// Player 1 start - Colonial Navy
PLAYER_PED p1 = ( 15.5 , 57.5 , 2.0 ) 1 270 
// Player 2 start - Freedom Fighters
PLAYER_PED p2 = ( 10.5 , 32.5 , 2.0 ) 2 90

// Parked cars
PARKED_CAR_DATA car01 = ( 3.5 , 70.5 , 2.0 ) -1 45 VTYPE
PARKED_CAR_DATA car02 = ( 23.5 , 82.5 , 2.0 ) 1 135 EDSEL
PARKED_CAR_DATA car03 = ( 19.5 , 79.5 , 2.0 ) 4 315 VAN
PARKED_CAR_DATA truck01 = ( 35.5 , 56.5 , 2.0 ) 14 135 BOXTRUCK
PARKED_CAR_DATA truck02 = ( 43.4 , 56.5 , 2.0 ) 12 315 PICKUP
PARKED_CAR_DATA tank01 = ( 61.5 , 56.5 , 2.0 ) -1 315 TANK
PARKED_CAR_DATA tank02 = ( 59.5 , 56.5 , 2.0 ) -1 315 TANK

// Generators
	//Machine Guns
GENERATOR mgun01 = ( 2.5 , 62.5 , 2.0 ) 0 collect_01 1500 1500 10
GENERATOR mgun02 = ( 11.5 , 61.5 , 2.0 ) 0 collect_01 1500 1500 10
GENERATOR mgun03 = ( 2.5 , 73.5 , 4.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun04 = ( 2.5 , 90.5 , 2.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun05 = ( 45.5 , 86.5 , 3.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun06 = ( 64.5 , 63.5 , 1.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun07 = ( 61.5 , 52.5 , 4.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun08 = ( 11.5 , 34.5 , 2.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun09 = ( 28.5 , 24.5 , 2.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun10 = ( 57.5 , 7.5 , 5.0 ) 0 collect_01 1500 1500 25
GENERATOR mgun11 = ( 3.5 , 13.5 , 2.0 ) 0 collect_01 1500 1500 25
	// Rocket Launchers - 2 per island
GENERATOR rocket01 = ( 52.5 , 28.5 , 5.0 ) 0 collect_02 1500 1500 5
GENERATOR rocket02 = ( 51.5 , 3.5 , 2.0 ) 0 collect_02 1500 1500 5
GENERATOR rocket03 = ( 23.5 , 81.5 , 2.0 ) 0 collect_02 1500 1500 5
GENERATOR rocket04 = ( 57.5 , 86.5 , 6.0 ) 0 collect_02 1500 1500 5
	// Flamers - 1 per island
GENERATOR flamer01 = ( 11.5 , 66.5 , 4.0 ) 0 collect_08 1500 1500 10
GENERATOR flamer02 = ( 45.5 , 16.5 , 2.0 ) 0 collect_08 1500 1500 10

// Gangs

SET_GANG_INFO ( navy_gang , 1 , machine_gun , machine_gun , rocket_launcher , 0 , 0.0 , 0.0 , 0.0 , 0 , rtype , 1 )
SET_GANG_INFO ( freedom_gang , 2 , machine_gun , machine_gun , flame_thrower , 0 , 0.0 , 0.0 , 0.0 , 0, van , 17 )

// Characters to help players
CHAR_DATA p1_help01 = ( 14.5 , 67.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p1_help02 = ( 15.5 , 67.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p1_help03 = ( 16.5 , 67.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p1_help04 = ( 17.5 , 67.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p1_help05 = ( 14.5 , 68.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p1_help06 = ( 15.5 , 68.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p1_help07 = ( 16.5 , 68.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p1_help08 = ( 17.5 , 68.5 , 2.0 ) 1 180 CRIMINAL
CHAR_DATA p2_help01 = ( 12.5 , 27.5 , 2.0 ) 2 0 CRIMINAL
CHAR_DATA p2_help02 = ( 13.5 , 27.5 , 2.0 ) 2 0 CRIMINAL
CHAR_DATA p2_help03 = ( 14.5 , 27.5 , 2.0 ) 2 0 CRIMINAL
CHAR_DATA p2_help04 = ( 15.5 , 27.5 , 2.0 ) 2 0 CRIMINAL
CHAR_DATA p2_help05 = ( 12.5 , 26.5 , 2.0 ) 2 0 CRIMINAL
CHAR_DATA p2_help06 = ( 13.5 , 26.5 , 2.0 ) 2 0 CRIMINAL
CHAR_DATA p2_help07 = ( 14.5 , 26.5 , 2.0 ) 2 0 CRIMINAL
CHAR_DATA p2_help08 = ( 15.5 , 26.5 , 2.0 ) 2 0 CRIMINAL

COUNTER neverends = 1

LEVELSTART

// Give helpers weapons!
GIVE_WEAPON ( p1_help01 , MACHINE_GUN )
GIVE_WEAPON ( p1_help02 , MACHINE_GUN )
GIVE_WEAPON ( p1_help03 , MACHINE_GUN )
GIVE_WEAPON ( p1_help04 , MACHINE_GUN )
GIVE_WEAPON ( p1_help05 , MACHINE_GUN )
GIVE_WEAPON ( p1_help06 , MACHINE_GUN )
GIVE_WEAPON ( p1_help07 , MACHINE_GUN )
GIVE_WEAPON ( p1_help08 , MACHINE_GUN )
GIVE_WEAPON ( p2_help01 , MACHINE_GUN )
GIVE_WEAPON ( p2_help02 , MACHINE_GUN )
GIVE_WEAPON ( p2_help03 , MACHINE_GUN )
GIVE_WEAPON ( p2_help04 , MACHINE_GUN )
GIVE_WEAPON ( p2_help05 , MACHINE_GUN )
GIVE_WEAPON ( p2_help06 , MACHINE_GUN )
GIVE_WEAPON ( p2_help07 , MACHINE_GUN )
GIVE_WEAPON ( p2_help08 , MACHINE_GUN )

// Add helpers to player
ADD_GROUP_TO_CHARACTER ( p1 , 0 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help01 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help02 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help03 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help04 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help05 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help06 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help07 )
ADD_EXISTING_CHAR_TO_GROUP ( p1 , p1_help08 )
ADD_GROUP_TO_CHARACTER ( p2 , 0 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help01 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help02 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help03 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help04 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help05 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help06 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help07 )
ADD_EXISTING_CHAR_TO_GROUP ( p2 , p2_help08 )

// Set helpers threats etc
SET_CHAR_OBJECTIVE ( p1_help01 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p1_help02 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p1_help03 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p1_help04 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p1_help05 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p1_help06 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p1_help07 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p1_help08 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help01 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help02 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help03 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help04 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help05 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help06 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help07 , GUARD_AREA )
SET_CHAR_OBJECTIVE ( p2_help08 , GUARD_AREA )

SET_CHAR_THREAT_SEARCH ( p1_help01 , AREA )
SET_CHAR_THREAT_SEARCH ( p1_help02 , AREA )
SET_CHAR_THREAT_SEARCH ( p1_help03 , AREA )
SET_CHAR_THREAT_SEARCH ( p1_help04 , AREA )
SET_CHAR_THREAT_SEARCH ( p1_help05 , AREA )
SET_CHAR_THREAT_SEARCH ( p1_help06 , AREA )
SET_CHAR_THREAT_SEARCH ( p1_help07 , AREA )
SET_CHAR_THREAT_SEARCH ( p1_help08 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help01 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help02 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help03 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help04 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help05 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help06 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help07 , AREA )
SET_CHAR_THREAT_SEARCH ( p2_help08 , AREA )

SET_CHAR_THREAT_REACTION ( p1_help01 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p1_help02 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p1_help03 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p1_help04 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p1_help05 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p1_help06 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p1_help07 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p1_help08 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help01 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help02 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help03 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help04 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help05 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help06 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help07 , REACT_AS_NORMAL )
SET_CHAR_THREAT_REACTION ( p2_help08 , REACT_AS_NORMAL )

// Switch generators ON
SWITCH_GENERATOR ( mgun01 , ON )
SWITCH_GENERATOR ( mgun02 , ON )
SWITCH_GENERATOR ( mgun03 , ON )
SWITCH_GENERATOR ( mgun04 , ON )
SWITCH_GENERATOR ( mgun05 , ON )
SWITCH_GENERATOR ( mgun06 , ON )
SWITCH_GENERATOR ( mgun07 , ON )
SWITCH_GENERATOR ( mgun08 , ON )
SWITCH_GENERATOR ( mgun09 , ON )
SWITCH_GENERATOR ( mgun10 , ON )
SWITCH_GENERATOR ( mgun11 , ON )
SWITCH_GENERATOR ( rocket01 , ON )
SWITCH_GENERATOR ( rocket02 , ON )
SWITCH_GENERATOR ( rocket03 , ON )
SWITCH_GENERATOR ( rocket04 , ON )
SWITCH_GENERATOR ( flamer01 , ON )
SWITCH_GENERATOR ( flamer02 , ON )

ADD_CHAR_TO_GANG ( p1_help01 , navy_gang )
ADD_CHAR_TO_GANG ( p1_help02 , navy_gang )
ADD_CHAR_TO_GANG ( p1_help03 , navy_gang )
ADD_CHAR_TO_GANG ( p1_help04 , navy_gang )
ADD_CHAR_TO_GANG ( p1_help05 , navy_gang )
ADD_CHAR_TO_GANG ( p1_help06 , navy_gang )
ADD_CHAR_TO_GANG ( p1_help07 , navy_gang )
ADD_CHAR_TO_GANG ( p1_help08 , navy_gang )
ADD_CHAR_TO_GANG ( p2_help01 , freedom_gang )
ADD_CHAR_TO_GANG ( p2_help02 , freedom_gang )
ADD_CHAR_TO_GANG ( p2_help03 , freedom_gang )
ADD_CHAR_TO_GANG ( p2_help04 , freedom_gang )
ADD_CHAR_TO_GANG ( p2_help05 , freedom_gang )
ADD_CHAR_TO_GANG ( p2_help06 , freedom_gang )
ADD_CHAR_TO_GANG ( p2_help07 , freedom_gang )
ADD_CHAR_TO_GANG ( p2_help08 , freedom_gang )

CHANGE_GANG_CHAR_RESPECT ( freedom_gang , p1 , -5 )
CHANGE_GANG_CHAR_RESPECT ( navy_gang , p2 , -5 )
CHANGE_GANG_CHAR_RESPECT ( navy_gang , p1 , 5 )
CHANGE_GANG_CHAR_RESPECT ( freedom_gang , p2 , 5 )

WHILE_EXEC ( neverends = 1 )

   DO_NOWT

ENDWHILE

LEVELEND