:ACTOR_GENERATER_B_8
if  and
32@ > 1000
24@ == 7           
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 22@ defined
856D: not  actor 23@ defined
856D: not  actor 24@ defined
856D: not  actor 25@ defined
856D: not  actor 26@ defined
856D: not  actor 27@ defined
jf @ACTOR_GENERATER_B_9
22@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(22@) =   193.3438
actor.Health(22@) = 200
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 22@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 22@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
07FE: set_actor 22@ fighting_style_to 7 moves 6
07FE: set_actor 22@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker22, 22@)
018B: set_marker $marker22 radar_mode 2
marker.SetIconSize($marker22, 1)
actor.GiveWeaponAndAmmo(22@, chainsaw, 99999)

23@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(23@) =   193.3438
actor.Health(23@) = 200
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 23@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 23@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
07FE: set_actor 23@ fighting_style_to 7 moves 6
07FE: set_actor 23@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker23, 23@)
018B: set_marker $marker23 radar_mode 2
marker.SetIconSize($marker23, 1)
actor.GiveWeaponAndAmmo(23@, chainsaw, 99999)

24@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(24@) =   193.3438
actor.Health(24@) = 200
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 24@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 24@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
07FE: set_actor 24@ fighting_style_to 7 moves 6
07FE: set_actor 24@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker24, 24@)
018B: set_marker $marker24 radar_mode 2
marker.SetIconSize($marker24, 1)
actor.GiveWeaponAndAmmo(24@, chainsaw, 99999)

25@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(25@) =   193.3438
actor.Health(25@) = 200
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 25@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 25@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 25@ kill_actor $PLAYER_ACTOR
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
07FE: set_actor 25@ fighting_style_to 7 moves 6
07FE: set_actor 25@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(25@, chainsaw, 99999)
marker.CreateAboveActor($marker25, 25@)
018B: set_marker $marker25 radar_mode 2
marker.SetIconSize($marker25, 1)

26@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(26@) =   193.3438
actor.Health(26@) = 200
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 26@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 26@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 26@ kill_actor $PLAYER_ACTOR
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
07FE: set_actor 26@ fighting_style_to 7 moves 6
07FE: set_actor 26@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(26@, chainsaw, 99999)
marker.CreateAboveActor($marker26, 26@)
018B: set_marker $marker26 radar_mode 2
marker.SetIconSize($marker26, 1)

27@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(27@) =   193.3438
actor.Health(27@) = 200
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 27@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 27@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 27@ kill_actor $PLAYER_ACTOR
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
07FE: set_actor 27@ fighting_style_to 7 moves 6
07FE: set_actor 27@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(27@, chainsaw, 99999)
marker.CreateAboveActor($marker27, 27@)
018B: set_marker $marker27 radar_mode 2
marker.SetIconSize($marker27, 1)
222@ = 0
223@ = 0
225@ = 0
224@ = 0
226@ = 0
227@ = 0

32@ = 0
86@ = 0

