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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)
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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.
Firstly, you can use 010F to check player's wanted level.
Secondly, can you show original code?
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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
Last edited by Dr. Schnellinger (03-11-2015 00:07)
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