:SUPER_CAR wait 0 model.load(#BULLET) model.Load(#FAM1) model.Load(#MINIGUN) model.Load(#ROCKETLA) model.Load(#BARREL1) model.Load(#MINIGUN_BASE) model.Load(#FLAME) model.Load(#TEARGAS) 038B: load_requested_models
:SUPER_CAR_CREATE wait 0 if and model.Available(#BULLET) model.Available(#FAM1) model.Available(#MINIGUN) model.Available(#ROCKETLA) model.Available(#BARREL1) model.Available(#MINIGUN_BASE) model.Available(#FLAME) jf @SUPER_CAR_CREATE $C = 2431.9075 $A = -1673.9484 $R = 13.6468 Car.Create($super_car,#BULLET,$C $A $R) 0229: set_car $super_car color_to 90 90 Car.Angle($super_car) = 90.0 Car.SetImmunities($super_car,1,1,1,1,1) 053F: set_car $super_car tires_vulnerable 0 Object.Create($gun,#MINIGUN_BASE,0.0 0.0 0.0) Object.Create($gun2,#MINIGUN_BASE,0.0 0.0 0.0) 0681: attach_object $gun to_car $super_car at_offset 0.5 0.5 0.0 rotation 90.0 0.0 90.0 0681: attach_object $gun2 to_car $super_car at_offset -0.5 0.5 0.0 rotation 270.0 0.0 90.0 Actor.Create($miniguner,4,#FAM1,0.0 0.0 0.0) Actor.Create($miniguner2,4,#FAM1,0.0 0.0 0.0) Actor.Create($rocketman,4,#FAM1,0.0 0.0 0.0) Actor.Create($flamber,4,#FAM1,0.0 0.0 0.0) Actor.SetImmunities($rocketman,1,1,1,1,1) Actor.SetImmunities($miniguner2,1,1,1,1,1) Actor.SetImmunities($miniguner,1,1,1,1,1) Actor.SetImmunities($flamber,1,1,1,1,1) 0464: put_actor $rocketman into_turret_on_car $super_car at_car_offset 0.0 0.0 2.0 position 0 shooting_angle 0.0 with_weapon 35 0464: put_actor $miniguner2 into_turret_on_car $super_car at_car_offset -0.9 0.5 0.3 position 0 shooting_angle 0.0 with_weapon 38 0464: put_actor $miniguner into_turret_on_car $super_car at_car_offset 0.9 0.5 0.3 position 0 shooting_angle 0.0 with_weapon 38 0464: put_actor $flamber into_turret_on_car $super_car at_car_offset 0.0 2.0 0.0 position 0 shooting_angle 0.0 with_weapon 37 0619: set_actor $miniguner2 collision_detection 0 0619: set_actor $miniguner collision_detection 0 0337: set_actor $rocketman visibility 0 0337: set_actor $miniguner2 visibility 0 0337: set_actor $miniguner visibility 0 0337: set_actor $flamber visibility 0
:FLIP_CHECK wait 0 if 01F4: car $super_car flipped jf @MINIGUN_ATTACK 0407: create_coordinate $FL $IP $P from_car $super_car offset 0.0 0.0 10.0 Car.PutAt($super_car,$FL $IP $P)
:MINIGUN_ATTACK wait 0 if and Actor.InCar($PLAYER_ACTOR,$super_car) 00E1: key_pressed 0 17 jf @ROCKET_LAUNCHER 04C4: create_coordinate $G $U $N from_actor $miniguner offset 0.0 10.0 -0.2 04C4: create_coordinate $G1 $U1 $N1 from_actor $miniguner2 offset 0.0 10.0 -0.2 0668: unknown_action_sequence $miniguner $G $U $N 500 0668: unknown_action_sequence $miniguner2 $G1 $U1 $N1 500
:ROCKET_LAUNCHER wait 0 if and 00E1: key_pressed 0 19 Actor.InCar($PLAYER_ACTOR,$super_car) jf @FLAMETHROWER 04C4: create_coordinate $G2 $U2 $N2 from_actor $rocketman offset 0.0 10.0 -0.5 0668: unknown_action_sequence $rocketman $G2 $U2 $N2 500
:FLAMETHROWER wait 0 if and 00E1: key_pressed 0 6 Actor.InCar($PLAYER_ACTOR,$super_car) jf @MINE 04C4: create_coordinate $G3 $U3 $N3 from_actor $flamber offset 0.0 10.0 0.0 0668: unknown_action_sequence $flamber $G3 $U3 $N3 500
:MINE wait 0 if and Actor.InCar($PLAYER_ACTOR,$super_car) 00E1: key_pressed 0 4 jf @ANTICOP_SYSTEM Object.Create($mine,#BARREL1,0.0 0.0 0.0) 0681: attach_object $mine to_car $super_car at_offset 0.0 -2.0 0.3 rotation 0.0 90.0 0.0 0682: detach_object $mine 0.0 0.0 0.0 collision_detection 0 wait 3000 Object.StorePos($mine,$B,$O,$MB) 020C: create_explosion_with_radius 10 at $B $O $MB wait 10 $MB += 1.0 020C: create_explosion_with_radius 10 at $B $O $MB wait 10 $MB += 1.0 020C: create_explosion_with_radius 10 at $B $O $MB Object.Destroy($mine) Object.RemoveReferences($mine)
:ANTICOP_SYSTEM wait 0 if and 00E1: key_pressed 0 10 Actor.InCar($PLAYER_ACTOR,$super_car) 010F: player $PLAYER_CHAR wanted level > 0 jf @FLIP_CHECK Car.DoorStatus($super_car) = 2 064B: $smoke_screen1 = create_particle "CARWASHSPRAY" at 0.0 0.0 0.0 1 064B: $smoke_screen2 = create_particle "CARWASHSPRAY" at 0.0 0.0 0.0 1 066C: $smoke_screen1 = attach_particle "CARWASHSPRAY" to_vehicle $super_car offset 1.0 0.0 0.0 rotation 0.0 90.0 0.0 1 066C: $smoke_screen1 = attach_particle "CARWASHSPRAY" to_vehicle $super_car offset -1.0 0.0 0.0 rotation 0.0 270.0 0.0 1 064C: make_particle $smoke_screen1 visible 064C: make_particle $smoke_screen2 visible wait 2000 0209: $color1 = random_int 0 126 0209: $color2 = random_int 0 126 0229: set_car $super_car color_to $color1 $color2 wait 2000 Player.ClearWantedLevel($PLAYER_CHAR) 0650: destroy_particle $smoke_screen1 0650: destroy_particle $smoke_screen2 Car.DoorStatus($super_car) = 0 Jump @FLIP_CHECK
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