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Copy pathMission.lua
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3838 lines (3350 loc) · 136 KB
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------------------------------------------
-- Mission Options
------------------------------------------
local Mission_Options <const> = menu.list(Menu_Root, "任务选项", {}, "")
----------------------------------
-- Property Mission
----------------------------------
local Property_Mission <const> = menu.list(Mission_Options, "资产任务", {}, "")
--------------------------
-- Special Cargo
--------------------------
local Special_Cargo <const> = menu.list(Property_Mission, "特种货物", {}, "")
--#region Special Cargo Tool
local Special_Cargo_Tool <const> = menu.list(Special_Cargo, "工具", {}, "")
--#endregion
menu.action(Special_Cargo, "传送到 特种货物", { "tp_cargo" }, "", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(478)
if HUD.DOES_BLIP_EXIST(blip) then
local coords = HUD.GET_BLIP_COORDS(blip)
teleport2(coords.x, coords.y, coords.z + 1.0)
end
end)
menu.action(Special_Cargo, "特种货物 传送到我", { "tpme_cargo" }, "", function()
local entity_list = get_mission_pickups("gb_contraband_buy")
if next(entity_list) ~= nil then
OBJECT.SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER(ENTITY.GET_ENTITY_MODEL(entity_list[1]), 3)
for _, ent in pairs(entity_list) do
tp_pickup_to_me(ent)
end
else
local blip = HUD.GET_NEXT_BLIP_INFO_ID(478)
if HUD.DOES_BLIP_EXIST(blip) then
local ent = HUD.GET_BLIP_INFO_ID_ENTITY_INDEX(blip)
if ENTITY.DOES_ENTITY_EXIST(ent) then
set_entity_heading_to_entity(ent, players.user_ped())
tp_entity_to_me(ent)
if ENTITY.IS_ENTITY_A_VEHICLE(ent) then
tp_into_vehicle(ent, "delete", "delete")
end
else
util.toast("目标不是实体,无法传送到我")
end
end
end
end)
menu.action(Special_Cargo, "特种货物(载具) 传送到我", {}, "Trackify追踪的车", function()
local entity_list = get_mission_entities_by_hash(ENTITY_OBJECT, "gb_contraband_buy", -1322183878, -2022916910) -- 车里的货物
if next(entity_list) == nil then
return
end
for _, ent in pairs(entity_list) do
if ENTITY.IS_ENTITY_ATTACHED(ent) then
local attached_ent = ENTITY.GET_ENTITY_ATTACHED_TO(ent)
if ENTITY.IS_ENTITY_A_VEHICLE(attached_ent) then
tp_vehicle_to_me(attached_ent, "delete", "delete")
end
end
end
end)
menu.divider(Special_Cargo, "")
menu.action(Special_Cargo, "传送到 仓库助理", { "tp_cargo_assistant" }, "让他去拉货", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(480)
if HUD.DOES_BLIP_EXIST(blip) then
local coords = HUD.GET_BLIP_COORDS(blip)
teleport2(coords.x - 1.0, coords.y, coords.z)
end
end)
local special_cargo_lupe_menu
special_cargo_lupe_menu = menu.list_action(Special_Cargo, "卢佩: 传送到 水下货箱", {}, "",
{ { -1, "刷新货箱列表" } }, function(value)
-- Hash: -1235210928(object) 水下要炸的货箱
if value == -1 then
--货箱里面 要拾取的包裹
local water_cargo_hash_list = { 388143302, -36934887, 319657375, 924741338, -1249748547 }
local list_item_data = { { -1, "刷新货箱列表" } }
local i = 1
for k, ent in pairs(entities.get_all_objects_as_handles()) do
if ENTITY.IS_ENTITY_A_MISSION_ENTITY(ent) then
local EntityHash = ENTITY.GET_ENTITY_MODEL(ent)
if table.contains(water_cargo_hash_list, EntityHash) then
table.insert(list_item_data, { ent, "货箱 " .. i })
i = i + 1
end
end
end
menu.set_list_action_options(special_cargo_lupe_menu, list_item_data)
util.toast("已刷新,请重新打开该列表")
else
local ent = value
if ENTITY.DOES_ENTITY_EXIST(ent) then
if ENTITY.IS_ENTITY_ATTACHED(ent) then
local attached_ent = ENTITY.GET_ENTITY_ATTACHED_TO(ent)
tp_to_entity(attached_ent, 0.0, -2.5, 0.0)
set_entity_heading_to_entity(players.user_ped(), attached_ent)
end
end
end
end)
--------------------------
-- Bunker
--------------------------
local Bunker <const> = menu.list(Property_Mission, "地堡拉货", {}, "")
--#region Bunker Tool
local Bunker_Tool <const> = menu.list(Bunker, "工具", {}, "")
--#endregion
menu.action(Bunker, "传送到 原材料", { "tp_bk_supply" }, "", function()
local blip1 = HUD.GET_NEXT_BLIP_INFO_ID(556)
local blip2 = HUD.GET_NEXT_BLIP_INFO_ID(561)
local blip3 = HUD.GET_NEXT_BLIP_INFO_ID(477)
if HUD.DOES_BLIP_EXIST(blip1) then
local coords = HUD.GET_BLIP_COORDS(blip1)
teleport2(coords.x, coords.y + 2.0, coords.z + 1.0)
elseif HUD.DOES_BLIP_EXIST(blip2) then
local coords = HUD.GET_BLIP_COORDS(blip2)
teleport2(coords.x, coords.y, coords.z + 1.0)
elseif HUD.DOES_BLIP_EXIST(blip3) then
local coords = HUD.GET_BLIP_COORDS(blip3)
teleport2(coords.x, coords.y, coords.z + 1.0)
end
end)
menu.action(Bunker, "原材料 传送到我", { "tpme_bk_supply" }, "", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(556)
if not HUD.DOES_BLIP_EXIST(blip) then
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, -955159266)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent)
end
end
else
local ent = HUD.GET_BLIP_INFO_ID_ENTITY_INDEX(blip)
if ENTITY.DOES_ENTITY_EXIST(ent) then
set_entity_heading_to_entity(ent, players.user_ped())
tp_entity_to_me(ent)
if ENTITY.IS_ENTITY_A_VEHICLE(ent) then
tp_into_vehicle(ent, "delete", "delete")
end
else
util.toast("目标不是实体,无法传送到我")
end
end
end)
menu.divider(Bunker, "")
menu.action(Bunker, "爆炸 所有敌对载具", {}, "", function()
explode_hostile_vehicles()
end)
menu.action(Bunker, "爆炸 所有敌对物体", {}, "", function()
explode_hostile_objects()
end)
menu.action(Bunker, "骇入飞机 传送到我", {}, "传送到头上并冻结", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, -32878452)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
ENTITY.FREEZE_ENTITY_POSITION(ent, true)
tp_entity_to_me(ent, 0.0, 0.0, 10.0)
end
end
end)
menu.action(Bunker, "长鳍追飞机: 掉落货物 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 91541528)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent, 0.0, 0.0, 1.0)
end
end
end)
menu.action(Bunker, "长鳍追飞机: 炸掉长鳍", {},
"不再等飞机慢慢地投放货物", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 1861786828) --长鳍
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
ENTITY.SET_ENTITY_INVINCIBLE(ent, false)
local pos = ENTITY.GET_ENTITY_COORDS(ent)
add_owned_explosion(players.user_ped(), pos)
end
end
end)
--------------------------
-- Air Freight
--------------------------
local Air_Freight <const> = menu.list(Property_Mission, "机库拉货", {}, "")
--#region Air Freight Tool
local Air_Freight_Tool <const> = menu.list(Air_Freight, "工具", {}, "")
--#endregion
menu.action(Air_Freight, "传送到 货物", { "tp_air_product" }, "", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(568)
if HUD.DOES_BLIP_EXIST(blip) then
local coords = HUD.GET_BLIP_COORDS(blip)
teleport2(coords.x, coords.y, coords.z + 1.0)
end
end)
menu.action(Air_Freight, "货物 传送到我", { "tpme_air_product" },
"提示已取得货物后就可以直接去机库送达货物", function()
-- Pickup Hash: -1270906188, -204239524, 2085196638, 886033073, 1419829219, 1248987568, -2037094101, -49487954
for _, ent in pairs(entities.get_all_pickups_as_handles()) do
if ENTITY.IS_ENTITY_A_MISSION_ENTITY(ent) then
local entity_script = GET_ENTITY_SCRIPT(ent)
if entity_script == "gb_smuggler" or entity_script == "fm_content_smuggler_resupply" then
tp_pickup_to_me(ent)
end
end
end
end)
menu.action(Air_Freight, "结束任务", {},
"进入机库提示货物已送达后就可以直接结束任务", function()
local script_list = {
"gb_smuggler", "fm_content_smuggler_resupply"
}
for _, script_name in pairs(script_list) do
SPOOF_SCRIPT(script_name, function(script)
LOCAL_SET_INT(script, Locals[script].stModeTimer, 0)
end)
end
end)
menu.divider(Air_Freight, "")
menu.action(Air_Freight, "陆地: 炸掉发电机", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 209668540)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
local coords = ENTITY.GET_ENTITY_COORDS(ent)
coords.z = coords.z + 1.0
add_owned_explosion(players.user_ped(), coords, 4)
end
end
end)
menu.action(Air_Freight, "陆地: 传送到 释放开关", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 162166615)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, -0.5, 0.0)
set_entity_heading_to_entity(players.user_ped(), ent)
end
end
end)
menu.action(Air_Freight, "陆地: 传送进 阿维萨", {}, "然后再传送到货物", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, -1706603682)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
PED.SET_PED_INTO_VEHICLE(players.user_ped(), ent, -1)
end
end
end)
menu.action(Air_Freight, "爆炸 所有敌对载具", {}, "", function()
explode_hostile_vehicles()
end)
menu.action(Air_Freight, "爆炸 所有敌对NPC", {}, "", function()
explode_hostile_peds()
end)
menu.action(Air_Freight, "爆炸 所有敌对物体", {}, "", function()
explode_hostile_objects()
end)
menu.divider(Air_Freight, "")
menu.action(Air_Freight, "传送到 鲁斯特", {}, "让他去拉货", function()
local entity_list = get_entities_by_hash(ENTITY_PED, true, 2086307585)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, 1.0, 0.0)
set_entity_heading_to_entity(players.user_ped(), ent, 180.0)
end
end
end)
--------------------------
-- Biker Factory
--------------------------
local Biker_Factory <const> = menu.list(Property_Mission, "摩托帮工厂", {}, "")
--#region Biker Factory Tool
local Biker_Factory_Tool <const> = menu.list(Biker_Factory, "工具", {}, "")
--#endregion
menu.action(Biker_Factory, "传送到 货物", { "tp_mc_product" }, "", function()
local blip1 = HUD.GET_NEXT_BLIP_INFO_ID(501)
local blip2 = HUD.GET_NEXT_BLIP_INFO_ID(64)
local blip3 = HUD.GET_NEXT_BLIP_INFO_ID(427)
local blip4 = HUD.GET_NEXT_BLIP_INFO_ID(423)
if HUD.DOES_BLIP_EXIST(blip1) then
local coords = HUD.GET_BLIP_COORDS(blip1)
teleport2(coords.x, coords.y - 1.5, coords.z) --MC Product
elseif HUD.DOES_BLIP_EXIST(blip2) then
local coords = HUD.GET_BLIP_COORDS(blip2)
teleport2(coords.x, coords.y - 1.5, coords.z) --Heli
elseif HUD.DOES_BLIP_EXIST(blip3) then
local coords = HUD.GET_BLIP_COORDS(blip3)
teleport2(coords.x, coords.y, coords.z + 1.0) --Boat
elseif HUD.DOES_BLIP_EXIST(blip4) then
local coords = HUD.GET_BLIP_COORDS(blip4)
teleport2(coords.x, coords.y + 1.5, coords.z - 1.0) --Plane
end
end)
menu.action(Biker_Factory, "货物 传送到我", { "tpme_mc_product" }, "", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(501)
if HUD.DOES_BLIP_EXIST(blip) then
local ent = HUD.GET_BLIP_INFO_ID_ENTITY_INDEX(blip)
if ENTITY.DOES_ENTITY_EXIST(ent) then
set_entity_heading_to_entity(ent, players.user_ped())
tp_entity_to_me(ent)
if ENTITY.IS_ENTITY_A_VEHICLE(ent) then
tp_into_vehicle(ent, "delete", "delete")
end
else
util.toast("目标不是实体,无法传送到我")
end
end
end)
menu.action(Biker_Factory, "货物(载具) 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 788248216)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
if ENTITY.IS_ENTITY_ATTACHED(ent) then
local attached_ent = ENTITY.GET_ENTITY_ATTACHED_TO(ent)
if ENTITY.IS_ENTITY_A_VEHICLE(attached_ent) then
tp_vehicle_to_me(attached_ent, "delete", "delete")
end
end
end
end
end)
--------------------------
-- Acid Lab
--------------------------
local Acid_Lab <const> = menu.list(Property_Mission, "致幻剂实验室", {}, "")
--#region Acid Lab Tool
local Acid_Lab_Tool <const> = menu.list(Acid_Lab, "工具", {}, "")
--#endregion
menu.action(Acid_Lab, "原材料 传送到我", {}, "", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(501)
if HUD.DOES_BLIP_EXIST(blip) then
local ent = HUD.GET_BLIP_INFO_ID_ENTITY_INDEX(blip)
if ENTITY.DOES_ENTITY_EXIST(ent) then
set_entity_heading_to_entity(ent, players.user_ped())
tp_entity_to_me(ent)
else
util.toast("目标不是实体,无法传送到我")
end
end
end)
menu.action(Acid_Lab, "传送到 致幻剂实验室", {}, "送达原材料时", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(840)
if HUD.DOES_BLIP_EXIST(blip) then
if HUD.GET_BLIP_COLOUR(blip) == 60 then
teleport(HUD.GET_BLIP_COORDS(blip))
end
end
end)
-- Hash: 1714593198 (pickup) 化学品泄漏
menu.divider(Acid_Lab, "")
menu.action(Acid_Lab, "农场: 拖拉机 传送到 原材料", {}, "会将玩家传送进拖拉机并且与拖车连接\n需要下车来踩点",
function()
local trailer = 0
local tractor = 0
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 1375611915)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
if ENTITY.IS_ENTITY_ATTACHED(ent) then
trailer = ENTITY.GET_ENTITY_ATTACHED_TO(ent)
end
end
end
entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, -2076478498)
if next(entity_list) ~= nil then
tractor = entity_list[1]
end
if ENTITY.DOES_ENTITY_EXIST(trailer) and ENTITY.DOES_ENTITY_EXIST(tractor) then
set_entity_heading_to_entity(tractor, trailer)
tp_entity_to_entity(tractor, trailer, 0.0, 5.5, 0.0)
SET_VEHICLE_ENGINE_ON(tractor, true)
PED.SET_PED_INTO_VEHICLE(players.user_ped(), tractor, -1)
end
end)
menu.action(Acid_Lab, "仓库: 原材料 传送到 卡车", {}, "", function()
if user_interior() == 289537 then
local supply = 0
local truck = 0
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 414057361)
if next(entity_list) ~= nil then
supply = entity_list[1]
end
entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 1945374990)
if next(entity_list) ~= nil then
truck = entity_list[1]
end
if ENTITY.DOES_ENTITY_EXIST(supply) and ENTITY.DOES_ENTITY_EXIST(truck) then
tp_entity_to_entity(supply, truck, 0.0, -3.0, 0.0)
set_entity_heading_to_entity(supply, truck, 90.0)
end
end
end)
menu.action(Acid_Lab, "仓库: 传送进 卡车", {}, "", function()
if user_interior() == 289537 then
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 1945374990)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_into_vehicle(ent)
end
end
end
end)
menu.action(Acid_Lab, "仓库: 叉车 传送到 卡车后面", {}, "如果没有提示登上卡车\n会将玩家传送进叉车",
function()
if user_interior() == 289537 then
local forklift = 0
local truck = 0
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 1491375716)
if next(entity_list) ~= nil then
forklift = entity_list[1]
end
entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 1945374990)
if next(entity_list) ~= nil then
truck = entity_list[1]
end
if ENTITY.DOES_ENTITY_EXIST(forklift) and ENTITY.DOES_ENTITY_EXIST(truck) then
VEHICLE.SET_FORKLIFT_FORK_HEIGHT(forklift, 1.0)
set_entity_heading_to_entity(forklift, truck)
tp_entity_to_entity(forklift, truck, 0.0, -6.0, 0.0)
SET_VEHICLE_ENGINE_ON(forklift, true)
PED.SET_PED_INTO_VEHICLE(players.user_ped(), forklift, -1)
end
end
end)
menu.action(Acid_Lab, "敌痛息仓库: 传送到 时间表", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 623418081)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, 0.0, 0.5)
end
end
end)
menu.action(Acid_Lab, "敌痛息仓库: 厢型车 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 331463704)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
if ENTITY.IS_ENTITY_ATTACHED(ent) then
local veh = ENTITY.GET_ENTITY_ATTACHED_TO(ent)
if ENTITY.IS_ENTITY_A_VEHICLE(veh) then
tp_vehicle_to_me(veh, "delete", "delete")
end
end
end
end
end)
menu.action(Acid_Lab, "空投地点: 原材料 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, -1367041250)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
add_owned_explosion(players.user_ped(), ENTITY.GET_ENTITY_COORDS(ent))
end
util.yield(500)
end
entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 1195735753)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent)
end
end
end)
menu.divider(Acid_Lab, "出售货物")
menu.action(Acid_Lab, "致幻剂包裹 投进箱子", {}, "", function()
local blip = HUD.GET_CLOSEST_BLIP_INFO_ID(1)
if HUD.DOES_BLIP_EXIST(blip) then
local coords = HUD.GET_BLIP_COORDS(blip)
shoot_single_bullet(coords, coords,
{ weaponHash = 4159824478, owner = players.user_ped() })
end
end)
----------------------------------
-- Preparation Mission
----------------------------------
local Preparation_Mission <const> = menu.list(Mission_Options, "前置任务", {}, "")
--#region Cayo Perico
local Cayo_Perico <const> = menu.list(Preparation_Mission, "佩里科岛抢劫", {}, "")
menu.action(Cayo_Perico, "传送到虎鲸 任务面板", { "tpinKosatka" },
"需要提前叫出虎鲸", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(760)
if user_interior() == 281345 or HUD.DOES_BLIP_EXIST(blip) then
teleport2(1561.2369, 385.8771, -49.689915, 175.0001)
else
util.toast("未在地图上找到虎鲸")
end
end)
menu.action(Cayo_Perico, "传送到虎鲸 外面甲板", { "tpoutKosatka" },
"需要提前叫出虎鲸", function()
local blip = HUD.GET_NEXT_BLIP_INFO_ID(760)
if HUD.DOES_BLIP_EXIST(blip) then
local ent = HUD.GET_BLIP_INFO_ID_ENTITY_INDEX(blip)
tp_to_entity(ent, 0.0, 31.0, 4.0)
set_entity_heading_to_entity(players.user_ped(), ent, 180)
else
util.toast("未在地图上找到虎鲸")
end
end)
menu.divider(Cayo_Perico, "侦查")
menu.action(Cayo_Perico, "传送进 梅杜莎", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 1077420264)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
set_entity_godmode(ent, true)
SET_VEHICLE_ENGINE_ON(ent, true)
PED.SET_PED_INTO_VEHICLE(players.user_ped(), ent, -1)
end
end
end)
menu.action(Cayo_Perico, "传送到 信号塔", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 1981815996)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, -0.5, 0.5)
set_entity_heading_to_entity(players.user_ped(), ent)
end
end
end)
menu.divider(Cayo_Perico, "前置")
menu.action(Cayo_Perico, "长鳍 传送到目的地", {}, "先传送到警局踩点\n获取包裹,传送到目的地并坐进卡车",
function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 528555233)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_pickup_to_me(ent, true)
end
end
entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, -1649536104)
if next(entity_list) ~= nil then
local ent = entity_list[1]
TP_ENTITY(ent, v3(-154.88900756836, -2663.2165527344, 5.9994849128723), 0)
PED.SET_PED_INTO_VEHICLE(players.user_ped(), ent, -1)
end
end)
menu.action(Cayo_Perico, "传送到 保险箱密码", {}, "赌场别墅内的保安队长", function()
local entity_list = get_entities_by_hash(ENTITY_PED, true, -1109568186)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, 0.0, 0.5)
end
end
end)
menu.action(Cayo_Perico, "等离子切割枪 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, -802406134)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent)
end
end
end)
menu.action(Cayo_Perico, "指纹复制器 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 1506325614)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent)
end
end
end)
menu.action(Cayo_Perico, "传送到 割据", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 1871441709)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, 1.5, 0.0)
set_entity_heading_to_entity(players.user_ped(), ent, -180)
end
end
end)
menu.action(Cayo_Perico, "武器 传送到我", {}, "拾取后重新进入虎鲸,然后炸掉女武神", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 1912600099)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent)
end
end
end)
menu.action(Cayo_Perico, "武器 炸掉女武神", {}, "不再等它慢慢的飞", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, -1600252419)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
local pos = ENTITY.GET_ENTITY_COORDS(ent)
add_owned_explosion(players.user_ped(), pos)
end
end
end)
menu.divider(Cayo_Perico, "")
menu.textslider(Cayo_Perico, "前置任务助手", {},
"前置任务: 爆破弹,等离子切割枪,指纹复制器,武器(梅利威瑟)\n传送到我后重新进入虎鲸,会提示已送达前置装备\n然后结束任务,会提示任务已完成",
{ "传送到我", "结束任务" }, function(value)
local script = "fm_content_island_heist"
if not IS_SCRIPT_RUNNING(script) then
return
end
if value == 1 then
for _, pickup in pairs(get_mission_pickups(script)) do
tp_pickup_to_me(pickup)
end
elseif value == 2 then
SPOOF_SCRIPT(script, function()
LOCAL_SET_INT(script, Locals[script].stModeTimer, 0)
end)
end
end)
local Cayo_Perico_Preps <const> = menu.list(Cayo_Perico, "其它前置", {}, "")
menu.divider(Cayo_Perico_Preps, "载具: 虎鲸")
menu.action(Cayo_Perico_Preps, "传送到 潜水艇", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, -1428975160)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, -8.0, 0.0, 9.0)
end
end
end)
menu.action(Cayo_Perico_Preps, "传送到 声呐干扰器", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, -1106317414)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, -0.5, 0.0)
set_entity_heading_to_entity(players.user_ped(), ent)
end
end
end)
menu.divider(Cayo_Perico_Preps, "载具: 阿尔科诺斯特")
menu.action(Cayo_Perico_Preps, "传送到 笔记本电脑", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 281564928)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_to_entity(ent, 0.0, -0.5, 0.0)
set_entity_heading_to_entity(players.user_ped(), ent)
end
end
end)
menu.action(Cayo_Perico_Preps, "传送进 阿尔科诺斯特", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, -365873403)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_into_vehicle(ent)
end
end
end)
menu.divider(Cayo_Perico_Preps, "载具: 巡逻艇")
menu.action(Cayo_Perico_Preps, "传送进 巡逻艇", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, -276744698)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_into_vehicle(ent, "", "delete")
end
end
end)
local Cayo_Perico_Final <const> = menu.list(Cayo_Perico, "终章", {}, "")
menu.divider(Cayo_Perico_Final, "豪宅外")
menu.action(Cayo_Perico_Final, "信号塔 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, false, 1981815996)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
request_control(ent)
tp_entity_to_me(ent, 0.0, 2.0, -1.0)
set_entity_heading_to_entity(ent, players.user_ped())
end
end
end)
menu.action(Cayo_Perico_Final, "发电站 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, false, 1650252819)
if next(entity_list) ~= nil then
local x = 0.0
for _, ent in pairs(entity_list) do
request_control(ent)
tp_entity_to_me(ent, x, 2.0, 0.5)
set_entity_heading_to_entity(ent, players.user_ped())
x = x + 1.5
end
end
end)
menu.action(Cayo_Perico_Final, "保安服 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, false, -1141961823)
if next(entity_list) ~= nil then
local x = 0.0
for _, ent in pairs(entity_list) do
request_control(ent)
tp_entity_to_me(ent, x, 2.0, -0.5)
x = x + 1.0
end
end
end)
menu.action(Cayo_Perico_Final, "螺旋切割器 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, false, -710382954)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
request_control(ent)
tp_entity_to_me(ent, 0.0, 2.0, -0.5)
end
end
end)
menu.action(Cayo_Perico_Final, "抓钩 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, false, -1789904450)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
request_control(ent)
tp_entity_to_me(ent, 0.0, 2.0, -0.5)
end
end
end)
menu.action(Cayo_Perico_Final, "运货卡车 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 2014313426)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
request_control(ent)
tp_vehicle_to_me(ent, "", "delete")
end
end
end)
menu.divider(Cayo_Perico_Final, "豪宅内")
local perico_gold_vault_menu
perico_gold_vault_menu = menu.list_action(Cayo_Perico_Final, "传送到 黄金", {}, "",
{ { -1, "刷新黄金列表" } }, function(value)
if value == -1 then
local list_item_data = { { -1, "刷新黄金列表" } }
local i = 1
for k, ent in pairs(entities.get_all_objects_as_handles()) do
if ENTITY.IS_ENTITY_A_MISSION_ENTITY(ent) then
local Hash = ENTITY.GET_ENTITY_MODEL(ent)
if Hash == -180074230 then
table.insert(list_item_data, { ent, "黄金 " .. i })
i = i + 1
end
end
end
menu.set_list_action_options(perico_gold_vault_menu, list_item_data)
util.toast("已刷新,请重新打开该列表")
else
local ent = value
if ENTITY.DOES_ENTITY_EXIST(ent) then
tp_to_entity(ent, 0.0, -1.0, 0.0)
set_entity_heading_to_entity(players.user_ped(), ent)
end
end
end)
menu.action(Cayo_Perico_Final, "干掉主要目标玻璃柜、保险箱", {}, "会在豪宅外生成主要目标包裹",
function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, false, -1714533217, 1098122770) --玻璃柜、保险箱
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
request_control(ent)
SET_ENTITY_HEALTH(ent, 0)
end
end
end)
menu.action(Cayo_Perico_Final, "主要目标掉落包裹 传送到我", {}, "携带主要目标者死亡后掉落的包裹",
function()
-- Hash: -1851147549 (pickup) 包裹
local blip = HUD.GET_NEXT_BLIP_INFO_ID(765)
if HUD.DOES_BLIP_EXIST(blip) then
local ent = HUD.GET_BLIP_INFO_ID_ENTITY_INDEX(blip)
if ENTITY.DOES_ENTITY_EXIST(ent) then
request_control(ent)
tp_entity_to_me(ent)
end
end
end)
menu.action(Cayo_Perico_Final, "办公室保险箱 传送到我", {}, "保险箱门和里面的现金", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, false, 485111592) --保险箱
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
request_control(ent)
tp_entity_to_me(ent, -0.5, 1.0, 0.0)
set_entity_heading_to_entity(ent, players.user_ped(), 180.0)
end
end
entity_list = get_entities_by_hash(ENTITY_PICKUP, false, -2143192170) --现金
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
request_control(ent)
tp_entity_to_me(ent, 0.0, 1.0, 0.0)
end
end
end)
--#endregion
--#region Diamond Casino
local Diamond_Casino <const> = menu.list(Preparation_Mission, "赌场抢劫", {}, "")
menu.divider(Diamond_Casino, "侦查")
menu.action(Diamond_Casino, "保安 传送到我", {}, "骇入手机会直接完成", function()
local script = "gb_casino_heist"
if not IS_SCRIPT_RUNNING(script) then
return
end
local entity_list = get_entities_by_hash(ENTITY_PED, true, -1094177627)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent, 0.0, 2.0, 0.0)
end
LOCAL_SET_INT(script, Locals[script].iRangeHackingTime, 100000)
end
end)
menu.textslider(Diamond_Casino, "赌场 传送到骇入位置", {}, "进入赌场后再传送", {
"自动", "1", "2", "3", "4", "5"
}, function(value)
local script = "gb_casino_heist"
if not IS_SCRIPT_RUNNING(script) then
return
end
if user_interior() ~= 275201 then
return
end
local data = {
[0] = { 1120.23, 226.79, -50.84 },
[1] = { 1131.72, 280.61, -52.04 },
[2] = { 1106.95, 261.03, -51.84 },
[3] = { 1140.38, 240.97, -51.44 },
[4] = { 1148.7, 242.61, -52.04 },
}
if value == 1 then
value = LOCAL_GET_INT(script, Locals[script].iRandomModeInt1)
if value then
local pos = data[value]
if pos then
teleport2(pos[1], pos[2], pos[3])
else
util.toast("自动传送位置失败")
end
end
else
local pos = data[value - 2]
teleport2(pos[1], pos[2], pos[3])
end
end)
menu.divider(Diamond_Casino, "前置")
------------------------
-- 相同前置
------------------------
local Diamond_Casino_Preps <const> = menu.list(Diamond_Casino, "相同前置", {}, "")
menu.action(Diamond_Casino_Preps, "武器 传送到我", {}, "杀死/爆炸所有NPC", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, 798951501, -1628917549)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_pickup_to_me(ent)
end
end
end)
menu.action(Diamond_Casino_Preps, "载具: 天威 传送到我", {}, "天威 经典版", function()
local entity_list = get_entities_by_hash(ENTITY_VEHICLE, true, 931280609)
if next(entity_list) ~= nil then
tp_vehicle_to_me(entity_list[1], "", "delete")
end
end)
menu.action(Diamond_Casino_Preps, "骇入设备: 门禁卡 传送到我", {}, "探员\n提前杀死所有NPC", function()
local entity_list = get_entities_by_hash(ENTITY_PED, true, 1650288984, 2072724299)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent, 0.0, 2.0, 0.0)
end
end
end)
menu.action(Diamond_Casino_Preps, "骇入设备 传送到我", {}, "", function()
local entity_list = get_entities_by_hash(ENTITY_PICKUP, true, -155327337)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent)
end
end
end)
menu.action(Diamond_Casino_Preps, "金库门禁卡: 狱警 传送到我", {}, "提前杀死所有NPC", function()
local entity_list = get_entities_by_hash(ENTITY_PED, true, 1456041926)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent, 0.0, 2.0, -0.5)
end
end
end)
menu.action(Diamond_Casino_Preps, "金库门禁卡: 保安 传送到我", {}, "提前杀死所有NPC\n直接搜查保安尸体,不用管地图红色标记点",
function()
local entity_list = get_entities_by_hash(ENTITY_PED, true, -1575488699, -1425378987)
if next(entity_list) ~= nil then
local x = 0.0
for _, ent in pairs(entity_list) do
tp_entity_to_me(ent, x, 2.0, 0.0)
x = x + 1.0
end
end
end)
menu.divider(Diamond_Casino_Preps, "可选任务")
menu.action(Diamond_Casino_Preps, "巡逻路线: 车 传送到我", {}, "在车后备箱里", function()
local entity_list = get_entities_by_hash(ENTITY_OBJECT, true, 1265214509)
if next(entity_list) ~= nil then
for _, ent in pairs(entity_list) do
if ENTITY.IS_ENTITY_ATTACHED(ent) then