{$CLEO .cs}
0000:

 0@ = MARKER.CreateIconAndSphere( 25 , 1367.9133, -1011.5797, 643.9325)
while true
wait 0
      if $onmission == 0
      then
           jump @Kill_mission 
      end 
      if and
      $ON_FAKE_MISSION == 0 
       0102:   actor $PLAYER_ACTOR in_sphere  1367.9133 -1011.5797 643.9325  radius 3.0 3.0 3.0 sphere 0 stopped_on_foot
      THEN
          show_styled_text "Wreck the 4 vehicles" 1000 2
          MARKER.Disable(0@)
          BREAK
      END 
end
$ON_FAKE_MISSION = 1 
//BEGIN THE MISSION 
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#LSV3)
Model.Load(#AK47)
Model.Load(#SAWNOFF)
Model.Load(#CHROMEGUN)
Model.Load(#DESERT_EAGLE)
Model.Load(#SHOTGSPA)
Model.Load(#MICRO_UZI)
Model.Load(#TEC9)
Model.Load(#COLT45) 
Model.Load(#PONY) 
038B: load_requested_models


WHILE TRUE
WAIT 0
    IF AND
    MODEL.Available(#LSV1)
    MODEL.Available(#LSV2)
    MODEL.Available(#LSV3) 
    MODEL.Available(#PONY)
    THEN
        BREAK 
    else
        jump @Destroy_models
    END 
END
 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1
060A: create_decision_maker_type 0 store_to 25@ // decision\allowed\m_.ped files
07E5: copy_decision_maker 25@ to 26@
0978: copy_decision_maker 25@ to 27@

1@ = ACTOR.Create( GANG1, #LSV1, )
ACTOR.Angle(1@)=  
2@ = ACTOR.Create( GANG1, #LSV2, )
ACTOR.Angle(2@)= 
3@ = ACTOR.Create( GANG1, #LSV2, )
ACTOR.Angle(3@)=  
4@ = ACTOR.Create( GANG1, #LSV1,  )
ACTOR.Angle(4@)= 
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

5@ = ACTOR.Create( GANG1, #LSV1, )
ACTOR.Angle(5@)=  
6@ = ACTOR.Create( GANG1, #LSV2, )
ACTOR.Angle(6@)=  
7@ = ACTOR.Create( GANG1, #LSV3,  )
ACTOR.Angle(7@)=  
8@ = ACTOR.Create( GANG1, #LSV2,  )
ACTOR.Angle(8@)=  
9@ = ACTOR.Create( GANG1, #LSV3, )
ACTOR.Angle(9@)=  
10@ = ACTOR.Create( GANG1, #LSV3, )
ACTOR.Angle(10@)= 
11@ = ACTOR.Create( GANG1, #LSV1,  )
ACTOR.Angle(11@)=  
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
0638: AS_actor 9@ stay_put 1
0638: AS_actor 10@ stay_put 1
0638: AS_actor 11@ stay_put 1

12@ = ACTOR.Create( GANG1, #LSV3,  )
ACTOR.Angle(12@)= 
13@ = ACTOR.Create( GANG1, #LSV1,  )
ACTOR.Angle(13@)= 
0638: AS_actor 12@ stay_put 1
0638: AS_actor 13@ stay_put 1
 
060B: set_actor 1@ decision_maker_to 26@
060B: set_actor 2@ decision_maker_to 26@
060B: set_actor 3@ decision_maker_to 27@
060B: set_actor 4@ decision_maker_to 26@ 

14@ = ACTOR.Create( GANG1, #LSV1,  )
ACTOR.Angle(14@)= 
15@ = ACTOR.Create( GANG1, #LSV2, )
ACTOR.Angle(15@) = 
16@ = ACTOR.Create( GANG1, #LSV3, )
ACTOR.Angle(16@)= 
17@ = ACTOR.Create( GANG1, #LSV1,  )
ACTOR.Angle(17@)= 


18@ = ACTOR.Create( GANG1, #LSV1,  )
ACTOR.Angle(18@)=  
19@ = ACTOR.Create( GANG1, #LSV2, )
ACTOR.Angle(19@)=  
20@ = ACTOR.Create( GANG1, #LSV3, )
ACTOR.Angle(20@)=  
21@ = ACTOR.Create( GANG1, #LSV2,  )
ACTOR.Angle(21@)= 
22@ = ACTOR.Create( GANG1, #LSV2, )
ACTOR.Angle(22@)= 
23@ = ACTOR.Create( GANG1, #LSV3, )
ACTOR.Angle(23@)=  
0638: AS_actor 18@ stay_put 1
0638: AS_actor 19@ stay_put 1
0638: AS_actor 20@ stay_put 1
0638: AS_actor 21@ stay_put 1
0638: AS_actor 22@ stay_put 1
0638: AS_actor 23@ stay_put 1

 

actor.GiveWeaponAndAmmo(1@ , ak47,999999)
actor.GiveWeaponAndAmmo(2@ , ak47,999999)
actor.GiveWeaponAndAmmo(3@ , microuzi,999999)
actor.GiveWeaponAndAmmo(4@ , microuzi,999999)
actor.GiveWeaponAndAmmo(5@ , ak47,999999)
actor.GiveWeaponAndAmmo(6@ , shotgun,999999)
actor.GiveWeaponAndAmmo(7@ , ak47,999999)
actor.GiveWeaponAndAmmo(8@ , shotgun,999999)
actor.GiveWeaponAndAmmo(9@ , sawnoff,999999)
actor.GiveWeaponAndAmmo( 10@ , ak47,999999)
actor.GiveWeaponAndAmmo( 11@ , pistol,999999)
actor.GiveWeaponAndAmmo( 12@ , ak47,999999)
actor.GiveWeaponAndAmmo( 13@ , sawnoff,999999)
actor.GiveWeaponAndAmmo( 14@ , CombatShotgun,999999)
actor.GiveWeaponAndAmmo( 15@ , pistol,999999)
actor.GiveWeaponAndAmmo( 16@ , ak47,999999)
actor.GiveWeaponAndAmmo( 17@ , DesertEagle,999999)
actor.GiveWeaponAndAmmo( 18@ , CombatShotgun,999999)
actor.GiveWeaponAndAmmo( 19@ , CombatShotgun,999999)
actor.GiveWeaponAndAmmo( 20@ , shotgun,999999)
actor.GiveWeaponAndAmmo( 21@ , DesertEagle,999999)
actor.GiveWeaponAndAmmo( 22@ , ak47,999999)
actor.GiveWeaponAndAmmo( 23@ , CombatShotgun,999999)
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
07DD: set_actor 4@ attack_rate 60 // previously known as temper_to
07DD: set_actor 5@ attack_rate 60 // previously known as temper_to
07DD: set_actor 6@ attack_rate 60 // previously known as temper_to
07DD: set_actor 7@ attack_rate 60 // previously known as temper_to
07DD: set_actor 8@ attack_rate 60 // previously known as temper_to
07DD: set_actor 9@ attack_rate 60 // previously known as temper_to
07DD: set_actor 10@ attack_rate 60 // previously known as temper_to
07DD: set_actor 11@ attack_rate 60 // previously known as temper_to
07DD: set_actor 12@ attack_rate 60 // previously known as temper_to
07DD: set_actor 13@ attack_rate 60 // previously known as temper_to
07DD: set_actor 14@ attack_rate 60 // previously known as temper_to
07DD: set_actor 15@ attack_rate 60 // previously known as temper_to
07DD: set_actor 16@ attack_rate 60 // previously known as temper_to
07DD: set_actor 17@ attack_rate 60 // previously known as temper_to
07DD: set_actor 18@ attack_rate 60 // previously known as temper_to
07DD: set_actor 19@ attack_rate 60 // previously known as temper_to
07DD: set_actor 20@ attack_rate 60 // previously known as temper_to
07DD: set_actor 21@ attack_rate 60 // previously known as temper_to
07DD: set_actor 22@ attack_rate 60 // previously known as temper_to
07DD: set_actor 23@ attack_rate 60 // previously known as temper_to 
actor.Health(1@)=250 
actor.Health(2@)=250 
actor.Health(3@)=250 
actor.Health(4@)=250 
actor.Health(5@)=250 
actor.Health(6@)=250 
actor.Health(7@)=250 
actor.Health(8@)=250 
actor.Health(9@)=250 
actor.Health(10@)=250 
actor.Health(11@)=250 
actor.Health(12@)=250 
actor.Health(13@)=250 
actor.Health(14@)=250 
actor.Health(15@)=250 
actor.Health(16@)=250 
actor.Health(17@)=250 
actor.Health(18@)=250 
actor.Health(19@)=250 
actor.Health(20@)=250 
actor.Health(21@)=250 
actor.Health(22@)=250 
actor.Health(23@)=250 
const
    MARKER2 = 30@
   MARKER1 = 31@ 
   MARKER3 = 24@ 
   MARKER4 = 25@ 
   Target_car_1 = 26@
   Target_car_2 = 27@
   Target_car_3 = 28@
   Target_car_4 = 29@
end 
car.create(Target_car_1,#PONY,  )
car.Angle(Target_car_1 )= 

car.create(Target_car_2, #PONY, )
car.Angle(Target_car_2)= 

car.create(Target_car_3, #PONY, )
car.Angle(Target_car_3)= 

car.create(Target_car_4, #PONY, )
car.Angle(Target_car_4)= 

car.DoorStatus( Target_car_1, 4)
car.DoorStatus( Target_car_2, 4)
car.DoorStatus( Target_car_3, 4)
car.DoorStatus( Target_car_4, 4)
//0325: $fire  = create_car Target_car_1 fire
//0325: $fire  = create_car Target_car_2 fire
//0325: $fire  = create_car Target_car_3 fire
////0325: $fire  = create_car Target_car_4 fire

marker.CreateAboveCar( marker1, Target_car_1) 
marker.CreateAboveCar( marker2, Target_car_2) 
marker.CreateAboveCar( marker3, Target_car_3) 
marker.CreateAboveCar( marker4, Target_car_4) 
//show_text_highpriority "Destroy all the ~r~vans." 5000

WHILE $onmission >= 1  
WAIT 0
   if is_car_defined target_car_1
   then
      if car.Wrecked( target_car_1 )
      then
         marker.Disable(marker1)
      end
   end
   if is_car_defined target_car_2
   then
      if car.Wrecked( target_car_2 )
      then
         marker.Disable(marker2)
      end
   end
   if is_car_defined target_car_3
   then
      if car.Wrecked( target_car_3 )
      then
         marker.Disable(marker3)
      end
   end
   if is_car_defined target_car_4
   then
      if car.Wrecked( target_car_4 )
      then
         marker.Disable(marker4)
      end
   end
   if and
   not marker_enabled marker1 
   not marker_enabled marker2
   not marker_enabled marker3
   not marker_enabled marker4
   then
         show_styled_text "~w~Mission Success! ~g~Cash ~y~7000" 5000 5 
         0109: player $PLAYER_CHAR money += 7000
   
         break 
   end
end
  
065C: release_decision_maker 25@ 
actor.RemoveReferences(1@)
actor.RemoveReferences(2@)
actor.RemoveReferences(3@)
actor.RemoveReferences(4@)
actor.RemoveReferences(5@)
actor.RemoveReferences(6@)
actor.RemoveReferences(7@)
actor.RemoveReferences(8@)
actor.RemoveReferences(9@)
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)
actor.RemoveReferences(12@)
actor.RemoveReferences(13@)
actor.RemoveReferences(14@)
actor.RemoveReferences(15@)
actor.RemoveReferences(16@)
actor.RemoveReferences(17@)
actor.RemoveReferences(18@)
actor.RemoveReferences(19@)
actor.RemoveReferences(20@) 
actor.RemoveReferences(21@) 
actor.RemoveReferences(22@) 
actor.RemoveReferences(23@)  
marker.Disable(Marker1)
marker.Disable(Marker2)
marker.Disable(Marker3)
marker.Disable(Marker4)
car.RemoveReferences(Target_car_1)
car.RemoveReferences(Target_car_2)
car.RemoveReferences(Target_car_3)
car.RemoveReferences(Target_car_4)
:Destroy_models
Model.destroy(#DESERT_EAGLE)
Model.destroy(#SHOTGSPA)
Model.destroy(#MICRO_UZI) 
Model.destroy(#LSV1)
Model.destroy(#LSV2)
Model.destroy(#LSV3)
Model.destroy(#AK47)
Model.destroy(#SAWNOFF)
Model.destroy(#CHROMEGUN)
Model.destroy(#TEC9)
Model.destroy(#COLT45) 
Model.destroy(#PONY) 
:Kill_mission             
MARKER.Disable(0@)
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 1
$ON_FAKE_MISSION = 0 
0A93: terminate_this_custom_script