// GTA2 Test Script
// by Pyro & BenMillard, April 2011
// http://projectcerbera.com/gta/2/tutorials/multiplayer

// Weapons
// Note: This respawns instantly and gives maximum ammo.
GENERATOR rocket1 = (128.0,128.0) 0 COLLECT_02 0 0 99 // Rocket Launcher

// Player Cars:
PARKED_CAR_DATA p1car = (126.5,126.5,255.0) 28 225 VTYPE // Red
PARKED_CAR_DATA p2car = (126.5,129.5,255.0) 24 315 VTYPE // Orange
PARKED_CAR_DATA p3car = (129.5,129.5,255.0) 35 045 VTYPE // Yellow
PARKED_CAR_DATA p4car = (129.5,126.5,255.0) 20 135 VTYPE // Green
PARKED_CAR_DATA p5car = (128.0,130.2,255.0) 14 000 VTYPE // Dark Blue
PARKED_CAR_DATA p6car = (125.8,128.0,255.0) 02 270 VTYPE // Black

// Players
/*
 p1    p4
p6  RL = (128.0,128.0)
 p2 p5 p3
*/
PLAYER_PED p1 = (20.5, 54.5, 2.0) 07 045 // Yellow Scientist
PLAYER_PED p2 = (20.5, 54.5, 2.0) 11 135 // Green Loonie
PLAYER_PED p3 = (20.5, 54.5, 2.0) 10 225 // Red Russian
PLAYER_PED p4 = (20.5, 54.5, 2.0) 09 315 // Orange Krishna
PLAYER_PED p5 = (20.5, 54.5, 2.0) 13 180 // Dark Blue Yakuza
PLAYER_PED p6 = (20.5, 54.5, 2.0) 08 090 // Dark Grey Zaibatsu

// Counters
COUNTER stage = 1



// End of objects...
LEVELSTART
// ...start of commands.



// Environment
SET_SHADING_LEVEL (20) // building sides
SET_AMBIENT_LEVEL (0.75, 0) // reduce the value after you add lights
SET_DIR_OF_TV_VANS (128.0,128.0) // savepoint or key location
DECLARE_POLICELEVEL (4) // 1 weak; 2 strong; 3 roadblocks; 4 SWAT; 5 FBI; 6 Army
// Note: Army in multiplayer needs Vike's GTA2 v11.3 or newer.

// Weapons
SWITCH_GENERATOR (rocket1, ON)

// Unlimited Standard Weapons
WHILE_EXEC (stage = 1)
 IF (CHECK_CHARACTER_HEALTH (p1, 0))
  GIVE_WEAPON (p1,     MACHINE_GUN, 99)
  GIVE_WEAPON (p1, ROCKET_LAUNCHER, 99)
  GIVE_WEAPON (p1,   FLAME_THROWER, 99)
  GIVE_WEAPON (p1,         MOLOTOV, 99)
 ENDIF
 IF (CHECK_CHARACTER_HEALTH (p2, 0))
  GIVE_WEAPON (p2,     MACHINE_GUN, 99)
  GIVE_WEAPON (p2, ROCKET_LAUNCHER, 99)
  GIVE_WEAPON (p2,   FLAME_THROWER, 99)
  GIVE_WEAPON (p2,         MOLOTOV, 99)
 ENDIF
 IF (CHECK_CHARACTER_HEALTH (p3, 0))
  GIVE_WEAPON (p3,     MACHINE_GUN, 99)
  GIVE_WEAPON (p3, ROCKET_LAUNCHER, 99)
  GIVE_WEAPON (p3,   FLAME_THROWER, 99)
  GIVE_WEAPON (p3,         MOLOTOV, 99)
 ENDIF
 IF (CHECK_CHARACTER_HEALTH (p4, 0))
  GIVE_WEAPON (p4,     MACHINE_GUN, 99)
  GIVE_WEAPON (p4, ROCKET_LAUNCHER, 99)
  GIVE_WEAPON (p4,   FLAME_THROWER, 99)
  GIVE_WEAPON (p4,         MOLOTOV, 99)
 ENDIF
 IF (CHECK_CHARACTER_HEALTH (p5, 0))
  GIVE_WEAPON (p5,     MACHINE_GUN, 99)
  GIVE_WEAPON (p5, ROCKET_LAUNCHER, 99)
  GIVE_WEAPON (p5,   FLAME_THROWER, 99)
  GIVE_WEAPON (p5,         MOLOTOV, 99)
 ENDIF
 IF (CHECK_CHARACTER_HEALTH (p6, 0))
  GIVE_WEAPON (p6,     MACHINE_GUN, 99)
  GIVE_WEAPON (p6, ROCKET_LAUNCHER, 99)
  GIVE_WEAPON (p6,   FLAME_THROWER, 99)
  GIVE_WEAPON (p6,         MOLOTOV, 99)
 ENDIF
ENDWHILE

LEVELEND