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- {$CLEO .cs}
- 0000:
- 6@ = 2.1
- 7@ = 2.1
- 8@ = 1.1
- 0662: NOP "sitting v STREAKC"
- :TROL_1
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- jf @TROL_1
- 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 5@ closest_ped_to 1@
- if
- //056D: actor 1@ defined
- 056E: car 5@ defined
- jf @TROL_1
- if or
- 0137: car 5@ model == #STREAK
- 0137: car 5@ model == #STREAKC
- 0137: car 5@ model == #FREIGHT
- 0137: car 5@ model == #FREIFLAT
- 0137: car 5@ model == #FREIBOX
- 0137: car 5@ model == #TRAM
- //0137: car 5@ model == 793
- //0137: car 5@ model == 794
- //0137: car 5@ model == 612
- //0137: car 5@ model == 613
- //jf @IFOR_2
- jf @TROL_1
- jump @TRAIN
- :TRAIN
- wait 0
- if or
- 0205: actor $PLAYER_ACTOR near_car 5@ radius 70.0 70.0 70.0 flag 0
- 0206: actor $PLAYER_ACTOR near_car 5@ radius 70.0 70.0 70.0 flag 0 on_foot
- 0207: actor $PLAYER_ACTOR near_car 5@ radius 70.0 70.0 70.0 flag 0 in_car
- 00DB: actor $PLAYER_ACTOR in_car 5@
- //00DD: actor $PLAYER_ACTOR driving_car_with_model #STREAK
- //00DD: actor $PLAYER_ACTOR driving_car_with_model #FREIGHT
- 09AE: actor $PLAYER_ACTOR driving_train
- 00DF: actor $PLAYER_ACTOR driving
- jf @TROL_1
- if and
- not Actor.Dead($PLAYER_ACTOR)
- 8741: not actor $PLAYER_ACTOR busted
- jf @TROL_1
- //05CA: AS_actor 1@ enter_car 5@ passenger_seat 0 2500 ms
- jump @PASSENGERS
- :PASSENGERS
- wait 0
- 0561: 29@ = create_passenger_in_car 5@ seat 0
- 0561: 30@ = create_passenger_in_car 5@ seat 0
- 0561: 28@ = create_passenger_in_car 5@ seat 0
- 0561: 27@ = create_passenger_in_car 5@ seat 0
- 0561: 26@ = create_passenger_in_car 5@ seat 0
- 0561: 25@ = create_passenger_in_car 5@ seat 0
- 0561: 24@ = create_passenger_in_car 5@ seat 0
- //0561: 23@ = create_passenger_in_car 5@ seat 0
- jump @CARSTOP
- :CARSTOP
- wait 0
- if and
- 056D: actor 29@ defined
- 056D: actor 30@ defined
- 056D: actor 28@ defined
- 056D: actor 27@ defined
- 056D: actor 26@ defined
- 056D: actor 25@ defined
- 056D: actor 24@ defined
- //056D: actor 23@ defined
- 01C1: car 5@ stopped
- //0205: actor $PLAYER_ACTOR near_car 5@ radius 55.0 55.0 55.0 flag 0
- jf @CARSTOP
- jump @EXIT
- :EXIT
- wait 0
- 0464: put_actor 24@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
- 0464: put_actor 25@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
- //0633: AS_actor 23@ exit_car
- //0633: AS_actor 24@ exit_car
- //01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian
- 01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian
- //0633: AS_actor 25@ exit_car
- //0633: AS_actor 26@ exit_car
- 01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian
- wait 100
- 0464: put_actor 26@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
- 0464: put_actor 27@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
- 0464: put_actor 28@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
- 01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian
- //0633: AS_actor 27@ exit_car
- //0633: AS_actor 28@ exit_car
- 01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian
- 01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian
- wait 200
- //0633: AS_actor 29@ exit_car
- //0633: AS_actor 30@ exit_car
- 0464: put_actor 29@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
- 0464: put_actor 30@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
- 01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian
- 01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian
- wait 6000
- 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
- 01C3: remove_references_to_car 5@ // Like turning a car into any random car
- wait 0
- jump @TROL_1
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