//////////////////////////////////////////////////////////////////////////////// /////////////////// //////////////////////// ////////////////// ZT - Zooka Training ///////////////////////// ///////////////// ////////////////////////// //////////////////////////////////////////////////////////////////////////////// //by |Raef| //This is just for training,To be able to play with hard players ;] //NOTE: DON'T UPDATE THE MAP WITHOUT CONFIRMATION. //////////////////////////////////////////////////////////////////////////////// //Players PLAYER_PED P1 = ( 124.5, 118.5, 255.0 ) 37 180 PLAYER_PED P2 = ( 113.5, 118.5, 255.0 ) 37 180 PLAYER_PED P3 = ( 114.5, 130.5, 255.0 ) 37 180 PLAYER_PED P4 = ( 124.5, 131.5, 255.0 ) 37 180 //chars CHAR_DATA p1_killer CHAR_DATA p2_killer CHAR_DATA p3_killer CHAR_DATA p4_killer //Scriptvaraibles COUNTER regenerating_characters=1 LEVELSTART // Create the killers: p1_killer = CREATE_CHAR ( 114.5,118.5,255.0 ) 0 315 CRIMINAL_TYPE1 END p2_killer = CREATE_CHAR ( 114.5,131.5,255.0 ) 1 045 CRIMINAL_TYPE1 END p3_killer = CREATE_CHAR ( 122.5,131.5,255.0 ) 2 225 CRIMINAL_TYPE1 END p4_killer = CREATE_CHAR ( 122.5,119.5,255.0 ) 3 135 CRIMINAL_TYPE1 END // Arm the killers: GIVE_WEAPON (p1_killer, ROCKET_LAUNCHER) GIVE_WEAPON (p2_killer, ROCKET_LAUNCHER) GIVE_WEAPON (p3_killer, ROCKET_LAUNCHER) GIVE_WEAPON (p4_killer, ROCKET_LAUNCHER) // Make the killers attack any nearby player: SET_CHAR_THREAT_SEARCH (p1_killer, AREA_PLAYER_ONLY) SET_CHAR_THREAT_SEARCH (p2_killer, AREA_PLAYER_ONLY) SET_CHAR_THREAT_SEARCH (p3_killer, AREA_PLAYER_ONLY) SET_CHAR_THREAT_SEARCH (p4_killer, AREA_PLAYER_ONLY) 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_OBJECTIVE (p1_killer, KILL_CHAR_ON_FOOT, p1) SET_CHAR_OBJECTIVE (p2_killer, KILL_CHAR_ON_FOOT, p2) SET_CHAR_OBJECTIVE (p3_killer, KILL_CHAR_ON_FOOT, p3) SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p4) // Respawn each killer if they die: WHILE_EXEC (regenerating_characters = 1) IF (HAS_CHARACTER_DIED(p1_killer)) p1_killer = CREATE_CHAR ( 114.5,118.5,255.0 ) 0 0 CRIMINAL_TYPE2 END GIVE_WEAPON (p1_killer, ROCKET_LAUNCHER) SET_CHAR_THREAT_SEARCH (p1_killer, AREA_PLAYER_ONLY) SET_CHAR_THREAT_REACTION (p1_killer, REACT_AS_NORMAL) SET_CHAR_OBJECTIVE (p1_killer, KILL_CHAR_ON_FOOT, p1) ENDIF IF (HAS_CHARACTER_DIED(p2_killer)) p2_killer = CREATE_CHAR ( 122.5,131.5,255.0 ) 1 45 CRIMINAL_TYPE2 END GIVE_WEAPON (p2_killer, ROCKET_LAUNCHER) SET_CHAR_THREAT_SEARCH (p2_killer, AREA_PLAYER_ONLY) SET_CHAR_THREAT_REACTION (p2_killer, REACT_AS_NORMAL) SET_CHAR_OBJECTIVE (p2_killer, KILL_CHAR_ON_FOOT, p2) ENDIF IF (HAS_CHARACTER_DIED(p3_killer)) p3_killer = CREATE_CHAR ( 114.5,131.5,255.0 ) 1 225 CRIMINAL_TYPE2 END GIVE_WEAPON (p3_killer, ROCKET_LAUNCHER ) SET_CHAR_THREAT_SEARCH (p3_killer, AREA_PLAYER_ONLY) SET_CHAR_THREAT_REACTION (p3_killer, REACT_AS_NORMAL) SET_CHAR_OBJECTIVE (p3_killer, KILL_CHAR_ON_FOOT, p3) ENDIF IF (HAS_CHARACTER_DIED(p4_killer)) p4_killer = CREATE_CHAR ( 122.5,119.5,255.0 ) 3 135 CRIMINAL_TYPE2 END GIVE_WEAPON (p4_killer, ROCKET_LAUNCHER) SET_CHAR_THREAT_SEARCH (p4_killer, AREA_PLAYER_ONLY) SET_CHAR_THREAT_REACTION (p4_killer, REACT_AS_NORMAL) SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p4) ENDIF ENDWHILE LEVELEND