Useful clientside snippets
Let's build a list with usesfull code snippets here.Remember: All of those are:
Get closest vehicle to your player
``` exports.closestVehicle= closestVehicle; function closestVehicle(radius) {
let inRange = [];
let target = false;
mp.vehicles.forEach((_veh) => \{
if(!_veh.handle) return false;
let distance = mp.game.gameplay.getDistanceBetweenCoords(_veh.position.x, _veh.position.y, _veh.position.z, mp.players.local.position.x, mp.players.local.position.y, mp.players.local.position.z, true);
if(distance > parseFloat(radius)) return false;
inRange.push(\{"remoteId": _veh.remoteId, "distance": distance\});
\});
if(inRange.length) \{
inRange.sort(function(a, b) \{
return a.distance-b.distance
\});
target = mp.vehicles.atRemoteId(inRange[0].remoteId);
\}
return target;
} ```
Return closest player to your local player position
``` exports.closestPlayer = closestPlayer; function closestPlayer(radius) {
let inRange = [];
let target = false;
mp.players.forEach((_player) => \{
if(_player == player) return false;
if(!_player.handle) return false;
let distance = mp.game.gameplay.getDistanceBetweenCoords(_player.position.x, _player.position.y, _player.position.z, mp.players.local.position.x, mp.players.local.position.y, mp.players.local.position.z, true);
if(distance > parseFloat(radius)) return false;
inRange.push(\{"remoteId": _player.remoteId, "distance": distance\});
\});
if(inRange.length) \{
inRange.sort(function(a, b) \{
return a.distance-b.distance
\});
target = mp.players.atRemoteId(inRange[0].remoteId);
}
return target;
} ```
Check if player is driver
``` if (mp.players.local.vehicle && mp.players.local.vehicle.getPedInSeat(-1) === mp.players.local.handle) { // player is in vehicle and is driver }} ```
Disable health regeneration
``` mp.events.add('render', () => {
mp.game.player.setHealthRechargeMultiplier(0.0);
}); ```