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Dutchy3010

By: a guest on Mar 19th, 2009  |  syntax: None  |  size: 2.78 KB  |  views: 517  |  expires: Never
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  1. {
  2. use macro (Ctrl+J) "headsa"
  3. to insert a file header
  4. }
  5. {$VERSION 3.0.0000}
  6.  
  7. thread 'MAIN'
  8. var
  9. $PLAYER_CHAR: Player
  10. end // var
  11. 01F0: set_max_wanted_level_to 6
  12. set_wb_check_to 0
  13. 00C0: set_current_time 8 0
  14. 04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84
  15. Camera.SetAtPos(2488.5601, -1666.84, 13.38)
  16. $PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
  17. $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
  18. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  19. Camera.SetBehindPlayer
  20. set_weather 0
  21. wait 0 ms
  22. $PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
  23. $PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
  24. $PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
  25. $PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
  26. $PLAYER_CHAR.Build
  27. $PLAYER_CHAR.CanMove = True
  28. fade 1 (out) 0 ms
  29. select_interior 0
  30. 0629: change_stat 181 (islands unlocked) to 4
  31. 016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
  32. 016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
  33. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)
  34. 03E6: remove_text_box
  35. // put your create_thread commands here
  36.  
  37. create_thread @MODEL
  38.  
  39. // IDLE LOOP
  40. :leeg
  41. wait 500
  42. jump @leeg
  43.  
  44. end_thread
  45.  
  46. :MODEL
  47. thread "MODEL"
  48.  
  49. // Load models
  50. 0247: load_model #BFYST
  51. 0247: load_model #rocketla
  52. 0247: load_model #desert_eagle
  53. 0247: load_model #m4
  54. 038B: load_requested_models
  55.  
  56. :MODEL_LOAD
  57. 00D6: if or
  58. 8248:   not model #BFYST available
  59. 8248:   not model #rocketla available
  60. 8248:   not model #desert_eagle available
  61. 8248:   not model #m4 available
  62. 004D: jump_if_false @MODEL_SPAWN
  63. 0001: wait 0 ms
  64. 0002: jump @MODEL_LOAD
  65.  
  66. :MODEL_SPAWN
  67. 10@ = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )
  68. actor.WeaponAccuracy(10@)= 90
  69. actor.Health(10@) = 2000
  70. 0350: toggle_actor 10@ maintain_position_when_attacked 1
  71. 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
  72.  
  73. // give the actor a weapon
  74. 01B2: give_actor 10@ weapon 31 ammo 30000 // Load the weapon model before using this
  75. 01B9: set_actor 10@ armed_weapon_to 31
  76.  
  77.  
  78. // Give the player a desert-eagle and a rocketlauncher, make the desert-eagle the active weapon.
  79. 01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this
  80. 01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 30000 // Load the weapon model before using this
  81. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24
  82.  
  83.  
  84. repeat
  85.  wait 0 ms
  86. until actor.Dead(10@)
  87.  
  88. 0394: play_music 1
  89. 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
  90. Player.Money($PLAYER_CHAR) += 25000
  91.  
  92.  
  93. 0249: release_model #BFYST
  94. 0249: release_model #rocketla
  95. 0249: release_model #desert_eagle
  96. 0249: release_model #m4
  97.  
  98. end_thread
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