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Thread: GANG-WAR minigame ( script examples )
  

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  1. #1 GANG-WAR minigame ( script examples ) 
    HuN's Avatar
    HuN
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    GANG-WAR minigame 2.4
    " I made gang-war minigame with hardcore gta player's in mind and i never wanted it to be easy !...
    reason is quite simple, i wanted user to really feel out-numbered against a full gang and to feel they were lucky to survive such odds ."
    HuN .




    video made by : Jumper


    GWm2.4 changelog & info's :
    Code:
    tested on GTA 4 original ... EFLC & Complete editions are untested .
    
    include:
    - GWm2.4 version ( not savable ) + source
    - GWm2.4 Beta version ( savable testing ) + source
    
    changelog:
    ---------------
    - SAVABLE WAR PROGRESS:
    
    ( GWm2.4 beta version only ! )
    
    this feature was made for my own GW testings , as a way to save GW progress easily without having to figure out how scripts are saved ... 
    basicly , my script edit some unused savable stats to store values , however i have no clue if editing thoses stats could mess up anything 
    in game in the long run and/or if thoses stats are used by tlad&tbogt for something else ( i tested only on gta 4 original so far )
    
    - this feature will save completed gang-wars 
    
    NOTE : 
    - disable GW2.4 script before saving game the usual way
    
    WARNING !!! :
    - IF YOU USE BETA VERSION !!! , MAKE A BACKUP OF YOUR SAVEFILE OR CREATE A NEW ONE just to make sure nothing get messed up in your main savefile.
    that said , if stats are anything like they were in SA , editing them as no other effect on game aside total displayed on screen.
    
    ---------------
    
    - TERRITORIES UNDER-ATTACK SITUATIONS :
    
    once you completed a war , the territory will be yours to protect ... then it will randomly gets invaded by gang that was owning it .
    this is managed by days/hours/minutes of week ( in game time ) and each territory is set to be attacked once a week ( random time ) 
    once its " under attack " you will have until 23:59 that day to defend it, else the territory will be "taken over " same if you die during attack .
     
    
    - other wars are disabled during attacks.
    - triggering a war will reset ramdom time set for attacks and " death / arrest " may skip time when attack should occur.
    - the more territories you own , more attacks you'll get .
    
    NOTE : 
    - this feature is meant as a random event that happens once-in-awhile.
    - this feature will get further improvements in next GWm version.
    
    ---------------
    
    - HITMAN DRIVE-BY'S :
    
    since every gangs wants you dead  ... they will send hitman's to kill you. this is managed by hours/minutes of day ( in game time ) and a hitman packed drive-by car 
    will search for you everyday ( random time ) and is reseted at 23:59 or after a war.
    
    - hitman's are disabled if you enter a gang territory
    - they can sometimes be stupid and get stuck while on their way to get you ( already working on a fix )
    - situations that foward day time , like " death / arrest " may skip time when a drive-by should occur.
    
    NOTE:
    - this feature still have some minor issues , however its fun enuff to be included in this release.
    - this feature will get further improvements in next GWm version.
    
    ---------------
    
    - NEW " WAR WAVES " STRUCTURE :
    
    theres now 9 war waves...
    
    base gang =  7 gang members
    wave # 1 = 11 gang members ( drive-by )
    wave # 2 =  7 gang members
    wave # 3 =  7 gang members
    wave # 4 =  7 gang members
    wave # 5 =  11 gang members ( drive-by )
    wave # 6 =  14 gang members ( 2 spawn points )
    wave # 7 =  14 gang members ( 2 spawn points )
    wave # 8 =  14 gang members ( 2 spawn points )
    wave # 9 =  18 gang members ( 2 spawn points + drive-by)
    
    TOTAL = 110 gang members to kill to complete a war .
    
    ---------------
    
    - OPTIMIZING SCRIPT :
    
    i continued to optimize some parts of the script  ... however , like i said before this aint a priority as long script works well in-game .
    
    ---------------

    DOWNLOAD LINKS :

    Gang-Wars minigame 2.4 script examples+compiled sco's
    GWm2.4+savable beta.rar
    include:
    - GWm2.4 ( not savable ) SCO + source
    - GWm2.4 Beta version ( savable testing ) SCO + source
    note : scripts/sco's are meant to be used with modmanager or a trainer with " modslots " feature .

    or ...

    EvilB included Gang-wars minigames in his trainer :
    EvilB - PS3 & XBOX Trainer
    http://psx-scene.com/forums/f276/%5B...3-xbox-105918/
    note: current trainer version may not feature latest gang-wars minigame version .


    Gang-wars info's :

    - thoses are survival gang-wars .
    - when you enter a territory a text message will be displayed and gang-members will spawn.
    - kill all gang members near war blip to provoke a war.
    - each war have a total of 9 waves and 7 to 18 gang members will spawn for each wave.
    - kill all of them for next wave to start. ( similar to GTA SA gang-wars )
    - if you die , you will respawn outside of territory limit and war waves will be reseted.
    - war blip will turn gray when war is completed.
    - once a war is completed, its territory can randomly be under-attack.
    - once a day ( game time ) hitman's will be hired to kill you in between wars.


    Gang-wars Map :





    usefull links :
    if you want to learn to compile scripts and use modmanager.

    Three-Socks Modmanager thread:
    http://psx-scene.com/forums/f276/%5B...v1-2-a-101890/

    Three-Socks " how to compile code example scripts" tutorial :
    http://psx-scene.com/forums/f276/%5B...cripts-102230/


    some credits goes to :
    - JDMAlex ( for some shortcut structure and ped spawning base source )
    - Three-Socks ( for XYZH display mod and his amazing modmanager )
    - Jumper (for doing a great HD video for GWm )


    GW is back ! ... have fun.




    want more ?...
    SEE OLDER GANG-WAR VERSIONS & PED-WARS SECTION IN POST'S BELOW ! ...
    Last edited by HuN; 01-13-2013 at 12:55 PM.
    jumper, tthousand, EvilB and 6 others like this.
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  2. #2  
    HuN's Avatar
    HuN
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    Older Gang-War Versions
    Thoses are links to older versions of gang-wars files and repo.


    - Gang-War minigame 2.3 script example+compiled sco
    Gang-Wars minigame 2.3 script example+compiled sco

    repo link : https://bitbucket.org/MrRic013/gwm2.3/src

    - Gang-war minigame 2.2 download ( 2.1 & 2.2 script examples + 2.2 compiled sco)
    http://www.mediafire.com/download.php?d717evql6vweup5

    repo link : https://bitbucket.org/MrRic013/gwm2.2



    More Video Links:
    thoses are older version videos made during testing .

    AoD GANG WAR - YouTube

    JAMAICAN GANG-WAR - YouTube

    RUSSIAN GANG WAR - YouTube

    RUSSIAN MOB GANG WAR - YouTube

    AFRO-AMERICAN GANG WAR - YouTube

    IRISH GANG WAR - YouTube

    ALBANIAN GANG WAR - YouTube

    ITALIAN MAFIA GANG WAR - YouTube

    PUERTO RICAN GANG WAR - YouTube

    LOST BIKER GANG WAR - YouTube


    Last edited by HuN; 11-11-2012 at 12:51 AM.
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  3. #3  
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    GTA IV Ped-Wars Minigame :

    this section will be for created wars using ped models that are not Official Gangs in the game ... basicly various ped models will be used to create a theme gang .
    i will also use thoses script examples to test or preview new features that may be added later in Gang-War .

    EDIT: this section will also host Ped-Wars made by users.


    Sex Workers Ped-War :

    this war is a request from nativesith & tthousand , it also include a preview of ENEMY DRIVE-BY CAR feature ( in wave 1 of war ) that im still working on ...



    Here's my script example :
    (v 1.1)
    - added "task car mission ped target "
    - added " set car heading "

    note : this greatly improve ENEMY DRIVE-BY CAR , only fine tweaking left to be done before adding it to all gang-wars .

    Code:
    //Core
    #include <natives.h>
    #include <common.h>
    #include <strings.h>
    #include <types.h>
    #include <consts.h>
    
    //############### Define Ps3 GamePad ################################//
    #define SELECT  0xD
    #define START  0xC
    #define SQUARE  0xE
    #define TRIANGLE  0xF
    #define X  0x10
    #define CIRCLE  0x11
    #define DPAD_UP  0x8
    #define DPAD_DOWN  0x9
    #define DPAD_LEFT  0xA
    #define DPAD_RIGHT  0xB
    #define L2  0x5
    #define R2  0x7
    #define L1  0x4
    #define R1  0x6
    #define STICK_L  0x12
    #define STICK_R  0x13  
    //############### Define Ps3 GamePad ################################//
    
    // Enemy Group coordinates
    float EGx, EGy, EGz;
    float DBx, DBy, DBz;
    
    // Enemy Peds handles
    Ped zped;
    Ped zpeda;
    Ped zpedb;
    Ped zpedc;
    Ped zpedd;
    Ped zpede;
    Ped zpedf;
    Ped zpedg;
    Ped zpedh;
    Ped zpedi;
    Ped zpedj;
    
    // Drive-By Vehicle handle
    Vehicle gcar;
    
    // Enemy Peds Blip handles
    Blip bzPed;
    Blip bzPeda;
    Blip bzPedb;
    Blip bzPedc;
    Blip bzPedd;
    Blip bzPede;
    Blip bzPedf;
    Blip bzPedg;
    Blip bzPedh;
    Blip bgcar;
    
    // Player Warped 
    boolean pWarpInt = 0;
    
    // Intro & Reset Text Displayed
    boolean iTextInt = 0;
    boolean rTextInt = 0;
    
    // Enemy Peds Spawned
    boolean zPedInt = 0;
    boolean zPedaInt = 0;
    boolean zPedbInt = 0;
    boolean zPedcInt = 0;
    boolean zPeddInt = 0;
    boolean zPedeInt = 0;
    boolean zPedfInt = 0;
    boolean zPedgInt = 0;
    boolean zPedhInt = 0;
    boolean zPediInt = 0;
    boolean zPedjInt = 0;
    
    // DriveBy Car Spawned
    boolean gcarInt = 0;
    
    // War Waves Current stage
    boolean zWarInt = 15;
    
    // Display Text Shortcut
    void Print(char *string)
    {
    	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string, 3000, 1);
    }
    
    //Various Enemy peds Settings Shortcut
    void EnemySettings(uint ptype, uint pblip)
    {
    	SET_CHAR_RELATIONSHIP_GROUP(ptype, 24);
    	SET_CHAR_RELATIONSHIP(ptype, 5, 0);
    	SET_CHAR_RANDOM_COMPONENT_VARIATION(ptype);
    	SET_CHAR_ONLY_DAMAGED_BY_PLAYER(ptype, TRUE);
    	SET_CHAR_AS_ENEMY(ptype, TRUE);
    	SET_CHAR_ACCURACY(ptype, 40);    
    	SET_SENSE_RANGE(ptype, 80.0);
    	SET_CHAR_KEEP_TASK(ptype, TRUE);
    	TASK_COMBAT(ptype, GetPlayerPed());
    	SET_CHAR_IS_TARGET_PRIORITY(GetPlayerPed(), TRUE);
    	SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, FALSE);
    	SET_CHAR_WILL_MOVE_WHEN_INJURED(ptype, TRUE);
    	SET_CHAR_WILL_USE_COVER(ptype, TRUE);
    	SET_PED_DONT_DO_EVASIVE_DIVES(ptype, TRUE);
    	SET_PED_DIES_WHEN_INJURED(ptype, TRUE);
    	SET_PED_GENERATES_DEAD_BODY_EVENTS(ptype, TRUE);
    	SET_BLIP_AS_FRIENDLY(pblip, FALSE);
    	CHANGE_BLIP_COLOUR(pblip, BLIP_COLOR_WHITE);
    }
    
    // DriveBy Enemy Settings
    void DriveBySettings(uint ptype)
    {
    	SET_CHAR_RELATIONSHIP_GROUP(ptype, 24);
    	SET_CHAR_RELATIONSHIP(ptype, 5, 0);
    	SET_CHAR_RANDOM_COMPONENT_VARIATION(ptype);
    	SET_CHAR_ONLY_DAMAGED_BY_PLAYER(ptype, TRUE);
    	SET_CHAR_AS_ENEMY(ptype, TRUE);
    	SET_CHAR_ACCURACY(ptype, 40);    
    	SET_SENSE_RANGE(ptype, 150.0);
    	SET_CHAR_KEEP_TASK(ptype, TRUE);
    	TASK_COMBAT(ptype, GetPlayerPed());
    	SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, TRUE);
    	SET_CHAR_WILL_DO_DRIVEBYS(ptype, TRUE);
    	SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(ptype, FALSE);
    	SET_PED_DIES_WHEN_INJURED(ptype, TRUE);
    	SET_PED_GENERATES_DEAD_BODY_EVENTS(ptype, TRUE);
    	}
    	
    
    // Remove Enemy Shortcut
    void ClearEnemy(uint ptype, uint pblip)
    {
    	EXPLODE_CHAR_HEAD(ptype);
    	TASK_DIE(ptype);
    	REMOVE_FAKE_NETWORK_NAME_FROM_PED(ptype);
    	REMOVE_BLIP(pblip);
    }
    
    
    // Set & Spawn Enemy Boss At Requested Coordinates 
    void SpawnBoss(uint modelBoss, float xb, float yb, float zb, uint weapon)
    {
    	REQUEST_MODEL(modelBoss);
    	while (!HAS_MODEL_LOADED(modelBoss)) WAIT(0);
        
    	CREATE_CHAR(16, modelBoss, xb, yb, zb, &zped, true);
    	
    	ADD_ARMOUR_TO_CHAR(zped, 5000); 
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zped, xb, yb, zb, 20.0);
    	UpdateWeaponOfPed(zped, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zped, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zped, &bzPed);
    	GIVE_PED_FAKE_NETWORK_NAME(zped, "Pimp Boss", 225, 225, 225, 255); 
    	EnemySettings(zped, bzPed);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelBoss);
    }
    
    // Set & Spawn Enemy(A) Near Boss
    void SpawnA(uint modelza, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelza);
    	while (!HAS_MODEL_LOADED(modelza)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelza, EGx,EGy,EGz, &zpeda, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpeda, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpeda, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpeda, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpeda, &bzPeda);
    	GIVE_PED_FAKE_NETWORK_NAME(zpeda, "XXX", 225, 225, 225, 255); 
    	EnemySettings(zpeda, bzPeda);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelza);
    }
    
    // Set & Spawn Enemy(B) Near Boss 
    void SpawnB(uint modelzb, uint weapon, float offset_y)
    {
    	REQUEST_MODEL(modelzb);
    	while (!HAS_MODEL_LOADED(modelzb)) WAIT(0);
    	
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzb, EGx,EGy,EGz, &zpedb, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedb, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpedb, weapon);
    	SET_CURRENT_CHAR_WEAPON(zpedb, weapon, TRUE);
    	ADD_BLIP_FOR_CHAR(zpedb, &bzPedb);
    	GIVE_PED_FAKE_NETWORK_NAME(zpedb, "XXX", 225, 225, 225, 255); 
    	EnemySettings(zpedb, bzPedb);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzb);
    }
    
    // Set & spawn Enemy(C) Near Boss 
    void SpawnC(uint modelzc, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelzc);
    	while (!HAS_MODEL_LOADED(modelzc)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x,  0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzc, EGx,EGy,EGz, &zpedc, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedc, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpedc, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedc, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedc, &bzPedc);
    	GIVE_PED_FAKE_NETWORK_NAME(zpedc, "XXX", 225, 225, 225, 255);
    	EnemySettings(zpedc, bzPedc);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzc);
    }
    
    // Set & Spawn Enemy(D) Near Boss
    void SpawnD(uint modelzd, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzd);
    	while (!HAS_MODEL_LOADED(modelzd)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzd, EGx,EGy,EGz, &zpedd, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedd, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpedd, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedd, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedd, &bzPedd);
    	GIVE_PED_FAKE_NETWORK_NAME(zpedd, "XXX", 225, 225, 225, 255);
    	EnemySettings(zpedd, bzPedd);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzd);
    }
    
    // Set & Spawn Enemy(E) Near Boss
    void SpawnE(uint modelze, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelze);
    	while (!HAS_MODEL_LOADED(modelze)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x,  0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelze, EGx,EGy,EGz, &zpede, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpede, EGx, EGy, EGz, 30.0);
    	UpdateWeaponOfPed(zpede, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpede, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpede, &bzPede);
    	GIVE_PED_FAKE_NETWORK_NAME(zpede, "XXX", 225, 225, 225, 255);
    	EnemySettings(zpede, bzPede);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelze);
    }
    
    // Set & Spawn Enemy(F) Near Boss
    void SpawnF(uint modelzf, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzf);
    	while (!HAS_MODEL_LOADED(modelzf)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzf, EGx,EGy,EGz, &zpedf, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedf, EGx, EGy, EGz, 30.0);
    	UpdateWeaponOfPed(zpedf, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedf, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedf, &bzPedf);
    	GIVE_PED_FAKE_NETWORK_NAME(zpedf, "XXX", 225, 225, 225, 255);
    	EnemySettings(zpedf, bzPedf);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzf);
    }
    
    // Set & Spawn Enemy(G) Near Boss
    void SpawnG(uint modelzg, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelzg);
    	while (!HAS_MODEL_LOADED(modelzg)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x,  0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzg, EGx,EGy,EGz, &zpedg, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedg, EGx, EGy, EGz, 30.0);
    	UpdateWeaponOfPed(zpedg, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedg, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedg, &bzPedg);
    	GIVE_PED_FAKE_NETWORK_NAME(zpedg, "XXX", 225, 225, 225, 255);
    	EnemySettings(zpedg, bzPedg);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzg);
    }
    
    // Set & Spawn enemy(H) Near Boss
    void SpawnH(uint modelzh, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzh);
    	while (!HAS_MODEL_LOADED(modelzh)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzh, EGx,EGy,EGz, &zpedh, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedh, EGx, EGy, EGz, 30.0);
    	UpdateWeaponOfPed(zpedh, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedh, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedh, &bzPedh);
    	GIVE_PED_FAKE_NETWORK_NAME(zpedh, "XXX", 225, 225, 225, 255);
    	EnemySettings(zpedh, bzPedh);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzh);
    }
    
    // Set & Spawn enemy(I) Near DriveBy Car
    void SpawnI(uint modelzi, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzi);
    	while (!HAS_MODEL_LOADED(modelzi)) WAIT(0);
    
    	GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(gcar, 0, offset_y , 0, &DBx, &DBy, &DBz); 
    	CREATE_CHAR(16, modelzi, DBx,DBy,DBz, &zpedi, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedi, EGx, EGy, EGz, 150.0);
    	UpdateWeaponOfPed(zpedi, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedi, weapon, TRUE); 
    	GIVE_PED_FAKE_NETWORK_NAME(zpedi, "XXX", 225, 225, 225, 255);
    	DriveBySettings(zpedi);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzi);
    }
    
    // Set & Spawn enemy(J) Near DriveBy Car
    void SpawnJ(uint modelzj, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzj);
    	while (!HAS_MODEL_LOADED(modelzj)) WAIT(0);
    
    	GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(gcar, 0, offset_y , 0, &DBx, &DBy, &DBz); 
    	CREATE_CHAR(16, modelzj, DBx,DBy,DBz, &zpedj, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedj, EGx, EGy, EGz, 150.0);
    	UpdateWeaponOfPed(zpedj, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedj, weapon, TRUE); 
    	GIVE_PED_FAKE_NETWORK_NAME(zpedj, "XXX", 225, 225, 225, 255);
    	DriveBySettings(zpedj);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzj);
    }
    
    // Spawn Drive-By Vehicle
    void SpawnDriveByVehicle(uint modelgcar, float Vx, float Vy, float Vz)
    {
    	REQUEST_MODEL(modelgcar);
    	while (!HAS_MODEL_LOADED(modelgcar)) WAIT(0); 
    
    	CREATE_CAR(modelgcar, Vx, Vy, Vz, &gcar, true);
    	SET_CAR_HEADING(gcar, 227.2076);
    	ADD_BLIP_FOR_CAR(gcar, &bgcar);
    	SET_BLIP_AS_FRIENDLY(bgcar, FALSE);
    	CHANGE_BLIP_COLOUR(bgcar, BLIP_COLOR_WHITE);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelgcar);
    	return gcar;
    }
    
    // Set Various Player/World Settings
    void PlayerSettings(void)
    {
    	if(IS_PLAYER_PLAYING(GetPlayerIndex()))
    	{
    		SET_MAX_WANTED_LEVEL(0);
    		SET_CHAR_WANTED_BY_POLICE(GetPlayerPed(), FALSE);
    		SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), TRUE);
    		OVERRIDE_NEXT_RESTART(1216.2084, 1655.5798, 16.6523, 49.2072);
    		if(gcarInt == 1 && zPediInt == 1) 
    		{
    			TASK_CAR_MISSION_PED_TARGET(zpedi, gcar, GetPlayerPed(), 2, 99.0, 2, 0, 10);
    		}
    	}
    }
    
    // Teleport player near war zone	
    void WarpToWar(void)
    {
    	if(IS_PLAYER_PLAYING(GetPlayerIndex()) && pWarpInt == 0)
    	{
    	     while (IS_SCREEN_FADING())
            {
    			WAIT(0);
            }
            DO_SCREEN_FADE_OUT(500);
            while (IS_SCREEN_FADING())
            {
    			WAIT(0);
            }
    
    		float x = 1216.2084, y = 1655.5798, z = 16.6523;  
    		
            SET_PLAYER_CONTROL(GetPlayerIndex(), FALSE);
            LOAD_SCENE(x, y, z);
            WAIT(500);
    		SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE);
            SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), x, y, z);
    		SET_CHAR_HEADING(GetPlayerPed(), 49.2072);
    		SET_CAM_BEHIND_PED(GetPlayerPed());
    		while (IS_SCREEN_FADING())
            {
    			WAIT(0);
            }
            DO_SCREEN_FADE_IN(500);
            while (IS_SCREEN_FADING())
            {
    			WAIT(0);
    			pWarpInt = 1;
    			iTextInt = 1;
            }
    
    	}
    }
    
    // Display Intro Text Once PLayer Teleported
    void TextIntro(void)
    {
    	if(IS_PLAYER_PLAYING(GetPlayerIndex()) && iTextInt == 1)
    	{
    		Print("GANG WAR");
    		WAIT(4000);
    		Print("Kill All Gang Members And Boss To Get Into Next Wave");
    		WAIT(2000);
    		zWarInt = 0;
    		iTextInt = 0;
    	}
    }
    
    // Display Gang War Reseted Text If Player Die
    void TextReset(void)
    {
    	if(!IS_CHAR_DEAD(GetPlayerPed()) && rTextInt == 1)
    	{
    		WAIT(3000);
    		Print("You Died Gang War Reseted");
    		WAIT(4000);
    		Print("Get Back Into War Zone");
    		zWarInt = 0;
    		rTextInt = 0;
    	
    	}
    }
    
    // Manage Death/Reset 
    void PlayerDeathReset(void)
    {
    	if(IS_CHAR_DEAD(GetPlayerPed()))
    	{
    		zWarInt = 15;
    		rTextInt = 1;
    	}
    }
    
    // Spawn Enemy Gang Shortcut
    void SpawnGang(void)
    {
    	SpawnA(MODEL_F_Y_HOOKER_01, WEAPON_PISTOL, 1); 
    	zPedaInt = 1;
    	SpawnB(MODEL_F_Y_HOOKER_03, WEAPON_SHOTGUN, 1); 
    	zPedbInt = 1;
    	SpawnC(MODEL_F_Y_STRIPPERC01, WEAPON_MICRO_UZI, 2); 
    	zPedcInt = 1;
    	SpawnD(MODEL_F_Y_STRIPPERC02, WEAPON_SHOTGUN, 2); 
    	zPeddInt = 1;
    	SpawnE(MODEL_F_Y_HOOKER_01, WEAPON_PISTOL, -1); 
    	zPedeInt = 1;
    	SpawnF(MODEL_F_Y_HOOKER_03, WEAPON_SHOTGUN, -1); 
    	zPedfInt = 1;
    	SpawnG(MODEL_F_Y_STRIPPERC01, WEAPON_MICRO_UZI, -2); 
    	zPedgInt = 1;
    	SpawnH(MODEL_F_Y_STRIPPERC02, WEAPON_SHOTGUN, -2); 
    	zPedhInt = 1;
    }
    
    void SpawnDriveByGang(void)
    {
    	SpawnI(MODEL_F_Y_STRIPPERC01, WEAPON_MICRO_UZI, -3); 
    	zPediInt = 1;
    	SpawnJ(MODEL_F_Y_HOOKER_01, WEAPON_PISTOL, 3); 
    	zPedjInt = 1;
    }
     
    // Enemy Boss Spawning Logic & War Waves & Texts Display
    void WarWave(void)
    {
    	if(zPedInt == 0 && zPedaInt == 0 && zPedbInt == 0 && zPedcInt == 0 && zPeddInt == 0 && zPedeInt == 0 && zPedfInt == 0 && zPedgInt == 0 && zPedhInt == 0 && zPediInt == 0 && zPedjInt == 0)
    	{
    		if(zWarInt == 0)
    		{
    			Print("Gang War 1st Wave");
    			SpawnBoss(MODEL_M_Y_SHADY_02, 1191.2720, 1719.3501, 16.6661, WEAPON_MICRO_UZI); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnDriveByVehicle(MODEL_VOODOO, 1164.0028, 1656.9203, 16.6896);
    				zPedInt = 1;
    				zWarInt = 1;
    				gcarInt = 1;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					SpawnDriveByGang();
    					WAIT(1000);
    					WARP_CHAR_INTO_CAR(zpedi, gcar);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedj, gcar, 0);
    				}
    			}
    		}
    		else if(zWarInt == 1)
    		{
    			Print("You Survived 1st Wave");
    			WAIT(4000);
    			Print("Gang War 2nd Wave");
    			SpawnBoss(MODEL_M_Y_RUNNER, 1234.8771, 1732.5248, 10.5925, WEAPON_MICRO_UZI); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 2;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					gcarInt = 2;
    				}
    			}
    		}
    		else if(zWarInt == 2)
    		{
    			Print("You Survived 2nd Wave");
    			WAIT(4000);		
    			Print("Gang War 3rd Wave");
    			SpawnBoss(MODEL_M_Y_SHADY_02, 1176.8352, 1709.3694, 16.6644, WEAPON_MICRO_UZI); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 3;
    			}
    		}
    		else if(zWarInt == 3)
    		{
    			Print("You Survived 3rd Wave");
    			WAIT(4000);		
    			Print("Gang War 4th Wave");
    			SpawnBoss(MODEL_M_Y_RUNNER, 1243.3951, 1692.8568, 21.1842, WEAPON_DEAGLE);  
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 4;
    			}
    		}
    		else if(zWarInt == 4)
    		{
    			Print("You Survived 4th Wave");
    			WAIT(4000);		
    			Print("Gang War 5th Wave");
    			SpawnBoss(MODEL_M_Y_SHADY_02, 1195.5837, 1701.2125, 24.7544, WEAPON_DEAGLE); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 5;
    			}
    		}
    		else if(zWarInt == 5)
    		{
    			Print("You Survived 5th Wave");
    			WAIT(4000);		
    			Print("Gang War 6th Wave");
    			SpawnBoss(MODEL_M_Y_RUNNER, 1159.5916, 1659.1923, 16.7126, WEAPON_DEAGLE);  
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 6;
    			}
    		}
    		else if(zWarInt == 6)
    		{
    			Print("You Survived 6th Wave");
    			WAIT(4000);		
    			Print("Gang War 7th Wave");
    			SpawnBoss(MODEL_M_Y_SHADY_02, 1146.6758, 1680.3854, 16.7186, WEAPON_MP5); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 7;
    			}
    		}
    		else if(zWarInt == 7)
    		{
    			Print("You Survived 7th Wave");
    			WAIT(4000);		
    			Print("Gang War 8th Wave");
    			SpawnBoss(MODEL_M_Y_RUNNER, 1206.7998, 1706.5809, 16.6663, WEAPON_MP5);  
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 8;
    			}
    		}
    		else if(zWarInt == 8)
    		{
    			Print("You Survived 8th Wave");
    			WAIT(4000);		
    			Print("Gang War 9th Wave");
    			SpawnBoss(MODEL_M_Y_SHADY_02, 1137.3760, 1693.1223, 10.4193, WEAPON_AK47); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 9;
    			}
    		}
    		else if(zWarInt == 9)
    		{
    			Print("You Survived 9th Wave");
    			WAIT(4000);		
    			Print("Gang War 10th Wave");
    			SpawnBoss(MODEL_M_Y_RUNNER, 1192.1111, 1715.4387, 16.6658, WEAPON_MP5); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 10;
    			}
    		}
    		else if(zWarInt == 10)
    		{
    			Print("You Survived 10th Wave");
    			WAIT(4000);		
    			Print("Gang War 11th Wave");
    			SpawnBoss(MODEL_M_Y_SHADY_02, 1195.3711, 1680.9868, 16.7241, WEAPON_AK47); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 11;
    			}
    		}
    		else if(zWarInt == 11)
    		{
    			Print("You Survived 11th Wave");
    			WAIT(4000);		
    			Print("Gang War 12th Wave");
    			SpawnBoss(MODEL_M_Y_RUNNER, 1195.8854, 1644.5896, 16.6734, WEAPON_M4); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 12;
    			}
    		}
    		else if(zWarInt == 12)
    		{
    			Print("You Survived 12th Wave");
    			WAIT(4000);		
    			Print("Gang War Final Wave");
    			SpawnBoss(MODEL_M_Y_SHADY_02, 1149.7596, 1615.2897, 16.5732, WEAPON_M4); 
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 13;
    			}
    		}
    		else if(zWarInt == 13) 
    		{
    			Print("You Survived The Final Wave");
    			WAIT(4000);
    			Print("The Gang War Is Over");
    			zWarInt = 14;
    		}
    		else if(zWarInt == 14) 
    		{
    			WAIT(4000);
    			CANCEL_OVERRIDE_RESTART();
    			TERMINATE_THIS_SCRIPT();
    		}
    	}
    }
    
    // Remove Enemy Boss Logic
    void RemoveBoss(void)
    {		
    	if (DOES_CHAR_EXIST(zped))
    	{
    		SET_CHAR_WANTED_BY_POLICE(zped, FALSE);
    		if(IS_CHAR_DEAD(zped) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zped, bzPed);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zped);
    			zPedInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(A) Logic
    void RemoveA(void)
    {		
    	if(DOES_CHAR_EXIST(zpeda)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpeda, FALSE);
    		if(IS_CHAR_DEAD(zpeda) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpeda, bzPeda);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpeda);
    			zPedaInt = 0; 				
    		}
    	}
    }
    
    // Remove Enemy(B) Logic		
    void RemoveB(void)
    {		
    	if(DOES_CHAR_EXIST(zpedb)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedb, FALSE);
    		if(IS_CHAR_DEAD(zpedb) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpedb, bzPedb);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedb);
    			zPedbInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(C) Logic
    void RemoveC(void)
    {		
    	if(DOES_CHAR_EXIST(zpedc)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedc, FALSE);
    		if(IS_CHAR_DEAD(zpedc) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpedc, bzPedc);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedc);
    			zPedcInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(D) Logic
    void RemoveD(void)
    {		
    	if(DOES_CHAR_EXIST(zpedd)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedd, FALSE);
    		if(IS_CHAR_DEAD(zpedd) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpedd, bzPedd);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedd);
    			zPeddInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(E) Logic
    void RemoveE(void)
    {		
    	if(DOES_CHAR_EXIST(zpede)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpede, FALSE);
    		if(IS_CHAR_DEAD(zpede) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpede, bzPede);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpede);
    			zPedeInt = 0;
    		}
    	}
    }
    
    // Remove enemy(F) Logic		
    void RemoveF(void)
    {		
    	if(DOES_CHAR_EXIST(zpedf)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedf, FALSE);
    		if(IS_CHAR_DEAD(zpedf) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpedf, bzPedf);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedf);
    			zPedfInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(G) Logic
    void RemoveG(void)
    {		
    	if(DOES_CHAR_EXIST(zpedg)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedg, FALSE);
    		if(IS_CHAR_DEAD(zpedg) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpedg, bzPedg);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedg);
    			zPedgInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(H) Logic
    void RemoveH(void)
    {		
    	if(DOES_CHAR_EXIST(zpedh)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedh, FALSE);
    		if(IS_CHAR_DEAD(zpedh) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			ClearEnemy(zpedh, bzPedh);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedh);
    			zPedhInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(I) Logic
    void RemoveI(void)
    {		
    	if(DOES_CHAR_EXIST(zpedi)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedi, FALSE);
    		if(IS_CHAR_DEAD(zpedi) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			EXPLODE_CHAR_HEAD(zpedi);
    			TASK_DIE(zpedi);
    			REMOVE_FAKE_NETWORK_NAME_FROM_PED(zpedi);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedi);
    			zPediInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(J) Logic
    void RemoveJ(void)
    {		
    	if(DOES_CHAR_EXIST(zpedj)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedj, FALSE);
    		if(IS_CHAR_DEAD(zpedj) || IS_CHAR_DEAD(GetPlayerPed()))
    		{
    			EXPLODE_CHAR_HEAD(zpedj);
    			TASK_DIE(zpedj);
    			REMOVE_FAKE_NETWORK_NAME_FROM_PED(zpedj);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedj);
    			zPedjInt = 0;
    		}
    	}
    }
    
    // Explode & Remove Enemy Car After Wave
    void RemoveCar(void)
    {		
    	if(DOES_VEHICLE_EXIST(gcar))
    	{
    		if(IS_CAR_DEAD(gcar) || IS_CHAR_DEAD(GetPlayerPed()) || gcarInt == 2)
    		{
    			EXPLODE_CAR(gcar, 1, 0);
    			REMOVE_BLIP(bgcar);
    			MARK_CAR_AS_NO_LONGER_NEEDED(&gcar);
    			gcarInt = 0;
    		}
    	}
    }
    
    void main(void)
    {
    
    	while (TRUE)
    	{
    		WAIT(0);
    		PlayerSettings();
    		WarpToWar();
    		TextIntro();
    		TextReset();
    		PlayerDeathReset();
    		WarWave();
    		RemoveBoss();
    		RemoveA();
    		RemoveB();
    		RemoveC();
    		RemoveD();
    		RemoveE();
    		RemoveF();
    		RemoveG();
    		RemoveH();
    		RemoveI();
    		RemoveJ();
    		RemoveCar();
    	}
    
    }

    Zombies Ped-War :

    this is my test file for new driveby vehicles, feature driveby boat & helicopter ... thoses should be included in gang-war 2.3 or 2.4

    Code:
    //Core
    #include <natives.h>
    #include <common.h>
    #include <strings.h>
    #include <types.h>
    #include <consts.h>
    
    //############### Define Ps3 GamePad ################################//
    #define SELECT  0xD
    #define START  0xC
    #define SQUARE  0xE
    #define TRIANGLE  0xF
    #define X  0x10
    #define CIRCLE  0x11
    #define DPAD_UP  0x8
    #define DPAD_DOWN  0x9
    #define DPAD_LEFT  0xA
    #define DPAD_RIGHT  0xB
    #define L2  0x5
    #define R2  0x7
    #define L1  0x4
    #define R1  0x6
    #define STICK_L  0x12
    #define STICK_R  0x13  
    //############### Define Ps3 GamePad ################################//
    
    // Enemy Group coordinates
    float EGx, EGy, EGz;
    float DBx, DBy, DBz;
    float hGx, hGy, hGz;
    
    // Enemy Peds handles
    Ped zped;
    Ped zpeda;
    Ped zpedb;
    Ped zpedc;
    Ped zpedd;
    Ped zpede;
    Ped zpedf;
    Ped zpedg;
    Ped zpedh;
    Ped zpedi;
    Ped zpedj;
    Ped zpedk;
    Ped zpedl;
    Ped zpedm;
    
    // Drive-By Vehicle handle
    Vehicle gcar;
    
    // Enemy Peds Blip handles
    Blip bzPed;
    Blip bzPeda;
    Blip bzPedb;
    Blip bzPedc;
    Blip bzPedd;
    Blip bzPede;
    Blip bzPedf;
    Blip bzPedg;
    Blip bzPedh;
    Blip bzPedi;
    Blip bzPedj;
    Blip bzPedk;
    Blip bzPedl;
    Blip bzPedm;
    Blip bgcar;
    Blip bbase;
    
    // Player Warped 
    boolean pWarpInt = 0;
    
    // Intro & Reset Text Displayed
    boolean iTextInt = 0;
    boolean rTextInt = 0;
    
    // Enemy Peds Spawned
    boolean zPedInt = 0;
    boolean zPedaInt = 0;
    boolean zPedbInt = 0;
    boolean zPedcInt = 0;
    boolean zPeddInt = 0;
    boolean zPedeInt = 0;
    boolean zPedfInt = 0;
    boolean zPedgInt = 0;
    boolean zPedhInt = 0;
    boolean zPediInt = 0;
    boolean zPedjInt = 0;
    boolean zPedkInt = 0;
    boolean zPedlInt = 0;
    boolean zPedmInt = 0;
    
    // Enemy base blip & guards logic
    boolean baseInt = 0;
    boolean basegInt = 0;
    boolean btest = 0;
    
    // DriveBy Car Spawned
    boolean gcarInt = 0;
    
    //War Waves Logic 
    boolean zWarInt = 15;
    
    // Display Text Shortcut
    void Print(char *string)
    {
    	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string, 3000, 1);
    }
    
    // Button Press Activator Shortcut
    bool IsKeyPressed(uint iKey , uint iJey)
    {
    	return IS_BUTTON_PRESSED(0,iKey) && IS_BUTTON_JUST_PRESSED(0,iJey);
    }
    
    //Various Enemy peds Settings Shortcut
    void EnemySettings(uint ptype, uint pblip)
    {
    	SET_CHAR_RELATIONSHIP_GROUP(ptype, 24);
    	SET_CHAR_RELATIONSHIP(ptype, 5, 0);
    	SET_CHAR_RANDOM_COMPONENT_VARIATION(ptype);
    	SET_CHAR_ONLY_DAMAGED_BY_PLAYER(ptype, TRUE);
    	SET_CHAR_AS_ENEMY(ptype, TRUE);
    	SET_CHAR_ACCURACY(ptype, 45);    
    	SET_SENSE_RANGE(ptype, 250.0);
    	SET_CHAR_KEEP_TASK(ptype, TRUE);
    	TASK_COMBAT(ptype, GetPlayerPed());
    	SET_CHAR_IS_TARGET_PRIORITY(GetPlayerPed(), TRUE);
    	SET_CHAR_WILL_MOVE_WHEN_INJURED(ptype, TRUE);
    	SET_CHAR_WILL_USE_COVER(ptype, TRUE);
    	SET_PED_DONT_DO_EVASIVE_DIVES(ptype, TRUE);
    	SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, FALSE);
    	SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(ptype, TRUE);
    	SET_PED_DIES_WHEN_INJURED(ptype, TRUE);
    	SET_PED_GENERATES_DEAD_BODY_EVENTS(ptype, TRUE);
    	SET_CHAR_RANDOM_COMPONENT_VARIATION(ptype);
    	SET_CHAR_COMPONENT_VARIATION(ptype, 0, 3, 3);
    	SET_CHAR_COMPONENT_VARIATION(ptype, 1, 4, 1);
    	SET_BLIP_AS_FRIENDLY(pblip, FALSE);
    	CHANGE_BLIP_COLOUR(pblip, BLIP_COLOR_YELLOW);
    }
    	
    // Drive-by Settings Shortcut
    void DrivebySettings(uint ptype)
    {
    	SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, TRUE);
    	SET_CHAR_WILL_DO_DRIVEBYS(ptype, TRUE);
    	SET_CHAR_CANT_BE_DRAGGED_OUT(ptype, TRUE);
    }
    
    // Apply Drive-by Settings
    void InCarSettings(void)
    {
    	DrivebySettings(zpedi);
    	DrivebySettings(zpedf);
    	DrivebySettings(zpedg);
    	DrivebySettings(zpedh);
    }
    	
    // Remove Enemy Shortcut
    void ClearEnemy(uint ptype, uint pblip)
    {
    	EXPLODE_CHAR_HEAD(ptype);
    	TASK_DIE(ptype);
    	REMOVE_BLIP(pblip);
    }
    
    // Set & Spawn Enemy Boss At Requested Coordinates 
    void SpawnBoss(uint modelBoss, float xb, float yb, float zb, uint weapon)
    {
    	REQUEST_MODEL(modelBoss);
    	while (!HAS_MODEL_LOADED(modelBoss)) WAIT(0);
        
    	CREATE_CHAR(16, modelBoss, xb, yb, zb, &zped, true);
    
    	ADD_ARMOUR_TO_CHAR(zped, 5000); //
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zped, xb, yb, zb, 10.0);
    	UpdateWeaponOfPed(zped, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zped, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zped, &bzPed);
    	EnemySettings(zped, bzPed);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelBoss);
    }
    
    // Set & Spawn Enemy(A) Near Boss
    void SpawnA(uint modelza, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelza);
    	while (!HAS_MODEL_LOADED(modelza)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelza, EGx,EGy,EGz, &zpeda, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpeda, EGx, EGy, EGz, 20.0);
    	UpdateWeaponOfPed(zpeda, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpeda, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpeda, &bzPeda); 
    	EnemySettings(zpeda, bzPeda);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelza);
    }
    
    // Set & Spawn Enemy(B) Near Boss 
    void SpawnB(uint modelzb, uint weapon, float offset_y)
    {
    	REQUEST_MODEL(modelzb);
    	while (!HAS_MODEL_LOADED(modelzb)) WAIT(0);
    	
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzb, EGx,EGy,EGz, &zpedb, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedb, EGx, EGy, EGz, 20.0);
    	UpdateWeaponOfPed(zpedb, weapon);
    	SET_CURRENT_CHAR_WEAPON(zpedb, weapon, TRUE);
    	ADD_BLIP_FOR_CHAR(zpedb, &bzPedb);
    	EnemySettings(zpedb, bzPedb);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzb);
    }
    
    // Set & spawn Enemy(C) Near Boss 
    void SpawnC(uint modelzc, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelzc);
    	while (!HAS_MODEL_LOADED(modelzc)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x,  0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzc, EGx,EGy,EGz, &zpedc, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedc, EGx, EGy, EGz, 20.0);
    	UpdateWeaponOfPed(zpedc, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedc, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedc, &bzPedc);
    	EnemySettings(zpedc, bzPedc);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzc);
    }
    
    // Set & Spawn Enemy(D) Near Boss
    void SpawnD(uint modelzd, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzd);
    	while (!HAS_MODEL_LOADED(modelzd)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzd, EGx,EGy,EGz, &zpedd, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedd, EGx, EGy, EGz, 20.0);
    	UpdateWeaponOfPed(zpedd, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedd, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedd, &bzPedd);
    	EnemySettings(zpedd, bzPedd);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzd);
    }
    
    // Set & Spawn Enemy(E) Near Boss
    void SpawnE(uint modelze, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelze);
    	while (!HAS_MODEL_LOADED(modelze)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x,  0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelze, EGx,EGy,EGz, &zpede, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpede, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpede, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpede, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpede, &bzPede);
    	EnemySettings(zpede, bzPede);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelze);
    }
    
    // Set & Spawn Enemy(F) Near Boss
    void SpawnF(uint modelzf, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzf);
    	while (!HAS_MODEL_LOADED(modelzf)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzf, EGx,EGy,EGz, &zpedf, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedf, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpedf, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedf, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedf, &bzPedf);
    	EnemySettings(zpedf, bzPedf);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzf);
    }
    
    // Set & Spawn Enemy(G) Near Boss
    void SpawnG(uint modelzg, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelzg);
    	while (!HAS_MODEL_LOADED(modelzg)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x,  0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzg, EGx,EGy,EGz, &zpedg, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedg, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpedg, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedg, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedg, &bzPedg);
    	EnemySettings(zpedg, bzPedg);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzg);
    }
    
    // Set & Spawn enemy(H) Near Boss
    void SpawnH(uint modelzh, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzh);
    	while (!HAS_MODEL_LOADED(modelzh)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzh, EGx,EGy,EGz, &zpedh, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedh, EGx, EGy, EGz, 25.0);
    	UpdateWeaponOfPed(zpedh, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedh, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedh, &bzPedh);
    	EnemySettings(zpedh, bzPedh);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzh);
    }
    
    // Set & Spawn enemy(I) Near DriveBy Car
    void SpawnI(uint modelzi, uint weapon ,float offset_y)
    {
    	REQUEST_MODEL(modelzi);
    	while (!HAS_MODEL_LOADED(modelzi)) WAIT(0);
    
    	GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(gcar, 0, offset_y , 0, &DBx, &DBy, &DBz); 
    	CREATE_CHAR(16, modelzi, DBx,DBy,DBz, &zpedi, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedi, EGx, EGy, EGz, 250.0);
    	UpdateWeaponOfPed(zpedi, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedi, weapon, TRUE);
    	ADD_BLIP_FOR_CHAR(zpedi, &bzPedi);
    	SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE(zpedi, TRUE);
    	SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(zpedi, FALSE);
    	EnemySettings(zpedi, bzPedi);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzi);
    }
    
    // Set & Spawn enemy(J) On NearBy Roof
    void SpawnJ(uint modelzj, float Sx, float Sy, float Sz, uint weapon)
    {
    	REQUEST_MODEL(modelzj);
    	while (!HAS_MODEL_LOADED(modelzj)) WAIT(0);
    
    	CREATE_CHAR(16, modelzj, Sx, Sy, Sz, &zpedj, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedj, EGx, EGy, EGz, 150.0);
    	UpdateWeaponOfPed(zpedj, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedj, weapon, TRUE);
    	ADD_BLIP_FOR_CHAR(zpedj, &bzPedj);
    	EnemySettings(zpedj, bzPedj);
    	SET_PED_PATH_MAY_USE_CLIMBOVERS(zpedj, FALSE);
    	SET_PED_PATH_MAY_DROP_FROM_HEIGHT(zpedj, FALSE);
    	SET_PED_PATH_MAY_USE_LADDERS(zpedj, FALSE);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzj);
    }
    
    // Set & Spawn Enemy(K) 
    void SpawnK(uint modelzk, float Gx, float Gy, float Gz, uint weapon)
    {
    	REQUEST_MODEL(modelzk);
    	while (!HAS_MODEL_LOADED(modelzk)) WAIT(0);
    
    	CREATE_CHAR(16, modelzk, Gx,Gy,Gz, &zpedk, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedk, Gx, Gy, Gz, 20.0);
    	UpdateWeaponOfPed(zpedk, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedk, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedk, &bzPedk); 
    	EnemySettings(zpedk, bzPedk);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzk);
    }
    
    // Set & Spawn Enemy(L) Near K 
    void SpawnL(uint modelzl, uint weapon, float offset_y)
    {
    	REQUEST_MODEL(modelzl);
    	while (!HAS_MODEL_LOADED(modelzl)) WAIT(0);
    	
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zpedk, 0, offset_y , 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzl, EGx,EGy,EGz, &zpedl, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedl, EGx, EGy, EGz, 20.0);
    	UpdateWeaponOfPed(zpedl, weapon);
    	SET_CURRENT_CHAR_WEAPON(zpedl, weapon, TRUE);
    	ADD_BLIP_FOR_CHAR(zpedl, &bzPedl);
    	EnemySettings(zpedl, bzPedl);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzl);
    }
    
    // Set & spawn Enemy(M) Near K 
    void SpawnM(uint modelzm, uint weapon ,float offset_x)
    {
    	REQUEST_MODEL(modelzm);
    	while (!HAS_MODEL_LOADED(modelzm)) WAIT(0);
    
    	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zpedk, offset_x,  0, 0, &EGx, &EGy, &EGz); 
    	CREATE_CHAR(16, modelzm, EGx,EGy,EGz, &zpedm, true);
    	
    	SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedm, EGx, EGy, EGz, 20.0);
    	UpdateWeaponOfPed(zpedm, weapon); 
    	SET_CURRENT_CHAR_WEAPON(zpedm, weapon, TRUE); 
    	ADD_BLIP_FOR_CHAR(zpedm, &bzPedm);
    	EnemySettings(zpedm, bzPedm);	
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelzm);
    }
    
    // Spawn Drive-By Vehicle
    void SpawnDriveByVehicle(uint modelgcar, float Vx, float Vy, float Vz)
    {
    	REQUEST_MODEL(modelgcar);
    	while (!HAS_MODEL_LOADED(modelgcar)) WAIT(0); 
    
    	CREATE_CAR(modelgcar, Vx, Vy, Vz, &gcar, true);
    	ADD_BLIP_FOR_CAR(gcar, &bgcar);
    	SET_BLIP_AS_FRIENDLY(bgcar, FALSE);
    	CHANGE_BLIP_COLOUR(bgcar, BLIP_COLOR_YELLOW);
    	MARK_MODEL_AS_NO_LONGER_NEEDED(modelgcar);
    	return gcar;
    }
    
    // Set Various Player/World Settings
    void MapSettings(void)
    {
    	if(IS_PLAYER_PLAYING(GetPlayerIndex()))
    	{
    		if(baseInt == 0)
    		{
    			ADD_BLIP_FOR_COORD(824.9642, 951.3129, 1.4325, &bbase);
    			CHANGE_BLIP_ALPHA(bbase, 255);
    			CHANGE_BLIP_SPRITE(bbase, BLIP_MULTIPLAYER_TUTORIAL);
    			CHANGE_BLIP_NAME_FROM_ASCII(bbase, "Ped-War Zombies");
    			CHANGE_BLIP_COLOUR(bbase, BLIP_COLOR_YELLOW);
    			baseInt = 1;
    			}
    			else if(baseInt == 1)
    			{
    				float xb = 824.9642, yb = 951.3129, zb = 1.4325;
    				float xpb, ypb, zpb, dist;
    				GET_CHAR_COORDINATES(GetPlayerPed(), &xpb, &ypb, &zpb);
    				GET_DISTANCE_BETWEEN_COORDS_3D(xb, yb, zb, xpb, ypb, zpb, &dist);
    				if(dist < 80.0 && basegInt == 0)
    				{
    					SpawnK(MODEL_M_Y_MULTIPLAYER, 824.9642, 951.3129, 1.4325, WEAPON_MICRO_UZI);
    					zPedkInt = 1;
    					SpawnL(MODEL_M_Y_MULTIPLAYER, WEAPON_SHOTGUN, 1);
    					zPedlInt = 1;
    					SpawnM(MODEL_M_Y_MULTIPLAYER, WEAPON_SHOTGUN, 1);
    					zPedmInt = 1;
    					basegInt = 1;
    				}
    				else if(dist > 160.0 && basegInt == 1)
    				{
    				zPedkInt = 2;
    				zPedlInt = 2;
    				zPedmInt = 2;
    				basegInt = 0;
    				}
    			}
    			else if (baseInt == 2)
    			{
    				SET_MAX_WANTED_LEVEL(0);
    				SET_CHAR_WANTED_BY_POLICE(GetPlayerPed(), FALSE);
    				SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), TRUE);
    				OVERRIDE_NEXT_RESTART(824.9642, 951.3129, 1.4325, 255.7890); 
    				FLASH_BLIP(bbase, TRUE);
    			}
    	}
    }
    
    void WarProvoked(void)
    {
    	if(baseInt == 1 && basegInt == 1)
    	{
    		if(zPedkInt == 0 && zPedlInt == 0 && zPedmInt == 0)
    		{
    			iTextInt = 1;
    			baseInt = 2;
    		}
    	}
    }
    			
    // Display Intro Text 
    void TextIntro(void)
    {
    	if(IS_PLAYER_PLAYING(GetPlayerIndex()) && iTextInt == 1)
    	{
    		Print("you provoked a GANG WAR");
    		WAIT(4000);
    		Print("Kill All Gang Members To Get Into Next Wave");
    		WAIT(2000);
    		zWarInt = 0;
    		iTextInt = 0;
    	}
    }
    
    // Display Gang War Reseted Text If Player Die
    void TextReset(void)
    {
    	if(!IS_CHAR_DEAD(GetPlayerPed()) && rTextInt == 1)
    	{
    		WAIT(3000);
    		Print("You Died Gang War Reseted");
    		WAIT(4000);
    		Print("Get Back Into War Zone");
    		zWarInt = 0;
    		rTextInt = 0;
    	
    	}
    }
    
    // Manage Death/Reset 
    void PlayerDeathReset(void)
    {
    	if(IS_CHAR_DEAD(GetPlayerPed()))
    	{
    		zWarInt = 15;
    		rTextInt = 1;
    	}
    }
    
    // Spawn Enemy Gang Shortcut
    void SpawnGang(void)
    {
    	SpawnA(MODEL_M_Y_MULTIPLAYER, WEAPON_DEAGLE, 1);
    	zPedaInt = 1;
    	SpawnB(MODEL_M_Y_MULTIPLAYER, WEAPON_SHOTGUN, 1);
    	zPedbInt = 1;
    	SpawnC(MODEL_M_Y_MULTIPLAYER, WEAPON_MICRO_UZI, 2);
    	zPedcInt = 1;
    	SpawnD(MODEL_M_Y_MULTIPLAYER, WEAPON_BARETTA, 2);
    	zPeddInt = 1;
    	SpawnE(MODEL_M_Y_MULTIPLAYER, WEAPON_MP5, -1);
    	zPedeInt = 1;
    	SpawnF(MODEL_M_Y_MULTIPLAYER, WEAPON_PISTOL, -1);
    	zPedfInt = 1;
    	SpawnG(MODEL_M_Y_MULTIPLAYER, WEAPON_MICRO_UZI, -2);
    	zPedgInt = 1;
    	SpawnH(MODEL_M_Y_MULTIPLAYER, WEAPON_PISTOL, -2);
    	zPedhInt = 1;
    }
    
    // Enemy Boss Spawning Logic & War Waves & Texts Display
    void WarWave(void)
    {
    	if(zPedInt == 0 && zPedaInt == 0 && zPedbInt == 0 && zPedcInt == 0 && zPeddInt == 0 && zPedeInt == 0 && zPedfInt == 0 && zPedgInt == 0 && zPedhInt == 0 && zPediInt == 0 && zPedjInt == 0)
    	{
    		if(zWarInt == 0)
    		{
    			ADD_ARMOUR_TO_CHAR(GetPlayerPed(), 1000);
    			Print("Gang War 1st Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 869.7471, 938.1767, 6.6970, WEAPON_MICRO_UZI);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnDriveByVehicle(MODEL_DINGHY, 779.5449, 779.7450, 0.475);
    				SET_CAR_HEADING(gcar, 1.5517);
    				zPedInt = 1;
    				zWarInt = 1;
    				gcarInt = 1;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					SpawnI(MODEL_M_Y_MULTIPLAYER, WEAPON_MICRO_UZI, -3); 
    					WAIT(1000);
    					InCarSettings();
    					WARP_CHAR_INTO_CAR(zpedi, gcar);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedf, gcar, 0);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedg, gcar, 1);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedh, gcar, 2);
    					zPediInt = 1;
    				}
    			}
    		}
    		else if(zWarInt == 1)
    		{
    			Print("You Survived 1st Wave");
    			WAIT(4000);
    			Print("Gang War 2nd Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 880.0684, 927.7195, 11.9120, WEAPON_MICRO_UZI);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 2;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					gcarInt = 2;
    				}
    			}
    		}
    		else if(zWarInt == 2)
    		{
    			Print("You Survived 2nd Wave");
    			WAIT(4000);		
    			Print("Gang War 3rd Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 892.3710, 942.8923, 8.7248, WEAPON_MICRO_UZI);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnJ(MODEL_M_Y_MULTIPLAYER, 932.0607, 935.9136, 21.0972, WEAPON_SNIPERRIFLE);
    				zPedInt = 1;
    				zWarInt = 3;
    				zPedjInt = 1;
    			}
    		}
    		else if(zWarInt == 3)
    		{
    			Print("You Survived 3rd Wave");
    			WAIT(4000);		
    			Print("Gang War 4th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 881.3718, 948.4085, 7.8328, WEAPON_DEAGLE);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 4;
    			}
    		}
    		else if(zWarInt == 4)
    		{
    			Print("You Survived 4th Wave");
    			WAIT(4000);		
    			Print("Gang War 5th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 906.8463, 964.9186, 8.2431, WEAPON_DEAGLE);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnDriveByVehicle(MODEL_MAVERICK, 861.4164, 872.4223, 14.1174);
    				SET_CAR_HEADING(gcar, 42.4748);
    				zPedInt = 1;
    				zWarInt = 5;
    				gcarInt = 3;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					SpawnI(MODEL_M_Y_MULTIPLAYER, WEAPON_MICRO_UZI, -3); 
    					WAIT(1000);
    					InCarSettings();
    					WARP_CHAR_INTO_CAR(zpedi, gcar);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedf, gcar, 0);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedg, gcar, 1);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedh, gcar, 2);
    					zPediInt = 1;
    				}
    			}
    		}
    		else if(zWarInt == 5)
    		{
    			Print("You Survived 5th Wave");
    			WAIT(4000);		
    			Print("Gang War 6th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 933.8802, 963.6290, 19.4431, WEAPON_DEAGLE);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 6;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					gcarInt = 2;
    				}
    			}
    		}
    		else if(zWarInt == 6)
    		{
    			Print("You Survived 6th Wave");
    			WAIT(4000);		
    			Print("Gang War 7th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 943.3989, 982.6749, 17.6959, WEAPON_MP5);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnJ(MODEL_M_Y_MULTIPLAYER, 969.7331, 978.6177, 21.3347, WEAPON_SNIPERRIFLE);
    				zPedInt = 1;
    				zWarInt = 7;
    				zPedjInt = 1;
    			}
    		}
    		else if(zWarInt == 7)
    		{
    			Print("You Survived 7th Wave");
    			WAIT(4000);		
    			Print("Gang War 8th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 943.0972, 948.1227, 21.1600, WEAPON_MP5);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 8;
    			}
    		}
    		else if(zWarInt == 8)
    		{
    			Print("You Survived 8th Wave");
    			WAIT(4000);		
    			Print("Gang War 9th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 888.9360, 917.5287, 16.9200, WEAPON_AK47);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnDriveByVehicle(MODEL_MAVERICK, 861.4164, 872.4223, 14.1174);
    				SET_CAR_HEADING(gcar, 42.4748);
    				zPedInt = 1;
    				zWarInt = 9;
    				gcarInt = 3;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					SpawnI(MODEL_M_Y_MULTIPLAYER, WEAPON_MICRO_UZI, -3); 
    					WAIT(1000);
    					InCarSettings();
    					WARP_CHAR_INTO_CAR(zpedi, gcar);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedf, gcar, 0);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedg, gcar, 1);
    					WARP_CHAR_INTO_CAR_AS_PASSENGER(zpedh, gcar, 2);
    					zPediInt = 1;
    				}
    			}
    		}
    		else if(zWarInt == 9)
    		{
    			Print("You Survived 9th Wave");
    			WAIT(4000);		
    			Print("Gang War 10th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 940.6735, 918.8997, 22.4565, WEAPON_MP5);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 10;
    				if(DOES_VEHICLE_EXIST(gcar))
    				{
    					gcarInt = 2;
    				}
    			}
    		}
    		else if(zWarInt == 10)
    		{
    			Print("You Survived 10th Wave");
    			WAIT(4000);		
    			Print("Gang War 11th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 915.6450, 921.5864, 20.0843, WEAPON_AK47);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnJ(MODEL_M_Y_MULTIPLAYER, 926.6002, 950.7131, 19.4465, WEAPON_SNIPERRIFLE);
    				zPedInt = 1;
    				zWarInt = 11;
    				zPedjInt = 1;
    			}
    		}
    		else if(zWarInt == 11)
    		{
    			Print("You Survived 11th Wave");
    			WAIT(4000);		
    			Print("Gang War 12th Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 877.3582, 941.1133, 7.4764, WEAPON_M4);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				zPedInt = 1;
    				zWarInt = 12;
    			}
    		}
    		else if(zWarInt == 12)
    		{
    			Print("You Survived 12th Wave");
    			WAIT(4000);		
    			Print("Gang War Final Wave");
    			SpawnBoss(MODEL_M_Y_MULTIPLAYER, 904.4918, 945.0982,  8.2989, WEAPON_M4);
    			if(DOES_CHAR_EXIST(zped))
    			{
    				SpawnGang();
    				SpawnJ(MODEL_M_Y_MULTIPLAYER, 931.3279, 946.9364, 22.5305, WEAPON_M40A1);
    				zPedInt = 1;
    				zWarInt = 13;
    				zPedjInt = 1;
    			}
    		}
    		else if(zWarInt == 13) 
    		{
    			Print("You Survived The Final Wave");
    			WAIT(4000);
    			Print("The Gang War Is Over");
    			zWarInt = 14;
    		}
    		else if(zWarInt == 14) 
    		{
    			WAIT(4000);
    			SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), FALSE);
    			CANCEL_OVERRIDE_RESTART();
    			FLASH_BLIP(bbase, FALSE);
    			baseInt = 1;
    			basegInt = 0;
    			zWarInt = 15;
    		}
    	}
    }
    
    // Remove Enemy Boss Logic
    void RemoveBoss(void)
    {		
    	if (DOES_CHAR_EXIST(zped) && baseInt == 2)
    	{
    		SET_CHAR_WANTED_BY_POLICE(zped, FALSE);
    		if(IS_CHAR_DEAD(zped) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zped, bzPed);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zped);
    			zPedInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(A) Logic
    void RemoveA(void)
    {		
    	if(DOES_CHAR_EXIST(zpeda) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpeda, FALSE);
    		if(IS_CHAR_DEAD(zpeda) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpeda, bzPeda);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpeda);
    			zPedaInt = 0; 				
    		}
    	}
    }
    
    // Remove Enemy(B) Logic		
    void RemoveB(void)
    {		
    	if(DOES_CHAR_EXIST(zpedb) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedb, FALSE);
    		if(IS_CHAR_DEAD(zpedb) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedb, bzPedb);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedb);
    			zPedbInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(C) Logic
    void RemoveC(void)
    {		
    	if(DOES_CHAR_EXIST(zpedc) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedc, FALSE);
    		if(IS_CHAR_DEAD(zpedc) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedc, bzPedc);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedc);
    			zPedcInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(D) Logic
    void RemoveD(void)
    {		
    	if(DOES_CHAR_EXIST(zpedd) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedd, FALSE);
    		if(IS_CHAR_DEAD(zpedd) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedd, bzPedd);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedd);
    			zPeddInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(E) Logic
    void RemoveE(void)
    {		
    	if(DOES_CHAR_EXIST(zpede) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpede, FALSE);
    		if(IS_CHAR_DEAD(zpede) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpede, bzPede);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpede);
    			zPedeInt = 0;
    		}
    	}
    }
    
    // Remove enemy(F) Logic		
    void RemoveF(void)
    {		
    	if(DOES_CHAR_EXIST(zpedf) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedf, FALSE);
    		if(IS_CHAR_DEAD(zpedf) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedf, bzPedf);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedf);
    			zPedfInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(G) Logic
    void RemoveG(void)
    {		
    	if(DOES_CHAR_EXIST(zpedg) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedg, FALSE);
    		if(IS_CHAR_DEAD(zpedg) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedg, bzPedg);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedg);
    			zPedgInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(H) Logic
    void RemoveH(void)
    {		
    	if(DOES_CHAR_EXIST(zpedh) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedh, FALSE);
    		if(IS_CHAR_DEAD(zpedh) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedh, bzPedh);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedh);
    			zPedhInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(I) Logic
    void RemoveI(void)
    {		
    	if(DOES_CHAR_EXIST(zpedi) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedi, FALSE);
    		if(gcarInt == 1 && zPediInt == 1)
    		{
    			TASK_CAR_MISSION_PED_TARGET(zpedi, gcar, GetPlayerPed(), 2, 60.0, 2, 0, 10);
    		}
    		if(gcarInt == 3 && zPediInt == 1) 
    		{
    			GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 25.0, 0, 0, &hGx, &hGy, &hGz); 
    			TASK_HELI_MISSION(zpedi, gcar, 0, 0, hGx, hGy, hGz, 4, 50.00, 30, -1.0, 70, 60);
    		}
    		if(IS_CHAR_DEAD(zpedi) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedi, bzPedi);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedi);
    			zPediInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(J) Logic
    void RemoveJ(void)
    {		
    	if(DOES_CHAR_EXIST(zpedj) && baseInt == 2) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedj, FALSE);
    		if(IS_CHAR_DEAD(zpedj) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			ClearEnemy(zpedj, bzPedj);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedj);
    			zPedjInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(K) Logic
    void RemoveK(void)
    {		
    	if(DOES_CHAR_EXIST(zpedk)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedk, FALSE);
    		if(IS_CHAR_DEAD(zpedk) || zPedkInt == 2)
    		{
    			ClearEnemy(zpedk, bzPedk);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedk);
    			zPedkInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(L) Logic
    void RemoveL(void)
    {		
    	if(DOES_CHAR_EXIST(zpedl)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedl, FALSE);
    		if(IS_CHAR_DEAD(zpedl) || zPedlInt == 2)
    		{
    			ClearEnemy(zpedl, bzPedl);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedl);
    			zPedlInt = 0;
    		}
    	}
    }
    
    // Remove Enemy(M) Logic
    void RemoveM(void)
    {		
    	if(DOES_CHAR_EXIST(zpedm)) 
    	{
    		SET_CHAR_WANTED_BY_POLICE(zpedm, FALSE);
    		if(IS_CHAR_DEAD(zpedm) || zPedmInt == 2)
    		{
    			ClearEnemy(zpedm, bzPedm);
    			MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedm);
    			zPedmInt = 0;
    		}
    	}
    }
    
    // Explode & Remove Enemy Car After Wave
    void RemoveCar(void)
    {		
    	if(DOES_VEHICLE_EXIST(gcar) && baseInt == 2)
    	{
    		if(IS_CAR_DEAD(gcar) || IS_CHAR_DEAD(GetPlayerPed()) || gcarInt == 2 || IsKeyPressed(DPAD_UP,TRIANGLE))
    		{
    			EXPLODE_CAR(gcar, 1, 0);
    			REMOVE_BLIP(bgcar);
    			MARK_CAR_AS_NO_LONGER_NEEDED(&gcar);
    			gcarInt = 0;
    		}
    	}
    }
    
    void QuitGangWar(void)
    {
    	if( IsKeyPressed(DPAD_UP,TRIANGLE) && baseInt == 2 )
    	{
    		Print("The Gang War Is Over");
    		WAIT(3000);
    		if(zPedInt == 0 && zPedaInt == 0 && zPedbInt == 0 && zPedcInt == 0 && zPeddInt == 0 && zPedeInt == 0 && zPedfInt == 0 && zPedgInt == 0 && zPedhInt == 0 && zPediInt == 0 && zPedjInt == 0)
    		SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), FALSE);
    		CANCEL_OVERRIDE_RESTART();
    		FLASH_BLIP(bbase, FALSE);
    		baseInt = 1;
    		basegInt = 0;
    		zWarInt = 15;
    	}
    }
    
    
    void main(void)
    {
    
    	while (TRUE)
    	{
    		WAIT(0);
    		MapSettings();
    		WarProvoked();
    		TextIntro();
    		TextReset();
    		PlayerDeathReset();
    		WarWave();
    		RemoveBoss();
    		RemoveA();
    		RemoveB();
    		RemoveC();
    		RemoveD();
    		RemoveE();
    		RemoveF();
    		RemoveG();
    		RemoveH();
    		RemoveI();
    		RemoveJ();
    		RemoveK();
    		RemoveL();
    		RemoveM();
    		RemoveCar();
    		QuitGangWar();
    	}
    
    }
    nativesith wars:

    This is MULTI WAR! Which really is myself reflecting on the online play we had for aboot a month.
    Going online in GTA IV one would see multiplayers all over. There was always someone trying to blow me to kingdom come with a RPG! They were like "Why won't you die?" Then I went KA BOOM!
    Good times. Multi wars as it should ve been.

    Code:
    //core
    #include <natives.h>
    #include <common.h>
    #include <strings.h>
    #include <types.h>
    #include <consts.h>
     
    //############### Define Ps3 GamePad ################################//
    #define SELECT 0xD
    #define START 0xC
    #define SQUARE 0xE
    #define TRIANGLE 0xF
    #define X 0x10
    #define CIRCLE 0x11
    #define DPAD_UP 0x8
    #define DPAD_DOWN 0x9
    #define DPAD_LEFT 0xA
    #define DPAD_RIGHT 0xB
    #define L2 0x5
    #define R2 0x7
    #define L1 0x4
    #define R1 0x6
    #define STICK_L 0x12
    #define STICK_R 0x13
    //############### Define Ps3 GamePad ################################//
     
    // Enemy Group coordinates
    float EGx, EGy, EGz;
    float DBx, DBy, DBz;
     
    // Enemy Peds handles
    Ped zped;
    Ped zpeda;
    Ped zpedb;
    Ped zpedc;
    Ped zpedd;
    Ped zpede;
    Ped zpedf;
    Ped zpedg;
    Ped zpedh;
    Ped zpedi;
    Ped zpedj;
     
    // Drive-By Vehicle handle
    Vehicle gcar;
     
    // Enemy Peds Blip handles
    Blip bzPed;
    Blip bzPeda;
    Blip bzPedb;
    Blip bzPedc;
    Blip bzPedd;
    Blip bzPede;
    Blip bzPedf;
    Blip bzPedg;
    Blip bzPedh;
    Blip bzPedi;
    Blip bzPedj;
    Blip bgcar;
     
    // Player Warped
    boolean pWarpInt = 0;
     
    // Intro & Reset Text Displayed
    boolean iTextInt = 0;
    boolean rTextInt = 0;
     
    // Enemy Peds Spawned
    boolean zPedInt = 0;
    boolean zPedaInt = 0;
    boolean zPedbInt = 0;
    boolean zPedcInt = 0;
    boolean zPeddInt = 0;
    boolean zPedeInt = 0;
    boolean zPedfInt = 0;
    boolean zPedgInt = 0;
    boolean zPedhInt = 0;
    boolean zPediInt = 0;
    boolean zPedjInt = 0;
     
    // DriveBy Car Spawned
    boolean gcarInt = 0;
     
    // War Waves Current stage
    boolean zWarInt = 15;
     
    // Display Text Shortcut
    void Print(char *string)
    {
    PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string, 3000, 1);
    }
     
    // Button Press Activator Shortcut
    bool IsKeyPressed(uint iKey , uint iJey)
    {
    return IS_BUTTON_PRESSED(0,iKey) && IS_BUTTON_JUST_PRESSED(0,iJey);
    }
     
    //Various Enemy peds Settings Shortcut
    void EnemySettings(uint ptype, uint pblip)
    {
    SET_CHAR_RELATIONSHIP_GROUP(ptype, 24);
    SET_CHAR_RELATIONSHIP(ptype, 5, 0);
    SET_CHAR_RANDOM_COMPONENT_VARIATION(ptype);
    SET_CHAR_ONLY_DAMAGED_BY_PLAYER(ptype, TRUE);
    SET_CHAR_AS_ENEMY(ptype, TRUE);
    SET_CHAR_ACCURACY(ptype, 45);
    SET_SENSE_RANGE(ptype, 250.0);
    SET_CHAR_KEEP_TASK(ptype, TRUE);
    TASK_COMBAT(ptype, GetPlayerPed());
    SET_CHAR_IS_TARGET_PRIORITY(GetPlayerPed(), TRUE);
    SET_CHAR_WILL_MOVE_WHEN_INJURED(ptype, TRUE);
    SET_CHAR_WILL_USE_COVER(ptype, TRUE);
    SET_PED_DONT_DO_EVASIVE_DIVES(ptype, TRUE);
    SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, FALSE);
    SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(ptype, TRUE);
    SET_PED_DIES_WHEN_INJURED(ptype, TRUE);
    SET_PED_GENERATES_DEAD_BODY_EVENTS(ptype, TRUE);
    SET_BLIP_AS_FRIENDLY(pblip, FALSE);
    CHANGE_BLIP_COLOUR(pblip, BLIP_COLOR_RED);
    }
     
    // Drive-by Settings Shortcut
    void DrivebySettings(uint ptype)
    {
    SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, TRUE);
    SET_CHAR_WILL_DO_DRIVEBYS(ptype, TRUE);
    SET_CHAR_CANT_BE_DRAGGED_OUT(ptype, TRUE);
    }
     
    // Apply Drive-by Settings
    void InCarSettings(void)
    {
    DrivebySettings(zpedi);
    DrivebySettings(zpedf);
    }
     
    // Remove Enemy Shortcut
    void ClearEnemy(uint ptype, uint pblip)
    {
    EXPLODE_CHAR_HEAD(ptype);
    TASK_DIE(ptype);
    REMOVE_BLIP(pblip);
    }
     
    // Set & Spawn Enemy Boss At Requested Coordinates
    void SpawnBoss(uint modelBoss, float xb, float yb, float zb, uint weapon)
    {
    REQUEST_MODEL(modelBoss);
    while (!HAS_MODEL_LOADED(modelBoss)) WAIT(0);
     
    CREATE_CHAR(16, modelBoss, xb, yb, zb, &zped, true);
     
    ADD_ARMOUR_TO_CHAR(zped, 5000); //
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zped, xb, yb, zb, 10.0);
    UpdateWeaponOfPed(zped, weapon);
    SET_CURRENT_CHAR_WEAPON(zped, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zped, &bzPed);
    EnemySettings(zped, bzPed);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelBoss);
    }
     
    // Set & Spawn Enemy(A) Near Boss
    void SpawnA(uint modelza, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelza);
    while (!HAS_MODEL_LOADED(modelza)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelza, EGx,EGy,EGz, &zpeda, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpeda, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpeda, weapon);
    SET_CURRENT_CHAR_WEAPON(zpeda, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpeda, &bzPeda);
    EnemySettings(zpeda, bzPeda);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelza);
    }
     
    // Set & Spawn Enemy(B) Near Boss
    void SpawnB(uint modelzb, uint weapon, float offset_y)
    {
    REQUEST_MODEL(modelzb);
    while (!HAS_MODEL_LOADED(modelzb)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzb, EGx,EGy,EGz, &zpedb, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedb, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpedb, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedb, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedb, &bzPedb);
    EnemySettings(zpedb, bzPedb);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzb);
    }
     
    // Set & spawn Enemy(C) Near Boss
    void SpawnC(uint modelzc, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelzc);
    while (!HAS_MODEL_LOADED(modelzc)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzc, EGx,EGy,EGz, &zpedc, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedc, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpedc, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedc, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedc, &bzPedc);
    EnemySettings(zpedc, bzPedc);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzc);
    }
     
    // Set & Spawn Enemy(D) Near Boss
    void SpawnD(uint modelzd, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzd);
    while (!HAS_MODEL_LOADED(modelzd)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzd, EGx,EGy,EGz, &zpedd, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedd, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpedd, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedd, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedd, &bzPedd);
    EnemySettings(zpedd, bzPedd);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzd);
    }
     
    // Set & Spawn Enemy(E) Near Boss
    void SpawnE(uint modelze, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelze);
    while (!HAS_MODEL_LOADED(modelze)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelze, EGx,EGy,EGz, &zpede, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpede, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpede, weapon);
    SET_CURRENT_CHAR_WEAPON(zpede, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpede, &bzPede);
    EnemySettings(zpede, bzPede);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelze);
    }
     
    // Set & Spawn Enemy(F) Near Boss
    void SpawnF(uint modelzf, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzf);
    while (!HAS_MODEL_LOADED(modelzf)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzf, EGx,EGy,EGz, &zpedf, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedf, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpedf, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedf, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedf, &bzPedf);
    EnemySettings(zpedf, bzPedf);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzf);
    }
     
    // Set & Spawn Enemy(G) Near Boss
    void SpawnG(uint modelzg, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelzg);
    while (!HAS_MODEL_LOADED(modelzg)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzg, EGx,EGy,EGz, &zpedg, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedg, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpedg, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedg, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedg, &bzPedg);
    EnemySettings(zpedg, bzPedg);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzg);
    }
     
    // Set & Spawn enemy(H) Near Boss
    void SpawnH(uint modelzh, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzh);
    while (!HAS_MODEL_LOADED(modelzh)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzh, EGx,EGy,EGz, &zpedh, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedh, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpedh, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedh, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedh, &bzPedh);
    EnemySettings(zpedh, bzPedh);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzh);
    }
     
    // Set & Spawn enemy(I) Near DriveBy Car
    void SpawnI(uint modelzi, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzi);
    while (!HAS_MODEL_LOADED(modelzi)) WAIT(0);
     
    GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(gcar, 0, offset_y , 0, &DBx, &DBy, &DBz);
    CREATE_CHAR(16, modelzi, DBx,DBy,DBz, &zpedi, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedi, EGx, EGy, EGz, 250.0);
    UpdateWeaponOfPed(zpedi, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedi, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedi, &bzPedi);
    SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE(zpedi, TRUE);
    SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(zpedi, FALSE);
    EnemySettings(zpedi, bzPedi);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzi);
    }
     
    // Set & Spawn enemy(J) On NearBy Roof
    void SpawnJ(uint modelzj, float Sx, float Sy, float Sz, uint weapon)
    {
    REQUEST_MODEL(modelzj);
    while (!HAS_MODEL_LOADED(modelzj)) WAIT(0);
     
    CREATE_CHAR(16, modelzj, Sx, Sy, Sz, &zpedj, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedj, EGx, EGy, EGz, 150.0);
    UpdateWeaponOfPed(zpedj, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedj, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedj, &bzPedj);
    EnemySettings(zpedj, bzPedj);
    SET_PED_PATH_MAY_USE_CLIMBOVERS(zpedj, FALSE);
    SET_PED_PATH_MAY_DROP_FROM_HEIGHT(zpedj, FALSE);
    SET_PED_PATH_MAY_USE_LADDERS(zpedj, FALSE);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzj);
    }
     
    // Spawn Drive-By Vehicle
    void SpawnDriveByVehicle(uint modelgcar, float Vx, float Vy, float Vz)
    {
    REQUEST_MODEL(modelgcar);
    while (!HAS_MODEL_LOADED(modelgcar)) WAIT(0);
     
    CREATE_CAR(modelgcar, Vx, Vy, Vz, &gcar, true);
    ADD_BLIP_FOR_CAR(gcar, &bgcar);
    SET_BLIP_AS_FRIENDLY(bgcar, FALSE);
    CHANGE_BLIP_COLOUR(bgcar, BLIP_COLOR_RED);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelgcar);
    return gcar;
    }
     
    // Set Various Player/World Settings
    void PlayerSettings(void)
    {
    if(IS_PLAYER_PLAYING(GetPlayerIndex()))
    {
    SET_MAX_WANTED_LEVEL(0);
    SET_CHAR_WANTED_BY_POLICE(GetPlayerPed(), FALSE);
    SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), TRUE);
    OVERRIDE_NEXT_RESTART(-300.4960, 677.8065, 12.4096, 124.6267);
    if(gcarInt == 1 && zPediInt == 1)
    {
    TASK_CAR_MISSION_PED_TARGET(zpedi, gcar, GetPlayerPed(), 2, 60.0, 2, 0, 10);
    }
    }
    }
     
    // Teleport player near war zone
    void WarpToWar(void)
    {
    if(IS_PLAYER_PLAYING(GetPlayerIndex()) && pWarpInt == 0)
    {
    while (IS_SCREEN_FADING())
    {
    WAIT(0);
    }
    DO_SCREEN_FADE_OUT(500);
    while (IS_SCREEN_FADING())
    {
    WAIT(0);
    }
     
    float x = -300.4997, y = 678.2755, z = 12.4094;
     
    SET_PLAYER_CONTROL(GetPlayerIndex(), FALSE);
    LOAD_SCENE(x, y, z);
    WAIT(500);
    SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE);
    SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), x, y, z);
    SET_CHAR_HEADING(GetPlayerPed(), 255.7890);
    SET_CAM_BEHIND_PED(GetPlayerPed());
    while (IS_SCREEN_FADING())
    {
    WAIT(0);
    }
    DO_SCREEN_FADE_IN(500);
    while (IS_SCREEN_FADING())
    {
    WAIT(0);
    pWarpInt = 1;
    iTextInt = 1;
    }
     
    }
    }
     
    // Display Intro Text Once PLayer Teleported
    void TextIntro(void)
    {
    if(IS_PLAYER_PLAYING(GetPlayerIndex()) && iTextInt == 1)
    {
    Print("Multi WAR");
    WAIT(4000);
    Print("Kill EM All");
    WAIT(2000);
    zWarInt = 0;
    iTextInt = 0;
    }
    }
     
    // Display Gang War Reseted Text If Player Die
    void TextReset(void)
    {
    if(!IS_CHAR_DEAD(GetPlayerPed()) && rTextInt == 1)
    {
    WAIT(3000);
    Print("You Died Multi War Reseted");
    WAIT(4000);
    Print("Get Back Into Multi Zone");
    zWarInt = 0;
    rTextInt = 0;
     
    }
    }
     
    // Manage Death/Reset
    void PlayerDeathReset(void)
    {
    if(IS_CHAR_DEAD(GetPlayerPed()))
    {
    zWarInt = 15;
    rTextInt = 1;
    }
    }
     
    // Spawn Enemy Gang Shortcut
    void SpawnGang(void)
    {
    SpawnA(MODEL_M_Y_MULTIPLAYER, WEAPON_DEAGLE, 1);
    zPedaInt = 1;
    SpawnB(MODEL_M_Y_MULTIPLAYER, WEAPON_SHOTGUN, 1);
    zPedbInt = 1;
    SpawnC(MODEL_M_Y_MULTIPLAYER, WEAPON_MICRO_UZI, 2);
    zPedcInt = 1;
    SpawnD(MODEL_M_Y_MULTIPLAYER, WEAPON_BARETTA, 2);
    zPeddInt = 1;
    SpawnE(MODEL_F_Y_MULTIPLAYER, WEAPON_MP5, -1);
    zPedeInt = 1;
    SpawnF(MODEL_F_Y_MULTIPLAYER, WEAPON_PISTOL, -1);
    zPedfInt = 1;
    SpawnG(MODEL_F_Y_MULTIPLAYER, WEAPON_MICRO_UZI, -2);
    zPedgInt = 1;
    SpawnH(MODEL_F_Y_MULTIPLAYER, WEAPON_PISTOL, -2);
    zPedhInt = 1;
    }
     
    // Enemy Boss Spawning Logic & War Waves & Texts Display
    void WarWave(void)
    {
    if(zPedInt == 0 && zPedaInt == 0 && zPedbInt == 0 && zPedcInt == 0 && zPeddInt == 0 && zPedeInt == 0 && zPedfInt == 0 && zPedgInt == 0 && zPedhInt == 0 && zPediInt == 0 && zPedjInt == 0)
    {
    if(zWarInt == 0)
    {
    ADD_ARMOUR_TO_CHAR(GetPlayerPed(), 1000);
    Print("Multi War 1st Wave");
    SpawnBoss(MODEL_IG_BADMAN, -327.7130, 658.8873, 14.7505, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 1;
    gcarInt = 1;
    if(DOES_VEHICLE_EXIST(gcar))
    {
    }
    }
    }
    else if(zWarInt == 1)
    {
    Print("You Survived 1st Wave");
    WAIT(4000);
    Print("Multi War 2nd Wave");
    SpawnBoss(MODEL_IG_LILJACOB, -310.8735, 632.8878, 14.8938, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 2;
    if(DOES_VEHICLE_EXIST(gcar))
    {
    gcarInt = 2;
    }
    }
    }
    else if(zWarInt == 2)
    {
    Print("You Survived 2nd Wave");
    WAIT(4000);
    Print("Multi War 3rd Wave");
    SpawnBoss(MODEL_IG_BRUCIE, -300.4997, 678.2755, 12.4094, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    SpawnJ(MODEL_M_Y_MULTIPLAYER, -334.2978, 644.9096, 17.5564, WEAPON_RLAUNCHER);
    zPedInt = 1;
    zWarInt = 3;
    zPedjInt = 1;
    }
    }
    else if(zWarInt == 3)
    {
    Print("You Survived 3rd Wave");
    WAIT(4000);
    Print("Multi War 4th Wave");
    SpawnBoss(MODEL_IG_DWAYNE, -237.6251, 668.7616, 12.4091, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 4;
    }
    }
    else if(zWarInt == 4)
    {
    Print("You Survived 4th Wave");
    WAIT(4000);
    Print("Multi War 5th Wave");
    SpawnBoss(MODEL_IG_JOHNNYBIKER, -204.4669, 666.6816, 13.5421, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 5;
    gcarInt = 1;
    if(DOES_VEHICLE_EXIST(gcar))
    {
    }
    }
    }
    else if(zWarInt == 5)
    {
    Print("You Survived 5th Wave");
    WAIT(4000);
    Print("Multi War 6th Wave");
    SpawnBoss(MODEL_IG_LUIS, -168.0925, 716.4803, 10.6335, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 6;
    if(DOES_VEHICLE_EXIST(gcar))
    {
    gcarInt = 2;
    }
    }
    }
    else if(zWarInt == 6)
    {
    Print("You Survived 6th Wave");
    WAIT(4000);
    Print("Multi War 7th Wave");
    SpawnBoss(MODEL_IG_PACKIE_MC, -103.5994, 655.6816, 13.0738, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    SpawnJ(MODEL_M_Y_MULTIPLAYER, -74.8535, 647.4283, 16.4283 , WEAPON_RLAUNCHER);
    zPedInt = 1;
    zWarInt = 7;
    zPedjInt = 1;
    }
    }
    else if(zWarInt == 7)
    {
    Print("You Survived 7th Wave");
    WAIT(4000);
    Print("Multi War 8th Wave");
    SpawnBoss(MODEL_IG_*******_X, -77.2026, 690.0826, 14.5870, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 8;
    }
    }
    else if(zWarInt == 8)
    {
    Print("You Survived 8th Wave");
    WAIT(4000);
    Print("Multi War 9th Wave");
    SpawnBoss(MODEL_IG_PATHOS, -82.5475, 724.1247, 14.6205, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 9;
    if(DOES_VEHICLE_EXIST(gcar))
    {
    }
    }
    }
    else if(zWarInt == 9)
    {
    Print("You Survived 9th Wave");
    WAIT(4000);
    Print("Multi War 10th Wave");
    SpawnBoss(MODEL_IG_RAY_BOCCINO, -104.4981, 761.4913, 15.2955, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 10;
    if(DOES_VEHICLE_EXIST(gcar))
    {
    gcarInt = 2;
    }
    }
    }
    else if(zWarInt == 10)
    {
    Print("You Survived 10th Wave");
    WAIT(4000);
    Print("Multi War 11th Wave");
    SpawnBoss(MODEL_F_Y_HOOKER_03, -129.1469, 822.0797, 18.6308, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    SpawnJ(MODEL_M_Y_MULTIPLAYER, -130.3441, 815.3864, 34.5654, WEAPON_RLAUNCHER);
    zPedInt = 1;
    zWarInt = 11;
    zPedjInt = 1;
    }
    }
    else if(zWarInt == 11)
    {
    Print("You Survived 11th Wave");
    WAIT(4000);
    Print("Multi War 12th Wave");
    SpawnBoss(MODEL_F_Y_STRIPPERC01, -142.2373, 869.4619, 14.1630, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    zPedInt = 1;
    zWarInt = 12;
    }
    }
    else if(zWarInt == 12)
    {
    Print("You Survived 12th Wave");
    WAIT(4000);
    Print("Multi War Final Wave");
    SpawnBoss(MODEL_IG_ROMAN, -80.1861, 824.0238, 17.3180, WEAPON_RLAUNCHER);
    if(DOES_CHAR_EXIST(zped))
    {
    SpawnGang();
    SpawnJ(MODEL_M_Y_MULTIPLAYER, -88.5677, 840.5977, 298.1373, WEAPON_RLAUNCHER);
    zPedInt = 1;
    zWarInt = 13;
    zPedjInt = 1;
    }
    }
    else if(zWarInt == 13)
    {
    Print("You Survived The Final Wave");
    WAIT(4000);
    Print("The Multi War Is Over");
    zWarInt = 14;
    }
    else if(zWarInt == 14)
    {
    WAIT(4000);
    SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), FALSE);
    CANCEL_OVERRIDE_RESTART();
    TERMINATE_THIS_SCRIPT();
    }
    }
    }
     
    // Remove Enemy Boss Logic
    void RemoveBoss(void)
    {
    if (DOES_CHAR_EXIST(zped))
    {
    SET_CHAR_WANTED_BY_POLICE(zped, FALSE);
    if(IS_CHAR_DEAD(zped) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zped, bzPed);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zped);
    zPedInt = 0;
    }
    }
    }
     
    // Remove Enemy(A) Logic
    void RemoveA(void)
    {
    if(DOES_CHAR_EXIST(zpeda))
    {
    SET_CHAR_WANTED_BY_POLICE(zpeda, FALSE);
    if(IS_CHAR_DEAD(zpeda) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpeda, bzPeda);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpeda);
    zPedaInt = 0;
    }
    }
    }
     
    // Remove Enemy(B) Logic
    void RemoveB(void)
    {
    if(DOES_CHAR_EXIST(zpedb))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedb, FALSE);
    if(IS_CHAR_DEAD(zpedb) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedb, bzPedb);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedb);
    zPedbInt = 0;
    }
    }
    }
     
    // Remove Enemy(C) Logic
    void RemoveC(void)
    {
    if(DOES_CHAR_EXIST(zpedc))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedc, FALSE);
    if(IS_CHAR_DEAD(zpedc) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedc, bzPedc);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedc);
    zPedcInt = 0;
    }
    }
    }
     
    // Remove Enemy(D) Logic
    void RemoveD(void)
    {
    if(DOES_CHAR_EXIST(zpedd))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedd, FALSE);
    if(IS_CHAR_DEAD(zpedd) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedd, bzPedd);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedd);
    zPeddInt = 0;
    }
    }
    }
     
    // Remove Enemy(E) Logic
    void RemoveE(void)
    {
    if(DOES_CHAR_EXIST(zpede))
    {
    SET_CHAR_WANTED_BY_POLICE(zpede, FALSE);
    if(IS_CHAR_DEAD(zpede) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpede, bzPede);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpede);
    zPedeInt = 0;
    }
    }
    }
     
    // Remove enemy(F) Logic
    void RemoveF(void)
    {
    if(DOES_CHAR_EXIST(zpedf))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedf, FALSE);
    if(IS_CHAR_DEAD(zpedf) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedf, bzPedf);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedf);
    zPedfInt = 0;
    }
    }
    }
     
    // Remove Enemy(G) Logic
    void RemoveG(void)
    {
    if(DOES_CHAR_EXIST(zpedg))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedg, FALSE);
    if(IS_CHAR_DEAD(zpedg) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedg, bzPedg);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedg);
    zPedgInt = 0;
    }
    }
    }
     
    // Remove Enemy(H) Logic
    void RemoveH(void)
    {
    if(DOES_CHAR_EXIST(zpedh))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedh, FALSE);
    if(IS_CHAR_DEAD(zpedh) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedh, bzPedh);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedh);
    zPedhInt = 0;
    }
    }
    }
     
    // Remove Enemy(I) Logic
    void RemoveI(void)
    {
    if(DOES_CHAR_EXIST(zpedi))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedi, FALSE);
    if(IS_CHAR_DEAD(zpedi) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedi, bzPedi);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedi);
    zPediInt = 0;
    }
    }
    }
     
    // Remove Enemy(J) Logic
    void RemoveJ(void)
    {
    if(DOES_CHAR_EXIST(zpedj))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedj, FALSE);
    if(IS_CHAR_DEAD(zpedj) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedj, bzPedj);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedj);
    zPedjInt = 0;
    }
    }
    }
     
    // Explode & Remove Enemy Car After Wave
    void RemoveCar(void)
    {
    if(DOES_VEHICLE_EXIST(gcar))
    {
    if(IS_CAR_DEAD(gcar) || IS_CHAR_DEAD(GetPlayerPed()) || gcarInt == 2 || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    EXPLODE_CAR(gcar, 1, 0);
    REMOVE_BLIP(bgcar);
    MARK_CAR_AS_NO_LONGER_NEEDED(&gcar);
    gcarInt = 0;
    }
    }
    }
     
    void QuitGangWar(void)
    {
    if( IsKeyPressed(DPAD_UP,TRIANGLE) )
    {
    Print("The Multi War Is Over");
    WAIT(3000);
    if(zPedInt == 0 && zPedaInt == 0 && zPedbInt == 0 && zPedcInt == 0 && zPeddInt == 0 && zPedeInt == 0 && zPedfInt == 0 && zPedgInt == 0 && zPedhInt == 0 && zPediInt == 0 && zPedjInt == 0)
    SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), FALSE);
    CANCEL_OVERRIDE_RESTART();
    TERMINATE_THIS_SCRIPT();
    }
    }
     
    void main(void)
    {
     
    while (TRUE)
    {
    WAIT(0);
    PlayerSettings();
    WarpToWar();
    TextIntro();
    TextReset();
    PlayerDeathReset();
    WarWave();
    RemoveBoss();
    RemoveA();
    RemoveB();
    RemoveC();
    RemoveD();
    RemoveE();
    RemoveF();
    RemoveG();
    RemoveH();
    RemoveI();
    RemoveJ();
    RemoveCar();
    QuitGangWar();
    }
     
    }
    This is Rider War! Which is a Ghost Rider like script for war ,like since it is Niko on fire(in a War @ the Airport).
    Also has a few bugs like applying other mods will kill the flame. But here is the Beta Ghost Rider War(sco download https://psx.egnyte.com/h-s/20120728/891318c6b52f439b)

    [PS3]Script Example Rider War Beta - YouTube

    Code:
    #include <natives.h>
    #include <common.h>
    #include <strings.h>
    #include <types.h>
    #include <consts.h>
     
    //############### Define Ps3 GamePad ################################//
    #define SELECT 0xD
    #define START 0xC
    #define SQUARE 0xE
    #define TRIANGLE 0xF
    #define X 0x10
    #define CIRCLE 0x11
    #define DPAD_UP 0x8
    #define DPAD_DOWN 0x9
    #define DPAD_LEFT 0xA
    #define DPAD_RIGHT 0xB
    #define L2 0x5
    #define R2 0x7
    #define L1 0x4
    #define R1 0x6
    #define STICK_L 0x12
    #define STICK_R 0x13
    //############### Define Ps3 GamePad ################################//
     
    // Enemy Group coordinates
    float EGx, EGy, EGz;
    float DBx, DBy, DBz;
     
    // Enemy Peds handles
    Ped zped;
    Ped zpeda;
    Ped zpedb;
    Ped zpedc;
    Ped zpedd;
    Ped zpede;
    Ped zpedf;
    Ped zpedg;
    Ped zpedh;
    Ped zpedi;
    Ped zpedj;
     
    // Drive-By Vehicle handle
    Vehicle gcar;
     
    // Enemy Peds Blip handles
    Blip bzPed;
    Blip bzPeda;
    Blip bzPedb;
    Blip bzPedc;
    Blip bzPedd;
    Blip bzPede;
    Blip bzPedf;
    Blip bzPedg;
    Blip bzPedh;
    Blip bzPedi;
    Blip bzPedj;
    Blip bgcar;
     
    // Player Warped
    boolean pWarpInt = 0;
     
    // Intro & Reset Text Displayed
    boolean iTextInt = 0;
    boolean rTextInt = 0;
     
    // Enemy Peds Spawned
    boolean zPedInt = 0;
    boolean zPedaInt = 0;
    boolean zPedbInt = 0;
    boolean zPedcInt = 0;
    boolean zPeddInt = 0;
    boolean zPedeInt = 0;
    boolean zPedfInt = 0;
    boolean zPedgInt = 0;
    boolean zPedhInt = 0;
    boolean zPediInt = 0;
    boolean zPedjInt = 0;
     
    // DriveBy Car Spawned
    boolean gcarInt = 0;
     
    // War Waves Current stage
    boolean zWarInt = 15;
     
    // Display Text Shortcut
    void Print(char *string)
    {
    PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string, 3000, 1);
    }
     
    // Button Press Activator Shortcut
    bool IsKeyPressed(uint iKey , uint iJey)
    {
    return IS_BUTTON_PRESSED(0,iKey) && IS_BUTTON_JUST_PRESSED(0,iJey);
    }
     
    //Various Enemy peds Settings Shortcut
    void EnemySettings(uint ptype, uint pblip)
    {
    SET_CHAR_RELATIONSHIP_GROUP(ptype, 24);
    SET_CHAR_RELATIONSHIP(ptype, 5, 0);
    SET_CHAR_RANDOM_COMPONENT_VARIATION(ptype);
    SET_CHAR_ONLY_DAMAGED_BY_PLAYER(ptype, TRUE);
    SET_CHAR_AS_ENEMY(ptype, TRUE);
    SET_CHAR_ACCURACY(ptype, 45);
    SET_SENSE_RANGE(ptype, 250.0);
    SET_CHAR_KEEP_TASK(ptype, TRUE);
    TASK_COMBAT(ptype, GetPlayerPed());
    SET_CHAR_IS_TARGET_PRIORITY(GetPlayerPed(), TRUE);
    SET_CHAR_WILL_MOVE_WHEN_INJURED(ptype, TRUE);
    SET_CHAR_WILL_USE_COVER(ptype, TRUE);
    SET_PED_DONT_DO_EVASIVE_DIVES(ptype, TRUE);
    SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, FALSE);
    SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(ptype, TRUE);
    SET_PED_DIES_WHEN_INJURED(ptype, TRUE);
    SET_PED_GENERATES_DEAD_BODY_EVENTS(ptype, TRUE);
    SET_BLIP_AS_FRIENDLY(pblip, FALSE);
    CHANGE_BLIP_COLOUR(pblip, BLIP_COLOR_RED);
    }
     
    // Drive-by Settings Shortcut
    void DrivebySettings(uint ptype)
    {
    SET_CHAR_WILL_USE_CARS_IN_COMBAT(ptype, TRUE);
    SET_CHAR_WILL_DO_DRIVEBYS(ptype, TRUE);
    SET_CHAR_CANT_BE_DRAGGED_OUT(ptype, TRUE);
    }
     
    // Apply Drive-by Settings
    void InCarSettings(void)
    {
    DrivebySettings(zpedi);
    DrivebySettings(zpedf);
    }
     
    // Remove Enemy Shortcut
    void ClearEnemy(uint ptype, uint pblip)
    {
    EXPLODE_CHAR_HEAD(ptype);
    TASK_DIE(ptype);
    REMOVE_BLIP(pblip);
    }
     
    // Set & Spawn Enemy Boss At Requested Coordinates
    void SpawnBoss(uint modelBoss, float xb, float yb, float zb, uint weapon)
    {
    REQUEST_MODEL(modelBoss);
    while (!HAS_MODEL_LOADED(modelBoss)) WAIT(0);
     
    CREATE_CHAR(16, modelBoss, xb, yb, zb, &zped, true);
     
    ADD_ARMOUR_TO_CHAR(zped, 5000); //
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zped, xb, yb, zb, 10.0);
    UpdateWeaponOfPed(zped, weapon);
    SET_CURRENT_CHAR_WEAPON(zped, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zped, &bzPed);
    EnemySettings(zped, bzPed);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelBoss);
    }
     
    // Set & Spawn Enemy(A) Near Boss
    void SpawnA(uint modelza, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelza);
    while (!HAS_MODEL_LOADED(modelza)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelza, EGx,EGy,EGz, &zpeda, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpeda, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpeda, weapon);
    SET_CURRENT_CHAR_WEAPON(zpeda, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpeda, &bzPeda);
    EnemySettings(zpeda, bzPeda);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelza);
    }
     
    // Set & Spawn Enemy(B) Near Boss
    void SpawnB(uint modelzb, uint weapon, float offset_y)
    {
    REQUEST_MODEL(modelzb);
    while (!HAS_MODEL_LOADED(modelzb)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzb, EGx,EGy,EGz, &zpedb, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedb, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpedb, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedb, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedb, &bzPedb);
    EnemySettings(zpedb, bzPedb);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzb);
    }
     
    // Set & spawn Enemy(C) Near Boss
    void SpawnC(uint modelzc, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelzc);
    while (!HAS_MODEL_LOADED(modelzc)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzc, EGx,EGy,EGz, &zpedc, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedc, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpedc, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedc, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedc, &bzPedc);
    EnemySettings(zpedc, bzPedc);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzc);
    }
     
    // Set & Spawn Enemy(D) Near Boss
    void SpawnD(uint modelzd, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzd);
    while (!HAS_MODEL_LOADED(modelzd)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzd, EGx,EGy,EGz, &zpedd, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedd, EGx, EGy, EGz, 20.0);
    UpdateWeaponOfPed(zpedd, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedd, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedd, &bzPedd);
    EnemySettings(zpedd, bzPedd);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzd);
    }
     
    // Set & Spawn Enemy(E) Near Boss
    void SpawnE(uint modelze, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelze);
    while (!HAS_MODEL_LOADED(modelze)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelze, EGx,EGy,EGz, &zpede, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpede, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpede, weapon);
    SET_CURRENT_CHAR_WEAPON(zpede, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpede, &bzPede);
    EnemySettings(zpede, bzPede);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelze);
    }
     
    // Set & Spawn Enemy(F) Near Boss
    void SpawnF(uint modelzf, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzf);
    while (!HAS_MODEL_LOADED(modelzf)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzf, EGx,EGy,EGz, &zpedf, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedf, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpedf, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedf, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedf, &bzPedf);
    EnemySettings(zpedf, bzPedf);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzf);
    }
     
    // Set & Spawn Enemy(G) Near Boss
    void SpawnG(uint modelzg, uint weapon ,float offset_x)
    {
    REQUEST_MODEL(modelzg);
    while (!HAS_MODEL_LOADED(modelzg)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, offset_x, 0, 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzg, EGx,EGy,EGz, &zpedg, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedg, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpedg, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedg, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedg, &bzPedg);
    EnemySettings(zpedg, bzPedg);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzg);
    }
     
    // Set & Spawn enemy(H) Near Boss
    void SpawnH(uint modelzh, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzh);
    while (!HAS_MODEL_LOADED(modelzh)) WAIT(0);
     
    GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(zped, 0, offset_y , 0, &EGx, &EGy, &EGz);
    CREATE_CHAR(16, modelzh, EGx,EGy,EGz, &zpedh, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedh, EGx, EGy, EGz, 25.0);
    UpdateWeaponOfPed(zpedh, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedh, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedh, &bzPedh);
    EnemySettings(zpedh, bzPedh);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzh);
    }
     
    // Set & Spawn enemy(I) Near DriveBy Car
    void SpawnI(uint modelzi, uint weapon ,float offset_y)
    {
    REQUEST_MODEL(modelzi);
    while (!HAS_MODEL_LOADED(modelzi)) WAIT(0);
     
    GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(gcar, 0, offset_y , 0, &DBx, &DBy, &DBz);
    CREATE_CHAR(16, modelzi, DBx,DBy,DBz, &zpedi, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedi, EGx, EGy, EGz, 250.0);
    UpdateWeaponOfPed(zpedi, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedi, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedi, &bzPedi);
    SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE(zpedi, TRUE);
    SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(zpedi, FALSE);
    EnemySettings(zpedi, bzPedi);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzi);
    }
     
    // Set & Spawn enemy(J) On NearBy Roof
    void SpawnJ(uint modelzj, float Sx, float Sy, float Sz, uint weapon)
    {
    REQUEST_MODEL(modelzj);
    while (!HAS_MODEL_LOADED(modelzj)) WAIT(0);
     
    CREATE_CHAR(16, modelzj, Sx, Sy, Sz, &zpedj, true);
     
    SET_CHAR_SPHERE_DEFENSIVE_AREA(zpedj, EGx, EGy, EGz, 150.0);
    UpdateWeaponOfPed(zpedj, weapon);
    SET_CURRENT_CHAR_WEAPON(zpedj, weapon, TRUE);
    ADD_BLIP_FOR_CHAR(zpedj, &bzPedj);
    EnemySettings(zpedj, bzPedj);
    SET_PED_PATH_MAY_USE_CLIMBOVERS(zpedj, FALSE);
    SET_PED_PATH_MAY_DROP_FROM_HEIGHT(zpedj, FALSE);
    SET_PED_PATH_MAY_USE_LADDERS(zpedj, FALSE);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelzj);
    }
     
    // Spawn Drive-By Vehicle
    void SpawnDriveByVehicle(uint modelgcar, float Vx, float Vy, float Vz)
    {
    REQUEST_MODEL(modelgcar);
    while (!HAS_MODEL_LOADED(modelgcar)) WAIT(0);
     
    CREATE_CAR(modelgcar, Vx, Vy, Vz, &gcar, true);
    ADD_BLIP_FOR_CAR(gcar, &bgcar);
    SET_BLIP_AS_FRIENDLY(bgcar, FALSE);
    CHANGE_BLIP_COLOUR(bgcar, BLIP_COLOR_RED);
    MARK_MODEL_AS_NO_LONGER_NEEDED(modelgcar);
    return gcar;
    }
     
    // Set Various Player/World Settings
    void PlayerSettings(void)
    {
    SET_MAX_WANTED_LEVEL(0);
    SET_CHAR_WANTED_BY_POLICE(GetPlayerPed(), FALSE);
    SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), TRUE);
    OVERRIDE_NEXT_RESTART(2238.1279, 178.5907, 5.8128, 174.1536);
    	}
    // Teleport player near war zone	
    void WarpToWar(void)
    {
    	if(IS_PLAYER_PLAYING(GetPlayerIndex()) && pWarpInt == 0)
    	{
    	     while (IS_SCREEN_FADING())
            {
    			WAIT(0);
            }
            DO_SCREEN_FADE_OUT(500);
            while (IS_SCREEN_FADING())
            {
    			WAIT(0);
            }
    float x = 2238.1279, y = 178.5907, z = 5.8128;
    
         
        SET_PLAYER_CONTROL(GetPlayerIndex(), FALSE);
        LOAD_SCENE(x, y, z);
        WAIT(500);
        SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE);
        SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), x, y, z);
        SET_CHAR_HEADING(GetPlayerPed(), 255.7890);
        SET_CAM_BEHIND_PED(GetPlayerPed());
        while (IS_SCREEN_FADING())
        {
        WAIT(0);
        }
        DO_SCREEN_FADE_IN(500);
        while (IS_SCREEN_FADING())
        {
        WAIT(0);
        pWarpInt = 1;
        iTextInt = 1;
        }
        }
        }    
        // Display Intro Text Once PLayer Teleported
        void TextIntro(void)
        {
        if(IS_PLAYER_PLAYING(GetPlayerIndex()) && iTextInt == 1)
        {
        Print("The Rider War");
        WAIT(4000);
        Print("Kill EM All");
        WAIT(2000);
        zWarInt = 0;
        iTextInt = 0;
        }
        }
         
        // Display Gang War Reseted Text If Player Die
        void TextReset(void)
        {
        if(!IS_CHAR_DEAD(GetPlayerPed()) && rTextInt == 1)
        {
        WAIT(3000);
        Print("You Died Rider War Reseted");
        WAIT(4000);
        Print("Get Back In The Rider War Zone");
        zWarInt = 0;
        rTextInt = 0;
         
        }
        }
         
        // Manage Death/Reset
        void PlayerDeathReset(void)
        {
        if(IS_CHAR_DEAD(GetPlayerPed()))
        {
        zWarInt = 15;
        rTextInt = 1;
        }
        }
         
        // Spawn Enemy Gang Shortcut
        void SpawnGang(void)
        {
        SpawnA(MODEL_M_M_GUNNUT_01,WEAPON_MP5, 2);
        zPedaInt = 1;
        SpawnB(MODEL_M_M_GUNNUT_01, WEAPON_BARETTA, -2);
        zPedbInt = 1;
        SpawnC(MODEL_M_M_GUNNUT_01, WEAPON_MP5, 1);
        zPedcInt = 1;
        SpawnD(MODEL_M_M_GUNNUT_01, WEAPON_PISTOL, -1);
        zPeddInt = 1;
        SpawnE(MODEL_M_M_GUNNUT_01, WEAPON_MICRO_UZI, 2);
        zPedeInt = 1;
        SpawnF(MODEL_M_M_GUNNUT_01, WEAPON_SHOTGUN, -2);
        zPedfInt = 1;
        SpawnG(MODEL_M_M_GUNNUT_01, WEAPON_M4, 1);
        zPedgInt = 1;
        SpawnH(MODEL_M_M_GUNNUT_01, WEAPON_M4, 2);
        zPedhInt = 1;
        }
         
        // Enemy Boss Spawning Logic & War Waves & Texts Display
        void WarWave(void)
        {
        if(zPedInt == 0 && zPedaInt == 0 && zPedbInt == 0 && zPedcInt == 0 && zPeddInt == 0 && zPedeInt == 0 && zPedfInt == 0 && zPedgInt == 0 && zPedhInt == 0 && zPediInt == 0 && zPedjInt == 0)
        {
        if(zWarInt == 0)
        {
        ADD_ARMOUR_TO_CHAR(GetPlayerPed(), 1000);
        Print("Rider War 1st Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2287.7190, 178.0378, 5.8128, WEAPON_RLAUNCHER);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 1;
        gcarInt = 1;
        if(DOES_VEHICLE_EXIST(gcar))
        {
        }
        }
        }
        else if(zWarInt == 1)
        {
        Print("You Survived 1st Wave?!");
        WAIT(4000);
        Print("Rider War 2nd Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2377.2712, 171.7271, 5.8128, WEAPON_MOLOTOV);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 2;
        if(DOES_VEHICLE_EXIST(gcar))
        {
        gcarInt = 2;
        }
        }
        }
        else if(zWarInt == 2)
        {
        Print("You Survived 2nd Wave?!");
        WAIT(4000);
        Print("Rider War 3rd Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2459.3518, 178.5920, 5.8128, WEAPON_MOLOTOV);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        SpawnJ(MODEL_M_M_GUNNUT_01, 2461.4373, 212.9711, 14.7839, WEAPON_RLAUNCHER);
        zPedInt = 1;
        zWarInt = 3;
        zPedjInt = 1;
        }
        }
        else if(zWarInt == 3)
        {
        Print("You Survived 3rd Wave?!");
        WAIT(4000);
        Print("Rider War 4th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2530.7656, 305.5197, 5.8129, WEAPON_M4);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 4;
        }
        }
        else if(zWarInt == 4)
        {
        Print("You Survived 4th Wave?!");
        WAIT(4000);
        Print("Rider War 5th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2613.2136, 364.9480, 5.8149, WEAPON_M4);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 5;
        gcarInt = 1;
        if(DOES_VEHICLE_EXIST(gcar))
        {
        }
        }
        }
        else if(zWarInt == 5)
        {
        Print("You Survived 5th Wave?!");
        WAIT(4000);  
        Print("Rider War 6th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2665.6575, 419.6908, 5.3129, WEAPON_M4);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 6;
        if(DOES_VEHICLE_EXIST(gcar))
                    {
                        gcarInt = 2;
                    }
                }
            }
        else if(zWarInt == 6)
        {
        Print("You Survived 6th Wave?!");
        WAIT(4000);
        Print("Rider War 7th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2599.4355, 466.9725, 5.3080, WEAPON_MOLOTOV);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        SpawnJ(MODEL_M_M_GUNNUT_01, 2619.1658, 431.1385, 13.7707 , WEAPON_RLAUNCHER);
        zPedInt = 1;
        zWarInt = 7;
        zPedjInt = 1;
        }
        }
        else if(zWarInt == 7)
        {
        Print("You Survived 7th Wave?!");
        WAIT(4000);
        Print("Rider War 8th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2540.3982, 507.1162, 5.8129, WEAPON_GRENADE);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 8;
        }
        }
        else if(zWarInt == 8)
        {
        Print("You Survived 8th Wave?!");
        WAIT(4000);
        Print("Rider War 9th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2441.4573, 502.9193, 5.8129, WEAPON_MOLOTOV);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 9;
        if(DOES_VEHICLE_EXIST(gcar))
        {
        }
        }
        }
        else if(zWarInt == 9)
        {
        Print("You Survived 9th Wave?!");
        WAIT(4000);
        Print("Rider War 10th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2442.0402, 605.9261, 5.8129, WEAPON_M4);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 10;
        if(DOES_VEHICLE_EXIST(gcar))
        {
        gcarInt = 2;
        }
        }
        }
        else if(zWarInt == 10)
        {
        Print("You Survived 10th Wave?!");
        WAIT(4000);
        Print("Rider War 11th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2349.0083, 640.6221, 5.8130, WEAPON_M4);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        SpawnJ(MODEL_M_M_GUNNUT_01, 2345.3538, 614.1908, 10.5309, WEAPON_RLAUNCHER);
        zPedInt = 1;
        zWarInt = 11;
        zPedjInt = 1;
        }
        }
        else if(zWarInt == 11)
        {
        Print("You Survived 11th Wave?!");
        WAIT(4000);
        Print("Rider War 12th Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2276.1182, 703.7583, 5.8125, WEAPON_M4);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        zPedInt = 1;
        zWarInt = 12;
        }
        }
        else if(zWarInt == 12)
        {
        Print("You Survived 12th Wave?!");
        WAIT(4000);
        Print("Rider War Final Wave");
        SpawnBoss(MODEL_M_M_DODGYDOC, 2205.1309, 728.2326, 5.8130, WEAPON_M4);
        if(DOES_CHAR_EXIST(zped))
        {
        SpawnGang();
        SpawnJ(MODEL_M_M_GUNNUT_01, 2230.9070, 679.9233, 11.4182, WEAPON_RLAUNCHER);
        zPedInt = 1;
        zWarInt = 13;
        zPedjInt = 1;
        }
        }
        else if(zWarInt == 13)
        {
        Print("You Survived The Final Wave?!");
        WAIT(4000);
        Print("The Rider War Is Over");
        zWarInt = 14;
        }
        else if(zWarInt == 14)
        {
        WAIT(4000);
        SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), FALSE);
        CANCEL_OVERRIDE_RESTART();
        TERMINATE_THIS_SCRIPT();
        }
        }
        }
    // Remove Enemy Boss Logic
    void RemoveBoss(void)
    {
    if (DOES_CHAR_EXIST(zped))
    {
    SET_CHAR_WANTED_BY_POLICE(zped, FALSE);
    if(IS_CHAR_DEAD(zped) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zped, bzPed);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zped);
    zPedInt = 0;
    }
    }
    }
     
    // Remove Enemy(A) Logic
    void RemoveA(void)
    {
    if(DOES_CHAR_EXIST(zpeda))
    {
    SET_CHAR_WANTED_BY_POLICE(zpeda, FALSE);
    if(IS_CHAR_DEAD(zpeda) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpeda, bzPeda);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpeda);
    zPedaInt = 0;
    }
    }
    }
     
    // Remove Enemy(B) Logic
    void RemoveB(void)
    {
    if(DOES_CHAR_EXIST(zpedb))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedb, FALSE);
    if(IS_CHAR_DEAD(zpedb) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedb, bzPedb);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedb);
    zPedbInt = 0;
    }
    }
    }
     
    // Remove Enemy(C) Logic
    void RemoveC(void)
    {
    if(DOES_CHAR_EXIST(zpedc))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedc, FALSE);
    if(IS_CHAR_DEAD(zpedc) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedc, bzPedc);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedc);
    zPedcInt = 0;
    }
    }
    }
     
    // Remove Enemy(D) Logic
    void RemoveD(void)
    {
    if(DOES_CHAR_EXIST(zpedd))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedd, FALSE);
    if(IS_CHAR_DEAD(zpedd) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedd, bzPedd);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedd);
    zPeddInt = 0;
    }
    }
    }
     
    // Remove Enemy(E) Logic
    void RemoveE(void)
    {
    if(DOES_CHAR_EXIST(zpede))
    {
    SET_CHAR_WANTED_BY_POLICE(zpede, FALSE);
    if(IS_CHAR_DEAD(zpede) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpede, bzPede);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpede);
    zPedeInt = 0;
    }
    }
    }
     
    // Remove enemy(F) Logic
    void RemoveF(void)
    {
    if(DOES_CHAR_EXIST(zpedf))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedf, FALSE);
    if(IS_CHAR_DEAD(zpedf) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedf, bzPedf);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedf);
    zPedfInt = 0;
    }
    }
    }
     
    // Remove Enemy(G) Logic
    void RemoveG(void)
    {
    if(DOES_CHAR_EXIST(zpedg))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedg, FALSE);
    if(IS_CHAR_DEAD(zpedg) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedg, bzPedg);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedg);
    zPedgInt = 0;
    }
    }
    }
     
    // Remove Enemy(H) Logic
    void RemoveH(void)
    {
    if(DOES_CHAR_EXIST(zpedh))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedh, FALSE);
    if(IS_CHAR_DEAD(zpedh) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedh, bzPedh);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedh);
    zPedhInt = 0;
    }
    }
    }
     
    // Remove Enemy(I) Logic
    void RemoveI(void)
    {
    if(DOES_CHAR_EXIST(zpedi))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedi, FALSE);
    if(IS_CHAR_DEAD(zpedi) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedi, bzPedi);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedi);
    zPediInt = 0;
    }
    }
    }
     
    // Remove Enemy(J) Logic
    void RemoveJ(void)
    {
    if(DOES_CHAR_EXIST(zpedj))
    {
    SET_CHAR_WANTED_BY_POLICE(zpedj, FALSE);
    if(IS_CHAR_DEAD(zpedj) || IS_CHAR_DEAD(GetPlayerPed()) || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    ClearEnemy(zpedj, bzPedj);
    MARK_CHAR_AS_NO_LONGER_NEEDED(&zpedj);
    zPedjInt = 0;
    }
    }
    }
     
    // Explode & Remove Enemy Car After Wave
    void RemoveCar(void)
    {
    if(DOES_VEHICLE_EXIST(gcar))
    {
    if(IS_CAR_DEAD(gcar) || IS_CHAR_DEAD(GetPlayerPed()) || gcarInt == 2 || IsKeyPressed(DPAD_UP,TRIANGLE))
    {
    EXPLODE_CAR(gcar, 1, 0);
    REMOVE_BLIP(bgcar);
    MARK_CAR_AS_NO_LONGER_NEEDED(&gcar);
    gcarInt = 0;
    }
    }
    }
     
    void QuitGangWar(void)
    {
    if( IsKeyPressed(DPAD_UP,TRIANGLE) )
    {
    Print("The Rider War Is Over!");
    WAIT(3000);
    if(zPedInt == 0 && zPedaInt == 0 && zPedbInt == 0 && zPedcInt == 0 && zPeddInt == 0 && zPedeInt == 0 && zPedfInt == 0 && zPedgInt == 0 && zPedhInt == 0 && zPediInt == 0 && zPedjInt == 0)
    SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), FALSE);
    CANCEL_OVERRIDE_RESTART();
    TERMINATE_THIS_SCRIPT();
    }
    }
     
    void main(void)
    {
     
    while (TRUE)
    {
    WAIT(0);
    PlayerSettings();
    WarpToWar();
    TextIntro();
    TextReset();
    PlayerDeathReset();
    WarWave();
    RemoveBoss();
    RemoveA();
    RemoveB();
    RemoveC();
    RemoveD();
    RemoveE();
    RemoveF();
    RemoveG();
    RemoveH();
    RemoveI();
    RemoveJ();
    RemoveCar();
    QuitGangWar();
    }
     
    }

    Last edited by HuN; 08-28-2012 at 03:25 PM.
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    Last edited by tthousand; 06-03-2012 at 10:41 AM.
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    Last edited by tthousand; 06-04-2012 at 01:31 AM.
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    Dude that looks awesome, i can almost imagine this being a full blown war game in which they hunt you down in a more cunning and ruthless manner than the police, for example you get into a car chase and suddenly a car that you thought was a ped car has someone hanging out the window trying to take you out with an Uzi or even more reckless a Rocket Launcher and heres an extra idea they try harder the longer you survive and the more you kill of them and you could indicate how hard they are trying using a fake wanted level which would cause the wanted stars to light up.

    Also i don't know if it would work but i remember seeing Native functions whose names seemed to suggest you might be able to increase the number of wanted stars beyond 6.

    Btw, this isn't a request i'm just thinking out loud (or whatever appropiately replaces "loud"), anyway if you decide to try any of what i mentioned i'm sure you'll make an awesome job of it.

    i really have to get my PS3 back and give some of these new mods a try and i think i might get back into programming for it aswell to see what i can come up with.
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    This is really cool HuN. I had an idea of creating a war between two gangs and your just the spectator and just watch the ai battle it out. Obviously it would be much boring than yours. But its something I wanted to see I was thinking about doing it on EFLC with two police forces (don't know why they would battle each other lol). With swat tanks (If its possible to make them shoot)

    But your gang war looks much more fun. Brilliant coding too. I remember you saying you didn't know much of C but it looks like your learning quick.

    Keep it up mate! I'm looking forward to what else you can come up with this project, good luck
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    thanks ... everyone !

    Quote Originally Posted by nativesith
    That is so friggin sweet, Excellent job man!
    funny fact , the 1st mod i tryed on gta 4 was your "stripper cop mod" .

    Quote Originally Posted by spadger
    Awesome stuff! and gives so many ideas.
    Quote Originally Posted by ribonucleic
    Dude that looks awesome, i can almost imagine ....... i think i might get back into programming for it aswell to see what i can come up with.
    anybody is welcome to join in and contribute ... in fact i would be more than happy if it would become a multi-developer project.

    Quote Originally Posted by Three-Socks
    This is really cool HuN. I had an idea of creating a war between two gangs and your just the spectator and just watch the ai battle it out ....... I remember you saying you didn't know much of C but it looks like your learning quick.
    about 2 gangs fighting each other ... quite interresting !

    about C learning .... i got lucky and was given more " freetime " it speed up things, your script examples and tutorials helped alot too !!!
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    Quote Originally Posted by HuN View Post
    about 2 gangs fighting each other ... quite interresting !

    about C learning .... i got lucky and was given more " freetime " it speed up things, your script examples and tutorials helped alot too !!!
    Good to hear

    I tried it out today and lets just say that I wasn't good enough to last 13 rounds without cheating! :P

    The bosses are really tough especially towards the end. They can take a RPG's in the head! lol. Its just a shame they die really easy with bullet headshots though, I'm not sure you can do anything about that though?

    Also you may want to add in CANCEL_OVERRIDE_RESTART(); just before you call TERMINATE_THIS_SCRIPT(); in future. So that it doesn't spawn you at the restart even after the mod has terminated.

    I really liked it though, I just wasn't good enough lol.
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