// 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 = 3 COUNTER bot_deaths = 50 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 ( 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