#1 28-10-2015 23:20

Dr. Schnellinger
From: Levin St. Silent Hill.
Registered: 27-03-2015
Posts: 2

Make players shoot cops with wanted level 1 or more

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.

Last edited by Dr. Schnellinger (28-10-2015 23:24)

Offline

#2 29-10-2015 14:08

НикИТОС
Registered: 05-06-2013
Posts: 133
Website

Re: Make players shoot cops with wanted level 1 or more

Dr. Schnellinger wrote:

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.

Firstly, you can use 010F to check player's wanted level.
Secondly, can you show original code?

Offline

#3 02-11-2015 23:56

Dr. Schnellinger
From: Levin St. Silent Hill.
Registered: 27-03-2015
Posts: 2

Re: Make players shoot cops with wanted level 1 or more

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

Last edited by Dr. Schnellinger (03-11-2015 00:07)

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