Jaskaran498 Posted October 7, 2012 Share Posted October 7, 2012 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 $PLAYER_ACTOR :[email protected] += 1 [email protected] > 3 else_jump @LV6_11830 jump @LV6_10565 :[email protected] = 0 :LV6_12385if 056E: car [email protected]([email protected],2i) defined else_jump @LV6_12445 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1 [email protected] > 1 else_jump @LV6_12385 [email protected] = 0 :LV6_12473if 056E: car [email protected]([email protected],2i) defined else_jump @LV6_12544 Car.Destroy([email protected]([email protected],2i))Actor.DestroyInstantly([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :[email protected] += 1 [email protected] > 1 else_jump @LV6_12473 [email protected] = 0 :LV6_12572if 056E: car [email protected]([email protected],4i) defined else_jump @LV6_12652 Car.Destroy([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))Actor.DestroyInstantly([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :[email protected] += 1 [email protected] > 3 else_jump @LV6_12572 Model.Destroy(#ARMY)Model.Destroy(#M4)Model.Destroy(#SEASPAR)Model.Destroy(#COASTG)Model.Destroy(#RAINDANC)jump @LV6_11 end_thread But i have one question, how am i supposed to use it? Theres no key code or something and if i try, i can still only get to 4star maximum wanted level. Please help. I have forgotten about whre i got this script. Link to comment Share on other sites More sharing options...
Bad.boy! Posted October 7, 2012 Share Posted October 7, 2012 This should ring a bell, shouldn't it? thread 'LV6':LV6_11wait 0if Player.Defined($PLAYER_CHAR)else_jump @LV6_11if Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_11 This is a "harder level 6" mod. Ryosuke made one like this, but I'm not sure if it's this one. Anyway there's an opcode to set the maximum wanted level. Link to comment Share on other sites More sharing options...
Jaskaran498 Posted October 7, 2012 Author Share Posted October 7, 2012 Ok then... isee... thankyou One question, Can i put this optcode in this script? where if yes? Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted October 7, 2012 Share Posted October 7, 2012 Ok then... isee... thankyou One question, Can i put this optcode in this script? where if yes? So find the opcodes : Player.WantedLevel($PLAYER_CHAR) > 5 And Change 5 To 6 Then Compile The Script Link to comment Share on other sites More sharing options...
Jaskaran498 Posted October 7, 2012 Author Share Posted October 7, 2012 But still, the maximum i can reach is 4star Link to comment Share on other sites More sharing options...
Link2012 Posted October 7, 2012 Share Posted October 7, 2012 01F0: set_max_wanted_level 6 Link to comment Share on other sites More sharing options...
Node Posted October 7, 2012 Share Posted October 7, 2012 Next time use Pastebin to show us your code. This stops us from having to scroll for about a year to get to the bottom. Link to comment Share on other sites More sharing options...
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