{$CLEO .cs}
0000:

{$CLEO .cm}       
0000:


model.Load(#SANDKING)
model.Load(#SANCHEZ)
model.Load(#COLT45)
model.Load(#DESERT_EAGLE)
model.Load(#QUAD)
model.Load(#wmyjg)
model.Load(#wfyjg)
model.Load(#wfyro)        //rollerskater
model.Load(#MALE01)
model.Load(#AK47)
model.Load(#HUNTLEY) 
model.Load(#hmycm) 
model.Load(#hmybe)    
model.Load(#hmyri)    
model.Load(#wmybe) 
model.Load(#wfylg) 
model.Load(#wmylg) 
          
model.Load(#wfybe) 
model.Load(#bfybe) 
model.Load(#hfybe)  
038B: load_requested_models
  
const 
_ped_01=1@
_ped_02=2@
_ped_03=3@
_ped_04=4@
_ped_05=5@
_ped_06=6@
_ped_07=7@
_ped_08=8@
_ped_09=9@
_ped_10=10@
_ped_11=11@
_ped_12=12@
 

_vehicle01 = 20@
_vehicle02 = 21@
_vehicle03 = 22@
_vehicle04 = 23@
_vehicle05 = 24@ 
end
       
actor.PutAt($player_actor , 4390.918, -3076.3301, 10.5523)
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1
 
/////////0560: create_random_actor_in_car _vehicle01 handle_as _ped_01   
_vehicle01 = car.Create( #QUAD ,  4094.1873, -3506.5024, 9.3131 )
car.Angle( _vehicle01 ) =  272.3983
car.Health( _vehicle01  ) =  60000
09C4: set_car _vehicle01 gas_tank_explosion_enabled 0      
 
_ped_01=actor.CreateAsDriver(4, #wmylg, _vehicle01)
actor.Health(_ped_01) = 600
07FE: set_actor _ped_01 fighting_style_to 7 moves 6
077A: set_actor _ped_01 acquaintance 3 to_actors_pedtype 6 // see ped.dat
0446: set_actor _ped_01 dismemberment_possible 0
0946: set_actor _ped_01 actions_uninterupted_by_weapon_fire 1
060F: set_actor _ped_01  melee_accuracy_to 100.0
07DD: set_actor _ped_01 attack_rate 100 // previously known as temper_to

_vehicle02 = car.Create( #QUAD ,  4092.4036, -3513.0967, 9.7063 )
car.Angle( _vehicle02 ) =   271.705
car.Health( _vehicle02  ) =  60000
09C4: set_car _vehicle02 gas_tank_explosion_enabled 0      
 
_ped_02=actor.CreateAsDriver(4, #wfylg, _vehicle02)
actor.Health(_ped_02) = 600
07FE: set_actor _ped_02 fighting_style_to 7 moves 6
077A: set_actor _ped_02 acquaintance 3 to_actors_pedtype 6 // see ped.dat
0446: set_actor _ped_02 dismemberment_possible 0
0946: set_actor _ped_02 actions_uninterupted_by_weapon_fire 1
060F: set_actor _ped_02  melee_accuracy_to 100.0
07DD: set_actor _ped_02 attack_rate 100 // previously known as temper_to


_vehicle03 = car.Create( #SANCHEZ ,  4084.823, -3499.5215, 11.7588)
car.Angle( _vehicle03 ) =   271.705
car.Health( _vehicle03  ) =  60000
09C4: set_car _vehicle03 gas_tank_explosion_enabled 0     

_ped_03=actor.CreateAsDriver(4, #hmyri, _vehicle03)
actor.Health(_ped_03) = 400
07FE: set_actor _ped_03 fighting_style_to 15 moves 6
077A: set_actor _ped_03 acquaintance 2 to_actors_pedtype 6 // see ped.dat
0446: set_actor _ped_03 dismemberment_possible 0 
060F: set_actor _ped_03  melee_accuracy_to 34.0
07DD: set_actor _ped_03 attack_rate 55 // previously known as temper_to

_vehicle04 = car.Create( #SANCHEZ ,  4081.7664, -3497.6274, 12.5781)
car.Angle( _vehicle04 ) =   271.705
car.Health( _vehicle04  ) =  60000
09C4: set_car _vehicle04 gas_tank_explosion_enabled 0      
 
_ped_04 =actor.CreateAsDriver(4, #hmybe, _vehicle04)
actor.Health(_ped_04) = 400
07FE: set_actor _ped_04 fighting_style_to 5 moves 6
077A: set_actor _ped_04 acquaintance 2 to_actors_pedtype 6 // see ped.dat
0446: set_actor _ped_04 dismemberment_possible 0 
060F: set_actor _ped_04  melee_accuracy_to 34.0
07DD: set_actor _ped_04 attack_rate 55 // previously known as temper_to


0615: define_AS_pack_begin 555@ 

05D1: AS_actor -1  drive_car  -1 to 4094.1873 -3506.5024 9.3131 speed 15.0 2 model #NULL 5
05D1: AS_actor -1  drive_car  -1 to 4267.8159 -3499.6992 9.7589  speed 15.0 2 model #NULL 5
05D1: AS_actor -1  drive_car  -1 to 4408.2422 -3509.8242 8.1107 speed 15.0 2 model #NULL 5
05D1: AS_actor -1  drive_car  -1 to 4630.6426 -3516.1982 8.5849 speed 15.0 2 model #NULL 5
05D1: AS_actor -1  drive_car  -1 to 4782.7817 -3493.4338 14.4176 speed 15.0 2 model #NULL 5
05D1: AS_actor -1  drive_car  -1 to 5039.0376 -3499.2163 9.5861 speed 15.0 2 model #NULL 5
05D1: AS_actor -1  drive_car  -1 to 4284.0059 -3495.4307 12.0935 speed 15.0 2 model #NULL 5
05D1: AS_actor -1  drive_car  -1 to 4094.5752 -3502.0732 8.4815 speed 15.0 2 model #NULL 5


0643: set_AS_pack 555@ loop 1
0618: assign_actor _ped_01 to_AS_pack 555@
0618: assign_actor _ped_02 to_AS_pack 555@
0618: assign_actor _ped_03 to_AS_pack 555@
0618: assign_actor _ped_04 to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
04D8: set_actor _ped_01 drowns_in_water 0
04D8: set_actor _ped_02 drowns_in_water 0
04D8: set_actor _ped_03 drowns_in_water 0
04D8: set_actor _ped_04 drowns_in_water 0

_ped_05 = actor.Create(5, #wfybe , 4128.854, -3529.3972, 7.4309) 
actor.Angle( _ped_05 ) =269.9946 
actor.Health(_ped_05) = 300 
0446: set_actor _ped_05 dismemberment_possible 0 
04D8: set_actor _ped_05 drowns_in_water 0

_ped_06 = actor.Create(5, #bfybe , 4377.5967, -3526.75, 8.0794) 
actor.Angle( _ped_06 ) = 276.1025
actor.Health(_ped_06) = 300 
0446: set_actor _ped_06 dismemberment_possible 0 
04D8: set_actor _ped_06 drowns_in_water 0
0615: define_AS_pack_begin 555@  
05D3: AS_actor -1 goto_point  4235.7388 -3539.0195 5.8801 mode 4 time 99999999 ms // versionA
05D3: AS_actor -1 goto_point  4377.5967 -3526.75 8.0794 mode 4 time 99999999 ms // versionA 

0643: set_AS_pack 555@ loop 1
0618: assign_actor _ped_05 to_AS_pack 555@
0618: assign_actor _ped_06 to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 
REPEAT
WAIT 0 
//gosub @CLEAR_UP              
 
 
UNTIL TEST_CHEAT "EXIT"       
0ACD: show_text_highpriority "TERMINATED" time 3555
065C: release_decision_maker 988@ 
 
 end_thread  
 
 
0A93: terminate_this_custom_script