[Author]
Author = func_door
[Description]
Description = While I try to convince the pilot to help us during the heist, there's an active shooting going on between the Ballas and NOOSE. Apparently the Ballas were trying to rob some stores but NOOSE was quick to respond. Use this situation to your advantage to steal a Riot Van which will be used during the main heist. There is A LOTTA people down there...
[Objectives]
Objectivescount = 6

Objectives[0]Type = Player_Start
Objectives[0]Culture = .
Objectives[0]positionX = -823.8884
Objectives[0]positionY = 179.6509
Objectives[0]positionZ = 71.50078
Objectives[0]Heading = 135
Objectives[0]model = player_zero
Objectives[0]variation = Custom
Objectives[0]SetWeather = Clear
Objectives[0]SetTime = 22
Objectives[0]WantedLevel = 0
Objectives[0]MaxWantedLevel = 3
Objectives[0]ActorPopulation = 1
Objectives[0]VehiclePopulation = 1
Objectives[0]NoGangs = True
Objectives[0]FadeInOnMissionStart = True
Objectives[0]PoliceIgnorePlayer = False
Objectives[0]COMPONENT_FACE_DRAWABLE = 0
Objectives[0]COMPONENT_FACE_TEXTURE = 0
Objectives[0]COMPONENT_HEAD_DRAWABLE = 4
Objectives[0]COMPONENT_HEAD_TEXTURE = 0
Objectives[0]COMPONENT_HAIR_DRAWABLE = 4
Objectives[0]COMPONENT_HAIR_TEXTURE = 0
Objectives[0]COMPONENT_TORSO_DRAWABLE = 30
Objectives[0]COMPONENT_TORSO_TEXTURE = 1
Objectives[0]COMPONENT_LEGS_DRAWABLE = 20
Objectives[0]COMPONENT_LEGS_TEXTURE = 1
Objectives[0]COMPONENT_HANDS_DRAWABLE = 0
Objectives[0]COMPONENT_HANDS_TEXTURE = 0
Objectives[0]COMPONENT_FEET_DRAWABLE = 1
Objectives[0]COMPONENT_FEET_TEXTURE = 0
Objectives[0]COMPONENT_EYES_DRAWABLE = 0
Objectives[0]COMPONENT_EYES_TEXTURE = 0
Objectives[0]COMPONENT_ACCESSORIES_DRAWABLE = 0
Objectives[0]COMPONENT_ACCESSORIES_TEXTURE = 0
Objectives[0]COMPONENT_TASKS_DRAWABLE = 0
Objectives[0]COMPONENT_TASKS_TEXTURE = 0
Objectives[0]COMPONENT_TEXTURES_DRAWABLE = 0
Objectives[0]COMPONENT_TEXTURES_TEXTURE = 0
Objectives[0]COMPONENT_TORSO2_DRAWABLE = 0
Objectives[0]COMPONENT_TORSO2_TEXTURE = 0
Objectives[0]PROP_HATS_INDEX = 1
Objectives[0]PROP_HATS_TEXTURE = 0
Objectives[0]PROP_GLASSES_INDEX = -1
Objectives[0]PROP_GLASSES_TEXTURE = -1
Objectives[0]PROP_EARS_INDEX = -1
Objectives[0]PROP_EARS_TEXTURE = -1
Objectives[0]Name = Player
Objectives[0]Weapon_Count = 1
Objectives[0]Weapon0 = Bat
Objectives[0]mission_ActorsCount = 0
Objectives[0]mission_Vehicles = 13
Objectives[0]mission_Vehicles[0]positionX = -582.8829
Objectives[0]mission_Vehicles[0]positionY = -1129.883
Objectives[0]mission_Vehicles[0]positionZ = 21.82365
Objectives[0]mission_Vehicles[0]Heading = 315.0005
Objectives[0]mission_Vehicles[0]Name = Police Riot
Objectives[0]mission_Vehicles[0]Model = riot
Objectives[0]mission_Vehicles[0]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[0]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[0]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[0]HasPearlescent = False
Objectives[0]mission_Vehicles[0]Livery = 0
Objectives[0]mission_Vehicles[0]DirtLevel = 0
Objectives[0]mission_Vehicles[0]LockedForPlayer = False
Objectives[0]mission_Vehicles[0]Locked = False
Objectives[0]mission_Vehicles[0]Alarm = False
Objectives[0]mission_Vehicles[0]HotWired = False
Objectives[0]mission_Vehicles[0]Invincible = False
Objectives[0]mission_Vehicles[0]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[0]Remove_After = 0
Objectives[0]mission_Vehicles[0]Survive_Number = 0
Objectives[0]mission_Vehicles[0]Failed_Text = 
Objectives[0]mission_Vehicles[0]NeededForObjectivesCount = 2
Objectives[0]mission_Vehicles[0]NeededForVehicleObjectiveNumber[0] = 2
Objectives[0]mission_Vehicles[0]NeededForVehicleIndex[0] = 0
Objectives[0]mission_Vehicles[0]NeededForVehicleObjectiveNumber[1] = 5
Objectives[0]mission_Vehicles[0]NeededForVehicleIndex[1] = 0
Objectives[0]mission_Vehicles[1]positionX = -581.1422
Objectives[0]mission_Vehicles[1]positionY = -1121.616
Objectives[0]mission_Vehicles[1]positionZ = 21.7965
Objectives[0]mission_Vehicles[1]Heading = 9.99993
Objectives[0]mission_Vehicles[1]Name = Park Ranger
Objectives[0]mission_Vehicles[1]Model = pranger
Objectives[0]mission_Vehicles[1]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[1]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[1]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[1]HasPearlescent = False
Objectives[0]mission_Vehicles[1]Livery = 0
Objectives[0]mission_Vehicles[1]DirtLevel = 0
Objectives[0]mission_Vehicles[1]LockedForPlayer = False
Objectives[0]mission_Vehicles[1]Locked = False
Objectives[0]mission_Vehicles[1]Alarm = False
Objectives[0]mission_Vehicles[1]HotWired = False
Objectives[0]mission_Vehicles[1]Invincible = False
Objectives[0]mission_Vehicles[1]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[1]Remove_After = 0
Objectives[0]mission_Vehicles[1]Survive_Number = 0
Objectives[0]mission_Vehicles[1]Failed_Text = 
Objectives[0]mission_Vehicles[2]positionX = -582.8146
Objectives[0]mission_Vehicles[2]positionY = -1112.09
Objectives[0]mission_Vehicles[2]positionZ = 22.16442
Objectives[0]mission_Vehicles[2]Heading = 350.0001
Objectives[0]mission_Vehicles[2]Name = Police Transporter
Objectives[0]mission_Vehicles[2]Model = policet
Objectives[0]mission_Vehicles[2]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[2]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[2]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[2]HasPearlescent = False
Objectives[0]mission_Vehicles[2]Livery = 0
Objectives[0]mission_Vehicles[2]DirtLevel = 0
Objectives[0]mission_Vehicles[2]LockedForPlayer = False
Objectives[0]mission_Vehicles[2]Locked = False
Objectives[0]mission_Vehicles[2]Alarm = False
Objectives[0]mission_Vehicles[2]HotWired = False
Objectives[0]mission_Vehicles[2]Invincible = False
Objectives[0]mission_Vehicles[2]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[2]Remove_After = 0
Objectives[0]mission_Vehicles[2]Survive_Number = 0
Objectives[0]mission_Vehicles[2]Failed_Text = 
Objectives[0]mission_Vehicles[3]positionX = -571.3988
Objectives[0]mission_Vehicles[3]positionY = -1128.269
Objectives[0]mission_Vehicles[3]positionZ = 21.92841
Objectives[0]mission_Vehicles[3]Heading = 219.9975
Objectives[0]mission_Vehicles[3]Name = Police Cruiser
Objectives[0]mission_Vehicles[3]Model = police3
Objectives[0]mission_Vehicles[3]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[3]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[3]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[3]HasPearlescent = False
Objectives[0]mission_Vehicles[3]Livery = 0
Objectives[0]mission_Vehicles[3]DirtLevel = 0
Objectives[0]mission_Vehicles[3]LockedForPlayer = False
Objectives[0]mission_Vehicles[3]Locked = False
Objectives[0]mission_Vehicles[3]Alarm = False
Objectives[0]mission_Vehicles[3]HotWired = False
Objectives[0]mission_Vehicles[3]Invincible = False
Objectives[0]mission_Vehicles[3]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[3]Remove_After = 0
Objectives[0]mission_Vehicles[3]Survive_Number = 0
Objectives[0]mission_Vehicles[3]Failed_Text = 
Objectives[0]mission_Vehicles[4]positionX = -571.0579
Objectives[0]mission_Vehicles[4]positionY = -1120.945
Objectives[0]mission_Vehicles[4]positionZ = 21.92841
Objectives[0]mission_Vehicles[4]Heading = 149.9929
Objectives[0]mission_Vehicles[4]Name = Police Cruiser
Objectives[0]mission_Vehicles[4]Model = police3
Objectives[0]mission_Vehicles[4]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[4]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[4]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[4]HasPearlescent = False
Objectives[0]mission_Vehicles[4]Livery = 0
Objectives[0]mission_Vehicles[4]DirtLevel = 0
Objectives[0]mission_Vehicles[4]LockedForPlayer = False
Objectives[0]mission_Vehicles[4]Locked = False
Objectives[0]mission_Vehicles[4]Alarm = False
Objectives[0]mission_Vehicles[4]HotWired = False
Objectives[0]mission_Vehicles[4]Invincible = False
Objectives[0]mission_Vehicles[4]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[4]Remove_After = 0
Objectives[0]mission_Vehicles[4]Survive_Number = 0
Objectives[0]mission_Vehicles[4]Failed_Text = 
Objectives[0]mission_Vehicles[5]positionX = -571.1362
Objectives[0]mission_Vehicles[5]positionY = -1137.974
Objectives[0]mission_Vehicles[5]positionZ = 21.92841
Objectives[0]mission_Vehicles[5]Heading = 34.99799
Objectives[0]mission_Vehicles[5]Name = Police Cruiser
Objectives[0]mission_Vehicles[5]Model = police3
Objectives[0]mission_Vehicles[5]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[5]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[5]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[5]HasPearlescent = False
Objectives[0]mission_Vehicles[5]Livery = 0
Objectives[0]mission_Vehicles[5]DirtLevel = 0
Objectives[0]mission_Vehicles[5]LockedForPlayer = False
Objectives[0]mission_Vehicles[5]Locked = False
Objectives[0]mission_Vehicles[5]Alarm = False
Objectives[0]mission_Vehicles[5]HotWired = False
Objectives[0]mission_Vehicles[5]Invincible = False
Objectives[0]mission_Vehicles[5]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[5]Remove_After = 0
Objectives[0]mission_Vehicles[5]Survive_Number = 0
Objectives[0]mission_Vehicles[5]Failed_Text = 
Objectives[0]mission_Vehicles[6]positionX = -553.0992
Objectives[0]mission_Vehicles[6]positionY = -1124.275
Objectives[0]mission_Vehicles[6]positionZ = 20.8592
Objectives[0]mission_Vehicles[6]Heading = 19.99844
Objectives[0]mission_Vehicles[6]Name = Police Cruiser
Objectives[0]mission_Vehicles[6]Model = police3
Objectives[0]mission_Vehicles[6]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[6]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[6]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[6]HasPearlescent = False
Objectives[0]mission_Vehicles[6]Livery = 0
Objectives[0]mission_Vehicles[6]DirtLevel = 0
Objectives[0]mission_Vehicles[6]LockedForPlayer = False
Objectives[0]mission_Vehicles[6]Locked = False
Objectives[0]mission_Vehicles[6]Alarm = False
Objectives[0]mission_Vehicles[6]HotWired = False
Objectives[0]mission_Vehicles[6]Invincible = False
Objectives[0]mission_Vehicles[6]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[6]Remove_After = 0
Objectives[0]mission_Vehicles[6]Survive_Number = 0
Objectives[0]mission_Vehicles[6]Failed_Text = 
Objectives[0]mission_Vehicles[7]positionX = -553.1438
Objectives[0]mission_Vehicles[7]positionY = -1109.111
Objectives[0]mission_Vehicles[7]positionZ = 21.73131
Objectives[0]mission_Vehicles[7]Heading = 130.1355
Objectives[0]mission_Vehicles[7]Name = Police Cruiser
Objectives[0]mission_Vehicles[7]Model = police3
Objectives[0]mission_Vehicles[7]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[7]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[7]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[7]HasPearlescent = False
Objectives[0]mission_Vehicles[7]Livery = 0
Objectives[0]mission_Vehicles[7]DirtLevel = 0
Objectives[0]mission_Vehicles[7]LockedForPlayer = False
Objectives[0]mission_Vehicles[7]Locked = False
Objectives[0]mission_Vehicles[7]Alarm = False
Objectives[0]mission_Vehicles[7]HotWired = False
Objectives[0]mission_Vehicles[7]Invincible = False
Objectives[0]mission_Vehicles[7]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[7]Remove_After = 0
Objectives[0]mission_Vehicles[7]Survive_Number = 0
Objectives[0]mission_Vehicles[7]Failed_Text = 
Objectives[0]mission_Vehicles[8]positionX = -555.2463
Objectives[0]mission_Vehicles[8]positionY = -1113.076
Objectives[0]mission_Vehicles[8]positionZ = 21.56511
Objectives[0]mission_Vehicles[8]Heading = 90.25443
Objectives[0]mission_Vehicles[8]Name = Police Cruiser
Objectives[0]mission_Vehicles[8]Model = police3
Objectives[0]mission_Vehicles[8]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[8]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[8]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[8]HasPearlescent = False
Objectives[0]mission_Vehicles[8]Livery = 0
Objectives[0]mission_Vehicles[8]DirtLevel = 0
Objectives[0]mission_Vehicles[8]LockedForPlayer = False
Objectives[0]mission_Vehicles[8]Locked = False
Objectives[0]mission_Vehicles[8]Alarm = False
Objectives[0]mission_Vehicles[8]HotWired = False
Objectives[0]mission_Vehicles[8]Invincible = False
Objectives[0]mission_Vehicles[8]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[8]Remove_After = 0
Objectives[0]mission_Vehicles[8]Survive_Number = 0
Objectives[0]mission_Vehicles[8]Failed_Text = 
Objectives[0]mission_Vehicles[9]positionX = -569.2853
Objectives[0]mission_Vehicles[9]positionY = -1108.367
Objectives[0]mission_Vehicles[9]positionZ = 21.92835
Objectives[0]mission_Vehicles[9]Heading = 129.9911
Objectives[0]mission_Vehicles[9]Name = Police Cruiser
Objectives[0]mission_Vehicles[9]Model = police3
Objectives[0]mission_Vehicles[9]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[9]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[9]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[9]HasPearlescent = False
Objectives[0]mission_Vehicles[9]Livery = 0
Objectives[0]mission_Vehicles[9]DirtLevel = 0
Objectives[0]mission_Vehicles[9]LockedForPlayer = False
Objectives[0]mission_Vehicles[9]Locked = False
Objectives[0]mission_Vehicles[9]Alarm = False
Objectives[0]mission_Vehicles[9]HotWired = False
Objectives[0]mission_Vehicles[9]Invincible = False
Objectives[0]mission_Vehicles[9]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[9]Remove_After = 0
Objectives[0]mission_Vehicles[9]Survive_Number = 0
Objectives[0]mission_Vehicles[9]Failed_Text = 
Objectives[0]mission_Vehicles[10]positionX = -555.6533
Objectives[0]mission_Vehicles[10]positionY = -1117.087
Objectives[0]mission_Vehicles[10]positionZ = 21.3309
Objectives[0]mission_Vehicles[10]Heading = 155.5057
Objectives[0]mission_Vehicles[10]Name = Police Cruiser
Objectives[0]mission_Vehicles[10]Model = police3
Objectives[0]mission_Vehicles[10]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[10]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[10]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[10]HasPearlescent = False
Objectives[0]mission_Vehicles[10]Livery = 0
Objectives[0]mission_Vehicles[10]DirtLevel = 0
Objectives[0]mission_Vehicles[10]LockedForPlayer = False
Objectives[0]mission_Vehicles[10]Locked = False
Objectives[0]mission_Vehicles[10]Alarm = False
Objectives[0]mission_Vehicles[10]HotWired = False
Objectives[0]mission_Vehicles[10]Invincible = False
Objectives[0]mission_Vehicles[10]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[10]Remove_After = 0
Objectives[0]mission_Vehicles[10]Survive_Number = 0
Objectives[0]mission_Vehicles[10]Failed_Text = 
Objectives[0]mission_Vehicles[11]positionX = -557.3829
Objectives[0]mission_Vehicles[11]positionY = -1121.917
Objectives[0]mission_Vehicles[11]positionZ = 21.29829
Objectives[0]mission_Vehicles[11]Heading = 92.13611
Objectives[0]mission_Vehicles[11]Name = Police Cruiser
Objectives[0]mission_Vehicles[11]Model = police3
Objectives[0]mission_Vehicles[11]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[11]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[11]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[11]HasPearlescent = False
Objectives[0]mission_Vehicles[11]Livery = 0
Objectives[0]mission_Vehicles[11]DirtLevel = 0
Objectives[0]mission_Vehicles[11]LockedForPlayer = False
Objectives[0]mission_Vehicles[11]Locked = False
Objectives[0]mission_Vehicles[11]Alarm = False
Objectives[0]mission_Vehicles[11]HotWired = False
Objectives[0]mission_Vehicles[11]Invincible = False
Objectives[0]mission_Vehicles[11]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[11]Remove_After = 0
Objectives[0]mission_Vehicles[11]Survive_Number = 0
Objectives[0]mission_Vehicles[11]Failed_Text = 
Objectives[0]mission_Vehicles[12]positionX = -561.1864
Objectives[0]mission_Vehicles[12]positionY = -1115.685
Objectives[0]mission_Vehicles[12]positionZ = 21.92763
Objectives[0]mission_Vehicles[12]Heading = 60.15414
Objectives[0]mission_Vehicles[12]Name = Police Cruiser
Objectives[0]mission_Vehicles[12]Model = police3
Objectives[0]mission_Vehicles[12]PrimaryColor = UtilBlack
Objectives[0]mission_Vehicles[12]SecondaryColor = UtilBlack
Objectives[0]mission_Vehicles[12]PearlescentColor = MetallicBlack
Objectives[0]mission_Vehicles[12]HasPearlescent = False
Objectives[0]mission_Vehicles[12]Livery = 0
Objectives[0]mission_Vehicles[12]DirtLevel = 0
Objectives[0]mission_Vehicles[12]LockedForPlayer = False
Objectives[0]mission_Vehicles[12]Locked = False
Objectives[0]mission_Vehicles[12]Alarm = False
Objectives[0]mission_Vehicles[12]HotWired = False
Objectives[0]mission_Vehicles[12]Invincible = False
Objectives[0]mission_Vehicles[12]SetZeroMaxSpeed = False
Objectives[0]mission_Vehicles[12]Remove_After = 0
Objectives[0]mission_Vehicles[12]Survive_Number = 0
Objectives[0]mission_Vehicles[12]Failed_Text = 
Objectives[0]Mission_Needed_Vehicles = 0
Objectives[0]mission_PropsCount = 0
Objectives[0]mission_Pickup_Props_Count = 9
Objectives[0]mission_Pickup_Props[0]Model = PICKUP_ARMOUR_STANDARD
Objectives[0]mission_Pickup_Props[0]Value = 300
Objectives[0]mission_Pickup_Props[0]positionX = -823.6631
Objectives[0]mission_Pickup_Props[0]positionY = 179.5642
Objectives[0]mission_Pickup_Props[0]positionZ = 70.9997
Objectives[0]mission_Pickup_Props[0]rotationX = 0
Objectives[0]mission_Pickup_Props[0]rotationY = 0
Objectives[0]mission_Pickup_Props[0]rotationZ = -160
Objectives[0]mission_Pickup_Props[1]Model = PICKUP_WEAPON_APPISTOL
Objectives[0]mission_Pickup_Props[1]Value = 144
Objectives[0]mission_Pickup_Props[1]positionX = -824.1004
Objectives[0]mission_Pickup_Props[1]positionY = 179.7184
Objectives[0]mission_Pickup_Props[1]positionZ = 70.99849
Objectives[0]mission_Pickup_Props[1]rotationX = 0
Objectives[0]mission_Pickup_Props[1]rotationY = 0
Objectives[0]mission_Pickup_Props[1]rotationZ = -160
Objectives[0]mission_Pickup_Props[2]Model = PICKUP_WEAPON_PUMPSHOTGUN
Objectives[0]mission_Pickup_Props[2]Value = 40
Objectives[0]mission_Pickup_Props[2]positionX = -823.7762
Objectives[0]mission_Pickup_Props[2]positionY = 179.7227
Objectives[0]mission_Pickup_Props[2]positionZ = 71.01196
Objectives[0]mission_Pickup_Props[2]rotationX = 0
Objectives[0]mission_Pickup_Props[2]rotationY = 0
Objectives[0]mission_Pickup_Props[2]rotationZ = -160
Objectives[0]mission_Pickup_Props[3]Model = PICKUP_WEAPON_ADVANCEDRIFLE
Objectives[0]mission_Pickup_Props[3]Value = 150
Objectives[0]mission_Pickup_Props[3]positionX = -823.7771
Objectives[0]mission_Pickup_Props[3]positionY = 180.018
Objectives[0]mission_Pickup_Props[3]positionZ = 71.04305
Objectives[0]mission_Pickup_Props[3]rotationX = 0
Objectives[0]mission_Pickup_Props[3]rotationY = 0
Objectives[0]mission_Pickup_Props[3]rotationZ = -160
Objectives[0]mission_Pickup_Props[4]Model = PICKUP_WEAPON_HEAVYSNIPER
Objectives[0]mission_Pickup_Props[4]Value = 18
Objectives[0]mission_Pickup_Props[4]positionX = -823.8542
Objectives[0]mission_Pickup_Props[4]positionY = 179.6716
Objectives[0]mission_Pickup_Props[4]positionZ = 71.00341
Objectives[0]mission_Pickup_Props[4]rotationX = 0
Objectives[0]mission_Pickup_Props[4]rotationY = 0
Objectives[0]mission_Pickup_Props[4]rotationZ = -160
Objectives[0]mission_Pickup_Props[5]Model = PICKUP_WEAPON_GRENADE
Objectives[0]mission_Pickup_Props[5]Value = 5
Objectives[0]mission_Pickup_Props[5]positionX = -823.9958
Objectives[0]mission_Pickup_Props[5]positionY = 179.7578
Objectives[0]mission_Pickup_Props[5]positionZ = 71.00687
Objectives[0]mission_Pickup_Props[5]rotationX = 0
Objectives[0]mission_Pickup_Props[5]rotationY = 0
Objectives[0]mission_Pickup_Props[5]rotationZ = -160
Objectives[0]mission_Pickup_Props[6]Model = PICKUP_MONEY_MED_BAG
Objectives[0]mission_Pickup_Props[6]Value = 10000
Objectives[0]mission_Pickup_Props[6]positionX = -601.1879
Objectives[0]mission_Pickup_Props[6]positionY = -1124.933
Objectives[0]mission_Pickup_Props[6]positionZ = 25.36009
Objectives[0]mission_Pickup_Props[6]rotationX = 0
Objectives[0]mission_Pickup_Props[6]rotationY = 0
Objectives[0]mission_Pickup_Props[6]rotationZ = 55.09227
Objectives[0]mission_Pickup_Props[7]Model = PICKUP_MONEY_MED_BAG
Objectives[0]mission_Pickup_Props[7]Value = 10000
Objectives[0]mission_Pickup_Props[7]positionX = -601.2307
Objectives[0]mission_Pickup_Props[7]positionY = -1134.273
Objectives[0]mission_Pickup_Props[7]positionZ = 25.36009
Objectives[0]mission_Pickup_Props[7]rotationX = 0
Objectives[0]mission_Pickup_Props[7]rotationY = 0
Objectives[0]mission_Pickup_Props[7]rotationZ = 110.0923
Objectives[0]mission_Pickup_Props[8]Model = PICKUP_MONEY_MED_BAG
Objectives[0]mission_Pickup_Props[8]Value = 10000
Objectives[0]mission_Pickup_Props[8]positionX = -601.0099
Objectives[0]mission_Pickup_Props[8]positionY = -1145.063
Objectives[0]mission_Pickup_Props[8]positionZ = 25.36009
Objectives[0]mission_Pickup_Props[8]rotationX = 0
Objectives[0]mission_Pickup_Props[8]rotationY = 0
Objectives[0]mission_Pickup_Props[8]rotationZ = 160.0923
Objectives[0]ObjectiveMessages = 0

Objectives[1]Text = Go to Little Seoul.
Objectives[1]Text2 = 
Objectives[1]Text3 = 
Objectives[1]Failed_Text = 
Objectives[1]Type = Checkpoint
Objectives[1]Checkpoint_Type = 45
Objectives[1]Reserved = 1
Objectives[1]ColorR = 255
Objectives[1]ColorG = 255
Objectives[1]ColorB = 0
Objectives[1]ColorA = 255
Objectives[1]IconColorR = 255
Objectives[1]IconColorG = 255
Objectives[1]IconColorB = 0
Objectives[1]IconColorA = 255
Objectives[1]positionX = -577.128
Objectives[1]positionY = -1118.365
Objectives[1]positionZ = 21.37817
Objectives[1]Heading = 125
Objectives[1]Diameter = 1
Objectives[1]minimum_hight = 1
Objectives[1]maximum_hight = 10
Objectives[1]TriggerDistance = 300
Objectives[1]PlaySound = True
Objectives[1]LoseWanted = False
Objectives[1]Stop_Vehicle = False
Objectives[1]DeliverVehicleOnly = False
Objectives[1]DeliverTrailor = False
Objectives[1]DeliverTowTruck = False
Objectives[1]DeliverVehicleCargobob = False
Objectives[1]DeliverPropCargobob = False
Objectives[1]mission_ActorsCount = 0
Objectives[1]mission_Vehicles = 0
Objectives[1]Mission_Needed_Vehicles = 0
Objectives[1]mission_PropsCount = 0
Objectives[1]mission_Pickup_Props_Count = 0
Objectives[1]ObjectiveMessages = 0

Objectives[2]Text = Steal the Riot Van.
Objectives[2]FaildText = 
Objectives[2]Type = Enter_Vehicle
Objectives[2]positionX = -577.8518
Objectives[2]positionY = -1125.564
Objectives[2]positionZ = 21.37826
Objectives[2]EnterVehicle_AsPassenger = False
Objectives[2]EnterVehicle_CanExit = True
Objectives[2]EnterVehicle_SetIsWanted = False
Objectives[2]EnterVehicle_SeatIndex = -1
Objectives[2]mission_ActorsCount = 24
Objectives[2]mission_Actors[0]Survive_Number = 0
Objectives[2]mission_Actors[0]Failed_Text = 
Objectives[2]mission_Actors[0]Remove_After = 0
Objectives[2]mission_Actors[0]positionX = -578.0067
Objectives[2]mission_Actors[0]positionY = -1127.424
Objectives[2]mission_Actors[0]positionZ = 22.37852
Objectives[2]mission_Actors[0]Heading = 74.99754
Objectives[2]mission_Actors[0]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[0]Relationship_Group = Enemy1
Objectives[2]mission_Actors[0]AddBlip = True
Objectives[2]mission_Actors[0]ShowCone = False
Objectives[2]mission_Actors[0]Invincible = False
Objectives[2]mission_Actors[0]SetHealth = 300
Objectives[2]mission_Actors[0]DieFromHeadShot = True
Objectives[2]mission_Actors[0]CanExitVehicle = True
Objectives[2]mission_Actors[0]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[0]AlwaysFight = True
Objectives[2]mission_Actors[0]Seeing_Range = 30
Objectives[2]mission_Actors[0]Hearing_Range = 30
Objectives[2]mission_Actors[0]CombatMovement = Offensive
Objectives[2]mission_Actors[0]weapon = SMG
Objectives[2]mission_Actors[0]Variation = Random
Objectives[2]mission_Actors[0]Task = 1
Objectives[2]mission_Actors[0]Task_Guard_Range = 5
Objectives[2]mission_Actors[0]Task_Stay_In_Range = True
Objectives[2]mission_Actors[0]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[0]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[0]Task_Scenario = NONE
Objectives[2]mission_Actors[1]Survive_Number = 0
Objectives[2]mission_Actors[1]Failed_Text = 
Objectives[2]mission_Actors[1]Remove_After = 0
Objectives[2]mission_Actors[1]positionX = -582.8112
Objectives[2]mission_Actors[1]positionY = -1134.452
Objectives[2]mission_Actors[1]positionZ = 22.17824
Objectives[2]mission_Actors[1]Heading = 74.99754
Objectives[2]mission_Actors[1]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[1]Relationship_Group = Enemy1
Objectives[2]mission_Actors[1]AddBlip = True
Objectives[2]mission_Actors[1]ShowCone = False
Objectives[2]mission_Actors[1]Invincible = False
Objectives[2]mission_Actors[1]SetHealth = 300
Objectives[2]mission_Actors[1]DieFromHeadShot = True
Objectives[2]mission_Actors[1]CanExitVehicle = True
Objectives[2]mission_Actors[1]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[1]AlwaysFight = True
Objectives[2]mission_Actors[1]Seeing_Range = 30
Objectives[2]mission_Actors[1]Hearing_Range = 30
Objectives[2]mission_Actors[1]CombatMovement = Offensive
Objectives[2]mission_Actors[1]weapon = SMG
Objectives[2]mission_Actors[1]Variation = Random
Objectives[2]mission_Actors[1]Task = 1
Objectives[2]mission_Actors[1]Task_Guard_Range = 5
Objectives[2]mission_Actors[1]Task_Stay_In_Range = True
Objectives[2]mission_Actors[1]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[1]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[1]Task_Scenario = NONE
Objectives[2]mission_Actors[2]Survive_Number = 0
Objectives[2]mission_Actors[2]Failed_Text = 
Objectives[2]mission_Actors[2]Remove_After = 0
Objectives[2]mission_Actors[2]positionX = -571.3593
Objectives[2]mission_Actors[2]positionY = -1125.152
Objectives[2]mission_Actors[2]positionZ = 22.17824
Objectives[2]mission_Actors[2]Heading = 94.99752
Objectives[2]mission_Actors[2]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[2]Relationship_Group = Enemy1
Objectives[2]mission_Actors[2]AddBlip = True
Objectives[2]mission_Actors[2]ShowCone = False
Objectives[2]mission_Actors[2]Invincible = False
Objectives[2]mission_Actors[2]SetHealth = 300
Objectives[2]mission_Actors[2]DieFromHeadShot = True
Objectives[2]mission_Actors[2]CanExitVehicle = True
Objectives[2]mission_Actors[2]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[2]AlwaysFight = True
Objectives[2]mission_Actors[2]Seeing_Range = 30
Objectives[2]mission_Actors[2]Hearing_Range = 30
Objectives[2]mission_Actors[2]CombatMovement = Offensive
Objectives[2]mission_Actors[2]weapon = SMG
Objectives[2]mission_Actors[2]Variation = Random
Objectives[2]mission_Actors[2]Task = 1
Objectives[2]mission_Actors[2]Task_Guard_Range = 5
Objectives[2]mission_Actors[2]Task_Stay_In_Range = True
Objectives[2]mission_Actors[2]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[2]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[2]Task_Scenario = NONE
Objectives[2]mission_Actors[3]Survive_Number = 0
Objectives[2]mission_Actors[3]Failed_Text = 
Objectives[2]mission_Actors[3]Remove_After = 0
Objectives[2]mission_Actors[3]positionX = -579.1431
Objectives[2]mission_Actors[3]positionY = -1119.739
Objectives[2]mission_Actors[3]positionZ = 22.33109
Objectives[2]mission_Actors[3]Heading = 94.99752
Objectives[2]mission_Actors[3]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[3]Relationship_Group = Enemy1
Objectives[2]mission_Actors[3]AddBlip = True
Objectives[2]mission_Actors[3]ShowCone = False
Objectives[2]mission_Actors[3]Invincible = False
Objectives[2]mission_Actors[3]SetHealth = 300
Objectives[2]mission_Actors[3]DieFromHeadShot = True
Objectives[2]mission_Actors[3]CanExitVehicle = True
Objectives[2]mission_Actors[3]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[3]AlwaysFight = True
Objectives[2]mission_Actors[3]Seeing_Range = 30
Objectives[2]mission_Actors[3]Hearing_Range = 30
Objectives[2]mission_Actors[3]CombatMovement = Offensive
Objectives[2]mission_Actors[3]weapon = SMG
Objectives[2]mission_Actors[3]Variation = Random
Objectives[2]mission_Actors[3]Task = 1
Objectives[2]mission_Actors[3]Task_Guard_Range = 5
Objectives[2]mission_Actors[3]Task_Stay_In_Range = True
Objectives[2]mission_Actors[3]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[3]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[3]Task_Scenario = NONE
Objectives[2]mission_Actors[4]Survive_Number = 0
Objectives[2]mission_Actors[4]Failed_Text = 
Objectives[2]mission_Actors[4]Remove_After = 0
Objectives[2]mission_Actors[4]positionX = -581.1777
Objectives[2]mission_Actors[4]positionY = -1115.661
Objectives[2]mission_Actors[4]positionZ = 22.17824
Objectives[2]mission_Actors[4]Heading = 94.99752
Objectives[2]mission_Actors[4]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[4]Relationship_Group = Enemy1
Objectives[2]mission_Actors[4]AddBlip = True
Objectives[2]mission_Actors[4]ShowCone = False
Objectives[2]mission_Actors[4]Invincible = False
Objectives[2]mission_Actors[4]SetHealth = 300
Objectives[2]mission_Actors[4]DieFromHeadShot = True
Objectives[2]mission_Actors[4]CanExitVehicle = True
Objectives[2]mission_Actors[4]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[4]AlwaysFight = True
Objectives[2]mission_Actors[4]Seeing_Range = 30
Objectives[2]mission_Actors[4]Hearing_Range = 30
Objectives[2]mission_Actors[4]CombatMovement = Offensive
Objectives[2]mission_Actors[4]weapon = SMG
Objectives[2]mission_Actors[4]Variation = Random
Objectives[2]mission_Actors[4]Task = 1
Objectives[2]mission_Actors[4]Task_Guard_Range = 5
Objectives[2]mission_Actors[4]Task_Stay_In_Range = True
Objectives[2]mission_Actors[4]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[4]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[4]Task_Scenario = NONE
Objectives[2]mission_Actors[5]Survive_Number = 0
Objectives[2]mission_Actors[5]Failed_Text = 
Objectives[2]mission_Actors[5]Remove_After = 0
Objectives[2]mission_Actors[5]positionX = -581.5905
Objectives[2]mission_Actors[5]positionY = -1108.527
Objectives[2]mission_Actors[5]positionZ = 22.17812
Objectives[2]mission_Actors[5]Heading = 104.9975
Objectives[2]mission_Actors[5]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[5]Relationship_Group = Enemy1
Objectives[2]mission_Actors[5]AddBlip = True
Objectives[2]mission_Actors[5]ShowCone = False
Objectives[2]mission_Actors[5]Invincible = False
Objectives[2]mission_Actors[5]SetHealth = 300
Objectives[2]mission_Actors[5]DieFromHeadShot = True
Objectives[2]mission_Actors[5]CanExitVehicle = True
Objectives[2]mission_Actors[5]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[5]AlwaysFight = True
Objectives[2]mission_Actors[5]Seeing_Range = 30
Objectives[2]mission_Actors[5]Hearing_Range = 30
Objectives[2]mission_Actors[5]CombatMovement = Offensive
Objectives[2]mission_Actors[5]weapon = SMG
Objectives[2]mission_Actors[5]Variation = Random
Objectives[2]mission_Actors[5]Task = 1
Objectives[2]mission_Actors[5]Task_Guard_Range = 5
Objectives[2]mission_Actors[5]Task_Stay_In_Range = True
Objectives[2]mission_Actors[5]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[5]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[5]Task_Scenario = NONE
Objectives[2]mission_Actors[6]Survive_Number = 0
Objectives[2]mission_Actors[6]Failed_Text = 
Objectives[2]mission_Actors[6]Remove_After = 0
Objectives[2]mission_Actors[6]positionX = -567.9817
Objectives[2]mission_Actors[6]positionY = -1119.613
Objectives[2]mission_Actors[6]positionZ = 22.17824
Objectives[2]mission_Actors[6]Heading = 84.99754
Objectives[2]mission_Actors[6]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[6]Relationship_Group = Enemy1
Objectives[2]mission_Actors[6]AddBlip = True
Objectives[2]mission_Actors[6]ShowCone = False
Objectives[2]mission_Actors[6]Invincible = False
Objectives[2]mission_Actors[6]SetHealth = 300
Objectives[2]mission_Actors[6]DieFromHeadShot = True
Objectives[2]mission_Actors[6]CanExitVehicle = True
Objectives[2]mission_Actors[6]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[6]AlwaysFight = True
Objectives[2]mission_Actors[6]Seeing_Range = 30
Objectives[2]mission_Actors[6]Hearing_Range = 30
Objectives[2]mission_Actors[6]CombatMovement = Offensive
Objectives[2]mission_Actors[6]weapon = SMG
Objectives[2]mission_Actors[6]Variation = Random
Objectives[2]mission_Actors[6]Task = 1
Objectives[2]mission_Actors[6]Task_Guard_Range = 5
Objectives[2]mission_Actors[6]Task_Stay_In_Range = True
Objectives[2]mission_Actors[6]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[6]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[6]Task_Scenario = NONE
Objectives[2]mission_Actors[7]Survive_Number = 0
Objectives[2]mission_Actors[7]Failed_Text = 
Objectives[2]mission_Actors[7]Remove_After = 0
Objectives[2]mission_Actors[7]positionX = -571.3357
Objectives[2]mission_Actors[7]positionY = -1132.81
Objectives[2]mission_Actors[7]positionZ = 22.17824
Objectives[2]mission_Actors[7]Heading = 69.99757
Objectives[2]mission_Actors[7]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[7]Relationship_Group = Enemy1
Objectives[2]mission_Actors[7]AddBlip = True
Objectives[2]mission_Actors[7]ShowCone = False
Objectives[2]mission_Actors[7]Invincible = False
Objectives[2]mission_Actors[7]SetHealth = 300
Objectives[2]mission_Actors[7]DieFromHeadShot = True
Objectives[2]mission_Actors[7]CanExitVehicle = True
Objectives[2]mission_Actors[7]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[7]AlwaysFight = True
Objectives[2]mission_Actors[7]Seeing_Range = 30
Objectives[2]mission_Actors[7]Hearing_Range = 30
Objectives[2]mission_Actors[7]CombatMovement = Offensive
Objectives[2]mission_Actors[7]weapon = SMG
Objectives[2]mission_Actors[7]Variation = Random
Objectives[2]mission_Actors[7]Task = 1
Objectives[2]mission_Actors[7]Task_Guard_Range = 5
Objectives[2]mission_Actors[7]Task_Stay_In_Range = True
Objectives[2]mission_Actors[7]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[7]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[7]Task_Scenario = NONE
Objectives[2]mission_Actors[8]Survive_Number = 0
Objectives[2]mission_Actors[8]Failed_Text = 
Objectives[2]mission_Actors[8]Remove_After = 0
Objectives[2]mission_Actors[8]positionX = -566.0551
Objectives[2]mission_Actors[8]positionY = -1106.332
Objectives[2]mission_Actors[8]positionZ = 22.17812
Objectives[2]mission_Actors[8]Heading = 104.9975
Objectives[2]mission_Actors[8]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[8]Relationship_Group = Enemy1
Objectives[2]mission_Actors[8]AddBlip = True
Objectives[2]mission_Actors[8]ShowCone = False
Objectives[2]mission_Actors[8]Invincible = False
Objectives[2]mission_Actors[8]SetHealth = 300
Objectives[2]mission_Actors[8]DieFromHeadShot = True
Objectives[2]mission_Actors[8]CanExitVehicle = True
Objectives[2]mission_Actors[8]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[8]AlwaysFight = True
Objectives[2]mission_Actors[8]Seeing_Range = 30
Objectives[2]mission_Actors[8]Hearing_Range = 30
Objectives[2]mission_Actors[8]CombatMovement = Offensive
Objectives[2]mission_Actors[8]weapon = SMG
Objectives[2]mission_Actors[8]Variation = Random
Objectives[2]mission_Actors[8]Task = 1
Objectives[2]mission_Actors[8]Task_Guard_Range = 5
Objectives[2]mission_Actors[8]Task_Stay_In_Range = True
Objectives[2]mission_Actors[8]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[8]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[8]Task_Scenario = NONE
Objectives[2]mission_Actors[9]Survive_Number = 0
Objectives[2]mission_Actors[9]Failed_Text = 
Objectives[2]mission_Actors[9]Remove_After = 0
Objectives[2]mission_Actors[9]positionX = -567.8755
Objectives[2]mission_Actors[9]positionY = -1109.806
Objectives[2]mission_Actors[9]positionZ = 22.17824
Objectives[2]mission_Actors[9]Heading = 114.9975
Objectives[2]mission_Actors[9]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[9]Relationship_Group = Enemy1
Objectives[2]mission_Actors[9]AddBlip = True
Objectives[2]mission_Actors[9]ShowCone = False
Objectives[2]mission_Actors[9]Invincible = False
Objectives[2]mission_Actors[9]SetHealth = 300
Objectives[2]mission_Actors[9]DieFromHeadShot = True
Objectives[2]mission_Actors[9]CanExitVehicle = True
Objectives[2]mission_Actors[9]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[9]AlwaysFight = True
Objectives[2]mission_Actors[9]Seeing_Range = 30
Objectives[2]mission_Actors[9]Hearing_Range = 30
Objectives[2]mission_Actors[9]CombatMovement = Offensive
Objectives[2]mission_Actors[9]weapon = SMG
Objectives[2]mission_Actors[9]Variation = Random
Objectives[2]mission_Actors[9]Task = 1
Objectives[2]mission_Actors[9]Task_Guard_Range = 5
Objectives[2]mission_Actors[9]Task_Stay_In_Range = True
Objectives[2]mission_Actors[9]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[9]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[9]Task_Scenario = NONE
Objectives[2]mission_Actors[10]Survive_Number = 0
Objectives[2]mission_Actors[10]Failed_Text = 
Objectives[2]mission_Actors[10]Remove_After = 0
Objectives[2]mission_Actors[10]positionX = -583.3578
Objectives[2]mission_Actors[10]positionY = -1140.013
Objectives[2]mission_Actors[10]positionZ = 22.17824
Objectives[2]mission_Actors[10]Heading = 59.99757
Objectives[2]mission_Actors[10]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[10]Relationship_Group = Enemy1
Objectives[2]mission_Actors[10]AddBlip = True
Objectives[2]mission_Actors[10]ShowCone = False
Objectives[2]mission_Actors[10]Invincible = False
Objectives[2]mission_Actors[10]SetHealth = 300
Objectives[2]mission_Actors[10]DieFromHeadShot = True
Objectives[2]mission_Actors[10]CanExitVehicle = True
Objectives[2]mission_Actors[10]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[10]AlwaysFight = True
Objectives[2]mission_Actors[10]Seeing_Range = 30
Objectives[2]mission_Actors[10]Hearing_Range = 30
Objectives[2]mission_Actors[10]CombatMovement = Offensive
Objectives[2]mission_Actors[10]weapon = SMG
Objectives[2]mission_Actors[10]Variation = Random
Objectives[2]mission_Actors[10]Task = 1
Objectives[2]mission_Actors[10]Task_Guard_Range = 5
Objectives[2]mission_Actors[10]Task_Stay_In_Range = True
Objectives[2]mission_Actors[10]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[10]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[10]Task_Scenario = NONE
Objectives[2]mission_Actors[11]Survive_Number = 0
Objectives[2]mission_Actors[11]Failed_Text = 
Objectives[2]mission_Actors[11]Remove_After = 0
Objectives[2]mission_Actors[11]positionX = -586.2296
Objectives[2]mission_Actors[11]positionY = -1122.347
Objectives[2]mission_Actors[11]positionZ = 22.17824
Objectives[2]mission_Actors[11]Heading = 89.99754
Objectives[2]mission_Actors[11]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[11]Relationship_Group = Enemy1
Objectives[2]mission_Actors[11]AddBlip = True
Objectives[2]mission_Actors[11]ShowCone = False
Objectives[2]mission_Actors[11]Invincible = False
Objectives[2]mission_Actors[11]SetHealth = 300
Objectives[2]mission_Actors[11]DieFromHeadShot = True
Objectives[2]mission_Actors[11]CanExitVehicle = True
Objectives[2]mission_Actors[11]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[11]AlwaysFight = True
Objectives[2]mission_Actors[11]Seeing_Range = 30
Objectives[2]mission_Actors[11]Hearing_Range = 30
Objectives[2]mission_Actors[11]CombatMovement = Offensive
Objectives[2]mission_Actors[11]weapon = SMG
Objectives[2]mission_Actors[11]Variation = Random
Objectives[2]mission_Actors[11]Task = 1
Objectives[2]mission_Actors[11]Task_Guard_Range = 5
Objectives[2]mission_Actors[11]Task_Stay_In_Range = True
Objectives[2]mission_Actors[11]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[11]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[11]Task_Scenario = NONE
Objectives[2]mission_Actors[12]Survive_Number = 0
Objectives[2]mission_Actors[12]Failed_Text = 
Objectives[2]mission_Actors[12]Remove_After = 0
Objectives[2]mission_Actors[12]positionX = -599.7485
Objectives[2]mission_Actors[12]positionY = -1138.961
Objectives[2]mission_Actors[12]positionZ = 25.85662
Objectives[2]mission_Actors[12]Heading = 274.9976
Objectives[2]mission_Actors[12]String_Name = g_f_y_ballas_01
Objectives[2]mission_Actors[12]Relationship_Group = Enemy2
Objectives[2]mission_Actors[12]AddBlip = True
Objectives[2]mission_Actors[12]ShowCone = False
Objectives[2]mission_Actors[12]Invincible = False
Objectives[2]mission_Actors[12]SetHealth = 200
Objectives[2]mission_Actors[12]DieFromHeadShot = True
Objectives[2]mission_Actors[12]CanExitVehicle = True
Objectives[2]mission_Actors[12]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[12]AlwaysFight = True
Objectives[2]mission_Actors[12]Seeing_Range = 30
Objectives[2]mission_Actors[12]Hearing_Range = 30
Objectives[2]mission_Actors[12]CombatMovement = Offensive
Objectives[2]mission_Actors[12]weapon = AssaultRifle
Objectives[2]mission_Actors[12]Variation = Random
Objectives[2]mission_Actors[12]Task = 1
Objectives[2]mission_Actors[12]Task_Guard_Range = 1
Objectives[2]mission_Actors[12]Task_Stay_In_Range = True
Objectives[2]mission_Actors[12]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[12]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[12]Task_Scenario = NONE
Objectives[2]mission_Actors[13]Survive_Number = 0
Objectives[2]mission_Actors[13]Failed_Text = 
Objectives[2]mission_Actors[13]Remove_After = 0
Objectives[2]mission_Actors[13]positionX = -599.6379
Objectives[2]mission_Actors[13]positionY = -1136.259
Objectives[2]mission_Actors[13]positionZ = 25.85662
Objectives[2]mission_Actors[13]Heading = 274.9976
Objectives[2]mission_Actors[13]String_Name = g_f_y_ballas_01
Objectives[2]mission_Actors[13]Relationship_Group = Enemy2
Objectives[2]mission_Actors[13]AddBlip = True
Objectives[2]mission_Actors[13]ShowCone = False
Objectives[2]mission_Actors[13]Invincible = False
Objectives[2]mission_Actors[13]SetHealth = 200
Objectives[2]mission_Actors[13]DieFromHeadShot = True
Objectives[2]mission_Actors[13]CanExitVehicle = True
Objectives[2]mission_Actors[13]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[13]AlwaysFight = True
Objectives[2]mission_Actors[13]Seeing_Range = 30
Objectives[2]mission_Actors[13]Hearing_Range = 30
Objectives[2]mission_Actors[13]CombatMovement = Offensive
Objectives[2]mission_Actors[13]weapon = AssaultRifle
Objectives[2]mission_Actors[13]Variation = Random
Objectives[2]mission_Actors[13]Task = 1
Objectives[2]mission_Actors[13]Task_Guard_Range = 1
Objectives[2]mission_Actors[13]Task_Stay_In_Range = True
Objectives[2]mission_Actors[13]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[13]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[13]Task_Scenario = NONE
Objectives[2]mission_Actors[14]Survive_Number = 0
Objectives[2]mission_Actors[14]Failed_Text = 
Objectives[2]mission_Actors[14]Remove_After = 0
Objectives[2]mission_Actors[14]positionX = -599.7323
Objectives[2]mission_Actors[14]positionY = -1132.448
Objectives[2]mission_Actors[14]positionZ = 25.85673
Objectives[2]mission_Actors[14]Heading = 274.9976
Objectives[2]mission_Actors[14]String_Name = g_m_y_ballaeast_01
Objectives[2]mission_Actors[14]Relationship_Group = Enemy2
Objectives[2]mission_Actors[14]AddBlip = True
Objectives[2]mission_Actors[14]ShowCone = False
Objectives[2]mission_Actors[14]Invincible = False
Objectives[2]mission_Actors[14]SetHealth = 200
Objectives[2]mission_Actors[14]DieFromHeadShot = True
Objectives[2]mission_Actors[14]CanExitVehicle = True
Objectives[2]mission_Actors[14]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[14]AlwaysFight = True
Objectives[2]mission_Actors[14]Seeing_Range = 30
Objectives[2]mission_Actors[14]Hearing_Range = 30
Objectives[2]mission_Actors[14]CombatMovement = Offensive
Objectives[2]mission_Actors[14]weapon = AssaultRifle
Objectives[2]mission_Actors[14]Variation = Random
Objectives[2]mission_Actors[14]Task = 1
Objectives[2]mission_Actors[14]Task_Guard_Range = 1
Objectives[2]mission_Actors[14]Task_Stay_In_Range = True
Objectives[2]mission_Actors[14]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[14]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[14]Task_Scenario = NONE
Objectives[2]mission_Actors[15]Survive_Number = 0
Objectives[2]mission_Actors[15]Failed_Text = 
Objectives[2]mission_Actors[15]Remove_After = 0
Objectives[2]mission_Actors[15]positionX = -599.7454
Objectives[2]mission_Actors[15]positionY = -1127.984
Objectives[2]mission_Actors[15]positionZ = 25.85673
Objectives[2]mission_Actors[15]Heading = 274.9976
Objectives[2]mission_Actors[15]String_Name = g_m_y_ballaeast_01
Objectives[2]mission_Actors[15]Relationship_Group = Enemy2
Objectives[2]mission_Actors[15]AddBlip = True
Objectives[2]mission_Actors[15]ShowCone = False
Objectives[2]mission_Actors[15]Invincible = False
Objectives[2]mission_Actors[15]SetHealth = 200
Objectives[2]mission_Actors[15]DieFromHeadShot = True
Objectives[2]mission_Actors[15]CanExitVehicle = True
Objectives[2]mission_Actors[15]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[15]AlwaysFight = True
Objectives[2]mission_Actors[15]Seeing_Range = 30
Objectives[2]mission_Actors[15]Hearing_Range = 30
Objectives[2]mission_Actors[15]CombatMovement = Offensive
Objectives[2]mission_Actors[15]weapon = AssaultRifle
Objectives[2]mission_Actors[15]Variation = Random
Objectives[2]mission_Actors[15]Task = 1
Objectives[2]mission_Actors[15]Task_Guard_Range = 1
Objectives[2]mission_Actors[15]Task_Stay_In_Range = True
Objectives[2]mission_Actors[15]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[15]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[15]Task_Scenario = NONE
Objectives[2]mission_Actors[16]Survive_Number = 0
Objectives[2]mission_Actors[16]Failed_Text = 
Objectives[2]mission_Actors[16]Remove_After = 0
Objectives[2]mission_Actors[16]positionX = -599.6824
Objectives[2]mission_Actors[16]positionY = -1119.854
Objectives[2]mission_Actors[16]positionZ = 25.85673
Objectives[2]mission_Actors[16]Heading = 274.9976
Objectives[2]mission_Actors[16]String_Name = g_m_y_ballaeast_01
Objectives[2]mission_Actors[16]Relationship_Group = Enemy2
Objectives[2]mission_Actors[16]AddBlip = True
Objectives[2]mission_Actors[16]ShowCone = False
Objectives[2]mission_Actors[16]Invincible = False
Objectives[2]mission_Actors[16]SetHealth = 200
Objectives[2]mission_Actors[16]DieFromHeadShot = True
Objectives[2]mission_Actors[16]CanExitVehicle = True
Objectives[2]mission_Actors[16]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[16]AlwaysFight = True
Objectives[2]mission_Actors[16]Seeing_Range = 30
Objectives[2]mission_Actors[16]Hearing_Range = 30
Objectives[2]mission_Actors[16]CombatMovement = Offensive
Objectives[2]mission_Actors[16]weapon = AssaultRifle
Objectives[2]mission_Actors[16]Variation = Random
Objectives[2]mission_Actors[16]Task = 1
Objectives[2]mission_Actors[16]Task_Guard_Range = 1
Objectives[2]mission_Actors[16]Task_Stay_In_Range = True
Objectives[2]mission_Actors[16]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[16]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[16]Task_Scenario = NONE
Objectives[2]mission_Actors[17]Survive_Number = 0
Objectives[2]mission_Actors[17]Failed_Text = 
Objectives[2]mission_Actors[17]Remove_After = 0
Objectives[2]mission_Actors[17]positionX = -599.7456
Objectives[2]mission_Actors[17]positionY = -1117.281
Objectives[2]mission_Actors[17]positionZ = 25.85673
Objectives[2]mission_Actors[17]Heading = 274.9976
Objectives[2]mission_Actors[17]String_Name = g_f_y_ballas_01
Objectives[2]mission_Actors[17]Relationship_Group = Enemy2
Objectives[2]mission_Actors[17]AddBlip = True
Objectives[2]mission_Actors[17]ShowCone = False
Objectives[2]mission_Actors[17]Invincible = False
Objectives[2]mission_Actors[17]SetHealth = 200
Objectives[2]mission_Actors[17]DieFromHeadShot = True
Objectives[2]mission_Actors[17]CanExitVehicle = True
Objectives[2]mission_Actors[17]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[17]AlwaysFight = True
Objectives[2]mission_Actors[17]Seeing_Range = 30
Objectives[2]mission_Actors[17]Hearing_Range = 30
Objectives[2]mission_Actors[17]CombatMovement = Offensive
Objectives[2]mission_Actors[17]weapon = AssaultRifle
Objectives[2]mission_Actors[17]Variation = Random
Objectives[2]mission_Actors[17]Task = 1
Objectives[2]mission_Actors[17]Task_Guard_Range = 1
Objectives[2]mission_Actors[17]Task_Stay_In_Range = True
Objectives[2]mission_Actors[17]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[17]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[17]Task_Scenario = NONE
Objectives[2]mission_Actors[18]Survive_Number = 0
Objectives[2]mission_Actors[18]Failed_Text = 
Objectives[2]mission_Actors[18]Remove_After = 0
Objectives[2]mission_Actors[18]positionX = -600.0332
Objectives[2]mission_Actors[18]positionY = -1123.598
Objectives[2]mission_Actors[18]positionZ = 25.85673
Objectives[2]mission_Actors[18]Heading = 274.9976
Objectives[2]mission_Actors[18]String_Name = g_f_y_ballas_01
Objectives[2]mission_Actors[18]Relationship_Group = Enemy2
Objectives[2]mission_Actors[18]AddBlip = True
Objectives[2]mission_Actors[18]ShowCone = False
Objectives[2]mission_Actors[18]Invincible = False
Objectives[2]mission_Actors[18]SetHealth = 200
Objectives[2]mission_Actors[18]DieFromHeadShot = True
Objectives[2]mission_Actors[18]CanExitVehicle = True
Objectives[2]mission_Actors[18]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[18]AlwaysFight = True
Objectives[2]mission_Actors[18]Seeing_Range = 30
Objectives[2]mission_Actors[18]Hearing_Range = 30
Objectives[2]mission_Actors[18]CombatMovement = Offensive
Objectives[2]mission_Actors[18]weapon = AssaultRifle
Objectives[2]mission_Actors[18]Variation = Random
Objectives[2]mission_Actors[18]Task = 1
Objectives[2]mission_Actors[18]Task_Guard_Range = 1
Objectives[2]mission_Actors[18]Task_Stay_In_Range = True
Objectives[2]mission_Actors[18]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[18]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[18]Task_Scenario = NONE
Objectives[2]mission_Actors[19]Survive_Number = 0
Objectives[2]mission_Actors[19]Failed_Text = 
Objectives[2]mission_Actors[19]Remove_After = 0
Objectives[2]mission_Actors[19]positionX = -589.8339
Objectives[2]mission_Actors[19]positionY = -1144.911
Objectives[2]mission_Actors[19]positionZ = 25.85673
Objectives[2]mission_Actors[19]Heading = 349.9975
Objectives[2]mission_Actors[19]String_Name = g_f_y_ballas_01
Objectives[2]mission_Actors[19]Relationship_Group = Enemy2
Objectives[2]mission_Actors[19]AddBlip = True
Objectives[2]mission_Actors[19]ShowCone = False
Objectives[2]mission_Actors[19]Invincible = False
Objectives[2]mission_Actors[19]SetHealth = 200
Objectives[2]mission_Actors[19]DieFromHeadShot = True
Objectives[2]mission_Actors[19]CanExitVehicle = True
Objectives[2]mission_Actors[19]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[19]AlwaysFight = True
Objectives[2]mission_Actors[19]Seeing_Range = 30
Objectives[2]mission_Actors[19]Hearing_Range = 30
Objectives[2]mission_Actors[19]CombatMovement = Offensive
Objectives[2]mission_Actors[19]weapon = AssaultRifle
Objectives[2]mission_Actors[19]Variation = Random
Objectives[2]mission_Actors[19]Task = 1
Objectives[2]mission_Actors[19]Task_Guard_Range = 1
Objectives[2]mission_Actors[19]Task_Stay_In_Range = True
Objectives[2]mission_Actors[19]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[19]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[19]Task_Scenario = NONE
Objectives[2]mission_Actors[20]Survive_Number = 0
Objectives[2]mission_Actors[20]Failed_Text = 
Objectives[2]mission_Actors[20]Remove_After = 0
Objectives[2]mission_Actors[20]positionX = -568.2261
Objectives[2]mission_Actors[20]positionY = -1138.799
Objectives[2]mission_Actors[20]positionZ = 22.17824
Objectives[2]mission_Actors[20]Heading = 99.99754
Objectives[2]mission_Actors[20]String_Name = s_m_y_swat_01
Objectives[2]mission_Actors[20]Relationship_Group = Enemy2
Objectives[2]mission_Actors[20]AddBlip = True
Objectives[2]mission_Actors[20]ShowCone = False
Objectives[2]mission_Actors[20]Invincible = False
Objectives[2]mission_Actors[20]SetHealth = 300
Objectives[2]mission_Actors[20]DieFromHeadShot = True
Objectives[2]mission_Actors[20]CanExitVehicle = True
Objectives[2]mission_Actors[20]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[20]AlwaysFight = True
Objectives[2]mission_Actors[20]Seeing_Range = 30
Objectives[2]mission_Actors[20]Hearing_Range = 30
Objectives[2]mission_Actors[20]CombatMovement = Offensive
Objectives[2]mission_Actors[20]weapon = SMG
Objectives[2]mission_Actors[20]Variation = Random
Objectives[2]mission_Actors[20]Task = 1
Objectives[2]mission_Actors[20]Task_Guard_Range = 5
Objectives[2]mission_Actors[20]Task_Stay_In_Range = True
Objectives[2]mission_Actors[20]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[20]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[20]Task_Scenario = NONE
Objectives[2]mission_Actors[21]Survive_Number = 0
Objectives[2]mission_Actors[21]Failed_Text = 
Objectives[2]mission_Actors[21]Remove_After = 0
Objectives[2]mission_Actors[21]positionX = -599.7532
Objectives[2]mission_Actors[21]positionY = -1115.416
Objectives[2]mission_Actors[21]positionZ = 25.85673
Objectives[2]mission_Actors[21]Heading = 249.9975
Objectives[2]mission_Actors[21]String_Name = g_m_y_ballaeast_01
Objectives[2]mission_Actors[21]Relationship_Group = Enemy2
Objectives[2]mission_Actors[21]AddBlip = True
Objectives[2]mission_Actors[21]ShowCone = False
Objectives[2]mission_Actors[21]Invincible = False
Objectives[2]mission_Actors[21]SetHealth = 200
Objectives[2]mission_Actors[21]DieFromHeadShot = True
Objectives[2]mission_Actors[21]CanExitVehicle = True
Objectives[2]mission_Actors[21]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[21]AlwaysFight = True
Objectives[2]mission_Actors[21]Seeing_Range = 30
Objectives[2]mission_Actors[21]Hearing_Range = 30
Objectives[2]mission_Actors[21]CombatMovement = Offensive
Objectives[2]mission_Actors[21]weapon = AssaultRifle
Objectives[2]mission_Actors[21]Variation = Random
Objectives[2]mission_Actors[21]Task = 1
Objectives[2]mission_Actors[21]Task_Guard_Range = 1
Objectives[2]mission_Actors[21]Task_Stay_In_Range = True
Objectives[2]mission_Actors[21]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[21]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[21]Task_Scenario = NONE
Objectives[2]mission_Actors[22]Survive_Number = 0
Objectives[2]mission_Actors[22]Failed_Text = 
Objectives[2]mission_Actors[22]Remove_After = 0
Objectives[2]mission_Actors[22]positionX = -599.6669
Objectives[2]mission_Actors[22]positionY = -1113.958
Objectives[2]mission_Actors[22]positionZ = 25.85673
Objectives[2]mission_Actors[22]Heading = 264.9976
Objectives[2]mission_Actors[22]String_Name = g_f_y_ballas_01
Objectives[2]mission_Actors[22]Relationship_Group = Enemy2
Objectives[2]mission_Actors[22]AddBlip = True
Objectives[2]mission_Actors[22]ShowCone = False
Objectives[2]mission_Actors[22]Invincible = False
Objectives[2]mission_Actors[22]SetHealth = 200
Objectives[2]mission_Actors[22]DieFromHeadShot = True
Objectives[2]mission_Actors[22]CanExitVehicle = True
Objectives[2]mission_Actors[22]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[22]AlwaysFight = True
Objectives[2]mission_Actors[22]Seeing_Range = 30
Objectives[2]mission_Actors[22]Hearing_Range = 30
Objectives[2]mission_Actors[22]CombatMovement = Offensive
Objectives[2]mission_Actors[22]weapon = AssaultRifle
Objectives[2]mission_Actors[22]Variation = Random
Objectives[2]mission_Actors[22]Task = 1
Objectives[2]mission_Actors[22]Task_Guard_Range = 1
Objectives[2]mission_Actors[22]Task_Stay_In_Range = True
Objectives[2]mission_Actors[22]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[22]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[22]Task_Scenario = NONE
Objectives[2]mission_Actors[23]Survive_Number = 0
Objectives[2]mission_Actors[23]Failed_Text = 
Objectives[2]mission_Actors[23]Remove_After = 0
Objectives[2]mission_Actors[23]positionX = -599.7338
Objectives[2]mission_Actors[23]positionY = -1112.42
Objectives[2]mission_Actors[23]positionZ = 25.85673
Objectives[2]mission_Actors[23]Heading = 264.9976
Objectives[2]mission_Actors[23]String_Name = g_f_y_ballas_01
Objectives[2]mission_Actors[23]Relationship_Group = Enemy2
Objectives[2]mission_Actors[23]AddBlip = True
Objectives[2]mission_Actors[23]ShowCone = False
Objectives[2]mission_Actors[23]Invincible = False
Objectives[2]mission_Actors[23]SetHealth = 200
Objectives[2]mission_Actors[23]DieFromHeadShot = True
Objectives[2]mission_Actors[23]CanExitVehicle = True
Objectives[2]mission_Actors[23]CanFightArmedPedsWhenNotArmed = True
Objectives[2]mission_Actors[23]AlwaysFight = True
Objectives[2]mission_Actors[23]Seeing_Range = 30
Objectives[2]mission_Actors[23]Hearing_Range = 30
Objectives[2]mission_Actors[23]CombatMovement = Offensive
Objectives[2]mission_Actors[23]weapon = AssaultRifle
Objectives[2]mission_Actors[23]Variation = Random
Objectives[2]mission_Actors[23]Task = 1
Objectives[2]mission_Actors[23]Task_Guard_Range = 1
Objectives[2]mission_Actors[23]Task_Stay_In_Range = True
Objectives[2]mission_Actors[23]Task_Enter_Vehicle_Seat_Position = -1
Objectives[2]mission_Actors[23]Task_Can_Exit_Vehicle = True
Objectives[2]mission_Actors[23]Task_Scenario = NONE
Objectives[2]mission_Vehicles = 0
Objectives[2]Mission_Needed_Vehicles = 0
Objectives[2]mission_PropsCount = 0
Objectives[2]mission_Pickup_Props_Count = 0
Objectives[2]ObjectiveMessages = 0

Objectives[3]Type = Mission_Settings_Objective
Objectives[3]positionX = -577.3408
Objectives[3]positionY = -1130.161
Objectives[3]positionZ = 21.37826
Objectives[3]MissionSettings_TimesOfDay = Current
Objectives[3]MissionSettings_Weather = Current
Objectives[3]MissionSettings_WantedLevel = 3
Objectives[3]MissionSettings_SetWantedLevelNow = 3
Objectives[3]MissionSettings_StartNightvision = False
Objectives[3]MissionSettings_StopNightvision = False
Objectives[3]MissionSettings_StartSeethrough = False
Objectives[3]MissionSettings_StopSeethrough = False
Objectives[3]MissionSettings_StartMusic = False
Objectives[3]MissionSettings_StopMusic = False
Objectives[3]MissionSettings_Music = AH3B_BURNTOUT_RT
Objectives[3]mission_ActorsCount = 0
Objectives[3]mission_Vehicles = 0
Objectives[3]Mission_Needed_Vehicles = 0
Objectives[3]mission_PropsCount = 0
Objectives[3]mission_Pickup_Props_Count = 0
Objectives[3]ObjectiveMessages = 0

Objectives[4]Type = Random_Spawn_Objective
Objectives[4]positionX = -581.9244
Objectives[4]positionY = -1137.5
Objectives[4]positionZ = 21.17824
Objectives[4]Random_Actors_Actor_Model_Name = g_m_y_ballasout_01
Objectives[4]Random_Actors_Vehicle_Model_Name = impaler
Objectives[4]Random_Actors_Vehicle_Primary_Color = MattePurple
Objectives[4]Random_Actors_Vehicle_Secondary_Color = MattePurple
Objectives[4]Random_Actors_Weapon_Model_Name = Pistol
Objectives[4]Random_Actors_Passenger = False
Objectives[4]Random_Actors_Fill_With_Occupants = False
Objectives[4]Random_Actors_Max_Count = 2
Objectives[4]Random_Actors_Max_ReSpawn = 3
Objectives[4]Random_Actors_Spawn_End = False
Objectives[4]Random_Actors_Spawn_Actors_Only = False
Objectives[4]Random_Actors_Spawn_Actors_In_Vehicle_Land = True
Objectives[4]Random_Actors_Spawn_Actors_In_Vehicle_Water = False
Objectives[4]Random_Actors_Spawn_Actors_In_Vehicle_Heli = False
Objectives[4]Random_Actors_Spawn_Actors_In_Vehicle_Plane = False
Objectives[4]mission_ActorsCount = 0
Objectives[4]mission_Vehicles = 0
Objectives[4]Mission_Needed_Vehicles = 0
Objectives[4]mission_PropsCount = 0
Objectives[4]mission_Pickup_Props_Count = 0
Objectives[4]ObjectiveMessages = 0

Objectives[5]Text = Deliver the Riot Van to Lester's Old Garment Factory.
Objectives[5]Text2 = 
Objectives[5]Text3 = 
Objectives[5]Failed_Text = 
Objectives[5]Type = Checkpoint
Objectives[5]Checkpoint_Type = 45
Objectives[5]Reserved = 1
Objectives[5]ColorR = 255
Objectives[5]ColorG = 255
Objectives[5]ColorB = 0
Objectives[5]ColorA = 255
Objectives[5]IconColorR = 255
Objectives[5]IconColorG = 255
Objectives[5]IconColorB = 255
Objectives[5]IconColorA = 0
Objectives[5]positionX = 693.244
Objectives[5]positionY = -1009.032
Objectives[5]positionZ = 21.78244
Objectives[5]Heading = 94.99756
Objectives[5]Diameter = 1
Objectives[5]minimum_hight = 1
Objectives[5]maximum_hight = 10
Objectives[5]TriggerDistance = 1.5
Objectives[5]PlaySound = True
Objectives[5]LoseWanted = True
Objectives[5]Stop_Vehicle = False
Objectives[5]DeliverVehicleOnly = True
Objectives[5]DeliverTrailor = False
Objectives[5]DeliverTowTruck = False
Objectives[5]DeliverVehicleCargobob = False
Objectives[5]DeliverPropCargobob = False
Objectives[5]mission_ActorsCount = 0
Objectives[5]mission_Vehicles = 0
Objectives[5]Mission_Needed_Vehicles = 0
Objectives[5]mission_PropsCount = 0
Objectives[5]mission_Pickup_Props_Count = 0
Objectives[5]ObjectiveMessages = 0

