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Posted (edited)

Make a mark on the map and press ARROWUP or DPAD - UP in PS4/XBOX. :D

you will be teleported to your marking.

Spoiler

Client-Side


mp.events.add('render', () => {
	if(mp.game.controls.isControlJustReleased(0, 172)){//ARROWUP
		teleport();
	}
});

function teleport() {
	let blipFound = false;
	let blipIterator = mp.game.invoke('0x526A9A6B1B39C5F0');
	let FirstInfoId = mp.game.invoke('0x8B85A9204085F2E4', blipIterator);
	let NextInfoId = mp.game.invoke('0xAE4957CFA732BC41', blipIterator);
	
	
	for (let i = FirstInfoId; mp.game.invoke('0xA6DECE14FC9A8C51', i) != 0; i = NextInfoId)
	{
		if (mp.game.invoke('0x5B4379CB58F97327', i) == 4 ){
			var coord = mp.game.ui.getBlipInfoIdCoord(i);
			blipFound = true;
		}
	}
	if (blipFound)
	{
		mp.game.cam.doScreenFadeOut(250);
		let groundFound = false;
		let groundCheckHeight = 1000;
		if (mp.players.local.vehicle){
			for (let i = 0; i < parseFloat(groundCheckHeight); i++){
				mp.players.local.vehicle.position = new mp.Vector3(coord.x, coord.y, coord.z);
				if (mp.game.gameplay.getGroundZFor3dCoord(coord.x, coord.y, parseFloat(i), coord.z, false)){
					groundFound = true;
					coord.z += -300.0;
					mp.game.cam.doScreenFadeIn(250);
				}
			}
			if (!groundFound){
				mp.players.local.vehicle.position = new mp.Vector3(coord.x, coord.y, coord.z);
				coord.z = 1000.0;
				mp.game.cam.doScreenFadeIn(250);
				//mp.game.weapon.giveWeaponObjectToPed(0xFBAB5776, mp.players.local);
			}
		}else{
			for (let i = 0; i < parseFloat(groundCheckHeight); i++){
				mp.players.local.position = new mp.Vector3(coord.x, coord.y, coord.z);
				if (mp.game.gameplay.getGroundZFor3dCoord(coord.x, coord.y, parseFloat(i), coord.z, false)){
					groundFound = true;
					coord.z += -300.0;
					mp.game.cam.doScreenFadeIn(250);
				}
			}
			if (!groundFound){
				mp.players.local.position = new mp.Vector3(coord.x, coord.y, coord.z);
				coord.z = 1000.0;
				mp.game.cam.doScreenFadeIn(250);
				//mp.game.weapon.giveWeaponObjectToPed(0xFBAB5776, mp.players.local);
			}
		}
	}
}

 

 

 

 

Edited by OsFlash
  • Like 1
  • 1 year later...
Posted

Managed to get it to work in the current version.

The script is not always finding the elevation at the waypoint position though (getGroundZFor3dCoord returning 0), if that happens it will not teleport you and output a chat message.
Also I am using a command (/tp) instead of a keybind.

Code (a bit messy, since for development purposes):

Spoiler

mp.events.add("playerCommand", (command) => {
  const args = command.split(/[ ]+/)
  const commandName = args[0]
  args.shift()
  if(commandName === "tp"){
    if (mp.game.invoke('0x1DD1F58F493F1DA5')) {
      let blipIterator = mp.game.invoke('0x186E5D252FA50E7D')
      let FirstInfoId = mp.game.invoke('0x1BEDE233E6CD2A1F', blipIterator)
      let NextInfoId = mp.game.invoke('0x14F96AA50D6FBEA7', blipIterator)
      for (let i = FirstInfoId; mp.game.invoke('0xA6DB27D19ECBB7DA', i) != 0; i = NextInfoId) {
        if (mp.game.invoke('0xBE9B0959FFD0779B', i) == 4 ) {
          let coord = mp.game.ui.getBlipInfoIdCoord(i)
          coord.z = mp.game.gameplay.getGroundZFor3dCoord(coord.x, coord.y, 800, 0, false)
          if(coord.z != 0 && !mp.players.local.isInAnyVehicle(true)){
            mp.players.local.position = coord
          }
          else{
            mp.gui.chat.push("Could not find elevation at waypoint position!") 
          }
        }
      }
    }
  }
})

 

 

  • Like 2
  • 2 months later...
Posted

Thanks for snippets. I modified this a little bit to work distant locations where the map isn't properly loaded. Here is the code.

 

	if (mp.game.invoke('0x1DD1F58F493F1DA5'))
	{
		let blipIterator = mp.game.invoke('0x186E5D252FA50E7D');
		let FirstInfoId = mp.game.invoke('0x1BEDE233E6CD2A1F', blipIterator);
		let NextInfoId = mp.game.invoke('0x14F96AA50D6FBEA7', blipIterator);
		for (let i = FirstInfoId; mp.game.invoke('0xA6DB27D19ECBB7DA', i) != 0; i = NextInfoId)
		{
			if (mp.game.invoke('0xBE9B0959FFD0779B', i) == 4)
			{
				let oldpos = mp.players.local.position;
				let coord = mp.game.ui.getBlipInfoIdCoord(i);

				coord.z = mp.game.gameplay.getGroundZFor3dCoord(coord.x, coord.y, i * 50, 0, false); // try calcualte Z
        mp.players.local.position = coord;
                  
				mp.players.local.freezePosition(true);
				setTimeout(function ()
				{ // let the game load the map
					let j = 0;
					while (j <= 60 && coord.z == 0)
					{ // try to find it by trying different heights
						coord.z = mp.game.gameplay.getGroundZFor3dCoord(coord.x, coord.y, i * 25, 0, false);
						j++;
					}

					if (coord.z != 0)
					{ // if found groundZ
						mp.players.local.position = coord;
					}
					else
					{
						mp.players.local.position = oldpos;
						mp.gui.chat.push("Could not find elevation at waypoint position!");
					}
					mp.players.local.freezePosition(false);
				}, 1500);
			}
		}
	}

 

Works by teleporting you there, freezing you then calculating the GroundZ. If it finds it, it places you there else it teleports you back to your original position.

  • Like 2
  • 3 years later...
Posted (edited)

None of above examples worked so I share my:

const REQUEST_ADDITIONAL_COLLISION_AT_COORD = "0xC9156DC11411A9EA";

export const getGroundCoords = (vector, tries) => {
    let groundZ;
    for (let i = 0; i < tries; ++i) {

        groundZ = mp.game.gameplay.getGroundZFor3DCoord(vector.x, vector.y, 1000, false, false);
        if (groundZ) {
            return new mp.Vector3(vector.x, vector.y, groundZ + 1);
        } else {

            for (let z = 1500; z >= 0; z -= 100) {
                mp.game.streaming.setFocusArea(vector.x, vector.y, z, 0, 0, 0);
                mp.game.streaming.requestCollisionAtCoord(vector.x, vector.y, z);
                mp.game.invoke(REQUEST_ADDITIONAL_COLLISION_AT_COORD, vector.x, vector.y, z);
                mp.game.wait(0);
            }

            groundZ = mp.game.gameplay.getGroundZFor3DCoord(vector.x, vector.y, 1000, false, false);
            if (groundZ) {
                mp.game.streaming.clearFocus();
                return new mp.Vector3(vector.x, vector.y, groundZ + 1);
            } else {
                mp.game.streaming.setFocusArea(mp.players.local.position.x, mp.players.local.position.y, mp.players.local.position.z, 0, 0, 0);
                mp.game.streaming.clearFocus();
            }
        }
    }
    return null;
}

const teleportToWp = () => {
    const waypoint = mp.game.ui.getFirstBlipInfoId(8);
    if (!mp.game.ui.doesBlipExist(waypoint)) return;

    const waypointPos = mp.game.ui.getBlipInfoIdCoord(waypoint);
    if (!waypointPos) return;

    const groundPos = getGroundCoords(waypointPos, 10);
    if (groundPos) {
        mp.players.local.position = groundPos;
        return;
    }

    mp.gui.chat.push("Ground Z could not be found, try another position.");
};

mp.keys.bind(114/* F3 keycode */, false, () => {
    teleportToWp();
})
Edited by Kopra

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