{$CLEO .cs}
{$USE cleo+}
0000:

Model.Load(#SWAT) 
Model.Load(#ARMY) 
Model.Load(#SNIPER) 
038B: load_requested_models

:RESPAWN 

while true 
wait 0
   if  and
  
        Model.Available(#SWAT)
        Model.Available(#ARMY)
        Model.Available(#SNIPER)  
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere  4887.2969 -3011.8499 16.428 radius 220.0 220.0 220.0

   then
       break
   end
   if $onmission == 0 
   then
       jump @end
   end
end 
                    
1@=actor.Create(7,  #ARMY , 4961.2085, -3141.4915, 10.428 )
2@=actor.Create(7, #ARMY  , 4910.9624, -3006.2161, 10.4202 )
3@=actor.Create(7,  #ARMY , 4831.8008, -3106.7322, 10.2904 )
4@=actor.Create(7,  #ARMY , 4846.5918, -3164.1638, 10.428)
5@=actor.Create(7,   #ARMY, 4827.0068, -3199.0669, 10.428)
6@=actor.Create(7,   #ARMY, 4903.0894, -2913.9409, 10.428)
7@=actor.Create(7, #ARMY  , 4947.5327, -2846.2439, 11.2594)
8@=actor.Create(7,  #ARMY ,5013.0425, -2954.3674, 10.8372 )
actor.Angle(1@)=335.4824
actor.Angle(2@)=240.6594
actor.Angle(3@)=235.0172
actor.Angle(4@)=205.0307
actor.Angle(5@)=166.2648
actor.Angle(6@)=63.5235
actor.Angle(7@)=120.721
actor.Angle(8@)=114.2071 
0638: AS_actor 1@ stay_put 1
0638: AS_actor 2@ stay_put 1
0638: AS_actor 3@ stay_put 1
0638: AS_actor 4@ stay_put 1
0638: AS_actor 5@ stay_put 1
0638: AS_actor 6@ stay_put 1
0638: AS_actor 7@ stay_put 1
0638: AS_actor 8@ stay_put 1 

actor.Health(1@)=500
actor.Health(2@)=500
actor.Health(3@)=500
actor.Health(4@)=500
actor.Health(5@)=500
actor.Health(6@)=500
actor.Health(7@)=500
actor.Health(8@)=500
actor.GiveWeaponAndAmmo(1@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(2@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(3@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(4@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(5@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(6@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(7@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(8@,sniperrifle,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
0446: set_actor 6@ dismemberment_possible 0
0446: set_actor 7@ dismemberment_possible 0
0446: set_actor 8@ dismemberment_possible 0
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1  

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
07DD: set_actor 6@ attack_rate 80 // previously known as temper_to
07DD: set_actor 7@ attack_rate 80 // previously known as temper_to
07DD: set_actor 8@ attack_rate 80 // previously known as temper_to
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat  
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1 // see ped.dat  
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 4 // see ped.dat  
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 5 // see ped.dat  
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 6 // see ped.dat  

actor.WeaponAccuracy(1@ ) = 50
actor.WeaponAccuracy(2@ ) = 40
actor.WeaponAccuracy(3@ ) = 50
actor.WeaponAccuracy(4@ ) = 40
actor.WeaponAccuracy(5@ ) = 50
actor.WeaponAccuracy(6@ ) = 40
actor.WeaponAccuracy(7@ ) = 40
actor.WeaponAccuracy(8@ ) = 50  
while true 
wait 0
   if  or 
    $onmission == 0
   80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere   4887.2969 -3011.8499 16.428 radius 220.0 220.0 220.0

   then
       break
   end
end 



:CLEANUP
actor.DestroyInstantly(1@)
actor.DestroyInstantly(2@)
actor.DestroyInstantly(3@)
actor.DestroyInstantly(4@)
actor.DestroyInstantly(5@)
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
actor.DestroyInstantly(8@) 
if    $onmission == 0
then
   jump @end
else 
   jump @RESPAWN 
end

:end 
end_thread