{
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
create_thread @MODEL
// IDLE LOOP
:leeg
wait 500
jump @leeg
end_thread
:MODEL
thread 'MODEL'
//Load models
0247: load_model #GREENWOO
0247: load_model #bat
0247: load_model #BFYST
038B: load_requested_models
:MODEL_LOAD
00D6: if or
8248: not model #GREENWOO available
8248: not model #bat available
8248: not model #BFYST available
004D: jump_if_false @MODEL_SPAWN
0001: wait 0 ms
0002: jump @MODEL_LOAD
:MODEL_SPAWN
0674: set_car_model #GREENWOO numberplate "ABCDEFG"
00A5: $greenwood = create_car #GREENWOO at 2458.2483 -1659.0264 13.3047
Car.Angle($greenwood)= 270.0
0224: set_car $greenwood health_to 250
0186: $m1 = create_marker_above_car $greenwood
01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 10 // Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 5
repeat
wait 0
until Actor.InCar($PLAYER_ACTOR, $greenwood)
Marker.Disable($m1)
0004: $coordinaat_x = 2100.9604
0004: $coordinaat_y = -1366.8369
0004: $coordinaat_z = 23.9844
$coordinaat = Marker.CreateIconAndSphere(0, $coordinaat_x, $coordinaat_y, $coordinaat_z)
:MODEL_WRECKED
wait 0 ms
if
0119: car $greenwood wrecked
004D: jump_if_false @MODEL_END
wait 0 ms
jump @MODEL
:MODEL_END
if
01AE: car $greenwood sphere 0 near_point $coordinaat_x $coordinaat_y radius 5.0 5.0 stopped
004D: jump_if_false @MODEL_WRECKED
wait 0 ms
10@ = Actor.Create(CIVFEMALE, #BFYST, 2094.3499, -1342.9515, 23.9844)
Marker.Disable($coordinaat)
Actor.Angle(10@) = 88.44
0187: $m2 = create_marker_above_actor 10@
actor.WeaponAccuracy(10@)= 100
actor.Health(10@) = 250
01B2: give_actor 10@ weapon 5 ammo 1000 // Load the weapon model before using this
01B9: set_actor 10@ armed_weapon_to 5
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
repeat
wait 0 ms
until actor.Dead(10@)
0394: play_music 1
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
0249: release_model #GREENWOO
0249: release_model #BAT
0249: release_model #BFYST
Marker.Disable($m2)
end_thread