// Operation Black Thunder V2.0 Script

// Player Ped
PLAYER_PED p1 = ( 218.5 , 216.5 , 2.0 ) 25 0 

// Forwarding of missions etc

// Arrows
ARROW_DATA arrow01

// Timers
TIMER_DATA timer1

// Objects
	// Phones
		// 'Rent' phones... 1 off
		OBJ_DATA phone01 = ( 196.5 , 240.7 , 3.0 ) 270 PHONE // Crazy Ivan
		OBJ_DATA phone02 = ( 65.7 , 145.5 , 2.0 ) 0 PHONE // Carville
		OBJ_DATA phone03 = ( 28.5 , 223.7 , 6.0 ) 270 PHONE // Dr Ali
		OBJ_DATA phone04 = ( 61.3 , 68.5 , 2.0 ) 180 PHONE // Black Cypher
		OBJ_DATA phone05 = ( 225.5 , 153.3 , 2.0 ) 90 PHONE // Pyro
		OBJ_DATA phone06 = ( 47.7 , 240.5 , 2.0 ) 0 PHONE // Cyberdyne
		OBJ_DATA phone07 = ( 142.3 , 194.5 , 2.0 ) 180 PHONE // Neocorp
	
	// Cones
	OBJ_DATA cone01 = ( 161.5 , 139.5 , 2.0 ) 0 CONE
	OBJ_DATA cone02 = ( 161.5 , 140.5 , 2.0 ) 0 CONE
	OBJ_DATA cone03 = ( 161.5 , 141.5 , 2.0 ) 0 CONE
	OBJ_DATA cone04 = ( 161.5 , 142.5 , 2.0 ) 0 CONE
	OBJ_DATA cone05 = ( 169.5 , 139.5 , 2.0 ) 0 CONE
	OBJ_DATA cone06 = ( 169.5 , 140.5 , 2.0 ) 0 CONE
	OBJ_DATA cone07 = ( 169.5 , 141.5 , 2.0 ) 0 CONE
	OBJ_DATA cone08 = ( 169.5 , 142.5 , 2.0 ) 0 CONE
	OBJ_DATA cone09 = ( 251.5 , 115.5 , 3.0 ) 0 CONE
	OBJ_DATA cone10 = ( 251.5 , 116.5 , 3.0 ) 0 CONE
	OBJ_DATA cone11 = ( 251.5 , 117.5 , 3.0 ) 0 CONE
	OBJ_DATA cone12 = ( 251.5 , 118.5 , 3.0 ) 0 CONE
	OBJ_DATA cone13 = ( 251.5 , 121.5 , 3.0 ) 0 CONE
	OBJ_DATA cone14 = ( 251.5 , 122.5 , 3.0 ) 0 CONE
	OBJ_DATA cone15 = ( 251.5 , 123.5 , 3.0 ) 0 CONE
	OBJ_DATA cone16 = ( 251.5 , 124.5 , 3.0 ) 0 CONE
	OBJ_DATA cone17 = ( 209.5 , 67.5 , 2.0 ) 0 CONE
	OBJ_DATA cone18 = ( 209.5 , 68.5 , 2.0 ) 0 CONE
	OBJ_DATA cone19 = ( 209.5 , 69.5 , 2.0 ) 0 CONE
	OBJ_DATA cone20 = ( 209.5 , 73.5 , 2.0 ) 0 CONE
	OBJ_DATA cone21 = ( 209.5 , 74.5 , 2.0 ) 0 CONE
	OBJ_DATA cone22 = ( 209.5 , 75.5 , 2.0 ) 0 CONE
	OBJ_DATA cone23 = ( 171.5 , 244.5 , 2.0 ) 0 CONE
	OBJ_DATA cone24 = ( 172.5 , 244.5 , 2.0 ) 0 CONE
	OBJ_DATA cone25 = ( 173.5 , 244.5 , 2.0 ) 0 CONE
	OBJ_DATA cone26 = ( 174.5 , 244.5 , 2.0 ) 0 CONE
	OBJ_DATA cone27 = ( 147.5 , 250.5 , 2.0 ) 0 CONE
	OBJ_DATA cone28 = ( 148.5 , 250.5 , 2.0 ) 0 CONE
	OBJ_DATA cone29 = ( 98.5 , 35.5 , 2.0 ) 0 CONE
	OBJ_DATA cone30 = ( 98.5 , 36.5 , 2.0 ) 0 CONE
	OBJ_DATA cone31 = ( 98.5 , 37.5 , 2.0 ) 0 CONE
	OBJ_DATA cone32 = ( 98.5 , 38.5 , 2.0 ) 0 CONE
	OBJ_DATA cone33 = ( 115.5 , 149.5 , 2.0 ) 0 CONE
	OBJ_DATA cone34 = ( 115.5 , 150.5 , 2.0 ) 0 CONE
	OBJ_DATA cone35 = ( 115.5 , 151.5 , 2.0 ) 0 CONE
	OBJ_DATA cone36 = ( 115.5 , 152.5 , 2.0 ) 0 CONE
	OBJ_DATA cone37 = ( 116.5 , 35.5 , 3.0 ) 0 CONE
	OBJ_DATA cone38 = ( 116.5 , 36.5 , 3.0 ) 0 CONE
	OBJ_DATA cone39 = ( 116.5 , 37.5 , 3.0 ) 0 CONE
	OBJ_DATA cone40 = ( 116.5 , 38.5 , 3.0 ) 0 CONE
// Characters
	// Army dudes... the place where base is on the river!!
	CHAR_DATA army01 = ( 131.5 , 238.5 , 2.0 ) 4 90 criminal_type2
	CHAR_DATA army02 = ( 130.5 , 237.5 , 2.0 ) 4 90 criminal_type2
	CHAR_DATA army03 = ( 130.5 , 238.5 , 2.0 ) 4 90 criminal_type2
	CHAR_DATA army04 = ( 130.5 , 239.5 , 2.0 ) 4 90 criminal_type2

// Parked Cars & Future Cars


// Cranes
CRANE_DATA warehouse_crane01 = ( 228.5 , 247.5 ) 155 NO_HOMECRANE

// Set up local gangs
SET_GANG_INFO ( Krakov , 2 , machine_gun , machine_gun , machine_gun , 0 , 0.0 , 0.0 , 0.0 , 0 , BUICK , 2 )
SET_GANG_INFO ( Nanosoft , 1 , machine_gun , machine_gun , machine_gun , 0 , 0.0 , 0.0 , 0.0 , 0 , EDSEL , 4 )
SET_GANG_INFO ( Cop , 0 , machine_gun , machine_gun , machine_gun , 0 , 0.0 , 0.0 , 0.0 , 0 , COPCAR , -1 )

// Set up certain map zones
MAP_ZONE Banzure__Prime = ( 1000 , 350 , 200 , 200 , 1000 , 150 , 150 , 100 , 500 , 100 , 250 )
MAP_ZONE Highway__95 = ( 1000 , 100 , 500 , 200 , 0 , 0 , 0 , 0 , 0 , 0 , 200 )

// Set up train stations
SET_STATION_INFO ( trak00 , 2 , 0 , 2 )
SET_STATION_INFO ( trak01 , 2 , 2 , 0 )

// Counters
COUNTER neverends = 1
COUNTER true = 1
COUNTER armydudes = 0

LEVELSTART

// Stop cheaters using forbidden machina!
REMOVE_WEAPONS ( p1 )

// Give player a crummy pistol... ah ha ha HA!!
GIVE_WEAPON ( p1 , PISTOL , 18 )

// Give army dudes weapons
GIVE_WEAPON ( army01 , MACHINE_GUN )
GIVE_WEAPON ( army02 , MACHINE_GUN )
GIVE_WEAPON ( army03 , MACHINE_GUN )
GIVE_WEAPON ( army04 , MACHINE_GUN )

// Set up a group to player, used for the army dudes...
ADD_GROUP_TO_CHARACTER ( p1 , 0 )

DISPLAY_MESSAGE ( 7230 )

WHILE_EXEC ( neverends = 1 )

// Make player look like a normal civilian, even if he dies!
SET_CHAR_GRAPHIC_TYPE ( p1 , DUMMY_GRAPHIC , 48 )

// Make army dudes look like... army dudes...
SET_CHAR_GRAPHIC_TYPE ( army01 , EMERG_GRAPHIC , 4 )
SET_CHAR_GRAPHIC_TYPE ( army02 , EMERG_GRAPHIC , 4 )
SET_CHAR_GRAPHIC_TYPE ( army03 , EMERG_GRAPHIC , 4 )
SET_CHAR_GRAPHIC_TYPE ( army04 , EMERG_GRAPHIC , 4 )

// Player can never get wanted level with this command
IF ( CHECK_HEADS_GREATER ( p1 , 0 ) )
CLEAR_WANTED_LEVEL ( p1 )
ENDIF

// Check if army dudes have spotted player, if they have, join him!

IF ( ( HAS_CHAR_SPOTTED_PLAYER ( army01 ) )
AND ( armydudes = 0 ) )
	SET armydudes = 1
	ADD_EXISTING_CHAR_TO_GROUP ( p1 , army01 )
	ADD_EXISTING_CHAR_TO_GROUP ( p1 , army02 )
	ADD_EXISTING_CHAR_TO_GROUP ( p1 , army03 )
	ADD_EXISTING_CHAR_TO_GROUP ( p1 , army04 )
ENDIF

ENDWHILE

LEVELEND
