Genstuf
Материал из GTAModding.ru
Версия от 21:17, 16 декабря 2011; XEPOMAHT007 (обсуждение | вклад)
MISSION_START VAR_INT tramp1 tramp2 tramp3 tramp4 tramp_is_dead tramps_been_created VAR_INT tramp1_dead tramp2_dead tramp3_dead tramp4_dead VAR_INT has_player_been_in_tramp_tunnel_before VAR_INT flag_sounds_added_redlight VAR_INT camera_ammu1 camera_ammu2 ammu_sample VAR_INT has_player_been_at_fish_before VAR_INT flag_need_wall_change_km1 ammu_bloke_kill_player VAR_INT flag_failed_love1 special_ammu_audio VAR_INT need_to_clear_area_flag // VARIABLE FOR PARKED CARS GENERATOR FOR THE MULTISTORY CARPARK IN NEWPORT VAR_INT fish_triad1 fish_triad2 fish_triad3 fish_triad4 fish_triad5 fish_triad6 VAR_INT flag_sounds_added_dog // Sound effects for the dog food factory VAR_INT second_floor_cars_exist third_floor_cars_exist fourth_floor_cars_exist fifth_floor_cars_exist second_floor_cars_exist = 0 third_floor_cars_exist = 0 fourth_floor_cars_exist = 0 fifth_floor_cars_exist = 0 need_to_clear_area_flag = 0 // VARIABLE FOR PARKED CARS GENERATOR FOR THE MULTISTORY CARPARK IN NEWPORT has_player_been_at_fish_before = 0 has_player_been_in_tramp_tunnel_before = 0 flag_sounds_added_redlight = 0 tramps_been_created = 0 tramp_is_dead = 0 camera_ammu1 = 0 camera_ammu2 = 0 flag_sounds_added_dog = 0 // Sound effects for the dog food factory //loaded_all_industrial_models_before = 0 //loaded_all_commercial_models_before = 0 //loaded_all_suburban_models_before = 0 flag_failed_love1 = 0 flag_need_wall_change_km1 = 0 flag_player_on_phil_mission = 0 tramp1 = -1 tramp2 = -1 tramp3 = -1 tramp4 = -1 tramp1_dead = 0 tramp2_dead = 0 tramp4_dead = 0 tramp3_dead = 0 ammu_sample = 0 special_ammu_audio = 0 ammu_bloke_kill_player = 0 SCRIPT_NAME genstuf SET_DEATHARREST_STATE OFF mission_start_genstuf: START_NEW_SCRIPT ind_ammu START_NEW_SCRIPT fish_factory_gen START_NEW_SCRIPT tramp_tunnel START_NEW_SCRIPT ind_sound START_NEW_SCRIPT com_ammu START_NEW_SCRIPT com_car_park START_NEW_SCRIPT dog_sound START_NEW_SCRIPT cobblers MISSION_END cobblers: WAIT 1000 IF flag_industrial_passed = 1 REMOVE_PICKUP info_pickup7a REMOVE_PICKUP info_pickup8 REMOVE_PICKUP info_pickup9 REMOVE_PICKUP info_pickup3 REMOVE_PICKUP info_pickup4 REMOVE_PICKUP info_pickup5 REMOVE_PICKUP info_pickup1 TERMINATE_THIS_SCRIPT ENDIF GOTO cobblers check_info_pickup: LVAR_INT pickup message_num start_pickup_script: WHILE NOT HAS_PICKUP_BEEN_COLLECTED pickup WAIT 500 ENDWHILE IF message_num = 1 PRINT_HELP ( SPRAY ) ENDIF IF message_num = 2 PRINT_HELP ( BOMB ) ENDIF IF message_num = 3 PRINT_HELP ( AMMU ) ENDIF IF message_num = 4 PRINT_HELP ( SAVE2 ) ENDIF IF message_num = 5 PRINT_HELP ( SAVE1 ) ENDIF IF message_num = 6 PRINT_HELP ( CRUSH ) ENDIF /* IF message_num = 7 PRINT_HELP ( BRIDGE1 ) ENDIF IF message_num = 8 PRINT_HELP ( TUNNEL ) ENDIF IF message_num = 9 PRINT_HELP ( TUBE ) ENDIF IF message_num = 10 PRINT_HELP ( A_TRAIN ) ENDIF WHILE HAS_PICKUP_BEEN_COLLECTED pickup WAIT 500 ENDWHILE */ GOTO start_pickup_script check_info_pickup_2: LVAR_INT pickup message_num start_pickup_script_2: WHILE NOT HAS_PICKUP_BEEN_COLLECTED pickup WAIT 500 ENDWHILE GET_CONTROLLER_MODE controlmode /* IF message_num = 1 PRINT_HELP ( SPRAY ) ENDIF IF message_num = 2 PRINT_HELP ( BOMB ) ENDIF IF message_num = 3 PRINT_HELP ( AMMU ) ENDIF IF message_num = 4 PRINT_HELP ( SAVE2 ) ENDIF IF message_num = 5 PRINT_HELP ( SAVE1 ) ENDIF IF message_num = 6 PRINT_HELP ( CRUSH ) ENDIF */ IF message_num = 7 PRINT_HELP ( BRIDGE1 ) ENDIF IF message_num = 8 PRINT_HELP ( TUNNEL ) ENDIF IF message_num = 9 PRINT_HELP ( TUBE1 ) ENDIF IF message_num = 10 IF controlmode = 0 OR controlmode = 1 OR controlmode = 3 PRINT_HELP ( L_TRN_1 ) //"Press the~h~ \ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle." ENDIF IF controlmode = 2 PRINT_HELP ( L_TRN_2 ) //"Press the~h~ L1 button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle." ENDIF ENDIF IF message_num = 11 IF controlmode = 0 OR controlmode = 1 OR controlmode = 3 PRINT_HELP ( S_TRN_1 ) //"Press the~h~ \ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle." ENDIF IF controlmode = 2 PRINT_HELP ( S_TRN_2 ) //"Press the~h~ L1 button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle." ENDIF ENDIF /* WHILE HAS_PICKUP_BEEN_COLLECTED pickup WAIT 500 ENDWHILE */ GOTO start_pickup_script_2 ind_ammu: // Should be called in mission_start_genstuf SCRIPT_NAME I_AMMU ind_ammu_inner: WAIT 70 IF IS_PLAYER_PLAYING Player IF IS_PLAYER_IN_ZONE player LITTLEI IF IS_PLAYER_IN_AREA_3D player 1066.6 -403.5 14.0 1072.8 -394.0 18.0 FALSE IF camera_ammu1 = 0 SET_PLAYER_CONTROL Player Off SET_FADING_COLOUR 1 1 1 SWITCH_STREAMING OFF LOAD_SPECIAL_CHARACTER 4 sam SET_MUSIC_DOES_FADE FALSE DO_FADE 500 FADE_OUT WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 4 WAIT 0 ENDWHILE WHILE GET_FADING_STATUS WAIT 0 ENDWHILE SWITCH_STREAMING ON GET_GAME_TIMER current_time time_difference = current_time - time_since_murdering_shopkeeper1 IF time_difference > 60000 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL4 1070.81 -396.97 14.2 ammu_shop_bloke1 SET_CHAR_PERSONALITY ammu_shop_bloke1 PEDSTAT_TOUGH_GUY SET_CHAR_HEADING ammu_shop_bloke1 170.0 SET_CHAR_STAY_IN_SAME_PLACE ammu_shop_bloke1 TRUE GIVE_WEAPON_TO_CHAR ammu_shop_bloke1 WEAPONTYPE_SHOTGUN 999 IF IS_PLAYER_PLAYING player CHAR_LOOK_AT_PLAYER_ALWAYS ammu_shop_bloke1 Player ENDIF ENDIF UNLOAD_SPECIAL_CHARACTER 4 SET_FIXED_CAMERA_POSITION 1071.95 -402.8 17.0 0.0 0.0 0.0 ENABLE_PLAYER_CONTROL_CAMERA IF IS_PLAYER_PLAYING player POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT CLEAR_AREA 1067.9 -397.3 14.2 1.0 TRUE SET_PLAYER_COORDINATES player 1067.9 -397.3 14.2 SET_PLAYER_HEADING player 200.0 ENDIF DO_FADE 500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE IF IS_PLAYER_PLAYING player SET_PLAYER_CONTROL Player on ENDIF IF NOT IS_CHAR_DEAD ammu_shop_bloke1 IF special_ammu_audio = 0 IF ammu_sample = 0 SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_1 ENDIF IF ammu_sample = 1 SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_2 ENDIF IF ammu_sample = 2 SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_3 ENDIF ENDIF ENDIF camera_ammu1 = 1 ELSE // camera_ammu1 = 1 IF IS_PLAYER_SHOOTING player IF NOT IS_CHAR_DEAD ammu_shop_bloke1 IF ammu_bloke_kill_player = 0 IF IS_PLAYER_PLAYING player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT ammu_shop_bloke1 Player ENDIF ammu_bloke_kill_player = 1 ENDIF ENDIF ENDIF ENDIF ELSE // player not in area (1066.6 -403.5 14.0 1072.8 -394.0 18.0) IF camera_ammu1 = 1 SET_PLAYER_CONTROL Player Off DO_FADE 500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE IF IS_CHAR_DEAD ammu_shop_bloke1 AND time_difference > 60000 //time_difference is greater than 60,000 means shopkeeper has been created GET_GAME_TIMER time_since_murdering_shopkeeper1 ENDIF DELETE_CHAR ammu_shop_bloke1 CLEAR_AREA 1063.3 -395.3 14.2 1.0 TRUE IF IS_PLAYER_PLAYING player SET_PLAYER_COORDINATES player 1063.3 -395.3 14.2 SET_PLAYER_HEADING player 90.0 RESTORE_CAMERA_JUMPCUT SET_CAMERA_IN_FRONT_OF_PLAYER ENDIF DO_FADE 500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE SET_MUSIC_DOES_FADE TRUE IF IS_PLAYER_PLAYING player SET_PLAYER_CONTROL Player on ENDIF ammu_sample ++ IF ammu_sample > 2 ammu_sample = 0 ENDIF ammu_bloke_kill_player = 0 camera_ammu1 = 0 ENDIF ENDIF //IS_PLAYER_IN_AREA_3D ELSE // not in LITTLEI IF camera_ammu1 = 1 IF IS_CHAR_DEAD ammu_shop_bloke1 AND time_difference > 60000 //time_difference is greater than 30,000 means shopkeeper has been created GET_GAME_TIMER time_since_murdering_shopkeeper1 ENDIF RESTORE_CAMERA_JUMPCUT SET_CAMERA_IN_FRONT_OF_PLAYER DELETE_CHAR ammu_shop_bloke1 SET_MUSIC_DOES_FADE TRUE camera_ammu1 = 0 ENDIF ENDIF // IF IS_PLAYER_IN_ZONE player LITTLEI ENDIF //IS_PLAYER_PLAYING GOTO ind_ammu_inner fish_factory_gen: // Should be called in mission_start_genstuf SCRIPT_NAME FISHGEN fish_factory_gen_inner: WAIT 1000 IF IS_PLAYER_PLAYING Player //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL //FISH FACTORY SET UP IF fish_factory_destroyed = 0 IF IS_PLAYER_IN_ZONE Player PORT_W //CREATES A GANG OF TRIADS DOWN AT THE FISH FACTORY IF has_player_been_at_fish_before = 0 REQUEST_MODEL PED_GANG_TRIAD_A REQUEST_MODEL PED_GANG_TRIAD_B WHILE NOT HAS_MODEL_LOADED PED_GANG_TRIAD_A OR NOT HAS_MODEL_LOADED PED_GANG_TRIAD_B WAIT 0 ENDWHILE CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 997.0 -1112.0 -100.0 fish_triad1 GIVE_WEAPON_TO_CHAR fish_triad1 WEAPONTYPE_PISTOL 100 //SET_CHAR_THREAT_SEARCH fish_triad1 THREAT_GANG_MAFIA SET_CHAR_THREAT_SEARCH fish_triad1 THREAT_PLAYER1 CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_B 964.0 -1095.0 -100.0 fish_triad2 GIVE_WEAPON_TO_CHAR fish_triad2 WEAPONTYPE_PISTOL 100 //SET_CHAR_THREAT_SEARCH fish_triad2 THREAT_GANG_MAFIA SET_CHAR_THREAT_SEARCH fish_triad2 THREAT_PLAYER1 CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 982.0 -1085.0 -100.0 fish_triad3 GIVE_WEAPON_TO_CHAR fish_triad3 WEAPONTYPE_PISTOL 100 //SET_CHAR_THREAT_SEARCH fish_triad3 THREAT_GANG_MAFIA SET_CHAR_THREAT_SEARCH fish_triad3 THREAT_PLAYER1 CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_B 953.0 -1122.0 -100.0 fish_triad4 GIVE_WEAPON_TO_CHAR fish_triad4 WEAPONTYPE_PISTOL 100 //SET_CHAR_THREAT_SEARCH fish_triad4 THREAT_GANG_MAFIA SET_CHAR_THREAT_SEARCH fish_triad4 THREAT_PLAYER1 CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 1008.0 -1126.0 -100.0 fish_triad5 GIVE_WEAPON_TO_CHAR fish_triad5 WEAPONTYPE_PISTOL 100 //SET_CHAR_THREAT_SEARCH fish_triad5 THREAT_GANG_MAFIA SET_CHAR_THREAT_SEARCH fish_triad5 THREAT_PLAYER1 CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 974.0 -1142.0 -100.0 fish_triad6 GIVE_WEAPON_TO_CHAR fish_triad6 WEAPONTYPE_PISTOL 100 //SET_CHAR_THREAT_SEARCH fish_triad6 THREAT_GANG_MAFIA SET_CHAR_THREAT_SEARCH fish_triad6 THREAT_PLAYER1 CHAR_WANDER_DIR fish_triad1 0 CHAR_WANDER_DIR fish_triad2 0 CHAR_WANDER_DIR fish_triad3 0 CHAR_WANDER_DIR fish_triad4 0 CHAR_WANDER_DIR fish_triad5 0 CHAR_WANDER_DIR fish_triad6 0 has_player_been_at_fish_before = 1 ENDIF ELSE // Player not in PORT_W IF has_player_been_at_fish_before = 1 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad1 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad2 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad3 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad4 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad5 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad6 IF flag_player_on_mission = 0 MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_B has_player_been_at_fish_before = 0 ENDIF ENDIF ENDIF //IS PLAYER IN ZONE ELSE IF has_player_been_at_fish_before = 1 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad1 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad2 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad3 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad4 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad5 MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad6 IF flag_player_on_mission = 0 MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_B has_player_been_at_fish_before = 0 ENDIF ENDIF ENDIF //fish_factory_destroyed //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL ENDIF //IS_PLAYER_PLAYING GOTO fish_factory_gen_inner tramp_tunnel: // Should be called in mission_start_genstuf SCRIPT_NAME TRAMPS tramp_tunnel_inner: WAIT 1000 IF IS_PLAYER_PLAYING Player //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL //CREATES TRAMPS IN ABANDONED TUNNEL IF IS_PLAYER_IN_ZONE Player LITTLEI IF IS_PLAYER_IN_AREA_3D Player 1325.0 -512.0 14.0 1315.0 -165.8 17.0 FALSE IF has_player_been_in_tramp_tunnel_before = 0 REQUEST_MODEL PED_SCUM_MAN REQUEST_MODEL PED_SCUM_WOMAN WHILE NOT HAS_MODEL_LOADED PED_SCUM_MAN OR NOT HAS_MODEL_LOADED PED_SCUM_WOMAN WAIT 0 ENDWHILE CREATE_CHAR PEDTYPE_BUM PED_SCUM_MAN 1320.4 -370.0 15.0 tramp1 GIVE_WEAPON_TO_CHAR tramp1 WEAPONTYPE_MOLOTOV 1 SET_CHAR_PERSONALITY tramp1 PEDSTAT_GEEK_GUY SET_CHAR_THREAT_SEARCH tramp1 THREAT_GUN SET_CHAR_THREAT_SEARCH tramp1 THREAT_DEADPEDS CREATE_CHAR PEDTYPE_BUM PED_SCUM_WOMAN 1317.0 -365.0 15.0 tramp2 GIVE_WEAPON_TO_CHAR tramp2 WEAPONTYPE_MOLOTOV 1 SET_CHAR_HEADING tramp2 290.0 SET_CHAR_PERSONALITY tramp2 PEDSTAT_GEEK_GUY SET_CHAR_THREAT_SEARCH tramp2 THREAT_GUN SET_CHAR_THREAT_SEARCH tramp2 THREAT_DEADPEDS CREATE_CHAR PEDTYPE_BUM PED_SCUM_WOMAN 1322.4 -367.0 15.0 tramp3 GIVE_WEAPON_TO_CHAR tramp3 WEAPONTYPE_MOLOTOV 1 SET_CHAR_HEADING tramp3 57.0 SET_CHAR_PERSONALITY tramp3 PEDSTAT_GEEK_GUY SET_CHAR_THREAT_SEARCH tramp3 THREAT_GUN SET_CHAR_THREAT_SEARCH tramp3 THREAT_DEADPEDS CREATE_CHAR PEDTYPE_BUM PED_SCUM_MAN 1320.0 -362.0 15.0 tramp4 GIVE_WEAPON_TO_CHAR tramp4 WEAPONTYPE_MOLOTOV 1 SET_CHAR_HEADING tramp4 180.0 SET_CHAR_PERSONALITY tramp4 PEDSTAT_GEEK_GUY SET_CHAR_THREAT_SEARCH tramp4 THREAT_GUN SET_CHAR_THREAT_SEARCH tramp4 THREAT_DEADPEDS MARK_MODEL_AS_NO_LONGER_NEEDED PED_SCUM_MAN MARK_MODEL_AS_NO_LONGER_NEEDED PED_SCUM_WOMAN tramps_been_created = 1 has_player_been_in_tramp_tunnel_before = 1 ELSE IF tramps_been_created = 1 IF tramp_is_dead = 0 IF IS_CHAR_DEAD tramp1 OR IS_CHAR_DEAD tramp2 OR IS_CHAR_DEAD tramp3 OR IS_CHAR_DEAD tramp4 timerA = 0 tramp_is_dead = 1 ENDIF ENDIF ENDIF ENDIF ELSE IF has_player_been_in_tramp_tunnel_before = 1 IF tramps_been_created = 1 MARK_CHAR_AS_NO_LONGER_NEEDED tramp1 MARK_CHAR_AS_NO_LONGER_NEEDED tramp2 MARK_CHAR_AS_NO_LONGER_NEEDED tramp3 MARK_CHAR_AS_NO_LONGER_NEEDED tramp4 tramps_been_created = 0 ENDIF IF tramp_is_dead = 1 IF timerA > 1440000 tramp_is_dead = 0 has_player_been_in_tramp_tunnel_before = 0 ENDIF ELSE has_player_been_in_tramp_tunnel_before = 0 ENDIF ENDIF ENDIF // IF IS_PLAYER_IN_AREA_3D Player 1325.0 -512.0 14.0 1315.0 -165.8 17.0 FALSE ELSE // IF IS_PLAYER_IN_ZONE Player LITTLEI IF has_player_been_in_tramp_tunnel_before = 1 IF tramps_been_created = 1 MARK_CHAR_AS_NO_LONGER_NEEDED tramp1 MARK_CHAR_AS_NO_LONGER_NEEDED tramp2 MARK_CHAR_AS_NO_LONGER_NEEDED tramp3 MARK_CHAR_AS_NO_LONGER_NEEDED tramp4 tramps_been_created = 0 ENDIF IF tramp_is_dead = 1 IF timerA > 1440000 tramp_is_dead = 0 has_player_been_in_tramp_tunnel_before = 0 ENDIF ELSE has_player_been_in_tramp_tunnel_before = 0 ENDIF ENDIF ENDIF //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL ENDIF //IS_PLAYER_PLAYING GOTO tramp_tunnel_inner ind_sound: // Should be called in mission_start_genstuf SCRIPT_NAME I_SOUND ind_sound_inner: WAIT 1000 IF IS_PLAYER_PLAYING Player //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL //TIME OF DAY SOUND EFFECTS (REDLIGHT) IF IS_PLAYER_IN_ZONE Player REDLIGH GET_TIME_OF_DAY hours minutes IF hours >= 20 OR hours <= 5 IF flag_sounds_added_redlight = 0 ADD_CONTINUOUS_SOUND 891.9 -416.9 16.1 SOUND_STRIP_CLUB_LOOP_2_S sound_loop8 //Luigi's club ADD_CONTINUOUS_SOUND 924.2 -464.3 16.0 SOUND_STRIP_CLUB_LOOP_1_S sound_loop9 //Sex Kitten Club ADD_CONTINUOUS_SOUND 901.1 -392.0 15.0 SOUND_PORN_CINEMA_1_S sound_loop10 //XXX Cinema1 ADD_CONTINUOUS_SOUND 901.2 -339.0 10.0 SOUND_PORN_CINEMA_2_S sound_loop11 //XXX Cinema2 ADD_CONTINUOUS_SOUND 960.1 -379.0 15.0 SOUND_PORN_CINEMA_3_S sound_loop12 //XXX Cinema flag_sounds_added_redlight = 1 ENDIF ELSE IF flag_sounds_added_redlight = 1 REMOVE_SOUND sound_loop8 REMOVE_SOUND sound_loop9 REMOVE_SOUND sound_loop10 REMOVE_SOUND sound_loop11 REMOVE_SOUND sound_loop12 flag_sounds_added_redlight = 0 ENDIF ENDIF ENDIF // IF IS_PLAYER_IN_ZONE Player REDLIGH //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL ENDIF // IF IS_PLAYER_PLAYING Player GOTO ind_sound_inner dog_sound: // Sound effects for the dog food factory // Should be called in mission_start_genstuf SCRIPT_NAME D_SOUND dog_sound_inner: WAIT 1000 IF IS_PLAYER_PLAYING player //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL IF IS_PLAYER_IN_ZONE player PORT_I GET_TIME_OF_DAY hours minutes IF hours >= 9 AND hours <= 17 IF flag_sounds_added_dog = 0 //Portland Industrial ADD_CONTINUOUS_SOUND 1210.9 -802.2 15.0 SOUND_SAWMILL_LOOP_L sound_loop7 //Dog food factory flag_sounds_added_dog = 1 ENDIF ELSE IF flag_sounds_added_dog = 1 REMOVE_SOUND sound_loop7 flag_sounds_added_dog = 0 ENDIF ENDIF ENDIF // IF IS_PLAYER_IN_ZONE Player REDLIGH //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL ENDIF // IF IS_PLAYER_PLAYING Player GOTO dog_sound_inner com_ammu: // Should be called in mission_start_genstuf SCRIPT_NAME C_AMMU com_ammu_inner: WAIT 70 IF IS_PLAYER_PLAYING Player // AMMU NATION COMMERCIAL IF IS_PLAYER_IN_ZONE player COM_EAS IF IS_PLAYER_IN_AREA_3D player 353.3 -711.7 24.0 339.8 -722.4 28.0 FALSE IF camera_ammu2 = 0 SET_PLAYER_CONTROL Player Off SET_FADING_COLOUR 1 1 1 SWITCH_STREAMING OFF LOAD_SPECIAL_CHARACTER 4 sam SET_MUSIC_DOES_FADE FALSE DO_FADE 500 FADE_OUT WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 4 WAIT 0 ENDWHILE WHILE GET_FADING_STATUS WAIT 0 ENDWHILE SWITCH_STREAMING ON GET_GAME_TIMER current_time time_difference = current_time - time_since_murdering_shopkeeper1 IF time_difference > 60000 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL4 350.2 -719.9 25.4 ammu_shop_bloke1 SET_CHAR_PERSONALITY ammu_shop_bloke1 PEDSTAT_TOUGH_GUY SET_CHAR_HEADING ammu_shop_bloke1 70.0 SET_CHAR_STAY_IN_SAME_PLACE ammu_shop_bloke1 TRUE GIVE_WEAPON_TO_CHAR ammu_shop_bloke1 WEAPONTYPE_SHOTGUN 999 IF IS_PLAYER_PLAYING player CHAR_LOOK_AT_PLAYER_ALWAYS ammu_shop_bloke1 Player ENDIF ENDIF UNLOAD_SPECIAL_CHARACTER 4 SET_FIXED_CAMERA_POSITION 341.74 -720.676 28.019 0.0 0.0 0.0 ENABLE_PLAYER_CONTROL_CAMERA IF IS_PLAYER_PLAYING player POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT CLEAR_AREA 350.7 -713.1 26.4 1.0 TRUE SET_PLAYER_COORDINATES player 350.7 -713.1 25.4 SET_PLAYER_HEADING player 108.0 ENDIF DO_FADE 500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE IF IS_PLAYER_PLAYING player SET_PLAYER_CONTROL Player on ENDIF IF NOT IS_CHAR_DEAD ammu_shop_bloke1 IF special_ammu_audio = 0 IF ammu_sample = 0 SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_1 ENDIF IF ammu_sample = 1 SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_2 ENDIF IF ammu_sample = 2 SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_3 ENDIF ENDIF ENDIF camera_ammu2 = 1 ELSE // camera_ammu2 = 1 IF IS_PLAYER_SHOOTING player IF NOT IS_CHAR_DEAD ammu_shop_bloke1 IF ammu_bloke_kill_player = 0 IF IS_PLAYER_PLAYING player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT ammu_shop_bloke1 Player ENDIF ammu_bloke_kill_player = 1 ENDIF ENDIF ENDIF ENDIF ELSE // player not in area (353.3 -711.7 24.0 340.3 -718.0 28.0) IF camera_ammu2 = 1 SET_PLAYER_CONTROL Player Off DO_FADE 500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE IF IS_CHAR_DEAD ammu_shop_bloke1 AND time_difference > 60000 //time_difference is greater than 60,000 means shopkeeper has been created GET_GAME_TIMER time_since_murdering_shopkeeper1 ENDIF DELETE_CHAR ammu_shop_bloke1 CLEAR_AREA 352.0 -708.8 25.4 1.0 TRUE IF IS_PLAYER_PLAYING player SET_PLAYER_COORDINATES player 352.0 -708.8 25.4 SET_PLAYER_HEADING player 0.0 RESTORE_CAMERA_JUMPCUT SET_CAMERA_IN_FRONT_OF_PLAYER ENDIF DO_FADE 500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE SET_MUSIC_DOES_FADE TRUE IF IS_PLAYER_PLAYING player SET_PLAYER_CONTROL Player on ENDIF ammu_sample ++ IF ammu_sample > 2 ammu_sample = 0 ENDIF ammu_bloke_kill_player = 0 camera_ammu2 = 0 ENDIF ENDIF //IS_PLAYER_IN_AREA_3D ELSE // player not in COM_EAS IF camera_ammu2 = 1 IF IS_CHAR_DEAD ammu_shop_bloke1 AND time_difference > 60000 //time_difference is greater than 30,000 means shopkeeper has been created GET_GAME_TIMER time_since_murdering_shopkeeper1 ENDIF RESTORE_CAMERA_JUMPCUT SET_CAMERA_IN_FRONT_OF_PLAYER DELETE_CHAR ammu_shop_bloke1 SET_MUSIC_DOES_FADE TRUE camera_ammu2 = 0 ENDIF ENDIF // IF IS_PLAYER_IN_ZONE player COM_EAS ENDIF //IS_PLAYER_PLAYING GOTO com_ammu_inner com_car_park: // Should be called in mission_start_genstuf SCRIPT_NAME C_CARP com_car_park_inner: WAIT 250 IF IS_PLAYER_PLAYING Player IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL // PARKED CARS GENERATOR FOR THE MULTISTORY CARPARK IN NEWPORT IF IS_PLAYER_IN_ZONE player COM_EAS IF IS_PLAYER_IN_AREA_3D player 266.83 -610.93 25.0 306.31 -479.92 30.0 0 // 1ST FLOOR LOCATE SET_CAR_DENSITY_MULTIPLIER 0.0 IF second_floor_cars_exist = 0 GOSUB second_floor_of_cars second_floor_cars_exist = 1 ENDIF IF third_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR third_floor_cars_exist = 0 ENDIF IF fourth_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR fourth_floor_cars_exist = 0 ENDIF IF fifth_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR fifth_floor_cars_exist = 0 ENDIF need_to_clear_area_flag = 1 ENDIF IF need_to_clear_area_flag > 0 IF IS_PLAYER_IN_AREA_3D player 306.31 -610.93 28.0 346.81 -479.92 32.42 0 // 2ND FLOOR LOCATE IF second_floor_cars_exist = 0 GOSUB second_floor_of_cars second_floor_cars_exist = 1 ENDIF IF third_floor_cars_exist = 0 GOSUB third_floor_of_cars third_floor_cars_exist = 1 ENDIF IF fourth_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR fourth_floor_cars_exist = 0 ENDIF IF fifth_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR fifth_floor_cars_exist = 0 ENDIF need_to_clear_area_flag = 2 ENDIF ENDIF IF need_to_clear_area_flag > 1 IF IS_PLAYER_IN_AREA_3D player 266.83 -610.93 30.4 306.31 -479.92 34.84 0 // 3RD FLOOR LOCATE IF second_floor_cars_exist = 0 GOSUB second_floor_of_cars second_floor_cars_exist = 1 ENDIF IF third_floor_cars_exist = 0 GOSUB third_floor_of_cars third_floor_cars_exist = 1 ENDIF IF fourth_floor_cars_exist = 0 GOSUB fourth_floor_of_cars fourth_floor_cars_exist = 1 ENDIF IF fifth_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR fifth_floor_cars_exist = 0 ENDIF need_to_clear_area_flag = 3 ENDIF ENDIF IF need_to_clear_area_flag > 2 IF IS_PLAYER_IN_AREA_3D player 306.31 -610.93 32.84 346.81 -479.92 40.0 0 // 4TH FLOOR LOCATE IF second_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR second_floor_cars_exist = 0 ENDIF IF third_floor_cars_exist = 0 GOSUB third_floor_of_cars third_floor_cars_exist = 1 ENDIF IF fourth_floor_cars_exist = 0 GOSUB fourth_floor_of_cars fourth_floor_cars_exist = 1 ENDIF IF fifth_floor_cars_exist = 0 GOSUB fifth_floor_of_cars fifth_floor_cars_exist = 1 ENDIF need_to_clear_area_flag = 4 ENDIF ENDIF IF need_to_clear_area_flag > 3 IF IS_PLAYER_IN_AREA_3D player 266.83 -610.93 35.23 306.31 -479.92 40.0 0 // 5TH FLOOR LOCATE IF second_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR second_floor_cars_exist = 0 ENDIF IF third_floor_cars_exist = 1 CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR third_floor_cars_exist = 0 ENDIF IF fourth_floor_cars_exist = 0 GOSUB fourth_floor_of_cars fourth_floor_cars_exist = 1 ENDIF IF fifth_floor_cars_exist = 0 GOSUB fifth_floor_of_cars fifth_floor_cars_exist = 1 ENDIF need_to_clear_area_flag = 5 ENDIF ENDIF IF need_to_clear_area_flag > 0 IF NOT IS_PLAYER_IN_AREA_3D player 266.83 -610.93 25.0 346.81 -479.92 40.0 0 // ENTIRE CARPARK LOCATE SET_CAR_DENSITY_MULTIPLIER 1.0 CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR second_floor_cars_exist = 0 third_floor_cars_exist = 0 fourth_floor_cars_exist = 0 fifth_floor_cars_exist = 0 need_to_clear_area_flag = 0 ENDIF ENDIF ENDIF //IS_PLAYER_IN_ZONE player COM_EAS // CARPARK STUFF ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL IF need_to_clear_area_flag > 0 IF NOT IS_PLAYER_IN_AREA_3D player 266.83 -610.93 25.0 346.81 -479.92 40.0 0 // ENTIRE CARPARK LOCATE SET_CAR_DENSITY_MULTIPLIER 1.0 CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR second_floor_cars_exist = 0 third_floor_cars_exist = 0 fourth_floor_cars_exist = 0 fifth_floor_cars_exist = 0 need_to_clear_area_flag = 0 ENDIF ENDIF ENDIF //IS_PLAYER_PLAYING GOTO com_car_park_inner second_floor_of_cars:////////////////////////////////////////////// CREATE_RANDOM_CAR_FOR_CAR_PARK 311.5469 -510.2604 28.1100 91.0159 // 2ND FLOOR CARS CREATE_RANDOM_CAR_FOR_CAR_PARK 323.5103 -526.5427 28.1100 270.3409 CREATE_RANDOM_CAR_FOR_CAR_PARK 342.6624 -542.3556 28.1100 268.3777 CREATE_RANDOM_CAR_FOR_CAR_PARK 311.4912 -554.4299 28.1100 91.0689 CREATE_RANDOM_CAR_FOR_CAR_PARK 310.4685 -574.6492 28.1100 269.4606 CREATE_RANDOM_CAR_FOR_CAR_PARK 342.7477 -590.4939 28.1100 268.4776 RETURN///////////////////////////////////////////////////////////// third_floor_of_cars://///////////////////////////////////////////// CREATE_RANDOM_CAR_FOR_CAR_PARK 302.2802 -580.5526 30.5114 270.3723 // 3RD FLOOR CARS CREATE_RANDOM_CAR_FOR_CAR_PARK 289.5574 -564.5915 30.5114 88.0410 CREATE_RANDOM_CAR_FOR_CAR_PARK 283.8795 -548.4308 30.5114 92.5479 CREATE_RANDOM_CAR_FOR_CAR_PARK 270.6312 -528.4613 30.5114 88.6249 CREATE_RANDOM_CAR_FOR_CAR_PARK 301.5385 -484.7673 30.3863 271.6668 RETURN///////////////////////////////////////////////////////////// fourth_floor_of_cars:////////////////////////////////////////////// CREATE_RANDOM_CAR_FOR_CAR_PARK 311.0863 -512.6859 32.8451 91.1545 // 4TH FLOOR CARS CREATE_RANDOM_CAR_FOR_CAR_PARK 342.6769 -536.3028 32.8375 266.6709 CREATE_RANDOM_CAR_FOR_CAR_PARK 311.4744 -564.1841 32.8375 267.5539 CREATE_RANDOM_CAR_FOR_CAR_PARK 330.5274 -584.3387 32.8375 267.7581 CREATE_RANDOM_CAR_FOR_CAR_PARK 342.9128 -600.6630 32.8375 87.2900 RETURN///////////////////////////////////////////////////////////// fifth_floor_of_cars://///////////////////////////////////////////// CREATE_RANDOM_CAR_FOR_CAR_PARK 282.3572 -582.5417 35.2389 267.0331 // 5TH FLOOR CARS CREATE_RANDOM_CAR_FOR_CAR_PARK 302.7462 -574.5422 35.2465 271.0973 CREATE_RANDOM_CAR_FOR_CAR_PARK 270.9382 -530.4745 35.2389 88.3213 CREATE_RANDOM_CAR_FOR_CAR_PARK 303.2198 -510.6057 35.2389 88.6673 CREATE_RANDOM_CAR_FOR_CAR_PARK 283.2274 -502.7662 35.2389 89.4868 CREATE_RANDOM_CAR_FOR_CAR_PARK 302.4006 -485.5503 35.2389 266.0503 RETURN///////////////////////////////////////////////////////////// /* check_for_dead_peds_in_genstuf: IF IS_CHAR_DEAD tramp1 tramp1_dead = 1 ELSE tramp1_dead = 0 ENDIF IF IS_CHAR_DEAD tramp2 tramp2_dead = 1 ELSE tramp2_dead = 0 ENDIF IF IS_CHAR_DEAD tramp3 tramp3_dead = 1 ELSE tramp3_dead = 0 ENDIF IF IS_CHAR_DEAD tramp4 tramp4_dead = 1 ELSE tramp4_dead = 0 ENDIF RETURN */