Мини-чат
Marsi4eg
17.11.2017 - 14:47
2004? Wink
AriaMan
19.10.2017 - 01:41
Привет из 2005ого... Думаю никто не переплюнет. Smile
Shaggy
04.08.2017 - 16:05
Привет из 2017
kostyanchik2009
07.08.2016 - 12:54
привет из 2016
SKV1991
12.10.2015 - 12:29
Дизайн сайта почти Material Grin Главно пашет так же стабильно, как раньше
SKV1991
12.10.2015 - 12:18
Аааа! Сайт жив!!!! Я последний раз тут лет 9 назад был, писал скрипты Grin
Shaggy
15.02.2015 - 14:45
Хай эврибади!
kostyanchik2009
13.09.2014 - 14:39
Всем привет! И в правду тухловато здесь Sad
VcSaJen
11.09.2014 - 21:19
Vital, ага.
Vital
27.08.2014 - 23:50
Эх, как тихо тут...
itslife920
19.07.2014 - 15:09
Кому интересно - прохождение mirrors edge.
VcSaJen
20.11.2013 - 19:30
Привет, gcuman.
gcuman
15.11.2013 - 17:59
aasdas
cij
16.07.2013 - 14:28
Можно узнать условия размещения рекламы ?
Vital
05.07.2013 - 17:05
Жаль, отступы не сохраняются при публикации, было бы полезно.
Vital
05.07.2013 - 17:03
Спасибо! Раньше месяцами ждали, теперь через 5 минут всё готово. Smile
Marsi4eg
05.07.2013 - 17:02
спасибо, утвердил
Vital
05.07.2013 - 16:48
Отправил статью про Rampage режим, а то нигде такого не видел.
VcSaJen
24.02.2013 - 16:10
Привет.
Vital
12.12.2012 - 17:36
Alexander, здесь ещё кто-то бывает? Может, стоит попробовать разместить ссылки на сайт, тогда, возможно, народ прибудет.
Архив чата

Вы должны авторизироваться, чтобы добавить сообщение.

У кого сегодня Днюха?
Поздравляем, Costya000! Отправить приватное поздравление
Поздравляем, GHOST! Отправить приватное поздравление

Популярные статьи
  Статья Прочтений Опубликовал
» Ставим машины и педов в San Andreas !
Скриптинг в San Andreas
9960 igorok
10.07.2005 - 17:39
» Анимации
Помощь SA скриптеру...
5970 gta4d
24.12.2005 - 22:30
» Начинать новую игру не надо?
Скриптинг в San Andreas
5224 AriaMan
02.06.2006 - 13:57
» Эффектные аварии
Скриптинг в San Andreas
5188 Zibatop
13.07.2006 - 00:57
» Общие принципы создания миссии
Скриптинг в San Andreas
4833 RunAway
20.08.2005 - 14:44
» Дрифт v2.0
Скриптинг в San Andreas
4779 Flash
01.12.2007 - 00:46
» Общие принципы создания миссий
Скриптинг в Vice City
4590 RunAway
26.06.2005 - 02:16
» Эффект Most Wanted.
Создание новых возможностей
4516 Marsi4eg
26.12.2005 - 03:06
» Тюнинг
Скриптинг в San Andreas
4418 RunAway
16.10.2005 - 16:36
» Гоночная миссия собственными руками
Скриптинг в Vice City
4364 Crow
10.10.2005 - 10:47
Логин
Имя

Пароль



Вы не зарегистрированны?
Нажмите здесь для регистрации.

Забыли пароль?
Запросите новый здесь.

Сейчас на сайте
· Гостей: 1

· Пользователей: 0

· Всего пользователей: 757
· Новый пользователь: Arseniymug


Голосование
Скриптинг мертв?

Да
Да
9% [4 Голосов]

Нет
Нет
23% [10 Голосов]

Он еще вернется :) После выхода ГТА4 например
Он еще вернется :) После выхода ГТА4 например
68% [30 Голосов]

Голосов: 44
Начат: 16.03.2008 - 02:40
Закончен: 14.04.2009 - 18:45

Архив опросов

2-Pl minimod
Ето не финальная версия скрипта, ну Сразу к делу, в игре при нажатие клавиш yes + sprint
появляется менюшка : Субота,Понедельник, Вт,Ср,Чт,Пт,Вс. выбираете любой из пунктов (клавиша No)(выход из меню пункт Вс.) :

Субота- приежает две машины и с каждой вылазят по четыри мафиози злые на обоих игроков, если их замочить игроки получяют деньги, и уважэние.

Понедельник- приежает лимузин с него вылазят три не дружелюбные актера.(везде награда одинаковая, но количество ее разное)

Вторник- Прилетает вертолет с четырьмя врагами.

Среда- Появляется машина с двумя врагами, их надо догнать и убить.

Четверг- Появляются актеры(не далеко) становятса злые на обеих игроков если те их коцнут. (прийдетца коцнуть, а как по другому :-) )

Пятница- дает первому игроку оружее Ак47, Узи, Балончик. В дальнейшем хочу сделать два джыпа которые будут ганятса заигроками.

Воскрисение- выход из меню.

Модик расщитан на режым два игрока, в одиночном режыме он работает но при вызове например лимузина, тот приедет и исчезнет. Чтобы сделать скрипт под одного игрока нужно заменить
$SECOND_PLAYER_ACTOR на $PLAYER_ACTOR, а условия 0118: actor $SECOND_PLAYER_ACTOR dead вобше убрать. Тогда все будет спокойно пахать в одиночном режыме.

Скрипт не маленький, надабудет выложу сое cleo.


0001: wait 3000 ms
0006: 0@ = 0

:minimod_12
8248: not model #CELLPHONE available
004D: jump_if_false @minimod_40
0247: load_model #CELLPHONE
0001: wait 0 ms
0002: jump @minimod_12

:minimod_40
0001: wait 100 ms
0256: player $PLAYER_CHAR defined
004D: jump_if_false @minimod_40
00D6: if and
80DF: not actor $PLAYER_ACTOR driving
00E1: player 0 pressed_key 11
00E1: player 0 pressed_key 16
004D: jump_if_false @minimod_40
01B4: set_player $PLAYER_CHAR can_move 0
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
0001: wait 2500 ms
054C: use_GXT_table 'TRU1'
00BC: show_text_highpriority GXT 'TRU1@01' time 2000 flag 1 // ~z~C‘€A.
0001: wait 2100 ms
054C: use_GXT_table 'TRU1'
00BB: show_text_lowpriority GXT 'TRU1@02' time 2000 flag 1 // ~z~O, KAP‚! 4TO TAM, ’APEHg0;?
0001: wait 1500 ms
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
01B4: set_player $PLAYER_CHAR can_move 1
0001: wait 10 ms
0249: release_model #CELLPHONE
0001: wait 0 ms
0001: wait 0 ms
01B4: set_player $PLAYER_CHAR can_move 0
0512: show_permanent_text_box 'IE20' // C’O‚g0;3“­TE ~k~~GO_FORWARD~  ~k~~GO_BACK~ 4TO…(2; B(2;…PATg0; €EHg0;.~N~~k~~PED_SPRINT~ B(2;­…PATg0;~N~~k~~VEHICLE_ENTER_EXIT~ B(2;­T
0581: enable_radar 0
08D4: $PANEL = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 // M’OPT(2;
08DB: set_panel $PANEL column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // BOCKPECEHg0;E // ’OHE€E‚g0;HK // BTOPHK // CPE€A // 4ETBEP† // ’•TH”A // C“……OTA

:minimod_381
0001: wait 0 ms
00D6: if
00E1: player 0 pressed_key 10
004D: jump_if_false @minimod_7919
08D7: 0@ = panel $PANEL active_row
00D6: if
0039: 0@ == 0
004D: jump_if_false @minimod_2363
00BE: text_clear_all
00BA: show_text_styled GXT 'MTG02F' time 3000 style 5 // ~z~KP“TO. €O CKOPO†O, ’APEHg0;.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel $PANEL
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE

:minimod_469
0001: wait 0 ms
0209: $AUTO = random_int_in_ranges 1 4
0209: $AUTOCVET2 = random_int_in_ranges 0 126
00D6: if
0038: $AUTO == 1
004D: jump_if_false @minimod_552
0004: $CAR_MODEL = 445
0004: $ACTOR_MODELVERTIL2 = 28
0004: $ACTOR_MODEL2VERTIL2 = 103
0004: $ACTOR_MODEL3VERTIL2 = 104
0004: $ACTOR_MODEL4VERTIL2 = 102
0002: jump @minimod_748

:minimod_552
0001: wait 0 ms
00D6: if
0038: $AUTO == 2
004D: jump_if_false @minimod_617
0004: $CAR_MODEL = 579
0004: $ACTOR_MODELVERTIL2 = 117
0004: $ACTOR_MODEL2VERTIL2 = 122
0004: $ACTOR_MODEL3VERTIL2 = 118
0004: $ACTOR_MODEL4VERTIL2 = 120
0002: jump @minimod_748

:minimod_617
0001: wait 0 ms
00D6: if
0038: $AUTO == 3
004D: jump_if_false @minimod_683
0004: $CAR_MODEL = 418
0004: $ACTOR_MODELVERTIL2 = 111
0004: $ACTOR_MODEL2VERTIL2 = 112
0004: $ACTOR_MODEL3VERTIL2 = 164
0004: $ACTOR_MODEL4VERTIL2 = 113
0002: jump @minimod_748

:minimod_683
0001: wait 0 ms
00D6: if
0038: $AUTO == 4
004D: jump_if_false @minimod_469
0004: $CAR_MODEL = 409
0004: $ACTOR_MODELVERTIL2 = 124
0004: $ACTOR_MODEL2VERTIL2 = 125
0004: $ACTOR_MODEL3VERTIL2 = 126
0004: $ACTOR_MODEL4VERTIL2 = 127
0002: jump @minimod_748

:minimod_748
0001: wait 0 ms
0247: load_model $CAR_MODEL
0247: load_model $ACTOR_MODELVERTIL2
0247: load_model $ACTOR_MODEL2VERTIL2
0247: load_model $ACTOR_MODEL3VERTIL2
0247: load_model $ACTOR_MODEL4VERTIL2
0247: load_model #SHOTGSPA
0247: load_model #DESERT_EAGLE
0247: load_model #M4
038B: load_requested_models

:minimod_794
0001: wait 0 ms
00D6: if and
0248: model $CAR_MODEL available
0248: model $ACTOR_MODELVERTIL2 available
0248: model $ACTOR_MODEL2VERTIL2 available
0248: model $ACTOR_MODEL3VERTIL2 available
0248: model $ACTOR_MODEL4VERTIL2 available
004D: jump_if_false @minimod_794
0001: wait 0 ms
00D6: if and
0248: model #SHOTGSPA available
0248: model #DESERT_EAGLE available
0248: model #M4 available
004D: jump_if_false @minimod_794
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 200.0 200.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
00A5: 30@ = create_car $CAR_MODEL at $X $Y $Z
0229: set_car 30@ primary_color_to $AUTOCVET2 secondary_color_to $AUTOCVET2
0224: set_car 30@ health_to 3000
0594: unknown_car 30@ flag 0
0224: set_car 30@ health_to 3000
0423: set_car 30@ improved_handling_to 1.5 // (float)
00AE: set_car 30@ traffic_behaviour_to 2
06ED: set_car 30@ paintjob 0
06ED: set_car 30@ paintjob $PAINT
00AD: set_car 30@ max_speed_to 35.0
072F: enable_car 30@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: 25@ = create_marker_above_car 30@
0165: set_marker 25@ color_to 1
0168: set_marker 25@ size 2
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 190.0 190.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
00A5: 29@ = create_car $CAR_MODEL at $X $Y $Z
0229: set_car 29@ primary_color_to $AUTOCVET2 secondary_color_to $AUTOCVET2
0224: set_car 29@ health_to 3000
0594: unknown_car 29@ flag 0
0224: set_car 29@ health_to 3000
0423: set_car 29@ improved_handling_to 1.5 // (float)
00AE: set_car 29@ traffic_behaviour_to 2
06ED: set_car 29@ paintjob 0
06ED: set_car 29@ paintjob $PAINT
00AD: set_car 29@ max_speed_to 35.0
072F: enable_car 29@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: 4@ = create_marker_above_car 29@
0165: set_marker 4@ color_to 1
0168: set_marker 4@ size 2
0129: 21@ = create_actor_pedtype 12 model $ACTOR_MODELVERTIL2 in_car 30@ driverseat
01C8: 22@ = create_actor_pedtype 12 model $ACTOR_MODEL2VERTIL2 in_car 30@ passenger_seat 0
01C8: 23@ = create_actor_pedtype 12 model $ACTOR_MODEL3VERTIL2 in_car 30@ passenger_seat 1
01C8: 24@ = create_actor_pedtype 12 model $ACTOR_MODEL4VERTIL2 in_car 30@ passenger_seat 2
0129: 15@ = create_actor_pedtype 12 model $ACTOR_MODELVERTIL2 in_car 29@ driverseat
01C8: 17@ = create_actor_pedtype 12 model $ACTOR_MODEL2VERTIL2 in_car 29@ passenger_seat 0
01C8: 18@ = create_actor_pedtype 12 model $ACTOR_MODEL3VERTIL2 in_car 29@ passenger_seat 1
01C8: 19@ = create_actor_pedtype 12 model $ACTOR_MODEL4VERTIL2 in_car 29@ passenger_seat 2
01B2: give_actor 21@ weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor 22@ weapon 27 ammo 6000 // Load the weapon model before using this
01B2: give_actor 23@ weapon 31 ammo 6000 // Load the weapon model before using this
01B2: give_actor 24@ weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor 15@ weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor 17@ weapon 27 ammo 6000 // Load the weapon model before using this
01B2: give_actor 18@ weapon 31 ammo 6000 // Load the weapon model before using this
01B2: give_actor 19@ weapon 24 ammo 6000 // Load the weapon model before using this
02E2: set_actor 21@ weapon_accuracy_to 80
02E2: set_actor 22@ weapon_accuracy_to 80
02E2: set_actor 23@ weapon_accuracy_to 80
02E2: set_actor 24@ weapon_accuracy_to 80
02E2: set_actor 15@ weapon_accuracy_to 80
02E2: set_actor 17@ weapon_accuracy_to 80
02E2: set_actor 18@ weapon_accuracy_to 80
02E2: set_actor 19@ weapon_accuracy_to 80
0223: set_actor 21@ health_to 200
035F: actor 21@ armour += 200
0223: set_actor 22@ health_to 200
035F: actor 22@ armour += 200
0223: set_actor 23@ health_to 200
035F: actor 23@ armour += 200
0223: set_actor 24@ health_to 200
035F: actor 24@ armour += 200
035F: actor 15@ armour += 200
0223: set_actor 15@ health_to 200
035F: actor 17@ armour += 200
0223: set_actor 17@ health_to 200
035F: actor 18@ armour += 200
0223: set_actor 18@ health_to 200
035F: actor 19@ armour += 200
0223: set_actor 19@ health_to 200
054A: set_actor 21@ immune_to_car_headshots 0
054A: set_actor 22@ immune_to_car_headshots 0
054A: set_actor 23@ immune_to_car_headshots 0
054A: set_actor 24@ immune_to_car_headshots 0
054A: set_actor 15@ immune_to_car_headshots 0
054A: set_actor 17@ immune_to_car_headshots 0
054A: set_actor 18@ immune_to_car_headshots 0
054A: set_actor 19@ immune_to_car_headshots 0
0001: wait 5000 ms
0249: release_model #M4
0249: release_model #DESERT_EAGLE
0249: release_model #SHOTGSPA
0249: release_model $ACTOR_MODELVERTIL2
0249: release_model $ACTOR_MODEL2VERTIL2
0249: release_model $ACTOR_MODEL3VERTIL2
0249: release_model $ACTOR_MODEL4VERTIL2
0249: release_model $CAR_MODEL
00A0: store_actor $PLAYER_ACTOR position_to $X $Y $Z
00A7: car 30@ drive_to $X $Y $Z
0001: wait 1000 ms
00A0: store_actor $PLAYER_ACTOR position_to $X $Y $Z
00A7: car 29@ drive_to $X $Y $Z

:minimod_1822
0001: wait 1000 ms
01C1: car 30@ stopped
01C1: car 29@ stopped
004D: jump_if_false @minimod_1822
05CD: AS_actor 21@ exit_car 30@
05CD: AS_actor 22@ exit_car 30@
05CD: AS_actor 23@ exit_car 30@
05CD: AS_actor 24@ exit_car 30@
05CD: AS_actor 15@ exit_car 29@
05CD: AS_actor 17@ exit_car 29@
05CD: AS_actor 18@ exit_car 29@
05CD: AS_actor 19@ exit_car 29@
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 15@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 17@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR
0187: $GANG1 = create_marker_above_actor 21@
0187: $GANG2 = create_marker_above_actor 22@
0187: $GANG3 = create_marker_above_actor 23@
0187: $GANG4 = create_marker_above_actor 24@
0187: $GANG15 = create_marker_above_actor 15@
0187: $GANG25 = create_marker_above_actor 17@
0187: $GANG35 = create_marker_above_actor 18@
0187: $GANG45 = create_marker_above_actor 19@
0164: disable_marker 4@
0164: disable_marker 25@
0001: wait 1000 ms
020A: set_car 30@ door_status_to 2
020A: set_car 29@ door_status_to 2
0001: wait 1000 ms

:minimod_2070
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_2197
0164: disable_marker $GANG1
0164: disable_marker $GANG2
0164: disable_marker $GANG3
0164: disable_marker $GANG4
0164: disable_marker $GANG15
0164: disable_marker $GANG25
0164: disable_marker $GANG35
0164: disable_marker $GANG45
00A6: destroy_car 30@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_2197
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
004D: jump_if_false @minimod_2070
0164: disable_marker $GANG1
0164: disable_marker $GANG2
0164: disable_marker $GANG3
0164: disable_marker $GANG4
0164: disable_marker $GANG15
0164: disable_marker $GANG25
0164: disable_marker $GANG35
0164: disable_marker $GANG45
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
01C3: remove_references_to_car 30@ // Like turning a car into any random car
01C3: remove_references_to_car 29@ // Like turning a car into any random car
0998: add_respect 5
0109: player $PLAYER_CHAR money += 70000
0001: wait 10000 ms
00A6: destroy_car 30@
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_2363
00D6: if
0039: 0@ == 1
004D: jump_if_false @minimod_3234
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME1' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 20:00  …:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel $PANEL
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE
0001: wait 0 ms
0209: $AUTOLIMUZINCVET = random_int_in_ranges 0 126
0001: wait 0 ms
0247: load_model #STRETCH
0247: load_model #MAFFA
0247: load_model #MAFFB
0247: load_model #MAFBOSS
0247: load_model #CHROMEGUN
0247: load_model #DESERT_EAGLE
0247: load_model #M4
038B: load_requested_models

:minimod_2473
0001: wait 0 ms
00D6: if and
0248: model #STRETCH available
0248: model #MAFFA available
0248: model #MAFFB available
0248: model #MAFBOSS available
004D: jump_if_false @minimod_2473
0001: wait 0 ms
00D6: if and
0248: model #CHROMEGUN available
0248: model #DESERT_EAGLE available
0248: model #M4 available
004D: jump_if_false @minimod_2473
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 140.0 140.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
00A5: $CARLIMUZ = create_car #STRETCH at $X $Y $Z
0229: set_car $CARLIMUZ primary_color_to $AUTOLIMUZINCVET secondary_color_to $AUTOLIMUZINCVET
0224: set_car $CARLIMUZ health_to 3000
0594: unknown_car $CARLIMUZ flag 0
0423: set_car $CARLIMUZ improved_handling_to 1.5 // (float)
00AE: set_car $CARLIMUZ traffic_behaviour_to 2
06ED: set_car $CARLIMUZ paintjob 0
00AD: set_car $CARLIMUZ max_speed_to 35.0
072F: enable_car $CARLIMUZ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: 25@ = create_marker_above_car $CARLIMUZ
0165: set_marker 25@ color_to 1
0168: set_marker 25@ size 2
0129: $MENVAR1 = create_actor_pedtype 12 model #MAFFA in_car $CARLIMUZ driverseat
01C8: $MENVAR2 = create_actor_pedtype 12 model #MAFFB in_car $CARLIMUZ passenger_seat 0
01C8: $MENVAR3 = create_actor_pedtype 12 model #MAFBOSS in_car $CARLIMUZ passenger_seat 1
01B2: give_actor $MENVAR1 weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor $MENVAR2 weapon 25 ammo 6000 // Load the weapon model before using this
01B2: give_actor $MENVAR3 weapon 31 ammo 6000 // Load the weapon model before using this
02E2: set_actor $MENVAR1 weapon_accuracy_to 80
02E2: set_actor $MENVAR2 weapon_accuracy_to 80
02E2: set_actor $MENVAR3 weapon_accuracy_to 80
0223: set_actor $MENVAR1 health_to 200
035F: actor $MENVAR1 armour += 200
0223: set_actor $MENVAR2 health_to 200
035F: actor $MENVAR2 armour += 200
0223: set_actor $MENVAR3 health_to 300
035F: actor $MENVAR3 armour += 500
054A: set_actor $MENVAR1 immune_to_car_headshots 0
054A: set_actor $MENVAR2 immune_to_car_headshots 0
054A: set_actor $MENVAR3 immune_to_car_headshots 0
0001: wait 5000 ms
0249: release_model #M4
0249: release_model #DESERT_EAGLE
0249: release_model #CHROMEGUN
0249: release_model #MAFFA
0249: release_model #MAFFB
0249: release_model #MAFBOSS
0249: release_model #STRETCH
00A0: store_actor $PLAYER_ACTOR position_to $X $Y $Z
00A7: car $CARLIMUZ drive_to $X $Y $Z

:minimod_2952
0001: wait 4000 ms
01C1: car $CARLIMUZ stopped
004D: jump_if_false @minimod_2952
05CD: AS_actor $MENVAR1 exit_car $CARLIMUZ
05CD: AS_actor $MENVAR2 exit_car $CARLIMUZ
05CD: AS_actor $MENVAR3 exit_car $CARLIMUZ
05E2: AS_actor $MENVAR1 kill_actor $PLAYER_ACTOR
05E2: AS_actor $MENVAR2 kill_actor $PLAYER_ACTOR
05E2: AS_actor $MENVAR3 kill_actor $SECOND_PLAYER_ACTOR
0187: $GANG11 = create_marker_above_actor $MENVAR1
0187: $GANG21 = create_marker_above_actor $MENVAR2
0187: $GANG31 = create_marker_above_actor $MENVAR3
0164: disable_marker 25@
0001: wait 1000 ms
020A: set_car $CARLIMUZ door_status_to 2
0001: wait 1000 ms

:minimod_3063
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_3135
0164: disable_marker $GANG11
0164: disable_marker $GANG21
0164: disable_marker $GANG31
00A6: destroy_car $CARLIMUZ
009B: destroy_actor $MENVAR1
009B: destroy_actor $MENVAR2
009B: destroy_actor $MENVAR3
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_3135
0001: wait 0 ms
00D6: if and
0118: actor $MENVAR1 dead
0118: actor $MENVAR2 dead
0118: actor $MENVAR3 dead
004D: jump_if_false @minimod_3063
0164: disable_marker $GANG11
0164: disable_marker $GANG21
0164: disable_marker $GANG31
009B: destroy_actor $MENVAR1
009B: destroy_actor $MENVAR2
009B: destroy_actor $MENVAR3
01C3: remove_references_to_car $CARLIMUZ // Like turning a car into any random car
0998: add_respect 10
0109: player $PLAYER_CHAR money += 20000
0001: wait 10000 ms
00A6: destroy_car $CARLIMUZ
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_3234
00D6: if
0039: 0@ == 2
004D: jump_if_false @minimod_4367
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME2' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 12:00  5:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel $PANEL
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE

:minimod_3293
0001: wait 0 ms
0209: $VERTOL = random_int_in_ranges 1 3
00D6: if
0038: $VERTOL == 1
004D: jump_if_false @minimod_3360
0004: $VERTOL_MODEL = 487
0004: $ACTOR_MODELVERTIL = 121
0004: $ACTOR_MODEL2VERTIL = 122
0004: $ACTOR_MODEL3VERTIL = 123
0002: jump @minimod_3476

:minimod_3360
0001: wait 0 ms
00D6: if
0038: $VERTOL == 2
004D: jump_if_false @minimod_3418
0004: $VERTOL_MODEL = 487
0004: $ACTOR_MODELVERTIL = 111
0004: $ACTOR_MODEL2VERTIL = 112
0004: $ACTOR_MODEL3VERTIL = 113
0002: jump @minimod_3476

:minimod_3418
0001: wait 0 ms
00D6: if
0038: $VERTOL == 3
004D: jump_if_false @minimod_3293
0004: $VERTOL_MODEL = 487
0004: $ACTOR_MODELVERTIL = 102
0004: $ACTOR_MODEL2VERTIL = 103
0004: $ACTOR_MODEL3VERTIL = 104
0002: jump @minimod_3476

:minimod_3476
0001: wait 0 ms
0247: load_model $VERTOL_MODEL
0247: load_model $ACTOR_MODELVERTIL
0247: load_model $ACTOR_MODEL2VERTIL
0247: load_model $ACTOR_MODEL3VERTIL
0247: load_model #CHROMEGUN
0247: load_model #AK47
0247: load_model #M4
038B: load_requested_models

:minimod_3517
0001: wait 0 ms
00D6: if and
0248: model $VERTOL_MODEL available
0248: model $ACTOR_MODELVERTIL available
0248: model $ACTOR_MODEL2VERTIL available
0248: model $ACTOR_MODEL3VERTIL available
004D: jump_if_false @minimod_3517
0001: wait 0 ms
00D6: if and
0248: model #CHROMEGUN available
0248: model #AK47 available
0248: model #M4 available
004D: jump_if_false @minimod_3517
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 50.0 50.0 500.0
00A5: $HELICOPTER = create_car $VERTOL_MODEL at $X $Y $Z
0229: set_car $HELICOPTER primary_color_to 64 secondary_color_to 64
0224: set_car $HELICOPTER health_to 3000
0186: $VERTOLMARCER = create_marker_above_car $HELICOPTER
0165: set_marker $VERTOLMARCER color_to 1
0168: set_marker $VERTOLMARCER size 2
0129: $MENVARVERTOL1 = create_actor_pedtype 12 model $ACTOR_MODELVERTIL in_car $HELICOPTER driverseat
01C8: $MENVARVERTOL2 = create_actor_pedtype 12 model $ACTOR_MODELVERTIL in_car $HELICOPTER passenger_seat 0
01C8: $MENVARVERTOL3 = create_actor_pedtype 12 model $ACTOR_MODEL2VERTIL in_car $HELICOPTER passenger_seat 1
01C8: $MENVARVERTOL4 = create_actor_pedtype 12 model $ACTOR_MODEL3VERTIL in_car $HELICOPTER passenger_seat 2
01B2: give_actor $MENVARVERTOL1 weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor $MENVARVERTOL2 weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor $MENVARVERTOL3 weapon 27 ammo 6000 // Load the weapon model before using this
01B2: give_actor $MENVARVERTOL4 weapon 31 ammo 6000 // Load the weapon model before using this
02E2: set_actor $MENVARVERTOL1 weapon_accuracy_to 80
02E2: set_actor $MENVARVERTOL2 weapon_accuracy_to 80
02E2: set_actor $MENVARVERTOL3 weapon_accuracy_to 80
02E2: set_actor $MENVARVERTOL4 weapon_accuracy_to 80
0223: set_actor $MENVARVERTOL1 health_to 200
035F: actor $MENVARVERTOL1 armour += 200
0223: set_actor $MENVARVERTOL2 health_to 200
035F: actor $MENVARVERTOL2 armour += 200
0223: set_actor $MENVARVERTOL3 health_to 200
035F: actor $MENVARVERTOL3 armour += 200
0223: set_actor $MENVARVERTOL4 health_to 200
035F: actor $MENVARVERTOL4 armour += 200
054A: set_actor $MENVARVERTOL1 immune_to_car_headshots 1
054A: set_actor $MENVARVERTOL2 immune_to_car_headshots 1
054A: set_actor $MENVARVERTOL3 immune_to_car_headshots 1
054A: set_actor $MENVARVERTOL4 immune_to_car_headshots 1
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 5.0 5.0 5.0
04A2: set_heli $HELICOPTER fly_to $X $Y $Z altitude_between 30.0 and 30.0
0001: wait 15000 ms
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 2.0 0.0 0.0
04A2: set_heli $HELICOPTER fly_to $X $Y $Z altitude_between 0.0 and 0.0
0001: wait 1000 ms

:minimod_4001
0001: wait 1000 ms
01C1: car $HELICOPTER stopped
004D: jump_if_false @minimod_4001
05CD: AS_actor $MENVARVERTOL2 exit_car $HELICOPTER
05CD: AS_actor $MENVARVERTOL3 exit_car $HELICOPTER
05CD: AS_actor $MENVARVERTOL4 exit_car $HELICOPTER
0001: wait 1000 ms
05CD: AS_actor $MENVARVERTOL1 exit_car $HELICOPTER
0001: wait 1000 ms
020A: set_car $HELICOPTER door_status_to 2
0001: wait 1000 ms
05E2: AS_actor $MENVARVERTOL1 kill_actor $PLAYER_ACTOR
05E2: AS_actor $MENVARVERTOL2 kill_actor $PLAYER_ACTOR
05E2: AS_actor $MENVARVERTOL3 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $MENVARVERTOL4 kill_actor $SECOND_PLAYER_ACTOR
0164: disable_marker $VERTOLMARCER
0187: $GANG111 = create_marker_above_actor $MENVARVERTOL1
0187: $GANG211 = create_marker_above_actor $MENVARVERTOL2
0187: $GANG311 = create_marker_above_actor $MENVARVERTOL3
0187: $GANG411 = create_marker_above_actor $MENVARVERTOL4
0249: release_model #M4
0249: release_model #AK47
0249: release_model #CHROMEGUN
0249: release_model $ACTOR_MODELVERTIL
0249: release_model $ACTOR_MODEL2VERTIL
0249: release_model $ACTOR_MODEL3VERTIL
0249: release_model $VERTOL_MODEL
0001: wait 1000 ms

:minimod_4181
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_4263
0164: disable_marker $GANG111
0164: disable_marker $GANG211
0164: disable_marker $GANG311
0164: disable_marker $GANG411
00A6: destroy_car $HELICOPTER
009B: destroy_actor $MENVARVERTOL1
009B: destroy_actor $MENVARVERTOL2
009B: destroy_actor $MENVARVERTOL3
009B: destroy_actor $MENVARVERTOL4
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_4263
0001: wait 0 ms
00D6: if and
0118: actor $MENVARVERTOL1 dead
0118: actor $MENVARVERTOL2 dead
0118: actor $MENVARVERTOL3 dead
0118: actor $MENVARVERTOL4 dead
004D: jump_if_false @minimod_4181
0164: disable_marker $GANG111
0164: disable_marker $GANG211
0164: disable_marker $GANG311
0164: disable_marker $GANG411
0998: add_respect 10
0109: player $PLAYER_CHAR money += 20000
009B: destroy_actor $MENVARVERTOL1
009B: destroy_actor $MENVARVERTOL2
009B: destroy_actor $MENVARVERTOL3
009B: destroy_actor $MENVARVERTOL4
00A6: destroy_car $HELICOPTER
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_4367
00D6: if
0039: 0@ == 3
004D: jump_if_false @minimod_5989
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME3' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 9:00  17:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel $PANEL
01B4: set_player $PLAYER_CHAR can_move 1

:minimod_4421
0001: wait 0 ms
0209: $AUTOPOGONY = random_int_in_ranges 1 4
0209: $AUTOPOGONYCVET = random_int_in_ranges 0 126
00D6: if
0038: $AUTOPOGONY == 1
004D: jump_if_false @minimod_4490
0004: $CAR_MODELPOGONY = 518
0004: $ACTOR_MODELVCAR = 121
0004: $ACTOR_MODEL2VCAR = 123
0002: jump @minimod_4643

:minimod_4490
0001: wait 0 ms
00D6: if
0038: $AUTOPOGONY == 2
004D: jump_if_false @minimod_4541
0004: $CAR_MODELPOGONY = 409
0004: $ACTOR_MODELVCAR = 112
0004: $ACTOR_MODEL2VCAR = 113
0002: jump @minimod_4643

:minimod_4541
0001: wait 0 ms
00D6: if
0038: $AUTOPOGONY == 3
004D: jump_if_false @minimod_4592
0004: $CAR_MODELPOGONY = 517
0004: $ACTOR_MODELVCAR = 102
0004: $ACTOR_MODEL2VCAR = 103
0002: jump @minimod_4643

:minimod_4592
0001: wait 0 ms
00D6: if
0038: $AUTOPOGONY == 4
004D: jump_if_false @minimod_4421
0004: $CAR_MODELPOGONY = 421
0004: $ACTOR_MODELVCAR = 118
0004: $ACTOR_MODEL2VCAR = 120
0002: jump @minimod_4643

:minimod_4643
0001: wait 0 ms
0247: load_model $CAR_MODELPOGONY
0247: load_model $ACTOR_MODELVCAR
0247: load_model $ACTOR_MODEL2VCAR
0247: load_model #MICRO_UZI
0247: load_model #MP5LNG
038B: load_requested_models

:minimod_4674
0001: wait 0 ms
00D6: if and
0248: model $CAR_MODELPOGONY available
0248: model $ACTOR_MODELVCAR available
0248: model $ACTOR_MODEL2VCAR available
004D: jump_if_false @minimod_4674
0001: wait 0 ms
00D6: if and
0248: model #MICRO_UZI available
0248: model #MP5LNG available
004D: jump_if_false @minimod_4674
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 50.0 50.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
00A5: $CARPOGONY = create_car $CAR_MODELPOGONY at $X $Y $Z
0229: set_car $CARPOGONY primary_color_to $AUTOPOGONYCVET secondary_color_to $AUTOPOGONYCVET
0224: set_car $CARPOGONY health_to 3000
0594: unknown_car $CARPOGONY flag 0
0423: set_car $CARPOGONY improved_handling_to 1.5 // (float)
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
072F: enable_car $CARPOGONY stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: $CARPOGONYMARCER = create_marker_above_car $CARPOGONY
0165: set_marker $CARPOGONYMARCER color_to 1
0168: set_marker $CARPOGONYMARCER size 2
0129: $ACTPOGONY = create_actor_pedtype 12 model $ACTOR_MODELVCAR in_car $CARPOGONY driverseat
01C8: $ACTPOGONY2 = create_actor_pedtype 12 model $ACTOR_MODEL2VCAR in_car $CARPOGONY passenger_seat 0
01B2: give_actor $ACTPOGONY weapon 28 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTPOGONY2 weapon 29 ammo 6000 // Load the weapon model before using this
02E2: set_actor $ACTPOGONY weapon_accuracy_to 80
02E2: set_actor $ACTPOGONY2 weapon_accuracy_to 80
0223: set_actor $ACTPOGONY health_to 200
035F: actor $ACTPOGONY armour += 200
0223: set_actor $ACTPOGONY2 health_to 200
035F: actor $ACTPOGONY2 armour += 200
054A: set_actor $ACTPOGONY immune_to_car_headshots 0
054A: set_actor $ACTPOGONY2 immune_to_car_headshots 0
0001: wait 5000 ms
0249: release_model #MP5LNG
0249: release_model #MICRO_UZI
0249: release_model $ACTOR_MODELVCAR
0249: release_model $ACTOR_MODEL2VCAR
04C4: store_coords_to $X5 $Y5 $Z5 from_actor $ACTPOGONY with_offset 150.0 150.0 0.0
02C1: store_to $X5 $Y5 $Z5 car_path_coords_closest_to $X5 $Y5 $Z5
018A: $POGONYCHECPOINT = create_checkpoint_at $X5 $Y5 $Z5
0168: set_marker $POGONYCHECPOINT size 1
0165: set_marker $POGONYCHECPOINT color_to 4
00AE: set_car $CARPOGONY traffic_behaviour_to 1
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
0001: wait 10 ms
00A7: car $CARPOGONY drive_to $X5 $Y5 $Z5
020A: set_car $CARPOGONY door_status_to 2

:minimod_5173
0001: wait 10 ms
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @minimod_5433
03C0: $PLAYER_ACTORCAR = actor $PLAYER_ACTOR car
0713: actor $ACTPOGONY2 driveby_actor -1 car $PLAYER_ACTORCAR point 0.0 0.0 0.0 radius 270.0 270.0 270.0 firing_rate 90
0001: wait 3000 ms
00D6: if
0100: actor $ACTPOGONY in_sphere $X5 $Y5 $Z5 radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @minimod_5433
0164: disable_marker $POGONYCHECPOINT
04C4: store_coords_to $X5 $Y5 $Z5 from_actor $ACTPOGONY with_offset 150.0 150.0 0.0
02C1: store_to $X5 $Y5 $Z5 car_path_coords_closest_to $X5 $Y5 $Z5
018A: $POGONYCHECPOINT = create_checkpoint_at $X5 $Y5 $Z5
0168: set_marker $POGONYCHECPOINT size 1
0165: set_marker $POGONYCHECPOINT color_to 4
00AE: set_car $CARPOGONY traffic_behaviour_to 1
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
0001: wait 10 ms
00A7: car $CARPOGONY drive_to $X5 $Y5 $Z5
0001: wait 1000 ms
0002: jump @minimod_5173
0002: jump @minimod_5173

:minimod_5433
0001: wait 0 ms
00D6: if and
0118: actor $ACTPOGONY dead
0118: actor $ACTPOGONY2 dead
004D: jump_if_false @minimod_5502
0164: disable_marker $POGONYCHECPOINT
0164: disable_marker $CARPOGONYMARCER
00A6: destroy_car $CARPOGONY
009B: destroy_actor $ACTPOGONY
009B: destroy_actor $ACTPOGONY2
0998: add_respect 5
0109: player $PLAYER_CHAR money += 25000
0002: jump @minimod_7919

:minimod_5502
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_5554
00A6: destroy_car $CARPOGONY
009B: destroy_actor $ACTPOGONY
009B: destroy_actor $ACTPOGONY2
0164: disable_marker $CARPOGONYMARCER
0002: jump @minimod_7919

:minimod_5554
0001: wait 0 ms
00D6: if
0100: actor $ACTPOGONY in_sphere $X5 $Y5 $Z5 radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @minimod_5736
0164: disable_marker $POGONYCHECPOINT
04C4: store_coords_to $X5 $Y5 $Z5 from_actor $ACTPOGONY with_offset 150.0 150.0 0.0
02C1: store_to $X5 $Y5 $Z5 car_path_coords_closest_to $X5 $Y5 $Z5
018A: $POGONYCHECPOINT = create_checkpoint_at $X5 $Y5 $Z5
0168: set_marker $POGONYCHECPOINT size 1
0165: set_marker $POGONYCHECPOINT color_to 4
00AE: set_car $CARPOGONY traffic_behaviour_to 1
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
0001: wait 10 ms
00A7: car $CARPOGONY drive_to $X5 $Y5 $Z5
0001: wait 2000 ms
0002: jump @minimod_5173

:minimod_5736
0001: wait 10 ms
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @minimod_5763
0002: jump @minimod_5173

:minimod_5763
0001: wait 0 ms
00D6: if
0100: actor $ACTPOGONY in_sphere $X5 $Y5 $Z5 radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @minimod_5736
03C0: $PLAYER_ACTORCAR = actor $PLAYER_ACTOR car
0713: actor $ACTPOGONY2 driveby_actor -1 car $PLAYER_ACTORCAR point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90
0164: disable_marker $POGONYCHECPOINT
04C4: store_coords_to $X5 $Y5 $Z5 from_actor $ACTPOGONY with_offset 150.0 150.0 0.0
02C1: store_to $X5 $Y5 $Z5 car_path_coords_closest_to $X5 $Y5 $Z5
018A: $POGONYCHECPOINT = create_checkpoint_at $X5 $Y5 $Z5
0168: set_marker $POGONYCHECPOINT size 1
0165: set_marker $POGONYCHECPOINT color_to 4
00AE: set_car $CARPOGONY traffic_behaviour_to 1
00AE: set_car $CARPOGONY traffic_behaviour_to 2
00AD: set_car $CARPOGONY max_speed_to 50.0
0001: wait 10 ms
00A7: car $CARPOGONY drive_to $X5 $Y5 $Z5
0001: wait 1000 ms
0002: jump @minimod_5173

:minimod_5989
00D6: if
0039: 0@ == 4
004D: jump_if_false @minimod_7740
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME4' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 7:00  18:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel $PANEL
01B4: set_player $PLAYER_CHAR can_move 1

:minimod_6043
0001: wait 0 ms
0209: $AUTO = random_int_in_ranges 1 4
00D6: if
0038: $AUTO == 1
004D: jump_if_false @minimod_6102
0004: $ACTOR_MODEL = 121
0004: $ACTOR_MODEL2 = 122
0004: $ACTOR_MODEL3 = 123
0002: jump @minimod_6252

:minimod_6102
0001: wait 0 ms
00D6: if
0038: $AUTO == 2
004D: jump_if_false @minimod_6152
0004: $ACTOR_MODEL = 111
0004: $ACTOR_MODEL2 = 112
0004: $ACTOR_MODEL3 = 113
0002: jump @minimod_6252

:minimod_6152
0001: wait 0 ms
00D6: if
0038: $AUTO == 3
004D: jump_if_false @minimod_6202
0004: $ACTOR_MODEL = 102
0004: $ACTOR_MODEL2 = 103
0004: $ACTOR_MODEL3 = 104
0002: jump @minimod_6252

:minimod_6202
0001: wait 0 ms
00D6: if
0038: $AUTO == 4
004D: jump_if_false @minimod_6043
0004: $ACTOR_MODEL = 117
0004: $ACTOR_MODEL2 = 118
0004: $ACTOR_MODEL3 = 120
0002: jump @minimod_6252

:minimod_6252
0001: wait 0 ms
0247: load_model $ACTOR_MODEL
0247: load_model $ACTOR_MODEL2
0247: load_model $ACTOR_MODEL3
0247: load_model #MINIGUN
0247: load_model #AK47
0247: load_model #MP5LNG
0247: load_model #CHROMEGUN
038B: load_requested_models

:minimod_6293
0001: wait 0 ms
00D6: if and
0248: model $ACTOR_MODEL available
0248: model $ACTOR_MODEL2 available
0248: model $ACTOR_MODEL3 available
004D: jump_if_false @minimod_6293
0001: wait 0 ms
00D6: if and
0248: model #MINIGUN available
0248: model #AK47 available
0248: model #MP5LNG available
0248: model #CHROMEGUN available
004D: jump_if_false @minimod_6293
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 100.0 100.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL at $X $Y $Z handle_as $ACTWAR
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 140.0 140.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL at $X $Y $Z handle_as $ACTWAR1
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 130.0 130.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL at $X $Y $Z handle_as $ACTWAR2
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 120.0 120.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL2 at $X $Y $Z handle_as $ACTWAR3
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 80.0 80.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL2 at $X $Y $Z handle_as $ACTWAR4
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 110.0 110.0 0.0
02C1: store_to $X $Y $Z car_path_coords_closest_to $X $Y $Z
0503: create_actor_on_rope_with_pedtype 12 model $ACTOR_MODEL3 at $X $Y $Z handle_as $ACTWAR5
0001: wait 1000 ms
01B2: give_actor $ACTWAR weapon 29 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR1 weapon 29 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR2 weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR3 weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR4 weapon 25 ammo 6000 // Load the weapon model before using this
01B2: give_actor $ACTWAR5 weapon 38 ammo 6000 // Load the weapon model before using this
02E2: set_actor $ACTWAR weapon_accuracy_to 80
02E2: set_actor $ACTWAR1 weapon_accuracy_to 80
02E2: set_actor $ACTWAR2 weapon_accuracy_to 80
02E2: set_actor $ACTWAR3 weapon_accuracy_to 80
02E2: set_actor $ACTWAR4 weapon_accuracy_to 80
02E2: set_actor $ACTWAR5 weapon_accuracy_to 80
0223: set_actor $ACTWAR health_to 200
035F: actor $ACTWAR armour += 200
0223: set_actor $ACTWAR1 health_to 200
035F: actor $ACTWAR1 armour += 200
0223: set_actor $ACTWAR2 health_to 200
035F: actor $ACTWAR2 armour += 200
0223: set_actor $ACTWAR3 health_to 200
035F: actor $ACTWAR3 armour += 200
0223: set_actor $ACTWAR4 health_to 200
035F: actor $ACTWAR4 armour += 200
0223: set_actor $ACTWAR5 health_to 200
035F: actor $ACTWAR5 armour += 200
054A: set_actor $ACTWAR5 immune_to_car_headshots 0
0187: $GANG17 = create_marker_above_actor $ACTWAR
0187: $GANG27 = create_marker_above_actor $ACTWAR1
0187: $GANG37 = create_marker_above_actor $ACTWAR2
0187: $GANG47 = create_marker_above_actor $ACTWAR3
0187: $GANG57 = create_marker_above_actor $ACTWAR4
0187: $GANG67 = create_marker_above_actor $ACTWAR5
0001: wait 5000 ms
0249: release_model $ACTOR_MODEL
0249: release_model $ACTOR_MODE2
0249: release_model $ACTOR_MODE3
0249: release_model $WEPONS_MODEL
0249: release_model $WEPONS_MODEL2
0249: release_model #MINIGUN
0249: release_model #AK47
0249: release_model #MP5LNG
0249: release_model #CHROMEGUN

:minimod_7074
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_7166
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
009B: destroy_actor $ACTWAR
009B: destroy_actor $ACTWAR1
009B: destroy_actor $ACTWAR2
009B: destroy_actor $ACTWAR3
009B: destroy_actor $ACTWAR4
009B: destroy_actor $ACTWAR5
0002: jump @minimod_7919

:minimod_7166
0001: wait 0 ms
00D6: if and
0118: actor $ACTWAR dead
0118: actor $ACTWAR1 dead
0118: actor $ACTWAR2 dead
0118: actor $ACTWAR3 dead
0118: actor $ACTWAR4 dead
0118: actor $ACTWAR5 dead
004D: jump_if_false @minimod_7265
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_7265
0001: wait 0 ms
00D6: if or
051A: actor $ACTWAR damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR1 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR2 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR3 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR4 damaged_by_actor $PLAYER_ACTOR
051A: actor $ACTWAR5 damaged_by_actor $PLAYER_ACTOR
004D: jump_if_false @minimod_7392
0001: wait 10 ms
05E2: AS_actor $ACTWAR kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR1 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR2 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR3 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR4 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR5 kill_actor $SECOND_PLAYER_ACTOR
0001: wait 1000 ms
0002: jump @minimod_7519

:minimod_7392
0001: wait 0 ms
00D6: if
051A: actor $ACTWAR damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR1 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR2 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR3 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR4 damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor $ACTWAR5 damaged_by_actor $SECOND_PLAYER_ACTOR
004D: jump_if_false @minimod_7074
0001: wait 10 ms
05E2: AS_actor $ACTWAR kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR1 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR2 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR3 kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor $ACTWAR4 kill_actor $PLAYER_ACTOR
05E2: AS_actor $ACTWAR5 kill_actor $SECOND_PLAYER_ACTOR
0001: wait 1000 ms
0002: jump @minimod_7519

:minimod_7519
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @minimod_7611
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
009B: destroy_actor $ACTWAR
009B: destroy_actor $ACTWAR1
009B: destroy_actor $ACTWAR2
009B: destroy_actor $ACTWAR3
009B: destroy_actor $ACTWAR4
009B: destroy_actor $ACTWAR5
0002: jump @minimod_7919

:minimod_7611
0001: wait 0 ms
00D6: if and
0118: actor $ACTWAR dead
0118: actor $ACTWAR1 dead
0118: actor $ACTWAR2 dead
0118: actor $ACTWAR3 dead
0118: actor $ACTWAR4 dead
0118: actor $ACTWAR5 dead
004D: jump_if_false @minimod_7519
0164: disable_marker $GANG17
0164: disable_marker $GANG27
0164: disable_marker $GANG37
0164: disable_marker $GANG47
0164: disable_marker $GANG57
0164: disable_marker $GANG67
009B: destroy_actor $ACTWAR
009B: destroy_actor $ACTWAR1
009B: destroy_actor $ACTWAR2
009B: destroy_actor $ACTWAR3
009B: destroy_actor $ACTWAR4
009B: destroy_actor $ACTWAR5
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @minimod_7919

:minimod_7740
00D6: if
0039: 0@ == 5
004D: jump_if_false @minimod_7883
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME5' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 22:00  …:00.
0001: wait 0 ms
0247: load_model #AK47
0247: load_model #SPRAYCAN
0247: load_model #MICRO_UZI
038B: load_requested_models

:minimod_7797
0001: wait 0 ms
00D6: if and
0248: model #AK47 available
0248: model #SPRAYCAN available
0248: model #MICRO_UZI available
004D: jump_if_false @minimod_7797
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 5000 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 5000 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 5000 // Load the weapon model before using this
0001: wait 10 ms
0249: release_model #AK47
0249: release_model #SPRAYCAN
0249: release_model #MICRO_UZI
0002: jump @minimod_7919

:minimod_7883
00D6: if
0039: 0@ == 6
004D: jump_if_false @minimod_7919
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME6' time 3000 style 5 // ~s~BO‡BPAATECg0; ME„€“ 12:00  20:00.

:minimod_7919
0001: wait 0 ms
004D: jump_if_false @minimod_381
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel $PANEL
01B4: set_player $PLAYER_CHAR can_move 1
0002: jump @minimod_12

Комментарии
#1 | Rio900 20.12.2007 - 16:45:45
Может кто, чето добавить предложет, или изменить?
#2 | Agenzvell 21.12.2007 - 08:18:25
Скрипт громадный. Рэспект. Wink
Изменить? Хорошо было бы заменить глобальные переменные на локальные для установки в CLEO. Cool
#3 | Rio900 21.12.2007 - 16:22:48
Вот заменил, кстати теперб скрипт пашет как при двоих игроках,так и при одномSmile:


0001: wait 3000 ms
0006: 0@ = 0

:NONAME_12
8248: not model #CELLPHONE available
004D: jump_if_false @NONAME_40
0247: load_model #CELLPHONE
0001: wait 0 ms
0002: jump @NONAME_12

:NONAME_40
0001: wait 100 ms
0256: player $PLAYER_CHAR defined
004D: jump_if_false @NONAME_40
00D6: if and
80DF: not actor $PLAYER_ACTOR driving
00E1: player 0 pressed_key 11
00E1: player 0 pressed_key 16
004D: jump_if_false @NONAME_40
01B4: set_player $PLAYER_CHAR can_move 0
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
0001: wait 2500 ms
054C: use_GXT_table 'TRU1'
00BC: show_text_highpriority GXT 'TRU1@01' time 2000 flag 1
0001: wait 2100 ms
054C: use_GXT_table 'TRU1'
00BB: show_text_lowpriority GXT 'TRU1@02' time 2000 flag 1
0001: wait 1500 ms
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
01B4: set_player $PLAYER_CHAR can_move 1
0001: wait 10 ms
0249: release_model #CELLPHONE
0001: wait 0 ms
0001: wait 0 ms
01B4: set_player $PLAYER_CHAR can_move 0
0512: show_permanent_text_box 'IE20'
0581: enable_radar 0
08D4: 3@ = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0
08DB: set_panel 3@ column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

:NONAME_381
0001: wait 0 ms
00D6: if
00E1: player 0 pressed_key 10
004D: jump_if_false @NONAME_10245
08D7: 0@ = panel 3@ active_row
00D6: if
0039: 0@ == 0
004D: jump_if_false @NONAME_2841
00BE: text_clear_all
00BA: show_text_styled GXT 'MTG02F' time 3000 style 5 // ~z~KP“TO. €O CKOPO†O, ’APEHg0;.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE

:NONAME_469
0001: wait 0 ms
0209: 1@ = random_int_in_ranges 1 4
0209: 2@ = random_int_in_ranges 0 126
00D6: if
0038: 1@ == 1
004D: jump_if_false @NONAME_552
0004: 9@ = 445
0004: 10@ = 28
0004: 11@ = 103
0004: 12@ = 104
0004: 13@ = 102
0002: jump @NONAME_748

:NONAME_552
0001: wait 0 ms
00D6: if
0038: 1@ == 2
004D: jump_if_false @NONAME_617
0004: 9@ = 579
0004: 10@ = 117
0004: 11@ = 122
0004: 12@ = 118
0004: 13@ = 120
0002: jump @NONAME_748

:NONAME_617
0001: wait 0 ms
00D6: if
0038: 1@ == 3
004D: jump_if_false @NONAME_683
0004: 9@ = 418
0004: 10@ = 111
0004: 11@ = 112
0004: 12@ = 164
0004: 13@ = 113
0002: jump @NONAME_748

:NONAME_683
0001: wait 0 ms
00D6: if
0038: 1@ == 4
004D: jump_if_false @NONAME_469
0004: 9@ = 409
0004: 10@ = 124
0004: 11@ = 125
0004: 12@ = 126
0004: 13@ = 127
0002: jump @NONAME_748

:NONAME_748
0001: wait 0 ms
0247: load_model 9@
0247: load_model 10@
0247: load_model 11@
0247: load_model 12@
0247: load_model 13@
0247: load_model #SHOTGSPA
0247: load_model #DESERT_EAGLE
0247: load_model #M4
038B: load_requested_models

:NONAME_794
0001: wait 0 ms
00D6: if and
0248: model 9@ available
0248: model 10@ available
0248: model 11@ available
0248: model 12@ available
0248: model 13@ available
004D: jump_if_false @NONAME_794
0001: wait 0 ms
00D6: if and
0248: model #SHOTGSPA available
0248: model #DESERT_EAGLE available
0248: model #M4 available
004D: jump_if_false @NONAME_794
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 200.0 200.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
00A5: 30@ = create_car 9@ at 20@ 32@ 33@
0229: set_car 30@ primary_color_to 2@ secondary_color_to 2@
0224: set_car 30@ health_to 3000
0594: unknown_car 30@ flag 0
0224: set_car 30@ health_to 3000
0423: set_car 30@ improved_handling_to 1.5 // (float)
00AE: set_car 30@ traffic_behaviour_to 2
06ED: set_car 30@ paintjob 0
00AD: set_car 30@ max_speed_to 35.0
072F: enable_car 30@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: 25@ = create_marker_above_car 30@
0165: set_marker 25@ color_to 1
0168: set_marker 25@ size 2
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 190.0 190.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
00A5: 29@ = create_car 9@ at 20@ 32@ 33@
0229: set_car 29@ primary_color_to 2@ secondary_color_to 2@
0224: set_car 29@ health_to 3000
0594: unknown_car 29@ flag 0
0224: set_car 29@ health_to 3000
0423: set_car 29@ improved_handling_to 1.5 // (float)
00AE: set_car 29@ traffic_behaviour_to 2
06ED: set_car 29@ paintjob 0
00AD: set_car 29@ max_speed_to 35.0
072F: enable_car 29@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: 4@ = create_marker_above_car 29@
0165: set_marker 4@ color_to 1
0168: set_marker 4@ size 2
0129: 21@ = create_actor_pedtype 20 model 10@ in_car 30@ driverseat
01C8: 22@ = create_actor_pedtype 20 model 11@ in_car 30@ passenger_seat 0
01C8: 23@ = create_actor_pedtype 20 model 12@ in_car 30@ passenger_seat 1
01C8: 24@ = create_actor_pedtype 20 model 13@ in_car 30@ passenger_seat 2
0129: 15@ = create_actor_pedtype 20 model 10@ in_car 29@ driverseat
01C8: 17@ = create_actor_pedtype 20 model 11@ in_car 29@ passenger_seat 0
01C8: 18@ = create_actor_pedtype 20 model 12@ in_car 29@ passenger_seat 1
01C8: 19@ = create_actor_pedtype 20 model 13@ in_car 29@ passenger_seat 2
01B2: give_actor 21@ weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor 22@ weapon 27 ammo 6000 // Load the weapon model before using this
01B2: give_actor 23@ weapon 31 ammo 6000 // Load the weapon model before using this
01B2: give_actor 24@ weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor 15@ weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor 17@ weapon 27 ammo 6000 // Load the weapon model before using this
01B2: give_actor 18@ weapon 31 ammo 6000 // Load the weapon model before using this
01B2: give_actor 19@ weapon 24 ammo 6000 // Load the weapon model before using this
02E2: set_actor 21@ weapon_accuracy_to 80
02E2: set_actor 22@ weapon_accuracy_to 80
02E2: set_actor 23@ weapon_accuracy_to 80
02E2: set_actor 24@ weapon_accuracy_to 80
02E2: set_actor 15@ weapon_accuracy_to 80
02E2: set_actor 17@ weapon_accuracy_to 80
02E2: set_actor 18@ weapon_accuracy_to 80
02E2: set_actor 19@ weapon_accuracy_to 80
0223: set_actor 21@ health_to 200
035F: actor 21@ armour += 200
0223: set_actor 22@ health_to 200
035F: actor 22@ armour += 200
0223: set_actor 23@ health_to 200
035F: actor 23@ armour += 200
0223: set_actor 24@ health_to 200
035F: actor 24@ armour += 200
035F: actor 15@ armour += 200
0223: set_actor 15@ health_to 200
035F: actor 17@ armour += 200
0223: set_actor 17@ health_to 200
035F: actor 18@ armour += 200
0223: set_actor 18@ health_to 200
035F: actor 19@ armour += 200
0223: set_actor 19@ health_to 200
054A: set_actor 21@ immune_to_car_headshots 0
054A: set_actor 15@ immune_to_car_headshots 0
0001: wait 5000 ms
0249: release_model #M4
0249: release_model #DESERT_EAGLE
0249: release_model #SHOTGSPA
0249: release_model 10@
0249: release_model 11@
0249: release_model 12@
0249: release_model 13@
0249: release_model 9@
00A0: store_actor $PLAYER_ACTOR position_to 20@ 32@ 33@
00A7: car 30@ drive_to 20@ 32@ 33@
0001: wait 1000 ms
00A0: store_actor $PLAYER_ACTOR position_to 20@ 32@ 33@
00A7: car 29@ drive_to 20@ 32@ 33@

:NONAME_1822
0001: wait 1000 ms
01C1: car 30@ stopped
01C1: car 29@ stopped
004D: jump_if_false @NONAME_1822
05CD: AS_actor 21@ exit_car 30@
05CD: AS_actor 22@ exit_car 30@
05CD: AS_actor 23@ exit_car 30@
05CD: AS_actor 24@ exit_car 30@
05CD: AS_actor 15@ exit_car 29@
05CD: AS_actor 17@ exit_car 29@
05CD: AS_actor 18@ exit_car 29@
05CD: AS_actor 19@ exit_car 29@
0001: wait 0 ms
00D6: if
056D: actor $SECOND_PLAYER_ACTOR defined
004D: jump_if_false @NONAME_2387
0001: wait 0 ms
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 15@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 17@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR


0164: disable_marker 4@
0164: disable_marker 25@
0187: 4@ = create_marker_above_actor 21@
0187: 25@ = create_marker_above_actor 22@
0187: 26@ = create_marker_above_actor 23@
0187: 27@ = create_marker_above_actor 24@
0187: 28@ = create_marker_above_actor 15@
0187: 5@ = create_marker_above_actor 17@
0187: 31@ = create_marker_above_actor 18@
0187: 14@ = create_marker_above_actor 19@

0001: wait 1000 ms
020A: set_car 30@ door_status_to 2
020A: set_car 29@ door_status_to 2
0001: wait 1000 ms

:NONAME_2094
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @NONAME_2221
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0164: disable_marker 5@
0164: disable_marker 31@
0164: disable_marker 14@
00A6: destroy_car 30@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_2221
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
004D: jump_if_false @NONAME_2094
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0164: disable_marker 5@
0164: disable_marker 31@
0164: disable_marker 14@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
01C3: remove_references_to_car 30@ // Like turning a car into any random car
01C3: remove_references_to_car 29@ // Like turning a car into any random car
0998: add_respect 5
0109: player $PLAYER_CHAR money += 70000
0001: wait 10000 ms
00A6: destroy_car 30@
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_2387
0001: wait 0 ms
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR


0243: set_actor 21@ ped_stats_to 16
0243: set_actor 22@ ped_stats_to 16
0243: set_actor 23@ ped_stats_to 16
0243: set_actor 24@ ped_stats_to 16

0243: set_actor 15@ ped_stats_to 16
0243: set_actor 17@ ped_stats_to 16
0243: set_actor 18@ ped_stats_to 16
0243: set_actor 19@ ped_stats_to 16
0187: 4@ = create_marker_above_actor 21@
0187: 25@ = create_marker_above_actor 22@
0187: 26@ = create_marker_above_actor 23@
0187: 27@ = create_marker_above_actor 24@
0187: 28@ = create_marker_above_actor 15@
0187: 5@ = create_marker_above_actor 17@
0187: 31@ = create_marker_above_actor 18@
0187: 14@ = create_marker_above_actor 19@
0164: disable_marker 4@
0164: disable_marker 25@
0001: wait 1000 ms
020A: set_car 30@ door_status_to 2
020A: set_car 29@ door_status_to 2
0001: wait 1000 ms

:NONAME_2553
0001: wait 0 ms
00D6: if
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_2675
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0164: disable_marker 5@
0164: disable_marker 31@
0164: disable_marker 14@
00A6: destroy_car 30@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_2675
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
004D: jump_if_false @NONAME_2553
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0164: disable_marker 5@
0164: disable_marker 31@
0164: disable_marker 14@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 15@
009B: destroy_actor 17@
009B: destroy_actor 18@
009B: destroy_actor 19@
01C3: remove_references_to_car 30@ // Like turning a car into any random car
01C3: remove_references_to_car 29@ // Like turning a car into any random car
0998: add_respect 5
0109: player $PLAYER_CHAR money += 70000
0001: wait 10000 ms
00A6: destroy_car 30@
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_2841
00D6: if
0039: 0@ == 1
004D: jump_if_false @NONAME_3976
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME1' time 3000 style 5 // ~s~BO‡BPAAC• ME„€“ 20:00  …:00.
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE
0001: wait 0 ms
0209: 2@ = random_int_in_ranges 0 126
0001: wait 0 ms
0247: load_model #STRETCH
0247: load_model #MAFFA
0247: load_model #MAFFB
0247: load_model #MAFBOSS
0247: load_model #CHROMEGUN
0247: load_model #DESERT_EAGLE
0247: load_model #M4
038B: load_requested_models

:NONAME_2951
0001: wait 0 ms
00D6: if and
0248: model #STRETCH available
0248: model #MAFFA available
0248: model #MAFFB available
0248: model #MAFBOSS available
004D: jump_if_false @NONAME_2951
0001: wait 0 ms
00D6: if and
0248: model #CHROMEGUN available
0248: model #DESERT_EAGLE available
0248: model #M4 available
004D: jump_if_false @NONAME_2951
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 140.0 140.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
00A5: 29@ = create_car #STRETCH at 20@ 32@ 33@
0229: set_car 29@ primary_color_to 2@ secondary_color_to 2@
0224: set_car 29@ health_to 3000
0594: unknown_car 29@ flag 0
0423: set_car 29@ improved_handling_to 1.5 // (float)
00AE: set_car 29@ traffic_behaviour_to 2
06ED: set_car 29@ paintjob 0
00AD: set_car 29@ max_speed_to 35.0
072F: enable_car 29@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: 25@ = create_marker_above_car 29@
0165: set_marker 25@ color_to 1
0168: set_marker 25@ size 2
0129: 21@ = create_actor_pedtype 20 model #MAFFA in_car 29@ driverseat
01C8: 22@ = create_actor_pedtype 20 model #MAFFB in_car 29@ passenger_seat 0
01C8: 23@ = create_actor_pedtype 20 model #MAFBOSS in_car 29@ passenger_seat 1
01B2: give_actor 21@ weapon 24 ammo 6000 // Load the weapon model before using this
01B2: give_actor 22@ weapon 25 ammo 6000 // Load the weapon model before using this
01B2: give_actor 23@ weapon 31 ammo 6000 // Load the weapon model before using this
02E2: set_actor 21@ weapon_accuracy_to 80
02E2: set_actor 22@ weapon_accuracy_to 80
02E2: set_actor 23@ weapon_accuracy_to 80
0223: set_actor 21@ health_to 200
035F: actor 21@ armour += 200
0223: set_actor 22@ health_to 200
035F: actor 22@ armour += 200
0223: set_actor 23@ health_to 300
035F: actor 23@ armour += 500
054A: set_actor 21@ immune_to_car_headshots 0
054A: set_actor 22@ immune_to_car_headshots 0
054A: set_actor 23@ immune_to_car_headshots 0
0001: wait 5000 ms
0249: release_model #M4
0249: release_model #DESERT_EAGLE
0249: release_model #CHROMEGUN
0249: release_model #MAFFA
0249: release_model #MAFFB
0249: release_model #MAFBOSS
0249: release_model #STRETCH
00A0: store_actor $PLAYER_ACTOR position_to 20@ 32@ 33@
00A7: car 29@ drive_to 20@ 32@ 33@

:NONAME_3430
0001: wait 4000 ms
01C1: car 29@ stopped
004D: jump_if_false @NONAME_3430
05CD: AS_actor 21@ exit_car 29@
05CD: AS_actor 22@ exit_car 29@
05CD: AS_actor 23@ exit_car 29@
0001: wait 0 ms
00D6: if
056D: actor $SECOND_PLAYER_ACTOR defined
004D: jump_if_false @NONAME_3736
0001: wait 0 ms
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $SECOND_PLAYER_ACTOR
0187: 26@ = create_marker_above_actor 21@
0187: 27@ = create_marker_above_actor 22@
0187: 28@ = create_marker_above_actor 23@
0164: disable_marker 25@
0001: wait 1000 ms
020A: set_car 29@ door_status_to 2
0001: wait 1000 ms

:NONAME_3565
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @NONAME_3637
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_3637
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
004D: jump_if_false @NONAME_3565
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
01C3: remove_references_to_car 29@ // Like turning a car into any random car
0998: add_respect 10
0109: player $PLAYER_CHAR money += 20000
0001: wait 10000 ms
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_3736
0001: wait 0 ms
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
0243: set_actor 21@ ped_stats_to 16
0243: set_actor 22@ ped_stats_to 16
0243: set_actor 23@ ped_stats_to 16
0187: 26@ = create_marker_above_actor 21@
0187: 27@ = create_marker_above_actor 22@
0187: 28@ = create_marker_above_actor 23@
0164: disable_marker 25@
0001: wait 1000 ms
020A: set_car 29@ door_status_to 2
0001: wait 1000 ms

:NONAME_3810
0001: wait 0 ms
00D6: if
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_3877
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_3877
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
004D: jump_if_false @NONAME_3810
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
01C3: remove_references_to_car 29@
0998: add_respect 10
0109: player $PLAYER_CHAR money += 20000
0001: wait 10000 ms
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_3976
00D6: if
0039: 0@ == 2
004D: jump_if_false @NONAME_5327
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME2' time 3000 style 5
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #CELLPHONE

:NONAME_4035
0001: wait 0 ms
0209: 1@ = random_int_in_ranges 1 3
00D6: if
0038: 1@ == 1
004D: jump_if_false @NONAME_4102
0004: 9@ = 487
0004: 10@ = 121
0004: 11@ = 122
0004: 12@ = 123
0002: jump @NONAME_4218

:NONAME_4102
0001: wait 0 ms
00D6: if
0038: 1@ == 2
004D: jump_if_false @NONAME_4160
0004: 9@ = 487
0004: 10@ = 111
0004: 11@ = 112
0004: 12@ = 113
0002: jump @NONAME_4218

:NONAME_4160
0001: wait 0 ms
00D6: if
0038: 1@ == 3
004D: jump_if_false @NONAME_4035
0004: 9@ = 487
0004: 10@ = 102
0004: 11@ = 103
0004: 12@ = 104
0002: jump @NONAME_4218

:NONAME_4218
0001: wait 0 ms
0247: load_model 9@
0247: load_model 10@
0247: load_model 11@
0247: load_model 12@
0247: load_model #CHROMEGUN
0247: load_model #AK47
0247: load_model #M4
038B: load_requested_models

:NONAME_4259
0001: wait 0 ms
00D6: if and
0248: model 9@ available
0248: model 10@ available
0248: model 11@ available
0248: model 12@ available
004D: jump_if_false @NONAME_4259
0001: wait 0 ms
00D6: if and
0248: model #CHROMEGUN available
0248: model #AK47 available
0248: model #M4 available
004D: jump_if_false @NONAME_4259
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 500.0
00A5: 29@ = create_car 9@ at 20@ 32@ 33@
0229: set_car 29@ primary_color_to 64 secondary_color_to 64
0224: set_car 29@ health_to 3000
0186: 4@ = create_marker_above_car 29@
0165: set_marker 4@ color_to 1
0168: set_marker 4@ size 2
0129: 21@ = create_actor_pedtype 20 model 10@ in_car 29@ driverseat
01C8: 22@ = create_actor_pedtype 20 model 10@ in_car 29@ passenger_seat 0
01C8: 23@ = create_actor_pedtype 20 model 11@ in_car 29@ passenger_seat 1
01C8: 24@ = create_actor_pedtype 20 model 12@ in_car 29@ passenger_seat 2
01B2: give_actor 21@ weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor 22@ weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor 23@ weapon 27 ammo 6000 // Load the weapon model before using this
01B2: give_actor 24@ weapon 31 ammo 6000 // Load the weapon model before using this
02E2: set_actor 21@ weapon_accuracy_to 80
02E2: set_actor 22@ weapon_accuracy_to 80
02E2: set_actor 23@ weapon_accuracy_to 80
02E2: set_actor 24@ weapon_accuracy_to 80
0223: set_actor 21@ health_to 200
035F: actor 21@ armour += 200
0223: set_actor 22@ health_to 200
035F: actor 22@ armour += 200
0223: set_actor 23@ health_to 200
035F: actor 23@ armour += 200
0223: set_actor 24@ health_to 200
035F: actor 24@ armour += 200
054A: set_actor 21@ immune_to_car_headshots 1
054A: set_actor 22@ immune_to_car_headshots 1
054A: set_actor 23@ immune_to_car_headshots 1
054A: set_actor 24@ immune_to_car_headshots 1
0249: release_model #M4
0249: release_model #AK47
0249: release_model #CHROMEGUN
0249: release_model 10@
0249: release_model 11@
0249: release_model 12@
0249: release_model 9@
0001: wait 1000 ms
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 5.0
04A2: set_heli 29@ fly_to 20@ 32@ 33@ altitude_between 0.0 and 0.0
0001: wait 1000 ms

:NONAME_4725
0001: wait 1000 ms
01C1: car 29@ stopped
004D: jump_if_false @NONAME_4725
05CD: AS_actor 22@ exit_car 29@
05CD: AS_actor 23@ exit_car 29@
05CD: AS_actor 24@ exit_car 29@
0001: wait 1000 ms
05CD: AS_actor 21@ exit_car 29@
0001: wait 1000 ms
020A: set_car 29@ door_status_to 2
0001: wait 1000 ms
00D6: if
056D: actor $SECOND_PLAYER_ACTOR defined
004D: jump_if_false @NONAME_5072
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $SECOND_PLAYER_ACTOR
0164: disable_marker 4@
0187: 4@ = create_marker_above_actor 21@
0187: 26@ = create_marker_above_actor 22@
0187: 27@ = create_marker_above_actor 23@
0187: 28@ = create_marker_above_actor 24@
0001: wait 1000 ms

:NONAME_4886
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @NONAME_4968
0164: disable_marker 4@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_4968
0001: wait 100 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
004D: jump_if_false @NONAME_4886
0164: disable_marker 4@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0998: add_respect 10
0109: player $PLAYER_CHAR money += 20000
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_5072
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR

0243: set_actor 21@ ped_stats_to 16
0243: set_actor 22@ ped_stats_to 16
0243: set_actor 23@ ped_stats_to 16
0243: set_actor 24@ ped_stats_to 16

0164: disable_marker 4@
0187: 4@ = create_marker_above_actor 21@
0187: 26@ = create_marker_above_actor 22@
0187: 27@ = create_marker_above_actor 23@
0187: 28@ = create_marker_above_actor 24@
0001: wait 1000 ms

:NONAME_5146
0001: wait 0 ms
00D6: if
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_5223
0164: disable_marker 4@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_5223
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
004D: jump_if_false @NONAME_5146
0164: disable_marker 4@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0998: add_respect 10
0109: player $PLAYER_CHAR money += 20000
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
00A6: destroy_car 29@
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_5327
00D6: if
0039: 0@ == 3
004D: jump_if_false @NONAME_7766
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME3' time 3000 style 5
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1

:NONAME_5381
0001: wait 0 ms
0209: 1@ = random_int_in_ranges 1 4
0209: 2@ = random_int_in_ranges 0 126
00D6: if
0038: 1@ == 1
004D: jump_if_false @NONAME_5450
0004: 9@ = 518
0004: 10@ = 121
0004: 11@ = 123
0002: jump @NONAME_5603

:NONAME_5450
0001: wait 0 ms
00D6: if
0038: 1@ == 2
004D: jump_if_false @NONAME_5501
0004: 9@ = 409
0004: 10@ = 112
0004: 11@ = 113
0002: jump @NONAME_5603

:NONAME_5501
0001: wait 0 ms
00D6: if
0038: 1@ == 3
004D: jump_if_false @NONAME_5552
0004: 9@ = 517
0004: 10@ = 102
0004: 11@ = 103
0002: jump @NONAME_5603

:NONAME_5552
0001: wait 0 ms
00D6: if
0038: 1@ == 4
004D: jump_if_false @NONAME_5381
0004: 9@ = 421
0004: 10@ = 118
0004: 11@ = 120
0002: jump @NONAME_5603

:NONAME_5603
0001: wait 0 ms
0247: load_model 9@
0247: load_model 10@
0247: load_model 11@
0247: load_model #MICRO_UZI
0247: load_model #MP5LNG
038B: load_requested_models

:NONAME_5634
0001: wait 0 ms
00D6: if and
0248: model 9@ available
0248: model 10@ available
0248: model 11@ available
004D: jump_if_false @NONAME_5634
0001: wait 0 ms
00D6: if and
0248: model #MICRO_UZI available
0248: model #MP5LNG available
004D: jump_if_false @NONAME_5634
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
00A5: 29@ = create_car 9@ at 20@ 32@ 33@
0229: set_car 29@ primary_color_to 2@ secondary_color_to 2@
0224: set_car 29@ health_to 3000
0594: unknown_car 29@ flag 0
0423: set_car 29@ improved_handling_to 1.5 // (float)
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
072F: enable_car 29@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0 10.0 0
0186: 4@ = create_marker_above_car 29@
0165: set_marker 4@ color_to 1
0168: set_marker 4@ size 2
0129: 21@ = create_actor_pedtype 20 model 10@ in_car 29@ driverseat
01C8: 22@ = create_actor_pedtype 20 model 11@ in_car 29@ passenger_seat 0
01B2: give_actor 21@ weapon 28 ammo 6000 // Load the weapon model before using this
01B2: give_actor 22@ weapon 29 ammo 6000 // Load the weapon model before using this
02E2: set_actor 21@ weapon_accuracy_to 80
02E2: set_actor 22@ weapon_accuracy_to 80
0223: set_actor 21@ health_to 200
035F: actor 21@ armour += 200
0223: set_actor 22@ health_to 200
035F: actor 22@ armour += 200
054A: set_actor 21@ immune_to_car_headshots 0
054A: set_actor 22@ immune_to_car_headshots 0
0001: wait 5000 ms
0249: release_model #MP5LNG
0249: release_model #MICRO_UZI
0249: release_model 10@
0249: release_model 11@
0249: release_model 9@
04C4: store_coords_to 7@ 6@ 16@ from_actor 21@ with_offset 150.0 150.0 0.0
02C1: store_to 7@ 6@ 16@ car_path_coords_closest_to 7@ 6@ 16@
018A: 25@ = create_checkpoint_at 7@ 6@ 16@
0168: set_marker 25@ size 1
0165: set_marker 25@ color_to 4
00AE: set_car 29@ traffic_behaviour_to 1
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
0001: wait 10 ms
00A7: car 29@ drive_to 7@ 6@ 16@
020A: set_car 29@ door_status_to 2
0001: wait 0 ms
00D6: if
056D: actor $SECOND_PLAYER_ACTOR defined
004D: jump_if_false @NONAME_6962

:NONAME_6153
0001: wait 10 ms
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_6406
03C0: 24@ = actor $PLAYER_ACTOR car
0713: actor 22@ driveby_actor -1 car 24@ point 0.0 0.0 0.0 radius 270.0 270.0 270.0 firing_rate 90
0001: wait 3000 ms
00D6: if
0100: actor 21@ in_sphere 7@ 6@ 16@ radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @NONAME_6406
0164: disable_marker 25@
04C4: store_coords_to 7@ 6@ 16@ from_actor 21@ with_offset 150.0 150.0 0.0
02C1: store_to 7@ 6@ 16@ car_path_coords_closest_to 7@ 6@ 16@
018A: 25@ = create_checkpoint_at 7@ 6@ 16@
0168: set_marker 25@ size 1
0165: set_marker 25@ color_to 4
00AE: set_car 29@ traffic_behaviour_to 1
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
0001: wait 10 ms
00A7: car 29@ drive_to 7@ 6@ 16@
0001: wait 1000 ms
0002: jump @NONAME_6153

:NONAME_6406
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
004D: jump_if_false @NONAME_6475
0164: disable_marker 25@
0164: disable_marker 4@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
0998: add_respect 5
0109: player $PLAYER_CHAR money += 25000
0002: jump @NONAME_10245

:NONAME_6475
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @NONAME_6527
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
0164: disable_marker 4@
0002: jump @NONAME_10245

:NONAME_6527
0001: wait 0 ms
00D6: if
0100: actor 21@ in_sphere 7@ 6@ 16@ radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @NONAME_6709
0164: disable_marker 25@
04C4: store_coords_to 7@ 6@ 16@ from_actor 21@ with_offset 150.0 150.0 0.0
02C1: store_to 7@ 6@ 16@ car_path_coords_closest_to 7@ 6@ 16@
018A: 25@ = create_checkpoint_at 7@ 6@ 16@
0168: set_marker 25@ size 1
0165: set_marker 25@ color_to 4
00AE: set_car 29@ traffic_behaviour_to 1
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
0001: wait 10 ms
00A7: car 29@ drive_to 7@ 6@ 16@
0001: wait 2000 ms
0002: jump @NONAME_6153

:NONAME_6709
0001: wait 10 ms
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_6736
0002: jump @NONAME_6153

:NONAME_6736
0001: wait 0 ms
00D6: if
0100: actor 21@ in_sphere 7@ 6@ 16@ radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @NONAME_6709
03C0: 24@ = actor $PLAYER_ACTOR car
0713: actor 22@ driveby_actor -1 car 24@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90
0164: disable_marker 25@
04C4: store_coords_to 7@ 6@ 16@ from_actor 21@ with_offset 150.0 150.0 0.0
02C1: store_to 7@ 6@ 16@ car_path_coords_closest_to 7@ 6@ 16@
018A: 25@ = create_checkpoint_at 7@ 6@ 16@
0168: set_marker 25@ size 1
0165: set_marker 25@ color_to 4
00AE: set_car 29@ traffic_behaviour_to 1
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
0001: wait 10 ms
00A7: car 29@ drive_to 7@ 6@ 16@
0001: wait 1000 ms
0002: jump @NONAME_6153

:NONAME_6962
0001: wait 10 ms
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_7215
03C0: 24@ = actor $PLAYER_ACTOR car
0713: actor 22@ driveby_actor -1 car 24@ point 0.0 0.0 0.0 radius 270.0 270.0 270.0 firing_rate 90
0001: wait 3000 ms
00D6: if
0100: actor 21@ in_sphere 7@ 6@ 16@ radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @NONAME_7215
0164: disable_marker 25@
04C4: store_coords_to 7@ 6@ 16@ from_actor 21@ with_offset 150.0 150.0 0.0
02C1: store_to 7@ 6@ 16@ car_path_coords_closest_to 7@ 6@ 16@
018A: 25@ = create_checkpoint_at 7@ 6@ 16@
0168: set_marker 25@ size 1
0165: set_marker 25@ color_to 4
00AE: set_car 29@ traffic_behaviour_to 1
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
0001: wait 10 ms
00A7: car 29@ drive_to 7@ 6@ 16@
0001: wait 1000 ms
0002: jump @NONAME_6962

:NONAME_7215
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
004D: jump_if_false @NONAME_7284
0164: disable_marker 25@
0164: disable_marker 4@
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
0998: add_respect 5
0109: player $PLAYER_CHAR money += 25000
0002: jump @NONAME_10245

:NONAME_7284
0001: wait 0 ms
00D6: if
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_7331
00A6: destroy_car 29@
009B: destroy_actor 21@
009B: destroy_actor 22@
0164: disable_marker 4@
0002: jump @NONAME_10245

:NONAME_7331
0001: wait 0 ms
00D6: if
0100: actor 21@ in_sphere 7@ 6@ 16@ radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @NONAME_7513
0164: disable_marker 25@
04C4: store_coords_to 7@ 6@ 16@ from_actor 21@ with_offset 150.0 150.0 0.0
02C1: store_to 7@ 6@ 16@ car_path_coords_closest_to 7@ 6@ 16@
018A: 25@ = create_checkpoint_at 7@ 6@ 16@
0168: set_marker 25@ size 1
0165: set_marker 25@ color_to 4
00AE: set_car 29@ traffic_behaviour_to 1
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
0001: wait 10 ms
00A7: car 29@ drive_to 7@ 6@ 16@
0001: wait 2000 ms
0002: jump @NONAME_6962

:NONAME_7513
0001: wait 10 ms
00D6: if
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @NONAME_7540
0002: jump @NONAME_6962

:NONAME_7540
0001: wait 0 ms
00D6: if
0100: actor 21@ in_sphere 7@ 6@ 16@ radius 20.0 20.0 20.0 sphere 0 in_car
004D: jump_if_false @NONAME_7513
03C0: 24@ = actor $PLAYER_ACTOR car
0713: actor 22@ driveby_actor -1 car 24@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90
0164: disable_marker 25@
04C4: store_coords_to 7@ 6@ 16@ from_actor 21@ with_offset 150.0 150.0 0.0
02C1: store_to 7@ 6@ 16@ car_path_coords_closest_to 7@ 6@ 16@
018A: 25@ = create_checkpoint_at 7@ 6@ 16@
0168: set_marker 25@ size 1
0165: set_marker 25@ color_to 4
00AE: set_car 29@ traffic_behaviour_to 1
00AE: set_car 29@ traffic_behaviour_to 2
00AD: set_car 29@ max_speed_to 50.0
0001: wait 10 ms
00A7: car 29@ drive_to 7@ 6@ 16@
0001: wait 1000 ms
0002: jump @NONAME_6962

:NONAME_7766
00D6: if
0039: 0@ == 4
004D: jump_if_false @NONAME_10066
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME4' time 3000 style 5
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1

:NONAME_7820
0001: wait 0 ms
0209: 1@ = random_int_in_ranges 1 4
00D6: if
0038: 1@ == 1
004D: jump_if_false @NONAME_7879
0004: 10@ = 121
0004: 11@ = 122
0004: 12@ = 123
0002: jump @NONAME_8029

:NONAME_7879
0001: wait 0 ms
00D6: if
0038: 1@ == 2
004D: jump_if_false @NONAME_7929
0004: 10@ = 111
0004: 11@ = 112
0004: 12@ = 113
0002: jump @NONAME_8029

:NONAME_7929
0001: wait 0 ms
00D6: if
0038: 1@ == 3
004D: jump_if_false @NONAME_7979
0004: 10@ = 102
0004: 11@ = 103
0004: 12@ = 104
0002: jump @NONAME_8029

:NONAME_7979
0001: wait 0 ms
00D6: if
0038: 1@ == 4
004D: jump_if_false @NONAME_7820
0004: 10@ = 117
0004: 11@ = 118
0004: 12@ = 120
0002: jump @NONAME_8029

:NONAME_8029
0001: wait 0 ms
0247: load_model 10@
0247: load_model 11@
0247: load_model 12@
0247: load_model #MINIGUN
0247: load_model #AK47
0247: load_model #MP5LNG
0247: load_model #CHROMEGUN
038B: load_requested_models

:NONAME_8070
0001: wait 0 ms
00D6: if and
0248: model 10@ available
0248: model 11@ available
0248: model 12@ available
004D: jump_if_false @NONAME_8070
0001: wait 0 ms
00D6: if and
0248: model #MINIGUN available
0248: model #AK47 available
0248: model #MP5LNG available
0248: model #CHROMEGUN available
004D: jump_if_false @NONAME_8070
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
0503: create_actor_on_rope_with_pedtype 20 model 10@ at 20@ 32@ 33@ handle_as 21@
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 140.0 140.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
0503: create_actor_on_rope_with_pedtype 20 model 10@ at 20@ 32@ 33@ handle_as 22@
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 130.0 130.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
0503: create_actor_on_rope_with_pedtype 20 model 10@ at 20@ 32@ 33@ handle_as 23@
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 120.0 120.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
0503: create_actor_on_rope_with_pedtype 20 model 11@ at 20@ 32@ 33@ handle_as 24@
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
0503: create_actor_on_rope_with_pedtype 20 model 11@ at 20@ 32@ 33@ handle_as 29@
04C4: store_coords_to 20@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 110.0 110.0 0.0
02C1: store_to 20@ 32@ 33@ car_path_coords_closest_to 20@ 32@ 33@
0503: create_actor_on_rope_with_pedtype 20 model 12@ at 20@ 32@ 33@ handle_as 30@
0001: wait 1000 ms
01B2: give_actor 21@ weapon 29 ammo 6000 // Load the weapon model before using this
01B2: give_actor 22@ weapon 29 ammo 6000 // Load the weapon model before using this
01B2: give_actor 23@ weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor 24@ weapon 30 ammo 6000 // Load the weapon model before using this
01B2: give_actor 29@ weapon 25 ammo 6000 // Load the weapon model before using this
01B2: give_actor 30@ weapon 38 ammo 6000 // Load the weapon model before using this
02E2: set_actor 21@ weapon_accuracy_to 80
02E2: set_actor 22@ weapon_accuracy_to 80
02E2: set_actor 23@ weapon_accuracy_to 80
02E2: set_actor 24@ weapon_accuracy_to 80
02E2: set_actor 29@ weapon_accuracy_to 80
02E2: set_actor 30@ weapon_accuracy_to 80
0223: set_actor 21@ health_to 200
035F: actor 21@ armour += 200
0223: set_actor 22@ health_to 200
035F: actor 22@ armour += 200
0223: set_actor 23@ health_to 200
035F: actor 23@ armour += 200
0223: set_actor 24@ health_to 200
035F: actor 24@ armour += 200
0223: set_actor 29@ health_to 200
035F: actor 29@ armour += 200
0223: set_actor 30@ health_to 200
035F: actor 30@ armour += 200
054A: set_actor 30@ immune_to_car_headshots 0
0187: 2@ = create_marker_above_actor 21@
0187: 4@ = create_marker_above_actor 22@
0187: 25@ = create_marker_above_actor 23@
0187: 26@ = create_marker_above_actor 24@
0187: 27@ = create_marker_above_actor 29@
0187: 28@ = create_marker_above_actor 30@
0001: wait 5000 ms
0249: release_model 10@
0249: release_model 11@
0249: release_model 12@
0249: release_model #MINIGUN
0249: release_model #AK47
0249: release_model #MP5LNG
0249: release_model #CHROMEGUN
0001: wait 0 ms
00D6: if
056D: actor $SECOND_PLAYER_ACTOR defined
004D: jump_if_false @NONAME_9537

:NONAME_8871
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @NONAME_8963
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 29@
009B: destroy_actor 30@
0002: jump @NONAME_10245

:NONAME_8963
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
0118: actor 29@ dead
0118: actor 30@ dead
004D: jump_if_false @NONAME_9062
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_9062
0001: wait 0 ms
00D6: if or
051A: actor 21@ damaged_by_actor $PLAYER_ACTOR
051A: actor 22@ damaged_by_actor $PLAYER_ACTOR
051A: actor 23@ damaged_by_actor $PLAYER_ACTOR
051A: actor 24@ damaged_by_actor $PLAYER_ACTOR
051A: actor 29@ damaged_by_actor $PLAYER_ACTOR
051A: actor 30@ damaged_by_actor $PLAYER_ACTOR
004D: jump_if_false @NONAME_9189
0001: wait 10 ms
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 30@ kill_actor $SECOND_PLAYER_ACTOR
0001: wait 1000 ms
0002: jump @NONAME_9316

:NONAME_9189
0001: wait 0 ms
00D6: if
051A: actor 21@ damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor 22@ damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor 23@ damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor 24@ damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor 29@ damaged_by_actor $SECOND_PLAYER_ACTOR
051A: actor 30@ damaged_by_actor $SECOND_PLAYER_ACTOR
004D: jump_if_false @NONAME_8871
0001: wait 10 ms
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $SECOND_PLAYER_ACTOR
05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 30@ kill_actor $SECOND_PLAYER_ACTOR
0001: wait 1000 ms
0002: jump @NONAME_9316

:NONAME_9316
0001: wait 0 ms
00D6: if or
0118: actor $PLAYER_ACTOR dead
0118: actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @NONAME_9408
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 29@
009B: destroy_actor 30@
0002: jump @NONAME_10245

:NONAME_9408
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
0118: actor 29@ dead
0118: actor 30@ dead
004D: jump_if_false @NONAME_9316
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 29@
009B: destroy_actor 30@
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_9537
0001: wait 0 ms
00D6: if
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_9624
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 29@
009B: destroy_actor 30@
0002: jump @NONAME_10245

:NONAME_9624
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
0118: actor 29@ dead
0118: actor 30@ dead
004D: jump_if_false @NONAME_9723
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_9723
0001: wait 0 ms
00D6: if or
051A: actor 21@ damaged_by_actor $PLAYER_ACTOR
051A: actor 22@ damaged_by_actor $PLAYER_ACTOR
051A: actor 23@ damaged_by_actor $PLAYER_ACTOR
051A: actor 24@ damaged_by_actor $PLAYER_ACTOR
051A: actor 29@ damaged_by_actor $PLAYER_ACTOR
051A: actor 30@ damaged_by_actor $PLAYER_ACTOR
004D: jump_if_false @NONAME_9537
0001: wait 10 ms
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 30@ kill_actor $PLAYER_ACTOR
0243: set_actor 21@ ped_stats_to 16
0243: set_actor 22@ ped_stats_to 16
0243: set_actor 23@ ped_stats_to 16
0243: set_actor 24@ ped_stats_to 16
0243: set_actor 29@ ped_stats_to 16
0243: set_actor 30@ ped_stats_to 16


0001: wait 1000 ms
0002: jump @NONAME_9850

:NONAME_9850
0001: wait 0 ms
00D6: if
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @NONAME_9937
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 29@
009B: destroy_actor 30@
0002: jump @NONAME_10245

:NONAME_9937
0001: wait 0 ms
00D6: if and
0118: actor 21@ dead
0118: actor 22@ dead
0118: actor 23@ dead
0118: actor 24@ dead
0118: actor 29@ dead
0118: actor 30@ dead
004D: jump_if_false @NONAME_9850
0164: disable_marker 2@
0164: disable_marker 4@
0164: disable_marker 25@
0164: disable_marker 26@
0164: disable_marker 27@
0164: disable_marker 28@
009B: destroy_actor 21@
009B: destroy_actor 22@
009B: destroy_actor 23@
009B: destroy_actor 24@
009B: destroy_actor 29@
009B: destroy_actor 30@
0998: add_respect 7
0109: player $PLAYER_CHAR money += 20000
0001: wait 1000 ms
0002: jump @NONAME_10245

:NONAME_10066
00D6: if
0039: 0@ == 5
004D: jump_if_false @NONAME_10209
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME5' time 3000 style 5
0001: wait 0 ms
0247: load_model #AK47
0247: load_model #SPRAYCAN
0247: load_model #MICRO_UZI
038B: load_requested_models

:NONAME_10123
0001: wait 0 ms
00D6: if and
0248: model #AK47 available
0248: model #SPRAYCAN available
0248: model #MICRO_UZI available
004D: jump_if_false @NONAME_10123
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 5000 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 5000 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 5000 // Load the weapon model before using this
0001: wait 10 ms
0249: release_model #AK47
0249: release_model #SPRAYCAN
0249: release_model #MICRO_UZI
0002: jump @NONAME_10245

:NONAME_10209
00D6: if
0039: 0@ == 6
004D: jump_if_false @NONAME_10245
00BE: text_clear_all
00BA: show_text_styled GXT 'MTIME6' time 3000 style 5

:NONAME_10245
0001: wait 0 ms
004D: jump_if_false @NONAME_381
0581: enable_radar 1
03E6: remove_text_box
08DA: remove_panel 3@
01B4: set_player $PLAYER_CHAR can_move 1
0002: jump @NONAME_12
#4 | Alexander 23.12.2007 - 00:37:14
ниасилил фсё читадь и у мну аффтар не отобрадаецо , кто ето ?
#5 | Rio900 23.12.2007 - 12:09:20
Та тут читать и необезательно, скопировал второй скрипт вставил в шаблон cleo, проверил, че непонравилось написалSmile. Скрипты то тут восновном пошожие. А я попытаюсь исправить.
#6 | itslife920 19.07.2014 - 15:37:57
Женский блог http://feminineblog.ru/ про женские секреты.
Добавить комментарий
Пожалуйста, залогиньтесь для добавления комментария.
Рейтинги
Рейтинг доступен только для пользователей.

Пожалуйста, залогиньтесь или зарегистрируйтесь для голосования.

Отлично! Отлично! 0% [Нет голосов]
Очень хорошо Очень хорошо 0% [Нет голосов]
Хорошо Хорошо 50% [1 Голос]
Удовлетворительно Удовлетворительно 50% [1 Голос]
Плохо Плохо 0% [Нет голосов]