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Thread: GANG-WAR minigame ( script examples )
  

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  1. #121  
    HuN's Avatar
    HuN
    HuN is offline Moderator
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    EDITED 1ST PAGE everything is in 1st post now ... aside ped wars, since they are test scripts, thoses shall remain posted in 2nd post and reserved posts below it.

    Quote Originally Posted by nativesith View Post
    That is wicked son! Multi v 1.3(or is it v 1.4 IDK All I know is
    I am fixing to fix it!) will also be up today with better co ordinates.
    Tuff Gong Radio is the best yo! Good Day Eh?
    sweet , ill do test it .
    Reply With Quote  

  2. #122  
    nativesith's Avatar
    nativesith is online now Moderator
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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();
    }
     
    }
    tthousand and HuN like this.
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  3. #123  
    HuN's Avatar
    HuN
    HuN is offline Moderator
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    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 .
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  4. #124  
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    nativesith is online now Moderator
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    This is the final version. It is how I like it. Will start a new location soon.
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  5. #125  
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    nativesith is online now Moderator
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    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)

    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();
    }
     
    }
    Edited since Ribo's Ghost Rider script can now be applied making it how it should be
    Editing the download now...
    Last edited by nativesith; 08-02-2012 at 09:07 PM.
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  6. #126  
    nativesith's Avatar
    nativesith is online now Moderator
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    Rider War Video with da L1 Ragdoll fire taken out. Particle effects in it's place.
    Three-Socks and HuN like this.
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  7. #127  
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    HuN
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    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.
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  8. #128  
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    I am honored . Thank you fo helping I all along da way.
    Thanks to all the others as well(JDMAlex,3 Socks,Ribonucliec...etc).
    Coding is kewl .
    Jah RastafarI!
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  9. #129  
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    ribonucleic is offline Moderator & Developer
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    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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  10. #130  
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    HuN
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    Quote Originally Posted by ribonucleic View Post
    the function SET_CHAR_RELATIONSHIP are the params like so:

    char, type, group

    char = character pointer
    type = respect / hate / ...
    group = police / firemen / prostitutes / ...

    ??????
    thats it !!! ... ( ped handle , relationship , ped group ) its used to set single character relations toward ped groups.

    example:
    SET_CHAR_RELATIONSHIP(ptype, 5, 0);
    here .... created gang ped ( ptype ) hate player group.

    nativesith likes this.
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