// BOT TINY TOWN
// 2005-06-18
// www.gtamp.com
// Caps   - script
// Sektor - script
// Laur   - vehicle and powerup/weapon placement

PLAYER_PED p1 = ( 111.4 , 185.5 ,255.0 ) 10 180
PLAYER_PED p2 = (  83.6 , 182.0 , 255.0 ) 7  270
//PLAYER_PED p3 = (  60.4 , 193.5 , 255.0 ) 11 180
//PLAYER_PED p4 = (  52.4 , 166.5 , 255.0 ) 13  60
//PLAYER_PED p5 = ( 100.4 , 179.5 , 255.0 )  8 180
//PLAYER_PED p6 = (  90.4 , 192.5 , 255.0 ) 12   0

CHAR_DATA p1_killer = ( 86.4 , 191.0 , 5.0   )  10  180  CRIMINAL_TYPE2
CHAR_DATA p2_killer = ( 109.4 , 164.5 , 3.0   )  7  180  CRIMINAL_TYPE2
CHAR_DATA p3_killer = ( 68.0 , 161.5 , 3.0   )  11  0  CRIMINAL_TYPE2
CHAR_DATA p4_killer = ( 70.4 , 172.5 , 4.0   )  13  180  CRIMINAL_TYPE2
CHAR_DATA p5_killer = ( 100.4 , 169.5 , 3.0   )  8  180  CRIMINAL_TYPE2
CHAR_DATA p6_killer = ( 60.4 , 174.5 , 3.0  )  12  180  CRIMINAL_TYPE2

ARROW_DATA p1_killer_arr
ARROW_DATA p2_killer_arr
ARROW_DATA p3_killer_arr
ARROW_DATA p4_killer_arr
ARROW_DATA p5_killer_arr
ARROW_DATA p6_killer_arr

DECLARE_POLICELEVEL ( 5 )

COUNTER loop = 1
COUNTER player_deaths = 10
COUNTER bot_deaths = 30
COUNTER failed = 0
ONSCREEN_COUNTER player_death_count
ONSCREEN_COUNTER bot_death_count

LEVELSTART

DECLARE_MISSION_FLAG ( p1 , loop )
SET_ARROW_COLOUR ( p1_killer_arr , red )
SET_ARROW_COLOUR ( p2_killer_arr , green )
SET_ARROW_COLOUR ( p3_killer_arr , blue )
SET_ARROW_COLOUR ( p4_killer_arr , yellow )

ADD_ONSCREEN_COUNTER  ( player_death_count , player_deaths )
ADD_ONSCREEN_COUNTER  ( bot_death_count , bot_deaths )
DISPLAY_MESSAGE ( 5051 )
// powerup generators
GENERATOR rocket_01 = ( 114.0 , 195.0 , 2.0 ) 359 COLLECT_02 7500 7500 10
GENERATOR electro_01 = ( 98.0 , 158.9 , 2.0 ) 359 COLLECT_03 7500 7500 10
GENERATOR molotov_01 = ( 50.5 , 172.5 , 4.0 ) 359 COLLECT_04 7500 7500 10
GENERATOR uzi_01 = ( 111.5 , 170.6 , 2.0 ) 359 COLLECT_01 7500 7500 10
GENERATOR shotgun_01 = ( 78.5 , 192.5 , 2.0 ) 359 COLLECT_06 7500 7500 10
GENERATOR mine_01 = ( 73.5 , 179.5 , 5.0 ) 359 COLLECT_17 7500 7500 5
GENERATOR flamer_01 = ( 60.0 , 186.5 , 4.0 ) 359 COLLECT_08 7500 7500 10
GENERATOR health_01 = ( 62.5 , 171.5 , 4.0 ) 359 COLLECT_30 7500 7500 99
GENERATOR car_uzi_01 = ( 118.5 , 177.5 , 2.0 ) 359 COLLECT_18 7500 7500 10
GENERATOR invur_01 = ( 89.5 , 185.5 , 2.0 ) 359 COLLECT_34 7500 7500 10
GENERATOR uzi_02 = ( 71.5 , 170.5 , 3.0 ) 359 COLLECT_01 7500 7500 10
GENERATOR molotov_02 = ( 68.0 , 194.5 , 4.0 ) 359 COLLECT_04 7500 7500 10
GENERATOR gang_01 = ( 63.0 , 184.0 , 2.0 ) 359 COLLECT_40 7500 7500 10
GENERATOR armour_01 = ( 100.5 , 173.5 , 2.0 ) 359 COLLECT_31 7500 7500

POINT_ARROW_AT ( p1_killer_arr , p1_killer ) 
POINT_ARROW_AT ( p2_killer_arr , p2_killer ) 
POINT_ARROW_AT ( p3_killer_arr , p3_killer ) 
POINT_ARROW_AT ( p4_killer_arr , p4_killer )
POINT_ARROW_AT ( p5_killer_arr , p5_killer )
POINT_ARROW_AT ( p6_killer_arr , p6_killer )
GIVE_WEAPON ( p1_killer , MACHINE_GUN )
GIVE_WEAPON ( p2_killer , ELECTRO_GUN )
GIVE_WEAPON ( p3_killer , ROCKET_LAUNCHER )
GIVE_WEAPON ( p4_killer , FLAME_THROWER )
GIVE_WEAPON ( p5_killer , SILENCED_MACHINE_GUN )
GIVE_WEAPON ( p6_killer , SHOTGUN )
SET_CHAR_SHOOTING_SKILL ( p1_killer , CRACK_SHOT )
SET_CHAR_SHOOTING_SKILL ( p2_killer , CRACK_SHOT )
SET_CHAR_SHOOTING_SKILL ( p3_killer , CRACK_SHOT )
SET_CHAR_SHOOTING_SKILL ( p4_killer , CRACK_SHOT )
SET_CHAR_SHOOTING_SKILL ( p5_killer , CRACK_SHOT )
SET_CHAR_SHOOTING_SKILL ( p6_killer , CRACK_SHOT )
SET_CHAR_THREAT_SEARCH ( p1_killer , AREA )
SET_CHAR_THREAT_SEARCH ( p2_killer , AREA )
SET_CHAR_THREAT_SEARCH ( p3_killer , AREA )
SET_CHAR_THREAT_SEARCH ( p4_killer , AREA )
SET_CHAR_THREAT_SEARCH ( p5_killer , AREA )
SET_CHAR_THREAT_SEARCH ( p6_killer , AREA )
SET_CHAR_THREAT_REACTION ( p1_killer , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_killer , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p3_killer , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p4_killer , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p5_killer , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p6_killer , REACT_AS_NORMAL )
SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
//SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
//SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
//SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
//SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
//SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 )   

// Generator ON/OFF
SWITCH_GENERATOR ( rocket_01 , ON )
SWITCH_GENERATOR ( electro_01 , ON )
SWITCH_GENERATOR ( molotov_01 , ON )
SWITCH_GENERATOR ( uzi_01 , ON )
SWITCH_GENERATOR ( shotgun_01 , ON )
SWITCH_GENERATOR ( mine_01 , ON )
SWITCH_GENERATOR ( flamer_01 , ON )
SWITCH_GENERATOR ( health_01 , ON )
SWITCH_GENERATOR ( car_uzi_01 , ON )
SWITCH_GENERATOR ( invur_01 , ON )
SWITCH_GENERATOR ( uzi_02 , ON )
SWITCH_GENERATOR ( molotov_02 , ON )
SWITCH_GENERATOR ( gang_01 , ON )
SWITCH_GENERATOR ( armour_01 , ON )

// cars
CAR_DATA car_1  =   (  81.7  ,  181.5  ,  2.0  )  2  90  STRIPETB
CAR_DATA car_2 = ( 88.3 , 181.5 , 2.0 )  2 270 AMDB4
CAR_DATA car_3 = ( 81.7 , 183.3 , 2.0 )  27 90 RTYPE
CAR_DATA car_5 = ( 112.9 , 184.5 , 4.0 )  1 270 FIRETRUK 
CAR_DATA car_6 = ( 82.2 , 182.4 , 2.0 )  1 90 FIRETRUK 
CAR_DATA car_7 = ( 87.3 , 184.9 , 2.0 )  1 180 FIRETRUK 
CAR_DATA car_8 = ( 88.3 , 184.9 , 2.0 )  1 180 FIRETRUK
//cars in base
CAR_DATA car_9  =   (  91.5  ,  129.7  ,  3.0  )  2  0  STRIPETB
CAR_DATA car_10  =   (  92.5  ,  129.7  ,  3.0  )  2  0  STRIPETB
CAR_DATA car_11  =   (  93.5  ,  129.7  ,  3.0  )  2  0  STRIPETB
CAR_DATA car_12  =   (  94.5  ,  129.7  ,  3.0  )  2  0  STINGRAY
CAR_DATA car_13  =   (  95.5  ,  129.7  ,  3.0  )  2  0  STINGRAY
CAR_DATA car_14  =   (  96.5  ,  129.7  ,  3.0  )  2  0  STINGRAY
CAR_DATA car_15  =   (  97.5  ,  129.7  ,  3.0  )  2  0  AMDB4
CAR_DATA car_16  =   (  98.5  ,  129.7  ,  3.0  )  2  0  AMDB4
CAR_DATA car_17  =   (  99.5  ,  129.7  ,  3.0  )  2  0  AMDB4
//second row
CAR_DATA car_18  =   (  92.5  ,  133.3  ,  3.0  )  2  180  RTYPE
CAR_DATA car_19  =   (  93.5  ,  133.3  ,  3.0  )  3  180  RTYPE
CAR_DATA car_20  =   (  94.5  ,  133.3  ,  3.0  )  33  180  RTYPE

CAR_DATA p1car
CAR_DATA p2car

// car's weapons
GIVE_WEAPON ( car_1 , CAR_MACHINE_GUN )
GIVE_WEAPON ( car_1 , CAR_BOMB )
GIVE_WEAPON ( car_2 , CAR_MACHINE_GUN , 60 )
GIVE_WEAPON ( car_2 , CAR_BOMB , 1 )
GIVE_WEAPON ( car_3 , CAR_MACHINE_GUN , 60 )
GIVE_WEAPON ( car_3 , CAR_BOMB , 1 )
GIVE_WEAPON ( car_5 , CAR_FLAMETHROWER , 99 )
GIVE_WEAPON ( car_6 , CAR_FLAMETHROWER , 99 )
GIVE_WEAPON ( car_7 , CAR_FLAMETHROWER , 99 )
GIVE_WEAPON ( car_8 , CAR_FLAMETHROWER , 99 )
SET_CAR_ROCKETPROOF  ( car_5 , ON )
SET_CAR_ROCKETPROOF  ( car_6 , ON )
SET_CAR_ROCKETPROOF  ( car_7 , ON )
SET_CAR_ROCKETPROOF  ( car_8 , ON )

WHILE_EXEC ( loop = 1 )
 
 IF ( failed = 0 ) 
  IF ( player_deaths = 0 )
     DISPLAY_MESSAGE ( 1125 ) // JOB FAILED!
     CLEAR_ONSCREEN_COUNTER ( player_deaths )
     SET failed = 1
  ENDIF
 
  IF ( bot_deaths = 0 )
    DISPLAY_MESSAGE ( 1124 ) // JOB COMPLETE!
    CLEAR_ONSCREEN_COUNTER ( bot_deaths )
    ADD_SCORE ( P1, 999999 )
    SET failed = 1
  ENDIF
 ENDIF
 
 IF ( HAS_CHARACTER_DIED ( p1 ))
   IF ( NOT ( delay (60) ))
      IF ( failed = 0 )
        --player_deaths
      ENDIF
   ENDIF
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p2 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p3 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p3 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p2 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p2 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p3 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p2 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p3 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p2 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p3 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 ))   
 ENDIF
/*
 IF ( HAS_CHARACTER_DIED ( p2 ))
   IF ( NOT ( delay (60) ))
      IF ( failed = 0 )
        --player_deaths
      ENDIF
   ENDIF
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p6)
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p4 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p3 )  
 ENDIF
/*
 IF ( HAS_CHARACTER_DIED ( p3 ))
   IF ( NOT ( delay (60) ))
      IF ( failed = 0 )
        --player_deaths
      ENDIF
   ENDIF
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p5 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p4 )
 ENDIF

 IF ( HAS_CHARACTER_DIED ( p4 ))
   IF ( NOT ( delay (60) ))
      IF ( failed = 0 )
        --player_deaths
      ENDIF
   ENDIF
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p5 )
 ENDIF

 IF ( HAS_CHARACTER_DIED ( p5 ))
   IF ( NOT ( delay (60) ))
      IF ( failed = 0 )
        --player_deaths
      ENDIF
   ENDIF
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p1 )
   //SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 )
 ENDIF

 IF ( HAS_CHARACTER_DIED ( p6 ))
   IF ( NOT ( delay (60) ))
      IF ( failed = 0 )
        --player_deaths
      ENDIF
   ENDIF
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p1 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p1 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p1 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p1 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p6 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p5 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p4 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p3 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p2 )
   SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p1 )
 ENDIF
*/

 IF ( HAS_CHARACTER_DIED ( p1_killer ) )
    IF ( failed = 0 )
      --bot_deaths
    ENDIF
    REMOVE_ARROW ( p1_killer_arr )
    DELETE_ITEM  ( p1_killer )
    p1_killer = CREATE_CHAR (  86.4 , 191.0 , 5.0 )  10  180  CRIMINAL_TYPE2 END
    GIVE_WEAPON ( p1_killer , machine_gun )
    SET_CHAR_THREAT_SEARCH ( p1_killer , AREA )
    SET_CHAR_THREAT_REACTION ( p1_killer , REACT_AS_NORMAL )
    SET_CHAR_SHOOTING_SKILL ( p1_killer , CRACK_SHOT )
    SET_CHAR_OBJECTIVE ( p1_killer , KILL_CHAR_ANY_MEANS , p1 )
    POINT_ARROW_AT ( p1_killer_arr , p1_killer ) 
 ENDIF
 
 IF ( HAS_CHARACTER_DIED ( p2_killer ) )
    IF ( failed = 0 )
      --bot_deaths
    ENDIF
    REMOVE_ARROW ( p2_killer_arr )
    DELETE_ITEM  ( p2_killer )
    p2_killer = CREATE_CHAR ( 109.4 , 164.5 , 3.0  )  7  180  CRIMINAL_TYPE2 END
    GIVE_WEAPON ( p2_killer , ELECTRO_GUN )
    SET_CHAR_THREAT_SEARCH ( p2_killer , AREA )
    SET_CHAR_THREAT_REACTION ( p2_killer , REACT_AS_NORMAL )
    SET_CHAR_SHOOTING_SKILL ( p2_killer , CRACK_SHOT )
    SET_CHAR_OBJECTIVE ( p2_killer , KILL_CHAR_ANY_MEANS , p1 )
    POINT_ARROW_AT ( p2_killer_arr , p2_killer ) 
 ENDIF
 
 IF ( HAS_CHARACTER_DIED ( p3_killer ) )
    IF ( failed = 0 )
      --bot_deaths
    ENDIF
    REMOVE_ARROW ( p3_killer_arr )
    DELETE_ITEM  ( p3_killer )
    p3_killer = CREATE_CHAR ( 68.0 , 161.5 , 3.0  )  11  0  CRIMINAL_TYPE2 END
    GIVE_WEAPON ( p3_killer , ROCKET_LAUNCHER )
    SET_CHAR_THREAT_SEARCH ( p3_killer , AREA )
    SET_CHAR_THREAT_REACTION ( p3_killer , REACT_AS_NORMAL )
    SET_CHAR_SHOOTING_SKILL ( p3_killer , CRACK_SHOT )
    SET_CHAR_OBJECTIVE ( p3_killer , KILL_CHAR_ANY_MEANS , p1 )
    POINT_ARROW_AT ( p3_killer_arr , p3_killer ) 
 ENDIF
 
 IF ( HAS_CHARACTER_DIED ( p4_killer ) )
    IF ( failed = 0 )
      --bot_deaths
    ENDIF
    REMOVE_ARROW ( p4_killer_arr )
    DELETE_ITEM  ( p4_killer )
    p4_killer = CREATE_CHAR ( 70.4 , 172.5 , 4.0  )  13  180  CRIMINAL_TYPE2 END
    GIVE_WEAPON ( p4_killer , FLAME_THROWER )
    SET_CHAR_THREAT_SEARCH ( p4_killer , AREA )
    SET_CHAR_THREAT_REACTION ( p4_killer , REACT_AS_NORMAL )
    SET_CHAR_SHOOTING_SKILL ( p4_killer , CRACK_SHOT )
    SET_CHAR_OBJECTIVE ( p4_killer , KILL_CHAR_ANY_MEANS , p1 )
    POINT_ARROW_AT ( p4_killer_arr , p4_killer ) 
 ENDIF
 
 IF ( HAS_CHARACTER_DIED ( p5_killer ) )
    IF ( failed = 0 )
      --bot_deaths
    ENDIF
    REMOVE_ARROW ( p5_killer_arr )
    DELETE_ITEM  ( p5_killer )
    p5_killer = CREATE_CHAR ( 100.4 , 169.5 , 3.0  )  8  180  CRIMINAL_TYPE2 END
    GIVE_WEAPON ( p5_killer , silenced_machine_gun )
    SET_CHAR_THREAT_SEARCH ( p5_killer , AREA )
    SET_CHAR_THREAT_REACTION ( p5_killer , REACT_AS_NORMAL )
    SET_CHAR_SHOOTING_SKILL ( p5_killer , CRACK_SHOT )
    SET_CHAR_OBJECTIVE ( p5_killer , KILL_CHAR_ANY_MEANS , p1 )
    POINT_ARROW_AT ( p5_killer_arr , p5_killer ) 
 ENDIF
 
 IF ( HAS_CHARACTER_DIED ( p6_killer ) )
    IF ( failed = 0 )
      --bot_deaths
    ENDIF
    REMOVE_ARROW ( p6_killer_arr )
    DELETE_ITEM  ( p6_killer )
    p6_killer = CREATE_CHAR ( 60.4 , 174.5 , 3.0 )  12  180  CRIMINAL_TYPE2 END
    GIVE_WEAPON ( p6_killer , SHOTGUN )
    SET_CHAR_THREAT_SEARCH ( p6_killer , AREA )
    SET_CHAR_THREAT_REACTION ( p6_killer , REACT_AS_NORMAL )
    SET_CHAR_SHOOTING_SKILL ( p6_killer , CRACK_SHOT )
    SET_CHAR_OBJECTIVE ( p6_killer , KILL_CHAR_ANY_MEANS , p1 )
    POINT_ARROW_AT ( p6_killer_arr , p6_killer ) 
 ENDIF
 
ENDWHILE
LEVELEND
