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6 star wanted level at start?


Jaskaran498
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Hi

 

I want to have 6 star maximum wanted level but we all know that in gta sa, only 4star is maximum. We need to end full game to unlock 6star.

But i want this feature at start.

So i googled and found this script by someone->

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'LV6' :LV6_11wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_11 if   Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_11 if   Actor.Driving($PLAYER_ACTOR)else_jump @LV6_2467 if   not Actor.DrivingVehicleType($PLAYER_ACTOR, #RHINO)else_jump @LV6_4553 if   not Actor.DrivingPlane($PLAYER_ACTOR)else_jump @LV6_6312 if 84A9:   not actor $PLAYER_ACTOR driving_heli else_jump @LV6_8149 if 84A7:   not actor $PLAYER_ACTOR driving_boat else_jump @LV6_10498 Model.Load(#ARMY)Model.Load(#M4)Model.Load(#ROCKETLA)Model.Load(#HUNTER)Model.Load(#PATRIOT)Model.Load(#RAINDANC)038B: load_requested_models :LV6_164wait 0 if and  Model.Available(#ARMY)  Model.Available(#M4)  Model.Available(#ROCKETLA)  Model.Available(#HUNTER)  Model.Available(#PATRIOT)  Model.Available(#RAINDANC)else_jump @LV6_164 :LV6_209wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_2135 if and  Actor.Driving($PLAYER_ACTOR)  Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_2135 077E: get_active_interior_to [email protected] if  [email protected] == 0 else_jump @LV6_209 [email protected] = 0 :LV6_282if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_398 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 500.0 500.0 500.0 flag 0 else_jump @LV6_391 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_391jump @LV6_604 :LV6_398Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#HUNTER, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 084E: flying_vehicle [email protected]([email protected],2i) use_primary_gun 1 0724: heli [email protected]([email protected],2i) follow_and_attack_player $PLAYER_CHAR radius 100.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start :[email protected] += 1  [email protected] > 1 else_jump @LV6_282 [email protected] = 0 :LV6_632if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_759 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_752 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_752jump @LV6_1448 :LV6_759Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 50.0 [email protected] *= 50.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#RAINDANC, [email protected], [email protected], [email protected])0229: set_car [email protected]([email protected],2i) primary_color_to 7 secondary_color_to 7 Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 0780: heli [email protected]([email protected],2i) hover_above actor $PLAYER_ACTOR car -1 altitude 10.0 20.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.5 0.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset 1.5 0.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset -1.5 0.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset -1.5 0.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.5 2.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset 1.5 2.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset -1.5 2.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset -1.5 2.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_632 [email protected] = 0 :LV6_1476if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_1693 if 056D:   actor [email protected]([email protected],4i) defined else_jump @LV6_1559 if 0597:   actor [email protected]([email protected],4i) crouching else_jump @LV6_1559 04EB: AS_actor [email protected]([email protected],4i) crouch 0 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :LV6_1559if or  Car.Wrecked([email protected]([email protected],4i))  Actor.Dead([email protected]([email protected],4i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],4i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_1686 0321: kill_actor [email protected]([email protected],4i) Car.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :LV6_1686jump @LV6_2107 :LV6_1693Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] [email protected]([email protected],4i) = Car.Create(#PATRIOT, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],4i)) = [email protected]: [email protected]([email protected],4i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],4i) driverseat Car.SetToPsychoDriver([email protected]([email protected],4i))00AE: set_car [email protected]([email protected],4i) traffic_behaviour_to 2 Car.SetDriverBehaviour([email protected]([email protected],4i), DriveToPlayer)0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],4i) with_offset 0.0 -0.5 1.5 [email protected]([email protected],4i) = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])if or [email protected] == 0  [email protected] == 1 else_jump @LV6_2039 01B2: give_actor [email protected]([email protected],4i) weapon 35 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 35 jump @LV6_2095 :LV6_203901B2: give_actor [email protected]([email protected],4i) weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 31 :LV6_209505E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :[email protected] += 1  [email protected] > 3 else_jump @LV6_1476 jump @LV6_209 :[email protected] = 0 :LV6_2142if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_2202 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_2142 [email protected] = 0 :LV6_2230if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_2301 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_2230 [email protected] = 0 :LV6_2329if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_2409 Car.Destroy([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :[email protected] += 1  [email protected] > 3 else_jump @LV6_2329 Model.Destroy(#ARMY)Model.Destroy(#M4)Model.Destroy(#ROCKETLA)Model.Destroy(#HUNTER)Model.Destroy(#PATRIOT)Model.Destroy(#RAINDANC)jump @LV6_11 :LV6_2467Model.Load(#ARMY)Model.Load(#M4)Model.Load(#HUNTER)Model.Load(#PATRIOT)Model.Load(#RAINDANC)038B: load_requested_models :LV6_2494wait 0 if and  Model.Available(#ARMY)  Model.Available(#M4)  Model.Available(#HUNTER)  Model.Available(#PATRIOT)  Model.Available(#RAINDANC)else_jump @LV6_2494 :LV6_2534wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_4226 if and  not Actor.Driving($PLAYER_ACTOR)  Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_4226 077E: get_active_interior_to [email protected] if  [email protected] == 0 else_jump @LV6_2534 [email protected] = 0 :LV6_2607if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_2723 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 500.0 500.0 500.0 flag 0 else_jump @LV6_2716 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_2716jump @LV6_2929 :LV6_2723Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#HUNTER, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 0841: flying_vehicle [email protected]([email protected],2i) use_secondary_gun 1 0724: heli [email protected]([email protected],2i) follow_and_attack_player $PLAYER_CHAR radius 100.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start :[email protected] += 1  [email protected] > 1 else_jump @LV6_2607 [email protected] = 0 :LV6_2957if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_3390 if and0205:   actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 15.0 15.0 20.0 flag 0  4 > [email protected]([email protected],2i)  [email protected]([email protected],2i) > 7500 else_jump @LV6_3193 [email protected] = Car.Angle([email protected]([email protected],2i))Car.Angle([email protected]([email protected],2i)) = [email protected]([email protected]([email protected],2i)) = True0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.5 0.0 -0.5 0503: create_actor_on_rope_with_pedtype 6 model #ARMY at [email protected] [email protected] [email protected] handle_as [email protected] Actor.SetImmunities([email protected], 0, 0, 0, 1, 0)01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])wait 0 [email protected]([email protected],2i) += 1 [email protected]([email protected],2i) = 0 :LV6_3193if  [email protected]([email protected],2i) > 1000 else_jump @LV6_3283 Car.LockInCurrentPosition([email protected]([email protected],2i)) = Falseif  [email protected]([email protected],2i) == 4 else_jump @LV6_3283 04A2: set_heli [email protected]([email protected],2i) fly_to 0.0 6000.0 150.0 altitude_between 50.0 and 150.0 :LV6_3283if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_3383 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_3383jump @LV6_3627 :LV6_3390Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#RAINDANC, [email protected], [email protected], [email protected])0229: set_car [email protected]([email protected],2i) primary_color_to 7 secondary_color_to 7 Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 0780: heli [email protected]([email protected],2i) hover_above actor $PLAYER_ACTOR car -1 altitude 10.0 20.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_2957 [email protected] = 0 :LV6_3655if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_3872 if 056D:   actor [email protected]([email protected],4i) defined else_jump @LV6_3738 if 0597:   actor [email protected]([email protected],4i) crouching else_jump @LV6_3738 04EB: AS_actor [email protected]([email protected],4i) crouch 0 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :LV6_3738if or  Car.Wrecked([email protected]([email protected],4i))  Actor.Dead([email protected]([email protected],4i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],4i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_3865 0321: kill_actor [email protected]([email protected],4i) Car.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :LV6_3865jump @LV6_4198 :LV6_3872Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] [email protected]([email protected],4i) = Car.Create(#PATRIOT, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],4i)) = [email protected]: [email protected]([email protected],4i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],4i) driverseat Car.SetToPsychoDriver([email protected]([email protected],4i))00AE: set_car [email protected]([email protected],4i) traffic_behaviour_to 2 Car.SetDriverBehaviour([email protected]([email protected],4i), DriveToPlayer)0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],4i) with_offset 0.0 -0.5 1.5 [email protected]([email protected],4i) = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected]([email protected],4i) weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :[email protected] += 1  [email protected] > 3 else_jump @LV6_3655 jump @LV6_2534 :[email protected] = 0 :LV6_4233if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_4293 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_4233 [email protected] = 0 :LV6_4321if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_4392 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_4321 [email protected] = 0 :LV6_4420if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_4500 Car.Destroy([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :[email protected] += 1  [email protected] > 3 else_jump @LV6_4420 Model.Destroy(#ARMY)Model.Destroy(#M4)Model.Destroy(#HUNTER)Model.Destroy(#PATRIOT)Model.Destroy(#RAINDANC)jump @LV6_11 :LV6_4553Model.Load(#ARMY)Model.Load(#HEATSEEK)Model.Load(#HUNTER)Model.Load(#RHINO)038B: load_requested_models :LV6_4575wait 0 if and  Model.Available(#ARMY)  Model.Available(#HEATSEEK)  Model.Available(#HUNTER)  Model.Available(#RHINO)else_jump @LV6_4575 :LV6_4610wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_5990 if and  Actor.DrivingVehicleType($PLAYER_ACTOR, #RHINO)  Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_5990 077E: get_active_interior_to [email protected] if  [email protected] == 0 else_jump @LV6_4610 [email protected] = 0 :LV6_4686if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_4802 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 500.0 500.0 500.0 flag 0 else_jump @LV6_4795 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_4795jump @LV6_5008 :LV6_4802Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#HUNTER, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 084E: flying_vehicle [email protected]([email protected],2i) use_primary_gun 1 0724: heli [email protected]([email protected],2i) follow_and_attack_player $PLAYER_CHAR radius 100.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start :[email protected] += 1  [email protected] > 1 else_jump @LV6_4686 [email protected] = 0 :LV6_5036if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_5163 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_5156 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_5156jump @LV6_5391 :LV6_5163Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#HUNTER, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 084E: flying_vehicle [email protected]([email protected],2i) use_primary_gun 1 0724: heli [email protected]([email protected],2i) follow_and_attack_player $PLAYER_CHAR radius 100.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_5036 [email protected] = 0 :LV6_5419if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_5636 if 056D:   actor [email protected]([email protected],4i) defined else_jump @LV6_5502 if 0597:   actor [email protected]([email protected],4i) crouching else_jump @LV6_5502 04EB: AS_actor [email protected]([email protected],4i) crouch 0 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :LV6_5502if or  Car.Wrecked([email protected]([email protected],4i))  Actor.Dead([email protected]([email protected],4i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],4i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_5629 0321: kill_actor [email protected]([email protected],4i) Car.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :LV6_5629jump @LV6_5962 :LV6_5636Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] [email protected]([email protected],4i) = Car.Create(#RHINO, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],4i)) = [email protected]: [email protected]([email protected],4i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],4i) driverseat Car.SetToPsychoDriver([email protected]([email protected],4i))00AE: set_car [email protected]([email protected],4i) traffic_behaviour_to 2 Car.SetDriverBehaviour([email protected]([email protected],4i), DriveToPlayer)0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],4i) with_offset 0.0 -0.5 1.5 [email protected]([email protected],4i) = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected]([email protected],4i) weapon 36 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 2.7 position 0 shooting_angle_limit 360.0 with_weapon 36 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :[email protected] += 1  [email protected] > 3 else_jump @LV6_5419 jump @LV6_4610 :[email protected] = 0 :LV6_5997if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_6057 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_5997 [email protected] = 0 :LV6_6085if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_6156 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_6085 [email protected] = 0 :LV6_6184if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_6264 Car.Destroy([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :[email protected] += 1  [email protected] > 3 else_jump @LV6_6184 Model.Destroy(#ARMY)Model.Destroy(#HEATSEEK)Model.Destroy(#HUNTER)Model.Destroy(#RHINO)jump @LV6_11 :LV6_6312Model.Load(#ARMY)Model.Load(#HEATSEEK)Model.Load(#MINIGUN)Model.Load(#HYDRA)Model.Load(#PATRIOT)038B: load_requested_models :LV6_6339wait 0 if and  Model.Available(#ARMY)  Model.Available(#HEATSEEK)  Model.Available(#MINIGUN)  Model.Available(#HYDRA)  Model.Available(#PATRIOT)else_jump @LV6_6339 :LV6_6379wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_7822 if and  Actor.DrivingPlane($PLAYER_ACTOR)  Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_7822 077E: get_active_interior_to [email protected] if  [email protected] == 0 else_jump @LV6_6379 [email protected] = 0 :LV6_6452if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_6568 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 1000.0 1000.0 1000.0 flag 0 else_jump @LV6_6561 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_6561jump @LV6_6788 :LV6_6568Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 250.0 [email protected] *= 250.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 250.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 250.0 [email protected]([email protected],2i) = Car.Create(#HYDRA, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 08E6: set_plane [email protected]([email protected],2i) landing_gear 1 0745: set_hydra [email protected]([email protected],2i) thrust_to_horizontal Car.SetSpeedInstantly([email protected]([email protected],2i), 180.0)070E: hydra [email protected]([email protected],2i) attack_player_car $PLAYER_CHAR radius 50.0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_6452 [email protected] = 0 :LV6_6816if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_6943 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 1000.0 1000.0 1000.0 flag 0 else_jump @LV6_6936 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_6936jump @LV6_7198 :LV6_6943Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 250.0 [email protected] *= 250.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 250.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 250.0 [email protected]([email protected],2i) = Car.Create(#HYDRA, [email protected], [email protected], [email protected])0229: set_car [email protected]([email protected],2i) primary_color_to 7 secondary_color_to 7 Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 08E6: set_plane [email protected]([email protected],2i) landing_gear 1 0745: set_hydra [email protected]([email protected],2i) thrust_to_horizontal Car.SetSpeedInstantly([email protected]([email protected],2i), 180.0)070E: hydra [email protected]([email protected],2i) attack_player_car $PLAYER_CHAR radius 50.0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_6816 [email protected] = 0 :LV6_7226if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_7380 if or  Car.Wrecked([email protected]([email protected],4i))  Actor.Dead([email protected]([email protected],4i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],4i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_7373 0321: kill_actor [email protected]([email protected],4i) Car.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :LV6_7373jump @LV6_7794 :LV6_7380Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] [email protected]([email protected],4i) = Car.Create(#PATRIOT, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],4i)) = [email protected]: [email protected]([email protected],4i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],4i) driverseat Car.SetToPsychoDriver([email protected]([email protected],4i))00AE: set_car [email protected]([email protected],4i) traffic_behaviour_to 2 Car.SetDriverBehaviour([email protected]([email protected],4i), DriveToPlayer)0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],4i) with_offset 0.0 -0.5 1.5 [email protected]([email protected],4i) = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])if or [email protected] == 0  [email protected] == 1 else_jump @LV6_7726 01B2: give_actor [email protected]([email protected],4i) weapon 38 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 38 jump @LV6_7782 :LV6_772601B2: give_actor [email protected]([email protected],4i) weapon 36 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 36 :LV6_778205E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :[email protected] += 1  [email protected] > 3 else_jump @LV6_7226 jump @LV6_6379 :[email protected] = 0 :LV6_7829if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_7889 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_7829 [email protected] = 0 :LV6_7917if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_7988 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_7917 [email protected] = 0 :LV6_8016if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_8096 Car.Destroy([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :[email protected] += 1  [email protected] > 3 else_jump @LV6_8016 Model.Destroy(#ARMY)Model.Destroy(#HEATSEEK)Model.Destroy(#MINIGUN)Model.Destroy(#HYDRA)Model.Destroy(#PATRIOT)jump @LV6_11 :LV6_8149Model.Load(#ARMY)Model.Load(#M4)Model.Load(#HEATSEEK)Model.Load(#HYDRA)Model.Load(#PATRIOT)Model.Load(#RAINDANC)038B: load_requested_models :LV6_8181wait 0 if and  Model.Available(#ARMY)  Model.Available(#M4)  Model.Available(#HEATSEEK)  Model.Available(#HYDRA)  Model.Available(#PATRIOT)  Model.Available(#RAINDANC)else_jump @LV6_8181 :LV6_8226wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_10166 if and04A9:   actor $PLAYER_ACTOR driving_heli   Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_10166 077E: get_active_interior_to [email protected] if  [email protected] == 0 else_jump @LV6_8226 [email protected] = 0 :LV6_8299if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_8415 if or  Car.Wrecked([email protected](3[email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 1000.0 1000.0 1000.0 flag 0 else_jump @LV6_8408 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_8408jump @LV6_8635 :LV6_8415Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 250.0 [email protected] *= 250.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 250.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 250.0 [email protected]([email protected],2i) = Car.Create(#HYDRA, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 08E6: set_plane [email protected]([email protected],2i) landing_gear 1 0745: set_hydra [email protected]([email protected],2i) thrust_to_horizontal Car.SetSpeedInstantly([email protected]([email protected],2i), 180.0)070E: hydra [email protected]([email protected],2i) attack_player_car $PLAYER_CHAR radius 50.0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_8299 [email protected] = 0 :LV6_8663if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_8790 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_8783 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_8783jump @LV6_9479 :LV6_8790Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 50.0 [email protected] *= 50.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#RAINDANC, [email protected], [email protected], [email protected])0229: set_car [email protected]([email protected],2i) primary_color_to 7 secondary_color_to 7 Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 0780: heli [email protected]([email protected],2i) hover_above actor $PLAYER_ACTOR car -1 altitude 10.0 20.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.5 0.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset 1.5 0.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset -1.5 0.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset -1.5 0.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.5 2.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset 1.5 2.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset -1.5 2.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset -1.5 2.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_8663 [email protected] = 0 :LV6_9507if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_9724 if 056D:   actor [email protected]([email protected],4i) defined else_jump @LV6_9590 if 0597:   actor [email protected]([email protected],4i) crouching else_jump @LV6_9590 04EB: AS_actor [email protected]([email protected],4i) crouch 0 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :LV6_9590if or  Car.Wrecked([email protected]([email protected],4i))  Actor.Dead([email protected]([email protected],4i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],4i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_9717 0321: kill_actor [email protected]([email protected],4i) Car.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :LV6_9717jump @LV6_10138 :LV6_9724Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] [email protected]([email protected],4i) = Car.Create(#PATRIOT, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],4i)) = [email protected]: [email protected]([email protected],4i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],4i) driverseat Car.SetToPsychoDriver([email protected]([email protected],4i))00AE: set_car [email protected]([email protected],4i) traffic_behaviour_to 2 Car.SetDriverBehaviour([email protected]([email protected],4i), DriveToPlayer)0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],4i) with_offset 0.0 -0.5 1.5 [email protected]([email protected],4i) = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])if or [email protected] == 0  [email protected] == 1 else_jump @LV6_10070 01B2: give_actor [email protected]([email protected],4i) weapon 36 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 36 jump @LV6_10126 :LV6_1007001B2: give_actor [email protected]([email protected],4i) weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 -0.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 31 :LV6_1012605E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :[email protected] += 1  [email protected] > 3 else_jump @LV6_9507 jump @LV6_8226 :[email protected] = 0 :LV6_10173if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_10233 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_10173 [email protected] = 0 :LV6_10261if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_10332 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_10261 [email protected] = 0 :LV6_10360if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_10440 Car.Destroy([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :[email protected] += 1  [email protected] > 3 else_jump @LV6_10360 Model.Destroy(#ARMY)Model.Destroy(#M4)Model.Destroy(#HEATSEEK)Model.Destroy(#HYDRA)Model.Destroy(#PATRIOT)Model.Destroy(#RAINDANC)jump @LV6_11 :LV6_10498Model.Load(#ARMY)Model.Load(#M4)Model.Load(#SEASPAR)Model.Load(#COASTG)Model.Load(#RAINDANC)038B: load_requested_models :LV6_10525wait 0 if and  Model.Available(#ARMY)  Model.Available(#M4)  Model.Available(#SEASPAR)  Model.Available(#COASTG)  Model.Available(#RAINDANC)else_jump @LV6_10525 :LV6_10565wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_12378 if and04A7:   actor $PLAYER_ACTOR driving_boat   Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_12378 077E: get_active_interior_to [email protected] if  [email protected] == 0 else_jump @LV6_10565 [email protected] = 0 :LV6_10638if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_10754 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 500.0 500.0 500.0 flag 0 else_jump @LV6_10747 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_10747jump @LV6_10959 :LV6_10754Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 092E: get_water_height_at [email protected] [email protected] flag 0 store_to [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#SEASPAR, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 0841: flying_vehicle [email protected]([email protected],2i) use_secondary_gun 1 0724: heli [email protected]([email protected],2i) follow_and_attack_player $PLAYER_CHAR radius 100.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start :[email protected] += 1  [email protected] > 1 else_jump @LV6_10638 [email protected] = 0 :LV6_10987if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_11114 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_11107 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_11107jump @LV6_11802 :LV6_11114Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 50.0 [email protected] *= 50.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] += 50.0 092E: get_water_height_at [email protected] [email protected] flag 0 store_to [email protected] [email protected] += 50.0 [email protected]([email protected],2i) = Car.Create(#RAINDANC, [email protected], [email protected], [email protected])0229: set_car [email protected]([email protected],2i) primary_color_to 7 secondary_color_to 7 Car.Angle([email protected]([email protected],2i)) = [email protected]: [email protected]([email protected],2i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],2i) driverseat 0780: heli [email protected]([email protected],2i) hover_above actor $PLAYER_ACTOR car -1 altitude 10.0 20.0 0825: set_helicopter [email protected]([email protected],2i) instant_rotor_start 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.5 0.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset 1.5 0.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset -1.5 0.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset -1.5 0.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.5 2.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset 1.5 2.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset -1.5 2.0 0.5 [email protected] = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected] into_turret_on_car [email protected]([email protected],4i) at_car_offset -1.5 2.0 0.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.RemoveReferences([email protected])[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_10987 [email protected] = 0 :LV6_11830if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_12047 if 056D:   actor [email protected]([email protected],4i) defined else_jump @LV6_11913 if 0597:   actor [email protected]([email protected],4i) crouching else_jump @LV6_11913 04EB: AS_actor [email protected]([email protected],4i) crouch 0 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :LV6_11913if or  Car.Wrecked([email protected]([email protected],4i))  Actor.Dead([email protected]([email protected],4i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],4i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_12040 0321: kill_actor [email protected]([email protected],4i) Car.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :LV6_12040jump @LV6_12350 :LV6_12047Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = sine [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) [email protected] *= 100.0 [email protected] *= 100.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 092E: get_water_height_at [email protected] [email protected] flag 0 store_to [email protected] [email protected]([email protected],4i) = Car.Create(#COASTG, [email protected], [email protected], [email protected])Car.Angle([email protected]([email protected],4i)) = [email protected]: [email protected]([email protected],4i) = create_actor_pedtype 6 model #ARMY in_car [email protected]([email protected],4i) driverseat Car.SetToPsychoDriver([email protected]([email protected],4i))00AE: set_car [email protected]([email protected],4i) traffic_behaviour_to 2 Car.SetDriverBehaviour([email protected]([email protected],4i), DriveToPlayer)0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],4i) with_offset 0.0 3.5 1.5 [email protected]([email protected],4i) = Actor.Create(Cop, #ARMY, [email protected], [email protected], [email protected])01B2: give_actor [email protected]([email protected],4i) weapon 31 ammo 99999 // Load the weapon model before using this 0464: put_actor [email protected]([email protected],4i) into_turret_on_car [email protected]([email protected],4i) at_car_offset 0.0 3.5 1.5 position 0 shooting_angle_limit 360.0 with_weapon 31 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :[email protected] += 1  [email protected] > 3 else_jump @LV6_11830 jump @LV6_10565 :[email protected] = 0 :LV6_12385if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_12445 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_12385 [email protected] = 0 :LV6_12473if 056E:   car [email protected]([email protected],2i) defined else_jump @LV6_12544 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1  [email protected] > 1 else_jump @LV6_12473 [email protected] = 0 :LV6_12572if 056E:   car [email protected]([email protected],4i) defined else_jump @LV6_12652 Car.Destroy([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :[email protected] += 1  [email protected] > 3 else_jump @LV6_12572 Model.Destroy(#ARMY)Model.Destroy(#M4)Model.Destroy(#SEASPAR)Model.Destroy(#COASTG)Model.Destroy(#RAINDANC)jump @LV6_11 end_thread 

 

 

But i have one question, how am i supposed to use it?

Theres no key code or something and if i try, i can still only get to 4star maximum wanted level.

Please help.

I have forgotten about whre i got this script.

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This should ring a bell, shouldn't it?

 

thread 'LV6':LV6_11wait 0if Player.Defined($PLAYER_CHAR)else_jump @LV6_11if Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_11 

 

 

This is a "harder level 6" mod. Ryosuke made one like this, but I'm not sure if it's this one. Anyway there's an opcode to set the maximum wanted level.

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Ok then... isee... thankyou

 

One question, Can i put this optcode in this script? where if yes? dozingoff.gif

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Michael-Knight1
Ok then... isee... thankyou

 

One question, Can i put this optcode in this script? where if yes? dozingoff.gif

So find the opcodes :

 

Player.WantedLevel($PLAYER_CHAR) > 5

 

And Change 5 To 6 Then Compile The Script moto_whistle.gif

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