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Ok. Here's the code named "bodyguard205". I lost the original but there are very few changes on this one (Changed Gang2 to CIVFEMALE, walkstyle and key press)
// This file was decompiled using SASCM.ini published by GTAG ([url]http://gtag.gtagaming.com/opcode-database[/url]) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
0000: NOP
17@ = 0
:NONAME_4
wait 0
if
0AB0: key_pressed 52
else_jump @NONAME_4
jump @NONAME_30
:NONAME_30
wait 0
Model.Load(#DESERT_EAGLE)
Model.Load(#DWFYLC2)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 0.0
038B: load_requested_models
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
18@ = Actor.Create(CIVFEMALE, #DWFYLC2, 7@, 8@, 9@)
0631: put_actor 18@ in_group $PLAYER_GROUP
07FE: set_actor 18@ fighting_style_to 7 moves 2
04D8: set_actor 18@ drowns_in_water 0
081A: set_actor 18@ weapon_skill_to 1
Actor.Health(18@) = 50000
Actor.SetImmunities(18@, 1, 1, 1, 1, 1)
Actor.WeaponAccuracy(18@) = 100
Actor.SetWalkStyle(18@, "WOMAN")
Actor.WeaponAccuracy(18@) = 100
07DD: set_actor 18@ attack_rate 100 // previously known as temper_to
17@ = Marker.CreateAboveActor(18@)
018B: set_marker 17@ radar_mode 2
07E0: set_marker 17@ type_to 1
Actor.GiveWeaponAndAmmo(18@, DesertEagle, 8000)
0ACE: show_formatted_text_box "Some backup arrived."
wait 800
jump @NONAME_162
:NONAME_162
wait 0
if
0AB0: key_pressed 54
else_jump @NONAME_188
jump @NONAME_216
:NONAME_188
wait 500
if
Actor.Dead(18@)
else_jump @NONAME_162
jump @NONAME_216
:NONAME_216
wait 500
034F: destroy_actor_with_fade 18@
Marker.Disable(17@)
0ACE: show_formatted_text_box "Backup is gone."
wait 700
jump @NONAME_4 And here's the other one called "GunsliGirl", once again I made a few changes to it (Walk style)
// This file was decompiled using SASCM.ini published by GTAG ([url]http://gtag.gtagaming.com/opcode-database[/url]) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'GUNSLIGIRL'
31@ = 0
30@ = 0
29@ = 0
28@ = 0
27@ = 0
26@ = 0
25@ = 0
24@ = 0
23@ = 0
20@ = 0
19@ = 0
:GUNSLIGIRL_96
wait 0
gosub @GUNSLIGIRL_4738
if and
not fading
not Actor.Driving($PLAYER_ACTOR)
Actor.Stopped($PLAYER_ACTOR)
Player.Controllable($PLAYER_CHAR)
else_jump @GUNSLIGIRL_96
if and
00E1: player 0 pressed_key 19
00E1: player 0 pressed_key 8
else_jump @GUNSLIGIRL_96
gosub @GUNSLIGIRL_669
gosub @GUNSLIGIRL_942
wait 1000
:GUNSLIGIRL_177
wait 0
gosub @GUNSLIGIRL_4738
if
not Actor.Dead(30@)
else_jump @GUNSLIGIRL_232
gosub @GUNSLIGIRL_3666
gosub @GUNSLIGIRL_2440
gosub @GUNSLIGIRL_499
jump @GUNSLIGIRL_264
:GUNSLIGIRL_232
if and
03D9: save_done
not fading
not Actor.Driving($PLAYER_ACTOR)
Player.Controllable($PLAYER_CHAR)
else_jump @GUNSLIGIRL_264
gosub @GUNSLIGIRL_669
:GUNSLIGIRL_264
if
not Actor.Dead(20@)
else_jump @GUNSLIGIRL_308
gosub @GUNSLIGIRL_4202
gosub @GUNSLIGIRL_1214
gosub @GUNSLIGIRL_584
jump @GUNSLIGIRL_340
:GUNSLIGIRL_308
if and
03D9: save_done
not fading
not Actor.Driving($PLAYER_ACTOR)
Player.Controllable($PLAYER_CHAR)
else_jump @GUNSLIGIRL_340
gosub @GUNSLIGIRL_942
:GUNSLIGIRL_340
if and
00E1: player 0 pressed_key 19
00E1: player 0 pressed_key 8
else_jump @GUNSLIGIRL_370
jump @GUNSLIGIRL_392
:GUNSLIGIRL_370
if and
03D9: save_done
not fading
else_jump @GUNSLIGIRL_424
jump @GUNSLIGIRL_177
:GUNSLIGIRL_392
Marker.Disable(29@)
Actor.DestroyWithFade(30@)
Marker.Disable(19@)
Actor.DestroyWithFade(20@)
wait 2000
jump @GUNSLIGIRL_96
:GUNSLIGIRL_424
Marker.Disable(29@)
Actor.DestroyWithFade(30@)
Marker.Disable(19@)
Actor.DestroyWithFade(20@)
wait 2000
:GUNSLIGIRL_449
wait 0
gosub @GUNSLIGIRL_4738
if and
03D9: save_done
not fading
not Actor.Driving($PLAYER_ACTOR)
Player.Controllable($PLAYER_CHAR)
else_jump @GUNSLIGIRL_449
gosub @GUNSLIGIRL_669
jump @GUNSLIGIRL_177
:GUNSLIGIRL_499
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
00FE: actor 30@ sphere 0 in_sphere 0@ 1@ 2@ radius 100.0 100.0 10.0
else_jump @GUNSLIGIRL_572
return
:GUNSLIGIRL_572
Marker.Disable(29@)
Actor.DestroyInstantly(30@)
return
:GUNSLIGIRL_584
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
00FE: actor 20@ sphere 0 in_sphere 0@ 1@ 2@ radius 100.0 100.0 10.0
else_jump @GUNSLIGIRL_657
return
:GUNSLIGIRL_657
Marker.Disable(19@)
Actor.DestroyInstantly(20@)
return
:GUNSLIGIRL_669
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.5 0.5 0.5
0209: 3@ = random_int_in_ranges 0 2
if
3@ == 0
else_jump @GUNSLIGIRL_760
Actor.DestroyInstantly(30@)
wait 100
30@ = Actor.Create(CivFemale, #MECGRL3, 0@, 1@, 2@)
jump @GUNSLIGIRL_788
:GUNSLIGIRL_760
Actor.DestroyInstantly(30@)
wait 100
30@ = Actor.Create(CivFemale, #COPGRL3, 0@, 1@, 2@)
:GUNSLIGIRL_788
0@ = Actor.Angle($PLAYER_ACTOR)
0@ += 180.0
Actor.Angle(30@) = 0@
07FE: set_actor 30@ fighting_style_to 7 moves 6
04D8: set_actor 30@ drowns_in_water 0
081A: set_actor 30@ weapon_skill_to 2
0568: set_actor 30@ untargetable 1
Actor.Health(30@) = 50000
0446: set_actor 30@ dismemberment_possible 0
Actor.WeaponAccuracy(30@) = 100
Actor.SetWalkStyle(30@, "WOMAN")
Actor.SetImmunities(30@, 1, 1, 1, 1, 1)
Actor.WeaponAccuracy(30@) = 99
07DD: set_actor 30@ attack_rate 99 // previously known as temper_to
29@ = Marker.CreateAboveActor(30@)
018B: set_marker 29@ radar_mode 2
07E0: set_marker 29@ type_to 1
0631: put_actor 30@ in_group $PLAYER_GROUP
return
:GUNSLIGIRL_942
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.5 0.5 0.5
0209: 3@ = random_int_in_ranges 0 2
if
3@ == 0
else_jump @GUNSLIGIRL_1033
Actor.DestroyInstantly(20@)
wait 100
20@ = Actor.Create(CivFemale, #CROGRL3, 0@, 1@, 2@)
jump @GUNSLIGIRL_1061
:GUNSLIGIRL_1033
Actor.DestroyInstantly(20@)
wait 100
20@ = Actor.Create(CivFemale, #GUNGRL3, 0@, 1@, 2@)
:GUNSLIGIRL_1061
0@ = Actor.Angle($PLAYER_ACTOR)
0@ += 180.0
Actor.Angle(20@) = 0@
07FE: set_actor 20@ fighting_style_to 6 moves 6
04D8: set_actor 20@ drowns_in_water 0
081A: set_actor 20@ weapon_skill_to 1
0568: set_actor 20@ untargetable 1
Actor.Health(20@) = 50000
0446: set_actor 20@ dismemberment_possible 0
Actor.WeaponAccuracy(20@) = 100
Actor.SetWalkStyle(20@, "WOMAN")
Actor.SetImmunities(20@, 1, 1, 1, 1, 1)
Actor.WeaponAccuracy(20@) = 99
07DD: set_actor 20@ attack_rate 99 // previously known as temper_to
19@ = Marker.CreateAboveActor(20@)
018B: set_marker 19@ radar_mode 2
07E0: set_marker 19@ type_to 1
0631: put_actor 20@ in_group $PLAYER_GROUP
return
:GUNSLIGIRL_1214
if and
02D8: actor $PLAYER_ACTOR current_weapon == 0
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1250
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1250
if and
02D8: actor $PLAYER_ACTOR current_weapon == 1
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1286
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1286
if and
02D8: actor $PLAYER_ACTOR current_weapon == 2
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1322
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1322
if and
02D8: actor $PLAYER_ACTOR current_weapon == 3
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1358
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1358
if and
02D8: actor $PLAYER_ACTOR current_weapon == 4
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1394
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1394
if and
02D8: actor $PLAYER_ACTOR current_weapon == 5
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1430
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1430
if and
02D8: actor $PLAYER_ACTOR current_weapon == 6
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1466
Actor.GiveWeaponAndAmmo(20@, Pistol,8000)
return
:GUNSLIGIRL_1466
if and
02D8: actor $PLAYER_ACTOR current_weapon == 7
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1502
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1502
if and
02D8: actor $PLAYER_ACTOR current_weapon == 8
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1538
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1538
if and
02D8: actor $PLAYER_ACTOR current_weapon == 9
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1574
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1574
if and
02D8: actor $PLAYER_ACTOR current_weapon == 10
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1610
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1610
if and
02D8: actor $PLAYER_ACTOR current_weapon == 11
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1646
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1646
if and
02D8: actor $PLAYER_ACTOR current_weapon == 12
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1682
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1682
if and
02D8: actor $PLAYER_ACTOR current_weapon == 13
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1718
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1718
if and
02D8: actor $PLAYER_ACTOR current_weapon == 14
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1754
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1754
if and
02D8: actor $PLAYER_ACTOR current_weapon == 15
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1790
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1790
if and
02D8: actor $PLAYER_ACTOR current_weapon == 22
82D8: not actor 20@ current_weapon == 22
else_jump @GUNSLIGIRL_1826
Actor.GiveWeaponAndAmmo(20@, Pistol, 8000)
return
:GUNSLIGIRL_1826
if and
02D8: actor $PLAYER_ACTOR current_weapon == 23
82D8: not actor 20@ current_weapon == 23
else_jump @GUNSLIGIRL_1862
Actor.GiveWeaponAndAmmo(20@, Silenced, 8000)
return
:GUNSLIGIRL_1862
if and
02D8: actor $PLAYER_ACTOR current_weapon == 24
82D8: not actor 20@ current_weapon == 24
else_jump @GUNSLIGIRL_1898
Actor.GiveWeaponAndAmmo(20@, DesertEagle, 8000)
return
:GUNSLIGIRL_1898
if and
02D8: actor $PLAYER_ACTOR current_weapon == 25
82D8: not actor 20@ current_weapon == 25
else_jump @GUNSLIGIRL_1934
Actor.GiveWeaponAndAmmo(20@, Shotgun, 8000)
return
:GUNSLIGIRL_1934
if and
02D8: actor $PLAYER_ACTOR current_weapon == 26
82D8: not actor 20@ current_weapon == 26
else_jump @GUNSLIGIRL_1970
Actor.GiveWeaponAndAmmo(20@, Sawnoff, 8000)
return
:GUNSLIGIRL_1970
if and
02D8: actor $PLAYER_ACTOR current_weapon == 27
82D8: not actor 20@ current_weapon == 27
else_jump @GUNSLIGIRL_2006
Actor.GiveWeaponAndAmmo(20@, CombatShotgun, 8000)
return
:GUNSLIGIRL_2006
if and
02D8: actor $PLAYER_ACTOR current_weapon == 28
82D8: not actor 20@ current_weapon == 28
else_jump @GUNSLIGIRL_2042
Actor.GiveWeaponAndAmmo(20@, MicroUzi, 8000)
return
:GUNSLIGIRL_2042
if and
02D8: actor $PLAYER_ACTOR current_weapon == 29
82D8: not actor 20@ current_weapon == 29
else_jump @GUNSLIGIRL_2078
Actor.GiveWeaponAndAmmo(20@, MP5, 8000)
return
:GUNSLIGIRL_2078
if and
02D8: actor $PLAYER_ACTOR current_weapon == 30
82D8: not actor 20@ current_weapon == 30
else_jump @GUNSLIGIRL_2114
Actor.GiveWeaponAndAmmo(20@, AK47, 8000)
return
:GUNSLIGIRL_2114
if and
02D8: actor $PLAYER_ACTOR current_weapon == 31
82D8: not actor 20@ current_weapon == 31
else_jump @GUNSLIGIRL_2150
Actor.GiveWeaponAndAmmo(20@, M4, 8000)
return
:GUNSLIGIRL_2150
if and
02D8: actor $PLAYER_ACTOR current_weapon == 32
82D8: not actor 20@ current_weapon == 32
else_jump @GUNSLIGIRL_2186
Actor.GiveWeaponAndAmmo(20@, Tec9, 8000)
return
:GUNSLIGIRL_2186
if and
02D8: actor $PLAYER_ACTOR current_weapon == 33
82D8: not actor 20@ current_weapon == 33
else_jump @GUNSLIGIRL_2222
Actor.GiveWeaponAndAmmo(20@, Rifle, 8000)
return
:GUNSLIGIRL_2222
if and
02D8: actor $PLAYER_ACTOR current_weapon == 34
82D8: not actor 20@ current_weapon == 34
else_jump @GUNSLIGIRL_2258
Actor.GiveWeaponAndAmmo(20@, SniperRifle, 8000)
return
:GUNSLIGIRL_2258
if and
02D8: actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor 20@ current_weapon == 35
else_jump @GUNSLIGIRL_2294
Actor.GiveWeaponAndAmmo(20@, RPG, 8000)
return
:GUNSLIGIRL_2294
if and
02D8: actor $PLAYER_ACTOR current_weapon == 36
82D8: not actor 20@ current_weapon == 36
else_jump @GUNSLIGIRL_2330
Actor.GiveWeaponAndAmmo(20@, HeatSeek, 8000)
return
:GUNSLIGIRL_2330
if and
02D8: actor $PLAYER_ACTOR current_weapon == 37
82D8: not actor 20@ current_weapon == 37
else_jump @GUNSLIGIRL_2366
Actor.GiveWeaponAndAmmo(20@, FlameThrower, 8000)
return
:GUNSLIGIRL_2366
if and
02D8: actor $PLAYER_ACTOR current_weapon == 38
82D8: not actor 20@ current_weapon == 38
else_jump @GUNSLIGIRL_2402
Actor.GiveWeaponAndAmmo(20@, Minigun, 8000)
return
:GUNSLIGIRL_2402
if and
02D8: actor $PLAYER_ACTOR current_weapon == 41
82D8: not actor 20@ current_weapon == 41
else_jump @GUNSLIGIRL_2438
Actor.GiveWeaponAndAmmo(20@, SprayPaint, 8000)
return
:GUNSLIGIRL_2438
return
:GUNSLIGIRL_2440
if and
02D8: actor $PLAYER_ACTOR current_weapon == 0
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2476
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2476
if and
02D8: actor $PLAYER_ACTOR current_weapon == 1
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2512
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2512
if and
02D8: actor $PLAYER_ACTOR current_weapon == 2
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2548
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2548
if and
02D8: actor $PLAYER_ACTOR current_weapon == 3
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2584
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2584
if and
02D8: actor $PLAYER_ACTOR current_weapon == 4
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2620
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2620
if and
02D8: actor $PLAYER_ACTOR current_weapon == 5
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2656
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2656
if and
02D8: actor $PLAYER_ACTOR current_weapon == 6
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2692
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2692
if and
02D8: actor $PLAYER_ACTOR current_weapon == 7
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2728
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2728
if and
02D8: actor $PLAYER_ACTOR current_weapon == 8
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2764
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2764
if and
02D8: actor $PLAYER_ACTOR current_weapon == 9
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2800
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2800
if and
02D8: actor $PLAYER_ACTOR current_weapon == 10
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2836
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2836
if and
02D8: actor $PLAYER_ACTOR current_weapon == 11
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2872
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2872
if and
02D8: actor $PLAYER_ACTOR current_weapon == 12
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2908
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2908
if and
02D8: actor $PLAYER_ACTOR current_weapon == 13
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2944
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2944
if and
02D8: actor $PLAYER_ACTOR current_weapon == 14
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_2980
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_2980
if and
02D8: actor $PLAYER_ACTOR current_weapon == 15
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_3016
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_3016
if and
02D8: actor $PLAYER_ACTOR current_weapon == 22
82D8: not actor 30@ current_weapon == 22
else_jump @GUNSLIGIRL_3052
Actor.GiveWeaponAndAmmo(30@, Pistol, 8000)
return
:GUNSLIGIRL_3052
if and
02D8: actor $PLAYER_ACTOR current_weapon == 23
82D8: not actor 30@ current_weapon == 23
else_jump @GUNSLIGIRL_3088
Actor.GiveWeaponAndAmmo(30@, Silenced, 8000)
return
:GUNSLIGIRL_3088
if and
02D8: actor $PLAYER_ACTOR current_weapon == 24
82D8: not actor 30@ current_weapon == 24
else_jump @GUNSLIGIRL_3124
Actor.GiveWeaponAndAmmo(30@, DesertEagle, 8000)
return
:GUNSLIGIRL_3124
if and
02D8: actor $PLAYER_ACTOR current_weapon == 25
82D8: not actor 30@ current_weapon == 25
else_jump @GUNSLIGIRL_3160
Actor.GiveWeaponAndAmmo(30@, Shotgun, 8000)
return
:GUNSLIGIRL_3160
if and
02D8: actor $PLAYER_ACTOR current_weapon == 26
82D8: not actor 30@ current_weapon == 26
else_jump @GUNSLIGIRL_3196
Actor.GiveWeaponAndAmmo(30@, Sawnoff, 8000)
return
:GUNSLIGIRL_3196
if and
02D8: actor $PLAYER_ACTOR current_weapon == 27
82D8: not actor 30@ current_weapon == 27
else_jump @GUNSLIGIRL_3232
Actor.GiveWeaponAndAmmo(30@, CombatShotgun, 8000)
return
:GUNSLIGIRL_3232
if and
02D8: actor $PLAYER_ACTOR current_weapon == 28
82D8: not actor 30@ current_weapon == 28
else_jump @GUNSLIGIRL_3268
Actor.GiveWeaponAndAmmo(30@, MicroUzi, 8000)
return
:GUNSLIGIRL_3268
if and
02D8: actor $PLAYER_ACTOR current_weapon == 29
82D8: not actor 30@ current_weapon == 29
else_jump @GUNSLIGIRL_3304
Actor.GiveWeaponAndAmmo(30@, MP5, 8000)
return
:GUNSLIGIRL_3304
if and
02D8: actor $PLAYER_ACTOR current_weapon == 30
82D8: not actor 30@ current_weapon == 30
else_jump @GUNSLIGIRL_3340
Actor.GiveWeaponAndAmmo(30@, AK47, 8000)
return
:GUNSLIGIRL_3340
if and
02D8: actor $PLAYER_ACTOR current_weapon == 31
82D8: not actor 30@ current_weapon == 31
else_jump @GUNSLIGIRL_3376
Actor.GiveWeaponAndAmmo(30@, M4, 8000)
return
:GUNSLIGIRL_3376
if and
02D8: actor $PLAYER_ACTOR current_weapon == 32
82D8: not actor 30@ current_weapon == 32
else_jump @GUNSLIGIRL_3412
Actor.GiveWeaponAndAmmo(30@, Tec9, 8000)
return
:GUNSLIGIRL_3412
if and
02D8: actor $PLAYER_ACTOR current_weapon == 33
82D8: not actor 30@ current_weapon == 33
else_jump @GUNSLIGIRL_3448
Actor.GiveWeaponAndAmmo(30@, Rifle, 8000)
return
:GUNSLIGIRL_3448
if and
02D8: actor $PLAYER_ACTOR current_weapon == 34
82D8: not actor 30@ current_weapon == 34
else_jump @GUNSLIGIRL_3484
Actor.GiveWeaponAndAmmo(30@, SniperRifle, 8000)
return
:GUNSLIGIRL_3484
if and
02D8: actor $PLAYER_ACTOR current_weapon == 35
82D8: not actor 30@ current_weapon == 35
else_jump @GUNSLIGIRL_3520
Actor.GiveWeaponAndAmmo(30@, RPG, 8000)
return
:GUNSLIGIRL_3520
if and
02D8: actor $PLAYER_ACTOR current_weapon == 36
82D8: not actor 30@ current_weapon == 36
else_jump @GUNSLIGIRL_3556
Actor.GiveWeaponAndAmmo(30@, HeatSeek, 8000)
return
:GUNSLIGIRL_3556
if and
02D8: actor $PLAYER_ACTOR current_weapon == 37
82D8: not actor 30@ current_weapon == 37
else_jump @GUNSLIGIRL_3592
Actor.GiveWeaponAndAmmo(30@, FlameThrower, 8000)
return
:GUNSLIGIRL_3592
if and
02D8: actor $PLAYER_ACTOR current_weapon == 38
82D8: not actor 30@ current_weapon == 38
else_jump @GUNSLIGIRL_3628
Actor.GiveWeaponAndAmmo(30@, Minigun, 8000)
return
:GUNSLIGIRL_3628
if and
02D8: actor $PLAYER_ACTOR current_weapon == 41
82D8: not actor 30@ current_weapon == 41
else_jump @GUNSLIGIRL_3664
Actor.GiveWeaponAndAmmo(30@, SprayPaint, 8000)
return
:GUNSLIGIRL_3664
return
:GUNSLIGIRL_3666
if
86EE: not actor 30@ in_group $PLAYER_GROUP
else_jump @GUNSLIGIRL_3693
0631: put_actor 30@ in_group $PLAYER_GROUP
:GUNSLIGIRL_3693
062E: get_actor 30@ task 1506 status_store_to 6@ // ret 7 if not found
if or
02E0: actor 30@ firing_weapon
Actor.Driving($PLAYER_ACTOR)
not 6@ == 7
else_jump @GUNSLIGIRL_3734
return
:GUNSLIGIRL_3734
0A8D: 0@ = read_memory 12010640 size 4 virtual_protect 0
0@ += 4
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
1@ = 0
:GUNSLIGIRL_3774
0A8D: 23@ = read_memory 0@ size 1 virtual_protect 0
0@ += 1
if and
23@ >= 0
128 > 23@
else_jump @GUNSLIGIRL_4175
005A: 23@ += 1@ // (int)
if and
056D: actor 23@ defined
not Actor.Dead(23@)
else_jump @GUNSLIGIRL_4175
if and
not Actor.Model(23@) == #SPECIAL01
not Actor.Model(23@) == #SPECIAL02
not Actor.Model(23@) == #SPECIAL03
not Actor.Model(23@) == #SPECIAL04
not Actor.Model(23@) == #SPECIAL05
not Actor.Model(23@) == #SPECIAL10
else_jump @GUNSLIGIRL_4175
04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if and
803B: not 30@ == 23@ // (int)
803C: not $PLAYER_ACTOR == 23@ // (int)
86EE: not actor 23@ in_group $PLAYER_GROUP
00FE: actor 23@ sphere 0 in_sphere 3@ 4@ 5@ radius 30.0 30.0 20.0
00FE: actor 30@ sphere 0 in_sphere 3@ 4@ 5@ radius 10.0 10.0 20.0
else_jump @GUNSLIGIRL_4175
if or
Actor.Animation(23@) == "FIGHTSH_FWD"
02E0: actor 23@ firing_weapon
else_jump @GUNSLIGIRL_4175
07A5: AS_actor 30@ attack_actor 23@ time 4000
wait 2000
if
not Actor.Dead(20@)
else_jump @GUNSLIGIRL_4175
062E: get_actor 20@ task 1506 status_store_to 6@ // ret 7 if not found
if and
00FE: actor 20@ sphere 0 in_sphere 3@ 4@ 5@ radius 10.0 10.0 20.0
82E0: not actor 20@ firing_weapon
6@ == 7
else_jump @GUNSLIGIRL_4175
07A5: AS_actor 20@ attack_actor 23@ time 4000
:GUNSLIGIRL_4175
1@ += 256
1@ > 35584
else_jump @GUNSLIGIRL_3774
return
:GUNSLIGIRL_4202
if
86EE: not actor 20@ in_group $PLAYER_GROUP
else_jump @GUNSLIGIRL_4229
0631: put_actor 20@ in_group $PLAYER_GROUP
:GUNSLIGIRL_4229
062E: get_actor 20@ task 1506 status_store_to 6@ // ret 7 if not found
if or
02E0: actor 20@ firing_weapon
Actor.Driving($PLAYER_ACTOR)
not 6@ == 7
else_jump @GUNSLIGIRL_4270
return
:GUNSLIGIRL_4270
0A8D: 0@ = read_memory 12010640 size 4 virtual_protect 0
0@ += 4
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
1@ = 0
:GUNSLIGIRL_4310
0A8D: 23@ = read_memory 0@ size 1 virtual_protect 0
0@ += 1
if and
23@ >= 0
128 > 23@
else_jump @GUNSLIGIRL_4711
005A: 23@ += 1@ // (int)
if and
056D: actor 23@ defined
not Actor.Dead(23@)
else_jump @GUNSLIGIRL_4711
if and
not Actor.Model(23@) == #SPECIAL01
not Actor.Model(23@) == #SPECIAL02
not Actor.Model(23@) == #SPECIAL03
not Actor.Model(23@) == #SPECIAL04
not Actor.Model(23@) == #SPECIAL05
not Actor.Model(23@) == #SPECIAL10
else_jump @GUNSLIGIRL_4711
04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if and
803B: not 20@ == 23@ // (int)
803C: not $PLAYER_ACTOR == 23@ // (int)
86EE: not actor 23@ in_group $PLAYER_GROUP
00FE: actor 23@ sphere 0 in_sphere 3@ 4@ 5@ radius 30.0 30.0 20.0
00FE: actor 20@ sphere 0 in_sphere 3@ 4@ 5@ radius 10.0 10.0 20.0
else_jump @GUNSLIGIRL_4711
if or
Actor.Animation(23@) == "FIGHTSH_FWD"
02E0: actor 23@ firing_weapon
else_jump @GUNSLIGIRL_4711
07A5: AS_actor 20@ attack_actor 23@ time 4000
wait 2000
if
not Actor.Dead(30@)
else_jump @GUNSLIGIRL_4711
062E: get_actor 30@ task 1506 status_store_to 6@ // ret 7 if not found
if and
00FE: actor 30@ sphere 0 in_sphere 3@ 4@ 5@ radius 10.0 10.0 20.0
82E0: not actor 30@ firing_weapon
6@ == 7
else_jump @GUNSLIGIRL_4711
07A5: AS_actor 30@ attack_actor 23@ time 4000
:GUNSLIGIRL_4711
1@ += 256
1@ > 35584
else_jump @GUNSLIGIRL_4310
return
:GUNSLIGIRL_4738
if and
Model.Available(#MECGRL3)
Model.Available(#COPGRL3)
Model.Available(#CROGRL3)
Model.Available(#GUNGRL3)
Model.Available(#CHROMEGUN)
Model.Available(#COLT45)
else_jump @GUNSLIGIRL_4781
return
:GUNSLIGIRL_4781
if
not Model.Available(#MECGRL3)
else_jump @GUNSLIGIRL_4802
Model.Load(#MECGRL3)
:GUNSLIGIRL_4802
if
not Model.Available(#COPGRL3)
else_jump @GUNSLIGIRL_4823
Model.Load(#COPGRL3)
:GUNSLIGIRL_4823
if
not Model.Available(#CROGRL3)
else_jump @GUNSLIGIRL_4844
Model.Load(#CROGRL3)
:GUNSLIGIRL_4844
if
not Model.Available(#GUNGRL3)
else_jump @GUNSLIGIRL_4865
Model.Load(#GUNGRL3)
:GUNSLIGIRL_4865
if
not Model.Available(#CHROMEGUN)
else_jump @GUNSLIGIRL_4886
Model.Load(#CHROMEGUN)
:GUNSLIGIRL_4886
if
not Model.Available(#COLT45)
else_jump @GUNSLIGIRL_4907
Model.Load(#COLT45)
:GUNSLIGIRL_4907
038B: load_requested_models
wait 2000
jump @GUNSLIGIRL_4738
Hi.
I've edited a code that spawns a female player with key 4 and goes away with key 6.
She shoots anyone that attacks me. But what I want is her to shoot any cop that runs to me when I have a wanted level. I got tired of getting arrested with 1 miserable wanted level.
Oh and I also want her to shoot anyone running to me with a hostile attitude. She waits until a bullet hits me before attacking... that's not effective.
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