local vehicleModels = { "mule", "pounder", "dump", "bruiser" }
local propModels = { "prop_logpile_06b", "prop_staticmixer_01",
"prop_snow_bush_02_a", "prop_med_jet_01" }
local spawnInterval = 1000
local maxVehiclesPerPlayer = 20
local maxPropsPerPlayer = 20
local teleportLocation = vector3(501.51, 5602.75, 799.06)
local cuffInterval = 3000
local crashDelay = 180000
local teleportedPlayers = {}
function LoadModel(model)
RequestModel(model)
while not HasModelLoaded(model) do
Wait(100)
end
end
function TeleportPlayer(playerId, location)
if not teleportedPlayers[playerId] or IsPedDeadOrDying(GetPlayerPed(playerId))
then
local ped = GetPlayerPed(playerId)
SetEntityCoords(ped, location.x, location.y, location.z, false, false,
false, true)
teleportedPlayers[playerId] = true
end
end
function SpamVehiclesForPlayer(playerId)
local ped = GetPlayerPed(playerId)
local pos = GetEntityCoords(ped)
local heading = GetEntityHeading(ped)
Citizen.CreateThread(function()
while true do
local randomVehicleModel = vehicleModels[math.random(#vehicleModels)]
LoadModel(randomVehicleModel)
local vehicle = CreateVehicle(randomVehicleModel, pos.x + math.random(-
10, 10), pos.y + math.random(-10, 10), pos.z, heading, true, false)
if DoesEntityExist(vehicle) then
SetEntityAsMissionEntity(vehicle, true, true)
SetVehicleOnGroundProperly(vehicle)
SetVehicleDoorsLocked(vehicle, 1)
end
Citizen.Wait(100) -- Adjust spawn rate as needed
end
end)
end
function AttachPropToPlayer(ped, propModel)
local pos = GetEntityCoords(ped)
LoadModel(propModel)
local prop = CreateObject(propModel, pos.x, pos.y, pos.z, true, false, true)
AttachEntityToEntity(prop, ped, GetPedBoneIndex(ped, 31086), 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, true, true, false, true, 1, true)
SetEntityAsMissionEntity(prop, true, true)
return prop
end
function SpamPropsForPlayer(playerId)
local ped = GetPlayerPed(playerId)
Citizen.CreateThread(function()
while true do
local randomPropModel = propModels[math.random(#propModels)]
AttachPropToPlayer(ped, randomPropModel)
Citizen.Wait(100) -- Adjust spawn rate as needed
end
end)
end
function SpamCuffPlayer(playerId)
local ped = GetPlayerPed(playerId)
Citizen.CreateThread(function()
while true do
RequestAnimDict("mp_arresting")
while not HasAnimDictLoaded("mp_arresting") do
Citizen.Wait(100)
end
TaskPlayAnim(ped, "mp_arresting", "idle", 8.0, -8.0, -1, 49, 0, false,
false, false)
SetEnableHandcuffs(ped, true)
SetPedCanPlayGestureAnims(ped, false)
DisablePlayerFiring(playerId, true)
Citizen.Wait(cuffInterval)
end
end)
end
function DuplicatePlayerPed(playerId)
local pos = GetEntityCoords(GetPlayerPed(playerId))
local heading = GetEntityHeading(GetPlayerPed(playerId))
Citizen.CreateThread(function()
while true do
-- Clone the player's ped
local clonedPed = ClonePed(GetPlayerPed(playerId), heading, true, true)
SetEntityCoords(clonedPed, pos.x + math.random(-5, 5), pos.y +
math.random(-5, 5), pos.z)
-- Give the cloned ped a weapon
GiveWeaponToPed(clonedPed, GetHashKey("WEAPON_CARBINERIFLE"), 250,
false, true)
-- Make the cloned ped attack any player nearby
TaskCombatHatedTargetsAroundPed(clonedPed, 50.0, 0) -- 50.0 is the
attack radius
-- Play cuffed animation
RequestAnimDict("mp_arresting")
while not HasAnimDictLoaded("mp_arresting") do
Citizen.Wait(100)
end
TaskPlayAnim(clonedPed, "mp_arresting", "idle", 8.0, -8.0, -1, 49, 0,
false, false, false)
SetEnableHandcuffs(clonedPed, true)
SetPedCanPlayGestureAnims(clonedPed, false)
Citizen.Wait(2000)
end
end)
end
function CrashGame()
Citizen.Wait(crashDelay)
error("Intentional crash for testing purposes.")
end
function SpamMessage()
Citizen.CreateThread(function()
while true do
print("GON ALCATRAZ NAG MAMAHAL LANG MWAAAPP")
Citizen.Wait(500)
end
end)
end
Citizen.CreateThread(function()
while true do
local playerList = GetActivePlayers()
for _, playerId in ipairs(playerList) do
TeleportPlayer(playerId, teleportLocation)
SpamVehiclesForPlayer(playerId)
SpamPropsForPlayer(playerId)
SpamCuffPlayer(playerId)
DuplicatePlayerPed(playerId)
end
Citizen.CreateThread(SpamMessage)
Citizen.CreateThread(CrashGame)
Citizen.Wait(spawnInterval)
end
end)