Roadblocks
Roadblocks
using System.Collections.Generic;
using System.Drawing;
using GTA;
using GTA.Math;
using GTA.Native;
using NativeUI;
public RoadblockScript()
roadblockMenu.OnItemSelect += OnMenuItemSelect;
UIMenuPool.Instance.Add(roadblockMenu);
Tick += OnTick;
KeyDown += OnKeyDown;
Aborted += OnScriptAborted;
if (suspect.IsInVehicle())
if (IsAutomaticRoadblocksAllowed())
Delay(randomDelay, () =>
if (suspect.IsInVehicle())
{
// Deploy a roadblock based on the road location
roadblocks.Add(roadblock);
});
roadblock.Update();
roadblock.Draw();
if (e.KeyCode == Keys.H)
RequestRoadblocks();
roadblocks.Add(roadblock);
roadblocks.Add(spikeStrip);
int numPoliceVehicles = 2;
int numCones = 4;
roadblocks.Add(roadblock);
// Deploy cones
roadblocks.Add(cone);
return Game.Player.Character.IsOnFoot;
```csharp
{
// Customizable roadblock properties
roadPosition = World.GetNextPositionOnStreet(position);
return roadblock;
return spikeStrip;
private Roadblock DeployPoliceVehicle(Vector3 position, float width, float length, Color color)
policeVehicle.Heading = World.GetNextPositionOnStreet(position).Heading;
policeVehicle.IsSirenActive = true;
policeVehicle.IsEngineRunning = true;
return roadblock;
return cone;
roadblock.Dispose();
// Roadblock properties
public Roadblock(Vector3 position, float heading, float width, float length, Color color)
{
Position = position;
Heading = heading;
Width = width;
Length = length;
Color = color;
Vehicle = vehicle;
Width = width;
Length = length;
Color = color;
Cone = cone;
Radius = radius;
Color = color;
if (Vehicle != null)
{
Position = Vehicle.Position;
Heading = Vehicle.Heading;
Position = Cone.Position;
Radius = Cone.Radius;
if (Vehicle != null)
World.DrawMarker(MarkerType.Cone