//PRISON CAGE
PLAYER_PED p1 = (222.5, 240.5, 5.0) 22 180
PLAYER_PED p2 = (224.5, 240.5, 5.0) 22 180
PLAYER_PED p3 = (226.5, 240.5, 5.0) 22 180
PLAYER_PED p4 = (228.5, 240.5, 5.0) 22 180
PLAYER_PED p5 = (230.5, 240.5, 5.0) 22 180
PLAYER_PED p6 = (232.5, 240.5, 5.0) 22 180
//DECLARE PLAYER 1
CHAR_DATA p1_guard1
CHAR_DATA p1_guard2
CHAR_DATA p1_prison
CHAR_DATA criminal1
CHAR_DATA criminal2
COUNTER p1_start = 1
//DECLARE PLAYER 2
CHAR_DATA p2_guard1
CHAR_DATA p2_guard2
CHAR_DATA p2_prison
CHAR_DATA criminal3
CHAR_DATA criminal4
COUNTER p2_start = 1
//DECLARE PLAYER 3
CHAR_DATA p3_guard1
CHAR_DATA p3_guard2
CHAR_DATA p3_prison
CHAR_DATA criminal5
CHAR_DATA criminal6
COUNTER p3_start = 1
//DECLARE PLAYER 4
CHAR_DATA p4_guard1
CHAR_DATA p4_guard2
CHAR_DATA p4_prison
CHAR_DATA criminal7
CHAR_DATA criminal8
COUNTER p4_start = 1
//DECLARE PLAYER 5
CHAR_DATA p5_guard1
CHAR_DATA p5_guard2
CHAR_DATA p5_prison
CHAR_DATA criminal9
CHAR_DATA criminal10
COUNTER p5_start = 1
//DECLARE PLAYER 6
CHAR_DATA p6_guard1
CHAR_DATA p6_guard2
CHAR_DATA p6_prison
CHAR_DATA criminal11
CHAR_DATA criminal12
COUNTER p6_start = 1
//DECLARE BOTS
CHAR_DATA watchman1
CHAR_DATA watchman2
CHAR_DATA watchman3
CHAR_DATA watchman4
CHAR_DATA watchman5
CHAR_DATA soldier1
CHAR_DATA soldier2
CHAR_DATA soldier3
CHAR_DATA soldier4
CHAR_DATA soldier5
CHAR_DATA soldier6
CHAR_DATA soldier7
CHAR_DATA soldier8
CHAR_DATA prison1
CHAR_DATA prison2
CHAR_DATA prison3
CHAR_DATA prison4
CHAR_DATA prison5
CHAR_DATA prison6
CHAR_DATA prison7
CHAR_DATA prison8
CHAR_DATA prison9
CHAR_DATA prison10
CHAR_DATA prison11
CHAR_DATA prison12
CHAR_DATA prison13
CHAR_DATA prison14
CHAR_DATA prison15
CHAR_DATA prison16
CHAR_DATA prison17
CHAR_DATA prison18
CHAR_DATA prison19
CHAR_DATA prison20
CHAR_DATA prison21
CHAR_DATA prison22
CHAR_DATA prison23
CHAR_DATA prison24
CHAR_DATA criminal13
CHAR_DATA criminal14
CHAR_DATA criminal15
CHAR_DATA criminal16
CHAR_DATA criminal17
CHAR_DATA criminal18
CHAR_DATA criminal19
CHAR_DATA criminal20
CHAR_DATA criminal21
CHAR_DATA criminal22
CHAR_DATA criminal23
CHAR_DATA criminal24
CHAR_DATA criminal25
CHAR_DATA criminal26
CHAR_DATA criminal27
CHAR_DATA criminal28
CHAR_DATA criminal29
CHAR_DATA criminal30
CHAR_DATA criminal31
CHAR_DATA criminal32
CHAR_DATA criminal33
CHAR_DATA criminal34
CHAR_DATA criminal35
CHAR_DATA criminal36
CHAR_DATA guard1
CHAR_DATA guard2
CHAR_DATA guard3
CHAR_DATA guard4
//doors
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p1_door = SINGLE (222, 238, 5) (222.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p1_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p2_door = SINGLE (224, 238, 5) (224.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p2_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p3_door = SINGLE (226, 238, 5) (226.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p3_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p4_door = SINGLE (228, 238, 5) (228.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p4_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p5_door = SINGLE (230, 238, 5) (230.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p5_door)
//LOOPS
COUNTER action = 0
COUNTER cells = 1
//OTHER
GENERATOR health = (130.5, 146.5, 2.0) 0 COLLECT_30 2000 2000 99
GENERATOR fastreload = (129.5, 136.5, 2.0) 0 COLLECT_36 1000 1000 99
SOUND alarm1
SOUND riot = (129.5, 134.5, 4.0) PRISON_RIOT PLAY_FOREVER
//
//
//
LEVELSTART
SWITCH_GENERATOR (health, ON)
SWITCH_GENERATOR (fastreload, ON)
SET_AMBIENT_LEVEL (0.28, 0)
//BOTS
////Attacks Player 1 in chapter 1
p1_guard1 = CREATE_CHAR (225.1, 225.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p1_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p1_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_guard1, NO_REACTION)
p1_guard2 = CREATE_CHAR (225.9, 225.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p1_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p1_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_guard2, NO_REACTION)
p1_prison = CREATE_CHAR (221.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p1_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p1_prison, CRACK_SHOT)
criminal1 = CREATE_CHAR (220.5, 232.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal1, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal1, CRACK_SHOT)
criminal2 = CREATE_CHAR (220.5, 231.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal2, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal12, CRACK_SHOT)
////Attacks Player 2 in chapter 1
p2_guard1 = CREATE_CHAR (225.1, 224.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p2_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p2_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_guard1, NO_REACTION)
p2_guard2 = CREATE_CHAR (225.9, 224.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p2_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p2_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_guard2, NO_REACTION)
p2_prison = CREATE_CHAR (223.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p2_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p2_prison, CRACK_SHOT)
criminal3 = CREATE_CHAR (219.5, 232.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal3, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal3, CRACK_SHOT)
criminal4 = CREATE_CHAR (219.5, 231.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal4, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal14, CRACK_SHOT)
////Attacks Player 3 in chapter 1
p3_guard1 = CREATE_CHAR (226.1, 225.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p3_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p3_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_guard1, NO_REACTION)
p3_guard2 = CREATE_CHAR (226.9, 225.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p3_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p3_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_guard2, NO_REACTION)
p3_prison = CREATE_CHAR (225.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p3_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p3_prison, CRACK_SHOT)
criminal5 = CREATE_CHAR (220.5, 229.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal5, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal5, CRACK_SHOT)
criminal6 = CREATE_CHAR (220.5, 230.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal6, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal16, CRACK_SHOT)
////Attacks Player 4 in chapter 1
p4_guard1 = CREATE_CHAR (226.1, 224.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p4_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p4_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_guard1, NO_REACTION)
p4_guard2 = CREATE_CHAR (226.9, 224.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p4_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p4_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_guard2, NO_REACTION)
p4_prison = CREATE_CHAR (227.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p4_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p4_prison, CRACK_SHOT)
criminal7 = CREATE_CHAR (219.5, 229.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal7, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal17, CRACK_SHOT)
criminal8 = CREATE_CHAR (219.5, 230.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal8, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal18, CRACK_SHOT)
////Attacks Player 5 in chapter 1
p5_guard1 = CREATE_CHAR (227.1, 225.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p5_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p5_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_guard1, NO_REACTION)
p5_guard2 = CREATE_CHAR (227.9, 225.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p5_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p5_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_guard2, NO_REACTION)
p5_prison = CREATE_CHAR (229.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p5_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p5_prison, CRACK_SHOT)
criminal9 = CREATE_CHAR (220.5, 227.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal9, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal19, CRACK_SHOT)
criminal10 = CREATE_CHAR (220.5, 228.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal10, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal10, CRACK_SHOT)
////Attacks Player 6 in chapter 1
p6_guard1 = CREATE_CHAR (227.1, 224.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p6_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p6_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_guard1, NO_REACTION)
p6_guard2 = CREATE_CHAR (227.9, 224.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p6_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p6_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_guard2, NO_REACTION)
p6_prison = CREATE_CHAR (231.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p6_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p6_prison, CRACK_SHOT)
criminal11 = CREATE_CHAR (219.5, 227.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal11, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal11, CRACK_SHOT)
criminal12 = CREATE_CHAR (219.5, 228.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal12, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal12, CRACK_SHOT)
////Prison team 1
criminal13 = CREATE_CHAR (220.5, 233.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal13, NO_REACTION)
criminal14 = CREATE_CHAR (220.5, 234.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal14, NO_REACTION)
criminal15 = CREATE_CHAR (219.5, 233.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal15, NO_REACTION)
criminal16 = CREATE_CHAR (219.5, 234.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal16, NO_REACTION)
criminal17 = CREATE_CHAR (220.5, 235.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal17, NO_REACTION)
criminal18 = CREATE_CHAR (220.5, 236.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal18, NO_REACTION)
criminal19 = CREATE_CHAR (219.5, 235.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal19, NO_REACTION)
criminal20 = CREATE_CHAR (219.5, 236.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal20, NO_REACTION)
criminal21 = CREATE_CHAR (220.5, 237.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal21, NO_REACTION)
criminal22 = CREATE_CHAR (220.5, 238.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal22, NO_REACTION)
criminal23 = CREATE_CHAR (219.5, 237.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal23, NO_REACTION)
criminal24 = CREATE_CHAR (219.5, 238.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal24, NO_REACTION)
criminal25 = CREATE_CHAR (233.5, 233.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal25, NO_REACTION)
criminal26 = CREATE_CHAR (233.5, 234.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal26, NO_REACTION)
criminal27 = CREATE_CHAR (234.5, 233.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal27, NO_REACTION)
criminal28 = CREATE_CHAR (234.5, 234.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal28, NO_REACTION)
criminal29 = CREATE_CHAR (233.5, 235.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal29, NO_REACTION)
criminal30 = CREATE_CHAR (233.5, 236.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal30, NO_REACTION)
////Prison team 2
criminal31 = CREATE_CHAR (234.5, 235.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal31, NO_REACTION)
criminal32 = CREATE_CHAR (234.5, 236.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal32, NO_REACTION)
criminal33 = CREATE_CHAR (233.5, 237.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal33, NO_REACTION)
criminal34 = CREATE_CHAR (233.5, 238.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal34, NO_REACTION)
criminal35 = CREATE_CHAR (234.5, 237.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal35, NO_REACTION)
criminal36 = CREATE_CHAR (234.5, 238.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal36, NO_REACTION)
////Watchmans on towers
watchman1 = CREATE_CHAR (127.5, 141.5, 5.0) 0 30 POLICE END
SET_CHAR_OBJECTIVE (watchman1, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman1, REACT_AS_NORMAL)
watchman2 = CREATE_CHAR (131.5, 141.5, 5.0) 0 0 POLICE END
SET_CHAR_OBJECTIVE (watchman2, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman2, REACT_AS_NORMAL)
watchman3 = CREATE_CHAR (133.5, 144.5, 5.0) 0 220 POLICE END
SET_CHAR_OBJECTIVE (watchman3, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman3, REACT_AS_NORMAL)
watchman4 = CREATE_CHAR (131.5, 145.5, 5.0) 0 180 POLICE END
SET_CHAR_OBJECTIVE (watchman4, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman4, REACT_AS_NORMAL)
watchman5 = CREATE_CHAR (127.5, 146.5, 5.0) 0 150 POLICE END
SET_CHAR_OBJECTIVE (watchman5, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman5, REACT_AS_NORMAL)
////Protect the passage
soldier1 = CREATE_CHAR (128.5, 137.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier1, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier1, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier1, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier1, GUARD_SPOT)
GIVE_WEAPON (soldier1, MACHINE_GUN)
soldier2 = CREATE_CHAR (128.5, 138.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier2, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier2, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier2, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier2, GUARD_SPOT)
GIVE_WEAPON (soldier2, MACHINE_GUN)
soldier3 = CREATE_CHAR (128.5, 139.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier3, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier3, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier3, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier3, GUARD_SPOT)
GIVE_WEAPON (soldier3, MACHINE_GUN)
soldier4 = CREATE_CHAR (130.5, 137.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier4, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier4, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier4, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier4, GUARD_SPOT)
GIVE_WEAPON (soldier4, MACHINE_GUN)
soldier5 = CREATE_CHAR (130.5, 138.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier5, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier5, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier5, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier5, GUARD_SPOT)
GIVE_WEAPON (soldier5, MACHINE_GUN)
soldier6 = CREATE_CHAR (130.5, 139.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier6, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier6, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier6, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier6, GUARD_SPOT)
GIVE_WEAPON (soldier6, MACHINE_GUN)
soldier7 = CREATE_CHAR (128.5, 140.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier7, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier7, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier7, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier7, GUARD_SPOT)
GIVE_WEAPON (soldier7, MACHINE_GUN)
soldier8 = CREATE_CHAR (130.5, 140.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier8, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier8, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier8, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier8, GUARD_SPOT)
GIVE_WEAPON (soldier8, MACHINE_GUN)
////Prisoners on balconies
//////125, 145
prison1 = CREATE_CHAR (125.25, 139.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison1, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison1, NO_REACTION)
prison2 = CREATE_CHAR (125.75, 139.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison2, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison2, NO_REACTION)
prison3 = CREATE_CHAR (125.25, 139.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison3, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison3, NO_REACTION)
prison4 = CREATE_CHAR (125.75, 139.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison4, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison4, NO_REACTION)
//////125, 144
prison5 = CREATE_CHAR (125.25, 138.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison5, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison5, NO_REACTION)
prison6 = CREATE_CHAR (125.75, 138.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison6, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison6, NO_REACTION)
prison7 = CREATE_CHAR (125.25, 138.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison7, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison7, NO_REACTION)
prison8 = CREATE_CHAR (125.75, 138.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison8, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison8, NO_REACTION)
//////135, 141
prison9 = CREATE_CHAR (135.25, 141.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison9, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison9, NO_REACTION)
prison10 = CREATE_CHAR (135.75, 141.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison10, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison10, NO_REACTION)
prison11 = CREATE_CHAR (135.25, 141.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison11, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison11, NO_REACTION)
prison12 = CREATE_CHAR (135.75, 141.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison12, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison12, NO_REACTION)
//////135, 142
prison13 = CREATE_CHAR (135.25, 142.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison13, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison13, NO_REACTION)
prison14 = CREATE_CHAR (135.75, 142.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison14, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison14, NO_REACTION)
prison15 = CREATE_CHAR (135.25, 142.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison15, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison15, NO_REACTION)
prison16 = CREATE_CHAR (135.75, 142.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison16, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison16, NO_REACTION)
//////135, 143
prison17 = CREATE_CHAR (135.25, 143.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison17, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison17, NO_REACTION)
prison18 = CREATE_CHAR (135.75, 143.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison18, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison18, NO_REACTION)
prison19 = CREATE_CHAR (135.25, 143.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison19, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison19, NO_REACTION)
prison20 = CREATE_CHAR (135.75, 143.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison20, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison20, NO_REACTION)
//////135, 144
prison21 = CREATE_CHAR (135.25, 144.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison21, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison21, NO_REACTION)
prison22 = CREATE_CHAR (135.75, 144.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison22, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison22, NO_REACTION)
prison23 = CREATE_CHAR (135.25, 144.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison23, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison23, NO_REACTION)
prison24 = CREATE_CHAR (135.75, 144.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison24, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison24, NO_REACTION)
////Guards near prisoners
guard1 = CREATE_CHAR (125.5, 140.5, 4.0) 0 90 REFUGEES END
SET_CHAR_THREAT_REACTION (guard1, NO_REACTION)
guard2 = CREATE_CHAR (125.5, 137.5, 4.0) 0 90 REFUGEES END
SET_CHAR_THREAT_REACTION (guard2, NO_REACTION)
guard3 = CREATE_CHAR (135.5, 140.5, 5.0) 0 270 REFUGEES END
SET_CHAR_THREAT_REACTION (guard3, NO_REACTION)
guard4 = CREATE_CHAR (135.5, 145.5, 5.0) 0 270 REFUGEES END
SET_CHAR_THREAT_REACTION (guard4, NO_REACTION)
WHILE_EXEC (cells=1)
//
//
//
////PLAYER 1
IF (CHECK_CHARACTER_HEALTH(p1, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p1))
SET p2_start = 0
SET p3_start = 0
SET p4_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p1, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p1, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p1))
SET_CHAR_THREAT_REACTION (p1_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p1_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p1_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p1_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 2
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p2))
SET p1_start = 0
SET p3_start = 0
SET p4_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p2, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p2, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p2))
SET_CHAR_THREAT_REACTION (p2_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p2_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p2_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p2_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 3
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p3))
SET p1_start = 0
SET p2_start = 0
SET p4_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p3, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p3, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p3))
SET_CHAR_THREAT_REACTION (p3_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p3_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p3_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p3_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 4
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p4))
SET p1_start = 0
SET p2_start = 0
SET p3_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p4, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p4, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p4))
SET_CHAR_THREAT_REACTION (p4_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p4_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p4_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p4_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 5
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p5))
SET p1_start = 0
SET p2_start = 0
SET p3_start = 0
SET p4_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p5, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p5, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p5))
SET_CHAR_THREAT_REACTION (p5_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p5_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p5_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p5_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 6
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p6))
SET p1_start = 0
SET p2_start = 0
SET p3_start = 0
SET p4_start = 0
SET p5_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p6, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p6, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p6))
SET_CHAR_THREAT_REACTION (p6_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p6_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p6_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p6_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
//
//
//
//ACTION AFTER PUNCH
IF ((((((p1_start = 1) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 1)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 1)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 1)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 1)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 1))
SET action = 1
ENDIF
IF (action = 1)
IF (CHECK_CHARACTER_HEALTH(p1, 0))
SET_CHAR_OBJECTIVE (p1_guard1, GOTO_AREA_ON_FOOT, 222.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p1_guard2, GOTO_AREA_ON_FOOT, 222.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p1_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p1_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p1_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p1_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p1_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p1_guard1, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (p1_guard2, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (criminal1, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (criminal2, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (p1_prison, KILL_CHAR_ON_FOOT, p1)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE (p2_guard1, GOTO_AREA_ON_FOOT, 224.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p2_guard2, GOTO_AREA_ON_FOOT, 224.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p2_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p2_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p2_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p2_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p2_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p2_guard1, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (p2_guard2, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (criminal3, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (criminal4, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (p2_prison, KILL_CHAR_ON_FOOT, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE (p3_guard1, GOTO_AREA_ON_FOOT, 226.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p3_guard2, GOTO_AREA_ON_FOOT, 226.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p3_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p3_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p3_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p3_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p3_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p3_guard1, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (p3_guard2, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (criminal5, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (criminal6, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (p3_prison, KILL_CHAR_ON_FOOT, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE (p4_guard1, GOTO_AREA_ON_FOOT, 228.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p4_guard2, GOTO_AREA_ON_FOOT, 228.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p4_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p4_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p4_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p4_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p4_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p4_guard1, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (p4_guard2, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (criminal7, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (criminal8, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (p4_prison, KILL_CHAR_ON_FOOT, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE (p5_guard1, GOTO_AREA_ON_FOOT, 230.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p5_guard2, GOTO_AREA_ON_FOOT, 230.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p5_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p5_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p5_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p5_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p5_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p5_guard1, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (p5_guard2, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (criminal9, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (criminal10, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (p5_prison, KILL_CHAR_ON_FOOT, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE (p6_guard1, GOTO_AREA_ON_FOOT, 232.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p6_guard2, GOTO_AREA_ON_FOOT, 232.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p6_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p6_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p6_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p6_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p6_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p6_guard1, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (p6_guard2, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (criminal11, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (criminal12, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (p6_prison, KILL_CHAR_ON_FOOT, p6)
ENDIF
ENDIF
IF (action = 1)
alarm1 = CREATE_SOUND (226.0, 232.5, 6.0) PRISON_ALARM PLAY_FOREVER END
OPEN_DOOR (p1_door)
OPEN_DOOR (p2_door)
OPEN_DOOR (p3_door)
OPEN_DOOR (p4_door)
OPEN_DOOR (p5_door)
REMOVE_BLOCK (221,228,5, DO_DROP)
REMOVE_BLOCK (221,230,5, DO_DROP)
REMOVE_BLOCK (221,232,5, DO_DROP)
REMOVE_BLOCK (221,234,5, DO_DROP)
REMOVE_BLOCK (221,236,5, DO_DROP)
REMOVE_BLOCK (221,238,5, DO_DROP)
REMOVE_BLOCK (232,238,5, DO_DROP)
REMOVE_BLOCK (232,237,5, DO_DROP)
REMOVE_BLOCK (232,235,5, DO_DROP)
REMOVE_BLOCK (232,233,5, DO_DROP)
SET_CHAR_THREAT_REACTION (criminal13, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal14, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal15, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal16, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal17, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal18, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal19, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal20, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal21, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal22, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal23, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal24, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal25, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal26, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal27, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal28, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal29, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal30, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal31, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal32, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal33, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal34, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal35, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal36, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (criminal13, AREA)
SET_CHAR_THREAT_SEARCH (criminal14, AREA)
SET_CHAR_THREAT_SEARCH (criminal15, AREA)
SET_CHAR_THREAT_SEARCH (criminal16, AREA)
SET_CHAR_THREAT_SEARCH (criminal17, AREA)
SET_CHAR_THREAT_SEARCH (criminal18, AREA)
SET_CHAR_THREAT_SEARCH (criminal19, AREA)
SET_CHAR_THREAT_SEARCH (criminal20, AREA)
SET_CHAR_THREAT_SEARCH (criminal21, AREA)
SET_CHAR_THREAT_SEARCH (criminal22, AREA)
SET_CHAR_THREAT_SEARCH (criminal23, AREA)
SET_CHAR_THREAT_SEARCH (criminal24, AREA)
SET_CHAR_THREAT_SEARCH (criminal25, AREA)
SET_CHAR_THREAT_SEARCH (criminal26, AREA)
SET_CHAR_THREAT_SEARCH (criminal27, AREA)
SET_CHAR_THREAT_SEARCH (criminal28, AREA)
SET_CHAR_THREAT_SEARCH (criminal29, AREA)
SET_CHAR_THREAT_SEARCH (criminal30, AREA)
SET_CHAR_THREAT_SEARCH (criminal31, AREA)
SET_CHAR_THREAT_SEARCH (criminal32, AREA)
SET_CHAR_THREAT_SEARCH (criminal33, AREA)
SET_CHAR_THREAT_SEARCH (criminal34, AREA)
SET_CHAR_THREAT_SEARCH (criminal35, AREA)
SET_CHAR_THREAT_SEARCH (criminal36, AREA)
SET_CHAR_OBJECTIVE (criminal13, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal31)
SET_CHAR_OBJECTIVE (criminal14, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal31)
SET_CHAR_OBJECTIVE (criminal15, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal31)
SET_CHAR_OBJECTIVE (criminal16, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal32)
SET_CHAR_OBJECTIVE (criminal17, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal32)
SET_CHAR_OBJECTIVE (criminal18, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal32)
SET_CHAR_OBJECTIVE (criminal19, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal33)
SET_CHAR_OBJECTIVE (criminal20, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal33)
SET_CHAR_OBJECTIVE (criminal21, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal33)
SET_CHAR_OBJECTIVE (criminal22, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal34)
SET_CHAR_OBJECTIVE (criminal23, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal34)
SET_CHAR_OBJECTIVE (criminal24, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal34)
SET_CHAR_OBJECTIVE (criminal25, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal35)
SET_CHAR_OBJECTIVE (criminal26, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal35)
SET_CHAR_OBJECTIVE (criminal27, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal35)
SET_CHAR_OBJECTIVE (criminal28, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal36)
SET_CHAR_OBJECTIVE (criminal29, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal36)
SET_CHAR_OBJECTIVE (criminal30, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal36)
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, criminal13)
IF (HAS_CHARACTER_DIED (criminal13))
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, criminal14)
ENDIF
IF (HAS_CHARACTER_DIED (criminal14))
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, criminal15)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p1, 0))
IF (HAS_CHARACTER_DIED (criminal15))
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, p1)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, criminal16)
IF (HAS_CHARACTER_DIED (criminal16))
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, criminal17)
ENDIF
IF (HAS_CHARACTER_DIED (criminal17))
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, criminal18)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF (HAS_CHARACTER_DIED (criminal18))
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, p2)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, criminal19)
IF (HAS_CHARACTER_DIED (criminal19))
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, criminal20)
ENDIF
IF (HAS_CHARACTER_DIED (criminal20))
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, criminal21)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF (HAS_CHARACTER_DIED (criminal21))
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, p3)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, criminal22)
IF (HAS_CHARACTER_DIED (criminal22))
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, criminal23)
ENDIF
IF (HAS_CHARACTER_DIED (criminal23))
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, criminal24)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF (HAS_CHARACTER_DIED (criminal24))
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, p4)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, criminal25)
IF (HAS_CHARACTER_DIED (criminal25))
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, criminal26)
ENDIF
IF (HAS_CHARACTER_DIED (criminal26))
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, criminal27)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF (HAS_CHARACTER_DIED (criminal27))
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, p5)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, criminal28)
IF (HAS_CHARACTER_DIED (criminal28))
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, criminal29)
ENDIF
IF (HAS_CHARACTER_DIED (criminal29))
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, criminal30)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (HAS_CHARACTER_DIED (criminal30))
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, p6)
ENDIF
ENDIF
DELETE_ITEM (alarm1)
ENDIF
//
//
//
//BOT'S RESPAWN
IF (HAS_CHARACTER_DIED(soldier1))
DELETE_ITEM (soldier1)
soldier1 = CREATE_CHAR (128.5, 137.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier1, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier1, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier1, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier1, GUARD_SPOT)
GIVE_WEAPON (soldier1, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier2))
DELETE_ITEM (soldier2)
soldier2 = CREATE_CHAR (128.5, 138.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier2, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier2, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier2, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier2, GUARD_SPOT)
GIVE_WEAPON (soldier2, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier3))
DELETE_ITEM (soldier3)
soldier3 = CREATE_CHAR (128.5, 139.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier3, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier3, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier3, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier3, GUARD_SPOT)
GIVE_WEAPON (soldier3, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier4))
DELETE_ITEM (soldier4)
soldier4 = CREATE_CHAR (130.5, 137.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier4, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier4, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier4, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier4, GUARD_SPOT)
GIVE_WEAPON (soldier4, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier5))
DELETE_ITEM (soldier5)
soldier5 = CREATE_CHAR (130.5, 138.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier5, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier5, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier5, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier5, GUARD_SPOT)
GIVE_WEAPON (soldier5, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier6))
DELETE_ITEM (soldier6)
soldier6 = CREATE_CHAR (130.5, 139.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier6, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier6, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier6, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier6, GUARD_SPOT)
GIVE_WEAPON (soldier6, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier7))
DELETE_ITEM (soldier7)
soldier7 = CREATE_CHAR (128.5, 140.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier7, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier7, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier7, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier7, GUARD_SPOT)
GIVE_WEAPON (soldier7, MACHINE_GUN)
ENDIF
//
//
//
ENDWHILE
LEVELEND
PLAYER_PED p1 = (222.5, 240.5, 5.0) 22 180
PLAYER_PED p2 = (224.5, 240.5, 5.0) 22 180
PLAYER_PED p3 = (226.5, 240.5, 5.0) 22 180
PLAYER_PED p4 = (228.5, 240.5, 5.0) 22 180
PLAYER_PED p5 = (230.5, 240.5, 5.0) 22 180
PLAYER_PED p6 = (232.5, 240.5, 5.0) 22 180
//DECLARE PLAYER 1
CHAR_DATA p1_guard1
CHAR_DATA p1_guard2
CHAR_DATA p1_prison
CHAR_DATA criminal1
CHAR_DATA criminal2
COUNTER p1_start = 1
//DECLARE PLAYER 2
CHAR_DATA p2_guard1
CHAR_DATA p2_guard2
CHAR_DATA p2_prison
CHAR_DATA criminal3
CHAR_DATA criminal4
COUNTER p2_start = 1
//DECLARE PLAYER 3
CHAR_DATA p3_guard1
CHAR_DATA p3_guard2
CHAR_DATA p3_prison
CHAR_DATA criminal5
CHAR_DATA criminal6
COUNTER p3_start = 1
//DECLARE PLAYER 4
CHAR_DATA p4_guard1
CHAR_DATA p4_guard2
CHAR_DATA p4_prison
CHAR_DATA criminal7
CHAR_DATA criminal8
COUNTER p4_start = 1
//DECLARE PLAYER 5
CHAR_DATA p5_guard1
CHAR_DATA p5_guard2
CHAR_DATA p5_prison
CHAR_DATA criminal9
CHAR_DATA criminal10
COUNTER p5_start = 1
//DECLARE PLAYER 6
CHAR_DATA p6_guard1
CHAR_DATA p6_guard2
CHAR_DATA p6_prison
CHAR_DATA criminal11
CHAR_DATA criminal12
COUNTER p6_start = 1
//DECLARE BOTS
CHAR_DATA watchman1
CHAR_DATA watchman2
CHAR_DATA watchman3
CHAR_DATA watchman4
CHAR_DATA watchman5
CHAR_DATA soldier1
CHAR_DATA soldier2
CHAR_DATA soldier3
CHAR_DATA soldier4
CHAR_DATA soldier5
CHAR_DATA soldier6
CHAR_DATA soldier7
CHAR_DATA soldier8
CHAR_DATA prison1
CHAR_DATA prison2
CHAR_DATA prison3
CHAR_DATA prison4
CHAR_DATA prison5
CHAR_DATA prison6
CHAR_DATA prison7
CHAR_DATA prison8
CHAR_DATA prison9
CHAR_DATA prison10
CHAR_DATA prison11
CHAR_DATA prison12
CHAR_DATA prison13
CHAR_DATA prison14
CHAR_DATA prison15
CHAR_DATA prison16
CHAR_DATA prison17
CHAR_DATA prison18
CHAR_DATA prison19
CHAR_DATA prison20
CHAR_DATA prison21
CHAR_DATA prison22
CHAR_DATA prison23
CHAR_DATA prison24
CHAR_DATA criminal13
CHAR_DATA criminal14
CHAR_DATA criminal15
CHAR_DATA criminal16
CHAR_DATA criminal17
CHAR_DATA criminal18
CHAR_DATA criminal19
CHAR_DATA criminal20
CHAR_DATA criminal21
CHAR_DATA criminal22
CHAR_DATA criminal23
CHAR_DATA criminal24
CHAR_DATA criminal25
CHAR_DATA criminal26
CHAR_DATA criminal27
CHAR_DATA criminal28
CHAR_DATA criminal29
CHAR_DATA criminal30
CHAR_DATA criminal31
CHAR_DATA criminal32
CHAR_DATA criminal33
CHAR_DATA criminal34
CHAR_DATA criminal35
CHAR_DATA criminal36
CHAR_DATA guard1
CHAR_DATA guard2
CHAR_DATA guard3
CHAR_DATA guard4
//doors
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p1_door = SINGLE (222, 238, 5) (222.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p1_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p2_door = SINGLE (224, 238, 5) (224.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p2_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p3_door = SINGLE (226, 238, 5) (226.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p3_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p4_door = SINGLE (228, 238, 5) (228.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p4_door)
DECLARE_DOOR_INFO (408, 415, 2)
DOOR_DATA p5_door = SINGLE (230, 238, 5) (230.50, 238.50, 5.00, 1.00, 1.00) BOTTOM 0 ONE_CHAR_ON_FOOT CLOSE_NEVER 0 NOT_FLIPPED NOT_REVERSED
MAKE_DOOR_MANUAL (p5_door)
//LOOPS
COUNTER action = 0
COUNTER cells = 1
//OTHER
GENERATOR health = (130.5, 146.5, 2.0) 0 COLLECT_30 2000 2000 99
GENERATOR fastreload = (129.5, 136.5, 2.0) 0 COLLECT_36 1000 1000 99
SOUND alarm1
SOUND riot = (129.5, 134.5, 4.0) PRISON_RIOT PLAY_FOREVER
//
//
//
LEVELSTART
SWITCH_GENERATOR (health, ON)
SWITCH_GENERATOR (fastreload, ON)
SET_AMBIENT_LEVEL (0.28, 0)
//BOTS
////Attacks Player 1 in chapter 1
p1_guard1 = CREATE_CHAR (225.1, 225.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p1_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p1_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_guard1, NO_REACTION)
p1_guard2 = CREATE_CHAR (225.9, 225.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p1_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p1_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_guard2, NO_REACTION)
p1_prison = CREATE_CHAR (221.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p1_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p1_prison, CRACK_SHOT)
criminal1 = CREATE_CHAR (220.5, 232.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal1, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal1, CRACK_SHOT)
criminal2 = CREATE_CHAR (220.5, 231.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal2, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal12, CRACK_SHOT)
////Attacks Player 2 in chapter 1
p2_guard1 = CREATE_CHAR (225.1, 224.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p2_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p2_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_guard1, NO_REACTION)
p2_guard2 = CREATE_CHAR (225.9, 224.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p2_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p2_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_guard2, NO_REACTION)
p2_prison = CREATE_CHAR (223.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p2_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p2_prison, CRACK_SHOT)
criminal3 = CREATE_CHAR (219.5, 232.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal3, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal3, CRACK_SHOT)
criminal4 = CREATE_CHAR (219.5, 231.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal4, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal14, CRACK_SHOT)
////Attacks Player 3 in chapter 1
p3_guard1 = CREATE_CHAR (226.1, 225.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p3_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p3_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_guard1, NO_REACTION)
p3_guard2 = CREATE_CHAR (226.9, 225.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p3_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p3_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_guard2, NO_REACTION)
p3_prison = CREATE_CHAR (225.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p3_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p3_prison, CRACK_SHOT)
criminal5 = CREATE_CHAR (220.5, 229.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal5, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal5, CRACK_SHOT)
criminal6 = CREATE_CHAR (220.5, 230.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal6, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal16, CRACK_SHOT)
////Attacks Player 4 in chapter 1
p4_guard1 = CREATE_CHAR (226.1, 224.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p4_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p4_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_guard1, NO_REACTION)
p4_guard2 = CREATE_CHAR (226.9, 224.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p4_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p4_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_guard2, NO_REACTION)
p4_prison = CREATE_CHAR (227.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p4_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p4_prison, CRACK_SHOT)
criminal7 = CREATE_CHAR (219.5, 229.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal7, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal17, CRACK_SHOT)
criminal8 = CREATE_CHAR (219.5, 230.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal8, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal18, CRACK_SHOT)
////Attacks Player 5 in chapter 1
p5_guard1 = CREATE_CHAR (227.1, 225.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p5_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p5_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_guard1, NO_REACTION)
p5_guard2 = CREATE_CHAR (227.9, 225.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p5_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p5_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_guard2, NO_REACTION)
p5_prison = CREATE_CHAR (229.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p5_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p5_prison, CRACK_SHOT)
criminal9 = CREATE_CHAR (220.5, 227.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal9, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal19, CRACK_SHOT)
criminal10 = CREATE_CHAR (220.5, 228.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal10, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal10, CRACK_SHOT)
////Attacks Player 6 in chapter 1
p6_guard1 = CREATE_CHAR (227.1, 224.9, 5.0) 0 0 POLICE END
SET_CHAR_SHOOTING_SKILL (p6_guard1, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p6_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_guard1, NO_REACTION)
p6_guard2 = CREATE_CHAR (227.9, 224.1, 5.0) 0 180 POLICE END
SET_CHAR_SHOOTING_SKILL (p6_guard2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (p6_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_guard2, NO_REACTION)
p6_prison = CREATE_CHAR (231.5, 239.5, 5.0) 22 0 REFUGEES END
SET_CHAR_THREAT_REACTION (p6_prison, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (p6_prison, CRACK_SHOT)
criminal11 = CREATE_CHAR (219.5, 227.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal11, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal11, CRACK_SHOT)
criminal12 = CREATE_CHAR (219.5, 228.5, 5.0) 22 90 REFUGEES END
SET_CHAR_THREAT_REACTION (criminal12, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (criminal12, CRACK_SHOT)
////Prison team 1
criminal13 = CREATE_CHAR (220.5, 233.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal13, NO_REACTION)
criminal14 = CREATE_CHAR (220.5, 234.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal14, NO_REACTION)
criminal15 = CREATE_CHAR (219.5, 233.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal15, NO_REACTION)
criminal16 = CREATE_CHAR (219.5, 234.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal16, NO_REACTION)
criminal17 = CREATE_CHAR (220.5, 235.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal17, NO_REACTION)
criminal18 = CREATE_CHAR (220.5, 236.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal18, NO_REACTION)
criminal19 = CREATE_CHAR (219.5, 235.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal19, NO_REACTION)
criminal20 = CREATE_CHAR (219.5, 236.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal20, NO_REACTION)
criminal21 = CREATE_CHAR (220.5, 237.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal21, NO_REACTION)
criminal22 = CREATE_CHAR (220.5, 238.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal22, NO_REACTION)
criminal23 = CREATE_CHAR (219.5, 237.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal23, NO_REACTION)
criminal24 = CREATE_CHAR (219.5, 238.5, 5.0) 22 90 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal24, NO_REACTION)
criminal25 = CREATE_CHAR (233.5, 233.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal25, NO_REACTION)
criminal26 = CREATE_CHAR (233.5, 234.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal26, NO_REACTION)
criminal27 = CREATE_CHAR (234.5, 233.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal27, NO_REACTION)
criminal28 = CREATE_CHAR (234.5, 234.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal28, NO_REACTION)
criminal29 = CREATE_CHAR (233.5, 235.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal29, NO_REACTION)
criminal30 = CREATE_CHAR (233.5, 236.5, 5.0) 22 270 FIREMAN END
SET_CHAR_THREAT_REACTION (criminal30, NO_REACTION)
////Prison team 2
criminal31 = CREATE_CHAR (234.5, 235.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal31, NO_REACTION)
criminal32 = CREATE_CHAR (234.5, 236.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal32, NO_REACTION)
criminal33 = CREATE_CHAR (233.5, 237.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal33, NO_REACTION)
criminal34 = CREATE_CHAR (233.5, 238.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal34, NO_REACTION)
criminal35 = CREATE_CHAR (234.5, 237.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal35, NO_REACTION)
criminal36 = CREATE_CHAR (234.5, 238.5, 5.0) 22 270 CRIMINAL END
SET_CHAR_THREAT_REACTION (criminal36, NO_REACTION)
////Watchmans on towers
watchman1 = CREATE_CHAR (127.5, 141.5, 5.0) 0 30 POLICE END
SET_CHAR_OBJECTIVE (watchman1, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman1, REACT_AS_NORMAL)
watchman2 = CREATE_CHAR (131.5, 141.5, 5.0) 0 0 POLICE END
SET_CHAR_OBJECTIVE (watchman2, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman2, REACT_AS_NORMAL)
watchman3 = CREATE_CHAR (133.5, 144.5, 5.0) 0 220 POLICE END
SET_CHAR_OBJECTIVE (watchman3, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman3, REACT_AS_NORMAL)
watchman4 = CREATE_CHAR (131.5, 145.5, 5.0) 0 180 POLICE END
SET_CHAR_OBJECTIVE (watchman4, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman4, REACT_AS_NORMAL)
watchman5 = CREATE_CHAR (127.5, 146.5, 5.0) 0 150 POLICE END
SET_CHAR_OBJECTIVE (watchman5, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (watchman5, REACT_AS_NORMAL)
////Protect the passage
soldier1 = CREATE_CHAR (128.5, 137.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier1, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier1, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier1, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier1, GUARD_SPOT)
GIVE_WEAPON (soldier1, MACHINE_GUN)
soldier2 = CREATE_CHAR (128.5, 138.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier2, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier2, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier2, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier2, GUARD_SPOT)
GIVE_WEAPON (soldier2, MACHINE_GUN)
soldier3 = CREATE_CHAR (128.5, 139.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier3, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier3, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier3, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier3, GUARD_SPOT)
GIVE_WEAPON (soldier3, MACHINE_GUN)
soldier4 = CREATE_CHAR (130.5, 137.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier4, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier4, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier4, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier4, GUARD_SPOT)
GIVE_WEAPON (soldier4, MACHINE_GUN)
soldier5 = CREATE_CHAR (130.5, 138.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier5, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier5, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier5, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier5, GUARD_SPOT)
GIVE_WEAPON (soldier5, MACHINE_GUN)
soldier6 = CREATE_CHAR (130.5, 139.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier6, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier6, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier6, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier6, GUARD_SPOT)
GIVE_WEAPON (soldier6, MACHINE_GUN)
soldier7 = CREATE_CHAR (128.5, 140.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier7, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier7, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier7, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier7, GUARD_SPOT)
GIVE_WEAPON (soldier7, MACHINE_GUN)
soldier8 = CREATE_CHAR (130.5, 140.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier8, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier8, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier8, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier8, GUARD_SPOT)
GIVE_WEAPON (soldier8, MACHINE_GUN)
////Prisoners on balconies
//////125, 145
prison1 = CREATE_CHAR (125.25, 139.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison1, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison1, NO_REACTION)
prison2 = CREATE_CHAR (125.75, 139.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison2, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison2, NO_REACTION)
prison3 = CREATE_CHAR (125.25, 139.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison3, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison3, NO_REACTION)
prison4 = CREATE_CHAR (125.75, 139.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison4, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison4, NO_REACTION)
//////125, 144
prison5 = CREATE_CHAR (125.25, 138.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison5, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison5, NO_REACTION)
prison6 = CREATE_CHAR (125.75, 138.25, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison6, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison6, NO_REACTION)
prison7 = CREATE_CHAR (125.25, 138.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison7, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison7, NO_REACTION)
prison8 = CREATE_CHAR (125.75, 138.75, 4.0) 22 90 REFUGEES END
SET_CHAR_OBJECTIVE (prison8, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison8, NO_REACTION)
//////135, 141
prison9 = CREATE_CHAR (135.25, 141.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison9, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison9, NO_REACTION)
prison10 = CREATE_CHAR (135.75, 141.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison10, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison10, NO_REACTION)
prison11 = CREATE_CHAR (135.25, 141.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison11, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison11, NO_REACTION)
prison12 = CREATE_CHAR (135.75, 141.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison12, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison12, NO_REACTION)
//////135, 142
prison13 = CREATE_CHAR (135.25, 142.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison13, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison13, NO_REACTION)
prison14 = CREATE_CHAR (135.75, 142.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison14, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison14, NO_REACTION)
prison15 = CREATE_CHAR (135.25, 142.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison15, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison15, NO_REACTION)
prison16 = CREATE_CHAR (135.75, 142.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison16, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison16, NO_REACTION)
//////135, 143
prison17 = CREATE_CHAR (135.25, 143.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison17, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison17, NO_REACTION)
prison18 = CREATE_CHAR (135.75, 143.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison18, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison18, NO_REACTION)
prison19 = CREATE_CHAR (135.25, 143.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison19, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison19, NO_REACTION)
prison20 = CREATE_CHAR (135.75, 143.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison20, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison20, NO_REACTION)
//////135, 144
prison21 = CREATE_CHAR (135.25, 144.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison21, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison21, NO_REACTION)
prison22 = CREATE_CHAR (135.75, 144.25, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison22, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison22, NO_REACTION)
prison23 = CREATE_CHAR (135.25, 144.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison23, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison23, NO_REACTION)
prison24 = CREATE_CHAR (135.75, 144.75, 5.0) 22 270 REFUGEES END
SET_CHAR_OBJECTIVE (prison24, GUARD_SPOT)
SET_CHAR_THREAT_REACTION (prison24, NO_REACTION)
////Guards near prisoners
guard1 = CREATE_CHAR (125.5, 140.5, 4.0) 0 90 REFUGEES END
SET_CHAR_THREAT_REACTION (guard1, NO_REACTION)
guard2 = CREATE_CHAR (125.5, 137.5, 4.0) 0 90 REFUGEES END
SET_CHAR_THREAT_REACTION (guard2, NO_REACTION)
guard3 = CREATE_CHAR (135.5, 140.5, 5.0) 0 270 REFUGEES END
SET_CHAR_THREAT_REACTION (guard3, NO_REACTION)
guard4 = CREATE_CHAR (135.5, 145.5, 5.0) 0 270 REFUGEES END
SET_CHAR_THREAT_REACTION (guard4, NO_REACTION)
WHILE_EXEC (cells=1)
//
//
//
////PLAYER 1
IF (CHECK_CHARACTER_HEALTH(p1, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p1))
SET p2_start = 0
SET p3_start = 0
SET p4_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p1, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p1, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p1))
SET_CHAR_THREAT_REACTION (p1_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p1_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p1_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p1_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p1_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 2
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p2))
SET p1_start = 0
SET p3_start = 0
SET p4_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p2, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p2, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p2))
SET_CHAR_THREAT_REACTION (p2_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p2_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p2_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p2_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p2_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 3
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p3))
SET p1_start = 0
SET p2_start = 0
SET p4_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p3, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p3, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p3))
SET_CHAR_THREAT_REACTION (p3_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p3_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p3_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p3_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p3_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 4
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p4))
SET p1_start = 0
SET p2_start = 0
SET p3_start = 0
SET p5_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p4, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p4, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p4))
SET_CHAR_THREAT_REACTION (p4_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p4_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p4_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p4_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p4_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 5
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p5))
SET p1_start = 0
SET p2_start = 0
SET p3_start = 0
SET p4_start = 0
SET p6_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p5, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p5, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p5))
SET_CHAR_THREAT_REACTION (p5_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p5_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p5_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p5_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p5_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
////PLAYER 6
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (HAS_CHAR_PUNCHED_SOMEONE (p6))
SET p1_start = 0
SET p2_start = 0
SET p3_start = 0
SET p4_start = 0
SET p5_start = 0
ENDIF
IF (LOCATE_CHARACTER_ANY_MEANS (p6, 129.5, 142.5, 2.0, 15.0, 15.0))
GIVE_WEAPON (p6, ROCKET_LAUNCHER, 99)
ENDIF
IF (HAS_CHARACTER_DIED (p6))
SET_CHAR_THREAT_REACTION (p6_guard1, NO_REACTION)
SET_CHAR_OBJECTIVE (p6_guard1, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_guard2, NO_REACTION)
SET_CHAR_OBJECTIVE (p6_guard2, WAIT_ON_FOOT)
SET_CHAR_THREAT_REACTION (p6_prison, NO_REACTION)
SET_CHAR_OBJECTIVE (p6_prison, WAIT_ON_FOOT)
ENDIF
ENDIF
//
//
//
//ACTION AFTER PUNCH
IF ((((((p1_start = 1) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 1)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 1)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 1)) AND (p5_start = 0)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 1)) AND (p6_start = 0))
SET action = 1
ENDIF
IF ((((((p1_start = 0) AND (p2_start = 0)) AND (p3_start = 0)) AND (p4_start = 0)) AND (p5_start = 0)) AND (p6_start = 1))
SET action = 1
ENDIF
IF (action = 1)
IF (CHECK_CHARACTER_HEALTH(p1, 0))
SET_CHAR_OBJECTIVE (p1_guard1, GOTO_AREA_ON_FOOT, 222.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p1_guard2, GOTO_AREA_ON_FOOT, 222.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p1_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p1_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p1_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p1_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p1_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p1_guard1, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (p1_guard2, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (criminal1, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (criminal2, KILL_CHAR_ON_FOOT, p1)
SET_CHAR_OBJECTIVE (p1_prison, KILL_CHAR_ON_FOOT, p1)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p2, 0))
SET_CHAR_OBJECTIVE (p2_guard1, GOTO_AREA_ON_FOOT, 224.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p2_guard2, GOTO_AREA_ON_FOOT, 224.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p2_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p2_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p2_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p2_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p2_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p2_guard1, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (p2_guard2, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (criminal3, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (criminal4, KILL_CHAR_ON_FOOT, p2)
SET_CHAR_OBJECTIVE (p2_prison, KILL_CHAR_ON_FOOT, p2)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
SET_CHAR_OBJECTIVE (p3_guard1, GOTO_AREA_ON_FOOT, 226.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p3_guard2, GOTO_AREA_ON_FOOT, 226.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p3_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p3_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p3_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p3_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p3_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p3_guard1, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (p3_guard2, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (criminal5, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (criminal6, KILL_CHAR_ON_FOOT, p3)
SET_CHAR_OBJECTIVE (p3_prison, KILL_CHAR_ON_FOOT, p3)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
SET_CHAR_OBJECTIVE (p4_guard1, GOTO_AREA_ON_FOOT, 228.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p4_guard2, GOTO_AREA_ON_FOOT, 228.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p4_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p4_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p4_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p4_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p4_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p4_guard1, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (p4_guard2, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (criminal7, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (criminal8, KILL_CHAR_ON_FOOT, p4)
SET_CHAR_OBJECTIVE (p4_prison, KILL_CHAR_ON_FOOT, p4)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
SET_CHAR_OBJECTIVE (p5_guard1, GOTO_AREA_ON_FOOT, 230.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p5_guard2, GOTO_AREA_ON_FOOT, 230.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p5_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p5_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p5_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p5_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p5_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p5_guard1, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (p5_guard2, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (criminal9, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (criminal10, KILL_CHAR_ON_FOOT, p5)
SET_CHAR_OBJECTIVE (p5_prison, KILL_CHAR_ON_FOOT, p5)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
SET_CHAR_OBJECTIVE (p6_guard1, GOTO_AREA_ON_FOOT, 232.5, 240.5, 5.0)
SET_CHAR_OBJECTIVE (p6_guard2, GOTO_AREA_ON_FOOT, 232.5, 240.5, 5.0)
SET_CHAR_THREAT_REACTION (p6_prison, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p6_guard2, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (p6_guard1, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (p6_guard1, AREA_PLAYER_ONLY)
SET_CHAR_THREAT_SEARCH (p6_guard2, AREA_PLAYER_ONLY)
SET_CHAR_OBJECTIVE (p6_guard1, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (p6_guard2, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (criminal11, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (criminal12, KILL_CHAR_ON_FOOT, p6)
SET_CHAR_OBJECTIVE (p6_prison, KILL_CHAR_ON_FOOT, p6)
ENDIF
ENDIF
IF (action = 1)
alarm1 = CREATE_SOUND (226.0, 232.5, 6.0) PRISON_ALARM PLAY_FOREVER END
OPEN_DOOR (p1_door)
OPEN_DOOR (p2_door)
OPEN_DOOR (p3_door)
OPEN_DOOR (p4_door)
OPEN_DOOR (p5_door)
REMOVE_BLOCK (221,228,5, DO_DROP)
REMOVE_BLOCK (221,230,5, DO_DROP)
REMOVE_BLOCK (221,232,5, DO_DROP)
REMOVE_BLOCK (221,234,5, DO_DROP)
REMOVE_BLOCK (221,236,5, DO_DROP)
REMOVE_BLOCK (221,238,5, DO_DROP)
REMOVE_BLOCK (232,238,5, DO_DROP)
REMOVE_BLOCK (232,237,5, DO_DROP)
REMOVE_BLOCK (232,235,5, DO_DROP)
REMOVE_BLOCK (232,233,5, DO_DROP)
SET_CHAR_THREAT_REACTION (criminal13, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal14, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal15, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal16, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal17, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal18, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal19, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal20, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal21, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal22, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal23, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal24, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal25, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal26, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal27, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal28, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal29, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal30, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal31, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal32, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal33, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal34, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal35, REACT_AS_NORMAL)
SET_CHAR_THREAT_REACTION (criminal36, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (criminal13, AREA)
SET_CHAR_THREAT_SEARCH (criminal14, AREA)
SET_CHAR_THREAT_SEARCH (criminal15, AREA)
SET_CHAR_THREAT_SEARCH (criminal16, AREA)
SET_CHAR_THREAT_SEARCH (criminal17, AREA)
SET_CHAR_THREAT_SEARCH (criminal18, AREA)
SET_CHAR_THREAT_SEARCH (criminal19, AREA)
SET_CHAR_THREAT_SEARCH (criminal20, AREA)
SET_CHAR_THREAT_SEARCH (criminal21, AREA)
SET_CHAR_THREAT_SEARCH (criminal22, AREA)
SET_CHAR_THREAT_SEARCH (criminal23, AREA)
SET_CHAR_THREAT_SEARCH (criminal24, AREA)
SET_CHAR_THREAT_SEARCH (criminal25, AREA)
SET_CHAR_THREAT_SEARCH (criminal26, AREA)
SET_CHAR_THREAT_SEARCH (criminal27, AREA)
SET_CHAR_THREAT_SEARCH (criminal28, AREA)
SET_CHAR_THREAT_SEARCH (criminal29, AREA)
SET_CHAR_THREAT_SEARCH (criminal30, AREA)
SET_CHAR_THREAT_SEARCH (criminal31, AREA)
SET_CHAR_THREAT_SEARCH (criminal32, AREA)
SET_CHAR_THREAT_SEARCH (criminal33, AREA)
SET_CHAR_THREAT_SEARCH (criminal34, AREA)
SET_CHAR_THREAT_SEARCH (criminal35, AREA)
SET_CHAR_THREAT_SEARCH (criminal36, AREA)
SET_CHAR_OBJECTIVE (criminal13, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal31)
SET_CHAR_OBJECTIVE (criminal14, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal31)
SET_CHAR_OBJECTIVE (criminal15, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal31)
SET_CHAR_OBJECTIVE (criminal16, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal32)
SET_CHAR_OBJECTIVE (criminal17, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal32)
SET_CHAR_OBJECTIVE (criminal18, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal32)
SET_CHAR_OBJECTIVE (criminal19, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal33)
SET_CHAR_OBJECTIVE (criminal20, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal33)
SET_CHAR_OBJECTIVE (criminal21, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal33)
SET_CHAR_OBJECTIVE (criminal22, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal34)
SET_CHAR_OBJECTIVE (criminal23, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal34)
SET_CHAR_OBJECTIVE (criminal24, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal34)
SET_CHAR_OBJECTIVE (criminal25, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal35)
SET_CHAR_OBJECTIVE (criminal26, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal35)
SET_CHAR_OBJECTIVE (criminal27, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal35)
SET_CHAR_OBJECTIVE (criminal28, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal36)
SET_CHAR_OBJECTIVE (criminal29, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal36)
SET_CHAR_OBJECTIVE (criminal30, FLEE_CHAR_ON_FOOT_TILL_SAFE, criminal36)
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, criminal13)
IF (HAS_CHARACTER_DIED (criminal13))
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, criminal14)
ENDIF
IF (HAS_CHARACTER_DIED (criminal14))
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, criminal15)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p1, 0))
IF (HAS_CHARACTER_DIED (criminal15))
SET_CHAR_OBJECTIVE (criminal31, KILL_CHAR_ON_FOOT, p1)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, criminal16)
IF (HAS_CHARACTER_DIED (criminal16))
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, criminal17)
ENDIF
IF (HAS_CHARACTER_DIED (criminal17))
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, criminal18)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF (HAS_CHARACTER_DIED (criminal18))
SET_CHAR_OBJECTIVE (criminal32, KILL_CHAR_ON_FOOT, p2)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, criminal19)
IF (HAS_CHARACTER_DIED (criminal19))
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, criminal20)
ENDIF
IF (HAS_CHARACTER_DIED (criminal20))
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, criminal21)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF (HAS_CHARACTER_DIED (criminal21))
SET_CHAR_OBJECTIVE (criminal33, KILL_CHAR_ON_FOOT, p3)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, criminal22)
IF (HAS_CHARACTER_DIED (criminal22))
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, criminal23)
ENDIF
IF (HAS_CHARACTER_DIED (criminal23))
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, criminal24)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF (HAS_CHARACTER_DIED (criminal24))
SET_CHAR_OBJECTIVE (criminal34, KILL_CHAR_ON_FOOT, p4)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, criminal25)
IF (HAS_CHARACTER_DIED (criminal25))
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, criminal26)
ENDIF
IF (HAS_CHARACTER_DIED (criminal26))
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, criminal27)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF (HAS_CHARACTER_DIED (criminal27))
SET_CHAR_OBJECTIVE (criminal35, KILL_CHAR_ON_FOOT, p5)
ENDIF
ENDIF
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, criminal28)
IF (HAS_CHARACTER_DIED (criminal28))
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, criminal29)
ENDIF
IF (HAS_CHARACTER_DIED (criminal29))
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, criminal30)
ENDIF
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (HAS_CHARACTER_DIED (criminal30))
SET_CHAR_OBJECTIVE (criminal36, KILL_CHAR_ON_FOOT, p6)
ENDIF
ENDIF
DELETE_ITEM (alarm1)
ENDIF
//
//
//
//BOT'S RESPAWN
IF (HAS_CHARACTER_DIED(soldier1))
DELETE_ITEM (soldier1)
soldier1 = CREATE_CHAR (128.5, 137.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier1, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier1, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier1, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier1, GUARD_SPOT)
GIVE_WEAPON (soldier1, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier2))
DELETE_ITEM (soldier2)
soldier2 = CREATE_CHAR (128.5, 138.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier2, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier2, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier2, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier2, GUARD_SPOT)
GIVE_WEAPON (soldier2, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier3))
DELETE_ITEM (soldier3)
soldier3 = CREATE_CHAR (128.5, 139.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier3, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier3, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier3, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier3, GUARD_SPOT)
GIVE_WEAPON (soldier3, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier4))
DELETE_ITEM (soldier4)
soldier4 = CREATE_CHAR (130.5, 137.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier4, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier4, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier4, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier4, GUARD_SPOT)
GIVE_WEAPON (soldier4, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier5))
DELETE_ITEM (soldier5)
soldier5 = CREATE_CHAR (130.5, 138.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier5, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier5, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier5, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier5, GUARD_SPOT)
GIVE_WEAPON (soldier5, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier6))
DELETE_ITEM (soldier6)
soldier6 = CREATE_CHAR (130.5, 139.8, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier6, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier6, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier6, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier6, GUARD_SPOT)
GIVE_WEAPON (soldier6, MACHINE_GUN)
ENDIF
IF (HAS_CHARACTER_DIED(soldier7))
DELETE_ITEM (soldier7)
soldier7 = CREATE_CHAR (128.5, 140.3, 2.0) 0 270 ARMY END
SET_CHAR_SHOOTING_SKILL (soldier7, CRACK_SHOT)
SET_CHAR_THREAT_SEARCH (soldier7, LINE_OF_SIGHT_PLAYER_ONLY)
SET_CHAR_THREAT_REACTION (soldier7, REACT_AS_NORMAL)
SET_CHAR_OBJECTIVE (soldier7, GUARD_SPOT)
GIVE_WEAPON (soldier7, MACHINE_GUN)
ENDIF
//
//
//
ENDWHILE
LEVELEND
//Punch Battle
PLAYER_PED p1 = (158.5, 137.5, 5.0) 16 180
PLAYER_PED p2 = (156.5, 137.5, 5.0) 17 180
PLAYER_PED p3 = (160.5, 137.5, 5.0) 51 180
PLAYER_PED p4 = (154.5, 137.5, 5.0) 45 180
PLAYER_PED p5 = (159.5, 127.5, 5.0) 34 0
PLAYER_PED p6 = (156.5, 127.5, 5.0) 50 0
GENERATOR e_fingers_1 = (160.5, 137.5, 5.0) 0 COLLECT_37 1 1 1
GENERATOR e_fingers_2 = (154.5, 137.5, 5.0) 0 COLLECT_37 1 1 1
GENERATOR e_fingers_3 = (157.5, 132.5, 2.0) 0 COLLECT_37 3000 3000 1
GENERATOR ebaton_1 = (154.5, 135.5, 4.0) 0 COLLECT_07 200 200 88
GENERATOR ebaton_2 = (160.5, 135.5, 4.0) 0 COLLECT_07 200 200 88
GENERATOR ebaton_3 = (157.5, 132.5, 5.0) 0 COLLECT_07 200 200 88
GENERATOR gran = (157.5, 128.5, 6.0) 0 COLLECT_05 1500 1500 1
GENERATOR health = (160.5, 127.5, 6.0) 0 COLLECT_30 1000 1000 1
GENERATOR pist = (154.5, 129.5, 6.0) 0 COLLECT_00 1000 1000 8
GENERATOR inv = (157.5, 133.5, 2.0) 0 COLLECT_39 7500 7500 1
COUNTER mainloop = 1
COUNTER p1_expunch = 0
COUNTER p1_trg_punched = 0
COUNTER p1_killpunch = 0
CHAR_DATA p1_punched
COUNTER p2_expunch = 0
COUNTER p2_trg_punched = 0
COUNTER p2_killpunch = 0
CHAR_DATA p2_punched
COUNTER p3_expunch = 0
COUNTER p3_trg_punched = 0
COUNTER p3_killpunch = 0
CHAR_DATA p3_punched
COUNTER p4_expunch = 0
COUNTER p4_trg_punched = 0
COUNTER p4_killpunch = 0
CHAR_DATA p4_punched
COUNTER p5_expunch = 0
COUNTER p5_trg_punched = 0
COUNTER p5_killpunch = 0
CHAR_DATA p5_punched
COUNTER p6_expunch = 0
COUNTER p6_trg_punched = 0
COUNTER p6_killpunch = 0
CHAR_DATA p6_punched
COUNTER tmr_expunch = 1
COUNTER col_expunch = 1
COUNTER res_expunch = 1500
OBJ_DATA obj_expunch
SOUND club01 = (157.5,133.5,5.0) STRIP_CLUB PLAY_FOREVER
SET_GANG_INFO (islagang, 06, DUAL_PISTOL,DUAL_PISTOL,DUAL_PISTOL,
0, 0.0,0.0,0.0, 0, GRAHAM, 30)
PARKED_CAR_DATA plane01 = (148.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane02 = (150.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane03 = (152.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane04 = (154.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane05 = (156.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane06 = (158.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane07 = (160.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane08 = (162.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane09 = (164.5,145.5,5.0) -1 300 TOWTRUCK
PARKED_CAR_DATA plane10 = (166.5,145.5,5.0) -1 300 TOWTRUCK
LEVELSTART
SET_AMBIENT_LEVEL (0.45, 0)
SWITCH_GENERATOR (e_fingers_1, OFF)
SWITCH_GENERATOR (e_fingers_2, OFF)
SWITCH_GENERATOR (e_fingers_3, OFF)
SWITCH_GENERATOR (ebaton_1, ON)
SWITCH_GENERATOR (ebaton_2, ON)
SWITCH_GENERATOR (ebaton_3, OFF)
SWITCH_GENERATOR (gran, ON)
SWITCH_GENERATOR (health, OFF)
SWITCH_GENERATOR (pist, OFF)
SWITCH_GENERATOR (inv, ON)
WHILE_EXEC(mainloop=1)
SET_CHAR_GRAPHIC_TYPE (p1, DUMMY_GRAPHIC, 16)
SET_CHAR_GRAPHIC_TYPE (p2, DUMMY_GRAPHIC, 17)
SET_CHAR_GRAPHIC_TYPE (p3, DUMMY_GRAPHIC, 51)
SET_CHAR_GRAPHIC_TYPE (p4, DUMMY_GRAPHIC, 45)
SET_CHAR_GRAPHIC_TYPE (p5, DUMMY_GRAPHIC, 34)
SET_CHAR_GRAPHIC_TYPE (p6, DUMMY_GRAPHIC, 50)
//PLAYER 1
IF (CHECK_CHARACTER_HEALTH(p1, 0))
IF ( HAS_CHARACTER_DIED (p1))
SET p1_expunch = 0
SET p1_killpunch = 0
REMOVE_WEAPONS (p1)
ENDIF
IF ((LOCATE_CHARACTER_ANY_MEANS (p1, 157.5, 127.5, 5.0 , 0.8 , 0.8)) AND (col_expunch = 0))
SET tmr_expunch = 0
SET p1_trg_punched = 0
SET p1_expunch = 1
ENDIF
IF ((( HAS_CHAR_PUNCHED_SOMEONE (p1)) AND (p1_trg_punched = 0)) AND (p1_expunch = 1))
STORE_LAST_CHAR_PUNCHED (p1, p1_punched)
SET p1_killpunch = 0
SET p1_trg_punched = 1
ENDIF
IF ((p1_trg_punched = 1) AND (p1_expunch = 1))
IF (NOT (DELAY (20)))
EXPLODE_SMALL (p1_punched)
SET p1_trg_punched = 0
SET p1_expunch = 0
SET p1_killpunch = 1
ADD_SCORE(p1, 4000)
ENDIF
ENDIF
IF ((( HAS_CHAR_PUNCHED_SOMEONE (p1)) AND (p1_expunch = 0)) AND (p1_killpunch = 0))
STORE_LAST_CHAR_PUNCHED (p1, p1_punched )
SET p1_killpunch = 1
SET p2_killpunch = 0
SET p3_killpunch = 0
SET p4_killpunch = 0
SET p5_killpunch = 0
SET p6_killpunch = 0
ENDIF
IF ( p1_killpunch = 1 )
IF (NOT (DELAY (5)))
KILL_CHAR (p1_punched)
SET p1_killpunch = 0
ENDIF
ENDIF
ENDIF
//PLAYER 2
IF (CHECK_CHARACTER_HEALTH(p2, 0))
IF ( HAS_CHARACTER_DIED ( p2))
SET p2_expunch = 0
SET p2_killpunch = 0
REMOVE_WEAPONS (p2)
ENDIF
IF ((LOCATE_CHARACTER_ANY_MEANS (p2, 157.5, 127.5, 5.0 , 0.8 , 0.8 )) AND (col_expunch = 0))
SET tmr_expunch = 0
SET p2_trg_punched = 0
SET p2_expunch = 1
ENDIF
IF ((( HAS_CHAR_PUNCHED_SOMEONE (p2)) AND (p2_trg_punched = 0)) AND (p2_expunch = 1 ))
STORE_LAST_CHAR_PUNCHED (p2 , p2_punched)
SET p2_killpunch = 0
SET p2_trg_punched = 1
ENDIF
IF ((p2_trg_punched = 1) AND (p2_expunch = 1))
IF (NOT (DELAY ( 20)))
EXPLODE_SMALL (p2_punched)
SET p2_trg_punched = 0
SET p2_expunch = 0
SET p2_killpunch = 1
ADD_SCORE(p2, 4000)
ENDIF
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE (p2)) AND (p2_expunch = 0)) AND (p2_killpunch = 0))
STORE_LAST_CHAR_PUNCHED (p2 , p2_punched)
SET p2_killpunch = 1
SET p1_killpunch = 0
SET p3_killpunch = 0
SET p4_killpunch = 0
SET p5_killpunch = 0
SET p6_killpunch = 0
ENDIF
IF ( p2_killpunch = 1 )
IF (NOT (DELAY (5)))
KILL_CHAR (p2_punched)
SET p2_killpunch = 0
ENDIF
ENDIF
ENDIF
//PLAYER 3
IF (CHECK_CHARACTER_HEALTH(p3, 0))
IF ( HAS_CHARACTER_DIED (p3))
SET p3_expunch = 0
SET p3_killpunch = 0
REMOVE_WEAPONS (p3)
ENDIF
IF ((LOCATE_CHARACTER_ANY_MEANS (p3, 157.5, 127.5, 5.0 , 0.8 , 0.8)) AND (col_expunch = 0))
SET tmr_expunch = 0
SET p3_trg_punched = 0
SET p3_expunch = 1
ENDIF
IF ((( HAS_CHAR_PUNCHED_SOMEONE (p3)) AND ( p3_trg_punched = 0)) AND (p3_expunch = 1))
STORE_LAST_CHAR_PUNCHED (p3, p3_punched)
SET p3_killpunch = 0
SET p3_trg_punched = 1
ENDIF
IF (( p3_trg_punched = 1 ) AND ( p3_expunch = 1))
IF (NOT (DELAY (20)))
EXPLODE_SMALL (p3_punched)
SET p3_trg_punched = 0
SET p3_expunch = 0
SET p3_killpunch = 1
ADD_SCORE(p3, 4000)
ENDIF
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE (p3)) AND (p3_expunch = 0)) AND (p3_killpunch = 0))
STORE_LAST_CHAR_PUNCHED (p3, p3_punched )
SET p3_killpunch = 1
SET p1_killpunch = 0
SET p2_killpunch = 0
SET p4_killpunch = 0
SET p5_killpunch = 0
SET p6_killpunch = 0
ENDIF
IF ( p3_killpunch = 1)
IF (NOT (DELAY (5)))
KILL_CHAR (p3_punched)
SET p3_killpunch = 0
ENDIF
ENDIF
ENDIF
//PLAYER 4
IF (CHECK_CHARACTER_HEALTH(p4, 0))
IF ( HAS_CHARACTER_DIED (p4))
SET p4_expunch = 0
SET p4_killpunch = 0
REMOVE_WEAPONS (p4)
ENDIF
IF ((LOCATE_CHARACTER_ANY_MEANS (p4 , 157.5, 127.5, 5.0 , 0.8 , 0.8)) AND (col_expunch = 0))
SET tmr_expunch = 0
SET p4_trg_punched = 0
SET p4_expunch = 1
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE (p4)) AND (p4_trg_punched = 0)) AND (p4_expunch = 1))
STORE_LAST_CHAR_PUNCHED (p4, p4_punched )
SET p4_trg_punched = 1
SET p4_killpunch = 0
ENDIF
IF ((p4_trg_punched = 1 ) AND ( p4_expunch = 1))
IF (NOT (DELAY (20)))
EXPLODE_SMALL (p4_punched)
SET p4_trg_punched = 0
SET p4_expunch = 0
SET p4_killpunch = 1
ADD_SCORE(p4, 4000)
ENDIF
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE ( p4)) AND (p4_expunch = 0)) AND (p4_killpunch = 0))
STORE_LAST_CHAR_PUNCHED (p4, p4_punched)
SET p4_killpunch = 1
SET p1_killpunch = 0
SET p2_killpunch = 0
SET p3_killpunch = 0
SET p5_killpunch = 0
SET p6_killpunch = 0
ENDIF
IF (p4_killpunch = 1)
IF (NOT (DELAY (5)))
KILL_CHAR (p4_punched)
SET p4_killpunch = 0
ENDIF
ENDIF
ENDIF
//PLAYER 5
IF (CHECK_CHARACTER_HEALTH(p5, 0))
IF ( HAS_CHARACTER_DIED (p5))
SET p5_expunch = 0
SET p5_killpunch = 0
REMOVE_WEAPONS (p5)
ENDIF
IF ((LOCATE_CHARACTER_ANY_MEANS (p5, 157.5, 127.5, 5.0 , 0.8 , 0.8)) AND (col_expunch = 0))
SET tmr_expunch = 0
SET p5_trg_punched = 0
SET p5_expunch = 1
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE (p5)) AND (p5_trg_punched = 0)) AND (p5_expunch = 1))
STORE_LAST_CHAR_PUNCHED (p5, p5_punched)
SET p5_trg_punched = 1
SET p5_killpunch = 0
ENDIF
IF ((p5_trg_punched = 1) AND (p5_expunch = 1))
IF ( NOT ( DELAY ( 20 ) ) )
EXPLODE_SMALL (p5_punched)
SET p5_trg_punched = 0
SET p5_expunch = 0
SET p5_killpunch = 1
ADD_SCORE(p5, 4000)
ENDIF
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE (p5)) AND (p5_expunch = 0)) AND (p5_killpunch = 0))
STORE_LAST_CHAR_PUNCHED (p5, p5_punched)
SET p5_killpunch = 1
SET p1_killpunch = 0
SET p2_killpunch = 0
SET p3_killpunch = 0
SET p4_killpunch = 0
SET p6_killpunch = 0
ENDIF
IF (p5_killpunch = 1)
IF (NOT (DELAY (5)))
KILL_CHAR (p5_punched)
SET p5_killpunch = 0
ENDIF
ENDIF
ENDIF
//PLAYER 6
IF (CHECK_CHARACTER_HEALTH(p6, 0))
IF (HAS_CHARACTER_DIED (p6))
SET p6_expunch = 0
SET p6_killpunch = 0
REMOVE_WEAPONS ( p6 )
ENDIF
IF ((LOCATE_CHARACTER_ANY_MEANS (p6, 157.5, 127.5, 5.0 , 0.8 , 0.8)) AND (col_expunch = 0))
SET tmr_expunch = 0
SET p6_trg_punched = 0
SET p6_expunch = 1
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE (p6)) AND (p6_trg_punched = 0)) AND (p6_expunch = 1))
STORE_LAST_CHAR_PUNCHED (p6, p6_punched)
SET p6_trg_punched = 1
SET p6_killpunch = 0
ENDIF
IF ((p6_trg_punched = 1) AND (p6_expunch = 1))
IF (NOT (DELAY (20)))
EXPLODE_SMALL (p6_punched)
SET p6_trg_punched = 0
SET p6_expunch = 0
SET p6_killpunch = 1
ADD_SCORE(p6, 4000)
ENDIF
ENDIF
IF (((HAS_CHAR_PUNCHED_SOMEONE (p6)) AND (p6_expunch = 0)) AND (p6_killpunch = 0))
STORE_LAST_CHAR_PUNCHED (p6, p6_punched)
SET p6_killpunch = 1
SET p1_killpunch = 0
SET p2_killpunch = 0
SET p3_killpunch = 0
SET p4_killpunch = 0
SET p5_killpunch = 0
ENDIF
IF (p6_killpunch = 1)
IF (NOT (DELAY (5)))
KILL_CHAR (p6_punched)
SET p6_killpunch = 0
ENDIF
ENDIF
ENDIF
IF (tmr_expunch=0)
SET tmr_expunch = (res_expunch + 0)
SET col_expunch = 1
DELETE_ITEM ( obj_expunch )
obj_expunch = CREATE_OBJ ( 157.5, 127.5 , 5.0 ) 0 RUBBISH END
DELETE_ITEM ( obj_expunch )
ENDIF
IF (tmr_expunch>1)
SET tmr_expunch = ( tmr_expunch - 1 )
ENDIF
IF (tmr_expunch=1)
SET col_expunch = 0
SET tmr_expunch = -1
obj_expunch = CREATE_OBJ ( 157.5, 127.5 , 5.0 ) 0 BRIEFCASE END
ENDIF
ENDWHILE
LEVELEND