Since people were asking here are some Coordinates/Interior Props for Doomsday and Smugglers Run stuff. I am not making a script to teleport or generate this stuff. It’s up to yourself or someone else to make the script.
Interior Locations (Good for teleporting)
-- Avon Hertz Chiliad Bunker -- X, Y, Z, H
1259.5418701172, 4812.1196289062, -39.77448272705, 344.82873535156
-- Doomsday Facility -- X, Y, Z, H
483.2006225586, 4810.5405273438, -58.919288635254, 18.04705619812
-- IAA Facility -- X, Y, Z, H
2151.1369628906, 2921.3303222656, -61.901874542236, 85.827827453614
-- IAA Server Bank -- X, Y, Z, H
2158.1184082032, 2920.9382324218, -81.075386047364, 270.48007202148
-- Doomsday Submarine -- X, Y, Z, H
514.29266357422, 4885.8706054688, -62.589862823486, 180.25909423828
-- Smugglers Run Hangar -- X, Y, Z, H
-1266.9995117188, -3014.6135253906, -49.517987060546, 359.93737792968
Doomsday Facility Interior Props (These are set to a particular paint job and colour scheme, Not sure what the others are)
interiorID = GetInteriorAtCoords(483.2, 4810.5, -58.9)
if IsValidInterior(interiorID) then
EnableInteriorProp(interiorID, "set_int_02_decal_01")
EnableInteriorProp(interiorID, "set_int_02_lounge1")
EnableInteriorProp(interiorID, "set_int_02_cannon")
EnableInteriorProp(interiorID, "set_int_02_clutter1")
EnableInteriorProp(interiorID, "set_int_02_crewemblem")
EnableInteriorProp(interiorID, "set_int_02_shell")
EnableInteriorProp(interiorID, "set_int_02_security")
EnableInteriorProp(interiorID, "set_int_02_sleep")
EnableInteriorProp(interiorID, "set_int_02_trophy1")
EnableInteriorProp(interiorID, "set_int_02_paramedic_complete")
EnableInteriorProp(interiorID, "set_Int_02_outfit_paramedic")
EnableInteriorProp(interiorID, "set_Int_02_outfit_serverfarm")
SetInteriorPropColor(interiorID, "set_int_02_decal_01", 1)
SetInteriorPropColor(interiorID, "set_int_02_lounge1", 1)
SetInteriorPropColor(interiorID, "set_int_02_cannon", 1)
SetInteriorPropColor(interiorID, "set_int_02_clutter1", 1)
SetInteriorPropColor(interiorID, "set_int_02_shell", 1)
SetInteriorPropColor(interiorID, "set_int_02_security", 1)
SetInteriorPropColor(interiorID, "set_int_02_sleep", 1)
SetInteriorPropColor(interiorID, "set_int_02_trophy1", 1)
SetInteriorPropColor(interiorID, "set_int_02_paramedic_complete", 1)
SetInteriorPropColor(interiorID, "set_Int_02_outfit_paramedic", 1)
SetInteriorPropColor(interiorID, "set_Int_02_outfit_serverfarm", 1)
RefreshInterior(interiorID)
end
Smugglers Run Hangar Interior Props (These are set to a particular paint job and colour scheme, Not sure what the others are)
interiorID = GetInteriorAtCoords(-1266.0, -3014.0, -47.0)
if IsValidInterior(interiorID) then
EnableInteriorProp(interiorID, "set_lighting_hangar_a")
EnableInteriorProp(interiorID, "set_tint_shell")
EnableInteriorProp(interiorID, "set_bedroom_tint")
EnableInteriorProp(interiorID, "set_crane_tint")
EnableInteriorProp(interiorID, "set_modarea")
EnableInteriorProp(interiorID, "set_lighting_tint_props")
EnableInteriorProp(interiorID, "set_floor_1")
EnableInteriorProp(interiorID, "set_floor_decal_1")
EnableInteriorProp(interiorID, "set_bedroom_modern")
EnableInteriorProp(interiorID, "set_office_modern")
EnableInteriorProp(interiorID, "set_bedroom_blinds_open")
EnableInteriorProp(interiorID, "set_lighting_wall_tint01")
SetInteriorPropColor(interiorID, "set_tint_shell", 1)
SetInteriorPropColor(interiorID, "set_bedroom_tint", 1)
SetInteriorPropColor(interiorID, "set_crane_tint", 1)
SetInteriorPropColor(interiorID, "set_modarea", 1)
SetInteriorPropColor(interiorID, "set_lighting_tint_props", 1)
SetInteriorPropColor(interiorID, "set_floor_decal_1", 1)
RefreshInterior(interiorID)
end
IPL’s to Load (You need these for anything to work)
RequestIpl("sm_smugdlc_interior_placement")
RequestIpl("sm_smugdlc_interior_placement_interior_0_smugdlc_int_01_milo_")
RequestIpl("xm_x17dlc_int_placement")
RequestIpl("xm_x17dlc_int_placement_interior_0_x17dlc_int_base_ent_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_10_x17dlc_int_tun_straight_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_11_x17dlc_int_tun_slope_flat_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_12_x17dlc_int_tun_flat_slope_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_13_x17dlc_int_tun_30d_r_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_14_x17dlc_int_tun_30d_l_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_15_x17dlc_int_tun_straight_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_16_x17dlc_int_tun_straight_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_17_x17dlc_int_tun_slope_flat_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_18_x17dlc_int_tun_slope_flat_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_19_x17dlc_int_tun_flat_slope_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_1_x17dlc_int_base_loop_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_20_x17dlc_int_tun_flat_slope_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_21_x17dlc_int_tun_30d_r_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_22_x17dlc_int_tun_30d_r_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_23_x17dlc_int_tun_30d_r_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_24_x17dlc_int_tun_30d_r_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_25_x17dlc_int_tun_30d_l_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_26_x17dlc_int_tun_30d_l_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_27_x17dlc_int_tun_30d_l_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_28_x17dlc_int_tun_30d_l_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_29_x17dlc_int_tun_30d_l_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_2_x17dlc_int_bse_tun_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_30_v_apart_midspaz_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_31_v_studio_lo_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_32_v_garagem_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_33_x17dlc_int_02_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_34_x17dlc_int_lab_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_35_x17dlc_int_tun_entry_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_3_x17dlc_int_base_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_4_x17dlc_int_facility_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_5_x17dlc_int_facility2_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_6_x17dlc_int_silo_01_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_7_x17dlc_int_silo_02_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_8_x17dlc_int_sub_milo_")
RequestIpl("xm_x17dlc_int_placement_interior_9_x17dlc_int_01_milo_")
RequestIpl("xm_x17dlc_int_placement_strm_0")
RequestIpl("xm_bunkerentrance_door")
RequestIpl("xm_hatch_01_cutscene")
RequestIpl("xm_hatch_02_cutscene")
RequestIpl("xm_hatch_03_cutscene")
RequestIpl("xm_hatch_04_cutscene")
RequestIpl("xm_hatch_06_cutscene")
RequestIpl("xm_hatch_07_cutscene")
RequestIpl("xm_hatch_08_cutscene")
RequestIpl("xm_hatch_09_cutscene")
RequestIpl("xm_hatch_10_cutscene")
RequestIpl("xm_hatch_closed")
RequestIpl("xm_hatches_terrain")
RequestIpl("xm_hatches_terrain_lod")
RequestIpl("xm_mpchristmasadditions")
RequestIpl("xm_siloentranceclosed_x17")
Here. A client lua file that will generate markers at each Doomsday location and teleport the player inside. If it’s the Facility they can drive a vehicle in. I said I wouldn’t do it. But I’m sick of seeing people begging.
local xnmark = xnmark or {}
local distance = 50.5999
xnmark.locations = {
["Doomsday Finale"] = {
["markin"] = {-360.8825378418, 4826.5556640625, 143.14414978028},
["markout"] = {1256.2868652344, 4798.3833007812, -39.471000671386},
["locin"] = {1259.5418701172, 4812.1196289062, -39.77448272705, 344.82873535156},
["locout"] = {-353.65161132812, 4815.8237304688, 142.7413635254},
},
["Doomsday Silo"] = {
["markin"] = {598.3062133789, 5556.9243164062, -716.76141357422}, -- Not Used
["markout"] = {369.55322265625, 6319.6455078125, -159.92749023438},
["locin"] = {369.46231079102, 6319.7626953125, -659.92739868164}, -- Not Used
["locout"] = {602.27032470704, 5546.9267578125, 716.38928222656, 246.04162597656},
},
["Doomsday Facility"] = {
["markin"] = {1286.9239501954, 2845.8833007812, 49.394256591796},
["markout"] = {489.0622253418, 4785.3623046875, -58.929149627686},
["locin"] = {483.2006225586, 4810.5405273438, -58.919288635254, 18.04705619812},
["locout"] = {1267.4091796875, 2830.9741210938, 48.444499969482, 128.1668395996},
},
["IAA Facility"] = {
["markin"] = {2049.8181152344, 2949.5847167968, 47.735733032226},
["markout"] = {2155.0627441406, 2921.0417480468, -61.902416229248},
["locin"] = {2151.1369628906, 2921.3303222656, -61.901874542236, 85.827827453614},
["locout"] = {2053.8020019532, 2953.4047851562, 47.664855957032, 354.8461303711},
},
["IAA Server"] = {
["markin"] = {2477.6774902344, -402.14556884766, 94.817413330078},
["markout"] = {2154.7639160156, 2921.0678710938, -81.075424194336},
["locin"] = {2158.1184082032, 2920.9382324218, -81.075386047364, 270.48007202148},
["locout"] = {2482.9174804688, -405.25631713868, 93.735389709472, 318.76651000976},
},
["Doomsday Sub"] = {
["markin"] = {493.83395385742, -3222.7514648438, 10.49820137024},
["markout"] = {514.42980957032, 4888.4028320312, -62.589431762696},
["locin"] = {514.29266357422, 4885.8706054688, -62.589862823486, 180.25909423828},
["locout"] = {496.30267333984, -3222.6359863282, 6.0695104599, 270.0},
},
}
function TeleportIntoInterior(locationdata, ent)
local x,y,z,h = table.unpack(locationdata)
DoScreenFadeOut(1000)
while IsScreenFadingOut() do Citizen.Wait(0) end
NetworkFadeOutEntity(GetPlayerPed(-1), true, false)
Wait(1000)
SetEntityCoords(GetPlayerPed(-1), x, y, z)
SetEntityHeading(GetPlayerPed(-1), h)
NetworkFadeInEntity(GetPlayerPed(-1), 0)
Wait(1000)
FreezeEntityPosition(PlayerPedId(), false)
SetGameplayCamRelativeHeading(0.0)
DoScreenFadeIn(1000)
while IsScreenFadingIn() do Citizen.Wait(0) end
end
function TeleportIntoInteriorVehicle(locationdata, ent)
local x,y,z,h = table.unpack(locationdata)
DoScreenFadeOut(1000)
while IsScreenFadingOut() do Citizen.Wait(0) end
NetworkFadeOutEntity(GetPlayerPed(-1), true, false)
Wait(1000)
SetEntityCoords(GetVehiclePedIsIn(PlayerPedId(), false), x, y, z)
SetEntityHeading(GetVehiclePedIsIn(PlayerPedId(), false), h)
NetworkFadeInEntity(GetPlayerPed(-1), 0)
Wait(1000)
FreezeEntityPosition(GetVehiclePedIsIn(PlayerPedId(), false), false)
SetGameplayCamRelativeHeading(0.0)
DoScreenFadeIn(1000)
while IsScreenFadingIn() do Citizen.Wait(0) end
end
function SpawnFacility()
interiorID = GetInteriorAtCoordsWithType(345.0041, 4842.001, -59.9997, "xm_x17dlc_int_02")
if IsValidInterior(interiorID) then
EnableInteriorProp(interiorID, "set_int_02_decal_01")
EnableInteriorProp(interiorID, "set_int_02_lounge1")
EnableInteriorProp(interiorID, "set_int_02_cannon")
EnableInteriorProp(interiorID, "set_int_02_clutter1")
EnableInteriorProp(interiorID, "set_int_02_crewemblem")
EnableInteriorProp(interiorID, "set_int_02_shell")
EnableInteriorProp(interiorID, "set_int_02_security")
EnableInteriorProp(interiorID, "set_int_02_sleep")
EnableInteriorProp(interiorID, "set_int_02_trophy1")
EnableInteriorProp(interiorID, "set_int_02_paramedic_complete")
EnableInteriorProp(interiorID, "set_Int_02_outfit_paramedic")
EnableInteriorProp(interiorID, "set_Int_02_outfit_serverfarm")
SetInteriorPropColor(interiorID, "set_int_02_decal_01", 1)
SetInteriorPropColor(interiorID, "set_int_02_lounge1", 1)
SetInteriorPropColor(interiorID, "set_int_02_cannon", 1)
SetInteriorPropColor(interiorID, "set_int_02_clutter1", 1)
SetInteriorPropColor(interiorID, "set_int_02_shell", 1)
SetInteriorPropColor(interiorID, "set_int_02_security", 1)
SetInteriorPropColor(interiorID, "set_int_02_sleep", 1)
SetInteriorPropColor(interiorID, "set_int_02_trophy1", 1)
SetInteriorPropColor(interiorID, "set_int_02_paramedic_complete", 1)
SetInteriorPropColor(interiorID, "set_Int_02_outfit_paramedic", 1)
SetInteriorPropColor(interiorID, "set_Int_02_outfit_serverfarm", 1)
RefreshInterior(interiorID)
end
end
function DespawnFacility()
interiorID = GetInteriorAtCoordsWithType(345.0041, 4842.001, -59.9997, "xm_x17dlc_int_02")
DisableInteriorProp(interiorID, "set_int_02_decal_01")
DisableInteriorProp(interiorID, "set_int_02_lounge1")
DisableInteriorProp(interiorID, "set_int_02_cannon")
DisableInteriorProp(interiorID, "set_int_02_clutter1")
DisableInteriorProp(interiorID, "set_int_02_crewemblem")
DisableInteriorProp(interiorID, "set_int_02_shell")
DisableInteriorProp(interiorID, "set_int_02_security")
DisableInteriorProp(interiorID, "set_int_02_sleep")
DisableInteriorProp(interiorID, "set_int_02_trophy1")
DisableInteriorProp(interiorID, "set_int_02_paramedic_complete")
DisableInteriorProp(interiorID, "Set_Int_02_outfit_paramedic")
DisableInteriorProp(interiorID, "Set_Int_02_outfit_serverfarm")
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if not IsEntityDead(PlayerPedId(-1)) then
for k,v in pairs(xnmark.locations) do
local ix,iy,iz = table.unpack(v["markin"])
local ox,oy,oz = table.unpack(v["markout"])
if GetDistanceBetweenCoords(GetEntityCoords(GetPlayerPed(-1)), ix, iy, iz, true) < 50.5999 then -- Outside Marker
DrawMarker(2, ix,iy,iz, 0.0, 0.0, 0.0, 180.0, 0.0, 0.0, 0.75, 0.75, 0.75, 255, 255, 0, 100, false, true, 2, false, false, false, false)
if GetDistanceBetweenCoords(GetEntityCoords(GetPlayerPed(-1)), ix, iy, iz, true) < 1.0 then
if k == "Doomsday Facility" then
if IsPedInVehicle(PlayerPedId(), GetVehiclePedIsIn(PlayerPedId(), false), false) then
FreezeEntityPosition(GetVehiclePedIsIn(PlayerPedId(), false), true)
TeleportIntoInteriorVehicle(v["locin"], false)
SpawnFacility()
else
FreezeEntityPosition(PlayerPedId(), true)
SpawnFacility()
TeleportIntoInterior(v["locin"], false)
end
elseif k == "Doomsday Finale" then
if IsPedInVehicle(PlayerPedId(), GetVehiclePedIsIn(PlayerPedId(), false), false) then
FreezeEntityPosition(GetVehiclePedIsIn(PlayerPedId(), false), true)
TeleportIntoInteriorVehicle(v["locin"], false)
else
FreezeEntityPosition(PlayerPedId(), true)
TeleportIntoInterior(v["locin"], false)
end
else
FreezeEntityPosition(PlayerPedId(), true)
TeleportIntoInterior(v["locin"], false)
end
end
end
if GetDistanceBetweenCoords(GetEntityCoords(GetPlayerPed(-1)), ox, oy, oz, true) < 50.5999 then -- Inside Marker
DrawMarker(2, ox, oy, oz, 0.0, 0.0, 0.0, 180.0, 0.0, 0.0, 0.75, 0.75, 0.75, 255, 255, 0, 100, false, true, 2, false, false, false, false)
if GetDistanceBetweenCoords(GetEntityCoords(GetPlayerPed(-1)), ox, oy, oz, true) < 1.0 then
if k == "Doomsday Facility" then
if IsPedInVehicle(PlayerPedId(), GetVehiclePedIsIn(PlayerPedId(), false), false) then
FreezeEntityPosition(GetVehiclePedIsIn(PlayerPedId(), false), true)
TeleportIntoInteriorVehicle(v["locout"], false)
DespawnFacility()
else
FreezeEntityPosition(PlayerPedId(), true)
TeleportIntoInterior(v["locout"], false)
DespawnFacility()
end
elseif k == "Doomsday Finale" then
if IsPedInVehicle(PlayerPedId(), GetVehiclePedIsIn(PlayerPedId(), false), false) then
FreezeEntityPosition(GetVehiclePedIsIn(PlayerPedId(), false), true)
TeleportIntoInteriorVehicle(v["locout"], false)
else
FreezeEntityPosition(PlayerPedId(), true)
TeleportIntoInterior(v["locout"], false)
end
else
FreezeEntityPosition(PlayerPedId(), true)
TeleportIntoInterior(v["locout"], false)
end
end
end
end
end
end
end)
I added markers at each end of the Doomsday Facility to make it easier. Because I couldn’t get the sub to load at Paleto where it normally does, the entrance for it is at the under construction sub at the Merry Weather Dock.