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@nadalao
Created September 14, 2018 16:13
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nadalao files v1
SCRIPT_START
{
LVAR_INT scplayer início carro leatherface dia horas minutos vida1 vida2 colete1 colete2 grupo tempo iDay[2] onMission
LVAR_FLOAT x[3] y[3] z[3]
GET_PLAYER_CHAR 0 scplayer
IF IS_AUSTRALIAN_GAME
CREATE_CHAR PEDTYPE_SPECIAL SPECIAL04 0.0 0.0 0.0 leatherface
ENDIF
main_loop:
WAIT 0
GET_CURRENT_DAY_OF_WEEK dia
GET_CURRENT_DAY_OF_WEEK iDay[0]
GET_TIME_OF_DAY horas minutos
READ_MEMORY 0x96ABA0 1 0 onMission
IF horas >= 0
AND horas <= 5
AND NOT iDay[0] = iDay[1]
AND onMission = FALSE
SWITCH dia
CASE 1
IF LOCATE_CHAR_ANY_MEANS_2D scplayer -1091.7 -1646.4 40.0 40.0 FALSE //leafy hollow
GOTO leatherface0
ENDIF
BREAK
CASE 2
IF LOCATE_CHAR_ANY_MEANS_2D scplayer -378.5 -1431.5 40.0 40.0 FALSE //flint range
GOTO leatherface0
ENDIF
BREAK
CASE 3
IF LOCATE_CHAR_ANY_MEANS_2D scplayer -357.7 -1052.4 40.0 40.0 FALSE //beacon hill
GOTO leatherface0
ENDIF
BREAK
CASE 4
IF LOCATE_CHAR_ANY_MEANS_2D scplayer 1057.7 -321.9 50.0 50.0 FALSE //fazenda hilltop
GOTO leatherface0
ENDIF
BREAK
CASE 5
IF LOCATE_CHAR_ANY_MEANS_2D scplayer -753.2 -130.9 40.0 40.0 FALSE //o panopticon
GOTO leatherface0
ENDIF
BREAK
CASE 6
IF LOCATE_CHAR_ANY_MEANS_2D scplayer -517.2 -116.1 80.0 80.0 FALSE //o panopticon2
GOTO leatherface0
ENDIF
BREAK
CASE 7
IF LOCATE_CHAR_ANY_MEANS_2D scplayer -76.8 27.8 40.0 70.0 FALSE //blueberry acres
GOTO leatherface0
ENDIF
BREAK
ENDSWITCH
ENDIF
GOTO main_loop
leatherface0:
IF IS_CHAR_IN_ANY_CAR scplayer
GET_CAR_CHAR_IS_USING scplayer carro
ENDIF
IF IS_CHAR_SITTING_IN_CAR scplayer carro
SET_RADIO_CHANNEL 12
WAIT 1000
SET_CAR_ENGINE_ON carro FALSE
ENDIF
SET_CAR_DENSITY_MULTIPLIER 0.0
SET_PED_DENSITY_MULTIPLIER 0.0
SET_WANTED_MULTIPLIER 0.0
LOAD_SPECIAL_CHARACTER 7 mod01
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 7
WAIT 0
ENDWHILE
REQUEST_MODEL CHNSAW
WHILE NOT HAS_MODEL_LOADED CHNSAW
WAIT 0
ENDWHILE
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS scplayer 0.0 -1000.0 0.0 x[0] y[0] z[0]
CREATE_CHAR PEDTYPE_MISSION1 SPECIAL07 x[0] y[0] z[0] leatherface
SET_CHAR_VISIBLE leatherface FALSE
GENERATE_RANDOM_INT_IN_RANGE 10000 20000 tempo
IF LOCATE_CHAR_ANY_MEANS_2D scplayer -517.2 -116.1 80.0 80.0 FALSE //o panopticon2
OR LOCATE_CHAR_ANY_MEANS_2D scplayer 1057.7 -321.9 50.0 50.0 FALSE //fazenda hilltop
OR LOCATE_CHAR_ANY_MEANS_2D scplayer -76.8 27.8 40.0 70.0 FALSE //blueberry acres
tempo += 6000
ENDIF
timera = 0
WHILE NOT timera > tempo
WAIT 0
ENDWHILE
WHILE CLEO_CALL visão 0 scplayer leatherface
WAIT 0
GOSUB area
ENDWHILE
SET_CHAR_VISIBLE leatherface TRUE
SET_ANIM_GROUP_FOR_CHAR leatherface oldman
SET_CHAR_BLEEDING leatherface, TRUE
GIVE_WEAPON_TO_CHAR leatherface, WEAPONTYPE_CHAINSAW 999
MARK_MODEL_AS_NO_LONGER_NEEDED CHNSAW
SET_CHAR_ACCURACY leatherface, 200
SET_CHAR_SHOOT_RATE leatherface 80
SET_CHAR_PROOFS leatherface, 0, 1, 0, 1, 0
SET_CHAR_USES_UPPERBODY_DAMAGE_ANIMS_ONLY leatherface TRUE
SET_CHAR_SUFFERS_CRITICAL_HITS leatherface FALSE
SET_CHAR_HEALTH leatherface, 4000
SET_CHAR_DROPS_WEAPONS_WHEN_DEAD leatherface FALSE
CREATE_GROUP 0 grupo
SET_GROUP_MEMBER grupo leatherface
UNLOAD_SPECIAL_CHARACTER 7
TASK_KILL_CHAR_ON_FOOT leatherface scplayer
iDay[1] = iDay[0]
WHILE LOCATE_CHAR_ANY_MEANS_CHAR_2D scplayer leatherface 200.0 200.0 FALSE
AND NOT IS_CHAR_DEAD scplayer
WAIT 0
GET_CHAR_HEALTH scplayer vida1
GET_CHAR_ARMOUR scplayer colete1
vida2 = vida1
colete2 = colete1
WHILE vida2 <= vida1
AND colete2 <= colete1
AND LOCATE_CHAR_ANY_MEANS_CHAR_2D scplayer leatherface 200.0 200.0 FALSE
AND NOT IS_CHAR_DEAD scplayer
WAIT 0
GET_CHAR_HEALTH scplayer vida1
GET_CHAR_ARMOUR scplayer colete1
IF IS_CHAR_DEAD leatherface
OR IS_CHAR_DEAD scplayer
REMOVE_CHAR_FROM_GROUP leatherface
MARK_CHAR_AS_NO_LONGER_NEEDED leatherface
ENDIF
ENDWHILE
CLEO_CALL dano_leatherface 0 scplayer leatherface
ENDWHILE
REMOVE_CHAR_FROM_GROUP leatherface
REMOVE_GROUP grupo
MARK_CHAR_AS_NO_LONGER_NEEDED leatherface
WHILE DOES_CHAR_EXIST leatherface
WAIT 0
ENDWHILE
SET_CAR_DENSITY_MULTIPLIER 1.0
SET_PED_DENSITY_MULTIPLIER 1.0
SET_WANTED_MULTIPLIER 1.0
GOTO main_loop
area:
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS scplayer 0.0 0.0 0.0 x[0] y[0] z[0]
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS scplayer 0.0 0.0 0.0 x[1] y[1] z[1]
x[0] -= 30.0
y[0] -= 30.0
x[1] += 30.0
y[1] += 30.0
GENERATE_RANDOM_FLOAT_IN_RANGE x[0] x[1] x[2]
GENERATE_RANDOM_FLOAT_IN_RANGE y[0] y[1] y[2]
SET_CHAR_COORDINATES leatherface x[2] y[2] -100.0
RETURN
}
{
LVAR_INT scplayer leatherface
dano_leatherface:
IF HAS_CHAR_BEEN_DAMAGED_BY_CHAR scplayer leatherface
DAMAGE_CHAR scplayer 25 1
ENDIF
CLEO_RETURN 0
}
{
LVAR_INT scplayer leatherface
LVAR_FLOAT x[2] y[2] z[2] distância
visão:
GET_CHAR_COORDINATES leatherface x[0] y[0] z[0]
GET_CHAR_COORDINATES scplayer x[1] y[1] z[1]
GET_DISTANCE_BETWEEN_COORDS_2D x[0] y[0] x[1] y[1] distância
IF z[0] <= 1.0
OR distância < 17.0
OR distância > 100.0
IS_PC_VERSION
ELSE
IF IS_CHAR_ON_SCREEN leatherface
AND HAS_CHAR_SPOTTED_CHAR leatherface scplayer
IS_PC_VERSION
ELSE
IS_AUSTRALIAN_GAME
ENDIF
ENDIF
CLEO_RETURN 0
}
SCRIPT_END
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