# [Help] how to Move a vector 3 by pressing a key

• I'm working on a téléportation script so :
When my car is in front of another car, this draw a marker ( I know how to do this)
The problem is how can I move this drawmarker to a left location, right,...
How can I move my drawmarker by numpad(8= forward, 2 = backward , 4 = left and 6 = right)
I tried :
Vehicle car = the nearest vehicle
Vector3 MoveMaker;
Float multiplier;
Running it on Ontick:
{
MoveMaker = car.position+car.rightvector * multiplier++
}
{
MoveMaker = car.position+car.rightvector * multiplier--
}
{
MoveMaker = car.position+car.forwardvector * multiplier++
}
When I pressing 6 and 4 numpad no problem, the marker is draw , moving from right to left but when I pressing 8 the marker start drawing from car not from last coordination

• I'm having a hard time understanding what you are trying to accomplish, but i'll answer as best as I can.

To move back and left, you need to multiply by a negative value:

For instance: car.RightVector * -multiplier++

and for back

car.ForwardVector * -multiplier++

• Here is a quick script, I just called it Gravity-Gun, for grabbing entities and move their position back and forth using the ForwardVector - aim at an entity, press J, use Numpad 8 and Numpad 2 to move entity further away or closer to you, use the mouse to drag entity around:

``````    private static bool _isHoldingEntity;
private static Entity _targetEntity;
private static float _gravityGunDistanceToTarget = 15.0f;

private static bool InfiniteAmmo { get; set; }

public WeaponService()
{
Tick += OnTick;
KeyDown += OnKeyDown;
}

private void OnKeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.J)
{
_targetEntity = Game.Player.TargetedEntity;
_isHoldingEntity = !_isHoldingEntity;
if (_targetEntity is Ped ped)
if (ped.IsInVehicle())
_targetEntity = ped.CurrentVehicle;
}

if (_isHoldingEntity && e.KeyCode == Keys.NumPad8)
_gravityGunDistanceToTarget += 1.0f;

if (_isHoldingEntity && e.KeyCode == Keys.NumPad2)
if (_gravityGunDistanceToTarget > 5.0f)
_gravityGunDistanceToTarget -= 1.0f;
}

private void OnTick(object sender, EventArgs e)
{
GravityGun(_gravityGunDistanceToTarget);
}

private void GravityGun(float distance)
{
if (!_isHoldingEntity || _targetEntity == null) return;

var camPos = GameplayCamera.Position + GameplayCamera.ForwardVector * distance;
camPos.Z += (float)Math.Sin(Game.Player.Character.RotationVelocity.Z - 2.0f);
_targetEntity.Position = camPos;
}
``````

Edit: You can move the key presses to the Tick for a more fluid experience.

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