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- :ACTOR1
- thread "ACTOR1"
- 0247: load_model #LAPD1
- 0247: load_model #SILENCED
- 038B: load_requested_models
- 5@ = 32000
- :MAIN
- wait 5@
- 077E: get_active_interior_to 0@
- if and
- 0256: player $PLAYER_CHAR defined
- 0@ == 0
- then
- 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
- 1@ += 10.0
- 2@ += 2.0
- 009A: 4@ = create_actor_pedtype 6 model #LAPD1 at 1@ 2@ 3@
- 01B2: give_actor 4@ weapon 23 ammo 120
- 07A5: AS_actor 4@ attack_actor $PLAYER_ACTOR -1 ms
- while true
- wait 0
- if or
- 8118: not actor 4@ dead
- 8256: not player $PLAYER_CHAR defined
- then
- 01C2: remove_references_to_actor 4@
- if
- 5@ == 32000
- then
- 5@ = 52000
- end
- if
- 5@ == 52000
- then
- 5@ = 32000
- end
- end
- end
- end
- jump @MAIN
- :ACTOR2
- thread "ACTOR2"
- 0247: load_model #SWAT
- 0247: load_model #SWATVAN
- 9@ = 12000
- :MAIN2
- wait 9@
- 077E: get_active_interior_to 0@
- if and
- 0256: player $PLAYER_CHAR defined
- 0@ == 0
- then
- 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
- 1@ += 15.0
- 2@ += 12.0
- 085A: spawn_emergency_vehicle_model #SWATVAN on_street_nearest_to 1@ 2@ 3@
- 009A: 4@ = create_actor_pedtype 6 model #SWAT at 1@ 2@ 3@
- for 10@ = 0 to 35584 step 256
- 0085: 11@ = 10@
- for 12@ = 0 to 127
- if and
- 056E: car 11@ defined
- 0137: car 11@ model == #SWATVAN
- then
- 05CB: AS_actor 4@ enter_car 11@ as_driver 10000 ms
- 00A7: car 11@ drive_to 0.0 0.0 0.0
- break
- end
- 000A: 11@ += 1
- end
- end
- repeat
- wait 0
- 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
- until 81AD: not car 11@ sphere 0 near_point 1@ 2@ radius 50.0 50.0
- 01C2: remove_references_to_actor 4@
- 01C3: remove_references_to_car 11@
- if
- 5@ == 12000
- then
- 5@ = 22000
- end
- if
- 5@ == 22000
- then
- 5@ = 12000
- end
- end
- jump @MAIN2
- :ACTOR12
- thread "ACTOR12"
- // First the things that need to be loaded
- 0247: load_model #SWAT
- 0247: load_model #SWATVAN
- 0247: load_model #LAPD1
- 0247: load_model #SILENCED
- // Then the integers that are going to be waits
- 1@ = 32000
- 2@ = 12000
- // Extra flags we need to add
- 3@ = 0
- 4@ = 0
- // Special gosub flag
- 5@ = 0
- // We are going to need timers, because we can't use 2 waits at the same time
- 32@ = 0
- 33@ = 0
- :MAIN
- // The flags function checks if enough time has passed
- gosub @FLAGS
- 077E: get_active_interior_to 0@
- if and
- 0256: player $PLAYER_CHAR defined
- 0@ == 0
- then
- if
- 3@ == 1
- then
- jump @ACTOR1
- end
- if
- 4@ == 1
- then
- jump @ACTOR2
- end
- end
- :ACTOR1
- 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
- 6@ += 10.0
- 7@ += 2.0
- 009A: 9@ = create_actor_pedtype 6 model #LAPD1 at 6@ 7@ 8@
- 01B2: give_actor 9@ weapon 23 ammo 120
- 07A5: AS_actor 9@ attack_actor $PLAYER_ACTOR -1 ms
- if
- 5@ == 0
- then
- if
- 4@ == 1
- then
- 5@ = 1
- gosub @ACTOR2
- :LOOP1
- wait 0
- 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
- if or
- 8256: not player $PLAYER_CHAR defined
- 81AD: not car 12@ sphere 0 near_point 1@ 2@ radius 50.0 50.0
- then
- 01C2: remove_references_to_actor 10@
- 01C3: remove_references_to_car 12@
- jump @NEXT1
- end
- if or
- 8256: not player $PLAYER_CHAR defined
- 0118: not actor 9@ dead
- then
- 01C2: remove_references_to_actor 9@
- jump @NEXT11
- end
- jump @LOOP1
- :NEXT1
- wait 0
- if or
- 8256: not player $PLAYER_CHAR defined
- 0118: not actor 9@ dead
- jf @NEXT1
- 01C2: remove_references_to_actor 9@
- jump @NEXT111
- :NEXT11
- 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
- if or
- 8256: not player $PLAYER_CHAR defined
- 81AD: not car 12@ sphere 0 near_point 1@ 2@ radius 50.0 50.0
- jf @NEXT11
- 01C2: remove_references_to_actor 10@
- 01C3: remove_references_to_car 12@
- jump @NEXT111
- :NEXT111
- if
- 2@ == 12000
- then
- 2@ = 22000
- end
- if
- 2@ == 22000
- then
- 2@ = 12000
- end
- if
- 1@ == 32000
- then
- 1@ = 52000
- end
- if
- 1@ == 52000
- then
- 1@ = 32000
- end
- 32@ = 0
- 33@ = 0
- else
- :LOOP11
- wait 0
- if or
- 8256: not player $PLAYER_CHAR defined
- 0118: not actor 9@ dead
- then
- 01C2: remove_references_to_actor 9@
- jump @NEXT1111
- end
- gosub @FLAGS
- if
- 4@ == 1
- then
- gosub @ACTOR2
- jump @LOOP1
- end
- :NEXT1111
- if
- 1@ == 32000
- then
- 1@ = 52000
- end
- if
- 1@ == 52000
- then
- 1@ = 32000
- end
- 32@ = 0
- 33@ = 0
- end
- else
- return
- end
- jump @MAIN
- :ACTOR2
- 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
- 6@ += 15.0
- 7@ += 12.0
- 085A: spawn_emergency_vehicle_model #SWATVAN on_street_nearest_to 6@ 7@ 8@
- 009A: 10@ = create_actor_pedtype 6 model #SWAT at 6@ 7@ 8@
- for 11@ = 0 to 35584 step 256
- 0085: 12@ = 11@
- for 13@ = 0 to 127
- if and
- 056E: car 12@ defined
- 0137: car 12@ model == #SWATVAN
- then
- 05CB: AS_actor 10@ enter_car 12@ as_driver 10000 ms
- 00A7: car 12@ drive_to 0.0 0.0 0.0
- break
- end
- 000A: 12@ += 1
- end
- end
- if
- 5@ == 0
- then
- // Basically the same as @ACTOR1 but the other way around
- :FLAGS
- if
- 001D: 32@ > 1@
- then
- 3@ = 1
- end
- if
- 001D: 33@ > 2@
- then
- 4@ = 1
- end
- return
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