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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
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
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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