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- {
- 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
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