Autor |
Wiadomość |
Yiomm
Godfather
Dołączył: 05 Lis 2006
Posty: 1684
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:17, 23 Maj 2009 |
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Mapa pokręcona, robie ją pod styl Mafia Town .
Zamieszczam film z pierwszych testów mapy - Wiatraczki .
<object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/dxH2jdxlFOo&hl=pl&fs=1&color1=0x234900&color2=0x4e9e00&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/dxH2jdxlFOo&hl=pl&fs=1&color1=0x234900&color2=0x4e9e00&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="405"></embed></object>
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DonMahone
DonCorleone
Dołączył: 01 Sty 2008
Posty: 2225
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:28, 23 Maj 2009 |
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Lol jak na sam filmik to wydaję się zajebista Tylko żeby te boty byłą mądrzejsze, oraz by wystąpił każdy rodzaj z gangsterów (Czyli 10 lub 9 nie licząc MI). Dobrze by było, jakby były mini misje, np. Wchodzisz na dane pole, i musisz zabić Looneya i Yakuziaka, a za to dostajesz 10 zook itp.
ps. Lepiej jakby było na bilu, ale może być stegmatyk
Wiem że to dopiero 1%, ale dobrze się zapowiada ńD
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Yiomm
Godfather
Dołączył: 05 Lis 2006
Posty: 1684
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:33, 23 Maj 2009 |
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Tak będą mini misje, niezależne. W sensie że zgadujesz sie ze mną, ty zabijasz ochroniarzy, a ja próbuje się dostać na budynek i niszczyć generatory. Jak zniszczymy generatory masz dostęp do czołgów na remotke i do bazy wojskowej . Stąd wzięła mi się nazwa, mapa ukończona gdzieś w 5% .
@edit: Dodam jeszcze że wygląd botów będzie zmieniony, miałem zamiar nadać im wyglądu zwykłych ludzi i myśle że tak zrobie , ogólnie mapa może wyglądać inaczej , bo coś mi przyjdzie do głowy pach pach i inne .
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Ostatnio zmieniony przez Yiomm dnia Sob 18:39, 23 Maj 2009, w całości zmieniany 2 razy
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Razor
DonCorleone
Dołączył: 22 Maj 2008
Posty: 3029
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:39, 23 Maj 2009 |
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BOT ALA CHYCK NORRIS:
PRzed lvl start
Kod: |
CHAR_DATA assasin = ( 168.5 , 160.5 , 2.0 ) 16 0 CRIMINAL_TYPE2
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Po
Kod: |
SET_CHAR_THREAT_SEARCH ( assasin , AREA )
SET_CHAR_THREAT_REACTION ( assasin , REACT_AS_NORMAL )
SET_CHAR_GRAPHIC_TYPE (assasin, DUMMY_GRAPHIC, 13)
GIVE_WEAPON ( assasin , ROCKET_LAUNCHER )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
SET_FAVOURITE_MODEL (assasin, ICECREAM)
IF ( HAS_CHARACTER_DIED ( assasin ) )
DELETE_ITEM (assasin)
assasin = CREATE_CHAR ( 169.5 , 160.5 , 2.0 ) 2 180 CRIMINAL_TYPE2 END
SET_CHAR_THREAT_SEARCH ( assasin , AREA )
SET_CHAR_THREAT_REACTION ( assasin , REACT_AS_NORMAL )
SET_CHAR_GRAPHIC_TYPE (assasin, DUMMY_GRAPHIC, 13)
GIVE_WEAPON ( assasin , ROCKET_LAUNCHER )
SET_FAVOURITE_MODEL (assasin, BUG)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
//
IF (NOT( HAS_CHARACTER_DIED ( assasin ) ))
IF ( HAS_CHARACTER_DIED ( p1) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
IF ( HAS_CHARACTER_DIED ( p2) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
IF ( HAS_CHARACTER_DIED ( p3) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
IF ( HAS_CHARACTER_DIED ( p4) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
IF ( HAS_CHARACTER_DIED ( p5) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
IF ( HAS_CHARACTER_DIED ( p6) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
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Ostatnio zmieniony przez Razor dnia Sob 18:41, 23 Maj 2009, w całości zmieniany 1 raz
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Yiomm
Godfather
Dołączył: 05 Lis 2006
Posty: 1684
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:44, 23 Maj 2009 |
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tak wygląda skrypt na moje boty.
przed lvlstart
Kod: |
CHAR_DATA p1_killer2 = ( 86.5 , 66.5 , 6.0 ) 10 180 CRIMINAL_TYPE2 |
po
Kod: |
GIVE_WEAPON ( p1_killer2 , MACHINE_GUN )
SET_CHAR_SHOOTING_SKILL ( p1_killer2 , CRACK_SHOT )
SET_CHAR_THREAT_SEARCH ( p1_killer2 , AREA )
SET_CHAR_THREAT_REACTION ( p1_killer2 , REACT_AS_NORMAL )
SET_CHAR_OBJECTIVE ( p1_killer2 , KILL_CHAR_ANY_MEANS , p1 )
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A moje boty nie są takimi czakami jak twój, może kolejność komend ma znaczenie? Czasami potrafią się zwiesić i stać, albo chodzić jak jakiś uzen w kółko
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Razor
DonCorleone
Dołączył: 22 Maj 2008
Posty: 3029
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:46, 23 Maj 2009 |
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to dlatego że wykonaja zadanie czyli zabicie kogos po to dałem if has char died wtedy na nowo zadanie wykonuje. A czakuje dlatego ze ma zoczke
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Yiomm
Godfather
Dołączył: 05 Lis 2006
Posty: 1684
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:48, 23 Maj 2009 |
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Kod: |
IF ( HAS_CHARACTER_DIED ( p1 ))
SET_CHAR_OBJECTIVE ( p1_killer2 , KILL_CHAR_ANY_MEANS , p1 )
//SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p2 )
//SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p3 )
//SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p4 )
//SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p5 )
//SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p6 )
SET_CHAR_OBJECTIVE ( p2_killer2 , KILL_CHAR_ANY_MEANS , p1 )
//SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
//SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p3 )
//SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p4 )
//SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p5 )
//SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p6 )
SET_CHAR_OBJECTIVE ( p3_killer2 , KILL_CHAR_ANY_MEANS , p1 )
//SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p2 )
//SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
//SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p4 )
//SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p5 )
//SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p6 )
SET_CHAR_OBJECTIVE ( p4_killer2 , KILL_CHAR_ANY_MEANS , p1 )
//SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p2 )
//SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p3 )
//SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
//SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p5 )
//SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p6 )
SET_CHAR_OBJECTIVE ( p5_killer2 , KILL_CHAR_ANY_MEANS , p1 )
//SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p2 )
//SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p3 )
//SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p4 )
//SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
//SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p6 )
SET_CHAR_OBJECTIVE ( p6_killer2 , KILL_CHAR_ANY_MEANS , p1 )
//SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p2 )
//SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p3 )
//SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p4 )
//SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p5 )
//SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 ))
ENDIF
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Any Questions? :X
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Razor
DonCorleone
Dołączył: 22 Maj 2008
Posty: 3029
Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Sob 18:59, 23 Maj 2009 |
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gówno ci zrobie z taką cząstką jak nie chcesz dać mi całego do sobie chociaż porównaj:
Kod: |
//Players
PLAYER_PED p1 = (222.3 , 169.5 , 2.0) 10 0 //Russian //(151.5, 178.5, 2.0)
PLAYER_PED p2 = (155.5, 152.5, 4.0) 11 0 //Loony
PLAYER_PED p3 = (160.5, 170.5, 2.0) 13 0 //Yakuza
PLAYER_PED p4 = (197.5, 153.5, 2.0) 7 0 //Scientist
PLAYER_PED p5 = (158.5, 284.5, 2.0) 6 0 //Redneck
PLAYER_PED p6 = (223.5, 168.5, 2.0) 9 0 //Krishna
//Trains
SET_STATION_INFO ( trak00 , 2 , 1 , 1 )
SET_STATION_INFO ( trak01 , NO_TRAIN )
//SET_STATION_INFO ( trak02 , NO_TRAIN)
SET_AMBIENT_LEVEL ( 0.3 , 0 ) //Light Level
DECLARE_DOOR_INFO ( 128 , 135 , 2 ) // Door
DOOR_DATA tankdoor = SINGLE ( 198 , 154 , 2 ) ( 198.5 , 154.0 , 2.0 , 1.0 , 1.0 ) TOP 0 ANY_PLAYER CLOSE_WHEN_CLEAR 0 NOT_FLIPPED NOT_REVERSED
// Chars
CHAR_DATA p1g
CHAR_DATA p2g
CHAR_DATA p3g
CHAR_DATA p4g
CHAR_DATA p5g
CHAR_DATA p6g
CHAR_DATA padaczka = ( 218.5 , 192.9 , 2.0 ) 10 0 NO_OCCUPATION
CHAR_DATA army1 = ( 197.5 , 153.8 , 2.0 ) 2 180 GUARD_AGAINST_PLAYER
CHAR_DATA medic1 = ( 175.5 , 147.5 , 2.0 ) 8 0 GUARD_AGAINST_PLAYER
CHAR_DATA psychol = ( 186.5 , 154.9 , 6.0 ) 8 0 CRIMINAL_TYPE2
CHAR_DATA assasin = ( 168.5 , 160.5 , 2.0 ) 16 0 CRIMINAL_TYPE2
// Objects
OBJ_DATA rakieta1
OBJ_DATA rakieta2
OBJ_DATA rakieta3
OBJ_DATA rakieta4
OBJ_DATA rakieta5
OBJ_DATA rakieta6
OBJ_DATA phone1 = ( 223.5 , 170.5 , 3.0 ) 180 PHONE
OBJ_DATA bollard1 = ( 198.5, 153.9, 2.0 ) 0 BOLLARD
OBJ_DATA tb1 = ( 150.5, 154.5, 4.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb2 = ( 171.5, 154.5, 4.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb3 = ( 198.5, 210.5, 2.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb4 = ( 191.5, 210.5, 2.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb5 = ( 224.5, 170.5, 2.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb6 = ( 224.5, 177.5, 2.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA pack = ( 166.5, 183.5, 5.0 ) 0 PACKAGE
OBJ_DATA obj = ( 185.5 , 152.9 , 6.0 ) 0 INVISIBLE_TARGET
OBJ_DATA cone1 = ( 227.1 , 155.9 , 2.0 ) 180 CONE
OBJ_DATA cone2 = ( 227.9 , 155.9 , 2.0 ) 180 CONE
OBJ_DATA cone3 = ( 228.8 , 155.9 , 2.0 ) 180 CONE
OBJ_DATA cone4 = ( 146.1 , 159.1 , 2.0 ) 180 CONE
OBJ_DATA cone5 = ( 147.8 , 157.1 , 2.0 ) 180 CONE
OBJ_DATA cone7 = ( 161.9 , 156.1 , 2.0 ) 180 CONE
OBJ_DATA cone8 = ( 153.9 , 177.1 , 2.0 ) 180 CONE
OBJ_DATA roadblock1 = ( 208.5 , 148.0 , 2.0 ) 180 ROADBLOCK
OBJ_DATA roadblock2 = ( 209.5 , 148.0 , 2.0 ) 180 ROADBLOCK
OBJ_DATA roadblock3 = ( 210.5 , 148.0 , 2.0 ) 180 ROADBLOCK
OBJ_DATA roadblock4 = ( 211.5 , 148.0 , 2.0 ) 180 ROADBLOCK
OBJ_DATA roadblock5 = ( 212.5 , 148.0 , 2.0 ) 180 ROADBLOCK
OBJ_DATA roadblock7 = ( 161.8 , 155.5 , 2.0 ) 090 ROADBLOCK
OBJ_DATA roadblock8 = ( 161.8 , 156.5 , 2.0 ) 090 ROADBLOCK
OBJ_DATA roadblock9 = ( 153.8 , 176.5 , 2.0 ) 090 ROADBLOCK
OBJ_DATA roadblock0 = ( 153.8 , 177.5 , 2.0 ) 090 ROADBLOCK
OBJ_DATA remote1 = ( 197.5 , 203.5 , 2.0 ) 180 REMOTE
OBJ_DATA remote2 = ( 196.5 , 155.5 , 3.0 ) 180 REMOTE
// Cars
CAR_DATA v1 = ( 148.5 , 169.5 , 2.0 ) 19 045 ZCX5
CAR_DATA armycar = ( 209.5 , 169.5 , 4.0 ) 19 090 GUNJEEP
CAR_DATA vtriler = ( 151.5 , 172.5 , 2.0 ) 2 0 TRUKCAB1 TRUKTRNS
CAR_DATA vtriler2 = ( 181.5 , 155.5 , 2.0 ) 22 0 TRUKTRNS
CAR_DATA wrecktr1 = ( 146.5 , 98.5 , 2.0 ) 22 0 TRUKTRNS
CAR_DATA wrecktr2 = ( 148.5 , 98.5 , 2.0 ) 22 0 TRUKTRNS
CAR_DATA wrecktr3 = ( 153.5 , 98.5 , 2.0 ) 22 0 TRUKTRNS
CAR_DATA wrecktr4 = ( 155.5 , 98.5 , 2.0 ) 22 0 TRUKTRNS
CAR_DATA wrecktr5 = ( 59.5 , 98.5 , 2.0 ) 22 0 TRUKTRNS
CAR_DATA wrecktr6 = ( 98.5 , 98.5 , 2.0 ) 22 0 TRUKTRNS
CAR_DATA bug1 = ( 149.5 , 171.5 , 2.0 ) 13 0 BUG
CAR_DATA paczka = ( 168.5 , 178.0 , 2.0 ) 26 45 JEFFREY
CAR_DATA elviscar1 = ( 208.5 , 181.5 , 2.0 ) 34 45 MERC
CAR_DATA ftruck = ( 214.5 , 161.5 , 2.0 ) 12 180 FIRETRUK
CAR_DATA edi = ( 212.5 , 176.5 , 2.0 ) 12 79 EDSELFBI
CAR_DATA taxi1 = ( 181.5 , 188.5 , 2.0 ) 12 43 STYPECAB
CAR_DATA bigb = ( 155.5 , 157.5 , 6.0 ) 0 270 MONSTER
CAR_DATA tank0 = ( 163.5 , 190.0 , 4.0 ) 12 180 TANK
CAR_DATA hot1 = ( 206.9 , 192.5 , 2.0 ) -1 090 HOTDOG
CAR_DATA gagstabus = ( 223.4 , 169.4 , 2.0 ) 2 270 VAN
CAR_DATA pacif = ( 171.9 , 199.5 , 4.0 ) -1 000 APC
CAR_DATA boomek
CAR_DATA remdem1
CAR_DATA remdem2
CAR_DATA remdem3
CAR_DATA remdem4
CAR_DATA remdem5
CAR_DATA remdem6
CAR_DATA tank1
CAR_DATA tank2
CAR_DATA tank3
CAR_DATA tank4
CAR_DATA tank5
CAR_DATA tank6
CAR_DATA assasincar
// Radio Stations
RADIO_STATION industrial = STATION_INDUSTRIAL (128.0,128.0)
RADIO_STATION Krishna = STATION_KRISHNA (128.0,128.0)
RADIO_STATION Redneck = STATION_REDNECK (128.0,128.0)
RADIO_STATION loonie = STATION_LOONIE (128.0,128.0)
// Factory
CRANE_DATA cran1 = ( 214.5 , 190.5 ) 000 NO_HOMECRANE FIRST ( 211.5 , 190.0 ) 0
CONVEYOR c1 = (207.5, 197.5) (10.0, 1.0) -3 0
CONVEYOR c2 = (215.5, 197.5) (10.0, 1.0) -3 0
// Weapons
GENERATOR zooka1 = ( 222.5, 148.5, 2.0 ) 0 COLLECT_02 6800 6800 5
GENERATOR zooka2 = ( 169.5, 197.9, 2.0 ) 0 COLLECT_02 6800 6800 5
GENERATOR granade1 = ( 221.5, 187.5, 2.0 ) 0 COLLECT_05 3000 3000 8
GENERATOR granade2 = ( 182.5, 150.5, 3.0 ) 0 COLLECT_05 3000 3000 8
GENERATOR koka1 = ( 224.5, 159.5, 2.0 ) 0 COLLECT_04 6800 6800 9
GENERATOR koka2 = ( 151.5, 151.5, 4.0 ) 0 COLLECT_04 6800 6800 9
GENERATOR koka3 = ( 163.5, 172.5, 4.0 ) 0 COLLECT_04 6800 6800 9
GENERATOR egun = ( 150.5, 158.5, 1.0 ) 0 COLLECT_03 6800 6800 6
GENERATOR pist1 = ( 168.5, 189.5, 2.0 ) 0 COLLECT_00 3000 3000 12
GENERATOR pist2 = ( 194.5, 148.5, 2.0 ) 0 COLLECT_00 3000 3000 12
GENERATOR pist3 = ( 178.5, 181.5, 2.0 ) 0 COLLECT_00 3000 3000 12
GENERATOR pist4 = ( 191.5, 196.5, 2.0 ) 0 COLLECT_00 3000 3000 12
GENERATOR mgun1 = ( 173.5, 160.5, 2.0 ) 0 COLLECT_01 3000 3000 20
GENERATOR mgun2 = ( 202.5, 199.5, 2.0 ) 0 COLLECT_01 3000 3000 20
GENERATOR smgun3 = ( 212.5, 171.5, 2.0 ) 0 COLLECT_09 1500 1500 15
GENERATOR shotg1 = ( 170.5, 171.5, 2.0 ) 0 COLLECT_06 3000 3000 7
GENERATOR shotg2 = ( 202.5, 180.5, 2.0 ) 0 COLLECT_06 3000 3000 7
GENERATOR flame1 = ( 164.9, 181.9, 4.0 ) 0 COLLECT_08 6800 6800 8
GENERATOR flame2 = ( 198.5, 188.5, 4.0 ) 0 COLLECT_08 6800 6800 8
GENERATOR dualp1 = ( 163.5, 176.5, 2.0 ) 0 COLLECT_10 3000 3000 10
GENERATOR dualp2 = ( 166.5, 153.5, 2.0 ) 0 COLLECT_10 3000 3000 10
GENERATOR carb = ( 183.5, 201.9, 2.0 ) 0 COLLECT_15 6800 6800 1
GENERATOR caroil = ( 152.5, 168.5, 2.0 ) 0 COLLECT_16 6800 6800 8
GENERATOR mine1 = ( 169.5, 163.5, 5.0 ) 0 COLLECT_17 6800 6800 4
GENERATOR carma = ( 191.9, 169.9, 1.0 ) 0 COLLECT_18 6800 6800 10
GENERATOR armor = ( 179.5, 153.5, 5.0 ) 0 COLLECT_31 6800 6800 1
GENERATOR inv = ( 158.5, 154.5, 2.0 ) 0 COLLECT_34 6800 6800
GENERATOR dd1 = ( 218.5, 194.5, 4.0 ) 0 COLLECT_35 6800 6800
GENERATOR dd2 = ( 163.5, 189.9, 2.0 ) 0 COLLECT_35 6800 6800
GENERATOR fr1 = ( 211.5, 160.5, 2.0 ) 0 COLLECT_36 6800 6800
GENERATOR koksy1 = ( 209.9, 178.9, 2.0 ) 0 COLLECT_40 6800 6800
GENERATOR koksy2 = ( 160.5, 182.5, 2.0 ) 0 COLLECT_40 6800 6800
GENERATOR invisibi = ( 193.5, 207.5, 2.0 ) 0 COLLECT_39 6800 6800
// Counters
SAVED_COUNTER true = 1
SAVED_COUNTER false = 0
COUNTER loop = 1
COUNTER gate = 1
COUNTER p1p = 0
COUNTER p2p = 0
COUNTER p3p = 0
COUNTER p4p = 0
COUNTER p5p = 0
COUNTER p6p = 0
COUNTER p1t = 0
COUNTER p2t = 0
COUNTER p3t = 0
COUNTER p4t = 0
COUNTER p5t = 0
COUNTER p6t = 0
COUNTER p1d = 0
COUNTER p2d = 0
COUNTER p3d = 0
COUNTER p4d = 0
COUNTER p5d = 0
COUNTER p6d = 0
COUNTER p1k = 0
COUNTER p2k = 0
COUNTER p3k = 0
COUNTER p4k = 0
COUNTER p5k = 0
COUNTER p6k = 0
LEVELSTART
GIVE_WEAPON ( army1 , MACHINE_GUN )
SET_CHAR_THREAT_SEARCH ( army1 , LINE_OF_SIGHT )
SET_CHAR_THREAT_REACTION ( army1 , REACT_AS_NORMAL )
SET_CHAR_OBJECTIVE ( army1 , GUARD_AREA)
GIVE_WEAPON ( medic1 , MACHINE_GUN )
SET_CHAR_THREAT_SEARCH ( medic1 , LINE_OF_SIGHT )
SET_CHAR_THREAT_REACTION ( medic1 , REACT_AS_NORMAL )
SET_CHAR_OBJECTIVE ( medic1 , GUARD_AREA)
SET_CHAR_GRAPHIC_TYPE (medic1, DUMMY_GRAPHIC, 16)
GIVE_WEAPON ( medic1 , FLAME_THROWER )
///
SET_CHAR_THREAT_SEARCH ( psychol , AREA )
SET_CHAR_THREAT_REACTION ( psychol , REACT_AS_NORMAL )
SET_CHAR_GRAPHIC_TYPE (psychol, DUMMY_GRAPHIC, 17)
GIVE_WEAPON ( psychol , MOLOTOV )
SET_CHAR_OBJECTIVE ( psychol , DESTROY_OBJECT, obj)
//
SET_CHAR_THREAT_SEARCH ( assasin , AREA )
SET_CHAR_THREAT_REACTION ( assasin , REACT_AS_NORMAL )
SET_CHAR_GRAPHIC_TYPE (assasin, DUMMY_GRAPHIC, 13)
GIVE_WEAPON ( assasin , ROCKET_LAUNCHER )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
SET_FAVOURITE_MODEL (assasin, ICECREAM)
//
ADD_SCORE (p1,10000)//testing
MAKE_DOOR_MANUAL (tankdoor)
OPEN_DOOR (tankdoor)
GIVE_WEAPON ( v1 , CAR_MACHINE_GUN , 50 )
GIVE_WEAPON ( v1 , CAR_BOMB , 50 )
GIVE_WEAPON ( ftruck , CAR_FLAMETHROWER)
GIVE_WEAPON ( taxi1 , CAR_MACHINE_GUN , 99 )
SET_CAR_BULLETPROOF ( v1 , ON )
SET_CAR_ROCKETPROOF ( armycar , ON )
SET_CAR_FLAMEPROOF ( v1 , ON )
SET_CAR_BULLETPROOF ( bigb , ON )
SET_CAR_ROCKETPROOF ( ftruck , ON )
SET_CAR_FLAMEPROOF ( bigb , ON )
SET_CAR_FLAMEPROOF ( ftruck , ON )
SET_CAR_BULLETPROOF ( pacif , ON )
SET_CAR_ROCKETPROOF ( pacif , ON )
SET_CAR_NO_COLLIDE ( pacif )
SET_CAR_JAMMED_ACCELERATOR (taxi1, ON)
PUT_CAR_ON_TRAILER ( v1 , vtriler2 )
// Generators
SWITCH_GENERATOR ( granade1 , ON )
SWITCH_GENERATOR ( granade2 , ON )
SWITCH_GENERATOR ( zooka2 , ON )
SWITCH_GENERATOR ( zooka1 , ON )
SWITCH_GENERATOR ( koka1 , ON )
SWITCH_GENERATOR ( koka2 , ON )
SWITCH_GENERATOR ( koka3 , ON )
SWITCH_GENERATOR ( egun , ON )
SWITCH_GENERATOR ( pist1 , ON )
SWITCH_GENERATOR ( pist3 , ON )
SWITCH_GENERATOR ( pist2 , ON )
SWITCH_GENERATOR ( pist4 , ON )
SWITCH_GENERATOR ( mgun1 , ON )
SWITCH_GENERATOR ( mgun2 , ON )
SWITCH_GENERATOR ( smgun3 , ON )
SWITCH_GENERATOR ( shotg1 , ON )
SWITCH_GENERATOR ( shotg2 , ON )
SWITCH_GENERATOR ( flame1 , ON )
SWITCH_GENERATOR ( flame2 , ON )
SWITCH_GENERATOR ( dualp1 , ON )
SWITCH_GENERATOR ( dualp2 , ON )
SWITCH_GENERATOR ( carb , ON )
SWITCH_GENERATOR ( caroil , ON )
SWITCH_GENERATOR ( mine1 , ON )
SWITCH_GENERATOR ( carma , ON )
SWITCH_GENERATOR ( armor , ON )
SWITCH_GENERATOR ( inv , ON )
SWITCH_GENERATOR ( dd1 , ON )
SWITCH_GENERATOR ( dd2 , ON )
SWITCH_GENERATOR ( fr1 , ON )
SWITCH_GENERATOR ( koksy1 , ON )
SWITCH_GENERATOR ( koksy2 , ON )
SWITCH_GENERATOR ( invisibi , ON )
// Factory
SET_CHAR_THREAT_REACTION ( padaczka , NO_REACTION )
OBJ_DATA gen = ( 218.5 , 192.3 , 2.0 ) 0 POWERGEN
//
WHILE_EXEC ( loop = 1 )
//
IF ( HAS_CHARACTER_DIED ( padaczka ) )
IF ( gate = 1 )
EXPLODE_LARGE ( 212.5 , 188.0 , 2.0 )
EXPLODE_LARGE ( 213.5 , 188.0 , 2.0 )
REMOVE_BLOCK ( 212 , 188 , 2 , DONT_DROP )
REMOVE_BLOCK ( 213 , 188 , 2 , DONT_DROP )
REMOVE_BLOCK ( 212 , 187 , 2 , DONT_DROP )
REMOVE_BLOCK ( 213 , 187 , 2 , DONT_DROP )
++gate
ENDIF
ENDIF
//
IF ( HAS_CHARACTER_DIED ( assasin ) )
DELETE_ITEM (assasin)
assasin = CREATE_CHAR ( 169.5 , 160.5 , 2.0 ) 2 180 CRIMINAL_TYPE2 END
SET_CHAR_THREAT_SEARCH ( assasin , AREA )
SET_CHAR_THREAT_REACTION ( assasin , REACT_AS_NORMAL )
SET_CHAR_GRAPHIC_TYPE (assasin, DUMMY_GRAPHIC, 13)
GIVE_WEAPON ( assasin , ROCKET_LAUNCHER )
SET_FAVOURITE_MODEL (assasin, BUG)
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
//
//Guard Resp
IF ( HAS_CHARACTER_DIED ( army1 ) )
IF (NOT(IS_ITEM_ONSCREEN ( army1 )))
DELETE_ITEM (army1)
army1 = CREATE_CHAR ( 197.5 , 153.8 , 2.0 ) 2 180 GUARD_AGAINST_PLAYER END
GIVE_WEAPON ( army1 , MACHINE_GUN )
SET_CHAR_THREAT_SEARCH ( army1 , LINE_OF_SIGHT )
SET_CHAR_THREAT_REACTION ( army1 , REACT_AS_NORMAL )
SET_CHAR_OBJECTIVE ( army1 , GUARD_AREA)
ENDIF
ENDIF
//////////////////////////
IF ( HAS_CHARACTER_DIED ( medic1 ) )
IF (NOT(IS_ITEM_ONSCREEN ( medic1 )))
DELETE_ITEM (medic1)
medic1 = CREATE_CHAR ( 175.5 , 147.2 , 2.0 ) 2 0 GUARD_AGAINST_PLAYER END
SET_CHAR_THREAT_SEARCH ( medic1 , LINE_OF_SIGHT )
SET_CHAR_THREAT_REACTION ( medic1 , REACT_AS_NORMAL )
SET_CHAR_OBJECTIVE ( medic1 , GUARD_AREA)
SET_CHAR_GRAPHIC_TYPE (medic1, DUMMY_GRAPHIC, 16)
GIVE_WEAPON ( medic1 , FLAME_THROWER )
ENDIF
ENDIF
// Exploding Car
IF ( HAS_CAR_GOT_DRIVER ( paczka ) )
EXPLODE ( paczka )
ENDIF
// Rockets Machine
IF (LOCATE_CHARACTER_ANY_MEANS ( p1 , 188.5 , 146.5 ,2.0 , 1.0 , 1.0 ))
rakieta1 = CREATE_OBJ ( 189.5 , 146.5 , 2.0 ) 0 rocket END
DELAY_HERE (100)
ENDIF
//
IF (LOCATE_CHARACTER_ANY_MEANS ( p2 , 188.5 , 146.5 , 2.0 , 1.0 , 1.0 ))
rakieta2 = CREATE_OBJ ( 189.5 , 146.5 , 2.0 ) 0 rocket END
DELAY_HERE (100)
ENDIF
//
IF (LOCATE_CHARACTER_ANY_MEANS ( p3 , 188.5 , 146.5 , 2.0 , 1.0 , 1.0 ))
rakieta3 = CREATE_OBJ ( 189.5 , 146.5 , 2.0 ) 0 rocket END
DELAY_HERE (100)
ENDIF
//
IF (LOCATE_CHARACTER_ANY_MEANS ( p4 , 188.5 , 146.5 , 2.0 , 1.0 , 1.0 ))
rakieta4 = CREATE_OBJ ( 189.5 , 146.5 , 2.0 ) 0 rocket END
DELAY_HERE (100)
ENDIF
//
IF (LOCATE_CHARACTER_ANY_MEANS ( p5 , 188.5 , 146.5 , 2.0 , 1.0 , 1.0 ))
rakieta5 = CREATE_OBJ ( 189.5 , 146.5 , 2.0 ) 0 rocket END
DELAY_HERE (100)
ENDIF
//
IF (LOCATE_CHARACTER_ANY_MEANS ( p6 , 188.5 , 146.5 , 2.0 , 1.0 , 1.0 ))
rakieta6 = CREATE_OBJ ( 189.5 , 146.5 , 2.0 ) 0 rocket END
DELAY_HERE (100)
ENDIF
//
IF (LOCATE_CHARACTER_ANY_MEANS ( p1 , 185.5 , 152.9 , 2.0 , 10.0 , 10.0 ))
SET_CHAR_OBJECTIVE ( psychol , DESTROY_OBJECT, obj)
ENDIF
//Remote Mini Cars
IF (p1d = 0)
IF (LOCATE_CHARACTER_ANY_MEANS ( p1 , 197.5 , 203.5 , 2.0 , 1.0 , 1.0 ))
IF (CHECK_SCORE_GREATER (p1, 5999))
ADD_SCORE (p1, -6000)
remdem1 = CREATE_CAR ( 169.5 , 155.5 , 2.0 ) 2 180 ISETTA MINI_CAR END
GIVE_WEAPON (remdem1, CAR_MACHINE_GUN, 50)
TAKE_REMOTE_CONTROL_OF_CAR (p1, remdem1)
CHANGE_CAR_LOCK ( remdem1 , LOCKED_PERMANENTLY )
SET p1d = 1
ENDIF
ENDIF
ENDIF
IF (p2d = 0)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p2 , 197.5 , 203.5 , 2.0 , 1.0 , 1.0 ))
IF (CHECK_SCORE_GREATER (p2, 5999))
ADD_SCORE (p2, -6000)
remdem2 = CREATE_CAR ( 169.5 , 155.5 , 2.0 ) 5 180 ISETTA MINI_CAR END
GIVE_WEAPON (remdem2, CAR_MACHINE_GUN, 50)
TAKE_REMOTE_CONTROL_OF_CAR (p2, remdem2)
CHANGE_CAR_LOCK ( remdem2 , LOCKED_PERMANENTLY )
SET p2d = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF (p3d = 0)
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p3 , 197.5 , 203.5 , 2.0 , 1.0 , 1.0 ))
IF (CHECK_SCORE_GREATER (p3, 5999))
ADD_SCORE (p3, -6000)
remdem3 = CREATE_CAR ( 169.5 , 155.5 , 2.0 ) 1 180 ISETTA MINI_CAR END
GIVE_WEAPON (remdem3, CAR_MACHINE_GUN, 50)
TAKE_REMOTE_CONTROL_OF_CAR (p3, remdem3)
CHANGE_CAR_LOCK ( remdem3 , LOCKED_PERMANENTLY )
SET p3d = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF (p4d = 0)
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p4 , 197.5 , 203.5 , 2.0 , 1.0 , 1.0 ))
IF (CHECK_SCORE_GREATER (p4, 5999))
ADD_SCORE (p4, -6000)
remdem4 = CREATE_CAR ( 169.5 , 155.5 , 2.0 ) 10 180 ISETTA MINI_CAR END
GIVE_WEAPON (remdem4, CAR_MACHINE_GUN, 50)
TAKE_REMOTE_CONTROL_OF_CAR (p4, remdem4)
CHANGE_CAR_LOCK ( remdem4 , LOCKED_PERMANENTLY )
SET p4d = 0
ENDIF
ENDIF
ENDIF
ENDIF
IF (p5d = 0)
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p5 , 197.5 , 203.5 , 2.0 , 1.0 , 1.0 ))
IF (CHECK_SCORE_GREATER (p5, 5999))
ADD_SCORE (p5, -6000)
remdem5 = CREATE_CAR ( 169.5 , 155.5 , 2.0 ) 31 180 ISETTA MINI_CAR END
GIVE_WEAPON (remdem5, CAR_MACHINE_GUN, 50)
TAKE_REMOTE_CONTROL_OF_CAR (p5, remdem5)
CHANGE_CAR_LOCK ( remdem5 , LOCKED_PERMANENTLY )
SET p5d = 0
ENDIF
ENDIF
ENDIF
ENDIF
IF (p6d = 0)
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p6 , 197.5 , 203.5 , 2.0 , 1.0 , 1.0 ))
IF (CHECK_SCORE_GREATER (p6, 5999))
ADD_SCORE (p6, -6000)
remdem6 = CREATE_CAR ( 169.5 , 155.5 , 2.0 ) 28 180 ISETTA MINI_CAR END
GIVE_WEAPON (remdem6, CAR_MACHINE_GUN, 50)
TAKE_REMOTE_CONTROL_OF_CAR (p6, remdem6)
CHANGE_CAR_LOCK ( remdem6 , LOCKED_PERMANENTLY )
SET p5d = 0
ENDIF
ENDIF
ENDIF
ENDIF
IF (p1d = 1)
IF (IS_CAR_WRECKED (remdem1) )
SET p1d = 0
ENDIF
ENDIF
IF (p2d = 1)
IF (IS_CAR_WRECKED (remdem2) )
SET p2d = 0
ENDIF
ENDIF
IF (p3d = 1)
IF (IS_CAR_WRECKED (remdem3) )
SET p3d = 0
ENDIF
ENDIF
IF (p4d = 1)
IF (IS_CAR_WRECKED (remdem4) )
SET p4d = 0
ENDIF
ENDIF
IF (p5d = 1)
IF (IS_CAR_WRECKED (remdem5) )
SET p5d = 0
ENDIF
ENDIF
IF (p6d = 1)
IF (IS_CAR_WRECKED (remdem6) )
SET p6d = 0
ENDIF
ENDIF
//Remote TANKS
IF (p1t = 0)
IF (LOCATE_CHARACTER_ANY_MEANS ( p1 , 196.5 , 155.5 , 3.0 , 1.0 , 1.0 ))
CLOSE_DOOR (tankdoor)
IF (CHECK_SCORE_GREATER (p1, 14999))
ADD_SCORE (p1, -15000)
DELAY_HERE (40)
tank1 = CREATE_CAR ( 212.9 , 155.0 , 1.0 ) 1 270 TANK END
TAKE_REMOTE_CONTROL_OF_CAR (p1, tank1)
CHANGE_CAR_LOCK ( tank1 , LOCKED_PERMANENTLY )
SET p1t = 1
ENDIF
ENDIF
ENDIF
IF (p2t = 0)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p2 , 196.5 , 155.5 , 3.0 , 1.0 , 1.0 ))
CLOSE_DOOR (tankdoor)
IF (CHECK_SCORE_GREATER (p2, 14999))
ADD_SCORE (p2, -15000)
DELAY_HERE (40)
tank2 = CREATE_CAR ( 212.9 , 155.0 , 1.0 ) 1 270 TANK END
TAKE_REMOTE_CONTROL_OF_CAR (p2, tank2)
CHANGE_CAR_LOCK ( tank2 , LOCKED_PERMANENTLY )
SET p2t = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF (p3t = 0)
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p3 , 196.5 , 155.5 , 3.0 , 1.0 , 1.0 ))
CLOSE_DOOR (tankdoor)
IF (CHECK_SCORE_GREATER (p3, 14999))
ADD_SCORE (p3, -15000)
DELAY_HERE (40)
tank3 = CREATE_CAR ( 212.9 , 155.0 , 1.0 ) 1 270 TANK END
TAKE_REMOTE_CONTROL_OF_CAR (p3, tank3)
CHANGE_CAR_LOCK ( tank3 , LOCKED_PERMANENTLY )
SET p3t = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF (p4t = 0)
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p4 , 196.5 , 155.5 , 3.0 , 1.0 , 1.0 ))
CLOSE_DOOR (tankdoor)
IF (CHECK_SCORE_GREATER (p4, 14999))
ADD_SCORE (p4, -15000)
DELAY_HERE (40)
tank4 = CREATE_CAR ( 212.9 , 155.0 , 1.0 ) 1 270 TANK END
TAKE_REMOTE_CONTROL_OF_CAR (p4, tank4)
CHANGE_CAR_LOCK ( tank4 , LOCKED_PERMANENTLY )
SET p4t = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF (p5t = 0)
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p5 , 196.5 , 155.5 , 3.0 , 1.0 , 1.0 ))
CLOSE_DOOR (tankdoor)
IF (CHECK_SCORE_GREATER (p5, 14999))
ADD_SCORE (p5, -15000)
DELAY_HERE (40)
tank5 = CREATE_CAR ( 212.9 , 155.0 , 1.0 ) 1 270 TANK END
TAKE_REMOTE_CONTROL_OF_CAR (p5, tank5)
CHANGE_CAR_LOCK ( tank5 , LOCKED_PERMANENTLY )
SET p5t = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF (p6t = 0)
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p6 , 196.5 , 155.5 , 3.0 , 1.0 , 1.0 ))
CLOSE_DOOR (tankdoor)
IF (CHECK_SCORE_GREATER (p6, 14999))
ADD_SCORE (p6, -15000)
DELAY_HERE (40)
tank6 = CREATE_CAR ( 212.9 , 155.0 , 1.0 ) 1 270 TANK END
TAKE_REMOTE_CONTROL_OF_CAR (p6, tank6)
CHANGE_CAR_LOCK ( tank6 , LOCKED_PERMANENTLY )
SET p6t = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF (NOT( IS_POINT_ONSCREEN ( 198.5 , 154.0 , 2.0 ) ))
OPEN_DOOR (tankdoor)
ENDIF
IF (p1t = 1)
IF( IS_CAR_WRECKED (tank1))
IF (NOT(IS_ITEM_ONSCREEN ( tank1 )))
PUT_CAR_ON_TRAILER (tank1, wrecktr1)
SET p1t = 0
ENDIF
ENDIF
ENDIF
IF (p2t = 1)
IF( IS_CAR_WRECKED (tank2))
IF (NOT(IS_ITEM_ONSCREEN ( tank2 )))
PUT_CAR_ON_TRAILER (tank2, wrecktr2)
IF( IS_CAR_WRECKED (tank2))
SET p2t = 0
ENDIF
ENDIF
ENDIF
ENDIF
IF (p3t = 1)
IF( IS_CAR_WRECKED (tank3))
IF (NOT(IS_ITEM_ONSCREEN ( tank3 )))
PUT_CAR_ON_TRAILER (tank3, wrecktr3)
IF( IS_CAR_WRECKED (tank3))
SET p3t = 0
ENDIF
ENDIF
ENDIF
ENDIF
IF (p4t = 1)
IF( IS_CAR_WRECKED (tank4))
IF (NOT(IS_ITEM_ONSCREEN ( tank4 )))
PUT_CAR_ON_TRAILER (tank4, wrecktr4)
IF( IS_CAR_WRECKED (tank4))
SET p4t = 0
ENDIF
ENDIF
ENDIF
ENDIF
IF (p5t = 1)
IF( IS_CAR_WRECKED (tank5))
IF (NOT(IS_ITEM_ONSCREEN ( tank5 )))
PUT_CAR_ON_TRAILER (tank5, wrecktr5)
IF( IS_CAR_WRECKED (tank5))
SET p5t = 0
ENDIF
ENDIF
ENDIF
ENDIF
IF (p6t = 1)
IF( IS_CAR_WRECKED (tank6))
IF (NOT(IS_ITEM_ONSCREEN ( tank6 )))
PUT_CAR_ON_TRAILER (tank6, wrecktr6)
IF( IS_CAR_WRECKED (tank6))
SET p6t = 0
ENDIF
ENDIF
ENDIF
ENDIF
//TAXI//
IF ( HAS_CAR_GOT_DRIVER ( taxi1 ) )
CHANGE_CAR_LOCK ( taxi1 , LOCKED_PERMANENTLY )
ENDIF
//PHONE
IF (LOCATE_CHARACTER_ANY_MEANS ( p1 , 223.2 , 170.5 , 3.0 , 1.0 , 1.0 ))
IF ( p1k = 0 )
IF (CHECK_SCORE_GREATER (p1, 9999))
ADD_SCORE (p1, -10000)
p1g = CREATE_CHAR ( 226.0, 173.5 , 2.0 ) 8 0 criminal END
SET_CHAR_THREAT_REACTION ( p1g , react_as_normal )
SET_CHAR_THREAT_SEARCH ( p1g , line_of_sight )
GIVE_WEAPON ( p1g , machine_gun )
ADD_GROUP_TO_CHARACTER ( p1g , 9 )
MAKE_NEW_LEADER_OF_GROUP ( p1g , p1 )
SET p1k = 1
ENDIF
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p1 ) )
DELETE_ITEM ( p1g )
SET p1k = 0
ENDIF
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p2 , 223.2 , 170.5 , 3.0 , 1.0 , 1.0 ))
IF ( p2k = 0 )
IF (CHECK_SCORE_GREATER (p2, 9999))
ADD_SCORE (p2, -10000)
p2g = CREATE_CHAR ( 226.0, 173.5 , 2.0 ) 8 0 criminal END
SET_CHAR_THREAT_REACTION ( p2g , react_as_normal )
SET_CHAR_THREAT_SEARCH ( p2g , line_of_sight )
GIVE_WEAPON ( p2g , machine_gun )
ADD_GROUP_TO_CHARACTER ( p2g , 9 )
MAKE_NEW_LEADER_OF_GROUP ( p2g , p2 )
SET p2k = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p2 ) )
DELETE_ITEM ( p2g )
SET p2k = 0
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p3 , 223.2 , 170.5 , 3.0 , 1.0 , 1.0 ))
IF ( p3k = 0 )
IF (CHECK_SCORE_GREATER (p3, 9999))
ADD_SCORE (p3, -10000)
p3g = CREATE_CHAR ( 226.0, 173.5 , 2.0 ) 8 0 criminal END
SET_CHAR_THREAT_REACTION ( p3g , react_as_normal )
SET_CHAR_THREAT_SEARCH ( p3g , line_of_sight )
GIVE_WEAPON ( p3g , machine_gun )
ADD_GROUP_TO_CHARACTER ( p3g , 9 )
MAKE_NEW_LEADER_OF_GROUP ( p3g , p3 )
SET p3k = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p3 ) )
DELETE_ITEM ( p3g )
SET p3k = 0
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p4 , 223.2 , 170.5 , 3.0 , 1.0 , 1.0 ))
IF ( p4k = 0 )
IF (CHECK_SCORE_GREATER (p4, 9999))
ADD_SCORE (p4, -10000)
p4g = CREATE_CHAR ( 226.0, 173.5 , 2.0 ) 8 0 criminal END
SET_CHAR_THREAT_REACTION ( p4g , react_as_normal )
SET_CHAR_THREAT_SEARCH ( p4g , line_of_sight )
GIVE_WEAPON ( p4g , machine_gun )
ADD_GROUP_TO_CHARACTER ( p4g , 9 )
MAKE_NEW_LEADER_OF_GROUP ( p4g , p4 )
SET p4k = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p4 ) )
DELETE_ITEM ( p4g )
SET p4k = 0
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p5 , 223.2 , 170.5 , 3.0 , 1.0 , 1.0 ))
IF ( p5k = 0 )
IF (CHECK_SCORE_GREATER (p5, 9999))
ADD_SCORE (p5, -10000)
p5g = CREATE_CHAR ( 226.0, 173.5 , 2.0 ) 8 0 criminal END
SET_CHAR_THREAT_REACTION ( p5g , react_as_normal )
SET_CHAR_THREAT_SEARCH ( p5g , line_of_sight )
GIVE_WEAPON ( p5g , machine_gun )
ADD_GROUP_TO_CHARACTER ( p5g , 9 )
MAKE_NEW_LEADER_OF_GROUP ( p5g , p5 )
SET p5k = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p5 ) )
DELETE_ITEM ( p5g )
SET p5k = 0
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (LOCATE_CHARACTER_ANY_MEANS ( p6 , 223.2 , 170.5 , 3.0 , 1.0 , 1.0 ))
IF ( p6k = 0 )
IF (CHECK_SCORE_GREATER (p6, 9999))
ADD_SCORE (p6, -10000)
p6g = CREATE_CHAR ( 226.0, 173.5 , 2.0 ) 8 0 criminal END
SET_CHAR_THREAT_REACTION ( p6g , react_as_normal )
SET_CHAR_THREAT_SEARCH ( p6g , line_of_sight )
GIVE_WEAPON ( p6g , machine_gun )
ADD_GROUP_TO_CHARACTER ( p6g , 9 )
MAKE_NEW_LEADER_OF_GROUP ( p6g , p6 )
SET p6k = 1
ENDIF
ENDIF
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p6 ) )
DELETE_ITEM ( p6g )
SET p6k = 0
ENDIF
IF ( HAS_CHARACTER_DIED ( p1 ) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p2 ) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p3 ) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p4 ) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p5 ) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
IF ( HAS_CHARACTER_DIED ( p6 ) )
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p1)
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE ( assasin , KILL_CHAR_ANY_MEANS, p6)
ENDIF
ENDIF
//////////////
IF (LOCATE_CHARACTER_ANY_MEANS ( p1 , 161.5 , 199.5 , 4.0 , 1.0 , 1.0 ))
IF (CHECK_SCORE_GREATER (p1, 6999))
SET p1p = 1
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET p2p = 1
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET p3p = 1
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET p4p = 1
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET p5p = 1
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET p6p = 1
ENDIF
ADD_SCORE (p1, -7000)
ENDIF
ENDIF
///////
IF (p1p = 1)
ALTER_WANTED_LEVEL_NO_DROP ( p1 , 5 )
SET p1p = 0
ENDIF
IF (p2p = 1)
ALTER_WANTED_LEVEL_NO_DROP ( p2 , 5 )
SET p2p = 0
ENDIF
IF (p3p = 1)
ALTER_WANTED_LEVEL_NO_DROP ( p3 , 5 )
SET p3p = 0
ENDIF
IF (p4p = 1)
ALTER_WANTED_LEVEL_NO_DROP ( p4 , 5 )
SET p4p = 0
ENDIF
IF (p5p = 1)
ALTER_WANTED_LEVEL_NO_DROP ( p5 , 5 )
SET p5p = 0
ENDIF
IF (p6p = 1)
ALTER_WANTED_LEVEL_NO_DROP ( p6 , 5 )
SET p6p = 0
ENDIF
ENDWHILE
LEVELEND
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