{$CLEO .cm}
{$USE cleo+}

$onmission=2
0000:
model.Load(#ak47)
model.Load(#MP5LNG)
model.Load(#DESERT_EAGLE)
model.Load(#CHROMEGUN)
model.Load(#MICRO_UZI)
load_requested_models
const
    mission_has_failed = 1000@ 
    dialog_completed = 1001@ 
    npc = 1002@
    motor_vehicle = 1003@ 
      delay_random_target  = 900@  
     delay_zombie_voice   = 901@   
     wave_weapon       = 902@  
     wave_health       = 903@  
     wave_skin         = 904@  
     wave_attack_rate    = 905@  
     wave_skill          = 906@  
     wave_Accuracy       = 907@  
     wave_no_erupted       = 908@  
     wave_headshot           = 909@  
     wave_noanims             = 910@  
     wave_fightingstyle       = 911@  
     wave_bulletproof       = 912@ 
     wave_fireproof             = 913@ 
     wave_explosionproof        = 914@ 
     wave_collisionproof        = 915@ 
     wave_meleeproof          = 916@ 
     wave_drown                 = 917@ 
     wave_bleed                = 918@ 
     wave_marker                  = 919@ 
     wave_dont_chase_target          = 920@ 
     wave_kill_player_instantly   = 921@ 
     wave_decision_maker       = 922@ 
     wave_money                 = 923@ 
     wave_no_interupted           = 924@ 
   wave_walkstyles = 925@v 

  audio = 925@  
                 {
       juggerunut_delay_despawn_time = 0
       juggerunut_active = 0 
       BRUTE_HEALTH = 3000
       BRUTE_Accuracy = 70
       BRUTE_attack_rate = 70
       BRUTE_skin = #WMYBOUN  }  
end 
    //Defaults
    audio=audiostream.Load( "cleo\[@railcity]\trackdrop\name.wav")
      wave_weapon           = 31
      wave_health           = 300
     // wave_skin             = #MAFFA
      wave_attack_rate      = 70
      wave_skill            = 1
      wave_Accuracy         = 40
      wave_no_interupted    = 0 
      wave_headshot         = 0 
      wave_noanims          = 0
      wave_fightingstyle    = 7
      wave_bulletproof      = 0 
      wave_fireproof        = 0 
      wave_explosionproof   = 0 
      wave_collisionproof   = 0 
      wave_meleeproof       = 0 
      wave_drown            = 0                                                     
      wave_bleed            = 1 
      wave_marker            = 2 
      wave_dont_chase_target = 0
      wave_money = 0 
     wave_walkstyles = "player" 
mission_has_failed = 0 
dialog_completed = 0 

060A: create_decision_maker_type 2 store_to 425@ // decision\allowed\m_.ped files
07E5: copy_decision_maker 425@ to 426@

//start 

show_styled_text "~w~Start mission!" 3000 2 

fade 0 1000
wait 1000
fade 1 1000
actor_remove_from_car_and_put_at player1  -1676.3574 -3475.0789 11.2645
actor.Angle(player1)=  94.3851
gosub @spawn_player2  
0395: clear_area 1 at  377.0152 -4413.3467 12.2808  radius 999999999.0

//Base

// 0085: 13@ = 12@ // (int)

:BeginMission
wait 0
gosub @mission_status
if mission_has_failed==1
then
   jump @CloseDowntheMission 
end
model.Load(#YANKEE) 
if model.Available(#YANKEE)
jf @BeginMission 
const
    VehicleDropper = 200@
    Location = 199@
end
VehicleDropper = car.Create(#YANKEE, -1693.856, -3480.925, 11.2645 )
car.Angle(VehicleDropper ) = 189.6459
car.Health(VehicleDropper ) = 50000
09C4: set_car VehicleDropper gas_tank_explosion_enabled 0
053F: set_car VehicleDropper tires_vulnerability 0

model.Destroy(#YANKEE)
201@ = marker.CreateAboveCar( VehicleDropper )
018B: set_marker 201@ radar_mode 2
07E0: set_marker 201@ type_to 1

add_text_label '_RailH' "Truck" 
04F7: status_text $truck_health type 0 line 1 GXT '_RailH' // global_variable  // Score


018A: Location = create_checkpoint_at  -1314.0443 -4158.0391 11.2207
show_text_highpriority "Now it's time to bring the truck to the delivery, but I need to give people something for I don't know, just go." 9000
audio=audiostream.Load( "cleo\[@railcity]\trackdrop\119.m4a")
audiostream.PerformAction(audio,play )

:DroptheWork
wait 0 
gosub @mission_status
if mission_has_failed==1
then
   jump @CloseDowntheMission 
end  
if   
//actor.InCar($PLAYER_ACTOR, VehicleDropper )   
 01B0:   car VehicleDropper sphere 1 in_sphere -1311.0114 -4158.1841 11.6141 radius 6.0 6.0 6.0 stopped
//00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1311.0114 -4158.1841 11.6141  radius 9.0 9.0 9.0
//02A0:   actor $PLAYER_ACTOR stopped
jf @DroptheWork
marker.Disable(location)

:ModelLoad
wait 0 
gosub @mission_status
if mission_has_failed==1
then
   jump @CloseDowntheMission 
end 
model.Load(#VLA1)
model.Load(#VLA3)
model.Load(#VLA2) 
model.Load(#STAFFORD) 
model.Load(#HUNTLEY) 
if and
model.Available(#VLA1)
model.Available(#VLA2)
model.Available(#VLA3)
model.Available(#STAFFORD)
model.Available(#HUNTLEY)
jf @ModelLoad

show_text_highpriority "Oh no, we have company! ~r~Enemies~w~ just arrived instantly knowing our location, you gotta get rid of these annyoing THUGs!" 9000

audio=audiostream.Load( "cleo\[@railcity]\trackdrop\109.m4a")
audiostream.PerformAction(audio,play )
0@ = car.Create(#STAFFORD , -1581.8942, -4113.7681, 10.8788)
car.Angle(0@)=264.1261
car.Health(0@)=15000
1@ = car.Create(#HUNTLEY , -1279.8473, -3961.9058, 10.9021)
car.Angle(1@)=184.8204
car.Health(1@)=15000

10@ = actor.CreateAsDriver( 7 , #VLA2 , 0@ )
11@ = actor.CreateAsPassenger( 7 , #VLA1 , 0@ ,0)
12@ = actor.CreateAsPassenger( 7 , #VLA1 , 0@ ,1)
13@ = actor.CreateAsPassenger( 7 , #VLA3 , 0@ ,2)

14@ = actor.CreateAsDriver( 7 , #VLA3 , 1@ )
15@ = actor.CreateAsPassenger( 7 , #VLA2 , 1@ ,0)
16@ = actor.CreateAsPassenger( 7 , #VLA1 , 1@ ,1)
17@ = actor.CreateAsPassenger( 7 , #VLA2 , 1@ ,2)    

actor.GiveWeaponAndAmmo(10@,ak47,99999)
actor.GiveWeaponAndAmmo(11@,mp5,99999)
actor.GiveWeaponAndAmmo(12@,microuzi,99999)
actor.GiveWeaponAndAmmo(13@,ak47,99999)
actor.GiveWeaponAndAmmo(14@,mp5,99999)
actor.GiveWeaponAndAmmo(15@,ak47,99999)
actor.GiveWeaponAndAmmo(16@,microuzi,99999)
actor.GiveWeaponAndAmmo(17@,ak47,99999) 

0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -1487.2917 -4111.2256 10.8788 speed 50.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -1347.7714 -4121.0972 10.8521 speed 50.0 2 model #NULL 5 
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 10@ to_AS_pack 555@
0618: assign_actor 11@ to_AS_pack 555@
0618: assign_actor 12@ to_AS_pack 555@
0618: assign_actor 13@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to  -1278.218 -4092.9189 10.9021 speed 50.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -1295.7706 -4113.3496 10.8521  speed 50.0 2 model #NULL 5  
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 14@ to_AS_pack 555@
0618: assign_actor 15@ to_AS_pack 555@
0618: assign_actor 16@ to_AS_pack 555@
0618: assign_actor 17@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

0085: npc = 10@ // (int)
gosub @npc_enemy_setup
0085: npc = 11@ // (int)
gosub @npc_enemy_setup
0085: npc = 12@ // (int)
gosub @npc_enemy_setup
0085: npc = 13@ // (int)
gosub @npc_enemy_setup
0085: npc = 14@ // (int)
gosub @npc_enemy_setup
0085: npc = 15@ // (int)
gosub @npc_enemy_setup
0085: npc = 16@ // (int)
gosub @npc_enemy_setup
0085: npc = 17@ // (int)
gosub @npc_enemy_setup  


model.Destroy(#VLA1)
model.Destroy(#VLA2)
model.Destroy(#VLA3)
model.Destroy(#STAFFORD)
model.Destroy(#HUNTLEY)





2@ = car.Create(#STAFFORD , -1495.3088, -4185.1509, 11.208 )
car.Angle(2@)= 265.2281
car.Health(2@)=15000
3@ = car.Create(#HUNTLEY ,-1274.2545, -4380.875, 10.9165 )
car.Angle(3@)=3.1594 
car.Health(3@)=15000

car.DoorStatus(2@,4)
car.DoorStatus(3@,4)

20@ = actor.CreateAsDriver( 7 , #VLA2 , 2@ )
21@ = actor.CreateAsPassenger( 7 , #VLA1 , 2@ ,0)
22@ = actor.CreateAsPassenger( 7 , #VLA1 , 2@ ,1)
23@ = actor.CreateAsPassenger( 7 , #VLA3 , 2@ ,2)

24@ = actor.CreateAsDriver( 7 , #VLA3 , 3@ )
25@ = actor.CreateAsPassenger( 7 , #VLA2 , 3@ ,0)
26@ = actor.CreateAsPassenger( 7 , #VLA1 , 3@ ,1)
27@ = actor.CreateAsPassenger( 7 , #VLA2 , 3@ ,2)    

actor.GiveWeaponAndAmmo(20@,shotgun,99999)
actor.GiveWeaponAndAmmo(21@,ak47,99999)
actor.GiveWeaponAndAmmo(22@,microuzi,99999)
actor.GiveWeaponAndAmmo(23@,ak47,99999)
actor.GiveWeaponAndAmmo(24@,shotgun,99999)
actor.GiveWeaponAndAmmo(25@,DesertEagle,99999)
actor.GiveWeaponAndAmmo(26@,microuzi,99999)
actor.GiveWeaponAndAmmo(27@,ak47,99999) 


0085: npc = 20@ // (int)
gosub @npc_enemy_setup
0085: npc = 21@ // (int)
gosub @npc_enemy_setup
0085: npc = 22@ // (int)
gosub @npc_enemy_setup
0085: npc = 23@ // (int)
gosub @npc_enemy_setup
0085: npc = 24@ // (int)
gosub @npc_enemy_setup
0085: npc = 25@ // (int)
gosub @npc_enemy_setup
0085: npc = 26@ // (int)
gosub @npc_enemy_setup
0085: npc = 27@ // (int)
gosub @npc_enemy_setup  
 

060B: set_actor 20@ decision_maker_to 32
060B: set_actor 21@ decision_maker_to 32
060B: set_actor 22@ decision_maker_to 32
060B: set_actor 23@ decision_maker_to 32
060B: set_actor 24@ decision_maker_to 32
060B: set_actor 25@ decision_maker_to 32
060B: set_actor 26@ decision_maker_to 32
060B: set_actor 27@ decision_maker_to 32 


100@=marker.CreateAboveActor(10@)
101@=marker.CreateAboveActor(11@)
102@=marker.CreateAboveActor(12@)
103@=marker.CreateAboveActor(13@)
104@=marker.CreateAboveActor(14@)
105@=marker.CreateAboveActor(15@)
106@=marker.CreateAboveActor(16@)
107@=marker.CreateAboveActor(17@) 
model.Destroy(#VLA1)
model.Destroy(#VLA2)
model.Destroy(#VLA3)
model.Destroy(#STAFFORD)
model.Destroy(#HUNTLEY)
while true
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end
    if actor.Dead(10@)
    then marker.Disable(100@)
    end
    if actor.Dead(11@)
    then marker.Disable(101@)
    end
    if actor.Dead(12@)
    then marker.Disable(102@)
    end
    if actor.Dead(13@)
    then marker.Disable(103@)
    end
    if actor.Dead(14@)
    then marker.Disable(104@)
    end
    if actor.Dead(15@)
    then marker.Disable(105@)
    end
    if actor.Dead(16@)
    then marker.Disable(106@)
    end
    if actor.Dead(17@)
    then marker.Disable(107@)
    end
    if and
    actor.Dead(10@)
    actor.Dead(11@)
    actor.Dead(12@)
    actor.Dead(13@)
    actor.Dead(14@)
    actor.Dead(15@)
    actor.Dead(16@)
    actor.Dead(17@) 
    then
         break
    end
end               

car.DoorStatus(2@,0)
car.DoorStatus(3@,0)
110@=marker.CreateAboveActor(20@)
111@=marker.CreateAboveActor(21@)
112@=marker.CreateAboveActor(22@)
113@=marker.CreateAboveActor(23@)
114@=marker.CreateAboveActor(24@)
115@=marker.CreateAboveActor(25@) 
116@=marker.CreateAboveActor(26@) 
117@=marker.CreateAboveActor(27@) 
060B: set_actor 20@ decision_maker_to 104
060B: set_actor 21@ decision_maker_to 104
060B: set_actor 22@ decision_maker_to 104
060B: set_actor 23@ decision_maker_to 104
060B: set_actor 24@ decision_maker_to 104
060B: set_actor 25@ decision_maker_to 104
060B: set_actor 26@ decision_maker_to 104
060B: set_actor 27@ decision_maker_to 104 
0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -1426.2377 -4184.6572 11.2207  speed 50.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to  -1341.3474 -4184.1763 11.2207 speed 50.0 2 model #NULL 5  
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 20@ to_AS_pack 555@
0618: assign_actor 21@ to_AS_pack 555@
0618: assign_actor 22@ to_AS_pack 555@
0618: assign_actor 23@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -1272.7339 -4237.894 10.9021 speed 50.0 2 model #NULL 5   
05D1: AS_actor -1 drive_car -1 to -1271.7925 -4125.1006 10.9021 speed 50.0 2 model #NULL 5   
05D1: AS_actor -1 drive_car -1 to -1281.965 -4116.0146 10.9021 speed 50.0 2 model #NULL 5   
05D1: AS_actor -1 drive_car -1 to -1297.4226 -4108.7671 10.8521 speed 50.0 2 model #NULL 5   
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 24@ to_AS_pack 555@
0618: assign_actor 25@ to_AS_pack 555@
0618: assign_actor 26@ to_AS_pack 555@
0618: assign_actor 27@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@ 
show_text_highpriority "There's more ~r~THUGs~w~ coming from behind! - I don't want them to come blow up my ~g~product~w~!" 9000
audio=audiostream.Load( "cleo\[@railcity]\trackdrop\110.m4a")
audiostream.PerformAction(audio,play )






while true 
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end
    if actor.Dead(20@)
    then  marker.Disable(110@) 
    end 
    if actor.Dead(21@)
    then  marker.Disable(111@) 
    end 
    if actor.Dead(22@)
    then  marker.Disable(112@) 
    end 
    if actor.Dead(23@)
    then  marker.Disable(113@) 
    end 
    if actor.Dead(24@)
    then  marker.Disable(114@) 
    end 
    if actor.Dead(25@)
    then  marker.Disable(115@) 
    end 
    if actor.Dead(26@)
    then  marker.Disable(116@) 
    end 
    if actor.Dead(27@)
    then  marker.Disable(117@) 
    end  
    if and
    actor.dead(20@)
    actor.dead(21@)
    actor.dead(22@)
    actor.dead(23@)
    actor.dead(24@)
    actor.dead(25@)
    actor.dead(26@)
    actor.dead(27@)
    then
        break
    end 
end 
car.RemoveReferences(0@)
car.RemoveReferences(3@)
car.RemoveReferences(1@)
car.RemoveReferences(2@)
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(20@)
actor.RemoveReferences(21@)
actor.RemoveReferences(22@)
actor.RemoveReferences(23@)
actor.RemoveReferences(24@)
actor.RemoveReferences(25@)
actor.RemoveReferences(26@)
actor.RemoveReferences(27@) 

show_text_highpriority "Good work! - These punks will always keep interrupt our products, though - I wanna to deliever these stuff to downtown." 9000
audio=audiostream.Load( "cleo\[@railcity]\trackdrop\113.m4a")
audiostream.PerformAction(audio,play )

//show_text_highpriority "People in Rail Den City couldn't live in this mess." 5000
0376: 44@ = create_random_actor_at -1007.3513 -4589.6865 9.9021  
actor.Angle(44@)=195.4386
0376: 45@ = create_random_actor_at  -1006.7895 -4592.2407 9.9021 
actor.Angle(45@)= 8.6185

0677: AS_actor 44@ chat_with_actor 45@ lead_speaker_flag 1 unknown_flag 1
0677: AS_actor 45@ chat_with_actor 44@ lead_speaker_flag 1 unknown_flag 1
018A:  location = create_checkpoint_at  -999.2447 -4595.167 10.9021 

:DroppingAheadThere
wait 0 
gosub @mission_status
if mission_has_failed==1
then
   jump @CloseDowntheMission 
end 
if 01B0:   car  vehicledropper sphere 0 in_sphere -999.2447 -4595.167 10.9021 radius 8.0 8.0 8.0 stopped
jf @DroppingAheadThere
model.Load(#VLA1)
model.Load(#VLA3)
model.Load(#VLA2) 
model.Load(#STAFFORD) 
model.Load(#HUNTLEY) 
if and
model.Available(#VLA1)
model.Available(#VLA2)
model.Available(#VLA3)
model.Available(#STAFFORD)
model.Available(#HUNTLEY)
jf @DroppingAheadThere
marker.Disable(location)
05C5: AS_actor 45@ cower 9999999999 ms
05C5: AS_actor 44@ cower 9999999999 ms

show_text_highpriority "Shit! More of them are already on to us! - ~r~Prepare to attack!" 9000
audio=audiostream.Load( "cleo\[@railcity]\trackdrop\112.m4a")
audiostream.PerformAction(audio,play )

0@ = car.Create(#STAFFORD ,-874.519, -4636.1255, 10.9021 )
car.Angle(0@)=95.1098 
car.Health(0@)=15000
1@ = car.Create(#HUNTLEY ,-971.8764, -4745.3037, 10.9021 )
car.Angle(1@)=87.2197 
car.Health(1@)=15000

10@ = actor.CreateAsDriver( 7 , #VLA2 , 0@ )
11@ = actor.CreateAsPassenger( 7 , #VLA1 , 0@ ,0)
12@ = actor.CreateAsPassenger( 7 , #VLA1 , 0@ ,1)
13@ = actor.CreateAsPassenger( 7 , #VLA3 , 0@ ,2)

14@ = actor.CreateAsDriver( 7 , #VLA3 , 1@ )
15@ = actor.CreateAsPassenger( 7 , #VLA2 , 1@ ,0)
16@ = actor.CreateAsPassenger( 7 , #VLA1 , 1@ ,1)
17@ = actor.CreateAsPassenger( 7 , #VLA2 , 1@ ,2)    

actor.GiveWeaponAndAmmo(10@,ak47,99999)
actor.GiveWeaponAndAmmo(11@,microuzi,99999)
actor.GiveWeaponAndAmmo(12@,shotgun,99999)
actor.GiveWeaponAndAmmo(13@,shotgun,99999)
actor.GiveWeaponAndAmmo(14@,ak47,99999)
actor.GiveWeaponAndAmmo(15@,microuzi,99999)
actor.GiveWeaponAndAmmo(16@,ak47,99999)
actor.GiveWeaponAndAmmo(17@,shotgun,99999) 

0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -912.5835 -4637.9121 10.9021  speed 50.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -951.8763 -4637.7896 10.9021  speed 50.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -993.1838 -4632.5591 10.9021  speed 50.0 2 model #NULL 5 
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 10@ to_AS_pack 555@
0618: assign_actor 11@ to_AS_pack 555@
0618: assign_actor 12@ to_AS_pack 555@
0618: assign_actor 13@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@   

0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -990.4739 -4744.3345 10.9021 speed 50.0 2 model #NULL 5  
05D1: AS_actor -1 drive_car -1 to -995.9413 -4733.8794 11.208 speed 50.0 2 model #NULL 5  
05D1: AS_actor -1 drive_car -1 to -994.9892 -4646.8828 10.9021 speed 50.0 2 model #NULL 5   
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 14@ to_AS_pack 555@
0618: assign_actor 15@ to_AS_pack 555@
0618: assign_actor 16@ to_AS_pack 555@
0618: assign_actor 17@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

0085: npc = 10@ // (int)
gosub @npc_enemy_setup
0085: npc = 11@ // (int)
gosub @npc_enemy_setup
0085: npc = 12@ // (int)
gosub @npc_enemy_setup
0085: npc = 13@ // (int)
gosub @npc_enemy_setup
0085: npc = 14@ // (int)
gosub @npc_enemy_setup
0085: npc = 15@ // (int)
gosub @npc_enemy_setup
0085: npc = 16@ // (int)
gosub @npc_enemy_setup
0085: npc = 17@ // (int)
gosub @npc_enemy_setup  


model.Destroy(#VLA1)
model.Destroy(#VLA2)
model.Destroy(#VLA3)
model.Destroy(#STAFFORD)
model.Destroy(#HUNTLEY)





2@ = car.Create(#STAFFORD , -1181.0111, -4632.3267, 10.9021 )
car.Angle(2@)= 0.8012
car.Health(2@)=15000
3@ = car.Create(#HUNTLEY  , -997.1412, -4751.0371, 10.9021)
car.Angle(3@)=  354.1178
car.Health(3@)=15000
 

20@ = actor.CreateAsDriver( 7 , #VLA2 , 2@ )
21@ = actor.CreateAsPassenger( 7 , #VLA1 , 2@ ,0)
22@ = actor.CreateAsPassenger( 7 , #VLA1 , 2@ ,1)
23@ = actor.CreateAsPassenger( 7 , #VLA3 , 2@ ,2)

24@ = actor.CreateAsDriver( 7 , #VLA3 , 3@ )
25@ = actor.CreateAsPassenger( 7 , #VLA2 , 3@ ,0)
26@ = actor.CreateAsPassenger( 7 , #VLA1 , 3@ ,1)
27@ = actor.CreateAsPassenger( 7 , #VLA2 , 3@ ,2)    

actor.GiveWeaponAndAmmo(20@,DesertEagle,99999)
actor.GiveWeaponAndAmmo(21@,ak47,99999)
actor.GiveWeaponAndAmmo(22@,shotgun,99999)
actor.GiveWeaponAndAmmo(23@,mp5,99999)
actor.GiveWeaponAndAmmo(24@,DesertEagle,99999)
actor.GiveWeaponAndAmmo(25@,ak47,99999)
actor.GiveWeaponAndAmmo(26@,mp5,99999)
actor.GiveWeaponAndAmmo(27@,ak47,99999) 

0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -1180.0447 -4618.502 10.9021 speed 50.0 2 model #NULL 5    
05D1: AS_actor -1 drive_car -1 to -1144.392 -4606.2998 10.9553 speed 50.0 2 model #NULL 5    
05D1: AS_actor -1 drive_car -1 to -1030.2201 -4603.2437 10.9021 speed 50.0 2 model #NULL 5   
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 20@ to_AS_pack 555@
0618: assign_actor 22@ to_AS_pack 555@
0618: assign_actor 23@ to_AS_pack 555@
0618: assign_actor 21@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
{
0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -1183.6012 -4635.3013 10.9021 speed 50.0 2 model #NULL 5    
05D1: AS_actor -1 drive_car -1 to -1181.4406 -4618.3594 10.9021 speed 50.0 2 model #NULL 5    
05D1: AS_actor -1 drive_car -1 to -1143.2904 -4607.1714 10.9021 speed 50.0 2 model #NULL 5    
05D1: AS_actor -1 drive_car -1 to -1079.3442 -4605.5112 10.9021 speed 50.0 2 model #NULL 5    
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 24@ to_AS_pack 555@
0618: assign_actor 25@ to_AS_pack 555@
0618: assign_actor 26@ to_AS_pack 555@
0618: assign_actor 27@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
                                          }
0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1 to -995.2133 -4662.0605 10.9021 speed 50.0 2 model #NULL 5     
05E2: AS_actor -1 kill_actor player1
//05CF: AS_actor -1 exit_car -1 in_direction 
0616: define_AS_pack_end 555@
0618: assign_actor 24@ to_AS_pack 555@
0618: assign_actor 25@ to_AS_pack 555@
0618: assign_actor 26@ to_AS_pack 555@
0618: assign_actor 27@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

0085: npc = 20@ // (int)
gosub @npc_enemy_setup
0085: npc = 21@ // (int)
gosub @npc_enemy_setup
0085: npc = 22@ // (int)
gosub @npc_enemy_setup
0085: npc = 23@ // (int)
gosub @npc_enemy_setup
0085: npc = 24@ // (int)
gosub @npc_enemy_setup
0085: npc = 25@ // (int)
gosub @npc_enemy_setup
0085: npc = 26@ // (int)
gosub @npc_enemy_setup
0085: npc = 27@ // (int)
gosub @npc_enemy_setup  
  

100@=marker.CreateAboveActor(10@)
101@=marker.CreateAboveActor(11@)
102@=marker.CreateAboveActor(12@)
103@=marker.CreateAboveActor(13@)
104@=marker.CreateAboveActor(14@)
105@=marker.CreateAboveActor(15@)
106@=marker.CreateAboveActor(16@)
107@=marker.CreateAboveActor(17@) 

110@=marker.CreateAboveActor(20@)
111@=marker.CreateAboveActor(21@)
112@=marker.CreateAboveActor(22@)
113@=marker.CreateAboveActor(23@)
114@=marker.CreateAboveActor(24@)
115@=marker.CreateAboveActor(25@) 
116@=marker.CreateAboveActor(26@) 
117@=marker.CreateAboveActor(27@) 

model.Destroy(#VLA1)
model.Destroy(#VLA2)
model.Destroy(#VLA3)
model.Destroy(#STAFFORD)
model.Destroy(#HUNTLEY)

while true 
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end
    if actor.Dead(10@)
    then marker.Disable(100@)
    end
    if actor.Dead(11@)
    then marker.Disable(101@)
    end
    if actor.Dead(12@)
    then marker.Disable(102@)
    end
    if actor.Dead(13@)
    then marker.Disable(103@)
    end
    if actor.Dead(14@)
    then marker.Disable(104@)
    end
    if actor.Dead(15@)
    then marker.Disable(105@)
    end
    if actor.Dead(16@)
    then marker.Disable(106@)
    end
    if actor.Dead(17@)
    then marker.Disable(107@)
    end 
    if actor.Dead(20@)
    then  marker.Disable(110@) 
    end 
    if actor.Dead(21@)
    then  marker.Disable(111@) 
    end 
    if actor.Dead(22@)
    then  marker.Disable(112@) 
    end 
    if actor.Dead(23@)
    then  marker.Disable(113@) 
    end 
    if actor.Dead(24@)
    then  marker.Disable(114@) 
    end 
    if actor.Dead(25@)
    then  marker.Disable(115@) 
    end 
    if actor.Dead(26@)
    then  marker.Disable(116@) 
    end 
    if actor.Dead(27@)
    then  marker.Disable(117@) 
    end  
    if and 
    actor.Dead(10@)
    actor.Dead(11@)
    actor.Dead(12@)
    actor.Dead(13@)
    actor.Dead(14@)
    actor.Dead(15@)
    actor.Dead(16@)
    actor.Dead(17@) 
    then 
        if and
        actor.dead(20@)
        actor.dead(21@)
        actor.dead(22@)
        actor.dead(23@)
        actor.dead(24@)
        actor.dead(25@)
        actor.dead(26@)
        actor.dead(27@)
        then
            
            break
        end 
    end
end


car.RemoveReferences(0@)
car.RemoveReferences(1@)
car.RemoveReferences(2@)
car.RemoveReferences(3@)
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(20@)
actor.RemoveReferences(21@)
actor.RemoveReferences(22@)
actor.RemoveReferences(23@)
actor.RemoveReferences(24@)
actor.RemoveReferences(25@)
actor.RemoveReferences(26@)
actor.RemoveReferences(27@) 

show_text_highpriority "Damn they sure never give up. - Alright, we need to drop this special product to the industrial plant." 9000
audio=audiostream.Load( "cleo\[@railcity]\trackdrop\114.m4a")
audiostream.PerformAction(audio,play )

018A:  location = create_checkpoint_at  -1840.4104 -5102.9121 6.3578
repeat
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end
    01AF:   car  vehicledropper sphere 0 in_sphere -1840.4104 -5102.9121 6.3578 radius 6.0 6.0 6.0   //Fake
    
until  01AF:   car  vehicledropper sphere 0 in_sphere  -1760.5907 -5090.1792 10.9021 radius 80.0 80.0 80.0

marker.Disable( location )
:Model
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end

model.Load(#MAFFb)
model.Load(#MAFFa)
model.Load(#MAFBOSS)
model.Load(#YOSEMITE)
model.Load(#MULE)
model.Load(#TRACTOR)
model.Load(#FORKLIFT)
   if and 
   model.Available(#MAFFb)
   model.Available(#MAFFA)
   model.Available(#MAFBOSS)
   model.Available(#FORKLIFT)
   model.Available(#TRACTOR)
   model.Available(#MULE)
   model.Available(#YOSEMITE)
jf @Model
show_text_highpriority "Man, there's guards protecting around here, we will do outpost style. - Oh wait! Some guards set a ~r~trap~w~ so watch out!" 9000
audio=audiostream.Load( "cleo\[@railcity]\trackdrop\116.m4a")
audiostream.PerformAction(audio,play )

//-------guards
1@ = actor.Create(7, #MAFFA,-1759.3562, -5074.9902, 11.208 )
2@ = actor.Create(7, #MAFFA,-1757.9132, -5105.7725, 11.208 )
//----------
3@ = actor.Create(7, #MAFFA,-1932.4147, -5204.043, 9.7959 )
4@ = actor.Create(7, #MAFFA,-1933.1346, -5155.3735, 9.8259 )
5@ = actor.Create(7, #MAFFA, -1886.7522, -5104.2236, 9.1572)
6@ = actor.Create(7, #MAFFA,-1874.3749, -5099.4429, 7.3578)
7@ = actor.Create(7, #MAFFA, -1839.2552, -5099.7168, 6.3578)
actor.Angle(1@)=202.2114
actor.Angle(2@)=9.3948
actor.Angle(3@)=293.4628
actor.Angle(4@)=289.4974
actor.Angle(5@)=226.0969
actor.Angle(6@)=265.0673
actor.Angle(7@)=274.7631

0638: AS_actor 3@ stay_put 1
0638: AS_actor 4@ stay_put 1
0816: set_actor 5@ dont_chase_victim 1
8@ = actor.Create(7, #MAFFA,  -1850.9037, -5134.3745, 8.8334)
actor.Angle(8@)=3.8375 
9@ = actor.Create(7, #MAFFA, -1825.5681, -5124.5293, 7.6664 )
actor.Angle(9@)= 346.2156
10@ = actor.Create(7, #MAFFb, -1791.0793, -5122.5942, 6.3578 )
actor.Angle(10@)=45.6373 
11@ = actor.Create(7, #MAFFb,-1826.7659, -5075.0918, 6.35  )
actor.Angle(11@)=192.484 
12@ = actor.Create(7, #MAFFA, -1880.4714, -5122.3081, 6.3578)
actor.Angle(12@)=327.1551 
13@ = actor.Create(7, #MAFFb, -1911.1501, -5153.8721, 6.3578 )
actor.Angle(13@)= 6.369
14@ = actor.Create(7, #MAFFb, -1900.5818, -5202.3813, 6.3578 )
actor.Angle(14@)=8.9067 

//-------bombers

15@ = actor.Create(7, #MAFFb, -1924.8198, -5215.9634, 6.3578 )
actor.Angle(15@)= 284.1606
16@ = actor.Create(7, #MAFFA, -1910.4868, -5216.2422, 6.3578 )
actor.Angle(16@)=84.299 
0638: AS_actor 15@ stay_put 1
0638: AS_actor 16@ stay_put 1
04EB: AS_actor 16@ crouch 1
04EB: AS_actor 15@ crouch 1

17@ = actor.Create(7, #MAFFA,  -1908.8044, -5253.7886, 6.5351)
actor.Angle(17@)= 14.8579

18@ = actor.Create(7, #MAFFb,  -1861.5134, -5243.9614, 10.3578)
actor.Angle(18@)= 97.3918

19@ = actor.Create(7, #MAFFb, -1892.6805, -5229.6338, 10.3578 )
actor.Angle(19@)= 201.5458

20@ = actor.Create(7, #MAFFA, -1898.2953, -5213.8105, 9.1727 )
actor.Angle(20@)= 29.6959 
0816: set_actor 20@ dont_chase_victim 1


///-----bombers
21@ = actor.Create(7, #MAFFA, -1834.4552, -5283.7505, 10.3578 )
actor.Angle(21@)= 200.7342

22@ = actor.Create(7, #MAFFb,  -1833.5474, -5296.6045, 10.3578)
actor.Angle(22@)= 1.0997
04EB: AS_actor 21@ crouch 1
04EB: AS_actor 22@ crouch 1

0638: AS_actor 21@ stay_put 1
0638: AS_actor 22@ stay_put 1

23@ = actor.Create(7, #MAFFb, -1811.3246, -5258.5181, 5.3578  )
24@ = actor.Create(7, #MAFFa,-1811.3246, -5258.5181, 5.3578   )
25@ = actor.Create(7, #MAFFa,-1811.3246, -5258.5181, 5.3578   )
26@ = actor.Create(7, #MAFFa,-1811.3246, -5258.5181, 5.3578   )
27@ = actor.Create(7, #MAFFb, -1811.3246, -5258.5181, 5.3578  )
28@ = actor.Create(7, #MAFFb, -1811.3246, -5258.5181, 5.3578  )
actor.LockInCurrentPosition(23@,1)
actor.LockInCurrentPosition(24@,1)
actor.LockInCurrentPosition(25@,1)
actor.LockInCurrentPosition(26@,1)
actor.LockInCurrentPosition(27@,1)
actor.LockInCurrentPosition(28@,1)  
34@ = car.Create( #FORKLIFT ,-1805.0784, -5092.3242, 6.35 )
car.Angle(34@)=32.8271
car.Health(34@)=15000
35@ = car.Create( #FORKLIFT ,-1919.4417, -5168.4849, 6.3578 )
car.Angle(35@)=178.5437 
car.Health(35@)=15000
29@ = actor.CreateAsDriver( 7 , #MAFFb, 34@)
30@ = actor.CreateAsDriver( 7 , #MAFFA, 35@)
0615: define_AS_pack_begin 555@
   05D1: AS_actor -1  drive_car -1  to -1820.3882 -5083.3027 6.35 speed 15.0 2 model #NULL 5
   05D1: AS_actor -1  drive_car -1  to -1833.5896 -5081.6567 6.3578 speed 15.0 2 model #NULL 5
   05D1: AS_actor -1  drive_car -1  to -1880.0673 -5082.3374 6.3956 speed 15.0 2 model #NULL 5
   05D1: AS_actor -1  drive_car -1  to -1896.3672 -5098.0347 6.3956 speed 15.0 2 model #NULL 5
   05D1: AS_actor -1  drive_car -1  to -1895.2749 -5116.9219 6.3956 speed 15.0 2 model #NULL 5
   05D1: AS_actor -1  drive_car -1  to -1881.8549 -5120.1694 6.3578 speed 15.0 2 model #NULL 5
   05D1: AS_actor -1  drive_car -1  to -1852.0488 -5111.082 6.3578 speed 15.0 2 model #NULL 5


0616: define_AS_pack_end 555@         
0643: set_AS_pack 555@ loop 1
0618: assign_actor  29@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
0615: define_AS_pack_begin 555@
   05D1: AS_actor -1  drive_car -1  to -1919.4417 -5168.4849 6.3578 speed 15.0 2 model #NULL 5 
   05D1: AS_actor -1  drive_car -1  to -1919.9006 -5197.1533 6.3578 speed 15.0 2 model #NULL 5 
   05D1: AS_actor -1  drive_car -1  to -1909.355 -5201.4268 6.3578 speed 15.0 2 model #NULL 5 
   05D1: AS_actor -1  drive_car -1  to -1898.5165 -5193.0645 6.3578 speed 15.0 2 model #NULL 5 
   05D1: AS_actor -1  drive_car -1  to -1890.8938 -5168.7134 6.3578 speed 15.0 2 model #NULL 5 
   05D1: AS_actor -1  drive_car -1  to -1894.0779 -5134.6782 6.35 speed 15.0 2 model #NULL 5 
   05D1: AS_actor -1  drive_car -1  to  -1903.046 -5134.6064 6.35 speed 15.0 2 model #NULL 5 


0616: define_AS_pack_end 555@         
0643: set_AS_pack 555@ loop 1
0618: assign_actor  30@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

0085: npc = 1@ // (int)
gosub @npc_enemy_setup
0085: npc = 2@ // (int)
gosub @npc_enemy_setup
0085: npc = 3@ // (int)
gosub @npc_enemy_setup
0085: npc = 4@ // (int)
gosub @npc_enemy_setup
0085: npc = 5@ // (int)
gosub @npc_enemy_setup
0085: npc = 6@ // (int)
gosub @npc_enemy_setup
0085: npc = 7@ // (int)
gosub @npc_enemy_setup
0085: npc = 8@ // (int)
gosub @npc_enemy_setup
0085: npc = 9@ // (int)
gosub @npc_enemy_setup
0085: npc = 10@ // (int)
gosub @npc_enemy_setup
0085: npc = 11@ // (int)
gosub @npc_enemy_setup
0085: npc = 12@ // (int)
gosub @npc_enemy_setup
0085: npc = 13@ // (int)
gosub @npc_enemy_setup
0085: npc = 14@ // (int)
gosub @npc_enemy_setup
0085: npc = 15@ // (int)
gosub @npc_enemy_setup
0085: npc = 16@ // (int)
gosub @npc_enemy_setup
0085: npc = 17@ // (int)
gosub @npc_enemy_setup
0085: npc = 18@ // (int)
gosub @npc_enemy_setup
0085: npc = 19@ // (int)
gosub @npc_enemy_setup
0085: npc = 20@ // (int)
gosub @npc_enemy_setup
0085: npc = 21@ // (int)
gosub @npc_enemy_setup
0085: npc = 22@ // (int)
gosub @npc_enemy_setup
0085: npc = 23@ // (int)
gosub @npc_enemy_setup
0085: npc = 24@ // (int)
gosub @npc_enemy_setup
0085: npc = 25@ // (int)
gosub @npc_enemy_setup
0085: npc = 26@ // (int)
gosub @npc_enemy_setup
0085: npc = 27@ // (int)
gosub @npc_enemy_setup
0085: npc = 28@ // (int)
gosub @npc_enemy_setup
0085: npc = 29@ // (int)
gosub @npc_enemy_setup
0085: npc = 30@ // (int)
gosub @npc_enemy_setup

actor.GiveWeaponAndAmmo(1@,ak47,99999)
actor.GiveWeaponAndAmmo(2@,ak47,99999)
actor.GiveWeaponAndAmmo(3@,microuzi,99999)
actor.GiveWeaponAndAmmo(4@,microuzi,99999)
actor.GiveWeaponAndAmmo(5@,ak47,99999)
actor.GiveWeaponAndAmmo(6@,microuzi,99999)
actor.GiveWeaponAndAmmo(7@,ak47,99999)
actor.GiveWeaponAndAmmo(8@,microuzi,99999)
actor.GiveWeaponAndAmmo(9@,ak47,99999)
actor.GiveWeaponAndAmmo(10@,DesertEagle,99999)
actor.GiveWeaponAndAmmo(11@,shotgun,99999)
actor.GiveWeaponAndAmmo(12@,ak47,99999)
actor.GiveWeaponAndAmmo(13@,mp5,99999)
actor.GiveWeaponAndAmmo(14@,ak47,99999)
actor.GiveWeaponAndAmmo(15@,mp5,99999)
actor.GiveWeaponAndAmmo(16@,shotgun,99999)
actor.GiveWeaponAndAmmo(17@,ak47,99999)
actor.GiveWeaponAndAmmo(18@,mp5,99999)
actor.GiveWeaponAndAmmo(19@,DesertEagle,99999)
actor.GiveWeaponAndAmmo(20@,ak47,99999)
actor.GiveWeaponAndAmmo(21@,shotgun,99999)
actor.GiveWeaponAndAmmo(22@,ak47,99999)
actor.GiveWeaponAndAmmo(23@,mp5,99999)
actor.GiveWeaponAndAmmo(24@,shotgun,99999)
actor.GiveWeaponAndAmmo(25@,ak47,99999)
actor.GiveWeaponAndAmmo(26@,shotgun,99999)
actor.GiveWeaponAndAmmo(27@,DesertEagle,99999)
actor.GiveWeaponAndAmmo(28@,shotgun,99999)
actor.GiveWeaponAndAmmo(29@,mp5,99999)
actor.GiveWeaponAndAmmo(30@,ak47,99999)
150@=marker.CreateAboveActor(15@)
151@=marker.CreateAboveActor(16@)
152@=marker.CreateAboveActor(21@)
153@=marker.CreateAboveActor(22@)
model.DESTROY(#MAFFb)
model.DESTROY(#MAFFa)
model.DESTROY(#MAFBOSS)
model.DESTROY(#YOSEMITE)
model.DESTROY(#MULE)
model.DESTROY(#TRACTOR)
model.DESTROY(#FORKLIFT) 
marker.Disable(  location  )
018A:  location = create_checkpoint_at  -1812.6517 -5292.6055 10.3578


while true 
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end
    if and
    0104:   actor $PLAYER_ACTOR near_actor 29@ radius 20.0 20.0 20.0 sphere 0
    actor.Driving(29@)
    then
         05E2: AS_actor 29@ kill_actor $PLAYER_ACTOR

    end
    if and
    0104:   actor $PLAYER_ACTOR near_actor 30@ radius 20.0 20.0 20.0 sphere 0
    actor.Driving(30@)
    then
         05E2: AS_actor 30@ kill_actor $PLAYER_ACTOR

    end
    if and
      actor.Dead(15@)
      actor.Dead(16@)
    then
    else
         if 01AF:   car vehicledropper sphere 1 in_sphere  -1917.5692 -5217.3633 6.3451 radius 13.0 13.0 13.0
         then
              0948: create_explosion_at -1917.5692 -5217.3633 6.3451  type 7 camera_shake 3.0
              081D: set_car vehicledropper engine_broken 1
              0918: set_car vehicledropper engine_operation 0

         end
    end    
    if and
      actor.Dead(21@)
      actor.Dead(22@)
    then
    else
         if 01AF:   car vehicledropper sphere 1 in_sphere -1831.7699 -5289.6377 10.3578  radius 9.2 9.2 9.0
         then
              0948: create_explosion_at -1917.5692 -5217.3633 6.3451  type 7 camera_shake 3.0
              081D: set_car vehicledropper engine_broken 1
              0918: set_car vehicledropper engine_operation 0
         
         end
    end    
    if actor.Dead(  15@)
    then  marker.Disable(150@) 
    end
    if actor.Dead(  16@)
    then  marker.Disable(151@) 
    end
    if actor.Dead(  21@)
    then  marker.Disable(152@) 
    end
    if actor.Dead(  22@)
    then  marker.Disable(153@) 
    end
     if 01B0:   car  vehicledropper sphere 1 in_sphere  -1812.6517 -5292.6055 10.3578 radius 4.0 4.0 4.0 stopped
     then
              081D: set_car vehicledropper engine_broken 1
              0918: set_car vehicledropper engine_operation 0     
          car.SetSpeedInstantly( vehicledropper ,0.0)
          car.DoorStatus( vehicledropper , 2) 
            actor.LockInCurrentPosition(23@,0)
            actor.LockInCurrentPosition(24@,0)
            actor.LockInCurrentPosition(25@,0)
            actor.LockInCurrentPosition(26@,0)
            actor.LockInCurrentPosition(27@,0)
            actor.LockInCurrentPosition(28@,0) 
            actor.PutAt(23@,-1789.0847, -5238.4932, 10.3578 )
            actor.PutAt(24@, -1789.4241, -5236.1357, 10.3578)
            actor.PutAt(25@,-1788.7694, -5234.5864, 10.3578 )
            actor.PutAt(26@, -1783.9662, -5235.8726, 11.1156)
            actor.PutAt(27@,-1784.2668, -5239.0181, 11.1156 )
            actor.PutAt(28@,-1784.2727, -5232.8252, 11.1156 )
            actor.Angle(23@)=97.8947
            actor.Angle(24@)=97.8947
            actor.Angle(25@)=97.8947
            actor.Angle(26@)=97.8947
            actor.Angle(27@)=97.8947
            actor.Angle(28@)=97.8947 
            0615: define_AS_pack_begin 555@ 
               05D3: AS_actor -1 goto_point -1792.8916 -5239.0005 10.3578 mode 6 time 9999999 ms // versionA
               05D3: AS_actor -1 goto_point -1794.3615 -5290.9331 10.3578 mode 6 time 9999999 ms // versionA 
               05E2: AS_actor -1 kill_actor player1

            
            0616: define_AS_pack_end 555@  
            0618: assign_actor  23@ to_AS_pack 555@
            0618: assign_actor  24@ to_AS_pack 555@
            0618: assign_actor  25@ to_AS_pack 555@
            0618: assign_actor  26@ to_AS_pack 555@
            0618: assign_actor  27@ to_AS_pack 555@
            0618: assign_actor  28@ to_AS_pack 555@  
            061B: remove_references_to_AS_pack 555@            
            show_text_highpriority "Look's like you have setup a bomb to blow this up. - But I'll blow this up, you guys just get away from there, yeah." 9000
            audio=audiostream.Load( "cleo\[@railcity]\trackdrop\117.m4a")
            audiostream.PerformAction(audio,play )
            marker.Disable(  location  )
          break
     end 
end 



while true 
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end
    if 80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere   -1823.813 -5227.9878 16.3578 radius 200.0 200.0 200.0
    then
        020C: create_explosion_with_radius 130.0 at  -1823.813 -5227.9878 16.3578
         show_text_highpriority "NOW THIS GOES BOOM!!! HAHAHA! We takeover theirs now it's ours! We gonna plan something ahead there and keep track on things." 9000
            audio=audiostream.Load( "cleo\[@railcity]\trackdrop\118.m4a")
            audiostream.PerformAction(audio,play )
         wait 16000
         break
    end
end 
//show_text_highpriority "Damn, they just don't learn." 5000


show_styled_text "~y~Mission Success!" 3000 2 
jump @CloseDowntheMission 

//Subs

:mission_status 
if car_defined  VehicleDropper
then
   $truck_health = car.Health(VehicleDropper )
   if or 
   $truck_health <=0
   car.Wrecked(VehicleDropper )
   02BF:   car VehicleDropper sunk
   then
       show_styled_text "~r~Truck destroyed!" 3000 2 
   end

end
    if wasted_or_busted
    then
       show_styled_text "~r~Mission Failed!" 3000 2 
       mission_has_failed = 1 
    end 
    if cheat "exit"
    then
     show_styled_text "~w~Mission Aborted!" 3000 2 
       mission_has_failed = 1 
    end
return


//Speak

:TestDail
if dialog_completed==0
then
show_text_highpriority "Yo, what's up homie?" 3000
wait 3000
show_text_highpriority "I wanna tell you something." 3000
wait 3000
show_text_highpriority "Go down there and pickup drugs, okay?" 3000
wait 3000
show_text_highpriority "Enjoy the mission." 3000
wait 3000
dialog_completed=1 
end 
cleo_return 0
 
//Player 2 spawn 

:spawn_player2 
if coop
return_if_false
04C4: store_coords_to 40@ 41@ 42@ from_actor player1 with_offset 1.0 0.0 -1.0
43@=actor.Angle(player1)
actor.Angle(player2)=43@
actor_remove_from_car_and_put_at   player2   40@ 41@ 42@

return  

//cleanup 
:CloseDowntheMission 
065C: release_decision_maker 426@
model.destroy(#ak47)
model.destroy(#MP5LNG)
model.destroy(#DESERT_EAGLE)
model.destroy(#CHROMEGUN)
model.destroy(#MICRO_UZI)
//show_styled_text "~r~Mission shutdown!" 3000 5 
0151: remove_status_text $truck_health 
marker.Disable(Location)
audiostream.Release(audio)
$onmission=0
fade 0 1000
wait 1000
fade 1 1000
mission_cleanup
end_Thread 

:CAR_STATS
if car_defined motor_vehicle
return_if_false
      car.Health(motor_vehicle)=30000
      09C4: set_car motor_vehicle gas_tank_explosion_enabled 0

return 

:npc_enemy_setup
if actor_defined  npc
return_if_false
      actor.WeaponAccuracy(npc)=60
      0446: set_actor npc dismemberment_possible 0 
      actor.Health( npc ) =  300
      0446: set_actor npc dismemberment_possible 0
      07FE: set_actor npc fighting_style_to 5 moves 6
      0946: set_actor npc actions_uninterupted_by_weapon_fire 0
     // actor.GiveWeaponAndAmmo( npc, wave_weapon ,9999999)
      actor.WeaponAccuracy(npc)= 60
      081A: set_actor npc weapon_skill_to 1
      04D8: set_actor npc drowns_in_water 1 
      09B5: set_actor npc signal_after_kill 0  
      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 8 // see ped.dat
      077A: set_actor npc acquaintance 4 to_actors_pedtype 6 // see ped.dat
     060B: set_actor  npc  decision_maker_to 426@
     

return
