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  1. {$CLEO .cs}
  2.  
  3. {0} 03A4: name_thread 'unisoldier'
  4. /*{19} 0662: printstring "\"
  5. while true
  6. Actor.DestroyInstantly($PLAYER_ACTOR)
  7. wait 0
  8. end
  9. //"
  10. {96} 0662: printstring "\"
  11. //
  12. //
  13. // Ïûòàåøüñÿ äåêîìïèëèðîâàòü?
  14. // Õà-õà! Íå ïîëó÷èòñÿ!
  15. //
  16. //" */
  17. {191} 0006: 20@ = -210
  18. {201} 0002: jump 20@
  19. //{206} 0662: printstring ""
  20. {210} 0001: wait 3000 ms
  21.  
  22. :unisoldier_215
  23. {215} 0001: wait 0 ms
  24. {219} 01C0: 6@ = player $PLAYER_CHAR wanted_level
  25. {227} 0029: 6@ >= 2
  26. {234} 004D: jump_if_false @unisoldier_215
  27. {241} 02DD: 1@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1
  28. {261} 8039: not 1@ == -1
  29. {268} 004D: jump_if_false @unisoldier_215
  30. {275} 00A0: store_actor 1@ position_to 2@ 3@ 4@
  31. {289} 00A0: store_actor $PLAYER_ACTOR position_to 21@ 22@ 23@
  32. {303} 00D6: if or
  33. {307} 02CB: actor 1@ bounding_sphere_visible
  34. {312} 06BD: no_obstacles_between 21@ 22@ 23@ and 2@ 3@ 4@ solid 1 car 0 actor 0 object 0 particle 0
  35. {342} 004D: jump_if_false @unisoldier_361
  36. {349} 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
  37. {354} 0002: jump @unisoldier_215
  38.  
  39. :unisoldier_361
  40. {361} 009B: destroy_actor 1@
  41. {366} 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
  42. {371} 0247: load_model #SWAT
  43. {376} 0247: load_model #M4
  44. {381} 0247: load_model #SHOTGSPA
  45. {386} 0247: load_model #KNIFECUR
  46. {391} 0247: load_model #HEATSEEK
  47. {396} 0247: load_model #GRENADE
  48. {401} 038B: load_requested_models
  49.  
  50. :unisoldier_403
  51. {403} 0001: wait 0 ms
  52. {407} 00D6: if and
  53. {411} 0248: model #SWAT available
  54. {416} 0248: model #M4 available
  55. {421} 0248: model #SHOTGSPA available
  56. {426} 0248: model #KNIFECUR available
  57. {431} 0248: model #HEATSEEK available
  58. {436} 0248: model #GRENADE available
  59. {441} 004D: jump_if_false @unisoldier_403
  60. {448} 009A: 1@ = create_actor_pedtype 23 model #SWAT at 2@ 3@ 4@
  61. {467} 0223: set_actor 1@ health_to 1500
  62. {475} 035F: actor 1@ armour += 1500
  63. {483} 0187: 5@ = create_marker_above_actor 1@
  64. {491} 0446: set_actor 1@ dismemberment_possible 0
  65. {498} 01B2: give_actor 1@ weapon 31 ammo -1 // Load the weapon model before using this
  66. {507} 01B2: give_actor 1@ weapon 27 ammo -1 // Load the weapon model before using this
  67. {516} 01B2: give_actor 1@ weapon 36 ammo -1 // Load the weapon model before using this
  68. {525} 01B2: give_actor 1@ weapon 4 ammo -1 // Load the weapon model before using this
  69. {534} 087E: set_actor 1@ weapon_droppable 0
  70. {541} 0006: 20@ = -560
  71. {551} 0002: jump 20@
  72. {556} 0662: printstring ""
  73. {560} 02E2: set_actor 1@ weapon_accuracy_to 95
  74. {567} 081A: set_actor 1@ weapon_skill_to 2
  75. {574} 060A: create_decision_maker_type 0 store_to 8@ // decision\allowed\m_.ped files
  76. {581} 060B: set_actor 1@ decision_maker_to 8@
  77. {589} 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
  78. {598} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
  79. {608} 0249: release_model #SWAT
  80. {613} 0249: release_model #M4
  81. {618} 0249: release_model #SHOTGSPA
  82. {623} 0249: release_model #KNIFECUR
  83. {628} 0249: release_model #HEATSEEK
  84.  
  85. :unisoldier_633
  86. {633} 0001: wait 0 ms
  87. {637} 00D6: if or
  88. {641} 8256: not player $PLAYER_CHAR defined
  89. {646} 0118: actor 1@ dead
  90. {651} 004D: jump_if_false @unisoldier_690
  91. {658} 0164: disable_marker 5@
  92. {663} 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
  93. {668} 065C: release_decision_maker 8@
  94. {673} 0249: release_model #GRENADE
  95. {678} 0001: wait 10000 ms
  96. {683} 0002: jump @unisoldier_215
  97.  
  98. :unisoldier_690
  99. {690} 00D6: if or
  100. {694} 00DF: actor $PLAYER_ACTOR driving
  101. {699} 04AB: actor $PLAYER_ACTOR driving_plane
  102. {704} 004D: jump_if_false @unisoldier_735
  103. {711} 01B9: set_actor 1@ armed_weapon_to 36
  104. {718} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
  105. {728} 0002: jump @unisoldier_920
  106.  
  107. :unisoldier_735
  108. {735} 00A0: store_actor 1@ position_to 2@ 3@ 4@
  109. {749} 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
  110. {763} 050A: 9@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 6@ 7@ 8@
  111. {786} 00D6: if
  112. {790} 0031: 9@ >= 20.0
  113. {800} 004D: jump_if_false @unisoldier_821
  114. {807} 01B9: set_actor 1@ armed_weapon_to 31
  115. {814} 0002: jump @unisoldier_920
  116.  
  117. :unisoldier_821
  118. {821} 0006: 20@ = -840
  119. {831} 0002: jump 20@
  120. //{836} 0662: printstring ""
  121. {840} 00D6: if and
  122. {844} 8031: not 9@ >= 18.0
  123. {854} 0021: 9@ > 12.0
  124. {864} 004D: jump_if_false @unisoldier_878
  125. {871} 0050: gosub @unisoldier_1044
  126.  
  127. :unisoldier_878
  128. {878} 00D6: if
  129. {882} 8031: not 9@ >= 2.5
  130. {892} 004D: jump_if_false @unisoldier_913
  131. {899} 01B9: set_actor 1@ armed_weapon_to 4
  132. {906} 0002: jump @unisoldier_920
  133.  
  134. :unisoldier_913
  135. {913} 01B9: set_actor 1@ armed_weapon_to 27
  136.  
  137. :unisoldier_920
  138. {920} 00D6: if and
  139. {924} 0457: player $PLAYER_CHAR aiming_at_actor 1@
  140. {932} 874F: not actor $PLAYER_ACTOR ped_event == 12
  141. {939} 82D8: not actor 1@ current_weapon == 4
  142. {946} 02A0: actor 1@ stopped
  143. {951} 004D: jump_if_false @unisoldier_1037
  144. {958} 0209: 7@ = random_int_in_ranges -1 1
  145. {967} 077C: clear_actor 1@ acquaintance 4 to_all_pedtypes // see ped.dat
  146. {974} 0172: 9@ = actor $PLAYER_ACTOR Z_angle
  147. {982} 000F: 9@ -= 180.0
  148. {992} 0173: set_actor 1@ Z_angle_to 9@
  149. {1000} 06E3: AS_actor 1@ roll_sideways 7@
  150. {1008} 0001: wait 1200 ms
  151. {1013} 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
  152. {1022} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
  153. {1032} 0001: wait 500 ms
  154.  
  155. :unisoldier_1037
  156. {1037} 0002: jump @unisoldier_633
  157.  
  158. :unisoldier_1044
  159. {1044} 00D6: if
  160. {1048} 002D: 32@ >= 30@ // (int)
  161. {1056} 004D: jump_if_false @unisoldier_1153
  162. {1063} 01B2: give_actor 1@ weapon 16 ammo 1 // Load the weapon model before using this
  163. {1072} 04EB: AS_actor 1@ crouch 0
  164. {1079} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
  165.  
  166. :unisoldier_1089
  167. {1089} 02D8: actor 1@ current_weapon == 16
  168. {1096} 004D: jump_if_false @unisoldier_1114
  169. {1103} 0001: wait 0 ms
  170. {1107} 0002: jump @unisoldier_1089
  171.  
  172. :unisoldier_1114
  173. {1114} 0006: 20@ = -1133
  174. {1124} 0002: jump 20@
  175. //{1129} 0662: printstring ""
  176. {1133} 0209: 30@ = random_int_in_ranges 20000 40000
  177. {1146} 0006: 32@ = 0
  178.  
  179. :unisoldier_1153
  180. {1153} 0051: return
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