milanac13 Posted August 2, 2006 Share Posted August 2, 2006 Hello. I recovered a script with a mission. I recopied this mission in my script has me, the mission goes very well, the only problem , it when I am wasted or busted his bug . By knowing when I put script that I found and that I play with, that walk. But when I recopy the mission his bug. I need help please !!! thank :SWEET2_1 03A4: name_thread 'SWEET2' 0050: gosub £SWEET2_9 00D6: if 0 0112: wasted_or_busted 004D: jump_if_false £SWEET2_7 0050: gosub £SWEET2_1435 :SWEET2_7 0050: gosub £SWEET2_1439 004E: end_thread :SWEET2_9 0180: set_on_mission_flag_to $409 0317: increment_mission_attempts 054C: use_GXT_table 'SWEET1B' 0004: $409 = 1 ;; integer values 0002: jump £SWEET2_14 :SWEET2_14 04BB: select_interior 0 ;; select render area 02A3: toggle_widescreen 0 (off) 01B4: set_player $2 frozen_state 1 (unfrozen) 0169: set_fade_color 0 0 0 0001: wait 0 ms 0247: request_model #MAFFA 0247: request_model #MAFFB 0247: request_model #MAFBOSS 0247: request_model #ELEGANT 0247: request_model #FAM1 0247: request_model #FAM2 0247: request_model #FAM3 0247: request_model #COLT45 0247: request_model #AK47 0247: request_model #TEC9 0247: request_model #GREENWOO 0247: request_model #TAHOMA 0247: request_model #BALLAS1 0247: request_model #BALLAS2 0247: request_model #BALLAS3 0247: request_model #MAVERICK 0247: request_model #SENTINEL 0247: request_model #MOLOTOV 023C: request_special_actor 'SWEET' as 1 04ED: load_animation "GANGS" 04ED: load_animation "MD_END" 038B: load_requested_models :SWEET2_41 00D6: if 0 8248: NOT model #MAFFA available 8248: NOT model #MAFFB available 8248: NOT model #MAFBOSS available 8248: NOT model #ELEGANT available 8248: NOT model #FAM1 available 8248: NOT model #FAM2 available 8248: NOT model #FAM3 available 8248: NOT model #COLT45 available 8248: NOT model #AK47 available 8248: NOT model #TEC9 available 8248: NOT model #GREENWOO available 8248: NOT model #TAHOMA available 8248: NOT model #BALLAS1 available 8248: NOT model #BALLAS2 available 8248: NOT model #BALLAS3 available 8248: NOT model #MAVERICK available 8248: NOT model #SENTINEL available 8248: NOT model #MOLOTOV available 84EE: NOT animation "MD_END" loaded 84EE: NOT animation "GANGS" loaded 004D: jump_if_false £SWEET2_65 0001: wait 0 ms 0002: jump £SWEET2_41 :SWEET2_65 0004: $1200 = 0 ;; integer values 014C: set_parked_car_generator $2764 cars_to_generate_to 0 014C: set_parked_car_generator $2765 cars_to_generate_to 0 014C: set_parked_car_generator $2768 cars_to_generate_to 0 0395: clear_area 1 at 791.7 -1627.0 12.3 range 10.0 01EB: set_traffic_density_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 0007: @183 = 0.0 ;; floating-point values 0001: wait 0 ms 016A: fade 0 () 1000 ms 0001: wait 1000 ms 01B6: set_weather 1 01B4: set_player $2 frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 009A: $131 = create_actor #SPECIAL01 type 24 at 2527.241 -1667.518 15.16877 ;; Load the ped model before using this 0173: set_actor $3 z_angle_to 270.0 0173: set_actor $131 z_angle_to 90.0 00A1: put_actor $3 at 2517.237 -1671.341 12.9 015F: set_camera_position 2532.628 -1667.683 15.16889 0.0 0.0 0.0 0160: point_camera 2527.241 -1667.518 15.16877 2 0001: wait 1000 ms 016A: fade 1 (back) 500 ms 0633: AS_actor $3 exit_vehicle 05D3: AS_actor $3 go_to_point 2525.701 -1668.745 15.13004 mode 4 -1 ms 0001: wait 5000 ms 0605: actor $131 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 5000 ms 00BC: text_highpriority "RYDX_AM" 5000 ms 1 0001: wait 5000 ms 0169: set_fade_color 1 1 1 016A: fade 0 () 1000 ms 0001: wait 1000 ms 0108: delete_object $2705 0674: set_car_model #ELEGANT numberplate "GRAVE4D" 00A5: $11029 = create_vehicle #ELEGANT at 2358.169 -1661.141 12.94778 ;; Load the vehicle model before using this 0175: set_car $11029 z_angle_to 270.0 0129: @41 = create_actor 23 #MAFFA in_car $11029 driverseat ;; Load the ped model before using this 01C8: @42 = create_actor #MAFFB type 23 in_vehicle $11029 passenger_seat 0 ;; Load the ped model before using this 01C8: @43 = create_actor #MAFBOSS type 23 in_vehicle $11029 passenger_seat 2 ;; Load the ped model before using this 01B2: give_actor @41 weapon 18 ammo 60000 ;; Load the weapon model before using this 01B2: give_actor @42 weapon 18 ammo 60000 ;; Load the weapon model before using this 01B2: give_actor @43 weapon 18 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor @41 armed_weapon_to 18 01B9: set_actor @42 armed_weapon_to 18 01B9: set_actor @43 armed_weapon_to 18 00A1: put_actor $3 at 0.0 0.0 0.0 00A1: put_actor $131 at 0.0 0.0 0.0 0253: save_current_time 00C0: set_current_time 5 0 0001: wait 1000 ms 016A: fade 1 (back) 1000 ms 00BC: text_highpriority "RYDX_AN" 5000 ms 1 04BA: set_vehicle $11029 speed_instantly 50.0 00AD: set_car $11029 max_speed_to 30.0 02C2: car $11029 drive_to_point 2453.694 -1661.616 12.87591 00AE: set_vehicle $11029 traffic_behavior_to 3 015F: set_camera_position 2498.54 -1669.771 13.3441 0.0 0.0 0.0 0158: camera_on_vehicle $11029 15 2 0002: jump £SWEET2_123 :SWEET2_123 00D6: if 0 80FE: NOT actor @41 0 ()near_point 2453.694 -1661.616 12.87591 radius 3.0 3.0 3.0 004D: jump_if_false £SWEET2_128 0001: wait 0 ms 0002: jump £SWEET2_123 :SWEET2_128 0376: @18 = create_random_actor 2495.469 -1690.924 14.76563 02C2: car $11029 drive_to_point 2494.174 -1669.735 12.90373 0002: jump £SWEET2_131 :SWEET2_131 00D6: if 0 80FE: NOT actor @41 0 ()near_point 2494.174 -1669.735 12.90373 radius 3.0 3.0 3.0 004D: jump_if_false £SWEET2_136 0001: wait 0 ms 0002: jump £SWEET2_131 :SWEET2_136 00BC: text_highpriority "RYDX_AO" 5000 ms 1 04BA: set_vehicle $11029 speed_instantly 0.0 00AD: set_car $11029 max_speed_to 0.0 0001: wait 500 ms 04BA: set_vehicle $11029 speed_instantly 0.0 0622: AS_actor @41 bail_vehicle $11029 0622: AS_actor @42 bail_vehicle $11029 0622: AS_actor @43 bail_vehicle $11029 0001: wait 1000 ms 01B2: give_actor @41 weapon 18 ammo 60000 ;; Load the weapon model before using this 01B2: give_actor @42 weapon 18 ammo 60000 ;; Load the weapon model before using this 01B2: give_actor @43 weapon 18 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor @41 armed_weapon_to 18 01B9: set_actor @42 armed_weapon_to 18 01B9: set_actor @43 armed_weapon_to 18 060B: unknown_actor_use_entity @41 @97 060B: unknown_actor_use_entity @42 @97 060B: unknown_actor_use_entity @43 @97 0085: @102 = @41 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @42 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @43 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 05E2: AS_actor @41 kill_actor @18 05E2: AS_actor @42 kill_actor @18 05E2: AS_actor @43 kill_actor @18 02AC: set_vehicle $11029 immunities 1 1 1 1 1 02AB: set_actor @41 immunities 1 1 1 1 1 02AB: set_actor @42 immunities 1 1 1 1 1 02AB: set_actor @43 immunities 1 1 1 1 1 02AB: set_actor @18 immunities 1 1 1 1 1 02E2: set_actor @41 weapon_accuracy_to 100 02E2: set_actor @42 weapon_accuracy_to 100 02E2: set_actor @43 weapon_accuracy_to 100 0085: @102 = @41 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @42 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @43 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 015F: set_camera_position 2493.727 -1677.337 13.33729 0.0 0.0 0.0 0158: camera_on_vehicle $11029 15 2 0001: wait 1000 ms 060B: unknown_actor_use_entity @41 @97 060B: unknown_actor_use_entity @42 @97 060B: unknown_actor_use_entity @43 @97 0085: @102 = @41 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @42 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @43 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 05E2: AS_actor @41 kill_actor @18 05E2: AS_actor @42 kill_actor @18 05E2: AS_actor @43 kill_actor @18 0001: wait 1000 ms 060B: unknown_actor_use_entity @41 @97 060B: unknown_actor_use_entity @42 @97 060B: unknown_actor_use_entity @43 @97 0085: @102 = @41 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @42 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @43 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 05E2: AS_actor @41 kill_actor @18 05E2: AS_actor @42 kill_actor @18 05E2: AS_actor @43 kill_actor @18 0001: wait 1000 ms 060B: unknown_actor_use_entity @41 @97 060B: unknown_actor_use_entity @42 @97 060B: unknown_actor_use_entity @43 @97 0085: @102 = @41 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @42 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @43 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 05E2: AS_actor @41 kill_actor @18 05E2: AS_actor @42 kill_actor @18 05E2: AS_actor @43 kill_actor @18 0001: wait 1000 ms 060B: unknown_actor_use_entity @41 @97 060B: unknown_actor_use_entity @42 @97 060B: unknown_actor_use_entity @43 @97 0085: @102 = @41 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @42 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @43 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 05E2: AS_actor @41 kill_actor @18 05E2: AS_actor @42 kill_actor @18 05E2: AS_actor @43 kill_actor @18 0001: wait 1000 ms 060B: unknown_actor_use_entity @41 @97 060B: unknown_actor_use_entity @42 @97 060B: unknown_actor_use_entity @43 @97 0085: @102 = @41 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @42 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 0085: @102 = @43 ;; integer values and handles 008B: @107 = @18 ;; integer values and handles 0050: gosub £SWEET2_439 05E2: AS_actor @41 kill_actor @18 05E2: AS_actor @42 kill_actor @18 05E2: AS_actor @43 kill_actor @18 05CB: AS_actor @41 enter_vehicle_as_driver $11029 5000 ms 05CA: AS_actor @42 enter_vehicle $11029 passenger_seat 0 5000 ms 05CA: AS_actor @43 enter_vehicle $11029 passenger_seat 2 5000 ms 00AD: set_car $11029 max_speed_to 30.0 00BC: text_highpriority "RYDX_AP" 5000 ms 1 0002: jump £SWEET2_271 :SWEET2_271 00D6: if 0 80DB: NOT actor @41 in_vehicle $11029 004D: jump_if_false £SWEET2_276 0001: wait 0 ms 0002: jump £SWEET2_271 :SWEET2_276 00D6: if 0 80DB: NOT actor @42 in_vehicle $11029 004D: jump_if_false £SWEET2_281 0001: wait 0 ms 0002: jump £SWEET2_276 :SWEET2_281 00D6: if 0 80DB: NOT actor @43 in_vehicle $11029 004D: jump_if_false £SWEET2_286 0001: wait 0 ms 0002: jump £SWEET2_281 :SWEET2_286 0158: camera_on_vehicle $11029 15 1 02C2: car $11029 drive_to_point 2358.169 -1661.141 12.94778 0001: wait 7000 ms 016A: fade 0 () 1000 ms 0001: wait 1000 ms 0395: clear_area 1 at 791.7 -1627.0 12.3 range 10.0 0395: clear_area 1 at 791.7 -1627.0 12.3 range 10.0 0395: clear_area 1 at 791.7 -1627.0 12.3 range 10.0 009B: delete_actor @18 009B: delete_actor @41 009B: delete_actor @42 009B: delete_actor @43 00A6: delete_vehicle $11029 0254: restore_current_time 031A: remove_all_fires 0395: clear_area 1 at 2503.0 -1658.8 12.3 range 5.0 0395: clear_area 1 at 2496.7 -1683.4 13.0 range 5.0 0395: clear_area 0 at 2484.9 -1649.2 12.5 range 160.0 0395: clear_area 1 at 2469.7 -1657.0 12.3 range 1.0 00A1: put_actor $3 at 2525.701 -1668.745 15.13004 00A1: put_actor $131 at 2527.241 -1667.518 15.16877 0173: set_actor $3 z_angle_to 280.1 0173: set_actor $131 z_angle_to 90.1 0639: AS_actor $131 rotate_to_actor $3 0639: AS_actor $3 rotate_to_actor $131 015F: set_camera_position 2532.628 -1667.683 15.16889 0.0 0.0 0.0 0160: point_camera 2527.241 -1667.518 15.16877 2 0001: wait 1000 ms 016A: fade 1 (back) 1000 ms 0605: actor $131 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 5000 ms 00BC: text_highpriority "RYDX_BC" 5000 ms 1 0001: wait 5000 ms 0605: actor $131 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 5000 ms 00BC: text_highpriority "SW1B_1" 5000 ms 1 0001: wait 5000 ms 01EB: set_traffic_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 016A: fade 0 () 1000 ms 0001: wait 1000 ms 009B: delete_actor $131 0674: set_car_model #SENTINEL numberplate "GROVE4L_" 00A5: @136 = create_vehicle #SENTINEL at 2508.07 -1672.114 12.0957 ;; Load the vehicle model before using this 0852: set_vehicle @136 visible_damage 0 0175: set_car @136 z_angle_to 167.195 02AA: set_vehicle @136 immune_to_nonplayer 1 0186: @183 = create_marker_above_car @136 07E0: set_marker @183 type_to 1 0229: set_vehicle @136 color_to 59 34 009A: $131 = create_actor #SPECIAL01 type 23 at 2505.318 -1674.747 12.376 ;; Load the ped model before using this 0173: set_actor $131 z_angle_to 356.374 0568: set_actor $131 targetable 1 05CA: AS_actor $131 enter_vehicle @136 passenger_seat 0 5000 ms 039E: set_actor $131 jackable 1 0526: unknown_actor $131 1 060B: unknown_actor_use_entity $131 @55 0568: set_actor $131 targetable 1 0446: set_actor $131 immune_to_headshots 0 09F6: set_actor $131 jackable_through_driver_seat 0 00A1: put_actor $3 at 2517.237 -1671.341 12.9 0173: set_actor $3 z_angle_to 63.048 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 (off) 01B4: set_player $2 frozen_state 1 (unfrozen) 02AB: set_actor $131 immunities 1 1 1 1 1 016A: fade 1 (back) 1000 ms 00BC: text_highpriority "SW1B_A" 10000 ms 1 0002: jump £SWEET2_356 :SWEET2_356 0001: wait 0 ms 00D6: if 0 80DB: NOT actor $3 in_vehicle @136 004D: jump_if_false £SWEET2_366 0001: wait 0 ms 00D6: if 0 8119: NOT car @136 wrecked 004D: jump_if_false £SWEET2_1435 0001: wait 0 ms 0002: jump £SWEET2_356 :SWEET2_366 03D5: remove_text 'SW1B_A' 00BC: text_highpriority "SW1B_B" 10000 ms 1 0164: disable_marker @183 03BC: $994(16) = create_sphere 1436.31 -1328.603 13.5608 6.0 018A: $994(17) = create_checkpoint_at 1436.31 -1328.603 13.5608 0002: jump £SWEET2_372 :SWEET2_372 00D6: if 0 80FE: NOT actor $3 0 ()near_point 1436.31 -1328.603 13.5608 radius 300.0 300.0 300.0 004D: jump_if_false £SWEET2_388 0001: wait 0 ms 00D6: if 0 80DB: NOT actor $3 in_vehicle @136 004D: jump_if_false £SWEET2_372 0001: wait 0 ms 0002: jump £SWEET2_381 :SWEET2_381 03D5: remove_text 'SW1B_B' 00BC: text_highpriority "SW1B_A" 10000 ms 1 0164: disable_marker $994(17) 03BD: delete_sphere $994(16) 0186: @183 = create_marker_above_car @136 07E0: set_marker @183 type_to 1 0002: jump £SWEET2_356 :SWEET2_388 0164: disable_marker $994(17) 03BD: delete_sphere $994(16) 03D5: remove_text 'SW1B_B' 00BC: text_highpriority "SW1B_F" 5000 ms 1 0001: wait 5000 ms 00BC: text_highpriority "SW1B_G" 5000 ms 1 0001: wait 5000 ms 0008: $1200 += 90000 ;; integer values 03C3: set_timer_with_text_to $1200 type 1 text 'RYDX_AL' 03BC: $994(16) = create_sphere 2522.325 -1726.633 13.54688 6.0 018A: $994(17) = create_checkpoint_at 2522.325 -1726.633 13.54688 00BC: text_highpriority "SWE1_TA" 10000 ms 1 0002: jump £SWEET2_406 :SWEET2_401 00D6: if 0 0030: $1200 >= 1 ;; floating-point values 004D: jump_if_false £SWEET2_1435 0001: wait 0 ms 0051: return :SWEET2_406 0050: gosub £SWEET2_401 00D6: if 0 80FE: NOT actor $3 0 ()near_point 2522.325 -1726.633 13.54688 radius 6.0 6.0 10.0 004D: jump_if_false £SWEET2_446 0001: wait 0 ms 00D6: if 0 80DB: NOT actor $3 in_vehicle @136 004D: jump_if_false £SWEET2_406 0001: wait 0 ms 0002: jump £SWEET2_416 :SWEET2_416 03D5: remove_text 'SWE1_TA' 00BC: text_highpriority "SW1B_A" 5000 ms 1 0164: disable_marker $994(17) 03BD: delete_sphere $994(16) 0186: @183 = create_marker_above_car @136 07E0: set_marker @183 type_to 1 0002: jump £SWEET2_423 :SWEET2_423 0050: gosub £SWEET2_401 00D6: if 0 80DB: NOT actor $3 in_vehicle @136 004D: jump_if_false £SWEET2_433 0001: wait 0 ms 00D6: if 0 8119: NOT car @136 wrecked 004D: jump_if_false £SWEET2_1435 0001: wait 0 ms 0002: jump £SWEET2_423 :SWEET2_433 03D5: remove_text 'SWE1_A' 00BC: text_highpriority "SW1B_TA" 5000 ms 1 0164: disable_marker @183 03BC: $994(16) = create_sphere 2522.325 -1726.633 13.54688 6.0 018A: $994(17) = create_checkpoint_at 2522.325 -1726.633 13.54688 0002: jump £SWEET2_406 :SWEET2_439 0615: define_action_sequences @184 0638: AS_actor -1 stay_put 1 05E2: AS_actor -1 kill_actor @107 0616: define_action_sequences_end @184 0618: assign_actor @102 to_action_sequences @184 061B: remove_references_to_action_sequences @184 0051: return :SWEET2_446 03D5: remove_text 'SWE1_TA' 014F: delete_timer $1200 0004: $1200 = 0 ;; integer values 01B4: set_player $2 frozen_state 0 (frozen) 0164: disable_marker $994(17) 03BD: delete_sphere $994(16) 0001: wait 0 ms 016A: fade 0 () 1000 ms 0001: wait 1000 ms 0362: remove_actor $3 from_car_and_place_at 2239.367 -1261.939 22.9375 009B: delete_actor $131 00A1: put_actor $3 at 2534.791 -1716.763 13.50244 0173: set_actor $3 z_angle_to 0.0 009A: $10949 = create_actor #SPECIAL01 type 24 at 2533.152 -1701.188 13.38281 ;; Load the ped model before using this 0173: set_actor $10949 z_angle_to 0.0 01B2: give_actor $10949 weapon 30 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $10949 armed_weapon_to 30 02E2: set_actor $10949 weapon_accuracy_to 50 0223: set_actor $10949 health_to 1000 032B: $811 = create_weapon_pickup #TEC9 15 ammo 500 at 2530.31 -1708.562 13.46126 0213: $669 = create_pickup #HEALTH type 15 at 2535.602 -1667.634 15.16537 0213: $670 = create_pickup #BODYARMOUR type 15 at 2513.396 -1650.466 14.35567 0213: $671 = create_pickup #BODYARMOUR type 15 at 2505.343 -1691.846 17.95747 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_to 0.0 0395: clear_area 0 at 2484.9 -1649.2 12.5 range 160.0 0395: clear_area 0 at 2484.9 -1649.2 12.5 range 160.0 0395: clear_area 1 at 2503.0 -1658.8 12.3 range 5.0 0395: clear_area 1 at 2496.7 -1683.4 13.0 range 5.0 01F0: set_max_wanted_level_to 0 01B4: set_player $2 frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 0674: set_car_model #GREENWOO numberplate "GROVE4L" 00A5: $115 = create_vehicle #GREENWOO at 2511.656 -1665.936 13.57259 ;; Load the vehicle model before using this 0175: set_car $115 z_angle_to 10.0 02AC: set_vehicle $115 immunities 1 1 1 1 1 020A: set_vehicle $115 door_status_to 2 01EC: make_vehicle $115 very_heavy 1 0229: set_vehicle $115 color_to 59 34 009A: $116 = create_actor #FAM1 type 24 at 2482.294 -1650.332 13.46875 ;; Load the ped model before using this 0173: set_actor $116 z_angle_to 180.0 01B2: give_actor $116 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $116 armed_weapon_to 22 02E2: set_actor $116 weapon_accuracy_to 20 0638: AS_actor $116 stay_put 1 04EB: AS_actor $116 crouch 1 0350: unknown_actor $116 not_scared_flag 1 0568: set_actor $116 targetable 1 060B: unknown_actor_use_entity $116 @146 029B: @27 = init_object #WOODENBOX at 2498.662 -1653.543 12.94527 009A: $117 = create_actor #FAM2 type 24 at 2490.111 -1647.72 14.07718 ;; Load the ped model before using this 0173: set_actor $117 z_angle_to 170.0 01B2: give_actor $117 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $117 armed_weapon_to 32 02E2: set_actor $117 weapon_accuracy_to 25 0638: AS_actor $117 stay_put 1 0350: unknown_actor $117 not_scared_flag 1 0568: set_actor $117 targetable 1 060B: unknown_actor_use_entity $117 @146 009A: $118 = create_actor #FAM3 type 24 at 2492.175 -1652.859 13.44453 ;; Load the ped model before using this 0173: set_actor $118 z_angle_to 170.0 01B2: give_actor $118 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $118 armed_weapon_to 32 02E2: set_actor $118 weapon_accuracy_to 25 0638: AS_actor $118 stay_put 1 04EB: AS_actor $118 crouch 1 0350: unknown_actor $118 not_scared_flag 1 0568: set_actor $118 targetable 1 060B: unknown_actor_use_entity $118 @146 009A: $119 = create_actor #FAM1 type 24 at 2488.331 -1647.831 17.65394 ;; Load the ped model before using this 0173: set_actor $119 z_angle_to 180.0 009A: $120 = create_actor #FAM2 type 24 at 2498.98 -1650.618 13.54713 ;; Load the ped model before using this 0173: set_actor $120 z_angle_to 150.0 01B2: give_actor $120 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $120 armed_weapon_to 22 02E2: set_actor $120 weapon_accuracy_to 15 0638: AS_actor $120 stay_put 1 04EB: AS_actor $120 crouch 1 0350: unknown_actor $120 not_scared_flag 1 0568: set_actor $120 targetable 1 060B: unknown_actor_use_entity $120 @146 009A: $121 = create_actor #FAM3 type 24 at 2509.056 -1646.913 13.99479 ;; Load the ped model before using this 0173: set_actor $121 z_angle_to 130.0 01B2: give_actor $121 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $121 armed_weapon_to 22 02E2: set_actor $121 weapon_accuracy_to 25 0638: AS_actor $121 stay_put 1 0350: unknown_actor $121 not_scared_flag 1 0568: set_actor $121 targetable 1 060B: unknown_actor_use_entity $121 @146 009A: $122 = create_actor #FAM1 type 24 at 2513.663 -1656.643 13.84324 ;; Load the ped model before using this 0173: set_actor $122 z_angle_to 120.0 01B2: give_actor $122 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $122 armed_weapon_to 22 02E2: set_actor $122 weapon_accuracy_to 20 0638: AS_actor $122 stay_put 1 04EB: AS_actor $122 crouch 1 0350: unknown_actor $122 not_scared_flag 1 0568: set_actor $122 targetable 1 060B: unknown_actor_use_entity $122 @146 009A: $123 = create_actor #FAM2 type 24 at 2518.098 -1659.55 14.25033 ;; Load the ped model before using this 0173: set_actor $123 z_angle_to 110.0 01B2: give_actor $123 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $123 armed_weapon_to 32 02E2: set_actor $123 weapon_accuracy_to 25 0638: AS_actor $123 stay_put 1 04EB: AS_actor $123 crouch 1 0350: unknown_actor $123 not_scared_flag 1 0568: set_actor $123 targetable 1 060B: unknown_actor_use_entity $123 @146 009A: $124 = create_actor #FAM3 type 24 at 2513.062 -1650.133 18.68129 ;; Load the ped model before using this 0173: set_actor $124 z_angle_to 130.0 01B2: give_actor $124 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $124 armed_weapon_to 32 02E2: set_actor $124 weapon_accuracy_to 25 0638: AS_actor $124 stay_put 1 0350: unknown_actor $124 not_scared_flag 1 0568: set_actor $124 targetable 1 060B: unknown_actor_use_entity $124 @146 009A: $125 = create_actor #FAM1 type 24 at 2513.676 -1663.983 13.65349 ;; Load the ped model before using this 0173: set_actor $125 z_angle_to 90.0 01B2: give_actor $125 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $125 armed_weapon_to 22 02E2: set_actor $125 weapon_accuracy_to 15 0638: AS_actor $125 stay_put 1 04EB: AS_actor $125 crouch 1 0350: unknown_actor $125 not_scared_flag 1 0568: set_actor $125 targetable 1 060B: unknown_actor_use_entity $125 @146 009A: $126 = create_actor #FAM1 type 24 at 2513.699 -1666.287 13.73751 ;; Load the ped model before using this 0173: set_actor $126 z_angle_to 90.0 01B2: give_actor $126 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $126 armed_weapon_to 32 02E2: set_actor $126 weapon_accuracy_to 15 0638: AS_actor $126 stay_put 1 04EB: AS_actor $126 crouch 1 0350: unknown_actor $126 not_scared_flag 1 0568: set_actor $126 targetable 1 060B: unknown_actor_use_entity $126 @146 009A: $127 = create_actor #FAM2 type 24 at 2523.628 -1672.765 19.93023 ;; Load the ped model before using this 0173: set_actor $127 z_angle_to 90.0 01B2: give_actor $127 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $127 armed_weapon_to 22 02E2: set_actor $127 weapon_accuracy_to 30 0638: AS_actor $127 stay_put 1 0350: unknown_actor $127 not_scared_flag 1 0568: set_actor $127 targetable 1 060B: unknown_actor_use_entity $127 @146 009A: $128 = create_actor #FAM3 type 24 at 2524.388 -1681.634 19.93023 ;; Load the ped model before using this 0173: set_actor $128 z_angle_to 90.0 01B2: give_actor $128 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $128 armed_weapon_to 32 02E2: set_actor $128 weapon_accuracy_to 30 0638: AS_actor $128 stay_put 1 0350: unknown_actor $128 not_scared_flag 1 0568: set_actor $128 targetable 1 060B: unknown_actor_use_entity $128 @146 009A: $129 = create_actor #FAM1 type 24 at 2522.673 -1682.674 15.497 ;; Load the ped model before using this 0173: set_actor $129 z_angle_to 80.0 01B2: give_actor $129 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $129 armed_weapon_to 22 02E2: set_actor $129 weapon_accuracy_to 15 0638: AS_actor $129 stay_put 1 04EB: AS_actor $129 crouch 1 0350: unknown_actor $129 not_scared_flag 1 0568: set_actor $129 targetable 1 060B: unknown_actor_use_entity $129 @146 009A: $130 = create_actor #FAM2 type 24 at 2527.638 -1690.109 13.64665 ;; Load the ped model before using this 0173: set_actor $130 z_angle_to 50.0 01B2: give_actor $130 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $130 armed_weapon_to 22 02E2: set_actor $130 weapon_accuracy_to 15 0350: unknown_actor $130 not_scared_flag 1 0568: set_actor $130 targetable 1 060B: unknown_actor_use_entity $130 @146 009A: $131 = create_actor #FAM3 type 24 at 2514.219 -1683.412 13.42886 ;; Load the ped model before using this 0173: set_actor $131 z_angle_to 0.0 01B2: give_actor $131 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $131 armed_weapon_to 32 02E2: set_actor $131 weapon_accuracy_to 25 0638: AS_actor $131 stay_put 1 0350: unknown_actor $131 not_scared_flag 1 0568: set_actor $131 targetable 1 060B: unknown_actor_use_entity $118 @146 009A: $132 = create_actor #FAM1 type 24 at 2505.51 -1691.099 17.95747 ;; Load the ped model before using this 0173: set_actor $132 z_angle_to 0.0 009A: $133 = create_actor #FAM2 type 24 at 2491.787 -1690.451 13.76563 ;; Load the ped model before using this 0173: set_actor $133 z_angle_to 0.0 01B2: give_actor $133 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $133 armed_weapon_to 22 02E2: set_actor $133 weapon_accuracy_to 20 0638: AS_actor $133 stay_put 1 04EB: AS_actor $133 crouch 1 0350: unknown_actor $133 not_scared_flag 1 0568: set_actor $133 targetable 1 060B: unknown_actor_use_entity $118 @146 009A: $134 = create_actor #FAM3 type 24 at 2487.898 -1690.451 13.76563 ;; Load the ped model before using this 0173: set_actor $134 z_angle_to 0.0 01B2: give_actor $134 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $134 armed_weapon_to 32 02E2: set_actor $134 weapon_accuracy_to 25 0638: AS_actor $134 stay_put 1 0350: unknown_actor $134 not_scared_flag 1 0568: set_actor $134 targetable 1 060B: unknown_actor_use_entity $134 @146 009A: $135 = create_actor #FAM1 type 24 at 2494.133 -1689.717 21.77422 ;; Load the ped model before using this 0173: set_actor $135 z_angle_to 0.0 009A: $136 = create_actor #BALLAS1 type 25 at 2499.244 -1668.929 13.34894 ;; Load the ped model before using this 0173: set_actor $136 z_angle_to 0.0 02AB: set_actor $136 immunities 1 1 1 1 1 0001: wait 2000 ms 015F: set_camera_position 2485.898 -1659.014 13.33595 0.0 0.0 0.0 0160: point_camera 2482.294 -1650.332 13.46875 2 016A: fade 1 (back) 1000 ms 05E2: AS_actor $116 kill_actor $136 05E2: AS_actor $117 kill_actor $136 05E2: AS_actor $118 kill_actor $136 05E2: AS_actor $120 kill_actor $136 05E2: AS_actor $121 kill_actor $136 05E2: AS_actor $122 kill_actor $136 05E2: AS_actor $123 kill_actor $136 05E2: AS_actor $124 kill_actor $136 05E2: AS_actor $125 kill_actor $136 05E2: AS_actor $126 kill_actor $136 05E2: AS_actor $127 kill_actor $136 05E2: AS_actor $128 kill_actor $136 05E2: AS_actor $129 kill_actor $136 05E2: AS_actor $130 kill_actor $136 05E2: AS_actor $131 kill_actor $136 05E2: AS_actor $133 kill_actor $136 05E2: AS_actor $134 kill_actor $136 0001: wait 2000 ms 0321: kill_actor $119 0460: set_camera_pointing_time 0.0 5000 015F: set_camera_position 2499.851 -1661.693 13.36122 0.0 0.0 0.0 0160: point_camera 2509.056 -1646.913 13.99479 1 0001: wait 4000 ms 0460: set_camera_pointing_time 0.0 5000 015F: set_camera_position 2505.066 -1672.821 13.36642 0.0 0.0 0.0 0160: point_camera 2515.699 -1666.287 13.73751 1 0001: wait 2000 ms 0321: kill_actor $126 0001: wait 2000 ms 0321: kill_actor $129 0001: wait 1000 ms 05D3: AS_actor $130 go_to_point 2515.082 -1681.177 13.42575 mode 6 5000 ms 0460: set_camera_pointing_time 0.0 6000 015F: set_camera_position 2495.814 -1679.283 13.33913 0.0 0.0 0.0 0160: point_camera 2487.898 -1690.451 13.76563 1 0001: wait 4000 ms 0321: kill_actor $132 0001: wait 500 ms 0321: kill_actor $135 0001: wait 1000 ms 020C: create_explosion_at 2490.588 -1688.65 13.51554 type 5 0001: wait 1500 ms 01C2: remove_references_to_actor $119 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $132 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $126 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $129 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $135 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $134 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $133 ;; Like turning an actor into a random pedestrian 02AB: set_actor $136 immunities 0 0 0 0 0 01B2: give_actor $136 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $136 armed_weapon_to 32 02E2: set_actor $136 weapon_accuracy_to 50 0674: set_car_model #TAHOMA numberplate "JOHNIX" 00A5: $119 = create_vehicle #TAHOMA at 2493.589 -1661.849 13.33595 ;; Load the vehicle model before using this 0175: set_car $119 z_angle_to 20.0 02AC: set_vehicle $119 immunities 1 1 1 1 1 020A: set_vehicle $119 door_status_to 2 01EC: make_vehicle $119 very_heavy 1 0674: set_car_model #TAHOMA numberplate "MIXARLZ" 00A5: $132 = create_vehicle #TAHOMA at 2495.165 -1669.7 13.33595 ;; Load the vehicle model before using this 0175: set_car $132 z_angle_to 150.0 02AC: set_vehicle $132 immunities 1 1 1 1 1 020A: set_vehicle $132 door_status_to 2 01EC: make_vehicle $132 very_heavy 1 009A: $126 = create_actor #FAM3 type 24 at 2485.734 -1696.804 13.5293 ;; Load the ped model before using this 0173: set_actor $126 z_angle_to 0.0 01B2: give_actor $126 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $126 armed_weapon_to 32 02E2: set_actor $126 weapon_accuracy_to 20 0350: unknown_actor $126 not_scared_flag 1 0568: set_actor $126 targetable 1 060B: unknown_actor_use_entity $126 @146 009A: $129 = create_actor #FAM2 type 24 at 2485.298 -1699.378 13.52804 ;; Load the ped model before using this 0173: set_actor $129 z_angle_to 0.0 01B2: give_actor $129 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $129 armed_weapon_to 32 02E2: set_actor $129 weapon_accuracy_to 25 0350: unknown_actor $129 not_scared_flag 1 0568: set_actor $129 targetable 1 060B: unknown_actor_use_entity $129 @146 009A: $135 = create_actor #FAM3 type 24 at 2531.795 -1649.165 14.65191 ;; Load the ped model before using this 0173: set_actor $135 z_angle_to 90.0 01B2: give_actor $135 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $135 armed_weapon_to 32 02E2: set_actor $135 weapon_accuracy_to 25 0350: unknown_actor $135 not_scared_flag 1 0568: set_actor $135 targetable 1 060B: unknown_actor_use_entity $135 @146 05D3: AS_actor $135 go_to_point 2523.808 -1653.295 15.18437 mode 6 -1 ms 009A: $134 = create_actor #FAM1 type 24 at 2528.931 -1648.76 14.36757 ;; Load the ped model before using this 0173: set_actor $134 z_angle_to 90.0 01B2: give_actor $134 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $134 armed_weapon_to 32 02E2: set_actor $134 weapon_accuracy_to 30 0350: unknown_actor $134 not_scared_flag 1 0568: set_actor $134 targetable 1 05D3: AS_actor $134 go_to_point 2523.808 -1653.295 15.18437 mode 6 -1 ms 060B: unknown_actor_use_entity $118 @146 05E2: AS_actor $126 kill_actor $136 05E2: AS_actor $129 kill_actor $136 05E2: AS_actor $135 kill_actor $136 05E2: AS_actor $134 kill_actor $136 05D3: AS_actor $126 go_to_point 2491.787 -1690.451 13.76563 mode 6 -1 ms 05D3: AS_actor $129 go_to_point 2487.898 -1690.451 13.76563 mode 6 -1 ms 05D3: AS_actor $135 go_to_point 2490.588 -1688.65 13.51554 mode 6 -1 ms 05D3: AS_actor $134 go_to_point 2522.673 -1682.674 15.497 mode 6 -1 ms 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $2 frozen_state 1 (unfrozen) 02A3: toggle_widescreen 0 (off) 018A: $11030 = create_checkpoint_at 2499.244 -1668.929 13.34894 00BC: text_highpriority "SW1B_H" 10000 ms 1 0002: jump £SWEET2_784 :SWEET2_774 00D6: if 0 8118: NOT actor $10949 dead 004D: jump_if_false £SWEET2_1435 0001: wait 0 ms 0051: return :SWEET2_779 00D6: if 0 00EC: actor $3 0 ()near_point 2499.244 -1668.929 radius 70.0 70.0 004D: jump_if_false £SWEET2_1435 0001: wait 0 ms 0051: return :SWEET2_784 077A: set_actor $116 default_action 4 to_actors_type 25 077A: set_actor $118 default_action 4 to_actors_type 25 077A: set_actor $126 default_action 4 to_actors_type 25 077A: set_actor $120 default_action 4 to_actors_type 25 077A: set_actor $126 default_action 4 to_actors_type 25 077A: set_actor $129 default_action 4 to_actors_type 25 077A: set_actor $135 default_action 4 to_actors_type 25 077A: set_actor $134 default_action 4 to_actors_type 25 077A: set_actor $121 default_action 4 to_actors_type 25 077A: set_actor $122 default_action 4 to_actors_type 25 077A: set_actor $123 default_action 4 to_actors_type 25 077A: set_actor $125 default_action 4 to_actors_type 25 077A: set_actor $127 default_action 4 to_actors_type 25 077A: set_actor $128 default_action 4 to_actors_type 25 077A: set_actor $130 default_action 4 to_actors_type 25 077A: set_actor $131 default_action 4 to_actors_type 25 077A: set_actor $134 default_action 4 to_actors_type 25 077A: set_actor $136 default_action 4 to_actors_type 24 077A: set_actor $129 default_action 4 to_actors_type 25 077A: set_actor $126 default_action 4 to_actors_type 25 077A: set_actor $136 default_action 4 to_actors_type 0 077A: set_actor $10949 default_action 4 to_actors_type 25 0350: unknown_actor $10949 not_scared_flag 1 0568: set_actor $10949 targetable 1 060B: unknown_actor_use_entity $10949 @146 0001: wait 0 ms 009A: $133 = create_actor #BALLAS1 type 25 at 2492.838 -1664.442 12.34375 ;; Load the ped model before using this 0173: set_actor $133 z_angle_to 270.0 01B2: give_actor $133 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $133 armed_weapon_to 32 02E2: set_actor $133 weapon_accuracy_to 50 0638: AS_actor $133 stay_put 1 077A: set_actor $133 default_action 4 to_actors_type 0 077A: set_actor $133 default_action 4 to_actors_type 24 009A: $137 = create_actor #BALLAS2 type 25 at 2501.244 -1668.929 12.34894 ;; Load the ped model before using this 0173: set_actor $137 z_angle_to 270.0 01B2: give_actor $137 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $137 armed_weapon_to 32 02E2: set_actor $137 weapon_accuracy_to 50 0638: AS_actor $137 stay_put 1 077A: set_actor $137 default_action 4 to_actors_type 0 077A: set_actor $137 default_action 4 to_actors_type 24 009A: $138 = create_actor #BALLAS3 type 25 at 2491.447 -1660.196 12.33595 ;; Load the ped model before using this 0173: set_actor $138 z_angle_to 0.0 01B2: give_actor $138 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $138 armed_weapon_to 22 02E2: set_actor $138 weapon_accuracy_to 35 0638: AS_actor $138 stay_put 1 04EB: AS_actor $138 crouch 1 077A: set_actor $138 default_action 4 to_actors_type 0 077A: set_actor $138 default_action 4 to_actors_type 24 009A: $139 = create_actor #BALLAS1 type 25 at 2485.72 -1660.811 12.33595 ;; Load the ped model before using this 0173: set_actor $139 z_angle_to 0.0 01B2: give_actor $139 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $139 armed_weapon_to 22 02E2: set_actor $139 weapon_accuracy_to 35 0638: AS_actor $139 stay_put 1 04EB: AS_actor $139 crouch 1 077A: set_actor $139 default_action 4 to_actors_type 0 077A: set_actor $139 default_action 4 to_actors_type 24 009A: $140 = create_actor #BALLAS1 type 25 at 2492.494 -1668.068 12.34375 ;; Load the ped model before using this 0173: set_actor $140 z_angle_to 270.0 01B2: give_actor $140 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $140 armed_weapon_to 32 02E2: set_actor $140 weapon_accuracy_to 50 0638: AS_actor $140 stay_put 1 077A: set_actor $140 default_action 4 to_actors_type 0 077A: set_actor $140 default_action 4 to_actors_type 24 009A: $141 = create_actor #BALLAS2 type 25 at 2493.083 -1670.91 12.33595 ;; Load the ped model before using this 0173: set_actor $141 z_angle_to 270.0 01B2: give_actor $141 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $141 armed_weapon_to 22 02E2: set_actor $141 weapon_accuracy_to 50 0638: AS_actor $141 stay_put 1 077A: set_actor $141 default_action 4 to_actors_type 0 077A: set_actor $141 default_action 4 to_actors_type 24 05E2: AS_actor $135 kill_actor $141 05E2: AS_actor $134 kill_actor $141 009A: $142 = create_actor #BALLAS1 type 25 at 2492.785 -1673.481 12.33595 ;; Load the ped model before using this 0173: set_actor $142 z_angle_to 180.0 01B2: give_actor $142 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $142 armed_weapon_to 32 02E2: set_actor $142 weapon_accuracy_to 30 0638: AS_actor $142 stay_put 1 04EB: AS_actor $142 crouch 1 077A: set_actor $142 default_action 4 to_actors_type 0 077A: set_actor $142 default_action 4 to_actors_type 24 009A: $143 = create_actor #BALLAS2 type 25 at 2491.091 -1674.231 12.33595 ;; Load the ped model before using this 0173: set_actor $143 z_angle_to 180.0 01B2: give_actor $143 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $143 armed_weapon_to 22 02E2: set_actor $143 weapon_accuracy_to 30 0638: AS_actor $143 stay_put 1 04EB: AS_actor $143 crouch 1 077A: set_actor $143 default_action 4 to_actors_type 0 077A: set_actor $143 default_action 4 to_actors_type 24 05D3: AS_actor $10949 go_to_point 2527.638 -1690.109 13.64665 mode 6 -1 ms 0001: wait 2500 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 05D3: AS_actor $10949 go_to_point 2515.082 -1681.177 13.42575 mode 6 -1 ms 0001: wait 2500 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 05D3: AS_actor $10949 go_to_point 2490.588 -1688.65 13.51554 mode 6 -1 ms 0002: jump £SWEET2_890 :SWEET2_890 00D6: if 0 8118: NOT actor $136 dead 004D: jump_if_false £SWEET2_897 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_890 :SWEET2_897 00D6: if 0 8118: NOT actor $133 dead 004D: jump_if_false £SWEET2_904 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_897 :SWEET2_904 00D6: if 0 8118: NOT actor $137 dead 004D: jump_if_false £SWEET2_911 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_904 :SWEET2_911 00D6: if 0 8118: NOT actor $138 dead 004D: jump_if_false £SWEET2_918 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_911 :SWEET2_918 00D6: if 0 8118: NOT actor $139 dead 004D: jump_if_false £SWEET2_925 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_918 :SWEET2_925 00D6: if 0 8118: NOT actor $140 dead 004D: jump_if_false £SWEET2_932 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_925 :SWEET2_932 00D6: if 0 8118: NOT actor $141 dead 004D: jump_if_false £SWEET2_939 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_932 :SWEET2_939 00D6: if 0 8118: NOT actor $142 dead 004D: jump_if_false £SWEET2_946 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_939 :SWEET2_946 00D6: if 0 8118: NOT actor $143 dead 004D: jump_if_false £SWEET2_953 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_946 :SWEET2_953 01C2: remove_references_to_actor $136 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $133 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $137 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $138 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $139 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $140 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $141 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $142 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $143 ;; Like turning an actor into a random pedestrian 009A: $136 = create_actor #BALLAS1 type 25 at 2469.4 -1708.9 12.5 ;; Load the ped model before using this 0173: set_actor $136 z_angle_to 0.0 01B2: give_actor $136 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $136 armed_weapon_to 32 02E2: set_actor $136 weapon_accuracy_to 60 05E2: AS_actor $136 kill_actor $3 077A: set_actor $136 default_action 4 to_actors_type 0 077A: set_actor $136 default_action 4 to_actors_type 24 009A: $133 = create_actor #BALLAS2 type 25 at 2467.1 -1710.8 12.5 ;; Load the ped model before using this 0173: set_actor $133 z_angle_to 0.0 01B2: give_actor $133 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $133 armed_weapon_to 22 02E2: set_actor $133 weapon_accuracy_to 65 05E2: AS_actor $133 kill_actor $3 077A: set_actor $133 default_action 4 to_actors_type 0 077A: set_actor $133 default_action 4 to_actors_type 24 009A: $137 = create_actor #BALLAS3 type 25 at 2529.3 -1691.6 12.5 ;; Load the ped model before using this 0173: set_actor $137 z_angle_to 90.0 01B2: give_actor $137 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $137 armed_weapon_to 32 02E2: set_actor $137 weapon_accuracy_to 60 05E2: AS_actor $137 kill_actor $3 077A: set_actor $137 default_action 4 to_actors_type 0 077A: set_actor $137 default_action 4 to_actors_type 24 009A: $138 = create_actor #BALLAS1 type 25 at 2529.7 -1690.1 12.5 ;; Load the ped model before using this 0173: set_actor $138 z_angle_to 90.0 01B2: give_actor $138 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $138 armed_weapon_to 32 02E2: set_actor $138 weapon_accuracy_to 65 05E2: AS_actor $138 kill_actor $3 077A: set_actor $138 default_action 4 to_actors_type 0 077A: set_actor $138 default_action 4 to_actors_type 24 009A: $139 = create_actor #BALLAS1 type 25 at 2478.7 -1645.7 12.5 ;; Load the ped model before using this 0173: set_actor $139 z_angle_to 0.0 01B2: give_actor $139 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $139 armed_weapon_to 32 02E2: set_actor $139 weapon_accuracy_to 60 05E2: AS_actor $139 kill_actor $3 077A: set_actor $139 default_action 4 to_actors_type 0 077A: set_actor $139 default_action 4 to_actors_type 24 009A: $140 = create_actor #BALLAS2 type 25 at 2477.7 -1645.7 12.5 ;; Load the ped model before using this 0173: set_actor $140 z_angle_to 0.0 01B2: give_actor $140 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $140 armed_weapon_to 22 02E2: set_actor $140 weapon_accuracy_to 65 05E2: AS_actor $140 kill_actor $3 077A: set_actor $140 default_action 4 to_actors_type 0 077A: set_actor $140 default_action 4 to_actors_type 24 009A: $141 = create_actor #BALLAS3 type 25 at 2478.7 -1644.7 12.5 ;; Load the ped model before using this 0173: set_actor $141 z_angle_to 90.0 01B2: give_actor $141 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $141 armed_weapon_to 32 02E2: set_actor $141 weapon_accuracy_to 60 05E2: AS_actor $141 kill_actor $3 077A: set_actor $141 default_action 4 to_actors_type 0 077A: set_actor $141 default_action 4 to_actors_type 24 009A: $142 = create_actor #BALLAS1 type 25 at 2477.7 -1644.7 12.5 ;; Load the ped model before using this 0173: set_actor $142 z_angle_to 90.0 01B2: give_actor $142 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $142 armed_weapon_to 32 02E2: set_actor $142 weapon_accuracy_to 65 05E2: AS_actor $142 kill_actor $3 077A: set_actor $142 default_action 4 to_actors_type 0 077A: set_actor $142 default_action 4 to_actors_type 24 0002: jump £SWEET2_1027 :SWEET2_1027 00D6: if 0 8118: NOT actor $136 dead 004D: jump_if_false £SWEET2_1034 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1027 :SWEET2_1034 00D6: if 0 8118: NOT actor $133 dead 004D: jump_if_false £SWEET2_1041 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1034 :SWEET2_1041 00D6: if 0 8118: NOT actor $137 dead 004D: jump_if_false £SWEET2_1048 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1041 :SWEET2_1048 00D6: if 0 8118: NOT actor $138 dead 004D: jump_if_false £SWEET2_1055 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1048 :SWEET2_1055 00D6: if 0 8118: NOT actor $139 dead 004D: jump_if_false £SWEET2_1062 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1055 :SWEET2_1062 00D6: if 0 8118: NOT actor $140 dead 004D: jump_if_false £SWEET2_1069 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1062 :SWEET2_1069 00D6: if 0 8118: NOT actor $141 dead 004D: jump_if_false £SWEET2_1076 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1069 :SWEET2_1076 00D6: if 0 8118: NOT actor $142 dead 004D: jump_if_false £SWEET2_1083 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1076 :SWEET2_1083 00D6: if 0 8118: NOT actor $143 dead 004D: jump_if_false £SWEET2_1090 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1083 :SWEET2_1090 01C2: remove_references_to_actor $136 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $133 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $137 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $138 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $139 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $140 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $141 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $142 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $143 ;; Like turning an actor into a random pedestrian 0001: wait 100 ms 009A: $139 = create_actor #BALLAS1 type 25 at 2480.7 -1729.2 12.2 ;; Load the ped model before using this 0173: set_actor $139 z_angle_to 0.0 01B2: give_actor $139 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $139 armed_weapon_to 32 02E2: set_actor $139 weapon_accuracy_to 60 05E2: AS_actor $139 kill_actor $3 077A: set_actor $139 default_action 4 to_actors_type 0 077A: set_actor $139 default_action 4 to_actors_type 24 009A: $140 = create_actor #BALLAS2 type 25 at 2481.2 -1718.2 12.5 ;; Load the ped model before using this 0173: set_actor $140 z_angle_to 0.0 01B2: give_actor $140 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $140 armed_weapon_to 22 02E2: set_actor $140 weapon_accuracy_to 65 05E2: AS_actor $140 kill_actor $3 077A: set_actor $140 default_action 4 to_actors_type 0 077A: set_actor $140 default_action 4 to_actors_type 24 009A: $147 = create_actor #BALLAS3 type 25 at 2482.1 -1720.2 12.5 ;; Load the ped model before using this 0173: set_actor $147 z_angle_to 90.0 01B2: give_actor $147 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $147 armed_weapon_to 32 02E2: set_actor $147 weapon_accuracy_to 60 05E2: AS_actor $147 kill_actor $3 077A: set_actor $147 default_action 4 to_actors_type 0 077A: set_actor $147 default_action 4 to_actors_type 24 009A: $148 = create_actor #BALLAS1 type 25 at 2483.0 -1718.2 12.5 ;; Load the ped model before using this 0173: set_actor $148 z_angle_to 90.0 01B2: give_actor $148 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $148 armed_weapon_to 32 02E2: set_actor $148 weapon_accuracy_to 65 05E2: AS_actor $148 kill_actor $3 077A: set_actor $148 default_action 4 to_actors_type 0 077A: set_actor $148 default_action 4 to_actors_type 24 009A: $149 = create_actor #BALLAS1 type 25 at 2480.3 -1719.2 12.5 ;; Load the ped model before using this 0173: set_actor $149 z_angle_to 0.0 01B2: give_actor $149 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $149 armed_weapon_to 32 02E2: set_actor $149 weapon_accuracy_to 60 05E2: AS_actor $149 kill_actor $3 077A: set_actor $149 default_action 4 to_actors_type 0 077A: set_actor $149 default_action 4 to_actors_type 24 009A: $150 = create_actor #BALLAS2 type 25 at 2469.4 -1708.9 12.5 ;; Load the ped model before using this 0173: set_actor $150 z_angle_to 0.0 01B2: give_actor $150 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $150 armed_weapon_to 22 02E2: set_actor $150 weapon_accuracy_to 65 05E2: AS_actor $150 kill_actor $3 077A: set_actor $150 default_action 4 to_actors_type 0 077A: set_actor $150 default_action 4 to_actors_type 24 009A: $151 = create_actor #BALLAS3 type 25 at 2467.1 -1710.8 12.5 ;; Load the ped model before using this 0173: set_actor $151 z_angle_to 90.0 01B2: give_actor $151 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $151 armed_weapon_to 32 02E2: set_actor $151 weapon_accuracy_to 60 05E2: AS_actor $151 kill_actor $3 077A: set_actor $151 default_action 4 to_actors_type 0 077A: set_actor $151 default_action 4 to_actors_type 24 009A: $152 = create_actor #BALLAS1 type 25 at 2529.3 -1691.6 12.5 ;; Load the ped model before using this 0173: set_actor $152 z_angle_to 90.0 01B2: give_actor $152 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $152 armed_weapon_to 32 02E2: set_actor $152 weapon_accuracy_to 65 05E2: AS_actor $152 kill_actor $3 077A: set_actor $152 default_action 4 to_actors_type 0 077A: set_actor $152 default_action 4 to_actors_type 24 009A: $158 = create_actor #BALLAS1 type 25 at 2481.0 -1718.2 12.5 ;; Load the ped model before using this 0173: set_actor $158 z_angle_to 90.0 01B2: give_actor $158 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $158 armed_weapon_to 32 02E2: set_actor $158 weapon_accuracy_to 65 05E2: AS_actor $158 kill_actor $3 077A: set_actor $158 default_action 4 to_actors_type 0 077A: set_actor $158 default_action 4 to_actors_type 24 009A: $159 = create_actor #BALLAS1 type 25 at 2480.3 -1719.2 12.5 ;; Load the ped model before using this 0173: set_actor $159 z_angle_to 0.0 01B2: give_actor $159 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $159 armed_weapon_to 32 02E2: set_actor $159 weapon_accuracy_to 60 05E2: AS_actor $159 kill_actor $3 077A: set_actor $159 default_action 4 to_actors_type 0 077A: set_actor $159 default_action 4 to_actors_type 24 009A: $160 = create_actor #BALLAS2 type 25 at 2469.4 -1708.9 12.5 ;; Load the ped model before using this 0173: set_actor $160 z_angle_to 0.0 01B2: give_actor $160 weapon 22 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $160 armed_weapon_to 22 02E2: set_actor $160 weapon_accuracy_to 65 05E2: AS_actor $160 kill_actor $3 077A: set_actor $160 default_action 4 to_actors_type 0 077A: set_actor $160 default_action 4 to_actors_type 24 009A: $161 = create_actor #BALLAS3 type 25 at 2467.1 -1710.8 12.5 ;; Load the ped model before using this 0173: set_actor $161 z_angle_to 90.0 01B2: give_actor $161 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $161 armed_weapon_to 32 02E2: set_actor $161 weapon_accuracy_to 60 05E2: AS_actor $161 kill_actor $3 077A: set_actor $161 default_action 4 to_actors_type 0 077A: set_actor $161 default_action 4 to_actors_type 24 009A: $162 = create_actor #BALLAS1 type 25 at 2529.3 -1691.6 12.5 ;; Load the ped model before using this 0173: set_actor $162 z_angle_to 90.0 01B2: give_actor $162 weapon 32 ammo 60000 ;; Load the weapon model before using this 01B9: set_actor $162 armed_weapon_to 32 02E2: set_actor $162 weapon_accuracy_to 65 05E2: AS_actor $162 kill_actor $3 077A: set_actor $162 default_action 4 to_actors_type 0 077A: set_actor $162 default_action 4 to_actors_type 24 0002: jump £SWEET2_1205 :SWEET2_1205 00D6: if 0 8118: NOT actor $139 dead 004D: jump_if_false £SWEET2_1212 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1205 :SWEET2_1212 00D6: if 0 8118: NOT actor $140 dead 004D: jump_if_false £SWEET2_1219 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1212 :SWEET2_1219 00D6: if 0 8118: NOT actor $147 dead 004D: jump_if_false £SWEET2_1226 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1219 :SWEET2_1226 00D6: if 0 8118: NOT actor $148 dead 004D: jump_if_false £SWEET2_1233 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1226 :SWEET2_1233 00D6: if 0 8118: NOT actor $149 dead 004D: jump_if_false £SWEET2_1240 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1233 :SWEET2_1240 00D6: if 0 8118: NOT actor $150 dead 004D: jump_if_false £SWEET2_1247 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET Link to comment Share on other sites More sharing options...
milanac13 Posted August 2, 2006 Author Share Posted August 2, 2006 :SWEET2_1240 00D6: if 0 8118: NOT actor $150 dead 004D: jump_if_false £SWEET2_1247 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1240 :SWEET2_1247 00D6: if 0 8118: NOT actor $151 dead 004D: jump_if_false £SWEET2_1254 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1247 :SWEET2_1254 00D6: if 0 8118: NOT actor $152 dead 004D: jump_if_false £SWEET2_1261 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1254 :SWEET2_1261 00D6: if 0 8118: NOT actor $158 dead 004D: jump_if_false £SWEET2_1268 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1261 :SWEET2_1268 00D6: if 0 8118: NOT actor $159 dead 004D: jump_if_false £SWEET2_1275 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1268 :SWEET2_1275 00D6: if 0 8118: NOT actor $160 dead 004D: jump_if_false £SWEET2_1282 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1275 :SWEET2_1282 00D6: if 0 8118: NOT actor $161 dead 004D: jump_if_false £SWEET2_1289 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1282 :SWEET2_1289 00D6: if 0 8118: NOT actor $162 dead 004D: jump_if_false £SWEET2_1296 0001: wait 0 ms 0050: gosub £SWEET2_774 0050: gosub £SWEET2_779 0002: jump £SWEET2_1289 :SWEET2_1296 0001: wait 1000 ms 016A: fade 0 () 2500 ms 0001: wait 2500 ms 01B4: set_player $2 frozen_state 0 (frozen) 02A3: toggle_widescreen 1 (on) 009B: delete_actor $116 009B: delete_actor $117 009B: delete_actor $118 009B: delete_actor $119 009B: delete_actor $120 009B: delete_actor $121 009B: delete_actor $122 009B: delete_actor $123 009B: delete_actor $124 009B: delete_actor $125 009B: delete_actor $126 009B: delete_actor $127 009B: delete_actor $128 009B: delete_actor $129 009B: delete_actor $130 009B: delete_actor $131 009B: delete_actor $132 009B: delete_actor $133 009B: delete_actor $134 009B: delete_actor $135 009B: delete_actor $136 009B: delete_actor $137 009B: delete_actor $138 009B: delete_actor $139 009B: delete_actor $140 009B: delete_actor $147 009B: delete_actor $148 009B: delete_actor $11031 009B: delete_actor $150 009B: delete_actor $151 009B: delete_actor $152 009B: delete_actor $158 009B: delete_actor $159 009B: delete_actor $160 009B: delete_actor $161 009B: delete_actor $162 01C2: remove_references_to_actor $116 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $117 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $118 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $119 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $120 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $121 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $122 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $123 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $124 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $125 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $126 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $127 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $128 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $129 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $130 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $131 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $132 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $133 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $134 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $135 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $139 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $140 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $147 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $148 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $149 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $150 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $151 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $152 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $158 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $159 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $160 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $161 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $162 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $136 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $137 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $138 ;; Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $10949 ;; Like turning an actor into a random pedestrian 009B: delete_actor $10949 015F: set_camera_position 2509.713 -1671.558 13.5033 0.0 0.0 0.0 0160: point_camera 2510.19 -1672.389 13.8387 2 00A1: put_actor $3 at 2509.892 -1672.469 13.5032 0972: put_actor $3 at 2509.892 -1672.469 13.5032 0173: set_actor $3 z_angle_to 270.0 009B: delete_actor $131 009A: $131 = create_actor #SPECIAL01 type 4 at 2752.341 -1948.867 16.3125 ;; Load the ped model before using this 01B9: set_actor $131 armed_weapon_to 0 01B9: set_actor $3 armed_weapon_to 0 06C9: remove_actor $131 from_group 0792: disembark_actor $131 instantly 0972: put_actor $131 at 2510.792 -1672.469 13.5032 0173: set_actor $131 z_angle_to 90.0 0001: wait 1000 ms 016A: fade 1 (back) 500 ms 0395: clear_area 0 at 791.7 -1627.0 12.3 range 10.0 01EB: set_traffic_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0605: actor $3 perform_animation_sequence "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 0 -2 ms 0812: AS_actor $131 perform_animation "HNDSHKFA" from_file "GANGS" 4.0 loop 0 0 0 lock 0 time 3400 0001: wait 4000 ms 0605: actor $131 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 7000 ms 00BC: text_highpriority "SWE1_SA" 7000 ms 1 015F: set_camera_position 2514.24 -1679.268 14.5054 0.0 0.0 0.0 0160: point_camera 2513.649 -1678.482 14.3221 2 009A: $11010 = create_actor #FAM1 type 26 at 2510.304 -1679.964 12.54688 ;; Load the ped model before using this 0173: set_actor $11010 z_angle_to 340.0 05D3: AS_actor $11010 go_to_point 2508.892 -1673.469 13.5032 mode 4 -1 ms 0001: wait 7000 ms 0639: AS_actor $11010 rotate_to_actor $3 0639: AS_actor $3 rotate_to_actor $11010 0605: actor $11010 perform_animation_sequence "IDLE_CHAT" from_file "PED" 4.0 loop 0 0 0 0 5000 ms 00BC: text_highpriority "SWE1_SB" 5000 ms 1 0001: wait 5000 ms 016A: fade 0 () 500 ms 0001: wait 500 ms 009B: delete_actor $131 0296: release_special_actor 1 0792: disembark_actor $3 instantly 00A1: put_actor $3 at 2517.237 -1671.341 12.9 0173: set_actor $3 z_angle_to 63.048 09F5: 0 01B4: set_player $2 frozen_state 1 (unfrozen) 02A3: toggle_widescreen 0 (off) 08F6: (unknown) 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0001: wait 2000 ms 016A: fade 1 (back) 2500 ms 0001: wait 2500 ms 004F: create_thread ££START3_1 004F: create_thread ££START5_1 01E3: text_1number_styled 'M_PASSR' 15 5000 ms 1 0998: add_respect 10 0110: clear_player $2 wanted_level 0394: play_music 1 00D8: mission_cleanup 01F0: set_max_wanted_level_to 6 0050: gosub £SWEET2_1439 004E: end_thread :SWEET2_1435 004F: create_thread ££START2_1 00BA: text_styled 'M_FAIL' 5000 ms 1 0050: gosub £SWEET2_1439 004E: end_thread :SWEET2_1439 01EB: set_traffic_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 014F: delete_timer $1200 0004: $1200 = 0 ;; integer values 0164: disable_marker $994(17) 03BD: delete_sphere $994(16) 01C2: remove_references_to_actor $10949 ;; Like turning an actor into a random pedestrian 0164: disable_marker @183 0249: release_model #BALLAS1 0249: release_model #BALLAS2 0249: release_model #BALLAS3 0249: release_model #FAM1 0249: release_model #FAM2 0249: release_model #FAM3 0249: release_model #COLT45 0249: release_model #AK47 0249: release_model #TEC9 0249: release_model #GREENWOO 0249: release_model #TAHOMA 0249: release_model #MAVERICK 0249: release_model #MOLOTOV 0249: release_model #SENTINEL 0249: release_model #MAFFA 0249: release_model #MAFFB 0249: release_model #MAFBOSS 0249: release_model #ELEGANT 04EF: release_animation "GANGS" 04EF: release_animation "MD_END" 0215: delete_pickup $811 0215: delete_pickup $669 0215: delete_pickup $670 0215: delete_pickup $671 0164: disable_marker $11030 0004: $409 = 0 ;; integer values 01F0: set_max_wanted_level_to 6 00D8: mission_cleanup 004E: end_thread Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 4, 2006 Share Posted August 4, 2006 (edited) :SWEET2_41 00D6: if 0 Fix that. Edited August 4, 2006 by spaceeinstein Link to comment Share on other sites More sharing options...
Demarest Posted August 4, 2006 Share Posted August 4, 2006 You are limited to 8 conditionals per if check. Read the readme for assignment of the if parameter. Link to comment Share on other sites More sharing options...
Bigun Posted August 5, 2006 Share Posted August 5, 2006 You're wrong. You can have more than 8, logically I am guessing upto 19 or 20, since above that you change into 'OR mode'. Anyhow, guessing apart, I DO have this code in one of my mods and it works perfectly: :GANGC_30001: wait 0 ms00D6: if 110248: model #GREENWOO available0248: model #FAM1 available0248: model #FAM2 available0248: model #FAM3 available0248: model #FAM4 available0248: model #FAM5 available0248: model #FAM6 available0248: model #TEC9 available0248: model #CELLPHONE available0248: model #PARACHUTE available0248: model #SPRAYCAN available0248: model #CAMERA available004D: jump_if_false ££GANGC_3 I guess the limit changed in SA, and you're counting on previous games' limits. Or maybe I'm just lucky. Link to comment Share on other sites More sharing options...
Demarest Posted August 5, 2006 Share Posted August 5, 2006 YOU're wrong! Models load very quickly. I assure you that the 8th through 12th conditionals there are not being considered and the game isn't crashing by chance. Unless they've upped it for SA's engine (and I'd like to know if they did so I can further compress code), if operands have always been limited to 0-7 or 21-27. Link to comment Share on other sites More sharing options...
Bigun Posted August 6, 2006 Share Posted August 6, 2006 Aww, looks like you're right, I did some testing and it doesn't work. But, I'm right as well.. Or maybe I'm just lucky. Link to comment Share on other sites More sharing options...
Demarest Posted August 6, 2006 Share Posted August 6, 2006 It's okay, I was wrong too. I said your 8th through 12th were being disregarded when your 8th WAS in fact being considered. Link to comment Share on other sites More sharing options...
milanac13 Posted August 8, 2006 Author Share Posted August 8, 2006 thank of your help !!! But i delete the timer ( $1200 ) and it ok . 0004: $1200 = 0 ;; integer values 014F: delete_timer $1200 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now