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  1. 0@ = -116@ = 0:NONAME_14wait 0if and$ONMISSION == 0823D:   not special_actor 1 loadedjf @NONAME_53023C: load_special_actor 'BIGFOOT' as 1 // models 290-299:NONAME_53Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)if and0@ == -1$ONMISSION == 01@ > -3315.392 not 1@ >= 163.32042@ > -3019.81 not 2@ >= -704.2101jf @NONAME_4850087: 4@ = 1@ // (float)0087: 5@ = 1@ // (float)0087: 6@ = 2@ // (float)0087: 7@ = 2@ // (float)4@ -= 180.05@ += 180.06@ -= 180.07@ += 180.00208: 8@ = random_float_in_ranges 4@ 5@0208: 9@ = random_float_in_ranges 6@ 7@02CE: 10@ = ground_z_at 8@ 9@ 2000.003D3: get_route_nearest_for 8@ 9@ 10@ store_to 11@ 12@ 13@ Z_angle_to 14@050A: 15@ = distance_between_XYZ 8@ 9@ 10@ and_XYZ 11@ 12@ 13@if and0025:   10@ > 11@ // (float)15@ > 50.010@ >= 5.080FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 8@ 9@ 10@ radius 160.0 160.0 160.0023D:   special_actor 1 loadedjf @NONAME_4850@ = Actor.Create(Player4, #SPECIAL01, 8@, 9@, 10@)0208: 17@ = random_float_in_ranges 0.0 360.0Actor.Angle(0@) = 17@0446: set_actor 0@ immune_to_headshots 0Actor.Health(0@) = 100000226: $ActorHealth1 = actor 0@ health0014: $ActorHealth1 /=  100  // integer values03C4: set_status_text_to $ActorHealth1  1 (bar) 'SYND_4'07BC: set_actor 0@ decision_maker_to 32 // AS_pack_version04D8: set_actor 0@ drowns_in_water 00946: set_actor 0@ actions_uninterupted_by_weapon_fire 107FE: set_actor 0@ fighting_style_to 4 003FE: set_actor 0@ money 00245: set_actor 0@ walk_style_to "OLDMAN"05DB: AS_actor 0@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 30000:NONAME_485wait 000D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @NONAME_485if Actor.Dead(0@)jf @NONAME_5270151: remove_status_text $ActorHealth1Actor.RemoveReferences(0@)0@ = -116@ = 0jump @NONAME_629:NONAME_5270226: $ActorHealth1 = actor 0@ health0014: $ActorHealth1 /=  100  // integer valuesif80FE:   not actor 0@ sphere 0 in_sphere 1@ 2@ 3@ radius 200.0 200.0 200.0jf @NONAME_5880151: remove_status_text $ActorHealth1Actor.DestroyWithFade(0@)0@ = -116@ = 0jump @NONAME_629:NONAME_588if and051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR16@ == 0jf @NONAME_48505E2: AS_actor 0@ kill_actor $PLAYER_ACTOR16@ = 1jump @NONAME_485:NONAME_629jump @NONAME_14
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