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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(); } }
great ! ill test it out on friday ...
is this final version for this location ? cuz when its completed ill add it to ped-wars section ... i kept enuff " reserved" post to fit about 12 ped-wars .
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)
Edited since Ribo's Ghost Rider script can now be applied making it how it should beCode:#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(); } }
Editing the download now...
Last edited by nativesith; 08-02-2012 at 09:07 PM.
nice looking dude , well done.
better late than never , i finally updated ped-wars section on 1st page with nativesith wars .
Last edited by HuN; 08-04-2012 at 07:19 PM.
the function SET_CHAR_RELATIONSHIP are the params like so:
char, type, group
char = character pointer
type = respect / hate / ...
group = police / firemen / prostitutes / ...
??????
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