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Roadblocks

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0% found this document useful (0 votes)
30 views11 pages

Roadblocks

Uploaded by

Arts Design
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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using System;

using System.Collections.Generic;

using System.Drawing;

using GTA;

using GTA.Math;

using GTA.Native;

using NativeUI;

public class RoadblockScript : Script

private List<Roadblock> roadblocks;

private List<Ped> suspectList;

private UIMenu roadblockMenu;

private Random random;

public RoadblockScript()

roadblocks = new List<Roadblock>();

suspectList = new List<Ped>();

random = new Random();

// Create the roadblocks menu

roadblockMenu = new UIMenu(”Roadblocks Menu”, “Choose a roadblock option:”);

roadblockMenu.OnItemSelect += OnMenuItemSelect;

// Add menu items

roadblockMenu.AddItem(new UIMenuItem(”Deploy Roadblock”));


roadblockMenu.AddItem(new UIMenuItem(”Deploy Spike Strip”));

// Add the menu to the UIMenuPool

UIMenuPool.Instance.Add(roadblockMenu);

// Subscribe to necessary events

Tick += OnTick;

KeyDown += OnKeyDown;

Aborted += OnScriptAborted;

private void OnTick(object sender, EventArgs e)

// Check if any suspect peds are inside a vehicle

foreach (Ped suspect in suspectList)

if (suspect.IsInVehicle())

// Check if automatic roadblocks are allowed

if (IsAutomaticRoadblocksAllowed())

// Deploy a roadblock after a random amount of time

int randomDelay = random.Next(3000, 10000); // Random delay between 3 to 10 seconds

Delay(randomDelay, () =>

if (suspect.IsInVehicle())

{
// Deploy a roadblock based on the road location

Roadblock roadblock = DeployRoadblock(suspect.CurrentVehicle.Position);

roadblocks.Add(roadblock);

});

// Update and draw the roadblocks

foreach (Roadblock roadblock in roadblocks)

roadblock.Update();

roadblock.Draw();

private void OnKeyDown(object sender, KeyEventArgs e)

if (e.KeyCode == Keys.H)

// Request roadblocks when the H key is pressed

RequestRoadblocks();

private void OnMenuItemSelect(UIMenu sender, UIMenuItem selectedItem, int index)


{

if (selectedItem.Text == “Deploy Roadblock”)

// Deploy a roadblock at the player’s position

Roadblock roadblock = DeployRoadblock(Game.Player.Character.Position);

roadblocks.Add(roadblock);

else if (selectedItem.Text == “Deploy Spike Strip”)

// Deploy a spike strip at the player’s position

SpikeStrip spikeStrip = DeploySpikeStrip(Game.Player.Character.Position);

roadblocks.Add(spikeStrip);

private void RequestRoadblocks()

// Customizable roadblock properties

// Modify these values as needed

int numPoliceVehicles = 2;

int numCones = 4;

float roadblockWidth = 4.0f;

float roadblockLength = 8.0f;

float coneRadius = 1.0f;

Color roadblockColor = Color.Orange;

Color coneColor = Color.Yellow;


// Deploy police vehicles

for (int i = 0; i < numPoliceVehicles; i++)

Roadblock roadblock = DeployPoliceVehicle(Game.Player.Character.Position, roadblockWidth,


roadblockLength, roadblockColor);

roadblocks.Add(roadblock);

// Deploy cones

for (int i = 0; i < numCones; i++)

Cone cone = DeployCone(Game.Player.Character.Position, coneRadius, coneColor);

roadblocks.Add(cone);

private bool IsAutomaticRoadblocksAllowed()

// Customizable condition for automatic roadblocks

// Modify this condition as needed

return Game.Player.Character.IsOnFoot;

private Roadblock DeployRoadblock(Vector3 position)

Here’s the continuation of the code:

```csharp

{
// Customizable roadblock properties

// Modify these values as needed

float roadblockWidth = 4.0f;

float roadblockLength = 8.0f;

Color roadblockColor = Color.Orange;

// Determine the road position based on the current position

Vector3 roadPosition = position;

float heading = World.GetNextPositionOnStreet(position).Heading;

roadPosition = World.GetNextPositionOnStreet(position);

roadPosition = new Vector3(roadPosition.X, roadPosition.Y, roadPosition.Z - 1.0f);

// Create the roadblock

Roadblock roadblock = new Roadblock(roadPosition, heading, roadblockWidth,


roadblockLength, roadblockColor);

return roadblock;

private SpikeStrip DeploySpikeStrip(Vector3 position)

// Customizable spike strip properties

// Modify these values as needed

float spikeStripLength = 4.0f;

float spikeStripWidth = 2.0f;

Color spikeStripColor = Color.Black;

// Create the spike strip


SpikeStrip spikeStrip = new SpikeStrip(position, spikeStripLength, spikeStripWidth,
spikeStripColor);

return spikeStrip;

private Roadblock DeployPoliceVehicle(Vector3 position, float width, float length, Color color)

// Create the police vehicle

Vehicle policeVehicle = World.CreateVehicle(VehicleHash.Police, position);

policeVehicle.Heading = World.GetNextPositionOnStreet(position).Heading;

// Set the police vehicle properties

policeVehicle.IsSirenActive = true;

policeVehicle.IsEngineRunning = true;

// Create the roadblock

Roadblock roadblock = new Roadblock(policeVehicle, width, length, color);

return roadblock;

private Cone DeployCone(Vector3 position, float radius, Color color)

// Create the cone

Cone cone = new Cone(position, radius, color);

return cone;

private void OnScriptAborted(object sender, EventArgs e)


{

// Clean up the roadblocks

foreach (Roadblock roadblock in roadblocks)

roadblock.Dispose();

public class Roadblock

// Roadblock properties

public Vector3 Position { get; private set; }

public float Heading { get; private set; }

public Color Color { get; private set; }

// Vehicle roadblock properties

public Vehicle Vehicle { get; private set; }

public float Width { get; private set; }

public float Length { get; private set; }

// Cone roadblock properties

public Cone Cone { get; private set; }

public float Radius { get; private set; }

public Roadblock(Vector3 position, float heading, float width, float length, Color color)

{
Position = position;

Heading = heading;

Width = width;

Length = length;

Color = color;

public Roadblock(Vehicle vehicle, float width, float length, Color color)

Vehicle = vehicle;

Width = width;

Length = length;

Color = color;

public Roadblock(Cone cone, float radius, Color color)

Cone = cone;

Radius = radius;

Color = color;

public void Update()

// Update the roadblock properties if necessary

if (Vehicle != null)

{
Position = Vehicle.Position;

Heading = Vehicle.Heading;

else if (Cone != null)

Position = Cone.Position;

Radius = Cone.Radius;

public void Draw()

// Draw the roadblock

if (Vehicle != null)

// Draw the vehicle roadblock

Vector3 frontLeft = Vehicle.GetOffsetPosition(new Vector3(-Width / 2, Length / 2, 0.0f));

Vector3 frontRight = Vehicle.GetOffsetPosition(new Vector3(Width / 2, Length / 2, 0.0f));

Vector3 rearLeft = Vehicle.GetOffsetPosition(new Vector3(-Width / 2, -Length / 2, 0.0f));

Vector3 rearRight = Vehicle.GetOffsetPosition(new Vector3(Width / 2, -Length / 2, 0.0f));

World.DrawLine(frontLeft, frontRight, Color);

World.DrawLine(frontRight, rearRight, Color);

World.DrawLine(rearRight, rearLeft, Color);

World.DrawLine(rearLeft, frontLeft, Color);

else if (Cone != null)


{

// Draw the cone roadblock

World.DrawMarker(MarkerType.Cone

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