when i try compile this code..its popup a error.....incorrect number of condition. 8 max.... help me to fix this code plzzzz....
//-------------MAIN---------------
thread 'MRN'
wait 0
:MRN_15
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @MRN_15
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @MRN_15
if
0AB0: key_pressed 57
jf @MRN_15
Model.Load(#ARMY)
Model.Load(#WMYBOUN)
Model.Load(#RANCHER)
:MRN_85
wait 0
if and
Model.Available(#ARMY)
Model.Available(#WMYBOUN)
Model.Available(#RANCHER)
Model.Available(#RANCHER)
Model.Available(#RANCHER)
Actor.Driving($PLAYER_ACTOR)
84A7: not actor $PLAYER_ACTOR driving_boat
89AE: not actor $PLAYER_ACTOR driving_train
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
jf @MRN_85
fade 0 500
wait 1000
$CJ = Actor.CurrentCar($PLAYER_ACTOR)
$ANGLE = Actor.Angle($PLAYER_ACTOR)
04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0.0 -15.0 0.0
04C4: store_coords_to $X2 $Y2 $Z2 from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 0.0
04C4: store_coords_to $X3 $Y3 $Z3 from_actor $PLAYER_ACTOR with_offset 0.0 -45.0 0.0
$CAR = Car.Create(#RANCHER, $X, $Y, $Z)
Car.SetImmunities($CAR, 1, 1, 1, 1, 1)
Car.Angle($CAR) = $ANGLE
0397: enable_car $CAR siren 1
$CAR2 = Car.Create(#RANCHER, $X2, $Y2, $Z2)
Car.SetImmunities($CAR2, 1, 1, 1, 1, 1)
Car.Angle($CAR2) = $ANGLE
0397: enable_car $CAR2 siren 1
$CAR3 = Car.Create(#RANCHER, $X3, $Y3, $Z3)
Car.SetImmunities($CAR3, 1, 1, 1, 1, 1)
Car.Angle($CAR3) = $ANGLE
0397: enable_car $CAR3 siren 1
$M1 = Actor.CreateAsDriver(Mission1, #ARMY, $CAR)
$M2 = Actor.CreateAsPassenger(Mission1, #ARMY, $CAR, 0)
$M3 = Actor.CreateAsPassenger(Mission1, #ARMY, $CAR, 1)
$M4 = Actor.CreateAsPassenger(Mission1, #ARMY, $CAR, 2)
$M5 = Actor.CreateAsDriver(Mission1, #WMYBOUN, $CAR2)
$M6 = Actor.CreateAsPassenger(Mission1, #WMYBOUN, $CAR2, 0)
$M7 = Actor.CreateAsPassenger(Mission1, #WMYBOUN, $CJ, 0)
$M8 = Actor.CreateAsDriver(Mission1, #ARMY, $CAR3)
Actor.GiveWeaponAndAmmo($M1, M4, 9999)
Actor.GiveWeaponAndAmmo($M2, M4, 9999)
Actor.GiveWeaponAndAmmo($M3, M4, 9999)
Actor.GiveWeaponAndAmmo($M4, M4, 9999)
Actor.GiveWeaponAndAmmo($M5, M4, 9999)
Actor.GiveWeaponAndAmmo($M6, M4, 9999)
Actor.GiveWeaponAndAmmo($M7, M4, 9999)
Actor.Health($M1) = 1000
Actor.Health($M2) = 1000
Actor.Health($M3) = 1000
Actor.Health($M4) = 1000
Actor.Health($M5) = 1000
Actor.Health($M6) = 1000
Actor.Health($M7) = 1000
Actor.Health($M8) = 1000
Actor.WeaponAccuracy($M1) = 100
Actor.WeaponAccuracy($M2) = 100
Actor.WeaponAccuracy($M3) = 100
Actor.WeaponAccuracy($M4) = 100
Actor.WeaponAccuracy($M5) = 100
Actor.WeaponAccuracy($M6) = 100
Actor.WeaponAccuracy($M7) = 100
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
0631: put_actor $M7 in_group $PLAYER_GROUP
07F8: car $CAR follow_car $CJ radius 12.0
07F8: car $CAR2 follow_car $CAR radius 12.0
07F8: car $CAR3 follow_car $CAR2 radius 12.0
Car.SetMaxSpeed($CAR, 150.0)
Car.SetMaxSpeed($CAR2, 150.0)
Car.SetMaxSpeed($CAR3, 150.0)
0229: set_car $CAR primary_color_to 0 secondary_color_to 0
0229: set_car $CAR2 primary_color_to 0 secondary_color_to 0
0229: set_car $CAR3 primary_color_to 0 secondary_color_to 0
00AE: set_car $CAR traffic_behaviour_to 1
00AE: set_car $CAR2 traffic_behaviour_to 1
00AE: set_car $CAR3 traffic_behaviour_to 1
wait 2000
fade 1 250
wait 2000
01EB: set_traffic_density_multiplier_to 0.0
Model.Destroy(#ARMY)
Model.Destroy(#WMYBOUN)
Model.Destroy(#RANCHER)
04C0: create_roadblock_in_area_cornerA $X $Y $Z cornerB $X1 $Y1 $Z1 type 3
:MRN_900
wait 0
if
0AB0: key_pressed 57
jf @MRN_926
jump @MRN_1326
:MRN_926
wait 0
if
044B: actor $PLAYER_ACTOR on_foot
0449: actor $M1 in_a_car
jf @MRN_958
jump @MRN_990
:MRN_958
wait 0
if
0449: actor $PLAYER_ACTOR in_a_car
044B: actor $M1 on_foot
jf @MRN_900
jump @MRN_1119
:MRN_990
wait 0
04C0: create_roadblock_in_area_cornerA $X1 $Y1 $Z1 cornerB $X $Y $Z type 4
05CD: AS_actor $M1 exit_car $CAR
05CD: AS_actor $M2 exit_car $CAR
05CD: AS_actor $M3 exit_car $CAR
05CD: AS_actor $M4 exit_car $CAR
05CD: AS_actor $M5 exit_car $CAR2
05CD: AS_actor $M6 exit_car $CAR2
0631: put_actor $M1 in_group $PLAYER_GROUP
0631: put_actor $M2 in_group $PLAYER_GROUP
0631: put_actor $M3 in_group $PLAYER_GROUP
0631: put_actor $M4 in_group $PLAYER_GROUP
0631: put_actor $M5 in_group $PLAYER_GROUP
0631: put_actor $M6 in_group $PLAYER_GROUP
jump @MRN_900
:MRN_1119
wait 0
06C9: remove_actor $M1 from_group
06C9: remove_actor $M2 from_group
06C9: remove_actor $M3 from_group
06C9: remove_actor $M4 from_group
06C9: remove_actor $M5 from_group
06C9: remove_actor $M6 from_group
05CB: AS_actor $M1 enter_car $CAR as_driver 2000 ms
05CA: AS_actor $M2 enter_car $CAR passenger_seat 0 time 2000
05CA: AS_actor $M3 enter_car $CAR passenger_seat 1 time 2000
05CA: AS_actor $M4 enter_car $CAR passenger_seat 2 time 2000
0772: AS_actor $M5 run_to_car $CAR2 60000 ms stop_at_distance 5.0
0772: AS_actor $M6 run_to_car $CAR2 60000 ms stop_at_distance 5.0
wait 5000
05CB: AS_actor $M5 enter_car $CAR2 as_driver 2000 ms
05CA: AS_actor $M6 enter_car $CAR2 passenger_seat 0 time 2000
wait 2000
07F8: car $CAR follow_car $CJ radius 8.0
07F8: car $CAR2 follow_car $CAR radius 8.0
Car.SetMaxSpeed($CAR, 300.0)
Car.SetMaxSpeed($CAR2, 300.0)
jump @MRN_900
:MRN_1326
wait 0
fade 0 500
wait 1000
Actor.DestroyInstantly($M1)
Actor.DestroyInstantly($M2)
Actor.DestroyInstantly($M3)
Actor.DestroyInstantly($M4)
Actor.DestroyInstantly($M5)
Actor.DestroyInstantly($M6)
Actor.DestroyInstantly($M7)
Car.Destroy($CAR)
Car.Destroy($CAR2)
Car.Destroy($CAR3)
01EB: set_traffic_density_multiplier_to 1.0
wait 1000
fade 1 500
jump @MRN_15