{$CLEO .cs}

wait 0

//----unlike to surival.cm by Wave status, (call homies.cs don't count as randomly generated), 
//this script itself just crashes after selecting any setting and local Variebles are all used up.
//the first ever with 2020 menus with settings was was abanadon. I'll go back and use preset weapon and ranks
  
setting
END_THREAD
:up
while true
wait 0
    if and 
 
        0AB0:   key_pressed 81 
        0AB0:   key_pressed 49 
 
    then
    
    break
    end
end

model.Load(#AK47)
model.Load(#MP5LNG)
model.Load(#DESERT_EAGLE)
model.Load(#MICRO_UZI)

model.Load(#lcs_ak47)
model.Load(#LCS_TEC9)
model.Load(#LCS_UZI)
model.Load(#LCS_CHROMEGUN)
model.Load(#LC_COLT45)
model.Load(#LCS_LASER)
model.Load(#LCS_M4)
model.Load(#LC_AK47)
model.Load(#LCS_GLOCK17)
model.Load(#SAWNOFF)

model.Load(#LCS_PYTHON) 
model.Load(#LCS_CHROMEGUN) 
model.Load(#LCS_LASER) 
model.Load(#LCS_AK47) 
model.Load(#LCS_UZI) 
model.Load(#LCS_MINIGUN) 
model.Load(#LCS_M60) 
model.Load(#LCS_KATANA) 
model.Load(#LCS_SHOTGSPA) 
model.Load(#LCS_BUDDYSHOT) 
model.Load(#LCS_BAT) 
model.Load(#LCS_CHNSAW) 
model.Load(#LC_AK47) 
model.Load(#LC_M16) 
model.Load(#LCS_M21) 
model.Load(#LCS_KATANA) 
 
model.Load(#VCS_SKORPION) 
model.Load(#VC_RUGER) 
model.Load(#VC_INGRAM) 
model.Load(#VCS_SHOTGSPA) 
model.Load(#VCS_SHOPKPR) 
model.Load(#VCS_AK47)
model.Load(#SAWNOFF)


model.Load(#AK47) 
model.Load(#TEC9) 
model.Load(#SAWNOFF) 
model.Load(#CUNTGUN) 
model.Load(#LCS_GLOCK17) 
model.Load(#COLT45) 

model.Load(#UG_REVOLVER) 
model.Load(#UG_REVOLVERRIFLE) 
model.load(#UG_PUMPSHOT) 
model.Load(#LCS_KATANA) 
model.Load(#LCS_KATANA) 
model.Load(#VCS_CHROMEGUN)
model.Load(#VCS_M249)
model.Load(#UG_TRIPLESHOT)

model.Load(#LCS_KATANA) 

model.Load(#UG_AWP) 
model.Load(#UG_ARABIANSW) 
model.Load(#UG_COLT1911) 
model.Load(#UG_WOODSHOT) 
model.Load(#UG_TOMMYGUN) 
model.Load(#UG_TOMAHAWK) 
model.Load(#DESERT_EAGLE) 


model.Load(#UG_WRENCH) 
        
        0247: load_model  #UG_XM1014
        0247: load_model  #VC_MACHETE
0247: load_model #VCS_SVD
0247: load_model #VC_M60
0247: load_model #VC_TEC9
0247: load_model #VC_M60
0247: load_model #KNIFECUR


0247: load_model #UL_FBI
0247: load_model #at_FBI
0247: load_model #AT_ARMY
0247: load_model #AT_FBI 
0247: load_model #LCS_COP
0247: load_model #UL_ARMY
0247: load_model #UL_COP
0247: load_model #AT_SWAT
0247: load_model #UL_SWAT
0247: load_model #UL_ARMY
0247: load_model #ARMY
0247: load_model #SWAT
0247: load_model #DUN_GUARD

038B: load_requested_models
CONST

PAGE_A = 30@
PAGE_B = 31@
PAGE_C = 29@
PAGE_D = 28@
PAGE_E = 20@

PEDTYPE_x = 22@
TEMPER_Rate_x = 21@
IDLE_x = 0@
Health_x = 23@
accuracy_x = 24@
SKILL_x = 26@
SKIN_x = 27@
Hostile_PLAYERS = 12@
Hostile_PEDS = 11@
Gun_type_x = 25@
///02E2: set_actor 2@ weapon_accuracy_to 75

end 
const




VC_MACHETE  = 139
UG_XM1014  = 294
UG_WRENCH  = 292
UG_TOMAHAWK =  284
UG_COLT1911   = 241       
UG_WOODSHOT = 290 
UG_TOMMYGUN  =  285      
UG_ARABIAN_SWORD  = 235
UG_AWP =  237
Ronin_Sword =  179
UG_PUMP_SHOTGUN  = 271
UG_REVOLVER = 272
LCS_M4 = 182
LCS_Shotgun = 171
LCS_uzi = 196
LCS_GLOCK17 =     174
LC_AK47 = 111
snipeR_laser = 181
UG_REVOLVERRIFLE   = 273
UG_TRIPLE_BARREL_SAWNOFF  = 287
LCS_PYTHON =  191
LCS_LASER = 181
LCS_CHROMEGUN =  207
LCS_4k47 =  197
LCS_BUDDYSHOT = 166
VC_INGRAM = 133
LCS_SPAS12 = 193
LCS_UZI = 196
LCS_BASEBALLBAT = 164
LCS_CHAINSAW    = 170
LCS_MINIGUN = 186
LCS_M60 = 184
LCS_M21 = 183
LC_AK47 = 111  
VC_RUGER = 147 
LC_M16 = 117
LCS_KATANA =  179
VCS_M249 = 221
VCS_SKORPION  = 225

VC_M60 = 138
VC_TEC9   = 152
VCS_SVD = 228
end 

//defaults
PEDTYPE_x = 15
TEMPER_Rate_x = 65
IDLE_x = 0
Health_x = 750
accuracy_x = 50
SKILL_x = 1
SKIN_x = #LCS_COP
Hostile_PLAYERS = 3
Hostile_PEDS = 3
Gun_type_x = LCS_GLOCK17

:MENUS
03E6: remove_text_box

wait 200      
   
0ADF: add_dynamic_GXT_entry "page32" text "~w~Cops & Army Spawn 1"
0ADF: add_dynamic_GXT_entry "menu01" text "~h~Spawn"
0ADF: add_dynamic_GXT_entry "menu02" text "Teams"
0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type"
0ADF: add_dynamic_GXT_entry "menu04" text "Rank Levels"
0ADF: add_dynamic_GXT_entry "menu05" text "Must Idle?"
0ADF: add_dynamic_GXT_entry "menu06" text "Always Hostile to Player"
0ADF: add_dynamic_GXT_entry "menu07" text "Always Hostile to Peds"
0ADF: add_dynamic_GXT_entry "menu08" text "Player 2"
0ADF: add_dynamic_GXT_entry "menu09" text "becks"
0ADF: add_dynamic_GXT_entry "menu10" text "SeanEp3"
0ADF: add_dynamic_GXT_entry "menu11" text "MonDLC"
0ADF: add_dynamic_GXT_entry "menu12" text "Ethan"

0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"

0ADF: add_dynamic_GXT_entry "menux2" text "Weapons: Per Rounds"
0ADF: add_dynamic_GXT_entry "menux3" text "Hazards: Off"
0ADF: add_dynamic_GXT_entry "menux4" text "Max Rounds: 10"
0ADF: add_dynamic_GXT_entry "_help" text "Pick the option."
0ADF: add_dynamic_GXT_entry "_news" text "~h~Player 2 is not support anymore until Underground.core fixes player 2 for SAAC1.2"

///0512: show_permanent_text_box '_news' 
08D4: 19@ = create_panel_with_title 'page32' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 19@ column  0 header 'dummy' data 'menu01' 'menu02' 'menu03' 'menu04' 'menu05' 'menu06' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 19@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1     
//08D9: set_panel 19@ row 1 enable 0
 
while true  
08D7: 18@ = panel 19@ active_row//-- submit number of the highlighted button into variable

 
wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
then
//0ACD: show_text_highpriority "exit" time 4000

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0     
08DA: remove_panel 19@
03E6: remove_text_box  

 03E6: remove_text_box  
 jump @EXIt 

end

        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   18@ ==  0  // integer values
        then
         //play
         jump @SPAWN 
           break
        end
        
        
        
        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   18@ ==  1// integer values
        then
       PAGE_A += 1 
       wait 100
        end
        
        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   18@ ==  2 // integer values
        then
       PAGE_B += 1 
       wait 100
        end
        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   18@ ==  3 // integer values
        then
       PAGE_C += 1 
       wait 100
        end       
         if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   18@ == 4 // integer values
        then
       PAGE_D += 1 
       wait 100
        end   
         if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   18@ == 5 // integer values
        then
       PAGE_e += 1 
       wait 100
        end          
        
        //PAGES  
         if
         PAGE_A == 0 
         then
  
         0ADF: add_dynamic_GXT_entry "menu02" text "Teams: ~b~COP"
         PEDTYPE_x = 6
         end 
         if
          PAGE_A == 1
         then
         PEDTYPE_x = 15
        0ADF: add_dynamic_GXT_entry "menu02" text "Teams: ~r~ENEMY"
         end         
         if
          PAGE_A == 2
         then
        PEDTYPE_x = 8
        0ADF: add_dynamic_GXT_entry "menu02" text "Teams: ~g~ALLY"
         end          
         if
          PAGE_A == 3
         then
        PEDTYPE_x = 4
        0ADF: add_dynamic_GXT_entry "menu02" text "Teams: ~y~FRIENDLY FIRE"
         end          
 
         if
          PAGE_A > 3
         then
          PAGE_A = 0 
         end    
         
         if
         PAGE_b == 0 
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~Police A"
         SKIN_x =  #LCS_COP
         Gun_type_x = LCS_GLOCK17
         SKILL_x = 3
         end       
               
         if
         PAGE_b == 1 
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~Police B"
         SKIN_x =   #UL_COP
       Gun_type_x = LCS_PYTHON
       SKILL_x = 3
         end       
         if
         PAGE_b == 2 
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~SWAT A"
         SKIN_x =   #AT_SWAT
            Gun_type_x =   LCS_uzi
            SKILL_x = 1
         end       
         if
         PAGE_b == 3 
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~SWAT B"
         SKIN_x =  #UL_SWAT
           Gun_type_x =   LC_M16
              SKILL_x = 1
         end       
         if
         PAGE_b == 4
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~FBI A"
         SKIN_x =  #AT_FBI
          Gun_type_x =   VC_INGRAM
             SKILL_x = 1
         end       
          if
         PAGE_b == 5 
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~FBI B"
         SKIN_x =  #UL_FBI
          Gun_type_x =   LCS_M4
             SKILL_x = 1
         end       
          if
         PAGE_b == 6 
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~Army A"
         SKIN_x =  #UL_ARMY
            Gun_type_x =   LC_AK47
               SKILL_x = 1
         end       
          if
         PAGE_b == 7 
         then
  
         0ADF: add_dynamic_GXT_entry "menu03" text "Skin Type: ~w~Army B"
         SKIN_x =  #AT_ARMY
          Gun_type_x =   LCS_M4
             SKILL_x = 1
         end       
  
         if
          PAGE_b > 7
         then
          PAGE_b = 0 
         end    
         
         if
          PAGE_c == 0
         then
  
        0ADF: add_dynamic_GXT_entry "menu04" text "Ranks: ~w~Class 1"
        TEMPER_Rate_x = 50
        accuracy_x = 50
        Health_x  = 750
         end          
         if
          PAGE_c == 1
         then
  
        0ADF: add_dynamic_GXT_entry "menu04" text "Ranks: ~w~Class 2"
        TEMPER_Rate_x = 60
        accuracy_x = 60
        Health_x  = 1100
         end    
          if
          PAGE_c == 2
         then
  
        0ADF: add_dynamic_GXT_entry "menu04" text "Ranks: ~w~Class 3"
        TEMPER_Rate_x = 75
        accuracy_x = 70
        Health_x  = 1800
         end 
         if
          PAGE_c == 3
         then
  
        0ADF: add_dynamic_GXT_entry "menu04" text "Ranks: ~w~Class 4"
        TEMPER_Rate_x = 85
        accuracy_x = 78
        Health_x  = 2500
         end
           if
          PAGE_c == 4
         then
  
        0ADF: add_dynamic_GXT_entry "menu04" text "Ranks: ~w~Class 5"
        TEMPER_Rate_x = 94
        accuracy_x = 84
        Health_x  = 3500
         end
         if
          PAGE_c > 4
         then
          PAGE_c = 0 
         end
     
           if
          PAGE_d == 0
         then
  
        0ADF: add_dynamic_GXT_entry "menu05" text "Movement: ~w~Wonder"
            IDLE_x = 0 
         end
           if
          PAGE_d == 1
         then
  
        0ADF: add_dynamic_GXT_entry "menu05" text "Movement: ~w~Idle"
            IDLE_x = 1 
         end
         if
          PAGE_d > 1
         then
          PAGE_d = 0 
         end
         
         
         if
          PAGE_E == 0
         then
  
        0ADF: add_dynamic_GXT_entry "menu06" text "Behaviour: ~w~Neutral"
       
            Hostile_PLAYERS = 3
            Hostile_PEDS = 3
         end
         if
          PAGE_E == 1
         then
  
        0ADF: add_dynamic_GXT_entry "menu06" text "Behaviour: ~w~Kill Player"
            Hostile_PLAYERS = 4
            Hostile_PEDS = 3
         end
         if
          PAGE_E == 2
         then
  
        0ADF: add_dynamic_GXT_entry "menu06" text "Behaviour: ~w~Kill Peds"
            Hostile_PLAYERS = 3
            Hostile_PEDS = 4
         end
          if
          PAGE_E == 3
         then
  
        0ADF: add_dynamic_GXT_entry "menu06" text "Behaviour: ~w~Kill Both"
            Hostile_PLAYERS = 4
            Hostile_PEDS =  4
         end
         if
          PAGE_E > 3
         then
          PAGE_E = 0 
         end
         
         {
TEMPER_Rate_x = 65
IDLE_x = 0
Health_x = 750
accuracy_x = 50
SKILL_x = 3
SKIN_x = #LCS_COP
Hostile_PLAYERS = 3
Hostile_PEDS = 3
Gun_type_x = LCS_GLOCK17
}  
end  

:spawn
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0     
08DA: remove_panel 19@
03E6: remove_text_box  
wait 100


              0ACD: show_text_highpriority "~b~~h~The Renforcements Spawned" time 3000
/////0@ = actor.Create(Gang7)
gosub @generator 
009A: 1@ = create_actor_pedtype PEDTYPE_x model SKIN_x  at 26@ 27@ 28@
 
gosub @generator  
009A: 2@ = create_actor_pedtype PEDTYPE_x model  SKIN_x at 26@ 27@ 28@
gosub @generator 
009A: 3@ = create_actor_pedtype PEDTYPE_x model  SKIN_x at 26@ 27@ 28@
gosub @generator 
009A: 4@ = create_actor_pedtype PEDTYPE_x model  SKIN_x   at 26@ 27@ 28@
gosub @generator 
009A: 5@ = create_actor_pedtype PEDTYPE_x model  SKIN_x   at 26@ 27@ 28@
gosub @generator 
009A: 6@ = create_actor_pedtype PEDTYPE_x model  SKIN_x  at 26@ 27@ 28@
gosub @generator 
009A: 7@ = create_actor_pedtype PEDTYPE_x model   SKIN_x  at 26@ 27@ 28@
gosub @generator 
009A: 8@ = create_actor_pedtype PEDTYPE_x model SKIN_x    at 26@ 27@ 28@
gosub @generator 
009A: 9@ = create_actor_pedtype PEDTYPE_x model  SKIN_x  at 26@ 27@ 28@
gosub @generator 
009A: 10@ = create_actor_pedtype PEDTYPE_x model  SKIN_x  at 26@ 27@ 28@
gosub @generator 
009A: 11@ = create_actor_pedtype PEDTYPE_x model SKIN_x   at 26@ 27@ 28@
gosub @generator 
009A: 12@ = create_actor_pedtype PEDTYPE_x model SKIN_x    at 26@ 27@ 28@
gosub @generator 
009A: 13@ = create_actor_pedtype PEDTYPE_x model  SKIN_x   at 26@ 27@ 28@
gosub @generator 
009A: 14@ = create_actor_pedtype PEDTYPE_x model SKIN_x   at 26@ 27@ 28@
gosub @generator 
009A: 15@ = create_actor_pedtype PEDTYPE_x model  SKIN_x  at 26@ 27@ 28@
                            
                               
actor.GiveWeaponAndAmmo(1@,      Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(2@, Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(3@,   Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(4@,    Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(5@,   Gun_type_x ,99999)
actor.GiveWeaponAndAmmo(6@,    Gun_type_x,99999)
actor.GiveWeaponAndAmmo(7@,  Gun_type_x ,99999)
actor.GiveWeaponAndAmmo(8@,  Gun_type_x   ,99999)
actor.GiveWeaponAndAmmo(9@, Gun_type_x   ,99999)
actor.GiveWeaponAndAmmo(10@,  Gun_type_x   ,99999)
actor.GiveWeaponAndAmmo(11@,     Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(12@,   Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(13@,  Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(14@,     Gun_type_x  ,99999)
actor.GiveWeaponAndAmmo(15@, Gun_type_x  ,99999)
07FE: set_actor 1@ fighting_style_to 5 moves 6
07FE: set_actor 2@ fighting_style_to 5 moves 6
07FE: set_actor  3@ fighting_style_to 5 moves 6
07FE: set_actor 4@ fighting_style_to 5 moves 6
07FE: set_actor 5@ fighting_style_to 5 moves 6
07FE: set_actor 6@ fighting_style_to 5 moves 6
07FE: set_actor 7@ fighting_style_to 5 moves 6
07FE: set_actor 8@ fighting_style_to 5 moves 6
07FE: set_actor 9@ fighting_style_to 5 moves 6
07FE: set_actor 10@ fighting_style_to 5 moves 6
07FE: set_actor 11@ fighting_style_to 5 moves 6
07FE: set_actor 12@ fighting_style_to 5 moves 6
07FE: set_actor 13@ fighting_style_to 5 moves 6
07FE: set_actor 14@ fighting_style_to 5 moves 6
07FE: set_actor 15@ fighting_style_to 5 moves 6

 081A: set_actor 1@ weapon_skill_to SKILL_x
 081A: set_actor 2@ weapon_skill_to SKILL_x
 081A: set_actor 3@ weapon_skill_to SKILL_x
 081A: set_actor 4@ weapon_skill_to SKILL_x
 081A: set_actor 5@ weapon_skill_to SKILL_x
 081A: set_actor 6@ weapon_skill_to SKILL_x
 081A: set_actor 7@ weapon_skill_to SKILL_x
 081A: set_actor 8@ weapon_skill_to SKILL_x
 081A: set_actor 9@ weapon_skill_to SKILL_x
  
  
  081A: set_actor 15@ weapon_skill_to SKILL_x
 081A: set_actor 14@ weapon_skill_to SKILL_x
 081A: set_actor 13@ weapon_skill_to SKILL_x
 081A: set_actor 12@ weapon_skill_to SKILL_x
 081A: set_actor 11@ weapon_skill_to SKILL_x
 081A: set_actor 10@ weapon_skill_to SKILL_x

actor.Health(1@) = Health_x
actor.Health(2@) = Health_x
actor.Health(3@) = Health_x
actor.Health(4@) = Health_x
actor.Health(5@) = Health_x
actor.Health(6@) = Health_x
actor.Health(7@) = Health_x
actor.Health(8@) = Health_x
actor.Health(9@) = Health_x
actor.Health(10@) = Health_x
actor.Health(11@) = Health_x
actor.Health(12@) = Health_x
actor.Health(13@) = Health_x
actor.Health(14@) = Health_x
actor.Health(15@) = Health_x
0446: set_actor 1@ dismemberment_possible false
0446: set_actor 2@ dismemberment_possible false
0446: set_actor 3@ dismemberment_possible false
0446: set_actor 4@ dismemberment_possible false
0446: set_actor 5@ dismemberment_possible false
0446: set_actor 6@ dismemberment_possible false
0446: set_actor 7@ dismemberment_possible false
0446: set_actor 8@ dismemberment_possible false
0446: set_actor 9@ dismemberment_possible false
0446: set_actor 10@ dismemberment_possible false
0446: set_actor 11@ dismemberment_possible false
0446: set_actor 12@ dismemberment_possible false
0446: set_actor 13@ dismemberment_possible false
0446: set_actor 14@ dismemberment_possible false
0446: set_actor 15@ dismemberment_possible false
077A: set_actor 1@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 1@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 1@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 2@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 2@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 2@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 2@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 3@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 3@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 3@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 4@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 4@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 4@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 4@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 5@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 5@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 5@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 5@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 6@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 6@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 6@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 7@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 7@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 7@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 7@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 8@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 8@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 8@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 8@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 9@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 9@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 9@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 9@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 10@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 10@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 10@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 10@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 11@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 11@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 11@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 11@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 12@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 12@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 12@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 12@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 13@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 13@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 13@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 13@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 14@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 14@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 14@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 14@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat
077A: set_actor 15@ acquaintance Hostile_PLAYERS to_actors_pedtype 0 // see ped.dat
077A: set_actor 15@ acquaintance Hostile_PLAYERS to_actors_pedtype 1 // see ped.dat
077A: set_actor 15@ acquaintance Hostile_peds to_actors_pedtype 4 // see ped.dat
077A: set_actor 15@ acquaintance Hostile_peds to_actors_pedtype 5 // see ped.dat

{
03FE: set_actor 1@ money 12
03FE: set_actor 2@ money 12
03FE: set_actor 3@ money 12
03FE: set_actor 4@ money 12
03FE: set_actor 5@ money 12
03FE: set_actor 6@ money 12
03FE: set_actor 7@ money 12
03FE: set_actor 8@ money 12
03FE: set_actor 9@ money 12
03FE: set_actor 10@ money 24
03FE: set_actor 11@ money 24
03FE: set_actor 12@ money 23
03FE: set_actor 13@ money 78
03FE: set_actor 14@ money 78
03FE: set_actor 15@ money 78  }
02E2: set_actor 1@ weapon_accuracy_to accuracy_x
02E2: set_actor 2@ weapon_accuracy_to accuracy_x
02E2: set_actor 3@ weapon_accuracy_to accuracy_x
02E2: set_actor 4@ weapon_accuracy_to accuracy_x
02E2: set_actor 5@ weapon_accuracy_to accuracy_x
02E2: set_actor 6@ weapon_accuracy_to accuracy_x
02E2: set_actor 7@ weapon_accuracy_to accuracy_x
02E2: set_actor 8@ weapon_accuracy_to accuracy_x
02E2: set_actor 9@ weapon_accuracy_to accuracy_x
02E2: set_actor 10@ weapon_accuracy_to accuracy_x
02E2: set_actor 11@ weapon_accuracy_to accuracy_x
02E2: set_actor 12@ weapon_accuracy_to accuracy_x
02E2: set_actor 13@ weapon_accuracy_to accuracy_x
02E2: set_actor 14@ weapon_accuracy_to accuracy_x
02E2: set_actor 15@ weapon_accuracy_to accuracy_x
{
PEDTYPE_x = 22@
TEMPER_Rate_x = 21@
Headshots_x = 17@
Health_x = 16@
Cop_type_x = 15@
SKILL_x = 14@
SKIN_x = 13@
Hostile_PLAYERS = 12@
Hostile_PEDS = 11@
Gun_type_x = 10@ }
07DD: set_actor 1@ attack_rate TEMPER_Rate_x
07DD: set_actor 2@ attack_rate TEMPER_Rate_x
07DD: set_actor 3@ attack_rate TEMPER_Rate_x
07DD: set_actor 4@ attack_rate TEMPER_Rate_x
07DD: set_actor 5@ attack_rate TEMPER_Rate_x
07DD: set_actor 6@ attack_rate TEMPER_Rate_x
07DD: set_actor 7@ attack_rate TEMPER_Rate_x
07DD: set_actor 8@ attack_rate TEMPER_Rate_x
07DD: set_actor 9@ attack_rate TEMPER_Rate_x
07DD: set_actor 10@ attack_rate TEMPER_Rate_x
07DD: set_actor 11@ attack_rate TEMPER_Rate_x
07DD: set_actor 12@ attack_rate TEMPER_Rate_x
07DD: set_actor 13@ attack_rate TEMPER_Rate_x
07DD: set_actor 14@ attack_rate TEMPER_Rate_x
07DD: set_actor 15@ attack_rate TEMPER_Rate_x
 
 
04D8: set_actor 1@ drowns_in_water 0
04D8: set_actor 2@ drowns_in_water 0
04D8: set_actor 3@ drowns_in_water 0
04D8: set_actor 4@ drowns_in_water 0
04D8: set_actor 5@ drowns_in_water 0
04D8: set_actor 6@ drowns_in_water 0
04D8: set_actor 7@ drowns_in_water 0
04D8: set_actor 8@ drowns_in_water 0
04D8: set_actor 9@ drowns_in_water 0
04D8: set_actor 10@ drowns_in_water 0
04D8: set_actor 11@ drowns_in_water 0
04D8: set_actor 12@ drowns_in_water 0
04D8: set_actor 13@ drowns_in_water 0
04D8: set_actor 14@ drowns_in_water 0
04D8: set_actor 15@ drowns_in_water 0

if
IDLE_x  == 0
then
05DE: AS_actor 1@ walk_around_ped_path
05DE: AS_actor 2@ walk_around_ped_path
05DE: AS_actor 3@ walk_around_ped_path
05DE: AS_actor 4@ walk_around_ped_path
05DE: AS_actor 5@ walk_around_ped_path
05DE: AS_actor 6@ walk_around_ped_path
05DE: AS_actor 7@ walk_around_ped_path
05DE: AS_actor 8@ walk_around_ped_path
05DE: AS_actor 9@ walk_around_ped_path
05DE: AS_actor 10@ walk_around_ped_path
05DE: AS_actor 11@ walk_around_ped_path
05DE: AS_actor 12@ walk_around_ped_path
05DE: AS_actor 13@ walk_around_ped_path
05DE: AS_actor 14@ walk_around_ped_path
05DE: AS_actor 15@ walk_around_ped_path
end


wait 700
while true
wait 0
        if and 
        0AB0:   key_pressed 81 
        0AB0:   key_pressed 49 
        then
               0ACD: show_text_highpriority "~r~The Renforcements de-spawned" time 3000

        :clear 
        {
        009B: destroy_actor 1@
        009B: destroy_actor 2@
        009B: destroy_actor 3@
        009B: destroy_actor 4@
        009B: destroy_actor 5@
        009B: destroy_actor 6@
        009B: destroy_actor 7@
        009B: destroy_actor 8@
        009B: destroy_actor 9@
        009B: destroy_actor 10@
        009B: destroy_actor 11@
        009B: destroy_actor 12@
        009B: destroy_actor 13@
        009B: destroy_actor 14@
        009B: destroy_actor 15@     }
        gosub @Cleanup
        :EXIt
        wait 1000
        0A92: create_custom_thread "UG army 1.cs"

        0A95: enable_thread_saving

        0A93: end_custom_thread

        end_thread
        jump @up 
        end 
        //to clear all actor press `+[+]
        if   and
        0AB0:   key_pressed 192
        0AB0:   key_pressed 219
        0AB0:   key_pressed 221
        then
              0ACD: show_text_highpriority "~r~ALL OF THE ACTORS DESPAWNED" time 3000
 
        jump @clear 
        end
         
        //new 
        if  and
        856D: not  actor 1@ defined
        856D: not  actor 2@ defined
        856D: not  actor 3@ defined
        856D: not  actor 4@ defined
        856D: not  actor 5@ defined
        856D: not  actor 6@ defined
        856D: not  actor 7@ defined
        856D: not  actor 8@ defined
        then
        if and
                856D: not  actor 9@ defined
                856D: not  actor 10@ defined
                856D: not  actor 11@ defined
                856D: not  actor 12@ defined
                856D: not  actor 13@ defined
                856D: not  actor 14@ defined
                856D: not  actor 15@ defined
        then

      
               0ACD: show_text_highpriority "~r~The Renforcements are dead" time 3000        
        jump @clear         
        end
        end 
        
       gosub  @DEAD_GANGS
end
 
end_thread

:generator 
0208: 29@ = random_float_in_ranges -3.2 3.1
0208: 30@ = random_float_in_ranges -3.0 3.0
0208: 31@ = random_float_in_ranges -1.0 -1.0
04C4: store_coords_to 26@ 27@ 28@ from_actor $player_actor  with_offset  29@ 30@ 31@
//gosub @RANDOM_ACTOR
//gosub @random_guns

return

:DEAD_GANGS
if
056D:   actor 1@ defined
then
    if
    0118:   actor 1@ dead

    then
    01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 2@ defined
then
    if
    0118:   actor 2@ dead

    then
    01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 3@ defined
then
    if
    0118:   actor 3@ dead

    then
    01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian
    end
end
if
056D:   actor 4@ defined
then
    if
    0118:   actor 4@ dead

    then
    01C2: remove_references_to_actor 4@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 5@ defined
then
    if
    0118:   actor 5@ dead

    then
    01C2: remove_references_to_actor  5@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 6@ defined
then
    if
    0118:   actor 6@ dead

    then
    01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 7@ defined
then
    if
    0118:   actor 7@ dead

    then
    01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 8@ defined
then
    if
    0118:   actor 8@ dead

    then
    01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 9@ defined
then
    if
    0118:   actor 9@ dead

    then
    01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 10@ defined
then
    if
    0118:   actor 10@ dead

    then
    01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 11@ defined
then
    if
    0118:   actor 11@ dead

    then
    01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 12@ defined
then
    if
    0118:   actor 12@ dead

    then
    01C2: remove_references_to_actor 12@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 13@ defined
then
    if
    0118:   actor 13@ dead

    then
    01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian
    end
end
if
056D:   actor 14@ defined
then
    if
    0118:   actor 14@ dead

    then
    01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian
    end
end 
if
056D:   actor 15@ defined
then
    if
    0118:   actor 15@ dead

    then
    01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian
    end
end 



return

:Cleanup
if
056D:   actor 1@ defined
then
009B: destroy_actor 1@
end 
if
056D:   actor 2@ defined
then
009B: destroy_actor 2@
end 
if
056D:   actor 3@ defined
then
009B: destroy_actor 3@
end 

if
056D:   actor 4@ defined
then
009B: destroy_actor 4@
end 
if
056D:   actor 5@ defined
then
009B: destroy_actor 5@
end 
if
056D:   actor 6@ defined
then
009B: destroy_actor 6@
end 
if
056D:   actor 7@ defined
then
009B: destroy_actor 7@
end 
if
056D:   actor 8@ defined
then
009B: destroy_actor 8@
end 
if
056D:   actor 9@ defined
then
009B: destroy_actor 9@
end 
if
056D:   actor 10@ defined
then
009B: destroy_actor 10@
end 
if
056D:   actor 11@ defined
then
009B: destroy_actor 11@
end 
if
056D:   actor 12@ defined
then
009B: destroy_actor 12@
end 
if
056D:   actor 13@ defined
then
009B: destroy_actor 13@
end 
if
056D:   actor 14@ defined
then
009B: destroy_actor 14@
end 
if
056D:   actor 15@ defined
then
009B: destroy_actor 15@
end 

return

 
 