#IF IS_FINAL_BUILD SCRIPT ENDSCRIPT #ENDIF #IF IS_DEBUG_BUILD //╒═════════════════════════════════════════════════════════════════════════════╕ //│ Author: Fraser Morgan Date: 01/07/11 │ //╞═════════════════════════════════════════════════════════════════════════════╡ //│ │ //│ Weapon Audio Tuning │ //│ │ //│ │ //╘═════════════════════════════════════════════════════════════════════════════╛ // HEADERS USING "rage_builtins.sch" USING "globals.sch" USING "brains.sch" USING "script_player.sch" USING "script_ped.sch" USING "commands_script.sch" USING "commands_pad.sch" USING "commands_ped.sch" USING "commands_graphics.sch" USING "commands_camera.sch" USING "commands_streaming.sch" USING "commands_interiors.sch" USING "commands_object.sch" USING "commands_physics.sch" USING "commands_misc.sch" USING "flow_public_core_override.sch" USING "weapon_enums.sch" // VARIABLES WEAPON_TYPE WeaponOne = WEAPONTYPE_ASSAULTRIFLE WEAPON_TYPE WeaponTwo = WEAPONTYPE_ASSAULTRIFLE VECTOR vPedOne, vPedControl = <<0, 0, 0>> VECTOR vFront, vSide, vUp, vPos, vTransformedOnePos, vTransformedTwoPos VECTOR vPedFemalePos = <<0, 0, 0>> BOOL bPedTwoIsFiring = FALSE BOOL bCreateControlPed = FALSE BOOL bDeleteControl = FALSE BOOL bCreatePedOne = FALSE BOOL bDeletePedOne = FALSE BOOL bAlternateGunFire = FALSE BOOL bControlPedFiring = FALSE FLOAT fPedOnePos = 40 FLOAT fDeltaPos = 1 FLOAT fControlPos = 1 FLOAT fPedMaleMinPos = 1 FLOAT fPedFemalePos = 1 FLOAT fDistPlayer = 0 INT iweaponTypeControl = 0 INT iweaponTypeTwo = 0 INT iGunFireTime = 1000 INT iBetweenFire = 0 INT iNumberSteps = 1 // INDEXES // MALES PED_INDEX Ped_One, Ped_Control // #IF IS_DEBUG_BUILD WIDGET_GROUP_ID createWeaponAudioWidgets // #ENDIF // cleanup the mission and widget PROC MISSION_CLEANUP() // #IF IS_DEBUG_BUILD IF DOES_WIDGET_GROUP_EXIST(createWeaponAudioWidgets) DELETE_WIDGET_GROUP(createWeaponAudioWidgets) ENDIF // #ENDIF IF DOES_ENTITY_EXIST(Ped_One) OR DOES_ENTITY_EXIST(Ped_Control) DELETE_PED(Ped_One) DELETE_PED(Ped_Control) ENDIF SET_ENTITY_INVINCIBLE(PLAYER_PED_ID(), FALSE) TERMINATE_THIS_THREAD() ENDPROC // Alternates fire between the two peds. PROC ALTERNATE_GUN_FIRE() IF DOES_ENTITY_EXIST(Ped_One) AND DOES_ENTITY_EXIST(Ped_Control) SET_PED_ACCURACY(Ped_One, 100) SET_PED_ACCURACY(Ped_Control, 100) SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_Control, TRUE) SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_One, TRUE) ENDIF IF iNumberSteps = 1 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 2 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 3 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (SQRT(fPedOnePos/fPedMaleMinPos))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (SQRT(fPedOnePos/fPedMaleMinPos))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 4 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 5 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 6 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.20)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.20)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.40)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.40)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.60)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.60)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.80)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.80)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 7 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.16)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.16)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.83)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.83)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 8 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.14)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.14)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.29)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.29)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.43)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.43)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.57)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.57)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.71)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.71)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.86)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.86)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 9 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.13)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.13)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.38)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.38)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.63)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.63)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF IF iNumberSteps = 10 vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.11)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.11)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.22)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.22)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.44)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.44)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.55)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.55)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.77)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.77)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88)))) SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) vPedOne = vTransformedOnePos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE) vPedOne = vTransformedTwoPos + vFront * fPedOnePos SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE) fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_One) WAIT(iBetweenFire) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) WAIT(iGunFireTime) CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control) WAIT(iBetweenFire) ENDIF ENDPROC PROC CREATE_WEAPON_WIDGETS() // #IF IS_DEBUG_BUILD createWeaponAudioWidgets = START_WIDGET_GROUP("Weapon Audio Tuning") START_WIDGET_GROUP("Ped Creation") START_WIDGET_GROUP("Female") ADD_WIDGET_FLOAT_SLIDER("Female Distance:", fPedFemalePos, 0, 150, 1) ADD_WIDGET_BOOL("Create Female", bCreatePedOne) ADD_WIDGET_BOOL("Delete Female", bDeletePedOne) STOP_WIDGET_GROUP() START_WIDGET_GROUP("Male") ADD_WIDGET_FLOAT_SLIDER("Male Distance:", fControlPos, 0, 150, 1) ADD_WIDGET_BOOL("Create Male", bCreateControlPed) ADD_WIDGET_BOOL("Delete Male", bDeleteControl) STOP_WIDGET_GROUP() STOP_WIDGET_GROUP() START_WIDGET_GROUP("Weapon Selection") START_NEW_WIDGET_COMBO() ADD_TO_WIDGET_COMBO("PISTOL") ADD_TO_WIDGET_COMBO("PISTOL_COMBAT") ADD_TO_WIDGET_COMBO("PISTOL_AP") ADD_TO_WIDGET_COMBO("SMG") ADD_TO_WIDGET_COMBO("SMG_MICRO") ADD_TO_WIDGET_COMBO("RIFLE_ASSAULT") ADD_TO_WIDGET_COMBO("RIFLE_CARBINE") ADD_TO_WIDGET_COMBO("RIFLE_ADV") ADD_TO_WIDGET_COMBO("LMG_MG") ADD_TO_WIDGET_COMBO("LMG_COMBAT") ADD_TO_WIDGET_COMBO("PUMP") ADD_TO_WIDGET_COMBO("SHOTGUN_SAWNOF") ADD_TO_WIDGET_COMBO("SHOTGUN_ASSAULT") ADD_TO_WIDGET_COMBO("SNIPER") ADD_TO_WIDGET_COMBO("SNIPER_REMOTE") ADD_TO_WIDGET_COMBO("SNIPER_RIFLE") ADD_TO_WIDGET_COMBO("GRENADE_LAUNCHER") ADD_TO_WIDGET_COMBO("RPG") ADD_TO_WIDGET_COMBO("MINIGUN") ADD_TO_WIDGET_COMBO("THROWN_GRENADE") ADD_TO_WIDGET_COMBO("THROWN_SMOKE_GRENADE") ADD_TO_WIDGET_COMBO("THROWN_STICKY_BOMB") ADD_TO_WIDGET_COMBO("STUNGUN") ADD_TO_WIDGET_COMBO("RUBBERGUN") ADD_TO_WIDGET_COMBO("PROG") ADD_TO_WIDGET_COMBO("FIRE_EXTINGUISHER") ADD_TO_WIDGET_COMBO("PETROL_CAN") //ADD_TO_WIDGET_COMBO("LOUDHAILER") STOP_WIDGET_COMBO("Female Weapon:", iweaponTypeTwo) ADD_WIDGET_BOOL("Make Female Fire", bPedTwoIsFiring) START_NEW_WIDGET_COMBO() ADD_TO_WIDGET_COMBO("PISTOL") ADD_TO_WIDGET_COMBO("PISTOL_COMBAT") ADD_TO_WIDGET_COMBO("PISTOL_AP") ADD_TO_WIDGET_COMBO("SMG") ADD_TO_WIDGET_COMBO("SMG_MICRO") ADD_TO_WIDGET_COMBO("RIFLE_ASSAULT") ADD_TO_WIDGET_COMBO("RIFLE_CARBINE") ADD_TO_WIDGET_COMBO("RIFLE_ADV") ADD_TO_WIDGET_COMBO("LMG_MG") ADD_TO_WIDGET_COMBO("LMG_COMBAT") ADD_TO_WIDGET_COMBO("LMG_ASSAULT") ADD_TO_WIDGET_COMBO("PUMP") ADD_TO_WIDGET_COMBO("SHOTGUN_SAWNOF") ADD_TO_WIDGET_COMBO("SHOTGUN_ASSAULT") ADD_TO_WIDGET_COMBO("SNIPER") ADD_TO_WIDGET_COMBO("SNIPER_REMOTE") ADD_TO_WIDGET_COMBO("SNIPER_RIFLE") ADD_TO_WIDGET_COMBO("GRENADE_LAUNCHER") ADD_TO_WIDGET_COMBO("RPG") ADD_TO_WIDGET_COMBO("MINIGUN") ADD_TO_WIDGET_COMBO("THROWN_GRENADE") ADD_TO_WIDGET_COMBO("THROWN_SMOKE_GRENADE") ADD_TO_WIDGET_COMBO("THROWN_STICKY_BOMB") ADD_TO_WIDGET_COMBO("STUNGUN") ADD_TO_WIDGET_COMBO("RUBBERGUN") ADD_TO_WIDGET_COMBO("PROG") ADD_TO_WIDGET_COMBO("FIRE_EXTINGUISHER") ADD_TO_WIDGET_COMBO("PETROL_CAN") //ADD_TO_WIDGET_COMBO("LOUDHAILER") STOP_WIDGET_COMBO("Make Male Weapon:", iweaponTypeControl) ADD_WIDGET_BOOL("Make Male Fire", bControlPedFiring) STOP_WIDGET_GROUP() START_WIDGET_GROUP("Alternating Fire") ADD_WIDGET_INT_SLIDER("Number Of Steps", iNumberSteps, 1, 10, 1) ADD_WIDGET_INT_SLIDER("Length of Gunfire(ms):", iGunFireTime, 0, 20000, 500) ADD_WIDGET_INT_SLIDER("Time Between Shots(ms):", iBetweenFire, 0, 10000, 500) ADD_WIDGET_BOOL("Alternate gunfire", bAlternateGunFire) ADD_WIDGET_FLOAT_SLIDER("Set Ped Max Dist", fPedOnePos, 1, 150, 1) ADD_WIDGET_FLOAT_SLIDER("Set Ped Min Dist", fPedMaleMinPos, 1, 150, 1) ADD_WIDGET_FLOAT_READ_ONLY("Current Dist from Player:", fDistPlayer) STOP_WIDGET_GROUP() STOP_WIDGET_GROUP() // #ENDIF ENDPROC // WEAPON TYPES ONE PROC WEAPON_UPDATER_CONTROL() SWITCH iweaponTypeControl CASE 0 WeaponOne = WEAPONTYPE_PISTOL GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 1 WeaponOne = WEAPONTYPE_COMBATPISTOL GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 2 WeaponOne = WEAPONTYPE_APPISTOL GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 3 WeaponOne = WEAPONTYPE_SMG GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 4 WeaponOne = WEAPONTYPE_MICROSMG GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 5 WeaponOne = WEAPONTYPE_ASSAULTRIFLE GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 6 WeaponOne = WEAPONTYPE_CARBINERIFLE GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 7 WeaponOne = WEAPONTYPE_ADVANCEDRIFLE GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 8 WeaponOne = WEAPONTYPE_MG GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 9 WeaponOne = WEAPONTYPE_COMBATMG GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 10 WeaponOne = WEAPONTYPE_PUMPSHOTGUN GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 11 WeaponOne = WEAPONTYPE_SAWNOFFSHOTGUN GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 12 WeaponOne = WEAPONTYPE_ASSAULTSHOTGUN GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 13 WeaponOne = WEAPONTYPE_HEAVYSNIPER GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 14 WeaponOne = WEAPONTYPE_REMOTESNIPER GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 15 WeaponOne = WEAPONTYPE_SNIPERRIFLE GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 16 WeaponOne = WEAPONTYPE_GRENADELAUNCHER GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 17 WeaponOne = WEAPONTYPE_RPG GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 18 WeaponOne = WEAPONTYPE_MINIGUN GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 19 WeaponOne = WEAPONTYPE_GRENADE GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 20 WeaponOne = WEAPONTYPE_SMOKEGRENADE GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 21 WeaponOne = WEAPONTYPE_STICKYBOMB GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 22 WeaponOne = WEAPONTYPE_STUNGUN GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 24 WeaponOne = WEAPONTYPE_PETROLCAN GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK CASE 25 WeaponOne = WEAPONTYPE_PETROLCAN GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) BREAK // CASE 26 // WeaponOne = WEAPONTYPE_DLC_LOUDHAILER // GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE) // BREAK ENDSWITCH ENDPROC // WEAPON TYPES TWO PROC WEAPON_UPDATER_PEDS() SWITCH iweaponTypeTwo CASE 0 WeaponTwo = WEAPONTYPE_PISTOL GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 1 WeaponTwo = WEAPONTYPE_COMBATPISTOL GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 2 WeaponTwo = WEAPONTYPE_APPISTOL GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 3 WeaponTwo = WEAPONTYPE_SMG GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 4 WeaponTwo = WEAPONTYPE_MICROSMG GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 5 WeaponTwo = WEAPONTYPE_ASSAULTRIFLE GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 6 WeaponTwo = WEAPONTYPE_CARBINERIFLE GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 7 WeaponTwo = WEAPONTYPE_ADVANCEDRIFLE GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 8 WeaponTwo = WEAPONTYPE_MG GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 9 WeaponTwo = WEAPONTYPE_COMBATMG GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 10 WeaponTwo = WEAPONTYPE_PUMPSHOTGUN GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 11 WeaponTwo = WEAPONTYPE_SAWNOFFSHOTGUN GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 12 WeaponTwo = WEAPONTYPE_ASSAULTSHOTGUN GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 13 WeaponTwo = WEAPONTYPE_HEAVYSNIPER GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 14 WeaponTwo = WEAPONTYPE_REMOTESNIPER GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 15 WeaponTwo = WEAPONTYPE_SNIPERRIFLE GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 16 WeaponTwo = WEAPONTYPE_GRENADELAUNCHER GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 17 WeaponTwo = WEAPONTYPE_RPG GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 18 WeaponTwo = WEAPONTYPE_MINIGUN GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 19 WeaponTwo = WEAPONTYPE_GRENADE GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 20 WeaponTwo = WEAPONTYPE_SMOKEGRENADE GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 21 WeaponTwo = WEAPONTYPE_STICKYBOMB GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 22 WeaponTwo = WEAPONTYPE_STUNGUN GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 24 WeaponTwo = WEAPONTYPE_PETROLCAN GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK CASE 25 WeaponTwo = WEAPONTYPE_PETROLCAN GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) BREAK // CASE 26 // WeaponTwo = WEAPONTYPE_DLC_LOUDHAILER // GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE) // BREAK ENDSWITCH ENDPROC PROC PED_BEHAVIOURS() IF DOES_ENTITY_EXIST(Ped_One) AND NOT IS_ENTITY_DEAD(Ped_One) SET_PED_CAN_SWITCH_WEAPON(Ped_One, TRUE) SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_One, TRUE) SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(Ped_One, FALSE) SET_PED_AS_ENEMY(Ped_One, TRUE) SET_ENTITY_INVINCIBLE(Ped_One, TRUE) ENDIF IF DOES_ENTITY_EXIST(Ped_Control) AND NOT IS_ENTITY_DEAD(Ped_Control) SET_PED_CAN_SWITCH_WEAPON(Ped_Control, TRUE) SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_Control, TRUE) SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(Ped_Control, FALSE) SET_PED_AS_ENEMY(Ped_Control, TRUE) SET_ENTITY_INVINCIBLE(Ped_Control, TRUE) ENDIF ENDPROC SCRIPT IF HAS_FORCE_CLEANUP_OCCURRED() MISSION_CLEANUP() ENDIF CREATE_WEAPON_WIDGETS() IF NOT IS_PED_INJURED(PLAYER_PED_ID()) SET_GAMEPLAY_CAM_RELATIVE_HEADING() ENDIF REQUEST_MODEL(A_F_Y_BEACH_01) REQUEST_MODEL(A_M_Y_BEACH_01) WHILE NOT HAS_MODEL_LOADED(A_F_Y_BEACH_01) AND NOT HAS_MODEL_LOADED(A_M_Y_BEACH_01) WAIT(0) ENDWHILE WHILE TRUE // Main Loop WAIT(0) IF DOES_ENTITY_EXIST(PLAYER_PED_ID()) SET_ENTITY_INVINCIBLE(PLAYER_PED_ID(), TRUE) SET_CLOCK_TIME(12, 00, 00) ENDIF // Updating Ped Weapons WEAPON_UPDATER_CONTROL() WEAPON_UPDATER_PEDS() // Spawning peds at player's location. GET_ENTITY_MATRIX(PLAYER_PED_ID(), vFront, vSide, vUp, vPos) vTransformedOnePos = vPos + fDeltaPos * vSide vTransformedTwoPos = vPos - fDeltaPos * vSide vPedControl = vTransformedOnePos + vFront * fControlPos vPedFemalePos = vTransformedTwoPos + vFront * fPedFemalePos IF NOT IS_PED_INJURED(PLAYER_PED_ID()) IF bAlternateGunFire = TRUE ALTERNATE_GUN_FIRE() ENDIF // =======================||PED ONE||======================= IF bCreateControlPed bControlPedFiring = FALSE IF DOES_ENTITY_EXIST(Ped_Control) DELETE_PED(Ped_Control) ENDIF Ped_Control = CREATE_PED(PEDTYPE_GANG1, A_M_Y_BEACH_01, vPedControl) bCreateControlPed = FALSE ENDIF IF bControlPedFiring IF DOES_ENTITY_EXIST(Ped_Control) SET_PED_INFINITE_AMMO(Ped_Control, TRUE, WEAPONTYPE_INVALID) SET_PED_ACCURACY(Ped_Control, 100) TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) ENDIF bControlPedFiring = TRUE ELSE IF DOES_ENTITY_EXIST(Ped_Control) CLEAR_PED_TASKS(Ped_Control) ENDIF ENDIF IF bCreatePedOne bPedTwoIsFiring = FALSE IF DOES_ENTITY_EXIST(Ped_One) DELETE_PED(Ped_One) ENDIF Ped_One = CREATE_PED(PEDTYPE_GANG1, A_F_Y_BEACH_01, vPedFemalePos) bCreatePedOne = FALSE ENDIF PED_BEHAVIOURS() IF bPedTwoIsFiring IF DOES_ENTITY_EXIST(Ped_One) SET_PED_INFINITE_AMMO(Ped_One, TRUE, WEAPONTYPE_INVALID) SET_PED_ACCURACY(Ped_One, 100) SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_One, TRUE) TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS) ENDIF bPedTwoIsFiring = TRUE ELSE IF DOES_ENTITY_EXIST(Ped_One) CLEAR_PED_TASKS(Ped_One) ENDIF ENDIF // ---------------------------------------------------------------------DELETION IF bDeleteControl IF DOES_ENTITY_EXIST(Ped_Control) DELETE_PED(Ped_Control) ENDIF bDeleteControl = FALSE ENDIF IF bDeletePedOne IF DOES_ENTITY_EXIST(Ped_One) DELETE_PED(Ped_One) ENDIF bDeletePedOne = FALSE ENDIF IF IS_KEYBOARD_KEY_JUST_PRESSED(KEY_S) MISSION_CLEANUP() ENDIF ENDIF ENDWHILE ENDSCRIPT #ENDIF // IS_DEBUG_BUILD