{ 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