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	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24052</id>
		<title>Slothman/Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24052"/>
		<updated>2010-07-16T09:28:30Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* createZombie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemode designers to use.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Skins:'''&lt;br /&gt;
There have been many contributed skins that change peds to look like the rotting/gory undead&lt;br /&gt;
&lt;br /&gt;
'''Semi-intelligence:'''&lt;br /&gt;
Zombies are fairly mindless by nature, but they do have basic motor skills like being able to jump over objects, climb ledges, walk around corners, and break through barriers&lt;br /&gt;
&lt;br /&gt;
'''Behaviour:'''&lt;br /&gt;
Zombies endlessly attack any player or ped that isn't one of them, then feast briefly on the remains before wandering off in search of more flesh&lt;br /&gt;
&lt;br /&gt;
'''Streaming:'''&lt;br /&gt;
By default, anywhere a player goes outside will have a fairly dense population of zombies. this is done by deleting zombies that far away and spawning new ones within a close radius of the players.&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control the zombies&lt;br /&gt;
&lt;br /&gt;
'''Helmet Zombies:'''&lt;br /&gt;
zombie + helmet = big trouble! no headshots against these flesheaters.&lt;br /&gt;
&lt;br /&gt;
'''Choose your apocolypse:'''&lt;br /&gt;
server option allows you to choose between allowing zombies to spawn anywhere, only at certain spawnpoints, or only when a script tells it to&lt;br /&gt;
&lt;br /&gt;
'''EDF:'''&lt;br /&gt;
lets map designers pick where zombies spawn when that method of creating zombies is chose&lt;br /&gt;
&lt;br /&gt;
=Server Options=&lt;br /&gt;
There are 2 server options to customize the script's effect.&lt;br /&gt;
&lt;br /&gt;
==MaxZombies==&lt;br /&gt;
Allows the server to set the maximum allowable zombie population. Map resources can reduce this limit, but never exceed it.&lt;br /&gt;
&lt;br /&gt;
==StreamMethod==&lt;br /&gt;
Tells the script how to create zombies. set this option to 1 to allow random spawning anywhere in San Andreas. Set to 2 to only allow zombies to spawn where zombie spawnpoints have been placed. Set to 0 to spawn no zombies automatically, but allow scripts to spawn zombies using the expoted function.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onZombieSpawn==&lt;br /&gt;
This triggers when a Zombie is streamed in automatically. It is a cancellable event, so scripts and gamemode can prevent zombies from spawning in certain areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float x, float y, float z&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''x''': The X coord of the spawn location&lt;br /&gt;
*'''y''': The Y coord of the spawn location&lt;br /&gt;
*'''z''': The Z coord of the spawn location&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Zombie that is spawning&lt;br /&gt;
&lt;br /&gt;
==onZombieWasted==&lt;br /&gt;
This triggers when a zombie is killed.&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the zombie&lt;br /&gt;
*'''weapon''': The weapon id used to kill the zombie&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the zombie&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the zombie that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==createZombie==&lt;br /&gt;
This function spawns a zombie ingame, will return the zombie element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element createZombie( float x, float y, float z, [int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the zombie&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the zombie&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the zombie&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' Rotation of the zombie on spawn&lt;br /&gt;
*'''skinID:''' skin on spawn&lt;br /&gt;
*'''interior:''' Interior the zombie will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the zombie should be in&lt;br /&gt;
&lt;br /&gt;
==isPedZombie==&lt;br /&gt;
returns true if the ped is a zombie, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isPedZombie( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a zombie&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Creator/scripter/skin artist&lt;br /&gt;
*'''Various artists:''' see the client script to view zombie skin creators.&lt;br /&gt;
*'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24051</id>
		<title>Slothman/Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24051"/>
		<updated>2010-07-16T09:27:44Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemode designers to use.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Skins:'''&lt;br /&gt;
There have been many contributed skins that change peds to look like the rotting/gory undead&lt;br /&gt;
&lt;br /&gt;
'''Semi-intelligence:'''&lt;br /&gt;
Zombies are fairly mindless by nature, but they do have basic motor skills like being able to jump over objects, climb ledges, walk around corners, and break through barriers&lt;br /&gt;
&lt;br /&gt;
'''Behaviour:'''&lt;br /&gt;
Zombies endlessly attack any player or ped that isn't one of them, then feast briefly on the remains before wandering off in search of more flesh&lt;br /&gt;
&lt;br /&gt;
'''Streaming:'''&lt;br /&gt;
By default, anywhere a player goes outside will have a fairly dense population of zombies. this is done by deleting zombies that far away and spawning new ones within a close radius of the players.&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control the zombies&lt;br /&gt;
&lt;br /&gt;
'''Helmet Zombies:'''&lt;br /&gt;
zombie + helmet = big trouble! no headshots against these flesheaters.&lt;br /&gt;
&lt;br /&gt;
'''Choose your apocolypse:'''&lt;br /&gt;
server option allows you to choose between allowing zombies to spawn anywhere, only at certain spawnpoints, or only when a script tells it to&lt;br /&gt;
&lt;br /&gt;
'''EDF:'''&lt;br /&gt;
lets map designers pick where zombies spawn when that method of creating zombies is chose&lt;br /&gt;
&lt;br /&gt;
=Server Options=&lt;br /&gt;
There are 2 server options to customize the script's effect.&lt;br /&gt;
&lt;br /&gt;
==MaxZombies==&lt;br /&gt;
Allows the server to set the maximum allowable zombie population. Map resources can reduce this limit, but never exceed it.&lt;br /&gt;
&lt;br /&gt;
==StreamMethod==&lt;br /&gt;
Tells the script how to create zombies. set this option to 1 to allow random spawning anywhere in San Andreas. Set to 2 to only allow zombies to spawn where zombie spawnpoints have been placed. Set to 0 to spawn no zombies automatically, but allow scripts to spawn zombies using the expoted function.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onZombieSpawn==&lt;br /&gt;
This triggers when a Zombie is streamed in automatically. It is a cancellable event, so scripts and gamemode can prevent zombies from spawning in certain areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float x, float y, float z&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''x''': The X coord of the spawn location&lt;br /&gt;
*'''y''': The Y coord of the spawn location&lt;br /&gt;
*'''z''': The Z coord of the spawn location&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Zombie that is spawning&lt;br /&gt;
&lt;br /&gt;
==onZombieWasted==&lt;br /&gt;
This triggers when a zombie is killed.&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the zombie&lt;br /&gt;
*'''weapon''': The weapon id used to kill the zombie&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the zombie&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the zombie that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==createZombie==&lt;br /&gt;
This function spawns a zombie ingame, will return the zombie element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element createZombie( float x, float y, float z, [int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the zombie&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the zombie&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the zombie&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' Rotation of the ombie on spawn&lt;br /&gt;
*'''skinID:''' skin on spawn&lt;br /&gt;
*'''interior:''' Interior the zombie will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the zombie should be in&lt;br /&gt;
&lt;br /&gt;
==isPedZombie==&lt;br /&gt;
returns true if the ped is a zombie, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isPedZombie( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a zombie&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Creator/scripter/skin artist&lt;br /&gt;
*'''Various artists:''' see the client script to view zombie skin creators.&lt;br /&gt;
*'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24050</id>
		<title>Slothman/Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24050"/>
		<updated>2010-07-16T09:21:56Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemode designers to use.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Skins:'''&lt;br /&gt;
There have been many contributed skins that change peds to look like the rotting/gory undead&lt;br /&gt;
&lt;br /&gt;
'''Semi-intelligence:'''&lt;br /&gt;
Zombies are fairly mindless by nature, but they do have basic motor skills like being able to jump over objects, climb ledges, walk around corners, and break through barriers&lt;br /&gt;
&lt;br /&gt;
'''Behaviour:'''&lt;br /&gt;
Zombies endlessly attack any player or ped that isn't one of them, then feast briefly on the remains before wandering off in search of more flesh&lt;br /&gt;
&lt;br /&gt;
'''Streaming:'''&lt;br /&gt;
By default, anywhere a player goes outside will have a fairly dense population of zombies. this is done by deleting zombies that far away and spawning new ones within a close radius of the players.&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control the zombies&lt;br /&gt;
&lt;br /&gt;
'''Helmet Zombies:'''&lt;br /&gt;
zombie + helmet = big trouble! no headshots against these flesheaters.&lt;br /&gt;
&lt;br /&gt;
'''Choose your apocolypse:'''&lt;br /&gt;
server option allows you to choose between allowing zombies to spawn anywhere, only at certain spawnpoints, or only when a script tells it to&lt;br /&gt;
&lt;br /&gt;
'''EDF:'''&lt;br /&gt;
lets map designers pick where zombies spawn when that method of creating zombies is chose&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onZombieSpawn==&lt;br /&gt;
This triggers when a Zombie is streamed in automatically. It is a cancellable event, so scripts and gamemode can prevent zombies from spawning in certain areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float x, float y, float z&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''x''': The X coord of the spawn location&lt;br /&gt;
*'''y''': The Y coord of the spawn location&lt;br /&gt;
*'''z''': The Z coord of the spawn location&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Zombie that is spawning&lt;br /&gt;
&lt;br /&gt;
==onZombieWasted==&lt;br /&gt;
This triggers when a zombie is killed.&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the zombie&lt;br /&gt;
*'''weapon''': The weapon id used to kill the zombie&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the zombie&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the zombie that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==createZombie==&lt;br /&gt;
This function spawns a zombie ingame, will return the zombie element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element createZombie( float x, float y, float z, [int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the zombie&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the zombie&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the zombie&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' Rotation of the ombie on spawn&lt;br /&gt;
*'''skinID:''' skin on spawn&lt;br /&gt;
*'''interior:''' Interior the zombie will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the zombie should be in&lt;br /&gt;
&lt;br /&gt;
==isPedZombie==&lt;br /&gt;
returns true if the ped is a zombie, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isPedZombie( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a zombie&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Creator/scripter/skin artist&lt;br /&gt;
*'''Various artists:''' see the client script to view zombie skin creators.&lt;br /&gt;
*'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24027</id>
		<title>Slothman/Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24027"/>
		<updated>2010-07-12T02:59:24Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* createZombie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemode designers to use.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Skins:'''&lt;br /&gt;
There have been many contributed skins that change peds to look like the rotting/gory undead&lt;br /&gt;
&lt;br /&gt;
'''Semi-intelligence:'''&lt;br /&gt;
Zombies are fairly mindless by nature, but they do have basic motor skills like being able to jump over objects, climb ledges, walk around corners, and break through barriers&lt;br /&gt;
&lt;br /&gt;
'''Behaviour:'''&lt;br /&gt;
Zombies endlessly attack any player or ped that isn't one of them, then feast briefly on the remains before wandering off in search of more flesh&lt;br /&gt;
&lt;br /&gt;
'''Streaming:'''&lt;br /&gt;
By default, anywhere a player goes outside will have a fairly dense population of zombies. this is done by deleting zombies that far away and spawning new ones within a close radius of the players.&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control the zombies&lt;br /&gt;
&lt;br /&gt;
'''Helmet Zombies:'''&lt;br /&gt;
zombie + helmet = big trouble! no headshots against these flesheaters.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onZombieSpawn==&lt;br /&gt;
This triggers when a Zombie is streamed in automatically. It is a cancellable event, so scripts and gamemode can prevent zombies from spawning in certain areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float x, float y, float z&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''x''': The X coord of the spawn location&lt;br /&gt;
*'''y''': The Y coord of the spawn location&lt;br /&gt;
*'''z''': The Z coord of the spawn location&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Zombie that is spawning&lt;br /&gt;
&lt;br /&gt;
==onZombieWasted==&lt;br /&gt;
This triggers when a zombie is killed.&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the zombie&lt;br /&gt;
*'''weapon''': The weapon id used to kill the zombie&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the zombie&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the zombie that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==createZombie==&lt;br /&gt;
This function spawns a zombie ingame, will return the zombie element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element createZombie( float x, float y, float z, [int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the zombie&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the zombie&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the zombie&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' Rotation of the ombie on spawn&lt;br /&gt;
*'''skinID:''' skin on spawn&lt;br /&gt;
*'''interior:''' Interior the zombie will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the zombie should be in&lt;br /&gt;
&lt;br /&gt;
==isPedZombie==&lt;br /&gt;
returns true if the ped is a zombie, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isPedZombie( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a zombie&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Creator/scripter/skin artist&lt;br /&gt;
*'''Various artists:''' see the client script to view zombie skin creators.&lt;br /&gt;
*'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24026</id>
		<title>Slothman/Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24026"/>
		<updated>2010-07-12T02:58:32Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemode designers to use.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Skins:'''&lt;br /&gt;
There have been many contributed skins that change peds to look like the rotting/gory undead&lt;br /&gt;
&lt;br /&gt;
'''Semi-intelligence:'''&lt;br /&gt;
Zombies are fairly mindless by nature, but they do have basic motor skills like being able to jump over objects, climb ledges, walk around corners, and break through barriers&lt;br /&gt;
&lt;br /&gt;
'''Behaviour:'''&lt;br /&gt;
Zombies endlessly attack any player or ped that isn't one of them, then feast briefly on the remains before wandering off in search of more flesh&lt;br /&gt;
&lt;br /&gt;
'''Streaming:'''&lt;br /&gt;
By default, anywhere a player goes outside will have a fairly dense population of zombies. this is done by deleting zombies that far away and spawning new ones within a close radius of the players.&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control the zombies&lt;br /&gt;
&lt;br /&gt;
'''Helmet Zombies:'''&lt;br /&gt;
zombie + helmet = big trouble! no headshots against these flesheaters.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onZombieSpawn==&lt;br /&gt;
This triggers when a Zombie is streamed in automatically. It is a cancellable event, so scripts and gamemode can prevent zombies from spawning in certain areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float x, float y, float z&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''x''': The X coord of the spawn location&lt;br /&gt;
*'''y''': The Y coord of the spawn location&lt;br /&gt;
*'''z''': The Z coord of the spawn location&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Zombie that is spawning&lt;br /&gt;
&lt;br /&gt;
==onZombieWasted==&lt;br /&gt;
This triggers when a zombie is killed.&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the zombie&lt;br /&gt;
*'''weapon''': The weapon id used to kill the zombie&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the zombie&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the zombie that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==createZombie==&lt;br /&gt;
This function spawns a zombie ingame, will return the zombie element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element createZombie( float x, float y, float z, int rotation = 0, [ int skinID = 0, int interior = 0, int dimension = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the zombie&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the zombie&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the zombie&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' Rotation of the ombie on spawn&lt;br /&gt;
*'''skinID:''' skin on spawn&lt;br /&gt;
*'''interior:''' Interior the zombie will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the zombie should be in&lt;br /&gt;
&lt;br /&gt;
==isPedZombie==&lt;br /&gt;
returns true if the ped is a zombie, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isPedZombie( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a zombie&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Creator/scripter/skin artist&lt;br /&gt;
*'''Various artists:''' see the client script to view zombie skin creators.&lt;br /&gt;
*'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24025</id>
		<title>Slothman/Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24025"/>
		<updated>2010-07-12T02:33:58Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemode designers to use.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Skins:'''&lt;br /&gt;
There have been many contributed skins that change peds to look like the rotting/gory undead&lt;br /&gt;
&lt;br /&gt;
'''Semi-intelligence:'''&lt;br /&gt;
Zombies are fairly mindless by nature, but they do have basic motor skills like being able to jump over objects, climb ledges, walk around corners, and break through barriers&lt;br /&gt;
&lt;br /&gt;
'''Behaviour:'''&lt;br /&gt;
Zombies endlessly attack any player or ped that isn't one of them, then feast briefly on the remains before wandering off in search of more flesh&lt;br /&gt;
&lt;br /&gt;
'''Streaming:'''&lt;br /&gt;
By default, anywhere a player goes outside will have a fairly dense population of zombies. this is done by deleting zombies that far away and spawning new ones within a close radius of the players.&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control the zombies&lt;br /&gt;
&lt;br /&gt;
'''Helmet Zombies:'''&lt;br /&gt;
zombie + helmet = big trouble! no headshots against these flesheaters.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onZombieSpawn==&lt;br /&gt;
This triggers when a Zombie is streamed in automatically. It is a cancellable event, so scripts and gamemode can prevent zombies from spawning in certain areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float x, float y, float z&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''x''': The X coord of the spawn location&lt;br /&gt;
*'''y''': The Y coord of the spawn location&lt;br /&gt;
*'''z''': The Z coord of the spawn location&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Zombie that is spawning&lt;br /&gt;
&lt;br /&gt;
==onZombieWasted==&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the zombie&lt;br /&gt;
*'''weapon''': The weapon id used to kill the zombie&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the zombie&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the zombie that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==createZombie==&lt;br /&gt;
This function spawns a zombie ingame, will return the zombie element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element createZombie( float x, float y, float z, int rotation = 0, [ int skinID = 0, int interior = 0, int dimension = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' Rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' Bots skin on spawn&lt;br /&gt;
*'''interior:''' Interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
&lt;br /&gt;
==isPedZombie==&lt;br /&gt;
returns true if the ped is a zombie, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isPedZombie( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a zombie&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Creator/scripter/skin artist&lt;br /&gt;
*'''Various artists:''' see the client script to view zombie skin creators.&lt;br /&gt;
*'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24024</id>
		<title>Slothman/Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Zombies&amp;diff=24024"/>
		<updated>2010-07-12T02:26:34Z</updated>

		<summary type="html">&lt;p&gt;Slothman: Created page with 'This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemo…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed spawn the undead wherever a player roams outside. It works without any configuration or scripting skills needed, but there are a few option for gamemode designers to use.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Skins:'''&lt;br /&gt;
There have been many contributed skins that change peds to look like the rotting/gory undead&lt;br /&gt;
&lt;br /&gt;
'''Semi-intelligence:'''&lt;br /&gt;
Zombies are fairly mindless by nature, but they do have basic motor skills like being able to jump over objects, climb ledges, walk around corners, and break through barriers&lt;br /&gt;
&lt;br /&gt;
'''Behaviour:'''&lt;br /&gt;
Zombies endlessly attack any player or ped that isn't one of them, then feast briefly on the remains before wandering off in search of more flesh&lt;br /&gt;
&lt;br /&gt;
'''Streaming:'''&lt;br /&gt;
By default, anywhere a player goes outside will have a fairly dense population of zombies. this is done by deleting zombies that far away and spawning new ones within a close radius of the players.&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control the zombies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onZombieSpawn==&lt;br /&gt;
This triggers when a Zombie is streamed in automatically. It is a cancellable event, so scripts and gamemode can prevent zombies from spawning in certain areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float x, float y, float z&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''x''': The X coord of the spawn location&lt;br /&gt;
*'''y''': The Y coord of the spawn location&lt;br /&gt;
*'''z''': The Z coord of the spawn location&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Zombie that is spawning&lt;br /&gt;
&lt;br /&gt;
==onZombieWasted==&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the zombie&lt;br /&gt;
*'''weapon''': The weapon id used to kill the zombie&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the zombie&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the zombie that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==createZombie==&lt;br /&gt;
This function spawns a zombie ingame, will return the zombie element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element createZombie( float x, float y, float z, int rotation = 0, [ int skinID = 0, int interior = 0, int dimension = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' Rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' Bots skin on spawn&lt;br /&gt;
*'''interior:''' Interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
&lt;br /&gt;
==isPedZombie==&lt;br /&gt;
returns true if the ped is a zombie, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isPedZombie( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a zombie&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Creator/scripter/skin artist&lt;br /&gt;
*'''Various artists:''' see the client script to view zombie skin creators.&lt;br /&gt;
*'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=23573</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=23573"/>
		<updated>2010-05-30T08:40:33Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* setBotWeapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. &lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
'''EDF for map path creation:'''&lt;br /&gt;
Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onBotFindEnemy==&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
==onBotWasted==&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
==onBotSpawned==&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
==onBotFollow==&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==spawnBot==&lt;br /&gt;
This function spawns a bot ingame, will return the bot element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element spawnBot ( float x, float y, float z, int rotation = 0, [ int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = 0, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
*'''rotation:''' Rotation of the bot on spawn&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''skinID:''' Bots skin on spawn&lt;br /&gt;
*'''interior:''' Interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' The team the bot will join&lt;br /&gt;
*'''weapon:''' The weapon the ped will carry&lt;br /&gt;
*'''theMode:''' The action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' If theMode is &amp;quot;chasing&amp;quot; or &amp;quot;following&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
==setBotHunt==&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
==setBotWait==&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
==setBotChase==&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
==setBotFollow==&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
==setBotGuard==&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
==getBotTeam==&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
==setBotTeam==&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
==getBotAttackEnabled==&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
==setBotAttackEnabled==&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
==getBotMode==&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
==isPedBot==&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
==setBotWeapon==&lt;br /&gt;
sets the bot's weapon id (ammo is always infinite)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Bot creator, main scripter&lt;br /&gt;
*'''Gamesnert:''' EDF creator, scripting, testing&lt;br /&gt;
*'''Dragon:''' Gamemode creator, testing, scripting help&lt;br /&gt;
*'''EvGeniz:''' early testing, mapping&lt;br /&gt;
'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=23572</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=23572"/>
		<updated>2010-05-30T08:36:55Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* spawnBot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. &lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
'''EDF for map path creation:'''&lt;br /&gt;
Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onBotFindEnemy==&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
==onBotWasted==&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
==onBotSpawned==&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
==onBotFollow==&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==spawnBot==&lt;br /&gt;
This function spawns a bot ingame, will return the bot element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element spawnBot ( float x, float y, float z, int rotation = 0, [ int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = 0, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
*'''rotation:''' Rotation of the bot on spawn&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''skinID:''' Bots skin on spawn&lt;br /&gt;
*'''interior:''' Interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' The team the bot will join&lt;br /&gt;
*'''weapon:''' The weapon the ped will carry&lt;br /&gt;
*'''theMode:''' The action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' If theMode is &amp;quot;chasing&amp;quot; or &amp;quot;following&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
==setBotHunt==&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
==setBotWait==&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
==setBotChase==&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
==setBotFollow==&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
==setBotGuard==&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
==getBotTeam==&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
==setBotTeam==&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
==getBotAttackEnabled==&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
==setBotAttackEnabled==&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
==getBotMode==&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
==isPedBot==&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
==setBotWeapon==&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Bot creator, main scripter&lt;br /&gt;
*'''Gamesnert:''' EDF creator, scripting, testing&lt;br /&gt;
*'''Dragon:''' Gamemode creator, testing, scripting help&lt;br /&gt;
*'''EvGeniz:''' early testing, mapping&lt;br /&gt;
'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22873</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22873"/>
		<updated>2010-04-12T18:40:29Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* setBotHunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. &lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
'''EDF for map path creation:'''&lt;br /&gt;
Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onBotFindEnemy==&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
==onBotWasted==&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
==onBotSpawned==&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
==onBotFollow==&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==spawnBot==&lt;br /&gt;
This function spawns a bot ingame, will return the bot element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
==setBotHunt==&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
==setBotWait==&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
==setBotChase==&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
==setBotFollow==&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
==setBotGuard==&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
==getBotTeam==&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
==setBotTeam==&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
==getBotAttackEnabled==&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
==setBotAttackEnabled==&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
==getBotMode==&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
==isPedBot==&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
==setBotWeapon==&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Bot creator, main scripter&lt;br /&gt;
*'''Gamesnert:''' EDF creator, scripting, testing&lt;br /&gt;
*'''Dragon:''' Gamemode creator, testing, scripting help&lt;br /&gt;
*'''EvGeniz:''' early testing, mapping&lt;br /&gt;
'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22872</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22872"/>
		<updated>2010-04-12T18:39:49Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. &lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
'''EDF for map path creation:'''&lt;br /&gt;
Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.&lt;br /&gt;
&lt;br /&gt;
=Server Events=&lt;br /&gt;
&lt;br /&gt;
==onBotFindEnemy==&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
==onBotWasted==&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
==onBotSpawned==&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
==onBotFollow==&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
=Server Functions=&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
==spawnBot==&lt;br /&gt;
This function spawns a bot ingame, will return the bot element, or false if there was a problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
==setBotHunt==&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
==setBotWait==&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
==setBotChase==&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
==setBotFollow==&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
==setBotGuard==&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
==getBotTeam==&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
==setBotTeam==&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
==getBotAttackEnabled==&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
==setBotAttackEnabled==&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
==getBotMode==&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
==isPedBot==&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
==setBotWeapon==&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
*'''Slothman:''' Bot creator, main scripter&lt;br /&gt;
*'''Gamesnert:''' EDF creator, scripting, testing&lt;br /&gt;
*'''Dragon:''' Gamemode creator, testing, scripting help&lt;br /&gt;
*'''EvGeniz:''' early testing, mapping&lt;br /&gt;
'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22811</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22811"/>
		<updated>2010-04-04T05:31:50Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. &lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
'''EDF for map path creation:'''&lt;br /&gt;
Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Parameters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
&amp;lt;big&amp;gt;'''Source'''&amp;lt;/big&amp;gt;&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Optional Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotTeam===&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotMode===&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===isPedBot===&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWeapon===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Syntax'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Required Arguments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CREDITS:==&lt;br /&gt;
*'''Slothman:''' Bot creator, main scripter&lt;br /&gt;
*'''Gamesnert:''' EDF creator, scripting, testing&lt;br /&gt;
*'''Dragon:''' Gamemode creator, testing, scripting help&lt;br /&gt;
*'''EvGeniz:''' early testing, mapping&lt;br /&gt;
'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22810</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22810"/>
		<updated>2010-04-04T04:58:00Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* CREDITS: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. &lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
'''EDF for map path creation:'''&lt;br /&gt;
Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotTeam===&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotMode===&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===isPedBot===&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWeapon===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CREDITS:==&lt;br /&gt;
*'''Slothman:''' Bot creator, main scripter&lt;br /&gt;
*'''Gamesnert:''' EDF creator, scripting, testing&lt;br /&gt;
*'''Dragon:''' Gamemode creator, testing, scripting help&lt;br /&gt;
*'''EvGeniz:''' early testing, mapping&lt;br /&gt;
'''Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc'''&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22809</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22809"/>
		<updated>2010-04-04T04:53:51Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* Slothbot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. &lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
'''EDF for map path creation:'''&lt;br /&gt;
Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotTeam===&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotMode===&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===isPedBot===&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWeapon===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CREDITS:==&lt;br /&gt;
Slothman: Bot creator, main scripter&lt;br /&gt;
Gamesnert: EDF creator, scripting, testing&lt;br /&gt;
Dragon: Gamemode creator, testing, scripting help&lt;br /&gt;
EvGeniz: early testing, mapping&lt;br /&gt;
Thans to Everyone else who made suggestions, tested the script, helped when i was stuck, etc&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22808</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22808"/>
		<updated>2010-04-04T04:44:53Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotTeam===&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===getBotMode===&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===isPedBot===&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotWeapon===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22807</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22807"/>
		<updated>2010-04-04T04:41:48Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* SERVER FUNCTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
All of these funtions will have to be used through the [[call]] function, otherwise they won't work&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
===getBotTeam===&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
===getBotMode===&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
===isPedBot===&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
===setBotWeapon===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22806</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22806"/>
		<updated>2010-04-04T04:37:18Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
===getBotTeam===&lt;br /&gt;
returns the Team the bot is on, false if no team&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotTeam ( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the team of&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
===getBotMode===&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
===isPedBot===&lt;br /&gt;
returns true if the ped is a bot, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;br /&gt;
&lt;br /&gt;
===setBotWeapon===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWeapon( element theBot, float weapon)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set the weapon of&lt;br /&gt;
*'''weapon:''' the weapon id you want to give the bot&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22805</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22805"/>
		<updated>2010-04-04T04:33:14Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Aggressiveness:'''&lt;br /&gt;
Bots will attack any ped, player or bot thats not on it's team.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
===getBotMode===&lt;br /&gt;
returns the mode the bot is in (&amp;quot;chasing&amp;quot;, &amp;quot;waiting&amp;quot;, &amp;quot;guarding&amp;quot;, &amp;quot;hunting&amp;quot;, &amp;quot;following&amp;quot;) or if the bot is chasing or following, it will return the mode and the target&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string getBotMode( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check the status of&lt;br /&gt;
&lt;br /&gt;
===isPedBot===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool ispedbot( element thePed)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''thePed:''' The ped you want to check if its a bot&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22804</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22804"/>
		<updated>2010-04-04T04:23:49Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you want the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you want the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you want the bot to guard&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''priority:''' Set to true only if you want the bot to only shoot once it has reached the location to guard&lt;br /&gt;
&lt;br /&gt;
===setBotTeam===&lt;br /&gt;
changes the bot's team and loyalties&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotTeam ( element theBot, team theTeam )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to change the team of&lt;br /&gt;
*'''theTeam:''' The team the bot should join&lt;br /&gt;
&lt;br /&gt;
===getBotAttackEnabled===&lt;br /&gt;
returns true if the bot is allowed to attack, false otherwise&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool getBotAttackEnabled( element theBot)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to check if it can atack&lt;br /&gt;
&lt;br /&gt;
===setBotAttackEnabled===&lt;br /&gt;
allow or disallow the bot to attack (press fire)&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotAttackEnabled( element theBot, bool enabled)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to set if it can atack&lt;br /&gt;
*'''enabled:''' set to false to remove the bots ability to attack, true to allow it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
getBotMode(theped) - returns the mode the bot is in (chasing, waiting, guarding, hunting, following) if the bot is chasing or following, it will return the mode and the modesubject&lt;br /&gt;
&lt;br /&gt;
ispedbot(theped) - returns true if the ped is a bot, false otherwise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22803</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22803"/>
		<updated>2010-04-04T04:15:35Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
====Optional Arguments====&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
===setBotWait===&lt;br /&gt;
makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotWait ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to wait&lt;br /&gt;
&lt;br /&gt;
===setBotChase===&lt;br /&gt;
makes the bot attack an anemy bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotChase ( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the chasing&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be chased&lt;br /&gt;
&lt;br /&gt;
===setBotFollow===&lt;br /&gt;
makes the bot follow a teammate bot or player&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotFollow( element theBot, element theTarget )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot that you want to do the following&lt;br /&gt;
*'''theTarget:''' The bot or player you want to be followed&lt;br /&gt;
&lt;br /&gt;
===setBotGuard===&lt;br /&gt;
makes the bot move to the specific coords and stay there while attacking any enemies&lt;br /&gt;
====Syntax====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotGuard( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
*'''theBot:''' The bot you want to do the guarding&lt;br /&gt;
*'''x:''' The X coords you wnat the bot to guard&lt;br /&gt;
*'''y:''' The Y coords you wnat the bot to guard&lt;br /&gt;
*'''z:''' The Z coords you wnat the bot to guard&lt;br /&gt;
====Required Arguments====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
setBotGuard(theped, x, y, z)- makes the bot move to the xyz coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
setBotTeam (theped, team) - sets the bot's team (handy if you want to change their loyalties after spawning)&lt;br /&gt;
&lt;br /&gt;
getBotAttackEnabled(theped) - returns true if the bot is allowed to shoot, false otherwise.&lt;br /&gt;
&lt;br /&gt;
setBotAttackEnabled(theped, bool) - controls if a bot is allowed to shoot or should hold its fire&lt;br /&gt;
&lt;br /&gt;
getBotMode(theped) - returns the mode the bot is in (chasing, waiting, guarding, hunting, following) if the bot is chasing or following, it will return the mode and the modesubject&lt;br /&gt;
&lt;br /&gt;
ispedbot(theped) - returns true if the ped is a bot, false otherwise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22802</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22802"/>
		<updated>2010-04-04T04:01:55Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Multiple modes of playing:'''&lt;br /&gt;
*&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
*&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
*&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
*&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies&lt;br /&gt;
*&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
===spawnBot===&lt;br /&gt;
This function spawns a bot ingame&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool spawnBot ( element theBot, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = nil, string theMode = &amp;quot;hunting&amp;quot;, string theModesubject = nil ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x:''' The x co-ordinate to spawn the bot at&lt;br /&gt;
*'''y:''' The y co-ordinate to spawn the bot at&lt;br /&gt;
*'''z:''' The z co-ordinate to spawn the bot at&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''rotation:''' rotation of the bot on spawn&lt;br /&gt;
*'''skinID:''' bots skin on spawn&lt;br /&gt;
*'''interior:''' interior the bot will spawn into&lt;br /&gt;
*'''dimension:''' The ID of the [[dimension]] that the bot should be in&lt;br /&gt;
*'''theTeam:''' the team the bot will join&lt;br /&gt;
*'''theMode:''' the action the bot will be performing when spawned (see &amp;quot;modes of playing&amp;quot; above)&lt;br /&gt;
*'''theModeSubject:''' if theMode is &amp;quot;chasing&amp;quot; or &amp;quot;hunting&amp;quot; this arg is needed to tell the bot what opponent to chase or teammate to follow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===setBotHunt===&lt;br /&gt;
This function sets the bot operating mode to &amp;quot;hunting&amp;quot;&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool setBotHunt ( element theBot )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''theBot:''' The bot you want to hunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
setBotHunt (theped)- makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&lt;br /&gt;
setBotWait (theped)- makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
setBotChase(theped, target)- makes the bot attack an anemy bot or player (target)&lt;br /&gt;
&lt;br /&gt;
setBotFollow(theped, leader)- makes the bot follow a teammate bot or player (leader&lt;br /&gt;
&lt;br /&gt;
setBotGuard(theped, x, y, z)- makes the bot move to the xyz coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
setBotTeam (theped, team) - sets the bot's team (handy if you want to change their loyalties after spawning)&lt;br /&gt;
&lt;br /&gt;
getBotAttackEnabled(theped) - returns true if the bot is allowed to shoot, false otherwise.&lt;br /&gt;
&lt;br /&gt;
setBotAttackEnabled(theped, bool) - controls if a bot is allowed to shoot or should hold its fire&lt;br /&gt;
&lt;br /&gt;
getBotMode(theped) - returns the mode the bot is in (chasing, waiting, guarding, hunting, following) if the bot is chasing or following, it will return the mode and the modesubject&lt;br /&gt;
&lt;br /&gt;
ispedbot(theped) - returns true if the ped is a bot, false otherwise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22801</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22801"/>
		<updated>2010-04-04T03:41:26Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotFollow===&lt;br /&gt;
This triggers when a bot starts following a teammate&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element leader&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''leader''': The Player or Ped the bot has started following&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that starts following a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SERVER FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
spawnBot(posX, posY, posZ, rotation, skin, interior, dimension, team, weapon, mode, modesubject)&lt;br /&gt;
everything is somewhat self explanitory except for:&lt;br /&gt;
mode - what mode thebot will spawn in the options are:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies (requires modesubject)&lt;br /&gt;
&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player (requires modesubject)&lt;br /&gt;
&lt;br /&gt;
modesubject - when mode is &amp;quot;following&amp;quot; or &amp;quot;chasing&amp;quot; the modesubject will be the player or bot that the source bot sill be following/chasing&lt;br /&gt;
&lt;br /&gt;
setBotHunt (theped)- makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&lt;br /&gt;
setBotWait (theped)- makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
setBotChase(theped, target)- makes the bot attack an anemy bot or player (target)&lt;br /&gt;
&lt;br /&gt;
setBotFollow(theped, leader)- makes the bot follow a teammate bot or player (leader&lt;br /&gt;
&lt;br /&gt;
setBotGuard(theped, x, y, z)- makes the bot move to the xyz coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
setBotTeam (theped, team) - sets the bot's team (handy if you want to change their loyalties after spawning)&lt;br /&gt;
&lt;br /&gt;
getBotAttackEnabled(theped) - returns true if the bot is allowed to shoot, false otherwise.&lt;br /&gt;
&lt;br /&gt;
setBotAttackEnabled(theped, bool) - controls if a bot is allowed to shoot or should hold its fire&lt;br /&gt;
&lt;br /&gt;
getBotMode(theped) - returns the mode the bot is in (chasing, waiting, guarding, hunting, following) if the bot is chasing or following, it will return the mode and the modesubject&lt;br /&gt;
&lt;br /&gt;
ispedbot(theped) - returns true if the ped is a bot, false otherwise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22800</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22800"/>
		<updated>2010-04-04T03:38:01Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==EVENTS==&lt;br /&gt;
&lt;br /&gt;
===onBotFindEnemy===&lt;br /&gt;
This triggers when a bot locates an enemy, This event can be cancelled.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element enemy&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''enemy''': The Player or Ped the bot has spotted&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that has found an enemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotWasted===&lt;br /&gt;
This triggers when a bot is killed.&lt;br /&gt;
====Parameters====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element attacker, float weapon, float bodypart&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''attacker''': The Element that killed the bot&lt;br /&gt;
*'''weapon''': The weapon id used to kill the bot&lt;br /&gt;
*'''bodypart''': The bodypart id that was hit to kill the bot&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that died&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===onBotSpawned===&lt;br /&gt;
This triggers when a bot is spawned.&lt;br /&gt;
====Source====&lt;br /&gt;
The [[event system#Event source|source]] of this event is the Bot that spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
onBotSpawned&lt;br /&gt;
source = the bot that spawned&lt;br /&gt;
&lt;br /&gt;
onBotFollow&lt;br /&gt;
paremeters: (leader) - the player or bot that the bot is following&lt;br /&gt;
source - the bot &lt;br /&gt;
&lt;br /&gt;
==FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
spawnBot(posX, posY, posZ, rotation, skin, interior, dimension, team, weapon, mode, modesubject)&lt;br /&gt;
everything is somewhat self explanitory except for:&lt;br /&gt;
mode - what mode thebot will spawn in the options are:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies (requires modesubject)&lt;br /&gt;
&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player (requires modesubject)&lt;br /&gt;
&lt;br /&gt;
modesubject - when mode is &amp;quot;following&amp;quot; or &amp;quot;chasing&amp;quot; the modesubject will be the player or bot that the source bot sill be following/chasing&lt;br /&gt;
&lt;br /&gt;
setBotHunt (theped)- makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&lt;br /&gt;
setBotWait (theped)- makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
setBotChase(theped, target)- makes the bot attack an anemy bot or player (target)&lt;br /&gt;
&lt;br /&gt;
setBotFollow(theped, leader)- makes the bot follow a teammate bot or player (leader&lt;br /&gt;
&lt;br /&gt;
setBotGuard(theped, x, y, z)- makes the bot move to the xyz coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
setBotTeam (theped, team) - sets the bot's team (handy if you want to change their loyalties after spawning)&lt;br /&gt;
&lt;br /&gt;
getBotAttackEnabled(theped) - returns true if the bot is allowed to shoot, false otherwise.&lt;br /&gt;
&lt;br /&gt;
setBotAttackEnabled(theped, bool) - controls if a bot is allowed to shoot or should hold its fire&lt;br /&gt;
&lt;br /&gt;
getBotMode(theped) - returns the mode the bot is in (chasing, waiting, guarding, hunting, following) if the bot is chasing or following, it will return the mode and the modesubject&lt;br /&gt;
&lt;br /&gt;
ispedbot(theped) - returns true if the ped is a bot, false otherwise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22799</id>
		<title>Slothman/Slothbot</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Slothman/Slothbot&amp;diff=22799"/>
		<updated>2010-04-04T03:20:08Z</updated>

		<summary type="html">&lt;p&gt;Slothman: Created page with '='''Slothbot'''=  This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.  ==FEATURES:== '''Teamplay:…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Slothbot'''=&lt;br /&gt;
&lt;br /&gt;
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a player.&lt;br /&gt;
&lt;br /&gt;
==FEATURES:==&lt;br /&gt;
'''Teamplay:'''&lt;br /&gt;
The bot is capable of identifying friend from foe&lt;br /&gt;
&lt;br /&gt;
'''Map Navigation:'''&lt;br /&gt;
When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently.&lt;br /&gt;
&lt;br /&gt;
'''Cooperation:'''&lt;br /&gt;
Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together&lt;br /&gt;
&lt;br /&gt;
'''Advanced movement:'''&lt;br /&gt;
If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity&lt;br /&gt;
&lt;br /&gt;
'''Gamemode/Script integration:'''&lt;br /&gt;
This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==EVENTS==&lt;br /&gt;
&lt;br /&gt;
onBotFindEnemy&lt;br /&gt;
paremeters: (enemy) - the enemy that the bot has seen&lt;br /&gt;
source - the bot&lt;br /&gt;
THIS EVENT CAN BE CANCELLED&lt;br /&gt;
&lt;br /&gt;
onBotDied&lt;br /&gt;
source = the bot that died&lt;br /&gt;
&lt;br /&gt;
onBotSpawned&lt;br /&gt;
source = the bot that spawned&lt;br /&gt;
&lt;br /&gt;
onBotFollow&lt;br /&gt;
paremeters: (leader) - the player or bot that the bot is following&lt;br /&gt;
source - the bot &lt;br /&gt;
&lt;br /&gt;
==FUNCTIONS==&lt;br /&gt;
&lt;br /&gt;
spawnBot(posX, posY, posZ, rotation, skin, interior, dimension, team, weapon, mode, modesubject)&lt;br /&gt;
everything is somewhat self explanitory except for:&lt;br /&gt;
mode - what mode thebot will spawn in the options are:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;hunting&amp;quot; - travel pathways untill finding an enemy or teammate&lt;br /&gt;
&amp;quot;waiting&amp;quot; - stand still untill an enemy of teammate comes into view&lt;br /&gt;
&amp;quot;guarding&amp;quot; - the bot will attack any enemy that comes within sight, but not move from its spawn position&lt;br /&gt;
&amp;quot;following&amp;quot; - the bot will follow a player or bot while attacking enemies (requires modesubject)&lt;br /&gt;
&amp;quot;chasing&amp;quot; - the bot will attack an anemy bot or player (requires modesubject)&lt;br /&gt;
&lt;br /&gt;
modesubject - when mode is &amp;quot;following&amp;quot; or &amp;quot;chasing&amp;quot; the modesubject will be the player or bot that the source bot sill be following/chasing&lt;br /&gt;
&lt;br /&gt;
setBotHunt (theped)- makes the bot travel pathways untill finding an enemy or teammate&lt;br /&gt;
&lt;br /&gt;
setBotWait (theped)- makes the bot stand still untill an enemy of teammate comes into view&lt;br /&gt;
&lt;br /&gt;
setBotChase(theped, target)- makes the bot attack an anemy bot or player (target)&lt;br /&gt;
&lt;br /&gt;
setBotFollow(theped, leader)- makes the bot follow a teammate bot or player (leader&lt;br /&gt;
&lt;br /&gt;
setBotGuard(theped, x, y, z)- makes the bot move to the xyz coords and stay there while attacking any enemies&lt;br /&gt;
&lt;br /&gt;
setBotTeam (theped, team) - sets the bot's team (handy if you want to change their loyalties after spawning)&lt;br /&gt;
&lt;br /&gt;
getBotAttackEnabled(theped) - returns true if the bot is allowed to shoot, false otherwise.&lt;br /&gt;
&lt;br /&gt;
setBotAttackEnabled(theped, bool) - controls if a bot is allowed to shoot or should hold its fire&lt;br /&gt;
&lt;br /&gt;
getBotMode(theped) - returns the mode the bot is in (chasing, waiting, guarding, hunting, following) if the bot is chasing or following, it will return the mode and the modesubject&lt;br /&gt;
&lt;br /&gt;
ispedbot(theped) - returns true if the ped is a bot, false otherwise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=IsElementSyncer&amp;diff=21396</id>
		<title>IsElementSyncer</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=IsElementSyncer&amp;diff=21396"/>
		<updated>2009-09-01T22:17:23Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Client function}}&lt;br /&gt;
This function checks whether an [[element]] is synced by the local player or not. Accepted elements are [[ped]]'s and [[vehicle]]'s.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool isElementSyncer ( element theElement )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
* '''theElement''': The [[element]] to check.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the passed element is synced by the local player, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- TODO&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Client element functions}}&lt;br /&gt;
[[Category:Needs Example]]&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=GetElementHealth&amp;diff=20903</id>
		<title>GetElementHealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=GetElementHealth&amp;diff=20903"/>
		<updated>2009-07-30T00:43:43Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Server client function}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function returns the current health for the specified [[element]]. This can be a [[player]] , a [[ped]] , or a [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server and client&amp;quot; class=&amp;quot;both&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
float getElementHealth ( element theElement )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''theElement:''' The [[player]] or [[vehicle]] whose health you want to check.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a float indicating the element's health, or ''false'' if invalid arguments were passed.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;section name=&amp;quot;Clientside example&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example outputs the health of the player who enters the command 'showhealth', and their vehicle's health.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function showLocalHealth()&lt;br /&gt;
	-- get the player's health and output it&lt;br /&gt;
	local playerHealth = getElementHealth ( getLocalPlayer() )&lt;br /&gt;
	outputChatBox ( &amp;quot;Your health: &amp;quot; .. playerHealth )&lt;br /&gt;
&lt;br /&gt;
	-- get the player's vehicle: if he is in one, output its health as well&lt;br /&gt;
	local playerVehicle = getPlayerOccupiedVehicle ( getLocalPlayer() )&lt;br /&gt;
	if playerVehicle then&lt;br /&gt;
		local vehicleHealth = getElementHealth ( playerVehicle )&lt;br /&gt;
		outputChatBox ( &amp;quot;Your vehicle's health: &amp;quot; .. vehicleHealth )&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
addCommandHandler ( &amp;quot;showhealth&amp;quot;, showLocalHealth )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Element functions}}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Control_names&amp;diff=19408</id>
		<title>Control names</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Control_names&amp;diff=19408"/>
		<updated>2009-05-04T10:06:21Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the control names. These can be used as key arguments by the console commands ''bind'' and ''unbind'' as well as the script functions [[bindKey]], [[unbindKey]] etc.&lt;br /&gt;
&lt;br /&gt;
==GTA control list==&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:3px solid green;margin-bottom:3px;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right;padding-right:5px;font-weight:bold;&amp;quot;&amp;gt;ON FOOT&amp;lt;/div&amp;gt;&lt;br /&gt;
* '''fire''' Fire a player's weapon&lt;br /&gt;
* '''next_weapon''' Switch to the next weapon&lt;br /&gt;
* '''previous_weapon''' Switch to the previous weapon&lt;br /&gt;
* '''forwards''' Move forwards&lt;br /&gt;
* '''backwards''' Move backwards&lt;br /&gt;
* '''left''' Move left&lt;br /&gt;
* '''right''' Move right&lt;br /&gt;
* '''zoom_in''' Zoom targeted weapon in (sniper/rocket launcher/camera etc)&lt;br /&gt;
* '''zoom_out''' Zoom targeted weapon out&lt;br /&gt;
* '''change_camera''' Change camera mode&lt;br /&gt;
* '''jump''' Make the player jump&lt;br /&gt;
* '''sprint''' Make the player sprint&lt;br /&gt;
* '''look_behind''' Make the player look behind (and allow the player to see behind them)&lt;br /&gt;
* '''crouch''' Make the player crouch/duck&lt;br /&gt;
* '''action''' Show the stats menu&lt;br /&gt;
* '''walk''' Make the player move slowly/quietly&lt;br /&gt;
* '''aim_weapon''' Aim the player's current weapon (if possible)&lt;br /&gt;
* '''conversation_yes''' Answer yes to a question&lt;br /&gt;
* '''conversation_no''' Answer no to a question&lt;br /&gt;
* '''group_control_forwards''' Make the group you are controlling move forwards&lt;br /&gt;
* '''group_control_back''' Make the group you are controlling move backwards&lt;br /&gt;
* '''enter_exit''' Make the player enter a vehicle. Also used for alternative fighting styles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:3px solid red;margin-bottom:3px;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right;padding-right:5px;font-weight:bold;&amp;quot;&amp;gt;IN VEHICLE&amp;lt;/div&amp;gt;&lt;br /&gt;
* '''vehicle_fire''' Fire the player's vehicle's primary weapon (e.g. hunter's missiles) or shoot with driveby&lt;br /&gt;
* '''vehicle_secondary_fire''' Fire the player's vehicle's secondary weapon (e.g. hunter's minigun)&lt;br /&gt;
* '''vehicle_left''' Make the player's vehicle turn left&lt;br /&gt;
* '''vehicle_right''' Make the player's vehicle turn right&lt;br /&gt;
* '''steer_forward''' Make the player's vehicle turn down (lean forwards for helicopters/planes)&lt;br /&gt;
* '''steer_back''' Make the player's vehicle turn up (lean backwards for helicopters/planes)&lt;br /&gt;
* '''accelerate''' Make the player's vehicle accelerate&lt;br /&gt;
* '''brake_reverse''' Make the player's brake (slow down) and if stationary reverse&lt;br /&gt;
* '''radio_next''' Change to the next radio station&lt;br /&gt;
* '''radio_previous''' Change to the previous radio station&lt;br /&gt;
* '''radio_user_track_skip''' Skip the current track being played on the custom radio station&lt;br /&gt;
* '''horn''' Play the horn of the player's vehicle (if the vehicle has a horn) and can trigger the siren on emergency vehicles&lt;br /&gt;
* '''sub_mission''' Start a submission if one is avaliable (e.g. taxi missions)&lt;br /&gt;
* '''handbrake''' Apply the handbrake on the player's vehicle&lt;br /&gt;
* '''vehicle_look_left''' Look to the left&lt;br /&gt;
* '''vehicle_look_right''' Look to the right&lt;br /&gt;
* '''vehicle_look_behind''' Look behind&lt;br /&gt;
* '''vehicle_mouse_look''' &lt;br /&gt;
* '''special_control_left''' Move the some special vehicle component left (e.g. tank's turret)&lt;br /&gt;
* '''special_control_right''' Move the some special vehicle component right (e.g. tank's turret)&lt;br /&gt;
* '''special_control_down''' Move the some special vehicle component down (e.g. tank's turret)&lt;br /&gt;
* '''special_control_up''' Move the some special vehicle component up (e.g. tank's turret)&lt;br /&gt;
* '''enter_exit''' Make the player exit a vehicle&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MTA hard-coded commands==&lt;br /&gt;
The following are names of hard-coded MTA commands which do not use bindKey, but can act as bindKey by using them in an [[addCommandHandler]]. Other than that, this control list will '''only''' work with the functions [[toggleControl]] and [[toggleAllControls]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:3px solid blue;margin-bottom:3px;&amp;quot;&amp;gt;&amp;lt;div&lt;br /&gt;
style=&amp;quot;float:right;padding-right:5px;font-weight:bold;&amp;quot;&amp;gt;MTA COMMANDS&amp;lt;/div&amp;gt;&lt;br /&gt;
* '''enter_passenger''' Enter's the closest vehicle as passenger&lt;br /&gt;
* '''playerlist''' Toggles the player-list showing&lt;br /&gt;
* '''screenshot''' Takes a screenshot&lt;br /&gt;
* '''chatbox''' Opens the chatbox for input&lt;br /&gt;
* '''radar''' Toggles the radar-map showing&lt;br /&gt;
* '''radar_zoom_in''' Zooms in on the radar-map&lt;br /&gt;
* '''radar_zoom_out''' Zooms out on the radar-map&lt;br /&gt;
* '''radar_move_north''' Moves north on the radar-map&lt;br /&gt;
* '''radar_move_south''' Moves south on the radar-map&lt;br /&gt;
* '''radar_move_east''' Moves east on the radar-map&lt;br /&gt;
* '''radar_move_west''' Moves west on the radar-map&lt;br /&gt;
* '''radar_attach''' Attaches the view to the local-player on the radar-map&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scripting Concepts]]&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14104</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14104"/>
		<updated>2008-01-01T00:59:24Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is a team elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original ideas thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy and teamwork to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a mercenary along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses. The icon next to the Sound bar shows which is the current gadget and how many uses it has left if there is a limit.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player nearly invisible for a short period of time, allowing them to bypass proximity mines and sneak by players.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players exact locations at the time of the gadgets activation.&lt;br /&gt;
*'''PROX MINE''' A player can crouch to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision while holding the goggles in your hand. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras while in Night vision mode, and player positions while in infrared mode.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshot limping for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a bulletproof riot shield.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy player's location. In order to move about undetected players should operate as stealthily and methodically as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, restricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. The skins will be ignored when spawning in stealth, as they are specific. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team2&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;camera posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; targetX=&amp;quot;#&amp;quot; targetY=&amp;quot;#&amp;quot; targetZ=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other options are always reset at the beginning of a round. Stealth is compatible with the standard settings feature used by Map Manager&lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
for example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect. for example, a player could quietly take a long slope that puts them in harms way, or jump up onto an edge, creating some noise.&lt;br /&gt;
&lt;br /&gt;
====RESTRICTED OBJECT====&lt;br /&gt;
Stealth uses a custom object for the riot shield that replaces model# 1631 (formerly a boat ramp) So using that particular model ingame will result in a shield in its place.&lt;br /&gt;
&lt;br /&gt;
=CREDITS=&lt;br /&gt;
Concept and design by Slothman, Scripting by Slothman and Talidan, Shield model by Johnline, LOTS of help from the whole QA team and the MTA team.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14103</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14103"/>
		<updated>2008-01-01T00:49:41Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is a team elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original ideas thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy and teamwork to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a mercenary along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses. The icon next to the Sound bar shows which is the current gadget and how many uses it has left if there is a limit.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player nearly invisible for a short period of time, allowing them to bypass proximity mines and sneak by players.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players exact locations at the time of the gadgets activation.&lt;br /&gt;
*'''PROX MINE''' A player can crouch to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision while holding the goggles in your hand. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras while in Night vision mode, and player positions while in infrared mode.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshot limping for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a bulletproof riot shield.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy player's location. In order to move about undetected players should operate as stealthily and methodically as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, restricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. The skins will be ignored when spawning in stealth, as they are specific. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team2&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;camera posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; targetX=&amp;quot;#&amp;quot; targetY=&amp;quot;#&amp;quot; targetZ=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other options are always reset at the beginning of a round. Stealth is compatible with the standard settings feature used by Map Manager&lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
for example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect. for example, a player could quietly take a long slope that puts them in harms way, or jump up onto an edge, creating some noise.&lt;br /&gt;
&lt;br /&gt;
====RESTRICTED OBJECT====&lt;br /&gt;
Stealth uses a custom object for the riot shield that replaces model# 1631 (formerly a boat ramp) So using that particular model ingame will result in a shield in its place.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14099</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=14099"/>
		<updated>2008-01-01T00:40:58Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* TEAM SPAWNS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original ideas thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses. The icon next to the Sound bar shows which is the current gadget and how many uses it has left.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras while in Night vision mode, and player positions while in infrared.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshot limping for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a riot shield that is bulletproof.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, restricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. The skins will be ignored when spawning in stealth, as they are specific. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team2&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;camera posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; targetX=&amp;quot;#&amp;quot; targetY=&amp;quot;#&amp;quot; targetZ=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other options are always reset at the beginning of a round. Stealth is compatible with the standard settings feature used by Map Manager&lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
for example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect. for example, a player could quietly take a long slope that puts them in harms way, or jump up onto an edge, creating some noise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=13448</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=13448"/>
		<updated>2007-12-02T10:44:29Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* CAMERA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original ideas thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses. The icon next to the Sound bar shows which is the current gadget and how many uses it has left.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras while in Night vision mode, and player positions while in infrared.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshot limping for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a riot shield that is bulletproof.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, restricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team2&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;camera posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; targetX=&amp;quot;#&amp;quot; targetY=&amp;quot;#&amp;quot; targetZ=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other options are always reset at the beginning of a round. Stealth is compatible with the standard settings feature used by Map Manager&lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
for example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect. for example, a player could quietly take a long slope that puts them in harms way, or jump up onto an edge, creating some noise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=13447</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=13447"/>
		<updated>2007-12-02T10:44:10Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* TEAM SPAWNS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original ideas thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses. The icon next to the Sound bar shows which is the current gadget and how many uses it has left.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras while in Night vision mode, and player positions while in infrared.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshot limping for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a riot shield that is bulletproof.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, restricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team2&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; targetX=&amp;quot;#&amp;quot; targetY=&amp;quot;#&amp;quot; targetZ=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other options are always reset at the beginning of a round. Stealth is compatible with the standard settings feature used by Map Manager&lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
for example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect. for example, a player could quietly take a long slope that puts them in harms way, or jump up onto an edge, creating some noise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=13446</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=13446"/>
		<updated>2007-12-02T10:43:19Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original ideas thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses. The icon next to the Sound bar shows which is the current gadget and how many uses it has left.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras while in Night vision mode, and player positions while in infrared.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshot limping for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a riot shield that is bulletproof.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, restricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; targetX=&amp;quot;#&amp;quot; targetY=&amp;quot;#&amp;quot; targetZ=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other options are always reset at the beginning of a round. Stealth is compatible with the standard settings feature used by Map Manager&lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
for example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect. for example, a player could quietly take a long slope that puts them in harms way, or jump up onto an edge, creating some noise.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=12634</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=12634"/>
		<updated>2007-10-19T09:08:47Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* GADGETS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
*'''ARMOR''' Gives extra protection, as well as prevents headshots or legshots for as long as there is armor left&lt;br /&gt;
*'''SHIELD''' Press the gadget button to hold up a riot shield custom object that is bulletproof.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''posX, posY, posZ''' = the coords of the camera itself.&lt;br /&gt;
*'''posX2, posY2, posZ2''' = the coords of what the camera will be aimed at.&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''weather''' = the weather id number&lt;br /&gt;
*'''hour''' = the hour that each round beins in (00-24)&lt;br /&gt;
*'''minute''' = the minute the round begins in (00-59)&lt;br /&gt;
*'''Waves''' = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Talk:Projects_log&amp;diff=12233</id>
		<title>Talk:Projects log</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Talk:Projects_log&amp;diff=12233"/>
		<updated>2007-09-27T00:54:24Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* Slothman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please don't submit your work yet as I will have to rewrite it once I have the structure finalized. Not ready yet. --[[User:Ransom|Ransom]] 18:46, 26 September 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
In this page you should be reporting what you are dedicating your time to in the QA team. We need to know who is working on what to paint the big picture. Report back weekly and update your section. You should be typing a report each week and updating your main projects table if you change your plans. Please list your completed projects as well so we know what is available.&lt;br /&gt;
&lt;br /&gt;
*Project Types&lt;br /&gt;
**'''Map:''' Maps that work with an existing game mode. Most game modes need maps to play on.&lt;br /&gt;
**'''Script:''' Essentially, something that may or may not be part of the release.&lt;br /&gt;
**'''Gamemode:''' MTA needs at the very least basic game modes for the release. Your script is NOT a gamemode if it is not compliant with the [[Map_manager]].&lt;br /&gt;
**'''Docs:''' Wiki work, manuals, Lua tutorial stuff, etc.&lt;br /&gt;
**'''MTA:''' If you are working on the MTA-Core, special scripts DM needs(vote manager/map editor), etc.&lt;br /&gt;
**'''Other:''' Anything else.&lt;br /&gt;
&lt;br /&gt;
*Status&lt;br /&gt;
**'''Developing:''' Currently working on the project&lt;br /&gt;
**'''Block:''' A problem with MTA has halted your progress until further notice&lt;br /&gt;
**'''Halted:''' You have discontinued or are not currently working on the project anymore&lt;br /&gt;
**'''N/A:''' Use this if project is documenting. Just explain what you are doing. There are many documenting jobs so you can't give an overall status for any single part&lt;br /&gt;
&lt;br /&gt;
*Name&lt;br /&gt;
**'''Project name''' - If anything but documenting&lt;br /&gt;
**'''N/A''' - If project is documenting since there is no name for your work&lt;br /&gt;
&lt;br /&gt;
*Description - Introduce your project significantly and explain how well its coming along. Future progress can be typed in weekly reports your project table can be edited as you see fit.&lt;br /&gt;
&lt;br /&gt;
==Ransom== &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Name''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| Script || cc || Developing ||cc (named for quick testing currently) is probably gonna be like Command and Conquer renegade even though I haven't played that before. An advanced team game with buildings that help you, which makeup 2 bases. Losing building functionality of barracks, garage, etc. will hurt your team's fighting ability. Players will get money per kill and can buy weapons, cars, and purchase special weapon attacks. &lt;br /&gt;
|-&lt;br /&gt;
| Docs || N/A || Checking for errors, no new work || Noting problems with functions and events and docs while I script. Spending most of the time on my script but I am pointing out errors and testing functions as I go.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 9/29&lt;br /&gt;
!This week I'm still working on the same stuff. Still plan on working on my script and checking on the wiki docs as I go.&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/6&lt;br /&gt;
!Text here&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/13&lt;br /&gt;
!Text here&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/20&lt;br /&gt;
!Text here&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/27&lt;br /&gt;
!Text here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==jbeta==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Talidan==&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| MTA || Developing || Map editor - Lots of stuff to be done.  We're very close to completion&lt;br /&gt;
|-&lt;br /&gt;
| MTA || Finished ||  MOTD - Just finished up where jbeta left off.  Now has a web interface to update motd&lt;br /&gt;
|-&lt;br /&gt;
| MTA || halted || Modmanager - Waiting on a proper file system to import files from other resources.&lt;br /&gt;
|-&lt;br /&gt;
| Gamemode || halted || Conquest - Just dont have time for it right now.  After map editor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 26/09/07&lt;br /&gt;
!Another week of intense map editor haxes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==JHXP==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragon==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || S'fine || cdm - Classic DeathMatch. You know what's it all aboot.&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || Also's fine || ctf - Capture the Flag. You know what's it all aboot as well.&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || I dunno || bomberdude - Bomberman for MTA. IJs took it and didn't give it back yet. That bastard.&lt;br /&gt;
|- &lt;br /&gt;
| Map || Looks fine || cdm_ls - The only map for CDM right now.&lt;br /&gt;
|- &lt;br /&gt;
| Map || Unplayable || ctf_goldcove - CTF map I made. All piratish and stuff. Some breakable planks makes it unplayable.&lt;br /&gt;
|- &lt;br /&gt;
| MTA || It works || maplimits - Bounderies for maps. Useful.&lt;br /&gt;
|- &lt;br /&gt;
| MTA || *Shrug* || ammunation - Long time since I touched this one. S'ammunation, obviously. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 26/09/07&lt;br /&gt;
!This week I'ma do the gangwars gamemode and probably a map for it. Stay tuned.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slothman==&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || Developing || Stealth - waiting on a few mta bugfixes (custom objects, colshape deletion, start/stop gamemodes)&lt;br /&gt;
|-&lt;br /&gt;
| Map || near done ||  Ritzy - Stealth map in a suburban setting&lt;br /&gt;
|-&lt;br /&gt;
| Map || near done ||  Factory - Stealth map in the military fuel depot&lt;br /&gt;
|-&lt;br /&gt;
| Map || near done ||  Chinatown - Stealth map in Chinatown, duh&lt;br /&gt;
|-&lt;br /&gt;
| Map || near done ||  Sewers - Stealth map made entirely from custom objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 26/09/07&lt;br /&gt;
! minor tweaks, waiting on a few mta bugfixes (custom objects, colshape deletion, start/stop gamemode troubles)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Talk:Projects_log&amp;diff=12232</id>
		<title>Talk:Projects log</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Talk:Projects_log&amp;diff=12232"/>
		<updated>2007-09-27T00:52:28Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please don't submit your work yet as I will have to rewrite it once I have the structure finalized. Not ready yet. --[[User:Ransom|Ransom]] 18:46, 26 September 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
In this page you should be reporting what you are dedicating your time to in the QA team. We need to know who is working on what to paint the big picture. Report back weekly and update your section. You should be typing a report each week and updating your main projects table if you change your plans. Please list your completed projects as well so we know what is available.&lt;br /&gt;
&lt;br /&gt;
*Project Types&lt;br /&gt;
**'''Map:''' Maps that work with an existing game mode. Most game modes need maps to play on.&lt;br /&gt;
**'''Script:''' Essentially, something that may or may not be part of the release.&lt;br /&gt;
**'''Gamemode:''' MTA needs at the very least basic game modes for the release. Your script is NOT a gamemode if it is not compliant with the [[Map_manager]].&lt;br /&gt;
**'''Docs:''' Wiki work, manuals, Lua tutorial stuff, etc.&lt;br /&gt;
**'''MTA:''' If you are working on the MTA-Core, special scripts DM needs(vote manager/map editor), etc.&lt;br /&gt;
**'''Other:''' Anything else.&lt;br /&gt;
&lt;br /&gt;
*Status&lt;br /&gt;
**'''Developing:''' Currently working on the project&lt;br /&gt;
**'''Block:''' A problem with MTA has halted your progress until further notice&lt;br /&gt;
**'''Halted:''' You have discontinued or are not currently working on the project anymore&lt;br /&gt;
**'''N/A:''' Use this if project is documenting. Just explain what you are doing. There are many documenting jobs so you can't give an overall status for any single part&lt;br /&gt;
&lt;br /&gt;
*Name&lt;br /&gt;
**'''Project name''' - If anything but documenting&lt;br /&gt;
**'''N/A''' - If project is documenting since there is no name for your work&lt;br /&gt;
&lt;br /&gt;
*Description - Introduce your project significantly and explain how well its coming along. Future progress can be typed in weekly reports your project table can be edited as you see fit.&lt;br /&gt;
&lt;br /&gt;
==Ransom== &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Name''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| Script || cc || Developing ||cc (named for quick testing currently) is probably gonna be like Command and Conquer renegade even though I haven't played that before. An advanced team game with buildings that help you, which makeup 2 bases. Losing building functionality of barracks, garage, etc. will hurt your team's fighting ability. Players will get money per kill and can buy weapons, cars, and purchase special weapon attacks. &lt;br /&gt;
|-&lt;br /&gt;
| Docs || N/A || Checking for errors, no new work || Noting problems with functions and events and docs while I script. Spending most of the time on my script but I am pointing out errors and testing functions as I go.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 9/29&lt;br /&gt;
!This week I'm still working on the same stuff. Still plan on working on my script and checking on the wiki docs as I go.&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/6&lt;br /&gt;
!Text here&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/13&lt;br /&gt;
!Text here&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/20&lt;br /&gt;
!Text here&lt;br /&gt;
|-&lt;br /&gt;
!Report 10/27&lt;br /&gt;
!Text here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==jbeta==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Talidan==&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| MTA || Developing || Map editor - Lots of stuff to be done.  We're very close to completion&lt;br /&gt;
|-&lt;br /&gt;
| MTA || Finished ||  MOTD - Just finished up where jbeta left off.  Now has a web interface to update motd&lt;br /&gt;
|-&lt;br /&gt;
| MTA || halted || Modmanager - Waiting on a proper file system to import files from other resources.&lt;br /&gt;
|-&lt;br /&gt;
| Gamemode || halted || Conquest - Just dont have time for it right now.  After map editor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 26/09/07&lt;br /&gt;
!Another week of intense map editor haxes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==JHXP==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragon==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || S'fine || cdm - Classic DeathMatch. You know what's it all aboot.&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || Also's fine || ctf - Capture the Flag. You know what's it all aboot as well.&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || I dunno || bomberdude - Bomberman for MTA. IJs took it and didn't give it back yet. That bastard.&lt;br /&gt;
|- &lt;br /&gt;
| Map || Looks fine || cdm_ls - The only map for CDM right now.&lt;br /&gt;
|- &lt;br /&gt;
| Map || Unplayable || ctf_goldcove - CTF map I made. All piratish and stuff. Some breakable planks makes it unplayable.&lt;br /&gt;
|- &lt;br /&gt;
| MTA || It works || maplimits - Bounderies for maps. Useful.&lt;br /&gt;
|- &lt;br /&gt;
| MTA || *Shrug* || ammunation - Long time since I touched this one. S'ammunation, obviously. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 26/09/07&lt;br /&gt;
!This week I'ma do the gangwars gamemode and probably a map for it. Stay tuned.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slothman==&lt;br /&gt;
{| style=&amp;quot;width:100%;text-align:center;&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|| '''Project Type''' || '''Status''' || '''Description''' ||&lt;br /&gt;
|- &lt;br /&gt;
| Gamemode || Developing || Stealth - waiting on a few mta bugfixes (custom objects, colshape deletion, start/stop gamemodes)&lt;br /&gt;
|-&lt;br /&gt;
| Ritzy || near done ||  Stealth map in a suburban setting&lt;br /&gt;
|-&lt;br /&gt;
| Factory || near done ||  Stealth map in the military fuel depot&lt;br /&gt;
|-&lt;br /&gt;
| Chinatown || near done ||  Stealth map in Chinatown, duh&lt;br /&gt;
|-&lt;br /&gt;
| Sewers || near done ||  Stealth map made entirely from custom objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:75%; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Report 26/09/07&lt;br /&gt;
! minor tweaks, waiting on a few mta bugfixes (custom objects, colshape deletion, start/stop gamemode troubles)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PlaySoundFrontEnd&amp;diff=12170</id>
		<title>PlaySoundFrontEnd</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PlaySoundFrontEnd&amp;diff=12170"/>
		<updated>2007-09-22T02:44:02Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Server client function}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function plays a frontend sound for the specified player.&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool playSoundFrontEnd ( player thePlayer, int sound )   &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''thePlayer:''' The [[player]] you want the sound to play for.&lt;br /&gt;
*'''sound:''' A whole [[int]] specifying the sound id to play. Valid values are:&lt;br /&gt;
{{Sounds}}&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool playSoundFrontEnd ( int sound )   &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''sound:''' A whole [[int]] specifying the sound id to play. Valid values are:&lt;br /&gt;
{{Sounds}}&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the sound was successfully played, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;section name=&amp;quot;server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example plays a sound when a player spawns.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function onPlayerSpawn ( theSpawnpoint, theTeam )&lt;br /&gt;
    playSoundFrontEnd ( source, 16 )&lt;br /&gt;
end&lt;br /&gt;
addEventHandler ( &amp;quot;onPlayerSpawn&amp;quot;, getElementRoot(), onPlayerSpawn )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example plays a sound when the server triggers the onSoundEvent client event.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function onSoundEvent ( )&lt;br /&gt;
    playSoundFrontEnd ( 16 )&lt;br /&gt;
end&lt;br /&gt;
addEvent ( &amp;quot;onSoundEvent&amp;quot; )&lt;br /&gt;
addEventHandler ( &amp;quot;onSoundEvent&amp;quot;, getElementRoot(), onSoundEvent )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Audio_functions}}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Template:Sounds&amp;diff=12169</id>
		<title>Template:Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Template:Sounds&amp;diff=12169"/>
		<updated>2007-09-22T02:42:52Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;** '''0 - 20''' Selection sounds&lt;br /&gt;
** '''27 - 30''' Bullet sounds&lt;br /&gt;
** '''32 - 33''' Selection sounds&lt;br /&gt;
** '''34''' Radio static&lt;br /&gt;
** '''35''' Stop Radio static&lt;br /&gt;
** '''37 - 38''' Tick&lt;br /&gt;
** '''40''' Selection sounds&lt;br /&gt;
** '''41 - 42''' Tick (no ammo)&lt;br /&gt;
** '''43 - 45''' Race countdown&lt;br /&gt;
** '''46''' Repair&lt;br /&gt;
** '''47''' White noise static&lt;br /&gt;
** '''48''' Stop White noise static&lt;br /&gt;
** '''49''' Static short&lt;br /&gt;
** '''101''' Countdown/selection&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PlaySoundFrontEnd&amp;diff=12168</id>
		<title>PlaySoundFrontEnd</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PlaySoundFrontEnd&amp;diff=12168"/>
		<updated>2007-09-22T02:40:41Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Server client function}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function plays a frontend sound for the specified player. Two known special sound ids are 35 to stop Radio static (34), and 48 to stop the white noise static(47).&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool playSoundFrontEnd ( player thePlayer, int sound )   &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''thePlayer:''' The [[player]] you want the sound to play for.&lt;br /&gt;
*'''sound:''' A whole [[int]] specifying the sound id to play. Valid values are:&lt;br /&gt;
{{Sounds}}&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool playSoundFrontEnd ( int sound )   &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''sound:''' A whole [[int]] specifying the sound id to play. Valid values are:&lt;br /&gt;
{{Sounds}}&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the sound was successfully played, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;section name=&amp;quot;server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example plays a sound when a player spawns.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function onPlayerSpawn ( theSpawnpoint, theTeam )&lt;br /&gt;
    playSoundFrontEnd ( source, 16 )&lt;br /&gt;
end&lt;br /&gt;
addEventHandler ( &amp;quot;onPlayerSpawn&amp;quot;, getElementRoot(), onPlayerSpawn )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example plays a sound when the server triggers the onSoundEvent client event.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function onSoundEvent ( )&lt;br /&gt;
    playSoundFrontEnd ( 16 )&lt;br /&gt;
end&lt;br /&gt;
addEvent ( &amp;quot;onSoundEvent&amp;quot; )&lt;br /&gt;
addEventHandler ( &amp;quot;onSoundEvent&amp;quot;, getElementRoot(), onSoundEvent )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Audio_functions}}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PlaySoundFrontEnd&amp;diff=12167</id>
		<title>PlaySoundFrontEnd</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PlaySoundFrontEnd&amp;diff=12167"/>
		<updated>2007-09-22T02:40:14Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Server client function}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function plays a frontend sound for the specified player. Two known special sound ids are 35 to stop Radio static (34), and 47 to stop the white noise static(46).&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool playSoundFrontEnd ( player thePlayer, int sound )   &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''thePlayer:''' The [[player]] you want the sound to play for.&lt;br /&gt;
*'''sound:''' A whole [[int]] specifying the sound id to play. Valid values are:&lt;br /&gt;
{{Sounds}}&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool playSoundFrontEnd ( int sound )   &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''sound:''' A whole [[int]] specifying the sound id to play. Valid values are:&lt;br /&gt;
{{Sounds}}&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the sound was successfully played, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;section name=&amp;quot;server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example plays a sound when a player spawns.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function onPlayerSpawn ( theSpawnpoint, theTeam )&lt;br /&gt;
    playSoundFrontEnd ( source, 16 )&lt;br /&gt;
end&lt;br /&gt;
addEventHandler ( &amp;quot;onPlayerSpawn&amp;quot;, getElementRoot(), onPlayerSpawn )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example plays a sound when the server triggers the onSoundEvent client event.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function onSoundEvent ( )&lt;br /&gt;
    playSoundFrontEnd ( 16 )&lt;br /&gt;
end&lt;br /&gt;
addEvent ( &amp;quot;onSoundEvent&amp;quot; )&lt;br /&gt;
addEventHandler ( &amp;quot;onSoundEvent&amp;quot;, getElementRoot(), onSoundEvent )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Audio_functions}}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=CreateColCuboid&amp;diff=12024</id>
		<title>CreateColCuboid</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=CreateColCuboid&amp;diff=12024"/>
		<updated>2007-09-16T01:16:13Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Server client function}}&lt;br /&gt;
This function creates a collision cuboid. This is a shape that has a position, width, depth and height. See [http://en.wikipedia.org/wiki/Cuboid Wikipedia] for a definition of a cuboid. The XYZ of the col starts at the southwest bottom corner of the shape.&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
colshape createColCube ( float fX, float fY, float fZ, float fWidth, float fDepth, float fHeight )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''fX:''' The collision cuboid's center point's X axis position&lt;br /&gt;
*'''fY:''' The collision cuboid's center point's Y axis position&lt;br /&gt;
*'''fZ:''' The collision cuboid's center point's Z axis position&lt;br /&gt;
*'''fWidth:''' The collision cuboid's width&lt;br /&gt;
*'''fDepth:''' The collision cuboid's depth&lt;br /&gt;
*'''fHeight:''' The collision cuboid's height&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function ''set_zone''.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
theZone = false&lt;br /&gt;
&lt;br /&gt;
function shapeHit ( thePlayer ) &lt;br /&gt;
    outputChatBox ( getClientName ( thePlayer ) .. &amp;quot; is in the zone!&amp;quot; )  -- display a message in everyone's chat box&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function setZone ( playerSource, commandName, fX, fY, fZ )&lt;br /&gt;
    if ( fZ and fY and fX ) then                                         -- check we've got all 3 args we need&lt;br /&gt;
        local tempCol = createColCube ( fX, fY, fZ, 10.0, 10.0, 10.0 )   -- create a col&lt;br /&gt;
        if ( tempCol == false ) then                                     -- did the col get created successfully?&lt;br /&gt;
            outputConsole ( &amp;quot;Syntax is: set_zone &amp;lt;X&amp;gt; &amp;lt;Y&amp;gt; &amp;lt;Z&amp;gt;&amp;quot; )          -- inform the user what the valid syntax is&lt;br /&gt;
        else&lt;br /&gt;
            if ( theZone ~= false ) then                                 -- did we already have a zone?&lt;br /&gt;
                destroyElement ( theZone )                               -- if so, destroy it&lt;br /&gt;
            else&lt;br /&gt;
                addEventHandler ( &amp;quot;onColShapeHit&amp;quot;, theZone, shapeHit )   -- add a handler for the onColShapeHit event&lt;br /&gt;
            end&lt;br /&gt;
            theZone = tempCol                                            -- store the new zone we've made&lt;br /&gt;
            outputChatBox ( &amp;quot;Zone has moved!&amp;quot; )                          -- and tell everyone&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
addCommandHandler ( &amp;quot;set_zone&amp;quot;, setZone ) -- add a console function called set_zone that will trigger the function setZone&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Collision shape functions}}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11745</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11745"/>
		<updated>2007-09-06T23:27:31Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* CAMERA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''posX, posY, posZ''' = the coords of the camera itself.&lt;br /&gt;
*'''posX2, posY2, posZ2''' = the coords of what the camera will be aimed at.&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''weather''' = the weather id number&lt;br /&gt;
*'''hour''' = the hour that each round beins in (00-24)&lt;br /&gt;
*'''minute''' = the minute the round begins in (00-59)&lt;br /&gt;
*'''Waves''' = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11744</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11744"/>
		<updated>2007-09-06T23:27:12Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* CAMERA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''posX, posY, posZ''' = the coords of the camera itself.&lt;br /&gt;
'''posX2, posY2, posZ2''' = the coords of what the camera will be aimed at.&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''weather''' = the weather id number&lt;br /&gt;
*'''hour''' = the hour that each round beins in (00-24)&lt;br /&gt;
*'''minute''' = the minute the round begins in (00-59)&lt;br /&gt;
*'''Waves''' = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11743</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11743"/>
		<updated>2007-09-06T22:45:33Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
====TEAM SPAWNS====&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CAMERA====&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
posX, posY, posZ = the coords of the camera itself.&lt;br /&gt;
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MAP SETTINGS====&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''weather''' = the weather id number&lt;br /&gt;
*'''hour''' = the hour that each round beins in (00-24)&lt;br /&gt;
*'''minute''' = the minute the round begins in (00-59)&lt;br /&gt;
*'''Waves''' = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
====RENEW====&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11742</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11742"/>
		<updated>2007-09-06T22:43:38Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
TEAM SPAWNS&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''CAMERA'''&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
posX, posY, posZ = the coords of the camera itself.&lt;br /&gt;
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''MAP SETTINGS'''&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
*'''weather''' = the weather id number&lt;br /&gt;
*'''hour''' = the hour that each round beins in (00-24)&lt;br /&gt;
*'''minute''' = the minute the round begins in (00-59)&lt;br /&gt;
*'''Waves''' = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
*'''RENEW'''&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11741</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11741"/>
		<updated>2007-09-06T22:42:05Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
*'''CLOAK''' Makes the player 90% invisible for a short period of time.&lt;br /&gt;
*'''RADAR BURST''' Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
*'''PROX MINE''' A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
*'''GOGGLES''' A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
*'''CAMERA''' Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
TEAM SPAWNS&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAMERA&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
posX, posY, posZ = the coords of the camera itself.&lt;br /&gt;
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MAP SETTINGS&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
weather = the weather id number&lt;br /&gt;
hour = the hour that each round beins in (00-24)&lt;br /&gt;
minute = the minute the round begins in (00-59)&lt;br /&gt;
Waves = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
RENEW&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
for example: &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11740</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11740"/>
		<updated>2007-09-06T22:37:09Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
=GAMEPLAY=&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GADGETS=&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
CLOAK Makes the player 90% invisible for a short period of time.&lt;br /&gt;
RADAR BURST Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
PROX MINE A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
GOGGLES A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
CAMERA Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
&lt;br /&gt;
=SOUND=&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
=HEADSHOTS AND LIMPING=&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MAKING A STEALTH MAP=&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
TEAM SPAWNS&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2763.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2769.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2786.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2789.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAMERA&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
posX, posY, posZ = the coords of the camera itself.&lt;br /&gt;
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MAP SETTINGS&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
weather = the weather id number&lt;br /&gt;
hour = the hour that each round beins in (00-24)&lt;br /&gt;
minute = the minute the round begins in (00-59)&lt;br /&gt;
Waves = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
RENEW&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
for example: &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.7119&amp;quot; posY=&amp;quot;2802.854&amp;quot; posZ=&amp;quot;11.288&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11739</id>
		<title>Resource:Stealth</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Stealth&amp;diff=11739"/>
		<updated>2007-09-06T20:12:11Z</updated>

		<summary type="html">&lt;p&gt;Slothman: New page: Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
When a map starts, players are prompted to select a team.&lt;br /&gt;
When the round begins, players are given a menu to select their weapons and gear.&lt;br /&gt;
If a player takes too long to select their team or their gear, they will sit out the round.&lt;br /&gt;
Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates.&lt;br /&gt;
The round is over when a team is eliminated or the timer runs out.&lt;br /&gt;
The team with the most living players at the end of the round wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GADGETS&lt;br /&gt;
Players are given several options to choose as their gadget. the default button to activate it is &amp;quot;R&amp;quot;. Most gadgets have limited uses.&lt;br /&gt;
&lt;br /&gt;
CLOAK Makes the player 90% invisible for a short period of time.&lt;br /&gt;
RADAR BURST Reveals all the living players locations on the radar for a short period of time.&lt;br /&gt;
PROX MINE A player crouches to place a mine that explodes when a member of the opposite team gets too close.&lt;br /&gt;
GOGGLES A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras.&lt;br /&gt;
CAMERA Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.&lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.&lt;br /&gt;
&lt;br /&gt;
HEADSHOTS AND LIMPING&lt;br /&gt;
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAKING A STEALTH MAP&lt;br /&gt;
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.&lt;br /&gt;
&lt;br /&gt;
TEAM SPAWNS&lt;br /&gt;
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team1 id=&amp;quot;mercspawns&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;spawnpoint id=&amp;quot;team1&amp;quot; posX=&amp;quot;2514.339844&amp;quot; posY=&amp;quot;2766.402832&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;285&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;team2 id=&amp;quot;spyspawns&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;spawnpoint id=&amp;quot;team2&amp;quot; posX=&amp;quot;2740.757813&amp;quot; posY=&amp;quot;2783.512939&amp;quot; posZ=&amp;quot;11.480690&amp;quot; rot=&amp;quot;90&amp;quot; skin=&amp;quot;163&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/team1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAMERA&lt;br /&gt;
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.&lt;br /&gt;
&amp;lt;spawncamera id=&amp;quot;spectator camera&amp;quot; posX=&amp;quot;#&amp;quot; posY=&amp;quot;#&amp;quot; posZ=&amp;quot;#&amp;quot; posX2=&amp;quot;#&amp;quot; posY2=&amp;quot;#&amp;quot; posZ2=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
posX, posY, posZ = the coords of the camera itself.&lt;br /&gt;
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAP SETTINGS&lt;br /&gt;
The time and other opstions are always reset at the beginning of a round.&lt;br /&gt;
&amp;lt;settings weather=&amp;quot;#&amp;quot; hour=&amp;quot;##&amp;quot; minute=&amp;quot;##&amp;quot;  waves=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
weather = the weather id number&lt;br /&gt;
hour = the hour that each round beins in (00-24)&lt;br /&gt;
minute = the minute the round begins in (00-59)&lt;br /&gt;
Waves = the height of the waves in the ocean. &lt;br /&gt;
&lt;br /&gt;
RENEW&lt;br /&gt;
If you have destructible object that you want to respawn at the beginning of every round, include this in your object code:&lt;br /&gt;
renew=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
for example: &lt;br /&gt;
&amp;lt;object name=&amp;quot;ladder&amp;quot; posX=&amp;quot;2590.711914&amp;quot; posY=&amp;quot;2802.854492&amp;quot; posZ=&amp;quot;11.288170&amp;quot; rotX=&amp;quot;-1.575000&amp;quot; rotY=&amp;quot;0.000000&amp;quot; rotZ=&amp;quot;-0.135000&amp;quot; model=&amp;quot;1428&amp;quot; renew=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=FadeCamera&amp;diff=9603</id>
		<title>FadeCamera</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=FadeCamera&amp;diff=9603"/>
		<updated>2007-08-01T22:20:31Z</updated>

		<summary type="html">&lt;p&gt;Slothman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This function will fade a player's camera to a color or back to normal over a specified time period. This will also effect the sound volume for the player (%50 faded = %50 volume, full fade = no sound). For clientside scripts you can perform 2 fade ins or fade outs in a row, but for serverside scripts you must use one then the other&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool fadeCamera ( player thePlayer, bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
* '''thePlayer:''' The player whos camera you wish to fade.&lt;br /&gt;
* '''fadeIn:''' Should the camera be faded in our out? Pass ''true'' to fade the camera in, ''false'' to fade it out to a color.&lt;br /&gt;
&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
* '''timeToFade''' The number of seconds it should take to fade.&lt;br /&gt;
* '''red''' The ammount of red in the color that the camera fades out to (0 - 255). Not require for fading in.&lt;br /&gt;
* '''green''' The ammount of green in the color that the camera fades out to (0 - 255). Not require for fading in.&lt;br /&gt;
* '''blue''' The ammount of blue in the color that the camera fades out to (0 - 255). Not require for fading in.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the camera was faded succesfully, ''false'' if invalid arguments were passed to the function.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
This example fades a player called ''someguy'''s camera to red over a period of 2 seconds, then after half a second fade it back to normal again over a period of 1 second.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
myPlayer = getPlayerFromNick ( &amp;quot;someguy&amp;quot; ) -- find a player called someguy to test this on&lt;br /&gt;
fadeCamera ( myPlayer, false, 2.0, 255, 0, 0 ) -- fade the player's camera to red over a period of 2 seconds&lt;br /&gt;
setTimer ( &amp;quot;fadeCamera&amp;quot;, 2500, 1, myPlayer, true, 1.0 ) -- set a timer to fade it back again in 2.5 seconds over 1 second&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Camera functions}}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=GivePlayerMoney&amp;diff=8123</id>
		<title>GivePlayerMoney</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=GivePlayerMoney&amp;diff=8123"/>
		<updated>2007-04-25T01:56:38Z</updated>

		<summary type="html">&lt;p&gt;Slothman: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
Adds money to the player's current money amount.&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;givePlayerMoney ( player, money )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''Player:''' Tells the function to give money to a player&lt;br /&gt;
*'''Money:''' A whole integer specifying the amount of money to give to the player&lt;br /&gt;
&lt;br /&gt;
==Example==  &lt;br /&gt;
This example gives a player money when he types &amp;quot;givecash&amp;quot; in console&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;addCommandHandler ( &amp;quot;givecash&amp;quot;, &amp;quot;giveCash&amp;quot; ) --add the command &amp;quot;givecash&amp;quot;&lt;br /&gt;
function giveCash ( player, command, amount ) --when the givecash command is called&lt;br /&gt;
	givePlayerMoney ( player, amount ) --gives the player money according to the amount&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Player functions}}&lt;/div&gt;</summary>
		<author><name>Slothman</name></author>
	</entry>
</feed>