{$CLEO .cm}
{$USE cleo+}
0000:
show_styled_text "~r~Mission: ~w~Army Operation" 3000 2
const
   npc = 500@
   scripted_car = 20@
   victim = 501@ 
   Mission_failed = 502@
   Mission_aborted = 503@
   horn_1 = 504@ 
    P1_health = 505@
    P2_health = 506@
    music_01 = 508@
end 
Mission_aborted = 0 
jump @TO_THERE 

:common 
//P1_health=actor.Health(player1)
     if cheat  "exit"
     then
         show_styled_text "~w~Mission Aborted!" 3000 2
         Mission_aborted = 1 
         return
     end
     {
     if   
     P1_health <= 0 
     then
         mission_failed=1 
          show_styled_text "~r~Mission Failure! - You died!" 3000 2
          wait 100
          
         return
     end
     if coop
     then
     P2_health=actor.Health(player2)

         if   
         P2_health <= 0 
         then
            show_styled_text "~r~Mission Failure! - Partner died!"  3000 2
            mission_failed=1 
            return 
         end     
     end 
     }
return

:TO_THERE 
0247: load_model 575
0247: load_model 516
0247: load_model 598
0247: load_model 543
0247: load_model 1423
0247: load_model 1424
0247: load_model 944
0247: load_model 922
0247: load_model 3066
0247: load_model 2973
0247: load_model 18260
0247: load_model 2669
0247: load_model 5737
0247: load_model 3568
0247: load_model 3577
0247: load_model 3576
0247: load_model 2969
0247: load_model 2934
0247: load_model #ARMY
0247: load_model #MP5LNG
0247: load_model #M4
0247: load_model #OMONOOD

038B: load_requested_models


:checkpoint1
  0395: clear_area 1 at  -2084.45 -4678.9302 10.62  radius 999999999.0

    Mission_failed=0
060A: create_decision_maker_type 2 store_to  310@ // decision\allowed\m_.ped files
07E6: copy_group_decision_maker  310@ to 311@
00A5: 1@ = create_car 575 at -2084.45 -4678.9302 10.62 // vehicle (Broadway) (1)
0175: set_car 1@ Z_angle_to 0.0
00A5: 2@ = create_car 516 at -2093.6599 -4699.54 10.78 // vehicle (Nebula) (1)
0175: set_car 2@ Z_angle_to 330.0
00A5: 3@ = create_car 598 at -2092.98 -4695.54 10.75 // vehicle (Police LV) (1)
0175: set_car 3@ Z_angle_to 250.0
00A5: 4@ = create_car 598 at -2090.29 -4659.1899 10.75 // vehicle (Police LV) (2)
0175: set_car 4@ Z_angle_to 249.999
00A5: 5@ = create_car 598 at -2100.4199 -4659.3799 10.75 // vehicle (Police LV) (3)
0175: set_car 5@ Z_angle_to 99.999
00A5: 6@ = create_car 598 at -2084.8 -4612.9902 10.75 // vehicle (Police LV) (4)
0175: set_car 6@ Z_angle_to 359.998
00A5: 7@ = create_car 598 at -2085.05 -4592.2402 10.75 // vehicle (Police LV) (5)
0175: set_car 7@ Z_angle_to 359.995
00A5: 8@ = create_car 598 at -2084.7 -4549.5698 10.75 // vehicle (Police LV) (6)
0175: set_car 8@ Z_angle_to 359.995
00A5: 9@ = create_car 598 at -2084.55 -4557.5498 10.75 // vehicle (Police LV) (7)
0175: set_car 9@ Z_angle_to 359.995
00A5: 10@ = create_car 598 at -2104.5901 -4575.1499 10.75 // vehicle (Police LV) (8)
0175: set_car 10@ Z_angle_to 179.995
00A5: 11@ = create_car 598 at -2104.9399 -4560.27 10.75 // vehicle (Police LV) (9)
0175: set_car 11@ Z_angle_to 179.995
00A5: 12@ = create_car 598 at -2124.6201 -4614.1401 10.75 // vehicle (Police LV) (10)
0175: set_car 12@ Z_angle_to 269.995
00A5: 13@ = create_car 598 at -2118.25 -4614.1802 10.75 // vehicle (Police LV) (11)
0175: set_car 13@ Z_angle_to 269.995
00A5: 14@ = create_car 598 at -2114.8 -4637.7798 10.75 // vehicle (Police LV) (12)
0175: set_car 14@ Z_angle_to 269.995
00A5: 15@ = create_car 598 at -2132.45 -4637.8999 10.75 // vehicle (Police LV) (13)
0175: set_car 15@ Z_angle_to 269.995
00A5: 16@ = create_car 598 at -2102.3701 -4440.52 10.75 // vehicle (Police LV) (14)
0175: set_car 16@ Z_angle_to 309.995
00A5: 17@ = create_car 598 at -2092.0601 -4434.3799 10.75 // vehicle (Police LV) (15)
0175: set_car 17@ Z_angle_to 349.99
00A5: 18@ = create_car 543 at -2104.8501 -4448.27 10.83 // vehicle (Sadler) (1)
0175: set_car 18@ Z_angle_to 0.0
00A5: 19@ = create_car 543 at -2087.6101 -4445.96 10.83 // vehicle (Sadler) (2)
0175: set_car 19@ Z_angle_to 0.0
00A5: 20@ = create_car 516 at -2147.6201 -4420.9102 10.78 // scripted car nev
0175: set_car 20@ Z_angle_to 270.0


//ARMY
300@ = actor.Create( 6 , #ARMY ,-2101.7507, -4691.9595, 10.8788 )
actor.Angle( 300@ ) = 185.0197
301@ = actor.Create( 6 , #ARMY , -2080.7568, -4668.3296, 11.208)
actor.Angle( 301@ ) = 358.6526 
302@ = actor.Create( 6 , #ARMY ,-2080.2798, -4662.0259, 11.208 )
actor.Angle( 302@ ) = 266.3186
303@ = actor.Create( 6 , #ARMY , -2102.5107, -4635.7388, 10.8788 )
actor.Angle( 303@ ) = 256.0062
304@ = actor.Create( 6 , #ARMY ,-2101.7856, -4631.7261, 10.8788 )
actor.Angle( 304@ ) = 186.631
305@ = actor.Create( 6 , #ARMY , -2101.5154, -4635.0078, 10.8788)
actor.Angle( 305@ ) = 186.631
306@ = actor.Create( 6 , #ARMY ,-2092.3118, -4539.6504, 12.7152)
actor.Angle( 306@ ) = 359.2519
307@ = actor.Create( 6 , #ARMY ,-2089.7803, -4518.127, 15.0864 )
actor.Angle( 307@ ) = 358.1662
308@ = actor.Create( 6 , #ARMY ,  -2097.8547, -4433.8232, 10.8788 )
actor.Angle( 308@ ) = 27.6274 
309@ = actor.Create( 6 , #ARMY , -2092.4114, -4426.3164, 10.8788  )
actor.Angle( 309@ ) = 44.5475 
310@ = actor.Create( 6 , #ARMY , -2087.9597, -4419.7681, 10.8788  )
actor.Angle( 310@ ) =49.3819  
311@ = actor.Create( 6 , #ARMY , -2104.3411, -4478.1729, 10.8788  )
actor.Angle( 311@ ) = 327.68 
312@ = actor.Create( 6 , #ARMY ,  -2096.8188, -4492.3525, 10.8788 )
actor.Angle( 312@ ) = 80.2401  
313@ = actor.Create( 6 , #ARMY ,  -2103.5195, -4525.9268, 14.8768 )
actor.Angle( 313@ ) =  200.8576
314@ = actor.Create( 6 , #ARMY ,  -2095.1416, -4551.9712, 10.8788 )
actor.Angle( 314@ ) = 1.1175 
315@ = actor.Create( 6 , #ARMY , -2090.365, -4567.8457, 10.8788 )
actor.Angle( 315@ ) =  274.9052
316@ = actor.Create( 6 , #ARMY ,  -2114.002, -4607.8467, 11.208 )
actor.Angle( 316@ ) =  196.4262
0605: AS_actor 308@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 
0605: AS_actor 309@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 
0605: AS_actor 310@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 
0605: AS_actor 311@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 
0605: AS_actor 312@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 
0605: AS_actor 313@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 
 
 0085:  npc = 300@ // (int)
 gosub @stat_army 
 0085:  npc = 301@ // (int)
 gosub @stat_army 
 0085:  npc = 302@ // (int)
 gosub @stat_army 
 0085:  npc = 303@ // (int)
 gosub @stat_army 
 0085:  npc = 304@ // (int)
 gosub @stat_army 
 0085:  npc = 305@ // (int)
 gosub @stat_army 
 0085:  npc = 306@ // (int)
 gosub @stat_army 
 0085:  npc = 307@ // (int)
 gosub @stat_army 
 0085:  npc = 308@ // (int)
 gosub @stat_army 
 0085:  npc = 309@ // (int)
 gosub @stat_army 
 0085:  npc = 310@ // (int)
 gosub @stat_army 
 0085:  npc = 311@ // (int)
 gosub @stat_army 
 0085:  npc = 312@ // (int)
 gosub @stat_army 
 0085:  npc = 313@ // (int)
 gosub @stat_army 
 
    
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point -2101.7507 -4691.9595 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point  -2101.1045 -4672.4473 10.8788 mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2100.6855 -4667.5503 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point  -2107.3696 -4669.1963 11.208 mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2108.5627 -4694.9595 11.208  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point  -2101.917 -4694.4326 10.8788 mode 4 time 99999999 ms // versionA
 
0643: set_AS_pack 555@ loop 1
00A1: put_actor 300@ at  -2101.7507 -4691.9595 10.8788
0618: assign_actor 300@   to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point  -2080.7568 -4668.3296 11.208 mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point  -2080.1431 -4703.9204 11.208 mode 4 time 99999999 ms  
0643: set_AS_pack 555@ loop 1
00A1: put_actor 301@ at  -2080.7568 -4668.3296 11.208
0618: assign_actor 301@   to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point -2080.2798 -4662.0259 11.208  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2109.2368 -4661.9014 11.208  mode 4 time 99999999 ms // versionA
 
0643: set_AS_pack 555@ loop 1
00A1: put_actor 302@ at -2080.2798 -4662.0259 11.208 
0618: assign_actor 302@   to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point  -2102.5107 -4635.7388 10.8788 mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2088.3647 -4636.959 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2087.2214 -4609.5078 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2110.4331 -4607.8223 11.208  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point  -2110.8628 -4616.3745 10.8788 mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2104.6702 -4617.1934 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point  -2101.7856 -4631.7261 10.8788 mode 4 time 99999999 ms // versionA
0643: set_AS_pack 555@ loop 1 
0618: assign_actor 304@   to_AS_pack 555@
0618: assign_actor 305@   to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point -2100.1394 -4587.5562 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2100.1582 -4563.1904 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2089.5288 -4560.0029 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2089.9211 -4530.4141 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2088.8101 -4560.2075 10.8788 mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2101.0745 -4561.4805 10.8788  mode 4 time 99999999 ms // versionA
05D3: AS_actor -1  goto_point -2100.865 -4602.5591 10.8788  mode 4 time 99999999 ms // versionA
 

0643: set_AS_pack 555@ loop 1
00A1: put_actor 306@ at -2100.1394 -4587.5562 10.8788

0618: assign_actor 306@   to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point  -2089.5334 -4518.0752 10.8788 mode 4 time 99999999 ms // versionA 
05D3: AS_actor -1  goto_point  -2089.9382 -4449.3496 10.8788 mode 4 time 99999999 ms // versionA 
 

0643: set_AS_pack 555@ loop 1
00A1: put_actor 307@ at -2089.5334 -4518.0752 10.8788

0618: assign_actor 307@   to_AS_pack 555@
061B: remove_references_to_AS_pack 555@ 
 victim = actor.CreateAsDriver( 4, #OMONOOD , scripted_car )
 060B: set_actor victim decision_maker_to 32
 0526: set_actor victim stay_in_car_when_jacked  1
039E: set_actor victim locked 1 while_in_car
0982: set_actor victim stay_in_car_when_dead 1

029B: 21@ = init_object 1423 at -2075.0801 -4663.4102 10.92 // object (DYN_ROADBARRIER_4) (1)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 0.0
029B: 22@ = init_object 1423 at -2079.28 -4663.4102 10.92 // object (DYN_ROADBARRIER_4) (2)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 0.0
029B: 23@ = init_object 1423 at -2085.25 -4663.4102 10.57 // object (DYN_ROADBARRIER_4) (3)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 0.0
029B: 24@ = init_object 1423 at -2090.7 -4663.4102 10.57 // object (DYN_ROADBARRIER_4) (4)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 0.0
029B: 25@ = init_object 1423 at -2096.6499 -4663.4102 10.57 // object (DYN_ROADBARRIER_4) (5)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 0.0
029B: 26@ = init_object 1423 at -2102.6001 -4663.4102 10.57 // object (DYN_ROADBARRIER_4) (6)
0453: set_object 26@ XY_rotation 0.0 0.0 angle 0.0
029B: 27@ = init_object 1423 at -2108.5701 -4663.4102 10.94 // object (DYN_ROADBARRIER_4) (7)
0453: set_object 27@ XY_rotation 0.0 0.0 angle 0.0
029B: 28@ = init_object 1423 at -2113.04 -4663.4102 10.94 // object (DYN_ROADBARRIER_4) (8)
0453: set_object 28@ XY_rotation 0.0 0.0 angle 0.0
029B: 29@ = init_object 1423 at -2076.3 -4728.9629 -4.94821 // object (DYN_ROADBARRIER_4) (9)
0453: set_object 29@ XY_rotation 0.0 0.0 angle 0.0
029B: 30@ = init_object 1423 at -2075.05 -4729.46 10.94 // object (DYN_ROADBARRIER_4) (10)
0453: set_object 30@ XY_rotation 0.0 0.0 angle 0.0
029B: 31@ = init_object 1423 at -2079.27 -4729.46 10.94 // object (DYN_ROADBARRIER_4) (11)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 0.0
029B: 34@ = init_object 1423 at -2084.99 -4729.46 10.61 // object (DYN_ROADBARRIER_4) (12)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 0.0
029B: 35@ = init_object 1423 at -2089.46 -4729.46 10.61 // object (DYN_ROADBARRIER_4) (13)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 0.0
029B: 36@ = init_object 1423 at -2093.4299 -4729.46 10.61 // object (DYN_ROADBARRIER_4) (14)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 0.0
029B: 37@ = init_object 1423 at -2097.6499 -4729.46 10.61 // object (DYN_ROADBARRIER_4) (15)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 0.0
029B: 38@ = init_object 1423 at -2102.8701 -4729.46 10.61 // object (DYN_ROADBARRIER_4) (16)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 0.0
029B: 39@ = init_object 1423 at -2108.3701 -4729.46 10.91 // object (DYN_ROADBARRIER_4) (17)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 0.0
029B: 40@ = init_object 1423 at -2112.8401 -4729.46 10.91 // object (DYN_ROADBARRIER_4) (18)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 0.0
029B: 41@ = init_object 1423 at -2117.8101 -4728.46 10.91 // object (DYN_ROADBARRIER_4) (19)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 340.0
029B: 42@ = init_object 1424 at -2092.5901 -4631.2202 10.39 // object (DYN_ROADBARRIER_2) (1)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 0.0
029B: 43@ = init_object 1424 at -2094.5901 -4631.2202 10.39 // object (DYN_ROADBARRIER_2) (2)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 0.0
029B: 44@ = init_object 1424 at -2096.5901 -4631.2202 10.39 // object (DYN_ROADBARRIER_2) (3)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 0.0
029B: 45@ = init_object 1424 at -2097.5901 -4629.9702 10.39 // object (DYN_ROADBARRIER_2) (4)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 270.0
029B: 46@ = init_object 1424 at -2097.5901 -4628.0 10.39 // object (DYN_ROADBARRIER_2) (5)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 270.0
029B: 47@ = init_object 1424 at -2097.5901 -4626.0498 10.39 // object (DYN_ROADBARRIER_2) (6)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 270.0
029B: 48@ = init_object 1424 at -2097.5901 -4624.1001 10.39 // object (DYN_ROADBARRIER_2) (7)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 270.0
029B: 49@ = init_object 1424 at -2097.5901 -4622.1499 10.39 // object (DYN_ROADBARRIER_2) (8)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 270.0
029B: 50@ = init_object 1424 at -2097.5901 -4620.1201 10.39 // object (DYN_ROADBARRIER_2) (9)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 270.0
029B: 51@ = init_object 944 at -2094.6299 -4645.6802 10.76 // object (Packing_carates04) (10)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 0.0
029B: 52@ = init_object 944 at -2087.8101 -4593.27 10.76 // object (Packing_carates04) (11)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 0.0
029B: 53@ = init_object 922 at -2085.9099 -4595.3301 10.76 // object (Packing_carates1) (8)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 0.0
029B: 54@ = init_object 922 at -2109.05 -4631.0498 10.76 // object (Packing_carates1) (9)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 270.0
029B: 55@ = init_object 922 at -2109.05 -4635.6802 10.76 // object (Packing_carates1) (77)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 270.0
029B: 56@ = init_object 3066 at -2092.1201 -4626.29 10.93 // object (ammotrn_obj) (30)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 0.0
029B: 57@ = init_object 3066 at -2093.54 -4570.7002 10.93 // object (ammotrn_obj) (31)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 0.0
029B: 58@ = init_object 3066 at -2096.27 -4577.8501 10.93 // object (ammotrn_obj) (32)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 0.0
029B: 59@ = init_object 2973 at -2096.8 -4594.9199 9.88 // object (k_cargo2) (24)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 0.0
029B: 60@ = init_object 2973 at -2096.8201 -4597.5898 9.88 // object (k_cargo2) (25)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 0.0
029B: 61@ = init_object 2973 at -2096.77 -4600.3599 9.88 // object (k_cargo2) (26)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 0.0
029B: 62@ = init_object 18260 at -2103.5901 -4612.9502 11.45 // object (crates01) (6)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 0.0
029B: 63@ = init_object 18260 at -2119.8201 -4623.4199 11.45 // object (crates01) (7)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 330.0
029B: 64@ = init_object 18260 at -2087.95 -4573.21 11.45 // object (crates01) (8)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 359.996
029B: 65@ = init_object 18260 at -2080.8799 -4587.8599 11.78 // object (crates01) (9)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 269.995
029B: 66@ = init_object 2669 at -2096.4199 -4569.4902 11.1 // object (CJ_CHRIS_CRATE) (5)
0453: set_object 66@ XY_rotation 0.0 0.0 angle 180.0
029B: 67@ = init_object 2669 at -2108.3401 -4571.71 11.5 // object (CJ_CHRIS_CRATE) (6)
0453: set_object 67@ XY_rotation 0.0 0.0 angle 359.995
029B: 68@ = init_object 2669 at -2084.5 -4539.6699 11.15 // object (CJ_CHRIS_CRATE) (7)
0453: set_object 68@ XY_rotation 0.0 0.0 angle 359.989
029B: 69@ = init_object 3066 at -2097.01 -4554.0601 10.93 // object (ammotrn_obj) (33)
0453: set_object 69@ XY_rotation 0.0 0.0 angle 270.0
029B: 70@ = init_object 3066 at -2101.98 -4536.3901 10.93 // object (ammotrn_obj) (34)
0453: set_object 70@ XY_rotation 0.0 0.0 angle 270.0
029B: 71@ = init_object 3066 at -2088.3101 -4523.4702 10.93 // object (ammotrn_obj) (35)
0453: set_object 71@ XY_rotation 0.0 0.0 angle 270.0
029B: 72@ = init_object 5737 at -2069.7402 -4542.2402 4.16 // object (archshop07_laW02) (3149)
0453: set_object 72@ XY_rotation 0.0 0.0 angle 359.984
029B: 73@ = init_object 18260 at -2102.5 -4525.2798 11.45 // object (crates01) (10)
0453: set_object 73@ XY_rotation 0.0 0.0 angle 359.995
029B: 74@ = init_object 18260 at -2104.97 -4504.9102 11.45 // object (crates01) (11)
0453: set_object 74@ XY_rotation 0.0 0.0 angle 269.995
029B: 75@ = init_object 18260 at -2104.97 -4481.3198 11.45 // object (crates01) (12)
0453: set_object 75@ XY_rotation 0.0 0.0 angle 269.995
029B: 76@ = init_object 18260 at -2104.97 -4461.4502 11.45 // object (crates01) (13)
0453: set_object 76@ XY_rotation 0.0 0.0 angle 269.995
029B: 77@ = init_object 18260 at -2084.3501 -4456.48 11.45 // object (crates01) (14)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 89.995
029B: 78@ = init_object 18260 at -2084.3501 -4485.79 11.45 // object (crates01) (15)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 89.989
029B: 79@ = init_object 18260 at -2084.3501 -4505.9102 11.45 // object (crates01) (16)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 89.989
029B: 80@ = init_object 3568 at -2094.6299 -4507.25 12.16 // object (lasntrk2) (2)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 0.0
029B: 81@ = init_object 3568 at -2094.6299 -4489.1602 12.16 // object (lasntrk2) (3)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 0.0
029B: 82@ = init_object 3568 at -2084.6799 -4424.5801 12.16 // object (lasntrk2) (4)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 0.0
029B: 83@ = init_object 3568 at -2084.6799 -4443.2202 12.16 // object (lasntrk2) (5)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 0.0
029B: 84@ = init_object 3568 at -2084.6799 -4470.3101 12.16 // object (lasntrk2) (6)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 0.0
029B: 85@ = init_object 3577 at -2094.49 -4478.79 10.66 // object (DockCrates1_LA) (66)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 0.0
029B: 86@ = init_object 3577 at -2095.77 -4461.2598 10.66 // object (DockCrates1_LA) (88)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 0.0
029B: 87@ = init_object 3577 at -2105.1499 -4591.9199 10.66 // object (DockCrates1_LA) (95)
0453: set_object 87@ XY_rotation 0.0 0.0 angle 0.0
029B: 88@ = init_object 3577 at -2105.2 -4589.0601 10.66 // object (DockCrates1_LA) (101)
0453: set_object 88@ XY_rotation 0.0 0.0 angle 0.0
029B: 89@ = init_object 3576 at -2101.5601 -4641.3398 11.37 // object (DockCrates2_LA) (26)
0453: set_object 89@ XY_rotation 0.0 0.0 angle 0.0
029B: 90@ = init_object 2969 at -2096.25 -4571.6602 10.01 // object (level_ammobox) (1)
0453: set_object 90@ XY_rotation 0.0 0.0 angle 0.0
029B: 91@ = init_object 2969 at -2097.1001 -4571.6802 10.01 // object (level_ammobox) (2)
0453: set_object 91@ XY_rotation 0.0 0.0 angle 340.0
029B: 92@ = init_object 2969 at -2095.46 -4571.6802 10.01 // object (level_ammobox) (3)
0453: set_object 92@ XY_rotation 0.0 0.0 angle 29.999
029B: 93@ = init_object 2934 at -2104.25 -4674.46 11.33 // object (kmb_container_red) (6)
0453: set_object 93@ XY_rotation 0.0 0.0 angle 0.0
029B: 94@ = init_object 2934 at -2104.77 -4688.9102 11.33 // object (kmb_container_red) (7)
0453: set_object 94@ XY_rotation 0.0 0.0 angle 0.0
029B: 95@ = init_object 2934 at -2081.1699 -4628.8101 11.66 // object (kmb_container_red) (8)
0453: set_object 95@ XY_rotation 0.0 0.0 angle 0.0
029B: 96@ = init_object 2934 at -2060.3899 -4585.8198 11.66 // object (kmb_container_red) (9)
0453: set_object 96@ XY_rotation 0.0 0.0 angle 270.0
029B: 97@ = init_object 944 at -2079.5 -4529.3901 15.74 // object (Packing_carates04) (13)
0453: set_object 97@ XY_rotation 0.0 0.0 angle 270.0
029B: 98@ = init_object 944 at -2079.5 -4531.8901 15.74 // object (Packing_carates04) (77)
0453: set_object 98@ XY_rotation 0.0 0.0 angle 270.0
029B: 99@ = init_object 944 at -2079.5 -4565.6802 15.74 // object (Packing_carates04) (106)
0453: set_object 99@ XY_rotation 0.0 0.0 angle 270.0
029B: 100@ = init_object 944 at -2079.5 -4550.5098 15.74 // object (Packing_carates04) (107)
0453: set_object 100@ XY_rotation 0.0 0.0 angle 270.0
029B: 101@ = init_object 944 at -2076.05 -4509.0498 15.74 // object (Packing_carates04) (108)
0453: set_object 101@ XY_rotation 0.0 0.0 angle 270.0
029B: 102@ = init_object 944 at -2076.05 -4494.6602 15.74 // object (Packing_carates04) (109)
0453: set_object 102@ XY_rotation 0.0 0.0 angle 270.0
029B: 103@ = init_object 944 at -2076.05 -4491.9702 15.74 // object (Packing_carates04) (110)
0453: set_object 103@ XY_rotation 0.0 0.0 angle 270.0
029B: 104@ = init_object 1423 at -2104.6699 -4434.8799 10.59 // object (DYN_ROADBARRIER_4) (20)
0453: set_object 104@ XY_rotation 0.0 0.0 angle 30.0
029B: 105@ = init_object 1423 at -2101.6101 -4432.9302 10.59 // object (DYN_ROADBARRIER_4) (21)
0453: set_object 105@ XY_rotation 0.0 0.0 angle 29.998
029B: 106@ = init_object 1423 at -2097.2 -4428.23 10.59 // object (DYN_ROADBARRIER_4) (22)
0453: set_object 106@ XY_rotation 0.0 0.0 angle 39.998
029B: 107@ = init_object 1423 at -2093.52 -4422.52 10.59 // object (DYN_ROADBARRIER_4) (23)
0453: set_object 107@ XY_rotation 0.0 0.0 angle 39.996
029B: 108@ = init_object 1423 at -2089.76 -4419.5801 10.59 // object (DYN_ROADBARRIER_4) (24)
0453: set_object 108@ XY_rotation 0.0 0.0 angle 39.996
029B: 109@ = init_object 922 at -2117.5601 -4700.3799 11.09 // object (Packing_carates1) (78)
0453: set_object 109@ XY_rotation 0.0 0.0 angle 90.0
029B: 110@ = init_object 922 at -2117.45 -4682.1099 11.09 // object (Packing_carates1) (79)
0453: set_object 110@ XY_rotation 0.0 0.0 angle 90.0
029B: 111@ = init_object 922 at -2117.3601 -4693.0298 11.09 // object (Packing_carates1) (80)
0453: set_object 111@ XY_rotation 0.0 0.0 angle 90.0
029B: 112@ = init_object 922 at -2109.73 -4623.1802 10.76 // object (Packing_carates1) (81)
0453: set_object 112@ XY_rotation 0.0 0.0 angle 90.0
029B: 113@ = init_object 922 at -2098.6399 -4431.27 10.76 // object (Packing_carates1) (82)
0453: set_object 113@ XY_rotation 0.0 0.0 angle 50.0
029B: 114@ = init_object 922 at -2104.9399 -4437.21 10.76 // object (Packing_carates1) (83)
0453: set_object 114@ XY_rotation 0.0 0.0 angle 39.999
029B: 115@ = init_object 922 at -2088.6201 -4418.96 10.76 // object (Packing_carates1) (84)
0453: set_object 115@ XY_rotation 0.0 0.0 angle 49.996
029B: 116@ = init_object 922 at -2093.95 -4425.0 10.76 // object (Packing_carates1) (85)
0453: set_object 116@ XY_rotation 0.0 0.0 angle 49.993
029B: 117@ = init_object 922 at -2120.8101 -4460.52 11.09 // object (Packing_carates1) (86)
0453: set_object 117@ XY_rotation 0.0 0.0 angle 49.993
029B: 118@ = init_object 922 at -2114.24 -4451.7998 11.09 // object (Packing_carates1) (87)
0453: set_object 118@ XY_rotation 0.0 0.0 angle 49.993
029B: 119@ = init_object 922 at -2109.1001 -4444.9199 11.09 // object (Packing_carates1) (88)
0453: set_object 119@ XY_rotation 0.0 0.0 angle 59.993



029B: 111@ = init_object 1424 at -2097.5901 -4618.1201 10.39 // object (DYN_ROADBARRIER_2) (10)
0453: set_object 111@ XY_rotation 0.0 0.0 angle 270.0
029B: 112@ = init_object 1424 at -2096.5601 -4617.2202 10.39 // object (DYN_ROADBARRIER_2) (11)
0453: set_object 112@ XY_rotation 0.0 0.0 angle 180.0
029B: 113@ = init_object 1424 at -2094.6101 -4617.2202 10.39 // object (DYN_ROADBARRIER_2) (12)
0453: set_object 113@ XY_rotation 0.0 0.0 angle 179.995
029B: 114@ = init_object 1424 at -2092.6899 -4617.2202 10.39 // object (DYN_ROADBARRIER_2) (13)
0453: set_object 114@ XY_rotation 0.0 0.0 angle 179.995


0249: release_model 575
0249: release_model 516
0249: release_model 598
0249: release_model 543
0249: release_model 1423
0249: release_model 1424
0249: release_model 944
0249: release_model 922
0249: release_model 3066
0249: release_model 2973
0249: release_model 18260
0249: release_model 2669
0249: release_model 5737
0249: release_model 3568
0249: release_model 3577
0249: release_model 3576
0249: release_model 2969
0249: release_model 2934

{
0920: point_camera -2092.832 -4718.8809 11.1708  transverse_to -2094.5413 -4461.7515 11.9299 time 6000 smooth_transition 1
0936: set_camera -2091.9399 -4758.8188 18.0863  position_to -2095.342 -4395.9746 55.4101 time 6000 smooth_transition 1

  }
  audiostream.Release(horn_1)
horn_1 = audiostream.Load3d("cleo\@Railcity\sound_003.wav")  
audiostream.Loop(horn_1,1  ) 
audiostream.LinkToCar( horn_1 ,  scripted_car )
   
Audiostream.Release(music_01)   
 music_01 = audiostream.Load("cleo\@Railcity\@Stealthy_Spy.wav")  
audiostream.Loop(music_01,1  )  
Audiostream.PerformAction(music_01,play  )
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  -2088.8152 -4750.1606 10.8788 
actor.Angle( $PLAYER_ACTOR ) = 10.7239
04C4: store_coords_to 324@ 325@ 326@  from_actor $PLAYER_ACTOR with_offset 1.0 0.0 -1.0 
327@=actor.Angle( $PLAYER_ACTOR )


if coop
then
0362: remove_actor player2 from_car_and_place_at  324@ 325@ 326@
actor.Angle( player2 ) = 327@
end

//wait 6000    
while true
wait 0
    gosub @common 
    if Mission_failed == 1
    then
       // gosub @clear_all 
        mission_Cleanup
        goto @checkpoint1
    end
    if Mission_aborted==1
    then
        goto @cleanup 
    end 
    
    if 03C9:   car  scripted_car damaged
    then
       05BE: AS_actor victim  die
       car.SetMaxSpeed( victim,0.0)
       car.SetSpeedInstantly( victim,0.0)
       audiostream.PerformAction(horn_1, RESUME )
    end 
    if  0104:   actor $PLAYER_ACTOR near_actor victim radius 30.0 30.0 30.0 sphere 0
    then
        05D1: AS_actor victim drive_car -1 to -2078.9343 -4427.9712 11.208 speed 200.0 2 model #NULL 5

    end
    
end

:stat_army
IF 
is_actor_defined NPC
return_if_false 
actor.Health(NPC)=300 
actor.WeaponAccuracy(NPC)=75
actor.SetWalkStyle(NPC, "PLAYER")
0446: set_actor NPC dismemberment_possible 0
0946: set_actor NPC actions_uninterupted_by_weapon_fire 1
04D8: set_actor   NPC drowns_in_water 0 
07DD: set_actor   NPC  attack_rate 100 // previously known as temper_to
060B: set_actor NPC decision_maker_to 311@ 

077A: set_actor NPC acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor NPC acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor NPC acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor NPC acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor NPC acquaintance 4 to_actors_pedtype 8 // see ped.dat
09B5: set_actor NPC signal_after_kill 0
07FE: set_actor NPC fighting_style_to 7 moves 6
0816: set_actor NPC dont_chase_victim 1
 actor.GiveWeaponAndAmmo(NPC,m4 ,99999) 
 {
0209: 777@ = random_int_in_ranges 0 1
if 777@==0
then
   actor.GiveWeaponAndAmmo(NPC,m4 ,99999) 
end
if 777@==1
then
   actor.GiveWeaponAndAmmo(NPC,mp5 ,99999)
end
                       }
return 

:cleanup 
remove_all_unused_models
audiostream.Release(horn_1)

0249: release_model 575
0249: release_model 516
0249: release_model 598
0249: release_model 543
0249: release_model 1423
0249: release_model 1424
0249: release_model 944
0249: release_model 922
0249: release_model 3066
0249: release_model 2973
0249: release_model 18260
0249: release_model 2669
0249: release_model 5737
0249: release_model 3568
0249: release_model 3577
0249: release_model 3576
0249: release_model 2969
0249: release_model 2934
mission_Cleanup
end_Thread

:clear_all 
Audiostream.Release(music_01)
audiostream.Release(horn_1)
return