{
use macro (Ctrl+J) "headsa"
to insert a file header
}
{$VERSION 3.0.0000}
thread 'MAIN'
var
$PLAYER_CHAR: Player
end // var
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 8 0
04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84
Camera.SetAtPos(2488.5601, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
Camera.SetBehindPlayer
set_weather 0
wait 0 ms
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms
select_interior 0
0629: change_stat 181 (islands unlocked) to 4
016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0
016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)
03E6: remove_text_box
// put your create_thread commands here
create_thread @MODEL
// IDLE LOOP
:leeg
wait 500
jump @leeg
end_thread
:MODEL
thread "MODEL"
// Load models
0247: load_model #BFYST
0247: load_model #rocketla
0247: load_model #desert_eagle
0247: load_model #m4
038B: load_requested_models
:MODEL_LOAD
00D6: if or
8248: not model #BFYST available
8248: not model #rocketla available
8248: not model #desert_eagle available
8248: not model #m4 available
004D: jump_if_false @MODEL_SPAWN
0001: wait 0 ms
0002: jump @MODEL_LOAD
:MODEL_SPAWN
10@ = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )
actor.WeaponAccuracy(10@)= 90
actor.Health(10@) = 2000
0350: toggle_actor 10@ maintain_position_when_attacked 1
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
// give the actor a weapon
01B2: give_actor 10@ weapon 31 ammo 30000 // Load the weapon model before using this
01B9: set_actor 10@ armed_weapon_to 31
// Give the player a desert-eagle and a rocketlauncher, make the desert-eagle the active weapon.
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 30000 // Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24
repeat
wait 0 ms
until actor.Dead(10@)
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 25000
0249: release_model #BFYST
0249: release_model #rocketla
0249: release_model #desert_eagle
0249: release_model #m4
end_thread