{$CLEO .cs}
0000:

Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#VLA3)
Model.Load(#MICRO_UZI)
Model.Load(#SAWNOFF)
038B: load_requested_models

:RESPAWN 

while true 
wait 0
   if
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere  3756.3767 -3479.4541 10.09 radius 130.0 130.0 130.0

   then
       break
   end
   if $onmission == 0 
   then
       jump @end
   end
end 

1@=actor.Create(12, #VLA1 ,3759.4644, -3469.6938, 10.0882 )
2@=actor.Create(12, #VLA2 , 3760.1082, -3467.7153, 10.0884 )
3@=actor.Create(12, #VLA3 ,3761.47, -3467.1045, 10.0965 )
4@=actor.Create(12, #VLA2 , 3762.5769, -3470.0115, 10.089)
5@=actor.Create(12, #VLA1 , 3764.4143, -3471.9219, 10.0913)
actor.Health(1@)=500
actor.Health(2@)=500
actor.Health(3@)=500
actor.Health(4@)=500
actor.Health(5@)=500
actor.GiveWeaponAndAmmo(1@,microuzi,99999)
actor.GiveWeaponAndAmmo(2@,microuzi,99999)
actor.GiveWeaponAndAmmo(3@,microuzi,99999)
actor.GiveWeaponAndAmmo(4@,sawnoff,99999)
actor.GiveWeaponAndAmmo(5@,sawnoff,99999)
0446: set_actor 1@ dismemberment_possible 0
0446: set_actor 2@ dismemberment_possible 0
0446: set_actor 3@ dismemberment_possible 0
0446: set_actor 4@ dismemberment_possible 0
0446: set_actor 5@ dismemberment_possible 0
07DD: set_actor 1@ attack_rate 80 // previously known as temper_to
07DD: set_actor 2@ attack_rate 80 // previously known as temper_to
07DD: set_actor 3@ attack_rate 80 // previously known as temper_to
07DD: set_actor 4@ attack_rate 80 // previously known as temper_to
07DD: set_actor 5@ attack_rate 80 // previously known as temper_to
077A: set_actor 1@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 2@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 3@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 4@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 5@ acquaintance 3 to_actors_pedtype 6 // see ped.dat

actor.WeaponAccuracy(1@ ) = 40
actor.WeaponAccuracy(2@ ) = 40
actor.WeaponAccuracy(3@ ) = 40
actor.WeaponAccuracy(4@ ) = 40
actor.WeaponAccuracy(5@ ) = 40
07DD: set_actor 1@ attack_rate 60 // previously known as temper_to
07DD: set_actor 2@ attack_rate 60 // previously known as temper_to
07DD: set_actor 3@ attack_rate 60 // previously known as temper_to
05D3: AS_actor 1@ goto_point 4528.6343 -3022.6216 10.5523  mode 4 time 999999999 ms // versionA
05D3: AS_actor 2@ goto_point 4528.6343 -3022.6216 10.5523  mode 4 time 999999999 ms // versionA
05D3: AS_actor 3@ goto_point 4528.6343 -3022.6216 10.5523  mode 4 time 999999999 ms // versionA

062F: 25@  = create_group_type 1 
0630: put_actor 1@ in_group 25@ as_leader
0631: put_actor 2@ in_group 25@
0631: put_actor 3@ in_group 25@
0631: put_actor 4@ in_group 25@
0631: put_actor 5@ in_group 25@
        0615: define_AS_pack_begin_START 15@         // JOGGING ZONE //
        05B9: AS_actor -1 stay_idle 1 ms 

        05D3: AS_actor -1 goto_point 3764.8203 -3461.8262 10.1157 mode 4 time 999999999 ms // versionA
        05D3: AS_actor -1 goto_point 3771.5388 -3434.9104 9.9303 mode 4 time 999999999 ms // versionA
        05D3: AS_actor -1 goto_point 3771.8928 -3419.1157 9.9259 mode 4 time 999999999 ms // versionA
        05C9: AS_actor -1 on_guard 3000 ms
        05D3: AS_actor -1 goto_point 3794.7058 -3418.562 10.0963 mode 4 time 999999999 ms // versionA
        05C9: AS_actor -1 on_guard 3000 ms
        05D3: AS_actor -1 goto_point 3770.8877 -3421.0986 9.9424 mode 4 time 999999999 ms // versionA
        05D3: AS_actor -1 goto_point 3770.8455 -3482.1895 10.0815 mode 4 time 999999999 ms // versionA
        05D3: AS_actor -1 goto_point 3757.0264 -3478.9478 10.0902 mode 4 time 999999999 ms // versionA
  
        0643: set_AS_pack 15@ loop 1
        0616: define_AS_pack_end 15@          
        0618: assign_actor actor  1@   to_AS_pack 15@
        0618: assign_actor actor  2@   to_AS_pack 15@
        0618: assign_actor actor  3@   to_AS_pack 15@
        0618: assign_actor actor  4@   to_AS_pack 15@
        0618: assign_actor actor  5@   to_AS_pack 15@ 
        061B: remove_references_to_AS_pack 15@  
while true 
wait 0
   if  or 
    $onmission == 0
   80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  3756.3767 -3479.4541 10.09 radius 130.0 130.0 130.0

   then
       break
   end
end 



:CLEANUP
actor.RemoveReferences(1@)
actor.RemoveReferences(2@)
actor.RemoveReferences(3@)
actor.RemoveReferences(4@)
actor.RemoveReferences(5@)
if    $onmission == 0
then
   jump @end
else 
   jump @RESPAWN 
end

:end
end_thread