Re: .mis Error
Posted: 24 Jun 2012, 23:28
by CarThief
Well i dont quite see whats causing that actually. Perhaps your map is just really weirdly setup in a way they cant spawn properly on some places.
Anyway using the script from here i made 1, 2, 3 and 4-player versions of each script, with an added mechanism of having the bot in the 3-player script switch targets upon death. I havent tested these though, as i dont got any good map for it. They did compile succesfully for me though.
Player 1 / Singleplayer script (only use this on singleplayer).
[mis]//Player one script. All bots should target player 1 ONLY.
//Players
PLAYER_PED P1 = ( 124.5, 118.5, 255.0 ) 37 180
//Other players arent needed for singleplayer.
//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
//Arrows
ARROW_DATA killerarrow1
ARROW_DATA killerarrow2
ARROW_DATA killerarrow3
ARROW_DATA killerarrow4
//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
//Point arrows at the bots.
POINT_ARROW_AT(killerarrow1, p1_killer)
POINT_ARROW_AT(killerarrow2, p2_killer)
POINT_ARROW_AT(killerarrow3, p3_killer)
POINT_ARROW_AT(killerarrow4, p4_killer)
// 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)//Only target player 1.
SET_CHAR_OBJECTIVE (p2_killer, KILL_CHAR_ON_FOOT, p1)//As there is no other players.
SET_CHAR_OBJECTIVE (p3_killer, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p1)
// Respawn each killer if they die:
WHILE_EXEC (regenerating_characters = 1)
IF (HAS_CHARACTER_DIED(p1_killer))
REMOVE_ARROW(killerarrow1)
DELETE_ITEM(p1_killer)
p1_killer = CREATE_CHAR ( 114.5,118.5,255.0 ) 0 0 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow1, p1_killer)
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))
REMOVE_ARROW(killerarrow2)
DELETE_ITEM(p2_killer)
p2_killer = CREATE_CHAR ( 122.5,131.5,255.0 ) 1 45 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow2, p2_killer)
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, p1)
ENDIF
IF (HAS_CHARACTER_DIED(p3_killer))
REMOVE_ARROW(killerarrow3)
DELETE_ITEM(p3_killer)
p3_killer = CREATE_CHAR ( 114.5,131.5,255.0 ) 1 225 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow3, p3_killer)
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, p1)
ENDIF
IF (HAS_CHARACTER_DIED(p4_killer))
REMOVE_ARROW(killerarrow4)
DELETE_ITEM(p4_killer)
p4_killer = CREATE_CHAR ( 122.5,119.5,255.0 ) 3 135 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow4, p4_killer)
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, p1)
ENDIF
ENDWHILE
LEVELEND[/mis]
Player 2 script (only use this with 2 players in total, aka with a friend online)
[mis]//Player two script. All bots should target player 1 and 2 ONLY.
//Players
PLAYER_PED P1 = ( 124.5, 118.5, 255.0 ) 37 180
PLAYER_PED P2 = ( 113.5, 118.5, 255.0 ) 37 180
//Other two players arent needed in a 2-player game.
//PLAYER_PED P3 = ( 114.5, 130.5, 255.0 ) 37 180
//PLAYER_PED P4 = ( 124.5, 131.5, 255.0 ) 37 180
//Arrows
ARROW_DATA killerarrow1
ARROW_DATA killerarrow2
ARROW_DATA killerarrow3
ARROW_DATA killerarrow4
//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
//Point arrows at the bots.
POINT_ARROW_AT(killerarrow1, p1_killer)
POINT_ARROW_AT(killerarrow2, p2_killer)
POINT_ARROW_AT(killerarrow3, p3_killer)
POINT_ARROW_AT(killerarrow4, p4_killer)
// 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)//Target player 1.
SET_CHAR_OBJECTIVE (p2_killer, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (p3_killer, KILL_CHAR_ON_FOOT, p2)//Target player 2.
SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p2)
// Respawn each killer if they die:
WHILE_EXEC (regenerating_characters = 1)
IF (HAS_CHARACTER_DIED(p1_killer))
REMOVE_ARROW(killerarrow1)
DELETE_ITEM(p1_killer)
p1_killer = CREATE_CHAR ( 114.5,118.5,255.0 ) 0 0 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow1, p1_killer)
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))
REMOVE_ARROW(killerarrow2)
DELETE_ITEM(p2_killer)
p2_killer = CREATE_CHAR ( 122.5,131.5,255.0 ) 1 45 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow2, p2_killer)
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, p1)
ENDIF
IF (HAS_CHARACTER_DIED(p3_killer))
REMOVE_ARROW(killerarrow3)
DELETE_ITEM(p3_killer)
p3_killer = CREATE_CHAR ( 114.5,131.5,255.0 ) 1 225 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow3, p3_killer)
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, p2)
ENDIF
IF (HAS_CHARACTER_DIED(p4_killer))
REMOVE_ARROW(killerarrow4)
DELETE_ITEM(p4_killer)
p4_killer = CREATE_CHAR ( 122.5,119.5,255.0 ) 3 135 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow4, p4_killer)
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, p2)
ENDIF
ENDWHILE
LEVELEND[/mis]
Player 3 script (only use this with three people in total. In this case you and two friends or something.)
[mis]//Player three script. All bots should target player 1, 2 and 3 ONLY.
//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
//The 4th player wont be needed in a 3-player game.
//PLAYER_PED P4 = ( 124.5, 131.5, 255.0 ) 37 180
//Arrows
ARROW_DATA killerarrow1
ARROW_DATA killerarrow2
ARROW_DATA killerarrow3
ARROW_DATA killerarrow4
//chars
CHAR_DATA p1_killer
CHAR_DATA p2_killer
CHAR_DATA p3_killer
CHAR_DATA p4_killer //This bot will switch between targets.
//Scriptvaraibles
COUNTER regenerating_characters = 1
COUNTER killertarget = 1 //Used to switch between targets after respawning the 4th bot.
COUNTER targetset = 0 //Just a precaution so the target switching works properly.
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
//Point arrows at the bots.
POINT_ARROW_AT(killerarrow1, p1_killer)
POINT_ARROW_AT(killerarrow2, p2_killer)
POINT_ARROW_AT(killerarrow3, p3_killer)
POINT_ARROW_AT(killerarrow4, p4_killer)
// 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)//Target player 1.
SET_CHAR_OBJECTIVE (p2_killer, KILL_CHAR_ON_FOOT, p2)//Target player 2.
SET_CHAR_OBJECTIVE (p3_killer, KILL_CHAR_ON_FOOT, p3)//Target player 3.
SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p1)//Target player 1 by default.
//Switch targets on death though.
// Respawn each killer if they die:
WHILE_EXEC (regenerating_characters = 1)
IF (HAS_CHARACTER_DIED(p1_killer))
REMOVE_ARROW(killerarrow1)
DELETE_ITEM(p1_killer)
p1_killer = CREATE_CHAR ( 114.5,118.5,255.0 ) 0 0 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow1, p1_killer)
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))
REMOVE_ARROW(killerarrow2)
DELETE_ITEM(p2_killer)
p2_killer = CREATE_CHAR ( 122.5,131.5,255.0 ) 1 45 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow2, p2_killer)
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))
REMOVE_ARROW(killerarrow3)
DELETE_ITEM(p3_killer)
p3_killer = CREATE_CHAR ( 114.5,131.5,255.0 ) 1 225 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow3, p3_killer)
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))
REMOVE_ARROW(killerarrow4)
DELETE_ITEM(p4_killer)
p4_killer = CREATE_CHAR ( 122.5,119.5,255.0 ) 3 135 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow4, p4_killer)
GIVE_WEAPON (p4_killer, ROCKET_LAUNCHER)
SET_CHAR_THREAT_SEARCH (p4_killer, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (p4_killer, REACT_AS_NORMAL)
IF((killertarget = 1) AND (targetset = 0))
SET killertarget = 2
SET targetset = 1 //Makes sure the other IF blocks dont start up if this one did something.
SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p2)
ENDIF
IF((killertarget = 2) AND (targetset = 0))
SET killertarget = 3
SET targetset = 1
SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p3)
ENDIF
IF((killertarget = 3) AND (targetset = 0))
SET killertarget = 1 //Reset back to player 1 as target.
SET targetset = 1
SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p1)
ENDIF
SET targetset = 0 //Makes all the IF blocks available again.
ENDIF
ENDWHILE
LEVELEND[/mis]
Player 4 script (only use this with 4 players in total)
[mis]//Player four script. All bots should target player 1, 2, 3 and 4 respectively.
//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
//Arrows
ARROW_DATA killerarrow1
ARROW_DATA killerarrow2
ARROW_DATA killerarrow3
ARROW_DATA killerarrow4
//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
//Point arrows at the bots.
POINT_ARROW_AT(killerarrow1, p1_killer)
POINT_ARROW_AT(killerarrow2, p2_killer)
POINT_ARROW_AT(killerarrow3, p3_killer)
POINT_ARROW_AT(killerarrow4, p4_killer)
// 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)//Target player 1.
SET_CHAR_OBJECTIVE (p2_killer, KILL_CHAR_ON_FOOT, p2)//Target player 3.
SET_CHAR_OBJECTIVE (p3_killer, KILL_CHAR_ON_FOOT, p3)//Target player 2.
SET_CHAR_OBJECTIVE (p4_killer, KILL_CHAR_ON_FOOT, p4)//Target player 4.
// Respawn each killer if they die:
WHILE_EXEC (regenerating_characters = 1)
IF (HAS_CHARACTER_DIED(p1_killer))
REMOVE_ARROW(killerarrow1)
DELETE_ITEM(p1_killer)
p1_killer = CREATE_CHAR ( 114.5,118.5,255.0 ) 0 0 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow1, p1_killer)
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))
REMOVE_ARROW(killerarrow2)
DELETE_ITEM(p2_killer)
p2_killer = CREATE_CHAR ( 122.5,131.5,255.0 ) 1 45 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow2, p2_killer)
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))
REMOVE_ARROW(killerarrow3)
DELETE_ITEM(p3_killer)
p3_killer = CREATE_CHAR ( 114.5,131.5,255.0 ) 1 225 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow3, p3_killer)
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))
REMOVE_ARROW(killerarrow4)
DELETE_ITEM(p4_killer)
p4_killer = CREATE_CHAR ( 122.5,119.5,255.0 ) 3 135 CRIMINAL_TYPE2 END
POINT_ARROW_AT(killerarrow4, p4_killer)
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[/mis]
There's probaly some tutorials around for creating basic mmp files in case you're unfamiliar with those, maybe i could link some later, for now try and see if the Player 1/singleplayer script works for you on your map. The coordinates may need ajusting though for it to work, or work optimally.
Edit: Oh, aside from deleting their corpses on death and stuff, i also gave them arrows. Now whatever you do if an object has an arrow on it and you want to delete it, delete the arrow fist and then call DELETE_ITEM, or else it will probaly crash.