{$CLEO .cs}
0000:

MODEL.Load(#ARMY)
MODEL.Load(#M4)
MODEL.Load(#MP5LNG)
MODEL.Load(#MINIGUN)
MODEL.Load(#SHOTGSPA)
038B: load_requested_models
const
   Troops_alerted =  31@

end
    Troops_alerted = false 
     0@ = audiostream.Load("cleo\surival_game\alert.wav") 
     audiostream.Loop( 0@, 1 )
WHILE $ONMISSION >= 1
WAIT 0
       if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  181.1665 1877.7017 17.8794 radius 250.0 250.0 300.0 
       then
            if  and
            not  is_actor_defined 1@
            not  is_actor_defined 2@
            not  is_actor_defined 3@
            not  is_actor_defined 4@
            not  is_actor_defined 5@
            not  is_actor_defined 6@
            not  is_actor_defined 7@
            not  is_actor_defined 8@
            then
                if and 
                not  is_actor_defined 9@
                not  is_actor_defined 10@
                not  is_actor_defined 11@
                not  is_actor_defined 12@
                not  is_actor_defined 13@
                not  is_actor_defined 14@
                not  is_actor_defined 15@
                not  is_actor_defined 16@
                then
                    if and 
                    not  is_actor_defined 17@
                    not  is_actor_defined 18@
                    not  is_actor_defined 19@
                    not  is_actor_defined 20@
                    not  is_actor_defined 21@
                    not  is_actor_defined 22@
                    not  is_actor_defined 23@
                    not  is_actor_defined 24@
                    then
                        if and 
                        not is_actor_defined 25@
                        not is_actor_defined 26@
                        not is_actor_defined 27@
                        not is_actor_defined 28@
                        not is_actor_defined 29@
                        not is_actor_defined 30@
                        then                    
                       1@=actor.Create( cop, #ARMY , 96.1289, 1922.5676, 18.1191 )
                       actor.Angle(1@)=106.6401
                       2@=actor.Create( cop, #ARMY ,96.1621, 1918.4978, 18.1288 )
                       actor.Angle(2@)=98.0562
                       3@=actor.Create( cop, #ARMY , 121.1573, 1930.4008, 19.1357)
                       actor.Angle(3@)=171.3184
                       4@=actor.Create( cop, #ARMY , 125.1942, 1887.6677, 18.1989)
                       actor.Angle(4@)=93.4314
                       05DE: AS_actor 4@ walk_around_ped_path

                       5@=actor.Create( cop, #ARMY ,  164.2339, 1911.8845, 18.5057)
                       actor.Angle(5@)=338.093
                       05DE: AS_actor 5@ walk_around_ped_path

                       6@=actor.Create( cop, #ARMY ,203.3437, 1921.6085, 17.6406)
                       actor.Angle(6@)=173.3775
                       7@=actor.Create( cop, #ARMY , 221.1797, 1859.3831, 20.6406)
                       actor.Angle(7@)=9.6656
                       8@=actor.Create( cop, #ARMY , 162.3536, 1846.4392, 20.3672)
                       actor.Angle(8@)=216.9379
                       9@=actor.Create( cop, #ARMY ,  140.8724, 1875.9689, 22.4375)
                       actor.Angle(9@)=304.9011
                       10@=actor.Create( cop, #ARMY , 159.0252, 1936.2382, 22.9922)
                       actor.Angle(10@)=180.9017
                       11@=actor.Create( cop, #ARMY , 210.3785, 1877.011, 13.1406)
                       actor.Angle(11@)=273.93
                       12@=actor.Create( cop, #ARMY , 217.8205, 1878.3289, 13.1406 )
                       actor.Angle(12@)=96.7553
                       13@=actor.Create( cop, #ARMY ,218.5857, 1853.5652, 12.8124 )
                       actor.Angle(13@)=357.9137
                       14@=actor.Create( cop, #ARMY ,202.4723, 1868.799, 13.1406 )
                       actor.Angle(14@)=287.9635
                       15@=actor.Create( cop, #ARMY , 221.9318, 1872.5714, 13.7344)
                       actor.Angle(15@)=90.5406
                       16@=actor.Create( cop, #ARMY , 243.4701, 1880.4745, 11.4609)
                       actor.Angle(16@)=192.4976
                       05DE: AS_actor 16@ walk_around_ped_path
                       17@=actor.Create( cop, #ARMY , 261.6204, 1850.3954, 8.7578)
                       actor.Angle(17@)=19.5817
                       05DE: AS_actor 17@ walk_around_ped_path
                       18@=actor.Create( cop, #ARMY , 249.2611, 1830.6757, 7.5547)
                       actor.Angle(18@)=177.789
                       05DE: AS_actor 18@ walk_around_ped_path
                       19@=actor.Create( cop, #ARMY ,248.886, 1797.4901, 7.4141 )
                       actor.Angle(19@)=29.6424
                       20@=actor.Create( cop, #ARMY , 237.5152, 1803.8975, 7.4141 )
                       actor.Angle(20@)=278.7263
                       05DE: AS_actor 20@ walk_around_ped_path
                       21@=actor.Create( cop, #ARMY ,  235.9529, 1831.3816, 7.4141)
                       actor.Angle(21@)=177.1691
                       22@=actor.Create( cop, #ARMY ,215.8544, 1829.5946, 6.4216 )
                       05DE: AS_actor 22@ walk_around_ped_path
                       actor.Angle(22@)=229.1556
                       23@=actor.Create( cop, #ARMY ,217.1199, 1814.8832, 6.4141 )
                       05DE: AS_actor 23@ walk_around_ped_path
                       actor.Angle(23@)=335.505
                       24@=actor.Create( cop, #ARMY , 262.5533, 1820.2473, 4.7149 )
                       actor.Angle(24@)=  90.3271
                       25@=actor.Create( cop, #ARMY , 313.4134, 1838.5886, 7.8281)
                       actor.Angle(25@)= 347.125
                       26@=actor.Create( cop, #ARMY , 297.4804, 1856.3928, 7.8281 )
                       actor.Angle(26@)= 16.6933 
                       05DE: AS_actor 26@ walk_around_ped_path
                       27@=actor.Create( cop, #ARMY ,276.6951, 1857.0806, 8.7578 )
                       actor.Angle(27@)= 56.9636 
                       05DE: AS_actor 27@ walk_around_ped_path
                       28@=actor.Create( cop, #ARMY , 273.6779, 1870.5007, 8.7578 )
                       actor.Angle(28@)= 183.9219
                       05DE: AS_actor 28@ walk_around_ped_path
                       29@=actor.Create( cop, #ARMY , 270.7646, 1879.6354, -30.3906 )
                       actor.Angle(29@)= 24.87
                       30@=actor.Create( cop, #ARMY , 270.8788, 1892.0001, 8.4375 )
                       actor.Angle(30@)= 171.5482
                       actor.Health(1@)=350
                       actor.Health(2@)=350
                       actor.Health(3@)=350
                       actor.Health(4@)=350
                       actor.Health(5@)=350
                       actor.Health(6@)=350
                       actor.Health(7@)=350
                       actor.Health(8@)=350
                       actor.Health(9@)=350
                       actor.Health(10@)=350
                       actor.Health(11@)=350
                       actor.Health(12@)=350
                       actor.Health(13@)=350
                       actor.Health(14@)=350
                       actor.Health(15@)=350
                       actor.Health(16@)=350
                       actor.Health(17@)=350
                       actor.Health(18@)=350
                       actor.Health(19@)=350
                       actor.Health(20@)=350
                       actor.Health(21@)=350
                       actor.Health(22@)=350
                       actor.Health(23@)=350
                       actor.Health(24@)=350 
                       actor.Health(25@)=350 
                       actor.Health(26@)=350 
                       actor.Health(27@)=350 
                       actor.Health(28@)=350 
                       actor.Health(29@)=350 
                       actor.Health(30@)=350 
                       actor.GiveWeaponAndAmmo(1@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(2@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(3@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(4@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(5@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(6@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(7@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(8@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(9@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(10@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(11@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(12@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(13@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(14@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(15@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(16@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(17@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(18@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(19@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(20@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(21@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(22@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(23@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(24@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(25@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(26@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(27@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(28@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(29@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(30@, m4 , 999999)
                       actor.WeaponAccuracy(1@)=75
                       actor.WeaponAccuracy(2@)=75
                       actor.WeaponAccuracy(3@)=75
                       actor.WeaponAccuracy(4@)=75
                       actor.WeaponAccuracy(5@)=75
                       actor.WeaponAccuracy(6@)=75
                       actor.WeaponAccuracy(7@)=75
                       actor.WeaponAccuracy(8@)=75
                       actor.WeaponAccuracy(9@)=75
                       actor.WeaponAccuracy(10@)=75
                       actor.WeaponAccuracy(11@)=75
                       actor.WeaponAccuracy(12@)=75
                       actor.WeaponAccuracy(13@)=75
                       actor.WeaponAccuracy(14@)=75
                       actor.WeaponAccuracy(15@)=75
                       actor.WeaponAccuracy(16@)=75
                       actor.WeaponAccuracy(17@)=75
                       actor.WeaponAccuracy(18@)=75
                       actor.WeaponAccuracy(19@)=75
                       actor.WeaponAccuracy(20@)=75
                       actor.WeaponAccuracy(21@)=75
                       actor.WeaponAccuracy(22@)=75
                       actor.WeaponAccuracy(23@)=75
                       actor.WeaponAccuracy(24@)=75 
                       actor.WeaponAccuracy(25@)=75 
                       actor.WeaponAccuracy(26@)=75 
                       actor.WeaponAccuracy(27@)=75 
                       actor.WeaponAccuracy(28@)=75 
                       actor.WeaponAccuracy(29@)=75 
                       actor.WeaponAccuracy(30@)=75 
                       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
                       0446: set_actor 9@ dismemberment_possible 0
                       0446: set_actor 10@ dismemberment_possible 0
                       0446: set_actor 11@ dismemberment_possible 0
                       0446: set_actor 12@ dismemberment_possible 0
                       0446: set_actor 13@ dismemberment_possible 0
                       0446: set_actor 14@ dismemberment_possible 0
                       0446: set_actor 15@ dismemberment_possible 0
                       0446: set_actor 16@ dismemberment_possible 0
                       0446: set_actor 17@ dismemberment_possible 0
                       0446: set_actor 18@ dismemberment_possible 0
                       0446: set_actor 19@ dismemberment_possible 0
                       0446: set_actor 20@ dismemberment_possible 0
                       0446: set_actor 21@ dismemberment_possible 0
                       0446: set_actor 22@ dismemberment_possible 0
                       0446: set_actor 23@ dismemberment_possible 0
                       0446: set_actor 24@ dismemberment_possible 0
                       0446: set_actor 25@ dismemberment_possible 0
                       0446: set_actor 26@ dismemberment_possible 0
                       0446: set_actor 27@ dismemberment_possible 0
                       0446: set_actor 28@ dismemberment_possible 0
                       0446: set_actor 29@ dismemberment_possible 0
                       0446: set_actor 30@ dismemberment_possible 0
                       07DD: set_actor 1@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 2@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 3@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 4@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 5@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 6@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 7@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 8@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 9@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 10@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 11@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 12@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 13@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 14@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 15@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 16@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 17@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 18@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 19@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 20@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 21@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 22@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 23@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 24@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 25@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 26@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 27@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 28@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 29@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 30@ attack_rate 90 // previously known as temper_to 
                              
                       0605: actor 1@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 2@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 3@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 4@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 5@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 6@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 7@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 8@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 9@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 10@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 11@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 12@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 13@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 14@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 15@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 16@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 17@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 18@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 19@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 20@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 21@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 22@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 23@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 24@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 25@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 26@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 27@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 28@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 29@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 30@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       Troops_alerted = false
                       
                       end
                    end
                end
            end
            wait 100
       else

            if  and
              is_actor_defined 1@
              is_actor_defined 2@
              is_actor_defined 3@
              is_actor_defined 4@
              is_actor_defined 5@
              is_actor_defined 6@
              is_actor_defined 7@
              is_actor_defined 8@
            then
                if and 
                  is_actor_defined 9@
                  is_actor_defined 10@
                  is_actor_defined 11@
                  is_actor_defined 12@
                  is_actor_defined 13@
                  is_actor_defined 14@
                  is_actor_defined 15@
                  is_actor_defined 16@
                then
                    if and 
                      is_actor_defined 17@
                      is_actor_defined 18@
                      is_actor_defined 19@
                      is_actor_defined 20@
                      is_actor_defined 21@
                      is_actor_defined 22@
                      is_actor_defined 23@
                      is_actor_defined 24@
                    then
                        if and 
                        is_actor_defined 25@
                        is_actor_defined 26@
                        is_actor_defined 27@
                        is_actor_defined 28@
                        is_actor_defined 29@
                        is_actor_defined 30@
                        then
                       actor.DestroyInstantly(1@)
                       actor.DestroyInstantly(2@)
                       actor.DestroyInstantly(3@)
                       actor.DestroyInstantly(4@)
                       actor.DestroyInstantly(5@)
                       actor.DestroyInstantly(6@)
                       actor.DestroyInstantly(7@)
                       actor.DestroyInstantly(8@)
                       actor.DestroyInstantly(9@)
                       actor.DestroyInstantly(10@)
                       actor.DestroyInstantly(11@)
                       actor.DestroyInstantly(12@)
                       actor.DestroyInstantly(13@)
                       actor.DestroyInstantly(14@)
                       actor.DestroyInstantly(15@)
                       actor.DestroyInstantly(16@)
                       actor.DestroyInstantly(17@)
                       actor.DestroyInstantly(18@)
                       actor.DestroyInstantly(19@)
                       actor.DestroyInstantly(20@)
                       actor.DestroyInstantly(21@)
                       actor.DestroyInstantly(22@)
                       actor.DestroyInstantly(23@)
                       actor.DestroyInstantly(24@)
                       actor.DestroyInstantly(25@)
                       actor.DestroyInstantly(26@)
                       actor.DestroyInstantly(27@)
                       actor.DestroyInstantly(28@)
                       actor.DestroyInstantly(29@)
                       actor.DestroyInstantly(30@)
                       audiostream.PerformAction( 0@, stop )
                    
                       end
                    end
                end
             end 
                  
            wait 100
       end
       
//Main things//
    if  and
      is_actor_defined 1@
      is_actor_defined 2@
      is_actor_defined 3@
      is_actor_defined 4@
      is_actor_defined 5@
      is_actor_defined 6@
      is_actor_defined 7@
      is_actor_defined 8@
    then
        if and 
          is_actor_defined 9@
          is_actor_defined 10@
          is_actor_defined 11@
          is_actor_defined 12@
          is_actor_defined 13@
          is_actor_defined 14@
          is_actor_defined 15@
          is_actor_defined 16@
        then
            if and 
              is_actor_defined 17@
              is_actor_defined 18@
              is_actor_defined 19@
              is_actor_defined 20@
              is_actor_defined 21@
              is_actor_defined 22@
              is_actor_defined 23@
              is_actor_defined 24@
            then
                if and 
                is_actor_defined 25@
                is_actor_defined 26@
                is_actor_defined 27@
                is_actor_defined 28@
                is_actor_defined 29@
                is_actor_defined 30@
                then
            ///Main stuff
                  if   
                  $WAVE >= 1 
                  then
                    
                     troops_alerted = true 
                  end 
                  if 
                  troops_alerted == true  
                  then 
                        
                       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 9@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 15@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 16@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 17@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 18@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 20@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 21@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 22@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 23@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                       077A: set_actor 24@ 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 9@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 10@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 11@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 12@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 13@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 14@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 15@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 16@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 17@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 18@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 19@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 20@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 21@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 22@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 23@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                       077A: set_actor 24@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 

                  
                  end
               end
            end
        end
     end  
     
     
   if  and
   troops_alerted == true 
   00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 94.1228 1796.4094 35.6406  cornerB  352.7296 1952.6326 -33.5547

   then
   $WAVE += 25  
   audiostream.PerformAction( 0@, resume )
   else
   audiostream.PerformAction( 0@, stop )
   end    
END 
    //cleanup

            if  and
              is_actor_defined 1@
              is_actor_defined 2@
              is_actor_defined 3@
              is_actor_defined 4@
              is_actor_defined 5@
              is_actor_defined 6@
              is_actor_defined 7@
              is_actor_defined 8@
            then
                if and 
                  is_actor_defined 9@
                  is_actor_defined 10@
                  is_actor_defined 11@
                  is_actor_defined 12@
                  is_actor_defined 13@
                  is_actor_defined 14@
                  is_actor_defined 15@
                  is_actor_defined 16@
                then
                    if and 
                      is_actor_defined 17@
                      is_actor_defined 18@
                      is_actor_defined 19@
                      is_actor_defined 20@
                      is_actor_defined 21@
                      is_actor_defined 22@
                      is_actor_defined 23@
                      is_actor_defined 24@
                    then
                        if and 
                        is_actor_defined 25@
                        is_actor_defined 26@
                        is_actor_defined 27@
                        is_actor_defined 28@
                        is_actor_defined 29@
                        is_actor_defined 30@
                        then
                       actor.DestroyInstantly(1@)
                       actor.DestroyInstantly(2@)
                       actor.DestroyInstantly(3@)
                       actor.DestroyInstantly(4@)
                       actor.DestroyInstantly(5@)
                       actor.DestroyInstantly(6@)
                       actor.DestroyInstantly(7@)
                       actor.DestroyInstantly(8@)
                       actor.DestroyInstantly(9@)
                       actor.DestroyInstantly(10@)
                       actor.DestroyInstantly(11@)
                       actor.DestroyInstantly(12@)
                       actor.DestroyInstantly(13@)
                       actor.DestroyInstantly(14@)
                       actor.DestroyInstantly(15@)
                       actor.DestroyInstantly(16@)
                       actor.DestroyInstantly(17@)
                       actor.DestroyInstantly(18@)
                       actor.DestroyInstantly(19@)
                       actor.DestroyInstantly(20@)
                       actor.DestroyInstantly(21@)
                       actor.DestroyInstantly(22@)
                       actor.DestroyInstantly(23@)
                       actor.DestroyInstantly(24@)
                       actor.DestroyInstantly(25@)
                       actor.DestroyInstantly(26@)
                       actor.DestroyInstantly(27@)
                       actor.DestroyInstantly(28@)
                       actor.DestroyInstantly(29@)
                       actor.DestroyInstantly(30@)
                       end
                    end
                end
             end 

audiostream.Release( 0@  )             
MODEL.destroy(#MINIGUN)
MODEL.destroy(#ARMY)
MODEL.destroy(#M4)
MODEL.destroy(#MP5LNG)
MODEL.destroy(#SHOTGSPA)            
0A93: terminate_this_custom_script