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09 Mai 2023, 18:32
Código: Selecionar tudo
SCRIPT_START { NOP // Váriaveis e definições LVAR_INT scplayer ballasG[7] n n2 modelskin blip[7] checkbliper n3 checkerscript my_savvana ballascar task_1 blipcar insidecar weapona checkerscript1 randomcar LVAR_FLOAT random_x random_y GET_PLAYER_CHAR 0 scplayer checkerscript = FALSE ////////////////////////////// mainloop: WAIT 0 // Base IF checkerscript = FALSE- IF LOCATE_CHAR_ANY_MEANS_3D scplayer 2451.7597 -1661.4918 13.3046 5.0 5.0 5.0 TRUE checkerscript = TRUE checkerscript1 = TRUE PRINT_HELP_STRING "Started" GOSUB label GOSUB label2 GOSUB label3 GOSUB label4 MARK_MODEL_AS_NO_LONGER_NEEDED BALLAS1 MARK_MODEL_AS_NO_LONGER_NEEDED BALLAS2 MARK_MODEL_AS_NO_LONGER_NEEDED BALLAS3 MARK_MODEL_AS_NO_LONGER_NEEDED SAVANNA ENDIF ENDIF ////////////////////////////// // Sistema para checar se os NPCS estão mortos para remover os BLIPS IF checkbliper = TRUE REPEAT 7 n3 // Vai ser somado n3 += 1, 7 vezes IF IS_CHAR_DEAD ballasG[n3] // Vai repetir 7 vezes REMOVE_BLIP blip[n3] // Vai repetir 7 vezes ENDIF // Vai repetir 7 vezes ENDREPEAT IF IS_CHAR_DEAD ballascar REMOVE_BLIP blipcar ENDIF ENDIF ////////////////////////////// // Checar se todos os pedestres estão mortos e caso sim, reiniciar o script IF checkerscript = TRUE IF IS_CHAR_DEAD ballasG[0] AND IS_CHAR_DEAD ballasG[1] AND IS_CHAR_DEAD ballasG[2] AND IS_CHAR_DEAD ballasG[3] AND IS_CHAR_DEAD ballasG[4] AND IS_CHAR_DEAD ballasG[5] AND IS_CHAR_DEAD ballasG[6] AND IS_CHAR_DEAD ballascar MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[0] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[1] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[2] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[3] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[4] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[5] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[6] MARK_CAR_AS_NO_LONGER_NEEDED my_savvana MARK_CHAR_AS_NO_LONGER_NEEDED ballascar PRINT_HELP_STRING "End" WAIT 10000 PRINT_HELP_STRING "Sucess" checkerscript = FALSE ENDIF ENDIF ////////////////////////////// // Checar se o jogador está morto, se sim, reincia o script e apaga todos os NPCS IF checkerscript = TRUE IF IS_CHAR_DEAD scplayer MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[0] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[1] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[2] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[3] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[4] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[5] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[6] MARK_CAR_AS_NO_LONGER_NEEDED my_savvana MARK_CHAR_AS_NO_LONGER_NEEDED ballascar PRINT_HELP_STRING "End" WAIT 10000 PRINT_HELP_STRING "Sucess" checkerscript = FALSE ENDIF ENDIF ////////////////////////////// // Sistema para caso de algum bug, ao pressionar 1, todos os NPCS morrem IF checkerscript = TRUE IF IS_KEY_PRESSED VK_KEY_1 IF DOES_CHAR_EXIST ballasG[0] SET_CHAR_HEALTH ballasG[0] 0 ENDIF IF DOES_CHAR_EXIST ballasG[1] SET_CHAR_HEALTH ballasG[1] 0 ENDIF IF DOES_CHAR_EXIST ballasG[2] SET_CHAR_HEALTH ballasG[2] 0 ENDIF IF DOES_CHAR_EXIST ballasG[3] SET_CHAR_HEALTH ballasG[3] 0 ENDIF IF DOES_CHAR_EXIST ballasG[4] SET_CHAR_HEALTH ballasG[4] 0 ENDIF IF DOES_CHAR_EXIST ballasG[5] SET_CHAR_HEALTH ballasG[5] 0 ENDIF IF DOES_CHAR_EXIST ballasG[6] SET_CHAR_HEALTH ballasG[6] 0 ENDIF IF DOES_CHAR_EXIST ballascar SET_CHAR_HEALTH ballascar 0 ENDIF PRINT_HELP_STRING "Debug!" WHILE IS_KEY_PRESSED VK_KEY_1 WAIT 0 ENDWHILE ENDIF ENDIF ////////////////////////////// GOTO mainloop // Pedir os modelos essenciais label: REQUEST_MODEL BALLAS1 REQUEST_MODEL BALLAS2 REQUEST_MODEL BALLAS3 REQUEST_MODEL SAVANNA WHILE NOT HAS_MODEL_LOADED BALLAS1 OR NOT HAS_MODEL_LOADED BALLAS2 OR NOT HAS_MODEL_LOADED BALLAS3 OR NOT HAS_MODEL_LOADED SAVANNA WAIT 0 ENDWHILE RETURN ////////////////////////////// // Criar os NPCS em coordenadas aleatorias e com armas aleatorias e chamar o CLEO_CALL para dar status label2: REPEAT 7 n // Vai ser somado n += 1, 7 vezes GENERATE_RANDOM_FLOAT_IN_RANGE 2450.3070 2500.4085 random_x // Vai repetir 7 vezes GENERATE_RANDOM_FLOAT_IN_RANGE -1640.80 -1680.99 random_y // Vai repetir 7 vezes GENERATE_RANDOM_INT_IN_RANGE 102 105 modelskin // Vai repetir 7 vezes CREATE_CHAR PEDTYPE_GANG1 modelskin random_x random_y 13.3046 ballasG[n] // Vai repetir 7 vezes GENERATE_RANDOM_INT_IN_RANGE 22 34 weapona // Vai repetir 7 vezes GOSUB wl1 // Vai repetir 7 vezes GIVE_WEAPON_TO_CHAR ballasG[n] weapona 900 // Vai repetir 7 vezes GOSUB wl2 // Vai repetir 7 vezes CLEO_CALL la555 0 ballasG[n] // Vai repetir 7 vezes TASK_KILL_CHAR_ON_FOOT ballasG[n] scplayer WAIT 0 // Vai repetir 7 vezes ENDREPEAT RETURN ////////////////////////////// // Armas aleatorias para os NPCS wl1: SWITCH weapona CASE 22 REQUEST_MODEL COLT45 WHILE NOT HAS_MODEL_LOADED COLT45 WAIT 0 ENDWHILE BREAK CASE 23 REQUEST_MODEL SILENCED WHILE NOT HAS_MODEL_LOADED SILENCED WAIT 0 ENDWHILE BREAK CASE 24 REQUEST_MODEL DESERT_EAGLE WHILE NOT HAS_MODEL_LOADED DESERT_EAGLE WAIT 0 ENDWHILE BREAK CASE 25 REQUEST_MODEL CHROMEGUN WHILE NOT HAS_MODEL_LOADED CHROMEGUN WAIT 0 ENDWHILE BREAK CASE 26 REQUEST_MODEL SAWNOFF WHILE NOT HAS_MODEL_LOADED SAWNOFF WAIT 0 ENDWHILE BREAK CASE 27 REQUEST_MODEL SHOTGSPA WHILE NOT HAS_MODEL_LOADED SHOTGSPA WAIT 0 ENDWHILE BREAK CASE 28 REQUEST_MODEL MICRO_UZI WHILE NOT HAS_MODEL_LOADED MICRO_UZI WAIT 0 ENDWHILE BREAK CASE 29 REQUEST_MODEL MP5LNG WHILE NOT HAS_MODEL_LOADED MP5LNG WAIT 0 ENDWHILE BREAK CASE 30 REQUEST_MODEL AK47 WHILE NOT HAS_MODEL_LOADED AK47 WAIT 0 ENDWHILE BREAK CASE 31 REQUEST_MODEL M4 WHILE NOT HAS_MODEL_LOADED M4 WAIT 0 ENDWHILE BREAK CASE 32 REQUEST_MODEL TEC9 WHILE NOT HAS_MODEL_LOADED TEC9 WAIT 0 ENDWHILE BREAK CASE 33 REQUEST_MODEL CUNTGUN WHILE NOT HAS_MODEL_LOADED CUNTGUN WAIT 0 ENDWHILE BREAK CASE 34 REQUEST_MODEL SNIPER WHILE NOT HAS_MODEL_LOADED SNIPER WAIT 0 ENDWHILE BREAK ENDSWITCH RETURN ////////////////////////////// // Mais sobre as armas aleatorias para os NPCS wl2: SWITCH weapona CASE 22 MARK_MODEL_AS_NO_LONGER_NEEDED COLT45 BREAK CASE 23 MARK_MODEL_AS_NO_LONGER_NEEDED SILENCED BREAK CASE 24 MARK_MODEL_AS_NO_LONGER_NEEDED DESERT_EAGLE BREAK CASE 25 MARK_MODEL_AS_NO_LONGER_NEEDED CHROMEGUN BREAK CASE 26 MARK_MODEL_AS_NO_LONGER_NEEDED SAWNOFF BREAK CASE 27 MARK_MODEL_AS_NO_LONGER_NEEDED SHOTGSPA BREAK CASE 28 MARK_MODEL_AS_NO_LONGER_NEEDED MICRO_UZI BREAK CASE 29 MARK_MODEL_AS_NO_LONGER_NEEDED MP5LNG BREAK CASE 30 MARK_MODEL_AS_NO_LONGER_NEEDED AK47 BREAK CASE 31 MARK_MODEL_AS_NO_LONGER_NEEDED M4 BREAK CASE 32 MARK_MODEL_AS_NO_LONGER_NEEDED TEC9 BREAK CASE 33 MARK_MODEL_AS_NO_LONGER_NEEDED CUNTGUN BREAK CASE 34 MARK_MODEL_AS_NO_LONGER_NEEDED SNIPER BREAK ENDSWITCH RETURN ////////////////////////////// // Adicionar BLIP aos NPCS e ligar o checkbliper label3: REPEAT 7 n2 // Vai ser somado n2 += 1, 7 vezes ADD_BLIP_FOR_CHAR ballasG[n2] blip[n2] // Vai repetir 7 vezes WAIT 0 // Vai repetir 7 vezes ENDREPEAT checkbliper = TRUE RETURN ////////////////////////////// // Criar o BALLA dentro do carro label4: CREATE_CAR SAVANNA 2308.4284 -1661.4584 14.3331 my_savvana SET_CAR_HEADING my_savvana 270.0 CREATE_CHAR_INSIDE_CAR my_savvana PEDTYPE_GANG1 BALLAS1 ballascar CHANGE_CAR_COLOUR my_savvana 165 64 GENERATE_RANDOM_INT_IN_RANGE 22 34 weapona GOSUB wl1 GIVE_WEAPON_TO_CHAR ballascar weapona 900 GOSUB wl2 CLEO_CALL la555 0 ballascar ADD_BLIP_FOR_CHAR ballascar blipcar GOSUB label5 RETURN ////////////////////////////// // TASK para o balla dentro do carro label5: OPEN_SEQUENCE_TASK task_1 TASK_CAR_DRIVE_TO_COORD -1 my_savvana 2439.1406 -1661.2597 13.3454 50.0 0 0 4 TASK_LEAVE_CAR -1 my_savvana TASK_KILL_CHAR_ON_FOOT -1 scplayer CLOSE_SEQUENCE_TASK task_1 PERFORM_SEQUENCE_TASK ballascar task_1 RETURN ////////////////////////////// } SCRIPT_END { // CLEO_CALL com os status LVAR_INT ballas1222 // In la555: SET_CHAR_HEALTH ballas1222 2000 SET_CHAR_WEAPON_SKILL ballas1222 2 SET_CHAR_MONEY ballas1222 1000 SET_CHAR_ACCURACY ballas1222 90 SET_CHAR_SHOOT_RATE ballas1222 80 CLEO_RETURN 0 ////////////////////////////// }
SCRIPT_START { NOP // Váriaveis e definições LVAR_INT ballasG[20] n check1 ch1 ch2 ch3 checkmain weapona scplayer modelskin LVAR_FLOAT random_x random_y GET_PLAYER_CHAR 0 scplayer checkmain = FALSE ////////////////////////////// mainloop: WAIT 0 // Base IF checkmain = FALSE IF LOCATE_CHAR_ANY_MEANS_3D scplayer 2451.7597 -1661.4918 13.3046 5.0 5.0 5.0 TRUE checkmain = TRUE PRINT_HELP_STRING "Started" GOSUB label1 GOSUB label2 MARK_MODEL_AS_NO_LONGER_NEEDED BALLAS1 MARK_MODEL_AS_NO_LONGER_NEEDED BALLAS2 MARK_MODEL_AS_NO_LONGER_NEEDED BALLAS3 ENDIF ENDIF ////////////////////////////// // Gambiarra pra burlar o limite de 8 condições e conseguir checar as mortes IF checkmain = TRUE IF IS_CHAR_DEAD ballasG[0] AND IS_CHAR_DEAD ballasG[1] AND IS_CHAR_DEAD ballasG[2] AND IS_CHAR_DEAD ballasG[3] AND IS_CHAR_DEAD ballasG[4] AND IS_CHAR_DEAD ballasG[5] AND IS_CHAR_DEAD ballasG[6] AND IS_CHAR_DEAD ballasG[7] ch1 = TRUE ENDIF ENDIF ////////////////////////////// // Mais da gambiarra IF checkmain = TRUE IF IS_CHAR_DEAD ballasG[8] AND IS_CHAR_DEAD ballasG[9] AND IS_CHAR_DEAD ballasG[10] AND IS_CHAR_DEAD ballasG[11] AND IS_CHAR_DEAD ballasG[12] AND IS_CHAR_DEAD ballasG[13] AND IS_CHAR_DEAD ballasG[14] AND IS_CHAR_DEAD ballasG[15] ch2 = TRUE ENDIF ENDIF ////////////////////////////// // Mais da gambiarra IF checkmain = TRUE IF IS_CHAR_DEAD ballasG[16] AND IS_CHAR_DEAD ballasG[17] AND IS_CHAR_DEAD ballasG[18] AND IS_CHAR_DEAD ballasG[19] ch3 = TRUE ENDIF ENDIF ////////////////////////////// // Resultado da gambiarra IF ch1 = TRUE AND ch2 = TRUE AND ch3 = TRUE MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[0] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[1] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[2] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[3] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[4] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[5] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[6] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[7] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[8] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[9] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[10] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[11] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[12] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[13] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[14] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[15] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[16] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[17] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[18] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[19] PRINT_HELP_STRING "End" ch1 = FALSE ch2 = FALSE ch3 = FALSE WAIT 10000 checkmain = FALSE ENDIF ////////////////////////////// // Checar se o player esta morto IF checkmain = TRUE IF IS_CHAR_DEAD scplayer MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[0] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[1] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[2] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[3] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[4] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[5] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[6] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[7] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[8] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[9] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[10] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[11] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[12] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[13] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[14] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[15] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[16] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[17] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[18] MARK_CHAR_AS_NO_LONGER_NEEDED ballasG[19] PRINT_HELP_STRING "End" ch1 = FALSE ch2 = FALSE ch3 = FALSE WAIT 10000 checkmain = FALSE ENDIF ENDIF ////////////////////////////// // Anti-bug IF checkmain = TRUE IF IS_KEY_PRESSED VK_KEY_1 IF DOES_CHAR_EXIST ballasG[0] SET_CHAR_HEALTH ballasG[0] 0 ENDIF IF DOES_CHAR_EXIST ballasG[1] SET_CHAR_HEALTH ballasG[1] 0 ENDIF IF DOES_CHAR_EXIST ballasG[2] SET_CHAR_HEALTH ballasG[2] 0 ENDIF IF DOES_CHAR_EXIST ballasG[3] SET_CHAR_HEALTH ballasG[3] 0 ENDIF IF DOES_CHAR_EXIST ballasG[4] SET_CHAR_HEALTH ballasG[4] 0 ENDIF IF DOES_CHAR_EXIST ballasG[5] SET_CHAR_HEALTH ballasG[5] 0 ENDIF IF DOES_CHAR_EXIST ballasG[6] SET_CHAR_HEALTH ballasG[6] 0 ENDIF IF DOES_CHAR_EXIST ballasG[7] SET_CHAR_HEALTH ballasG[7] 0 ENDIF IF DOES_CHAR_EXIST ballasG[8] SET_CHAR_HEALTH ballasG[8] 0 ENDIF IF DOES_CHAR_EXIST ballasG[8] SET_CHAR_HEALTH ballasG[8] 0 ENDIF IF DOES_CHAR_EXIST ballasG[9] SET_CHAR_HEALTH ballasG[9] 0 ENDIF IF DOES_CHAR_EXIST ballasG[10] SET_CHAR_HEALTH ballasG[10] 0 ENDIF IF DOES_CHAR_EXIST ballasG[11] SET_CHAR_HEALTH ballasG[11] 0 ENDIF IF DOES_CHAR_EXIST ballasG[12] SET_CHAR_HEALTH ballasG[12] 0 ENDIF IF DOES_CHAR_EXIST ballasG[13] SET_CHAR_HEALTH ballasG[13] 0 ENDIF IF DOES_CHAR_EXIST ballasG[14] SET_CHAR_HEALTH ballasG[14] 0 ENDIF IF DOES_CHAR_EXIST ballasG[15] SET_CHAR_HEALTH ballasG[15] 0 ENDIF IF DOES_CHAR_EXIST ballasG[16] SET_CHAR_HEALTH ballasG[16] 0 ENDIF IF DOES_CHAR_EXIST ballasG[17] SET_CHAR_HEALTH ballasG[17] 0 ENDIF IF DOES_CHAR_EXIST ballasG[18] SET_CHAR_HEALTH ballasG[18] 0 ENDIF IF DOES_CHAR_EXIST ballasG[19] SET_CHAR_HEALTH ballasG[19] 0 ENDIF PRINT_HELP_STRING "Debug!" WHILE IS_KEY_PRESSED VK_KEY_1 WAIT 0 ENDWHILE ENDIF ENDIF ////////////////////////////// GOTO mainloop // label1, pede modelos label1: REQUEST_MODEL BALLAS1 REQUEST_MODEL BALLAS2 REQUEST_MODEL BALLAS3 WHILE NOT HAS_MODEL_LOADED BALLAS1 OR NOT HAS_MODEL_LOADED BALLAS2 OR NOT HAS_MODEL_LOADED BALLAS3 WAIT 0 ENDWHILE RETURN ////////////////////////////// // Criação dos pedestres label2: REPEAT 20 n GENERATE_RANDOM_FLOAT_IN_RANGE 2450.3070 2500.4085 random_x // Vai repetir 20 vezes GENERATE_RANDOM_FLOAT_IN_RANGE -1640.80 -1680.99 random_y // Vai repetir 20 vezes GENERATE_RANDOM_INT_IN_RANGE 102 105 modelskin // Vai repetir 20 vezes CREATE_CHAR PEDTYPE_GANG1 modelskin random_x random_y 13.3046 ballasG[n] // Vai repetir 20 vezes GENERATE_RANDOM_INT_IN_RANGE 22 34 weapona // Vai repetir 20 vezes GOSUB wl1 // Vai repetir 20 vezes GIVE_WEAPON_TO_CHAR ballasG[n] weapona 900 // Vai repetir 20 vezes GOSUB wl2 // Vai repetir 20 vezes CLEO_CALL statusbalas 0 ballasG[n] // Vai repetir 20 vezes TASK_KILL_CHAR_ON_FOOT ballasG[n] scplayer // Vai repetir 20 vezes WAIT 1000 // Vai repetir 20 vezes ENDREPEAT RETURN ////////////////////////////// // Armas aleatorias para os NPCS wl1: SWITCH weapona CASE 22 REQUEST_MODEL COLT45 WHILE NOT HAS_MODEL_LOADED COLT45 WAIT 0 ENDWHILE BREAK CASE 23 REQUEST_MODEL SILENCED WHILE NOT HAS_MODEL_LOADED SILENCED WAIT 0 ENDWHILE BREAK CASE 24 REQUEST_MODEL DESERT_EAGLE WHILE NOT HAS_MODEL_LOADED DESERT_EAGLE WAIT 0 ENDWHILE BREAK CASE 25 REQUEST_MODEL CHROMEGUN WHILE NOT HAS_MODEL_LOADED CHROMEGUN WAIT 0 ENDWHILE BREAK CASE 26 REQUEST_MODEL SAWNOFF WHILE NOT HAS_MODEL_LOADED SAWNOFF WAIT 0 ENDWHILE BREAK CASE 27 REQUEST_MODEL SHOTGSPA WHILE NOT HAS_MODEL_LOADED SHOTGSPA WAIT 0 ENDWHILE BREAK CASE 28 REQUEST_MODEL MICRO_UZI WHILE NOT HAS_MODEL_LOADED MICRO_UZI WAIT 0 ENDWHILE BREAK CASE 29 REQUEST_MODEL MP5LNG WHILE NOT HAS_MODEL_LOADED MP5LNG WAIT 0 ENDWHILE BREAK CASE 30 REQUEST_MODEL AK47 WHILE NOT HAS_MODEL_LOADED AK47 WAIT 0 ENDWHILE BREAK CASE 31 REQUEST_MODEL M4 WHILE NOT HAS_MODEL_LOADED M4 WAIT 0 ENDWHILE BREAK CASE 32 REQUEST_MODEL TEC9 WHILE NOT HAS_MODEL_LOADED TEC9 WAIT 0 ENDWHILE BREAK CASE 33 REQUEST_MODEL CUNTGUN WHILE NOT HAS_MODEL_LOADED CUNTGUN WAIT 0 ENDWHILE BREAK CASE 34 REQUEST_MODEL SNIPER WHILE NOT HAS_MODEL_LOADED SNIPER WAIT 0 ENDWHILE BREAK ENDSWITCH RETURN ////////////////////////////// // Mais sobre as armas aleatorias para os NPCS wl2: SWITCH weapona CASE 22 MARK_MODEL_AS_NO_LONGER_NEEDED COLT45 BREAK CASE 23 MARK_MODEL_AS_NO_LONGER_NEEDED SILENCED BREAK CASE 24 MARK_MODEL_AS_NO_LONGER_NEEDED DESERT_EAGLE BREAK CASE 25 MARK_MODEL_AS_NO_LONGER_NEEDED CHROMEGUN BREAK CASE 26 MARK_MODEL_AS_NO_LONGER_NEEDED SAWNOFF BREAK CASE 27 MARK_MODEL_AS_NO_LONGER_NEEDED SHOTGSPA BREAK CASE 28 MARK_MODEL_AS_NO_LONGER_NEEDED MICRO_UZI BREAK CASE 29 MARK_MODEL_AS_NO_LONGER_NEEDED MP5LNG BREAK CASE 30 MARK_MODEL_AS_NO_LONGER_NEEDED AK47 BREAK CASE 31 MARK_MODEL_AS_NO_LONGER_NEEDED M4 BREAK CASE 32 MARK_MODEL_AS_NO_LONGER_NEEDED TEC9 BREAK CASE 33 MARK_MODEL_AS_NO_LONGER_NEEDED CUNTGUN BREAK CASE 34 MARK_MODEL_AS_NO_LONGER_NEEDED SNIPER BREAK ENDSWITCH RETURN ////////////////////////////// } SCRIPT_END { // CLEO_CALL com os status LVAR_INT ballasstatus statusbalas: SET_CHAR_HEALTH ballasstatus 2000 SET_CHAR_WEAPON_SKILL ballasstatus 2 SET_CHAR_MONEY ballasstatus 1000 SET_CHAR_ACCURACY ballasstatus 90 SET_CHAR_SHOOT_RATE ballasstatus 90 CLEO_RETURN 0 ////////////////////////////// }
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