
{$CLEO .cm}

0000: NOP 

:Triads_Army
//:MISSION_START
//wait 0 
//if 
//   Player.Defined($PLAYER_CHAR)
//jf @MISSION_START 
//$MARKER = Marker.CreateIconAndSphere(20, -1534.8145, 495.144, 7.1797)
//jump @MISSION_START2 
//
//:MISSION_START2
//wait 0 
//if 
 
//00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1534.8145 495.144 7.1797 radius 1.0 1.0 
//jf @MISSION_START2 
//Marker.Disable($MARKER)
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 6

Model.Load(#BODYARMOUR)   
Model.Load(#KEYCARD)
Model.Load(#triada)
Model.Load(#triada)
Model.Load(#triadb)
Model.Load(#triboss)
Model.Load(#vmaff1)
Model.Load(#vmaff2)
Model.Load(#vmaff3)
Model.Load(#vmaff4)
Model.Load(#ak47)
Model.Load(#m4)
Model.Load(#mp5lng)
Model.Load(#micro_uzi)
Model.Load(#colt45)
Model.Load(#shotgspa)
Model.Load(#sniper)
Model.Load(#chromegun)
Model.Load(#sawnoff)
Model.Load(#desert_eagle)
Model.Load(#ADMIRAL)
Model.Load(#PATRIOT)
038B: load_requested_models 
02A3: enable_widescreen 1
Camera.SetPosition(-1539.5858, 490.1827, 19.1875, 0.0, 0.0, 0.0)
Camera.PointAt(-1518.119, 469.029, 12.1875, 2)
wait 2000
camera.SetAtPos(-1257.8406, 467.433, 10.1875)
Camera.SetPosition(-1257.8406, 467.433, 10.1875, 0.0, 0.0, 0.0)
Camera.PointAt(-1245.6595, 450.0156, 8.1875, 2)
0ACB: show_styled_text "The Army of Chinese Gang" time 2000 style 2
01F0: set_max_wanted_level_to 0
0110: clear_player $PLAYER_CHAR wanted_level

//Triads
$CAR1 = Car.Create(#PATRIOT, -1430.8154, 474.015, 7.1875)
Car.Angle($CAR1) = 188.4362
$CAR2 = Car.Create(#ADMIRAL, -1404.7393, 457.3649, 7.1809)
//Main Area
0229: set_car $CAR2 primary_color_to 0 secondary_color_to 0 
1@ = Actor.Create(Gang5, #triada, -1519.4009, 465.6538, 7.1875)
Actor.Angle(1@) = 83.3001
2@ = Actor.Create(Gang5, #triadb, -1488.1124, 478.8277, 7.1875)
Actor.Angle(2@) = 83.3001
3@ = Actor.Create(Gang5, #triada, -1417.0117, 472.1305, 7.1875)
Actor.Angle(3@) = 83.3001
4@ = Actor.Create(Gang5, #triadb, -1452.5439, 458.7272, 7.1875)
Actor.Angle(4@) = 83.3001
5@ = Actor.Create(Gang5, #triada, -1456.408, 477.1194, 7.1875)
Actor.Angle(5@) = 83.3001
6@ = Actor.Create(Gang5, #vmaff2, -1349.6985, 477.309, 7.1875)
Actor.Angle(6@) = 83.3001
7@ = Actor.Create(Gang5, #vmaff1, -1334.3556, 449.6126, 7.1875)
Actor.Angle(7@) = 349.2507
//Back Ocean

$PICKUP1 = pickup.Create(#BODYARMOUR, 9999, -1383.3939, 319.4387, 7.1875)
$PICKUP2 = pickup.Create(#BODYARMOUR, 9999, -1465.5238, 338.3459, 7.1875)
$PICKUP3 = pickup.Create(#BODYARMOUR, 9999, -1235.6233, 459.8355, 7.1875)
$PICKUP4 = pickup.Create(#BODYARMOUR, 9999, -1404.4492, 294.066, 7.1809)
$CAR3 = Car.Create(#PATRIOT, -1234.3927, 452.4539, 7.1875)
Car.Angle($CAR3) = 150.0647
$CAR4 = Car.Create(#ADMIRAL, -1243.3081, 466.4672, 7.1875)
Car.Angle($CAR4) = 178.1936
$DRIVER1 = Actor.CreateAsDriver(gang5, #vmaff1, $CAR4)
Actor.Health($DRIVER1) = 500
$DRIVER2 = Actor.CreateAsPassenger(gang5, #vmaff3, $CAR4, 0)
Actor.Health($DRIVER2) = 500
$DRIVER3 = Actor.CreateAsPassenger(gang5, #triada, $CAR4, 1)
Actor.Health($DRIVER3) = 500
$DRIVER4 = Actor.CreateAsPassenger(gang5, #triadb, $CAR4, 2)
Actor.Health($DRIVER4) = 500
02C2: car $CAR4 drive_to -1504.7463 467.0869 7.1875
//05CF: AS_actor $DRIVER1 exit_car $CAR4 in_direction -1509.694 469.8035 7.1875
//05CF: AS_actor $DRIVER2 exit_car $CAR4 in_direction -1509.694 469.8035 7.1875
//05CF: AS_actor $DRIVER3 exit_car $CAR4 in_direction -1509.694 469.8035 7.1875
//05CF: AS_actor $DRIVER4 exit_car $CAR4 in_direction -1509.694 469.8035 7.1875
0229: set_car $CAR4 primary_color_to 0 secondary_color_to 0 
//00AE: set_car $CAR4 traffic_behaviour_to 2 
00AE: unknown_set_car $CAR4 to_ignore_traffic_lights  2
00AF: set_car $CAR4 driver_behaviour_to  8
//00A8: set_car $CAR4 to_psycho_driver
00AD: set_car $CAR4 max_speed_to  50.0
03CC: enable_car $CAR4 stuck_check_distance_to 2.0 time_to 2000
8@ = Actor.Create(Gang5, #vmaff3, -1225.0302, 457.4636, 7.1875)
Actor.Angle(8@) = 349.2507
9@ = Actor.Create(Gang5, #vmaff3, -1223.0074, 462.9556, 7.1875)
Actor.Angle(9@) = 87.3975
10@ = Actor.Create(Gang5, #triada, -1224.1267, 468.4526, 7.1875)
Actor.Angle(10@) = 87.3975
11@ = Actor.Create(Gang5, #triadb, -1222.4509, 452.9849, 7.1875)
Actor.Angle(11@) = 87.3975
12@ = Actor.Create(Gang5, #triadb, -1227.4028, 440.4915, 7.1875)
Actor.Angle(12@) = 51.0505
$CAR5 = Car.Create(#PATRIOT, -1297.5885, 465.4988, 7.1809)
Car.Angle($CAR5) = 137.8446
$CAR6 = Car.Create(#PATRIOT, -1258.5559, 435.533, 7.1809)
Car.Angle($CAR6) = 19.4268
//Tunnel
13@ = Actor.Create(Gang5, #triada, -1348.6826, 435.8269, 7.1875)
Actor.Angle(13@) = 272.4899
14@ = Actor.Create(Gang5, #triada, -1365.8146, 437.9373, 7.1875)
Actor.Angle(14@) = 272.4899
15@ = Actor.Create(Gang5, #triadb, -1365.3773, 435.1686, 7.1875)
Actor.Angle(15@) = 272.4899
16@ = Actor.Create(Gang5, #triadb, -1403.5016, 435.4718, 7.1875)
Actor.Angle(16@) = 272.4899
17@ = Actor.Create(Gang5, #vmaff3, -1421.8745, 435.8743, 7.1875)
Actor.Angle(17@) = 272.4899
18@ = Actor.Create(Gang5, #vmaff2, -1442.9506, 435.6151, 7.1875)
Actor.Angle(18@) = 272.4899
04EB: AS_actor 18@ crouch 1
19@ = Actor.Create(Gang5, #vmaff2, -1450.7677, 439.2701, 7.1875)
Actor.Angle(19@) = 272.4899
04EB: AS_actor 19@ crouch 1
20@ = Actor.Create(Gang5, #vmaff2, -1474.0033, 435.8134, 7.1875)
Actor.Angle(20@) = 272.4899
21@ = Actor.Create(Gang5, #vmaff1, -1464.37, 405.3435, 7.1875)
Actor.Angle(21@) = 358.1203
22@ = Actor.Create(Gang5, #vmaff3, -1467.8437, 408.3588, 7.1875)
Actor.Angle(22@) = 1.8177  
07DD: set_actor 3@ attack_rate 47 // previously known as temper_to 
07DD: set_actor 5@ attack_rate 37 // previously known as temper_to
07DD: set_actor 8@ attack_rate 37 // previously known as temper_to 
07DD: set_actor 10@ attack_rate 47 // previously known as temper_to
07DD: set_actor 12@ attack_rate 37 // previously known as temper_to 
07DD: set_actor 16@ attack_rate 77 // previously known as temper_to
07DD: set_actor 7@ attack_rate 57 // previously known as temper_to 
07DD: set_actor 3@ attack_rate 57 // previously known as temper_to
Actor.GiveWeaponAndAmmo(1@, ak47, 9999)
Actor.GiveWeaponAndAmmo(2@, mp5, 9999)
Actor.GiveWeaponAndAmmo(3@, deserteagle, 9999)
Actor.GiveWeaponAndAmmo(4@, ak47, 9999)
Actor.GiveWeaponAndAmmo(5@, pistol, 9999)
Actor.GiveWeaponAndAmmo(6@, mp5, 9999)
Actor.GiveWeaponAndAmmo(7@, sawnoff, 9999)
Actor.GiveWeaponAndAmmo(8@, pistol, 9999)
Actor.GiveWeaponAndAmmo(9@, shotgun, 9999)
Actor.GiveWeaponAndAmmo(10@, ak47, 9999)
Actor.GiveWeaponAndAmmo(11@, ak47, 9999)
Actor.GiveWeaponAndAmmo(12@, sawnoff, 9999)
Actor.GiveWeaponAndAmmo(13@, shotgun, 9999)
Actor.GiveWeaponAndAmmo(14@, ak47, 9999)
Actor.GiveWeaponAndAmmo(15@, pistol, 9999)
Actor.GiveWeaponAndAmmo(16@, microuzi, 9999)
Actor.GiveWeaponAndAmmo(17@, ak47, 9999)
Actor.GiveWeaponAndAmmo(18@, microuzi, 9999)
Actor.GiveWeaponAndAmmo(19@, deserteagle, 9999)
Actor.GiveWeaponAndAmmo(20@, ak47, 9999)
Actor.GiveWeaponAndAmmo(21@, ak47, 9999)
Actor.GiveWeaponAndAmmo(22@, mp5, 9999)
0446: set_actor 1@ immune_to_headshots 0
0446: set_actor 2@ immune_to_headshots 0
0446: set_actor 2@ immune_to_headshots 0
0446: set_actor 3@ immune_to_headshots 0
0446: set_actor 4@ immune_to_headshots 0
0446: set_actor 5@ immune_to_headshots 0
0446: set_actor 6@ immune_to_headshots 0
0446: set_actor 7@ immune_to_headshots 0
0446: set_actor 8@ immune_to_headshots 0
0446: set_actor 9@ immune_to_headshots 0
0446: set_actor 10@ immune_to_headshots 0
0446: set_actor 11@ immune_to_headshots 0
0446: set_actor 12@ immune_to_headshots 0
0446: set_actor 13@ immune_to_headshots 0
0446: set_actor 14@ immune_to_headshots 0
0446: set_actor 15@ immune_to_headshots 0
0446: set_actor 16@ immune_to_headshots 0
0446: set_actor 17@ immune_to_headshots 0
0446: set_actor 18@ immune_to_headshots 0
0446: set_actor 19@ immune_to_headshots 0
0446: set_actor 20@ immune_to_headshots 0
0446: set_actor 21@ immune_to_headshots 0
0446: set_actor 22@ immune_to_headshots 0
Actor.Health(1@) = 500
Actor.Health(2@) = 500
Actor.Health(3@) = 500
Actor.Health(4@) = 300
Actor.Health(5@) = 600
Actor.Health(6@) = 500
Actor.Health(7@) = 500
Actor.Health(8@) = 600
Actor.Health(9@) = 500
Actor.Health(10@) = 500
Actor.Health(11@) = 500
Actor.Health(12@) = 300
Actor.Health(13@) = 500
Actor.Health(14@) = 300
Actor.Health(15@) = 500
Actor.Health(16@) = 600
Actor.Health(17@) = 700
Actor.Health(18@) = 500
Actor.Health(19@) = 500
Actor.Health(20@) = 500
Actor.Health(21@) = 700
Actor.Health(22@) = 700
02E2: set_actor 1@ weapon_accuracy_to 30
02E2: set_actor 2@ weapon_accuracy_to 30
02E2: set_actor 3@ weapon_accuracy_to 35
02E2: set_actor 4@ weapon_accuracy_to 40
02E2: set_actor 15@ weapon_accuracy_to 30
02E2: set_actor 8@ weapon_accuracy_to 50
02E2: set_actor 17@ weapon_accuracy_to 35
02E2: set_actor 13@ weapon_accuracy_to 36
23@ = Actor.Create(Gang5, #triadb, -1459.7559, 400.8049, 7.1875)
Actor.Angle(23@) = 54.1449
24@ = Actor.Create(Gang5, #triada, -1460.2872, 391.4683, 7.1875)
Actor.Angle(24@) = 54.1449
25@ = Actor.Create(Gang5, #vmaff2, -1459.0959, 381.4576, 7.1875)
Actor.Angle(25@) = 54.1449
26@ = Actor.Create(Gang5, #vmaff3, -1463.5573, 375.3757, 7.1875)
Actor.Angle(26@) = 2.3912
27@ = Actor.Create(Gang5, #vmaff1, -1467.5835, 373.7118, 7.1875)
Actor.Angle(27@) = 2.3912
28@ = Actor.Create(Gang5, #triada, -1473.4795, 361.27, 7.1875)
Actor.Angle(28@) = 340.6026
29@ = Actor.Create(Gang5, #triada, -1474.2574, 353.3019, 7.1875)
Actor.Angle(29@) = 340.6026
30@ = Actor.Create(Gang5, #vmaff1, -1474.7053, 343.9385, 7.1875)
Actor.Angle(30@) = 340.6026
Actor.Health(23@) = 500
Actor.Health(24@) = 500
Actor.Health(25@) = 500
Actor.Health(26@) = 600
Actor.Health(27@) = 500
Actor.Health(28@) = 300
Actor.Health(29@) = 500
Actor.Health(30@) = 400

0446: set_actor 23@ immune_to_headshots 0
0446: set_actor 24@ immune_to_headshots 0
0446: set_actor 25@ immune_to_headshots 0
0446: set_actor 26@ immune_to_headshots 0
0446: set_actor 27@ immune_to_headshots 0
0446: set_actor 28@ immune_to_headshots 0
0446: set_actor 29@ immune_to_headshots 0
0446: set_actor 30@ immune_to_headshots 0

Actor.GiveWeaponAndAmmo(23@, ak47, 9999)
Actor.GiveWeaponAndAmmo(24@, microuzi, 9999)            
Actor.GiveWeaponAndAmmo(25@, ak47, 9999)
Actor.GiveWeaponAndAmmo(26@, pistol, 9999)
Actor.GiveWeaponAndAmmo(27@, ak47, 9999)
Actor.GiveWeaponAndAmmo(28@, shotgun, 9999)
Actor.GiveWeaponAndAmmo(29@, ak47, 9999)
Actor.GiveWeaponAndAmmo(30@, mp5, 9999)
07DD: set_actor 23@ attack_rate 77 // previously known as temper_to 
07DD: set_actor 24@ attack_rate 47 // previously known as temper_to
07DD: set_actor 25@ attack_rate 77 // previously known as temper_to 
07DD: set_actor 26@ attack_rate 47 // previously known as temper_to
07DD: set_actor 27@ attack_rate 57 // previously known as temper_to 
07DD: set_actor 28@ attack_rate 47 // previously known as temper_to
07DD: set_actor 29@ attack_rate 57 // previously known as temper_to 
07DD: set_actor 30@ attack_rate 77 // previously known as temper_to
$CAR7 = Car.Create(#PATRIOT, -1526.0181, 473.3555, 7.1875)
Car.Angle($CAR7) = 188.4362
$CAR8 = Car.Create(#ADMIRAL, -1502.0746, 466.8552, 7.1875)
Car.Angle($CAR8) = 342.6559
$CAR9 = Car.Create(#PATRIOT, -1470.7576, 461.9281, 7.1809)
Car.Angle($CAR9) = 207.7898
$CAR10 = Car.Create(#PATRIOT, -1251.7772, 477.9151, 7.1809)
Car.Angle($CAR10) = 117.5334    
$CAR11 = Car.Create(#PATRIOT, -1301.6001, 445.9149, 7.1875)
Car.Angle($CAR11) = 114.4001
$CAR12 = Car.Create(#PATRIOT, -1323.1692, 437.3421, 7.1809)
Car.Angle($CAR12) = 91.2132
$CAR13 = Car.Create(#PATRIOT, -1383.8157, 437.7071, 7.1875)
Car.Angle($CAR13) = 89.1955  
$CAR14 = Car.Create(#PATRIOT, -1364.8112, 437.7429, 7.1875)
Car.Angle($CAR14) = 213.2768
$CAR15 = Car.Create(#PATRIOT, -1407.3003, 436.4075, 7.1875)
Car.Angle($CAR15) = 78.8555
$CAR16 = Car.Create(#ADMIRAL, -1407.3003, 436.4075, 7.1875)
Car.Angle($CAR16) = 78.8555
0229: set_car $CAR8 primary_color_to 0 secondary_color_to 0 
0229: set_car $CAR16 primary_color_to 0 secondary_color_to 0 
31@ = Actor.Create(Gang5, #vmaff3, -1402.9292, 458.268, 7.1809)
Actor.Angle(31@) = 60.843
32@ = Actor.Create(Gang5, #vmaff1, -1369.1378, 455.7368, 7.1875)
Actor.Angle(32@) = 83.4032
33@ = Actor.Create(Gang5, #vmaff2, -1252.4691, 479.9165, 7.1809)
Actor.Angle(33@) = 120.8351
34@ = Actor.Create(Gang5, #vmaff3, -1267.6703, 459.5716, 7.1875)
Actor.Angle(34@) = 94.133
35@ = Actor.Create(Gang5, #vmaff2, -1275.2601, 477.8297, 7.1875)
Actor.Angle(35@) = 136.7467
36@ = Actor.Create(Gang5, #vmaff1, -1280.2378, 445.372, 7.1809)
Actor.Angle(36@) = 48.6992
Actor.GiveWeaponAndAmmo(31@, pistol, 9999)
Actor.GiveWeaponAndAmmo(32@, ak47, 9999)
Actor.GiveWeaponAndAmmo(33@, mp5, 9999)
Actor.GiveWeaponAndAmmo(34@, ak47, 9999)
Actor.GiveWeaponAndAmmo(35@, shotgun, 9999)
Actor.GiveWeaponAndAmmo(36@, ak47, 9999)
Actor.Health(31@) = 500
Actor.Health(32@) = 500
Actor.Health(33@) = 500
Actor.Health(34@) = 500
Actor.Health(35@) = 500
Actor.Health(36@) = 500
0446: set_actor 31@ immune_to_headshots 0
0446: set_actor 32@ immune_to_headshots 0
0446: set_actor 33@ immune_to_headshots 0
0446: set_actor 34@ immune_to_headshots 0
0446: set_actor 35@ immune_to_headshots 0
0446: set_actor 36@ immune_to_headshots 0
37@ = Actor.Create(Gang5, #triadb, -1439.8214, 344.0035, 7.1875)
Actor.Angle(37@) = 91.081
38@ = Actor.Create(Gang5, #triada, -1433.584, 347.2695, 7.1875)
Actor.Angle(38@) = 91.081
39@ = Actor.Create(Gang5, #triada, -1412.0574, 345.6996, 7.1875)
Actor.Angle(39@) = 91.081
40@ = Actor.Create(Gang5, #triadb, -1396.7819, 342.435, 7.1948)
Actor.Angle(40@) = 91.081
41@ = Actor.Create(Gang5, #triadb, -1381.4594, 347.2059, 7.1875)
Actor.Angle(41@) = 91.081
42@ = Actor.Create(Gang5, #triada, -1365.6851, 342.6884, 7.1875)
Actor.Angle(42@) = 91.081
43@ = Actor.Create(Gang5, #triadb, -1352.1134, 346.8962, 7.1875)
Actor.Angle(43@) = 91.081
Actor.Health(37@) = 500
Actor.Health(38@) = 500
Actor.Health(39@) = 500
Actor.Health(40@) = 500
Actor.Health(41@) = 500
Actor.Health(42@) = 500
Actor.Health(43@) = 500
0446: set_actor 37@ immune_to_headshots 0
0446: set_actor 38@ immune_to_headshots 0
0446: set_actor 39@ immune_to_headshots 0
0446: set_actor 40@ immune_to_headshots 0
0446: set_actor 41@ immune_to_headshots 0
0446: set_actor 42@ immune_to_headshots 0
0446: set_actor 43@ immune_to_headshots 0
Actor.GiveWeaponAndAmmo(37@, pistol, 9999)
Actor.GiveWeaponAndAmmo(38@, mp5, 9999)
Actor.GiveWeaponAndAmmo(39@, mp5, 9999)
Actor.GiveWeaponAndAmmo(40@, ak47, 9999)
Actor.GiveWeaponAndAmmo(41@, mp5, 9999)
Actor.GiveWeaponAndAmmo(42@, mp5, 9999)
Actor.GiveWeaponAndAmmo(43@, ak47, 9999)
$CAR17 = Car.Create(#PATRIOT, -1353.3981, 324.499, 7.1875)
Car.Angle($CAR17) = 92.3344
$CAR18 = Car.Create(#PATRIOT, -1355.2717, 300.5364, 7.1875)
Car.Angle($CAR18) = 113.0146
$CAR19 = Car.Create(#PATRIOT, -1355.2717, 300.5364, 7.1875)
Car.Angle($CAR19) = 113.0146
$CAR20 = Car.Create(#PATRIOT, -1453.5338, 291.5428, 7.1875)
Car.Angle($CAR20) = 318.5398
$CAR21 = Car.Create(#PATRIOT, -1471.3524, 318.4482, 7.1875)
Car.Angle($CAR21) = 101.7111
$CAR22 = Car.Create(#PATRIOT, -1477.0367, 291.4069, 7.1875)
Car.Angle($CAR22) = 1.6119
$CAR23 = Car.Create(#PATRIOT, -1484.0603, 277.3206, 7.1875)
Car.Angle($CAR23) = 267.7559
$CAR24 = Car.Create(#PATRIOT, -1520.0618, 275.8334, 7.1809)
Car.Angle($CAR24) = 84.7909
$CAR25 = Car.Create(#PATRIOT, -1465.194, 276.0867, 7.1875)
Car.Angle($CAR25) = 334.4966
//Safe Cars
$CAR26 = Car.Create(#PATRIOT, -1369.5555, 345.7468, 7.1875)
Car.Angle($CAR26) = 359.4909
$CAR27 = Car.Create(#PATRIOT, -1401.9967, 345.872, 7.1948)
Car.Angle($CAR27) = 359.8043
$CAR28 = Car.Create(#PATRIOT, -1438.4199, 345.7106, 7.1875)
Car.Angle($CAR28) = 359.5634
$CAR29 = Car.Create(#PATRIOT, -1441.8018, 346.6939, 7.1875)
Car.Angle($CAR29) = 359.5634
$CAR30 = Car.Create(#PATRIOT, -1463.9113, 356.5933, 7.1875)
Car.Angle($CAR30) = 135.8413
$CAR31 = Car.Create(#PATRIOT, -1421.2506, 312.5401, 7.1875)
Car.Angle($CAR31) = 81.5274
car.Health($CAR31) = 5000


wait 3000
0ACD: show_text_highpriority "You got to clear all the Triads in this restricted area." time 3000
wait 3000
02A3: enable_widescreen 0
camera.Restore_WithJumpCut()

0ACD: show_text_highpriority "Kill the ~r~Triads~w~ in your path, and find the data." time 2500
//:Dead
//wait 0                     
//if 
//wasted_or_busted 
//else_jump @Alert
//jf @Dead

//jump @MISSION_FAILED
:Alert
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1456.9447 405.5126 7.1875 cornerB -1476.5109 434.3055 7.1875
jf @Alert
0ACD: show_text_highpriority "There he is, kill this guy! He's going to steal the data." time 2500
07DD: set_actor 21@ attack_rate 57 // previously known as temper_to 
07DD: set_actor 22@ attack_rate 57 // previously known as temper_to 
0817: assign_actor 21@ to_animation_path_with_walk_mode 4 route_mode 3
0817: assign_actor 22@ to_animation_path_with_walk_mode 4 route_mode 3
07CD: AS_actor 21@ walk_to -1465.6443 416.3675 7.1875 stop_with_angle 2.5 within_radius 3.0
077A: set_actor 21@ acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor 21@ acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor 21@ acquaintance 1 to_actors_pedtype 6 // see ped.dat
07CD: AS_actor 22@ walk_to -1467.7312 418.1248 7.1875 stop_with_angle 2.5 within_radius 3.0
077A: set_actor 22@ acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor 22@ acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor 22@ acquaintance 1 to_actors_pedtype 6 // see ped.dat
wait 1500
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
Actor.DestroyInstantly(1@)
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly(15@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
Actor.DestroyInstantly(18@)
Actor.DestroyInstantly(19@)
Actor.DestroyInstantly(20@)


:Alert_Triggers
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1412.1511 348.1177 7.1875 cornerB -1451.3528 340.7178 7.1875
jf @Alert_Triggers
0ACD: show_text_highpriority "What the fuck are you waiting for? Kill him!" time 2500  
$SNIPER1 = Actor.Create(Gang5, #triada, -1425.647, 372.6261, 7.1875)
Actor.Angle($SNIPER1) = 182.8418
$SNIPER2 = Actor.Create(Gang5, #triadb, -1384.6841, 373.737, 7.1875)
Actor.Angle($SNIPER2) = 182.8418
44@ = Actor.Create(Gang5, #triada, -1353.517, 364.7261, 7.1875)
Actor.Angle(44@) = 182.2151
45@ = Actor.Create(Gang5, #triadb, -1400.1028, 364.3444, 7.1875)
Actor.Angle(45@) = 194.1219
46@ = Actor.Create(Gang5, #triada, -1421.1639, 366.2997, 7.1875)
Actor.Angle(46@) = 194.1219
47@ = Actor.Create(Gang5, #triadb, -1444.5721, 364.1761, 7.1875)
Actor.Angle(47@) = 194.1219
Actor.DestroyInstantly(21@)
Actor.DestroyInstantly(22@)
Actor.DestroyInstantly(23@)
Actor.DestroyInstantly(24@)
Actor.DestroyInstantly(25@)
Actor.DestroyInstantly(26@)
Actor.DestroyInstantly(27@)
Actor.DestroyInstantly(28@)
Actor.DestroyInstantly(29@)
Actor.DestroyInstantly(30@)
Actor.DestroyInstantly(31@)
Actor.DestroyInstantly(32@)
Actor.DestroyInstantly(33@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(40@)
0446: set_actor $SNIPER1 immune_to_headshots 0
0446: set_actor $SNIPER2 immune_to_headshots 0
0446: set_actor 44@ immune_to_headshots 0
0446: set_actor 45@ immune_to_headshots 0
0446: set_actor 46@ immune_to_headshots 0
0446: set_actor 47@ immune_to_headshots 0
Actor.GiveWeaponAndAmmo($SNIPER1, sniperrifle, 9999)
Actor.GiveWeaponAndAmmo($SNIPER2, sniperrifle, 9999)
Actor.GiveWeaponAndAmmo(44@, ak47, 9999)
Actor.GiveWeaponAndAmmo(45@, ak47, 9999)
Actor.GiveWeaponAndAmmo(46@, ak47, 9999)
Actor.GiveWeaponAndAmmo(47@, ak47, 9999)
Actor.DestroyInstantly(21@)
Actor.DestroyInstantly(22@)
Actor.DestroyInstantly(23@)
Actor.DestroyInstantly(24@)
Actor.DestroyInstantly(25@)
Actor.DestroyInstantly(26@)
Actor.DestroyInstantly(27@)
Actor.DestroyInstantly(28@)
Actor.DestroyInstantly(29@)
Actor.DestroyInstantly(30@)
Actor.Health($SNIPER1) = 700
Actor.Health($SNIPER2) = 700
Actor.Health(44@) = 500
Actor.Health(45@) = 500
Actor.Health(46@) = 500
Actor.Health(47@) = 500
0638: AS_actor $SNIPER1 stay_put 1
0638: AS_actor $SNIPER2 stay_put 1
0638: AS_actor 44@ stay_put 1
0638: AS_actor 45@ stay_put 1
0638: AS_actor 46@ stay_put 1
0638: AS_actor 47@ stay_put 1


07DD: set_actor $SNIPER1 attack_rate 60 // previously known as temper_to 
07DD: set_actor $SNIPER2 attack_rate 60 // previously known as temper_to
07DD: set_actor 44@ attack_rate 78 // previously known as temper_to 
07DD: set_actor 45@ attack_rate 88 // previously known as temper_to
07DD: set_actor 46@ attack_rate 78 // previously known as temper_to 
07DD: set_actor 47@ attack_rate 89 // previously known as temper_to
02E2: set_actor $SNIPER1 weapon_accuracy_to 75
02E2: set_actor $SNIPER1 weapon_accuracy_to 75
02E2: set_actor 44@ weapon_accuracy_to 65
02E2: set_actor 45@ weapon_accuracy_to 70
02E2: set_actor 46@ weapon_accuracy_to 65
02E2: set_actor 47@ weapon_accuracy_to 70
05E2: AS_actor $SNIPER1 kill_actor $PLAYER_ACTOR 
05E2: AS_actor $SNIPER2 kill_actor $PLAYER_ACTOR
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR

0ACD: show_text_highpriority "There's sniper rifles, so you gonna be careful." time 2500
wait 2500
//Outside
48@ = Actor.Create(Gang5, #triadb, -1330.1467, 333.3641, 7.1875)
Actor.Angle(48@) = 359.4091
49@ = Actor.Create(Gang5, #triadb, -1334.9836, 332.4676, 7.1875)
Actor.Angle(49@) = 359.4091
50@ = Actor.Create(Gang5, #vmaff3, -1345.8375, 317.5003, 7.1875)
Actor.Angle(50@) = 291.5835 
51@ = Actor.Create(Gang5, #triada, -1357.7466, 307.5556, 7.1875)
Actor.Angle(51@) = 272.6384
52@ = Actor.Create(Gang5, #vmaff2, -1375.8448, 319.9283, 7.1875)
Actor.Angle(52@) = 269.8183
53@ = Actor.Create(Gang5, #vmaff1, -1392.5568, 303.7892, 7.1875)
Actor.Angle(53@) = 271.6983
54@ = Actor.Create(Gang5, #triada, -1411.439, 320.0892, 7.1875)
Actor.Angle(54@) = 266.0582
55@ = Actor.Create(Gang5, #vmaff3, -1436.0042, 297.295, 7.1809)
Actor.Angle(55@) = 280.4717
56@ = Actor.Create(Gang5, #triada, -1457.6709, 298.4352, 7.1875)
Actor.Angle(56@) = 279.2183
57@ = Actor.Create(Gang5, #triadb, -1475.8712, 327.6509, 7.1875)
Actor.Angle(57@) = 239.4246
58@ = Actor.Create(Gang5, #vmaff2, -1473.5319, 277.5634, 7.1875)
Actor.Angle(58@) = 308.9853
59@ = Actor.Create(Gang5, #vmaff3, -1461.0007, 270.3149, 7.1875)
Actor.Angle(59@) = 322.7721
60@ = Actor.Create(Gang5, #triada, -1483.6858, 270.7455, 7.1875)
Actor.Angle(60@) = 300.8385
Actor.Health(48@) = 500
Actor.Health(49@) = 700
Actor.Health(50@) = 600
Actor.Health(51@) = 700
Actor.Health(52@) = 300
Actor.Health(53@) = 500
Actor.Health(54@) = 500
Actor.Health(55@) = 400
Actor.Health(56@) = 300
Actor.Health(57@) = 500
Actor.Health(58@) = 500
Actor.Health(59@) = 400
Actor.Health(60@) = 400
0446: set_actor 48@ immune_to_headshots 0
0446: set_actor 49@ immune_to_headshots 0
0446: set_actor 50@ immune_to_headshots 0
0446: set_actor 51@ immune_to_headshots 0
0446: set_actor 52@ immune_to_headshots 0
0446: set_actor 53@ immune_to_headshots 0
0446: set_actor 54@ immune_to_headshots 0
0446: set_actor 55@ immune_to_headshots 0
0446: set_actor 56@ immune_to_headshots 0
0446: set_actor 57@ immune_to_headshots 0
0446: set_actor 58@ immune_to_headshots 0
0446: set_actor 59@ immune_to_headshots 0
0446: set_actor 60@ immune_to_headshots 0
Actor.GiveWeaponAndAmmo(48@, pistol, 9999)
Actor.GiveWeaponAndAmmo(49@, ak47, 9999)
Actor.GiveWeaponAndAmmo(50@, mp5, 9999)
Actor.GiveWeaponAndAmmo(51@, ak47, 9999)
Actor.GiveWeaponAndAmmo(52@, pistol, 9999)
Actor.GiveWeaponAndAmmo(53@, deserteagle, 9999)
Actor.GiveWeaponAndAmmo(54@, pistol, 9999)
Actor.GiveWeaponAndAmmo(55@, shotgun, 9999)
Actor.GiveWeaponAndAmmo(56@, mp5, 9999)
Actor.GiveWeaponAndAmmo(57@, sawnoff, 9999)
Actor.GiveWeaponAndAmmo(58@, shotgun, 9999)
Actor.GiveWeaponAndAmmo(59@, ak47, 9999)
Actor.GiveWeaponAndAmmo(60@, deserteagle, 9999)
$LEADER = Actor.Create(Gang5, #vmaff4, -1461.2076, 308.8768, 7.1875)
Actor.Angle($LEADER) = 274.8316
Actor.SetImmunities($LEADER, 1, 1, 1, 1, 1)
02A9: set_actor $LEADER immune_to_nonplayer 1
Actor.Health($LEADER) = 5000
0446: set_actor $LEADER immune_to_headshots 0
07DD: set_actor $LEADER attack_rate 70 // previously known as temper_to
02E2: set_actor $LEADER weapon_accuracy_to 60
077A: set_actor $LEADER acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $LEADER acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $LEADER acquaintance 1 to_actors_pedtype 6 // see ped.dat
0946: set_actor $LEADER actions_uninterupted_by_weapon_fire 1
0638: AS_actor $LEADER stay_put 1
04D8: set_actor $LEADER drowns_in_water 0

Actor.GiveWeaponAndAmmo($LEADER, m4, 9999)



:REACH_TARGET
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1484.4044 260.0121 7.1875 cornerB -1423.0251 329.5017 7.1875 
jf @REACH_TARGET
077A: set_actor $LEADER acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $LEADER acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $LEADER acquaintance 4 to_actors_pedtype 6 // see ped.dat
0ACD: show_text_highpriority "(~r~Choke~w~) You came here to get the data? There's no way of stopping me for this action." time 2500
05E2: AS_actor $LEADER kill_actor $PLAYER_ACTOR
wait 2500
Actor.SetImmunities($LEADER, 0, 0, 0, 0, 0)
02A9: set_actor $LEADER immune_to_nonplayer 0
0ACD: show_text_highpriority "Kill the ~r~Maffia Leader~w~." time 2500
0638: AS_actor $LEADER stay_put 0

                                     
:KILLED
wait 0
if
actor.Dead($LEADER)
jf @KILLED
0ACD: show_text_highpriority "Go pick up the keycard for the data." time 2500

04A5: get_dead_actor_pickup_coords $LEADER store_to $X $Y $Z

$KEYCARDPICKUP = pickup.Create(#KEYCARD , 9999, $X, $Y, $Z)

:KEYCARD
wait 0
if 
pickup.Picked_up($KEYCARDPICKUP)
jf @KEYCARD
0ACD: show_text_highpriority "Keycard picked-up." time 2500
wait 2500
0ACB: show_styled_text "Mission Passed ~w~$250000" time 2500 style 1
0394: play_music 2
Player.Money($PLAYER_CHAR) += 250000
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6
01F0: set_max_wanted_level_to 6
00D8: mission_cleanup
end_thread

//:Car_Exit 
//wait 0
//if
//01AE:   car $CAR4 sphere 0 near_point -1509.694 469.8035 7.1875 radius 10.0 10.0 stopped

///jf @Car_Exit
//05CD: AS_actor $DRIVER1 exit_car $CAR4
//05CD: AS_actor $DRIVER2 exit_car $CAR4
//05CD: AS_actor $DRIVER3 exit_car $CAR4
//05CD: AS_actor $DRIVER4 exit_car $CAR4


:MISSION_FAILED
wait 0
0ACB: show_styled_text "~r~Mission Failed" time 2500 style 0

00D8: mission_cleanup


end_thread