Scenes

Everything explained about scenes.

Scene: combination of animation, effects and objects.

Our script has around 20+ premade scenes that you can use in any checkpoint or action spot.

Basic Information


  • There are two types of scenes that:

    • you can use with or without objects

    • require interaction with object

Available Scenes


  • 'bomb', 'big_bomb'

    • Places bomb anywhere you want, after that it will show you prompt to detonate.

    • Doesn't require any objects.

  • 'thermite' or 'thermite2'

    • Places thermite and shows smoke effect.

    • Doesn't require any objects.

  • 'laptop'

    • Takes laptop with chip from the bag and starts hacking.

    • Doesn't require any objects.

  • 'hack_laptop'

    • Inserts USB into laptop

    • Required object: `prop_laptop_01a`

  • 'mobile_hack'

    • Inserts USB into therminal and starts hacking with phone.

    • Works with with or without objects.

      • Optional object: `ch_prop_fingerprint_scanner_01b`

  • 'mobile_hack2'

    • Takes mobile to the hand.

    • Doesn't require any objects.

  • 'drill', 'laser'

    • Picks drill/laser from the bag and starts drilling.

    • Doesn't require any objects.

  • 'cardswipe'

    • Swipes keycard through terminal.

    • Doesn't require any objects.

  • 'money_stack', 'gold_stack'

    • Collects x from stack

    • Required objects for:

      • gold: `h4_prop_h4_gold_stack_01a`

      • money: `h4_prop_h4_cash_stack_01a`

  • 'gold_trolley', 'money_trolley', 'coke_trolley', 'diamond_trolley'

    • Collects x from trolley

    • Required objects for:

      • money: `hei_prop_hei_cash_trolly_01`

      • gold: `ch_prop_gold_trolly_01a`

      • coke: `imp_prop_impexp_coke_trolly`

      • diamond: `ch_prop_diamond_trolly_01a`

  • 'gold_trolley2', 'money_trolley'2, 'coke_trolley2', 'diamond_trolley2'

    • Brand new scenes as alternatives to previous ones.

    • Read update 1.0.7 for more information.

    • Required objects are same from above.

  • 'torch'

    • Picks up torch and safety helmet to break through.

  • 'cutters'

    • Picks up big cutters to cut the chain off.

    • Works with with or without objects.

      • Most used object: `h4_prop_h4_chain_lock_01a`

  • 'gascutter'

    • Picks up gascutter to break the chain off.

    • Works with with or without objects.

      • Most used object: `h4_prop_h4_chain_lock_01a`

  • 'grinder'

    • Picks up grinder to cut something.

    • Works with with or without objects.

      • Most used object: `tr_prop_tr_lock_01a`

  • 'glasscutter'

    • Picks glass cutter to break through.

    • Works with with or without objects.

      • Most used object: `h4_prop_h4_glass_disp_01a`

  • 'stealpainting'

    • Picks knife to cut the painting.

    • Required object: ch_prop_vault_painting_01a

    • These are not used yet, but i will keep them here for now:

      `ch_prop_vault_painting_01a`, `ch_prop_vault_painting_01b`, 
      `ch_prop_vault_painting_01c`, `ch_prop_vault_painting_01d`,
      `ch_prop_vault_painting_01e`, `ch_prop_vault_painting_01f`, 
      `ch_prop_vault_painting_01g`, `ch_prop_vault_painting_01h`, 
      `ch_prop_vault_painting_01j`, `ch_prop_vault_painting_01i`,
      `ch_prop_vault_painting_01h`,
      
      `h4_prop_h4_painting_01a`, `h4_prop_h4_painting_01b`, 
      `h4_prop_h4_painting_01c`, `h4_prop_h4_painting_01d`, 
      `h4_prop_h4_painting_01f`, `h4_prop_h4_painting_01h`, 
      `h4_prop_h4_painting_01e`,
  • 'electricbox'

    • Opens electric box to switch something inside.

    • Required object: `h4_prop_h4_elecbox_01a`

  • 'big_box' or 'big_box2'

    • Opens box with some package inside.

    • Required object: -739654066 (big_box) or `tr_prop_tr_adv_case_01a` (big_box2)

  • 'gold_box'

    • Opens box with gold inside.

    • Required object: `h4_prop_h4_chest_01a`

  • 'use_keys'

    • Use keys to open door

  • 'gun_from_table'

    • Picks pistol from the table.

    • Required object: `h4_prop_office_desk_01`

  • 'empty_loot' or 'loot_box'

    • Opens box with crowbar to get some loot.

    • Required object: `xm3_prop_xm3_crate_01a`

  • 'type'

    • Computer typing animation.

    • Doesn't require any objects

  • 'press_button'

    • Press button.

    • It works with or without objects.

      • Most used object: `h4_prop_h4_casino_button_01a`

  • 'read_folder'

    • Opens folder with top secret information.

    • Required object: `reh_prop_reh_folder_01b`

  • 'fusebox'

    • Uses fusebox.

    • Required object: `xm_prop_x17_powerbox_01`

  • 'lockpick'

    • Plays lockpick animation.

    • Doesn't require any object.

  • 'safe_crack'

    • Starts cracking safe.

    • Doesn't require any objects.

  • 'safe_crack2'

    • Starts cracking safe with more advanced animation.

    • Required object: `h4_prop_h4_safe_01a`

  • 'smash_case_necklace', 'smash_case_d', 'smash_case_e', 'smash_case_f'

    • Doesn't require any objects.

Example


-- checkpoint/action
[1] = {
    coords = vector4(3560.72, 3668.91, 27.12, 87.25), -- x y z heading
    label = 'Text',
    
    -- scene setup
    scene = { 
    
        -- type of scene
        type = 'bomb', 
        
        --[[ 
            you can use this parameter to change position of the scene
            if you don't use it then it will use the position from coords parameter
        ]]
        coords = vec3(0.0, 0.0, 0.0),
        
        -- you can use this to change rotation of player in the scene, you don't have to use it
        rot = vec3(0.0, 0.0, 0.0),
        
        --[[
            Offset is for adjusting position where the scene should start.
            It's used only when scene is not interacting with any object.
            
            It's just quickest way to adjust position if you don't wanna use coords/rot parameters
            
            It works basically same like native `GetOffsetFromEntityInWorldCoords`
            offset - x y z
                x = left/right  
                y = forward/backward  
                z = up/down  
        ]]
        offset = vec3(0.0, 0.0, 0.0),
        
        --[[ 
            loot_obj is used only with 'loot_box' scene
    
            it's for defining object that you gonna pull out of the box
        ]]
        loot_obj = `w_ar_assaultrifle` -- hash

    }, 
}

Last updated