{$cleo .cm}
$onmission = 2
0395: clear_area 1 at 4540.6504 -3091.3792 10.396 radius 3000.0

model.Load(#ARMY)
model.Load(#SWAT)
model.Load(#m4)
model.Load(#AK47)
model.Load(#DESERT_EAGLE)
model.Load(#SHOTGSPA)
model.Load(#MICRO_UZI)
model.Load(#SAWNOFF)
model.Load(#CHROMEGUN)
model.Load(#SNIPER)
model.Load(#CUNTGUN)
model.Load(#MP5LNG)
model.Load(#ADMIRAL)
model.Load(#STALLION)
model.Load(#HUNTLEY)
model.Load(#PONY)
model.Load(#YOSEMITE)
model.Load(#YANKEE)
model.Load(#STAFFORD)
model.Load(#HYDRA)
038B: load_requested_models

const
GET_WASTED_PEDS = 720@
GET_WASTED_PEDS_ALLY = 721@ 
give_score_per_kills = 722@ 
GET_WASTED_PEDS_ALLY = 723@ 
give_score_per_kills = 724@ 
local_ped_add = 725@
local_ped_add_ALLY = 726@
give_score_per_kills_ALLY =727@ 
 
 

00_attackers_1 = 1@
00_attackers_2 = 2@
00_attackers_3 = 3@
00_attackers_4 = 4@
00_attackers_5 = 5@
00_attackers_6 = 6@
00_attackers_7 = 7@
00_attackers_8 = 8@
00_attackers_9 = 9@
00_attackers_10 = 10@
00_attackers_11 = 11@
00_attackers_12 = 12@
00_attackers_13 = 13@
00_attackers_14 = 14@
00_attackers_15 = 15@
00_attackers_16 = 16@
00_attackers_17 = 17@
00_attackers_18 = 18@
00_attackers_19 = 19@
00_attackers_20 = 20@
00_attackers_21 = 21@
00_attackers_22 = 22@
00_attackers_23 = 23@
00_attackers_24 = 24@
00_attackers_25 = 25@
00_attackers_26 = 26@
00_attackers_27 = 27@
00_attackers_28 = 28@
00_attackers_29 = 29@
00_attackers_30 = 30@
00_attackers_31 = 31@
00_attackers_32 = 44@
00_attackers_33 = 35@
00_attackers_34 = 34@
00_attackers_35 = 35@
00_attackers_36 = 36@
00_attackers_37 = 37@
00_attackers_38 = 38@
00_attackers_39 = 39@
00_attackers_40 = 40@
00_attackers_41 = 41@
00_attackers_42 = 42@
9_respawns_1 = 102@
9_respawns_2 = 103@
9_respawns_3 = 104@
9_respawns_4 = 105@
9_respawns_5 = 106@
9_respawns_6 = 107@
9_respawns_7 = 108@
11_Troops1 = 120@ 
11_Troops2 = 121@ 
11_Troops3 = 122@ 
11_Troops4 = 123@ 
11_Troops5 = 124@  
11_Troops6= 125@ 
11_Troops7 = 126@ 
11_Troops8 = 127@ 
11_Troops9 = 128@ 
11_Troops10 = 129@ 
11_Troops11 = 130@ 
11_Troops12 = 131@ 
11_Troops13 = 132@ 
11_Troops14 = 133@ 
11_Troops15= 134@ 
11_Troops16  = 135@ 
11_Troops17  = 136@ 
11_Troops18 = 137@ 
11_Troops19  = 138@ 
11_Troops20  = 139@ 
11_Troops21= 140@ 
11_Troops22= 141@ 
11_Troops23= 142@ 
11_Troops24= 143@ 
11_Troops25= 144@ 
333_vehicle_01= 180@
333_vehicle_02= 181@
333_vehicle_03= 182@
333_vehicle_04= 183@
333_vehicle_05= 184@
333_vehicle_06= 185@
333_vehicle_07= 186@
444_jet_driver1=187@ 
444_jet_driver2=188@ 
WAVES = 100@ 

0_Marker1=200@
0_Marker2=201@
0_Marker3=202@
0_Marker4=203@
0_Marker5=204@
0_Marker6=205@
0_Marker7=206@
0_Marker8=207@
0_Marker9=208@
0_Marker10=209@
0_Marker11=210@
0_Marker12=211@
0_Marker13=212@
0_Marker14=213@
0_Marker15=214@
0_Marker16=215@
0_Marker17=216@
0_Marker18=217@
0_Marker19=218@
0_Marker20=219@
0_Marker21=220@
0_Marker22=221@
1_GET_PLAYER_ANGLE =  699@
end  
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1

0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 4525.9126 -3267.7598 10.3601 
actor.Angle($PLAYER_ACTOR)=  339.1437
gosub @Teleport_player2

333_vehicle_01 = car.Create(#ADMIRAL, 4516.9805, -3094.6614, 10.396)
car.Angle(333_vehicle_01)= 269.2978
car.Health(333_vehicle_01)=7500
car.DoorStatus(333_vehicle_01 ,4 )
09C4: set_car 333_vehicle_01 gas_tank_explosion_enabled 0

333_vehicle_02 = car.Create(#HUNTLEY, 4541.0435, -3089.427, 10.396)
car.Angle(333_vehicle_02)= 73.6656
car.Health(333_vehicle_02)=7500
car.DoorStatus(333_vehicle_02 ,4 )
09C4: set_car 333_vehicle_02 gas_tank_explosion_enabled 0

333_vehicle_03 = car.Create(#STAFFORD,4639.0254, -3090.4529, 10.2754 )
car.Angle(333_vehicle_03)= 236.4217
car.Health(333_vehicle_03)=7500
car.DoorStatus(333_vehicle_03 ,4 )
09C4: set_car 333_vehicle_03 gas_tank_explosion_enabled 0

333_vehicle_04 = car.Create(#STALLION, 4637.1606, -3105.4478, 10.396)
car.Angle(333_vehicle_04)= 5.6031
car.Health(333_vehicle_04 )=7500
car.DoorStatus(333_vehicle_04 ,4 )
09C4: set_car 333_vehicle_04 gas_tank_explosion_enabled 0

333_vehicle_05 = car.Create(#YOSEMITE,4639.7847, -3161.4951, 10.396 )
car.Angle(333_vehicle_05)=236.3893 
car.Health(333_vehicle_05)=7500
car.DoorStatus(333_vehicle_05 ,4 )
09C4: set_car 333_vehicle_05 gas_tank_explosion_enabled 0

333_vehicle_06 = car.Create(#HYDRA, 4454.7666, -3171.5742, 73.396)
car.Angle(333_vehicle_06)= 212.6394
car.Health(333_vehicle_06)=7500
car.DoorStatus(333_vehicle_06 ,4 )
09C4: set_car 333_vehicle_06 gas_tank_explosion_enabled 0
04D2: set_plane 333_vehicle_06 fly_autopilot_around_point  4498.3452 -3217.6887 67.396 altitude_between 110.0 and 134.2

333_vehicle_07 = car.Create(#HYDRA, 4553.8218, -3397.3784, 55.396)
car.Angle(333_vehicle_07)=  13.6396
car.Health(333_vehicle_07)=7500
car.DoorStatus(333_vehicle_07 ,4 )
09C4: set_car 333_vehicle_07 gas_tank_explosion_enabled 0
04D2: set_plane 333_vehicle_07 fly_autopilot_around_point 4597.6016 -3205.031 55.396 altitude_between 80.0 and 121.2
//0745: set_hydra 333_vehicle_06 thrust_to_horizontal
//0745: set_hydra 333_vehicle_07 thrust_to_horizontal
444_jet_driver1=actor.CreateAsDriver(14,#SWAT,333_vehicle_06 )
444_jet_driver2=actor.CreateAsDriver(14,#SWAT,333_vehicle_07 )
084E: flying_vehicle 333_vehicle_06 use_primary_gun 1
084E: flying_vehicle 333_vehicle_07 use_primary_gun 1
070F: plane 333_vehicle_06 fly_direction 180.0 altitude_between 200.0 and 200.0
070F: plane 333_vehicle_07 fly_direction 180.0 altitude_between 200.0 and 200.0


{ allies start }
11_Troops1 = actor.Create(8, #ARMY ,4522.4658, -3264.6873, 10.3601 )
11_Troops2 = actor.Create(8, #ARMY , 4530.4312, -3266.3005, 10.3601)
11_Troops3 = actor.Create(8, #ARMY ,4532.6597, -3264.7278, 10.3601 )
11_Troops4 = actor.Create(8, #ARMY ,4523.5825, -3258.2866, 10.3601 )
11_Troops5 = actor.Create(8, #ARMY ,4532.146, -3266.0635, 10.3601 )
11_Troops6 = actor.Create(8, #ARMY , 4534.5044, -3273.6323, 10.3601)
11_Troops7 = actor.Create(8, #ARMY , 4521.9741, -3252.0081, 10.3601)
11_Troops8 = actor.Create(8, #ARMY , 4523.7485, -3248.5999, 10.3601)
11_Troops9 = actor.Create(8, #ARMY , 4531.2549, -3251.5461, 10.3601)

actor.Angle(11_Troops1) = 17.2131
actor.Angle(11_Troops2) = 352.2131
actor.Angle(11_Troops3) =348.2131 
actor.Angle(11_Troops4) = 320.2131
actor.Angle(11_Troops5) = 320.2131
actor.Angle(11_Troops6) = 320.2131
actor.Angle(11_Troops7) = 262.4988
actor.Angle(11_Troops8) = 8.3094
actor.Angle(11_Troops9) = 8.3094 
actor.Health(11_Troops1) = 1000
actor.Health(11_Troops2) = 1000
actor.Health(11_Troops3) = 1000
actor.Health(11_Troops4) = 1000
actor.Health(11_Troops5) = 1000
actor.Health(11_Troops6) = 1000
actor.Health(11_Troops7) = 1000
actor.Health(11_Troops8) = 1000
actor.Health(11_Troops9) = 1000
07DD: set_actor 11_Troops1 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops2  attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops3 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops4 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops5 attack_rate 50  // previously known as temper_to
07DD: set_actor 11_Troops6 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops7 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops8 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops9 attack_rate 50 // previously known as temper_to
0446: set_actor 11_Troops1 dismemberment_possible 0
0446: set_actor 11_Troops2 dismemberment_possible 0
0446: set_actor 11_Troops3 dismemberment_possible 0
0446: set_actor 11_Troops4 dismemberment_possible 0
0446: set_actor 11_Troops5 dismemberment_possible 0
0446: set_actor 11_Troops6 dismemberment_possible 0
0446: set_actor 11_Troops7 dismemberment_possible 0
0446: set_actor 11_Troops8 dismemberment_possible 0
0446: set_actor 11_Troops9 dismemberment_possible 0
0568: set_actor 11_Troops1 untargetable 1
0568: set_actor 11_Troops2 untargetable 1
0568: set_actor 11_Troops3 untargetable 1
0568: set_actor 11_Troops4 untargetable 1
0568: set_actor 11_Troops5 untargetable 1
0568: set_actor 11_Troops6 untargetable 1
0568: set_actor 11_Troops7 untargetable 1
0568: set_actor 11_Troops8 untargetable 1
0568: set_actor 11_Troops9 untargetable 1
actor.GiveWeaponAndAmmo(11_Troops1, m4, 99999)
actor.GiveWeaponAndAmmo(11_Troops2, mp5, 99999)
actor.GiveWeaponAndAmmo(11_Troops3, m4, 99999)
actor.GiveWeaponAndAmmo(11_Troops4, m4, 99999)
actor.GiveWeaponAndAmmo(11_Troops5, mp5, 99999)
actor.GiveWeaponAndAmmo(11_Troops6, mp5 , 99999)
actor.GiveWeaponAndAmmo(11_Troops7, m4, 99999)
actor.GiveWeaponAndAmmo(11_Troops8, mp5, 99999)
actor.GiveWeaponAndAmmo(11_Troops9, m4, 99999) 
11_Troops10 = actor.Create(8, #ARMY ,4520.0425, -3274.6882, 10.3601 )
11_Troops11 = actor.Create(8, #ARMY ,4516.0688, -3271.6521, 10.3601 )
11_Troops12= actor.Create(8, #ARMY ,4522.0601, -3272.7063, 10.3601)
11_Troops13 = actor.Create(8, #ARMY ,4521.271, -3248.6973, 10.3601 )
11_Troops14 = actor.Create(8, #ARMY , 4519.2534, -3250.6792, 10.3601)
11_Troops15 = actor.Create(8, #ARMY ,4515.2534, -3250.6431, 10.3601 )
actor.angle(11_Troops10)= 359.4827
actor.angle(11_Troops11)= 359.4827
actor.angle(11_Troops12)= 359.4827
actor.angle(11_Troops13)= 359.4827
actor.angle(11_Troops14)= 359.4827
actor.angle(11_Troops15)= 359.4827
0568: set_actor 11_Troops10 untargetable 1
0568: set_actor 11_Troops11 untargetable 1
0568: set_actor 11_Troops12 untargetable 1
0568: set_actor 11_Troops13 untargetable 1
0568: set_actor 11_Troops14 untargetable 1
0568: set_actor 11_Troops15  untargetable 1 
actor.Health(11_Troops10) = 900
actor.Health(11_Troops11 ) = 900
actor.Health(11_Troops12) = 900
actor.Health(11_Troops13) = 900
actor.Health(11_Troops14) = 900
actor.Health(11_Troops15) = 900 
actor.GiveWeaponAndAmmo(11_Troops10, m4, 99999)
actor.GiveWeaponAndAmmo(11_Troops11, m4, 99999)
actor.GiveWeaponAndAmmo(11_Troops12, m4, 99999)
actor.GiveWeaponAndAmmo(11_Troops13, mp5, 99999)
actor.GiveWeaponAndAmmo(11_Troops14, mp5, 99999)
actor.GiveWeaponAndAmmo(11_Troops15, mp5, 99999)
0446: set_actor 11_Troops10 dismemberment_possible 0
0446: set_actor 11_Troops11 dismemberment_possible 0
0446: set_actor 11_Troops12 dismemberment_possible 0
0446: set_actor 11_Troops13 dismemberment_possible 0
0446: set_actor 11_Troops14 dismemberment_possible 0
0446: set_actor 11_Troops15  dismemberment_possible 0
07DD: set_actor 11_Troops10 attack_rate 40 // previously known as temper_to
07DD: set_actor 11_Troops11 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops12 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops13 attack_rate 50 // previously known as temper_to
07DD: set_actor 11_Troops14 attack_rate 60 // previously known as temper_to
07DD: set_actor 11_Troops15 attack_rate 60 // previously known as temper_to

{ GO TO SHIPMENT  }
0615: define_AS_pack_begin 555@
05D3: AS_actor -1 goto_point 4535.0322 -3252.8933 10.3601   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 4561.2866 -3252.5161 10.3601   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 4600.4653 -3218.0984 10.3523   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 4596.1143 -3185.0898 10.3523   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 4611.7017 -3184.0051 10.3523   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 4612.0889 -3160.3345 10.3523   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 4617.1309 -3157.3965 10.3523   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 4616.6689 -3142.7434 10.3523   mode 6 time -1 ms // versionA

0618: assign_actor 11_Troops1 to_AS_pack 555@
0618: assign_actor 11_Troops2 to_AS_pack 555@
0618: assign_actor 11_Troops3 to_AS_pack 555@
0618: assign_actor 11_Troops4 to_AS_pack 555@
0618: assign_actor 11_Troops5 to_AS_pack 555@
0618: assign_actor 11_Troops6 to_AS_pack 555@
0618: assign_actor 11_Troops7 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

{ GO TO SNIPMENT ALT}
0615: define_AS_pack_begin 555@
05D3: AS_actor -1 goto_point  4531.958 -3180.7668 10.3601 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point  4532.5576 -3149.8215 10.3601 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point  4571.3735 -3149.1477 10.3523 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point  4588.4531 -3143.0381 10.3523 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point  4598.8984 -3142.6897 10.3523 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 4604.2598 -3132.8472 10.3523  mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point  4605.5747 -3110.5056 10.3523 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 4616.9146 -3110.166 10.3523  mode 6 time -1 ms // versionA 

0618: assign_actor 11_Troops8 to_AS_pack 555@
0618: assign_actor 11_Troops9 to_AS_pack 555@ 
0618: assign_actor 11_Troops10 to_AS_pack 555@ 
0618: assign_actor 11_Troops11  to_AS_pack 555@ 
0618: assign_actor 11_Troops12  to_AS_pack 555@ 
0618: assign_actor 11_Troops13  to_AS_pack 555@ 
0618: assign_actor 11_Troops14  to_AS_pack 555@ 
0618: assign_actor 11_Troops15  to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@
{ SNIPERS ROOFS }
00_attackers_1 = actor.Create(14, #SWAT , 4553.043, -3261.7185, 23.7073 )
00_attackers_2 = actor.Create(14, #SWAT ,4585.2725, -3262.4861, 23.7073 )
00_attackers_3 = actor.Create(14, #SWAT , 4546.1709, -3297.5002, 23.4411)
00_attackers_4 = actor.Create(14, #SWAT ,4559.9702, -3349.5137, 23.4411 )
00_attackers_5 = actor.Create(14, #SWAT ,4577.0522, -3336.804, 23.4411  )
00_attackers_6 = actor.Create(14, #SWAT , 4596.5171, -3371.0605, 23.7073)
00_attackers_7 = actor.Create(14, #SWAT ,  4575.583, -3406.9473, 23.5361)
00_attackers_8 = actor.Create(14, #SWAT , 4552.3828, -3380.2544, 24.7698)
actor.Angle(00_attackers_1) = 44.0165
actor.Angle(00_attackers_2) = 29.8994
actor.Angle(00_attackers_3) = 104.8987
actor.Angle(00_attackers_4) = 207.4506 
actor.Angle(00_attackers_5) = 355.2859
actor.Angle(00_attackers_6) = 316.1125 
actor.Angle(00_attackers_7) = 190.7912 
actor.Angle(00_attackers_8) = 111.2928 
actor.Health(00_attackers_1)=500
actor.Health(00_attackers_2)=500
actor.Health(00_attackers_3)=500
actor.Health(00_attackers_4)=500
actor.Health(00_attackers_5)=500
actor.Health(00_attackers_6)=500
actor.Health(00_attackers_7)=500
actor.Health(00_attackers_8)=500 
 
0792: disembark_instantly_actor 00_attackers_1
0792: disembark_instantly_actor 00_attackers_2
0792: disembark_instantly_actor 00_attackers_3
0792: disembark_instantly_actor 00_attackers_4
0792: disembark_instantly_actor 00_attackers_5
0792: disembark_instantly_actor 00_attackers_6
0792: disembark_instantly_actor 00_attackers_7
0792: disembark_instantly_actor 00_attackers_8 
                                                 
actor.GiveWeaponAndAmmo(00_attackers_1, SniperRifle, 99999)
actor.GiveWeaponAndAmmo(00_attackers_2, SniperRifle, 99999)
actor.GiveWeaponAndAmmo(00_attackers_3, SniperRifle, 99999)
actor.GiveWeaponAndAmmo(00_attackers_4, SniperRifle, 99999)
actor.GiveWeaponAndAmmo(00_attackers_5, SniperRifle, 99999)
actor.GiveWeaponAndAmmo(00_attackers_6, SniperRifle, 99999)
actor.GiveWeaponAndAmmo(00_attackers_7, SniperRifle, 99999)
actor.GiveWeaponAndAmmo(00_attackers_8, SniperRifle, 99999) 
07DD: set_actor 00_attackers_1 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_2 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_3 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_4 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_5 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_6 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_7 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_8 attack_rate 76 // previously known as temper_to 

0638: AS_actor 00_attackers_1 stay_put 1
0638: AS_actor 00_attackers_2 stay_put 1
0638: AS_actor 00_attackers_3 stay_put 1
0638: AS_actor 00_attackers_4 stay_put 1
0638: AS_actor 00_attackers_5 stay_put 1
0638: AS_actor 00_attackers_6 stay_put 1
0638: AS_actor 00_attackers_7 stay_put 1
0638: AS_actor 00_attackers_8 stay_put 1 

{ attackers near shipment}
00_attackers_9 = actor.Create(14, #SWAT ,4499.7812, -3169.5012, 10.3523 )
00_attackers_10 = actor.Create(14, #SWAT , 4502.1543, -3172.7903, 10.3523)
00_attackers_11 = actor.Create(14, #SWAT , 4539.5728, -3156.3108, 10.3601)
00_attackers_12 = actor.Create(14, #SWAT , 4521.626, -3158.1833, 10.3601)
00_attackers_13 = actor.Create(14, #SWAT , 4575.7266, -3156.6301, 10.3523)
00_attackers_14 = actor.Create(14, #SWAT ,4593.3516, -3141.9648, 10.3523 )
00_attackers_15 = actor.Create(14, #SWAT ,4592.5796, -3144.5066, 10.3523 )
00_attackers_16 = actor.Create(14, #SWAT , 4611.9014, -3131.0854, 10.3523)
00_attackers_17 = actor.Create(14, #SWAT ,4611.978, -3120.8289, 10.3523 )
00_attackers_18 = actor.Create(14, #SWAT , 4605.9595, -3156.189, 10.3523)
actor.Angle(00_attackers_9) = 265.2632
actor.Angle(00_attackers_10) =245.082 
actor.Angle(00_attackers_11) =179.0825 
actor.Angle(00_attackers_12) = 194.083
actor.Angle(00_attackers_13) = 44.6285
actor.Angle(00_attackers_14) = 102.5126
actor.Angle(00_attackers_15) = 90.9306
actor.Angle(00_attackers_16) = 181.1653
actor.Angle(00_attackers_17) = 11.9364
actor.Angle(00_attackers_18) = 197.6628
actor.Health(00_attackers_9)= 500
actor.Health(00_attackers_10)= 500
actor.Health(00_attackers_11)= 500
actor.Health(00_attackers_12)= 500
actor.Health(00_attackers_13)= 500
actor.Health(00_attackers_14)= 500
actor.Health(00_attackers_15)= 500
actor.Health(00_attackers_16)= 500
actor.Health(00_attackers_17)= 500
actor.Health(00_attackers_18)= 500 
0446: set_actor 00_attackers_9 dismemberment_possible 0
0446: set_actor 00_attackers_10 dismemberment_possible 0
0446: set_actor 00_attackers_11 dismemberment_possible 0
0446: set_actor 00_attackers_12 dismemberment_possible 0
0446: set_actor 00_attackers_13 dismemberment_possible 0
0446: set_actor 00_attackers_14 dismemberment_possible 0
0446: set_actor 00_attackers_15 dismemberment_possible 0
0446: set_actor 00_attackers_16 dismemberment_possible 0
0446: set_actor 00_attackers_17 dismemberment_possible 0
0446: set_actor 00_attackers_18 dismemberment_possible 0
07DD: set_actor 00_attackers_9 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_10 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_11 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_12 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_13 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_14 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_15 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_16 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_17 attack_rate 76 // previously known as temper_to
07DD: set_actor 00_attackers_18 attack_rate 76 // previously known as temper_to
actor.GiveWeaponAndAmmo(00_attackers_9 , ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_10 , ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_11 , ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_12, ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_13 , ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_14 , ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_15, ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_16, ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_17 , ak47 , 99999)          
actor.GiveWeaponAndAmmo(00_attackers_18 , ak47 , 99999)            
      
{ more attackers }

00_attackers_19 = actor.Create(14, #SWAT , 4612.0415, -3171.9749, 14.3476 )
00_attackers_20 = actor.Create(14, #SWAT , 4602.6494, -3194.3494, 10.3976 ) 
00_attackers_21 = actor.Create(14, #SWAT , 4601.626, -3209.8813, 10.3523 ) 
00_attackers_22 = actor.Create(14, #SWAT , 4599.6348, -3210.0674, 10.3523 ) 
00_attackers_23 = actor.Create(14, #SWAT , 4615.4585, -3189.2371, 10.3523 ) 
00_attackers_24 = actor.Create(14, #SWAT , 4623.3154, -3143.5891, 10.4749 ) 
00_attackers_25= actor.Create(14, #SWAT , 4615.7793, -3103.1699, 10.5362 ) 
00_attackers_26= actor.Create(14, #SWAT ,4592.6118, -3114.5242, 17.907  ) 
00_attackers_27= actor.Create(14, #SWAT , 4585.0923, -3115.1565, 20.2507 ) 
00_attackers_28= actor.Create(14, #SWAT ,  4589.3779, -3113.3838, 26.3054) 
00_attackers_29= actor.Create(14, #SWAT , 4627.3633, -3211.4429, 21.421 ) 
00_attackers_30= actor.Create(14, #SWAT ,  4611.2544, -3145.4612, 12.9741) 
actor.Angle(00_attackers_19 )=150.332 //roof 
0638: AS_actor 00_attackers_19 stay_put 1

actor.Angle(00_attackers_20 )= 177.3318
actor.Angle(00_attackers_21 )= 177.3318
actor.Angle(00_attackers_22 )= 185.3316
actor.Angle(00_attackers_23 )= 185.3316
actor.Angle(00_attackers_24 )= 64.8653
actor.Angle(00_attackers_25 )= 311.7672
0638: AS_actor 00_attackers_25 stay_put 1
04EB: AS_actor 00_attackers_25 crouch 1

actor.Angle(00_attackers_26 )= 160.1798
actor.Angle(00_attackers_27 )= 183.2232
actor.Angle(00_attackers_28 )= 183.2232
actor.Angle(00_attackers_29)= 59.6367
0638: AS_actor 00_attackers_27 stay_put 1
0638: AS_actor 00_attackers_28 stay_put 1
0638: AS_actor 00_attackers_29 stay_put 1

actor.Angle(00_attackers_30)= 59.6367
actor.Health(00_attackers_19) = 500
actor.Health(00_attackers_20) = 500
actor.Health(00_attackers_21) = 500
actor.Health(00_attackers_22) = 500
actor.Health(00_attackers_23) = 500
actor.Health(00_attackers_24) = 500
actor.Health(00_attackers_25) = 500
actor.Health(00_attackers_26) = 500
actor.Health(00_attackers_27) = 500
actor.Health(00_attackers_28) = 500
actor.Health(00_attackers_29) = 500
actor.Health(00_attackers_30 ) = 500       
actor.GiveWeaponAndAmmo(00_attackers_19, ak47 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_20, ak47 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_21, ak47 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_22, mp5 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_23, mp5 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_24, ak47 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_25, ak47 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_26, ak47 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_27 , ak47 , 99999)
actor.GiveWeaponAndAmmo(00_attackers_28 , SniperRifle , 99999)
actor.GiveWeaponAndAmmo(00_attackers_29 , Rifle , 99999)
actor.GiveWeaponAndAmmo(00_attackers_30, ak47 , 99999) 
0446: set_actor 00_attackers_19 dismemberment_possible 0
0446: set_actor 00_attackers_20 dismemberment_possible 0
0446: set_actor 00_attackers_21 dismemberment_possible 0
0446: set_actor 00_attackers_22 dismemberment_possible 0
0446: set_actor 00_attackers_23 dismemberment_possible 0
0446: set_actor 00_attackers_24 dismemberment_possible 0
0446: set_actor 00_attackers_25 dismemberment_possible 0
0446: set_actor 00_attackers_26 dismemberment_possible 0
0446: set_actor 00_attackers_27 dismemberment_possible 0
0446: set_actor 00_attackers_28 dismemberment_possible 0
0446: set_actor 00_attackers_29 dismemberment_possible 0
0446: set_actor 00_attackers_30 dismemberment_possible 0
07DD: set_actor 00_attackers_19 attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_20  attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_21  attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_22 attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_23  attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_24 attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_25  attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_26  attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_27 attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_28  attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_29  attack_rate 80 // previously known as temper_to
07DD: set_actor 00_attackers_30 attack_rate 80 // previously known as temper_to

04EB: AS_actor 00_attackers_19 crouch 1
04EB: AS_actor 00_attackers_20 crouch 1
04EB: AS_actor 00_attackers_21 crouch 1


11_Troops15 = actor.Create(8, #ARMY ,4631.1035, -3094.9746, 10.396 )
11_Troops16 = actor.Create(8, #ARMY ,4631.123, -3091.8774, 10.396 )
11_Troops17 = actor.Create(8, #ARMY ,4513.4312, -3098.0452, 10.5523 )
11_Troops18 = actor.Create(8, #ARMY ,4514.7944, -3100.5237, 10.5523)
11_Troops19 = actor.Create(8, #ARMY , 4519.8755, -3100.9587, 10.5523)
11_Troops20 = actor.Create(8, #ARMY ,4571.1978, -3097.7756, 10.5523 )
11_Troops21 = actor.Create(8, #ARMY ,4575.9824, -3096.3198, 10.5523 )
0568: set_actor 11_Troops15 untargetable 1
0568: set_actor 11_Troops16 untargetable 1
0568: set_actor 11_Troops17 untargetable 1
0568: set_actor 11_Troops18 untargetable 1
0568: set_actor 11_Troops19 untargetable 1
0568: set_actor 11_Troops20 untargetable 1
0568: set_actor 11_Troops21 untargetable 1

actor.Angle(11_Troops15)= 295.1166
actor.Angle(11_Troops16)= 262.7303
actor.Angle(11_Troops17)= 343.7971
actor.Angle(11_Troops18)= 343.7971
actor.Angle(11_Troops19)=343.7971 
actor.Angle(11_Troops20)= 323.7971
actor.Health(11_Troops15)= 870
actor.Health(11_Troops16)= 870
actor.Health(11_Troops17)= 870
actor.Health(11_Troops18)= 870
actor.Health(11_Troops19)= 870
actor.Health(11_Troops20)= 870
actor.GiveWeaponAndAmmo(11_Troops15, m4   , 99999)
actor.GiveWeaponAndAmmo(11_Troops16, m4   , 99999)
actor.GiveWeaponAndAmmo(11_Troops17, m4   , 99999)
actor.GiveWeaponAndAmmo(11_Troops18, m4   , 99999)
actor.GiveWeaponAndAmmo(11_Troops19, m4   , 99999)
actor.GiveWeaponAndAmmo(11_Troops20, m4   , 99999)
0446: set_actor 11_Troops15 dismemberment_possible 0
0446: set_actor 11_Troops16 dismemberment_possible 0
0446: set_actor 11_Troops17 dismemberment_possible 0
0446: set_actor 11_Troops18 dismemberment_possible 0
0446: set_actor 11_Troops19 dismemberment_possible 0
0446: set_actor 11_Troops20 dismemberment_possible 0

00_attackers_30 = actor.Create(14 , #SWAT,4645.5703, -3092.606, 10.396 )
00_attackers_31 = actor.Create(14 , #SWAT, 4645.707, -3086.7771, 10.396)
00_attackers_32 = actor.Create(14 , #SWAT,4533.3052, -3084.5278, 10.5523 )
00_attackers_33 = actor.Create(14 , #SWAT,4538.3003, -3084.3313, 10.5523 )
00_attackers_34 = actor.Create(14 , #SWAT,4528.2705, -3083.7251, 10.5523 )
00_attackers_35 = actor.Create(14 , #SWAT,4583.6909, -3081.0986, 10.5523 )
00_attackers_36 = actor.Create(14 , #SWAT, 4586.8301, -3083.9521, 10.5523)
actor.Angle(00_attackers_30)=119.6272
actor.Angle(00_attackers_31)=119.6272
actor.Angle(00_attackers_32)=182.2557
actor.Angle(00_attackers_33)=182.2557
actor.Angle(00_attackers_34)=182.2557
actor.Angle(00_attackers_35)=182.728
actor.Angle(00_attackers_36)=182.728
actor.Health(00_attackers_30)=870
actor.Health(00_attackers_31)=870
actor.Health(00_attackers_32)=870
actor.Health(00_attackers_33)=870
actor.Health(00_attackers_34)=870
actor.Health(00_attackers_35)=870
actor.Health(00_attackers_36)=870
actor.GiveWeaponAndAmmo(00_attackers_30, ak47,99999) 
actor.GiveWeaponAndAmmo(00_attackers_31, ak47,99999) 
actor.GiveWeaponAndAmmo(00_attackers_32, ak47,99999) 
actor.GiveWeaponAndAmmo(00_attackers_33, ak47,99999) 
actor.GiveWeaponAndAmmo(00_attackers_34, ak47,99999) 
actor.GiveWeaponAndAmmo(00_attackers_35, ak47,99999) 
actor.GiveWeaponAndAmmo(00_attackers_36, ak47,99999) 
0446: set_actor 00_attackers_30 dismemberment_possible 0
0446: set_actor 00_attackers_31 dismemberment_possible 0
0446: set_actor 00_attackers_32 dismemberment_possible 0
0446: set_actor 00_attackers_33 dismemberment_possible 0
0446: set_actor 00_attackers_34 dismemberment_possible 0
0446: set_actor 00_attackers_35  dismemberment_possible 0
0446: set_actor 00_attackers_36 dismemberment_possible 0

while true 
wait 0
    gosub @MAIN

end 

:MAIN
if  or
0ADC:   test_cheat "exit"
$onmission == 0 
wasted_or_busted 
then
0ACB: show_styled_text "~r~mission aborted" time 3000 style 5

jump @END_MISSIon 
end


0652: GET_WASTED_PEDS_ALLY = integer_stat 240   //ally
0652: GET_WASTED_PEDS = integer_stat 239 //enemy gang members killed   

 
 

if   
001D:   GET_WASTED_PEDS > give_score_per_kills  // (int) THIS ADD POINTS
then 
    0085: give_score_per_kills = GET_WASTED_PEDS // (int)
    local_ped_add += 1  
end  

if   
001D:   GET_WASTED_PEDS_ALLY > give_score_per_kills_ALLY  // (int) THIS ADD POINTS
then 
    0085: give_score_per_kills_ALLY = GET_WASTED_PEDS_ALLY // (int)
    local_ped_add_ALLY += 1  
end 
 
return 

:Teleport_player2
1_GET_PLAYER_ANGLE=actor.Angle($PLAYER_ACTOR)
04C4: store_coords_to 700@ 701@ 702@   from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
if 0800:   in_two_players_mode
then
actor.Angle($second_PLAYER_ACTOR) = 1_GET_PLAYER_ANGLE
0362: remove_actor $second_PLAYER_ACTOR from_car_and_place_at 700@ 701@ 702@
end

return 

:END_MISSIon 

$onmission = 0 
0395: clear_area 1 at 4540.6504 -3091.3792 10.396 radius 3000.0


mission_cleanup
end_thread  
