Hood
Материал из GTAModding.ru
Содержание |
hood1
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // *************************************Hood Mission 1**************************************** // ****************************************Drive By******************************************* // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME hood1 // Mission start stuff GOSUB mission_start_hood1 GOSUB mission_cleanup_hood1 MISSION_END // Variables for mission VAR_INT frenzy_state VAR_INT radar_blip_coord_hm1 VAR_INT flag_blip_on_hm1 // ***************************************Mission Start************************************* mission_start_hood1: flag_player_on_mission = 1 flag_player_on_hood_mission = 1 flag_blip_on_hm1 = 0 REGISTER_MISSION_GIVEN WAIT 0 SET_DEATHARREST_STATE OFF SETUP_ZONE_PED_INFO PROJECT DAY (30) (0 0 0 0) 0 0 800 0 //WICHITA GARDENS SETUP_ZONE_PED_INFO PROJECT NIGHT (30) (0 0 0 0) 0 0 800 0 // ****************************************START OF CUTSCENE******************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_hood1_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( HM_1 ) 15000 2 //"Uzi Driver" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS -414.57 97.73 1.0 -589.29 -101.77 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE hd_ph1 SET_CUTSCENE_OFFSET -444.714 -6.321 2.9 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2096 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_A ) 10000 1 //"Yo this is D-ice of the Red Jacks!" WHILE cs_time < 4887 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_B ) 10000 1 //"I got a problem that's messin' my rep." WHILE cs_time < 7511 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_C ) 10000 1 //"These yound punks..." WHILE cs_time < 12668 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_D ) 10000 1 //"Nine is their tag...." WHILE cs_time < 16765 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_G ) 10000 1 //"is another day the Jacks..." WHILE cs_time < 19026 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_E ) 10000 1 //I want you to show..." WHILE cs_time < 23017 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_H ) 10000 1 //"Mow those nines down." WHILE cs_time < 25018 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM1_F ) 10000 1 ///"Watch your back..." WHILE cs_time < 28865 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( HM1_F ) WHILE cs_time < 30000 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 //SWITCH_STREAMING ON WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // ****************************************END OF CUTSCENE********************************** IF NOT IS_PLAYER_PLAYING player PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" GOTO mission_hood1_failed ENDIF WHILE GET_FADING_STATUS WAIT 0 IF NOT IS_PLAYER_PLAYING player PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" GOTO mission_hood1_failed ENDIF ENDWHILE // waiting for the player to get to the zone PRINT_NOW ( HM1_2 ) 5000 1 //"Get a vehicle!" IF flag_done_drive_by_help = 0 GET_CONTROLLER_MODE controlmode IF controlmode = 0 PRINT_HELP ( DRIVE_A ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~| button~w~ to fire." flag_done_drive_by_help = 1 ENDIF IF controlmode = 1 PRINT_HELP ( DRIVE_A ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~| button~w~ to fire." flag_done_drive_by_help = 1 ENDIF IF controlmode = 2 PRINT_HELP ( DRIVE_A ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~| button~w~ to fire." flag_done_drive_by_help = 1 ENDIF IF controlmode = 3 PRINT_HELP ( DRIVE_B ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~R1 button~w~ to fire." flag_done_drive_by_help = 1 ENDIF ENDIF WHILE NOT IS_PLAYER_IN_ANY_CAR player WAIT 0 IF NOT IS_PLAYER_PLAYING player PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" GOTO mission_hood1_failed ENDIF ENDWHILE PRINT_NOW ( HM1_3 ) 5000 1 //"Get to the correct zone!" ADD_BLIP_FOR_COORD -442.3 -6.8 -100.0 radar_blip_coord_hm1 flag_blip_on_hm1 = 1 WHILE NOT IS_PLAYER_IN_ZONE player PROJECT AND NOT IS_PLAYER_IN_ANY_CAR player WAIT 0 IF NOT IS_PLAYER_PLAYING player PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" GOTO mission_hood1_failed ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord_hm1 flag_blip_on_hm1 = 0 START_KILL_FRENZY ( HM1_1 ) WEAPONTYPE_UZI_DRIVEBY 150000 20 PED_GANG_HOOD_B -1 -1 -1 FALSE READ_KILL_FRENZY_STATUS frenzy_state WHILE frenzy_state = 1 WAIT 0 READ_KILL_FRENZY_STATUS frenzy_state IF NOT IS_PLAYER_PLAYING player PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" GOTO mission_hood1_failed ELSE IF NOT IS_PLAYER_IN_ZONE player PROJECT IF flag_blip_on_hm1 = 0 ADD_BLIP_FOR_COORD -442.3 -6.8 -100.0 radar_blip_coord_hm1 PRINT_NOW ( HM1_3 ) 5000 1 //"Get to the correct zone!" flag_blip_on_hm1 = 1 ENDIF ELSE IF flag_blip_on_hm1 = 1 REMOVE_BLIP radar_blip_coord_hm1 flag_blip_on_hm1 = 0 ENDIF ENDIF ENDIF ENDWHILE READ_KILL_FRENZY_STATUS frenzy_state IF frenzy_state = 2 GOTO mission_hood1_passed ENDIF IF frenzy_state = 3 PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" GOTO mission_hood1_failed ENDIF } // Mission hood1 failed mission_hood1_failed: IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN ENDIF RETURN // mission hood1 passed mission_hood1_passed: flag_hood_mission1_passed = 1 REGISTER_MISSION_PASSED ( HM_1 ) PLAYER_MADE_PROGRESS 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 10000 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT hood_mission2_loop RETURN // mission cleanup mission_cleanup_hood1: flag_player_on_mission = 0 flag_player_on_hood_mission = 0 REMOVE_BLIP radar_blip_coord_hm1 SETUP_ZONE_PED_INFO PROJECT DAY (13) (0 0 0 0) 0 0 300 20 //WICHITA GARDENS SETUP_ZONE_PED_INFO PROJECT NIGHT ( 9) (0 0 0 0) 0 0 400 10 MISSION_HAS_FINISHED RETURN
hood2
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // *************************************Hood Mission 2**************************************** // **************************************R C ASSASSIN***************************************** // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME hood2 // Mission start stuff GOSUB mission_start_hood2 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_hood2_failed ENDIF GOSUB mission_cleanup_hood2 MISSION_END // Variables for mission VAR_INT mission_car_hm2 VAR_INT radar_blip_car1_hm2 VAR_INT target_van1_hm2 VAR_INT target_van2_hm2 VAR_INT target_van3_hm2 VAR_INT van_driver1_hm2 //Drives van 1 VAR_INT van_driver2_hm2 //Drives van 2 VAR_INT van_driver3_hm2 //Drives van 3 VAR_INT radar_blip_van1_hm2 VAR_INT radar_blip_van2_hm2 VAR_INT radar_blip_van3_hm2 VAR_INT flag_van1_dead_hm2 VAR_INT flag_van2_dead_hm2 VAR_INT flag_van3_dead_hm2 VAR_INT counter_all_vans_dead_hm2 VAR_INT counter_no_of_cars_player_had_hm2 VAR_INT flag_player_got_car_hm2 VAR_INT flag_buggy_help2_hm2 VAR_INT flag_buggy_help3_hm2 VAR_INT flag_buggy_help1_hm2 VAR_INT buggies_left_hm2 VAR_INT total_buggy_hm2 // ***************************************Mission Start************************************* mission_start_hood2: flag_player_on_mission = 1 flag_player_on_hood_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 counter_all_vans_dead_hm2 = 0 flag_van1_dead_hm2 = 0 flag_van2_dead_hm2 = 0 flag_van3_dead_hm2 = 0 counter_all_vans_dead_hm2 = 0 counter_no_of_cars_player_had_hm2 = 0 flag_player_got_car_hm2 = 0 flag_buggy_help2_hm2 = 0 flag_buggy_help3_hm2 = 0 flag_buggy_help1_hm2 = 0 buggies_left_hm2 = 0 total_buggy_hm2 = 5 // *****************************************START OF CUTSCENE******************************* /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_hood2_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( HM_2 ) 15000 2 //"TOYMINATOR" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS -414.57 97.73 1.0 -589.29 -101.77 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE hd_ph2 SET_CUTSCENE_OFFSET -444.714 -6.321 2.9 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM2_A ) 10000 1 //" Those Nines are..." WHILE cs_time < 3468 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM2_B ) 10000 1 //"These Bitches..." WHILE cs_time < 6630 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM2_C ) 10000 1 //"and slinging it to brothers..." WHILE cs_time < 8077 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM2_D ) 10000 1 //"Theres a car parked up the way..." WHILE cs_time < 9819 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM2_E ) 10000 1 //"There's some stuff in there.." WHILE cs_time < 12413 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM2_F ) 10000 1 //"and wreck all there..." WHILE cs_time < 14200 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( HM2_F ) WHILE cs_time < 15333 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 //SWITCH_STREAMING ON WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // ******************************************END OF CUTSCENE******************************** REQUEST_MODEL CAR_TOYZ REQUEST_MODEL CAR_SECURICAR REQUEST_MODEL car_rcbandit WHILE NOT HAS_MODEL_LOADED CAR_TOYZ OR NOT HAS_MODEL_LOADED CAR_SECURICAR OR NOT HAS_MODEL_LOADED car_rcbandit WAIT 0 ENDWHILE CREATE_CAR CAR_TOYZ -682.02 76.60 -100.0 mission_car_hm2 //SET_CAR_HEADING mission_car_hm2 0.0 ADD_BLIP_FOR_CAR mission_car_hm2 radar_blip_car1_hm2 // waiting for the player to get into the control car WHILE NOT IS_PLAYER_SITTING_IN_CAR player mission_car_hm2 WAIT 0 IF IS_CAR_DEAD mission_car_hm2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_hood2_failed ENDIF ENDWHILE buggies_left_hm2 = total_buggy_hm2 - counter_no_of_cars_player_had_hm2 DISPLAY_ONSCREEN_COUNTER_WITH_STRING buggies_left_hm2 COUNTER_DISPLAY_NUMBER ( BUGGY ) SET_POLICE_IGNORE_PLAYER player ON REMOVE_BLIP radar_blip_car1_hm2 GET_CONTROLLER_MODE controlmode IF controlmode = 0 PRINT_HELP ( HM2_1 ) //"Use the radio controlled cars to destroy the trucks press | to detonate" flag_buggy_help1_hm2 = 1 ENDIF IF controlmode = 1 PRINT_HELP ( HM2_1 ) //"Use the radio controlled cars to destroy the trucks press | to detonate" flag_buggy_help1_hm2 = 1 ENDIF IF controlmode = 2 PRINT_HELP ( HM2_1 ) //"Use the radio controlled cars to destroy the trucks press | to detonate" flag_buggy_help1_hm2 = 1 ENDIF IF controlmode = 3 PRINT_HELP ( HM2_1A ) //"Use the radio controlled cars to destroy the trucks press the R1 button to detonate." flag_buggy_help1_hm2 = 1 ENDIF CLEAR_AREA -681.42 91.35 17.7 2.0 TRUE GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER player -681.42 91.35 17.7 94.0 ++ counter_no_of_cars_player_had_hm2 // creates van 1 CREATE_CAR CAR_SECURICAR -841.0 -130.0 -100.0 target_van1_hm2 CREATE_CHAR_INSIDE_CAR target_van1_hm2 PEDTYPE_CIVMALE PED_MALE1 van_driver1_hm2 SET_CAR_ONLY_DAMAGED_BY_PLAYER target_van1_hm2 TRUE SET_CAR_AVOID_LEVEL_TRANSITIONS target_van1_hm2 TRUE ADD_BLIP_FOR_CAR target_van1_hm2 radar_blip_van1_hm2 SET_CAR_DRIVING_STYLE target_van1_hm2 2 SET_CAR_CRUISE_SPEED target_van1_hm2 12.0 CAR_WANDER_RANDOMLY target_van1_hm2 // creates van 2 CREATE_CAR CAR_SECURICAR -437.0 -67.0 -100.0 target_van2_hm2 CREATE_CHAR_INSIDE_CAR target_van2_hm2 PEDTYPE_CIVMALE PED_MALE1 van_driver2_hm2 SET_CAR_ONLY_DAMAGED_BY_PLAYER target_van2_hm2 TRUE SET_CAR_AVOID_LEVEL_TRANSITIONS target_van2_hm2 TRUE ADD_BLIP_FOR_CAR target_van2_hm2 radar_blip_van2_hm2 SET_CAR_DRIVING_STYLE target_van2_hm2 2 SET_CAR_CRUISE_SPEED target_van2_hm2 12.0 CAR_WANDER_RANDOMLY target_van2_hm2 // creates van 3 CREATE_CAR CAR_SECURICAR -1172.0 467.0 -100.0 target_van3_hm2 CREATE_CHAR_INSIDE_CAR target_van3_hm2 PEDTYPE_CIVMALE PED_MALE1 van_driver3_hm2 SET_CAR_ONLY_DAMAGED_BY_PLAYER target_van3_hm2 TRUE SET_CAR_AVOID_LEVEL_TRANSITIONS target_van3_hm2 TRUE ADD_BLIP_FOR_CAR target_van3_hm2 radar_blip_van3_hm2 SET_CAR_DRIVING_STYLE target_van3_hm2 2 SET_CAR_CRUISE_SPEED target_van3_hm2 12.0 CAR_WANDER_RANDOMLY target_van3_hm2 // waiting for the player to destroy all of the vans buggies_left_hm2 = total_buggy_hm2 - counter_no_of_cars_player_had_hm2 timerb = 0 WHILE NOT counter_all_vans_dead_hm2 = 3 WAIT 0 buggies_left_hm2 = total_buggy_hm2 - counter_no_of_cars_player_had_hm2 IF flag_buggy_help2_hm2 = 0 AND flag_buggy_help1_hm2 = 1 IF timerb > 7000 PRINT_HELP ( HM2_3 ) //"The buggies can go underneath vehicles but if you touch the wheels the buggy will detonate instantly." flag_buggy_help2_hm2 = 1 //timerb = 0 ENDIF ENDIF IF flag_buggy_help3_hm2 = 0 IF flag_buggy_help2_hm2 = 1 IF timerb > 14000 PRINT_HELP ( HM2_4 ) //"The buggy will detonate if you get out of range!" flag_buggy_help3_hm2 = 1 ENDIF ENDIF ENDIF CLEAR_WANTED_LEVEL player IF NOT IS_CAR_DEAD mission_car_hm2 IF NOT IS_PLAYER_IN_REMOTE_MODE player AND counter_no_of_cars_player_had_hm2 < 6 AND flag_player_got_car_hm2 = 0 AND IS_PLAYER_SITTING_IN_CAR player mission_car_hm2 CLEAR_AREA -681.42 91.35 17.7 2.0 FALSE GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER player -681.42 91.35 17.7 94.0 ++ counter_no_of_cars_player_had_hm2 flag_player_got_car_hm2 = 1 ENDIF ENDIF IF NOT IS_PLAYER_IN_REMOTE_MODE player flag_player_got_car_hm2 = 0 ENDIF IF flag_van1_dead_hm2 = 0 IF IS_CAR_DEAD target_van1_hm2 ++ counter_all_vans_dead_hm2 PRINT_NOW ( HM2_6 ) 5000 1 //"Armoured Car destroyed!" REMOVE_BLIP radar_blip_van1_hm2 flag_van1_dead_hm2 = 1 ENDIF ENDIF IF flag_van2_dead_hm2 = 0 IF IS_CAR_DEAD target_van2_hm2 ++ counter_all_vans_dead_hm2 PRINT_NOW ( HM2_6 ) 5000 1 //"Armoured Car destroyed!" REMOVE_BLIP radar_blip_van2_hm2 flag_van2_dead_hm2 = 1 ENDIF ENDIF IF flag_van3_dead_hm2 = 0 IF IS_CAR_DEAD target_van3_hm2 ++ counter_all_vans_dead_hm2 PRINT_NOW ( HM2_6 ) 5000 1 //"Armoured Car destroyed!" REMOVE_BLIP radar_blip_van3_hm2 flag_van3_dead_hm2 = 1 ENDIF ENDIF IF counter_no_of_cars_player_had_hm2 = 5 AND flag_player_got_car_hm2 = 0 AND NOT counter_all_vans_dead_hm2 = 3 PRINT_NOW ( HM2_2 ) 5000 1 //"You failed to destroy all the armoured cars!" GOTO mission_hood2_failed ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" PRINT_NOW ( HM2_2 ) 5000 1 //"You failed to destroy all the armoured cars!" GOTO mission_hood2_failed ENDIF ENDWHILE BLOW_UP_RC_BUGGY } GOTO mission_hood2_passed // Mission hood2 failed mission_hood2_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN ENDIF RETURN // mission hood2 passed mission_hood2_passed: flag_hood_mission2_passed = 1 REGISTER_MISSION_PASSED ( HM_2 ) PLAYER_MADE_PROGRESS 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 10000 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT hood_mission3_loop RETURN // mission cleanup mission_cleanup_hood2: flag_player_on_mission = 0 flag_player_on_hood_mission = 0 LOAD_SCENE -660.9 76.0 18.7 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_TOYZ MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SECURICAR MARK_MODEL_AS_NO_LONGER_NEEDED car_rcbandit CLEAR_ONSCREEN_COUNTER buggies_left_hm2 REMOVE_BLIP radar_blip_car1_hm2 REMOVE_BLIP radar_blip_van1_hm2 REMOVE_BLIP radar_blip_van2_hm2 REMOVE_BLIP radar_blip_van3_hm2 MISSION_HAS_FINISHED RETURN
hood3
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // *************************************Hood Mission 3**************************************** // *************************************Rigged To Blow**************************************** // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME hood3 // Mission start stuff GOSUB mission_start_hood3 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_hood3_failed ENDIF GOSUB mission_cleanup_hood3 MISSION_END // Variables for mission VAR_INT car_hm3 VAR_INT radar_blip_car1_hm3 VAR_INT timer_hm3 VAR_INT radar_blip_coord1_hm3 VAR_FLOAT carx_hm3 VAR_FLOAT cary_hm3 VAR_FLOAT carz_hm3 VAR_INT radar_blip_coord2_hm3 VAR_INT flag_player_had_repair_message_hm3 VAR_INT flag_player_had_car_message_hm3 VAR_INT flag_blip2_on VAR_INT current_time_hm3 VAR_INT best_time_hm3 VAR_INT car_health_hm3 VAR_INT car_damage_hm3 VAR_INT flag_dont_check_stuff_hm3 VAR_INT flag_player_had_out_message_hm3 // ***************************************Mission Start************************************* mission_start_hood3: flag_player_on_mission = 1 flag_player_on_hood_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 flag_player_had_repair_message_hm3 = 0 flag_player_had_car_message_hm3 = 0 flag_blip2_on = 0 blob_flag = 1 timer_hm3 = 361000 // 6 mins car_health_hm3 = 1000 car_damage_hm3 = 0 flag_dont_check_stuff_hm3 = 0 flag_player_had_out_message_hm3 = 0 // ********************************************START OF CUTSCENE**************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_hood3_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( HM_3 ) 15000 2 //"RIGGED TO BLOW" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS -414.57 97.73 1.0 -589.29 -101.77 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE hd_ph3 SET_CUTSCENE_OFFSET -444.714 -6.321 2.9 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM3_A ) 10000 1 //"Some effa..." WHILE cs_time < 4262 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM3_B ) 10000 1 //"If I lose those wheels..." WHILE cs_time < 7770 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM3_C ) 10000 1 //"Pick up my car..." WHILE cs_time < 11514 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM3_D ) 10000 1 //"Let them diffuse..." WHILE cs_time < 14528 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM3_E ) 10000 1 //"The clocks...." WHILE cs_time < 17707 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM3_F ) 10000 1 //"You hit one pot hole..." WHILE cs_time < 20250 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM3_G ) 10000 1 //"Now move it..." WHILE cs_time < 20951 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( HM3_G ) WHILE cs_time < 21666 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 //SWITCH_STREAMING ON WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // *********************************************END OF CUTSCENE***************************** CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_MAFIA THREAT_PLAYER1 CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_TRIAD THREAT_PLAYER1 CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_DIABLO THREAT_PLAYER1 CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_YAKUZA THREAT_PLAYER1 CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_YARDIE THREAT_PLAYER1 CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_COLOMBIAN THREAT_PLAYER1 CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_HOOD THREAT_PLAYER1 REQUEST_MODEL CAR_INFERNUS WHILE NOT HAS_MODEL_LOADED CAR_INFERNUS WAIT 0 ENDWHILE CREATE_CAR CAR_INFERNUS -682.0 76.0 -100.0 car_hm3 SET_CAR_HEADING car_hm3 0.0 SET_CAN_RESPRAY_CAR car_hm3 FALSE ADD_BLIP_FOR_CAR car_hm3 radar_blip_car1_hm3 SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm3 car_hm3 DISPLAY_ONSCREEN_TIMER timer_hm3 IF IS_CAR_DEAD car_hm3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_hood3_failed ENDIF // waiting for the player to get into the car WHILE NOT IS_PLAYER_IN_CAR player car_hm3 WAIT 0 IF IS_CAR_DEAD car_hm3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_hood3_failed ELSE IF IS_CAR_UPSIDEDOWN car_hm3 AND IS_CAR_STOPPED car_hm3 PRINT_NOW ( UPSIDE ) 5000 1 //"You've flipped your wheels!" GOTO mission_hood3_failed ENDIF ENDIF IF timer_hm3 = 0 car_damage_hm3 = 100 EXPLODE_CAR car_hm3 ENDIF ENDWHILE REMOVE_BLIP radar_blip_car1_hm3 PRINT_NOW ( HM3_1 ) 7000 1 //"Get to the garage but watch out if the car takes too much damage it will blow! ADD_BLIP_FOR_COORD 1354.7 -312.9 48.9 radar_blip_coord1_hm3 DISPLAY_ONSCREEN_COUNTER_WITH_STRING car_damage_hm3 COUNTER_DISPLAY_BAR ( DETON ) // waiting for the player to reach the garage WHILE NOT IS_CAR_IN_MISSION_GARAGE garage_hm3 WAIT 0 IF IS_CAR_DEAD car_hm3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_hood3_failed ELSE GET_CAR_HEALTH car_hm3 car_health_hm3 car_damage_hm3 = 1000 - car_health_hm3 IF car_damage_hm3 > 100 car_damage_hm3 = 100 ENDIF IF IS_CAR_UPSIDEDOWN car_hm3 AND IS_CAR_STOPPED car_hm3 PRINT_NOW ( UPSIDE ) 5000 1 //"You've flipped your wheels!" GOTO mission_hood3_failed ENDIF ENDIF IF timer_hm3 = 0 car_damage_hm3 = 100 EXPLODE_CAR car_hm3 ENDIF IF car_damage_hm3 = 100 EXPLODE_CAR car_hm3 ENDIF IF NOT IS_PLAYER_IN_CAR player car_hm3 AND flag_player_had_car_message_hm3 = 0 PRINT_NOW ( IN_VEH ) 7000 1 //" Get back in the car and get on with the mission!" REMOVE_BLIP radar_blip_coord1_hm3 ADD_BLIP_FOR_CAR car_hm3 radar_blip_car1_hm3 flag_player_had_car_message_hm3 = 1 ENDIF IF IS_PLAYER_IN_CAR player car_hm3 AND flag_player_had_car_message_hm3 = 1 REMOVE_BLIP radar_blip_car1_hm3 ADD_BLIP_FOR_COORD 1354.7 -312.9 48.9 radar_blip_coord1_hm3 flag_player_had_car_message_hm3 = 0 ENDIF ENDWHILE current_time_hm3 = 361000 - timer_hm3 current_time_hm3 = current_time_hm3 / 1000 REGISTER_DEFUSE_BOMB_TIME current_time_hm3 REMOVE_BLIP radar_blip_coord1_hm3 CLEAR_ONSCREEN_COUNTER car_damage_hm3 CLEAR_ONSCREEN_TIMER timer_hm3 PRINT_NOW ( HM3_2 ) 7000 1 //"Bring the car back and I want it mint - no damage!" ADD_BLIP_FOR_COORD -682.0 76.0 -100.0 radar_blip_coord2_hm3 flag_blip2_on = 1 blob_flag = 1 WHILE NOT LOCATE_STOPPED_CAR_3D car_hm3 -682.0 76.0 17.4 3.0 4.0 4.0 blob_flag OR IS_CAR_VISIBLY_DAMAGED car_hm3 OR IS_PLAYER_IN_CAR player car_hm3 WAIT 0 IF IS_CAR_DEAD car_hm3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_hood3_failed ELSE IF IS_CAR_UPSIDEDOWN car_hm3 AND IS_CAR_STOPPED car_hm3 PRINT_NOW ( UPSIDE ) 5000 1 //"You've flipped your wheels!" GOTO mission_hood3_failed ENDIF ENDIF IF LOCATE_STOPPED_CAR_3D car_hm3 -682.0 76.0 17.4 3.0 4.0 4.0 FALSE IF NOT IS_CAR_VISIBLY_DAMAGED car_hm3 flag_dont_check_stuff_hm3 = 1 ENDIF IF flag_player_had_out_message_hm3 = 0 PRINT_NOW ( OUT_VEH ) 5000 1 //"Get out of the vehicle!" flag_player_had_out_message_hm3 = 1 ENDIF ELSE flag_dont_check_stuff_hm3 = 0 flag_player_had_out_message_hm3 = 0 ENDIF IF flag_dont_check_stuff_hm3 = 0 IF IS_PLAYER_IN_CAR player car_hm3 IF flag_player_had_car_message_hm3 = 1 REMOVE_BLIP radar_blip_car1_hm3 flag_player_had_car_message_hm3 = 0 ENDIF IF IS_CAR_VISIBLY_DAMAGED car_hm3 IF flag_player_had_repair_message_hm3 = 0 PRINT_NOW ( HM3_3 ) 7000 1 //"Get the car repaired I want it mint!" REMOVE_BLIP radar_blip_coord2_hm3 flag_blip2_on = 0 flag_player_had_repair_message_hm3 = 1 ENDIF blob_flag = 0 ELSE IF flag_blip2_on = 0 ADD_BLIP_FOR_COORD -682.0 76.0 -100.0 radar_blip_coord2_hm3 PRINT_NOW ( HM3_2 ) 7000 1 //"Bring the car back and I want it mint - no damage!" flag_blip2_on = 1 ENDIF blob_flag = 1 flag_player_had_repair_message_hm3 = 0 ENDIF ELSE IF flag_player_had_car_message_hm3 = 0 PRINT_NOW ( IN_VEH ) 7000 1 //" Get back in the car and get on with the mission!" REMOVE_BLIP radar_blip_coord2_hm3 flag_blip2_on = 0 ADD_BLIP_FOR_CAR car_hm3 radar_blip_car1_hm3 flag_player_had_car_message_hm3 = 1 ENDIF blob_flag = 0 flag_player_had_repair_message_hm3 = 0 ENDIF ENDIF ENDWHILE IF NOT IS_CAR_DEAD car_hm3 CHANGE_CAR_LOCK car_hm3 CARLOCK_LOCKED ENDIF REMOVE_BLIP radar_blip_coord2_hm3 } GOTO mission_hood3_passed // Mission hood3 failed mission_hood3_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN ENDIF RETURN // mission hood3 passed mission_hood3_passed: IF flag_hood_mission3_passed = 0 REGISTER_MISSION_PASSED ( HM_3 ) PLAYER_MADE_PROGRESS 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 20000 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT hood_mission4_loop flag_hood_mission3_passed = 1 ELSE ADD_SCORE player 20000 PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 CLEAR_WANTED_LEVEL player ENDIF RETURN // mission cleanup mission_cleanup_hood3: flag_player_on_mission = 0 flag_player_on_hood_mission = 0 SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm3 -1 CLEAR_ONSCREEN_TIMER timer_hm3 CLEAR_ONSCREEN_COUNTER car_damage_hm3 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_INFERNUS REMOVE_BLIP radar_blip_car1_hm3 REMOVE_BLIP radar_blip_coord1_hm3 REMOVE_BLIP radar_blip_coord2_hm3 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_MAFIA THREAT_PLAYER1 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_TRIAD THREAT_PLAYER1 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_COLOMBIAN THREAT_PLAYER1 IF flag_yardie_mission2_passed = 1 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_DIABLO THREAT_PLAYER1 ENDIF IF flag_yardie_mission4_passed = 1 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_YARDIE THREAT_PLAYER1 ENDIF MISSION_HAS_FINISHED RETURN
hood4
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // *************************************Hood Mission 4**************************************** // ****************************************The Race******************************************* // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME hood4 // Mission start stuff GOSUB mission_start_hood4 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_hood4_failed ENDIF GOSUB mission_cleanup_hood4 MISSION_END // Variables for mission VAR_INT total_no_pills_carried_hm4 //Total no of pills eaten since race started VAR_INT radar_blip_coord1_hm4 VAR_INT no_of_pills_carried_hm4 //no of pills player is carrying VAR_INT flag_player_in_area_hm4 VAR_INT timer_hm4 VAR_INT car_hm4 VAR_INT radar_blip_car1_hm4 VAR_INT flag_player_had_car_message_hm4 VAR_INT flag_blip_added_hm4 VAR_INT radar_blip_coord2_hm4 // ***************************************Mission Start************************************* mission_start_hood4: flag_player_on_mission = 1 flag_player_on_hood_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 total_no_pills_carried_hm4 = 0 flag_player_in_area_hm4 = 0 timer_hm4 = 361000 // 6 mins flag_player_had_car_message_hm4 = 0 flag_blip_added_hm4 = 0 // *******************************************START OF CUTSCENE***************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_hood4_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( HM_4 ) 15000 2 //"GOLD GRAB" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS -414.57 97.73 1.0 -589.29 -101.77 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE hd_ph4 SET_CUTSCENE_OFFSET -444.714 -6.321 2.9 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2096 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM4_A ) 10000 1 //"Yo a Federal..." WHILE cs_time < 5840 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM4_B ) 10000 1 //"There's platinum all..." WHILE cs_time < 8171 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM4_C ) 10000 1 //"Get a car..." WHILE cs_time < 11161 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM4_F ) 10000 1 //"You can drop..." WHILE cs_time < 13963 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM4_G ) 10000 1 //"This platinum..." WHILE cs_time < 17683 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM4_H ) 10000 1 //"So make regular drop..." WHILE cs_time < 19787 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( HM4_H ) WHILE cs_time < 20433 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 //SWITCH_STREAMING ON WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // *********************************************END OF CUTSCENE***************************** PRINT_NOW ( HM4_D ) 5000 1 //"Get a vehicle!" WHILE NOT IS_PLAYER_IN_ANY_CAR player WAIT 0 ENDWHILE STORE_CAR_PLAYER_IS_IN player car_hm4 SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 car_hm4 //REMOVE_BLIP radar_blip_car1_hm4 ADD_BLIP_FOR_COORD -1080.0 -163.2 -100.0 radar_blip_coord2_hm4 PRINT_NOW ( HM4_1 ) 7000 1 //"Head to the location where the cargo is scattered!" START_PACMAN_SCRAMBLE -1080.0 -163.2 -100.0 100.0 90 // 90 tokens are created DISPLAY_ONSCREEN_TIMER timer_hm4 DISPLAY_ONSCREEN_COUNTER_WITH_STRING total_no_pills_carried_hm4 COUNTER_DISPLAY_NUMBER collect // waiting for the player to get the correct number of pills WHILE NOT total_no_pills_carried_hm4 >= 30 WAIT 0 GET_NUMBER_OF_POWER_PILLS_CARRIED no_of_pills_carried_hm4 IF IS_PLAYER_IN_AREA_3D player -824.7 -165.5 32.8 -843.5 -171.7 37.0 FALSE CLEAR_WANTED_LEVEL player ENDIF // Checks to see if any pills are carried and switches off airport blip and puts on the drop off blip IF no_of_pills_carried_hm4 > 0 IF flag_blip_added_hm4 = 0 REMOVE_BLIP radar_blip_coord2_hm4 ADD_BLIP_FOR_COORD -844.9 -169.6 32.8 radar_blip_coord1_hm4 // Coords for where the gold is to be dropped off PRINT_NOW ( HM4_2 ) 7000 1 //"Remember when the vehicle becomes too heavy and slow goto the garage and drop off the cargo." flag_blip_added_hm4 = 1 ENDIF ENDIF // Checks and removes the no of pills that the player has collected IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player car_hm4 SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 car_hm4 IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player -824.7 -165.5 32.8 -843.5 -171.7 37.0 FALSE AND flag_player_in_area_hm4 = 0 total_no_pills_carried_hm4 += no_of_pills_carried_hm4 ADD_ONE_OFF_SOUND -834.9 -168.8 33.9 SOUND_UNLOAD_GOLD CLEAR_NUMBER_OF_POWER_PILLS_CARRIED flag_player_in_area_hm4 = 1 ENDIF IF IS_PLAYER_IN_CAR player car_hm4 AND NOT IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player -824.7 -165.5 32.8 -843.5 -171.7 37.0 FALSE AND flag_player_in_area_hm4 = 1 flag_player_in_area_hm4 = 0 ENDIF ENDIF // Checks for the player getting in and out of the car IF NOT IS_PLAYER_IN_ANY_CAR player SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 -1 IF flag_player_had_car_message_hm4 = 0 PRINT_NOW ( IN_VEH2 ) 5000 1 //"Get into the vehicle!" IF flag_blip_added_hm4 = 1 REMOVE_BLIP radar_blip_coord1_hm4 ENDIF flag_player_had_car_message_hm4 = 1 ENDIF ELSE STORE_CAR_PLAYER_IS_IN player car_hm4 SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 car_hm4 IF flag_player_had_car_message_hm4 = 1 IF flag_blip_added_hm4 = 1 ADD_BLIP_FOR_COORD -844.9 -169.6 32.8 radar_blip_coord1_hm4 ENDIF flag_player_had_car_message_hm4 = 0 ENDIF ENDIF IF timer_hm4 = 0 PRINT_NOW ( OUTTIME ) 5000 1 //"Your out of time!" GOTO mission_hood4_failed ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord1_hm4 } GOTO mission_hood4_passed // Mission hood4 failed mission_hood4_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 -1 IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN ENDIF RETURN // mission hood4 passed mission_hood4_passed: flag_hood_mission4_passed = 1 REGISTER_MISSION_PASSED ( HM_4 ) PLAYER_MADE_PROGRESS 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 25000 5000 1 //Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 25000 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT hood_mission5_loop RETURN // mission cleanup mission_cleanup_hood4: flag_player_on_mission = 0 flag_player_on_hood_mission = 0 SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 -1 CLEAR_NUMBER_OF_POWER_PILLS_CARRIED CLEAR_PACMAN REMOVE_BLIP radar_blip_coord1_hm4 REMOVE_BLIP radar_blip_coord2_hm4 CLEAR_ONSCREEN_TIMER timer_hm4 CLEAR_ONSCREEN_COUNTER total_no_pills_carried_hm4 // TEST STUFF MISSION_HAS_FINISHED RETURN
hood5
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // *************************************Hood Mission 5**************************************** // ***********************************Baseball Bat Fight************************************** // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME hood5 // Mission start stuff GOSUB mission_start_hood5 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_hood5_failed ENDIF GOSUB mission_cleanup_hood5 MISSION_END // Variables for mission VAR_INT baddie1_hm5 VAR_INT baddie2_hm5 VAR_INT baddie3_hm5 VAR_INT baddie4_hm5 VAR_INT baddie5_hm5 VAR_INT baddie6_hm5 VAR_INT baddie7_hm5 VAR_INT baddie8_hm5 VAR_INT baddie9_hm5 VAR_INT radar_blip_ped1_hm5 // Radar blip for baddie 1 VAR_INT radar_blip_ped2_hm5 // Radar blip for baddie 2 VAR_INT radar_blip_ped3_hm5 // Radar blip for baddie 3 VAR_INT radar_blip_ped4_hm5 // Radar blip for baddie 4 VAR_INT radar_blip_ped5_hm5 // Radar blip for baddie 5 VAR_INT radar_blip_ped6_hm5 // Radar blip for baddie 6 VAR_INT radar_blip_ped7_hm5 // Radar blip for baddie 7 VAR_INT radar_blip_ped8_hm5 // Radar blip for baddie 8 VAR_INT radar_blip_ped9_hm5 // Radar blip for baddie 9 VAR_INT flag_baddie1_dead_hm5 VAR_INT flag_baddie2_dead_hm5 VAR_INT flag_baddie3_dead_hm5 VAR_INT flag_baddie4_dead_hm5 VAR_INT flag_baddie5_dead_hm5 VAR_INT flag_baddie6_dead_hm5 VAR_INT flag_baddie7_dead_hm5 VAR_INT flag_baddie8_dead_hm5 VAR_INT flag_baddie9_dead_hm5 VAR_INT counter_no_of_baddies_dead_hm5 VAR_INT radar_blip_goodie_hm5 VAR_INT goodie_hm5 VAR_INT bat_hm5 VAR_INT flag_players_buddy_normal VAR_INT flag_goodie_hm5_dead_hm5 VAR_INT car_hm5 VAR_INT flag_goodie_message_hm5 VAR_INT flag_bat_created_hm5 VAR_INT flag_bat_collected_hm5 VAR_INT flag_player_in_area_hm5 VAR_INT flag_baddie1_mad_hm5 VAR_INT flag_baddie2_mad_hm5 VAR_INT flag_baddie3_mad_hm5 VAR_INT flag_baddie4_mad_hm5 VAR_INT flag_baddie5_mad_hm5 VAR_INT flag_baddie6_mad_hm5 VAR_INT flag_baddie7_mad_hm5 VAR_INT flag_baddie8_mad_hm5 VAR_INT flag_baddie9_mad_hm5 // ***************************************Mission Start************************************* mission_start_hood5: flag_player_on_mission = 1 flag_player_on_hood_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 flag_baddie1_dead_hm5 = 0 flag_baddie2_dead_hm5 = 0 flag_baddie3_dead_hm5 = 0 flag_baddie4_dead_hm5 = 0 flag_baddie5_dead_hm5 = 0 flag_baddie6_dead_hm5 = 0 flag_baddie7_dead_hm5 = 0 flag_baddie8_dead_hm5 = 0 flag_baddie9_dead_hm5 = 0 counter_no_of_baddies_dead_hm5 = 0 flag_players_buddy_normal = 0 flag_goodie_hm5_dead_hm5 = 0 flag_goodie_message_hm5 = 0 flag_bat_created_hm5 = 0 flag_bat_collected_hm5 = 0 flag_player_in_area_hm5 = 0 flag_baddie1_mad_hm5 = 0 flag_baddie2_mad_hm5 = 0 flag_baddie3_mad_hm5 = 0 flag_baddie4_mad_hm5 = 0 flag_baddie5_mad_hm5 = 0 flag_baddie6_mad_hm5 = 0 flag_baddie7_mad_hm5 = 0 flag_baddie8_mad_hm5 = 0 flag_baddie9_mad_hm5 = 0 // ****************************************START OF CUTSCENE******************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_hood5_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( HM_5 ) 15000 2 //"RUMBLE BLUES" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS -414.57 97.73 1.0 -589.29 -101.77 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE hd_ph5 SET_CUTSCENE_OFFSET -444.714 -6.321 2.9 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2190 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_A ) 10000 1 //"Them Nines..." WHILE cs_time < 4403 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_B ) 10000 1 //"But they still..." WHILE cs_time < 6287 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_C ) 10000 1 //"They agreed to..." WHILE cs_time < 7888 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_D ) 10000 1 //"A gang of them..." WHILE cs_time < 9678 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_E ) 10000 1 //"Two of yaw" WHILE cs_time < 11491 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_F ) 10000 1 //"I'd join you..." WHILE cs_time < 12974 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_G ) 10000 1 //"I ain't due my..." WHILE cs_time < 14952 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_H ) 10000 1 //"Y'kmow what..." WHILE cs_time < 16068 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_I ) 10000 1 //"Go and meet..." WHILE cs_time < 17531 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( HM5_J ) 10000 1 //"He'll show..." WHILE cs_time < 19234 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( HM5_J ) WHILE cs_time < 20166 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 //SWITCH_STREAMING ON WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // *****************************************END OF CUTSCENE********************************** REQUEST_MODEL PED_GANG_HOOD_A REQUEST_MODEL PED_GANG_HOOD_B WHILE NOT HAS_MODEL_LOADED PED_GANG_HOOD_A OR NOT HAS_MODEL_LOADED PED_GANG_HOOD_B WAIT 0 ENDWHILE SWITCH_ROADS_OFF -414.997 77.799 2.5 -267.467 103.23 10.0 SWITCH_ROADS_OFF -286.387 77.799 2.5 -215.814 272.287 10.0 CREATE_PICKUP WEAPON_BAT pickup_once -637.0 -28.5 -100.0 bat_hm5 flag_bat_created_hm5 = 1 // Creates players helper ped CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_HOOD_A -640.9 -28.8 18.8 goodie_hm5 SET_CHAR_HEADING goodie_hm5 180.0 GIVE_WEAPON_TO_CHAR goodie_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR goodie_hm5 radar_blip_goodie_hm5 CLEAR_CHAR_THREAT_SEARCH goodie_hm5 WHILE NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player goodie_hm5 8.0 8.0 FALSE WAIT 0 IF IS_CHAR_DEAD goodie_hm5 PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!" GOTO mission_hood5_failed flag_goodie_hm5_dead_hm5 = 1 ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE TURN_CHAR_TO_FACE_PLAYER goodie_hm5 player SET_PLAYER_AS_LEADER goodie_hm5 player REMOVE_BLIP radar_blip_goodie_hm5 LOAD_MISSION_AUDIO H5_A WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD goodie_hm5 PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!" GOTO mission_hood5_failed flag_goodie_hm5_dead_hm5 = 1 ENDIF IF NOT IS_CHAR_IN_PLAYERS_GROUP goodie_hm5 player AND flag_goodie_message_hm5 = 0 PRINT_NOW ( HEY9 ) 5000 1 //"You have not got the information from the contact go back and get it." ADD_BLIP_FOR_CHAR goodie_hm5 radar_blip_goodie_hm5 flag_goodie_message_hm5 = 1 ENDIF IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player goodie_hm5 8.0 8.0 FALSE AND flag_goodie_message_hm5 = 1 SET_PLAYER_AS_LEADER goodie_hm5 player REMOVE_BLIP radar_blip_goodie_hm5 flag_goodie_message_hm5 = 0 ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE REMOVE_BLIP radar_blip_goodie_hm5 PLAY_MISSION_AUDIO PRINT_NOW ( HM5_1 ) 7000 1 //"Yo, Ice setyou was comin'. There are rules, bats only, no guns, no cars WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD goodie_hm5 PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!" GOTO mission_hood5_failed flag_goodie_hm5_dead_hm5 = 1 ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE CLEAR_THIS_PRINT ( HM5_1 ) LOAD_MISSION_AUDIO H5_B WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD goodie_hm5 PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!" GOTO mission_hood5_failed flag_goodie_hm5_dead_hm5 = 1 ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT ( HM5_5 ) 7000 1 //"This is a battle for respect, you cool?" //Change to print now when audio is there WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD goodie_hm5 PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!" GOTO mission_hood5_failed flag_goodie_hm5_dead_hm5 = 1 ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE CLEAR_THIS_PRINT ( HM5_5 ) LOAD_MISSION_AUDIO H5_C WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD goodie_hm5 PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!" GOTO mission_hood5_failed flag_goodie_hm5_dead_hm5 = 1 ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT ( HM5_6 ) 7000 1 //"Lets go crack some blue skulls ( should be purple )" //Change to print now when audio is there WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD goodie_hm5 PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!" GOTO mission_hood5_failed flag_goodie_hm5_dead_hm5 = 1 ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE CLEAR_THIS_PRINT ( HM5_6 ) // Creates baddie1 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -237.0 315.5 -100.0 baddie1_hm5 SET_CHAR_HEALTH baddie1_hm5 250 SET_CHAR_PERSONALITY baddie1_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie1_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie1_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie1_hm5 radar_blip_ped1_hm5 SET_CHAR_HEED_THREATS baddie1_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie1_hm5 -232.0 253.0 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie1_hm5 TRUE // Creates baddie2 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -234.1 315.5 -100.0 baddie2_hm5 SET_CHAR_HEALTH baddie2_hm5 250 SET_CHAR_PERSONALITY baddie2_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie2_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie2_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie2_hm5 radar_blip_ped2_hm5 SET_CHAR_HEED_THREATS baddie2_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie2_hm5 -232.0 253.0 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie2_hm5 TRUE // Creates baddie3 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -229.3 315.5 -100.0 baddie3_hm5 SET_CHAR_HEALTH baddie3_hm5 250 SET_CHAR_PERSONALITY baddie3_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie3_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie3_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie3_hm5 radar_blip_ped3_hm5 SET_CHAR_HEED_THREATS baddie3_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie3_hm5 -232.0 253.0 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie3_hm5 TRUE // Creates baddie4 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 298.4 -100.0 baddie4_hm5 //281.5 SET_CHAR_HEALTH baddie4_hm5 250 SET_CHAR_PERSONALITY baddie4_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie4_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie4_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie4_hm5 radar_blip_ped4_hm5 SET_CHAR_HEED_THREATS baddie4_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie4_hm5 -226.1 280.8 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie4_hm5 TRUE // Creates baddie5 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 287.6 -100.0 baddie5_hm5 SET_CHAR_HEALTH baddie5_hm5 250 SET_CHAR_PERSONALITY baddie5_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie5_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie5_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie5_hm5 radar_blip_ped5_hm5 SET_CHAR_HEED_THREATS baddie5_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie5_hm5 -226.1 280.8 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie5_hm5 TRUE // Creates baddie6 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 275.9 -100.0 baddie6_hm5 SET_CHAR_HEALTH baddie6_hm5 250 SET_CHAR_PERSONALITY baddie6_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie6_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie6_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie6_hm5 radar_blip_ped6_hm5 SET_CHAR_HEED_THREATS baddie6_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie6_hm5 -226.1 280.8 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie6_hm5 TRUE // Creates baddie7 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 287.6 -100.0 baddie7_hm5 SET_CHAR_HEALTH baddie7_hm5 250 SET_CHAR_PERSONALITY baddie7_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie7_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie7_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie7_hm5 radar_blip_ped7_hm5 SET_CHAR_HEED_THREATS baddie7_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie7_hm5 -226.1 280.8 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie7_hm5 TRUE // Creates baddie8 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 298.4 -100.0 baddie8_hm5 SET_CHAR_HEALTH baddie8_hm5 250 SET_CHAR_PERSONALITY baddie8_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie8_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie8_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie8_hm5 radar_blip_ped8_hm5 SET_CHAR_HEED_THREATS baddie8_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie8_hm5 -226.1 280.8 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie8_hm5 TRUE // Creates baddie9 CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 275.9 -100.0 baddie9_hm5 SET_CHAR_HEALTH baddie9_hm5 250 SET_CHAR_PERSONALITY baddie9_hm5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH baddie9_hm5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR baddie9_hm5 WEAPONTYPE_BASEBALLBAT 1 ADD_BLIP_FOR_CHAR baddie9_hm5 radar_blip_ped9_hm5 SET_CHAR_HEED_THREATS baddie9_hm5 TRUE TURN_CHAR_TO_FACE_COORD baddie9_hm5 -226.1 280.8 -100.0 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie9_hm5 TRUE // waiting for all the guys to be dead WHILE NOT counter_no_of_baddies_dead_hm5 = 9 WAIT 0 IF IS_CHAR_DEAD goodie_hm5 flag_goodie_hm5_dead_hm5 = 1 ENDIF IF IS_PLAYER_IN_AREA_3D player -247.3 333.9 2.0 -209.5 250.2 15.0 FALSE flag_player_in_area_hm5 = 1 IF flag_goodie_hm5_dead_hm5 = 0 IF NOT IS_CHAR_IN_ANY_CAR goodie_hm5 IF flag_players_buddy_normal = 0 LEAVE_GROUP goodie_hm5 SET_CHAR_THREAT_SEARCH goodie_hm5 THREAT_GANG_HOOD SET_CHAR_PERSONALITY goodie_hm5 PEDSTAT_TOUGH_GUY flag_players_buddy_normal = 1 ENDIF ENDIF ENDIF ENDIF IF flag_player_in_area_hm5 = 1 IF flag_baddie1_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie1_hm5 TURN_CHAR_TO_FACE_PLAYER baddie1_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie1_hm5 player flag_baddie1_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie2_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie2_hm5 TURN_CHAR_TO_FACE_PLAYER baddie2_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie2_hm5 player flag_baddie2_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie3_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie3_hm5 TURN_CHAR_TO_FACE_PLAYER baddie3_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie3_hm5 player flag_baddie3_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie4_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie4_hm5 TURN_CHAR_TO_FACE_PLAYER baddie4_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie4_hm5 player flag_baddie4_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie5_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie5_hm5 TURN_CHAR_TO_FACE_PLAYER baddie5_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie5_hm5 player flag_baddie5_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie6_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie6_hm5 TURN_CHAR_TO_FACE_PLAYER baddie6_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie6_hm5 player flag_baddie6_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie7_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie7_hm5 TURN_CHAR_TO_FACE_PLAYER baddie7_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie7_hm5 player flag_baddie7_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie8_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie8_hm5 TURN_CHAR_TO_FACE_PLAYER baddie8_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie8_hm5 player flag_baddie8_mad_hm5 = 1 ENDIF ENDIF IF flag_baddie9_mad_hm5 = 0 IF NOT IS_CHAR_DEAD baddie9_hm5 TURN_CHAR_TO_FACE_PLAYER baddie9_hm5 player SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie9_hm5 player flag_baddie9_mad_hm5 = 1 ENDIF ENDIF ENDIF // Checks for baddie1 IF flag_baddie1_dead_hm5 = 0 IF IS_CHAR_DEAD baddie1_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie1_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped1_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie1_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie2 IF flag_baddie2_dead_hm5 = 0 IF IS_CHAR_DEAD baddie2_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie2_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped2_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie2_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie3 IF flag_baddie3_dead_hm5 = 0 IF IS_CHAR_DEAD baddie3_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie3_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped3_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie3_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie4 IF flag_baddie4_dead_hm5 = 0 IF IS_CHAR_DEAD baddie4_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie4_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped4_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie4_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie5 IF flag_baddie5_dead_hm5 = 0 IF IS_CHAR_DEAD baddie5_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie5_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped5_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie5_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie6 IF flag_baddie6_dead_hm5 = 0 IF IS_CHAR_DEAD baddie6_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie6_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped6_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie6_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie7 IF flag_baddie7_dead_hm5 = 0 IF IS_CHAR_DEAD baddie7_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie7_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped7_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie7_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie8 IF flag_baddie8_dead_hm5 = 0 IF IS_CHAR_DEAD baddie8_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie8_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped8_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie8_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF // Checks for baddie9 IF flag_baddie9_dead_hm5 = 0 IF IS_CHAR_DEAD baddie9_hm5 IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie9_hm5 WEAPONTYPE_BASEBALLBAT REMOVE_BLIP radar_blip_ped9_hm5 ++ counter_no_of_baddies_dead_hm5 flag_baddie9_dead_hm5 = 1 ELSE PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF ENDIF ENDIF IF IS_PLAYER_SHOOTING_IN_AREA player -327.0 72.0 -134.0 350.0 FALSE IF flag_baddie1_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie1_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie2_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie2_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie3_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie3_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie4_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie4_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie5_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie5_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie6_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie6_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie7_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie7_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie8_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie8_hm5 WEAPONTYPE_UZI 30000 ENDIF IF flag_baddie9_dead_hm5 = 0 GIVE_WEAPON_TO_CHAR baddie9_hm5 WEAPONTYPE_UZI 30000 ENDIF PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!" GOTO mission_hood5_failed ENDIF IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 IF HAS_PICKUP_BEEN_COLLECTED bat_hm5 flag_bat_collected_hm5 = 1 ENDIF ENDIF ENDIF ENDWHILE } GOTO mission_hood5_passed // Mission hood5 failed mission_hood5_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN ENDIF RETURN // mission hood5 passed mission_hood5_passed: flag_hood_mission5_passed = 1 REGISTER_MISSION_PASSED ( HM_5 ) PLAYER_MADE_PROGRESS 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 10000 CLEAR_WANTED_LEVEL player REMOVE_BLIP hood_contact_blip SET_GANG_PED_MODEL_PREFERENCE GANG_HOOD 0 START_NEW_SCRIPT hood_mission3_loop RETURN // mission cleanup mission_cleanup_hood5: flag_player_on_mission = 0 flag_player_on_hood_mission = 0 MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_HOOD_B MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_HOOD_A REMOVE_BLIP radar_blip_goodie_hm5 REMOVE_BLIP radar_blip_ped1_hm5 REMOVE_BLIP radar_blip_ped2_hm5 REMOVE_BLIP radar_blip_ped3_hm5 REMOVE_BLIP radar_blip_ped4_hm5 REMOVE_BLIP radar_blip_ped5_hm5 REMOVE_BLIP radar_blip_ped6_hm5 REMOVE_BLIP radar_blip_ped7_hm5 REMOVE_BLIP radar_blip_ped8_hm5 REMOVE_BLIP radar_blip_ped9_hm5 IF flag_bat_created_hm5 = 1 IF flag_bat_collected_hm5 = 0 REMOVE_PICKUP bat_hm5 ENDIF ENDIF IF flag_baddie1_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie1_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie1_hm5 FALSE ENDIF ENDIF IF flag_baddie2_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie2_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie2_hm5 FALSE ENDIF ENDIF IF flag_baddie3_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie3_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie3_hm5 FALSE ENDIF ENDIF IF flag_baddie4_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie4_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie4_hm5 FALSE ENDIF ENDIF IF flag_baddie5_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie5_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie5_hm5 FALSE ENDIF ENDIF IF flag_baddie6_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie6_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie6_hm5 FALSE ENDIF ENDIF IF flag_baddie7_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie7_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie7_hm5 FALSE ENDIF ENDIF IF flag_baddie8_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie8_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie8_hm5 FALSE ENDIF ENDIF IF flag_baddie9_dead_hm5 = 0 IF NOT IS_CHAR_DEAD baddie9_hm5 SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie9_hm5 FALSE ENDIF ENDIF MISSION_HAS_FINISHED RETURN