Love
Материал из GTAModding.ru
Версия от 21:56, 16 декабря 2011; XEPOMAHT007 (обсуждение | вклад)
Содержание |
love1
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************Love Mission 1********************************* // **********************************Save The Old Japanese Gentleman************************ // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** SCRIPT_NAME love1 // Mission start stuff GOSUB mission_start_love1 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_love1_failed ENDIF GOSUB mission_cleanup_love1 MISSION_END // Variables For Mission VAR_INT car_love1 VAR_INT car_love2 // Any car the ojg might be in VAR_INT ojg_love1 VAR_INT baddie1_love1 VAR_INT baddie2_love1 VAR_INT baddie3_love1 VAR_INT baddie4_love1 VAR_INT baddie5_love1 VAR_INT baddie6_love1 VAR_INT garage_baddie1_love1 VAR_INT garage_baddie2_love1 VAR_INT garage_baddie3_love1 VAR_INT garage_baddie4_love1 VAR_INT garage_baddie5_love1 VAR_INT garage_baddie6_love1 VAR_INT radar_blip_ped1_love1 VAR_INT flag_ojg_in_group VAR_INT radar_blip_coord1_love1 VAR_INT flag_blip_on_ojg_love1 VAR_INT car2_love1 VAR_INT flag_baddie1_dead_love1 VAR_INT flag_baddie2_dead_love1 VAR_INT flag_baddie3_dead_love1 VAR_INT flag_baddie4_dead_love1 VAR_INT flag_baddie5_dead_love1 VAR_INT flag_baddie6_dead_love1 VAR_INT flag_garage_baddie1_dead_love1 VAR_INT flag_garage_baddie2_dead_love1 VAR_INT flag_garage_baddie3_dead_love1 VAR_INT flag_garage_baddie4_dead_love1 VAR_INT flag_garage_baddie5_dead_love1 VAR_INT flag_garage_baddie6_dead_love1 VAR_INT flag_garage1_open VAR_INT flag_garage2_open VAR_INT flag_garage3_open VAR_INT flag_garage4_open VAR_INT flag_garage5_open VAR_INT radar_blip_coord2_love1 VAR_INT ogg_position VAR_INT garage_car1_love1 VAR_INT garage_car2_love1 VAR_INT flag_had_garage_message_love1 VAR_INT ojg_in_area VAR_INT flag_ojg_dead VAR_INT flag_player_in_area_love1 VAR_INT flag_player_got_car_message_love1 VAR_INT flag_message_car_again VAR_INT flag_ojg_in_area VAR_INT flag_kill_player_love1 VAR_INT flag_baddie3_in_area_love1 VAR_INT flag_baddie4_in_area_love1 VAR_INT flag_baddie5_in_area_love1 VAR_INT flag_baddie6_in_area_love1 VAR_INT flag_baddie1_in_area_love1 VAR_INT flag_baddie2_in_area_love1 // ****************************************Mission Start************************************ mission_start_love1: flag_player_on_mission = 1 flag_player_on_kenji_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 flag_ojg_in_group = 0 flag_blip_on_ojg_love1 = 0 flag_baddie1_dead_love1 = 0 flag_baddie2_dead_love1 = 0 flag_baddie3_dead_love1 = 0 flag_baddie4_dead_love1 = 0 flag_baddie5_dead_love1 = 0 flag_baddie6_dead_love1 = 0 flag_garage_baddie1_dead_love1 = 0 flag_garage_baddie2_dead_love1 = 0 flag_garage_baddie3_dead_love1 = 0 flag_garage_baddie4_dead_love1 = 0 flag_garage_baddie5_dead_love1 = 0 flag_garage_baddie6_dead_love1 = 0 flag_garage1_open = 0 flag_garage2_open = 0 flag_garage3_open = 0 flag_garage4_open = 0 flag_garage5_open = 0 ogg_position = 0 flag_had_garage_message_love1 = 0 ojg_in_area = 0 flag_ojg_dead = 0 flag_player_in_area_love1 = 0 flag_player_got_car_message_love1 = 0 flag_message_car_again = 0 blob_flag = 1 flag_ojg_in_area = 0 flag_baddie1_in_area_love1 = 0 flag_baddie2_in_area_love1 = 0 flag_baddie3_in_area_love1 = 0 flag_baddie4_in_area_love1 = 0 flag_baddie5_in_area_love1 = 0 flag_baddie6_in_area_love1 = 0 IF flag_failed_love1 = 1 CLOSE_GARAGE garage1_love1 CLOSE_GARAGE garage2_love1 CLOSE_GARAGE garage3_love1 CLOSE_GARAGE garage4_love1 CLOSE_GARAGE garage5_love1 ENDIF flag_failed_love1 = 0 flag_kill_player_love1 = 0 // ****************************************START OF CUTSCENE******************************** /* IF CAN_PLAYER_START_MISSION player MAKE_PLAYER_SAFE_FOR_CUTSCENE player ELSE GOTO mission_love1_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( LOVE1 ) 15000 2 //"Resue the Old Oriental Gentleman" SWITCH_STREAMING OFF */ // Cutscene stuff LOAD_SPECIAL_CHARACTER 1 LOVE2 REQUEST_MODEL tshrorckgrdn REQUEST_MODEL tshrorckgrdn_alfas LOAD_SPECIAL_MODEL cut_obj1 LOVEH LOAD_SPECIAL_MODEL cut_obj2 PLAYERH /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED tshrorckgrdn OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas WAIT 0 ENDWHILE //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE LOAD_CUTSCENE d1_stog SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love SET_CUTSCENE_ANIM cs_love love2 CREATE_CUTSCENE_HEAD cs_love CUT_OBJ1 cs_lovehead SET_CUTSCENE_HEAD_ANIM cs_lovehead love CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CLEAR_AREA 83.1 -1548.7 27.3 1.0 TRUE SET_PLAYER_COORDINATES player 83.1 -1548.7 27.3 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 4111 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_A ) 10000 1 //"First of all, let me thank you for dealing with that personal matter." WHILE cs_time < 7246 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_F ) 10000 1 //"People will read something into anything these days." WHILE cs_time < 10311 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_B ) 10000 1 //"Experience has taught me that a man like you can be very loyal for the right price," WHILE cs_time < 14533 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_H ) 10000 1 //"but groups of men get greedy." WHILE cs_time < 17000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_C ) 10000 1 //"A valued resource, an old oriental gentleman I know," WHILE cs_time < 20000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_I ) 10000 1 //"has been kept hostage by some South Americans in Aspatria." WHILE cs_time < 23188 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_D ) 10000 1 //"They're trying to extort additional funds from me but I don't believe in re-negotiation." WHILE cs_time < 28008 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_E ) 10000 1 //"A deal is a deal, so they'll not see a penny from me. WHILE cs_time < 32454 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( LOVE1_G ) 10000 1 //"Go and rescue my friend, do whatever it takes." WHILE cs_time < 35034 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( LOVE1_G ) WHILE cs_time < 38333 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_PRINTS WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_CUTSCENE SWITCH_STREAMING ON SWITCH_RUBBISH ON SET_CAMERA_BEHIND_PLAYER WAIT 500 DO_FADE 1500 FADE_IN SET_CAMERA_BEHIND_PLAYER //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas // *******************************************END OF CUTSCENE******************************* REQUEST_MODEL PED_GANG_COLOMBIAN_A REQUEST_MODEL CAR_COLUMB LOAD_SPECIAL_CHARACTER 2 OJG WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2 OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A OR NOT HAS_MODEL_LOADED CAR_COLUMB WAIT 0 ENDWHILE PRINT_NOW ( LOVE1_1 ) 7000 1 //"Get a columbian gang car, you'll need it to infiltrate the hideout." // Waiting for the player to be in a colombian car WHILE NOT IS_PLAYER_IN_MODEL player CAR_COLUMB WAIT 0 ENDWHILE ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1 // Random munber stuff to generate OGG position GENERATE_RANDOM_INT_IN_RANGE 2 6 ogg_position IF ogg_position = 2 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.2 -340.3 15.1 ojg_love1 CLEAR_CHAR_THREAT_SEARCH ojg_love1 TURN_CHAR_TO_FACE_COORD ojg_love1 57.0 -314.0 -100.0 CHAR_SET_IDLE ojg_love1 ENDIF IF ogg_position = 3 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 26.3 -339.7 15.1 ojg_love1 CLEAR_CHAR_THREAT_SEARCH ojg_love1 TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -339.0 -100.0 CHAR_SET_IDLE ojg_love1 ENDIF IF ogg_position = 4 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.5 -350.4 15.1 ojg_love1 CLEAR_CHAR_THREAT_SEARCH ojg_love1 TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -350.0 -100.0 CHAR_SET_IDLE ojg_love1 ENDIF IF ogg_position = 5 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 47.0 -386.0 15.1 ojg_love1 CLEAR_CHAR_THREAT_SEARCH ojg_love1 TURN_CHAR_TO_FACE_COORD ojg_love1 47.0 -381.0 16.0 CHAR_SET_IDLE ojg_love1 ENDIF PRINT_NOW ( LOVE1_2 ) 7000 1 //"Rescue the Old Japanese Gentleman." CREATE_CAR CAR_COLUMB 26.2 -365.5 15.1 garage_car1_love1 SET_CAR_HEADING garage_car1_love1 270.0 CREATE_CAR CAR_COLUMB 73.6 -352.7 15.1 garage_car2_love1 SET_CAR_HEADING garage_car2_love1 270.0 // Creates the first guard he follows route 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 71.0 -332.0 -100.0 baddie1_love1 SET_CHAR_THREAT_SEARCH baddie1_love1 threat_player1 GIVE_WEAPON_TO_CHAR baddie1_love1 WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo SET_CHAR_PERSONALITY baddie1_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR baddie1_love1 100 TURN_CHAR_TO_FACE_COORD baddie1_love1 72.0 -318.0 -100.0 ADD_ROUTE_POINT 0 71.0 -319.0 -100.0 ADD_ROUTE_POINT 0 71.0 -332.0 -100.0 SET_CHAR_OBJ_FOLLOW_ROUTE baddie1_love1 0 FOLLOW_ROUTE_LOOP // Creates the second guard he follows route 1 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 61.0 -318.0 -100.0 baddie2_love1 SET_CHAR_THREAT_SEARCH baddie2_love1 threat_player1 GIVE_WEAPON_TO_CHAR baddie2_love1 WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo SET_CHAR_PERSONALITY baddie2_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR baddie2_love1 100 TURN_CHAR_TO_FACE_COORD baddie2_love1 61.0 -335.0 -100.0 ADD_ROUTE_POINT 1 61.0 -318.0 -100.0 ADD_ROUTE_POINT 1 61.0 -335.0 -100.0 SET_CHAR_OBJ_FOLLOW_ROUTE baddie2_love1 1 FOLLOW_ROUTE_LOOP // Creates the third guard - does not patrol CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 42.0 -375.0 -100.0 baddie3_love1 SET_CHAR_THREAT_SEARCH baddie3_love1 threat_player1 GIVE_WEAPON_TO_CHAR baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY baddie3_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR baddie3_love1 100 TURN_CHAR_TO_FACE_COORD baddie3_love1 42.0 -373.0 -100.0 // Creates the fourth guard - does not patrol CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 52.0 -375.0 -100.0 baddie4_love1 SET_CHAR_THREAT_SEARCH baddie4_love1 threat_player1 GIVE_WEAPON_TO_CHAR baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY baddie4_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR baddie4_love1 100 TURN_CHAR_TO_FACE_COORD baddie4_love1 52.0 -371.0 -100.0 // Creates the fifth guard - does not patrol CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 32.0 -345.0 -100.0 baddie5_love1 SET_CHAR_THREAT_SEARCH baddie5_love1 threat_player1 GIVE_WEAPON_TO_CHAR baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY baddie5_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR baddie5_love1 100 TURN_CHAR_TO_FACE_COORD baddie5_love1 -30.0 -367.0 -100.0 // Creates the sixth guard - does not patrol CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 33.0 -328.0 -100.0 baddie6_love1 SET_CHAR_THREAT_SEARCH baddie6_love1 threat_player1 GIVE_WEAPON_TO_CHAR baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY baddie6_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR baddie6_love1 100 TURN_CHAR_TO_FACE_COORD baddie6_love1 35.0 -328.0 -100.0 // Garage guard1 in garage 2 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 55.87 -312.77 15.1 garage_baddie1_love1 CLEAR_CHAR_THREAT_SEARCH garage_baddie1_love1 GIVE_WEAPON_TO_CHAR garage_baddie1_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY garage_baddie1_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR garage_baddie1_love1 100 TURN_CHAR_TO_FACE_COORD garage_baddie1_love1 56.0 -321.0 -100.0 // Garage guard2 in garage 2 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 58.24 -312.77 15.1 garage_baddie2_love1 CLEAR_CHAR_THREAT_SEARCH garage_baddie2_love1 GIVE_WEAPON_TO_CHAR garage_baddie2_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY garage_baddie2_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR garage_baddie2_love1 100 TURN_CHAR_TO_FACE_COORD garage_baddie2_love1 56.0 -321.0 -100.0 // Garage guard3 in garage 1 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 66.26 -309.99 15.1 garage_baddie3_love1 CLEAR_CHAR_THREAT_SEARCH garage_baddie3_love1 GIVE_WEAPON_TO_CHAR garage_baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY garage_baddie3_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR garage_baddie3_love1 100 TURN_CHAR_TO_FACE_COORD garage_baddie3_love1 65.37 -316.30 -100.0 // Garage guard4 in garage 3 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 28.64 -339.83 15.1 garage_baddie4_love1 CLEAR_CHAR_THREAT_SEARCH garage_baddie4_love1 GIVE_WEAPON_TO_CHAR garage_baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY garage_baddie4_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR garage_baddie4_love1 100 TURN_CHAR_TO_FACE_COORD garage_baddie4_love1 35.26 -339.72 -100.0 // Garage guard5 in garage 4 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 29.8 -350.5 15.1 garage_baddie5_love1 CLEAR_CHAR_THREAT_SEARCH garage_baddie5_love1 GIVE_WEAPON_TO_CHAR garage_baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY garage_baddie5_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR garage_baddie5_love1 100 TURN_CHAR_TO_FACE_COORD garage_baddie5_love1 34.6 -350.0 -100.0 // Garage guard6 in garage 5 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 46.7 -379.3 15.1 garage_baddie6_love1 CLEAR_CHAR_THREAT_SEARCH garage_baddie6_love1 GIVE_WEAPON_TO_CHAR garage_baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo SET_CHAR_PERSONALITY garage_baddie6_love1 PEDSTAT_TOUGH_GUY //ADD_ARMOUR_TO_CHAR garage_baddie6_love1 100 TURN_CHAR_TO_FACE_COORD garage_baddie6_love1 47.1 -375.9 -100.0 blob_flag = 0 // waiting for the player to get the OGG to Loves WHILE NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D ojg_love1 49.0 -1550.0 3.0 4.0 blob_flag WAIT 0 IF IS_CHAR_DEAD ojg_love1 PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!" GOTO mission_love1_failed ENDIF // Checks to see while the player is not in the compound if he is in a colombian car or not IF flag_player_in_area_love1 = 0 IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB IF flag_player_got_car_message_love1 = 0 PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission." REMOVE_BLIP radar_blip_coord2_love1 flag_player_got_car_message_love1 = 1 ENDIF ELSE IF flag_player_got_car_message_love1 = 1 ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1 flag_player_got_car_message_love1 = 0 ENDIF ENDIF ENDIF // Checks to see if the player has located close enough to the player to be set into his group IF flag_ojg_in_group = 0 AND LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 3.0 3.0 FALSE SET_PLAYER_AS_LEADER ojg_love1 player PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!" REMOVE_BLIP radar_blip_coord2_love1 ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1 blob_flag = 1 flag_ojg_in_group = 1 ENDIF IF flag_ojg_in_group = 0 IF IS_PLAYER_IN_AREA_3D player 92.2 -329.4 15.0 96.4 -315.8 18.0 FALSE IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND flag_message_car_again = 0 AND flag_player_in_area_love1 = 1 //PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission PRINT_NOW ( LOVE1_7 ) 5000 1 //"The gate will only open for a Colombian Car. flag_message_car_again = 1 ENDIF ELSE flag_message_car_again = 0 ENDIF ENDIF // Checks for the normal guards in the compound IF flag_baddie1_dead_love1 = 0 IF IS_CHAR_DEAD baddie1_love1 flag_kill_player_love1 = 1 flag_baddie1_dead_love1 = 1 ENDIF ENDIF IF flag_baddie2_dead_love1 = 0 IF IS_CHAR_DEAD baddie2_love1 flag_kill_player_love1 = 1 flag_baddie2_dead_love1 = 1 ENDIF ENDIF IF flag_baddie3_dead_love1 = 0 IF IS_CHAR_DEAD baddie3_love1 flag_kill_player_love1 = 1 flag_baddie3_dead_love1 = 1 ENDIF ENDIF IF flag_baddie4_dead_love1 = 0 IF IS_CHAR_DEAD baddie4_love1 flag_kill_player_love1 = 1 flag_baddie4_dead_love1 = 1 ENDIF ENDIF IF flag_baddie5_dead_love1 = 0 IF IS_CHAR_DEAD baddie5_love1 flag_kill_player_love1 = 1 flag_baddie5_dead_love1 = 1 ENDIF ENDIF IF flag_baddie6_dead_love1 = 0 IF IS_CHAR_DEAD baddie6_love1 flag_kill_player_love1 = 1 flag_baddie6_dead_love1 = 1 ENDIF ENDIF // Checks to see if the garage door is open and if the guards are still alive sets them to kill the player IF flag_garage_baddie1_dead_love1 = 0 IF IS_CHAR_DEAD garage_baddie1_love1 flag_garage_baddie1_dead_love1 = 1 ELSE IF flag_garage2_open = 1 SET_CHAR_THREAT_SEARCH garage_baddie1_love1 THREAT_PLAYER1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie1_love1 player ENDIF ENDIF ENDIF IF flag_garage_baddie2_dead_love1 = 0 IF IS_CHAR_DEAD garage_baddie2_love1 flag_garage_baddie2_dead_love1 = 1 ELSE IF flag_garage2_open = 1 SET_CHAR_THREAT_SEARCH garage_baddie2_love1 THREAT_PLAYER1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie2_love1 player ENDIF ENDIF ENDIF IF flag_garage_baddie3_dead_love1 = 0 IF IS_CHAR_DEAD garage_baddie3_love1 flag_garage_baddie3_dead_love1 = 1 ELSE IF flag_garage1_open = 1 SET_CHAR_THREAT_SEARCH garage_baddie3_love1 THREAT_PLAYER1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie3_love1 player ENDIF ENDIF ENDIF IF flag_garage_baddie4_dead_love1 = 0 IF IS_CHAR_DEAD garage_baddie4_love1 flag_garage_baddie4_dead_love1 = 1 ELSE IF flag_garage3_open = 1 SET_CHAR_THREAT_SEARCH garage_baddie4_love1 THREAT_PLAYER1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie4_love1 player ENDIF ENDIF ENDIF IF flag_garage_baddie5_dead_love1 = 0 IF IS_CHAR_DEAD garage_baddie5_love1 flag_garage_baddie5_dead_love1 = 1 ELSE IF flag_garage4_open = 1 SET_CHAR_THREAT_SEARCH garage_baddie5_love1 THREAT_PLAYER1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie5_love1 player ENDIF ENDIF ENDIF IF flag_garage_baddie6_dead_love1 = 0 IF IS_CHAR_DEAD garage_baddie6_love1 flag_garage_baddie6_dead_love1 = 1 ELSE IF flag_garage5_open = 1 SET_CHAR_THREAT_SEARCH garage_baddie6_love1 THREAT_PLAYER1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie6_love1 player ENDIF ENDIF ENDIF // Checks to see if the player is in the colombian compound and if the guards are alive sets them to kill the player IF IS_PLAYER_IN_AREA_3D player 31.0 -317.0 14.0 91.0 -394.0 25.0 FALSE flag_kill_player_love1 = 1 ENDIF IF flag_kill_player_love1 = 1 flag_player_in_area_love1 = 1 //REMOVE_BLIP radar_blip_coord2_love1 IF flag_had_garage_message_love1 = 0 PRINT_NOW ( LOVE1_4 ) 7000 1 //"Walk towards the garages, the Old Oriental Gentleman is in one of them." flag_had_garage_message_love1 = 1 ENDIF IF flag_baddie1_dead_love1 = 0 IF NOT IS_CHAR_DEAD baddie1_love1 IF flag_baddie1_in_area_love1 = 0 SET_CHAR_OBJ_RUN_TO_COORD baddie1_love1 72.5 -321.9 flag_baddie1_in_area_love1 = 1 ENDIF IF flag_baddie1_in_area_love1 = 1 IF LOCATE_CHAR_ANY_MEANS_2D baddie1_love1 72.5 -321.9 0.5 0.5 FALSE SET_CHAR_OBJ_GUARD_SPOT baddie1_love1 72.5 -321.9 15.17 TURN_CHAR_TO_FACE_PLAYER baddie1_love1 player SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 TRUE ENDIF ENDIF ENDIF ENDIF IF flag_baddie2_dead_love1 = 0 IF NOT IS_CHAR_DEAD baddie2_love1 IF flag_baddie2_in_area_love1 = 0 SET_CHAR_OBJ_RUN_TO_COORD baddie2_love1 66.5 -332.0 flag_baddie2_in_area_love1 = 1 ENDIF IF flag_baddie2_in_area_love1 = 1 IF LOCATE_CHAR_ANY_MEANS_2D baddie2_love1 66.5 -332.0 0.5 0.5 FALSE SET_CHAR_OBJ_GUARD_SPOT baddie2_love1 66.5 -332.0 15.17 TURN_CHAR_TO_FACE_PLAYER baddie2_love1 player SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 TRUE ENDIF ENDIF ENDIF ENDIF IF flag_baddie3_dead_love1 = 0 IF NOT IS_CHAR_DEAD baddie3_love1 IF flag_baddie3_in_area_love1 = 0 SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 44.4 -360.7 flag_baddie3_in_area_love1 = 1 ENDIF IF flag_baddie3_in_area_love1 = 1 IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 44.4 -360.7 0.5 0.5 FALSE SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 47.9 -360.1 flag_baddie3_in_area_love1 = 2 ENDIF ENDIF IF flag_baddie3_in_area_love1 = 2 IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 47.9 -360.1 0.5 0.5 FALSE SET_CHAR_OBJ_GUARD_SPOT baddie3_love1 47.9 -360.1 15.1 TURN_CHAR_TO_FACE_PLAYER baddie3_love1 player SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 TRUE ENDIF ENDIF ENDIF ENDIF IF flag_baddie4_dead_love1 = 0 IF NOT IS_CHAR_DEAD baddie4_love1 IF flag_baddie4_in_area_love1 = 0 SET_CHAR_OBJ_RUN_TO_COORD baddie4_love1 57.0 -365.3 flag_baddie4_in_area_love1 = 1 ENDIF IF flag_baddie4_in_area_love1 = 1 IF LOCATE_CHAR_ANY_MEANS_2D baddie4_love1 57.0 -365.3 0.5 0.5 FALSE SET_CHAR_OBJ_GUARD_SPOT baddie4_love1 57.0 -365.3 15.1 TURN_CHAR_TO_FACE_PLAYER baddie4_love1 player SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 TRUE ENDIF ENDIF ENDIF ENDIF IF flag_baddie5_dead_love1 = 0 IF NOT IS_CHAR_DEAD baddie5_love1 IF flag_baddie5_in_area_love1 = 0 SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 38.7 -345.1 flag_baddie5_in_area_love1 = 1 ENDIF IF flag_baddie5_in_area_love1 = 1 IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 38.7 -345.1 0.5 0.5 FALSE SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 45.8 -344.3 flag_baddie5_in_area_love1 = 2 ENDIF ENDIF IF flag_baddie5_in_area_love1 = 2 IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 45.8 -344.3 0.5 0.5 FALSE SET_CHAR_OBJ_GUARD_SPOT baddie5_love1 45.8 -344.3 15.1 TURN_CHAR_TO_FACE_PLAYER baddie5_love1 player SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 TRUE ENDIF ENDIF ENDIF ENDIF IF flag_baddie6_dead_love1 = 0 IF NOT IS_CHAR_DEAD baddie6_love1 IF flag_baddie6_in_area_love1 = 0 SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 37.3 -331.0 flag_baddie6_in_area_love1 = 1 ENDIF IF flag_baddie6_in_area_love1 = 1 IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 37.3 -331.0 0.5 0.5 FALSE SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 42.5 -331.8 flag_baddie6_in_area_love1 = 2 ENDIF ENDIF IF flag_baddie6_in_area_love1 = 2 IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 42.5 -331.8 0.5 0.5 FALSE SET_CHAR_OBJ_GUARD_SPOT baddie6_love1 42.5 -331.8 15.1 TURN_CHAR_TO_FACE_PLAYER baddie6_love1 player SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 TRUE ENDIF ENDIF ENDIF ENDIF // Checks for garage1 IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 63.01 -317.50 13.0 69.28 -321.73 20.0 FALSE IF flag_garage1_open = 0 OPEN_GARAGE garage1_love1 flag_garage1_open = 1 ENDIF ENDIF // Checks for garage2 IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 53.7 -317.56 13.0 61.0 -320.46 20.0 FALSE IF flag_garage2_open = 0 OPEN_GARAGE garage2_love1 flag_garage2_open = 1 ENDIF ENDIF // Checks for garage3 IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.8 -344.4 13.0 35.1 -335.6 20.0 FALSE IF flag_garage3_open = 0 OPEN_GARAGE garage3_love1 flag_garage3_open = 1 ENDIF ENDIF // Checks for garage4 IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.41 -355.6 13.0 34.21 -344.81 20.0 FALSE IF flag_garage4_open = 0 OPEN_GARAGE garage4_love1 flag_garage4_open = 1 ENDIF ENDIF // Checks for garage5 IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 52.9 -376.3 13.0 42.0 -373.2 20.0 FALSE IF flag_garage5_open = 0 OPEN_GARAGE garage5_love1 flag_garage5_open = 1 ENDIF ENDIF ENDIF // Checks to see if the OGG is in the players group and does the group breaking stuff IF flag_ojg_in_group = 1 IF IS_CHAR_DEAD ojg_love1 PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!" GOTO mission_love1_failed ENDIF IF NOT IS_CHAR_IN_PLAYERS_GROUP ojg_love1 player AND flag_blip_on_ojg_love1 = 0 PRINT_NOW ( HEY8 ) 5000 1 //"You have left the Old Oriental Gentleman behind go and get him!" ADD_BLIP_FOR_CHAR ojg_love1 radar_blip_ped1_love1 REMOVE_BLIP radar_blip_coord1_love1 flag_blip_on_ojg_love1 = 1 blob_flag = 0 ENDIF IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 8.0 8.0 FALSE AND flag_blip_on_ojg_love1 = 1 SET_PLAYER_AS_LEADER ojg_love1 player PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!" REMOVE_BLIP radar_blip_ped1_love1 ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1 flag_blip_on_ojg_love1 = 0 blob_flag = 1 ENDIF ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord1_love1 LEAVE_GROUP ojg_love1 SWITCH_WIDESCREEN ON SET_PLAYER_CONTROL player OFF SET_POLICE_IGNORE_PLAYER player ON SET_EVERYONE_IGNORE_PLAYER player ON // Checks to see if the OJG is in a car, if so orders him to get out IF IS_CHAR_IN_ANY_CAR ojg_love1 STORE_CAR_CHAR_IS_IN ojg_love1 car2_love1 SET_CHAR_OBJ_LEAVE_CAR ojg_love1 car2_love1 WHILE IS_CHAR_IN_ANY_CAR ojg_love1 WAIT 0 IF IS_CHAR_DEAD ojg_love1 PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!" GOTO mission_love1_failed ENDIF ENDWHILE ENDIF // Tells the OJG to go into Loves buildings SET_CHAR_OBJ_RUN_TO_COORD ojg_love1 59.5 -1548.7 timerb = 0 WHILE timerb < 1500 WAIT 0 IF IS_CHAR_DEAD ojg_love1 PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!" GOTO mission_love1_failed ENDIF ENDWHILE SET_CHAR_COORDINATES ojg_love1 82.9 -1548.9 27.2 SET_CHAR_HEADING ojg_love1 270.0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT ojg_love1 98.7 -1548.8 SET_FIXED_CAMERA_POSITION 77.5 -1548.8 28.2 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 93.9 -1548.9 28.3 JUMP_CUT timerb = 0 WHILE NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE WAIT 0 IF IS_CHAR_DEAD ojg_love1 PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!" GOTO mission_love1_failed ENDIF IF timerb >= 8000 IF NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE REMOVE_CHAR_ELEGANTLY ojg_love1 GOTO mission_bloke_stuck_love1 ENDIF ENDIF ENDWHILE mission_bloke_stuck_love1: CHAR_SET_IDLE ojg_love1 RESTORE_CAMERA_JUMPCUT REMOVE_CHAR_ELEGANTLY ojg_love1 SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_POLICE_IGNORE_PLAYER player OFF SET_EVERYONE_IGNORE_PLAYER player OFF } GOTO mission_love1_passed // Mission Kenji5 failed mission_love1_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" flag_failed_love1 = 1 RETURN // mission Kenji5 passed mission_love1_passed: flag_love_mission1_passed = 1 REGISTER_MISSION_PASSED ( LOVE1 ) PLAYER_MADE_PROGRESS 1 PRINT_WITH_NUMBER_BIG ( m_pass ) 40000 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 40000 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT love_mission2_loop RETURN // mission cleanup mission_cleanup_love1: flag_player_on_mission = 0 flag_player_on_love_mission = 0 REMOVE_ROUTE 0 REMOVE_ROUTE 1 SET_PLAYER_CONTROL player ON MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB REMOVE_BLIP radar_blip_ped1_love1 REMOVE_BLIP radar_blip_coord1_love1 REMOVE_BLIP radar_blip_coord2_love1 IF NOT IS_CHAR_DEAD baddie1_love1 SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 FALSE ENDIF IF NOT IS_CHAR_DEAD baddie2_love1 SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 FALSE ENDIF IF NOT IS_CHAR_DEAD baddie3_love1 SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 FALSE ENDIF IF NOT IS_CHAR_DEAD baddie4_love1 SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 FALSE ENDIF IF NOT IS_CHAR_DEAD baddie5_love1 SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 FALSE ENDIF IF NOT IS_CHAR_DEAD baddie6_love1 SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 FALSE ENDIF MISSION_HAS_FINISHED RETURN
love2
MISSION_START // ***************************************************************************************** // ********************************* Love mission 2 *********************************** // ********************************* Assassinate Kenji *********************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_love2 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_love2_failed ENDIF GOSUB mission_cleanup_love2 MISSION_END // Variables for mission VAR_FLOAT carpark_minx carpark_miny carpark_maxx carpark_maxy VAR_FLOAT carpark_minz carpark_maxz VAR_INT blip_carpark blip_kenji_love2 VAR_INT flag_carpark_blip //VAR_INT test_car_love2//test stuff VAR_INT flag_kenji_dead flag_yak_created_love2 flag_wanted_love2 flag_kenji_look VAR_INT flag_message flag_yak_attack_love2 flag_player_clear flag_kenji_cut VAR_INT timer_kenji_cut_start timer_kenji_cut_dif timer_kenji_cut_now VAR_INT kenji_car_love2 yak_car_1_love2 yak_car_2_love2 VAR_INT yak_1_love2 yak_2_love2 yak_3_love2 yak_4_love2 VAR_INT yak_5_love2 yak_6_love2 yak_7_love2 yak_8_love2 VAR_INT counter_kenji_guards_dead VAR_INT flag_1_dead_love2 flag_2_dead_love2 flag_3_dead_love2 flag_4_dead_love2 VAR_INT flag_5_dead_love2 flag_6_dead_love2 flag_7_dead_love2 flag_8_dead_love2 //VAR_INT flag_1_dead_love2 flag_1_dead_love2 flag_1_dead_love2 flag_1_dead_love2 //VAR_INT yak_9_love2 yak_10_love2 yak_11_love2 yak_12_love2 //VAR_INT kenji //+++++++++++++++++++++++++++CREATE PEDS GOSUB++++++++++++++++++++++++++++++++++++++++++++ create_yakuza: IF flag_yak_created_love2 = 0 CREATE_CAR CAR_YAKUZA 302.0 -550.0 37.0 kenji_car_love2 SET_CAR_HEADING kenji_car_love2 90.0 CAR_SET_IDLE kenji_car_love2 SET_CAR_ONLY_DAMAGED_BY_PLAYER kenji_car_love2 False CREATE_CAR CAR_STRETCH 291.4 -547.0 37.0 yak_car_1_love2 SET_CAR_HEADING yak_car_1_love2 320.0 CAR_SET_IDLE yak_car_1_love2 SET_CAR_ONLY_DAMAGED_BY_PLAYER yak_car_1_love2 False CREATE_CAR CAR_YAKUZA 294.6 -558.0 37.0 yak_car_2_love2 SET_CAR_HEADING yak_car_2_love2 96.0 CAR_SET_IDLE yak_car_2_love2 SET_CAR_ONLY_DAMAGED_BY_PLAYER yak_car_2_love2 False CREATE_CAR CAR_STRETCH 299.4 -540.0 37.0 yak_car_1_love2 SET_CAR_HEADING yak_car_1_love2 296.0 CAR_SET_IDLE yak_car_1_love2 SET_CAR_ONLY_DAMAGED_BY_PLAYER yak_car_1_love2 False CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 286.4 -543.5 37.0 yak_1_love2 SET_CHAR_HEADING yak_1_love2 180.0 //SET_CHAR_OBJ_GUARD_AREA yak_1_love2 267.7 -592.0 306.0 -480.0 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 304.5 -544.3 37.0 yak_2_love2 SET_CHAR_HEADING yak_2_love2 40.0 //SET_CHAR_OBJ_GUARD_AREA yak_2_love2 MinX MinY MaxX MaxY ADD_ARMOUR_TO_CHAR yak_2_love2 100 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 299.25 -534.0 37.0 yak_3_love2 SET_CHAR_HEADING yak_3_love2 20.0 //SET_CHAR_OBJ_GUARD_AREA yak_3_love2 MinX MinY MaxX MaxY CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 295.0 -562.0 37.0 yak_4_love2 SET_CHAR_HEADING yak_4_love2 180.0 //SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 295.0 -544.0 37.0 yak_5_love2 SET_CHAR_HEADING yak_5_love2 15.0 //SET_CHAR_OBJ_GUARD_AREA yak_5_love2 267.7 -592.0 306.0 -480.0 ADD_ARMOUR_TO_CHAR yak_5_love2 100 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 300.0 -556.0 37.0 yak_6_love2 SET_CHAR_HEADING yak_6_love2 160.0 //SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 301.0 -516.0 37.0 yak_7_love2 SET_CHAR_HEADING yak_7_love2 45.0 //SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 273.0 -570.0 37.0 yak_8_love2 SET_CHAR_HEADING yak_8_love2 260.0 //SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY GIVE_WEAPON_TO_CHAR yak_1_love2 WEAPONTYPE_M16 80 GIVE_WEAPON_TO_CHAR yak_2_love2 WEAPONTYPE_UZI 60 GIVE_WEAPON_TO_CHAR yak_3_love2 WEAPONTYPE_UZI 60 SET_CHAR_ACCURACY yak_3_love2 40 GIVE_WEAPON_TO_CHAR yak_4_love2 WEAPONTYPE_UZI 60 SET_CHAR_ACCURACY yak_4_love2 40 GIVE_WEAPON_TO_CHAR yak_5_love2 WEAPONTYPE_UZI 60 SET_CHAR_ACCURACY yak_5_love2 40 GIVE_WEAPON_TO_CHAR yak_6_love2 WEAPONTYPE_UZI 60 GIVE_WEAPON_TO_CHAR yak_7_love2 WEAPONTYPE_SHOTGUN 25 GIVE_WEAPON_TO_CHAR yak_8_love2 WEAPONTYPE_UZI 60 SET_CHAR_ACCURACY yak_8_love2 40 SET_CHAR_THREAT_SEARCH yak_1_love2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH yak_2_love2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH yak_3_love2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH yak_4_love2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH yak_5_love2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH yak_6_love2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH yak_7_love2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH yak_8_love2 THREAT_PLAYER1 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 304.2 -543.1 36.3 kenji SET_CHAR_HEADING kenji 140.0 SET_CHAR_THREAT_SEARCH kenji THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kenji WEAPONTYPE_UZI 60 ADD_ARMOUR_TO_CHAR kenji 100 ADD_BLIP_FOR_CHAR kenji blip_kenji_love2 SET_CHAR_STAY_IN_SAME_PLACE kenji true flag_yak_created_love2 = 1 ENDIF RETURN player_wanted_love2: IF flag_yak_created_love2 = 1 AND flag_wanted_love2 = 0 IF IS_CHAR_DEAD yak_1_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_2_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_3_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_4_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_5_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_6_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_7_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_8_love2 ALTER_WANTED_LEVEL_NO_DROP player 3 flag_wanted_love2 = 1 ENDIF ENDIF RETURN // ****************************************Mission Start************************************ mission_start_love2: REGISTER_MISSION_GIVEN SCRIPT_NAME love2 flag_player_on_mission = 1 flag_player_on_love_mission = 1 WAIT 0 flag_carpark_blip = 0 flag_kenji_dead = 0 flag_message = 0 flag_yak_created_love2 = 0 flag_wanted_love2 = 0 flag_yak_attack_love2 = 0 flag_player_clear = 0 flag_kenji_cut = 0 flag_kenji_look = 0 flag_1_dead_love2 = 0 flag_2_dead_love2 = 0 flag_3_dead_love2 = 0 flag_4_dead_love2 = 0 flag_5_dead_love2 = 0 flag_6_dead_love2 = 0 flag_7_dead_love2 = 0 flag_8_dead_love2 = 0 counter_kenji_guards_dead = 0 carpark_minx = 265.5 carpark_miny = -610.5 carpark_maxx = 345.5 carpark_maxy = -479.5 carpark_minz = 32.5 carpark_maxz = 50.0 /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_love2_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( LOVE2 ) 15000 2 //"Love Mission 2" SWITCH_STREAMING OFF */ REQUEST_MODEL tshrorckgrdn REQUEST_MODEL tshrorckgrdn_alfas WHILE NOT HAS_MODEL_LOADED tshrorckgrdn_alfas OR NOT HAS_MODEL_LOADED tshrorckgrdn WAIT 0 ENDWHILE // ****************************************START OF CUTSCENE******************************** LOAD_SPECIAL_CHARACTER 1 love //LOAD_SPECIAL_CHARACTER 2 butler LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 LOVEH //LOAD_SPECIAL_MODEL cut_obj3 BUTLERH /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 //OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 //OR NOT HAS_MODEL_LOADED cut_obj3 WAIT 0 ENDWHILE LOAD_CUTSCENE d2_kk SWITCH_STREAMING ON SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love SET_CUTSCENE_ANIM cs_love love //CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_butler //SET_CUTSCENE_ANIM cs_butler butler CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_love CUT_OBJ2 cs_lovehead SET_CUTSCENE_HEAD_ANIM cs_lovehead love //CREATE_CUTSCENE_HEAD cs_butler CUT_OBJ3 cs_butlerhead //SET_CUTSCENE_HEAD_ANIM cs_butlerhead butler SET_PLAYER_COORDINATES player 85.0 -1548.2 28.3 SET_PLAYER_HEADING player 90.0 DO_FADE 250 FADE_IN SWITCH_RUBBISH OFF START_CUTSCENE //SWITCH_STREAMING OFF // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 5434 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_A) 4000 1 //"Nothing drives down real estate prices like a good old fashi etc..." //MESSAGE_WAIT 3000 true WHILE cs_time < 9893 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_B) 4500 1 //"....but that might be going too far in this etc." //MESSAGE_WAIT 3000 true WHILE cs_time < 14631 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_C) 4000 1 //"I want you to kill the Yakuza WAKA-gashira, Kenji Kasen." //MESSAGE_WAIT 3000 true WHILE cs_time < 18811 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_D) 3000 1 //"I've learned .....t the top of the multi-story carpark in Newport." //MESSAGE_WAIT 3000 true WHILE cs_time < 21947 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_E) 3500 1 //"The Yakuza must blame.....Steal a Cartel car and take out Kenji!" //MESSAGE_WAIT 3000 true WHILE cs_time < 26266 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_F) 3500 1 //"The Yakuza must blame.....Steal a Cartel car and take out Kenji!" //MESSAGE_WAIT 3000 true WHILE cs_time < 30656 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_G) 3000 1 //"The Yakuza must blame.....Steal a Cartel car and take out Kenji!" //MESSAGE_WAIT 3000 true WHILE cs_time < 33442 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (LOVE2_H) 4500 1 //"The Yakuza must blame.....Steal a Cartel car and take out Kenji!" //MESSAGE_WAIT 3000 true WHILE cs_time < 41066 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_CAMERA_BEHIND_PLAYER WAIT 500 DO_FADE 1500 FADE_IN //WHILE GET_FADING_STATUS // WAIT 0 //ENDWHILE //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3 MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas //SWITCH_STREAMING ON SWITCH_RUBBISH ON // ******************************************END OF CUTSCENE******************************** /* //++++++++++++++++++++++++++++++++++++++++++++CUT SCENE++++++++++++++++++++++++++++++++++ PRINT_BIG ( LOVE2 ) 15000 2 //"Love Mission 2" SET_PLAYER_CONTROL player OFF DO_FADE 1500 FADE_OUT WAIT 1500 SWITCH_WIDESCREEN ON SET_PLAYER_COORDINATES player 114.24 -1543.31 246.03 //SET_PLAYER_HEADING player Heading LOAD_SPECIAL_CHARACTER 1 misty WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 WAIT 0 ENDWHILE CREATE_CHAR PEDTYPE_CIVMALE PED_SPECIAL1 126.6 -1556.5 246.39 love TURN_CHAR_TO_FACE_PLAYER love player DO_FADE 1500 FADE_IN WAIT 1500 GET_PLAYER_CHAR player script_controlled_player IF IS_CHAR_DEAD love GOTO mission_love2_failed ENDIF SET_CHAR_OBJ_GOTO_CHAR_ON_FOOT script_controlled_player love WHILE NOT LOCATE_PLAYER_ON_FOOT_CHAR_2D player love 3.0 3.0 0 WAIT 0 IF IS_CHAR_DEAD love GOTO mission_love2_failed ENDIF ENDWHILE TURN_CHAR_TO_FACE_PLAYER love player TURN_CHAR_TO_FACE_CHAR script_controlled_player love PRINT_NOW (LOVE2_A) 3000 1 //"Nothing drives down real estate prices like a good old fashi etc..." MESSAGE_WAIT 3000 true PRINT_NOW (LOVE2_B) 3000 1 //"....but that might be going too far in this etc." MESSAGE_WAIT 3000 true PRINT_NOW (LOVE2_C) 3000 1 //"I want you to kill the Yakuza WAKA-gashira, Kenji Kasen." MESSAGE_WAIT 3000 true PRINT_NOW (LOVE2_D) 3000 1 //"I've learned .....t the top of the multi-story carpark in Newport." MESSAGE_WAIT 3000 true PRINT_NOW (LOVE2_E) 3000 1 //"The Yakuza must blame.....Steal a Cartel car and take out Kenji!" MESSAGE_WAIT 3000 true */ /* SET_CHAR_OBJ_GOTO_COORD_ON_FOOT script_controlled_player 114.24 -1543.31 WHILE NOT IS_CHAR_OBJECTIVE_PASSED script_controlled_player WAIT 0 ENDWHILE //SET_CHAR_OBJ_NO_OBJ script_controlled_player DO_FADE 1500 FADE_OUT WAIT 1500 SWITCH_WIDESCREEN OFF SET_PLAYER_COORDINATES player 85.1 -1548.8 28.3 //SET_PLAYER_HEADING player Heading DELETE_CHAR love UNLOAD_SPECIAL_CHARACTER 1 DO_FADE 1500 FADE_IN WAIT 1500 SET_PLAYER_CONTROL player ON //++++++++++++++++++++++++++++++++++++++++++++++++CUTSCENE OVER+++++++++++++++++++++++++++++ */ LOAD_SPECIAL_CHARACTER 1 kenji WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_YAKUZA_A WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_YAKUZA_B WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_B WAIT 0 ENDWHILE REQUEST_MODEL CAR_YAKUZA WHILE NOT HAS_MODEL_LOADED CAR_YAKUZA WAIT 0 ENDWHILE REQUEST_MODEL CAR_STRETCH WHILE NOT HAS_MODEL_LOADED CAR_STRETCH WAIT 0 ENDWHILE LOAD_MISSION_AUDIO LO2_A /* REQUEST_MODEL CAR_COLUMB//test stuff WHILE NOT HAS_MODEL_LOADED CAR_COLUMB WAIT 0 ENDWHILE PRINT_NOW (LOVE2_3) 3000 1//test stuff CREATE_CAR CAR_COLUMB 54.0 -1625.0 -100.0 test_car_love2//test stuff CAR_SET_IDLE test_car_love2//test stuff */ //While loop 1: player not at carpark AND player not in CAR_COLUMB while_loop_1: WHILE flag_kenji_dead = 0 WAIT 0 IF IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 3 GOTO while_loop_4 ENDIF IF IS_PLAYER_IN_MODEL player CAR_COLUMB AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 1 GOTO while_loop_2 ENDIF IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 2 GOTO while_loop_3 ENDIF IF flag_message = 0 PRINT_NOW (LOVE2_1) 6000 1 //"Go and steal a Colombian Gangcar!" WAIT 3000 flag_message = 1 ENDIF ENDWHILE //While loop 2: player not at carpark AND player in CAR_COLUMB while_loop_2: WHILE flag_kenji_dead = 0 WAIT 0 IF IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 3 GOTO while_loop_4 ENDIF IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 0 GOTO while_loop_1 ENDIF IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 2 GOTO while_loop_3 ENDIF IF flag_message = 1 PRINT_NOW (LOVE2_2) 4000 1 //"Now get to the multi-storey in Newport and kill Kenji!" WAIT 3000 flag_message = 0 ENDIF IF flag_carpark_blip = 0 ADD_BLIP_FOR_COORD 305.0 -545.0 30.0 blip_carpark flag_carpark_blip = 1 ENDIF ENDWHILE //While loop 3: player at carpark AND NOT in CAR_COLUMB while_loop_3: IF flag_carpark_blip = 1 REMOVE_BLIP blip_carpark flag_carpark_blip = 0 ENDIF WHILE flag_kenji_dead = 0 WAIT 0 IF IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 3 GOTO while_loop_4 ENDIF IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 0 GOTO while_loop_1 ENDIF IF IS_PLAYER_IN_MODEL player CAR_COLUMB AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 1 GOTO while_loop_2 ENDIF IF flag_message = 2 PRINT_NOW (LOVE2_3) 3000 1 //If you proceed without a Cartel car you will be identified! flag_message = 0 ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you! IF flag_yak_created_love2 = 1 IF NOT IS_CHAR_DEAD kenji AND NOT IS_CAR_DEAD kenji_car_love2 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2 ENDIF ENDIF GOTO mission_love2_failed ENDIF IF IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny 35.0 carpark_maxx carpark_maxy carpark_maxz false IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you! IF flag_yak_created_love2 = 1 IF NOT IS_CHAR_DEAD kenji AND NOT IS_CAR_DEAD kenji_car_love2 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2 ENDIF ENDIF GOTO mission_love2_failed ENDIF ENDIF GOSUB create_yakuza GOSUB player_wanted_love2 IF flag_wanted_love2 = 1 PLAY_MISSION_AUDIO flag_wanted_love2 = 2 ENDIF ENDWHILE //While loop 4: player at carpark AND in CAR_COLUMB while_loop_4: IF flag_carpark_blip = 1 REMOVE_BLIP blip_carpark flag_carpark_blip = 0 ENDIF WHILE flag_kenji_dead = 0 WAIT 0 IF IS_PLAYER_IN_MODEL player CAR_COLUMB STORE_CAR_PLAYER_IS_IN player player_car SET_CAR_STRONG player_car true ENDIF /* IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you! GOTO mission_love2_failed ENDIF */ IF flag_yak_attack_love2 = 0 AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false IF NOT IS_CHAR_DEAD yak_7_love2 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS yak_7_love2 player ENDIF IF NOT IS_CHAR_DEAD yak_8_love2 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS yak_8_love2 player ENDIF flag_yak_attack_love2 = 1 ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you! IF flag_yak_created_love2 = 1 IF NOT IS_CHAR_DEAD kenji AND NOT IS_CAR_DEAD kenji_car_love2 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2 ENDIF ENDIF GOTO mission_love2_failed ENDIF IF IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny 35.0 carpark_maxx carpark_maxy carpark_maxz false IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you! IF flag_yak_created_love2 = 1 IF NOT IS_CHAR_DEAD kenji AND NOT IS_CAR_DEAD kenji_car_love2 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2 ENDIF ENDIF GOTO mission_love2_failed ELSE IF NOT IS_CHAR_DEAD kenji TURN_CHAR_TO_FACE_PLAYER kenji player ENDIF ENDIF ENDIF IF IS_PLAYER_IN_MODEL player CAR_COLUMB AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false IF NOT IS_CHAR_DEAD yak_7_love2 SET_CHAR_OBJ_NO_OBJ yak_7_love2 ENDIF IF NOT IS_CHAR_DEAD yak_8_love2 SET_CHAR_OBJ_NO_OBJ yak_8_love2 ENDIF flag_yak_attack_love2 = 0 flag_message = 1 GOTO while_loop_2 ENDIF IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 0 GOTO while_loop_1 ENDIF IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false flag_message = 2 GOTO while_loop_3 ENDIF IF flag_yak_created_love2 = 1 AND flag_kenji_cut = 0 AND IS_PLAYER_IN_MODEL player CAR_COLUMB IF IS_PLAYER_IN_AREA_3D player 317.2 -603.5 33.0 332.0 -593.1 35.0 false flag_kenji_cut = 1 GOSUB kenji_cut ENDIF IF IS_PLAYER_IN_AREA_3D player 317.2 -506.3 33.0 332.0 -497.3 35.0 false flag_kenji_cut = 2 GOSUB kenji_cut ENDIF ENDIF GOSUB create_yakuza GOSUB player_wanted_love2 IF flag_wanted_love2 = 1 PLAY_MISSION_AUDIO flag_wanted_love2 = 2 ENDIF GOSUB yak_death_count IF IS_CHAR_DEAD kenji flag_kenji_dead = 1 REMOVE_BLIP blip_kenji_love2 ENDIF ENDWHILE WHILE flag_player_clear = 0 WAIT 0 IF flag_kenji_dead = 1 PRINT_NOW (LOVE2_5) 3000 1//Kenji is dead!! Get out of NEWPORT and dump the Cartel car!! flag_kenji_dead = 2 ENDIF GOSUB yak_death_count IF counter_kenji_guards_dead = 8 PRINT_NOW (LOVE2_6) 3000 1//You've killed all the witnesses!! GOTO mission_love2_failed ENDIF IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you! GOTO mission_love2_failed ENDIF IF NOT IS_PLAYER_IN_ZONE player COM_EAS AND IS_PLAYER_IN_MODEL player CAR_COLUMB AND flag_kenji_dead = 2 PRINT_NOW (LOVE2_7) 3000 1 //Now dump the car! flag_kenji_dead = 3 ENDIF IF IS_PLAYER_IN_ZONE player COM_EAS AND NOT IS_PLAYER_IN_MODEL player CAR_COLUMB AND flag_kenji_dead = 2 PRINT_NOW (LOVE2_8) 3000 1 //Now get out of Newport! flag_kenji_dead = 3 ENDIF IF NOT IS_PLAYER_IN_ZONE player COM_EAS AND NOT IS_PLAYER_IN_MODEL player CAR_COLUMB flag_player_clear = 1 ENDIF ENDWHILE GOTO mission_love2_passed // Mission Love 2 failed mission_love2_failed: PRINT_BIG ( M_FAIL ) 2000 1 REMOVE_BLIP blip_kenji_love2 REMOVE_CHAR_ELEGANTLY kenji RETURN // mission Love 2 passed mission_love2_passed: flag_love_mission2_passed = 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 30000 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 CLEAR_WANTED_LEVEL player ADD_SCORE player 30000 REGISTER_MISSION_PASSED LOVE2 PLAYER_MADE_PROGRESS 1 REMOVE_BLIP kenji_contact_blip START_NEW_SCRIPT love_mission3_loop RETURN // mission cleanup mission_cleanup_love2: IF flag_carpark_blip = 1 REMOVE_BLIP blip_carpark ENDIF REMOVE_BLIP blip_kenji_love2 REMOVE_CHAR_ELEGANTLY kenji UNLOAD_SPECIAL_CHARACTER 1 RESTORE_CAMERA_JUMPCUT SET_PLAYER_CONTROL player on SWITCH_WIDESCREEN off flag_player_on_mission = 0 flag_player_on_love_mission = 0 MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_B MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STRETCH MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA MISSION_HAS_FINISHED RETURN //-----------------------------GOSUBS-------------------------------------- yak_death_count: IF IS_CHAR_DEAD yak_1_love2 AND flag_1_dead_love2 = 0 ++ counter_kenji_guards_dead flag_1_dead_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_2_love2 AND flag_2_dead_love2 = 0 ++ counter_kenji_guards_dead flag_2_dead_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_3_love2 AND flag_3_dead_love2 = 0 ++ counter_kenji_guards_dead flag_3_dead_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_4_love2 AND flag_4_dead_love2 = 0 ++ counter_kenji_guards_dead flag_4_dead_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_5_love2 AND flag_5_dead_love2 = 0 ++ counter_kenji_guards_dead flag_5_dead_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_6_love2 AND flag_6_dead_love2 = 0 ++ counter_kenji_guards_dead flag_6_dead_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_7_love2 AND flag_7_dead_love2 = 0 ++ counter_kenji_guards_dead flag_7_dead_love2 = 1 ENDIF IF IS_CHAR_DEAD yak_8_love2 AND flag_8_dead_love2 = 0 ++ counter_kenji_guards_dead flag_8_dead_love2 = 1 ENDIF RETURN kenji_cut: IF flag_kenji_cut = 1 APPLY_BRAKES_TO_PLAYERS_CAR player On SWITCH_WIDESCREEN on SET_PLAYER_CONTROL player off SET_FIXED_CAMERA_POSITION 303.11 -542.44 37.1 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 303.67 -543.36 36.92 JUMP_CUT GET_GAME_TIMER timer_kenji_cut_start timer_kenji_cut_dif = timer_kenji_cut_start - timer_kenji_cut_start WHILE timer_kenji_cut_dif < 7500 WAIT 0 //PRINT_WITH_NUMBER_NOW ( Z ) timer_kenji_cut_dif 1000 1 GET_GAME_TIMER timer_kenji_cut_now timer_kenji_cut_dif = timer_kenji_cut_now - timer_kenji_cut_start IF timer_kenji_cut_dif > 1000 AND flag_kenji_look = 0 IF NOT IS_CHAR_DEAD kenji AND NOT IS_CHAR_DEAD yak_2_love2 //CHAR_LOOK_AT_CHAR_ALWAYS kenji yak_3_love2 SET_CHAR_WAIT_STATE kenji WAITSTATE_CROSS_ROAD_LOOK 4000 SET_CHAR_WAIT_STATE yak_2_love2 WAITSTATE_PLAYANIM_CHAT 4000 flag_kenji_look = 1 ENDIF ENDIF IF timer_kenji_cut_dif > 2500 AND flag_kenji_cut = 1 /*IF NOT IS_CHAR_DEAD kenji STOP_CHAR_LOOKING kenji ENDIF*/ IF NOT IS_CHAR_DEAD yak_3_love2 POINT_CAMERA_AT_CHAR yak_3_love2 FIXED INTERPOLATION ENDIF flag_kenji_cut = 3 ENDIF IF timer_kenji_cut_dif > 5000 AND flag_kenji_cut = 3 IF NOT IS_CHAR_DEAD yak_1_love2 POINT_CAMERA_AT_CHAR yak_1_love2 FIXED INTERPOLATION flag_kenji_cut = 4 ENDIF ENDIF ENDWHILE RESTORE_CAMERA_JUMPCUT SET_PLAYER_CONTROL player on SWITCH_WIDESCREEN off ENDIF IF flag_kenji_cut = 2 APPLY_BRAKES_TO_PLAYERS_CAR player On SWITCH_WIDESCREEN on SET_PLAYER_CONTROL player off SET_FIXED_CAMERA_POSITION 303.32 -544.7 37.09 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 303.83 -543.85 36.96 JUMP_CUT GET_GAME_TIMER timer_kenji_cut_start timer_kenji_cut_dif = timer_kenji_cut_start - timer_kenji_cut_start WHILE timer_kenji_cut_dif < 7500 WAIT 0 //PRINT_WITH_NUMBER_NOW ( Z ) timer_kenji_cut_dif 1000 1 GET_GAME_TIMER timer_kenji_cut_now timer_kenji_cut_dif = timer_kenji_cut_now - timer_kenji_cut_start IF timer_kenji_cut_dif > 1000 AND flag_kenji_look = 0 IF NOT IS_CHAR_DEAD kenji AND NOT IS_CHAR_DEAD yak_2_love2 //CHAR_LOOK_AT_CHAR_ALWAYS kenji yak_1_love2 SET_CHAR_WAIT_STATE kenji WAITSTATE_CROSS_ROAD_LOOK 4000 SET_CHAR_WAIT_STATE yak_2_love2 WAITSTATE_PLAYANIM_CHAT 4000 flag_kenji_look = 1 ENDIF ENDIF IF timer_kenji_cut_dif > 2500 AND flag_kenji_cut = 2 /*IF NOT IS_CHAR_DEAD kenji STOP_CHAR_LOOKING kenji ENDIF*/ IF NOT IS_CHAR_DEAD yak_1_love2 POINT_CAMERA_AT_CHAR yak_1_love2 FIXED INTERPOLATION ENDIF flag_kenji_cut = 3 ENDIF IF timer_kenji_cut_dif > 5000 AND flag_kenji_cut = 3 IF NOT IS_CHAR_DEAD yak_4_love2 POINT_CAMERA_AT_CHAR yak_4_love2 FIXED INTERPOLATION flag_kenji_cut = 4 ENDIF ENDIF ENDWHILE RESTORE_CAMERA_JUMPCUT SET_PLAYER_CONTROL player on SWITCH_WIDESCREEN off ENDIF RETURN
love3
MISSION_START // ***************************************************************************************** // ********************************* Love mission 3 *********************************** // ********************************* A Drop in the Ocean *********************************** // ***************************************************************************************** // *** The Player must pick up several packages that will be dropped from a Cessna into *** // *** the bay that night. The player will use a boat to collect them. It is a decoy *** // *** (player does not know this at this time) so the police are aware of them. As soon *** // *** has the player has picked up the first package the police chopper will be on him. *** // *** Once the player has collected them all he must get them back to land and to his *** // *** hideout in a car with the ensuing police chase. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_love3 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_love3_failed ENDIF GOSUB mission_cleanup_love3 MISSION_END // Variables for mission VAR_INT players_boat /*garage_flag_l3 player_car_l3*/ players_boat_blip police_boat_flag police_boat VAR_INT plane_blip random_int_l3 counter_display_flag plane_timer police_boat_driver police_rating VAR_INT float_packge_01 float_packge_02 float_packge_03 float_packge_04 float_packge_05 float_packge_06 VAR_INT drug_current_timer temporary_time_drug last_drug_dropped_timer package_numbers cs_ojg VAR_INT packge_01 packge_02 packge_03 packge_04 packge_05 packge_06 packages_collected VAR_FLOAT PlaneX PlaneY PlaneZ VAR_FLOAT package_1_x package_1_y VAR_FLOAT package_2_x package_2_y VAR_FLOAT package_3_x package_3_y VAR_FLOAT package_4_x package_4_y VAR_FLOAT package_5_x package_5_y VAR_FLOAT package_6_x package_6_y // ****************************************Mission Start************************************ mission_start_love3: flag_player_on_mission = 1 flag_player_on_love_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME love3 drug_current_timer = 0 temporary_time_drug = 0 last_drug_dropped_timer = 0 package_numbers = 0 packages_collected = 0 police_boat_flag = 0 police_rating = 0 packge_01 = 0 packge_02 = 0 packge_03 = 0 packge_04 = 0 packge_05 = 0 packge_06 = 0 counter_display_flag = 0 //garage_flag_l3 = 0 PlaneX = 0.0 PlaneY = 0.0 PlaneZ = 0.0 // ****************************************START OF CUTSCENE******************************** LOAD_SPECIAL_CHARACTER 1 love2 LOAD_SPECIAL_CHARACTER 2 ojg2 LOAD_SPECIAL_MODEL cut_obj1 LOVEH REQUEST_MODEL tshrorckgrdn REQUEST_MODEL tshrorckgrdn_alfas LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas OR NOT HAS_MODEL_LOADED tshrorckgrdn WAIT 0 ENDWHILE LOAD_CUTSCENE D3_ADO SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love SET_CUTSCENE_ANIM cs_love love2 CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_ojg SET_CUTSCENE_ANIM cs_ojg ojg2 CREATE_CUTSCENE_HEAD cs_love cut_obj1 cs_lovehead SET_CUTSCENE_HEAD_ANIM cs_lovehead love CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN SWITCH_STREAMING ON SWITCH_RUBBISH OFF START_CUTSCENE GET_CUTSCENE_TIME cs_time WHILE cs_time < 12262 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE3_A 5000 1//"In these days of moral hypocrisy certain valuable commodities can be hard to import." WHILE cs_time < 16652 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE3_B 5000 1//"On it's approach to Liberty airport tonight, a light aircraft will pass over the bay." WHILE cs_time < 20065 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE3_C 5000 1//"It will drop several packages into the water." WHILE cs_time < 22434 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE3_D 5000 1//"Make sure you pick them up before anyone else does." WHILE cs_time < 25333 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_RUBBISH ON CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT REQUEST_MODEL PLANE_DEADDODO REQUEST_MODEL BOAT_SPEEDER REQUEST_MODEL BOAT_PREDATOR LOAD_ALL_MODELS_NOW SET_CAMERA_BEHIND_PLAYER WAIT 500 DO_FADE 1500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas // ******************************************END OF CUTSCENE******************************** WHILE NOT HAS_MODEL_LOADED PLANE_DEADDODO OR NOT HAS_MODEL_LOADED BOAT_SPEEDER OR NOT HAS_MODEL_LOADED BOAT_PREDATOR WAIT 0 ENDWHILE CREATE_CAR BOAT_SPEEDER 837.0 -1115.6 -0.2 players_boat SET_CAR_HEADING players_boat 140.0 ADD_BLIP_FOR_CAR players_boat players_boat_blip PRINT_NOW LOVE3_1 5000 1 START_DRUG_DROP_OFF IF flag_player_on_mission = 0 // IMPOSSIBLE IF STATEMENT ADD_BLIP_FOR_COORD PlaneX PlaneY PlaneZ plane_blip // JUST SO I CAN REMOVE THE ENDIF // BLIP BEFORE ADDING IT WAIT 1000 plane_timer = 120000 DISPLAY_ONSCREEN_TIMER plane_timer plane_drop_loop: WAIT 0 IF HAS_DROP_OFF_PLANE_BEEN_SHOT_DOWN PRINT_NOW LOVE3_4 5000 1 GOTO mission_love3_failed ENDIF IF plane_timer = 0 CLEAR_ONSCREEN_TIMER plane_timer PRINT_NOW LOVE3_5 5000 1// "The plane is now in range." plane_timer = -1000 ENDIF IF IS_PLAYER_IN_MODEL player BOAT_PREDATOR OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER OR IS_PLAYER_IN_MODEL player BOAT_REEFER REMOVE_BLIP players_boat_blip ENDIF REMOVE_BLIP plane_blip IF package_numbers < 6 FIND_DROP_OFF_PLANE_COORDINATES PlaneX PlaneY PlaneZ ADD_BLIP_FOR_COORD_OLD PlaneX PlaneY PlaneZ 4 BLIP_ONLY plane_blip CHANGE_BLIP_SCALE plane_blip 3 GET_GAME_TIMER drug_current_timer temporary_time_drug = drug_current_timer - last_drug_dropped_timer IF temporary_time_drug > 7000 GET_GAME_TIMER last_drug_dropped_timer IF PlaneX < 750.0 AND PlaneX > 615.0 AND PlaneY < 650.0 AND PlaneY > -1213.0 GET_GAME_TIMER last_drug_dropped_timer IF package_numbers = 0 CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_01 package_1_x = PlaneX package_1_y = PlaneY packge_01 = 1 ENDIF IF package_numbers = 1 CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_02 package_2_x = PlaneX package_2_y = PlaneY packge_02 = 1 ENDIF IF package_numbers = 2 CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_03 package_3_x = PlaneX package_3_y = PlaneY packge_03 = 1 ENDIF IF package_numbers = 3 CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_04 package_4_x = PlaneX package_4_y = PlaneY packge_04 = 1 ENDIF IF package_numbers = 4 CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_05 package_5_x = PlaneX package_5_y = PlaneY packge_05 = 1 ENDIF IF package_numbers = 5 CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_06 package_6_x = PlaneX package_6_y = PlaneY packge_06 = 1 ENDIF package_numbers++ ENDIF ENDIF ENDIF IF packge_01 > 0 AND packages_collected < 6 PRINT_WITH_NUMBER_NOW LOVE3_3 package_numbers 5000 1 //"The plane has dropped ~1~ of 8 packages." ENDIF IF packge_01 = 1 IF HAS_PICKUP_BEEN_COLLECTED float_packge_01 ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP ++packages_collected IF counter_display_flag = 0 DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT counter_display_flag = 1 ENDIF police_rating += 1 ALTER_WANTED_LEVEL_NO_DROP player police_rating packge_01 = 2 ENDIF ENDIF IF packge_02 = 1 IF HAS_PICKUP_BEEN_COLLECTED float_packge_02 ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP ++packages_collected IF counter_display_flag = 0 DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT counter_display_flag = 1 ENDIF police_rating += 1 ALTER_WANTED_LEVEL_NO_DROP player police_rating packge_02 = 2 ENDIF ENDIF IF packge_03 = 1 IF HAS_PICKUP_BEEN_COLLECTED float_packge_03 ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP ++packages_collected IF counter_display_flag = 0 DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT counter_display_flag = 1 ENDIF police_rating += 1 ALTER_WANTED_LEVEL_NO_DROP player police_rating packge_03 = 2 ENDIF ENDIF IF packge_04 = 1 IF HAS_PICKUP_BEEN_COLLECTED float_packge_04 ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP ++packages_collected IF counter_display_flag = 0 DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT counter_display_flag = 1 ENDIF police_rating += 1 ALTER_WANTED_LEVEL_NO_DROP player police_rating packge_04 = 2 ENDIF ENDIF IF packge_05 = 1 IF HAS_PICKUP_BEEN_COLLECTED float_packge_05 ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP ++packages_collected IF counter_display_flag = 0 DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT counter_display_flag = 1 ENDIF police_rating += 1 ALTER_WANTED_LEVEL_NO_DROP player police_rating packge_05 = 2 ENDIF ENDIF IF packge_06 = 1 IF HAS_PICKUP_BEEN_COLLECTED float_packge_06 ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP ++packages_collected IF counter_display_flag = 0 DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT counter_display_flag = 1 ENDIF police_rating += 1 ALTER_WANTED_LEVEL_NO_DROP player police_rating packge_06 = 2 ENDIF ENDIF IF packge_06 > 0 IF police_boat_flag = 0 IF NOT IS_POINT_ON_SCREEN 560.5223 -474.0232 -0.2 5.0 CREATE_CAR BOAT_PREDATOR 560.5223 -474.0232 -0.2 police_boat CREATE_CHAR_INSIDE_CAR police_boat PEDTYPE_CIVMALE PED_COP police_boat_driver SET_CAR_HEADING police_boat 179.7861 BOAT_GOTO_COORDS police_boat package_6_x package_6_y 0.0 police_boat_flag = 1 ENDIF ENDIF IF NOT IS_CAR_DEAD police_boat IF police_boat_flag = 1 IF LOCATE_CAR_2D police_boat package_6_x package_6_y 4.0 4.0 0 IF packge_06 = 1 REMOVE_PICKUP float_packge_01 REMOVE_PICKUP float_packge_02 REMOVE_PICKUP float_packge_03 REMOVE_PICKUP float_packge_04 REMOVE_PICKUP float_packge_05 REMOVE_PICKUP float_packge_06 PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!" BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0 SET_BOAT_CRUISE_SPEED police_boat 100.0 GOTO mission_love3_failed ELSE BOAT_GOTO_COORDS police_boat package_5_x package_5_y 0.0 police_boat_flag = 2 ENDIF ENDIF ENDIF IF police_boat_flag = 2 IF LOCATE_CAR_2D police_boat package_5_x package_5_y 4.0 4.0 0 IF packge_05 = 1 REMOVE_PICKUP float_packge_01 REMOVE_PICKUP float_packge_02 REMOVE_PICKUP float_packge_03 REMOVE_PICKUP float_packge_04 REMOVE_PICKUP float_packge_05 REMOVE_PICKUP float_packge_06 PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!" BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0 SET_BOAT_CRUISE_SPEED police_boat 100.0 GOTO mission_love3_failed ELSE BOAT_GOTO_COORDS police_boat package_4_x package_4_y 0.0 police_boat_flag = 3 ENDIF ENDIF ENDIF IF police_boat_flag = 3 IF LOCATE_CAR_2D police_boat package_4_x package_4_y 4.0 4.0 0 IF packge_04 = 1 REMOVE_PICKUP float_packge_01 REMOVE_PICKUP float_packge_02 REMOVE_PICKUP float_packge_03 REMOVE_PICKUP float_packge_04 REMOVE_PICKUP float_packge_05 REMOVE_PICKUP float_packge_06 PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!" BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0 SET_BOAT_CRUISE_SPEED police_boat 100.0 GOTO mission_love3_failed ELSE BOAT_GOTO_COORDS police_boat package_3_x package_3_y 0.0 police_boat_flag = 4 ENDIF ENDIF ENDIF IF police_boat_flag = 4 IF LOCATE_CAR_2D police_boat package_3_x package_3_y 4.0 4.0 0 IF packge_03 = 1 REMOVE_PICKUP float_packge_01 REMOVE_PICKUP float_packge_02 REMOVE_PICKUP float_packge_03 REMOVE_PICKUP float_packge_04 REMOVE_PICKUP float_packge_05 REMOVE_PICKUP float_packge_06 PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!" BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0 SET_BOAT_CRUISE_SPEED police_boat 100.0 GOTO mission_love3_failed ELSE BOAT_GOTO_COORDS police_boat package_2_x package_2_y 0.0 police_boat_flag = 5 ENDIF ENDIF ENDIF IF police_boat_flag = 5 IF LOCATE_CAR_2D police_boat package_2_x package_2_y 4.0 4.0 0 IF packge_02 = 1 REMOVE_PICKUP float_packge_01 REMOVE_PICKUP float_packge_02 REMOVE_PICKUP float_packge_03 REMOVE_PICKUP float_packge_04 REMOVE_PICKUP float_packge_05 REMOVE_PICKUP float_packge_06 PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!" BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0 SET_BOAT_CRUISE_SPEED police_boat 100.0 GOTO mission_love3_failed ELSE BOAT_GOTO_COORDS police_boat package_1_x package_1_y 0.0 police_boat_flag = 6 ENDIF ENDIF ENDIF IF police_boat_flag = 6 IF LOCATE_CAR_2D police_boat package_1_x package_1_y 4.0 4.0 0 IF packge_01 = 1 REMOVE_PICKUP float_packge_01 REMOVE_PICKUP float_packge_02 REMOVE_PICKUP float_packge_03 REMOVE_PICKUP float_packge_04 REMOVE_PICKUP float_packge_05 REMOVE_PICKUP float_packge_06 PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!" BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0 SET_BOAT_CRUISE_SPEED police_boat 100.0 GOTO mission_love3_failed ELSE BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0 police_boat_flag = 99 ENDIF ENDIF ENDIF ENDIF ENDIF IF packages_collected = 6 PRINT_NOW LOVE3_2 5000 1 // "You have them all. Take the package to Donald Love" REMOVE_BLIP plane_blip ADD_BLIP_FOR_COORD 87.3 -1548.6 27.255 plane_blip //130.0 -1585.0 26.0 temporary_time_drug = 0 GOTO garage_loop_l3 ENDIF GOTO plane_drop_loop garage_loop_l3: WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL WAIT 0 ENDWHILE WHILE NOT LOCATE_STOPPED_PLAYER_ON_FOOT_3D Player 87.3 -1548.6 28.3 2.0 1.0 2.0 1 WAIT 0 ENDWHILE SET_PLAYER_CONTROL player OFF SET_EVERYONE_IGNORE_PLAYER player ON SET_ALL_CARS_CAN_BE_DAMAGED FALSE CLEAR_WANTED_LEVEL player SET_FIXED_CAMERA_POSITION 81.3343 -1540.0887 27.7976 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 81.8719 -1540.9318 27.8039 JUMP_CUT SWITCH_WIDESCREEN ON GET_PLAYER_CHAR player script_controlled_player SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 87.4588 -1548.7035 { TIMERA = 0 WHILE NOT LOCATE_PLAYER_ON_FOOT_2D player 87.4588 -1548.7035 1.0 1.0 0 WAIT 0 IF TIMERA > 3000 GOTO get_out_of_loop_l3 ENDIF ENDWHILE } get_out_of_loop_l3: SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 98.7615 -1548.6489 DO_FADE 1000 FADE_OUT CLEAR_AREA 87.3 -1548.6 28.3 2.0 0 WHILE GET_FADING_STATUS WAIT 0 ENDWHILE SET_CHAR_OBJ_NO_OBJ script_controlled_player CHAR_SET_IDLE script_controlled_player SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 81.2603 -1548.9347 SET_CHAR_OBJ_NO_OBJ script_controlled_player CHAR_SET_IDLE script_controlled_player WAIT 250 SET_PLAYER_COORDINATES player 81.2603 -1548.9347 27.4 SET_PLAYER_HEADING player 90.0 RESTORE_CAMERA_JUMPCUT SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_CAMERA_IN_FRONT_OF_PLAYER SET_EVERYONE_IGNORE_PLAYER player OFF SET_ALL_CARS_CAN_BE_DAMAGED TRUE DO_FADE 1000 FADE_IN GOTO mission_love3_passed // Mission love 3 failed mission_love3_failed: PRINT_BIG M_FAIL 5000 1 RETURN // mission love 3 passed mission_love3_passed: flag_love_mission3_passed = 1 flag_commercial_passed = 1 COMMERCIAL_PASSED IF DOES_OBJECT_EXIST subway_gate_suburban1 DELETE_OBJECT subway_gate_suburban1 ENDIF IF DOES_OBJECT_EXIST subway_gate_suburban2 DELETE_OBJECT subway_gate_suburban2 ENDIF IF DOES_OBJECT_EXIST tunnel_gate_suburban DELETE_OBJECT tunnel_gate_suburban ENDIF IF DOES_OBJECT_EXIST helix_barrier DELETE_OBJECT helix_barrier ENDIF SWITCH_ROADS_ON 496.7 75.5 -30.0 484.0 44.2 0.0 //tunnel to suburbia SWITCH_ROADS_ON -46.8 -648.0 39.0 -69.1 -614.0 50.0 //Commercial to Suburbia Bridge IF flag_ray_mission5_passed = 1 ADD_SPRITE_BLIP_FOR_CONTACT_POINT 38.8 -725.4 -100.0 RADAR_SPRITE_RAY ray_contact_blip START_NEW_SCRIPT ray_mission6_loop ENDIF PRINT_WITH_NUMBER_BIG M_PASS 10000 5000 1 ADD_SCORE player 10000 CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED LOVE3 PLAY_MISSION_PASSED_TUNE 1 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT love_mission4_loop START_NEW_SCRIPT hood_phone_start RETURN // mission cleanup mission_cleanup_love3: flag_player_on_mission = 0 flag_player_on_love_mission = 0 CLEAR_ONSCREEN_TIMER plane_timer CLEAR_ONSCREEN_COUNTER packages_collected MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_SPEEDER MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DEADDODO //SET_TARGET_CAR_FOR_MISSION_GARAGE loves_garage -1 REMOVE_BLIP players_boat_blip REMOVE_BLIP plane_blip MISSION_HAS_FINISHED RETURN
love4
MISSION_START // ***************************************************************************************** // ********************************* Love Mission 4 ************************************** // ********************************* Grand Theft Aero ************************************** // ***************************************************************************************** // *** The real packages are still in the Cessna, which is at the airport. *** // *** When the player arrives he will see a Palantic Construction vans drive away. *** // *** As he gets closer there are some Colombians inside the hangar, seeing the player *** // *** they will attack. After the player has killed them, he will go into the hangar to *** // *** find out that the package is not there. The player must go to to the building *** // *** site. There the player will have to fight his way through the Colombians to *** // *** Catalina & Miguel and the packages. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_love4 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_love4_failed ENDIF GOSUB mission_cleanup_love4 MISSION_END // Variables for mission //VAR_INT flag_player_on_love_mission flag_love_mission4_passed// TEST VARS VAR_INT love_4_blip goon_in_hangar1_blip goon_in_hangar2_blip goon_in_hangar3_blip goon_in_hangar4_blip VAR_INT van1_driver goon_in_hangar1 goon_in_hangar2 goon_in_hangar3 goon_in_hangar4 ducking_flag VAR_INT car_van1_lm4 car_van2_lm4 car_van3_lm4 wingless_cessna cs_cat cs_lift lift players_vehicle VAR_INT deadman1 hangar_route VAR_INT flag_result_1 reset_timera_flag player_car_l4 cs_whip VAR_INT goon_at_yard1 goon_at_yard2 goon_at_yard3 goon_at_yard4 goon_at_yard5 goon_at_yard6 goon_at_yard7 goon_at_yard8 goon_at_yard9 goon_at_yard10 VAR_INT yard_route1 yard_route2 yard_route3 game_timer_var c_site_area_flag colombian_car VAR_INT yakuza_car1 yakuza_car2 yakuza_guard1 yakuza_guard2 yakuza_guard3 yakuza_guard4 yakuza_guard5 yakuza_car3 VAR_INT goon_in_hangar1_flag goon_in_hangar2_flag goon_in_hangar3_flag goon_in_hangar4_flag VAR_INT goon_in_hangar1_ducking goon_in_hangar2_ducking goon_in_hangar3_ducking goon_in_hangar4_ducking VAR_INT goon_in_hangar1_waitstate goon_in_hangar2_waitstate goon_in_hangar3_waitstate goon_in_hangar4_waitstate VAR_INT goon_in_hangar1_blip_flag goon_in_hangar2_blip_flag goon_in_hangar3_blip_flag goon_in_hangar4_blip_flag VAR_INT goon_at_yard1_flag goon_at_yard1_duck goon_at_yard1_duck_timer VAR_INT goon_at_yard2_flag goon_at_yard2_duck goon_at_yard2_duck_timer VAR_INT goon_at_yard3_flag goon_at_yard3_duck goon_at_yard3_duck_timer VAR_INT goon_at_yard4_flag goon_at_yard4_duck goon_at_yard4_duck_timer VAR_INT goon_at_yard5_flag break_timer break_timer_start VAR_INT goon_at_yard6_flag VAR_INT goon_at_yard7_duck goon_at_yard7_duck_timer VAR_INT goon_at_yard8_flag goon_at_yard8_duck goon_at_yard8_duck_timer VAR_INT goon_at_yard9_flag VAR_INT goon_at_yard10_flag goon_at_yard10_duck goon_at_yard10_duck_timer VAR_FLOAT van3_x van3_y van3_z x_component y_component differ_x differ_y distance_result1 distance_result2 sum_difference VAR_FLOAT temp_result_x temp_result_y result1_x result1_y result2_x result2_y VAR_FLOAT player_lo4_x player_lo4_y player_lo4_z temp_var_x temp_var_y // ****************************************Mission Start************************************ mission_start_love4: flag_player_on_mission = 1 flag_player_on_love_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME love4 flag_result_1 = 0 reset_timera_flag = 0 goon_in_hangar1_flag = -1 goon_in_hangar2_flag = -1 goon_in_hangar3_flag = -1 goon_in_hangar4_flag = -1 goon_in_hangar1_ducking = -1 goon_in_hangar2_ducking = -1 goon_in_hangar3_ducking = -1 goon_in_hangar4_ducking = -1 goon_in_hangar1_waitstate = 0 goon_in_hangar2_waitstate = 0 goon_in_hangar3_waitstate = 0 goon_in_hangar4_waitstate = 0 goon_at_yard1_flag = 0 goon_at_yard1_duck = 0 goon_at_yard1_duck_timer = 0 goon_at_yard2_flag = 0 goon_at_yard2_duck = 0 goon_at_yard2_duck_timer = 0 goon_at_yard3_flag = 0 goon_at_yard3_duck = 0 goon_at_yard3_duck_timer = 0 goon_at_yard4_flag = 0 goon_at_yard4_duck = 0 goon_at_yard4_duck_timer = 0 goon_at_yard5_flag = 0 goon_at_yard6_flag = 0 goon_at_yard7_duck = 0 goon_at_yard7_duck_timer = 0 goon_at_yard8_flag = 0 goon_at_yard8_duck = 0 goon_at_yard8_duck_timer = 0 goon_at_yard9_flag = 0 goon_at_yard10_flag = 0 goon_at_yard10_duck = 0 goon_at_yard10_duck_timer = 0 goon_in_hangar1_blip_flag = 0 goon_in_hangar2_blip_flag = 0 goon_in_hangar3_blip_flag = 0 goon_in_hangar4_blip_flag = 0 ducking_flag = 0 c_site_area_flag = 0 hangar_route = 0 yard_route1 = 1 yard_route2 = 2 yard_route3 = 3 // ****************************************START OF CUTSCENE******************************** LOAD_SPECIAL_CHARACTER 1 love REQUEST_MODEL tshrorckgrdn REQUEST_MODEL tshrorckgrdn_alfas LOAD_SPECIAL_MODEL cut_obj1 LOVEH LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas OR NOT HAS_MODEL_LOADED tshrorckgrdn OR NOT HAS_MODEL_LOADED cut_obj1 WAIT 0 ENDWHILE LOAD_CUTSCENE D4_GTA SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love SET_CUTSCENE_ANIM cs_love love CREATE_CUTSCENE_HEAD cs_love cut_obj1 cs_lovehead SET_CUTSCENE_HEAD_ANIM cs_lovehead love CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN START_CUTSCENE GET_CUTSCENE_TIME cs_time WHILE cs_time < 765 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_A 10000 1//"Thank you for retrieving those packages, but they were only a decoy." WHILE cs_time < 4000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_B 10000 1//"Sorry about that, but that's sometimes the way in business." WHILE cs_time < 6851 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_C 10000 1//"My real objective was hidden on the plane all along." WHILE cs_time < 9951 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_D 10000 1//"Unfortunately the port authorities seized the plane and were stripping it down" WHILE cs_time < 13204 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_H 10000 1//"until I intervened at great personal expense." WHILE cs_time < 16457 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_E 10000 1//"Cross the bridge to and go to Francis International Airport." WHILE cs_time < 19710 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_F 10000 1//"I've paid off the officials." WHILE cs_time < 21394 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE4_G 10000 1//"My property will be waiting for you at the customs hanger in the aircraft's fuselage." WHILE cs_time < 27666 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_CAMERA_BEHIND_PLAYER UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas REQUEST_MODEL CAR_PANLANT REQUEST_MODEL PED_GANG_COLOMBIAN_A REQUEST_MODEL PLANE_DODO REQUEST_MODEL CAR_COLUMB LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED CAR_PANLANT OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A OR NOT HAS_MODEL_LOADED PLANE_DODO OR NOT HAS_MODEL_LOADED CAR_COLUMB WAIT 0 ENDWHILE SWITCH_STREAMING ON DO_FADE 1500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE // ******************************************END OF CUTSCENE******************************** ADD_BLIP_FOR_COORD_OLD -1268.4851 -528.6431 9.8341 RED BLIP_ONLY love_4_blip CHANGE_BLIP_SCALE love_4_blip 3 WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN WAIT 0 // IF IS_BUTTON_PRESSED PAD1 TRIANGLE // AND IS_BUTTON_PRESSED PAD1 SQUARE // AND IS_BUTTON_PRESSED PAD1 CIRCLE // WAIT 500 // SET_PLAYER_COORDINATES player 338.2069 -274.6978 15.8 // GOTO second_cutscene // ENDIF ENDWHILE IF IS_NASTY_GAME CREATE_OBJECT_NO_OFFSET deadman1 -1276.834 -528.049 10.568 deadman1//-1276.983 -527.532 9.951 deadman1 ELSE CREATE_OBJECT_NO_OFFSET deadmanoblood -1276.834 -528.049 10.568 deadman1//-1276.983 -527.532 9.951 deadman1 ENDIF WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1268.4851 -528.6431 200.0 200.0 0 WAIT 0 ENDWHILE WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN WAIT 0 ENDWHILE CREATE_CAR CAR_PANLANT -1282.3678 -549.2936 10.0782 car_van1_lm4 SET_CAR_HEADING car_van1_lm4 110.3045 CREATE_CAR CAR_PANLANT -1281.3341 -561.8243 10.0766 car_van3_lm4 SET_CAR_HEADING car_van3_lm4 153.1196 CREATE_CAR PLANE_DODO -1268.2 -519.0 10.0 wingless_cessna SET_CAR_HEADING wingless_cessna 180.0 REMOVE_BLIP love_4_blip ADD_BLIP_FOR_CAR wingless_cessna love_4_blip CREATE_CHAR_INSIDE_CAR car_van1_lm4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A van1_driver CAR_SET_IDLE car_van1_lm4 CAR_SET_IDLE car_van3_lm4 CAR_SET_IDLE wingless_cessna SET_CAR_CRUISE_SPEED car_van1_lm4 25.0 SET_CAR_DRIVING_STYLE car_van1_lm4 2 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1271.8468 -511.2291 10.0 goon_in_hangar1 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1265.1578 -520.6526 10.0 goon_in_hangar2 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1263.0977 -520.3745 10.0 goon_in_hangar3 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1271.0814 -522.0176 10.0 goon_in_hangar4 SET_CHAR_HEADING goon_in_hangar4 170.5763 TURN_CHAR_TO_FACE_CHAR goon_in_hangar2 goon_in_hangar3 TURN_CHAR_TO_FACE_CHAR goon_in_hangar3 goon_in_hangar2 ADD_ROUTE_POINT hangar_route -1271.8468 -511.2291 9.7954 ADD_ROUTE_POINT hangar_route -1263.3838 -510.6700 9.7954 SET_CHAR_OBJ_FOLLOW_ROUTE goon_in_hangar1 hangar_route FOLLOW_ROUTE_BACKFORWARD GIVE_WEAPON_TO_CHAR goon_in_hangar1 WEAPONTYPE_CHAINGUN 9999 GIVE_WEAPON_TO_CHAR goon_in_hangar2 WEAPONTYPE_UZI 9999 GIVE_WEAPON_TO_CHAR goon_in_hangar4 WEAPONTYPE_M16 9999 SET_CHAR_THREAT_SEARCH goon_in_hangar1 THREAT_FAST_CAR SET_CHAR_THREAT_SEARCH goon_in_hangar2 THREAT_FAST_CAR SET_CHAR_THREAT_SEARCH goon_in_hangar3 THREAT_FAST_CAR SET_CHAR_THREAT_SEARCH goon_in_hangar4 THREAT_FAST_CAR IF flag_player_on_mission = 0 ADD_BLIP_FOR_CHAR goon_in_hangar1 goon_in_hangar1_blip ADD_BLIP_FOR_CHAR goon_in_hangar2 goon_in_hangar2_blip ADD_BLIP_FOR_CHAR goon_in_hangar3 goon_in_hangar3_blip ADD_BLIP_FOR_CHAR goon_in_hangar4 goon_in_hangar4_blip ENDIF WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1281.3341 -561.8243 90.0 90.0 0// CESSNA WAIT 0 IF IS_CAR_DEAD wingless_cessna PRINT_NOW LOVE4_9 5000 1 GOTO mission_love4_failed ENDIF IF IS_CAR_DEAD car_van3_lm4 PRINT_NOW LOV4_10 5000 1 GOTO mission_love4_failed ENDIF ENDWHILE IF NOT IS_CAR_DEAD car_van1_lm4 CAR_GOTO_COORDINATES car_van1_lm4 439.0 -198.0 21.0 ENDIF IF NOT IS_CHAR_DEAD goon_in_hangar2 OR NOT IS_CHAR_DEAD goon_in_hangar3 SET_CHARS_CHATTING goon_in_hangar2 goon_in_hangar3 1000000 ENDIF IF NOT IS_CHAR_DEAD goon_in_hangar4 SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_CROSS_ROAD_LOOK 1000000 ENDIF WHILE NOT IS_CHAR_DEAD goon_in_hangar1 OR NOT IS_CHAR_DEAD goon_in_hangar2 OR NOT IS_CHAR_DEAD goon_in_hangar3 OR NOT IS_CHAR_DEAD goon_in_hangar4 WAIT 0 IF IS_CAR_DEAD wingless_cessna PRINT_NOW LOVE4_9 5000 1 GOTO mission_love4_failed ENDIF IF IS_CAR_DEAD car_van3_lm4 PRINT_NOW LOV4_10 5000 1 GOTO mission_love4_failed ENDIF IF IS_CHAR_DEAD goon_in_hangar1 goon_in_hangar1_flag = -100 goon_in_hangar1_ducking = -100 REMOVE_BLIP goon_in_hangar1_blip GOSUB set_death_flags ENDIF IF IS_CHAR_DEAD goon_in_hangar2 goon_in_hangar2_flag = -100 goon_in_hangar2_ducking = -100 REMOVE_BLIP goon_in_hangar2_blip GOSUB set_death_flags ENDIF IF IS_CHAR_DEAD goon_in_hangar3 goon_in_hangar3_flag = -100 goon_in_hangar3_ducking = -100 REMOVE_BLIP goon_in_hangar3_blip GOSUB set_death_flags ENDIF IF IS_CHAR_DEAD goon_in_hangar4 goon_in_hangar4_flag = -100 goon_in_hangar4_ducking = -100 REMOVE_BLIP goon_in_hangar4_blip GOSUB set_death_flags ENDIF IF IS_PLAYER_IN_AREA_2D player -1285.05 -586.535 -1254.959 -542.262 0 //OUT THE FRONT OF THE HANGAR (AREA1) AND IS_CAR_ON_SCREEN wingless_cessna GOSUB set_death_flags ENDIF IF IS_PLAYER_IN_AREA_2D player -1290.216 -542.262 -1244.057 -531.793 0 //INSIDE HANGAR (AREA2) IF NOT IS_CHAR_DEAD goon_in_hangar2 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar2 player ENDIF goon_in_hangar2_flag = -100 goon_in_hangar2_ducking = -100 GOSUB set_death_flags ENDIF IF IS_PLAYER_IN_AREA_2D player -1290.216 -531.793 -1244.057 -522.926 0 //INSIDE HANGAR (AREA3) IF NOT IS_CHAR_DEAD goon_in_hangar4 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar4 player ENDIF goon_in_hangar4_flag = -100 goon_in_hangar4_ducking = -100 GOSUB set_death_flags ENDIF IF IS_PLAYER_IN_AREA_2D player -1290.216 -522.926 -1244.057 -496.88 0 //INSIDE HANGAR (AREA4) IF NOT IS_CHAR_DEAD goon_in_hangar1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar1 player ENDIF goon_in_hangar1_flag = -100 goon_in_hangar1_ducking = -100 IF NOT IS_CHAR_DEAD goon_in_hangar3 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar3 player ENDIF goon_in_hangar3_flag = -100 goon_in_hangar3_ducking = -100 GOSUB set_death_flags ENDIF GOSUB ducking_routine IF goon_in_hangar1_ducking > -1 IF goon_in_hangar1_flag = 0 CHAR_SET_IDLE goon_in_hangar1 SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_FALSE 100 SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1 goon_in_hangar1_flag = 1 ENDIF IF goon_in_hangar1_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.0 1.0 0 goon_in_hangar1_flag = 2 goon_in_hangar1_ducking = 1 ENDIF ENDIF ENDIF IF goon_in_hangar2_ducking > -1 IF goon_in_hangar2_flag = 0 CHAR_SET_IDLE goon_in_hangar2 SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_FALSE 100 SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3//-1256.4 -520.5 goon_in_hangar2_flag = 1 ENDIF IF goon_in_hangar2_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.0 1.0 0 goon_in_hangar2_flag = 2 goon_in_hangar2_ducking = 1 ENDIF ENDIF ENDIF IF goon_in_hangar3_ducking > -1 IF goon_in_hangar3_flag = 0 CHAR_SET_IDLE goon_in_hangar3 SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_FALSE 100 SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3 GIVE_WEAPON_TO_CHAR goon_in_hangar3 WEAPONTYPE_CHAINGUN 9999 goon_in_hangar3_flag = 1 ENDIF IF goon_in_hangar3_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.0 1.0 0 goon_in_hangar3_flag = 2 goon_in_hangar3_ducking = 1 ENDIF ENDIF ENDIF IF goon_in_hangar4_ducking > -1 IF goon_in_hangar4_flag = 0 CHAR_SET_IDLE goon_in_hangar4 SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_FALSE 100 SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2 goon_in_hangar4_flag = 1 ENDIF IF goon_in_hangar4_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.0 1.0 0 goon_in_hangar4_flag = 2 goon_in_hangar4_ducking = 1 ENDIF ENDIF ENDIF ENDWHILE REMOVE_BLIP goon_in_hangar1_blip REMOVE_BLIP goon_in_hangar2_blip REMOVE_BLIP goon_in_hangar3_blip REMOVE_BLIP goon_in_hangar4_blip MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar1 MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar2 MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar3 MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar4 GET_PLAYER_CHAR player script_controlled_player PRINT_NOW LOVE4_5 5000 1 //CHECK OUT THE CESSNA IF IS_CAR_DEAD wingless_cessna PRINT_NOW LOVE4_9 5000 1 GOTO mission_love4_failed ENDIF WHILE NOT IS_PLAYER_IN_CAR player wingless_cessna WAIT 0 IF IS_CAR_DEAD wingless_cessna PRINT_NOW LOVE4_9 5000 1 GOTO mission_love4_failed ENDIF IF IS_CAR_DEAD car_van3_lm4 PRINT_NOW LOV4_10 5000 1 GOTO mission_love4_failed ENDIF ENDWHILE WAIT 1000 PRINT_NOW LOVE4_2 3000 1 // "The package is not here" REMOVE_BLIP love_4_blip IF IS_CAR_DEAD car_van3_lm4 PRINT_NOW LOV4_10 5000 1 GOTO mission_love4_failed ENDIF ADD_BLIP_FOR_CAR car_van3_lm4 love_4_blip WHILE NOT LOCATE_PLAYER_ON_FOOT_CAR_2D player car_van3_lm4 6.0 6.0 0 WAIT 0 IF IS_CAR_DEAD car_van3_lm4 PRINT_NOW LOV4_10 5000 1 GOTO mission_love4_failed ENDIF ENDWHILE GET_CAR_COORDINATES car_van3_lm4 van3_x van3_y van3_z GET_CAR_FORWARD_X car_van3_lm4 x_component GET_CAR_FORWARD_Y car_van3_lm4 y_component temp_result_x = 2.8 * y_component //change both of these to move on the vehicles x axis temp_result_y = -2.8 * x_component // temp_var_x = 0.3 * x_component //change both of these to move on the vehicles y axis temp_var_y = 0.3 * y_component // result1_x = temp_result_x - temp_var_x result1_y = temp_result_y - temp_var_y result1_x = result1_x + van3_x result1_y = result1_y + van3_y ///////////////// temp_result_x = -2.8 * y_component //change both of these to move on the vehicles x axis temp_result_y = 2.8 * x_component // temp_var_x = 0.3 * x_component //change both of these to move on the vehicles y axis temp_var_y = 0.3 * y_component // result2_x = temp_result_x - temp_var_x result2_y = temp_result_y - temp_var_y result2_x = result2_x + van3_x result2_y = result2_y + van3_y van3_z += 0.15 //////////////////////////////////////////////////////////////////////////////// SET_PLAYER_CONTROL player OFF SWITCH_WIDESCREEN ON SET_CHAR_OBJ_WAIT_ON_FOOT script_controlled_player CHAR_SET_IDLE script_controlled_player REMOVE_BLIP love_4_blip GET_PLAYER_COORDINATES player player_lo4_x player_lo4_y player_lo4_z differ_x = player_lo4_x - result1_x differ_y = player_lo4_y - result1_y differ_x = differ_x * differ_x differ_y = differ_y * differ_y sum_difference = differ_x + differ_y SQRT sum_difference distance_result1 differ_x = player_lo4_x - result2_x differ_y = player_lo4_y - result2_y differ_x = differ_x * differ_x differ_y = differ_y * differ_y sum_difference = differ_x + differ_y SQRT sum_difference distance_result2 IF distance_result1 < distance_result2 flag_result_1 = 1 ELSE flag_result_1 = 0 ENDIF IF flag_result_1 = 1 SET_FIXED_CAMERA_POSITION result1_x result1_y van3_z 0.0 0.0 0.0 POINT_CAMERA_AT_POINT result2_x result2_y van3_z INTERPOLATION ELSE SET_FIXED_CAMERA_POSITION result2_x result2_y van3_z 0.0 0.0 0.0 POINT_CAMERA_AT_POINT result1_x result1_y van3_z INTERPOLATION ENDIF WAIT 1000 PRINT_NOW LOVE4_3 3000 1 //Construction....yard! WAIT 2000 RESTORE_CAMERA SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON PRINT LOVE4_7 5000 1 //GET THERE ADD_BLIP_FOR_COORD 366.939 -328.025 20.268 love_4_blip // CONSTRUCTION SITE MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar1 MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar2 MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar3 MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar4 MARK_CHAR_AS_NO_LONGER_NEEDED van1_driver MARK_CAR_AS_NO_LONGER_NEEDED car_van1_lm4 MARK_CAR_AS_NO_LONGER_NEEDED car_van3_lm4 //////////////////////////////////////////////////////////////////////////////// WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL WAIT 0 ENDWHILE second_cutscene: CREATE_CAR CAR_PANLANT 352.8936 -308.3074 15.8 car_van1_lm4 CREATE_CAR CAR_PANLANT 359.3962 -307.2422 15.8 car_van2_lm4 SET_CAR_HEADING car_van1_lm4 180.6 SET_CAR_HEADING car_van2_lm4 222.9 CREATE_CAR CAR_COLUMB 346.8934 -298.4600 15.8 colombian_car SET_CAR_HEADING colombian_car 111.7 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 343.9994 -306.3081 15.8 goon_at_yard1 // area 1 chatting CLEAR_CHAR_THREAT_SEARCH goon_at_yard1 SET_CHAR_THREAT_SEARCH goon_at_yard1 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard1 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 341.5678 -306.8592 15.8 goon_at_yard2 // area 1 chatting CLEAR_CHAR_THREAT_SEARCH goon_at_yard2 SET_CHAR_THREAT_SEARCH goon_at_yard2 THREAT_PLAYER1 TURN_CHAR_TO_FACE_CHAR goon_at_yard2 goon_at_yard1 TURN_CHAR_TO_FACE_CHAR goon_at_yard1 goon_at_yard2 SET_CHARS_CHATTING goon_at_yard2 goon_at_yard1 10000000 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard2 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 327.7796 -316.6461 15.9 goon_at_yard3 // by concrete area GIVE_WEAPON_TO_CHAR goon_at_yard3 WEAPONTYPE_CHAINGUN 9999 CLEAR_CHAR_THREAT_SEARCH goon_at_yard3 SET_CHAR_THREAT_SEARCH goon_at_yard3 THREAT_PLAYER1 SET_CHAR_HEADING goon_at_yard3 315.0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard3 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 335.0769 -338.2184 15.8 goon_at_yard4 // by pile of wood SW GIVE_WEAPON_TO_CHAR goon_at_yard4 WEAPONTYPE_CHAINGUN 9999 CLEAR_CHAR_THREAT_SEARCH goon_at_yard4 SET_CHAR_THREAT_SEARCH goon_at_yard4 THREAT_PLAYER1 SET_CHAR_HEADING goon_at_yard4 25.0 SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_CROSS_ROAD_LOOK 10000000 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard4 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 348.7184 -320.0932 15.8 goon_at_yard5 // by wooden steps GIVE_WEAPON_TO_CHAR goon_at_yard5 WEAPONTYPE_CHAINGUN 9999 CLEAR_CHAR_THREAT_SEARCH goon_at_yard5 SET_CHAR_THREAT_SEARCH goon_at_yard5 THREAT_PLAYER1 SET_CHAR_HEADING goon_at_yard5 250.0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard5 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard5 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 357.1986 -319.7162 15.9 goon_at_yard6 // by concrete steps GIVE_WEAPON_TO_CHAR goon_at_yard6 WEAPONTYPE_CHAINGUN 9999 CLEAR_CHAR_THREAT_SEARCH goon_at_yard6 SET_CHAR_THREAT_SEARCH goon_at_yard6 THREAT_PLAYER1 SET_CHAR_HEADING goon_at_yard6 250.0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard6 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 358.6874 -340.7191 16.0 goon_at_yard7 // behind last box GIVE_WEAPON_TO_CHAR goon_at_yard7 WEAPONTYPE_CHAINGUN 9999 CLEAR_CHAR_THREAT_SEARCH goon_at_yard7 SET_CHAR_THREAT_SEARCH goon_at_yard7 THREAT_PLAYER1 SET_CHAR_HEADING goon_at_yard7 90.0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard7 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard7 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 360.1730 -336.0494 16.0 goon_at_yard8 // by last box GIVE_WEAPON_TO_CHAR goon_at_yard8 WEAPONTYPE_CHAINGUN 9999 ADD_ROUTE_POINT yard_route3 360.1730 -336.0494 16.0 ADD_ROUTE_POINT yard_route3 372.2496 -335.3521 17.0 SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard8 yard_route3 FOLLOW_ROUTE_BACKFORWARD CLEAR_CHAR_THREAT_SEARCH goon_at_yard8 SET_CHAR_THREAT_SEARCH goon_at_yard8 THREAT_PLAYER1 SET_CHAR_USE_PEDNODE_SEEK goon_at_yard8 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 374.7956 -340.4126 16.0 goon_at_yard9 // behind lift GIVE_WEAPON_TO_CHAR goon_at_yard9 WEAPONTYPE_SHOTGUN 9999 ADD_ROUTE_POINT yard_route2 374.7956 -340.4126 16.0 ADD_ROUTE_POINT yard_route2 375.2283 -316.6560 18.3 SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard9 yard_route2 FOLLOW_ROUTE_BACKFORWARD CLEAR_CHAR_THREAT_SEARCH goon_at_yard9 SET_CHAR_THREAT_SEARCH goon_at_yard9 THREAT_PLAYER1 SET_CHAR_USE_PEDNODE_SEEK goon_at_yard9 FALSE CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 391.0353 -298.6616 17.2 goon_at_yard10 // on building near maze GIVE_WEAPON_TO_CHAR goon_at_yard10 WEAPONTYPE_CHAINGUN 9999 ADD_ROUTE_POINT yard_route1 391.0353 -298.6616 17.2 ADD_ROUTE_POINT yard_route1 372.7149 -298.7406 17.2 SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard10 yard_route1 FOLLOW_ROUTE_BACKFORWARD CLEAR_CHAR_THREAT_SEARCH goon_at_yard10 SET_CHAR_THREAT_SEARCH goon_at_yard10 THREAT_PLAYER1 SET_CHAR_HEED_THREATS goon_at_yard10 TRUE SET_CHAR_USE_PEDNODE_SEEK goon_at_yard10 FALSE WHILE NOT LOCATE_PLAYER_ON_FOOT_3D player 366.939 -328.025 20.268 1.0 1.0 2.0 1//LIFT WAIT 0 IF c_site_area_flag = 0 IF IS_CHAR_DEAD goon_at_yard1 c_site_area_flag = 1 ENDIF IF IS_CHAR_DEAD goon_at_yard2 c_site_area_flag = 1 ENDIF IF IS_CHAR_DEAD goon_at_yard3 c_site_area_flag = 2 ENDIF IF IS_CHAR_DEAD goon_at_yard4 c_site_area_flag = 3 ENDIF IF IS_CHAR_DEAD goon_at_yard5 c_site_area_flag = 5 ENDIF IF IS_CHAR_DEAD goon_at_yard6 c_site_area_flag = 6 ENDIF IF IS_CHAR_DEAD goon_at_yard7 c_site_area_flag = 4 ENDIF IF IS_CHAR_DEAD goon_at_yard8 c_site_area_flag = 4 ENDIF IF IS_CHAR_DEAD goon_at_yard9 c_site_area_flag = 5 ENDIF ENDIF IF c_site_area_flag = 0 IF IS_PLAYER_IN_AREA_2D player 331.8 -303.2 354.5 -280.2 0 // AREA 1 c_site_area_flag = 1 ENDIF ENDIF IF c_site_area_flag = 1 IF IS_PLAYER_IN_AREA_2D player 334.4 -314.6 348.2 -303.2 0 // AREA 2 c_site_area_flag = 2 ENDIF ENDIF IF c_site_area_flag = 2 IF IS_PLAYER_IN_AREA_2D player 326.4 -327.9 334.4 -303.2 0 // AREA 3 c_site_area_flag = 3 ENDIF ENDIF IF c_site_area_flag = 3 IF IS_PLAYER_IN_AREA_2D player 326.4 -341.8 334.4 -327.9 0 // AREA 4 c_site_area_flag = 4 ENDIF ENDIF IF c_site_area_flag = 4 IF IS_PLAYER_IN_AREA_2D player 334.4 -341.8 355.9 -314.6 0 // AREA 5 c_site_area_flag = 5 ENDIF ENDIF IF c_site_area_flag = 5 IF IS_PLAYER_IN_AREA_2D player 355.9 -341.8 380.3 -314.6 0 // AREA 6 c_site_area_flag = 6 ENDIF ENDIF GET_GAME_TIMER game_timer_var GOSUB goon_at_yard1_routine GOSUB goon_at_yard2_routine GOSUB goon_at_yard3_routine GOSUB goon_at_yard4_routine GOSUB goon_at_yard5_routine GOSUB goon_at_yard6_routine GOSUB goon_at_yard7_routine GOSUB goon_at_yard8_routine GOSUB goon_at_yard9_routine GOSUB goon_at_yard10_routine IF IS_CHAR_DEAD goon_at_yard1 AND IS_CHAR_DEAD goon_at_yard2 AND IS_CHAR_DEAD goon_at_yard3 AND IS_CHAR_DEAD goon_at_yard4 AND IS_CHAR_DEAD goon_at_yard5 IF IS_CHAR_DEAD goon_at_yard6 AND IS_CHAR_DEAD goon_at_yard7 AND IS_CHAR_DEAD goon_at_yard8 AND IS_CHAR_DEAD goon_at_yard9 IF reset_timera_flag = 0 TIMERA = 0 reset_timera_flag = 1 ENDIF IF TIMERA > 10000 AND reset_timera_flag = 1 PRINT_NOW LOVE4_6 10000 1 //GET INTO THE LIFT reset_timera_flag = 2 ENDIF ENDIF ENDIF ENDWHILE REMOVE_BLIP love_4_blip // ****************************************START OF CUTSCENE******************************** SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT GET_GAME_TIMER break_timer_start break_timer = 0 WHILE NOT CAN_PLAYER_START_MISSION player AND break_timer < 5000 // If player is not in control after 5 secs do the cutscene anyway WAIT 0 GET_GAME_TIMER break_timer break_timer = break_timer - break_timer_start ENDWHILE MAKE_PLAYER_SAFE_FOR_CUTSCENE player LOAD_SPECIAL_CHARACTER 1 cat LOAD_SPECIAL_CHARACTER 2 miguel LOAD_SPECIAL_CHARACTER 3 asuka LOAD_SPECIAL_MODEL cut_obj1 d4props//lift LOAD_SPECIAL_MODEL cut_obj2 cath LOAD_SPECIAL_MODEL cut_obj3 asukah LOAD_SPECIAL_MODEL cut_obj4 miguelh LOAD_SPECIAL_MODEL cut_obj5 lift REQUEST_MODEL csitecutscene SWITCH_STREAMING OFF WHILE GET_FADING_STATUS WAIT 0 ENDWHILE LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 OR NOT HAS_SPECIAL_CHARACTER_LOADED 3 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED cut_obj3 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED cut_obj4 OR NOT HAS_MODEL_LOADED cut_obj5 OR NOT HAS_MODEL_LOADED csitecutscene WAIT 0 ENDWHILE SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 374.7956 -340.4126 16.0 16.0 scaffoldlift FALSE LOAD_CUTSCENE D4_GTA2 SET_CUTSCENE_OFFSET 369.02 -327.5 18.46 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_catalina SET_CUTSCENE_ANIM cs_catalina cat CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel SET_CUTSCENE_ANIM cs_miguel miguel CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_asuka SET_CUTSCENE_ANIM cs_asuka asuka CREATE_CUTSCENE_OBJECT cut_obj1 cs_whip SET_CUTSCENE_ANIM cs_whip d4props CREATE_CUTSCENE_OBJECT cut_obj5 cs_lift SET_CUTSCENE_ANIM cs_lift lift CREATE_CUTSCENE_HEAD cs_catalina cut_obj2 cs_cathead SET_CUTSCENE_HEAD_ANIM cs_cathead cat CREATE_CUTSCENE_HEAD cs_asuka cut_obj3 cs_asukahead SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka CREATE_CUTSCENE_HEAD cs_miguel cut_obj4 cs_mariahead SET_CUTSCENE_HEAD_ANIM cs_mariahead miguel //CREATE_CUTSCENE_OBJECT cut_obj2 cs_loot //SET_CUTSCENE_ANIM cs_loot cs_loot // //CREATE_CUTSCENE_OBJECT cut_obj3 cs_colt1 //SET_CUTSCENE_ANIM cs_colt1 colt1 // //CREATE_CUTSCENE_OBJECT cut_obj4 cs_colt2 //SET_CUTSCENE_ANIM cs_colt2 colt2 // //CREATE_CUTSCENE_OBJECT cut_obj5 cs_whip //SET_CUTSCENE_ANIM cs_whip whip SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950 SET_PLAYER_HEADING player 270.0 DO_FADE 1500 FADE_IN START_CUTSCENE GET_CUTSCENE_TIME cs_time WHILE cs_time < 15386 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_A 15000 1//Hey, let's get this out of here. God knows what it is WHILE cs_time < 18600 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_B 15000 1//but he seems to want it badly enough so it must be worth something. WHILE cs_time < 21318 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_C 15000 1//Who the Heck! WHILE cs_time < 21933 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE particle_x = 369.02 - 0.0051 particle_y = -327.5 - 1.2746 particle_z = 18.46 + 48.3784 particle_target_x = 369.02 - 0.0489 particle_target_y = -327.5 - 1.4178 particle_target_z = 18.46 + 48.6197 temp_var = particle_target_x particle_target_x = particle_x - temp_var temp_var = particle_target_y particle_target_y = particle_y - temp_var temp_var = particle_target_z particle_target_z = particle_z - temp_var ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0 WHILE cs_time < 22167 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE particle_x = 369.02 + 0.2698 particle_y = -327.5 - 1.3691 particle_z = 18.46 + 48.2923 particle_target_x = 369.02 + 0.1917 particle_target_y = -327.5 - 1.5893 particle_target_z = 18.46 + 48.4539 temp_var = particle_target_x particle_target_x = particle_x - temp_var temp_var = particle_target_y particle_target_y = particle_y - temp_var temp_var = particle_target_z particle_target_z = particle_z - temp_var ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0 WHILE cs_time < 22428 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_D 15000 1//YOU! WHILE cs_time < 23270 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_E 15000 1//Hey take it easy amigo! De nada! De nada! WHILE cs_time < 26829 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_F 15000 1//I left you pouring your heart out into the gutter! WHILE cs_time < 29508 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_G 15000 1//Don't shoot amigo. No problem. We all friends. Here, take this. WHILE cs_time < 33871 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_H 15000 1//Don't be such a pussy! WHILE cs_time < 35408 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_I 15000 1//We got no choice baby! WHILE cs_time < 36700 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE particle_x = 369.02 + 2.467 particle_y = -327.5 - 3.9022 particle_z = 18.46 + 47.1884 particle_target_x = 369.02 + 2.577 particle_target_y = -327.5 - 3.6573 particle_target_z = 18.46 + 47.0965 temp_var = particle_target_x particle_target_x = particle_x - temp_var temp_var = particle_target_y particle_target_y = particle_y - temp_var temp_var = particle_target_z particle_target_z = particle_z - temp_var ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0 IF IS_NASTY_GAME particle_x = 369.02 + 2.4406 particle_y = -327.5 - 3.8711 particle_z = 18.46 + 47.2215 particle_target_x = 369.02 + 2.3762 particle_target_y = -327.5 - 4.065 particle_target_z = 18.46 + 47.3184 temp_var = particle_target_x particle_target_x = particle_x - temp_var temp_var = particle_target_y particle_target_y = particle_y - temp_var temp_var = particle_target_z particle_target_z = particle_z - temp_var particle_target_x -= particle_x particle_target_y -= particle_y particle_target_z -= particle_z particle_target_x *= 0.05 particle_target_y *= 0.05 particle_target_z *= 0.05 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0 CREATE_SINGLE_PARTICLE PARTICLE_TEST particle_x particle_y particle_z 0.0 0.0 0.0 0.2 ENDIF WHILE cs_time < 37627 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_J 15000 1//We always got a choice you dumb bastard! WHILE cs_time < 41684 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_K 15000 1//I'm sorry about that crazy bitch man, they all the same…..por favor?? WHILE cs_time < 46468 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_L 15000 1//So the whore got away. WHILE cs_time < 48918 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_M 15000 1//But you've done me a favour, WHILE cs_time < 50755 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_N 15000 1//you're not the only one that has a score to settle with the Cartel - WHILE cs_time < 54352 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_O 15000 1//this worm killed my brother! WHILE cs_time < 56266 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_P 15000 1//I never killed no Yakuza! WHILE cs_time < 57299 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_Q 15000 1//LIAR! We all saw the Cartel assassin. WHILE cs_time < 60721 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_R 15000 1//We are going to hunt down and kill all you Colombian dogs! WHILE cs_time < 64778 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_S 15000 1//I'll be operating on our friend here to extract information and a little pleasure. WHILE cs_time < 70710 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_T 15000 1//You, drop by later, I'm sure I'll require your services. WHILE cs_time < 75150 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW GTAB_U 15000 1//Please amigo, don't leave me with her, she psycho chica! Amigo? Hey AMEEEGO!!! …….Aiiieeeeaaargghh! WHILE cs_time < 86666 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 UNLOAD_SPECIAL_CHARACTER 3 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj3 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj4 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj5 MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene REQUEST_MODEL CAR_YAKUZA REQUEST_MODEL PED_GANG_YAKUZA_A LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED CAR_YAKUZA OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A WAIT 0 ENDWHILE SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 374.7956 -340.4126 16.0 16.0 scaffoldlift TRUE SET_CAMERA_BEHIND_PLAYER IF DOES_OBJECT_EXIST inside_fence DELETE_OBJECT inside_fence ENDIF IF DOES_OBJECT_EXIST outside_fence DELETE_OBJECT outside_fence ENDIF CREATE_OBJECT_NO_OFFSET broken_inside 362.827 -341.362 17.375 inside_fence DONT_REMOVE_OBJECT inside_fence CREATE_OBJECT_NO_OFFSET broken_outside 360.852 -390.891 22.622 outside_fence DONT_REMOVE_OBJECT outside_fence CREATE_CAR CAR_YAKUZA 339.8449 -290.6314 16.0 yakuza_car1 // out front CREATE_CAR CAR_YAKUZA 359.1079 -291.0880 16.0 yakuza_car2 // out front CREATE_CAR CAR_YAKUZA 363.6012 -339.1167 16.0 yakuza_car3 // smash fence car SET_CAR_HEADING yakuza_car1 158.2191 SET_CAR_HEADING yakuza_car2 146.8412 SET_CAR_HEADING yakuza_car3 339.3615 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 367.3908 -334.2422 16.1 yakuza_guard1 GIVE_WEAPON_TO_CHAR yakuza_guard1 WEAPONTYPE_UZI 300 SET_CHAR_HEED_THREATS yakuza_guard1 TRUE CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 367.6573 -337.8994 16.1 yakuza_guard2 GIVE_WEAPON_TO_CHAR yakuza_guard2 WEAPONTYPE_UZI 300 TURN_CHAR_TO_FACE_CHAR yakuza_guard2 yakuza_guard1 TURN_CHAR_TO_FACE_CHAR yakuza_guard1 yakuza_guard2 SET_CHAR_HEED_THREATS yakuza_guard2 TRUE SET_CHARS_CHATTING yakuza_guard1 yakuza_guard2 10000000 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 361.8262 -345.2548 16.0 yakuza_guard3 GIVE_WEAPON_TO_CHAR yakuza_guard3 WEAPONTYPE_SHOTGUN 300 SET_CHAR_HEADING yakuza_guard3 170.0 SET_CHAR_HEED_THREATS yakuza_guard3 TRUE CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 335.5756 -295.7485 16.0 yakuza_guard4 GIVE_WEAPON_TO_CHAR yakuza_guard4 WEAPONTYPE_SHOTGUN 300 SET_CHAR_HEADING yakuza_guard4 237.0 SET_CHAR_HEED_THREATS yakuza_guard4 TRUE CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 335.8966 -298.0577 16.0 yakuza_guard5 GIVE_WEAPON_TO_CHAR yakuza_guard5 WEAPONTYPE_UZI 300 SET_CHAR_HEADING yakuza_guard5 129.0 SET_CHAR_STAY_IN_SAME_PLACE yakuza_guard5 TRUE SET_CHAR_HEED_THREATS yakuza_guard5 TRUE IF NOT IS_CHAR_DEAD goon_at_yard1 EXPLODE_CHAR_HEAD goon_at_yard1 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard2 EXPLODE_CHAR_HEAD goon_at_yard2 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard3 EXPLODE_CHAR_HEAD goon_at_yard3 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard4 EXPLODE_CHAR_HEAD goon_at_yard4 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard5 EXPLODE_CHAR_HEAD goon_at_yard5 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard6 EXPLODE_CHAR_HEAD goon_at_yard6 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard7 EXPLODE_CHAR_HEAD goon_at_yard7 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard8 EXPLODE_CHAR_HEAD goon_at_yard8 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard9 EXPLODE_CHAR_HEAD goon_at_yard9 ENDIF IF NOT IS_CHAR_DEAD goon_at_yard10 EXPLODE_CHAR_HEAD goon_at_yard10 ENDIF SWITCH_STREAMING ON DO_FADE 1500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE // ******************************************END OF CUTSCENE******************************** PRINT_NOW LOVE4_4 5000 1 //"Take the package to Love." IF NOT IS_CAR_DEAD colombian_car IF NOT IS_CHAR_DEAD yakuza_guard5 SET_CAR_HEALTH colombian_car 2500 SET_CHAR_OBJ_DESTROY_CAR yakuza_guard5 colombian_car ENDIF ENDIF ADD_BLIP_FOR_COORD 87.3 -1548.6 27.255 love_4_blip // LOVES PAD WHILE NOT LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 87.3 -1548.6 28.3 2.0 1.0 2.0 1 WAIT 0 ENDWHILE MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car1 MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car2 MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car3 MARK_CAR_AS_NO_LONGER_NEEDED car_van1_lm4 MARK_CAR_AS_NO_LONGER_NEEDED car_van2_lm4 MARK_CAR_AS_NO_LONGER_NEEDED colombian_car MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard1 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard2 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard3 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard4 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard5 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard1 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard2 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard3 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard4 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard5 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard6 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard7 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard8 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard9 MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard10 SET_PLAYER_CONTROL player OFF SET_EVERYONE_IGNORE_PLAYER player ON SET_ALL_CARS_CAN_BE_DAMAGED FALSE CLEAR_WANTED_LEVEL player SET_FIXED_CAMERA_POSITION 81.3343 -1540.0887 27.7976 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 81.8719 -1540.9318 27.8039 JUMP_CUT SWITCH_WIDESCREEN ON GET_PLAYER_CHAR player script_controlled_player SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 87.4588 -1548.7035 TIMERA = 0 WHILE NOT LOCATE_PLAYER_ON_FOOT_2D player 87.4588 -1548.7035 1.0 1.0 0 WAIT 0 IF TIMERA > 3000 GOTO get_out_of_loop ENDIF ENDWHILE get_out_of_loop: SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 98.7615 -1548.6489 DO_FADE 1000 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_AREA 87.3 -1548.6 28.3 2.0 0 SET_CHAR_OBJ_NO_OBJ script_controlled_player CHAR_SET_IDLE script_controlled_player SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 81.2603 -1548.9347 SET_CHAR_OBJ_NO_OBJ script_controlled_player CHAR_SET_IDLE script_controlled_player WAIT 250 SET_PLAYER_COORDINATES player 81.2603 -1548.9347 27.4 SET_PLAYER_HEADING player 90.0 RESTORE_CAMERA_JUMPCUT SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_CAMERA_IN_FRONT_OF_PLAYER SET_EVERYONE_IGNORE_PLAYER player OFF SET_ALL_CARS_CAN_BE_DAMAGED TRUE DO_FADE 1000 FADE_IN GOTO mission_love4_passed // Mission Love 4 failed mission_love4_failed: PRINT_BIG M_FAIL 2000 1 RETURN // mission Love 4 passed mission_love4_passed: flag_love_mission4_passed = 1 SWITCH_CAR_GENERATOR com_car37 0 SWITCH_CAR_GENERATOR com_car38 0 SWITCH_CAR_GENERATOR gen_car60 101 SWITCH_CAR_GENERATOR gen_car61 101 SWITCH_CAR_GENERATOR gen_car62 101 SWITCH_CAR_GENERATOR gen_car63 101 SWITCH_ROADS_ON -46.8 -648.0 39.0 -69.1 -614.0 50.0 //Commercial to Suburbia Bridge REMOVE_BLIP asuka_contact_blip PRINT_WITH_NUMBER_BIG M_PASS 50000 2000 1 ADD_SCORE player 50000 CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED LOVE4 SETUP_ZONE_PED_INFO CONSTRU DAY (30) (0 0 0) 250 0 50 0 20 //Fort staunton SETUP_ZONE_PED_INFO CONSTRU NIGHT (15) (0 0 0) 300 0 70 0 10 PLAY_MISSION_PASSED_TUNE 1 PLAYER_MADE_PROGRESS 1 ADD_SPRITE_BLIP_FOR_CONTACT_POINT 366.939 -328.025 20.268 RADAR_SPRITE_ASUKA asuka_contact_blip START_NEW_SCRIPT asuka_suburban_mission1_loop START_NEW_SCRIPT love_mission5_loop RETURN // mission cleanup mission_cleanup_love4: REMOVE_BLIP love_4_blip REMOVE_BLIP goon_in_hangar1_blip REMOVE_BLIP goon_in_hangar2_blip REMOVE_BLIP goon_in_hangar3_blip REMOVE_BLIP goon_in_hangar4_blip REMOVE_ROUTE hangar_route REMOVE_ROUTE yard_route1 REMOVE_ROUTE yard_route2 REMOVE_ROUTE yard_route3 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PANLANT MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DODO MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A MARK_OBJECT_AS_NO_LONGER_NEEDED deadman1 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB //SET_TARGET_CAR_FOR_MISSION_GARAGE loves_garage -1 flag_player_on_mission = 0 flag_player_on_love_mission = 0 MISSION_HAS_FINISHED RETURN /////////////////////////////////////////////////////////////////////////////// set_death_flags: IF goon_in_hangar1_flag = -1 goon_in_hangar1_flag = 0 ENDIF IF goon_in_hangar1_ducking = -1 goon_in_hangar1_ducking = 0 ENDIF IF goon_in_hangar2_flag = -1 goon_in_hangar2_flag = 0 ENDIF IF goon_in_hangar2_ducking = -1 goon_in_hangar2_ducking = 0 ENDIF IF goon_in_hangar3_flag = -1 goon_in_hangar3_flag = 0 ENDIF IF goon_in_hangar3_ducking = -1 goon_in_hangar3_ducking = 0 ENDIF IF goon_in_hangar4_flag = -1 goon_in_hangar4_flag = 0 ENDIF IF goon_in_hangar4_ducking = -1 goon_in_hangar4_ducking = 0 ENDIF IF goon_in_hangar1_blip_flag = 0 IF NOT IS_CHAR_DEAD goon_in_hangar1 ADD_BLIP_FOR_CHAR goon_in_hangar1 goon_in_hangar1_blip PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!" goon_in_hangar1_blip_flag = 1 ENDIF ENDIF IF goon_in_hangar2_blip_flag = 0 IF NOT IS_CHAR_DEAD goon_in_hangar2 ADD_BLIP_FOR_CHAR goon_in_hangar2 goon_in_hangar2_blip PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!" goon_in_hangar2_blip_flag = 1 ENDIF ENDIF IF goon_in_hangar3_blip_flag = 0 IF NOT IS_CHAR_DEAD goon_in_hangar3 ADD_BLIP_FOR_CHAR goon_in_hangar3 goon_in_hangar3_blip PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!" goon_in_hangar3_blip_flag = 1 ENDIF ENDIF IF goon_in_hangar4_blip_flag = 0 IF NOT IS_CHAR_DEAD goon_in_hangar4 ADD_BLIP_FOR_CHAR goon_in_hangar4 goon_in_hangar4_blip PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!" goon_in_hangar4_blip_flag = 1 ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// ducking_routine: IF TIMERA > 3000 IF ducking_flag = 0 ducking_flag = 1 ELSE ducking_flag = 0 ENDIF TIMERA = 0 ENDIF IF goon_in_hangar1_ducking = 1 IF ducking_flag = 0 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.5 1.5 0 SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar1 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar1 player ENDIF goon_in_hangar1_waitstate = 0 ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1 ENDIF ELSE IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.5 1.5 0 IF goon_in_hangar1_waitstate = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 TRUE SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar1 SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_PLAYANIM_DUCK 3000 goon_in_hangar1_waitstate = 1 ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1 ENDIF ENDIF ENDIF IF goon_in_hangar2_ducking = 1 IF ducking_flag = 0 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.5 1.5 0 SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar2 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar2 player ENDIF goon_in_hangar2_waitstate = 0 ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3 ENDIF ELSE IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.5 1.5 0 IF goon_in_hangar2_waitstate = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 TRUE SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar2 SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_PLAYANIM_DUCK 3000 goon_in_hangar2_waitstate = 1 ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3 ENDIF ENDIF ENDIF IF goon_in_hangar3_ducking = 1 IF ducking_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.5 1.5 0 SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar3 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar3 player ENDIF goon_in_hangar3_waitstate = 0 ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3 ENDIF ELSE IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.5 1.5 0 IF goon_in_hangar3_waitstate = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 TRUE SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar3 SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_PLAYANIM_DUCK 3000 goon_in_hangar3_waitstate = 1 ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3 ENDIF ENDIF ENDIF IF goon_in_hangar4_ducking = 1 IF ducking_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.5 1.5 0 SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar4 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar4 player ENDIF goon_in_hangar4_waitstate = 0 ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2 ENDIF ELSE IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.5 1.5 0 IF goon_in_hangar4_waitstate = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 TRUE SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar4 SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_PLAYANIM_DUCK 3000 goon_in_hangar4_waitstate = 1 ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2 ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard1_routine: IF c_site_area_flag > 0 IF NOT IS_CHAR_DEAD goon_at_yard1 IF goon_at_yard1_flag = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 FALSE SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_FALSE 100 GIVE_WEAPON_TO_CHAR goon_at_yard1 WEAPONTYPE_M16 9999 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 345.0805 -309.6011 goon_at_yard1_flag = 1 ENDIF IF goon_at_yard1_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard1 345.0805 -309.6011 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 345.3315 -313.2216 goon_at_yard1_flag = 2 ENDIF ENDIF IF goon_at_yard1_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard1 345.3315 -313.2216 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 342.1783 -312.7577 goon_at_yard1_flag = 3 ENDIF ENDIF IF goon_at_yard1_flag = 3 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard1 342.1783 -312.7577 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 TRUE goon_at_yard1_flag = 4 ENDIF ENDIF IF goon_at_yard1_flag = 4 IF game_timer_var > goon_at_yard1_duck_timer goon_at_yard1_duck_timer = game_timer_var + 3000 IF goon_at_yard1_duck = 0 SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard1 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard1 player ENDIF IF c_site_area_flag = 1 goon_at_yard1_duck = 1 ENDIF ELSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard1 SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_PLAYANIM_DUCK 3000 goon_at_yard1_duck = 0 ENDIF ENDIF ENDIF ENDIF// IS_CHAR_DEAD goon_at_yard1 ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard2_routine: IF c_site_area_flag > 0 IF NOT IS_CHAR_DEAD goon_at_yard2 IF goon_at_yard2_flag = 0 SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_FALSE 100 GIVE_WEAPON_TO_CHAR goon_at_yard2 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard2 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard2 player ENDIF goon_at_yard2_flag = 1 goon_at_yard2_duck_timer = game_timer_var + 2000 ENDIF IF goon_at_yard2_flag = 1 IF game_timer_var > goon_at_yard2_duck_timer SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard2 333.6390 -307.5708 goon_at_yard2_flag = 2 ENDIF ENDIF IF goon_at_yard2_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard2 333.6390 -307.5708 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard2 333.4980 -304.7924 goon_at_yard2_flag = 3 ENDIF ENDIF IF goon_at_yard2_flag = 3 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard2 333.4980 -304.7924 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE goon_at_yard2_flag = 4 ENDIF ENDIF IF goon_at_yard2_flag = 4 IF game_timer_var > goon_at_yard2_duck_timer goon_at_yard2_duck_timer = game_timer_var + 3000 IF goon_at_yard2_duck = 0 SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard2 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard2 player ENDIF IF c_site_area_flag < 3 goon_at_yard2_duck = 1 ENDIF ELSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard2 SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_PLAYANIM_DUCK 3000 goon_at_yard2_duck = 0 ENDIF ENDIF ENDIF ENDIF// IS_CHAR_DEAD goon_at_yard2 ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard3_routine: IF c_site_area_flag > 1 IF NOT IS_CHAR_DEAD goon_at_yard3 IF goon_at_yard3_flag = 0 SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard3 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard3 player ENDIF goon_at_yard3_flag = 1 goon_at_yard3_duck_timer = game_timer_var + 2000 ENDIF IF goon_at_yard3_flag = 1 IF game_timer_var > goon_at_yard3_duck_timer SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard3 331.6994 -329.1375 goon_at_yard3_flag = 2 ENDIF ENDIF IF goon_at_yard3_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard3 331.6994 -329.1375 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard3 327.6451 -329.1378 goon_at_yard3_flag = 3 ENDIF ENDIF IF goon_at_yard3_flag = 3 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard3 327.6451 -329.1378 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE goon_at_yard3_flag = 4 ENDIF ENDIF IF goon_at_yard3_flag = 4 IF game_timer_var > goon_at_yard3_duck_timer goon_at_yard3_duck_timer = game_timer_var + 3000 IF goon_at_yard3_duck = 0 SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard3 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard3 player ENDIF IF c_site_area_flag < 4 goon_at_yard3_duck = 1 ENDIF ELSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard3 SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_PLAYANIM_DUCK 3000 goon_at_yard3_duck = 0 ENDIF ENDIF ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard4_routine: IF c_site_area_flag > 2 IF NOT IS_CHAR_DEAD goon_at_yard4 IF goon_at_yard4_flag = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard4 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard4 player ENDIF goon_at_yard4_flag = 1 ENDIF IF goon_at_yard4_flag = 1 IF HAS_CHAR_SPOTTED_PLAYER goon_at_yard4 player goon_at_yard4_duck_timer = game_timer_var + 2000 goon_at_yard4_flag = 2 ENDIF ENDIF IF goon_at_yard4_flag = 2 IF game_timer_var > goon_at_yard4_duck_timer SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard4 338.6765 -329.4054 goon_at_yard4_flag = 3 ENDIF ENDIF IF goon_at_yard4_flag = 3 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard4 338.6765 -329.4054 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE goon_at_yard4_flag = 4 ENDIF ENDIF IF goon_at_yard4_flag = 4 IF game_timer_var > goon_at_yard4_duck_timer goon_at_yard4_duck_timer = game_timer_var + 3000 IF goon_at_yard4_duck = 0 SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard4 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard4 player ENDIF IF c_site_area_flag < 5 goon_at_yard4_duck = 1 ENDIF ELSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard4 SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_PLAYANIM_DUCK 3000 goon_at_yard4_duck = 0 ENDIF ENDIF ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard5_routine: IF c_site_area_flag > 3 IF NOT IS_CHAR_DEAD goon_at_yard5 IF goon_at_yard5_flag = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard5 FALSE SET_CHAR_WAIT_STATE goon_at_yard5 WAITSTATE_FALSE 100 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 354.6851 -325.3922 goon_at_yard5_flag = 1 ENDIF IF goon_at_yard5_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard5 354.6851 -325.3922 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 345.9960 -325.4795 goon_at_yard5_flag = 2 ENDIF ENDIF IF goon_at_yard5_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard5 345.9960 -325.4795 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 341.6781 -327.4943 goon_at_yard5_flag = 3 ENDIF ENDIF IF goon_at_yard5_flag = 3 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard5 341.6781 -327.4943 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard5 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard5 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard5 player goon_at_yard5_flag = 4 ENDIF ENDIF ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard6_routine: IF c_site_area_flag > 2 IF NOT IS_CHAR_DEAD goon_at_yard6 IF goon_at_yard6_flag = 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 FALSE SET_CHAR_WAIT_STATE goon_at_yard6 WAITSTATE_FALSE 100 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard6 365.8858 -317.3099 goon_at_yard6_flag = 1 ENDIF IF goon_at_yard6_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard6 365.8858 -317.3099 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard6 335.6921 -316.2758 goon_at_yard6_flag = 2 ENDIF ENDIF IF goon_at_yard6_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard6 335.6921 -316.2758 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard6 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard6 player goon_at_yard6_flag = 3 ENDIF ENDIF ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard7_routine: IF c_site_area_flag > 3 IF NOT IS_CHAR_DEAD goon_at_yard7 IF game_timer_var > goon_at_yard7_duck_timer SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard7 TRUE goon_at_yard7_duck_timer = game_timer_var + 3000 IF goon_at_yard7_duck = 0 SET_CHAR_WAIT_STATE goon_at_yard7 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard7 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard7 player ENDIF IF c_site_area_flag < 6 goon_at_yard7_duck = 1 ENDIF ELSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard7 SET_CHAR_WAIT_STATE goon_at_yard7 WAITSTATE_PLAYANIM_DUCK 3000 goon_at_yard7_duck = 0 ENDIF ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard8_routine: IF c_site_area_flag > 3 IF NOT IS_CHAR_DEAD goon_at_yard8 IF goon_at_yard8_flag = 0 SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard8 CHAR_SET_IDLE goon_at_yard8 REMOVE_ROUTE yard_route3 SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard8 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard8 375.4750 -331.2 goon_at_yard8_flag = 1 ENDIF IF goon_at_yard8_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard8 375.4750 -331.2 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard8 363.7481 -330.9657 //363.9961 -330.8928 goon_at_yard8_flag = 2 ENDIF ENDIF IF goon_at_yard8_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard8 363.7481 -330.9657 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard8 TRUE goon_at_yard8_flag = 3 ENDIF ENDIF IF goon_at_yard8_flag = 3 IF game_timer_var > goon_at_yard8_duck_timer goon_at_yard8_duck_timer = game_timer_var + 3000 IF goon_at_yard8_duck = 0 SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard8 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard8 player ENDIF IF c_site_area_flag < 6 goon_at_yard8_duck = 1 ENDIF IF goon_at_yard8_duck = 0 GIVE_WEAPON_TO_CHAR goon_at_yard8 WEAPONTYPE_SHOTGUN 9999 ENDIF ELSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard8 SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_PLAYANIM_DUCK 3000 goon_at_yard8_duck = 0 ENDIF ENDIF ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard9_routine: IF c_site_area_flag > 3 IF NOT IS_CHAR_DEAD goon_at_yard9 IF goon_at_yard9_flag = 0 SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard9 CHAR_SET_IDLE goon_at_yard9 REMOVE_ROUTE yard_route2 SET_CHAR_WAIT_STATE goon_at_yard9 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 374.9931 -311.8263 goon_at_yard9_flag = 1 ENDIF IF goon_at_yard9_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 374.9931 -311.8263 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 348.1611 -301.9640 goon_at_yard9_flag = 2 ENDIF ENDIF IF goon_at_yard9_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 348.1611 -301.9640 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 342.9392 -302.6671 goon_at_yard9_flag = 3 ENDIF ENDIF IF goon_at_yard9_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 342.9392 -302.6671 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 327.6495 -317.2610 goon_at_yard9_flag = 4 ENDIF ENDIF IF goon_at_yard9_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 327.6495 -317.2610 1.0 1.0 0 IF c_site_area_flag = 4 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 335.2008 -334.9071 goon_at_yard9_flag = 5 ENDIF ENDIF ENDIF IF goon_at_yard9_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 335.2008 -334.9071 1.0 1.0 0 IF c_site_area_flag = 5 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 360.4199 -337.9403 goon_at_yard9_flag = 6 ENDIF ENDIF ENDIF IF goon_at_yard9_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 360.4199 -337.9403 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player ENDIF ENDIF ENDIF ENDIF ENDIF RETURN /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// goon_at_yard10_routine: IF c_site_area_flag > 0 IF NOT IS_CHAR_DEAD goon_at_yard10 IF goon_at_yard10_flag = 0 SET_CHAR_HEED_THREATS goon_at_yard10 FALSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard10 CHAR_SET_IDLE goon_at_yard10 REMOVE_ROUTE yard_route1 SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 372.5888 -298.4539 goon_at_yard10_flag = 1 ENDIF IF goon_at_yard10_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 372.5888 -298.4539 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE goon_at_yard10_flag = 2 ENDIF ENDIF IF goon_at_yard10_flag = 2 IF c_site_area_flag = 1 IF game_timer_var > goon_at_yard10_duck_timer goon_at_yard10_duck_timer = game_timer_var + 3000 IF goon_at_yard10_duck = 0 SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player ENDIF goon_at_yard10_duck = 1 ELSE SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard10 SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_PLAYANIM_DUCK 3000 goon_at_yard10_duck = 0 ENDIF ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 372.8152 -266.8551 goon_at_yard10_flag = 3 ENDIF ENDIF IF goon_at_yard10_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 372.8152 -266.8551 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 363.9329 -266.5335 goon_at_yard10_flag = 4 ENDIF ENDIF IF goon_at_yard10_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 363.9329 -266.5335 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 361.9770 -290.5143 goon_at_yard10_flag = 5 ENDIF ENDIF IF goon_at_yard10_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 361.9770 -290.5143 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 341.3853 -298.2471 goon_at_yard10_flag = 6 ENDIF ENDIF IF goon_at_yard10_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 341.3853 -298.2471 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 342.3168 -303.6481 goon_at_yard10_flag = 7 ENDIF ENDIF IF goon_at_yard10_flag = 7 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 342.3168 -303.6481 1.0 1.0 0 IF c_site_area_flag = 2 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 338.2401 -308.2155 goon_at_yard10_flag = 8 ENDIF ENDIF ENDIF IF goon_at_yard10_flag = 8 IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 338.2401 -308.2155 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 330.4936 -314.1106 goon_at_yard10_flag = 9 ENDIF ENDIF IF goon_at_yard10_flag = 9 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 330.4936 -314.1106 1.0 1.0 0 IF c_site_area_flag = 3 OR c_site_area_flag = 4 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 334.6789 -338.7348 goon_at_yard10_flag = 10 ENDIF ENDIF ENDIF IF goon_at_yard10_flag = 10 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 334.6789 -338.7348 1.0 1.0 0 IF c_site_area_flag = 5 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player ENDIF ELSE SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 360.2491 -336.6913 goon_at_yard10_flag = 11 ENDIF ENDIF ENDIF IF goon_at_yard10_flag = 11 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 360.2491 -336.6913 1.0 1.0 0 SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_vehicle SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player ENDIF ENDIF ENDIF ENDIF// IS_CHAR_DEAD goon_at_yard10 ENDIF RETURN ///////////////////////////////////////////////////////////////////////////////
love5
MISSION_START // ***************************************************************************************** // ******************************** Love 5 ***************************************** // ******************************** Escort Service ***************************************** // ***************************************************************************************** // *** The packages and the OJG need transporting to the <destination>. The player must *** // *** escort the van. The van will be attacked en-route by the Cartel, the player must *** // *** fight off any attackers and protect the van at all costs. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_love5 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_love5_failed ENDIF GOSUB mission_cleanup_love5 MISSION_END // Variables for mission VAR_INT escort_truck truck_driver escort_truck_blip escort_truck_health escort_truck_flag ojg VAR_INT columbian_humvee1 columbian_humvee2 columbian_humvee3 columbian_driver_1 columbian_driver_2 columbian_driver_3 VAR_INT car1_attacking_flag car2_attacking_flag car3_attacking_flag tank_weapon escort_truck_health2 VAR_INT colombian_1 colombian_2 colombian_3 colombian_4 colombian_5 colombian_6 colombian_7 colombian_8 colombian_9 colombian_10 VAR_INT colombian_1_flag colombian_2_flag colombian_3_flag colombian_4_flag colombian_5_flag colombian_6_flag colombian_7_flag colombian_8_flag colombian_9_flag colombian_10_flag VAR_INT columbian_hitman_1 columbian_hitman_2 columbian_hitman_3 columbian_hitman_4 columbian_hitman_5 VAR_INT columbian_hitman_6 columbian_hitman_7 columbian_hitman_8 columbian_hitman_9 dummy_health VAR_INT car4_attacking_flag columbian_driver_4 columbian_hitman_10 columbian_hitman_11 columbian_hitman_12 columbian_humvee4 VAR_FLOAT escort_truck_speed columbian_humvee1_speed columbian_humvee2_speed columbian_humvee3_speed columbian_humvee4_speed // ****************************************Mission Start************************************ mission_start_love5: flag_player_on_mission = 1 flag_player_on_love_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME love5 car1_attacking_flag = 0 car2_attacking_flag = 0 car3_attacking_flag = 0 car4_attacking_flag = 0 escort_truck_flag = 0 colombian_1_flag = 0 colombian_2_flag = 0 colombian_3_flag = 0 colombian_4_flag = 0 dummy_health = 2000 // ****************************************START OF CUTSCENE******************************** //SET_FADING_COLOUR 0 0 0 // //DO_FADE 1500 FADE_OUT // //IF CAN_PLAYER_START_MISSION player // MAKE_PLAYER_SAFE_FOR_CUTSCENE player //ELSE // GOTO mission_love5_failed //ENDIF // //PRINT_BIG LOVE5 15000 2 LOAD_SPECIAL_CHARACTER 1 love REQUEST_MODEL tshrorckgrdn REQUEST_MODEL tshrorckgrdn_alfas LOAD_SPECIAL_MODEL cut_obj1 LOVEH SWITCH_STREAMING OFF //WHILE GET_FADING_STATUS // WAIT 0 //ENDWHILE LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED tshrorckgrdn OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas OR NOT HAS_MODEL_LOADED cut_obj1 WAIT 0 ENDWHILE LOAD_CUTSCENE D5_ES SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love SET_CUTSCENE_ANIM cs_love love CREATE_CUTSCENE_HEAD cs_love cut_obj1 cs_lovehead SET_CUTSCENE_HEAD_ANIM cs_lovehead love CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN START_CUTSCENE SWITCH_RUBBISH OFF GET_CUTSCENE_TIME cs_time WHILE cs_time < 1324 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE5_A 5000 1//"You are proving to be a safe investment, a rare thing these days." WHILE cs_time < 6061 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT LOVE5_B 5000 1//"My Oriental friend will need an escort while he takes my latest acquisition to be authenticated." WHILE cs_time < 10660 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT LOVE5_C 5000 1//"I want you to follow him, and make sure he and my package get to Pike Creek unharmed." WHILE cs_time < 17500 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_RUBBISH ON CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_CAMERA_BEHIND_PLAYER UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 REQUEST_MODEL CAR_SECURICAR REQUEST_MODEL CAR_COLUMB REQUEST_MODEL PED_GANG_COLOMBIAN_A LOAD_SPECIAL_CHARACTER 2 OJG LOAD_SPECIAL_CHARACTER 3 S_GUARD LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A OR NOT HAS_MODEL_LOADED CAR_COLUMB OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 OR NOT HAS_SPECIAL_CHARACTER_LOADED 3 OR NOT HAS_MODEL_LOADED CAR_SECURICAR WAIT 0 ENDWHILE SWITCH_STREAMING ON DO_FADE 1500 FADE_IN // ******************************************END OF CUTSCENE******************************** CREATE_CAR CAR_SECURICAR 83.6 -1592.3 25.1 escort_truck CHANGE_CAR_COLOUR escort_truck 0 0 IF IS_CAR_DEAD escort_truck PRINT_NOW LOVE5_5 5000 1 //"You failed to protect the truck!" GOTO mission_love5_failed ENDIF CREATE_CHAR_INSIDE_CAR escort_truck PEDTYPE_SPECIAL PED_SPECIAL3 truck_driver CREATE_CHAR_AS_PASSENGER escort_truck PEDTYPE_SPECIAL PED_SPECIAL2 0 ojg SET_CHAR_CANT_BE_DRAGGED_OUT truck_driver TRUE LOCK_CAR_DOORS escort_truck CARLOCK_LOCKED SET_CAR_HEADING escort_truck 180.0 SET_CAR_DRIVING_STYLE escort_truck 2 SET_CAR_CRUISE_SPEED escort_truck 18.0 CAR_SET_IDLE escort_truck SET_CAR_STRONG escort_truck TRUE SET_CAR_PROOFS escort_truck FALSE FALSE TRUE FALSE FALSE //SET_CAR_HEALTH escort_truck 2000 ADD_BLIP_FOR_CAR escort_truck escort_truck_blip CREATE_PICKUP_WITH_AMMO WEAPON_M16 PICKUP_ONCE 600 77.6708 -1589.0255 27.5 tank_weapon WHILE NOT LOCATE_PLAYER_IN_CAR_CAR_2D player escort_truck 15.0 15.0 0 OR NOT IS_POINT_ON_SCREEN 83.6 -1592.3 25.1 4.0 WAIT 0 IF IS_CAR_DEAD escort_truck PRINT_NOW LOVE5_5 5000 1 //"You failed to protect the truck!" GOTO mission_love5_failed ENDIF IF LOCATE_PLAYER_ON_FOOT_CAR_2D player escort_truck 15.0 15.0 0 PRINT_NOW LOVE5_2 5000 1 //"You'll need a car!" ENDIF IF LOCATE_PLAYER_ON_FOOT_CAR_2D player escort_truck 1.0 1.0 0 AND IS_PLAYER_STOPPED player GOTO car_goto_bit ENDIF ENDWHILE car_goto_bit: CAR_GOTO_COORDINATES escort_truck 173.4898 76.3099 14.9781 PRINT_NOW LOVE5_1 5000 1 //"Lets go!" GET_CAR_HEALTH escort_truck escort_truck_health IF dummy_health > 499 IF escort_truck_health < 500 escort_truck_health += 500 SET_CAR_HEALTH escort_truck escort_truck_health dummy_health -= 500 ENDIF ENDIF GET_CAR_HEALTH escort_truck escort_truck_health escort_truck_health += dummy_health escort_truck_health = escort_truck_health / 3 escort_truck_health = escort_truck_health - 250 escort_truck_health = escort_truck_health * 100 escort_truck_health = escort_truck_health / 750 escort_truck_health2 = escort_truck_health escort_truck_health = 100 - escort_truck_health2 DISPLAY_ONSCREEN_COUNTER_WITH_STRING escort_truck_health COUNTER_DISPLAY_BAR DAM WHILE NOT escort_truck_flag = 11 WAIT 0 IF IS_CAR_DEAD escort_truck PRINT_NOW LOVE5_5 5000 1 //"You failed to protect the truck!" GOTO mission_love5_failed ELSE IF IS_CAR_UPSIDEDOWN escort_truck AND IS_CAR_STOPPED escort_truck GOTO mission_love5_failed ENDIF // IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D player escort_truck 220.0 220.0 0 // PRINT_NOW LOVE5_4 500 1 //"Get back to the truck and defend it!" // GET_CAR_HEALTH escort_truck escort_truck_health // escort_truck_health -= 3 // IF escort_truck_health < 1 // escort_truck_health = 1 // EXPLODE_CAR escort_truck // ELSE // SET_CAR_HEALTH escort_truck escort_truck_health // ENDIF // ENDIF ENDIF GET_CAR_HEALTH escort_truck escort_truck_health IF dummy_health > 499 IF escort_truck_health < 500 escort_truck_health += 500 SET_CAR_HEALTH escort_truck escort_truck_health dummy_health -= 500 ENDIF ENDIF GET_CAR_HEALTH escort_truck escort_truck_health escort_truck_health += dummy_health escort_truck_health = escort_truck_health / 3 escort_truck_health = escort_truck_health - 250 escort_truck_health = escort_truck_health * 100 escort_truck_health = escort_truck_health / 750 escort_truck_health2 = escort_truck_health escort_truck_health = 100 - escort_truck_health2 IF escort_truck_health > 100 escort_truck_health = 100 ENDIF IF escort_truck_flag = 0 IF LOCATE_CAR_2D escort_truck 173.4898 76.3099 10.0 10.0 0 //out front of hospital CAR_GOTO_COORDINATES escort_truck 559.5281 88.7876 -21.0725 escort_truck_flag = 1 ENDIF ENDIF IF escort_truck_flag = 1 IF LOCATE_CAR_2D escort_truck 302.0435 -12.4083 10.0 10.0 0//291.4709 8.6224 10.0 10.0 0 SET_CAR_IGNORE_LEVEL_TRANSITIONS escort_truck TRUE IF NOT IS_CHAR_DEAD ojg SET_CHAR_STAYS_IN_CURRENT_LEVEL ojg FALSE ENDIF IF NOT IS_CHAR_DEAD truck_driver SET_CHAR_STAYS_IN_CURRENT_LEVEL truck_driver FALSE ENDIF SET_CAR_DRIVING_STYLE escort_truck 1 SET_CAR_DENSITY_MULTIPLIER 0.5 ENDIF ENDIF IF escort_truck_flag = 1 IF LOCATE_CAR_2D escort_truck 559.5281 88.7876 10.0 10.0 0 //first junction in tunnel CAR_GOTO_COORDINATES escort_truck -320.4337 87.1647 -21.0725 escort_truck_flag = 2 ENDIF ENDIF IF escort_truck_flag = 2 IF LOCATE_CAR_2D escort_truck -320.4337 87.1647 10.0 10.0 0 //before airport junction in tunnel CAR_GOTO_COORDINATES escort_truck -573.8346 -426.376 -5.76 escort_truck_flag = 3 ENDIF ENDIF IF escort_truck_flag = 3 IF LOCATE_CAR_2D escort_truck -573.8346 -426.376 10.0 10.0 0 //Before sububan collision loadup IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN PRINT_NOW LOVE5_3 200 1 //"Go ahead to scout the tunnel exit!" ELSE escort_truck_flag = 4 ENDIF ENDIF ENDIF IF escort_truck_flag = 4 IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN CAR_GOTO_COORDINATES escort_truck -634.9936 -491.1914 16.1379 escort_truck_flag = 5 ENDIF ENDIF IF escort_truck_flag = 5 IF LOCATE_CAR_2D escort_truck -634.9936 -491.1914 10.0 10.0 0 //at mouth of tunnel at airport CAR_GOTO_COORDINATES escort_truck -864.45 -282.45 32.5 SET_CAR_IGNORE_LEVEL_TRANSITIONS escort_truck FALSE SET_CAR_STAYS_IN_CURRENT_LEVEL escort_truck TRUE IF NOT IS_CHAR_DEAD ojg SET_CHAR_STAYS_IN_CURRENT_LEVEL ojg TRUE ENDIF IF NOT IS_CHAR_DEAD truck_driver SET_CHAR_STAYS_IN_CURRENT_LEVEL truck_driver TRUE ENDIF SET_CAR_DRIVING_STYLE escort_truck 2 SET_CAR_DENSITY_MULTIPLIER 1.0 escort_truck_flag = 6 ENDIF ENDIF IF escort_truck_flag = 6 IF LOCATE_CAR_2D escort_truck -864.45 -282.45 10.0 10.0 0 CAR_GOTO_COORDINATES escort_truck -975.1670 -74.5367 36.9677 escort_truck_flag = 7 ENDIF ENDIF IF escort_truck_flag = 7 IF LOCATE_CAR_2D escort_truck -975.1670 -74.5367 10.0 10.0 0 //before junction at warehouse GOSUB call_off_the_attackers CAR_GOTO_COORDINATES_ACCURATE escort_truck -1044.0 -73.4361 37.8615 // inside garage SET_CAR_CRUISE_SPEED escort_truck 12.0 escort_truck_flag = 8 ENDIF ENDIF IF escort_truck_flag = 8 IF IS_CAR_IN_AREA_2D escort_truck -1022.11 -78.28 -1037.21 -69.17 0 //outside garage OPEN_GARAGE escort_garage SET_CAR_CRUISE_SPEED escort_truck 5.0 escort_truck_flag = 9 ENDIF ENDIF IF escort_truck_flag = 9 IF IS_CAR_STOPPED_IN_AREA_2D escort_truck -1049.17 -77.47 -1037.21 -69.17 0 IF NOT IS_PLAYER_IN_AREA_2D player -1049.17 -77.47 -1037.21 -69.17 0 CLOSE_GARAGE escort_garage escort_truck_flag = 10 ENDIF ENDIF ENDIF IF escort_truck_flag = 10 IF IS_PLAYER_IN_AREA_2D player -1049.17 -77.47 -1037.21 -69.17 0 OPEN_GARAGE escort_garage escort_truck_flag = 9 ENDIF IF IS_GARAGE_CLOSED escort_garage DELETE_CAR escort_truck GOTO mission_love5_passed escort_truck_flag = 11 ENDIF ENDIF //////// IF escort_truck_flag < 9 IF colombian_1_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -13.0 -464.0 220.0 220.0 0 //South of Park Dude 1 OR LOCATE_CAR_2D escort_truck -13.0 -464.0 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -13.0 -464.0 17.0 colombian_1 SET_CHAR_HEADING colombian_1 270.0 GIVE_WEAPON_TO_CHAR colombian_1 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_1 TRUE CHAR_SET_IDLE colombian_1 SET_CHAR_PERSONALITY colombian_1 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_1 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_1 TRUE colombian_1_flag = 1 ENDIF ENDIF IF colombian_1_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -13.0 -464.0 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck -13.0 -464.0 220.0 220.0 0 DELETE_CHAR colombian_1 colombian_1_flag = 0 ENDIF ENDIF IF colombian_1_flag = 1 IF IS_CHAR_DEAD colombian_1 colombian_1_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_1 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_1 escort_truck ENDIF ENDIF ENDIF //////// IF colombian_2_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player 3.7 -467.7 220.0 220.0 0 //South of Park Dude 2 OR LOCATE_CAR_2D escort_truck 3.7 -467.7 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 3.7 -467.7 17.0 colombian_2 SET_CHAR_HEADING colombian_2 85.0 GIVE_WEAPON_TO_CHAR colombian_2 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_2 TRUE CHAR_SET_IDLE colombian_2 SET_CHAR_PERSONALITY colombian_2 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_2 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_2 TRUE colombian_2_flag = 1 ENDIF ENDIF IF colombian_2_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 3.7 -467.7 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck 3.7 -467.7 220.0 220.0 0 DELETE_CHAR colombian_2 colombian_2_flag = 0 ENDIF ENDIF IF colombian_2_flag = 1 IF IS_CHAR_DEAD colombian_2 colombian_2_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_2 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_2 escort_truck ENDIF ENDIF ENDIF //////// IF colombian_3_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player 124.4 -111.2 220.0 220.0 0 //By the university OR LOCATE_CAR_2D escort_truck 124.4 -111.2 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 124.4 -111.2 16.0 colombian_3 SET_CHAR_HEADING colombian_3 85.0 GIVE_WEAPON_TO_CHAR colombian_3 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_3 TRUE CHAR_SET_IDLE colombian_3 SET_CHAR_PERSONALITY colombian_3 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_3 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_3 TRUE colombian_3_flag = 1 ENDIF ENDIF IF colombian_3_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 124.4 -111.2 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck 124.4 -111.2 220.0 220.0 0 DELETE_CHAR colombian_3 colombian_3_flag = 0 ENDIF ENDIF IF colombian_3_flag = 1 IF IS_CHAR_DEAD colombian_3 colombian_3_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_3 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_3 escort_truck ENDIF ENDIF ENDIF //////// IF colombian_4_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player 8.65 -262.74 220.0 220.0 0 //On the Stadium steps OR LOCATE_CAR_2D escort_truck 8.65 -262.74 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 8.65 -262.74 16.0 colombian_4 SET_CHAR_HEADING colombian_4 163.0 GIVE_WEAPON_TO_CHAR colombian_4 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_4 TRUE CHAR_SET_IDLE colombian_4 SET_CHAR_PERSONALITY colombian_4 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_4 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_4 TRUE colombian_4_flag = 1 ENDIF ENDIF IF colombian_4_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 8.65 -262.74 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck 8.65 -262.74 220.0 220.0 0 DELETE_CHAR colombian_4 colombian_4_flag = 0 ENDIF ENDIF IF colombian_4_flag = 1 IF IS_CHAR_DEAD colombian_4 colombian_4_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_4 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_4 escort_truck ENDIF ENDIF ENDIF //////// IF colombian_5_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player 287.5946 17.6184 220.0 220.0 0 // On entrance to tunnel commercial OR LOCATE_CAR_2D escort_truck 287.5946 17.6184 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 287.5946 17.6184 19.0714 colombian_5 SET_CHAR_HEADING colombian_5 0.0 GIVE_WEAPON_TO_CHAR colombian_5 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_5 TRUE CHAR_SET_IDLE colombian_5 SET_CHAR_PERSONALITY colombian_5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_5 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_5 TRUE colombian_5_flag = 1 ENDIF ENDIF IF colombian_5_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 287.5946 17.6184 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck 287.5946 17.6184 220.0 220.0 0 DELETE_CHAR colombian_5 colombian_5_flag = 0 ENDIF ENDIF IF colombian_5_flag = 1 IF IS_CHAR_DEAD colombian_5 colombian_5_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_5 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_5 escort_truck ENDIF ENDIF ENDIF //////// IF colombian_6_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player 537.7727 119.5505 220.0 220.0 0 // In tunnel at first junction OR LOCATE_CAR_2D escort_truck 537.7727 119.5505 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 537.7727 119.5505 -20.3699 colombian_6 SET_CHAR_HEADING colombian_6 238.1071 GIVE_WEAPON_TO_CHAR colombian_6 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_6 TRUE CHAR_SET_IDLE colombian_6 SET_CHAR_PERSONALITY colombian_6 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_6 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_6 TRUE colombian_6_flag = 1 ENDIF ENDIF IF colombian_6_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 537.7727 119.5505 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck 537.7727 119.5505 220.0 220.0 0 DELETE_CHAR colombian_6 colombian_6_flag = 0 ENDIF ENDIF IF colombian_6_flag = 1 IF IS_CHAR_DEAD colombian_6 colombian_6_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_6 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_6 escort_truck ENDIF ENDIF ENDIF //////// IF escort_truck_flag > 4 IF colombian_7_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -632.9545 -499.5869 220.0 220.0 0 // On top of the exit tunnel by airport OR LOCATE_CAR_2D escort_truck -632.9545 -499.5869 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -632.9545 -499.5869 22.3742 colombian_7 SET_CHAR_HEADING colombian_7 15.2319 GIVE_WEAPON_TO_CHAR colombian_7 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_7 TRUE CHAR_SET_IDLE colombian_7 SET_CHAR_PERSONALITY colombian_7 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_7 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_7 TRUE colombian_7_flag = 1 ENDIF ENDIF ENDIF IF colombian_7_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -632.9545 -499.5869 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck -632.9545 -499.5869 220.0 220.0 0 DELETE_CHAR colombian_7 colombian_7_flag = 0 ENDIF ENDIF IF colombian_7_flag = 1 IF IS_CHAR_DEAD colombian_7 colombian_7_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_7 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_7 escort_truck ENDIF ENDIF ENDIF //////// IF colombian_8_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -982.5755 -115.7109 220.0 220.0 0 // By the warehouse OR LOCATE_CAR_2D escort_truck -982.5755 -115.7109 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -982.5755 -115.7109 33.0045 colombian_8 SET_CHAR_HEADING colombian_8 234.9669 GIVE_WEAPON_TO_CHAR colombian_8 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_8 TRUE CHAR_SET_IDLE colombian_8 SET_CHAR_PERSONALITY colombian_8 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_8 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_8 TRUE colombian_8_flag = 1 ENDIF ENDIF IF colombian_8_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -982.5755 -115.7109 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck -982.5755 -115.7109 220.0 220.0 0 DELETE_CHAR colombian_8 colombian_8_flag = 0 ENDIF ENDIF IF colombian_8_flag = 1 IF IS_CHAR_DEAD colombian_8 colombian_8_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_8 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_8 escort_truck ENDIF ENDIF ENDIF //////// IF colombian_9_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -967.8587 -103.2732 220.0 220.0 0 // By the warehouse OR LOCATE_CAR_2D escort_truck -967.8587 -103.2732 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -967.8587 -103.2732 34.2468 colombian_9 SET_CHAR_HEADING colombian_9 110.3819 GIVE_WEAPON_TO_CHAR colombian_9 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_9 TRUE CHAR_SET_IDLE colombian_9 SET_CHAR_PERSONALITY colombian_9 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_9 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_9 TRUE colombian_9_flag = 1 ENDIF ENDIF IF colombian_9_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -967.8587 -103.2732 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck -967.8587 -103.2732 220.0 220.0 0 DELETE_CHAR colombian_9 colombian_9_flag = 0 ENDIF ENDIF IF colombian_9_flag = 1 IF IS_CHAR_DEAD colombian_9 colombian_9_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_9 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_9 escort_truck ENDIF ENDIF ENDIF //////// IF escort_truck_flag > 4 IF colombian_10_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -655.9044 -405.6324 220.0 220.0 0 // On central reservation by airport OR LOCATE_CAR_2D escort_truck -655.9044 -405.6324 220.0 220.0 0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -655.9044 -405.6324 17.8121 colombian_10 SET_CHAR_HEADING colombian_10 234.7831 GIVE_WEAPON_TO_CHAR colombian_10 WEAPONTYPE_CHAINGUN 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER colombian_10 TRUE CHAR_SET_IDLE colombian_10 SET_CHAR_PERSONALITY colombian_10 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH colombian_10 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE colombian_10 TRUE colombian_10_flag = 1 ENDIF ENDIF ENDIF IF colombian_10_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -655.9044 -405.6324 220.0 220.0 0 OR NOT LOCATE_CAR_2D escort_truck -655.9044 -405.6324 220.0 220.0 0 DELETE_CHAR colombian_10 colombian_10_flag = 0 ENDIF ENDIF IF colombian_10_flag = 1 IF IS_CHAR_DEAD colombian_10 colombian_10_flag = 2 ELSE IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_10 escort_truck 40.0 40.0 0 SET_CHAR_OBJ_DESTROY_CAR colombian_10 escort_truck ENDIF ENDIF ENDIF //////// IF car1_attacking_flag = 0 IF LOCATE_CAR_2D escort_truck 41.0 -1070.0 40.0 40.0 0 IF NOT IS_POINT_ON_SCREEN 122.0 -1099.0 26.0 4.0 CREATE_CAR CAR_COLUMB 122.0 -1099.0 26.0 columbian_humvee1 SET_CAR_HEADING columbian_humvee1 65.0 ELSE CREATE_CAR CAR_COLUMB -50.0 -1021.0 26.0 columbian_humvee1 SET_CAR_HEADING columbian_humvee1 240.0 ENDIF SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee1 FALSE CREATE_CHAR_INSIDE_CAR columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_1 CREATE_CHAR_AS_PASSENGER columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_1 CREATE_CHAR_AS_PASSENGER columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_3 CREATE_CHAR_AS_PASSENGER columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_5 SET_CAR_CRUISE_SPEED columbian_humvee1 40.0 SET_CAR_HEALTH columbian_humvee1 650 SET_CAR_DRIVING_STYLE columbian_humvee1 2 SET_CAR_DRIVING_STYLE escort_truck 2 SET_CAR_CRUISE_SPEED escort_truck 25.0 CAR_SET_IDLE columbian_humvee1 SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck car1_attacking_flag = 1 ENDIF ENDIF IF car1_attacking_flag > 0 IF IS_CAR_DEAD columbian_humvee1 car1_attacking_flag = -100 ELSE IF NOT IS_CHAR_DEAD columbian_driver_1 IF NOT IS_CHAR_IN_CAR columbian_driver_1 columbian_humvee1 GIVE_WEAPON_TO_CHAR columbian_driver_1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_1 escort_truck ENDIF ENDIF IF IS_PLAYER_IN_CAR player columbian_humvee1 IF NOT IS_CHAR_DEAD columbian_hitman_1 GIVE_WEAPON_TO_CHAR columbian_hitman_1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_1 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_3 GIVE_WEAPON_TO_CHAR columbian_hitman_3 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_3 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_5 GIVE_WEAPON_TO_CHAR columbian_hitman_5 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_5 player ENDIF ENDIF IF IS_CAR_UPSIDEDOWN columbian_humvee1 AND IS_CAR_STOPPED columbian_humvee1 IF NOT IS_CHAR_DEAD columbian_driver_1 GIVE_WEAPON_TO_CHAR columbian_driver_1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_1 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_1 GIVE_WEAPON_TO_CHAR columbian_hitman_1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_1 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_3 GIVE_WEAPON_TO_CHAR columbian_hitman_3 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_3 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_5 GIVE_WEAPON_TO_CHAR columbian_hitman_5 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_5 escort_truck ENDIF ENDIF ENDIF ENDIF IF car1_attacking_flag = 1 IF NOT IS_CHAR_DEAD columbian_hitman_1 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee1 columbian_humvee1_speed IF columbian_humvee1_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_1 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_1 columbian_humvee1 SET_CHAR_RUNNING columbian_hitman_1 TRUE car1_attacking_flag = 2 ENDIF ENDIF ELSE car1_attacking_flag = 2 ENDIF ENDIF IF car1_attacking_flag = 2 IF NOT IS_CHAR_DEAD columbian_hitman_1 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_1 GIVE_WEAPON_TO_CHAR columbian_hitman_1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_1 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee1 40.0 SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck car1_attacking_flag = 3 ENDIF ELSE car1_attacking_flag = 3 ENDIF ENDIF IF car1_attacking_flag = 3 IF NOT IS_CHAR_DEAD columbian_hitman_3 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee1 columbian_humvee1_speed IF columbian_humvee1_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_3 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_3 columbian_humvee1 SET_CHAR_RUNNING columbian_hitman_3 TRUE car1_attacking_flag = 4 ENDIF ENDIF ELSE car1_attacking_flag = 4 ENDIF ENDIF IF car1_attacking_flag = 4 IF NOT IS_CHAR_DEAD columbian_hitman_3 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_3 GIVE_WEAPON_TO_CHAR columbian_hitman_3 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_3 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee1 40.0 SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck car1_attacking_flag = 5 ENDIF ELSE car1_attacking_flag = 5 ENDIF ENDIF IF car1_attacking_flag = 5 IF NOT IS_CHAR_DEAD columbian_hitman_5 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee1 columbian_humvee1_speed IF columbian_humvee1_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_5 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_5 columbian_humvee1 SET_CHAR_RUNNING columbian_hitman_5 TRUE car1_attacking_flag = 6 ENDIF ENDIF ELSE car1_attacking_flag = 6 ENDIF ENDIF IF car1_attacking_flag = 6 IF NOT IS_CHAR_DEAD columbian_hitman_5 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_5 GIVE_WEAPON_TO_CHAR columbian_hitman_5 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_5 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee1 40.0 SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck car1_attacking_flag = 7 ENDIF ELSE car1_attacking_flag = 7 ENDIF ENDIF IF car1_attacking_flag = 7 SET_CAR_CRUISE_SPEED columbian_humvee1 40.0 SET_CAR_RAM_CAR columbian_humvee1 escort_truck car1_attacking_flag = 8 ENDIF //////////////////////////////////// IF car2_attacking_flag = 0 IF LOCATE_CAR_2D escort_truck 2.0 -405.0 40.0 40.0 0 IF NOT IS_POINT_ON_SCREEN -86.0 -409.0 16.0 4.0 CREATE_CAR CAR_COLUMB -86.0 -409.0 16.0 columbian_humvee2 SET_CAR_HEADING columbian_humvee2 270.0 ELSE CREATE_CAR CAR_COLUMB -100.0 -409.0 16.0 columbian_humvee2 SET_CAR_HEADING columbian_humvee2 90.0 ENDIF SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee2 FALSE CREATE_CHAR_INSIDE_CAR columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_2 CREATE_CHAR_AS_PASSENGER columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_2 CREATE_CHAR_AS_PASSENGER columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_4 CREATE_CHAR_AS_PASSENGER columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_6 SET_CAR_CRUISE_SPEED columbian_humvee2 40.0 SET_CAR_DRIVING_STYLE columbian_humvee2 2 SET_CAR_HEALTH columbian_humvee2 650 CAR_SET_IDLE columbian_humvee2 SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck car2_attacking_flag = 1 ENDIF ENDIF IF car2_attacking_flag > 0 IF IS_CAR_DEAD columbian_humvee2 car2_attacking_flag = -100 ELSE IF NOT IS_CHAR_DEAD columbian_driver_2 IF NOT IS_CHAR_IN_CAR columbian_driver_2 columbian_humvee2 GIVE_WEAPON_TO_CHAR columbian_driver_2 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_2 escort_truck ENDIF ENDIF IF IS_PLAYER_IN_CAR player columbian_humvee2 IF NOT IS_CHAR_DEAD columbian_hitman_2 GIVE_WEAPON_TO_CHAR columbian_hitman_2 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_2 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_4 GIVE_WEAPON_TO_CHAR columbian_hitman_4 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_4 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_6 GIVE_WEAPON_TO_CHAR columbian_hitman_6 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_6 player ENDIF ENDIF IF IS_CAR_UPSIDEDOWN columbian_humvee2 AND IS_CAR_STOPPED columbian_humvee2 IF NOT IS_CHAR_DEAD columbian_driver_2 GIVE_WEAPON_TO_CHAR columbian_driver_2 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_2 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_2 GIVE_WEAPON_TO_CHAR columbian_hitman_2 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_2 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_4 GIVE_WEAPON_TO_CHAR columbian_hitman_4 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_4 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_6 GIVE_WEAPON_TO_CHAR columbian_hitman_6 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_6 escort_truck ENDIF ENDIF ENDIF ENDIF IF car2_attacking_flag = 1 IF NOT IS_CHAR_DEAD columbian_hitman_2 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee2 columbian_humvee2_speed IF columbian_humvee2_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_2 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_2 columbian_humvee2 SET_CHAR_RUNNING columbian_hitman_2 TRUE car2_attacking_flag = 2 ENDIF ENDIF ELSE car2_attacking_flag = 2 ENDIF ENDIF IF car2_attacking_flag = 2 IF NOT IS_CHAR_DEAD columbian_hitman_2 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_2 GIVE_WEAPON_TO_CHAR columbian_hitman_2 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_2 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee2 40.0 SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck car2_attacking_flag = 3 ENDIF ELSE car2_attacking_flag = 3 ENDIF ENDIF IF car2_attacking_flag = 3 IF NOT IS_CHAR_DEAD columbian_hitman_4 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee2 columbian_humvee2_speed IF columbian_humvee2_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_4 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_4 columbian_humvee2 SET_CHAR_RUNNING columbian_hitman_4 TRUE car2_attacking_flag = 4 ENDIF ENDIF ELSE car2_attacking_flag = 4 ENDIF ENDIF IF car2_attacking_flag = 4 IF NOT IS_CHAR_DEAD columbian_hitman_4 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_4 GIVE_WEAPON_TO_CHAR columbian_hitman_4 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_4 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee2 40.0 SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck car2_attacking_flag = 5 ENDIF ELSE car2_attacking_flag = 5 ENDIF ENDIF IF car2_attacking_flag = 5 IF NOT IS_CHAR_DEAD columbian_hitman_6 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee2 columbian_humvee2_speed IF columbian_humvee2_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_6 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_6 columbian_humvee2 SET_CHAR_RUNNING columbian_hitman_6 TRUE car2_attacking_flag = 6 ENDIF ENDIF ELSE car2_attacking_flag = 6 ENDIF ENDIF IF car2_attacking_flag = 6 IF NOT IS_CHAR_DEAD columbian_hitman_6 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_6 GIVE_WEAPON_TO_CHAR columbian_hitman_6 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_6 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee2 40.0 SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck car2_attacking_flag = 7 ENDIF ELSE car2_attacking_flag = 7 ENDIF ENDIF IF car2_attacking_flag = 7 SET_CAR_CRUISE_SPEED columbian_humvee2 40.0 SET_CAR_RAM_CAR columbian_humvee2 escort_truck car2_attacking_flag = 8 ENDIF //////////////////////////////////// IF escort_truck_flag > 4 IF car3_attacking_flag = 0 IF LOCATE_CAR_2D escort_truck -645.8259 -435.9940 40.0 40.0 0 IF NOT IS_POINT_ON_SCREEN -823.6705 -435.0647 10.0779 4.0 CREATE_CAR CAR_COLUMB -823.6705 -435.0647 10.0779 columbian_humvee3 SET_CAR_HEADING columbian_humvee3 272.1213 ELSE CREATE_CAR CAR_COLUMB -735.5045 -577.3362 7.6714 columbian_humvee3 SET_CAR_HEADING columbian_humvee3 7.8079 ENDIF SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee3 FALSE CREATE_CHAR_INSIDE_CAR columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_3 CREATE_CHAR_AS_PASSENGER columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_7 CREATE_CHAR_AS_PASSENGER columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_8 CREATE_CHAR_AS_PASSENGER columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_9 SET_CAR_CRUISE_SPEED columbian_humvee3 40.0 SET_CAR_HEALTH columbian_humvee3 650 SET_CAR_DRIVING_STYLE columbian_humvee3 2 CAR_SET_IDLE columbian_humvee3 SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck car3_attacking_flag = 1 ENDIF ENDIF ENDIF IF car3_attacking_flag > 0 IF IS_CAR_DEAD columbian_humvee3 car3_attacking_flag = -100 ELSE IF NOT IS_CHAR_DEAD columbian_driver_3 IF NOT IS_CHAR_IN_CAR columbian_driver_3 columbian_humvee3 GIVE_WEAPON_TO_CHAR columbian_driver_3 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_3 escort_truck ENDIF ENDIF IF IS_PLAYER_IN_CAR player columbian_humvee3 IF NOT IS_CHAR_DEAD columbian_hitman_7 GIVE_WEAPON_TO_CHAR columbian_hitman_7 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_7 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_8 GIVE_WEAPON_TO_CHAR columbian_hitman_8 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_8 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_9 GIVE_WEAPON_TO_CHAR columbian_hitman_9 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_9 player ENDIF ENDIF IF IS_CAR_UPSIDEDOWN columbian_humvee3 AND IS_CAR_STOPPED columbian_humvee3 IF NOT IS_CHAR_DEAD columbian_driver_3 GIVE_WEAPON_TO_CHAR columbian_driver_3 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_3 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_7 GIVE_WEAPON_TO_CHAR columbian_hitman_7 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_7 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_8 GIVE_WEAPON_TO_CHAR columbian_hitman_8 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_8 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_9 GIVE_WEAPON_TO_CHAR columbian_hitman_9 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_9 escort_truck ENDIF ENDIF ENDIF ENDIF IF car3_attacking_flag = 1 IF NOT IS_CHAR_DEAD columbian_hitman_7 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee3 columbian_humvee3_speed IF columbian_humvee3_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_7 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_7 columbian_humvee3 SET_CHAR_RUNNING columbian_hitman_7 TRUE car3_attacking_flag = 2 ENDIF ENDIF ELSE car3_attacking_flag = 2 ENDIF ENDIF IF car3_attacking_flag = 2 IF NOT IS_CHAR_DEAD columbian_hitman_7 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_7 GIVE_WEAPON_TO_CHAR columbian_hitman_7 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_7 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee3 40.0 SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck car3_attacking_flag = 3 ENDIF ELSE car3_attacking_flag = 3 ENDIF ENDIF IF car3_attacking_flag = 3 IF NOT IS_CHAR_DEAD columbian_hitman_8 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee3 columbian_humvee3_speed IF columbian_humvee3_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_8 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_8 columbian_humvee3 SET_CHAR_RUNNING columbian_hitman_8 TRUE car3_attacking_flag = 4 ENDIF ENDIF ELSE car3_attacking_flag = 4 ENDIF ENDIF IF car3_attacking_flag = 4 IF NOT IS_CHAR_DEAD columbian_hitman_8 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_8 GIVE_WEAPON_TO_CHAR columbian_hitman_8 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_8 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee3 40.0 SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck car3_attacking_flag = 5 ENDIF ELSE car3_attacking_flag = 5 ENDIF ENDIF IF car3_attacking_flag = 5 IF NOT IS_CHAR_DEAD columbian_hitman_9 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee3 columbian_humvee3_speed IF columbian_humvee3_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_9 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_9 columbian_humvee3 SET_CHAR_RUNNING columbian_hitman_9 TRUE car3_attacking_flag = 6 ENDIF ENDIF ELSE car3_attacking_flag = 6 ENDIF ENDIF IF car3_attacking_flag = 6 IF NOT IS_CHAR_DEAD columbian_hitman_9 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_9 GIVE_WEAPON_TO_CHAR columbian_hitman_9 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_9 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee3 40.0 SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck car3_attacking_flag = 7 ENDIF ELSE car3_attacking_flag = 7 ENDIF ENDIF IF car3_attacking_flag = 7 SET_CAR_CRUISE_SPEED columbian_humvee3 40.0 SET_CAR_RAM_CAR columbian_humvee3 escort_truck car3_attacking_flag = 8 ENDIF //////// IF car4_attacking_flag = 0 IF LOCATE_CAR_2D escort_truck -645.8259 -435.9940 40.0 40.0 0 IF NOT IS_POINT_ON_SCREEN -1017.6605 -226.1589 37.9967 4.0 CREATE_CAR CAR_COLUMB -1017.6605 -226.1589 37.9967 columbian_humvee4 SET_CAR_HEADING columbian_humvee4 284.9633 ELSE CREATE_CAR CAR_COLUMB -878.8591 -229.1282 28.1703 columbian_humvee4 SET_CAR_HEADING columbian_humvee4 84.5748 ENDIF SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee4 FALSE CREATE_CHAR_INSIDE_CAR columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_4 CREATE_CHAR_AS_PASSENGER columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_10 CREATE_CHAR_AS_PASSENGER columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_11 CREATE_CHAR_AS_PASSENGER columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_12 SET_CAR_CRUISE_SPEED columbian_humvee4 40.0 SET_CAR_HEALTH columbian_humvee4 650 SET_CAR_DRIVING_STYLE columbian_humvee4 2 CAR_SET_IDLE columbian_humvee4 SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck car4_attacking_flag = 1 ENDIF ENDIF IF car4_attacking_flag > 0 IF IS_CAR_DEAD columbian_humvee4 car4_attacking_flag = -100 ELSE IF NOT IS_CHAR_DEAD columbian_driver_4 IF NOT IS_CHAR_IN_CAR columbian_driver_4 columbian_humvee4 GIVE_WEAPON_TO_CHAR columbian_driver_4 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_4 escort_truck ENDIF ENDIF IF IS_PLAYER_IN_CAR player columbian_humvee4 IF NOT IS_CHAR_DEAD columbian_hitman_10 GIVE_WEAPON_TO_CHAR columbian_hitman_10 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_10 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_11 GIVE_WEAPON_TO_CHAR columbian_hitman_11 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_11 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_12 GIVE_WEAPON_TO_CHAR columbian_hitman_12 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_12 player ENDIF ENDIF IF IS_CAR_UPSIDEDOWN columbian_humvee4 AND IS_CAR_STOPPED columbian_humvee4 IF NOT IS_CHAR_DEAD columbian_driver_4 GIVE_WEAPON_TO_CHAR columbian_driver_4 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_driver_4 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_10 GIVE_WEAPON_TO_CHAR columbian_hitman_10 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_10 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_11 GIVE_WEAPON_TO_CHAR columbian_hitman_11 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_11 escort_truck ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_12 GIVE_WEAPON_TO_CHAR columbian_hitman_12 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_12 escort_truck ENDIF ENDIF ENDIF ENDIF IF car4_attacking_flag = 1 IF NOT IS_CHAR_DEAD columbian_hitman_10 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee4 columbian_humvee4_speed IF columbian_humvee4_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_10 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_10 columbian_humvee4 SET_CHAR_RUNNING columbian_hitman_10 TRUE car4_attacking_flag = 2 ENDIF ENDIF ELSE car4_attacking_flag = 2 ENDIF ENDIF IF car4_attacking_flag = 2 IF NOT IS_CHAR_DEAD columbian_hitman_10 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_10 GIVE_WEAPON_TO_CHAR columbian_hitman_10 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_10 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee4 40.0 SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck car4_attacking_flag = 3 ENDIF ELSE car4_attacking_flag = 3 ENDIF ENDIF IF car4_attacking_flag = 3 IF NOT IS_CHAR_DEAD columbian_hitman_11 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee4 columbian_humvee4_speed IF columbian_humvee4_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_11 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_11 columbian_humvee4 SET_CHAR_RUNNING columbian_hitman_11 TRUE car4_attacking_flag = 4 ENDIF ENDIF ELSE car4_attacking_flag = 4 ENDIF ENDIF IF car4_attacking_flag = 4 IF NOT IS_CHAR_DEAD columbian_hitman_11 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_11 GIVE_WEAPON_TO_CHAR columbian_hitman_11 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_11 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee4 40.0 SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck car4_attacking_flag = 5 ENDIF ELSE car4_attacking_flag = 5 ENDIF ENDIF IF car4_attacking_flag = 5 IF NOT IS_CHAR_DEAD columbian_hitman_12 GET_CAR_SPEED escort_truck escort_truck_speed GET_CAR_SPEED columbian_humvee4 columbian_humvee4_speed IF columbian_humvee4_speed < 10.0 AND escort_truck_speed < 4.0 IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_12 escort_truck 10.0 10.0 0 SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_12 columbian_humvee4 SET_CHAR_RUNNING columbian_hitman_12 TRUE car4_attacking_flag = 6 ENDIF ENDIF ELSE car4_attacking_flag = 6 ENDIF ENDIF IF car4_attacking_flag = 6 IF NOT IS_CHAR_DEAD columbian_hitman_12 IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_12 GIVE_WEAPON_TO_CHAR columbian_hitman_12 WEAPONTYPE_CHAINGUN 999 SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_12 escort_truck SET_CAR_CRUISE_SPEED columbian_humvee4 40.0 SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck car4_attacking_flag = 7 ENDIF ELSE car4_attacking_flag = 7 ENDIF ENDIF IF car4_attacking_flag = 7 SET_CAR_CRUISE_SPEED columbian_humvee4 40.0 SET_CAR_RAM_CAR columbian_humvee4 escort_truck car4_attacking_flag = 8 ENDIF //////////////////////////////////// ELSE MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee1 MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee2 MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee3 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_driver_1 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_driver_2 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_driver_3 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_1 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_2 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_3 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_4 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_5 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_6 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_7 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_8 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_9 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_1 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_2 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_3 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_4 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_5 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_6 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_7 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_8 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_9 MARK_CHAR_AS_NO_LONGER_NEEDED colombian_10 ENDIF ENDWHILE GOTO mission_love5_passed // Mission love 5 failed mission_love5_failed: PRINT_BIG M_FAIL 2000 1 RETURN // mission love 5 passed mission_love5_passed: flag_love_mission5_passed = 1 PRINT_WITH_NUMBER_BIG M_PASS 40000 2000 1 ADD_SCORE player 40000 CLEAR_WANTED_LEVEL player PLAY_MISSION_PASSED_TUNE 1 REGISTER_MISSION_PASSED LOVE5 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT love_mission6_loop RETURN // mission cleanup mission_cleanup_love5: flag_player_on_mission = 0 flag_player_on_love_mission = 0 IF NOT HAS_PICKUP_BEEN_COLLECTED tank_weapon REMOVE_PICKUP tank_weapon ENDIF CLEAR_ONSCREEN_COUNTER escort_truck_health MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SECURICAR MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A UNLOAD_SPECIAL_CHARACTER 2 UNLOAD_SPECIAL_CHARACTER 3 SET_CAR_DENSITY_MULTIPLIER 1.0 REMOVE_BLIP escort_truck_blip MISSION_HAS_FINISHED RETURN call_off_the_attackers: IF NOT IS_CAR_DEAD columbian_humvee1 CAR_WANDER_RANDOMLY columbian_humvee1 ENDIF IF NOT IS_CAR_DEAD columbian_humvee2 CAR_WANDER_RANDOMLY columbian_humvee2 ENDIF IF NOT IS_CAR_DEAD columbian_humvee3 CAR_WANDER_RANDOMLY columbian_humvee3 ENDIF IF NOT IS_CAR_DEAD columbian_humvee4 CAR_WANDER_RANDOMLY columbian_humvee4 ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_1 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_2 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_2 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_3 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_3 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_4 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_4 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_5 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_6 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_6 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_7 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_7 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_8 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_8 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_9 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_9 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_10 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_10 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_11 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_11 player ENDIF IF NOT IS_CHAR_DEAD columbian_hitman_12 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_12 player ENDIF MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee1 MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee2 MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee3 MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee4 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_1 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_2 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_3 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_4 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_5 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_6 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_7 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_8 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_9 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_10 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_11 MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_12 car1_attacking_flag = -100 car2_attacking_flag = -100 car3_attacking_flag = -100 car4_attacking_flag = -100 RETURN
love6
MISSION_START // ***************************************************************************************** // ******************************* Donald Love 6 ************************************* // ******************************* Swat the SWAT ************************************* // ***************************************************************************************** // *** Ray has tipped off Love that the Liberty PD are going to mount a raid on his pad. *** // *** Three SWAT vans are going to approach the contact point from different directions *** // *** to trap any one escaping. The player must take out the SWAT teams. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_love6 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_love6_failed ENDIF GOSUB mission_cleanup_love6 MISSION_END // Variables For Mission VAR_INT decoy_van swat_1 swat_2 swat_3 swat_4 swat_5 cop_1 cop_2 cop_3 //CARS VAR_INT ped_swat_1 ped_swat_2 ped_swat_3 ped_swat_4 ped_swat_5 ped_swat_6 ped_swat_7 ped_swat_8 //SWAT PEDS VAR_INT ped_cop_1 ped_cop_2 ped_cop_3 ped_cop_4 ped_cop_5 ped_cop_6 //COP PEDS VAR_INT survival_time decoy_van_blip get_in_van decoy_van_health decoy_van_health2//TIMER BLIPS ETC VAR_INT out_of_car_timer_present out_of_car_timer_start out_of_car_timer out_of_car_timer_diff out_of_car_timer_secs // ****************************************Mission Start************************************ mission_start_love6: flag_player_on_mission = 1 flag_player_on_love_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME love6 get_in_van = 0 survival_time = 180000 // ****************************************START OF CUTSCENE******************************** //SET_FADING_COLOUR 0 0 0 // //DO_FADE 1500 FADE_OUT // //IF CAN_PLAYER_START_MISSION player // MAKE_PLAYER_SAFE_FOR_CUTSCENE player //ELSE // GOTO mission_love6_failed //ENDIF // //PRINT_BIG LOVE6 15000 2 LOAD_SPECIAL_CHARACTER 1 love2 LOAD_SPECIAL_MODEL cut_obj1 LOVEH REQUEST_MODEL tshrorckgrdn REQUEST_MODEL tshrorckgrdn_alfas //WHILE GET_FADING_STATUS // WAIT 0 //ENDWHILE LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED tshrorckgrdn OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas OR NOT HAS_MODEL_LOADED cut_obj1 WAIT 0 ENDWHILE LOAD_CUTSCENE D6_STS SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love SET_CUTSCENE_ANIM cs_love love2 CREATE_CUTSCENE_HEAD cs_love CUT_OBJ1 cs_lovehead SET_CUTSCENE_HEAD_ANIM cs_lovehead love CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN START_CUTSCENE SWITCH_RUBBISH OFF GET_CUTSCENE_TIME cs_time WHILE cs_time < 1526 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE6_A 5000 1 //"A lesson in business, my friend;" WHILE cs_time < 3011 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE6_E 5000 1 //"if you have a unique commodity, the world and his wife will try to wrestle it from your grasp." WHILE cs_time < 7026 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE6_B 5000 1 //"Even if they have little understanding as to its true value." WHILE cs_time < 10679 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE6_C 5000 1 //"SWAT teams have cordoned the area around my friend and the package." WHILE cs_time < 14011 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE6_D 5000 1 //"Get over there, pick up the van and bust out as a decoy." WHILE cs_time < 16741 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW LOVE6_F 5000 1 //"Keep them busy for 5 minutes and he should make good his escape!" WHILE cs_time < 20333 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_RUBBISH ON CLEAR_PRINTS CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_CAMERA_BEHIND_PLAYER UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 SET_SWAT_REQUIRED TRUE REQUEST_MODEL CAR_ENFORCER REQUEST_MODEL PED_SWAT REQUEST_MODEL PED_COP REQUEST_MODEL CAR_POLICE REQUEST_MODEL CAR_SECURICAR LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED CAR_ENFORCER OR NOT HAS_MODEL_LOADED CAR_POLICE OR NOT HAS_MODEL_LOADED PED_COP OR NOT HAS_MODEL_LOADED PED_SWAT OR NOT HAS_MODEL_LOADED CAR_SECURICAR WAIT 0 ENDWHILE SWITCH_STREAMING ON DO_FADE 1500 FADE_IN LOAD_MISSION_AUDIO LO6_A WHILE GET_FADING_STATUS WAIT 0 ENDWHILE // ******************************************END OF CUTSCENE******************************** ADD_BLIP_FOR_COORD_OLD -1026.5 -73.5 39.0 RED BLIP_ONLY decoy_van_blip CHANGE_BLIP_SCALE decoy_van_blip 3 WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN WAIT 0 ENDWHILE WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1026.5 -73.5 200.0 200.0 0 WAIT 0 ENDWHILE SET_MAX_WANTED_LEVEL 6 CREATE_CAR CAR_SECURICAR -1026.5 -73.5 39.0 decoy_van CHANGE_CAR_COLOUR decoy_van 0 0 SET_CAR_HEADING decoy_van 270.0 CAR_SET_IDLE decoy_van LOCK_CAR_DOORS decoy_van CARLOCK_UNLOCKED SET_CAR_STRONG decoy_van TRUE REMOVE_BLIP decoy_van_blip ADD_BLIP_FOR_CAR decoy_van decoy_van_blip CREATE_CAR CAR_ENFORCER -1005.5 11.0 44.0 swat_1 SET_CAR_HEADING swat_1 119.0 CAR_SET_IDLE swat_1 CREATE_CHAR_INSIDE_CAR swat_1 PEDTYPE_COP PED_SWAT ped_swat_1 GIVE_WEAPON_TO_CHAR ped_swat_1 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_1 SET_CHAR_OBJ_NO_OBJ ped_swat_1 SET_CAR_MISSION swat_1 MISSION_NONE CREATE_CAR CAR_ENFORCER -1112.4 -46.4 49.0 swat_2 SET_CAR_HEADING swat_2 212.0 CAR_SET_IDLE swat_2 CREATE_CHAR_INSIDE_CAR swat_2 PEDTYPE_COP PED_SWAT ped_swat_2 GIVE_WEAPON_TO_CHAR ped_swat_2 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_2 SET_CHAR_OBJ_NO_OBJ ped_swat_2 SET_CAR_MISSION swat_2 MISSION_NONE CREATE_CAR CAR_ENFORCER -1118.4 -63.6 48.7 swat_3 SET_CAR_HEADING swat_3 321.0 CAR_SET_IDLE swat_3 CREATE_CHAR_INSIDE_CAR swat_3 PEDTYPE_COP PED_SWAT ped_swat_3 GIVE_WEAPON_TO_CHAR ped_swat_3 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_3 SET_CHAR_OBJ_NO_OBJ ped_swat_3 SET_CAR_MISSION swat_3 MISSION_NONE CREATE_CAR CAR_ENFORCER -963.3 -108.7 34.7 swat_4 SET_CAR_HEADING swat_4 103.0 CAR_SET_IDLE swat_4 CREATE_CHAR_INSIDE_CAR swat_4 PEDTYPE_COP PED_SWAT ped_swat_4 GIVE_WEAPON_TO_CHAR ped_swat_4 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_4 SET_CHAR_OBJ_NO_OBJ ped_swat_4 SET_CAR_MISSION swat_4 MISSION_NONE CREATE_CAR CAR_ENFORCER -957.0 -111.0 34.5 swat_5 SET_CAR_HEADING swat_5 108.5 CAR_SET_IDLE swat_5 CREATE_CHAR_INSIDE_CAR swat_5 PEDTYPE_COP PED_SWAT ped_swat_5 GIVE_WEAPON_TO_CHAR ped_swat_5 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_5 SET_CHAR_OBJ_NO_OBJ ped_swat_5 SET_CAR_MISSION swat_5 MISSION_NONE CREATE_CAR CAR_POLICE -983.0 -120.3 33.6 cop_1 SET_CAR_HEADING cop_1 270.0 CAR_SET_IDLE cop_1 CREATE_CHAR_INSIDE_CAR cop_1 PEDTYPE_COP PED_COP ped_cop_1 GIVE_WEAPON_TO_CHAR ped_cop_1 WEAPONTYPE_PISTOL 100 CHAR_SET_IDLE ped_cop_1 SET_CHAR_OBJ_NO_OBJ ped_cop_1 SET_CAR_MISSION cop_1 MISSION_NONE CREATE_CAR CAR_POLICE -1018.8 4.4 43.7 cop_2 SET_CAR_HEADING cop_2 262.0 CAR_SET_IDLE cop_2 CREATE_CHAR_INSIDE_CAR cop_2 PEDTYPE_COP PED_COP ped_cop_2 GIVE_WEAPON_TO_CHAR ped_cop_2 WEAPONTYPE_PISTOL 100 CHAR_SET_IDLE ped_cop_2 SET_CHAR_OBJ_NO_OBJ ped_cop_2 SET_CAR_MISSION cop_2 MISSION_NONE CREATE_CAR CAR_POLICE -1114.4 -50.0 48.6 cop_3 SET_CAR_HEADING cop_3 202.0 CAR_SET_IDLE cop_3 CREATE_CHAR_INSIDE_CAR cop_3 PEDTYPE_COP PED_COP ped_cop_3 GIVE_WEAPON_TO_CHAR ped_cop_3 WEAPONTYPE_PISTOL 100 CHAR_SET_IDLE ped_cop_3 SET_CHAR_OBJ_NO_OBJ ped_cop_3 SET_CAR_MISSION cop_3 MISSION_NONE CREATE_CHAR PEDTYPE_COP PED_SWAT -1115.7 -63.9 48.8 ped_swat_6 SET_CHAR_HEADING ped_swat_6 342.0 GIVE_WEAPON_TO_CHAR ped_swat_6 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_6 SET_CHAR_OBJ_NO_OBJ ped_swat_6 CREATE_CHAR PEDTYPE_COP PED_SWAT -965.3 -111.2 34.0 ped_swat_7 SET_CHAR_HEADING ped_swat_7 41.0 GIVE_WEAPON_TO_CHAR ped_swat_7 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_7 SET_CHAR_OBJ_NO_OBJ ped_swat_7 CREATE_CHAR PEDTYPE_COP PED_SWAT -960.5 -113.0 34.0 ped_swat_8 SET_CHAR_HEADING ped_swat_8 173.0 GIVE_WEAPON_TO_CHAR ped_swat_8 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_swat_8 SET_CHAR_OBJ_NO_OBJ ped_swat_8 CREATE_CHAR PEDTYPE_COP PED_COP -1103.4 -47.8 48.8 ped_cop_4 SET_CHAR_HEADING ped_cop_4 255.0 GIVE_WEAPON_TO_CHAR ped_cop_4 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_cop_4 SET_CHAR_OBJ_NO_OBJ ped_cop_4 CREATE_CHAR PEDTYPE_COP PED_COP -984.0 -91.2 36.0 ped_cop_5 SET_CHAR_HEADING ped_cop_5 339.0 GIVE_WEAPON_TO_CHAR ped_cop_5 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_cop_5 SET_CHAR_OBJ_NO_OBJ ped_cop_5 CREATE_CHAR PEDTYPE_COP PED_COP -1005.0 5.5 43.8 ped_cop_6 SET_CHAR_HEADING ped_cop_6 169.0 GIVE_WEAPON_TO_CHAR ped_cop_6 WEAPONTYPE_SHOTGUN 50 CHAR_SET_IDLE ped_cop_6 SET_CHAR_OBJ_NO_OBJ ped_cop_6 WHILE NOT IS_PLAYER_IN_CAR player decoy_van WAIT 0 IF IS_CAR_DEAD decoy_van GOTO mission_love6_failed ENDIF ENDWHILE REMOVE_BLIP decoy_van_blip //PRINT_NOW GOGO 5000 1 //GO GO GO!! IF NOT IS_CHAR_DEAD ped_swat_6 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS ped_swat_6 player MARK_CHAR_AS_NO_LONGER_NEEDED ped_swat_6 ENDIF IF NOT IS_CHAR_DEAD ped_swat_7 SET_CHAR_OBJ_DESTROY_CAR ped_swat_7 decoy_van MARK_CHAR_AS_NO_LONGER_NEEDED ped_swat_7 ENDIF IF NOT IS_CHAR_DEAD ped_swat_8 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS ped_swat_8 player MARK_CHAR_AS_NO_LONGER_NEEDED ped_swat_8 ENDIF IF NOT IS_CHAR_DEAD ped_cop_4 SET_CHAR_OBJ_DESTROY_CAR ped_cop_4 decoy_van MARK_CHAR_AS_NO_LONGER_NEEDED ped_cop_4 ENDIF IF NOT IS_CHAR_DEAD ped_cop_5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS ped_cop_5 player MARK_CHAR_AS_NO_LONGER_NEEDED ped_cop_5 ENDIF IF NOT IS_CHAR_DEAD ped_cop_6 SET_CHAR_OBJ_DESTROY_CAR ped_cop_6 decoy_van MARK_CHAR_AS_NO_LONGER_NEEDED ped_cop_6 ENDIF IF NOT IS_CAR_DEAD swat_1 SET_CAR_CRUISE_SPEED swat_1 100.0 SET_CAR_DRIVING_STYLE swat_1 2 SET_CAR_RAM_CAR swat_1 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED swat_1 ENDIF IF NOT IS_CAR_DEAD swat_2 SET_CAR_CRUISE_SPEED swat_2 100.0 SET_CAR_DRIVING_STYLE swat_2 2 SET_CAR_RAM_CAR swat_2 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED swat_2 ENDIF IF NOT IS_CAR_DEAD swat_3 SET_CAR_CRUISE_SPEED swat_3 100.0 SET_CAR_DRIVING_STYLE swat_3 2 SET_CAR_RAM_CAR swat_3 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED swat_3 ENDIF IF NOT IS_CAR_DEAD swat_4 SET_CAR_CRUISE_SPEED swat_4 100.0 SET_CAR_DRIVING_STYLE swat_4 2 SET_CAR_RAM_CAR swat_4 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED swat_4 ENDIF IF NOT IS_CAR_DEAD swat_5 SET_CAR_CRUISE_SPEED swat_5 100.0 SET_CAR_DRIVING_STYLE swat_5 2 SET_CAR_RAM_CAR swat_5 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED swat_5 ENDIF IF NOT IS_CAR_DEAD cop_1 SET_CAR_CRUISE_SPEED cop_1 100.0 SET_CAR_DRIVING_STYLE cop_1 2 SET_CAR_RAM_CAR cop_1 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED cop_1 ENDIF IF NOT IS_CAR_DEAD cop_2 SET_CAR_CRUISE_SPEED cop_2 100.0 SET_CAR_DRIVING_STYLE cop_2 2 SET_CAR_RAM_CAR cop_2 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED cop_2 ENDIF IF NOT IS_CAR_DEAD cop_3 SET_CAR_CRUISE_SPEED cop_3 100.0 SET_CAR_DRIVING_STYLE cop_3 2 SET_CAR_RAM_CAR cop_3 decoy_van MARK_CAR_AS_NO_LONGER_NEEDED cop_3 ENDIF ALTER_WANTED_LEVEL player 6 DISPLAY_ONSCREEN_TIMER survival_time PRINT_NOW LOVE6_1 5000 1//"Now lead the cops away!" IF HAS_MISSION_AUDIO_LOADED PLAY_MISSION_AUDIO ENDIF GET_CAR_HEALTH decoy_van decoy_van_health //escort_truck_health += dummy_health //escort_truck_health = escort_truck_health / 2 decoy_van_health = decoy_van_health - 250 decoy_van_health = decoy_van_health * 100 decoy_van_health = decoy_van_health / 750 decoy_van_health2 = decoy_van_health decoy_van_health = 100 - decoy_van_health2 IF decoy_van_health > 100 decoy_van_health = 100 ENDIF DISPLAY_ONSCREEN_COUNTER_WITH_STRING decoy_van_health COUNTER_DISPLAY_BAR DAM WHILE survival_time > 0 WAIT 0 IF IS_CAR_DEAD decoy_van GOTO mission_love6_failed ENDIF ALTER_WANTED_LEVEL player 6 GET_CAR_HEALTH decoy_van decoy_van_health // escort_truck_health += dummy_health // escort_truck_health = escort_truck_health / 2 decoy_van_health = decoy_van_health - 250 decoy_van_health = decoy_van_health * 100 decoy_van_health = decoy_van_health / 750 decoy_van_health2 = decoy_van_health decoy_van_health = 100 - decoy_van_health2 IF decoy_van_health > 100 decoy_van_health = 100 ENDIF IF NOT IS_PLAYER_IN_CAR player decoy_van IF get_in_van = 0 GET_GAME_TIMER out_of_car_timer_start IF survival_time > 15000 out_of_car_timer = 15000 ELSE out_of_car_timer = survival_time ENDIF ADD_BLIP_FOR_CAR decoy_van decoy_van_blip get_in_van = 1 ENDIF GET_GAME_TIMER out_of_car_timer_present out_of_car_timer_diff = out_of_car_timer_present - out_of_car_timer_start out_of_car_timer -= out_of_car_timer_diff out_of_car_timer_start = out_of_car_timer_present out_of_car_timer_secs = out_of_car_timer / 1000 PRINT_WITH_NUMBER_NOW LOVE6_3 out_of_car_timer_secs 200 1 //~g~You have ~1~ seconds to return to the Securicar before you fail the mission. IF out_of_car_timer_secs < 1 PRINT_NOW LOVE6_4 3000 1//~r~You ditched the Decoy Securicar! GOTO mission_love6_failed ENDIF ENDIF IF IS_PLAYER_IN_CAR player decoy_van AND get_in_van = 1 REMOVE_BLIP decoy_van_blip get_in_van = 0 ENDIF ENDWHILE IF LOCATE_PLAYER_ANY_MEANS_2D PLAYER -1026.5 -73.5 160.0 160.0 0 PRINT_NOW LOVE6_2 5000 1//"You failed to lead the police far enough away." GOTO mission_love6_failed ENDIF GOTO mission_love6_passed // Mission Love 6 failed mission_love6_failed: PRINT_BIG M_FAIL 5000 1 RETURN // mission Love 6 passed mission_love6_passed: flag_love_mission6_passed = 1 PRINT_WITH_NUMBER_BIG M_PASS 35000 5000 1 ADD_SCORE player 35000 CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED LOVE6 PLAY_MISSION_PASSED_TUNE 1 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT love_mission7_loop RETURN // mission cleanup mission_cleanup_love6: flag_player_on_mission = 0 flag_player_on_love_mission = 0 REMOVE_BLIP decoy_van_blip CLEAR_ONSCREEN_TIMER survival_time CLEAR_ONSCREEN_COUNTER decoy_van_health SET_SWAT_REQUIRED FALSE MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SECURICAR MARK_MODEL_AS_NO_LONGER_NEEDED CAR_POLICE MARK_MODEL_AS_NO_LONGER_NEEDED PED_COP MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ENFORCER MARK_MODEL_AS_NO_LONGER_NEEDED PED_SWAT MISSION_HAS_FINISHED RETURN
love7
MISSION_START // ***************************************************************************************** // ******************************* Donald Love 7 ************************************* // ******************************* Left the Scene ************************************* // ***************************************************************************************** // *************************** Love has disapeared! ********************************* // ***************************************************************************************** // Mission start stuff GOSUB mission_start_love7 GOSUB mission_cleanup_love7 MISSION_END // ****************************************Mission Start************************************ mission_start_love7: flag_player_on_mission = 1 flag_player_on_love_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME love7 // ****************************************START OF CUTSCENE******************************** //SET_FADING_COLOUR 0 0 0 // //DO_FADE 1500 FADE_OUT // //IF CAN_PLAYER_START_MISSION player // MAKE_PLAYER_SAFE_FOR_CUTSCENE player //ELSE // GOTO mission_love7_failed //ENDIF // //PRINT_BIG LOVE7 15000 2 REQUEST_MODEL tshrorckgrdn REQUEST_MODEL tshrorckgrdn_alfas //WHILE GET_FADING_STATUS // WAIT 0 //ENDWHILE LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED tshrorckgrdn_alfas OR NOT HAS_MODEL_LOADED tshrorckgrdn WAIT 0 ENDWHILE LOAD_CUTSCENE D7_MLD SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN START_CUTSCENE SWITCH_RUBBISH OFF GET_CUTSCENE_TIME cs_time WHILE cs_time < 15000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_STREAMING ON SWITCH_RUBBISH ON CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas SET_CAMERA_BEHIND_PLAYER DO_FADE 1500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE // ******************************************END OF CUTSCENE******************************** GOTO mission_love7_passed // Mission Love 7 failed mission_love7_failed: RETURN // mission Love 7 passed mission_love7_passed: flag_love_mission7_passed = 1 PLAYER_MADE_PROGRESS 1 REMOVE_BLIP love_contact_blip CLEAR_WANTED_LEVEL player PLAY_MISSION_PASSED_TUNE 1 REGISTER_MISSION_PASSED LOVE7 RETURN // mission cleanup mission_cleanup_love7: flag_player_on_mission = 0 flag_player_on_love_mission = 0 MISSION_HAS_FINISHED RETURN