#1 06-08-2008 09:36

Agenzvell
From: Windows/system32
Registered: 28-08-2007
Posts: 109
Website

[ SA | WIL] Реалистичная военка.

Добавил по просьбам трудящихся.

{$CLEO}

:1
wait 0
0000: NOP
thread 'mltbase'

:2
wait 100
if
Player.Defined($PLAYER_CHAR)
jf @2
Model.Load(#ARMY)
Model.Load(#M4)
038B: load_requested_models 

:3
wait 100
if and
Model.Available(#ARMY)
Model.Available(#M4)
jf @3

:4
wait 1000
1@ = Actor.Create(Cop, #ARMY, 112.39, 1931.193, 17.77)
01B2: give_actor 1@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 1@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 1@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 1@ unknown_set 20.0 unknown_flag 1 
2@ = Actor.Create(Cop, #ARMY, 125.135, 1916.59, 17.9)
01B2: give_actor 2@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 2@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 2@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(2@) = 85
074E: unknown_actor 2@ unknown_set 30.0 unknown_flag 1 
3@ = Actor.Create(Cop, #ARMY, 131.37, 1821.139, 16.6)
01B2: give_actor 3@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 3@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 3@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(3@) = 80
074E: unknown_actor 3@ unknown_set 30.0 unknown_flag 1 
4@ = Actor.Create(Cop, #ARMY, 163.458, 1824.58, 17.64)
Actor.Angle(4@) = 180.123
01B2: give_actor 4@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 4@ task_set 200.0 // float 
Actor.WeaponAccuracy(4@) = 85
074E: unknown_actor 4@ unknown_set 30.0 unknown_flag 1 
5@ = Actor.Create(Cop, #ARMY, 189.91, 1916.399, 16.64)
01B2: give_actor 5@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 5@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 5@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(5@) = 85
074E: unknown_actor 5@ unknown_set 30.0 unknown_flag 1 
6@ = Actor.Create(Cop, #ARMY, 191.535, 1809.588, 16.641)
01B2: give_actor 6@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 6@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 6@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(6@) = 85
074E: unknown_actor 6@ unknown_set 30.0 unknown_flag 1 
7@ = Actor.Create(Cop, #ARMY, 195.36, 1872.92, 16.64)
01B2: give_actor 7@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 7@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 7@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(7@) = 85
074E: unknown_actor 7@ unknown_set 20.0 unknown_flag 1 
8@ = Actor.Create(Cop, #ARMY, 108.673, 1886.18, 17.04)
01B2: give_actor 8@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 8@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 8@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(8@) = 85     
074E: unknown_actor 8@ unknown_set 30.0 unknown_flag 1 
9@ = Actor.Create(Cop, #ARMY, 173.671, 1886.841, 19.9)
01B2: give_actor 9@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 9@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 9@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(9@) = 85
074E: unknown_actor 9@ unknown_set 30.0 unknown_flag 1 
10@ = Actor.Create(Cop, #ARMY, 249.99, 1874.78, 19.6)
01B2: give_actor 10@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 10@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 10@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(10@) = 85
074E: unknown_actor 10@ unknown_set 30.0 unknown_flag 1 
11@ = Actor.Create(Cop, #ARMY, 224.26, 1916.79, 16.64)
01B2: give_actor 11@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 11@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 11@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(11@) = 85
074E: unknown_actor 11@ unknown_set 30.0 unknown_flag 1 
12@ = Actor.Create(Cop, #ARMY, 209.07, 1833.63, 16.64)
Actor.Angle(12@) = 346.579
01B2: give_actor 12@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 12@ task_set 200.0 // float 
Actor.WeaponAccuracy(12@) = 85
074E: unknown_actor 12@ unknown_set 30.0 unknown_flag 1 
13@ = Actor.Create(Cop, #ARMY, 268.027, 1862.269, 17.64)
01B2: give_actor 13@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 13@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 13@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(13@) = 85
074E: unknown_actor 13@ unknown_set 30.0 unknown_flag 1 
14@ = Actor.Create(Cop, #ARMY, 221.16, 1858.28, 20.63)
01B2: give_actor 14@ weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(14@) = 90
0648: unknown_actor 14@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 14@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(14@) = 90
074E: unknown_actor 14@ unknown_set 30.0 unknown_flag 1 
15@ = Actor.Create(Cop, #ARMY, 218.45, 1820.78, 16.64)
01B2: give_actor 15@ weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(15@) = 90
0648: unknown_actor 15@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 15@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy(15@) = 80
074E: unknown_actor 15@ unknown_set 30.0 unknown_flag 1

:5
wait 100
if or
0118:   actor $PLAYER_ACTOR dead
0741:   actor $PLAYER_ACTOR busted 
jf @5
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(5@)
Actor.RemoveReferences(6@) 
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Model.Destroy(#ARMY)
Model.Destroy(#M4)
jump @2

Осталось добавить вышки, а так нормально, проводится патруль территории. Практически скопипастил с оригинальной миссии Black Project (где надо было проникнуть в лабораторию и угнать jetpack).

Last edited by Agenzvell (06-08-2008 15:49)

Offline

#2 06-08-2008 10:27

Noob
Registered: 28-06-2008
Posts: 44

Re: [ SA | WIL] Реалистичная военка.

[img align=с]http://s39.radikal.ru/i086/0808/ea/c66d46573a19.jpg[/img]

Offline

#3 06-08-2008 10:38

Fess
Registered: 29-04-2008
Posts: 62

Re: [ SA | WIL] Реалистичная военка.

@Noob - замени на:

038B: load_requested_models

Offline

#4 27-08-2008 10:45

Noob
Registered: 28-06-2008
Posts: 44

Re: [ SA | WIL] Реалистичная военка.

Сделайте так, чтобы военных было намного больше, ходили они и внутри. И еще - как сделать, чтобы когда они увидели меня, то сразу мочили?

Offline

#5 29-08-2008 06:56

VcSaJen
Registered: 25-08-2006
Posts: 217

Re: [ SA | WIL] Реалистичная военка.

Нуб wrote:

И еще - как сделать, чтобы когда они увидели меня, то сразу мочили?

А в скрипте такого нету? Если нет, то добавь следующие строчки:

    060A: create_decision_maker_type 2 store_to 31@ 
    0709: set_decision_maker 31@ on_event 36 {EVENT_ACQUAINTANCE_PED_HATE} taskID 0x400 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1
    060B: set_actor 0@ decision_maker_to 31@
    077A: set_actor 0@ acquaintance 4 {hate} to_actors_pedtype 0 //Педтип игрока
    077A: set_actor 0@ acquaintance 4 {hate} to_actors_pedtype 8 //Педтип банды Grove
    0350: set_actor 0@ maintain_position_when_attacked 1 
    0568: set_actor 0@ targetable 1

P.S. Так можно заставить нападать на определённые педтипы


[small][/small]

Offline

#6 30-08-2008 12:07

Noob
Registered: 28-06-2008
Posts: 44

Re: [ SA | WIL] Реалистичная военка.

Добавил, но игра стала вылетать. Скажи в какое место именно это нужно вставить?

Offline

#7 30-08-2008 12:33

Capushon
Registered: 13-08-2006
Posts: 352
Website

Re: [ SA | WIL] Реалистичная военка.

@Noob -

Скажи в какое место именно это нужно вставить?

А как насчёт "подумать самому" ? Почитать учебник, справку?


Сначала ты надежда и гордость,
Потом о спину ломают аршин. (c)БГ

Offline

#8 31-08-2008 23:25

Noob
Registered: 28-06-2008
Posts: 44

Re: [ SA | WIL] Реалистичная военка.

Дак я подумал, но из игры вылетать стало. Че трудно подсказать что-ли?

Offline

#9 01-09-2008 02:47

VcSaJen
Registered: 25-08-2006
Posts: 217

Re: [ SA | WIL] Реалистичная военка.

Напиши эти команды не для 0@, а повтори для 1@, 2@, 3@, 4@ ... 15@ актёров.


[small][/small]

Offline

#10 01-09-2008 05:59

Noob
Registered: 28-06-2008
Posts: 44

Re: [ SA | WIL] Реалистичная военка.

Пожалуста напиши готовый скрипт, извиняюсь за наглость, ну ниче не выходит у меня!

Offline

#11 17-10-2008 17:08

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

А вот мой вариант военной базы, половина тоже взята из миссии "Черный проект"

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
var
12@ : float
0@ : float
$ARMYS_PEDICS : array 23 of Actor
end
13@ = 0
14@ = 0
15@ = 0
16@ = 0
17@ = 0
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
23@ = 0
24@ = 0
25@ = 0
26@ = 0
27@ = 0
28@ = 0
29@ = 0
30@ = 0
31@ = 0
32@ = 0
33@ = 0 

:NONAME_2
wait 0 
if and
  $ONMISSION == 0 
00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 250.0 300.0 
jf @NONAME_2 
Model.Load(#ARMY)
Model.Load(#SNIPER)
model.Load(#RHINO)
model.Load(#BULLET)
038B: load_requested_models 
jump @NONAME_88 

:NONAME_88
wait 0 
if and
   Model.Available(#ARMY)
   Model.Available(#SNIPER)
   model.Available(#RHINO)
   model.Available(#BULLET)
   $ARMYS_PEDICS[1] == -1
   $ARMYS_PEDICS[2] == -1
   $ARMYS_PEDICS[3] == -1
   $ARMYS_PEDICS[4] == -1
   $ARMYS_PEDICS[5] == -1
jf @NONAME_88 
if
   $ARMYS_PEDICS[6] == -1
   $ARMYS_PEDICS[7] == -1
   8@ == -1
   $ARMYS_PEDICS[8] == -1
   $ARMYS_PEDICS[9] == -1 
   $ARMYS_PEDICS[10] == -1 
   $ARMYS_PEDICS[11] == -1 
   $ARMYS_PEDICS[12] == -1 
   $ARMYS_PEDICS[13] == -1 
   $ARMYS_PEDICS[14] == -1 
   $ARMYS_PEDICS[15] == -1 
   $ARMYS_PEDICS[16] == -1 
   $ARMYS_PEDICS[17] == -1 
   $ARMYS_PEDICS[18] == -1 
   $ARMYS_PEDICS[19] == -1 
   $ARMYS_PEDICS[20] == -1 
   $ARMYS_PEDICS[21] == -1 
   $ARMYS_PEDICS[22] == -1 
   $ARMYS_PEDICS[23] == -1 
   00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 300.0 300.0 
jf @NONAME_88 
$ARMYS_PEDICS[1] = Actor.Create(Cop, #ARMY, 103.9055, 1900.535, 33.898440)
Actor.Angle($ARMYS_PEDICS[1]) = 6.0802
01B2: give_actor $ARMYS_PEDICS[1] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[1] stay_put 1
060B: set_actor $ARMYS_PEDICS[1] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[1]) = 100
$ARMYS_PEDICS[2] = Actor.Create(Cop, #ARMY, 113.3839, 1814.261, 33.898440)
Actor.Angle($ARMYS_PEDICS[2]) = 5.0273
01B2: give_actor $ARMYS_PEDICS[2] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[2] stay_put 1
060B: set_actor $ARMYS_PEDICS[2] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[2]) = 100
$ARMYS_PEDICS[3] = Actor.Create(Cop, #ARMY, 165.6023, 1850.07, 33.898440)
Actor.Angle($ARMYS_PEDICS[3]) = 5.0273
01B2: give_actor $ARMYS_PEDICS[3] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[3] stay_put 1
060B: set_actor $ARMYS_PEDICS[3] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[3]) = 100
$ARMYS_PEDICS[4] = Actor.Create(Cop, #ARMY, 261.8728, 1807.938, 33.898440)
Actor.Angle($ARMYS_PEDICS[4]) = 5.0273
01B2: give_actor $ARMYS_PEDICS[4] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[4] stay_put 1
060B: set_actor $ARMYS_PEDICS[4] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[4]) = 100
$ARMYS_PEDICS[5] = Actor.Create(Cop, #ARMY, 267.1389, 1895.485, 33.898440)
Actor.Angle($ARMYS_PEDICS[5]) = 119.7683
01B2: give_actor $ARMYS_PEDICS[5] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[5] stay_put 1
060B: set_actor $ARMYS_PEDICS[5] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[5]) = 100
$ARMYS_PEDICS[6] = Actor.Create(Cop, #ARMY, 161.9575, 1933.342, 33.898440)
Actor.Angle($ARMYS_PEDICS[6]) = 119.7683
01B2: give_actor $ARMYS_PEDICS[6] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[6] stay_put 1
060B: set_actor $ARMYS_PEDICS[6] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[6]) = 100
$ARMYS_PEDICS[7] = Actor.Create(Cop, #ARMY, 233.6724, 1934.623, 33.898440)
Actor.Angle($ARMYS_PEDICS[7]) = 119.7683
01B2: give_actor $ARMYS_PEDICS[7] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[7] stay_put 1 
060B: set_actor $ARMYS_PEDICS[7] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[7]) = 100
8@ = Car.Create(#RHINO, 159.0842, 1900.98, 18.74702)
0129: $ARMYS_PEDICS[8] = create_actor_pedtype 23 model #Army in_car 8@ driverseat
Car.SetImmunities(8@, 1, 1, 1, 1, 1)
032B: $SUPER_MEGA_MINIGUN_EEEEEEEE = create_weapon_pickup #MINIGUN group 15 ammo 5000 at 213.2 1812.0 21.9
032B: $SUPER_MEGA_JETPACK_EEEEEEEE = create_weapon_pickup #JETPACK group 15 ammo 60 at 209.8 1812.0 21.9 
$SUPER_MEGA_CAR_BAULLLLLLET = Car.Create(#BULLET, 276.3474, 1936.609, 17.64063)
car.Angle($SUPER_MEGA_CAR_BAULLLLLLET) = 270
Car.SetImmunities($SUPER_MEGA_CAR_BAULLLLLLET, 1, 1, 1, 1, 1)
$ARMYS_PEDICS[9] = Actor.Create(Cop, #ARMY, 112.39, 1931.193, 17.77)
01B2: give_actor $ARMYS_PEDICS[9] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[9] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[9] to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor $ARMYS_PEDICS[9] unknown_set 20.0 unknown_flag 1 
$ARMYS_PEDICS[10] = Actor.Create(Cop, #ARMY, 125.135, 1916.59, 17.9)
01B2: give_actor $ARMYS_PEDICS[10] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[10] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[10] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[10]) = 85
074E: unknown_actor $ARMYS_PEDICS[10] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[11] = Actor.Create(Cop, #ARMY, 131.37, 1821.139, 16.6)
01B2: give_actor $ARMYS_PEDICS[11] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[11] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[11] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[11]) = 80
074E: unknown_actor $ARMYS_PEDICS[11] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[12] = Actor.Create(Cop, #ARMY, 163.458, 1824.58, 17.64)
Actor.Angle($ARMYS_PEDICS[12]) = 180.123
01B2: give_actor $ARMYS_PEDICS[12] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[12] task_set 200.0 // float 
Actor.WeaponAccuracy($ARMYS_PEDICS[12]) = 85
074E: unknown_actor $ARMYS_PEDICS[12] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[13] = Actor.Create(Cop, #ARMY, 189.91, 1916.399, 16.64)
01B2: give_actor $ARMYS_PEDICS[13] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[13] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[13] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[13]) = 85
074E: unknown_actor $ARMYS_PEDICS[13] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[14] = Actor.Create(Cop, #ARMY, 191.535, 1809.588, 16.641)
01B2: give_actor $ARMYS_PEDICS[14] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[14] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[14] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[14]) = 85
074E: unknown_actor $ARMYS_PEDICS[14] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[15] = Actor.Create(Cop, #ARMY, 195.36, 1872.92, 16.64)
01B2: give_actor $ARMYS_PEDICS[15] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[15] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[15] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[15]) = 85
074E: unknown_actor $ARMYS_PEDICS[15] unknown_set 20.0 unknown_flag 1 
$ARMYS_PEDICS[16] = Actor.Create(Cop, #ARMY, 108.673, 1886.18, 17.04)
01B2: give_actor $ARMYS_PEDICS[16] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[16] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[16] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[16]) = 85     
074E: unknown_actor $ARMYS_PEDICS[16] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[17] = Actor.Create(Cop, #ARMY, 173.671, 1886.841, 19.9)
01B2: give_actor $ARMYS_PEDICS[17] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[17] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[17] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[17]) = 85
074E: unknown_actor $ARMYS_PEDICS[17] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[18] = Actor.Create(Cop, #ARMY, 249.99, 1874.78, 19.6)
01B2: give_actor $ARMYS_PEDICS[18] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[18] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[18] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[18]) = 85
074E: unknown_actor $ARMYS_PEDICS[18] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[19] = Actor.Create(Cop, #ARMY, 224.26, 1916.79, 16.64)
01B2: give_actor $ARMYS_PEDICS[19] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[19] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[19] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[19]) = 85
074E: unknown_actor $ARMYS_PEDICS[19] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[20] = Actor.Create(Cop, #ARMY, 209.07, 1833.63, 16.64)
Actor.Angle($ARMYS_PEDICS[20]) = 346.579
01B2: give_actor $ARMYS_PEDICS[20] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[20] task_set 200.0 // float 
Actor.WeaponAccuracy($ARMYS_PEDICS[20]) = 85
074E: unknown_actor $ARMYS_PEDICS[20] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[21] = Actor.Create(Cop, #ARMY, 268.027, 1862.269, 17.64)
01B2: give_actor $ARMYS_PEDICS[21] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[21] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[21] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[21]) = 85
074E: unknown_actor $ARMYS_PEDICS[21] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[22] = Actor.Create(Cop, #ARMY, 221.16, 1858.28, 20.63)
01B2: give_actor $ARMYS_PEDICS[22] weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy($ARMYS_PEDICS[22]) = 90
0648: unknown_actor $ARMYS_PEDICS[22] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[22] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[22]) = 90
074E: unknown_actor $ARMYS_PEDICS[22] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[23] = Actor.Create(Cop, #ARMY, 218.45, 1820.78, 16.64)
01B2: give_actor $ARMYS_PEDICS[23] weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy($ARMYS_PEDICS[23]) = 90
0648: unknown_actor $ARMYS_PEDICS[23] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[23] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[23]) = 80
074E: unknown_actor $ARMYS_PEDICS[23] unknown_set 30.0 unknown_flag 1
for 1@ = 1 to 23
    060A: create_decision_maker_type 2 store_to 3@ 
    0709: set_decision_maker 3@ on_event 36 {EVENT_ACQUAINTANCE_PED_HATE} taskID 0x400 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1
    060B: set_actor $ARMYS_PEDICS[1@] decision_maker_to 3@
    077A: set_actor $ARMYS_PEDICS[1@] acquaintance 4 {hate} to_actors_pedtype 0 //Педтип игрока
    077A: set_actor $ARMYS_PEDICS[1@] acquaintance 4 {hate} to_actors_pedtype 8 //Педтип банды Grove
    0350: set_actor $ARMYS_PEDICS[1@] maintain_position_when_attacked 1 
    0568: set_actor $ARMYS_PEDICS[1@] targetable 1
end
wait 1000 
model.Destroy(#RHINO)
model.Destroy(#BULLET)
model.Destroy(#ARMY)
model.Destroy(#SNIPER)
jump @NONAME_1855 

:NONAME_1855
wait 0
for 1@ = 1 to 7
if and
not actor.Dead($ARMYS_PEDICS[1@])
00F2:   actor $ARMYS_PEDICS[1@] near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
then
wait 1000
0634: AS_actor $ARMYS_PEDICS[1@] attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 2000 unknown 100 
end
end
if
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 97.77377 1940.441 cornerB 245.704300 1863.32
then
Car.SetMaxSpeed(8@, 50.0)
Car.DoorStatus(8@) = 2
0619: enable_actor $ARMYS_PEDICS[8] collision_detection 0 
Car.SetDriverBehaviour(8@, KillThePlayer)
00AE: set_car 8@ traffic_behaviour_to 2 
0423: set_car 8@ improved_handling_to 2.0 // (float) 
054A: set_actor $ARMYS_PEDICS[8] immune_to_car_headshots 0 
053F: set_car 8@ tires_vulnerability 0 
09C4: set_car 8@ gas_tank_explosion_enabled 0 
Car.Health(8@) = 3000
0526: set_actor $ARMYS_PEDICS[8] stay_in_car 1 
end
0819: 0@ = actor $PLAYER_ACTOR distance_from_ground 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5
if and
0@ <= 5.0
13@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 185.10 2111.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(13@,1)
end
if and
0@ <= 5.0
14@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 159.10 2093.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(14@,1)
end
if and
0@ <= 5.0
15@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 167.10 2056.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(15@,1)
end
if and
0@ <= 5.0
16@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 172.10 2027.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(16@,1)
end
if and
0@ <= 5.0
17@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 171.10 2000.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(17@,1)
end
if and
0@ <= 5.0
18@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 172.10 1964.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(18@,1)
end
if and
0@ <= 5.0
19@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 160.10 1956.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(19@,1)
end
if and
0@ <= 5.0
20@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 112.10 1953.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(20@,1)
end
if and
0@ <= 5.0
21@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 86.10 1942.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(21@,1)
end
if and
0@ <= 5.0
22@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 85.10 1906.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(22@,1)
end
if and
0@ <= 5.0
23@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 85.10 1978.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(23@,1)
end
if and
0@ <= 5.0
24@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 82.10 1847.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(24@,1)
end
if and
0@ <= 5.0
25@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 83.10 1812.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(25@,1)
end
if and
0@ <= 5.0
26@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 111.10 1789.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(26@,1)
end
if and
0@ <= 5.0
27@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 146.10 1786.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(27@,1)
end
if and
0@ <= 5.0
28@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 180.10 1785.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(28@,1)
end
if and
0@ <= 5.0
29@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 212.10 1784.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(29@,1)
end
if and
0@ <= 5.0
30@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 263.10 1785.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(30@,1)
end
if and
0@ <= 5.0
31@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 298.10 1769.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(31@,1)
end
if and
0@ <= 5.0
32@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 224.10 2102.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(32@,1)
end
if and
0@ <= 5.0
33@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 291.10 2099.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(33@,1)
end
if
80EC:   not actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 300.0 400.0
then
for 1@ = 1 to 23
actor.RemoveReferences($ARMYS_PEDICS[1@]) 
end
car.RemoveReferences(8@)
car.RemoveReferences($SUPER_MEGA_CAR_BAULLLLLLET)
0215: destroy_pickup $SUPER_MEGA_JETPACK_EEEEEEEE
0215: destroy_pickup $SUPER_MEGA_MINIGUN_EEEEEEEE 
13@ = 0
14@ = 0
15@ = 0
16@ = 0
17@ = 0
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
23@ = 0
24@ = 0
25@ = 0
26@ = 0
27@ = 0
28@ = 0
29@ = 0
30@ = 0
31@ = 0
32@ = 0
33@ = 0
jump @NONAME_2
end
wait 1000
jump @NONAME_1855

Ну какие будут пожелания, предложения, угрозы?

миниган с 5000 патронами, неуязвимую тачку, джетпак добавил просто так=)

ну в общем там стоят армейские на вышках со снайперскими винтовками и палят по игроку, когда он приблизится ближе чем на 60.0 чего-то(в общем единиц измерения расстояния в сане), еще добавил танк, который давит игрока гусеницами, патруль, изменил DM армейцев как показано в посте выше и еще заминировал поле вокруг базы

Last edited by Alien (19-10-2008 06:24)

Offline

#12 31-10-2008 18:47

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

Новая версия

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
var
12@ : float
0@ : float
$MY_FCKNG_PICKUP : array 13 of Pickup
$ARMYS_PEDICS : array 47 of Actor
end
2@ = 0
9@ = 0
13@ = 0
14@ = 0
15@ = 0
16@ = 0
17@ = 0
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
23@ = 0
24@ = 0
25@ = 0
26@ = 0
27@ = 0
28@ = 0
29@ = 0
30@ = 0
31@ = 0
32@ = 0
33@ = 0 
for 1@ = 1 to 47
$ARMYS_PEDICS[1@] = -1
end
:NONAME_2
wait 0 
if and
  $ONMISSION == 0 
00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 250.0 300.0 
jf @NONAME_2 
Model.Load(#ARMY)
Model.Load(#SNIPER)
model.Load(#RHINO)
model.load(2951)
038B: load_requested_models 
jump @NONAME_88 

:NONAME_88
wait 0 
if and
   model.Available(2951)
   Model.Available(#ARMY)
   Model.Available(#SNIPER)
   model.Available(#RHINO)
   00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 300.0 300.0 
jf @NONAME_88 
for 1@ = 1 to 47
if
$ARMYS_PEDICS[1@] <> -1
then
jump @NONAME_88
end
end
$ONMISSION = 1
$ARMYS_PEDICS[1] = Actor.Create(Cop, #ARMY, 103.9055, 1900.535, 33.898440)
Actor.Angle($ARMYS_PEDICS[1]) = 6.0802
01B2: give_actor $ARMYS_PEDICS[1] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[1] stay_put 1
060B: set_actor $ARMYS_PEDICS[1] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[1]) = 100
$ARMYS_PEDICS[2] = Actor.Create(Cop, #ARMY, 113.3839, 1814.261, 33.898440)
Actor.Angle($ARMYS_PEDICS[2]) = 5.0273
01B2: give_actor $ARMYS_PEDICS[2] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[2] stay_put 1
060B: set_actor $ARMYS_PEDICS[2] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[2]) = 100
$ARMYS_PEDICS[3] = Actor.Create(Cop, #ARMY, 165.6023, 1850.07, 33.898440)
Actor.Angle($ARMYS_PEDICS[3]) = 5.0273
01B2: give_actor $ARMYS_PEDICS[3] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[3] stay_put 1
060B: set_actor $ARMYS_PEDICS[3] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[3]) = 100
$ARMYS_PEDICS[4] = Actor.Create(Cop, #ARMY, 261.8728, 1807.938, 33.898440)
Actor.Angle($ARMYS_PEDICS[4]) = 5.0273
01B2: give_actor $ARMYS_PEDICS[4] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[4] stay_put 1
060B: set_actor $ARMYS_PEDICS[4] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[4]) = 100
$ARMYS_PEDICS[5] = Actor.Create(Cop, #ARMY, 267.1389, 1895.485, 33.898440)
Actor.Angle($ARMYS_PEDICS[5]) = 119.7683
01B2: give_actor $ARMYS_PEDICS[5] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[5] stay_put 1
060B: set_actor $ARMYS_PEDICS[5] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[5]) = 100
$ARMYS_PEDICS[6] = Actor.Create(Cop, #ARMY, 161.9575, 1933.342, 33.898440)
Actor.Angle($ARMYS_PEDICS[6]) = 119.7683
01B2: give_actor $ARMYS_PEDICS[6] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[6] stay_put 1
060B: set_actor $ARMYS_PEDICS[6] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[6]) = 100
$ARMYS_PEDICS[7] = Actor.Create(Cop, #ARMY, 233.6724, 1934.623, 33.898440)
Actor.Angle($ARMYS_PEDICS[7]) = 119.7683
01B2: give_actor $ARMYS_PEDICS[7] weapon 34 ammo 9999
0638: AS_actor $ARMYS_PEDICS[7] stay_put 1 
060B: set_actor $ARMYS_PEDICS[7] decision_maker_to 1
Actor.Health($ARMYS_PEDICS[7]) = 100
8@ = Car.Create(#RHINO, 159.0842, 1900.98, 18.74702)
0129: $ARMYS_PEDICS[8] = create_actor_pedtype 23 model #Army in_car 8@ driverseat
Car.SetImmunities(8@, 1, 1, 1, 1, 1)
$ARMYS_PEDICS[9] = Actor.Create(Cop, #ARMY, 112.39, 1931.193, 17.77)
01B2: give_actor $ARMYS_PEDICS[9] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[9] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[9] to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor $ARMYS_PEDICS[9] unknown_set 20.0 unknown_flag 1 
$ARMYS_PEDICS[10] = Actor.Create(Cop, #ARMY, 125.135, 1916.59, 17.9)
01B2: give_actor $ARMYS_PEDICS[10] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[10] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[10] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[10]) = 85
074E: unknown_actor $ARMYS_PEDICS[10] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[11] = Actor.Create(Cop, #ARMY, 131.37, 1821.139, 16.6)
01B2: give_actor $ARMYS_PEDICS[11] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[11] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[11] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[11]) = 80
074E: unknown_actor $ARMYS_PEDICS[11] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[12] = Actor.Create(Cop, #ARMY, 163.458, 1824.58, 17.64)
Actor.Angle($ARMYS_PEDICS[12]) = 180.123
01B2: give_actor $ARMYS_PEDICS[12] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[12] task_set 200.0 // float 
Actor.WeaponAccuracy($ARMYS_PEDICS[12]) = 85
074E: unknown_actor $ARMYS_PEDICS[12] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[13] = Actor.Create(Cop, #ARMY, 189.91, 1916.399, 16.64)
01B2: give_actor $ARMYS_PEDICS[13] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[13] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[13] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[13]) = 85
074E: unknown_actor $ARMYS_PEDICS[13] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[14] = Actor.Create(Cop, #ARMY, 191.535, 1809.588, 16.641)
01B2: give_actor $ARMYS_PEDICS[14] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[14] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[14] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[14]) = 85
074E: unknown_actor $ARMYS_PEDICS[14] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[15] = Actor.Create(Cop, #ARMY, 195.36, 1872.92, 16.64)
01B2: give_actor $ARMYS_PEDICS[15] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[15] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[15] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[15]) = 85
074E: unknown_actor $ARMYS_PEDICS[15] unknown_set 20.0 unknown_flag 1 
$ARMYS_PEDICS[16] = Actor.Create(Cop, #ARMY, 108.673, 1886.18, 17.04)
01B2: give_actor $ARMYS_PEDICS[16] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[16] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[16] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[16]) = 85     
074E: unknown_actor $ARMYS_PEDICS[16] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[17] = Actor.Create(Cop, #ARMY, 173.671, 1886.841, 19.9)
01B2: give_actor $ARMYS_PEDICS[17] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[17] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[17] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[17]) = 85
074E: unknown_actor $ARMYS_PEDICS[17] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[18] = Actor.Create(Cop, #ARMY, 249.99, 1874.78, 19.6)
01B2: give_actor $ARMYS_PEDICS[18] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[18] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[18] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[18]) = 85
074E: unknown_actor $ARMYS_PEDICS[18] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[19] = Actor.Create(Cop, #ARMY, 224.26, 1916.79, 16.64)
01B2: give_actor $ARMYS_PEDICS[19] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[19] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[19] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[19]) = 85
074E: unknown_actor $ARMYS_PEDICS[19] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[20] = Actor.Create(Cop, #ARMY, 209.07, 1833.63, 16.64)
Actor.Angle($ARMYS_PEDICS[20]) = 346.579
01B2: give_actor $ARMYS_PEDICS[20] weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[20] task_set 200.0 // float 
Actor.WeaponAccuracy($ARMYS_PEDICS[20]) = 85
074E: unknown_actor $ARMYS_PEDICS[20] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[21] = Actor.Create(Cop, #ARMY, 268.027, 1862.269, 17.64)
01B2: give_actor $ARMYS_PEDICS[21] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[21] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[21] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[21]) = 85
074E: unknown_actor $ARMYS_PEDICS[21] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[22] = Actor.Create(Cop, #ARMY, 221.16, 1858.28, 20.63)
01B2: give_actor $ARMYS_PEDICS[22] weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy($ARMYS_PEDICS[22]) = 90
0648: unknown_actor $ARMYS_PEDICS[22] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[22] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[22]) = 90
074E: unknown_actor $ARMYS_PEDICS[22] unknown_set 30.0 unknown_flag 1 
$ARMYS_PEDICS[23] = Actor.Create(Cop, #ARMY, 218.45, 1820.78, 16.64)
01B2: give_actor $ARMYS_PEDICS[23] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[23] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor $ARMYS_PEDICS[23] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[23]) = 80
074E: unknown_actor $ARMYS_PEDICS[23] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[24] = Actor.Create(Cop, #ARMY, 248.128, 1860.732, 8.76)
Actor.Angle($ARMYS_PEDICS[24]) = 266.82
01B2: give_actor $ARMYS_PEDICS[24] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[24] task_set 200.0 // float 
05DE: AS_actor $ARMYS_PEDICS[24] walk_around_ped_path 
Actor.WeaponAccuracy($ARMYS_PEDICS[24]) = 80
074E: unknown_actor $ARMYS_PEDICS[24] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[25] = Actor.Create(Cop, #ARMY, 245.1791, 1879.571, 10.4609)
Actor.Angle($ARMYS_PEDICS[25]) = 266.1505
01B2: give_actor $ARMYS_PEDICS[25] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[25] task_set 200.0 // float 
05DE: AS_actor $ARMYS_PEDICS[25] walk_around_ped_path 
Actor.WeaponAccuracy($ARMYS_PEDICS[25]) = 80
074E: unknown_actor $ARMYS_PEDICS[25] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[26] = Actor.Create(Cop, #ARMY, 245.1999, 1863.952, 7.5618)
Actor.Angle($ARMYS_PEDICS[26]) = 175.5655
01B2: give_actor $ARMYS_PEDICS[26] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[26] task_set 200.0 // float 
05DE: AS_actor $ARMYS_PEDICS[26] walk_around_ped_path 
Actor.WeaponAccuracy($ARMYS_PEDICS[26]) = 80
074E: unknown_actor $ARMYS_PEDICS[26] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[27] = Actor.Create(Cop, #ARMY, 261.9116, 1870.728, 7.7578)
Actor.Angle($ARMYS_PEDICS[27]) = 186.0656
01B2: give_actor $ARMYS_PEDICS[27] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[27] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 261.6897 1860.464 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.1913 1859.627 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.0048 1870.207 7.79 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 261.9116 1870.728 7.7578 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[27] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[27]) = 80
074E: unknown_actor $ARMYS_PEDICS[27] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[28] = Actor.Create(Cop, #ARMY, 243.0288, 1846.451, 7.765)
Actor.Angle($ARMYS_PEDICS[28]) = 270.7867
01B2: give_actor $ARMYS_PEDICS[28] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[28] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 255.3062 1846.276 7.7734 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.0288 1846.451 7.765 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[28] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[28]) = 80
074E: unknown_actor $ARMYS_PEDICS[28] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[29] = Actor.Create(Cop, #ARMY, 248.5208, 1806.681, 6.5619)
Actor.Angle($ARMYS_PEDICS[29]) = 0.0
01B2: give_actor $ARMYS_PEDICS[29] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[29] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 248.8298 1835.772 6.5471 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 248.5208 1809.681 6.5619 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[29] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[29]) = 80
074E: unknown_actor $ARMYS_PEDICS[29] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[30] = Actor.Create(Cop, #ARMY, 254.1943, 1835.365, 3.7175)
Actor.Angle($ARMYS_PEDICS[30]) = 271.2598
01B2: give_actor $ARMYS_PEDICS[30] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[30] task_set 200.0 // float 
05DE: AS_actor $ARMYS_PEDICS[30] walk_around_ped_path 
Actor.WeaponAccuracy($ARMYS_PEDICS[30]) = 80
074E: unknown_actor $ARMYS_PEDICS[30] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[31] = Actor.Create(Cop, #ARMY, 249.41, 1825.84, 4.7)
Actor.Angle($ARMYS_PEDICS[31]) = 180.5658
01B2: give_actor $ARMYS_PEDICS[31] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[31] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 249.63 1816.64 4.71 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.41 1825.84 4.7 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[31] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[31]) = 80
074E: unknown_actor $ARMYS_PEDICS[31] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[32] = Actor.Create(Cop, #ARMY, 236.5669, 1813.103, 6.4213)
Actor.Angle($ARMYS_PEDICS[32]) = 167.7513
01B2: give_actor $ARMYS_PEDICS[32] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[32] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.165 1803.049 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.5669 1813.103 6.4213 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[32] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[32]) = 80
074E: unknown_actor $ARMYS_PEDICS[32] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[33] = Actor.Create(Cop, #ARMY, 284.416, 1816.59, 3.8)
Actor.Angle($ARMYS_PEDICS[33]) = 83.92
01B2: give_actor $ARMYS_PEDICS[33] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[33] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 265.829 1816.31 4.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 284.416 1816.59 4.72 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[33] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[33]) = 80
074E: unknown_actor $ARMYS_PEDICS[33] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[34] = Actor.Create(Cop, #ARMY, 280.7216, 1840.162, 6.7266)
Actor.Angle($ARMYS_PEDICS[34]) = 262.0249
01B2: give_actor $ARMYS_PEDICS[34] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[34] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 292.8436 1839.781 6.7266 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 280.7216 1840.162 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[34] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[34]) = 80
074E: unknown_actor $ARMYS_PEDICS[34] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[35] = Actor.Create(Cop, #ARMY, 301.3004, 1839.902, 6.7266)
Actor.Angle($ARMYS_PEDICS[35]) = 91.0904
01B2: give_actor $ARMYS_PEDICS[35] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[35] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 328.527 1839.673 6.8281 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 301.3004 1839.902 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[35] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[35]) = 80
074E: unknown_actor $ARMYS_PEDICS[35] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[36] = Actor.Create(Cop, #ARMY, 329.3857, 1855.295, 6.8357)
Actor.Angle($ARMYS_PEDICS[36]) = 272.6715
01B2: give_actor $ARMYS_PEDICS[36] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[36] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 317.411 1855.274 6.7341 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 329.3857 1855.295 6.8357 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[36] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[36]) = 80
074E: unknown_actor $ARMYS_PEDICS[36] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[37] = Actor.Create(Cop, #ARMY, 298.3582, 1856.054, 6.8281)
Actor.Angle($ARMYS_PEDICS[37]) = 167.8933
01B2: give_actor $ARMYS_PEDICS[37] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[37] task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 297.3482 1868.002 7.7578 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 298.3582 1856.054 6.8281 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor $ARMYS_PEDICS[37] to_animation_path_with_walk_mode 4 route_mode 3 
Actor.WeaponAccuracy($ARMYS_PEDICS[37]) = 80
074E: unknown_actor $ARMYS_PEDICS[37] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[38] = Actor.Create(Cop, #ARMY, 313.7065, 1845.551, 6.7341)
Actor.Angle($ARMYS_PEDICS[38]) = 2.8719
01B2: give_actor $ARMYS_PEDICS[38] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[38] task_set 200.0 // float 
05DE: AS_actor $ARMYS_PEDICS[38] walk_around_ped_path 
Actor.WeaponAccuracy($ARMYS_PEDICS[38]) = 80
074E: unknown_actor $ARMYS_PEDICS[38] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[39] = Actor.Create(Cop, #ARMY, 261.5664, 1891.85, 7.4446)
Actor.Angle($ARMYS_PEDICS[39]) = 212.7731
01B2: give_actor $ARMYS_PEDICS[39] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[39] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[39] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[39]) = 80
074E: unknown_actor $ARMYS_PEDICS[39] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[40] = Actor.Create(Cop, #ARMY, 268.4905, 1890.074, 4.875)
Actor.Angle($ARMYS_PEDICS[40]) = 176.3921
01B2: give_actor $ARMYS_PEDICS[40] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[40] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[40] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[40]) = 80
074E: unknown_actor $ARMYS_PEDICS[40] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[41] = Actor.Create(Cop, #ARMY, 274.3991, 1880.725, -1.3518)
Actor.Angle($ARMYS_PEDICS[41]) = 65.8577
01B2: give_actor $ARMYS_PEDICS[41] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[41] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[41] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[41]) = 80
074E: unknown_actor $ARMYS_PEDICS[41] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[42] = Actor.Create(Cop, #ARMY, 268.9641, 1878.019, -4.5078)
Actor.Angle($ARMYS_PEDICS[42]) = 352.3847
01B2: give_actor $ARMYS_PEDICS[42] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[42] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[42] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[42]) = 80
074E: unknown_actor $ARMYS_PEDICS[42] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[43] = Actor.Create(Cop, #ARMY, 262.9983, 1883.624, -9.2031)
Actor.Angle($ARMYS_PEDICS[43]) = 259.5976
01B2: give_actor $ARMYS_PEDICS[43] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[43] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[43] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[43]) = 80
074E: unknown_actor $ARMYS_PEDICS[43] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[44] = Actor.Create(Cop, #ARMY, 268.0892, 1889.709, -13.8984)
Actor.Angle($ARMYS_PEDICS[44]) = 197.1955
01B2: give_actor $ARMYS_PEDICS[44] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[44] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[44] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[44]) = 80
074E: unknown_actor $ARMYS_PEDICS[44] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[45] = Actor.Create(Cop, #ARMY, 274.8945, 1884.525, -18.5859)
Actor.Angle($ARMYS_PEDICS[45]) = 117.7696
01B2: give_actor $ARMYS_PEDICS[45] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[45] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[45] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[45]) = 80
074E: unknown_actor $ARMYS_PEDICS[45] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[46] = Actor.Create(Cop, #ARMY, 270.4637, 1878.031, -22.7266)
Actor.Angle($ARMYS_PEDICS[46]) = 0.0
01B2: give_actor $ARMYS_PEDICS[46] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[46] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[46] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[46]) = 80
074E: unknown_actor $ARMYS_PEDICS[46] unknown_set 30.0 unknown_flag 1
$ARMYS_PEDICS[47] = Actor.Create(Cop, #ARMY, 262.6877, 1883.484, -27.9766)
Actor.Angle($ARMYS_PEDICS[47]) = 270.0
01B2: give_actor $ARMYS_PEDICS[47] weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor $ARMYS_PEDICS[47] task_set 200.0 // float 
0638: AS_actor $ARMYS_PEDICS[47] stay_put 1 
Actor.WeaponAccuracy($ARMYS_PEDICS[47]) = 80
074E: unknown_actor $ARMYS_PEDICS[47] unknown_set 30.0 unknown_flag 1
for 1@ = 1 to 47
    077A: set_actor $ARMYS_PEDICS[1@] acquaintance 4 to_actors_pedtype 0
    077A: set_actor $ARMYS_PEDICS[1@] acquaintance 4 to_actors_pedtype 8
end
wait 0 
model.load(#teargas)
model.load(#molotov)
model.load(#desert_eagle)
model.load(#sawnoff)
model.load(#micro_uzi)
model.load(#ak47)
model.load(#m4)
model.load(#sniper)
model.load(#heatseek)
model.load(#flame)
model.load(#minigun)
model.load(#nvgoggles)
model.Load(#JETPACK)
038B: load_requested_models
repeat
wait 0
until model.Available(#TEARGAS)
repeat
wait 0
until model.Available(#molotov)
repeat
wait 0
until model.Available(#desert_eagle)
repeat
wait 0
until model.Available(#sawnoff)
repeat
wait 0
until model.Available(#micro_uzi)
repeat
wait 0
until model.Available(#ak47)
repeat
wait 0
until model.Available(#m4)
repeat
wait 0
until model.Available(#sniper)
repeat
wait 0
until model.Available(#heatseek)
repeat
wait 0
until model.Available(#flame)
repeat
wait 0
until model.Available(#minigun)
repeat
wait 0
until model.Available(#nvgoggles)
repeat
wait 0
until model.Available(#JETPACK)
032B: $MY_FCKNG_PICKUP[12] = create_weapon_pickup #teargas type 3 ammo 500 at 263.208900 1883.515000 -29.342940
032B: $MY_FCKNG_PICKUP[1] = create_weapon_pickup #molotov type 3 ammo 500 at 263.208900 1882.398000 -29.342940
032B: $MY_FCKNG_PICKUP[2] = create_weapon_pickup #desert_eagle type 3 ammo 15000 at 263.208900 1881.217000 -29.342940
032B: $MY_FCKNG_PICKUP[3] = create_weapon_pickup #sawnoff type 3 ammo 15000 at 262.925000 1879.633000 -30.390630
032B: $MY_FCKNG_PICKUP[4] = create_weapon_pickup #micro_uzi type 3 ammo 20000 at 262.925000 1885.360000 -30.390630
032B: $MY_FCKNG_PICKUP[5] = create_weapon_pickup #ak47 type 3 ammo 20000 at 262.925000 1886.635000 -30.390630
032B: $MY_FCKNG_PICKUP[6] = create_weapon_pickup #m4 type 3 ammo 20000 at 274.438600 1887.475000 -30.390630
032B: $MY_FCKNG_PICKUP[7] = create_weapon_pickup #sniper type 3 ammo 15000 at 274.438600 1885.451000 -30.390630
032B: $MY_FCKNG_PICKUP[8] = create_weapon_pickup #heatseek type 3 ammo 500 at 274.438600 1879.804000 -30.390630
032B: $MY_FCKNG_PICKUP[9] = create_weapon_pickup #minigun type 3 ammo 50000 at 273.556300 1878.214000 -30.390630
032B: $MY_FCKNG_PICKUP[10] = create_weapon_pickup #nvgoggles type 3 ammo 1 at 268.311100 1878.214000 -30.390630
032B: $MY_FCKNG_PICKUP[11] = create_weapon_pickup #flame type 3 ammo 15000 at 263.573700 1878.214000 -30.390630
032B: $MY_FCKNG_PICKUP[13] = create_weapon_pickup #JETPACK group 3 ammo 0 at 268.7 1884.1 -30.085 
wait 100 Model.Destroy(#teargas)
Model.Destroy(#molotov)
Model.Destroy(#desert_eagle)
Model.Destroy(#sawnoff type)
Model.Destroy(#micro_uzi)
Model.Destroy(#ak47)
Model.Destroy(#m4)
Model.Destroy(#sniper)
Model.Destroy(#heatseek)
Model.Destroy(#minigun)
Model.Destroy(#nvgoggles)
Model.Destroy(#flame)
model.Destroy(#JETPACK)
3@ = Object.Init(2951, 268.66, 1864.059, 7.5)
wait 0
model.Destroy(#RHINO)
model.Destroy(#ARMY)
model.Destroy(#SNIPER)
model.Destroy(2951)
jump @NONAME_1855 

:NONAME_1855
wait 0
0819: 0@ = actor $PLAYER_ACTOR distance_from_ground 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5
if and
01AD:   car 8@ sphere 0 near_point 245.968 1862.843 radius 4.0 4.0 
03CA: object $OBJECT_M_A51_VENTCOVERB exists 
then
object.Destroy($OBJECT_M_A51_VENTCOVERB)
marker.Disable(9@) 
097A: play_audio_at 245.968 1862.843 19.49 event 1148
03D5: remove_text 'PANZER'
00BC: show_text_highpriority GXT 'GOOD' time 10000 flag 1
actor.SetImmunities($PLAYER_ACTOR,1,1,1,1,1) 
020C: create_explosion_with_radius 4 at 245.968 1862.843 20.49 
while 0356: explosion_type 12 in_cube_cornerA 230.968 1800.843 10.49 cornerB 260.968 1890.843 30.49 
wait 0
end
actor.SetImmunities($PLAYER_ACTOR,0,0,0,0,0)
car.SetImmunities(8@,1,1,1,1,1)
02AA: set_car 8@ immune_to_nonplayer 0 
05CD: AS_actor $ARMYS_PEDICS[8] exit_car 8@ 
02D4: car 8@ turn_off_engine
while actor.InCar($ARMYS_PEDICS[8],8@)
wait 0
end
marker.Disable(2@)
01B2: give_actor $ARMYS_PEDICS[8] weapon 31 ammo 9999 // Load the weapon model before using this 
0634: AS_actor $ARMYS_PEDICS[8] attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 2000 unknown 100 
end
for 1@ = 1 to 7
if and
00F2:   actor $ARMYS_PEDICS[1@] near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
874F:   not actor $ARMYS_PEDICS[1@] ped_event == 36 
874F:   not actor $ARMYS_PEDICS[1@] ped_event == 37 
874F:   not actor $ARMYS_PEDICS[1@] ped_event == 38 
874F:   not actor $ARMYS_PEDICS[1@] ped_event == 63
not actor.Dead($ARMYS_PEDICS[1@])
then
0634: AS_actor $ARMYS_PEDICS[1@] attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 2000 unknown 100 
end
end
if
actor.InCar($PLAYER_ACTOR,8@)
then
02D4: car 8@ turn_off_engine
00BC: show_text_highpriority GXT 'PBR' time 1000 flag 1
end
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
if and
7@ < 10.0
00ED:   actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 10.0 10.0 on_foot 
then
00BB: show_text_lowpriority GXT 'SAM' time 1000 flag 1  
end
if
80ED:   not actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 10.0 10.0 on_foot 
then
03D5: remove_text 'SAM'
end
if and 
7@ < 10.0   
00E1:   player 0 pressed_key 11
00ED:   actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 10.0 10.0 on_foot 
then 
05D3: AS_actor $PLAYER_ACTOR goto_point 212.93 1822.82 5.41 mode 4 3000 ms // versionA 
repeat
wait 0
until 00F0:   actor $PLAYER_ACTOR 0 near_point 212.93 1822.82 radius 3.0 3.0 stopped_on_foot 
Player.CanMove($PLAYER_CHAR) = False
Actor.Angle($PLAYER_ACTOR) = 92.24
0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 500 // versionA 
wait 500
0687: clear_actor $PLAYER_ACTOR task 
00BC: show_text_highpriority GXT 'SAM_0' time 4000 flag 1
07A8: enable_area69_sam 0 
Player.CanMove($PLAYER_CHAR) = True 
object.PutAt(3@,268.66,1864.059,12.2)
end    
if and
0@ <= 5.0
13@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 185.10 2111.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(13@,1)
end
if and
0@ <= 5.0
14@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 159.10 2093.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(14@,1)
end
if and
0@ <= 5.0
15@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 167.10 2056.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(15@,1)
end
if and
0@ <= 5.0
16@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 172.10 2027.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(16@,1)
end
if and
0@ <= 5.0
17@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 171.10 2000.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(17@,1)
end
if and
0@ <= 5.0
18@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 172.10 1964.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(18@,1)
end
if and
0@ <= 5.0
19@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 160.10 1956.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(19@,1)
end
if and
0@ <= 5.0
20@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 112.10 1953.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(20@,1)
end
if and
0@ <= 5.0
21@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 86.10 1942.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(21@,1)
end
if and
0@ <= 5.0
22@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 85.10 1906.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(22@,1)
end
if and
0@ <= 5.0
23@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 85.10 1978.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(23@,1)
end
if and
0@ <= 5.0
24@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 82.10 1847.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(24@,1)
end
if and
0@ <= 5.0
25@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 83.10 1812.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(25@,1)
end
if and
0@ <= 5.0
26@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 111.10 1789.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(26@,1)
end
if and
0@ <= 5.0
27@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 146.10 1786.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(27@,1)
end
if and
0@ <= 5.0
28@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 180.10 1785.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(28@,1)
end
if and
0@ <= 5.0
29@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 212.10 1784.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(29@,1)
end
if and
0@ <= 5.0
30@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 263.10 1785.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(30@,1)
end
if and
0@ <= 5.0
31@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 298.10 1769.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(31@,1)
end
if and
0@ <= 5.0
32@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 224.10 2102.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(32@,1)
end
if and
0@ <= 5.0
33@ == 0
00EC:   actor $PLAYER_ACTOR 0 near_point 291.10 2099.10 radius 10.0 10.0 
not actor.Dead($PLAYER_ACTOR)
then
wait 100
020c: create_explosion_with_radius 0 at 10@ 11@ 12@
inc(33@,1)
end
for 1@ = 1 to 47
if or
074F:   actor $ARMYS_PEDICS[1@] ped_event == 36 
074F:   actor $ARMYS_PEDICS[1@] ped_event == 37 
074F:   actor $ARMYS_PEDICS[1@] ped_event == 38 
074F:   actor $ARMYS_PEDICS[1@] ped_event == 63
then
for 4@ = 1 to 47
if and
4@ <> 1@
00F2:   actor $ARMYS_PEDICS[1@] near_actor $ARMYS_PEDICS[4@] radius 60.0 60.0 0
then
0634: AS_actor $ARMYS_PEDICS[4@] attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 2000 unknown 100 
end
end 
end
if or
0205:   actor $PLAYER_ACTOR near_car 8@ radius 25.0 25.0 25.0 flag 0 
00EC:   actor $PLAYER_ACTOR 0 near_point 245.968 1862.843 radius 25.0 25.0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 97.77377 1940.441 cornerB 245.704300 1863.32
then
if
actor.InCar($ARMYS_PEDICS[8],8@)
jf @NONAME_1855 
00BC: show_text_highpriority GXT 'PANZER' time 4000 flag 0
if and
2@ == 0
9@ == 0
jf @NONAME_1855
marker.CreateAboveCar(2@,8@)
marker.SetColor(2@,0)
marker.CreateAboveObject(9@,$OBJECT_M_A51_VENTCOVERB)
marker.SetColor(9@,4)
02AA: set_car 8@ immune_to_nonplayer 1 
Car.SetMaxSpeed(8@, 50.0)
0619: enable_actor $ARMYS_PEDICS[8] collision_detection 0 
Car.SetDriverBehaviour(8@, KillThePlayer)
00AE: set_car 8@ traffic_behaviour_to 2 
0423: set_car 8@ improved_handling_to 2.0 // (float) 
054A: set_actor $ARMYS_PEDICS[8] immune_to_car_headshots 0 
053F: set_car 8@ tires_vulnerability 0 
09C4: set_car 8@ gas_tank_explosion_enabled 0 
Car.Health(8@) = 3000
0526: set_actor $ARMYS_PEDICS[8] stay_in_car 1 
039E: set_actor $ARMYS_PEDICS[8] locked 1 while_in_car 
end
if
80EC:   not actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 300.0 400.0
then
for 1@ = 1 to 47
actor.DestroyInstantly($ARMYS_PEDICS[1@])
$ARMYS_PEDICS[1@] = -1 
end
if
03CA: object 3@ exists 
then
object.Destroy(3@)
end
car.Destroy(8@)
model.Load(3117)
repeat 
wait 0
until model.Available(3117)
$OBJECT_M_A51_VENTCOVERB = Object.Create(3117, 245.968, 1862.843, 19.49)
model.Destroy(3117)
0453: set_object $OBJECT_M_A51_VENTCOVERB XY_rotation 0.0 0.0 angle -140.998 
07A8: enable_area69_sam 1
for 1@ = 1 to 13
pickup.Destroy($MY_FCKNG_PICKUP[1@])
end
$ONMISSION = 0
2@ = 0
9@ = 0
13@ = 0
14@ = 0
15@ = 0
16@ = 0
17@ = 0
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
23@ = 0
24@ = 0
25@ = 0
26@ = 0
27@ = 0
28@ = 0
29@ = 0
30@ = 0
31@ = 0
32@ = 0
33@ = 0
jump @NONAME_2
end
jump @NONAME_1855

в скрипте использовал собственные тексты: создаем  в папке CLEO_TEXT *.fxt-файл и пишем:

SAM_0 SAM site disabled, door to the launch bay opened.
SAM Press ~k~~CONVERSATION_YES~ to disable SAM site and open door to the launch bay.
PANZER Let this ~r~PANZER~s~ will pass on a ~b~ventilating lattice~s~.
PBR Panzer is broken.
GOOD Good work! Now you can get in base.

А если у кого-то такая же русификация как у меня и форум поддерживает нужную кодировку символов=), то

SAM_0 C›cteџa ‡BO o—–«peљe¬a, ™«ep§ « ceЇpet¬oe ®oџe e¬›e otЇp¦ta.
SAM Haљџ› ~k~~CONVERSATION_YES~, ўto—¦ otЇ ©ў›t§ c›cteџћ ‡BO › otЇp¦t§ ™«ep§ « ceЇpet¬oe ®oџe e¬›e
PANZER ‡ћct§ Ёtot ~r~ta¬Ї~s~ ®poe™et ®o ~y~«e¬t› ЄЎ›o¬¬oњ peЈetЇe~s~.
PBR Ta¬Ї c oџa¬.
GOOD XopoЈaЄ pa—ota! te®ep§ t¦ џoљeЈ§ ®po¬›Ї¬ћt§ «¬ћtp§ —a–¦.

Last edited by Alien (31-10-2008 20:49)

Offline

#13 31-10-2008 21:00

Fess
Registered: 29-04-2008
Posts: 62

Re: [ SA | WIL] Реалистичная военка.

Ну какие будут пожелания, предложения, угрозы?

Как обычно, избавиться от глобальных переменных. Как вариант использовать скрипт как миссию.
p.s. 32@ и 33@ это таймеры, т.е. нет смысла хранить в них какие либо данные.

Offline

#14 01-11-2008 03:22

GTASA
Registered: 13-09-2008
Posts: 476

Re: [ SA | WIL] Реалистичная военка.

Помогите пожалуста, почему я вот создал педов, один появляется у входа на военке, второй - там за углом, а третий должен у ракетниц ходить. Так вот первый появляется там, где надо, второго нету вообще, а третий у забора. Че за фигня?

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
wait 0 
0000: NOP 

:NONAME_6
wait 5000 
if
00EC:   actor $PLAYER_ACTOR 0 near_point 22.2487 1714.717 radius 300.0 300.0 
   Player.Defined($PLAYER_CHAR)
jf @NONAME_6 
Model.Load(#ARMY)
Model.Load(#M4)
Model.Load(#HEATSEEK)
038B: load_requested_models 

:NONAME_31
wait 3000 
if and
   Model.Available(#ARMY)
   Model.Available(#M4)
else_jump @NONAME_31 
wait 1000 
1@ = Actor.Create(Cop, #ARMY, 124.897, 1935.64, 19.269)
0648: unknown_actor 1@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.897 1935.64 19.269 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 1@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 1@ unknown_set 20.0 unknown_flag 1 
2@ = Actor.Create(Cop, #ARMY, 144.2994, 1895.1399, 20.4459)
0648: unknown_actor 2@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 144.2994 1895.1399 18.4459 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 143.9082 1888.4668 18.2511 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 117.9811 1894.7831 18.4319 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 101.0116 1898.0337 20.3672 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 100.8231 1904.0637 22.9922 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 106.8529 1904.1407 25.5 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 106.787 1901.0818 25.4985 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 103.0787 1901.1964 25.4985 animation "NONE" IFP_file "NONE" 
0817: assign_actor 2@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 2@ unknown_set 20.0 unknown_flag 1 
3@ = Actor.Create(Cop, #ARMY, 22.2487, 1714.717, 22.64)
0648: unknown_actor 3@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 22.2487 1714.717 22.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 19.0789 1728.839 22.6453 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 14.2273 1722.347 22.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 5.0802 1725.461 22.6013 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 5.7044 1711.155 22.5932 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 3@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 3@ unknown_set 20.0 unknown_flag 1 
01B2: give_actor 1@ weapon 31 ammo 6000 // Load the weapon model before using this 
01B2: give_actor 2@ weapon 31 ammo 6000 // Load the weapon model before using this 
01B2: give_actor 2@ weapon 36 ammo 6000 // Load the weapon model before using this 

:NONAME_662
wait 0 
if or
   Actor.Dead($PLAYER_ACTOR)
0741:   actor $PLAYER_ACTOR busted 
jf @NONAME_662
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Model.Destroy(#ARMY)
Model.Destroy(#HEATSEEK)
Model.Destroy(#M4)
jump @NONAME_6

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#15 01-11-2008 08:40

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

Fess wrote:

Ну какие будут пожелания, предложения, угрозы?

Как обычно, избавиться от глобальных переменных. Как вариант использовать скрипт как миссию.
p.s. 32@ и 33@ это таймеры, т.е. нет смысла хранить в них какие либо данные.

А разве могут локальные переменные быть типа Array, я пытался объявить их - но компилятор пишет ошибку... Что, если сохранить в .cm-формате можно будет? И вообще имена глобальных переменных я выбрал так, чтобы не перекликались с майном.
А насчет переменных 32@, 33@ - это не таймеры никакие. В них лежит информация о том, что какая-либо мина вокруг базы уже взорвалась - они же не многократные...

Last edited by Alien (01-11-2008 09:00)

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#16 01-11-2008 09:05

Fess
Registered: 29-04-2008
Posts: 62

Re: [ SA | WIL] Реалистичная военка.

А разве могут локальные переменные быть типа Array, я пытался объявить их - но компилятор пишет ошибку...

Могут, объявляешь:

var
    0@: Array 10 of Actor
end

И используешь 0@..9@ как обычно.

Что, если сохранить в .cm-формате можно будет?

Просто увеличится число локальных переменных (0@..1023@).

А насчет переменных 32@, 33@ - это не таймеры никакие. В них лежит информация о том, что какая-либо мина вокруг базы уже взорвалась - они же не многократные...

Это внутриигровые таймеры. Каждую миллисекунду их значение увеличивается на один. Проверь:

{$CLEO}
32@ = 100
33@ = 1000
while true
    wait 0
    03F0: enable_text_draw 1 
    045A: draw_text_1number 5.0 5.0 GXT 'NUMBER' number 32@
    045A: draw_text_1number 5.0 20.0 GXT 'NUMBER' number 33@
end

add:

И вообще имена глобальных переменных я выбрал так, чтобы не перекликались с майном.

Компилятору без разницы какие имена у переменных (кроме тех что в CustomVariables.ini и числовых) для них выбирается первая свободная числовая переменная. Почитай: http://sannybuilder.com/forums/viewtopi … 3747#p3747

GTASA wrote:

Помогите пожалуста, почему я вот создал педов, один появляется у входа на военке, второй - там за углом, а третий должен у ракетниц ходить. Так вот первый появляется там, где надо, второго нету вообще, а третий у забора. Че за фигня?

Используй этот скрипт как базовый (маркеры можешь убрать):

{$CLEO}
0@ = 0
while true
    wait 0
    if
        Player.Defined($PLAYER_CHAR)
    then
        if and
            0154:   actor $PLAYER_ACTOR in_zone 'REST'
            0@ == 0
        then
            #ARMY.Load
            while not #ARMY.Available
                wait 0
            end
            1@ = Actor.Create(Mission1, #ARMY, 124.897, 1935.64, 19.269)
            2@ = Actor.Create(Mission1, #ARMY, 144.2994, 1895.1399, 20.4459)
            3@ = Actor.Create(Mission1, #ARMY, 22.2487, 1714.717, 22.64)
            #ARMY.Destroy
            11@ = Marker.CreateAboveActor(1@)
            12@ = Marker.CreateAboveActor(2@)
            13@ = Marker.CreateAboveActor(3@)
            0@ = 1
        end
        
        if and
            8154:   not actor $PLAYER_ACTOR in_zone 'REST'
            0@ == 1
        then
            Actor.RemoveReferences(1@)
            Actor.RemoveReferences(2@)
            Actor.RemoveReferences(3@)
            Marker.Disable(11@)
            Marker.Disable(12@)
            Marker.Disable(13@)
            0@ = 0
        end
    end
end

Last edited by Fess (01-11-2008 09:26)

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#17 01-11-2008 11:18

GTASA
Registered: 13-09-2008
Posts: 476

Re: [ SA | WIL] Реалистичная военка.

Ага, работает нормально, но их появляется по 2.
Скрипт:

{$CLEO}
0@ = 0
while true
    wait 0
    if
        Player.Defined($PLAYER_CHAR)
    then
        if and
            0154:   actor $PLAYER_ACTOR in_zone 'REST'
            0@ == 0
        then
            #ARMY.Load
            while not #ARMY.Available
                wait 0
            end
1@ = Actor.Create(Cop, #ARMY, 124.897, 1935.64, 19.269)
0648: unknown_actor 1@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.897 1935.64 19.269 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 1@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 1@ unknown_set 20.0 unknown_flag 1 
2@ = Actor.Create(Cop, #ARMY, 144.2994, 1895.1399, 20.4459)
0648: unknown_actor 2@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 144.2994 1895.1399 18.4459 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 143.9082 1888.4668 18.2511 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 117.9811 1894.7831 18.4319 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 101.0116 1898.0337 20.3672 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 100.8231 1904.0637 22.9922 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 106.8529 1904.1407 25.5 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 106.787 1901.0818 25.4985 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 103.0787 1901.1964 25.4985 animation "NONE" IFP_file "NONE" 
0817: assign_actor 2@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 2@ unknown_set 20.0 unknown_flag 1 
3@ = Actor.Create(Cop, #ARMY, 22.2487, 1714.717, 22.64)
0648: unknown_actor 3@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 22.2487 1714.717 22.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 19.0789 1728.839 22.6453 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 14.2273 1722.347 22.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 5.0802 1725.461 22.6013 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 5.7044 1711.155 22.5932 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 3@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 3@ unknown_set 20.0 unknown_flag 1 
01B2: give_actor 1@ weapon 31 ammo 6000 // Load the weapon model before using this 
01B2: give_actor 2@ weapon 31 ammo 6000 // Load the weapon model before using this 
01B2: give_actor 3@ weapon 36 ammo 6000 // Load the weapon model before using this
            0@ = 1
        end
        
        if and
            8154:   not actor $PLAYER_ACTOR in_zone 'REST'
            0@ == 1
        then
            Actor.RemoveReferences(1@)
            Actor.RemoveReferences(2@)
            Actor.RemoveReferences(3@)
            0@ = 0
        end
    end
end

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#18 01-11-2008 12:07

Fess
Registered: 29-04-2008
Posts: 62

Re: [ SA | WIL] Реалистичная военка.

@GTASA - Проверь папку CLEO на наличие дублирующих скриптов. Незабывай загружать/выгружать нужные/ненужные модели.

{$CLEO}
//0A24: enable_military_zones_wanted_level 1
//Actor.PutAt($PLAYER_ACTOR, 148.9585, 1913.5857, 18.861) 
0@ = 0
while true
    wait 0
    if
        Player.Defined($PLAYER_CHAR)
    then
        if and
            0154:   actor $PLAYER_ACTOR in_zone 'REST'
            0@ == 0
        then
            Model.Load(#ARMY)
            Model.Load(#M4)
            Model.Load(#HEATSEEK)
            while true
                wait 0
                if and
                    Model.Available(#ARMY)
                    Model.Available(#M4)
                    Model.Available(#HEATSEEK)
                then
                    Break
                end
            end
            1@ = Actor.Create(Cop, #ARMY, 124.897, 1935.64, 19.269)
            0648: unknown_actor 1@ task_set 200.0 // float 
            0754: define_new_animation_path 
            0755: add_animation_path_3D_coord 124.897 1935.64 19.269 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
            0817: assign_actor 1@ to_animation_path_with_walk_mode 4 route_mode 3 
            074E: unknown_actor 1@ unknown_set 20.0 unknown_flag 1 
            2@ = Actor.Create(Cop, #ARMY, 144.2994, 1895.1399, 20.4459)
            0648: unknown_actor 2@ task_set 200.0 // float 
            0754: define_new_animation_path 
            0755: add_animation_path_3D_coord 144.2994 1895.1399 18.4459 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 143.9082 1888.4668 18.2511 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 117.9811 1894.7831 18.4319 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 101.0116 1898.0337 20.3672 animation "NONE" IFP_file "NONE" 
            0755: add_animation_path_3D_coord 100.8231 1904.0637 22.9922 animation "NONE" IFP_file "NONE"
            0755: add_animation_path_3D_coord 106.8529 1904.1407 25.5 animation "NONE" IFP_file "NONE"
            0755: add_animation_path_3D_coord 106.787 1901.0818 25.4985 animation "NONE" IFP_file "NONE"
            0755: add_animation_path_3D_coord 103.0787 1901.1964 25.4985 animation "NONE" IFP_file "NONE" 
            0817: assign_actor 2@ to_animation_path_with_walk_mode 4 route_mode 3 
            074E: unknown_actor 2@ unknown_set 20.0 unknown_flag 1 
            3@ = Actor.Create(Cop, #ARMY, 22.2487, 1714.717, 22.64)
            0648: unknown_actor 3@ task_set 200.0 // float 
            0754: define_new_animation_path 
            0755: add_animation_path_3D_coord 22.2487 1714.717 22.64 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 19.0789 1728.839 22.6453 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 14.2273 1722.347 22.633 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 5.0802 1725.461 22.6013 animation "ROADCROSS" IFP_file "PED" 
            0755: add_animation_path_3D_coord 5.7044 1711.155 22.5932 animation "ROADCROSS" IFP_file "PED" 
            0817: assign_actor 3@ to_animation_path_with_walk_mode 4 route_mode 3 
            074E: unknown_actor 3@ unknown_set 20.0 unknown_flag 1 
            01B2: give_actor 1@ weapon 31 ammo 6000 // Load the weapon model before using this 
            01B2: give_actor 2@ weapon 31 ammo 6000 // Load the weapon model before using this 
            01B2: give_actor 3@ weapon 36 ammo 6000 // Load the weapon model before using this
            Model.Destroy(#ARMY)
            Model.Destroy(#M4)
            Model.Destroy(#HEATSEEK)
            0@ = 1
        end
        
        if and
            8154:   not actor $PLAYER_ACTOR in_zone 'REST'
            0@ == 1
        then
            Actor.RemoveReferences(1@)
            Actor.RemoveReferences(2@)
            Actor.RemoveReferences(3@)
            0@ = 0
        end
    end
end

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#19 01-11-2008 12:28

GTASA
Registered: 13-09-2008
Posts: 476

Re: [ SA | WIL] Реалистичная военка.

Что-то я не пойму, получается мы даем военам оружие и сразу выгружаем модель? Интересно, не видел такого еще не видел, а главное что РАБОТАЕТ!!

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#20 01-11-2008 14:09

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

Fess wrote:

Компилятору без разницы какие имена у переменных (кроме тех что в CustomVariables.ini и числовых) для них выбирается первая свободная числовая переменная.

То есть если я буду использовать переменную с идентификатором, скажем, $1000000, то она при компиляции запишется как есть? А раз других таких переменных нет, то конфликтов быть не должно?
кстати когда я сохраняю скрипт в формате .cm он вообще перестает работать, а записать в локальную переменную массив в 47 элементов в .cs вообще невозможно, т.к. (цитата из справки) "...в потоке нельзя использовать в качестве имени переменную 33@, если размер массива больше 1, так как в потоках максимально допустимая локальная переменная это 33@, а элемент массива 33@ с индексом больше 0 будет за этими границами." 47, очевидно, больше 34...

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#21 01-11-2008 14:37

Fess
Registered: 29-04-2008
Posts: 62

Re: [ SA | WIL] Реалистичная военка.

То есть если я буду использовать переменную с идентификатором, скажем, $1000000, то она при компиляции запишется как есть? А раз других таких переменных нет, то конфликтов быть не должно?

Максимальная переменная $16383.

кстати когда я сохраняю скрипт в формате .cm он вообще перестает работать

Миссию нужно запустить командой

0A94: start_custom_mission "missions\CustomMission1"

...в потоке нельзя использовать в качестве имени переменную 33@, если размер массива больше 1, так как в потоках максимально допустимая локальная переменная это 33@, а элемент массива 33@ с индексом больше 0 будет за этими границами." 47, очевидно, больше 34...

Это для обычного потока в миссии кол-во локалных переменных равно 1024.

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#22 01-11-2008 15:03

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

Спасибо, сегодня я многое понял. Кстати, а можно ли как-то редактировать customvariables? хочу добавить туда пару глобальных переменных из Main.scm...
Скоро переделаю этот скрипт и выложу...

Last edited by Alien (01-11-2008 15:11)

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#23 01-11-2008 15:39

Alien
Registered: 12-10-2008
Posts: 564

Re: [ SA | WIL] Реалистичная военка.

Я в печали... Создал стартер для своего .cm проверьте плз, все ли правильно?

{$CLEO .cs}


:noname_2
wait 0 
if and
  $ONMISSION == 0 
00EC:   actor $PLAYER_ACTOR 0 near_point 247.10 1910.10 radius 250.0 300.0 
jf @NONAME_2 
0A94: start_custom_mission "area69"
0A93: end_custom_thread

а вот в самом .cm не могу засунуть локальную переменную в массив - ругаицо "Неверный символ в идентификаторе 00@." и скидывает на строчку

200@[1] = Actor.Create(Cop, #ARMY, 103.9055, 1900.535, 33.898440)

Похоже, что остался последний вариант - отказаться от массива и записывать все в отдельную переменную...
или вот еще Seemann пишет:
"Глобальные переменные ($) вообще не рекомендуется использовать в CLEO-скриптах, не важно каким способом их называть. Есть только 2 исключения: 1) это общераспространенные переменные типа $PLAYER_CHAR, $PLAYER_GROUP, $ONMISSION и 2) неиспользуемые переменные типа $30, $56. В любом случае к использованию глобальных переменных нужно подходить очень осторожно, иначе не минуемы различные глюки в игре."
Что это за переменные $30,$56, и можно ли мне их использовать в скрипте - или, если найдется еще один такой же умник и запихнет их  в свой cleo, тоже будут ошибки?

Last edited by Alien (01-11-2008 16:47)

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#24 01-11-2008 17:38

flashTrash
From: Н.Новгород
Registered: 21-02-2007
Posts: 260
Website

Re: [ SA | WIL] Реалистичная военка.

расширение забыл smile

0A94: start_custom_mission "area69.cm"

если не сработает, то пропиши с путём.
Масив пиши так

201@ = Actor.Create(Cop, #ARMY, 103.9055, 1900.535, 33.898440)

это будет равно 200@[1] (а 200@[0] - это 200@). А дальше обращайся уже как 200@[1], 200@[2] и т. д.

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#25 01-11-2008 17:48

Fess
Registered: 29-04-2008
Posts: 62

Re: [ SA | WIL] Реалистичная военка.

@flashTrash - цитата из хелпа:

Обратите внимание, что расширение указывать не надо.

@Alien - я бы сделал так:

{$CLEO}
0000:
while true
    wait 0
    if
        Player.Defined($PLAYER_CHAR)
    then
        if
            $ONMISSION == 0
        then
            if
                0154:   actor $PLAYER_ACTOR in_zone 'REST'
            then
                0A94: start_custom_mission "area69"
            end
        end
    end
end

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