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Helicopter


Yorpie
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Hello guys, I have this script here which I downloaded (6 star cleo script) which makes the military send a lot more stuff after you but I have edited it so that it instead only spawns 2 police helicopters at 4 stars which drops off SWAT guys.

 

My question, where does this scripts sets the amound of helicopters (police mavericks, Polmav in the script) that show up, which is always 2 in this script and where does it set the number of guys it can drop of before flying away (which is 4 if I'm right)

 

 

:LV6_2469Model.Load(#SWAT)Model.Load(#M4)Model.Load(#MP5LNG)Model.Load(#HUNTER)Model.Load(#PATRIOT)Model.Load(#POLMAV)038B: load_requested_models :LV6_2501wait 0 if and  Model.Available(#SWAT)  Model.Available(#M4)  Model.Available(#MP5LNG)  Model.Available(#HUNTER)  Model.Available(#PATRIOT)  Model.Available(#POLMAV)else_jump @LV6_2501 :LV6_2546wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @LV6_3932 if and  not Actor.Driving($PLAYER_ACTOR)  Player.WantedLevel($PLAYER_CHAR) > 3  not Player.WantedLevel($PLAYER_CHAR) > 5else_jump @LV6_3932 077E: get_active_interior_to [email protected] if  [email protected] == 0 else_jump @LV6_2546 [email protected] = 0 :LV6_2626if   Car.Defined([email protected]([email protected],2i))else_jump @LV6_2742 if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 500.0 500.0 500.0 flag 0 else_jump @LV6_2735 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_2735jump @LV6_2857 :LV6_2742Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = cosine [email protected] // (float) 02F6: [email protected] = sine [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] += 1  [email protected] > 1 else_jump @LV6_2626 [email protected] = 0 :LV6_2885if   Car.Defined([email protected]([email protected],2i))else_jump @LV6_3340 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_3143 [email protected] = Car.Angle([email protected]([email protected],2i))Car.Angle([email protected]([email protected],2i)) = [email protected](10@([email protected],2i)) = True0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected]([email protected],2i) with_offset 1.6 0.0 -0.5 0503: create_actor_on_rope_with_pedtype 6 model #SWAT at [email protected] [email protected] [email protected] handle_as [email protected] 0446: set_actor [email protected] immune_to_headshots 1 01B2: give_actor [email protected] weapon 29 ammo 99999 // Load the weapon model before using this Actor.Health([email protected]) = 200Actor.WeaponAccuracy([email protected]) = 8005E2: 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_3143if  [email protected]([email protected],2i) > 1000 else_jump @LV6_3233 Car.LockInCurrentPosition([email protected]([email protected],2i)) = Falseif  [email protected]([email protected],2i) == 4 else_jump @LV6_3233 04A2: set_heli [email protected]([email protected],2i) fly_to 0.0 6000.0 150.0 altitude_between 50.0 and 150.0 :LV6_3233if or  Car.Wrecked([email protected]([email protected],2i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],2i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_3333 Car.RemoveReferences([email protected]([email protected],2i))Actor.RemoveReferences([email protected]([email protected],2i))[email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 [email protected]([email protected],2i) = 0 :LV6_3333jump @LV6_3564 :LV6_3340Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = cosine [email protected] // (float) 02F6: [email protected] = sine [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(#POLMAV, [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 #SWAT 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_2885 [email protected] = 0 :LV6_3592if   Car.Defined([email protected]([email protected],4i))else_jump @LV6_3809 if   Actor.Defined([email protected]([email protected],4i))else_jump @LV6_3675 if 0597:   actor [email protected]([email protected],4i) crouching else_jump @LV6_3675 04EB: AS_actor [email protected]([email protected],4i) crouch 0 05E2: AS_actor [email protected]([email protected],4i) kill_actor $PLAYER_ACTOR :LV6_3675if or  Car.Wrecked([email protected]([email protected],4i))  Actor.Dead([email protected]([email protected],4i))8205:   not actor $PLAYER_ACTOR near_car [email protected]([email protected],4i) radius 250.0 250.0 250.0 flag 0 else_jump @LV6_3802 0321: kill_actor [email protected]([email protected],4i) Car.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))Actor.RemoveReferences([email protected]([email protected],4i))[email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 [email protected]([email protected],4i) = 0 :LV6_3802jump @LV6_3904 :LV6_3809Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0208: [email protected] = random_float_in_ranges 0.0 360.0 02F7: [email protected] = cosine [email protected] // (float) 02F6: [email protected] = sine [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] :[email protected] += 1  [email protected] > 3 else_jump @LV6_3592 jump @LV6_2546 :[email protected] = 0 :LV6_3939if   Car.Defined([email protected]([email protected],2i))else_jump @LV6_3999 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_3939 [email protected] = 0 :LV6_4027if   Car.Defined([email protected]([email protected],2i))else_jump @LV6_4098 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_4027 [email protected] = 0 :LV6_4126if   Car.Defined([email protected]([email protected],4i))else_jump @LV6_4206 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 

 

 

BTW, this is not the entire script, only the part that matters imo. (the rest of the script sets the actors and vehicles when the player is NOT on foot, but in an helicopter, vehicle, tank, plane, boat,...

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Hello guys, I have this script here which I downloaded (6 star cleo script) which makes the military send a lot more stuff after you but I have edited it so that it instead only spawns 2 police helicopters at 4 stars which drops off SWAT guys.

 

My question, where does this scripts sets the amound of helicopters (police mavericks, Polmav in the script) that show up, which is always 2 in this script and where does it set the number of guys it can drop of before flying away (which is 4 if I'm right)

 

BTW, this is not the entire script, only the part that matters imo. (the rest of the script sets the actors and vehicles when the player is NOT on foot, but in an helicopter, vehicle, tank, plane, boat,...

change this code

0780: heli [email protected]([email protected],2i) hover_above actor $PLAYER_ACTOR car -1 altitude 10.0 20.0

 

with this

0727: set_heli [email protected]([email protected],2i) behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 15.0

then more swat will be spawn automaticly

 

the amount of helis is given by the array index

but the script is complex and modified

Car ([email protected]([email protected],2i)) is unused and also a lot of locals are used to calculate random spawn locations

best is to write the script from new

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