Ray
Материал из GTAModding.ru
Версия от 22:23, 16 декабря 2011; XEPOMAHT007 (обсуждение | вклад)
Содержание |
ray1
MISSION_START // ***************************************************************************************** // ************************************ Ray mission 1 ************************************* // ************************************ Silent Witness ************************************* // ***************************************************************************************** // *** There was a witness to Salvatore's murder, kill him! Go to the witness protection *** // *** house and flush him out by throwing a grenade through the window. The witness and *** // *** some police escorts run out and leg it in a car, chase them and kill them. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_ray1 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_ray1_failed ENDIF GOSUB mission_cleanup_ray1 MISSION_END // Variables for mission VAR_INT get_away_car police_guard1 police_guard2 the_witness ray1_blip burning_cop VAR_INT police_guard3 fire_1 fire_2 fire_3 fire_4 wanted_lvl_flag_r1 game_timer_r1 game_timer_start_r1 VAR_INT car_moving_stuck_flag getaway_stuck_flag get_away_car_health game_timer_current_r1 VAR_INT mfail_timer mfail_timer_current mfail_timer_started mfail_timer_reset_flag carlock_flag VAR_FLOAT get_away_car_x get_away_car_y get_away_car_z // ****************************************Mission Start************************************ mission_start_ray1: flag_player_on_mission = 1 flag_player_on_ray_mission = 1 rays_cutscene_flag = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME ray1 wanted_lvl_flag_r1 = 0 game_timer_r1 = 0 game_timer_start_r1 = 0 car_moving_stuck_flag = 0 getaway_stuck_flag = 0 get_away_car_health = 1000 game_timer_current_r1 = 0 get_away_car_x = 0.0 get_away_car_y = 0.0 get_away_car_z = 0.0 mfail_timer = 0 mfail_timer_current = 0 mfail_timer_started = 0 mfail_timer_reset_flag = 0 carlock_flag = 0 // ****************************************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_ray1_failed ENDIF SWITCH_STREAMING OFF PRINT_BIG RM1 15000 2 //"Silence the sneak" */ LOAD_SPECIAL_CHARACTER 1 ray LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 RAYH REQUEST_MODEL toilet /* 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 toilet WAIT 0 ENDWHILE CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE SET_PLAYER_COORDINATES player 39.0 -723.5 22.0 SET_PLAYER_HEADING player 90.0 LOAD_CUTSCENE r1_sw SET_CUTSCENE_OFFSET 39.424 -726.677 21.692 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_ray SET_CUTSCENE_ANIM cs_ray ray CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead SET_CUTSCENE_HEAD_ANIM cs_rayhead ray DO_FADE 1500 FADE_IN SET_NEAR_CLIP 0.2 START_CUTSCENE GET_CUTSCENE_TIME cs_time WHILE cs_time < 2070 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM1_A 8000 1 //"That scum bag McAffrey he took more bribes than anyone, and now he's gone too far." WHILE cs_time < 6097 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM1_B 8000 1 //"Reckons he'll get an honorable discharge if he turns states evidence." WHILE cs_time < 9509 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM1_C 8000 1 //"He just squealed." WHILE cs_time < 11019 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM1_D 8000 1 //"He's under armed protection in a WitSec property down Newport some apartment behind the car park." WHILE cs_time < 16109 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM1_E 8000 1 //"Torch the place and that should flush 'em out, then make sure he never talks to no one." WHILE cs_time < 21333 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT GIVE_WEAPON_TO_PLAYER player WEAPONTYPE_GRENADE 12 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_NEAR_CLIP 0.9 SET_CAMERA_BEHIND_PLAYER UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED toilet MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2 REQUEST_MODEL PED_LI_MAN2 REQUEST_MODEL CAR_SENTINEL LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED PED_LI_MAN2 OR NOT HAS_MODEL_LOADED CAR_SENTINEL WAIT 0 ENDWHILE SWITCH_STREAMING ON DO_FADE 1500 FADE_IN rays_cutscene_flag = 0 WHILE GET_FADING_STATUS WAIT 0 ENDWHILE // ******************************************END OF CUTSCENE******************************** REQUEST_MODEL safehouse ADD_BLIP_FOR_COORD 378.0 -443.2 29.9 ray1_blip PRINT_NOW RM1_1 5000 1 //"Check out the witness protection house." WHILE NOT IS_PLAYER_STOPPED_IN_AREA_2D player 330.35 -471.43 375.982 -431.119 0 WAIT 0 ENDWHILE SET_PLAYER_CONTROL player OFF SWITCH_WIDESCREEN ON SET_EVERYONE_IGNORE_PLAYER player TRUE SET_ALL_CARS_CAN_BE_DAMAGED FALSE SET_FIXED_CAMERA_POSITION 373.29 -444.714 28.537 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 374.1447 -444.2669 28.8032 INTERPOLATION WAIT 3000 SET_PLAYER_CONTROL player ON SWITCH_WIDESCREEN OFF SET_EVERYONE_IGNORE_PLAYER player FALSE SET_ALL_CARS_CAN_BE_DAMAGED TRUE RESTORE_CAMERA LOAD_MISSION_AUDIO R1_A get_away_car = 0 police_guard1 = 0 police_guard2 = 0 WHILE NOT IS_PROJECTILE_IN_AREA 376.5 -445.2 28.1 380.1 -441.2 31.7 // THE WINDOW WAIT 0 GET_AMMO_IN_PLAYER_WEAPON player WEAPONTYPE_GRENADE get_away_car GET_AMMO_IN_PLAYER_WEAPON player WEAPONTYPE_ROCKET police_guard1 get_away_car += police_guard1 IF police_guard2 = 0 IF get_away_car = 0 PRINT_NOW RM1_4 5000 1//"You have run out of grenades! Get some more from ammunation" REMOVE_BLIP ray1_blip ADD_SPRITE_BLIP_FOR_COORD 345.5 -713.5 26.1 RADAR_SPRITE_WEAPON ray1_blip police_guard2 = 1 ENDIF ENDIF IF police_guard2 = 1 IF get_away_car > 0 PRINT_NOW RM1_5 5000 1//"Get back to the safehouse and torch it" REMOVE_BLIP ray1_blip ADD_BLIP_FOR_COORD 378.0 -443.2 29.9 ray1_blip police_guard2 = 0 ENDIF ENDIF ENDWHILE DESTROY_PROJECTILES_IN_AREA 376.1 -445.2 28.1 380.1 -441.2 31.7 SET_PLAYER_CONTROL player OFF SWITCH_WIDESCREEN ON SET_EVERYONE_IGNORE_PLAYER player TRUE SET_ALL_CARS_CAN_BE_DAMAGED FALSE SET_FIXED_CAMERA_POSITION 373.29 -444.714 28.537 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 374.1447 -444.2669 28.8032 INTERPOLATION WAIT 100 ADD_EXPLOSION 378.0 -443.5 28.9 EXPLOSION_GRENADE WAIT 500 START_SCRIPT_FIRE 377.0 -444.0 28.1 fire_1 START_SCRIPT_FIRE 377.0 -443.0 28.1 fire_2 START_SCRIPT_FIRE 379.0 -444.0 28.1 fire_3 START_SCRIPT_FIRE 379.0 -443.0 28.1 fire_4 SET_SCRIPT_FIRE_AUDIO fire_1 TRUE SET_SCRIPT_FIRE_AUDIO fire_2 FALSE SET_SCRIPT_FIRE_AUDIO fire_3 FALSE SET_SCRIPT_FIRE_AUDIO fire_4 FALSE WAIT 250 CREATE_CHAR PEDTYPE_CIVMALE PED_COP 378.0584 -444.7376 28.3 burning_cop WAIT 250 ADD_PARTICLE_EFFECT POBJECT_DARK_SMOKE 377.0 -441.6 28.9 0 ADD_PARTICLE_EFFECT POBJECT_DARK_SMOKE 378.0 -443.3 28.9 0 WAIT 800 ADD_PARTICLE_EFFECT POBJECT_DARK_SMOKE 376.0 -443.35 30.0 0 WAIT 500 ADD_PARTICLE_EFFECT POBJECT_DARK_SMOKE 376.0 -442.7 30.0 0 ADD_PARTICLE_EFFECT POBJECT_DARK_SMOKE 376.0 -443.8 30.0 0 WAIT 1500 SET_PLAYER_CONTROL player ON SWITCH_WIDESCREEN OFF SET_EVERYONE_IGNORE_PLAYER player FALSE SET_ALL_CARS_CAN_BE_DAMAGED TRUE RESTORE_CAMERA_JUMPCUT SET_CAMERA_BEHIND_PLAYER //get_away_car = 0 //police_guard1 = 0 //police_guard2 = 0 CREATE_CAR CAR_SENTINEL 380.0 -437.5 21.1 get_away_car // IN GARAGE SET_CAR_HEADING get_away_car 90.0 LOCK_CAR_DOORS get_away_car CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_STRONG get_away_car TRUE CREATE_CHAR_INSIDE_CAR get_away_car PEDTYPE_CIVMALE PED_COP police_guard1 CREATE_CHAR_AS_PASSENGER get_away_car PEDTYPE_CIVMALE PED_LI_MAN2 1 the_witness CREATE_CHAR PEDTYPE_CIVMALE PED_COP 376.5428 -435.1743 20.0837 police_guard2 GIVE_WEAPON_TO_CHAR police_guard2 WEAPONTYPE_CHAINGUN 5000 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT police_guard2 374.0 -435.1743 CREATE_CHAR PEDTYPE_CIVMALE PED_COP 376.5428 -439.7169 20.0837 police_guard3 GIVE_WEAPON_TO_CHAR police_guard3 WEAPONTYPE_CHAINGUN 5000 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT police_guard3 374.0 -439.7169 DEACTIVATE_GARAGE witsec_garage ACTIVATE_GARAGE witsec_garage REMOVE_BLIP ray1_blip SET_CAR_CRUISE_SPEED get_away_car 20.0 SET_CAR_DRIVING_STYLE get_away_car 2 CAR_WANDER_RANDOMLY get_away_car SET_CAR_AVOID_LEVEL_TRANSITIONS get_away_car TRUE PRINT_NOW RM1_2 5000 1 //"Take out the witness!" GET_GAME_TIMER game_timer_start_r1 WHILE IS_CHAR_STILL_ALIVE the_witness IF NOT IS_CHAR_DEAD police_guard2 IF NOT IS_CHAR_IN_AREA_2D police_guard2 375.0 -441.5 386.0 -434.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT police_guard2 player ENDIF ENDIF IF NOT IS_CHAR_DEAD police_guard3 IF NOT IS_CHAR_IN_AREA_2D police_guard3 375.0 -441.5 386.0 -434.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT police_guard3 player ENDIF ENDIF IF wanted_lvl_flag_r1 = 0 GET_GAME_TIMER game_timer_current_r1 game_timer_r1 = game_timer_current_r1 - game_timer_start_r1 IF game_timer_r1 > 3000 ALTER_WANTED_LEVEL_NO_DROP player 2 ADD_BLIP_FOR_CHAR the_witness ray1_blip IF HAS_MISSION_AUDIO_LOADED PLAY_MISSION_AUDIO ENDIF wanted_lvl_flag_r1 = 1 ENDIF ENDIF IF wanted_lvl_flag_r1 = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player the_witness 160.0 160.0 0 AND NOT IS_CHAR_ON_SCREEN the_witness IF mfail_timer_reset_flag = 0 REMOVE_BLIP ray1_blip GET_GAME_TIMER mfail_timer_started mfail_timer_reset_flag = 1 ENDIF IF mfail_timer_reset_flag = 1 GET_GAME_TIMER mfail_timer_current mfail_timer = mfail_timer_current - mfail_timer_started IF mfail_timer > 4000 IF NOT IS_CHAR_ON_SCREEN the_witness mfail_timer_reset_flag = 0 DELETE_CHAR the_witness PRINT_NOW RM1_3 5000 1 //"McAffrey got away!" GOTO mission_ray1_failed ENDIF ENDIF ENDIF ENDIF IF mfail_timer_reset_flag = 1 IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player the_witness 160.0 160.0 0 OR IS_CHAR_ON_SCREEN the_witness REMOVE_BLIP ray1_blip ADD_BLIP_FOR_CHAR the_witness ray1_blip mfail_timer_reset_flag = 0 ENDIF ENDIF ENDIF IF NOT IS_CHAR_IN_ANY_CAR the_witness SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS the_witness player ENDIF IF NOT IS_CAR_DEAD get_away_car IF IS_CHAR_IN_CAR the_witness get_away_car IF carlock_flag = 0 IF NOT LOCATE_CAR_2D get_away_car 380.0 -437.5 40.0 40.0 0 LOCK_CAR_DOORS get_away_car CARLOCK_UNLOCKED SET_CAR_CRUISE_SPEED get_away_car 40.0 SET_CAR_STRONG get_away_car FALSE IF IS_CAR_HEALTH_GREATER get_away_car 800 SET_CAR_HEALTH get_away_car 800 ENDIF carlock_flag = 1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN get_away_car AND IS_CAR_STOPPED get_away_car SET_CHAR_OBJ_LEAVE_CAR the_witness get_away_car IF NOT IS_CHAR_DEAD police_guard1 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT police_guard1 player GIVE_WEAPON_TO_CHAR police_guard1 WEAPONTYPE_CHAINGUN 5000 ENDIF ENDIF IF IS_PLAYER_IN_CAR player get_away_car SET_CHAR_OBJ_LEAVE_CAR the_witness get_away_car IF NOT IS_CHAR_DEAD police_guard1 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT police_guard1 player GIVE_WEAPON_TO_CHAR police_guard1 WEAPONTYPE_CHAINGUN 5000 ENDIF ENDIF GET_CAR_HEALTH get_away_car get_away_car_health IF get_away_car_health < 200 SET_CHAR_OBJ_LEAVE_CAR the_witness get_away_car IF NOT IS_CHAR_DEAD police_guard1 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT police_guard1 player GIVE_WEAPON_TO_CHAR police_guard1 WEAPONTYPE_CHAINGUN 5000 ENDIF ENDIF IF IS_CAR_STOPPED get_away_car IF getaway_stuck_flag = 0 TIMERA = 0 getaway_stuck_flag = 1 ENDIF IF getaway_stuck_flag = 1 IF TIMERA > 5000 SET_CHAR_OBJ_LEAVE_CAR the_witness get_away_car IF NOT IS_CHAR_DEAD police_guard1 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT police_guard1 player GIVE_WEAPON_TO_CHAR police_guard1 WEAPONTYPE_CHAINGUN 5000 ENDIF ENDIF ENDIF ENDIF IF NOT IS_CAR_STOPPED get_away_car getaway_stuck_flag = 0 ENDIF IF LOCATE_CAR_2D get_away_car get_away_car_x get_away_car_y 3.0 3.0 0 IF car_moving_stuck_flag = 0 TIMERB = 0 car_moving_stuck_flag = 1 ENDIF IF car_moving_stuck_flag = 1 IF TIMERB > 8000 SET_CHAR_OBJ_LEAVE_CAR the_witness get_away_car IF NOT IS_CHAR_DEAD police_guard1 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT police_guard1 player GIVE_WEAPON_TO_CHAR police_guard1 WEAPONTYPE_CHAINGUN 5000 ENDIF ENDIF ENDIF ELSE GET_CAR_COORDINATES get_away_car get_away_car_x get_away_car_y get_away_car_z car_moving_stuck_flag = 0 ENDIF ENDIF ENDIF WAIT 0 ENDWHILE GOTO mission_ray1_passed // Mission Ray 1 failed mission_ray1_failed: PRINT_BIG M_FAIL 5000 1 RETURN // mission Ray 1 passed mission_ray1_passed: flag_ray_mission1_passed = 1 PRINT_WITH_NUMBER_BIG M_PASS 30000 5000 1 ADD_SCORE player 30000 CLEAR_WANTED_LEVEL player PLAY_MISSION_PASSED_TUNE 1 REGISTER_MISSION_PASSED RM1 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT ray_mission2_loop RETURN // mission cleanup mission_cleanup_ray1: REMOVE_BLIP ray1_blip REMOVE_PARTICLE_EFFECTS_IN_AREA 372.0 -449.0 25.0 383.0 -436.0 33.0 MARK_MODEL_AS_NO_LONGER_NEEDED PED_LI_MAN2 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL MARK_MODEL_AS_NO_LONGER_NEEDED safehouse flag_player_on_mission = 0 flag_player_on_ray_mission = 0 REMOVE_ALL_SCRIPT_FIRES MISSION_HAS_FINISHED RETURN
ray2
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************Ray mission 2*********************************** // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_ray2 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_ray2_failed ENDIF GOSUB mission_cleanup_ray2 MISSION_END // Variables for mission VAR_INT blip_warehouse_rm2 VAR_FLOAT wh_x_rm2 wh_y_rm2 wh2_x_rm2 wh2_y_rm2 VAR_FLOAT phils_defcon_x phils_defcon_y phils_defcon_z //VAR_FLOAT phils_defcon_minx phils_defcon_miny phils_defcon_maxx phils_defcon_maxy VAR_INT flag_phil_in_area flag_phil_arrived //VAR_INT phils_m16 phils_uzi phils_shotgun VAR_INT phils_molotov phils_rocket phils_m16 phils_uzi phils_shotgun phils_armour VAR_INT flag_m16_gone flag_uzi_gone flag_rocket_gone flag_shotgun_gone VAR_INT flag_molotov_gone VAR_FLOAT m16_x m16_y VAR_FLOAT uzi_x uzi_y VAR_FLOAT rocket_x rocket_y rocket_z VAR_FLOAT molotov_x molotov_y molotov_z VAR_FLOAT shotgun_x shotgun_y VAR_INT player_rm2 player_car_rm2 VAR_INT phil phil_truck_1 phil_truck_2 blip_phil //VAR_INT phil_truck_3 VAR_INT flag_phil_dead flag_trucks VAR_INT varmint_1 varmint_2 varmint_3 VAR_INT varmint_4 varmint_5 varmint_6 VAR_INT varmint_7 varmint_8 varmint_9 VAR_INT varmint_10 varmint_11 varmint_12 VAR_INT blip_v1 blip_v2 blip_v3 blip_v4 VAR_INT blip_v5 blip_v6 blip_v7 blip_v8 VAR_INT blip_v9 blip_v10 blip_v11 blip_v12 VAR_INT flag_v1_dead flag_v2_dead flag_v3_dead VAR_INT flag_v4_dead flag_v5_dead flag_v6_dead VAR_INT flag_v7_dead flag_v8_dead flag_v9_dead VAR_INT flag_v10_dead flag_v11_dead flag_v12_dead VAR_INT counter_dead_varmints //VAR_INT condition_1 VAR_INT flag_cartel_arrived flag_sneaky_1 flag_sneaky_2 //flag_camera VAR_INT sentinel1_rm2 stallion1_rm2 perenial1_rm2 VAR_INT stallion_bailout sentinel_bailout perenial_bailout VAR_INT flag_stallion_arrived flag_sentinel_arrived flag_perenial_arrived VAR_INT flag_stallion_created flag_sentinel_created flag_perenial_created VAR_INT flag_launch_perenial flag_launch_stallion //VAR_INT flag_launch_sentinel VAR_INT blip_stallion1 blip_perenial1 blip_sentinel1 VAR_FLOAT varmint_gen1_x varmint_gen1_y //VAR_FLOAT varmint_gen2_x varmint_gen2_y //VAR_FLOAT varmint_gen3_x varmint_gen3_y VAR_FLOAT stage_1_x stage_1_y VAR_FLOAT stage_2_x stage_2_y VAR_FLOAT stage_3_x stage_3_y VAR_INT timer_dif_rm2 timer_now_rm2 timer_start_rm2 //VAR_FLOAT player_rm2_x player_rm2_y player_rm2_z VAR_INT flag_audio flag_gate // ****************************************Mission Start************************************ mission_start_ray2: REGISTER_MISSION_GIVEN SCRIPT_NAME ray2 // PRINT_BIG ( RM2 ) 15000 2 // *****************************************Set Flags************************************ flag_player_on_mission = 1 flag_player_on_ray_mission = 1 flag_player_on_phil_mission = 1 rays_cutscene_flag = 1 WAIT 0 /* IF NOT rays_camera_1 = 0 OR NOT rays_camera_2 = 0 OR NOT rays_camera_3 = 0 RESTORE_CAMERA_JUMPCUT rays_camera_1 = 0 rays_camera_2 = 0 rays_camera_3 = 0 ENDIF */ //set flags flag_m16_gone = 0 flag_uzi_gone = 0 flag_rocket_gone = 0 flag_shotgun_gone = 0 flag_molotov_gone = 0 flag_phil_in_area = 0 flag_phil_arrived = 0 flag_phil_dead = 0 flag_trucks = 0 flag_v1_dead = 0 flag_v2_dead = 0 flag_v3_dead = 0 flag_v4_dead = 0 flag_v5_dead = 0 flag_v6_dead = 0 flag_v7_dead = 0 flag_v8_dead = 0 flag_v9_dead = 0 flag_v10_dead = 0 flag_v11_dead = 0 flag_v12_dead = 0 counter_dead_varmints = 0 //condition_1 = 0 flag_cartel_arrived = 0 //flag_camera = 0 stallion_bailout = 0 sentinel_bailout = 0 perenial_bailout = 0 flag_stallion_arrived = 0 flag_sentinel_arrived = 0 flag_perenial_arrived = 0 flag_stallion_created = 0 flag_sentinel_created = 0 flag_perenial_created = 0 flag_launch_stallion = 0 //flag_launch_sentinel = 0 flag_launch_perenial = 0 flag_sneaky_1 = 0 flag_sneaky_2 = 0 flag_audio = 0 flag_gate = 0 // *******************************************Set Coord***************************************** wh_x_rm2 = 137.15 wh_y_rm2 = 192.43 wh2_x_rm2 = 121.5 wh2_y_rm2 = 214.6 varmint_gen1_x = 174.0 varmint_gen1_y = 170.0 stage_3_x = 153.0 stage_3_y = 220.0 stage_1_x = 172.0 stage_1_y = 207.0 stage_2_x = 152.0 stage_2_y = 204.0 phils_defcon_x = 136.5 phils_defcon_y = 176.7 phils_defcon_z = 11.6 /* phils_defcon_minx = 119.0 phils_defcon_miny = 168.0 phils_defcon_maxx = 146.0 phils_defcon_maxy = 198.0 */ m16_x = 145.5 m16_y = 170.0 uzi_x = 143.5 uzi_y = 170.0 shotgun_x = 141.5 shotgun_y = 170.0 rocket_x = 126.98 rocket_y = 198.24 rocket_z = 14.53 molotov_x = 126.98 molotov_y = 191.73 molotov_z = 14.53 // ****************************************START OF CUTSCENE******************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_ray2_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 250 FADE_OUT PRINT_BIG RM2 15000 2 //"Arms Shortage" SWITCH_STREAMING OFF */ LOAD_SPECIAL_CHARACTER 1 ray LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 RAYH REQUEST_MODEL toilet /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED toilet WAIT 0 ENDWHILE //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE LOAD_CUTSCENE r2_ap SWITCH_STREAMING ON SET_CUTSCENE_OFFSET 39.424 -726.677 21.692 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_ray SET_CUTSCENE_ANIM cs_ray ray CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead SET_CUTSCENE_HEAD_ANIM cs_rayhead ray //CREATE_CUTSCENE_OBJECT cut_obj1 cs_ludoor //SET_CUTSCENE_ANIM cs_ludoor LUDOOR //SET_PLAYER_COORDINATES player 38.7 -725.7 22.0 //SET_PLAYER_HEADING player 270.0 CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE SET_PLAYER_COORDINATES player 39.0 -723.5 22.0 SET_PLAYER_HEADING player 90.0 DO_FADE 250 FADE_IN SET_NEAR_CLIP 0.2 START_CUTSCENE SWITCH_STREAMING OFF SWITCH_RUBBISH OFF // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 6426 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM2_A1 10000 1 //"Hey kid, over here!" WHILE cs_time < 8218 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM2_A 10000 1 //"An old army buddy of mine runs a business up in Rockford." WHILE cs_time < 11093 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM2_B 10000 1 //"We saw action in Nicaragua, back when this country knew what it was doing." WHILE cs_time < 14634 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM2_C 10000 1 //"Some Cartel scum roughed him up yesterday and said they'd be back for some of his stock today. WHILE cs_time < 20938 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM2_D 10000 1 //"He could do with some back-up and in return he'll give you knock-down rates on any hardware you buy." WHILE cs_time < 26599 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM2_D1 10000 1 //"I'd go myself but the old siatica's playing up again -cough cough- so, eerr, good luck." WHILE cs_time < 38333 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1000 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE //DO_FADE 1000 FADE_IN CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_CAMERA_BEHIND_PLAYER SET_NEAR_CLIP 0.9 WAIT 500 DO_FADE 1000 FADE_IN //WHILE GET_FADING_STATUS // WAIT 0 //ENDWHILE //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 toilet SWITCH_STREAMING ON SWITCH_RUBBISH ON rays_cutscene_flag = 0 // ******************************************END OF CUTSCENE******************************** // Mission stuff goes here ADD_BLIP_FOR_COORD wh_x_rm2 wh_y_rm2 -100.0 blip_warehouse_rm2 //------------------REQUEST_MODELS ------------------------------ REQUEST_MODEL PED_GANG_COLOMBIAN_A WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A WAIT 0 ENDWHILE LOAD_SPECIAL_CHARACTER 1 dealer WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_COLOMBIAN_B WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_B WAIT 0 ENDWHILE REQUEST_MODEL CAR_COLUMB WHILE NOT HAS_MODEL_LOADED CAR_COLUMB WAIT 0 ENDWHILE /* REQUEST_MODEL CAR_STALLION WHILE NOT HAS_MODEL_LOADED CAR_STALLION WAIT 0 ENDWHILE REQUEST_MODEL CAR_PERENNIAL WHILE NOT HAS_MODEL_LOADED CAR_PERENNIAL WAIT 0 ENDWHILE */ REQUEST_MODEL CAR_BARRACKS WHILE NOT HAS_MODEL_LOADED CAR_BARRACKS WAIT 0 ENDWHILE REQUEST_MODEL CAR_RHINO WHILE NOT HAS_MODEL_LOADED CAR_RHINO WAIT 0 ENDWHILE /* REQUEST_MODEL CAR_PATRIOT WHILE NOT HAS_MODEL_LOADED CAR_PATRIOT WAIT 0 ENDWHILE */ //------------------WAITING FOR PLAYER TO ARRIVE--------------------------------------- WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player wh_x_rm2 wh_y_rm2 4.0 4.0 true //AND NOT LOCATE_PLAYER_ANY_MEANS_2D player wh2_x_rm2 wh2_y_rm2 2.0 2.0 false WAIT 0 IF IS_PLAYER_IN_ZONE player HOSPI_2 AND flag_trucks = 0 //--------------------CREATE PHIL'S TRUCKS--------------------------------------------- CREATE_CAR CAR_RHINO 132.0 173.9 11.6 phil_truck_1 SET_CAR_HEADING phil_truck_1 0.0 CAR_SET_IDLE phil_truck_1 SET_CAR_PROOFS phil_truck_1 TRUE FALSE FALSE FALSE FALSE LOCK_CAR_DOORS phil_truck_1 CARLOCK_LOCKED CREATE_CAR CAR_BARRACKS 133.56 208.76 11.93 phil_truck_2 SET_CAR_HEADING phil_truck_2 180.0 CAR_SET_IDLE phil_truck_2 SET_CAR_PROOFS phil_truck_2 TRUE FALSE FALSE FALSE FALSE LOCK_CAR_DOORS phil_truck_2 CARLOCK_LOCKED /* CREATE_CAR CAR_PATRIOT 141.23 192.52 11.6 phil_truck_3 SET_CAR_HEADING phil_truck_3 60.0 CAR_SET_IDLE phil_truck_3 SET_CAR_PROOFS phil_truck_3 TRUE FALSE FALSE FALSE FALSE LOCK_CAR_DOORS phil_truck_3 CARLOCK_LOCKED */ flag_trucks = 1 ENDIF IF flag_gate = 0 IF gate2_sfx1 = 0 ADD_ONE_OFF_SOUND 147.249 207.323 10.599 SOUND_GATE_START_CLUNK gate2_sfx1 = 1 ENDIF WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 214.823 10.599 0.0 0.1 0.0 FALSE WAIT 0 ENDWHILE IF not_clunked_yet = 1 gate_sfx2 = 0 not_clunked_yet = 0 ENDIF IF gate2_sfx2 = 0 ADD_ONE_OFF_SOUND 147.249 214.823 10.599 SOUND_GATE_STOP_CLUNK gate2_sfx2 = 1 ENDIF flag_gate = 1 ENDIF ENDWHILE //--------------------PLAYER ARRIVED (CUTSCENE)------------------------------------------ //-----------------------CREATE PHIL------------------- CLEAR_AREA phils_defcon_x phils_defcon_y 11.5 20.0 true CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 phils_defcon_x phils_defcon_y phils_defcon_z phil SET_CHAR_HEADING phil 360.0 GIVE_WEAPON_TO_CHAR phil WEAPONTYPE_M16 200 ADD_ARMOUR_TO_CHAR phil 100 SET_CHAR_PERSONALITY phil PEDSTAT_TOUGH_GUY CLEAR_CHAR_THREAT_SEARCH phil SET_CHAR_THREAT_SEARCH phil THREAT_GANG_COLOMBIAN SET_CHAR_STAY_IN_SAME_PLACE phil true //CHAR_SET_IDLE phil //-----------------------CREATE PHIL'S 'SUPPLIES'------------------------------------- CREATE_PICKUP_WITH_AMMO WEAPON_M16 PICKUP_ONCE 60 m16_x m16_y 11.5 phils_m16 CREATE_PICKUP WEAPON_UZI PICKUP_ONCE uzi_x uzi_y 11.5 phils_uzi CREATE_PICKUP WEAPON_SHOTGUN PICKUP_ONCE shotgun_x shotgun_y 11.5 phils_shotgun CREATE_PICKUP WEAPON_ROCKET PICKUP_ONCE rocket_x rocket_y rocket_z phils_rocket CREATE_PICKUP WEAPON_MOLOTOV PICKUP_ONCE molotov_x molotov_y molotov_z phils_molotov CREATE_PICKUP bodyarmour PICKUP_ON_STREET_SLOW 121.16 194.92 11.53 phils_armour REMOVE_BLIP blip_warehouse_rm2 SET_PLAYER_CONTROL player off GET_PLAYER_CHAR player player_rm2 SET_FIXED_CAMERA_POSITION 141.5 184.5 12.5 0.0 0.0 0.0 SWITCH_WIDESCREEN on IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player player_car_rm2 APPLY_BRAKES_TO_PLAYERS_CAR player on CAR_SET_IDLE player_car_rm2 POINT_CAMERA_AT_CAR player_car_rm2 FIXED JUMP_CUT SET_CHAR_OBJ_LEAVE_CAR player_rm2 player_car_rm2 WHILE IS_CHAR_IN_CAR player_rm2 player_car_rm2 WAIT 0 IF IS_CAR_DEAD player_car_rm2 GOTO bibble ENDIF ENDWHILE ENDIF POINT_CAMERA_AT_CHAR player_rm2 FIXED JUMP_CUT bibble: WAIT 0 phils_defcon_y = phils_defcon_y + 3.0 SET_CHAR_OBJ_RUN_TO_COORD player_rm2 phils_defcon_x phils_defcon_y WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player phils_defcon_x phils_defcon_y 2.0 2.0 false WAIT 0 ENDWHILE //SET_CHAR_OBJ_NO_OBJ player_rm2 LOAD_MISSION_AUDIO R2_A WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_E) 4000 1 //"Ray phoned ahead....but I thought there'd be more of you. WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE LOAD_MISSION_AUDIO R2_B WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_E1) 4000 1 //"I can't believe the yellow bastard's left me without proper cover again!" WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE LOAD_MISSION_AUDIO R2_C WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_F) 4000 1 //"Well three arms are better than one, so grab whatever you need." WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE LOAD_MISSION_AUDIO R2_D WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_F1) 4000 1 //"Those Colombians will be here any minute." WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO peedle ENDIF ENDWHILE peedle: CLEAR_MISSION_AUDIO CLEAR_PRINTS SET_PLAYER_CONTROL player on RESTORE_CAMERA_JUMPCUT SWITCH_WIDESCREEN off GET_GAME_TIMER timer_start_rm2 GET_GAME_TIMER timer_now_rm2 timer_dif_rm2 = timer_now_rm2 - timer_start_rm2 //-------GIVE PLAYER TIME TO GET PICKUPS WITHOUT LEAVING COMPOUND------- CLEAR_AREA varmint_gen1_x varmint_gen1_y 11.5 20.0 true CLEAR_AREA stage_3_x stage_3_y 11.5 20.0 true CLEAR_AREA stage_1_x stage_1_y 11.5 20.0 true CLEAR_AREA stage_2_x stage_2_y 11.5 20.0 true /*IF NOT IS_CAR_DEAD phil_truck_3 LOCK_CAR_DOORS phil_truck_3 CARLOCK_UNLOCKED ENDIF*/ IF NOT IS_CAR_DEAD phil_truck_2 LOCK_CAR_DOORS phil_truck_2 CARLOCK_UNLOCKED ENDIF WHILE timer_dif_rm2 < 25000 AND IS_PLAYER_IN_AREA_2D player 119.0 167.0 147.0 246.0 false WAIT 0 GOSUB pickups IF IS_PLAYER_IN_AREA_2D player 147.0 198.0 156.0 208.0 false GOTO herring ENDIF IF IS_PLAYER_IN_ANY_CAR player GOTO herring ENDIF GET_GAME_TIMER timer_now_rm2 timer_dif_rm2 = timer_now_rm2 - timer_start_rm2 IF IS_CHAR_DEAD phil flag_phil_dead = 1 GOTO mission_ray2_failed ENDIF ENDWHILE herring: //----LOAD PHIL'S SOUND BITE----------------------------------------- LOAD_MISSION_AUDIO R2_E WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE //-----------------MAIN LOOP----------------------------------------- GET_GAME_TIMER timer_start_rm2 WHILE counter_dead_varmints < 12 WAIT 0 GET_GAME_TIMER timer_now_rm2 timer_dif_rm2 = timer_now_rm2 - timer_start_rm2 GOSUB pickups //--------sentinel gen stuff-------------------------------------------- IF timer_dif_rm2 > 2000 AND flag_sentinel_created = 0 CREATE_CAR CAR_COLUMB varmint_gen1_x varmint_gen1_y -100.0 sentinel1_rm2 SET_CAR_ONLY_DAMAGED_BY_PLAYER sentinel1_rm2 TRUE LOCK_CAR_DOORS sentinel1_rm2 CARLOCK_LOCKED ADD_BLIP_FOR_CAR sentinel1_rm2 blip_sentinel1 CREATE_CHAR_INSIDE_CAR sentinel1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B varmint_1 CREATE_CHAR_AS_PASSENGER sentinel1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 varmint_2 CREATE_CHAR_AS_PASSENGER sentinel1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 1 varmint_3 CREATE_CHAR_AS_PASSENGER sentinel1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 varmint_4 SET_CAR_CRUISE_SPEED sentinel1_rm2 10.0 SET_CAR_DRIVING_STYLE sentinel1_rm2 3 CAR_GOTO_COORDINATES_ACCURATE sentinel1_rm2 stage_1_x stage_1_y 11.6 flag_sentinel_created = 1 ENDIF IF flag_launch_stallion = 0 AND flag_sentinel_created = 1 IF NOT IS_CAR_DEAD sentinel1_rm2 IF LOCATE_CAR_2D sentinel1_rm2 stage_1_x stage_1_y 4.0 4.0 false CAR_GOTO_COORDINATES_ACCURATE sentinel1_rm2 stage_2_x stage_2_y 11.6 flag_launch_stallion = 1 ENDIF ENDIF ENDIF IF flag_launch_stallion = 1 AND flag_sentinel_created = 1 IF NOT IS_CAR_DEAD sentinel1_rm2 IF LOCATE_CAR_2D sentinel1_rm2 stage_2_x stage_2_y 4.0 4.0 false flag_launch_stallion = 2 flag_sentinel_arrived = 1 SET_CAR_ONLY_DAMAGED_BY_PLAYER sentinel1_rm2 FALSE LOCK_CAR_DOORS sentinel1_rm2 CARLOCK_UNLOCKED IF flag_cartel_arrived < 2 flag_cartel_arrived = 1 ENDIF ENDIF ENDIF ENDIF IF flag_sentinel_created = 1 IF IS_CAR_DEAD sentinel1_rm2 flag_launch_stallion = 1 REMOVE_BLIP blip_sentinel1 ELSE IF NOT IS_CAR_HEALTH_GREATER sentinel1_rm2 950 flag_sentinel_arrived = 1 IF flag_launch_stallion = 0 flag_launch_stallion = 1 ENDIF IF flag_cartel_arrived = 0 flag_cartel_arrived = 1 ENDIF ENDIF ENDIF ENDIF //-----stallion gen stuff------------------------------------------------ IF timer_dif_rm2 > 4000 AND flag_stallion_created = 0 AND flag_launch_stallion > 0 CREATE_CAR CAR_COLUMB varmint_gen1_x varmint_gen1_y -100.0 stallion1_rm2 SET_CAR_ONLY_DAMAGED_BY_PLAYER stallion1_rm2 TRUE LOCK_CAR_DOORS stallion1_rm2 CARLOCK_LOCKED ADD_BLIP_FOR_CAR stallion1_rm2 blip_stallion1 CREATE_CHAR_INSIDE_CAR stallion1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A varmint_5 CREATE_CHAR_AS_PASSENGER stallion1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 varmint_6 SET_CAR_CRUISE_SPEED stallion1_rm2 10.0 SET_CAR_DRIVING_STYLE stallion1_rm2 3 CAR_GOTO_COORDINATES_ACCURATE stallion1_rm2 stage_1_x stage_1_y 11.6 flag_stallion_created = 1 ENDIF IF flag_launch_perenial = 0 AND flag_stallion_created = 1 IF NOT IS_CAR_DEAD stallion1_rm2 IF LOCATE_CAR_2D stallion1_rm2 stage_1_x stage_1_y 4.0 4.0 false CAR_GOTO_COORDINATES_ACCURATE stallion1_rm2 stage_3_x stage_3_y 11.6 flag_launch_perenial = 1 ENDIF ENDIF ENDIF IF flag_launch_perenial = 1 AND flag_stallion_created = 1 IF NOT IS_CAR_DEAD stallion1_rm2 IF LOCATE_CAR_2D stallion1_rm2 stage_3_x stage_3_y 4.0 4.0 false flag_launch_perenial = 2 flag_stallion_arrived = 1 SET_CAR_ONLY_DAMAGED_BY_PLAYER stallion1_rm2 FALSE LOCK_CAR_DOORS stallion1_rm2 CARLOCK_UNLOCKED IF flag_cartel_arrived < 2 flag_cartel_arrived = 1 ENDIF ENDIF ENDIF ENDIF IF flag_stallion_created = 1 IF IS_CAR_DEAD stallion1_rm2 flag_launch_perenial = 1 REMOVE_BLIP blip_stallion1 ELSE IF NOT IS_CAR_HEALTH_GREATER stallion1_rm2 950 flag_stallion_arrived = 1 IF flag_cartel_arrived = 0 flag_cartel_arrived = 1 ENDIF ENDIF ENDIF ENDIF //-----perenial gen stuff----------------------------------------------- IF timer_dif_rm2 > 6000 AND flag_perenial_created = 0 AND flag_launch_perenial > 0 CREATE_CAR CAR_COLUMB varmint_gen1_x varmint_gen1_y -100.0 perenial1_rm2 SET_CAR_ONLY_DAMAGED_BY_PLAYER perenial1_rm2 TRUE LOCK_CAR_DOORS perenial1_rm2 CARLOCK_LOCKED ADD_BLIP_FOR_CAR perenial1_rm2 blip_perenial1 CREATE_CHAR_INSIDE_CAR perenial1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B varmint_7 CREATE_CHAR_AS_PASSENGER perenial1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 varmint_8 CREATE_CHAR_AS_PASSENGER perenial1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 1 varmint_9 CREATE_CHAR_AS_PASSENGER perenial1_rm2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 varmint_10 SET_CAR_CRUISE_SPEED perenial1_rm2 10.0 SET_CAR_DRIVING_STYLE perenial1_rm2 3 CAR_GOTO_COORDINATES_ACCURATE perenial1_rm2 stage_1_x stage_1_y 11.6 flag_perenial_created = 1 ENDIF IF flag_perenial_created = 1 IF NOT IS_CAR_DEAD perenial1_rm2 IF LOCATE_CAR_2D perenial1_rm2 stage_1_x stage_1_y 4.0 4.0 false flag_perenial_arrived = 1 SET_CAR_ONLY_DAMAGED_BY_PLAYER perenial1_rm2 FALSE LOCK_CAR_DOORS perenial1_rm2 CARLOCK_UNLOCKED IF flag_cartel_arrived < 2 flag_cartel_arrived = 1 ENDIF ENDIF ENDIF ENDIF IF flag_perenial_created = 1 IF IS_CAR_DEAD perenial1_rm2 REMOVE_BLIP blip_perenial1 ELSE IF NOT IS_CAR_HEALTH_GREATER perenial1_rm2 950 flag_perenial_arrived = 1 IF flag_cartel_arrived = 0 flag_cartel_arrived = 1 ENDIF ENDIF ENDIF ENDIF //----------------Sneaky backstab---------------------------------------- IF flag_cartel_arrived > 0 AND timer_dif_rm2 > 12000 IF flag_sneaky_1 = 0 IF NOT IS_POINT_ON_SCREEN 121.3 217.7 11.5 2.5 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 121.3 235.7 11.5 varmint_11 GIVE_WEAPON_TO_CHAR varmint_11 WEAPONTYPE_CHAINGUN 80 ADD_ARMOUR_TO_CHAR varmint_11 100 ADD_BLIP_FOR_CHAR_OLD varmint_11 1 BLIP_ONLY blip_v11 //SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT varmint_11 player SET_CHAR_OBJ_RUN_TO_COORD varmint_11 phils_defcon_x phils_defcon_y SET_CHAR_THREAT_SEARCH varmint_11 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_11 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_11 true flag_sneaky_1 = 1 ENDIF ENDIF IF flag_sneaky_2 = 0 IF NOT IS_POINT_ON_SCREEN 121.3 241.6 11.5 2.5 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 121.3 241.6 11.5 varmint_12 GIVE_WEAPON_TO_CHAR varmint_12 WEAPONTYPE_SHOTGUN 20 ADD_ARMOUR_TO_CHAR varmint_12 100 ADD_BLIP_FOR_CHAR_OLD varmint_12 1 BLIP_ONLY blip_v12 SET_CHAR_OBJ_RUN_TO_COORD varmint_12 124.15 184.7 SET_CHAR_THREAT_SEARCH varmint_12 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_12 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_12 true /*IF NOT IS_CHAR_DEAD phil SET_CHAR_OBJ_KILL_CHAR_ON_FOOT varmint_12 phil ENDIF*/ flag_sneaky_2 = 1 ENDIF ENDIF ENDIF IF IS_CHAR_DEAD phil flag_phil_dead = 1 GOTO mission_ray2_failed ENDIF IF flag_cartel_arrived = 1 SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_K) 4000 1 //"SHIT They're here! LOCK'N'LOAD!!" flag_cartel_arrived = 2 /*WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 214.323 10.599 0.0 0.1 0.0 FALSE WAIT 0 ENDWHILE*/ ENDIF GOSUB varmint_deaths GOSUB big_bailout_routine ENDWHILE //-------All Cartel Varmints dead----------------------------------------------- IF NOT IS_CHAR_DEAD phil SET_CHAR_HEALTH phil 5 ENDIF IF NOT IS_CHAR_DEAD phil SET_CHAR_STAY_IN_SAME_PLACE phil true GET_CHAR_COORDINATES phil phils_defcon_x phils_defcon_y phils_defcon_z IF NOT LOCATE_PLAYER_ANY_MEANS_2D player phils_defcon_x phils_defcon_y 2.0 2.0 false PRINT_NOW (RM2_G) 2500 1 //"Go check on Phil!" ADD_BLIP_FOR_CHAR phil blip_phil WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player phils_defcon_x phils_defcon_y 2.0 2.0 false WAIT 0 IF IS_CHAR_DEAD phil flag_phil_dead = 1 REMOVE_BLIP blip_phil GOTO mission_ray2_failed ENDIF ENDWHILE ENDIF ENDIF IF IS_CHAR_DEAD phil flag_phil_dead = 1 REMOVE_BLIP blip_phil GOTO mission_ray2_failed ELSE SET_CHAR_HEALTH phil 100 ENDIF REMOVE_BLIP blip_phil SET_PLAYER_CONTROL player off SWITCH_WIDESCREEN on SET_FIXED_CAMERA_POSITION 134.6 184.7 11.16 0.0 0.0 0.0 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player player_car_rm2 APPLY_BRAKES_TO_PLAYERS_CAR player on CAR_SET_IDLE player_car_rm2 POINT_CAMERA_AT_CAR player_car_rm2 FIXED JUMP_CUT SET_CHAR_OBJ_LEAVE_CAR player_rm2 player_car_rm2 WHILE IS_CHAR_IN_CAR player_rm2 player_car_rm2 WAIT 0 IF IS_CAR_DEAD player_car_rm2 GOTO boobble ENDIF IF IS_CHAR_DEAD phil flag_phil_dead = 1 REMOVE_BLIP blip_phil GOTO mission_ray2_failed ENDIF ENDWHILE ENDIF boobble: //GET_PLAYER_COORDINATES player player_rm2_x player_rm2_y player_rm2_z GET_PLAYER_CHAR player player_rm2 IF NOT IS_CHAR_DEAD phil TURN_CHAR_TO_FACE_CHAR phil player_rm2 POINT_CAMERA_AT_CHAR phil FIXED JUMP_CUT ENDIF //TURN_CHAR_TO_FACE_CHAR player_rm2 phil //TURN_CHAR_TO_FACE_CHAR phil player_rm2 //CHAR_LOOK_AT_CHAR_ALWAYS player_rm2 phil LOAD_MISSION_AUDIO R2_F WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_L) 3000 1// Heh-hey! If I'd teamed up with you in Nicaragua maybe I'd still have my arm! WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE IF flag_m16_gone = 0 REMOVE_PICKUP phils_m16 ENDIF IF flag_shotgun_gone = 0 REMOVE_PICKUP phils_shotgun ENDIF IF flag_uzi_gone = 0 REMOVE_PICKUP phils_uzi ENDIF IF flag_molotov_gone = 0 REMOVE_PICKUP phils_molotov ENDIF IF flag_rocket_gone = 0 REMOVE_PICKUP phils_rocket ENDIF IF flag_ray_mission2_passed = 0 REMOVE_PICKUP phils_armour ENDIF m16_x = 145.5 m16_y = 170.0 uzi_x = 143.5 uzi_y = 170.0 shotgun_x = 141.5 shotgun_y = 170.0 CREATE_PICKUP WEAPON_M16 PICKUP_IN_SHOP m16_x m16_y 11.5 phils_m16 CREATE_PICKUP WEAPON_SHOTGUN PICKUP_IN_SHOP uzi_x uzi_y 11.5 phils_uzi CREATE_PICKUP WEAPON_ROCKET PICKUP_IN_SHOP shotgun_x shotgun_y 11.5 phils_shotgun flag_m16_gone = 1 flag_uzi_gone = 1 flag_shotgun_gone = 1 LOAD_MISSION_AUDIO R2_G WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_M) 3000 1// If you need any firepower just drop by and take what you need from the rack SET_FIXED_CAMERA_POSITION 143.5 179.0 11.5 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 144.0 170.7 11.5 JUMP_CUT WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE LOAD_MISSION_AUDIO R2_H WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE SET_MISSION_AUDIO_POSITION phils_defcon_x phils_defcon_y phils_defcon_z PLAY_MISSION_AUDIO PRINT_NOW (RM2_N) 3000 1//-leave the cash under the bench. Now get out of here, I'll handle the cops WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE POINT_CAMERA_AT_PLAYER player FIXED INTERPOLATION WAIT 2000 //ALTER_WANTED_LEVEL_NO_DROP player 3 IF NOT IS_CHAR_DEAD phil SET_CHAR_OBJ_NO_OBJ phil SET_CHAR_OBJ_GOTO_COORD_ON_FOOT phil 144.0 174.4 ENDIF WHILE flag_phil_arrived = 0 WAIT 0 IF NOT IS_CHAR_DEAD phil IF LOCATE_CHAR_ON_FOOT_2D phil 144.0 174.4 1.0 1.0 false flag_phil_arrived = 1 ENDIF ELSE GOTO mission_ray2_failed ENDIF ENDWHILE DELETE_CHAR phil SWITCH_WIDESCREEN off RESTORE_CAMERA_JUMPCUT SET_PLAYER_CONTROL player on GOTO mission_ray2_passed // Mission Ray2 failed mission_ray2_failed: IF flag_phil_dead = 1 PRINT_NOW (RM2_H) 3000 1 //Phil has been killed!! ENDIF PRINT_BIG ( M_FAIL ) 2000 1 RETURN // mission Ray2 passed mission_ray2_passed: IF flag_m16_gone = 0 REMOVE_PICKUP phils_m16 flag_m16_gone = 1 ENDIF IF flag_shotgun_gone = 0 REMOVE_PICKUP phils_shotgun flag_shotgun_gone = 1 ENDIF IF flag_uzi_gone = 0 REMOVE_PICKUP phils_uzi flag_uzi_gone = 1 ENDIF IF flag_molotov_gone = 0 REMOVE_PICKUP phils_molotov flag_molotov_gone = 1 ENDIF IF flag_rocket_gone = 0 REMOVE_PICKUP phils_rocket flag_rocket_gone = 1 ENDIF flag_ray_mission2_passed = 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 CLEAR_WANTED_LEVEL player ADD_SCORE player 10000 REGISTER_MISSION_PASSED RM2 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT ray_mission3_loop RETURN // mission cleanup mission_cleanup_ray2: flag_player_on_mission = 0 flag_player_on_ray_mission = 0 flag_player_on_phil_mission = 0 SET_PLAYER_CONTROL player on SWITCH_WIDESCREEN off RESTORE_CAMERA_JUMPCUT MARK_MODEL_AS_NO_LONGER_NEEDED PED_SPECIAL1 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_RHINO MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PATRIOT MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BARRACKS MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION //MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PERENNIAL MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_B UNLOAD_SPECIAL_CHARACTER 1 REMOVE_BLIP blip_warehouse_rm2 REMOVE_BLIP blip_sentinel1 REMOVE_BLIP blip_stallion1 REMOVE_BLIP blip_perenial1 GOSUB blip_removal_rm2 IF flag_m16_gone = 0 REMOVE_PICKUP phils_m16 ENDIF IF flag_shotgun_gone = 0 REMOVE_PICKUP phils_shotgun ENDIF IF flag_uzi_gone = 0 REMOVE_PICKUP phils_uzi ENDIF IF flag_molotov_gone = 0 REMOVE_PICKUP phils_molotov ENDIF IF flag_rocket_gone = 0 REMOVE_PICKUP phils_rocket ENDIF IF flag_ray_mission2_passed = 0 REMOVE_PICKUP phils_armour ENDIF MISSION_HAS_FINISHED RETURN //---------------------------GOSUBS----------------GOSUBS---------------------------actuallydon'tchaknow //-------------------------------BAILOUT---------------------------------------------- big_bailout_routine: IF stallion_bailout = 0 AND flag_stallion_arrived = 1 IF NOT IS_CHAR_DEAD varmint_5 IF NOT IS_CAR_DEAD stallion1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_5 stallion1_rm2 WHILE IS_CHAR_IN_CAR varmint_5 stallion1_rm2 WAIT 0 IF IS_CAR_DEAD stallion1_rm2 GOTO plook2 ENDIF IF IS_CHAR_DEAD varmint_5 GOTO plook1 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_5 ADD_BLIP_FOR_CHAR_OLD varmint_5 1 BLIP_ONLY blip_v5 ADD_ARMOUR_TO_CHAR varmint_5 100 GIVE_WEAPON_TO_CHAR varmint_5 WEAPONTYPE_UZI 60 SET_CHAR_OBJ_RUN_TO_COORD varmint_5 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_5 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_5 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_5 true //SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT varmint_5 player ENDIF ENDIF ENDIF plook1: IF NOT IS_CHAR_DEAD varmint_6 IF NOT IS_CAR_DEAD stallion1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_6 stallion1_rm2 WHILE IS_CHAR_IN_CAR varmint_6 stallion1_rm2 WAIT 0 IF IS_CAR_DEAD stallion1_rm2 GOTO plook2 ENDIF IF IS_CHAR_DEAD varmint_6 GOTO plook2 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_6 //AND NOT IS_CHAR_DEAD phil ADD_BLIP_FOR_CHAR_OLD varmint_6 1 BLIP_ONLY blip_v6 GIVE_WEAPON_TO_CHAR varmint_6 WEAPONTYPE_UZI 60 SET_CHAR_OBJ_RUN_TO_COORD varmint_6 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_6 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_6 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_6 true //SET_CHAR_OBJ_KILL_CHAR_ON_FOOT varmint_6 phil ENDIF ENDIF ENDIF plook2: REMOVE_BLIP blip_stallion1 stallion_bailout = 1 ENDIF IF sentinel_bailout = 0 AND flag_sentinel_arrived = 1 IF NOT IS_CHAR_DEAD varmint_1 IF NOT IS_CAR_DEAD sentinel1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_1 sentinel1_rm2 WHILE IS_CHAR_IN_CAR varmint_1 sentinel1_rm2 WAIT 0 IF IS_CAR_DEAD sentinel1_rm2 GOTO plook6 ENDIF IF IS_CHAR_DEAD varmint_1 GOTO plook3 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_1 ADD_BLIP_FOR_CHAR_OLD varmint_1 1 BLIP_ONLY blip_v1 GIVE_WEAPON_TO_CHAR varmint_1 WEAPONTYPE_SHOTGUN 20 SET_CHAR_OBJ_RUN_TO_COORD varmint_1 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_1 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_1 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_1 true //SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT varmint_1 player ENDIF ENDIF ENDIF plook3: IF NOT IS_CHAR_DEAD varmint_2 IF NOT IS_CAR_DEAD sentinel1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_2 sentinel1_rm2 WHILE IS_CHAR_IN_CAR varmint_2 sentinel1_rm2 WAIT 0 IF IS_CAR_DEAD sentinel1_rm2 GOTO plook6 ENDIF IF IS_CHAR_DEAD varmint_2 GOTO plook4 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_2 //AND NOT IS_CHAR_DEAD phil ADD_BLIP_FOR_CHAR_OLD varmint_2 1 BLIP_ONLY blip_v2 GIVE_WEAPON_TO_CHAR varmint_2 WEAPONTYPE_SHOTGUN 20 SET_CHAR_OBJ_RUN_TO_COORD varmint_2 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_2 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_2 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_2 true //SET_CHAR_OBJ_KILL_CHAR_ON_FOOT varmint_2 phil ENDIF ENDIF ENDIF plook4: IF NOT IS_CHAR_DEAD varmint_3 IF NOT IS_CAR_DEAD sentinel1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_3 sentinel1_rm2 WHILE IS_CHAR_IN_CAR varmint_3 sentinel1_rm2 WAIT 0 IF IS_CAR_DEAD sentinel1_rm2 GOTO plook6 ENDIF IF IS_CHAR_DEAD varmint_3 GOTO plook5 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_3 //AND NOT IS_CHAR_DEAD phil ADD_BLIP_FOR_CHAR_OLD varmint_3 1 BLIP_ONLY blip_v3 GIVE_WEAPON_TO_CHAR varmint_3 WEAPONTYPE_CHAINGUN 80 SET_CHAR_OBJ_RUN_TO_COORD varmint_3 140.0 209.5 SET_CHAR_THREAT_SEARCH varmint_3 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_3 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_3 true //SET_CHAR_OBJ_KILL_CHAR_ON_FOOT varmint_3 phil ENDIF ENDIF ENDIF plook5: IF NOT IS_CHAR_DEAD varmint_4 IF NOT IS_CAR_DEAD sentinel1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_4 sentinel1_rm2 WHILE IS_CHAR_IN_CAR varmint_4 sentinel1_rm2 WAIT 0 IF IS_CAR_DEAD sentinel1_rm2 GOTO plook6 ENDIF IF IS_CHAR_DEAD varmint_4 GOTO plook6 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_4 ADD_BLIP_FOR_CHAR_OLD varmint_4 1 BLIP_ONLY blip_v4 ADD_ARMOUR_TO_CHAR varmint_4 100 GIVE_WEAPON_TO_CHAR varmint_4 WEAPONTYPE_MOLOTOV 5 SET_CHAR_OBJ_RUN_TO_COORD varmint_4 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_4 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_4 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_4 true //SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT varmint_4 player ENDIF ENDIF ENDIF plook6: REMOVE_BLIP blip_sentinel1 sentinel_bailout = 1 ENDIF IF perenial_bailout = 0 AND flag_perenial_arrived = 1 IF NOT IS_CHAR_DEAD varmint_7 IF NOT IS_CAR_DEAD perenial1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_7 perenial1_rm2 WHILE IS_CHAR_IN_CAR varmint_7 perenial1_rm2 WAIT 0 IF IS_CAR_DEAD perenial1_rm2 GOTO plook10 ENDIF IF IS_CHAR_DEAD varmint_7 GOTO plook7 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_7 ADD_BLIP_FOR_CHAR_OLD varmint_7 1 BLIP_ONLY blip_v7 GIVE_WEAPON_TO_CHAR varmint_7 WEAPONTYPE_SHOTGUN 10 SET_CHAR_OBJ_RUN_TO_COORD varmint_7 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_7 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_7 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_7 true //SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT varmint_7 player ENDIF ENDIF ENDIF plook7: IF NOT IS_CHAR_DEAD varmint_8 IF NOT IS_CAR_DEAD perenial1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_8 perenial1_rm2 WHILE IS_CHAR_IN_CAR varmint_8 perenial1_rm2 WAIT 0 IF IS_CAR_DEAD perenial1_rm2 GOTO plook10 ENDIF IF IS_CHAR_DEAD varmint_8 GOTO plook8 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_8 //AND NOT IS_CHAR_DEAD phil ADD_BLIP_FOR_CHAR_OLD varmint_8 1 BLIP_ONLY blip_v8 GIVE_WEAPON_TO_CHAR varmint_8 WEAPONTYPE_CHAINGUN 45 SET_CHAR_OBJ_RUN_TO_COORD varmint_8 129.7 199.8 SET_CHAR_THREAT_SEARCH varmint_8 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_8 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_8 true //SET_CHAR_OBJ_KILL_CHAR_ON_FOOT varmint_8 phil ENDIF ENDIF ENDIF plook8: IF NOT IS_CHAR_DEAD varmint_9 IF NOT IS_CAR_DEAD perenial1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_9 perenial1_rm2 WHILE IS_CHAR_IN_CAR varmint_9 perenial1_rm2 WAIT 0 IF IS_CAR_DEAD perenial1_rm2 GOTO plook10 ENDIF IF IS_CHAR_DEAD varmint_9 GOTO plook9 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_9 //AND NOT IS_CHAR_DEAD phil ADD_BLIP_FOR_CHAR_OLD varmint_9 1 BLIP_ONLY blip_v9 GIVE_WEAPON_TO_CHAR varmint_9 WEAPONTYPE_PISTOL 30 SET_CHAR_OBJ_RUN_TO_COORD varmint_9 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_9 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_9 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_9 true //SET_CHAR_OBJ_KILL_CHAR_ON_FOOT varmint_9 phil ENDIF ENDIF ENDIF plook9: IF NOT IS_CHAR_DEAD varmint_10 IF NOT IS_CAR_DEAD perenial1_rm2 SET_CHAR_OBJ_LEAVE_CAR varmint_10 perenial1_rm2 WHILE IS_CHAR_IN_CAR varmint_10 perenial1_rm2 WAIT 0 IF IS_CAR_DEAD perenial1_rm2 GOTO plook10 ENDIF IF IS_CHAR_DEAD varmint_10 GOTO plook10 ENDIF ENDWHILE IF NOT IS_CHAR_DEAD varmint_10 ADD_BLIP_FOR_CHAR_OLD varmint_10 1 BLIP_ONLY blip_v10 GIVE_WEAPON_TO_CHAR varmint_10 WEAPONTYPE_SHOTGUN 20 ADD_ARMOUR_TO_CHAR varmint_10 100 SET_CHAR_OBJ_RUN_TO_COORD varmint_10 wh_x_rm2 wh_y_rm2 SET_CHAR_THREAT_SEARCH varmint_10 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH varmint_10 THREAT_SPECIAL SET_CHAR_HEED_THREATS varmint_10 true //SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT varmint_10 player ENDIF ENDIF ENDIF plook10: REMOVE_BLIP blip_perenial1 perenial_bailout = 1 ENDIF RETURN //-------------------VARMINT DEATHS----------------------------------------- varmint_deaths: IF flag_sentinel_created = 1 IF flag_v1_dead = 0 IF IS_CHAR_DEAD varmint_1 flag_v1_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v1 ENDIF ENDIF IF flag_v2_dead = 0 IF IS_CHAR_DEAD varmint_2 flag_v2_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v2 ENDIF ENDIF IF flag_v3_dead = 0 IF IS_CHAR_DEAD varmint_3 flag_v3_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v3 ENDIF ENDIF IF flag_v4_dead = 0 IF IS_CHAR_DEAD varmint_4 flag_v4_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v4 ENDIF ENDIF ENDIF IF flag_stallion_created = 1 IF flag_v5_dead = 0 IF IS_CHAR_DEAD varmint_5 flag_v5_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v5 ENDIF ENDIF IF flag_v6_dead = 0 IF IS_CHAR_DEAD varmint_6 flag_v6_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v6 ENDIF ENDIF ENDIF IF flag_perenial_created = 1 IF flag_v7_dead = 0 IF IS_CHAR_DEAD varmint_7 flag_v7_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v7 ENDIF ENDIF IF flag_v8_dead = 0 IF IS_CHAR_DEAD varmint_8 flag_v8_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v8 ENDIF ENDIF IF flag_v9_dead = 0 IF IS_CHAR_DEAD varmint_9 flag_v9_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v9 ENDIF ENDIF IF flag_v10_dead = 0 IF IS_CHAR_DEAD varmint_10 flag_v10_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v10 ENDIF ENDIF ENDIF IF flag_sneaky_1 = 1 IF flag_v11_dead = 0 IF IS_CHAR_DEAD varmint_11 flag_v11_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v11 ENDIF ENDIF ENDIF IF flag_sneaky_2 = 1 IF flag_v12_dead = 0 IF IS_CHAR_DEAD varmint_12 flag_v12_dead = 1 ++ counter_dead_varmints REMOVE_BLIP blip_v12 ENDIF ENDIF ENDIF RETURN //---------------PICKUPS------------------------ pickups: IF flag_m16_gone = 0 IF HAS_PICKUP_BEEN_COLLECTED phils_m16 //GIVE_WEAPON_TO_PLAYER player WEAPONTYPE_M16 80 SET_CURRENT_PLAYER_WEAPON player WEAPONTYPE_M16 flag_m16_gone = 1 ENDIF ENDIF IF flag_uzi_gone = 0 IF HAS_PICKUP_BEEN_COLLECTED phils_uzi //GIVE_WEAPON_TO_PLAYER player WEAPONTYPE_UZI 100 SET_CURRENT_PLAYER_WEAPON player WEAPONTYPE_UZI flag_uzi_gone = 1 ENDIF ENDIF IF flag_rocket_gone = 0 IF HAS_PICKUP_BEEN_COLLECTED phils_rocket //GIVE_WEAPON_TO_PLAYER player WEAPONTYPE_ROCKET 3 SET_CURRENT_PLAYER_WEAPON player WEAPONTYPE_ROCKET flag_rocket_gone = 1 ENDIF ENDIF IF flag_shotgun_gone = 0 IF HAS_PICKUP_BEEN_COLLECTED phils_shotgun //GIVE_WEAPON_TO_PLAYER player WEAPONTYPE_SHOTGUN 100 SET_CURRENT_PLAYER_WEAPON player WEAPONTYPE_SHOTGUN flag_shotgun_gone = 1 ENDIF ENDIF IF flag_molotov_gone = 0 IF HAS_PICKUP_BEEN_COLLECTED phils_molotov //GIVE_WEAPON_TO_PLAYER player WEAPONTYPE_SHOTGUN 100 SET_CURRENT_PLAYER_WEAPON player WEAPONTYPE_MOLOTOV flag_molotov_gone = 1 ENDIF ENDIF RETURN //------blip removal------------------------------- blip_removal_rm2: REMOVE_BLIP blip_v1 REMOVE_BLIP blip_v2 REMOVE_BLIP blip_v3 REMOVE_BLIP blip_v4 REMOVE_BLIP blip_v5 REMOVE_BLIP blip_v6 REMOVE_BLIP blip_v7 REMOVE_BLIP blip_v8 REMOVE_BLIP blip_v9 REMOVE_BLIP blip_v10 REMOVE_BLIP blip_v11 REMOVE_BLIP blip_v12 RETURN
ray3
MISSION_START // ***************************************************************************************** // ************************************ Ray mission 3 ************************************** // ************************************ Evidence Dash ************************************** // ***************************************************************************************** // *** The Internal Affairs are aware of Ray's activities, but are unable to get any *** // *** evidence until now. They have just raided one of Ray's old haunts and are leaving *** // *** with the evidence. The player must chase them down and ram them with his car, when*** // *** their vehicle is rammed one of the packages will roll off the back. The player *** // *** must grab that first and then go get the next package off them. There will be 8 to*** // *** retrieve. Once the player has the stash he must get it back to his hideout. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_ray3 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_ray3_failed ENDIF GOSUB mission_cleanup_ray3 MISSION_END // Variables for mission VAR_INT rays_evidence_blip timera_reset_flag evidence_1 evidence_2 evidence_3 evidence_4 evidence_5 evidence_6 //evidence_7 evidence_8 evidence_9 VAR_INT ia_car_rm3 ia_car_driver_1 wanted_level_change stored_wanted_level VAR_INT ia_have_evidence_flag players_car prosecution_car_blip timer_for_speed reset_for_timer VAR_INT temporary_health_var ia_car_previous_health ia_car_current_health VAR_INT red green red_increase_flag red_decrease_flag green_increase_flag green_decrease_flag VAR_INT amount_of_evidence_player_has amount_damage_ia_drop_evidence drop_one_flag drop_evidence get_coords_flag VAR_INT timerc_reset_flag_r3 timerc_current_r3 timerc_started_r3 timerc_r3 VAR_INT timerd_reset_flag_r3 timerd_current_r3 timerd_started_r3 timerd_r3 VAR_FLOAT ia_start_x ia_start_y ia_start_z ia_car_x ia_car_y ia_car_z warp_heading VAR_FLOAT object_current_coords_x object_current_coords_y object_current_coords_z car_stuck_x car_stuck_y car_stuck_z // ****************************************Mission Start************************************ mission_start_ray3: flag_player_on_mission = 1 flag_player_on_ray_mission = 1 rays_cutscene_flag = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME ray3 ia_start_x = -53.0 ia_start_y = -1380.5 ia_start_z = 26.0 amount_damage_ia_drop_evidence = 1 wanted_level_change = 1 drop_one_flag = 0 drop_evidence = 0 green = 250 red = 0 red_increase_flag = 0 red_decrease_flag = 0 green_increase_flag = 0 green_decrease_flag = 0 timera_reset_flag = 0 ia_have_evidence_flag = 0 temporary_health_var = 0 ia_car_previous_health = 0 ia_car_current_health = 0 amount_of_evidence_player_has = 0 get_coords_flag = 0 timerc_reset_flag_r3 = 0 timerd_reset_flag_r3 = 0 timerd_current_r3 = 0 timerd_started_r3 = 0 timerd_r3 = 0 timer_for_speed = 0 reset_for_timer = 0 object_current_coords_x = 0.0 object_current_coords_y = 0.0 object_current_coords_z = 0.0 LOAD_SPECIAL_CHARACTER 1 ray // ****************************************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_ray3_failed ENDIF SWITCH_STREAMING OFF PRINT_BIG RM3 15000 2 //"Evidence Dash" */ LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 RAYH REQUEST_MODEL toilet /* 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 toilet WAIT 0 ENDWHILE CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE SET_PLAYER_COORDINATES player 39.0 -723.5 22.0 SET_PLAYER_HEADING player 90.0 LOAD_CUTSCENE r3_ed SET_CUTSCENE_OFFSET 39.424 -726.677 21.692 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_ray SET_CUTSCENE_ANIM cs_ray ray CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead SET_CUTSCENE_HEAD_ANIM cs_rayhead ray //SET_PLAYER_COORDINATES player 38.7 -725.7 22.0 // //SET_PLAYER_HEADING player 270.0 DO_FADE 1500 FADE_IN SET_NEAR_CLIP 0.2 START_CUTSCENE SWITCH_STREAMING OFF // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 10381 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_A 10000 1 //"I know a real important man in town, a soft touch WHILE cs_time < 13529 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_H 10000 1 //"with shall we say, exotic tastes and the money to indulge them. WHILE cs_time < 17950 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_B 10000 1 //"He's involved in a legal matter and the prosecution has some rather embarrassing photos of him..." WHILE cs_time < 23502 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_C 10000 1 //"...at a morgue party or something." WHILE cs_time < 26180 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_D 10000 1 //"The evidence is being driven across town." WHILE cs_time < 29179 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_E 10000 1 //"You are going to have to ram the car and collect each bit of evidence as it falls out." WHILE cs_time < 34865 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_F 10000 1 //"When you've got it all, leave it in the car and torch it." WHILE cs_time < 39290 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM3_G 10000 1 //"We're both gonna do well out of this." WHILE cs_time < 41666 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE //DO_FADE 1000 FADE_IN CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_NEAR_CLIP 0.9 SET_PLAYER_HEADING player 90.0 SET_CAMERA_BEHIND_PLAYER UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED toilet MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2 REQUEST_MODEL files REQUEST_MODEL CAR_BOBCAT REQUEST_MODEL PED_B_MAN3 LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED CAR_BOBCAT OR NOT HAS_MODEL_LOADED PED_B_MAN3 OR NOT HAS_MODEL_LOADED files WAIT 0 ENDWHILE DO_FADE 1500 FADE_IN SWITCH_STREAMING ON rays_cutscene_flag = 0 WHILE GET_FADING_STATUS WAIT 0 ENDWHILE // ******************************************END OF CUTSCENE******************************** CREATE_CAR CAR_BOBCAT ia_start_x ia_start_y ia_start_z ia_car_rm3 SET_CAR_AVOID_LEVEL_TRANSITIONS ia_car_rm3 TRUE SET_CAR_WATERTIGHT ia_car_rm3 TRUE CREATE_CHAR_INSIDE_CAR ia_car_rm3 PEDTYPE_CIVMALE PED_B_MAN3 ia_car_driver_1 //SET_CHAR_AVOID_LEVEL_TRANSITIONS ia_car_driver_1 TRUE SET_CHAR_CANT_BE_DRAGGED_OUT ia_car_driver_1 TRUE SET_CAR_ONLY_DAMAGED_BY_PLAYER ia_car_rm3 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED ia_car_rm3 TRUE SET_CAR_PROOFS ia_car_rm3 TRUE TRUE TRUE FALSE TRUE SET_CAR_CRUISE_SPEED ia_car_rm3 20.0 SET_CAR_DRIVING_STYLE ia_car_rm3 2 CAR_WANDER_RANDOMLY ia_car_rm3 ADD_BLIP_FOR_CAR ia_car_rm3 prosecution_car_blip LOCK_CAR_DOORS ia_car_rm3 CARLOCK_LOCKED IF flag_player_on_mission = 0 ADD_BLIP_FOR_CHAR ia_car_driver_1 rays_evidence_blip ENDIF GET_CAR_COORDINATES ia_car_rm3 car_stuck_x car_stuck_y car_stuck_z GET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z ia_car_z += 3.0 CREATE_OBJECT files ia_car_x ia_car_y ia_car_z evidence_1 ia_car_z += 1.0 CREATE_OBJECT files ia_car_x ia_car_y ia_car_z evidence_2 ia_car_z += 1.0 CREATE_OBJECT files ia_car_x ia_car_y ia_car_z evidence_3 ia_car_z += 1.0 CREATE_OBJECT files ia_car_x ia_car_y ia_car_z evidence_4 ia_car_z += 1.0 CREATE_OBJECT files ia_car_x ia_car_y ia_car_z evidence_5 ia_car_z += 1.0 CREATE_OBJECT files ia_car_x ia_car_y ia_car_z evidence_6 SET_OBJECT_COLLISION evidence_1 FALSE SET_OBJECT_COLLISION evidence_2 FALSE SET_OBJECT_COLLISION evidence_3 FALSE SET_OBJECT_COLLISION evidence_4 FALSE SET_OBJECT_COLLISION evidence_5 FALSE SET_OBJECT_COLLISION evidence_6 FALSE PLACE_OBJECT_RELATIVE_TO_CAR evidence_1 ia_car_rm3 0.3 -1.7 -0.1 PLACE_OBJECT_RELATIVE_TO_CAR evidence_2 ia_car_rm3 0.3 -1.2 -0.1 PLACE_OBJECT_RELATIVE_TO_CAR evidence_3 ia_car_rm3 -0.3 -1.2 -0.1 PLACE_OBJECT_RELATIVE_TO_CAR evidence_4 ia_car_rm3 0.3 -0.7 -0.1 PLACE_OBJECT_RELATIVE_TO_CAR evidence_5 ia_car_rm3 -0.3 -0.7 -0.1 PLACE_OBJECT_RELATIVE_TO_CAR evidence_6 ia_car_rm3 -0.3 -1.7 -0.1 //SWITCH_ROADS_OFF -90.0 -791.0 24.0 -56.0 -587.0 36.0 //SWITCH_ROADS_OFF 320.0 -948.0 30.0 350.0 -913.0 40.0 //SWITCH_ROADS_OFF 251.0 -46.0 -21.0 320.0 68.0 27.0 ia_have_evidence_flag = 1 evidence_loop://///////////////////////////////////////////////////////////////////////////////////////////////////// WAIT 0 IF IS_CAR_DEAD ia_car_rm3 IF IS_CAR_IN_WATER ia_car_rm3 IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D player ia_car_rm3 50.0 50.0 0 IF NOT IS_CAR_ON_SCREEN ia_car_rm3 GET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z GET_CLOSEST_CAR_NODE_WITH_HEADING ia_car_x ia_car_y ia_car_z ia_car_x ia_car_y ia_car_z warp_heading IF NOT IS_POINT_ON_SCREEN ia_car_x ia_car_y ia_car_z 3.0 SET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z SET_CAR_HEADING ia_car_rm3 warp_heading ENDIF ENDIF ELSE PRINT_NOW RM3_6 5000 1 //"The evidence will be washed up all over Liberty!" GOTO mission_ray3_failed ENDIF ELSE GOTO mission_ray3_passed ENDIF ENDIF IF IS_CAR_UPSIDEDOWN ia_car_rm3 AND IS_CAR_STOPPED ia_car_rm3 IF NOT IS_CAR_ON_SCREEN ia_car_rm3 GET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z GET_CLOSEST_CAR_NODE_WITH_HEADING ia_car_x ia_car_y ia_car_z ia_car_x ia_car_y ia_car_z warp_heading IF NOT IS_POINT_ON_SCREEN ia_car_x ia_car_y ia_car_z 3.0 SET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z SET_CAR_HEADING ia_car_rm3 warp_heading ENDIF ELSE IF NOT drop_evidence = 6 GOSUB create_another_car ENDIF ENDIF ENDIF IF timera_reset_flag = 1 IF NOT IS_CAR_STOPPED ia_car_rm3 timera_reset_flag = 0 ENDIF ENDIF IF IS_CAR_STOPPED ia_car_rm3 IF timera_reset_flag = 0 TIMERA = 0 timera_reset_flag = 1 ENDIF IF TIMERA > 5000 AND timera_reset_flag = 1 IF NOT IS_CAR_ON_SCREEN ia_car_rm3 GET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z GET_CLOSEST_CAR_NODE_WITH_HEADING ia_car_x ia_car_y ia_car_z ia_car_x ia_car_y ia_car_z warp_heading IF NOT IS_POINT_ON_SCREEN ia_car_x ia_car_y ia_car_z 4.0 SET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z SET_CAR_HEADING ia_car_rm3 warp_heading timera_reset_flag = 0 ENDIF ELSE IF NOT drop_evidence = 6 GOSUB create_another_car ENDIF ENDIF ENDIF ENDIF IF LOCATE_CAR_3D ia_car_rm3 car_stuck_x car_stuck_y car_stuck_z 4.0 4.0 4.0 0 IF timerc_reset_flag_r3 = 0 GET_GAME_TIMER timerc_started_r3 timerc_reset_flag_r3 = 1 ENDIF IF timerc_reset_flag_r3 = 1 GET_GAME_TIMER timerc_current_r3 timerc_r3 = timerc_current_r3 - timerc_started_r3 IF timerc_r3 > 8000 IF NOT IS_CAR_ON_SCREEN ia_car_rm3 GET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z GET_CLOSEST_CAR_NODE_WITH_HEADING ia_car_x ia_car_y ia_car_z ia_car_x ia_car_y ia_car_z warp_heading IF NOT IS_POINT_OBSCURED_BY_A_MISSION_ENTITY ia_car_x ia_car_y ia_car_z 4.0 4.0 4.0 IF NOT IS_POINT_ON_SCREEN ia_car_x ia_car_y ia_car_z 4.0 SET_CAR_COORDINATES ia_car_rm3 ia_car_x ia_car_y ia_car_z SET_CAR_HEADING ia_car_rm3 warp_heading timerc_reset_flag_r3 = 0 ENDIF ENDIF ELSE IF NOT drop_evidence = 6 GOSUB create_another_car ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT LOCATE_CAR_3D ia_car_rm3 car_stuck_x car_stuck_y car_stuck_z 4.0 4.0 4.0 0 GET_CAR_COORDINATES ia_car_rm3 car_stuck_x car_stuck_y car_stuck_z timerc_reset_flag_r3 = 0 ENDIF GET_GAME_TIMER timer_for_speed timer_for_speed -= reset_for_timer IF timer_for_speed > 1000 GET_GAME_TIMER reset_for_timer IF LOCATE_PLAYER_ANY_MEANS_CAR_2D player ia_car_rm3 20.0 20.0 0 SET_CAR_CRUISE_SPEED ia_car_rm3 50.0 ELSE IF LOCATE_PLAYER_ANY_MEANS_CAR_2D player ia_car_rm3 50.0 50.0 0 SET_CAR_CRUISE_SPEED ia_car_rm3 41.0 ELSE IF LOCATE_PLAYER_ANY_MEANS_CAR_2D player ia_car_rm3 90.0 90.0 0 SET_CAR_CRUISE_SPEED ia_car_rm3 34.0 ELSE IF LOCATE_PLAYER_ANY_MEANS_CAR_2D player ia_car_rm3 130.0 130.0 0 SET_CAR_CRUISE_SPEED ia_car_rm3 28.0 ELSE SET_CAR_CRUISE_SPEED ia_car_rm3 20.0 ENDIF ENDIF ENDIF ENDIF ENDIF IF ia_have_evidence_flag = 0 IF TIMERB > 500 IF LOCATE_PLAYER_ANY_MEANS_3D player object_current_coords_x object_current_coords_y object_current_coords_z 1.5 1.5 1.5 0 GOSUB evidence_collected ENDIF ENDIF IF TIMERB > 10000 IF LOCATE_PLAYER_ANY_MEANS_2D player object_current_coords_x object_current_coords_y 1.5 1.5 0 GOSUB evidence_collected ENDIF ENDIF IF TIMERB > 120000 IF LOCATE_PLAYER_ANY_MEANS_2D player object_current_coords_x object_current_coords_y 30.0 30.0 0 GOSUB evidence_collected ENDIF ENDIF ENDIF ia_car_previous_health = ia_car_current_health GET_CAR_HEALTH ia_car_rm3 ia_car_current_health IF ia_have_evidence_flag = 1 IF IS_CAR_UPRIGHT ia_car_rm3 temporary_health_var = ia_car_previous_health - amount_damage_ia_drop_evidence IF temporary_health_var > ia_car_current_health PRINT_NOW ( RM3_4 ) 3000 1 //"IA HAVE DROPPED THE EVIDENCE" SET_CAR_HEALTH ia_car_rm3 1000 ia_car_current_health = 1000 ia_car_previous_health = 1000 ia_have_evidence_flag = 0 drop_one_flag = 0 get_coords_flag = 1 ENDIF ENDIF ENDIF IF ia_have_evidence_flag = 0 AND drop_one_flag = 0 drop_evidence++ REMOVE_BLIP rays_evidence_blip IF drop_evidence = 1 PLACE_OBJECT_RELATIVE_TO_CAR evidence_1 ia_car_rm3 0.3 -1.7 0.2 ADD_BLIP_FOR_OBJECT evidence_1 rays_evidence_blip SET_OBJECT_COLLISION evidence_1 TRUE SET_OBJECT_DYNAMIC evidence_1 TRUE ADD_TO_OBJECT_VELOCITY evidence_1 0.0 0.0 16.0 MAKE_OBJECT_TARGETTABLE evidence_1 ALTER_WANTED_LEVEL_NO_DROP player 2 SET_CAR_CRUISE_SPEED ia_car_rm3 100.0 SET_CAR_DRIVING_STYLE ia_car_rm3 2 // Play sound for police scanner here TIMERB = 0 ENDIF IF drop_evidence = 2 PLACE_OBJECT_RELATIVE_TO_CAR evidence_2 ia_car_rm3 0.3 -1.2 0.2 ADD_BLIP_FOR_OBJECT evidence_2 rays_evidence_blip SET_OBJECT_COLLISION evidence_2 TRUE SET_OBJECT_DYNAMIC evidence_2 TRUE ADD_TO_OBJECT_VELOCITY evidence_2 0.0 0.0 16.0 MAKE_OBJECT_TARGETTABLE evidence_2 TIMERB = 0 ENDIF IF drop_evidence = 3 PLACE_OBJECT_RELATIVE_TO_CAR evidence_3 ia_car_rm3 -0.3 -1.2 0.2 ADD_BLIP_FOR_OBJECT evidence_3 rays_evidence_blip SET_OBJECT_COLLISION evidence_3 TRUE SET_OBJECT_DYNAMIC evidence_3 TRUE ADD_TO_OBJECT_VELOCITY evidence_3 0.0 0.0 16.0 MAKE_OBJECT_TARGETTABLE evidence_3 TIMERB = 0 ENDIF IF drop_evidence = 4 PLACE_OBJECT_RELATIVE_TO_CAR evidence_4 ia_car_rm3 0.3 -0.7 0.2 ADD_BLIP_FOR_OBJECT evidence_4 rays_evidence_blip SET_OBJECT_COLLISION evidence_4 TRUE SET_OBJECT_DYNAMIC evidence_4 TRUE ADD_TO_OBJECT_VELOCITY evidence_4 0.0 0.0 16.0 MAKE_OBJECT_TARGETTABLE evidence_4 TIMERB = 0 ENDIF IF drop_evidence = 5 PLACE_OBJECT_RELATIVE_TO_CAR evidence_5 ia_car_rm3 -0.3 -0.7 0.2 ADD_BLIP_FOR_OBJECT evidence_5 rays_evidence_blip SET_OBJECT_COLLISION evidence_5 TRUE SET_OBJECT_DYNAMIC evidence_5 TRUE ADD_TO_OBJECT_VELOCITY evidence_5 0.0 0.0 16.0 MAKE_OBJECT_TARGETTABLE evidence_5 TIMERB = 0 ENDIF IF drop_evidence = 6 PLACE_OBJECT_RELATIVE_TO_CAR evidence_6 ia_car_rm3 -0.3 -1.7 0.2 ADD_BLIP_FOR_OBJECT evidence_6 rays_evidence_blip SET_OBJECT_COLLISION evidence_6 TRUE SET_OBJECT_DYNAMIC evidence_6 TRUE ADD_TO_OBJECT_VELOCITY evidence_6 0.0 0.0 16.0 MAKE_OBJECT_TARGETTABLE evidence_6 REMOVE_BLIP prosecution_car_blip TIMERB = 0 ENDIF drop_one_flag = 1 ENDIF IF get_coords_flag = 1 IF drop_evidence = 1 GET_OBJECT_COORDINATES evidence_1 object_current_coords_x object_current_coords_y object_current_coords_z ENDIF IF drop_evidence = 2 GET_OBJECT_COORDINATES evidence_2 object_current_coords_x object_current_coords_y object_current_coords_z ENDIF IF drop_evidence = 3 GET_OBJECT_COORDINATES evidence_3 object_current_coords_x object_current_coords_y object_current_coords_z ENDIF IF drop_evidence = 4 GET_OBJECT_COORDINATES evidence_4 object_current_coords_x object_current_coords_y object_current_coords_z ENDIF IF drop_evidence = 5 GET_OBJECT_COORDINATES evidence_5 object_current_coords_x object_current_coords_y object_current_coords_z ENDIF IF drop_evidence = 6 GET_OBJECT_COORDINATES evidence_6 object_current_coords_x object_current_coords_y object_current_coords_z ENDIF ENDIF IF ia_have_evidence_flag = 0 IF red = 0 red_decrease_flag = 0 red_increase_flag = 1 ENDIF IF red = 250 red_decrease_flag = 1 red_increase_flag = 0 ENDIF IF red_increase_flag = 1 red = red + 10 ENDIF IF red_decrease_flag = 1 red = red - 10 ENDIF IF green = 0 green_decrease_flag = 0 green_increase_flag = 1 ENDIF IF green = 250 green_decrease_flag = 1 green_increase_flag = 0 ENDIF IF green_increase_flag = 1 green = green + 10 ENDIF IF green_decrease_flag = 1 green = green - 10 ENDIF DRAW_CORONA object_current_coords_x object_current_coords_y object_current_coords_z 0.5 CORONATYPE_CIRCLE FLARETYPE_NONE red green 0 ENDIF IF drop_evidence < 1 PLACE_OBJECT_RELATIVE_TO_CAR evidence_1 ia_car_rm3 0.3 -1.7 -0.1 ENDIF IF drop_evidence < 2 PLACE_OBJECT_RELATIVE_TO_CAR evidence_2 ia_car_rm3 0.3 -1.2 -0.1 ENDIF IF drop_evidence < 3 PLACE_OBJECT_RELATIVE_TO_CAR evidence_3 ia_car_rm3 -0.3 -1.2 -0.1 ENDIF IF drop_evidence < 4 PLACE_OBJECT_RELATIVE_TO_CAR evidence_4 ia_car_rm3 0.3 -0.7 -0.1 ENDIF IF drop_evidence < 5 PLACE_OBJECT_RELATIVE_TO_CAR evidence_5 ia_car_rm3 -0.3 -0.7 -0.1 ENDIF IF drop_evidence < 6 PLACE_OBJECT_RELATIVE_TO_CAR evidence_6 ia_car_rm3 -0.3 -1.7 -0.1 ENDIF IF amount_of_evidence_player_has = 6 REMOVE_BLIP rays_evidence_blip PRINT_NOW RM3_1 5000 1 WHILE NOT IS_PLAYER_IN_ANY_CAR player WAIT 0 ENDWHILE STORE_CAR_PLAYER_IS_IN player players_car WHILE IS_PLAYER_IN_ANY_CAR player WAIT 0 ENDWHILE IF NOT IS_CAR_DEAD players_car ADD_BLIP_FOR_CAR players_car rays_evidence_blip CLEAR_ONSCREEN_COUNTER amount_of_evidence_player_has PRINT_NOW RM3_7 5000 1 // "Now torch the car!" WHILE NOT IS_CAR_DEAD players_car WAIT 0 ENDWHILE GOTO mission_ray3_passed ELSE GOTO mission_ray3_passed ENDIF ENDIF GOTO evidence_loop/////////////////////////////////////////////////////////////////////////////////////// // Mission Ray3 failed mission_ray3_failed: PRINT_BIG ( m_fail ) 5000 1 RETURN // mission Ray3 passed mission_ray3_passed: flag_ray_mission3_passed = 1 PRINT_WITH_NUMBER_BIG M_PASS 10000 5000 1 ADD_SCORE player 10000 CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED RM3 PLAY_MISSION_PASSED_TUNE 1 PLAYER_MADE_PROGRESS 1 ADD_SPRITE_BLIP_FOR_CONTACT_POINT 86.1 -1548.7 28.3 RADAR_SPRITE_DON love_contact_blip START_NEW_SCRIPT ray_mission4_loop START_NEW_SCRIPT love_mission1_loop RETURN // mission cleanup mission_cleanup_ray3: //SWITCH_ROADS_ON -90.0 -791.0 24.0 -56.0 -587.0 36.0 //SWITCH_ROADS_ON 195.0 -948.0 24.0 280.0 -913.0 40.0 //SWITCH_ROADS_ON 251.0 -46.0 -21.0 320.0 68.0 27.0 REMOVE_BLIP rays_evidence_blip REMOVE_BLIP prosecution_car_blip CLEAR_ONSCREEN_COUNTER amount_of_evidence_player_has MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BOBCAT MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN3 MARK_MODEL_AS_NO_LONGER_NEEDED DONKEYMAG flag_player_on_mission = 0 flag_player_on_ray_mission = 0 MISSION_HAS_FINISHED RETURN create_another_car: IF timerd_reset_flag_r3 = 0 GET_GAME_TIMER timerd_started_r3 timerd_reset_flag_r3 = 1 ENDIF IF timerd_reset_flag_r3 = 1 GET_GAME_TIMER timerd_current_r3 timerd_r3 = timerd_current_r3 - timerd_started_r3 IF timerd_r3 > 15000 PRINT_NOW RM3_8 5000 1 //"That car is a decoy!!" REMOVE_BLIP prosecution_car_blip MARK_CAR_AS_NO_LONGER_NEEDED ia_car_rm3 MARK_CHAR_AS_NO_LONGER_NEEDED ia_car_driver_1 IF LOCATE_PLAYER_ANY_MEANS_2D player ia_start_x ia_start_y 150.0 150.0 0 CREATE_CAR CAR_BOBCAT 254.8355 -667.3972 25.3 ia_car_rm3 ELSE CREATE_CAR CAR_BOBCAT ia_start_x ia_start_y ia_start_z ia_car_rm3 ENDIF CREATE_CHAR_INSIDE_CAR ia_car_rm3 PEDTYPE_CIVMALE PED_B_MAN3 ia_car_driver_1 SET_CAR_WATERTIGHT ia_car_rm3 TRUE SET_CHAR_CANT_BE_DRAGGED_OUT ia_car_driver_1 TRUE SET_CAR_ONLY_DAMAGED_BY_PLAYER ia_car_rm3 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED ia_car_rm3 TRUE SET_CAR_PROOFS ia_car_rm3 TRUE TRUE TRUE FALSE TRUE SET_CAR_CRUISE_SPEED ia_car_rm3 100.0 SET_CAR_DRIVING_STYLE ia_car_rm3 2 CAR_WANDER_RANDOMLY ia_car_rm3 ADD_BLIP_FOR_CAR ia_car_rm3 prosecution_car_blip LOCK_CAR_DOORS ia_car_rm3 CARLOCK_LOCKED SET_CAR_AVOID_LEVEL_TRANSITIONS ia_car_rm3 TRUE timerd_reset_flag_r3 = 0 ENDIF ENDIF RETURN evidence_collected: REMOVE_BLIP rays_evidence_blip get_coords_flag = 0 ADD_ONE_OFF_SOUND object_current_coords_x object_current_coords_y object_current_coords_z SOUND_EVIDENCE_PICKUP IF drop_evidence = 1 DELETE_OBJECT evidence_1 DISPLAY_ONSCREEN_COUNTER_WITH_STRING amount_of_evidence_player_has COUNTER_DISPLAY_NUMBER COLLECT ENDIF IF drop_evidence = 2 DELETE_OBJECT evidence_2 ENDIF IF drop_evidence = 3 DELETE_OBJECT evidence_3 ENDIF IF drop_evidence = 4 DELETE_OBJECT evidence_4 ENDIF IF drop_evidence = 5 DELETE_OBJECT evidence_5 ENDIF IF drop_evidence = 6 DELETE_OBJECT evidence_6 ENDIF ++ amount_of_evidence_player_has PRINT_WITH_NUMBER_NOW RM3_5 amount_of_evidence_player_has 5000 1 //"You have ~1~ evidence packages." ia_have_evidence_flag = 1 TIMERB = 0 RETURN
ray4
MISSION_START // ***************************************************************************************** // *********************************** Ray Mission 4 *************************************** // *********************************** Gone Fishing *************************************** // ***************************************************************************************** // *** Ray's partner is going to turn State's Evidence. He goes night fishing on the *** // *** Lighthouse Rock. The player will have to use a boat to get to him. This boat will*** // *** have guns, and that is how the player must kill Ray's partner. Ray's partner will *** // *** also have a weapon of his own, as he flees he will be dropping barrels of *** // *** explosives into the water and the path of the player. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_ray4 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_ray4_failed ENDIF GOSUB mission_cleanup_ray4 MISSION_END // Variables for mission VAR_INT rays_partner partners_car partners_boat partners_blip players_boat_with_guns players_boat_with_guns_blip timer_reset_flag_r4 VAR_INT partners_boat_health random_int gotaway_timer gotaway_timer_current gotaway_timer_started partner_on_foot_counter VAR_INT mine_current_timer last_mine_dropped_timer temporary_time_mine fish_target barrel2_a barrel2_b VAR_INT gotaway_timer_reset_flag boat_speed_flag boat_node_counter partners_car_is_dead shoot_at_player_flag partner_on_foot_flag VAR_INT fishy_1 fishy_2 fishy_3 fishy_4 fishy_5 fishy_6 fishy_7 fishy_8 fishy_9 fishy_10 partners_boat_health2 goto_mission_ray4_failed VAR_INT timerc_r4 timerc_current_r4 timerc_started_r4 timerc_reset_flag_r4 exit_boat_flag VAR_FLOAT partner_x partner_y partner_z partners_boat_speed player_x player_y player_z fish_target_x fish_target_y fish_target_z VAR_FLOAT vector_x vector_y temp_vector_x temp_vector_y temp_distance distance_between_boats partners_boat_forward_x partners_boat_forward_y VAR_FLOAT temp_dot_product_x temp_dot_product_y dot_product temp_x temp_y distance_resultA distance_resultB VAR_FLOAT sniper_object_a_x sniper_object_a_y VAR_FLOAT boat_node_x boat_node_y node_0_x node_0_y node_1_x node_1_y node_2_x node_2_y node_3_x node_3_y node_4_x node_4_y node_5_x node_5_y VAR_FLOAT node_6_x node_6_y node_7_x node_7_y node_8_x node_8_y node_9_x node_9_y node_10_x node_10_y node_11_x node_11_y VAR_FLOAT partner_stuck_x partner_stuck_y partner_stuck_z // ****************************************Mission Start************************************ mission_start_ray4: flag_player_on_mission = 1 flag_player_on_ray_mission = 1 rays_cutscene_flag = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME ray4 mine_current_timer = 0 last_mine_dropped_timer = 0 temporary_time_mine = 0 random_int = 0 boat_speed_flag = 0 boat_node_counter = 2 partners_car_is_dead = 0 shoot_at_player_flag = 0 gotaway_timer_reset_flag = 0 partner_on_foot_counter = 0 partner_on_foot_flag = 0 partner_on_foot_counter = 0 goto_mission_ray4_failed = 0 timer_reset_flag_r4 = 0 timerc_r4 = 0 timerc_current_r4 = 0 timerc_started_r4 = 0 timerc_reset_flag_r4 = 0 exit_boat_flag = 0 partner_stuck_x = 0.0 partner_stuck_y = 0.0 partner_stuck_z = 0.0 node_0_x = 1405.4507 node_0_y = -598.6941 node_1_x = 1710.1085 node_1_y = -371.7377 node_2_x = 1713.1384 node_2_y = -498.4113 node_3_x = 1632.3 node_3_y = -601.5 node_4_x = 1619.8263 node_4_y = -764.9598 node_5_x = 1653.3024 node_5_y = -822.3922 node_6_x = 1681.7670 node_6_y = -775.2837 node_7_x = 1682.8789 node_7_y = -590.4975 node_8_x = 1577.6987 node_8_y = -498.9852 node_9_x = 1576.3445 node_9_y = -361.7413 node_10_x = 1568.4171 node_10_y = -249.0114 node_11_x = 1628.1332 node_11_y = -195.5839 // ****************************************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_ray4_failed ENDIF SWITCH_STREAMING OFF PRINT_BIG RM4 15000 2 //"Gone Fishing" */ LOAD_SPECIAL_CHARACTER 1 ray LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 RAYH LOAD_SPECIAL_MODEL cut_obj3 BOGDOOR REQUEST_MODEL toilet /* 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 cut_obj3 OR NOT HAS_MODEL_LOADED toilet WAIT 0 ENDWHILE CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE SET_PLAYER_COORDINATES player 39.0 -723.5 22.0 SET_PLAYER_HEADING player 90.0 SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 47.322 -732.055 22.846 4.0 toilet_cubicle_dr2 FALSE LOAD_CUTSCENE r4_gf SET_CUTSCENE_OFFSET 39.424 -726.677 21.692 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_ray SET_CUTSCENE_ANIM cs_ray ray CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead SET_CUTSCENE_HEAD_ANIM cs_rayhead ray CREATE_CUTSCENE_OBJECT cut_obj3 cs_ludoor SET_CUTSCENE_ANIM cs_ludoor BOGDOOR SWITCH_RUBBISH OFF DO_FADE 1500 FADE_IN SWITCH_STREAMING ON SET_NEAR_CLIP 0.2 START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 4285 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM4_A 4000 1 //"I think my partner's a rat." WHILE cs_time < 6389 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM4_B 4000 1 //"We gotta shut him up permanently." WHILE cs_time < 8524 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM4_C 4000 1 //"He goes fishing out of his boat near the lighthouse on Portland Rock most nights." WHILE cs_time < 13026 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM4_D 4000 1 //"Steal a police boat and make sure his back stabbing plans are sunk!" WHILE cs_time < 17497 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM4_E 4000 1 //"I want him sleeping with the fishes not eating them." WHILE cs_time < 21000 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 SET_NEAR_CLIP 0.9 FORCE_WEATHER_NOW WEATHER_SUNNY SET_CAMERA_BEHIND_PLAYER WAIT 500 rays_cutscene_flag = 0 DO_FADE 1500 FADE_IN SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 47.322 -732.055 22.846 4.0 toilet_cubicle_dr2 TRUE UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED toilet MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj3 // ******************************************END OF CUTSCENE******************************** REQUEST_MODEL BOAT_PREDATOR REQUEST_MODEL BOAT_GHOST REQUEST_MODEL CAR_SENTINEL REQUEST_MODEL CAR_RCBANDIT WHILE NOT HAS_MODEL_LOADED BOAT_PREDATOR OR NOT HAS_MODEL_LOADED BOAT_GHOST OR NOT HAS_MODEL_LOADED CAR_SENTINEL OR NOT HAS_MODEL_LOADED CAR_RCBANDIT WAIT 0 ENDWHILE CREATE_CAR BOAT_PREDATOR 837.0 -1115.6 -0.2 players_boat_with_guns SET_CAR_HEADING players_boat_with_guns 140.0 ADD_BLIP_FOR_CAR players_boat_with_guns players_boat_with_guns_blip PRINT_NOW RM4_1 5000 1 //"Go steal a boat." ///////////////////////// ///////////////////////// //SET_PLAYER_COORDINATES player 833.88 -1114.9 6.0 //WAIT 1500 // //IF NOT IS_CAR_DEAD players_boat_with_guns //ENDIF // //WARP_PLAYER_INTO_CAR player players_boat_with_guns ///////////////////////// ///////////////////////// WHILE NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR WAIT 0 ENDWHILE REMOVE_BLIP players_boat_with_guns_blip //CREATE_CAR BOAT_GHOST 1695.0 -381.5 -1.3 partners_boat CREATE_CAR BOAT_GHOST 1695.0 -381.5 -1.4 partners_boat SET_CAR_STRONG partners_boat TRUE CREATE_OBJECT barrel2 837.0 -1115.6 10.0 barrel2_a CREATE_OBJECT barrel2 837.0 -1115.6 20.0 barrel2_b //CREATE_OBJECT faketarget 837.0 -1115.6 30.0 sniper_object SET_OBJECT_COLLISION barrel2_a OFF SET_OBJECT_COLLISION barrel2_b OFF //SET_OBJECT_COLLISION sniper_object OFF SET_OBJECT_DYNAMIC barrel2_a FALSE SET_OBJECT_DYNAMIC barrel2_b FALSE //SET_OBJECT_DYNAMIC sniper_object FALSE PLACE_OBJECT_RELATIVE_TO_CAR barrel2_a partners_boat -0.3 -2.5 0.2 PLACE_OBJECT_RELATIVE_TO_CAR barrel2_b partners_boat 0.3 -2.5 0.2 PRINT_NOW RM4_2 5000 1 //"Get to the lighthouse and 'rub out' Ray's partner!" GET_CAR_HEALTH partners_boat partners_boat_health ADD_BLIP_FOR_CAR_OLD partners_boat GREEN BOTH partners_blip CHANGE_BLIP_SCALE partners_blip 3 ///////////////////////// ///////////////////////// //SET_PLAYER_COORDINATES PLAYER 1694.0 -589.0 0.0 ///////////////////////// ///////////////////////// WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player 1700.0 -383.0 180.0 180.0 0 AND NOT partners_boat_health < 980 WAIT 0 IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF GET_CAR_HEALTH partners_boat partners_boat_health GOSUB object_placement ENDWHILE GET_CAR_HEADING partners_boat distance_resultB GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z GET_CAR_FORWARD_X partners_boat partners_boat_forward_x GET_CAR_FORWARD_Y partners_boat partners_boat_forward_y temp_dot_product_x = 0.0 * partners_boat_forward_y //change both of these to move on the vehicles x axis temp_dot_product_y = 0.0 * partners_boat_forward_x // temp_x = 1.8 * partners_boat_forward_x //change both of these to move on the vehicles y axis temp_y = 1.8 * partners_boat_forward_y // vector_x = temp_dot_product_x - temp_x vector_y = temp_dot_product_y - temp_y vector_x = vector_x + partner_x vector_y = vector_y + partner_y partner_z += 0.4 distance_resultB -= 90.0 IF distance_resultB < 0.0 distance_resultB += 360.0 ENDIF REMOVE_BLIP partners_blip CREATE_CHAR PEDTYPE_CIVMALE PED_MALE1 vector_x vector_y partner_z rays_partner SET_CHAR_HEADING rays_partner distance_resultB SET_CHAR_STAY_IN_SAME_PLACE rays_partner TRUE CLEAR_CHAR_THREAT_SEARCH rays_partner ADD_ARMOUR_TO_CHAR rays_partner 100 SET_CHAR_WAIT_STATE rays_partner WAITSTATE_PLAYANIM_DUCK 1700 TIMERA = 0 WHILE TIMERA < 1200 WAIT 0 GOSUB object_placement ENDWHILE SWITCH_WIDESCREEN ON SET_PLAYER_CONTROL player OFF SET_EVERYONE_IGNORE_PLAYER player ON SET_ALL_CARS_CAN_BE_DAMAGED FALSE IF IS_PLAYER_IN_ANY_CAR player IF IS_PLAYER_IN_MODEL player BOAT_PREDATOR OR IS_PLAYER_IN_MODEL player BOAT_REEFER OR IS_PLAYER_IN_MODEL player BOAT_GHOST MARK_CAR_AS_NO_LONGER_NEEDED players_boat_with_guns STORE_CAR_PLAYER_IS_IN player players_boat_with_guns ANCHOR_BOAT players_boat_with_guns TRUE ENDIF APPLY_BRAKES_TO_PLAYERS_CAR player ON ENDIF IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z GET_CAR_FORWARD_X partners_boat partners_boat_forward_x GET_CAR_FORWARD_Y partners_boat partners_boat_forward_y temp_dot_product_x = -5.0 * partners_boat_forward_y //change both of these to move on the vehicles x axis temp_dot_product_y = 5.0 * partners_boat_forward_x // temp_x = 3.8 * partners_boat_forward_x //change both of these to move on the vehicles y axis temp_y = 3.8 * partners_boat_forward_y // vector_x = temp_dot_product_x - temp_x vector_y = temp_dot_product_y - temp_y vector_x = vector_x + partner_x vector_y = vector_y + partner_y partner_z += 2.0 SET_FIXED_CAMERA_POSITION vector_x vector_y partner_z 0.0 0.0 0.0 POINT_CAMERA_AT_CHAR rays_partner FIXED JUMP_CUT TIMERA = 0 WHILE TIMERA < 1500 WAIT 0 GOSUB object_placement ENDWHILE IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF SET_CHAR_WAIT_STATE rays_partner WAITSTATE_CROSS_ROAD_LOOK 1600 GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z GET_CAR_FORWARD_X partners_boat partners_boat_forward_x GET_CAR_FORWARD_Y partners_boat partners_boat_forward_y temp_dot_product_x = 25.0 * partners_boat_forward_y //change both of these to move on the vehicles x axis temp_dot_product_y = -25.0 * partners_boat_forward_x // temp_x = 1.8 * partners_boat_forward_x //change both of these to move on the vehicles y axis temp_y = 1.8 * partners_boat_forward_y // vector_x = temp_dot_product_x - temp_x vector_y = temp_dot_product_y - temp_y vector_x = vector_x + partner_x vector_y = vector_y + partner_y partner_z = -2.0 TIMERA = 0 WHILE TIMERA < 1600 WAIT 0 GOSUB object_placement ENDWHILE IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF CREATE_CAR CAR_RCBANDIT vector_x vector_y partner_z fish_target GIVE_WEAPON_TO_CHAR rays_partner WEAPONTYPE_GRENADE 20 SET_CHAR_OBJ_NO_OBJ rays_partner SET_CHAR_WAIT_STATE rays_partner WAITSTATE_FALSE 100 SET_CHAR_OBJ_DESTROY_CAR rays_partner fish_target GET_CAR_COORDINATES fish_target fish_target_x fish_target_y fish_target_z partner_x = fish_target_x - 2.0 partner_y = fish_target_y - 2.0 partner_z = fish_target_z - 2.0 temp_x += 2.0 vector_x += 2.0 vector_y += 1.0 WHILE NOT IS_PROJECTILE_IN_AREA partner_x partner_y partner_z temp_x vector_x vector_y // THE WINDOW WAIT 0 GOSUB object_placement IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF IF IS_CAR_DEAD fish_target ENDIF SET_CAR_COORDINATES fish_target fish_target_x fish_target_y fish_target_z ENDWHILE SET_CHAR_OBJ_NO_OBJ rays_partner DESTROY_PROJECTILES_IN_AREA partner_x partner_y partner_z temp_x vector_x vector_y GET_CAR_COORDINATES fish_target partner_x partner_y partner_z partner_z += 1.0 fish_target_x = partner_x fish_target_y = partner_y fish_target_z = partner_z POINT_CAMERA_AT_POINT fish_target_x fish_target_y fish_target_z INTERPOLATION DELETE_CAR fish_target TIMERA = 0 WHILE TIMERA < 300 WAIT 0 GOSUB object_placement ENDWHILE partner_z = 0.0 ADD_EXPLOSION partner_x partner_y partner_z EXPLOSION_GRENADE partner_z = 0.3 //ADD_PARTICLE_EFFECT POBJECT_CAR_WATER_SPLASH partner_x partner_y partner_z TRUE IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z GET_CAR_FORWARD_X partners_boat partners_boat_forward_x GET_CAR_FORWARD_Y partners_boat partners_boat_forward_y temp_dot_product_x = 30.0 * partners_boat_forward_y //change both of these to move on the vehicles x axis temp_dot_product_y = -30.0 * partners_boat_forward_x // temp_x = 2.2 * partners_boat_forward_x //change both of these to move on the vehicles y axis temp_y = 2.2 * partners_boat_forward_y // vector_x = temp_dot_product_x - temp_x vector_y = temp_dot_product_y - temp_y vector_x = vector_x + partner_x vector_y = vector_y + partner_y partner_z += 1.5 TIMERA = 0 WHILE TIMERA < 1000 WAIT 0 GOSUB object_placement ENDWHILE fish_target_z -= 0.2 SET_FIXED_CAMERA_POSITION vector_x vector_y partner_z 0.0 0.0 0.0 POINT_CAMERA_AT_POINT fish_target_x fish_target_y fish_target_z JUMP_CUT TIMERA = 0 WHILE TIMERA < 1500 WAIT 0 GOSUB object_placement ENDWHILE fish_target_z = -0.5 partner_x = fish_target_x partner_y = fish_target_y partner_z = fish_target_z fish_target_x = partner_x - 0.2 fish_target_y = partner_y - 0.2 fish_target_z = partner_z CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_1 SET_OBJECT_DYNAMIC fishy_1 TRUE ADD_TO_OBJECT_VELOCITY fishy_1 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_1 temp_x TIMERA = 0 WHILE TIMERA < 600 WAIT 0 GOSUB object_placement ENDWHILE fish_target_x += 0.9 fish_target_y += 0.3 GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_2 SET_OBJECT_DYNAMIC fishy_2 TRUE ADD_TO_OBJECT_VELOCITY fishy_2 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_2 temp_x TIMERA = 0 WHILE TIMERA < 200 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_3 SET_OBJECT_DYNAMIC fishy_3 TRUE ADD_TO_OBJECT_VELOCITY fishy_3 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_3 temp_x TIMERA = 0 WHILE TIMERA < 400 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_4 SET_OBJECT_DYNAMIC fishy_4 TRUE ADD_TO_OBJECT_VELOCITY fishy_4 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_4 temp_x TIMERA = 0 WHILE TIMERA < 100 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_5 SET_OBJECT_DYNAMIC fishy_5 TRUE ADD_TO_OBJECT_VELOCITY fishy_5 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_5 temp_x TIMERA = 0 WHILE TIMERA < 300 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_6 SET_OBJECT_DYNAMIC fishy_6 TRUE ADD_TO_OBJECT_VELOCITY fishy_6 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_6 temp_x TIMERA = 0 WHILE TIMERA < 200 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_7 SET_OBJECT_DYNAMIC fishy_7 TRUE ADD_TO_OBJECT_VELOCITY fishy_7 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_7 temp_x TIMERA = 0 WHILE TIMERA < 120 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_8 SET_OBJECT_DYNAMIC fishy_8 TRUE ADD_TO_OBJECT_VELOCITY fishy_8 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_8 temp_x TIMERA = 0 WHILE TIMERA < 70 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_9 SET_OBJECT_DYNAMIC fishy_9 TRUE ADD_TO_OBJECT_VELOCITY fishy_9 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_9 temp_x TIMERA = 0 WHILE TIMERA < 35 WAIT 0 GOSUB object_placement ENDWHILE GENERATE_RANDOM_FLOAT_IN_RANGE -4.0 2.0 temp_x fish_target_x = partner_x + temp_x GENERATE_RANDOM_FLOAT_IN_RANGE -3.0 3.0 temp_x fish_target_y = partner_y + temp_x CREATE_OBJECT fish01 fish_target_x fish_target_y fish_target_z fishy_10 SET_OBJECT_DYNAMIC fishy_10 TRUE ADD_TO_OBJECT_VELOCITY fishy_10 0.0 0.0 1.0 GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 temp_x SET_OBJECT_HEADING fishy_10 temp_x TIMERA = 0 WHILE TIMERA < 2500 WAIT 0 GOSUB object_placement ENDWHILE IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF POINT_CAMERA_AT_CHAR rays_partner FIXED INTERPOLATION TIMERA = 0 WHILE TIMERA < 200 WAIT 0 GOSUB object_placement ENDWHILE IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z GET_CAR_FORWARD_X partners_boat partners_boat_forward_x GET_CAR_FORWARD_Y partners_boat partners_boat_forward_y temp_dot_product_x = 10.0 * partners_boat_forward_y //change both of these to move on the vehicles x axis temp_dot_product_y = -10.0 * partners_boat_forward_x // temp_x = 2.2 * partners_boat_forward_x //change both of these to move on the vehicles y axis temp_y = 2.2 * partners_boat_forward_y // vector_x = temp_dot_product_x - temp_x vector_y = temp_dot_product_y - temp_y vector_x = vector_x + partner_x vector_y = vector_y + partner_y partner_z += 2.0 fish_target_z -= 0.2 SET_FIXED_CAMERA_POSITION vector_x vector_y partner_z 0.0 0.0 0.0 TIMERA = 0 WHILE TIMERA < 800 WAIT 0 GOSUB object_placement ENDWHILE IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF CHAR_LOOK_AT_PLAYER_ALWAYS rays_partner player TIMERA = 0 WHILE TIMERA < 600 WAIT 0 GOSUB object_placement ENDWHILE IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF STOP_CHAR_LOOKING rays_partner IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z SET_CHAR_OBJ_GOTO_COORD_ON_FOOT rays_partner partner_x partner_y TIMERA = 0 WHILE TIMERA < 1000 WAIT 0 GOSUB object_placement ENDWHILE IF IS_CHAR_DEAD rays_partner GOTO mission_ray4_passed ENDIF IF IS_CAR_DEAD partners_boat GOTO mission_ray4_passed ENDIF DELETE_CHAR rays_partner CREATE_CHAR_INSIDE_CAR partners_boat PEDTYPE_CIVMALE PED_MALE1 rays_partner SET_CHAR_THREAT_SEARCH rays_partner THREAT_PLAYER1 SET_CHAR_PERSONALITY rays_partner PEDSTAT_TOUGH_GUY SET_CHAR_HEALTH rays_partner 300 ADD_BLIP_FOR_CHAR rays_partner partners_blip SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_EVERYONE_IGNORE_PLAYER player FALSE SET_ALL_CARS_CAN_BE_DAMAGED TRUE APPLY_BRAKES_TO_PLAYERS_CAR player OFF IF IS_CAR_STILL_ALIVE players_boat_with_guns ANCHOR_BOAT players_boat_with_guns FALSE ENDIF RESTORE_CAMERA CREATE_CAR CAR_SENTINEL 1329.8947 -641.7307 11.1765 partners_car SET_CAR_HEADING partners_car 180.8517 BOAT_GOTO_COORDS partners_boat node_2_x node_2_y 0.0 boat_node_x = node_2_x boat_node_y = node_2_y GET_GAME_TIMER mine_current_timer GET_GAME_TIMER last_mine_dropped_timer GET_CAR_HEALTH partners_boat partners_boat_health partners_boat_health = partners_boat_health - 250 partners_boat_health = partners_boat_health * 100 partners_boat_health = partners_boat_health / 750 partners_boat_health2 = partners_boat_health partners_boat_health = 100 - partners_boat_health2 DISPLAY_ONSCREEN_COUNTER_WITH_STRING partners_boat_health COUNTER_DISPLAY_BAR DAM boat_looop:///////////////////////////////////////////////////////////////////////////////// WAIT 0 IF IS_CHAR_DEAD rays_partner IF DOES_OBJECT_EXIST barrel2_a GET_OBJECT_COORDINATES barrel2_a fish_target_x fish_target_y fish_target_z ADD_EXPLOSION fish_target_x fish_target_y fish_target_z EXPLOSION_GRENADE DELETE_OBJECT barrel2_a ENDIF IF DOES_OBJECT_EXIST barrel2_b GET_OBJECT_COORDINATES barrel2_b fish_target_x fish_target_y fish_target_z ADD_EXPLOSION fish_target_x fish_target_y fish_target_z EXPLOSION_GRENADE DELETE_OBJECT barrel2_b ENDIF GOTO mission_ray4_passed ENDIF IF partner_on_foot_flag = -1 IF NOT IS_CAR_DEAD partners_boat IF DOES_OBJECT_EXIST barrel2_a AND DOES_OBJECT_EXIST barrel2_b GOSUB object_placement ENDIF ENDIF IF TIMERA > 500 TIMERA = 0 IF IS_PLAYER_IN_ANY_CAR player MARK_CAR_AS_NO_LONGER_NEEDED players_boat_with_guns STORE_CAR_PLAYER_IS_IN player players_boat_with_guns SET_CHAR_ACCURACY rays_partner 100 SET_CHAR_OBJ_DESTROY_CAR rays_partner players_boat_with_guns ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT rays_partner player ENDIF ENDIF ENDIF IF partner_on_foot_flag = 0 IF NOT IS_CAR_DEAD partners_boat IF DOES_OBJECT_EXIST barrel2_a AND DOES_OBJECT_EXIST barrel2_b GOSUB object_placement ENDIF GOSUB boat_health_counter IF boat_node_counter > 0 GOSUB drop_mines IF boat_speed_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D player partners_boat 100.0 100.0 0 SET_BOAT_CRUISE_SPEED partners_boat 25.0 boat_speed_flag = 0 ENDIF ENDIF IF boat_speed_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_CAR_2D player partners_boat 80.0 80.0 0 SET_BOAT_CRUISE_SPEED partners_boat 35.0 boat_speed_flag = 1 ENDIF ENDIF ENDIF IF NOT boat_node_counter = 0 IF LOCATE_CAR_2D partners_boat boat_node_x boat_node_y 5.0 5.0 0 GOSUB select_boat_node BOAT_GOTO_COORDS partners_boat boat_node_x boat_node_y 0.0 ENDIF ENDIF IF boat_node_counter = 0 IF DOES_OBJECT_EXIST barrel2_a GET_OBJECT_COORDINATES barrel2_a fish_target_x fish_target_y fish_target_z DELETE_OBJECT barrel2_a DROP_NAUTICAL_MINE fish_target_x fish_target_y fish_target_z ENDIF IF DOES_OBJECT_EXIST barrel2_b GET_OBJECT_COORDINATES barrel2_b fish_target_x fish_target_y fish_target_z DELETE_OBJECT barrel2_b DROP_NAUTICAL_MINE fish_target_x fish_target_y fish_target_z ENDIF IF IS_CHAR_STOPPED_IN_AREA_2D rays_partner 1364.1 -614.512 1473.801 -560.223 0 GOSUB exit_boat partner_on_foot_flag = 1 ENDIF ENDIF IF LOCATE_CAR_3D partners_boat partner_stuck_x partner_stuck_y partner_stuck_z 4.0 4.0 4.0 0 IF timerc_reset_flag_r4 = 0 GET_GAME_TIMER timerc_started_r4 timerc_reset_flag_r4 = 1 ENDIF IF timerc_reset_flag_r4 = 1 GET_GAME_TIMER timerc_current_r4 timerc_r4 = timerc_current_r4 - timerc_started_r4 IF timerc_r4 > 8000 IF IS_CHAR_IN_AREA_2D rays_partner 1608.0 -536.0 1684.0 -472.0 0//ROCKY ISLAND GOSUB exit_boat SET_CHAR_STAY_IN_SAME_PLACE rays_partner TRUE IF IS_PLAYER_IN_ANY_CAR player MARK_CAR_AS_NO_LONGER_NEEDED players_boat_with_guns STORE_CAR_PLAYER_IS_IN player players_boat_with_guns SET_CHAR_ACCURACY rays_partner 100 SET_CHAR_OBJ_DESTROY_CAR rays_partner players_boat_with_guns ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT rays_partner player ENDIF timerc_reset_flag_r4 = 1 partner_on_foot_flag = -1 ELSE GET_CAR_COORDINATES partners_boat fish_target_x fish_target_y fish_target_z GET_GROUND_Z_FOR_3D_COORD fish_target_x fish_target_y fish_target_z fish_target_z IF NOT fish_target_z = 0.0000 GOSUB exit_boat SET_CHAR_STAY_IN_SAME_PLACE rays_partner TRUE IF IS_PLAYER_IN_ANY_CAR player MARK_CAR_AS_NO_LONGER_NEEDED players_boat_with_guns STORE_CAR_PLAYER_IS_IN player players_boat_with_guns SET_CHAR_ACCURACY rays_partner 100 SET_CHAR_OBJ_DESTROY_CAR rays_partner players_boat_with_guns ELSE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT rays_partner player ENDIF timerc_reset_flag_r4 = 1 partner_on_foot_flag = -1 ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT LOCATE_CAR_3D partners_boat partner_stuck_x partner_stuck_y partner_stuck_z 4.0 4.0 4.0 0 GET_CAR_COORDINATES partners_boat partner_stuck_x partner_stuck_y partner_stuck_z timerc_reset_flag_r4 = 0 ENDIF ELSE IF DOES_OBJECT_EXIST barrel2_a GET_OBJECT_COORDINATES barrel2_a fish_target_x fish_target_y fish_target_z ADD_EXPLOSION fish_target_x fish_target_y fish_target_z EXPLOSION_GRENADE DELETE_OBJECT barrel2_a ENDIF IF DOES_OBJECT_EXIST barrel2_b GET_OBJECT_COORDINATES barrel2_b fish_target_x fish_target_y fish_target_z ADD_EXPLOSION fish_target_x fish_target_y fish_target_z EXPLOSION_GRENADE DELETE_OBJECT barrel2_b ENDIF ENDIF ENDIF IF partner_on_foot_flag = 1 GOSUB partner_escape_checks IF goto_mission_ray4_failed = 1 GOTO mission_ray4_failed ENDIF IF partner_on_foot_counter = 0 IF NOT IS_PLAYER_IN_AREA_2D player 1364.1 -614.512 1473.801 -560.223 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1453.4 -583.39 shoot_at_player_flag = 1 ELSE SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1365.7308 -617.1476 ENDIF partner_on_foot_counter = 1 ENDIF IF shoot_at_player_flag > 0 IF shoot_at_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1453.4 -583.39 1.0 1.0 0 IF NOT IS_PLAYER_IN_AREA_2D player 1364.1 -614.512 1473.801 -560.223 0 IF IS_PLAYER_IN_ANY_CAR player MARK_CAR_AS_NO_LONGER_NEEDED players_boat_with_guns STORE_CAR_PLAYER_IS_IN player players_boat_with_guns SET_CHAR_ACCURACY rays_partner 100 SET_CHAR_STAY_IN_SAME_PLACE rays_partner TRUE //SET_CHAR_HEED_THREATS rays_partner TRUE SET_CHAR_OBJ_DESTROY_CAR rays_partner players_boat_with_guns ENDIF ENDIF shoot_at_player_flag = 2 ENDIF ENDIF IF shoot_at_player_flag = 2 IF IS_PLAYER_IN_AREA_2D player 1364.1 -614.512 1473.801 -560.223 0 SET_CHAR_STAY_IN_SAME_PLACE rays_partner FALSE //SET_CHAR_HEED_THREATS rays_partner FALSE SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1365.7308 -617.1476 partner_on_foot_counter = 2 shoot_at_player_flag = 0 ENDIF ENDIF ENDIF IF NOT partners_boat_health = -1 GET_CHAR_HEALTH rays_partner partners_boat_health IF partners_boat_health < 250 SET_CHAR_HEED_THREATS rays_partner TRUE partners_boat_health = -1 ENDIF ENDIF IF partner_on_foot_counter = 1 IF shoot_at_player_flag = 0 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1365.7308 -617.1476 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1344.5702 -617.2876 partner_on_foot_counter = 2 ENDIF ENDIF ENDIF IF partner_on_foot_counter = 2 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1344.5702 -617.2876 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1340.5314 -614.0313 partner_on_foot_counter = 3 ENDIF ENDIF IF partner_on_foot_counter = 3 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1340.5314 -614.0313 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1336.6632 -616.9997 partner_on_foot_counter = 4 ENDIF ENDIF IF partner_on_foot_counter = 4 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1336.6632 -616.9997 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1333.7664 -631.9993 partner_on_foot_counter = 5 ENDIF ENDIF IF partner_on_foot_counter = 5 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1333.7664 -631.9993 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1332.7195 -636.8160 partner_on_foot_counter = 6 ENDIF ENDIF IF partner_on_foot_counter = 6 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1332.7195 -636.8160 1.0 1.0 0 IF IS_CAR_DEAD partners_car SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1331.7894 -678.1871 partners_car_is_dead = 1 ELSE SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER rays_partner partners_car partners_car_is_dead = -1 ENDIF partner_on_foot_counter = 7 ENDIF ENDIF IF partners_car_is_dead = 1 IF partner_on_foot_counter = 7 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1331.7894 -678.1871 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1331.3925 -709.0771 partner_on_foot_counter = 8 ENDIF ENDIF IF partner_on_foot_counter = 8 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1331.3925 -709.0771 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1325.6399 -710.9251 partner_on_foot_counter = 9 ENDIF ENDIF IF partner_on_foot_counter = 9 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1325.6399 -710.9251 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD rays_partner 1309.8854 -695.2979 partner_on_foot_counter = 10 ENDIF ENDIF IF partner_on_foot_counter = 10 IF LOCATE_CHAR_ON_FOOT_2D rays_partner 1309.8854 -695.2979 1.0 1.0 0 GOSUB steal_a_car partner_on_foot_counter = 11 ENDIF ENDIF IF partner_on_foot_counter = 11 IF IS_CHAR_IN_ANY_CAR rays_partner MARK_CAR_AS_NO_LONGER_NEEDED partners_car STORE_CAR_CHAR_IS_IN rays_partner partners_car SET_CAR_ONLY_DAMAGED_BY_PLAYER partners_car TRUE SET_CAR_CRUISE_SPEED partners_car 50.0 SET_CAR_DRIVING_STYLE partners_car 2 CAR_WANDER_RANDOMLY partners_car SET_CAR_AVOID_LEVEL_TRANSITIONS partners_car TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED partners_car TRUE partner_on_foot_flag = 2 ENDIF ENDIF ENDIF IF partners_car_is_dead = -1 IF partner_on_foot_counter = 7 IF IS_CHAR_IN_ANY_CAR rays_partner MARK_CAR_AS_NO_LONGER_NEEDED partners_car STORE_CAR_CHAR_IS_IN rays_partner partners_car SET_CAR_ONLY_DAMAGED_BY_PLAYER partners_car TRUE SET_CAR_CRUISE_SPEED partners_car 30.0 SET_CAR_DRIVING_STYLE partners_car 3 CAR_GOTO_COORDINATES_ACCURATE partners_car 1331.2119 -662.4428 11.0086 partner_on_foot_counter = 8 ENDIF ENDIF IF NOT IS_CAR_DEAD partners_car IF partner_on_foot_counter = 8 IF LOCATE_CHAR_IN_CAR_2D rays_partner 1331.2119 -662.4428 5.0 5.0 0 CAR_GOTO_COORDINATES_ACCURATE partners_car 1331.2119 -685.2106 11.3431 partner_on_foot_counter = 9 ENDIF ENDIF IF partner_on_foot_counter = 9 IF LOCATE_CHAR_IN_CAR_2D rays_partner 1331.2119 -685.2106 5.0 5.0 0 CAR_GOTO_COORDINATES_ACCURATE partners_car 1331.0211 -696.5710 12.2865 partner_on_foot_counter = 10 ENDIF ENDIF IF partner_on_foot_counter = 10 IF LOCATE_CHAR_IN_CAR_2D rays_partner 1331.0211 -696.5710 5.0 5.0 0 CAR_GOTO_COORDINATES_ACCURATE partners_car 1331.3907 -715.4436 14.2220 partner_on_foot_counter = 11 ENDIF ENDIF IF partner_on_foot_counter = 11 IF LOCATE_CHAR_IN_CAR_2D rays_partner 1331.3907 -715.4436 5.0 5.0 0 MARK_CAR_AS_NO_LONGER_NEEDED partners_car STORE_CAR_CHAR_IS_IN rays_partner partners_car SET_CAR_ONLY_DAMAGED_BY_PLAYER partners_car TRUE SET_CAR_CRUISE_SPEED partners_car 50.0 SET_CAR_DRIVING_STYLE partners_car 2 CAR_WANDER_RANDOMLY partners_car SET_CAR_AVOID_LEVEL_TRANSITIONS partners_car TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED partners_car TRUE partner_on_foot_flag = 2 ENDIF ENDIF ENDIF ENDIF IF IS_CHAR_IN_ANY_CAR rays_partner AND partner_on_foot_flag = 3 MARK_CAR_AS_NO_LONGER_NEEDED partners_car STORE_CAR_CHAR_IS_IN rays_partner partners_car SET_CAR_ONLY_DAMAGED_BY_PLAYER partners_car TRUE SET_CAR_CRUISE_SPEED partners_car 50.0 SET_CAR_DRIVING_STYLE partners_car 2 CAR_WANDER_RANDOMLY partners_car SET_CAR_AVOID_LEVEL_TRANSITIONS partners_car TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED partners_car TRUE partner_on_foot_flag = 2 ENDIF IF partner_on_foot_flag = 2 IF NOT IS_CHAR_IN_ANY_CAR rays_partner GOSUB steal_a_car //SET_CHAR_HEED_THREATS rays_partner TRUE partner_on_foot_flag = 3 ENDIF ENDIF IF partner_on_foot_flag = 2 IF NOT IS_CAR_DEAD partners_car IF TIMERB > 1000 TIMERB = 0 IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 30.0 30.0 0 SET_CAR_CRUISE_SPEED partners_car 50.0 ELSE IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 80.0 80.0 0 SET_CAR_CRUISE_SPEED partners_car 40.0 ELSE SET_CAR_CRUISE_SPEED partners_car 30.0 ENDIF ENDIF ENDIF IF IS_CAR_STOPPED partners_car IF timer_reset_flag_r4 = 0 TIMERA = 0 timer_reset_flag_r4 = 1 ENDIF IF TIMERA > 8000 AND timer_reset_flag_r4 = 1 IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 120.0 120.0 0 SET_CHAR_OBJ_LEAVE_CAR rays_partner partners_car timer_reset_flag_r4 = 0 ELSE IF NOT IS_CAR_ON_SCREEN partners_car GET_CAR_COORDINATES partners_car partner_x partner_y partner_z GET_CLOSEST_CAR_NODE_WITH_HEADING partner_x partner_y partner_z partner_x partner_y partner_z distance_between_boats IF NOT IS_POINT_ON_SCREEN partner_x partner_y partner_z 4.0 SET_CAR_COORDINATES partners_car partner_x partner_y partner_z SET_CAR_HEADING partners_car distance_between_boats timer_reset_flag_r4 = 0 ENDIF ENDIF ENDIF ENDIF ENDIF IF IS_CAR_UPSIDEDOWN partners_car AND IS_CAR_STOPPED partners_car IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 120.0 120.0 0 SET_CHAR_OBJ_LEAVE_CAR rays_partner partners_car SET_UPSIDEDOWN_CAR_NOT_DAMAGED partners_car FALSE ELSE IF NOT IS_CAR_ON_SCREEN partners_car GET_CAR_COORDINATES partners_car partner_x partner_y partner_z GET_CLOSEST_CAR_NODE_WITH_HEADING partner_x partner_y partner_z partner_x partner_y partner_z distance_between_boats IF NOT IS_POINT_ON_SCREEN partner_x partner_y partner_z 4.0 SET_CAR_COORDINATES partners_car partner_x partner_y partner_z SET_CAR_HEADING partners_car distance_between_boats ENDIF ENDIF ENDIF ENDIF IF LOCATE_CAR_3D partners_car partner_stuck_x partner_stuck_y partner_stuck_z 4.0 4.0 4.0 0 IF timerc_reset_flag_r4 = 0 GET_GAME_TIMER timerc_started_r4 timerc_reset_flag_r4 = 1 ENDIF IF timerc_reset_flag_r4 = 1 GET_GAME_TIMER timerc_current_r4 timerc_r4 = timerc_current_r4 - timerc_started_r4 IF timerc_r4 > 8000 IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 120.0 120.0 0 SET_CHAR_OBJ_LEAVE_CAR rays_partner partners_car timerc_reset_flag_r4 = 0 ELSE GET_CAR_COORDINATES partners_car partner_x partner_y partner_z GET_CLOSEST_CAR_NODE_WITH_HEADING partner_x partner_y partner_z partner_x partner_y partner_z distance_between_boats IF NOT IS_POINT_OBSCURED_BY_A_MISSION_ENTITY partner_x partner_y partner_z 4.0 4.0 4.0 IF NOT IS_POINT_ON_SCREEN partner_x partner_y partner_z 4.0 SET_CAR_COORDINATES partners_car partner_x partner_y partner_z SET_CAR_HEADING partners_car distance_between_boats timerc_reset_flag_r4 = 0 ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT LOCATE_CAR_3D partners_car partner_stuck_x partner_stuck_y partner_stuck_z 4.0 4.0 4.0 0 GET_CAR_COORDINATES partners_car partner_stuck_x partner_stuck_y partner_stuck_z timerc_reset_flag_r4 = 0 ENDIF IF NOT IS_CAR_HEALTH_GREATER partners_car 400 SET_CHAR_OBJ_LEAVE_CAR rays_partner partners_car ENDIF ENDIF ENDIF ENDIF GOTO boat_looop///////////////////////////////////////////////////////////////////////////// // Mission Ray4 failed mission_ray4_failed: PRINT_BIG M_FAIL 5000 1 RETURN // mission Ray4 passed mission_ray4_passed: flag_ray_mission4_passed = 1 PRINT_WITH_NUMBER_BIG M_PASS 15000 2000 1 ADD_SCORE player 15000 CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED RM4 PLAY_MISSION_PASSED_TUNE 1 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT ray_mission5_loop RETURN // mission cleanup mission_cleanup_ray4: REMOVE_BLIP partners_blip REMOVE_BLIP players_boat_with_guns_blip CLEAR_ONSCREEN_COUNTER partners_boat_health MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_PREDATOR MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_GHOST MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL MARK_MODEL_AS_NO_LONGER_NEEDED CAR_RCBANDIT flag_player_on_mission = 0 flag_player_on_ray_mission = 0 MISSION_HAS_FINISHED RETURN object_placement://///////////////////////////////////////////////////////////////////// IF NOT IS_CAR_DEAD partners_boat PLACE_OBJECT_RELATIVE_TO_CAR barrel2_a partners_boat -0.5 -3.8 1.1 PLACE_OBJECT_RELATIVE_TO_CAR barrel2_b partners_boat 0.5 -3.8 1.1 ENDIF RETURN////////////////////////////////////////////////////////////////////////////////// drop_mines:///////////////////////////////////////////////////////////////////////////// GET_GAME_TIMER mine_current_timer temporary_time_mine = mine_current_timer - last_mine_dropped_timer IF temporary_time_mine > 2000 GENERATE_RANDOM_INT_IN_RANGE 0 4 random_int GET_GAME_TIMER last_mine_dropped_timer IF random_int = 2 GET_CAR_SPEED partners_boat partners_boat_speed GET_PLAYER_COORDINATES player player_x player_y player_z GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 5.0 5.0 0 IF partners_boat_speed > 12.0 vector_x = partner_x - player_x vector_y = partner_y - player_y temp_vector_x = vector_x * vector_x temp_vector_y = vector_y * vector_y temp_distance = temp_vector_x + temp_vector_y SQRT temp_distance distance_between_boats IF distance_between_boats < 60.0 GET_CAR_FORWARD_X partners_boat partners_boat_forward_x GET_CAR_FORWARD_Y partners_boat partners_boat_forward_y vector_x = vector_x / distance_between_boats vector_y = vector_y / distance_between_boats temp_dot_product_x = vector_x * partners_boat_forward_x temp_dot_product_y = vector_y * partners_boat_forward_y dot_product = temp_dot_product_x + temp_dot_product_y IF dot_product > -0.5 DROP_NAUTICAL_MINE partner_x partner_y partner_z temp_x = partner_x temp_y = partner_y ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF RETURN////////////////////////////////////////////////////////////////////////////////// exit_boat:////////////////////////////////////////////////////////////////////////////// IF exit_boat_flag = 0 BOAT_STOP partners_boat GET_CAR_COORDINATES partners_boat partner_x partner_y partner_z GET_CAR_FORWARD_X partners_boat partners_boat_forward_x GET_CAR_FORWARD_Y partners_boat partners_boat_forward_y temp_dot_product_x = 3.0 * partners_boat_forward_y //change both of these to move on the vehicles x axis temp_dot_product_y = -3.0 * partners_boat_forward_x // temp_x = 0.3 * partners_boat_forward_x //change both of these to move on the vehicles y axis temp_y = 0.3 * partners_boat_forward_y // vector_x = temp_dot_product_x - temp_x vector_y = temp_dot_product_y - temp_y vector_x = vector_x + partner_x vector_y = vector_y + partner_y temp_dot_product_x = -3.0 * partners_boat_forward_y //change both of these to move on the vehicles x axis temp_dot_product_y = 3.0 * partners_boat_forward_x // temp_x = 0.3 * partners_boat_forward_x //change both of these to move on the vehicles y axis temp_y = 0.3 * partners_boat_forward_y // temp_vector_x = temp_dot_product_x - temp_x temp_vector_y = temp_dot_product_y - temp_y temp_vector_x = temp_vector_x + partner_x temp_vector_y = temp_vector_y + partner_y GET_PLAYER_COORDINATES player sniper_object_a_x sniper_object_a_y dot_product partner_x = sniper_object_a_x - vector_x partner_y = sniper_object_a_y - vector_y partner_x = partner_x * partner_x partner_y = partner_y * partner_y dot_product = partner_x + partner_y SQRT dot_product distance_resultA partner_x = sniper_object_a_x - temp_vector_x partner_y = sniper_object_a_y - temp_vector_y partner_x = partner_x * partner_x partner_y = partner_y * partner_y dot_product = partner_x + partner_y SQRT dot_product distance_resultB IF distance_resultA < distance_resultB GET_GROUND_Z_FOR_3D_COORD vector_x vector_y partner_z dot_product //temp_x temp_x = partner_z + 15.0 GET_GROUND_Z_FOR_3D_COORD vector_x vector_y temp_x temp_x IF temp_x > dot_product dot_product = temp_x + 1.0 ENDIF IF NOT dot_product = 0.0000 WARP_CHAR_FROM_CAR_TO_COORD rays_partner vector_x vector_y partner_z SET_CHAR_HEADING rays_partner 90.0 ELSE WARP_CHAR_FROM_CAR_TO_COORD rays_partner temp_vector_x temp_vector_y partner_z SET_CHAR_HEADING rays_partner 90.0 ENDIF ELSE GET_GROUND_Z_FOR_3D_COORD temp_vector_x temp_vector_y partner_z dot_product IF NOT dot_product = 0.0000 WARP_CHAR_FROM_CAR_TO_COORD rays_partner temp_vector_x temp_vector_y partner_z SET_CHAR_HEADING rays_partner 90.0 ELSE WARP_CHAR_FROM_CAR_TO_COORD rays_partner vector_x vector_y partner_z SET_CHAR_HEADING rays_partner 90.0 ENDIF ENDIF GIVE_WEAPON_TO_CHAR rays_partner WEAPONTYPE_CHAINGUN 9999 SET_CHAR_RUNNING rays_partner TRUE CLEAR_ONSCREEN_COUNTER partners_boat_health exit_boat_flag = 1 ENDIF RETURN////////////////////////////////////////////////////////////////////////////////// boat_health_counter://////////////////////////////////////////////////////////////////// GET_CAR_HEALTH partners_boat partners_boat_health partners_boat_health = partners_boat_health - 250 partners_boat_health = partners_boat_health * 100 partners_boat_health = partners_boat_health / 750 partners_boat_health2 = partners_boat_health partners_boat_health = 100 - partners_boat_health2 RETURN////////////////////////////////////////////////////////////////////////////////// steal_a_car://////////////////////////////////////////////////////////////////////////// IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 100.0 100.0 0 SET_CHAR_OBJ_STEAL_ANY_CAR rays_partner ELSE GET_CLOSEST_CAR_NODE_WITH_HEADING 1309.8854 -695.2979 15.3830 partner_x partner_y partner_z dot_product MARK_CAR_AS_NO_LONGER_NEEDED partners_car CREATE_CAR CAR_SENTINEL partner_x partner_y partner_z partners_car SET_CAR_HEADING partners_car dot_product SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER rays_partner partners_car ENDIF RETURN////////////////////////////////////////////////////////////////////////////////// select_boat_node://///////////////////////////////////////////////////////////////////// IF boat_node_counter = 1 IF partners_boat_health < 50 boat_node_x = node_11_x boat_node_y = node_11_y boat_node_counter = 11 ELSE boat_node_x = node_2_x boat_node_y = node_2_y boat_node_counter = 2 ENDIF RETURN ENDIF IF boat_node_counter = 2 boat_node_x = node_3_x boat_node_y = node_3_y boat_node_counter = 3 RETURN ENDIF IF boat_node_counter = 3 IF partners_boat_health < 50 boat_node_x = node_4_x boat_node_y = node_4_y boat_node_counter = 4 ELSE boat_node_x = node_0_x boat_node_y = node_0_y boat_node_counter = 0 SET_BOAT_CRUISE_SPEED partners_boat 35.0 boat_speed_flag = -100 ENDIF RETURN ENDIF IF boat_node_counter = 4 boat_node_x = node_5_x boat_node_y = node_5_y boat_node_counter = 5 RETURN ENDIF IF boat_node_counter = 5 boat_node_x = node_6_x boat_node_y = node_6_y boat_node_counter = 6 RETURN ENDIF IF boat_node_counter = 6 boat_node_x = node_7_x boat_node_y = node_7_y boat_node_counter = 7 RETURN ENDIF IF boat_node_counter = 7 IF partners_boat_health < 50 boat_node_x = node_8_x boat_node_y = node_8_y boat_node_counter = 8 ELSE boat_node_x = node_3_x boat_node_y = node_3_y boat_node_counter = 3 ENDIF RETURN ENDIF IF boat_node_counter = 8 IF partners_boat_health < 50 boat_node_x = node_1_x boat_node_y = node_1_y boat_node_counter = 1 ELSE boat_node_x = node_3_x boat_node_y = node_3_y boat_node_counter = 3 ENDIF RETURN ENDIF IF boat_node_counter = 9 IF partners_boat_health < 50 boat_node_x = node_2_x boat_node_y = node_2_y boat_node_counter = 2 ELSE boat_node_x = node_8_x boat_node_y = node_8_y boat_node_counter = 8 ENDIF RETURN ENDIF IF boat_node_counter = 10 boat_node_x = node_9_x boat_node_y = node_9_y boat_node_counter = 9 RETURN ENDIF IF boat_node_counter = 11 boat_node_x = node_10_x boat_node_y = node_10_y boat_node_counter = 10 RETURN ENDIF RETURN////////////////////////////////////////////////////////////////////////////////// partner_escape_checks:////////////////////////////////////////////////////////////////// IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 160.0 160.0 0 AND NOT IS_CHAR_ON_SCREEN rays_partner IF gotaway_timer_reset_flag = 0 REMOVE_BLIP partners_blip GET_GAME_TIMER gotaway_timer_started gotaway_timer_reset_flag = 1 ENDIF IF gotaway_timer_reset_flag = 1 GET_GAME_TIMER gotaway_timer_current gotaway_timer = gotaway_timer_current - gotaway_timer_started IF gotaway_timer > 8000 IF NOT IS_CHAR_ON_SCREEN rays_partner gotaway_timer_reset_flag = 0 DELETE_CHAR rays_partner PRINT_NOW RM4_3 5000 1 //"Ray's partner has escaped!" goto_mission_ray4_failed = 1 ENDIF ENDIF ENDIF ENDIF IF gotaway_timer_reset_flag = 1 IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player rays_partner 160.0 160.0 0 OR IS_CHAR_ON_SCREEN rays_partner REMOVE_BLIP partners_blip ADD_BLIP_FOR_CHAR rays_partner partners_blip gotaway_timer_reset_flag = 0 ENDIF ENDIF RETURN//////////////////////////////////////////////////////////////////////////////////
ray5
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************Ray mission 5******************************** // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_ray5 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_ray5_failed ENDIF GOSUB mission_cleanup_ray5 MISSION_END // Variables for mission VAR_INT ambulance_rc5 ambulance_health flag_redalert VAR_INT injured_cop_rc5 cop_driver bodycast_health VAR_INT swat1_rc5 swat2_rc5 swat3_rc5 swat4_rc5 VAR_INT swatvan1 swatvan2 VAR_INT blip_ambulance_rc5 flag_bodycast_clear flag_police_trigger VAR_INT blip_injured_cop_rc5 zed_value random_ray5 flag_random_ray5 VAR_FLOAT amb_rc5_x amb_rc5_y amb_rc5_z VAR_FLOAT ic_x ic_y ic_z // ****************************************Mission Start************************************ mission_start_ray5: REGISTER_MISSION_GIVEN SCRIPT_NAME ray5 flag_player_on_mission = 1 flag_player_on_ray_mission = 1 rays_cutscene_flag = 1 WAIT 0 //PRINT_BIG ( RM5 ) 15000 2 flag_bodycast_clear = 0 flag_redalert = 0 flag_random_ray5 = 0 flag_police_trigger = 0 flag_audio = 0 ambulance_health = 0 // ****************************************START OF CUTSCENE******************************** //SET_PLAYER_CONTROL player OFF //SWITCH_WIDESCREEN ON /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_ray5_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 250 FADE_OUT PRINT_BIG RM5 15000 2 //"Plaster Blaster" SWITCH_STREAMING OFF */ LOAD_SPECIAL_CHARACTER 1 ray LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 RAYH REQUEST_MODEL toilet /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED toilet WAIT 0 ENDWHILE //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 47.322 -732.055 22.846 4.0 toilet_cubicle_dr2 FALSE LOAD_CUTSCENE r5_pb SWITCH_STREAMING ON SET_CUTSCENE_OFFSET 39.424 -726.677 21.692 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_ray SET_CUTSCENE_ANIM cs_ray ray CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead SET_CUTSCENE_HEAD_ANIM cs_rayhead ray //CREATE_CUTSCENE_OBJECT cut_obj3 cs_ludoor //SET_CUTSCENE_ANIM cs_ludoor LUDOOR //SET_PLAYER_COORDINATES player 38.7 -725.7 22.0 //SET_PLAYER_HEADING player 270.0 CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE SET_PLAYER_COORDINATES player 39.0 -723.5 22.0 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN //SET_NEAR_CLIP 0.2 START_CUTSCENE SWITCH_RUBBISH OFF // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 919 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM5_A 2000 1 //"You useless bastard!" WHILE cs_time < 3082 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM5_A1 4500 1 //"You messed up! My ass is on the line and you can't hurt a god damned fly." WHILE cs_time < 7840 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM5_B 3000 1 //"I paid you good money to kill that witness and he ain't dead!" WHILE cs_time < 10868 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM5_B1 2000 1 //"And today he's gonna make a Federal Deposition!" WHILE cs_time < 13138 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM5_C 4000 1 //"He's being moved any second now from the Carson General Hospital up in Rockford. WHILE cs_time < 17626 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM5_D 2500 1 //"so go do the job you were paid for!" WHILE cs_time < 24333 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 //SET_NEAR_CLIP 0.9 //WHILE GET_FADING_STATUS // WAIT 0 //ENDWHILE //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 47.322 -732.055 22.846 4.0 toilet_cubicle_dr2 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 toilet //SET_PLAYER_CONTROL player ON //SWITCH_WIDESCREEN OFF SWITCH_STREAMING ON SWITCH_RUBBISH ON rays_cutscene_flag = 0 // ******************************************END OF CUTSCENE******************************** REQUEST_MODEL CAR_AMBULANCE REQUEST_MODEL CAR_ENFORCER REQUEST_MODEL PED_COP REQUEST_MODEL PED_SWAT WHILE NOT HAS_MODEL_LOADED CAR_AMBULANCE OR NOT HAS_MODEL_LOADED PED_COP OR NOT HAS_MODEL_LOADED PED_SWAT OR NOT HAS_MODEL_LOADED CAR_ENFORCER WAIT 0 ENDWHILE // Mission stuff goes here CREATE_CAR CAR_ENFORCER 417.8 -1064.0 26.4 swatvan1 SET_CAR_HEADING swatvan1 50.0 CAR_SET_IDLE swatvan1 SWITCH_CAR_SIREN swatvan1 ON CREATE_CAR CAR_ENFORCER 335.4 -1185.2 26.4 swatvan2 SET_CAR_HEADING swatvan2 150.0 CAR_SET_IDLE swatvan2 SWITCH_CAR_SIREN swatvan2 ON CREATE_CHAR PEDTYPE_CIVMALE PED_SWAT 414.6 -1060.3 26.2 swat1_rc5 SET_CHAR_HEADING swat1_rc5 0.0 CLEAR_CHAR_THREAT_SEARCH swat1_rc5 SET_CHAR_THREAT_SEARCH swat1_rc5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR swat1_rc5 WEAPONTYPE_M16 100 SET_CURRENT_CHAR_WEAPON swat1_rc5 WEAPONTYPE_M16 SET_CHAR_STAY_IN_SAME_PLACE swat1_rc5 true ADD_ARMOUR_TO_CHAR swat1_rc5 100 CREATE_CHAR PEDTYPE_CIVMALE PED_SWAT 365.0 -1146.7 23.0 swat2_rc5 SET_CHAR_HEADING swat2_rc5 270.0 CLEAR_CHAR_THREAT_SEARCH swat2_rc5 SET_CHAR_THREAT_SEARCH swat2_rc5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR swat2_rc5 WEAPONTYPE_M16 100 SET_CURRENT_CHAR_WEAPON swat2_rc5 WEAPONTYPE_M16 SET_CHAR_STAY_IN_SAME_PLACE swat2_rc5 true ADD_ARMOUR_TO_CHAR swat2_rc5 100 CREATE_CHAR PEDTYPE_CIVMALE PED_SWAT 331.5 -1184.1 26.2 swat3_rc5 SET_CHAR_HEADING swat3_rc5 100.0 CLEAR_CHAR_THREAT_SEARCH swat3_rc5 SET_CHAR_THREAT_SEARCH swat3_rc5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR swat3_rc5 WEAPONTYPE_M16 100 SET_CURRENT_CHAR_WEAPON swat3_rc5 WEAPONTYPE_M16 SET_CHAR_STAY_IN_SAME_PLACE swat3_rc5 true ADD_ARMOUR_TO_CHAR swat3_rc5 100 CREATE_CHAR PEDTYPE_CIVMALE PED_SWAT 336.0 -1122.0 26.0 swat4_rc5 SET_CHAR_HEADING swat4_rc5 230.0 CLEAR_CHAR_THREAT_SEARCH swat4_rc5 SET_CHAR_THREAT_SEARCH swat4_rc5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR swat4_rc5 WEAPONTYPE_M16 100 SET_CURRENT_CHAR_WEAPON swat4_rc5 WEAPONTYPE_M16 SET_CHAR_STAY_IN_SAME_PLACE swat4_rc5 true ADD_ARMOUR_TO_CHAR swat4_rc5 100 LOAD_MISSION_AUDIO R5_A amb_generator: ambulance_health = 0 DISPLAY_ONSCREEN_COUNTER_WITH_STRING ambulance_health COUNTER_DISPLAY_BAR DAM CREATE_CAR CAR_AMBULANCE 387.3 4.5 11.4 ambulance_rc5 ADD_BLIP_FOR_CAR ambulance_rc5 blip_ambulance_rc5 CREATE_CHAR_INSIDE_CAR ambulance_rc5 PEDTYPE_COP PED_COP cop_driver LOCK_CAR_DOORS ambulance_rc5 CARLOCK_LOCKED SET_CAR_HEADING ambulance_rc5 166.0 SET_CAR_CRUISE_SPEED ambulance_rc5 20.0 SET_CAR_DRIVING_STYLE ambulance_rc5 0 SET_CAR_ONLY_DAMAGED_BY_PLAYER ambulance_rc5 true //SWITCH_CAR_SIREN ambulance_rc5 ON GET_CAR_HEALTH ambulance_rc5 ambulance_health GENERATE_RANDOM_INT random_ray5 IF random_ray5 < 21846 CAR_GOTO_COORDINATES ambulance_rc5 -148.93 18.04 26.5 ENDIF IF random_ray5 > 21845 AND random_ray5 < 43691 CAR_GOTO_COORDINATES ambulance_rc5 402.88 -404.88 26.5 flag_random_ray5 = 1 ENDIF IF random_ray5 > 43690 CAR_GOTO_COORDINATES ambulance_rc5 -13.2 -804.7 26.5 flag_random_ray5 = 2 ENDIF //-----ambulance travels to one of three way points WHILE flag_redalert = 0 WAIT 0 IF NOT IS_CAR_DEAD ambulance_rc5 GET_CAR_COORDINATES ambulance_rc5 amb_rc5_x amb_rc5_y amb_rc5_z GET_CAR_HEALTH ambulance_rc5 ambulance_health ambulance_health = ambulance_health * -1 ambulance_health = ambulance_health + 1000 //ambulance_health = ambulance_health / 10 //ambulance_health = ambulance_health * 5 IF flag_random_ray5 = 0 IF LOCATE_CAR_2D ambulance_rc5 -148.93 18.04 15.0 15.0 false CAR_GOTO_COORDINATES ambulance_rc5 405.2 -1137.7 26.0 //---amb goto penultimate waypoint flag_random_ray5 = 3 ENDIF ENDIF IF flag_random_ray5 = 1 IF LOCATE_CAR_2D ambulance_rc5 402.88 -404.88 15.0 15.0 false CAR_GOTO_COORDINATES ambulance_rc5 405.2 -1137.7 26.0 //---amb goto penultimate waypoint flag_random_ray5 = 3 ENDIF ENDIF IF flag_random_ray5 = 2 IF LOCATE_CAR_2D ambulance_rc5 -13.2 -804.7 15.0 15.0 false CAR_GOTO_COORDINATES ambulance_rc5 405.2 -1137.7 26.0 //---amb goto penultimate waypoint flag_random_ray5 = 3 ENDIF ENDIF IF flag_random_ray5 = 3 IF LOCATE_CAR_2D ambulance_rc5 405.2 -1137.7 15.0 15.0 false flag_redalert = 1 CAR_GOTO_COORDINATES ambulance_rc5 362.0 -1138.0 23.0 //----amb goto final destination SET_CAR_CRUISE_SPEED ambulance_rc5 15.0 SET_CAR_DRIVING_STYLE ambulance_rc5 0 ENDIF ENDIF IF IS_CAR_ON_SCREEN ambulance_rc5 SET_CAR_ONLY_DAMAGED_BY_PLAYER ambulance_rc5 false ELSE SET_CAR_ONLY_DAMAGED_BY_PLAYER ambulance_rc5 true ENDIF ELSE PRINT_NOW (RM5_3) 2500 1 //---ambulance was decoy!! MARK_CAR_AS_NO_LONGER_NEEDED ambulance_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED cop_driver REMOVE_BLIP blip_ambulance_rc5 CLEAR_ONSCREEN_COUNTER ambulance_health flag_random_ray5 = 0 flag_police_trigger = 0 GOTO amb_generator ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player amb_rc5_x amb_rc5_y 25.0 25.0 false //---player taken the bait ---police close in IF NOT IS_CAR_DEAD ambulance_rc5 PRINT_NOW (RM5_2) 3000 1 SET_CAR_CRUISE_SPEED ambulance_rc5 28.0 SET_CAR_DRIVING_STYLE ambulance_rc5 3 CAR_GOTO_COORDINATES ambulance_rc5 405.2 -1137.7 26.0 PLAY_MISSION_AUDIO SWITCH_CAR_SIREN ambulance_rc5 ON ALTER_WANTED_LEVEL_NO_DROP player 2 flag_redalert = 1 flag_police_trigger = 1 ENDIF ENDIF GOSUB swat_team ENDWHILE //------either; player has 'been spotted'-police despatched //------OR; ambulance has reached penultimate way point WHILE flag_redalert = 1 WAIT 0 IF NOT IS_CAR_DEAD ambulance_rc5 GET_CAR_HEALTH ambulance_rc5 ambulance_health ambulance_health = ambulance_health * -1 ambulance_health = ambulance_health + 1000 //ambulance_health = ambulance_health / 10 //ambulance_health = ambulance_health * 5 IF NOT IS_CAR_HEALTH_GREATER ambulance_rc5 900 //---ambulance damaged enough to force bailout //OR IS_CAR_STUCK_ON_ROOF ambulance_rc5 GOTO injured_cop_bailout ENDIF IF LOCATE_CAR_2D ambulance_rc5 405.2 -1137.7 15.0 15.0 false SET_CAR_CRUISE_SPEED ambulance_rc5 10.0 flag_redalert = 2 CAR_GOTO_COORDINATES ambulance_rc5 362.0 -1138.0 23.0 //----amb goto final destination SET_CAR_CRUISE_SPEED ambulance_rc5 15.0 SET_CAR_DRIVING_STYLE ambulance_rc5 0 ENDIF IF IS_CAR_ON_SCREEN ambulance_rc5 SET_CAR_ONLY_DAMAGED_BY_PLAYER ambulance_rc5 false ELSE SET_CAR_ONLY_DAMAGED_BY_PLAYER ambulance_rc5 true ENDIF ELSE PRINT_NOW (RM5_3) 2500 1 //---ambulance was decoy!! MARK_CAR_AS_NO_LONGER_NEEDED ambulance_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED cop_driver REMOVE_BLIP blip_ambulance_rc5 CLEAR_ONSCREEN_COUNTER ambulance_health flag_random_ray5 = 0 flag_police_trigger = 0 GOTO amb_generator ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player amb_rc5_x amb_rc5_y 25.0 25.0 false //---player taken the bait ---police close in AND flag_police_trigger = 0 IF NOT IS_CAR_DEAD ambulance_rc5 PRINT_NOW (RM5_2) 3000 1 SET_CAR_CRUISE_SPEED ambulance_rc5 28.0 SET_CAR_DRIVING_STYLE ambulance_rc5 3 CAR_GOTO_COORDINATES ambulance_rc5 405.2 -1137.7 26.0 PLAY_MISSION_AUDIO SWITCH_CAR_SIREN ambulance_rc5 ON ALTER_WANTED_LEVEL_NO_DROP player 2 flag_redalert = 1 flag_police_trigger = 1 ENDIF ENDIF GOSUB swat_team ENDWHILE //----ambulance has reached penultimate waypoint WHILE flag_redalert = 2 WAIT 0 IF NOT IS_CAR_DEAD ambulance_rc5 GET_CAR_HEALTH ambulance_rc5 ambulance_health ambulance_health = ambulance_health * -1 ambulance_health = ambulance_health + 1000 //ambulance_health = ambulance_health / 10 //ambulance_health = ambulance_health * 5 IF LOCATE_CAR_2D ambulance_rc5 362.0 -1138.0 5.0 5.0 true flag_redalert = 3 SET_CAR_CRUISE_SPEED ambulance_rc5 0.0 SET_CAR_DRIVING_STYLE ambulance_rc5 0 SWITCH_CAR_SIREN ambulance_rc5 OFF CAR_SET_IDLE ambulance_rc5 //---ambulance has reached destination without bailout -mission failed ENDIF IF NOT IS_CAR_HEALTH_GREATER ambulance_rc5 900 //OR IS_CAR_STUCK_ON_ROOF ambulance_rc5 GOTO injured_cop_bailout ENDIF IF IS_CAR_ON_SCREEN ambulance_rc5 SET_CAR_ONLY_DAMAGED_BY_PLAYER ambulance_rc5 false ELSE SET_CAR_ONLY_DAMAGED_BY_PLAYER ambulance_rc5 true ENDIF ELSE PRINT_NOW (RM5_3) 2500 1 //---ambulance was decoy!! MARK_CAR_AS_NO_LONGER_NEEDED ambulance_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED cop_driver REMOVE_BLIP blip_ambulance_rc5 CLEAR_ONSCREEN_COUNTER ambulance_health flag_random_ray5 = 0 flag_redalert = 0 GOTO amb_generator ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player amb_rc5_x amb_rc5_y 25.0 25.0 false //---player taken the bait ---police close in AND flag_police_trigger = 0 PRINT_NOW (RM5_2) 3000 1 ALTER_WANTED_LEVEL_NO_DROP player 2 flag_police_trigger = 1 ENDIF GOSUB swat_team ENDWHILE GOTO mission_ray5_failed injured_cop_bailout: REMOVE_BLIP blip_ambulance_rc5 GET_CAR_COORDINATES ambulance_rc5 amb_rc5_x amb_rc5_y amb_rc5_z amb_rc5_z = amb_rc5_z + 2.5 CREATE_OBJECT bodycast amb_rc5_x amb_rc5_y amb_rc5_z injured_cop_rc5 SET_OBJECT_COLLISION injured_cop_rc5 TRUE SET_OBJECT_DYNAMIC injured_cop_rc5 true MAKE_OBJECT_TARGETTABLE injured_cop_rc5 ADD_TO_OBJECT_VELOCITY injured_cop_rc5 0.0 0.0 5.0 ADD_BLIP_FOR_OBJECT injured_cop_rc5 blip_injured_cop_rc5 ALTER_WANTED_LEVEL_NO_DROP player 3 CLEAR_ONSCREEN_COUNTER ambulance_health /* WHILE flag_bodycast_clear = 0 WAIT 0 GET_OBJECT_COORDINATES injured_cop_rc5 ic_x ic_y ic_z IF NOT IS_CAR_DEAD ambulance_rc5 IF NOT LOCATE_CAR_3D ambulance_rc5 ic_x ic_y ic_z 5.0 5.0 5.0 false SET_OBJECT_COLLISION injured_cop_rc5 TRUE flag_bodycast_clear = 1 ENDIF ELSE SET_OBJECT_COLLISION injured_cop_rc5 TRUE flag_bodycast_clear = 1 ENDIF ENDWHILE */ DISPLAY_ONSCREEN_COUNTER_WITH_STRING bodycast_health COUNTER_DISPLAY_BAR DAM PRINT_NOW (RM5_6) 3000 1 WHILE NOT HAS_OBJECT_BEEN_DAMAGED injured_cop_rc5 WAIT 0 GET_OBJECT_COORDINATES injured_cop_rc5 ic_x ic_y ic_z SET_MISSION_AUDIO_POSITION ic_x ic_y ic_z GET_BODY_CAST_HEALTH bodycast_health bodycast_health = bodycast_health * -1 bodycast_health = bodycast_health + 1000 bodycast_health = bodycast_health / 10 IF flag_audio = 0 PLAY_MISSION_AUDIO ENDIF IF HAS_MISSION_AUDIO_FINISHED flag_audio = 1 ENDIF //zed_value =# ic_z //PRINT_WITH_NUMBER_NOW ( Z ) zed_value 1000 1 IF IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_PISTOL AND NOT IS_PLAYER_IN_ANY_CAR player PRINT (RM5_4) 500 1//bullets won't get through that armoured plaster!! ENDIF IF IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_UZI AND NOT IS_PLAYER_IN_ANY_CAR player PRINT (RM5_4) 500 1 ENDIF IF IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_SHOTGUN AND NOT IS_PLAYER_IN_ANY_CAR player PRINT (RM5_4) 500 1 ENDIF IF IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_M16 AND NOT IS_PLAYER_IN_ANY_CAR player PRINT (RM5_4) 500 1 ENDIF IF IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_CHAINGUN AND NOT IS_PLAYER_IN_ANY_CAR player PRINT (RM5_4) 500 1 ENDIF IF IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_FLAMETHROWER AND NOT IS_PLAYER_IN_ANY_CAR player PRINT (RM5_5) 500 1//That Plaster's flame retardent!! ENDIF IF IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_MOLOTOV AND NOT IS_PLAYER_IN_ANY_CAR player PRINT (RM5_5) 500 1 ENDIF IF ic_z < 1.0 PRINT_NOW (RM5_8) 3000 1//witness has drowned!! GOTO quentin ENDIF GOSUB swat_team ENDWHILE quentin: REMOVE_BLIP blip_injured_cop_rc5 GOTO mission_ray5_passed // Mission Ray5 failed mission_ray5_failed: PRINT_NOW RM5_7 3000 1 //Witness has been delivered!! PRINT_BIG ( M_FAIL ) 2000 1 RETURN // mission Ray5 passed mission_ray5_passed: flag_ray_mission5_passed = 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 CLEAR_WANTED_LEVEL player ADD_SCORE player 10000 REGISTER_MISSION_PASSED RM5 PLAYER_MADE_PROGRESS 1 IF NOT flag_love_mission3_passed = 1 REMOVE_BLIP ray_contact_blip ELSE START_NEW_SCRIPT ray_mission6_loop ENDIF RETURN // mission cleanup mission_cleanup_ray5: CLEAR_ONSCREEN_COUNTER ambulance_health CLEAR_ONSCREEN_COUNTER bodycast_health flag_player_on_mission = 0 flag_player_on_ray_mission = 0 MARK_OBJECT_AS_NO_LONGER_NEEDED injured_cop_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED swat1_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED swat2_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED swat3_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED swat4_rc5 MARK_CHAR_AS_NO_LONGER_NEEDED cop_driver MARK_MODEL_AS_NO_LONGER_NEEDED CAR_AMBULANCE MARK_MODEL_AS_NO_LONGER_NEEDED PED_SWAT MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ENFORCER REMOVE_BLIP blip_ambulance_rc5 MISSION_HAS_FINISHED RETURN //------GOSUBS------------------------------ swat_team: IF IS_PLAYER_IN_AREA_3D player 366.0 -1146.0 21.0 396.0 -1134.0 28.0 false IF NOT IS_CHAR_DEAD swat1_rc5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS swat1_rc5 player ENDIF IF NOT IS_CHAR_DEAD swat2_rc5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS swat2_rc5 player ENDIF ENDIF IF IS_PLAYER_IN_AREA_3D player 318.0 -1170.0 22.0 366.0 -1120.0 25.0 false IF NOT IS_CHAR_DEAD swat1_rc5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS swat1_rc5 player ENDIF IF NOT IS_CHAR_DEAD swat2_rc5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS swat2_rc5 player ENDIF IF NOT IS_CHAR_DEAD swat3_rc5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS swat3_rc5 player ENDIF IF NOT IS_CHAR_DEAD swat4_rc5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS swat4_rc5 player ENDIF ENDIF RETURN
ray6
MISSION_START // ***************************************************************************************** // ************************************ Ray 6 ***************************************** // ************************************ Marked Man ***************************************** // ***************************************************************************************** // *** The CIA is making money from Cartel deals and is concerned that the Yakuza are *** // *** hindering the operation. They've discovered that Ray is helping them and they've *** // *** decided to 'rub him out'. Ray is running scared and needs a ride to the airport. *** // *** His contact point is empty, but the player will get a pager message. The player is*** // *** followed by the C.I.A Ray is dressed in a Hawaiian shirt and has two cases packed.*** // *** He's booked on a flight (timed mission). The CIA give chase. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_ray6 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_ray6_failed ENDIF GOSUB mission_cleanup_ray6 MISSION_END // Variables for mission VAR_INT time_till_flight flag_blip_on_ray rays_blip total_cia player_death_car airport_door_flag door1_closed door2_closed VAR_INT cia_1 cia_1_flag VAR_INT cia_2 cia_2_flag VAR_INT cia_3 cia_3_flag VAR_INT cia_4 cia_4_flag VAR_INT cia_5 cia_5_flag VAR_INT cia_6 cia_6_flag VAR_INT cia_7 cia_7_flag VAR_INT cia_8 cia_8_flag VAR_INT cia_9 cia_9_flag VAR_INT cia_10 cia_10_flag VAR_INT cia_11 cia_11_flag VAR_INT cia_12 cia_12_flag VAR_INT cia_13 cia_13_flag VAR_INT cia_14 cia_14_flag VAR_INT cia_15 cia_15_flag VAR_INT cia_16 cia_16_flag VAR_INT cia_17 cia_17_flag VAR_INT rays_prize_car rays_prize_weapon1 rays_prize_weapon2 rays_prize_weapon3 rays_prize_weapon4 rays_cash pickups_created_rm6 // ****************************************Mission Start************************************ mission_start_ray6: flag_player_on_mission = 1 flag_player_on_ray_mission = 1 rays_cutscene_flag = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME ray6 time_till_flight = 180000 flag_blip_on_ray = 0 airport_door_flag = 0 door1_closed = 0 door2_closed = 0 total_cia = 0 pickups_created_rm6 = 0 cia_1_flag = 0 cia_2_flag = 0 cia_3_flag = 0 cia_4_flag = 0 cia_5_flag = 0 cia_6_flag = 0 cia_7_flag = 0 cia_8_flag = 0 cia_9_flag = 0 cia_10_flag = 0 cia_11_flag = 0 cia_12_flag = 0 cia_13_flag = 0 cia_14_flag = 0 cia_15_flag = 0 cia_16_flag = 0 cia_17_flag = 0 // ****************************************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_ray6_failed //ENDIF // //PRINT_BIG RM6 15000 2 //"Marked Man" LOAD_SPECIAL_CHARACTER 1 ray LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 RAYH REQUEST_MODEL toilet //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 toilet WAIT 0 ENDWHILE CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE SET_PLAYER_COORDINATES player 39.0 -723.5 22.0 SET_PLAYER_HEADING player 90.0 LOAD_CUTSCENE r6_mm SET_CUTSCENE_OFFSET 39.424 -726.677 21.692 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_ray SET_CUTSCENE_ANIM cs_ray ray CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead SET_CUTSCENE_HEAD_ANIM cs_rayhead ray //SET_PLAYER_COORDINATES player 38.7 -725.7 22.0 // //SET_PLAYER_HEADING player 270.0 DO_FADE 1500 FADE_IN SET_NEAR_CLIP 0.2 START_CUTSCENE SWITCH_STREAMING OFF SWITCH_RUBBISH OFF // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 1807 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM6_A 4000 1 //"You weren't followed? Good." WHILE cs_time < 4920 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM6_B 4000 1 //"This is it, I'm in way over my fucking head and I'm starting to fucking drown here!" WHILE cs_time < 8597 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM6_C 4000 1 //"The CIA seem to have a vested interest in SPANK" WHILE cs_time < 11482 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM6_C1 4000 1 //"and they don't like us fucking with the Cartel!" WHILE cs_time < 14220 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM6_D 4000 1 //"I'm a marked man, so I'm getting out of here." WHILE cs_time < 17464 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW RM6_E 4000 1 //"Get me to my flight at the airport and I'll make it worth your while!!" 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 SWITCH_RUBBISH ON CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_NEAR_CLIP 0.9 SET_CAMERA_BEHIND_PLAYER MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2 MARK_MODEL_AS_NO_LONGER_NEEDED toilet REQUEST_MODEL PED_B_MAN3 LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED PED_B_MAN3 WAIT 0 ENDWHILE CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 38.7 -727.7 22.0 ray ADD_ARMOUR_TO_CHAR ray 100 SET_PLAYER_AS_LEADER ray player SWITCH_STREAMING ON DO_FADE 1500 FADE_IN rays_cutscene_flag = 0 // ******************************************END OF CUTSCENE******************************** DISPLAY_ONSCREEN_TIMER time_till_flight ADD_BLIP_FOR_COORD -739.0 -583.0 -100.0 rays_blip IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF SET_CHAR_RUNNING ray TRUE PRINT_NOW RM6_5 15000 1 //"The CIA have the bridge under surveillance, find another route across." WHILE NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D ray -738.3010 -582.8834 8.0 8.0 1 WAIT 0 IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF IF time_till_flight < 1 PRINT_NOW RM6_7 5000 1//"~r~Ray has missed his flight." GOTO mission_ray6_failed ENDIF //////// IF total_cia < 16 IF cia_1_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -25.8545 -612.5001 100.0 100.0 0 // Commercial End of lift bridge CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -25.8545 -612.5001 42.1683 cia_1 SET_CHAR_HEADING cia_1 239.6049 GIVE_WEAPON_TO_CHAR cia_1 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_1 TRUE CHAR_SET_IDLE cia_1 SET_CHAR_PERSONALITY cia_1 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_1 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_1 TRUE ADD_ARMOUR_TO_CHAR cia_1 100 ++ total_cia cia_1_flag = 1 ENDIF ENDIF ENDIF IF cia_1_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -25.8545 -612.5001 100.0 100.0 0 DELETE_CHAR cia_1 -- total_cia cia_1_flag = 0 ENDIF ENDIF IF cia_1_flag = 1 IF IS_CHAR_DEAD cia_1 cia_1_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_1 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_1 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_1 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_1 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_2_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -24.0225 -630.3363 100.0 100.0 0 // Commercial End of lift bridge CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -24.0225 -630.3363 42.1125 cia_2 SET_CHAR_HEADING cia_2 293.6046 GIVE_WEAPON_TO_CHAR cia_2 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_2 TRUE CHAR_SET_IDLE cia_2 SET_CHAR_PERSONALITY cia_2 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_2 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_2 TRUE ADD_ARMOUR_TO_CHAR cia_2 100 ++ total_cia cia_2_flag = 1 ENDIF ENDIF ENDIF IF cia_2_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -24.0225 -630.3363 100.0 100.0 0 DELETE_CHAR cia_2 -- total_cia cia_2_flag = 0 ENDIF ENDIF IF cia_2_flag = 1 IF IS_CHAR_DEAD cia_2 cia_2_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_2 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_2 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_2 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_2 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_3_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -35.1159 -632.8395 100.0 100.0 0 // Commercial End of lift bridge CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -35.1159 -632.8395 42.4257 cia_3 SET_CHAR_HEADING cia_3 255.4109 GIVE_WEAPON_TO_CHAR cia_3 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_3 TRUE CHAR_SET_IDLE cia_3 SET_CHAR_PERSONALITY cia_3 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_3 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_3 TRUE ADD_ARMOUR_TO_CHAR cia_3 100 ++ total_cia cia_3_flag = 1 ENDIF ENDIF ENDIF IF cia_3_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -35.1159 -632.8395 100.0 100.0 0 DELETE_CHAR cia_3 -- total_cia cia_3_flag = 0 ENDIF ENDIF IF cia_3_flag = 1 IF IS_CHAR_DEAD cia_3 cia_3_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_3 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_3 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_3 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_3 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_4_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -24.3022 -650.4634 100.0 100.0 0 // Commercial End of lift bridge CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -24.3022 -650.4634 46.5876 cia_4 SET_CHAR_HEADING cia_4 344.2893 GIVE_WEAPON_TO_CHAR cia_4 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_4 TRUE CHAR_SET_IDLE cia_4 SET_CHAR_PERSONALITY cia_4 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_4 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_4 TRUE ADD_ARMOUR_TO_CHAR cia_4 100 ++ total_cia cia_4_flag = 1 ENDIF ENDIF ENDIF IF cia_4_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -24.3022 -650.4634 100.0 100.0 0 DELETE_CHAR cia_4 -- total_cia cia_4_flag = 0 ENDIF ENDIF IF cia_4_flag = 1 IF IS_CHAR_DEAD cia_4 cia_4_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_4 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_4 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_4 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_4 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_5_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -217.9545 -630.4070 100.0 100.0 0 // Commercial End of lift bridge, by lift bit CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -217.9545 -630.4070 45.9975 cia_5 SET_CHAR_HEADING cia_5 344.2893 GIVE_WEAPON_TO_CHAR cia_5 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_5 TRUE CHAR_SET_IDLE cia_5 SET_CHAR_PERSONALITY cia_5 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_5 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_5 TRUE ADD_ARMOUR_TO_CHAR cia_5 100 ++ total_cia cia_5_flag = 1 ENDIF ENDIF ENDIF IF cia_5_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -217.9545 -630.4070 100.0 100.0 0 DELETE_CHAR cia_5 -- total_cia cia_5_flag = 0 ENDIF ENDIF IF cia_5_flag = 1 IF IS_CHAR_DEAD cia_5 cia_5_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_5 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_5 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_5 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_5 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_6_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -212.4922 -632.7455 100.0 100.0 0 // Commercial End of lift bridge, by lift bit CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -212.4922 -632.7455 45.9514 cia_6 SET_CHAR_HEADING cia_6 247.0256 GIVE_WEAPON_TO_CHAR cia_6 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_6 TRUE CHAR_SET_IDLE cia_6 SET_CHAR_PERSONALITY cia_6 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_6 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_6 TRUE ADD_ARMOUR_TO_CHAR cia_6 100 ++ total_cia cia_6_flag = 1 ENDIF ENDIF ENDIF IF cia_6_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -212.4922 -632.7455 100.0 100.0 0 DELETE_CHAR cia_6 -- total_cia cia_6_flag = 0 ENDIF ENDIF IF cia_6_flag = 1 IF IS_CHAR_DEAD cia_6 cia_6_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_6 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_6 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_6 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_6 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_7_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -437.0927 -612.5157 100.0 100.0 0 // Suburban End of lift bridge, by lift bit CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -437.0927 -612.5157 44.5994 cia_7 SET_CHAR_HEADING cia_7 247.0256 GIVE_WEAPON_TO_CHAR cia_7 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_7 TRUE CHAR_SET_IDLE cia_7 SET_CHAR_PERSONALITY cia_7 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_7 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_7 TRUE ADD_ARMOUR_TO_CHAR cia_7 100 ++ total_cia cia_7_flag = 1 ENDIF ENDIF ENDIF IF cia_7_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -437.0927 -612.5157 100.0 100.0 0 DELETE_CHAR cia_7 -- total_cia cia_7_flag = 0 ENDIF ENDIF IF cia_7_flag = 1 IF IS_CHAR_DEAD cia_7 cia_7_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_7 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_7 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_7 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_7 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_8_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -534.6777 -631.2995 100.0 100.0 0 // Suburban End of lift bridge CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -534.6777 -631.2995 42.2770 cia_8 SET_CHAR_HEADING cia_8 247.0256 GIVE_WEAPON_TO_CHAR cia_8 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_8 TRUE CHAR_SET_IDLE cia_8 SET_CHAR_PERSONALITY cia_8 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_8 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_8 TRUE ADD_ARMOUR_TO_CHAR cia_8 100 ++ total_cia cia_8_flag = 1 ENDIF ENDIF ENDIF IF cia_8_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -534.6777 -631.2995 100.0 100.0 0 DELETE_CHAR cia_8 -- total_cia cia_8_flag = 0 ENDIF ENDIF IF cia_8_flag = 1 IF IS_CHAR_DEAD cia_8 cia_8_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_8 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_8 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_8 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_8 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_9_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -523.4218 -650.3831 100.0 100.0 0 // Suburban End of lift bridge CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -523.4218 -650.3831 42.5261 cia_9 SET_CHAR_HEADING cia_9 316.7352 GIVE_WEAPON_TO_CHAR cia_9 WEAPONTYPE_M16 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_9 TRUE CHAR_SET_IDLE cia_9 SET_CHAR_PERSONALITY cia_9 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_9 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_9 TRUE ADD_ARMOUR_TO_CHAR cia_9 100 ++ total_cia cia_9_flag = 1 ENDIF ENDIF ENDIF IF cia_9_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -523.4218 -650.3831 100.0 100.0 0 DELETE_CHAR cia_9 -- total_cia cia_9_flag = 0 ENDIF ENDIF IF cia_9_flag = 1 IF IS_CHAR_DEAD cia_9 cia_9_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_9 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_9 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_9 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_9 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_10_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -628.0785 -498.4106 100.0 100.0 0 // ontop of tunnel exit out CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -628.0785 -498.4106 22.3884 cia_10 SET_CHAR_HEADING cia_10 76.5552 GIVE_WEAPON_TO_CHAR cia_10 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_10 TRUE CHAR_SET_IDLE cia_10 SET_CHAR_PERSONALITY cia_10 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_10 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_10 TRUE ADD_ARMOUR_TO_CHAR cia_10 100 ++ total_cia cia_10_flag = 1 ENDIF ENDIF ENDIF IF cia_10_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -628.0785 -498.4106 100.0 100.0 0 DELETE_CHAR cia_10 -- total_cia cia_10_flag = 0 ENDIF ENDIF IF cia_10_flag = 1 IF IS_CHAR_DEAD cia_10 cia_10_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_10 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_10 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_10 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_10 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_11_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -637.6517 -501.7922 100.0 100.0 0 // ontop of tunnel exit out CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -637.6517 -501.7922 22.3455 cia_11 SET_CHAR_HEADING cia_11 76.5552 GIVE_WEAPON_TO_CHAR cia_11 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_11 TRUE CHAR_SET_IDLE cia_11 SET_CHAR_PERSONALITY cia_11 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_11 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_11 TRUE ADD_ARMOUR_TO_CHAR cia_11 100 ++ total_cia cia_11_flag = 1 ENDIF ENDIF ENDIF IF cia_11_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -637.6517 -501.7922 100.0 100.0 0 DELETE_CHAR cia_11 -- total_cia cia_11_flag = 0 ENDIF ENDIF IF cia_11_flag = 1 IF IS_CHAR_DEAD cia_11 cia_11_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_11 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_11 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_11 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_11 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_12_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -692.3098 -563.0333 100.0 100.0 0 // ontop of tunnel exit in CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -692.3098 -563.0333 21.5110 cia_12 SET_CHAR_HEADING cia_12 344.2857 GIVE_WEAPON_TO_CHAR cia_12 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_12 TRUE CHAR_SET_IDLE cia_12 SET_CHAR_PERSONALITY cia_12 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_12 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_12 TRUE ADD_ARMOUR_TO_CHAR cia_12 100 ++ total_cia cia_12_flag = 1 ENDIF ENDIF ENDIF IF cia_12_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -692.3098 -563.0333 100.0 100.0 0 DELETE_CHAR cia_12 -- total_cia cia_12_flag = 0 ENDIF ENDIF IF cia_12_flag = 1 IF IS_CHAR_DEAD cia_12 cia_12_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_12 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_12 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_12 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_12 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_13_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -671.1359 -540.5952 100.0 100.0 0 //Suburban End of lift bridge by tunnel exit in CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -671.1359 -540.5952 22.9211 cia_13 SET_CHAR_HEADING cia_13 281.8996 GIVE_WEAPON_TO_CHAR cia_13 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_13 TRUE CHAR_SET_IDLE cia_13 SET_CHAR_PERSONALITY cia_13 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_13 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_13 TRUE ADD_ARMOUR_TO_CHAR cia_13 100 ++ total_cia cia_13_flag = 1 ENDIF ENDIF ENDIF IF cia_13_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -671.1359 -540.5952 100.0 100.0 0 DELETE_CHAR cia_13 -- total_cia cia_13_flag = 0 ENDIF ENDIF IF cia_13_flag = 1 IF IS_CHAR_DEAD cia_13 cia_13_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_13 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_13 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_13 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_13 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_14_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -638.4215 -419.2620 100.0 100.0 0 //Opposite turning into the airport CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -638.4215 -419.2620 17.8198 cia_14 SET_CHAR_HEADING cia_14 113.6173 GIVE_WEAPON_TO_CHAR cia_14 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_14 TRUE CHAR_SET_IDLE cia_14 SET_CHAR_PERSONALITY cia_14 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_14 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_14 TRUE ADD_ARMOUR_TO_CHAR cia_14 100 ++ total_cia cia_14_flag = 1 ENDIF ENDIF ENDIF IF cia_14_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -638.4215 -419.2620 100.0 100.0 0 DELETE_CHAR cia_14 -- total_cia cia_14_flag = 0 ENDIF ENDIF IF cia_14_flag = 1 IF IS_CHAR_DEAD cia_14 cia_14_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_14 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_14 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_14 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_14 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_15_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -655.3353 -404.4556 100.0 100.0 0 //On concrete island opposite turning into the airport CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -655.3353 -404.4556 17.8198 cia_15 SET_CHAR_HEADING cia_15 191.1247 GIVE_WEAPON_TO_CHAR cia_15 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_15 TRUE CHAR_SET_IDLE cia_15 SET_CHAR_PERSONALITY cia_15 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_15 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_15 TRUE ADD_ARMOUR_TO_CHAR cia_15 100 ++ total_cia cia_15_flag = 1 ENDIF ENDIF ENDIF IF cia_15_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -655.3353 -404.4556 100.0 100.0 0 DELETE_CHAR cia_15 -- total_cia cia_15_flag = 0 ENDIF ENDIF IF cia_15_flag = 1 IF IS_CHAR_DEAD cia_15 cia_15_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_15 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_15 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_15 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_15 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_16_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -677.0261 -425.0470 100.0 100.0 0 // up on grass by airport turning CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -677.0261 -425.0470 18.5140 cia_16 SET_CHAR_HEADING cia_16 265.4145 GIVE_WEAPON_TO_CHAR cia_16 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_16 TRUE CHAR_SET_IDLE cia_16 SET_CHAR_PERSONALITY cia_16 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_16 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_16 TRUE ADD_ARMOUR_TO_CHAR cia_16 100 ++ total_cia cia_16_flag = 1 ENDIF ENDIF ENDIF IF cia_16_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -677.0261 -425.0470 100.0 100.0 0 DELETE_CHAR cia_16 -- total_cia cia_16_flag = 0 ENDIF ENDIF IF cia_16_flag = 1 IF IS_CHAR_DEAD cia_16 cia_16_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_16 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_16 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_16 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_16 player ENDIF ENDIF ENDIF //////// IF total_cia < 16 IF cia_17_flag = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player -679.1292 -485.1575 100.0 100.0 0 //on wall by tunnel exit in CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN3 -679.1292 -485.1575 18.2578 cia_17 SET_CHAR_HEADING cia_17 260.2034 GIVE_WEAPON_TO_CHAR cia_17 WEAPONTYPE_UZI 9999 SET_CHAR_ONLY_DAMAGED_BY_PLAYER cia_17 TRUE CHAR_SET_IDLE cia_17 SET_CHAR_PERSONALITY cia_17 PEDSTAT_TOUGH_GUY SET_CHAR_THREAT_SEARCH cia_17 THREAT_PLAYER1 SET_CHAR_STAY_IN_SAME_PLACE cia_17 TRUE ADD_ARMOUR_TO_CHAR cia_17 100 ++ total_cia cia_17_flag = 1 ENDIF ENDIF ENDIF IF cia_17_flag = 1 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -679.1292 -485.1575 100.0 100.0 0 DELETE_CHAR cia_17 -- total_cia cia_17_flag = 0 ENDIF ENDIF IF cia_17_flag = 1 IF IS_CHAR_DEAD cia_17 cia_17_flag = 2 ELSE IF LOCATE_PLAYER_IN_CAR_CHAR_2D player cia_17 40.0 40.0 0 STORE_CAR_PLAYER_IS_IN player player_death_car SET_CHAR_OBJ_DESTROY_CAR cia_17 player_death_car ENDIF IF LOCATE_PLAYER_ON_FOOT_CHAR_2D player cia_17 40.0 40.0 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT cia_17 player ENDIF ENDIF ENDIF //////// IF NOT IS_CHAR_IN_PLAYERS_GROUP ray player AND flag_blip_on_ray = 0 PRINT_NOW RM6_8 5000 1 //"You have left Ray behind, go back and get him." REMOVE_BLIP rays_blip ADD_BLIP_FOR_CHAR ray rays_blip flag_blip_on_ray = 1 ENDIF IF flag_blip_on_ray = 1 IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ray 8.0 8.0 FALSE SET_PLAYER_AS_LEADER ray player REMOVE_BLIP rays_blip ADD_BLIP_FOR_COORD -739.0 -583.0 8.0 rays_blip flag_blip_on_ray = 0 ENDIF ENDIF ENDWHILE REMOVE_BLIP rays_blip CLEAR_ONSCREEN_TIMER time_till_flight SET_PLAYER_CONTROL player OFF SET_EVERYONE_IGNORE_PLAYER player ON //SET_ALL_CARS_CAN_BE_DAMAGED FALSE SWITCH_WIDESCREEN ON SET_FIXED_CAMERA_POSITION -732.0104 -571.0955 14.0482 0.0 0.0 0.0 POINT_CAMERA_AT_CHAR ray FIXED JUMP_CUT IF NOT IS_CHAR_IN_ANY_CAR ray OR NOT IS_PLAYER_IN_ANY_CAR player TURN_CHAR_TO_FACE_PLAYER ray player GET_PLAYER_CHAR player script_controlled_player TURN_CHAR_TO_FACE_CHAR script_controlled_player ray ENDIF LOAD_MISSION_AUDIO R6_A WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW RM6_1 5000 1 //"Here's a key to a lock-up." WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF ENDWHILE LOAD_MISSION_AUDIO R6_A1 WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW RM6_2 5000 1 //"You'll find some cash and some 'supplies' I'd stashed in case things got tight." WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF ENDWHILE LOAD_MISSION_AUDIO R6_B WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW RM6_3 5000 1 //"See y'around." IF IS_CHAR_IN_ANY_CAR ray LEAVE_GROUP ray STORE_CAR_CHAR_IS_IN ray player_death_car SET_CHAR_OBJ_LEAVE_CAR ray player_death_car ENDIF WHILE NOT airport_door_flag = 6 OR NOT door1_closed = 0 OR NOT door2_closed = 0 WAIT 0 IF NOT airport_door_flag = 6 IF IS_CHAR_DEAD ray PRINT_NOW RM6_6 5000 1//"~r~Ray is dead!" GOTO mission_ray6_failed ENDIF ENDIF IF airport_door_flag = 0 IF NOT IS_CHAR_IN_ANY_CAR ray LEAVE_GROUP ray SET_CHAR_OBJ_RUN_TO_COORD ray -744.7192 -586.4615 SET_FIXED_CAMERA_POSITION -751.3805 -603.0235 11.4096 0.0 0.0 0.0 POINT_CAMERA_AT_CHAR ray FIXED JUMP_CUT airport_door_flag = 1 ENDIF ENDIF IF airport_door_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D ray -744.7192 -586.4615 1.5 1.5 0 SET_CHAR_OBJ_RUN_TO_COORD ray -757.1901 -587.2930 airport_door_flag = 2 ENDIF ENDIF IF airport_door_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D ray -757.1901 -587.2930 1.5 1.5 0 SET_CHAR_OBJ_RUN_TO_COORD ray -768.0753 -599.4160 airport_door_flag = 3 ENDIF ENDIF IF airport_door_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D ray -768.0753 -599.4160 1.5 1.5 0 SET_CHAR_OBJ_RUN_TO_COORD ray -772.6748 -600.3857 airport_door_flag = 4 ENDIF ENDIF IF airport_door_flag > 3 //open doors here AND door1_closed = 0 IF SLIDE_OBJECT airportdoor1 -770.414 -597.865 11.847 0.1 0.1 0.1 0 door1_closed = 1 ENDIF ENDIF IF airport_door_flag > 3 //open doors here AND door2_closed = 0 IF SLIDE_OBJECT airportdoor2 -770.414 -602.885 11.847 0.1 0.1 0.1 0 door2_closed = 1 ENDIF ENDIF IF airport_door_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D ray -772.6748 -600.3857 1.5 1.5 0 SET_CHAR_OBJ_RUN_TO_COORD ray -772.6249 -604.7247 airport_door_flag = 5 ENDIF ENDIF IF airport_door_flag > 4 //CLOSE doors here AND door1_closed = 1 IF NOT IS_PLAYER_IN_AREA_2D player -773.75 -605.205 -768.76 -595.613 0 IF SLIDE_OBJECT airportdoor1 -770.414 -599.292 11.847 0.1 0.1 0.1 0 door1_closed = 0 ENDIF ENDIF ENDIF IF airport_door_flag > 4 //CLOSE doors here AND door2_closed = 1 IF NOT IS_PLAYER_IN_AREA_2D player -773.75 -605.205 -768.76 -595.613 0 IF SLIDE_OBJECT airportdoor2 -770.414 -601.369 11.846 0.1 0.1 0.1 0 door2_closed = 0 ENDIF ENDIF ENDIF IF airport_door_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D ray -772.6249 -604.7247 1.5 1.5 0 SET_PLAYER_CONTROL player ON SWITCH_WIDESCREEN OFF SET_CAMERA_BEHIND_PLAYER RESTORE_CAMERA_JUMPCUT DELETE_CHAR ray airport_door_flag = 6 ENDIF ENDIF ENDWHILE PRINT_NOW RM6_4 5000 1 //GO TO THE LOCKUP TO GET YOUR REWARD ADD_BLIP_FOR_COORD 241.1441 -997.7660 20.9853 rays_blip REQUEST_MODEL CAR_PATRIOT WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D PLAYER 241.1441 -997.7660 50.0 50.0 0 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED CAR_PATRIOT WAIT 0 ENDWHILE CREATE_CAR CAR_PATRIOT 241.1441 -997.7660 20.9853 rays_prize_car //SET_CAR_COLOUR 256 256/WHITE //SET_CAR_CANT_BE_RESPRAYED //SET_CAR_DO_NOT_DELETE maybe SET_CAR_HEADING rays_prize_car 270.0 SET_CAR_PROOFS rays_prize_car TRUE FALSE FALSE FALSE FALSE SET_CAR_STRONG rays_prize_car TRUE CREATE_PICKUP_WITH_AMMO WEAPON_M16 PICKUP_ONCE 1000 244.0506 -993.9206 21.0 rays_prize_weapon1 CREATE_PICKUP_WITH_AMMO WEAPON_FLAME PICKUP_ONCE 1000 237.3226 -998.5697 21.0 rays_prize_weapon2 CREATE_PICKUP_WITH_AMMO WEAPON_ROCKET PICKUP_ONCE 25 243.8931 -995.5624 21.0 rays_prize_weapon3 CREATE_PICKUP_WITH_AMMO WEAPON_SNIPER PICKUP_ONCE 50 241.2706 -993.6790 21.0 rays_prize_weapon4 CREATE_MONEY_PICKUP 238.9743 -993.6944 21.0 20000 rays_cash pickups_created_rm6 = 1 WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D PLAYER 230.2258 -996.4656 2.0 2.0 0 WAIT 0 ENDWHILE OPEN_GARAGE rays_prize_garage ADD_PAGER_MESSAGE RM6_666 140 666 1 //"Take care of my armoured Cheetah, I had it modified to be bullet proof. See you in Miami, Ray" WAIT 13000 GOTO mission_ray6_passed // Mission Ray 6 failed mission_ray6_failed: IF pickups_created_rm6 = 1 REMOVE_PICKUP rays_prize_weapon1 REMOVE_PICKUP rays_prize_weapon2 REMOVE_PICKUP rays_prize_weapon3 REMOVE_PICKUP rays_prize_weapon4 REMOVE_PICKUP rays_cash DELETE_CAR rays_prize_car pickups_created_rm6 = 0 ENDIF REMOVE_CHAR_ELEGANTLY ray PRINT_BIG M_FAIL 5000 1 RETURN // mission Ray 6 passed mission_ray6_passed: flag_ray_mission6_passed = 1 PRINT_WITH_NUMBER_BIG M_PASS 20000 2000 1 ADD_SCORE player 20000 CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED RM6 PLAY_MISSION_PASSED_TUNE 1 PLAYER_MADE_PROGRESS 1 REMOVE_BLIP ray_contact_blip RETURN // mission cleanup mission_cleanup_ray6: flag_player_on_mission = 0 flag_player_on_ray_mission = 0 IF DOES_OBJECT_EXIST airportdoor1 SET_OBJECT_COORDINATES airportdoor1 -770.414 -599.292 11.847 ENDIF IF DOES_OBJECT_EXIST airportdoor2 SET_OBJECT_COORDINATES airportdoor2 -770.414 -601.369 11.846 ENDIF IF IS_PLAYER_IN_AREA_2D player -773.75 -605.205 -768.76 -595.613 0 SET_PLAYER_COORDINATES player -767.8299 -600.3843 11.0 SET_PLAYER_HEADING player 270.0 ENDIF CLEAR_ONSCREEN_TIMER time_till_flight REMOVE_BLIP rays_blip UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN3 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_CHEETAH MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PATRIOT MISSION_HAS_FINISHED RETURN