped, 2) -- Professional
PED.SET_PED_COMBAT_RANGE(ped, 2) -- Far
PED.SET_PED_COMBAT_MOVEMENT(ped, 1) -- Defensive
PED.SET_PED_TARGET_LOSS_RESPONSE(ped, 2) -- Search For Target
-- COMBAT ATTRIBUTES
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 4, true) -- Can Use Dynamic Strafe Decisions
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 5, true) -- Always Fight
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 6, false) -- Flee Whilst In Vehicle
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 13, true) -- Aggressive
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 14, true) -- Can Investigate
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 17, false) -- Always Flee
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 20, true) -- Can Taunt In Vehicle
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 21, true) -- Can Chase Target On Foot
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 22, true) -- Will Drag Injured Peds to Safety
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 24, true) -- Use Proximity Firing Rate
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 27, true) -- Perfect Accuracy
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 28, true) -- Can Use Frustrated Advance
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 38, true) -- Disable Bullet Reactions
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 39, true) -- Can Bust
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 41, true) -- Can Commandeer Vehicles
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 42, true) -- Can Flank
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 46, true) -- Can Fight Armed Peds When Not Armed
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 49, false) -- Use Enemy Accuracy Scaling
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 52, true) -- Use Vehicle Attack
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 53, true) -- Use Vehicle Attack If Vehicle Has Mounted Guns
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 54, true) -- Always Equip Best Weapon
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 55, true) -- Can See Underwater Peds
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 58, true) -- Disable Flee From Combat
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 60, true) -- Can Throw Smoke Grenade
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 78, true) -- Disable All Randoms Flee
-- COMBAT FLOAT
PED.SET_COMBAT_FLOAT(ped, 6, 1.0) -- Weapon Accuracy
PED.SET_COMBAT_FLOAT(ped, 7, 1.0) -- Fight Proficiency
PED.SET_COMBAT_FLOAT(ped, 9, 1.0) -- Heli Speed Modifier
PED.SET_COMBAT_FLOAT(ped, 10, 200.0) -- Heli Senses Range
PED.SET_COMBAT_FLOAT(ped, 26, 10.0) -- Homing Rocket Turn Rate Modifier
PED.SET_COMBAT_FLOAT(ped, 29,
Bodyguard.Setting.ped.weapon_damamge_modifier) -- Weapon Damamge Modifier
-- FLEE ATTRIBUTES
PED.SET_PED_FLEE_ATTRIBUTES(ped, 512, true) -- Never Flee
-- TASK PATH
TASK.SET_PED_PATH_CAN_USE_CLIMBOVERS(ped, true)
TASK.SET_PED_PATH_CAN_USE_LADDERS(ped, true)
TASK.SET_PED_PATH_CAN_DROP_FROM_HEIGHT(ped, true)
TASK.SET_PED_PATH_AVOID_FIRE(ped, false)
TASK.SET_PED_PATH_MAY_ENTER_WATER(ped, true)
-- CONFIG FLAG
PED.SET_PED_CONFIG_FLAG(ped, 32, false) -- Will Fly Through Windscreen
PED.SET_PED_CONFIG_FLAG(ped, 42, true) -- Dont Influence Wanted Level
PED.SET_PED_CONFIG_FLAG(ped, 107, true) -- Dont Activate Ragdoll From BulletImpact
PED.SET_PED_CONFIG_FLAG(ped, 108, true) -- Dont Activate Ragdoll From Explosions
PED.SET_PED_CONFIG_FLAG(ped, 109, true) -- Dont Activate Ragdoll From Fire
PED.SET_PED_CONFIG_FLAG(ped, 110, true) -- Dont Activate Ragdoll From Electrocution
PED.SET_PED_CONFIG_FLAG(ped, 140, false) -- Can Attack Friendly
PED.SET_PED_CONFIG_FLAG(ped, 430, false) -- Ignore Being On Fire
-- OTHER
PED.SET_PED_SUFFERS_CRITICAL_HITS(ped, false) -- Disable Headshot
PED.SET_DISABLE_HIGH_FALL_DEATH(ped, true)
entities.set_can_migrate(ped, false)
end
function Bodyguard.TickHandler()
if Bodyguard.onTick then
return true
end
Bodyguard.onTick = true
util.create_tick_handler(function()
if not Bodyguard.onTick then
return false
end
local keep_running_flag = false
for _, ped in pairs(Bodyguard.NPC.members) do
if ENTITY.DOES_ENTITY_EXIST(ped) and not ENTITY.IS_ENTITY_DEAD(ped) then
PED.SET_PED_NO_TIME_DELAY_BEFORE_SHOT(ped)
keep_running_flag = true
end
end
for _, ped in pairs(Bodyguard.Heli.pedList) do
if ENTITY.DOES_ENTITY_EXIST(ped) and not ENTITY.IS_ENTITY_DEAD(ped) then
PED.SET_PED_NO_TIME_DELAY_BEFORE_SHOT(ped)
keep_running_flag = true
end
end
for _, heli in pairs(Bodyguard.Heli.heliList) do
local blip = HUD.GET_BLIP_FROM_ENTITY(heli)
if ENTITY.DOES_ENTITY_EXIST(heli) and HUD.DOES_BLIP_EXIST(blip) then
if not ENTITY.IS_ENTITY_DEAD(heli) then
HUD.SET_BLIP_ROTATION(blip, math.ceil(ENTITY_HEADING(heli)))
keep_running_flag = true
else
util.remove_blip(blip)
end
end
end
if not keep_running_flag then
notify("Stop Bodyguard Tick Handler")
Bodyguard.onTick = false
return false
end
end)
end
------------------------
-- Bodyguard NPC
------------------------
local Bodyguard_NPC <const> = menu.list(Bodyguard_Options, "保镖NPC", {}, "")
Bodyguard.NPC = {
members = {}, -- 保镖 ped list
ped_models = {
{ util.joaat("ig_LesterCrest"), "莱斯特", {}, "" },
{ util.joaat("IG_ARY_02"), "德瑞", {}, "" },
{ util.joaat("ig_LamarDavis"), "拉玛", {}, "" },
{ util.joaat("mp_m_Avongoon"), "埃万保安", {}, "" },
{ util.joaat("u_m_y_Juggernaut_01"), "埃万重甲兵", {}, "" },
{ util.joaat("ig_rashcosvki"), "越狱光头", {}, "" },
{ util.joaat("ig_JimmyDisanto"), "吉米", {}, "麦克儿子" },
{ util.joaat("ig_TracyDisanto"), "崔西", {}, "麦克女儿" },
{ util.joaat("ig_AmandaTownley"), "阿曼达", {}, "麦克妻子" },
{ util.joaat("player_one"), "富兰克林", {}, "可能会被其他Stand用户阻止生成" },
{ util.joaat("player_zero"), "麦克", {}, "可能会被其他Stand用户阻止生成" },
{ util.joaat("player_two"), "崔佛", {}, "" },
},
}
function Bodyguard.NPC.ClearDeletedPeds()
for key, ped in pairs(Bodyguard.NPC.members) do
if not ENTITY.DOES_ENTITY_EXIST(ped) then
table.remove(Bodyguard.NPC.members, key)
end
end
end
function Bodyguard.NPC.AllMembers(callback)
for _, ped in pairs(Bodyguard.NPC.members) do
if ENTITY.DOES_ENTITY_EXIST(ped) and not ENTITY.IS_ENTITY_DEAD(ped) then
callback(ped)
end
end
end
-- 保镖 ped hash
Bodyguard.NPC.model_hash = Bodyguard.NPC.ped_models[1][1]
menu.list_select(Bodyguard_NPC, "保镖模型", {}, "",
Bodyguard.NPC.ped_models, Bodyguard.NPC.model_hash, function(value)
Bodyguard.NPC.model_hash = value
end)
menu.action(Bodyguard_NPC, "生成保镖", {}, "", function()
if Bodyguard.Group.GetSize() >= 7 then
util.toast("保镖人数已达到上限")
return
end
local model_hash = Bodyguard.NPC.model_hash
local coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(players.user_ped(), 0.0, 2.0, 0.0)
local heading = user_heading() + 180.0
local ped = create_ped(26, model_hash, coords, heading)
Bodyguard.Group.AddMember(ped)
Bodyguard.Group.SetPedRelationship(ped)
Bodyguard.AddBlipForPed(ped)
Bodyguard.SetPedAttribute(ped)
Bodyguard.NPC.ClearDeletedPeds()
table.insert(Bodyguard.NPC.members, ped)
Bodyguard.TickHandler()
end)
menu.divider(Bodyguard_NPC, "管理保镖")
menu.list_select(Bodyguard_NPC, "保镖队形", {}, "", Bodyguard.Group.Formation, 0, function(value)
Bodyguard.Setting.ped.formation = value
local group_id = PLAYER.GET_PLAYER_GROUP(players.user())
PED.SET_GROUP_FORMATION(group_id, Bodyguard.Setting.ped.formation)
end)
----------------
-- All NPC
----------------
local Bodyguard_NPC_All <const> = menu.list(Bodyguard_NPC, "所有保镖", {}, "")
menu.action(Bodyguard_NPC_All, "传送到我", {}, "", function()
local y = 2.0
Bodyguard.NPC.AllMembers(function(ped)
tp_entity_to_me(ped, 0.0, y, 0.0)
ENTITY_HEADING(ped, user_heading() + 180.0)
y = y + 1.0
end)
end)
menu.toggle(Bodyguard_NPC_All, "无敌", {}, "", function(toggle)
Bodyguard.NPC.AllMembers(function(ped)
set_entity_godmode(ped, toggle)
end)
end)
menu.action(Bodyguard_NPC_All, "恢复", {}, "恢复生命值,清理NPC血迹", function()
Bodyguard.NPC.AllMembers(function(ped)
SET_ENTITY_HEALTH(ped, ENTITY.GET_ENTITY_MAX_HEALTH(ped))
clear_ped_body(ped)
end)
end)
menu.list_action(Bodyguard_NPC_All, "给予武器", {}, "", RS_T.CommonWeapons, function(value)
local weaponHash = value
Bodyguard.NPC.AllMembers(function(ped)
WEAPON.GIVE_WEAPON_TO_PED(ped, weaponHash, -1, false, true)
WEAPON.SET_CURRENT_PED_WEAPON(ped, weaponHash, false)
end)
end)
menu.divider(Bodyguard_NPC_All, "删除")
menu.action(Bodyguard_NPC_All, "删除已死亡", {}, "", function()
for key, ent in pairs(Bodyguard.NPC.members) do
if ENTITY.DOES_ENTITY_EXIST(ent) and ENTITY.IS_ENTITY_DEAD(ent) then
entities.delete(ent)
table.remove(Bodyguard.NPC.members, key)
end
end
end)
menu.action(Bodyguard_NPC_All, "删除全部", {}, "", function()
for _, ent in pairs(Bodyguard.NPC.members) do
if ENTITY.DOES_ENTITY_EXIST(ent) then
entities.delete(ent)
end
end
Bodyguard.NPC.members = {}
end)
--------------------------------
-- Bodyguard Heli
--------------------------------
local Bodyguard_Heli <const> = menu.list(Bodyguard_Options, "保镖直升机", {}, "")
local BodyguardHeliModels <const> = {
{ model = "valkyrie", label = "Valkyrie", vehWeapons = nil },
{ model = "hunter", label = "Hunter", vehWeapons = { "VEHICLE_WEAPON_HUNTER_MISSILE", "VEHICLE_WEAPON_HUNTER_CANNON", "VEHICLE_WEAPON_HUNTER_BARRAGE" } },
{ model = "akula", label = "Akula", vehWeapons = { "VEHICLE_WEAPON_AKULA_MISSILE", "VEHICLE_WEAPON_AKULA_MINIGUN" }, },
{ model = "savage", label = "Savage", vehWeapons = { "VEHICLE_WEAPON_SPACE_ROCKET", "VEHICLE_WEAPON_PLAYER_SAVAGE" }, },
{ model = "annihilator2", label = "ANNIHLATOR2", vehWeapons = { "VEHICLE_WEAPON_ANNIHILATOR2_MISSILE", "VEHICLE_WEAPON_ANNIHILATOR2_MINI" }, },
{ model = "buzzard", label = "Buzzard", vehWeapons = { "VEHICLE_WEAPON_SPACE_ROCKET", "VEHICLE_WEAPON_PLAYER_BUZZARD" }, },
{ model = "polmav", label = "Polmav", vehWeapons = nil }
}
Bodyguard.Heli = {
heliModel = "",
heliModelListItem = {},
heliLabels = {},
heliWeapons = {},
pedList = {},
heliList = {},
menuList = {},
index = 0,
}
function Bodyguard.Heli.Init()
for _, item in pairs(BodyguardHeliModels) do
local model_hash = util.joaat(item.model)
local label_text = util.get_label_text(item.label)
local list_item = { model_hash, label_text }
table.insert(Bodyguard.Heli.heliModelListItem, list_item)
Bodyguard.Heli.heliWeapons[model_hash] = item.vehWeapons
Bodyguard.Heli.heliLabels[model_hash] = label_text
end
Bodyguard.Heli.heliModel = Bodyguard.Heli.heliModelListItem[1][1]
end
Bodyguard.Heli.Init()
function Bodyguard.Heli.AddBlipForHeli(heli)
local blip = HUD.ADD_BLIP_FOR_ENTITY(heli)
HUD.SET_BLIP_SPRITE(blip, 422)
HUD.SET_BLIP_COLOUR(blip, 26)
HUD.SHOW_HEIGHT_ON_BLIP(blip, false)
end
function Bodyguard.Heli.SetHeliAttribute(heli)
-- GODMODE
if Bodyguard.Setting.heli.godmode then
set_entity_godmode(heli, true)
end
-- HEALTH
ENTITY.SET_ENTITY_MAX_HEALTH(heli, Bodyguard.Setting.heli.health)
SET_ENTITY_HEALTH(heli, Bodyguard.Setting.heli.health)
local heli_health = 10000
VEHICLE.SET_VEHICLE_ENGINE_HEALTH(heli, heli_health)
VEHICLE.SET_VEHICLE_BODY_HEALTH(heli, heli_health)
VEHICLE.SET_VEHICLE_PETROL_TANK_HEALTH(heli, heli_health)
VEHICLE.SET_HELI_MAIN_ROTOR_HEALTH(heli, heli_health)
VEHICLE.SET_HELI_TAIL_ROTOR_HEALTH(heli, heli_health)
-- BEHAVIOUR
SET_VEHICLE_ENGINE_ON(heli, true)
VEHICLE.SET_HELI_BLADES_FULL_SPEED(heli)
VEHICLE.SET_VEHICLE_SEARCHLIGHT(heli, true, true)
strong_vehicle(heli)
-- UPGRADE
for _, mod_type in pairs({ 5, 11, 12, 13, 16 }) do
local mod_num = VEHICLE.GET_NUM_VEHICLE_MODS(heli, mod_type)
VEHICLE.SET_VEHICLE_MOD(heli, mod_type, mod_num - 1, false)
end
VEHICLE.TOGGLE_VEHICLE_MOD(heli, 18, true)
entities.set_can_migrate(heli, false)
end
function Bodyguard.Heli.SetPedAttribute(ped)
Bodyguard.SetPedAttribute(ped)
PED.SET_PED_CAN_BE_SHOT_IN_VEHICLE(ped, false)
PED.SET_PED_CAN_BE_KNOCKED_OFF_VEHICLE(ped, 1)
PED.SET_PED_CAN_BE_DRAGGED_OUT(ped, false)
PED.SET_DRIVER_ABILITY(ped, 1.0)
PED.SET_PED_COMBAT_ATTRIBUTES(ped, 3, false) -- Leave Vehicles
end
function Bodyguard.Heli.GenerateMenu(menu_name, index, heli_data)
local heli = heli_data.heli
local pilot = heli_data.pilot
local members = heli_data.members
local heli_weapons = heli_data.heli_weapons
local menu_parent = Bodyguard_Heli
local menu_list = menu.list(menu_parent, menu_name, {}, "", function()
if not ENTITY.DOES_ENTITY_EXIST(heli) then
util.toast("保镖直升机已不存在")
return
end
if ENTITY.IS_ENTITY_DEAD(heli) then
util.toast("保镖直升机已死亡")
return
end
end)
Bodyguard.Heli.menuList[index] = menu_list
local on_tick = menu.divider(menu_list, menu_name)
menu.on_tick_in_viewport(on_tick, function()
if ENTITY.DOES_ENTITY_EXIST(heli) and not ENTITY.IS_ENTITY_DEAD(heli) then
draw_line_to_entity(heli)
end
end)
menu.action(menu_list, "传送到我", {}, "", function()
tp_entity_to_me(heli, math.random(-60, 60), math.random(-60, 60), 30)
end)
menu.textslider(menu_list, "无敌", {}, "", { "设置", "取消" }, function(value)
local toggle = true
if value == 2 then
toggle = false
end
set_entity_godmode(heli, toggle)
set_entity_godmode(pilot, toggle)
for _, ped in pairs(members) do
set_entity_godmode(ped, toggle)
end
end)
menu.action(menu_list, "恢复", {}, "", function()
SET_ENTITY_HEALTH(heli, ENTITY.GET_ENTITY_MAX_HEALTH(heli))
fix_vehicle(heli)
SET_ENTITY_HEALTH(pilot, ENTITY.GET_ENTITY_MAX_HEALTH(ped))
clear_ped_body(pilot)
for _, ped in pairs(members) do
SET_ENTITY_HEALTH(ped, ENTITY.GET_ENTITY_MAX_HEALTH(ped))
clear_ped_body(ped)
end
end)
if heli_weapons ~= nil then
local list_item = {}
for _, weapon_model in pairs(heli_weapons) do
table.insert(list_item, { util.joaat(weapon_model), weapon_model })
end
menu.list_action(menu_list, "主驾驶载具武器", {}, "", list_item, function(value)
WEAPON.SET_CURRENT_PED_VEHICLE_WEAPON(pilot, value)
end)
end
menu.action(menu_list, "删除", {}, "", function()
if ENTITY.DOES_ENTITY_EXIST(heli) then
entities.delete(heli)
end
if ENTITY.DOES_ENTITY_EXIST(pilot) then
entities.delete(pilot)
end
for _, ped in pairs(members) do
if ENTITY.DOES_ENTITY_EXIST(ped) then
entities.delete(ped)
end
end
menu.delete(menu_list)
end)
end
function Bodyguard.Heli.AllPeds(callback)
for _, ped in pairs(Bodyguard.Heli.pedList) do
if ENTITY.DOES_ENTITY_EXIST(ped) and not ENTITY.IS_ENTITY_DEAD(ped) then
callback(ped)
end
end
end
function Bodyguard.Heli.AllHelis(callback)
for _, heli in pairs(Bodyguard.Heli.heliList) do
if ENTITY.DOES_ENTITY_EXIST(heli) and not ENTITY.IS_ENTITY_DEAD(heli) then
callback(heli)
end
end
end
menu.list_select(Bodyguard_Heli, "直升机模型", {}, "",
Bodyguard.Heli.heliModelListItem, Bodyguard.Heli.heliModel, function(value)
Bodyguard.Heli.heliModel = value
end)
menu.action(Bodyguard_Heli, "生成保镖直升机", {}, "", function()
local heli_hash = Bodyguard.Heli.heliModel
local ped_hash = util.joaat("s_m_y_blackops_01")
local heading = user_heading()
local coords = ENTITY.GET_ENTITY_COORDS(players.user_ped())
coords.x = coords.x + math.random(-30, 30)
coords.y = coords.y + math.random(-30, 30)
coords.z = coords.z + 30.0
-- Heli
local heli = create_vehicle(heli_hash, coords, heading)
Bodyguard.Heli.AddBlipForHeli(heli)
Bodyguard.Heli.SetHeliAttribute(heli)
-- Pilot
local pilot = create_ped(29, ped_hash, coords, heading)
PED.SET_PED_INTO_VEHICLE(pilot, heli, -1)
TASK.TASK_VEHICLE_HELI_PROTECT(pilot, heli, players.user_ped(),
Bodyguard.Setting.heli.speed,
Bodyguard.Setting.heli.drivingStyle,
Bodyguard.Setting.heli.customOffsets,
Bodyguard.Setting.heli.minHeightAboveTerrain,
Bodyguard.Setting.heli.heliMode)
PED.SET_PED_KEEP_TASK(pilot, true)
Bodyguard.Group.SetPedRelationship(pilot)
Bodyguard.Heli.SetPedAttribute(pilot)
-- Pilot Vehicle Weapon
local heli_weapons = Bodyguard.Heli.heliWeapons[heli_hash]
if heli_weapons ~= nil then
WEAPON.SET_CURRENT_PED_VEHICLE_WEAPON(pilot, util.joaat(heli_weapons[1]))
end
Bodyguard.Heli.index = Bodyguard.Heli.index + 1
Bodyguard.Heli.heliList[Bodyguard.Heli.index] = heli
table.insert(Bodyguard.Heli.pedList, pilot)
-- Other Members
local members = {}
local seats = VEHICLE.GET_VEHICLE_MODEL_NUMBER_OF_SEATS(heli_hash) - 2
for seat = 0, seats do
local ped = create_ped(29, ped_hash, coords, heading)
PED.SET_PED_INTO_VEHICLE(ped, heli, seat)
Bodyguard.Group.SetPedRelationship(ped)
Bodyguard.Heli.SetPedAttribute(ped)
table.insert(Bodyguard.Heli.pedList, ped)
table.insert(members, ped)
end
-- Generate Menu
local menu_name = Bodyguard.Heli.index .. ". " .. Bodyguard.Heli.heliLabels[heli_hash]
local heli_data = { heli = heli, pilot = pilot, members = members, heli_weapons = heli_weapons }
Bodyguard.Heli.GenerateMenu(menu_name, Bodyguard.Heli.index, heli_data)
Bodyguard.TickHandler()
end)
menu.divider(Bodyguard_Heli, "管理保镖直升机")
----------------
-- All Heli
----------------
local Bodyguard_Heli_All2 <const> = menu.list(Bodyguard_Heli, "所有保镖直升机", {}, "")
menu.action(Bodyguard_Heli_All2, "传送到我", {}, "", function()
Bodyguard.Heli.AllHelis(function(heli)
tp_entity_to_me(heli, math.random(-60, 60), math.random(-60, 60), 30)
end)
end)
menu.textslider(Bodyguard_Heli_All2, "无敌", {}, "", { "设置", "取消" }, function(value)
local toggle = true
if value == 2 then
toggle = false
end
Bodyguard.Heli.AllPeds(function(ped)
set_entity_godmode(ped, toggle)
end)
Bodyguard.Heli.AllHelis(function(heli)
set_entity_godmode(heli, toggle)
end)
end)
menu.action(Bodyguard_Heli_All2, "恢复", {}, "恢复生命值,清理NPC血迹,修复载具", function()
Bodyguard.Heli.AllPeds(function(ped)
SET_ENTITY_HEALTH(ped, ENTITY.GET_ENTITY_MAX_HEALTH(ped))
clear_ped_body(ped)
end)
Bodyguard.Heli.AllHelis(function(heli)
SET_ENTITY_HEALTH(heli, ENTITY.GET_ENTITY_MAX_HEALTH(heli))
fix_vehicle(heli)
end)
end)
menu.textslider(Bodyguard_Heli_All2, "禁用直升机碰撞", {},
"避免卡在墙里等情况,但可能会导致某些座位的NPC掉出载具", { "设置", "取消" }, function(value)
local toggle = true
if value == 2 then
toggle = false
end
Bodyguard.Heli.AllHelis(function(heli)
ENTITY.SET_ENTITY_COLLISION(heli, not toggle, true)
end)
end)
menu.divider(Bodyguard_Heli_All2, "删除")
menu.action(Bodyguard_Heli_All2, "删除已死亡", {}, "", function()
for key, ent in pairs(Bodyguard.Heli.pedList) do
if ENTITY.DOES_ENTITY_EXIST(ent) and ENTITY.IS_ENTITY_DEAD(ent) then
entities.delete(ent)
--table.remove(Bodyguard.Heli.pedList, key)
end
end
for key, ent in pairs(Bodyguard.Heli.heliList) do
if ENTITY.DOES_ENTITY_EXIST(ent) and ENTITY.IS_ENTITY_DEAD(ent) then
entities.delete(ent)
--table.remove(Bodyguard.Heli.heliList, key)
end
end
end)
menu.action(Bodyguard_Heli_All2, "删除全部", {}, "", function()
for _, ent in pairs(Bodyguard.Heli.pedList) do
if ENTITY.DOES_ENTITY_EXIST(ent) then
entities.delete(ent)
end
end
for _, ent in pairs(Bodyguard.Heli.heliList) do
if ENTITY.DOES_ENTITY_EXIST(ent) then
entities.delete(ent)
end
end
Bodyguard.Heli.pedList = {}
Bodyguard.Heli.heliList = {}
rs_menu.delete_menu_list(Bodyguard.Heli.menuList)
Bodyguard.Heli.index = 0
end)
--
menu.divider(Bodyguard_Options, "默认设置")
--------------------------------
-- Bodyguard NPC Setting
--------------------------------
local Bodyguard_NPC_Setting <const> = menu.list(Bodyguard_Options, "保镖NPC设置", {}, "")
menu.toggle(Bodyguard_NPC_Setting, "无敌", {}, "", function(toggle)
Bodyguard.Setting.ped.godmode = toggle
end)
menu.slider(Bodyguard_NPC_Setting, "生命", { "bodyguard_npc_health" }, "",
100, 100000, 5000, 100, function(value)
Bodyguard.Setting.ped.health = value
end)
menu.toggle(Bodyguard_NPC_Setting, "不会摔倒", {}, "", function(toggle)
Bodyguard.Setting.ped.no_ragdoll = toggle
end)
menu.list_select(Bodyguard_NPC_Setting, "主武器", {}, "", RS_T.CommonWeapons,
util.joaat("WEAPON_SPECIALCARBINE"), function(value)
Bodyguard.Setting.ped.weapon_main = value
end)
menu.list_select(Bodyguard_NPC_Setting, "副武器", {}, "", RS_T.CommonWeapons,
util.joaat("WEAPON_MICROSMG"), function(value)
Bodyguard.Setting.ped.weapon_secondary = value
end)
menu.slider_float(Bodyguard_NPC_Setting, "武器伤害倍数", { "bodyguard_npc_weapon_damamge_modifier" }, "",
0, 1000, 100, 50, function(value)
Bodyguard.Setting.ped.weapon_damamge_modifier = value * 0.01
end)
menu.list_select(Bodyguard_NPC_Setting, "行为", {}, "", Bodyguard.Group.Relationship, util.joaat("PLAYER"), function(value)
Bodyguard.Setting.ped.relationship = value
end)
--------------------------------
-- Bodyguard Heli Setting
--------------------------------
local Bodyguard_Heli_Setting <const> = menu.list(Bodyguard_Options, "保镖直升机设置", {}, "")
menu.toggle(Bodyguard_Heli_Setting, "无敌", {}, "", function(toggle)
Bodyguard.Setting.heli.godmode = toggle
end)
menu.slider(Bodyguard_Heli_Setting, "生命", { "bodyguard_heli_health" }, "", 100, 30000, 10000, 100,
function(value)
Bodyguard.Setting.heli.health = value
end)
menu.divider(Bodyguard_Heli_Setting, "任务设置")
menu.slider(Bodyguard_Heli_Setting, "速度", { "bodyguard_heli_speed" }, "", 0, 10000, 300, 10,
function(value)
Bodyguard.Setting.heli.speed = value
end)
menu.list_select(Bodyguard_Heli_Setting, "驾驶风格", {}, "", Ped_T.DrivingStyle.ListItem, 1, function(value)
Bodyguard.Setting.heli.drivingStyle = Ped_T.DrivingStyle.ValueList[value]
end)
menu.slider_float(Bodyguard_Heli_Setting, "Custom Offset", { "bodyguard_heli_customOffset" }, "",
-100000, 100000, -100, 10, function(value)
Bodyguard.Setting.heli.customOffsets = value
end)
menu.slider(Bodyguard_Heli_Setting, "地面上的最小高度", { "bodyguard_heli_minHeightAboveTerrain" }, "",
0, 10000, 20, 1, function(value)
Bodyguard.Setting.heli.minHeightAboveTerrain = value
end)
menu.list_select(Bodyguard_Heli_Setting, "直升机模式", {}, "", Vehicle_T.HeliMode, 0, function(value)
Bodyguard.Setting.heli.heliMode = value
end)