Yard
Материал из GTAModding.ru
Версия от 22:46, 16 декабря 2011; XEPOMAHT007 (обсуждение | вклад)
Содержание |
yard1
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************YARDIE MISSION ONE DRUG RUSH******************************** // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_yd1 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_yd1_failed ENDIF GOSUB mission_cleanup_yd1 MISSION_END // Variables for mission VAR_INT hot_rod_1 hot_rod_2 hot_rod_3 VAR_INT player_car wanted_yd1 VAR_INT street_racer_1 street_racer_2 street_racer_3 VAR_INT blip_hot_rod_3 blip_hot_rod_2 blip_hot_rod_1 VAR_INT blip_rush_destination flag_random_yd1 random_yd1 VAR_INT blip_start_yd1 VAR_FLOAT start_x start_y VAR_FLOAT finish_x finish_y VAR_FLOAT x_sum y_sum x_sum_player y_sum_player VAR_FLOAT hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_dist VAR_FLOAT hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_dist VAR_FLOAT hot_rod_3_x hot_rod_3_y hot_rod_3_z VAR_FLOAT hot_rod_heading VAR_FLOAT player_car_x player_car_y player_car_z player_dist VAR_INT counter_rush_start counter_hotrods VAR_INT flag_hotrod1_start flag_hotrod2_start flag_hotrod3_start VAR_INT flag_drive_mode_1 flag_drive_mode_2 flag_drive_mode_3 VAR_INT flag_leader VAR_INT counter_player_points reward_yd1 VAR_INT counter_nonplayer1_points counter_nonplayer2_points counter_nonplayer3_points VAR_INT counter_finish VAR_INT flag_corona_yd1 VAR_INT counter_placing counter_joint_placing VAR_INT timer_reset_hr1 timer_reset_hr2 timer_reset_hr3 VAR_INT timer_start_hr1 timer_start_hr2 timer_start_hr3 VAR_INT timer_current_hr1 timer_current_hr2 timer_current_hr3 VAR_INT hr1_time_dif hr2_time_dif hr3_time_dif // ****************************************Mission Start************************************ mission_start_yd1: REGISTER_MISSION_GIVEN SCRIPT_NAME yard1 flag_player_on_mission = 1 flag_player_on_yardie_mission = 1 WAIT 0 /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_yd1_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT //SWITCH_STREAMING OFF PRINT_BIG ( YD1 ) 15000 2 //"Yardie Mission 1" TIMERA = 0 WHILE TIMERA < 1500 WAIT 0 ENDWHILE */ // ******************************************CUTSCENE*************************************** SET_PED_DENSITY_MULTIPLIER 0.0 SET_POLICE_IGNORE_PLAYER player on //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE YD_PH1 SET_CUTSCENE_OFFSET 121.0 -272.3 15.25 CLEAR_AREA_OF_CHARS 100.5 -250.0 0.0 130.5 -290.0 25.0 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player //CLEAR_AREA 1219.5 -321.1 27.5 1.0 TRUE //SET_PLAYER_COORDINATES player 1219.5 -321.1 26.4 //SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN //SWITCH_STREAMING OFF START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2237 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD1_A ) 10000 1 WHILE cs_time < 3791 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD1_A1 ) 10000 1 WHILE cs_time < 8312 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD1_B ) 10000 1 WHILE cs_time < 12880 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD1_C ) 10000 1 WHILE cs_time < 15965 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD1_D ) 10000 1 WHILE cs_time < 20462 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD1_D1 ) 10000 1 /* WHILE cs_time < 24139 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( DIAB2_G ) 10000 1 WHILE cs_time < 28919 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( DIAB2_H ) 10000 1 */ WHILE cs_time < 25166 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_STREAMING ON CLEAR_PRINTS CLEAR_CUTSCENE //SET_CAMERA_IN_FRONT_OF_PLAYER SET_PED_DENSITY_MULTIPLIER 1.0 SET_POLICE_IGNORE_PLAYER player off WAIT 500 DO_FADE 1500 FADE_IN //------------LOCATION VARIABLES---(NB: ALL LOCATIONS SHOULD HAVE X Y & Z IN FINISHED SCRIPT!!)----------------------------------------------------- finish_x = 107.0 finish_y = -288.0 start_x = 50.0 start_y = 70.0 flag_corona_yd1 = 0 flag_hotrod1_start = 0 flag_hotrod2_start = 0 flag_hotrod3_start = 0 counter_rush_start = 0 counter_hotrods = 0 counter_player_points = 0 counter_nonplayer1_points = 0 counter_nonplayer2_points = 0 counter_nonplayer3_points = 0 counter_finish = 0 counter_placing = 0 counter_joint_placing = 0 ADD_BLIP_FOR_COORD start_x start_y -100.0 blip_start_yd1 flag_leader = 0 flag_random_yd1 = 0 REQUEST_MODEL PED_MALE2 REQUEST_MODEL CAR_PATRIOT REQUEST_MODEL CAR_CHEETAH REQUEST_MODEL CAR_BOBCAT WHILE NOT HAS_MODEL_LOADED PED_MALE2 OR NOT HAS_MODEL_LOADED CAR_PATRIOT OR NOT HAS_MODEL_LOADED CAR_CHEETAH OR NOT HAS_MODEL_LOADED CAR_BOBCAT WAIT 1000 ENDWHILE // --------Mission stuff goes here----------------------------------------------------- is_player_there: IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D player 45.0 65.0 55.0 75.0 true STORE_CAR_PLAYER_IS_IN player player_car GOTO player_is_there ENDIF IF LOCATE_PLAYER_ON_FOOT_2D player start_x start_y 5.0 5.0 false PRINT_NOW ( YD1_G) 2000 1 ENDIF WAIT 0 GOTO is_player_there player_is_there: STORE_WANTED_LEVEL player wanted_yd1 CLEAR_WANTED_LEVEL player REMOVE_BLIP blip_start_yd1 SET_PLAYER_CONTROL player off LOCK_CAR_DOORS player_car CARLOCK_LOCKED SET_FIXED_CAMERA_POSITION 66.7 51.0 18.0 0.0 0.0 0.0 DO_FADE 1500 FADE_OUT WAIT 1500 POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT SWITCH_WIDESCREEN on SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_IN WAIT 1500 CLEAR_AREA 90.0 50.0 16.0 20.0 true CLEAR_AREA 93.0 57.0 16.0 20.0 true CLEAR_AREA 78.0 50.0 16.0 20.0 true CLEAR_AREA 93.0 43.0 16.0 20.0 true SET_CAR_DENSITY_MULTIPLIER 0.0 SET_PED_DENSITY_MULTIPLIER 0.0 WAIT 2000 POINT_CAMERA_AT_POINT 90.0 50.0 16.0 INTERPOLATION CLEAR_AREA 102.0 90.0 16.0 20.0 true CREATE_CAR CAR_PATRIOT 102.0 90.0 16.0 hot_rod_1 CREATE_CHAR_INSIDE_CAR hot_rod_1 PEDTYPE_CIVMALE PED_MALE2 street_racer_1 SET_CAR_WATERTIGHT hot_rod_1 true SET_UPSIDEDOWN_CAR_NOT_DAMAGED hot_rod_1 true LOCK_CAR_DOORS hot_rod_1 CARLOCK_LOCKED SET_CAR_HEADING hot_rod_1 190.0 SET_CAR_CRUISE_SPEED hot_rod_1 20.0 SET_CAR_DRIVING_STYLE hot_rod_1 0 CAR_GOTO_COORDINATES_ACCURATE hot_rod_1 93.0 57.0 16.0 CLEAR_AREA 75.0 76.0 16.0 20.0 true CREATE_CAR CAR_CHEETAH 75.0 76.0 16.0 hot_rod_2 CREATE_CHAR_INSIDE_CAR hot_rod_2 PEDTYPE_CIVMALE PED_MALE2 street_racer_2 SET_CAR_WATERTIGHT hot_rod_2 true SET_UPSIDEDOWN_CAR_NOT_DAMAGED hot_rod_2 true LOCK_CAR_DOORS hot_rod_2 CARLOCK_LOCKED SET_CAR_HEADING hot_rod_2 220.0 SET_CAR_CRUISE_SPEED hot_rod_2 20.0 SET_CAR_DRIVING_STYLE hot_rod_2 0 CAR_GOTO_COORDINATES_ACCURATE hot_rod_2 78.0 50.0 16.0 CLEAR_AREA 108.0 3.0 16.0 20.0 true CREATE_CAR CAR_BOBCAT 108.0 3.0 16.0 hot_rod_3 CREATE_CHAR_INSIDE_CAR hot_rod_3 PEDTYPE_CIVMALE PED_MALE2 street_racer_3 SET_CAR_WATERTIGHT hot_rod_3 true SET_UPSIDEDOWN_CAR_NOT_DAMAGED hot_rod_3 true LOCK_CAR_DOORS hot_rod_3 CARLOCK_LOCKED //SET_CAR_HEADING hot_rod_3 360.0 SET_CAR_CRUISE_SPEED hot_rod_3 10.0 SET_CAR_DRIVING_STYLE hot_rod_3 0 CAR_GOTO_COORDINATES_ACCURATE hot_rod_3 93.0 43.0 16.0 ADD_BLIP_FOR_CAR hot_rod_3 blip_hot_rod_3 ADD_BLIP_FOR_CAR hot_rod_2 blip_hot_rod_2 ADD_BLIP_FOR_CAR hot_rod_1 blip_hot_rod_1 PRINT_NOW ( YD1_E ) 3000 2 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination WHILE counter_hotrods < 3 WAIT 0 IF NOT IS_CAR_DEAD hot_rod_1 IF LOCATE_CAR_2D hot_rod_1 93.0 57.0 3.0 3.0 false AND flag_hotrod1_start = 0 CAR_SET_IDLE hot_rod_1 flag_hotrod1_start = 1 ++ counter_hotrods ENDIF ENDIF SET_CAR_HEALTH hot_rod_1 1000 IF NOT IS_CAR_DEAD hot_rod_2 IF LOCATE_CAR_2D hot_rod_2 78.0 50.0 3.0 3.0 false AND flag_hotrod2_start = 0 CAR_SET_IDLE hot_rod_2 flag_hotrod2_start = 1 ++ counter_hotrods ENDIF ENDIF SET_CAR_HEALTH hot_rod_2 1000 IF NOT IS_CAR_DEAD hot_rod_3 IF LOCATE_CAR_2D hot_rod_3 93.0 43.0 3.0 3.0 false AND flag_hotrod3_start = 0 CAR_SET_IDLE hot_rod_3 flag_hotrod3_start = 1 ++ counter_hotrods ENDIF ENDIF SET_CAR_HEALTH hot_rod_3 1000 ENDWHILE WAIT 1500 SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT WAIT 1500 RESTORE_CAMERA_JUMPCUT SWITCH_WIDESCREEN off ALTER_WANTED_LEVEL player wanted_yd1 DO_FADE 1500 FADE_IN WAIT 1500 IF NOT IS_CAR_DEAD player_car LOCK_CAR_DOORS player_car CARLOCK_UNLOCKED ENDIF SET_CAR_DENSITY_MULTIPLIER 1.0 SET_PED_DENSITY_MULTIPLIER 1.0 //----------------GENERATE ROUTE FLAG-------------------------------------------- GENERATE_RANDOM_INT random_yd1 IF random_yd1 > 21845 AND random_yd1 < 43691 flag_random_yd1 = 1 ENDIF IF random_yd1 > 43690 flag_random_yd1 = 2 ENDIF //-----------TURN OFF TUNNEL NODES------------------------- SWITCH_ROADS_OFF 500.0 60.0 -25.0 600.0 140.0 0.0 SWITCH_ROADS_OFF -400.0 60.0 -25.0 -300.0 140.0 0.0 //-----------------RACE COUNTDOWN----------------------------------------------- IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player player_car ENDIF WHILE NOT IS_CAR_DEAD player_car AND LOCATE_CAR_2D player_car start_x start_y 10.0 10.0 false WAIT 1000 IF counter_rush_start = 4 GOTO and_its_go_go_go ENDIF IF counter_rush_start = 3 PRINT_BIG ( YD1GO ) 1000 4 ++ counter_rush_start SET_PLAYER_CONTROL player on ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_RACE_START_GO ENDIF IF counter_rush_start = 2 PRINT_BIG ( YD1_1 ) 1000 4 ++ counter_rush_start ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_RACE_START_1 ENDIF IF counter_rush_start = 1 PRINT_BIG ( YD1_2 ) 1000 4 ++ counter_rush_start ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_RACE_START_2 ENDIF IF counter_rush_start = 0 PRINT_BIG ( YD1_3 ) 1000 4 ++ counter_rush_start ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_RACE_START_3 ENDIF ENDWHILE PRINT_NOW ( YD1_F ) 4000 2 //-------------------RACE START------------------------------------------------------------- and_its_go_go_go: GOSUB driving_style_car_1 GOSUB driving_style_car_2 GOSUB driving_style_car_3 //------------------MAIN LOOP-------------------------------------------------------------- main_loop: IF flag_corona_yd1 = 0 DRAW_CORONA finish_x finish_y -100.0 2.0 CORONATYPE_CIRCLE FLARETYPE_NONE 200 120 120 /*ELSE DRAW_CORONA finish_x finish_y 16.1 2.0 CORONATYPE_HEX FLARETYPE_NONE 0 200 200*/ ENDIF IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player player_car GET_CAR_COORDINATES player_car player_car_x player_car_y player_car_z x_sum = finish_x - player_car_x y_sum = finish_y - player_car_y x_sum = x_sum * x_sum y_sum = y_sum * y_sum player_dist = x_sum + y_sum IF NOT IS_CAR_DEAD hot_rod_1 OR IS_CAR_IN_WATER hot_rod_1 IF NOT IS_CHAR_DEAD street_racer_1 AND NOT IS_PLAYER_IN_CAR player hot_rod_1 GET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z IF hot_rod_1_z < 0.0 //no collision warp GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z IF NOT IS_POINT_ON_SCREEN hot_rod_1_x hot_rod_1_y hot_rod_1_z 3.0 SET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z SET_CAR_HEADING hot_rod_1 hot_rod_heading ENDIF ENDIF IF NOT IS_CAR_HEALTH_GREATER hot_rod_1 450 SET_CAR_HEALTH hot_rod_1 600 ENDIF IF IS_CAR_UPSIDEDOWN hot_rod_1 AND IS_CAR_STOPPED hot_rod_1 SET_CHAR_OBJ_LEAVE_CAR street_racer_1 hot_rod_1 IF NOT IS_CAR_ON_SCREEN hot_rod_1 GET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z IF NOT IS_POINT_ON_SCREEN hot_rod_1_x hot_rod_1_y hot_rod_1_z 3.0 SET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z SET_CAR_HEADING hot_rod_1 hot_rod_heading DELETE_CHAR street_racer_1 CREATE_CHAR_INSIDE_CAR hot_rod_1 PEDTYPE_CIVMALE PED_MALE2 street_racer_1 ENDIF ENDIF ENDIF IF IS_CAR_IN_WATER hot_rod_1 //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!! IF NOT IS_CAR_ON_SCREEN hot_rod_1 GET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z IF NOT IS_POINT_ON_SCREEN hot_rod_1_x hot_rod_1_y hot_rod_1_z 3.0 SET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z SET_CAR_HEADING hot_rod_1 hot_rod_heading DELETE_CHAR street_racer_1 CREATE_CHAR_INSIDE_CAR hot_rod_1 PEDTYPE_CIVMALE PED_MALE2 street_racer_1 ENDIF ENDIF ENDIF IF timer_reset_hr1 = 1 IF NOT IS_CAR_STOPPED hot_rod_1 timer_reset_hr1 = 0 ENDIF ENDIF IF IS_CAR_STOPPED hot_rod_1 IF timer_reset_hr1 = 0 GET_GAME_TIMER timer_start_hr1 timer_reset_hr1 = 1 ENDIF IF timer_reset_hr1 = 1 GET_GAME_TIMER timer_current_hr1 hr1_time_dif = timer_current_hr1 - timer_start_hr1 ENDIF IF hr1_time_dif > 4000 IF NOT IS_CAR_ON_SCREEN hot_rod_1 GET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_1_x hot_rod_1_y hot_rod_1_z hot_rod_1_x hot_rod_1_y hot_rod_1_z IF NOT IS_POINT_ON_SCREEN hot_rod_1_x hot_rod_1_y hot_rod_1_z 3.0 SET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z SET_CAR_HEADING hot_rod_1 hot_rod_heading timer_reset_hr1 = 0 ENDIF ENDIF ENDIF ENDIF GET_CAR_COORDINATES hot_rod_1 hot_rod_1_x hot_rod_1_y hot_rod_1_z x_sum = finish_x - hot_rod_1_x y_sum = finish_y - hot_rod_1_y x_sum = x_sum * x_sum y_sum = y_sum * y_sum hot_rod_1_dist = x_sum + y_sum IF hot_rod_1_dist > player_dist SET_CAR_MISSION hot_rod_1 2 //MISSION_RAMPLAYER_FARAWAY ENDIF IF player_dist > hot_rod_1_dist GOSUB driving_style_car_1 ENDIF ELSE CAR_SET_IDLE hot_rod_1 ENDIF ENDIF IF NOT IS_CAR_DEAD hot_rod_2 OR IS_CAR_IN_WATER hot_rod_2 IF NOT IS_CHAR_DEAD street_racer_2 AND NOT IS_PLAYER_IN_CAR player hot_rod_2 GET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z IF hot_rod_2_z < 0.0 //no collision warp GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z IF NOT IS_POINT_ON_SCREEN hot_rod_2_x hot_rod_2_y hot_rod_2_z 3.0 SET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z SET_CAR_HEADING hot_rod_2 hot_rod_heading ENDIF ENDIF IF NOT IS_CAR_HEALTH_GREATER hot_rod_2 450 SET_CAR_HEALTH hot_rod_2 600 ENDIF IF IS_CAR_UPSIDEDOWN hot_rod_2 AND IS_CAR_STOPPED hot_rod_2 SET_CHAR_OBJ_LEAVE_CAR street_racer_2 hot_rod_2 IF NOT IS_CAR_ON_SCREEN hot_rod_2 GET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z IF NOT IS_POINT_ON_SCREEN hot_rod_2_x hot_rod_2_y hot_rod_2_z 3.0 SET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z SET_CAR_HEADING hot_rod_2 hot_rod_heading DELETE_CHAR street_racer_2 CREATE_CHAR_INSIDE_CAR hot_rod_2 PEDTYPE_CIVMALE PED_MALE2 street_racer_2 ENDIF ENDIF ENDIF IF IS_CAR_IN_WATER hot_rod_2 //PRINT_BIG (Y1_TEST) 2000 1 IF NOT IS_CAR_ON_SCREEN hot_rod_2 GET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z IF NOT IS_POINT_ON_SCREEN hot_rod_2_x hot_rod_2_y hot_rod_2_z 3.0 SET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z SET_CAR_HEADING hot_rod_2 hot_rod_heading DELETE_CHAR street_racer_2 CREATE_CHAR_INSIDE_CAR hot_rod_2 PEDTYPE_CIVMALE PED_MALE2 street_racer_2 ENDIF ENDIF ENDIF IF timer_reset_hr2 = 1 IF NOT IS_CAR_STOPPED hot_rod_2 timer_reset_hr2 = 0 ENDIF ENDIF IF IS_CAR_STOPPED hot_rod_2 IF timer_reset_hr2 = 0 GET_GAME_TIMER timer_start_hr2 timer_reset_hr2 = 1 ENDIF IF timer_reset_hr2 = 1 GET_GAME_TIMER timer_current_hr2 hr2_time_dif = timer_current_hr2 - timer_start_hr2 ENDIF IF hr2_time_dif > 4000 IF NOT IS_CAR_ON_SCREEN hot_rod_2 GET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_2_x hot_rod_2_y hot_rod_2_z hot_rod_2_x hot_rod_2_y hot_rod_2_z IF NOT IS_POINT_ON_SCREEN hot_rod_2_x hot_rod_2_y hot_rod_2_z 3.0 SET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z SET_CAR_HEADING hot_rod_2 hot_rod_heading timer_reset_hr2 = 0 ENDIF ENDIF ENDIF ENDIF GET_CAR_COORDINATES hot_rod_2 hot_rod_2_x hot_rod_2_y hot_rod_2_z x_sum = finish_x - hot_rod_2_x y_sum = finish_y - hot_rod_2_y x_sum = x_sum * x_sum y_sum = y_sum * y_sum hot_rod_2_dist = x_sum + y_sum IF hot_rod_2_dist > player_dist SET_CAR_MISSION hot_rod_2 2 //RAMPLAYER_FARAWAY ENDIF IF player_dist > hot_rod_2_dist GOSUB driving_style_car_2 ENDIF ELSE CAR_SET_IDLE hot_rod_2 ENDIF ENDIF IF NOT IS_CAR_DEAD hot_rod_3 OR IS_CAR_IN_WATER hot_rod_3 IF NOT IS_CHAR_DEAD street_racer_3 AND NOT IS_PLAYER_IN_CAR player hot_rod_3 GET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z IF hot_rod_3_z < 0.0 //no collision warp GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z IF NOT IS_POINT_ON_SCREEN hot_rod_3_x hot_rod_3_y hot_rod_3_z 3.0 SET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z SET_CAR_HEADING hot_rod_3 hot_rod_heading ENDIF ENDIF IF NOT IS_CAR_HEALTH_GREATER hot_rod_3 450 SET_CAR_HEALTH hot_rod_3 600 ENDIF IF IS_CAR_UPSIDEDOWN hot_rod_3 AND IS_CAR_STOPPED hot_rod_3 SET_CHAR_OBJ_LEAVE_CAR street_racer_3 hot_rod_3 IF NOT IS_CAR_ON_SCREEN hot_rod_3 GET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z IF NOT IS_POINT_ON_SCREEN hot_rod_3_x hot_rod_3_y hot_rod_3_z 3.0 SET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z SET_CAR_HEADING hot_rod_3 hot_rod_heading DELETE_CHAR street_racer_3 CREATE_CHAR_INSIDE_CAR hot_rod_3 PEDTYPE_CIVMALE PED_MALE2 street_racer_3 ENDIF ENDIF ENDIF IF IS_CAR_IN_WATER hot_rod_3 //PRINT_BIG (Y1_TEST) 2000 1 IF NOT IS_CAR_ON_SCREEN hot_rod_3 GET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z IF NOT IS_POINT_ON_SCREEN hot_rod_3_x hot_rod_3_y hot_rod_3_z 3.0 SET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z SET_CAR_HEADING hot_rod_3 hot_rod_heading DELETE_CHAR street_racer_3 CREATE_CHAR_INSIDE_CAR hot_rod_3 PEDTYPE_CIVMALE PED_MALE2 street_racer_3 ENDIF ENDIF ENDIF IF timer_reset_hr3 = 1 IF NOT IS_CAR_STOPPED hot_rod_3 timer_reset_hr3 = 0 ENDIF ENDIF IF IS_CAR_STOPPED hot_rod_3 IF timer_reset_hr3 = 0 GET_GAME_TIMER timer_start_hr3 timer_reset_hr3 = 1 ENDIF IF timer_reset_hr3 = 1 GET_GAME_TIMER timer_current_hr3 hr3_time_dif = timer_current_hr3 - timer_start_hr3 ENDIF IF hr3_time_dif > 4000 IF NOT IS_CAR_ON_SCREEN hot_rod_3 GET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z GET_CLOSEST_CAR_NODE_WITH_HEADING hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_heading //GET_CLOSEST_CAR_NODE hot_rod_3_x hot_rod_3_y hot_rod_3_z hot_rod_3_x hot_rod_3_y hot_rod_3_z IF NOT IS_POINT_ON_SCREEN hot_rod_3_x hot_rod_3_y hot_rod_3_z 3.0 SET_CAR_COORDINATES hot_rod_3 hot_rod_3_x hot_rod_3_y hot_rod_3_z SET_CAR_HEADING hot_rod_3 hot_rod_heading timer_reset_hr3 = 0 ENDIF ENDIF ENDIF ENDIF ELSE CAR_SET_IDLE hot_rod_3 ENDIF ENDIF ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player GOSUB driving_style_car_1 GOSUB driving_style_car_2 GOSUB driving_style_car_3 ENDIF IF LOCATE_PLAYER_IN_CAR_2D player finish_x finish_y 6.0 6.0 false GOSUB player_points ENDIF IF NOT IS_CAR_DEAD hot_rod_1 IF LOCATE_CAR_2D hot_rod_1 finish_x finish_y 6.0 6.0 false GOSUB nonplayer_points_1 ENDIF ENDIF IF NOT IS_CAR_DEAD hot_rod_2 IF LOCATE_CAR_2D hot_rod_2 finish_x finish_y 6.0 6.0 false GOSUB nonplayer_points_2 ENDIF ENDIF IF NOT IS_CAR_DEAD hot_rod_3 IF LOCATE_CAR_2D hot_rod_3 finish_x finish_y 6.0 6.0 false GOSUB nonplayer_points_3 ENDIF ENDIF WAIT 0 GOSUB driving_style_car_3 IF counter_finish = 15 GOTO race_finished ENDIF GOTO main_loop //------------------------------RACE FINISHED--------------------------------------------- race_finished: IF counter_player_points = counter_nonplayer1_points ++ counter_joint_placing ENDIF IF counter_player_points = counter_nonplayer2_points ++ counter_joint_placing ENDIF IF counter_player_points = counter_nonplayer3_points ++ counter_joint_placing ENDIF IF counter_player_points > counter_nonplayer1_points ++ counter_placing ENDIF IF counter_player_points > counter_nonplayer2_points ++ counter_placing ENDIF IF counter_player_points > counter_nonplayer3_points ++ counter_placing ENDIF IF counter_placing = 3 GOTO mission_yd1_passed ENDIF IF counter_placing < 3 GOTO mission_yd1_failed ENDIF // --------------------------Race failed----------------------------------------------- mission_yd1_failed: PRINT_BIG ( M_FAIL ) 2000 1 WAIT 2000 IF counter_joint_placing = 0 IF counter_placing = 2 PRINT_WITH_NUMBER_NOW (Y1_2ND) counter_player_points 4000 1 WAIT 2000 ENDIF IF counter_placing = 1 PRINT_WITH_NUMBER_NOW (Y1_3RD) counter_player_points 4000 1 WAIT 2000 ENDIF IF counter_placing = 0 PRINT_WITH_NUMBER_NOW (Y1_LAST) counter_player_points 4000 1 WAIT 2000 ENDIF ENDIF IF counter_joint_placing = 1 IF counter_placing = 2 PRINT_WITH_NUMBER_NOW (Y1_J1ST) counter_player_points 4000 1 WAIT 2000 ENDIF IF counter_placing = 1 PRINT_WITH_NUMBER_NOW (Y1_J2ND) counter_player_points 4000 1 WAIT 2000 ENDIF IF counter_placing = 0 PRINT_WITH_NUMBER_NOW (Y1JLAST) counter_player_points 4000 1 WAIT 2000 ENDIF ENDIF IF counter_joint_placing = 2 IF counter_placing = 1 PRINT_WITH_NUMBER_NOW (Y1_J1ST) counter_player_points 4000 1 WAIT 2000 ENDIF IF counter_placing = 0 PRINT_WITH_NUMBER_NOW (Y1JLAST) counter_player_points 4000 1 WAIT 2000 ENDIF ENDIF RETURN // Race passed mission_yd1_passed: IF flag_yardie_mission4_passed = 0 REGISTER_MISSION_PASSED YD1 PLAYER_MADE_PROGRESS 1 flag_yardie_mission1_passed = 1 START_NEW_SCRIPT yardie_mission2_loop ENDIF reward_yd1 = 1000 * counter_player_points PRINT_WITH_NUMBER_BIG ( M_PASS ) reward_yd1 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 PRINT_WITH_NUMBER_NOW (Y1_1ST) counter_player_points 4000 1 CLEAR_WANTED_LEVEL player ADD_SCORE player reward_yd1 REGISTER_HIGHEST_SCORE 0 counter_player_points RETURN // mission cleanup mission_cleanup_yd1: RESTORE_CAMERA_JUMPCUT SWITCH_WIDESCREEN off //SET_PLAYER_CONTROL player on REMOVE_BLIP blip_hot_rod_1 REMOVE_BLIP blip_hot_rod_2 REMOVE_BLIP blip_hot_rod_3 REMOVE_BLIP blip_start_yd1 MARK_MODEL_AS_NO_LONGER_NEEDED PED_MALE2 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PATRIOT MARK_MODEL_AS_NO_LONGER_NEEDED CAR_CHEETAH MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BOBCAT SWITCH_ROADS_ON 500.0 60.0 -25.0 600.0 140.0 0.0 SWITCH_ROADS_ON -400.0 60.0 -25.0 -300.0 140.0 0.0 flag_player_on_mission = 0 flag_player_on_ray_mission = 0 //DELETE_CHAR street_racer_1 REMOVE_BLIP blip_rush_destination MISSION_HAS_FINISHED RETURN //---------------------------GOSUBS----------------------------------------------- driving_style_car_1: IF NOT IS_CAR_DEAD hot_rod_1 SET_CAR_CRUISE_SPEED hot_rod_1 40.0 SET_CAR_DRIVING_STYLE hot_rod_1 3 CAR_GOTO_COORDINATES_ACCURATE hot_rod_1 finish_x finish_y -1.0 flag_drive_mode_1 = 0 ENDIF RETURN driving_style_car_2: IF NOT IS_CAR_DEAD hot_rod_2 SET_CAR_CRUISE_SPEED hot_rod_2 45.0 SET_CAR_DRIVING_STYLE hot_rod_2 2 CAR_GOTO_COORDINATES_ACCURATE hot_rod_2 finish_x finish_y -1.0 flag_drive_mode_2 = 0 ENDIF RETURN driving_style_car_3: IF NOT IS_CAR_DEAD hot_rod_3 SET_CAR_CRUISE_SPEED hot_rod_3 35.0 SET_CAR_DRIVING_STYLE hot_rod_3 2 CAR_GOTO_COORDINATES_ACCURATE hot_rod_3 finish_x finish_y -1.0 flag_drive_mode_3 = 0 ENDIF RETURN player_points: ++ counter_player_points ++ counter_finish //ADD_SCORE player 1000 //PRINT_BIG ( YD1_BON ) 1000 4 PRINT_WITH_NUMBER_BIG (YD1_CNT) counter_player_points 2000 4 ADD_ONE_OFF_SOUND player_car_x player_car_y player_car_z SOUND_PART_MISSION_COMPLETE GOSUB finish_coord_generator RETURN nonplayer_points_1: ++ counter_nonplayer1_points ++ counter_finish ADD_ONE_OFF_SOUND player_car_x player_car_y player_car_z SOUND_PART_MISSION_COMPLETE GOSUB finish_coord_generator RETURN nonplayer_points_2: ++ counter_nonplayer2_points ++ counter_finish ADD_ONE_OFF_SOUND player_car_x player_car_y player_car_z SOUND_PART_MISSION_COMPLETE GOSUB finish_coord_generator RETURN nonplayer_points_3: ++ counter_nonplayer3_points ++ counter_finish ADD_ONE_OFF_SOUND player_car_x player_car_y player_car_z SOUND_PART_MISSION_COMPLETE GOSUB finish_coord_generator RETURN //----------------FINISH COORD GENERATOR-------------------------------------- finish_coord_generator: IF flag_random_yd1 = 0 IF counter_finish = 1 REMOVE_BLIP blip_rush_destination finish_x = 106.0 finish_y = -403.36 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination //flag_corona_yd1 = 1 ENDIF IF counter_finish = 2 REMOVE_BLIP blip_rush_destination finish_x = 86.8 finish_y = -538.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination //flag_corona_yd1 = 0 ENDIF IF counter_finish = 3 REMOVE_BLIP blip_rush_destination finish_x = 173.5 finish_y = -696.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 4 REMOVE_BLIP blip_rush_destination finish_x = 165.0 finish_y = -886.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 5 REMOVE_BLIP blip_rush_destination finish_x = 78.5 finish_y = -945.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 6 REMOVE_BLIP blip_rush_destination finish_x = -69.4 finish_y = -926.2 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 7 REMOVE_BLIP blip_rush_destination finish_x = 207.8 finish_y = -1041.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 8 REMOVE_BLIP blip_rush_destination finish_x = 49.1 finish_y = -1034.1 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 9 REMOVE_BLIP blip_rush_destination finish_x = 74.3 finish_y = -920.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 10 REMOVE_BLIP blip_rush_destination finish_x = 105.5 finish_y = -1095.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 11 REMOVE_BLIP blip_rush_destination finish_x = -114.0 finish_y = -499.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 12 REMOVE_BLIP blip_rush_destination finish_x = -10.79 finish_y = -463.1 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 13 REMOVE_BLIP blip_rush_destination finish_x = 346.0 finish_y = -1211.4 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF /* IF counter_finish = 14 REMOVE_BLIP blip_rush_destination finish_x = 524.3 finish_y = -519.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 15 REMOVE_BLIP blip_rush_destination finish_x = 530.4 finish_y = -55.2 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 16 REMOVE_BLIP blip_rush_destination finish_x = 548.5 finish_y = -370.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 17 REMOVE_BLIP blip_rush_destination finish_x = 69.8 finish_y = 107.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 18 REMOVE_BLIP blip_rush_destination finish_x = -41.6 finish_y = -1353.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF */ IF counter_finish = 14 REMOVE_BLIP blip_rush_destination finish_x = start_x finish_y = start_y ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 15 REMOVE_BLIP blip_rush_destination ENDIF ENDIF IF flag_random_yd1 = 1 IF counter_finish = 1 REMOVE_BLIP blip_rush_destination finish_x = 173.5 finish_y = -696.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 2 REMOVE_BLIP blip_rush_destination finish_x = -114.0 finish_y = -499.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 3 REMOVE_BLIP blip_rush_destination finish_x = -10.79 finish_y = -463.1 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 4 REMOVE_BLIP blip_rush_destination finish_x = 78.5 finish_y = -945.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 5 REMOVE_BLIP blip_rush_destination finish_x = -69.4 finish_y = -926.2 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 6 REMOVE_BLIP blip_rush_destination finish_x = -73.4 finish_y = -1013.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 7 REMOVE_BLIP blip_rush_destination finish_x = 207.8 finish_y = -1041.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 8 REMOVE_BLIP blip_rush_destination finish_x = 86.8 finish_y = -538.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination //flag_corona_yd1 = 0 ENDIF IF counter_finish = 9 REMOVE_BLIP blip_rush_destination finish_x = 49.1 finish_y = -1034.1 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 10 REMOVE_BLIP blip_rush_destination finish_x = 74.3 finish_y = -920.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 11 REMOVE_BLIP blip_rush_destination finish_x = 105.5 finish_y = -1095.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 12 REMOVE_BLIP blip_rush_destination finish_x = 346.0 finish_y = -1211.4 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 13 REMOVE_BLIP blip_rush_destination finish_x = -8.4 finish_y = -803.2 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF /* IF counter_finish = 14 REMOVE_BLIP blip_rush_destination finish_x = 548.5 finish_y = -370.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 15 REMOVE_BLIP blip_rush_destination finish_x = 165.0 finish_y = -886.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 16 REMOVE_BLIP blip_rush_destination finish_x = 69.8 finish_y = 107.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 17 REMOVE_BLIP blip_rush_destination finish_x = -41.6 finish_y = -1353.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 18 REMOVE_BLIP blip_rush_destination finish_x = 106.0 finish_y = -403.36 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination //flag_corona_yd1 = 1 ENDIF */ IF counter_finish = 14 REMOVE_BLIP blip_rush_destination finish_x = start_x finish_y = start_y ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 15 REMOVE_BLIP blip_rush_destination ENDIF ENDIF IF flag_random_yd1 = 2 IF counter_finish = 14 REMOVE_BLIP blip_rush_destination finish_x = start_x finish_y = start_y ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF /* IF counter_finish = 18 REMOVE_BLIP blip_rush_destination finish_x = -10.79 finish_y = -463.1 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 17 REMOVE_BLIP blip_rush_destination finish_x = 78.5 finish_y = -945.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 16 REMOVE_BLIP blip_rush_destination finish_x = -69.4 finish_y = -926.2 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 15 REMOVE_BLIP blip_rush_destination finish_x = 524.3 finish_y = -519.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 14 REMOVE_BLIP blip_rush_destination finish_x = 172.8 finish_y = -1066.9 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF */ IF counter_finish = 13 REMOVE_BLIP blip_rush_destination finish_x = 86.8 finish_y = -538.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination //flag_corona_yd1 = 0 ENDIF IF counter_finish = 12 REMOVE_BLIP blip_rush_destination finish_x = 49.1 finish_y = -1034.1 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 11 REMOVE_BLIP blip_rush_destination finish_x = 74.3 finish_y = -920.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 10 REMOVE_BLIP blip_rush_destination finish_x = 105.5 finish_y = -1095.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 9 REMOVE_BLIP blip_rush_destination finish_x = 346.0 finish_y = -1211.4 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 8 REMOVE_BLIP blip_rush_destination finish_x = -8.4 finish_y = -803.2 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 7 REMOVE_BLIP blip_rush_destination finish_x = 251.5 finish_y = -208.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 6 REMOVE_BLIP blip_rush_destination finish_x = 165.0 finish_y = -886.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 5 REMOVE_BLIP blip_rush_destination finish_x = -72.5 finish_y = -803.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 4 REMOVE_BLIP blip_rush_destination finish_x = -41.6 finish_y = -1353.5 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 3 REMOVE_BLIP blip_rush_destination finish_x = 106.0 finish_y = -403.36 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination //flag_corona_yd1 = 1 ENDIF IF counter_finish = 2 REMOVE_BLIP blip_rush_destination finish_x = 122.1 finish_y = -932.0 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 1 REMOVE_BLIP blip_rush_destination finish_x = 173.5 finish_y = -696.6 ADD_BLIP_FOR_COORD finish_x finish_y -100.0 blip_rush_destination ENDIF IF counter_finish = 15 REMOVE_BLIP blip_rush_destination ENDIF ENDIF RETURN
yard2
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************YARDIE MISSION 2******************************** // ***************************************************************************************** // ********************************************'UZI RIDER'********************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_yd2 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_yd2_failed ENDIF GOSUB mission_cleanup_yd2 MISSION_END // Variables for mission VAR_INT gang_car_yd2 VAR_INT chaperone_1 chaperone_2 VAR_INT body_count_yd2 VAR_INT player_yd2 wanted_yd2 flag_clear VAR_INT blip_driveby_yd2 VAR_INT flag_upsidedown flag_chap_1_n&v flag_chap_2_n&v flag_out_of_car_message VAR_INT driveby_total_1 driveby_total_2 VAR_INT timer_dif_yd2 timer_start_yd2 timer_now_yd2 VAR_FLOAT driveby_x driveby_y VAR_FLOAT yd2turf_x yd2turf_y VAR_FLOAT y2_x y2_y y2_z //VAR_FLOAT yd2_x yd2_y yd2_z //VAR_FLOAT chap_1_x chap_1_y chap_1_z //VAR_FLOAT chap_2_x chap_2_y chap_2_z // ****************************************Mission Start************************************ mission_start_yd2: REGISTER_MISSION_GIVEN SCRIPT_NAME yard2 flag_player_on_mission = 1 flag_player_on_yardie_mission = 1 WAIT 0 /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_yd2_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT //SWITCH_STREAMING OFF PRINT_BIG ( YD2 ) 15000 2 //"Yardie Mission 1" TIMERA = 0 WHILE TIMERA < 1500 WAIT 0 ENDWHILE */ // ******************************************CUTSCENE*************************************** SET_PED_DENSITY_MULTIPLIER 0.0 SET_POLICE_IGNORE_PLAYER player on //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE YD_PH2 SET_CUTSCENE_OFFSET 121.0 -272.3 15.25 CLEAR_AREA_OF_CHARS 100.5 -250.0 0.0 130.5 -290.0 25.0 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player //CLEAR_AREA 1219.5 -321.1 27.5 1.0 TRUE //SET_PLAYER_COORDINATES player 1219.5 -321.1 26.4 //SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN //SWITCH_STREAMING OFF START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD2_A ) 10000 1 WHILE cs_time < 4581 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD2_A1 ) 10000 1 WHILE cs_time < 7135 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD2_B ) 10000 1 WHILE cs_time < 10431 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD2_B1 ) 10000 1 /* WHILE cs_time < 13770 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD2_D ) 10000 1 WHILE cs_time < 18676 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD2_D1 ) 10000 1 WHILE cs_time < 24139 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( DIAB2_G ) 10000 1 WHILE cs_time < 28919 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( DIAB2_H ) 10000 1 */ WHILE cs_time < 13900 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_STREAMING ON CLEAR_PRINTS CLEAR_CUTSCENE //SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 0 REQUEST_MODEL CAR_PERENNIAL REQUEST_MODEL PED_GANG_YARDIE_A REQUEST_MODEL PED_GANG_YARDIE_B WHILE NOT HAS_MODEL_LOADED CAR_PERENNIAL OR NOT HAS_MODEL_LOADED PED_GANG_YARDIE_A OR NOT HAS_MODEL_LOADED PED_GANG_YARDIE_B WAIT 0 ENDWHILE //PRINT_BIG ( YD2 ) 15000 2 timer_dif_yd2 = 0 flag_out_of_car_message = 0 flag_upsidedown = 0 flag_chap_1_n&v = 0 flag_chap_2_n&v = 0 flag_clear = 0 body_count_yd2 = 0 driveby_total_1 = 0 driveby_total_2 = 0 RESET_NUM_OF_MODELS_KILLED_BY_PLAYER //------------COORDS----------------------- driveby_x = 940.0 driveby_y = -220.0 yd2turf_x = 231.0 yd2turf_y = -531.0 //------------------CUTSCENE------------------------------- STORE_WANTED_LEVEL player wanted_yd2 CLEAR_WANTED_LEVEL player SET_PLAYER_CONTROL player off GET_PLAYER_CHAR player player_yd2 SET_FIXED_CAMERA_POSITION 117.3 -266.3 17.0 0.0 0.0 0.0 POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT SWITCH_WIDESCREEN on //clear traffic-------------------------- // SETUP_ZONE_CAR_INFO STADIUM DAY (10) (0 0 0) 0 0 0 0 20 300 300 300 0 0 0 // SETUP_ZONE_CAR_INFO STADIUM NIGHT ( 7) (0 0 0) 0 0 0 0 10 300 300 300 0 0 0 SET_CAR_DENSITY_MULTIPLIER 0.0 /* PRINT_NOW ( YD2_A ) 4000 1//I need to see if you're capable of doing my dirty work WAIT 4000 PRINT_NOW ( YD2_B ) 4000 1//A couple of my boys will be there to meet you and take you for a ride. WAIT 4000 */ // Mission stuff goes here //DO_FADE 1500 FADE_OUT //WAIT 1500 CLEAR_AREA 4.2 -310.1 16.0 40.0 true CLEAR_AREA 97.0 -285.5 16.0 50.0 true DO_FADE 1500 FADE_IN WAIT 1500 CREATE_CAR CAR_PERENNIAL 4.2 -310.1 16.0 gang_car_yd2 SET_CAR_HEADING gang_car_yd2 0.0 SET_CAR_ONLY_DAMAGED_BY_PLAYER gang_car_yd2 True CREATE_CHAR_INSIDE_CAR gang_car_yd2 PEDTYPE_CIVMALE PED_GANG_YARDIE_A chaperone_1 CREATE_CHAR_AS_PASSENGER gang_car_yd2 PEDTYPE_CIVMALE PED_GANG_YARDIE_B 0 chaperone_2 CAR_GOTO_COORDINATES gang_car_yd2 113.0 -272.0 16.0 SET_CAR_CRUISE_SPEED gang_car_yd2 25.0 SET_CAR_DRIVING_STYLE gang_car_yd2 3 IF NOT IS_CAR_DEAD gang_car_yd2 POINT_CAMERA_AT_CAR gang_car_yd2 FIXED INTERPOLATION ENDIF WHILE NOT LOCATE_STOPPED_CAR_2D gang_car_yd2 113.0 -272.0 5.0 5.0 false WAIT 0 IF IS_CAR_DEAD gang_car_yd2 GOTO mission_yd2_failed_assert ENDIF IF flag_clear = 0 CLEAR_AREA 115.0 -272.0 16.0 10.0 true flag_clear = 1 ENDIF ENDWHILE TURN_CHAR_TO_FACE_COORD player_yd2 115.0 -272.0 16.0 IF NOT IS_CAR_DEAD gang_car_yd2 CAR_SET_IDLE gang_car_yd2 IF NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_OBJ_LEAVE_CAR chaperone_1 gang_car_yd2 SET_CHAR_OBJ_LEAVE_CAR chaperone_2 gang_car_yd2 ENDIF ENDIF IF NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CHAR_DEAD chaperone_1 AND NOT IS_CAR_DEAD gang_car_yd2 WHILE IS_CHAR_IN_CAR chaperone_2 gang_car_yd2 OR IS_CHAR_IN_CAR chaperone_1 gang_Car_yd2 WAIT 0 IF IS_CHAR_DEAD chaperone_2 OR IS_CHAR_DEAD chaperone_1 OR IS_CAR_DEAD gang_car_yd2 GOTO mission_yd2_failed_assert ENDIF ENDWHILE ELSE GOTO mission_yd2_failed_assert ENDIF IF NOT IS_CHAR_DEAD chaperone_2 POINT_CAMERA_AT_CHAR chaperone_2 FIXED INTERPOLATION ENDIF IF NOT IS_CHAR_DEAD chaperone_1 AND NOT IS_CHAR_DEAD player_yd2 CHAR_LOOK_AT_CHAR_ALWAYS chaperone_1 player_yd2 ENDIF plinky_yd2: WAIT 0 GET_PLAYER_COORDINATES player y2_x y2_y y2_z IF NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_HEALTH chaperone_1 100 SET_CHAR_HEALTH chaperone_2 100 //y2_x = y2_x + 1.0 y2_y = y2_y - 1.0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT chaperone_2 y2_x y2_y SET_CHAR_OBJ_WAIT_ON_FOOT chaperone_1 //GET_CHAR_COORDINATES chaperone_2 yd2_x yd2_y yd2_z CHAR_LOOK_AT_CHAR_ALWAYS chaperone_2 player_yd2 CHAR_LOOK_AT_CHAR_ALWAYS player_yd2 chaperone_2 IF NOT LOCATE_CHAR_ON_FOOT_2D chaperone_2 y2_X y2_Y 2.0 2.0 false GOTO plinky_yd2 ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF IF NOT IS_CHAR_DEAD chaperone_2 TURN_CHAR_TO_FACE_PLAYER chaperone_2 player TURN_CHAR_TO_FACE_CHAR player_yd2 chaperone_2 SET_CHAR_OBJ_WAIT_ON_FOOT chaperone_2 ELSE GOTO mission_yd2_failed_assert ENDIF LOAD_MISSION_AUDIO YD2_A WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO poodle ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW ( YD2_C ) 10000 1//We're going for a little ride into Hepburn Heights, Whack us some Diablo's. WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO poodle ENDIF ENDWHILE CLEAR_PRINTS IF NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_HEALTH chaperone_1 100 ENDIF IF NOT IS_CHAR_DEAD chaperone_2 SET_CHAR_HEALTH chaperone_2 100 ENDIF LOAD_MISSION_AUDIO YD2_B WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO poodle ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_D ) 10000 1//You do the driving and shooting. We'll make sure you don't get cold feet WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO poodle ENDIF ENDWHILE CLEAR_PRINTS IF NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_HEALTH chaperone_1 100 ENDIF IF NOT IS_CHAR_DEAD chaperone_2 SET_CHAR_HEALTH chaperone_2 100 ENDIF LOAD_MISSION_AUDIO YD2_C WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO poodle ENDIF ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_CC) 10000 1//Here, you'll need a 'piece' WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_BUTTON_PRESSED PAD1 CROSS GOTO poodle ENDIF ENDWHILE CLEAR_PRINTS poodle: STOP_CHAR_LOOKING player_yd2 //SET_CHAR_OBJ_NO_OBJ player_yd2 //SET_PLAYER_CONTROL player on GIVE_WEAPON_TO_PLAYER player WEAPONTYPE_UZI 150 WAIT 1000 SET_CURRENT_PLAYER_WEAPON player WEAPONTYPE_UZI WHILE NOT IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_UZI WAIT 0 ENDWHILE //SET_PLAYER_CONTROL player off POINT_CAMERA_AT_PLAYER player FIXED INTERPOLATION IF NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_HEALTH chaperone_1 100 STOP_CHAR_LOOKING chaperone_1 IF NOT IS_CAR_DEAD gang_car_yd2 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER chaperone_1 gang_car_yd2 ENDIF ENDIF IF NOT IS_CHAR_DEAD chaperone_2 SET_CHAR_HEALTH chaperone_2 100 CHAR_LOOK_AT_CHAR_ALWAYS chaperone_2 player_yd2 ENDIF SET_RADIO_CHANNEL JAH_RADIO 0 IF NOT IS_CAR_DEAD gang_car_yd2 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER player_yd2 gang_car_yd2 ELSE GOTO mission_yd2_failed_assert ENDIF WHILE NOT IS_CHAR_IN_CAR player_yd2 gang_car_yd2 WAIT 0 IF IS_CAR_DEAD gang_car_yd2 GOTO mission_yd2_failed_assert ENDIF IF NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_HEALTH chaperone_1 100 ENDIF IF NOT IS_CHAR_DEAD chaperone_2 SET_CHAR_HEALTH chaperone_2 100 ENDIF ENDWHILE IF NOT IS_CAR_DEAD gang_car_yd2 AND NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CHAR_DEAD chaperone_1 STOP_CHAR_LOOKING chaperone_1 STOP_CHAR_LOOKING chaperone_2 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER chaperone_2 gang_car_yd2 WHILE NOT IS_CHAR_IN_CAR chaperone_2 gang_car_yd2 OR NOT IS_CHAR_IN_CAR chaperone_1 gang_car_yd2 WAIT 0 IF IS_CHAR_DEAD chaperone_2 OR IS_CHAR_DEAD chaperone_1 OR IS_CAR_DEAD gang_car_yd2 GOTO mission_yd2_failed_assert ENDIF IF NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_HEALTH chaperone_1 100 ENDIF IF NOT IS_CHAR_DEAD chaperone_2 SET_CHAR_HEALTH chaperone_2 100 ENDIF ENDWHILE //LOCK_CAR_DOORS gang_car_yd2 CARLOCK_LOCKED ELSE GOTO mission_yd2_failed_assert ENDIF IF NOT IS_CAR_DEAD gang_car_yd2 SET_CAR_ONLY_DAMAGED_BY_PLAYER gang_car_yd2 false //LOCK_CAR_DOORS gang_car_yd2 CARLOCK_LOCKED ENDIF IF NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_CANT_BE_DRAGGED_OUT chaperone_1 TRUE SET_CHAR_STAYS_IN_CURRENT_LEVEL chaperone_1 FALSE ENDIF IF NOT IS_CHAR_DEAD chaperone_2 SET_CHAR_CANT_BE_DRAGGED_OUT chaperone_2 TRUE SET_CHAR_STAYS_IN_CURRENT_LEVEL chaperone_2 FALSE ENDIF RESTORE_CAMERA_JUMPCUT SWITCH_WIDESCREEN off SET_PLAYER_CONTROL player on LOAD_MISSION_AUDIO YD2_C1 WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_SOON ( YD2_E ) 4000 1//Let's drive!! WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE ADD_BLIP_FOR_COORD driveby_x driveby_y -100.0 blip_driveby_yd2 SET_PED_DENSITY_MULTIPLIER 1.0 SET_POLICE_IGNORE_PLAYER player off //----reset traffic density-------------------------- SET_CAR_DENSITY_MULTIPLIER 1.0 //---------------------SET PED DENSITIES---------------------------------------------------- SETUP_ZONE_PED_INFO TOWERS DAY (15) 0 0 700 (0 0 0 0) 20 SETUP_ZONE_PED_INFO TOWERS NIGHT (10) 0 0 800 (0 0 0 0) 10 //-----------------------GETTING TO THE HIT------------------------------------------------- ALTER_WANTED_LEVEL player wanted_yd2 getting_there: IF NOT IS_CAR_DEAD gang_car_yd2 WHILE NOT IS_PLAYER_IN_ZONE player TOWERS WAIT 0 IF NOT IS_CAR_DEAD gang_car_yd2 IF IS_CAR_UPSIDEDOWN gang_car_yd2 AND IS_CAR_STOPPED gang_car_yd2 flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF IF NOT IS_CAR_HEALTH_GREATER gang_car_yd2 250 //NB!! Add Sub spray shop IF NOT LOCATE_CAR_3D gang_car_yd2 379.0 -493.7 26.2 15.0 15.0 15.0 false//comm spray shop AND NOT LOCATE_CAR_3D gang_car_yd2 925.4 -358.7 10.8 15.0 15.0 15.0 false//ind spray shop flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 flag_upsidedown = 2 GOSUB player_out_of_car IF NOT IS_CAR_DEAD gang_car_yd2 IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 flag_upsidedown = 2 GOTO mission_yd2_failed ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF LOCK_CAR_DOORS gang_car_yd2 CARLOCK_LOCKED ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF ENDWHILE ELSE GOTO mission_yd2_failed_assert ENDIF LOAD_MISSION_AUDIO YD2_F WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_G1) 2500 1//Hepburn Heights -Diablo turf. WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE LOAD_MISSION_AUDIO YD2_G WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_SOON (YD2_G2) 2500 1 //"Whack us five Diablos, but remember; you don't leave this car!" WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE //------------------------------THE HIT----------------------------------------------------------------- REMOVE_BLIP blip_driveby_yd2 DISPLAY_ONSCREEN_COUNTER_WITH_STRING body_count_yd2 COUNTER_DISPLAY_NUMBER KILLS WHILE body_count_yd2 < 10 WAIT 0 IF NOT IS_CAR_DEAD gang_car_yd2 IF IS_CAR_UPSIDEDOWN gang_car_yd2 AND IS_CAR_STOPPED gang_car_yd2 flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF IF NOT IS_CAR_HEALTH_GREATER gang_car_yd2 250 //NB!! Add Sub spray shop IF NOT LOCATE_CAR_3D gang_car_yd2 379.0 -493.7 26.2 15.0 15.0 15.0 false//comm spray shop AND NOT LOCATE_CAR_3D gang_car_yd2 925.4 -358.7 10.8 15.0 15.0 15.0 false//ind spray shop flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 GOSUB player_out_of_car IF NOT IS_CAR_DEAD gang_car_yd2 IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 flag_upsidedown = 2 GOTO mission_yd2_failed ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF GET_NUM_OF_MODELS_KILLED_BY_PLAYER PED_GANG_DIABLO_A driveby_total_1 GET_NUM_OF_MODELS_KILLED_BY_PLAYER PED_GANG_DIABLO_B driveby_total_2 body_count_yd2 = driveby_total_1 + driveby_total_2 /* IF body_count_yd2 > 1 SET_GANG_PLAYER_ATTITUDE GANG_DIABLO HATES player SET_GANG_WEAPONS GANG_DIABLO WEAPONTYPE_BASEBALLBAT WEAPONTYPE_UZI ELSE SET_GANG_PLAYER_ATTITUDE GANG_DIABLO NEUTRAL player ENDIF */ ENDWHILE //------------------------------------BACK TO YARDIE TURF------------------------------------------------------- LOAD_MISSION_AUDIO YD2_H WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_H) 2500 1//"OK, Get us back to Yardie turf, GO GO GO!!" WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE CLEAR_ONSCREEN_COUNTER body_count_yd2 back_to_yardie_turf: ADD_BLIP_FOR_COORD yd2turf_x yd2turf_y 26.0 blip_driveby_yd2 IF NOT IS_CAR_DEAD gang_car_yd2 WHILE NOT LOCATE_STOPPED_CAR_3D gang_car_yd2 yd2turf_x yd2turf_y 26.0 5.0 5.0 5.0 true WAIT 0 IF NOT IS_CAR_DEAD gang_car_yd2 IF IS_CAR_UPSIDEDOWN gang_car_yd2 AND IS_CAR_STOPPED gang_car_yd2 flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF IF NOT IS_CAR_HEALTH_GREATER gang_car_yd2 250 //NB!! Add Sub spray shop IF NOT LOCATE_CAR_3D gang_car_yd2 379.0 -493.7 26.2 15.0 15.0 15.0 false//comm spray shop AND NOT LOCATE_CAR_3D gang_car_yd2 925.4 -358.7 10.8 15.0 15.0 15.0 false//ind spray shop flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 GOSUB player_out_of_car IF NOT IS_CAR_DEAD gang_car_yd2 IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 flag_upsidedown = 2 GOTO mission_yd2_failed ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF ENDWHILE ELSE GOTO mission_yd2_failed_assert ENDIF /* PRINT_NOW (YD2_I) 4000 1//"OK, stop and drop us off." //REMOVE_BLIP blip_driveby_yd2 IF NOT IS_CAR_DEAD gang_car_yd2 WHILE NOT IS_CAR_STOPPED_IN_AREA_2D gang_car_yd2 yd2turf_x yd2turf_y 5.0 5.0 true WAIT 0 IF NOT IS_CAR_DEAD gang_car_yd2 IF NOT LOCATE_CAR_2D gang_car_yd2 yd2turf_x yd2turf_y 30.0 30.0 false PRINT_SOON (YD2_J) 4000 1//HEY! Where you going? Get us back to our turf! GOTO back_to_yardie_turf ENDIF IF IS_CAR_UPSIDEDOWN gang_car_yd2 AND IS_CAR_STOPPED gang_car_yd2 flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF IF NOT IS_CAR_HEALTH_GREATER gang_car_yd2 50 flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 GOSUB player_out_of_car IF NOT IS_CAR_DEAD gang_car_yd2 IF NOT IS_PLAYER_IN_CAR player gang_car_yd2 flag_upsidedown = 2 GOTO mission_yd2_failed ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF ENDIF ELSE GOTO mission_yd2_failed_assert ENDIF ENDWHILE ELSE GOTO mission_yd2_failed_assert ENDIF */ SET_PLAYER_CONTROL player off IF NOT IS_CHAR_DEAD chaperone_1 AND NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CAR_DEAD gang_car_yd2 SET_CAR_HEALTH gang_car_yd2 850 SET_CHAR_OBJ_LEAVE_CAR chaperone_1 gang_car_yd2 SET_CHAR_OBJ_LEAVE_CAR chaperone_2 gang_car_yd2 ELSE GOTO mission_yd2_failed_assert ENDIF LOAD_MISSION_AUDIO YD2_OK WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_L) 4000 1//"You did good Reaper Man!" WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 ENDWHILE SET_PLAYER_CONTROL player on GOTO mission_yd2_passed // Mission Yardie2 failed mission_yd2_failed: IF NOT IS_CHAR_DEAD chaperone_1 AND NOT IS_CAR_DEAD gang_car_yd2 SET_CHAR_OBJ_LEAVE_CAR chaperone_1 gang_car_yd2 ENDIF IF NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CAR_DEAD gang_car_yd2 SET_CHAR_OBJ_LEAVE_CAR chaperone_2 gang_car_yd2 ENDIF IF flag_upsidedown = 1 LOAD_MISSION_AUDIO YD2_D WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_M) 4000 1//"He's wrecked my car!! Waste him!!" ENDIF IF flag_upsidedown = 2 LOAD_MISSION_AUDIO YD2_E WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_F) 4000 1//"He's bailing out on us!" ENDIF IF NOT IS_CHAR_DEAD chaperone_1 AND NOT IS_CAR_DEAD gang_car_yd2 WHILE IS_CHAR_IN_CAR chaperone_1 gang_car_yd2 WAIT 0 IF IS_CHAR_DEAD chaperone_1 GOTO boddle ENDIF IF IS_CAR_DEAD gang_car_yd2 GOTO boddle ENDIF ENDWHILE ENDIF boddle: IF NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CAR_DEAD gang_car_yd2 WHILE IS_CHAR_IN_CAR chaperone_2 gang_car_yd2 WAIT 0 IF IS_CHAR_DEAD chaperone_2 GOTO mission_yd2_failed_assert ENDIF IF IS_CAR_DEAD gang_car_yd2 GOTO mission_yd2_failed_assert ENDIF ENDWHILE ENDIF IF NOT IS_CHAR_DEAD chaperone_1 GIVE_WEAPON_TO_CHAR chaperone_1 WEAPONTYPE_SHOTGUN 10 WHILE NOT IS_CURRENT_CHAR_WEAPON chaperone_1 WEAPONTYPE_SHOTGUN WAIT 0 IF IS_CHAR_DEAD chaperone_1 GOTO oink ENDIF ENDWHILE IF NOT IS_CHAR_DEAD chaperone_1 TURN_CHAR_TO_FACE_PLAYER chaperone_1 player IF IS_PLAYER_IN_ZONE player TOWERS SET_CHAR_THREAT_SEARCH chaperone_1 THREAT_GANG_DIABLO ENDIF SET_CHAR_THREAT_SEARCH chaperone_1 THREAT_PLAYER1 ENDIF ENDIF oink: IF NOT IS_CHAR_DEAD chaperone_2 GIVE_WEAPON_TO_CHAR chaperone_2 WEAPONTYPE_UZI 30 WHILE NOT IS_CURRENT_CHAR_WEAPON chaperone_2 WEAPONTYPE_UZI WAIT 0 IF IS_CHAR_DEAD chaperone_2 GOTO poink ENDIF ENDWHILE IF NOT IS_CHAR_DEAD chaperone_2 TURN_CHAR_TO_FACE_PLAYER chaperone_2 player IF IS_PLAYER_IN_ZONE player TOWERS SET_CHAR_THREAT_SEARCH chaperone_2 THREAT_GANG_DIABLO ENDIF SET_CHAR_THREAT_SEARCH chaperone_2 THREAT_PLAYER1 ENDIF ENDIF poink: /* //Yardies chase player off!! WHILE NOT IS_PLAYER_DEAD player WAIT 0 IF NOT IS_CHAR_DEAD chaperone_1 GET_CHAR_COORDINATES chaperone_1 chap_1_x chap_1_y chap_1_z IF NOT LOCATE_PLAYER_ANY_MEANS_2D player chap_1_x chap_1_y 30.0 30.0 false MARK_CHAR_AS_NO_LONGER_NEEDED chaperone_1 flag_chap_1_n&v = 1 ENDIF ELSE flag_chap_1_n&v = 1 ENDIF IF NOT IS_CHAR_DEAD chaperone_2 GET_CHAR_COORDINATES chaperone_2 chap_2_x chap_2_y chap_2_z IF NOT LOCATE_PLAYER_ANY_MEANS_2D player chap_2_x chap_2_y 30.0 30.0 false MARK_CHAR_AS_NO_LONGER_NEEDED chaperone_2 flag_chap_2_n&v = 1 ENDIF ELSE flag_chap_2_n&v = 1 ENDIF IF flag_chap_1_n&v = 1 AND flag_chap_2_n&v = 1 GOTO mission_yd2_failed_assert ENDIF ENDWHILE */ mission_yd2_failed_assert: PRINT_BIG ( M_FAIL ) 2000 1 RETURN // mission yd2 passed mission_yd2_passed: flag_yardie_mission2_passed = 1 IF NOT IS_CHAR_DEAD chaperone_1 AND NOT IS_CHAR_DEAD chaperone_2 AND NOT IS_CAR_DEAD gang_car_yd2 WHILE IS_CHAR_IN_CAR chaperone_1 gang_car_yd2 OR IS_CHAR_IN_CAR chaperone_2 gang_car_yd2 WAIT 0 IF IS_CHAR_DEAD chaperone_1 OR IS_CHAR_DEAD chaperone_2 OR IS_CAR_DEAD gang_car_yd2 GOTO filby ENDIF ENDWHILE ELSE GOTO filby ENDIF filby: IF NOT IS_CHAR_DEAD chaperone_1 SET_CHAR_OBJ_FLEE_ON_FOOT_TILL_SAFE chaperone_1 ENDIF IF NOT IS_CHAR_DEAD chaperone_2 SET_CHAR_OBJ_FLEE_ON_FOOT_TILL_SAFE chaperone_2 ENDIF 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 YD2 PLAYER_MADE_PROGRESS 1 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_DIABLO THREAT_PLAYER1 START_NEW_SCRIPT yardie_mission3_loop RETURN // mission cleanup mission_cleanup_yd2: REMOVE_BLIP blip_driveby_yd2 flag_player_on_mission = 0 flag_player_on_yardie_mission = 0 CLEAR_ONSCREEN_COUNTER body_count_yd2 REMOVE_BLIP blip_driveby_yd2 //SET_PLAYER_CONTROL player on SWITCH_WIDESCREEN off RESTORE_CAMERA_JUMPCUT IF NOT IS_CAR_DEAD gang_car_yd2 LOCK_CAR_DOORS gang_car_yd2 CARLOCK_UNLOCKED ENDIF MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YARDIE_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YARDIE_B MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PERENNIAL //------------RESTORE PED DENSITIES--------------------------------------- SETUP_ZONE_PED_INFO TOWERS DAY (15) 0 0 300 (0 0 0 0) 20 SETUP_ZONE_PED_INFO TOWERS NIGHT (10) 0 0 500 (0 0 0 0) 10 MISSION_HAS_FINISHED RETURN //-----------------------------GOSUBS---------------------------------------------- player_out_of_car: IF NOT IS_CAR_DEAD gang_car_yd2 LOCK_CAR_DOORS gang_car_yd2 CARLOCK_UNLOCKED ENDIF WHILE timer_dif_yd2 < 7500 WAIT 0 IF NOT IS_CAR_DEAD gang_car_yd2 IF NOT IS_CAR_HEALTH_GREATER gang_car_yd2 250 //NB!! Add Sub spray shop IF NOT LOCATE_CAR_3D gang_car_yd2 379.0 -493.7 26.2 15.0 15.0 15.0 false//comm spray shop AND NOT LOCATE_CAR_3D gang_car_yd2 925.4 -358.7 10.8 15.0 15.0 15.0 false//ind spray shop flag_upsidedown = 1 GOTO mission_yd2_failed ENDIF ENDIF IF flag_out_of_car_message = 0 LOAD_MISSION_AUDIO YD2_ASS WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE PLAY_MISSION_AUDIO PRINT_NOW (YD2_N) 3000 1//you got five seconds to get back in this car. flag_out_of_car_message = 1 GET_GAME_TIMER timer_start_yd2 ENDIF GET_GAME_TIMER timer_now_yd2 timer_dif_yd2 = timer_now_yd2 - timer_start_yd2 IF NOT IS_CAR_DEAD gang_car_yd2 IF IS_PLAYER_IN_CAR player gang_car_yd2 flag_out_of_car_message = 0 RETURN ENDIF ENDIF ENDIF ENDWHILE LOCK_CAR_DOORS gang_car_yd2 CARLOCK_LOCKED RETURN
yard3
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************YARDIE MISSION ******************************** // ***************************************************************************************** // ***************************************'GANG CAR ROUND_UP'******************************* // ***************************************************************************************** // Mission start stuff GOSUB mission_start_yd3 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_yd3_failed ENDIF GOSUB mission_cleanup_yd3 MISSION_END // Variables for mission VAR_INT gangcar_yd3 VAR_INT flag_player_in_diablocar flag_player_in_mafiacar flag_player_in_yakuzacar //flag_player_in_any_gangcar VAR_INT flag_diablo_delivered_yd3 flag_yakuzacar_delivered_yd3 flag_mafia_delivered_yd3 VAR_INT loop_2_passport VAR_INT counter_cars_yd3 //VAR_INT garage_yd3 VAR_INT blip_garage_yd3 VAR_INT flag_dam_message flag_garage_message flag_already_boosted_message VAR_INT flag_messages //flag_gangcar_flipped flag_blip_garage flag_blip_spray //VAR_FLOAT garage_min_x_yd3 garage_min_y_yd3 //VAR_FLOAT garage_max_x_yd3 garage_max_y_yd3 VAR_FLOAT blip_x_yd3 blip_y_yd3 //VAR_FLOAT gangcar_x gangcar_y gangcar_z // ****************************************Mission Start************************************ mission_start_yd3: REGISTER_MISSION_GIVEN SCRIPT_NAME yard3 flag_player_on_mission = 1 flag_player_on_yardie_mission = 1 WAIT 0 /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_yd3_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT //SWITCH_STREAMING OFF PRINT_BIG ( YD3 ) 15000 2 //"Yardie Mission 1" TIMERA = 0 WHILE TIMERA < 1500 WAIT 0 ENDWHILE */ // ******************************************CUTSCENE*************************************** SET_PED_DENSITY_MULTIPLIER 0.0 SET_POLICE_IGNORE_PLAYER player on //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE YD_PH3 SET_CUTSCENE_OFFSET 121.0 -272.3 15.25 CLEAR_AREA_OF_CHARS 100.5 -250.0 0.0 130.5 -290.0 25.0 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player //CLEAR_AREA 1219.5 -321.1 27.5 1.0 TRUE //SET_PLAYER_COORDINATES player 1219.5 -321.1 26.4 //SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD3_A ) 10000 1 WHILE cs_time < 3700 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD3_A1 ) 10000 1 WHILE cs_time < 6370 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD3_B ) 10000 1 WHILE cs_time < 8658 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD3_B1 ) 10000 1 WHILE cs_time < 10408 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD3_B2 ) 10000 1 WHILE cs_time < 13950 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD3_C ) 10000 1 WHILE cs_time < 16920 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD3_C1 ) 10000 1 /* WHILE cs_time < 28919 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( DIAB2_H ) 10000 1 */ WHILE cs_time < 20066 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_STREAMING ON CLEAR_PRINTS CLEAR_CUTSCENE //SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 500 DO_FADE 1500 FADE_IN SET_PED_DENSITY_MULTIPLIER 1.0 SET_POLICE_IGNORE_PLAYER player off //PRINT_BIG ( YD3 ) 15000 2 WAIT 1000 counter_cars_yd3 = 0 /* blip_x_yd3 = 1217.0 blip_y_yd3 = -243.5 garage_min_x_yd3 = 1213.0 garage_min_y_yd3 = -241.0 garage_max_x_yd3 = 1221.0 garage_max_y_yd3 = -245.5 garage_min_x_yd3 = 257.0 garage_min_y_yd3 = -803.0 garage_max_x_yd3 = 263.0 garage_max_y_yd3 = -795.0*/ blip_x_yd3 = 260.0 blip_y_yd3 = -798.0 loop_2_passport = 0 flag_player_in_diablocar = 0 flag_player_in_mafiacar = 0 flag_player_in_yakuzacar = 0 //flag_player_in_any_gangcar = 0 flag_diablo_delivered_yd3 = 0 flag_yakuzacar_delivered_yd3 = 0 flag_mafia_delivered_yd3 = 0 flag_dam_message = 0 flag_garage_message = 0 flag_already_boosted_message = 0 //flag_gangcar_flipped = 0 flag_messages = 0 //flag_blip_garage = 0 //flag_blip_spray = 0 //PRINT_NOW ( YD3_A ) 4000 1 //"We want you to boost some gang cars so we can do hits on our enemies' turf and set them at each other's throats." //MESSAGE_WAIT 4000 1 //PRINT_NOW ( YD3_B ) 4000 1 //"We want a Mafia beamer, a Triad van and a Diablo stallion so we can hit any gang in Portland." //MESSAGE_WAIT 4000 1 //PRINT_NOW ( YD3_C ) 4000 1 //"Drop them off at <location> and remember, they're no use to us wrecked!!" //SET_GARAGE garage_min_x_yd3 garage_min_y_yd3 26.8 garage_max_x_yd3 garage_max_y_yd3 31.8 GARAGE_MISSION garage_yd3 ADD_BLIP_FOR_COORD blip_x_yd3 blip_y_yd3 -100.0 blip_garage_yd3 // Mission stuff goes here loop_1: //WHILE counter_cars_yd3 < 3 WAIT 0 GOSUB blippage IF IS_PLAYER_IN_ANY_CAR player IF IS_PLAYER_IN_MODEL player CAR_DIABLOS IF flag_diablo_delivered_yd3 = 0 STORE_CAR_PLAYER_IS_IN player gangcar_yd3 SET_CAN_RESPRAY_CAR gangcar_yd3 False flag_player_in_diablocar = 1 flag_player_in_mafiacar = 0 flag_player_in_yakuzacar = 0 GOSUB damage_check ENDIF IF flag_diablo_delivered_yd3 = 1 AND flag_already_boosted_message = 0 PRINT_NOW ( YD3_E ) 3000 1 //You've already boosted a diablo gangcar! flag_already_boosted_message = 1 ENDIF ENDIF IF IS_PLAYER_IN_MODEL player CAR_MAFIA IF flag_mafia_delivered_yd3 = 0 STORE_CAR_PLAYER_IS_IN player gangcar_yd3 SET_CAN_RESPRAY_CAR gangcar_yd3 False flag_player_in_diablocar = 0 flag_player_in_mafiacar = 1 flag_player_in_yakuzacar = 0 GOSUB damage_check ENDIF IF flag_mafia_delivered_yd3 = 1 AND flag_already_boosted_message = 0 PRINT_NOW ( YD3_F ) 3000 1 //You've already boosted a mafia gangcar! flag_already_boosted_message = 1 ENDIF ENDIF IF IS_PLAYER_IN_MODEL player CAR_YAKUZA IF flag_yakuzacar_delivered_yd3 = 0 STORE_CAR_PLAYER_IS_IN player gangcar_yd3 SET_CAN_RESPRAY_CAR gangcar_yd3 False flag_player_in_diablocar = 0 flag_player_in_mafiacar = 0 flag_player_in_yakuzacar = 1 GOSUB damage_check ENDIF IF flag_yakuzacar_delivered_yd3 = 1 AND flag_already_boosted_message = 0 PRINT_NOW (YD3_G) 3000 1 //You've already boosted a Triad fish van! flag_already_boosted_message = 1 ENDIF ENDIF ELSE flag_dam_message = 0 flag_garage_message = 0 flag_already_boosted_message = 0 //loop_2_passport = 0 ENDIF IF loop_2_passport = 0 GOTO loop_1 ENDIF //flag_messages = 0 loop_2: GOSUB damage_check IF IS_CAR_IN_MISSION_GARAGE garage_yd3 //IF IS_CAR_IN_AREA_2D gangcar_yd3 garage_min_x_yd3 garage_min_y_yd3 garage_max_x_yd3 garage_max_y_yd3 false //AND NOT IS_PLAYER_IN_AREA_2D player garage_min_x_yd3 garage_min_y_yd3 garage_max_x_yd3 garage_max_y_yd3 false //AND IS_CAR_HEALTH_GREATER gangcar_yd3 800 //GOSUB blippage IF flag_player_in_diablocar = 1 AND flag_diablo_delivered_yd3 = 0 flag_diablo_delivered_yd3 = 1 ++ counter_cars_yd3 flag_player_in_diablocar = 0 //flag_player_in_any_gangcar = 0 loop_2_passport = 0 PRINT_NOW (YD3_H) 3000 1 //Diablo gangcar boosted! ADD_ONE_OFF_SOUND 260.0 -790.0 28.0 SOUND_PART_MISSION_COMPLETE ENDIF IF flag_player_in_mafiacar = 1 AND flag_mafia_delivered_yd3 = 0 flag_mafia_delivered_yd3 = 1 ++ counter_cars_yd3 flag_player_in_mafiacar = 0 //flag_player_in_any_gangcar = 0 loop_2_passport = 0 PRINT_NOW (YD3_I) 3000 1 //Mafia gangcar boosted! ADD_ONE_OFF_SOUND 260.0 -790.0 28.0 SOUND_PART_MISSION_COMPLETE ENDIF IF flag_player_in_yakuzacar = 1 AND flag_yakuzacar_delivered_yd3 = 0 ++ counter_cars_yd3 flag_yakuzacar_delivered_yd3 = 1 flag_player_in_yakuzacar = 0 //flag_player_in_any_gangcar = 0 loop_2_passport = 0 PRINT_NOW (YD3_J) 3000 1 //Triad gangcar boosted! ADD_ONE_OFF_SOUND 260.0 -790.0 28.0 SOUND_PART_MISSION_COMPLETE ENDIF ENDIF IF NOT IS_CAR_DEAD gangcar_yd3 IF IS_CAR_IN_AREA_2D gangcar_yd3 garage_min_x_yd3 garage_min_y_yd3 garage_max_x_yd3 garage_max_y_yd3 false AND NOT IS_PLAYER_IN_AREA_2D player garage_min_x_yd3 garage_min_y_yd3 garage_max_x_yd3 garage_max_y_yd3 false AND NOT IS_CAR_HEALTH_GREATER gangcar_yd3 800 MARK_CAR_AS_NO_LONGER_NEEDED gangcar_yd3 ENDIF ENDIF IF counter_cars_yd3 < 3 GOTO loop_1 ENDIF GOTO mission_yd3_passed // Mission Yardie3 failed mission_yd3_failed: PRINT_BIG ( M_FAIL ) 2000 1 RETURN // mission yd3 passed mission_yd3_passed: flag_yardie_mission3_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 YD3 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT yardie_mission4_loop RETURN // mission cleanup mission_cleanup_yd3: REMOVE_BLIP blip_garage_yd3 SET_TARGET_CAR_FOR_MISSION_GARAGE garage_yd3 -1 flag_player_on_mission = 0 flag_player_on_yardie_mission = 0 MISSION_HAS_FINISHED RETURN // ******************GOSUBS*********************************** blippage: IF flag_dam_message = 1 IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL REMOVE_BLIP blip_garage_yd3 ADD_SPRITE_BLIP_FOR_COORD 925.3 -359.2 11.0 RADAR_SPRITE_SPRAY blip_garage_yd3 //flag_blip_spray = 1 ENDIF IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL REMOVE_BLIP blip_garage_yd3 ADD_SPRITE_BLIP_FOR_COORD 380.4 -493.8 26.2 RADAR_SPRITE_SPRAY blip_garage_yd3 //flag_blip_spray = 1 ENDIF IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN REMOVE_BLIP blip_garage_yd3 ADD_SPRITE_BLIP_FOR_COORD -1142.1 34.0 59.0 RADAR_SPRITE_SPRAY blip_garage_yd3 //flag_blip_spray = 1 ENDIF ELSE REMOVE_BLIP blip_garage_yd3 ADD_BLIP_FOR_COORD blip_x_yd3 blip_y_yd3 -100.0 blip_garage_yd3 ENDIF RETURN damage_check: IF IS_PLAYER_IN_ANY_CAR player IF NOT IS_CAR_DEAD gangcar_yd3 IF IS_PLAYER_IN_CAR player gangcar_yd3 IF IS_CAR_HEALTH_GREATER gangcar_yd3 900 OR NOT IS_CAR_VISIBLY_DAMAGED gangcar_yd3 IF flag_garage_message = 0 PRINT_NOW (YD3_L) 3000 1 //Now take it to the garage! SET_TARGET_CAR_FOR_MISSION_GARAGE garage_yd3 gangcar_yd3 flag_garage_message = 1 flag_dam_message = 0 loop_2_passport = 1 ENDIF ELSE IF flag_dam_message = 0 PRINT_NOW (YD3_K) 3000 1 //The car's nearly wrecked! Get it repaired! SET_TARGET_CAR_FOR_MISSION_GARAGE garage_yd3 -1 flag_dam_message = 1 flag_garage_message = 0 loop_2_passport = 0 ENDIF ENDIF ENDIF ENDIF ENDIF RETURN
yard4
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************Yardie mission 4******************************** // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_yardie4 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_yd4_failed ENDIF GOSUB mission_cleanup_yardie4 MISSION_END // Variables for mission VAR_INT abandoned_car_y4 flag_van1_arrived VAR_INT timer_y4 VAR_INT blip_abandoned_car_y4 VAR_INT gen1_van gen2_van gen3_van gen4_van VAR_INT human_bomb_1 //VAR_INT human_bomb_2 //VAR_INT human_bomb_3 VAR_INT human_bomb_4 //VAR_INT human_bomb_5 //VAR_INT human_bomb_6 VAR_INT human_bomb_7 //VAR_INT human_bomb_8 VAR_INT human_bomb_9 VAR_INT human_bomb_demo VAR_INT blip_bomber_1 blip_bomber_4 blip_bomber_7 blip_bomber_9 VAR_INT flag_bomb1_active VAR_INT flag_bomb4_active VAR_INT flag_bomb7_active VAR_INT flag_bomb9_active //VAR_INT counter_bomb1 counter_bomb4 counter_bomb7 //VAR_INT counter_bomb9 //VAR_INT bomber_collective_1 bomber_collective_2 bomber_collective_3 //CO-ORD VARIABLES***************************************************** VAR_FLOAT gen1_x gen1_y //gen1_z VAR_FLOAT gen2_x gen2_y //gen2_z VAR_FLOAT gen3_x gen3_y //gen3_z VAR_FLOAT gen4_x gen4_y //gen4_z VAR_FLOAT abandoned_car_x abandoned_car_y //abandoned_car_z VAR_FLOAT y4_x y4_y y4_z VAR_FLOAT bomb_x bomb_y bomb_z VAR_FLOAT bomb4_x bomb4_y bomb4_z VAR_FLOAT bomb7_x bomb7_y bomb7_z VAR_FLOAT bomb9_x bomb9_y bomb9_z // ****************************************Mission Start************************************ mission_start_yardie4: REGISTER_MISSION_GIVEN SCRIPT_NAME yard4 flag_player_on_mission = 1 flag_player_on_yardie_mission = 1 WAIT 0 /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_yd4_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT //SWITCH_STREAMING OFF PRINT_BIG ( YD4 ) 15000 2 //"Yardie Mission 4" TIMERA = 0 WHILE TIMERA < 1500 WAIT 0 ENDWHILE */ // ******************************************CUTSCENE*************************************** SET_PED_DENSITY_MULTIPLIER 0.0 SET_POLICE_IGNORE_PLAYER player on //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE YD_PH4 SET_CUTSCENE_OFFSET 121.0 -272.3 15.25 CLEAR_AREA_OF_CHARS 100.5 -250.0 0.0 130.5 -290.0 25.0 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead //SET_CUTSCENE_HEAD_ANIM cs_playerhead player //CLEAR_AREA 1219.5 -321.1 27.5 1.0 TRUE //SET_PLAYER_COORDINATES player 1219.5 -321.1 26.4 //SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN //SWITCH_STREAMING OFF START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD4_A ) 10000 1 WHILE cs_time < 3000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD4_A1 ) 10000 1 WHILE cs_time < 5322 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD4_A2 ) 10000 1 /* WHILE cs_time < 10759 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD4_C ) 10000 1 WHILE cs_time < 13770 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD4_D ) 10000 1 WHILE cs_time < 18676 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( YD4_D1 ) 10000 1 WHILE cs_time < 24139 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( DIAB2_G ) 10000 1 WHILE cs_time < 28919 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( DIAB2_H ) 10000 1 */ WHILE cs_time < 8600 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_STREAMING ON CLEAR_PRINTS CLEAR_CUTSCENE //SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 500 SET_PED_DENSITY_MULTIPLIER 1.0 SET_POLICE_IGNORE_PLAYER player off DO_FADE 1500 FADE_IN flag_van1_arrived = 0 flag_bomb1_active = 0 flag_bomb4_active = 0 flag_bomb7_active = 0 flag_bomb9_active = 0 gen1_x = -113.62 gen1_y = -1420.5 gen2_x = -90.54 gen2_y = -1480.0 gen3_x = -38.4 gen3_y = -1447.0 gen4_x = -53.2 gen4_y = -1501.0 //counter_bomb1 = 0 //counter_bomb4 = 0 //counter_bomb7 = 0 //counter_bomb9 = 0 abandoned_car_x = -71.5 abandoned_car_y = -1471.0 REQUEST_MODEL CAR_ESPERANTO REQUEST_MODEL CAR_PONY WHILE NOT HAS_MODEL_LOADED CAR_ESPERANTO OR NOT HAS_MODEL_LOADED CAR_PONY WAIT 0 ENDWHILE LOAD_SPECIAL_CHARACTER 1 bomber WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 WAIT 0 ENDWHILE //PRINT_BIG ( YD4 ) 15000 2 //WAIT 1000 //PRINT_NOW ( YD4_A ) 8000 2 //WAIT 8000 timer_y4 = 90000 WHILE GET_FADING_STATUS WAIT 0 ENDWHILE DISPLAY_ONSCREEN_TIMER timer_y4 create_car_yd5: CREATE_CAR CAR_ESPERANTO abandoned_car_x abandoned_car_y -100.0 abandoned_car_y4 SET_CAR_HEADING abandoned_car_y4 270.0 CAR_SET_IDLE abandoned_car_y4 ADD_BLIP_FOR_CAR abandoned_car_y4 blip_abandoned_car_y4 CREATE_CAR CAR_PONY gen2_x gen2_y 27.0 gen2_van SET_CAR_HEADING gen2_van 345.0 CAR_SET_IDLE gen2_van LOCK_CAR_DOORS gen2_van CARLOCK_LOCKOUT_PLAYER_ONLY // Mission stuff goes here IF NOT IS_CAR_DEAD abandoned_car_y4 WHILE NOT IS_PLAYER_IN_CAR player abandoned_car_y4 WAIT 0 IF timer_y4 < 1 PRINT_NOW (taxi2) 3000 1 GOTO mission_yd4_failed ENDIF IF IS_CAR_DEAD abandoned_car_y4 PRINT_NOW (WRECKED) 3000 1 GOTO mission_yd4_failed ENDIF ENDWHILE ELSE PRINT_NOW (WRECKED) 3000 1 GOTO mission_yd4_failed ENDIF REMOVE_BLIP blip_abandoned_car_y4 SET_PLAYER_CONTROL player Off CLEAR_ONSCREEN_TIMER timer_y4 CLEAR_AREA -113.4 -1431.5 26.0 20.0 true CREATE_CAR CAR_PONY gen1_x gen1_y 26.2 gen1_van SET_CAR_HEADING gen1_van 180.0 CAR_SET_IDLE gen1_van LOCK_CAR_DOORS gen1_van CARLOCK_LOCKOUT_PLAYER_ONLY CREATE_CHAR_AS_PASSENGER gen1_van PEDTYPE_SPECIAL PED_SPECIAL1 0 human_bomb_demo CREATE_CAR CAR_PONY gen3_x gen3_y 26.2 gen3_van SET_CAR_HEADING gen3_van 90.0 CAR_SET_IDLE gen3_van LOCK_CAR_DOORS gen3_van CARLOCK_LOCKOUT_PLAYER_ONLY CREATE_CAR CAR_PONY gen4_x gen4_y 26.2 gen4_van SET_CAR_HEADING gen4_van 90.0 CAR_SET_IDLE gen4_van LOCK_CAR_DOORS gen4_van CARLOCK_LOCKOUT_PLAYER_ONLY SET_FIXED_CAMERA_POSITION -82.0 -1472.0 27.5 0.0 0.0 0.0 IF NOT IS_CAR_DEAD abandoned_car_y4 POINT_CAMERA_AT_CAR abandoned_car_y4 FIXED JUMP_CUT ENDIF //POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT SWITCH_WIDESCREEN on PRINT_NOW (YD4_B ) 3500 2 MESSAGE_WAIT 3500 true PRINT_NOW (YD4_C) 3500 2 MESSAGE_WAIT 3500 true PRINT_NOW (YD4_D) 2500 2 MESSAGE_WAIT 2500 true IF NOT IS_CAR_DEAD gen1_van CAR_GOTO_COORDINATES_ACCURATE gen1_van -113.2 -1442.5 26.2 POINT_CAMERA_AT_CAR gen1_van FIXED INTERPOLATION ENDIF IF NOT IS_CAR_DEAD gen3_van CAR_GOTO_COORDINATES gen3_van -53.5 -1446.7 26.2 ENDIF WHILE flag_van1_arrived = 0 WAIT 0 IF NOT IS_CAR_DEAD gen1_van IF LOCATE_CAR_2D gen1_van -113.2 -1442.5 4.0 4.0 false flag_van1_arrived = 1 ENDIF ELSE GOTO mission_yd4_failed ENDIF ENDWHILE IF NOT IS_CAR_DEAD gen1_van AND NOT IS_CHAR_DEAD human_bomb_demo SET_CHAR_OBJ_LEAVE_CAR human_bomb_demo gen1_van WHILE IS_CHAR_IN_CAR human_bomb_demo gen1_van WAIT 0 IF NOT IS_CHAR_DEAD human_bomb_demo GET_CHAR_COORDINATES human_bomb_demo bomb_z bomb_y bomb_z ENDIF IF IS_CHAR_DEAD human_bomb_demo GOTO selkirk ENDIF IF IS_CAR_DEAD gen1_van GOTO selkirk ENDIF ENDWHILE ENDIF SET_CHAR_HEADING human_bomb_demo 180.0 SET_FIXED_CAMERA_POSITION -115.76 -1455.0 25.9 0.0 0.0 0.0 CHAR_SET_IDLE human_bomb_demo POINT_CAMERA_AT_CHAR human_bomb_demo FIXED JUMP_CUT //SET_CAMERA_ZOOM CAM_ZOOM_TWO PRINT_NOW (YD4_1) 3000 1 IF NOT IS_CHAR_DEAD human_bomb_demo SET_CHAR_OBJ_RUN_TO_COORD human_bomb_demo -114.5 -1452.4 WHILE NOT LOCATE_CHAR_ON_FOOT_2D human_bomb_demo -114.5 -1452.4 3.0 3.0 0 WAIT 0 IF NOT IS_CHAR_DEAD human_bomb_demo GET_CHAR_COORDINATES human_bomb_demo bomb_x bomb_y bomb_z ELSE GOTO selkirk ENDIF ENDWHILE ENDIF WAIT 3000 IF NOT IS_CHAR_DEAD human_bomb_demo GET_PLAYER_COORDINATES player y4_x y4_y y4_z POINT_CAMERA_AT_CHAR human_bomb_demo FOLLOWPED INTERPOLATION SET_CHAR_OBJ_RUN_TO_COORD human_bomb_demo y4_x y4_y WHILE NOT LOCATE_CHAR_ON_FOOT_2D human_bomb_demo y4_x y4_y 5.0 5.0 0 WAIT 0 IF NOT IS_CHAR_DEAD human_bomb_demo GET_CHAR_COORDINATES human_bomb_demo bomb_x bomb_y bomb_z ENDIF IF IS_CHAR_DEAD human_bomb_demo GOTO selkirk ENDIF ENDWHILE ENDIF selkirk: ADD_EXPLOSION bomb_x bomb_y bomb_z EXPLOSION_GRENADE ADD_ONE_OFF_SOUND bomb_x bomb_y bomb_z sound_test_1 SHAKE_CAM 500 WAIT 1000 RESTORE_CAMERA_JUMPCUT SWITCH_WIDESCREEN off SET_PLAYER_CONTROL player on WAIT 0 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_demo PRINT_NOW (YD4_2) 3000 1 // Bomber generation loop GOTO le_loop_de_mort // GENERATORS*****GENERATORS*****GENERATORS*****GENERATORS*****GENERATORS*****GENERATORS***** //111111111111111111111111111111111111111111111111111111111111111111111 generator_1_easy: IF NOT IS_CAR_DEAD gen1_van CREATE_CHAR_AS_PASSENGER gen1_van PEDTYPE_SPECIAL PED_SPECIAL1 0 human_bomb_1 flag_bomb1_active = 1 SET_CHAR_OBJ_LEAVE_CAR human_bomb_1 gen1_van ADD_BLIP_FOR_CHAR human_bomb_1 blip_bomber_1 WHILE IS_CHAR_IN_CAR human_bomb_1 gen1_van GET_CHAR_COORDINATES human_bomb_1 bomb_x bomb_y bomb_z WAIT 0 IF IS_CHAR_DEAD human_bomb_1 OR IS_CAR_DEAD gen1_van RETURN ENDIF ENDWHILE ENDIF RETURN //222222222222222222222222222222222222222222222222222222222222222222222222 generator_2_easy: IF NOT IS_CAR_DEAD gen2_van CREATE_CHAR_AS_PASSENGER gen2_van PEDTYPE_SPECIAL PED_SPECIAL1 0 human_bomb_4 flag_bomb4_active = 1 SET_CHAR_OBJ_LEAVE_CAR human_bomb_4 gen2_van ADD_BLIP_FOR_CHAR human_bomb_4 blip_bomber_4 WHILE IS_CHAR_IN_CAR human_bomb_4 gen2_van GET_CHAR_COORDINATES human_bomb_4 bomb4_x bomb4_y bomb4_z WAIT 0 IF IS_CHAR_DEAD human_bomb_4 OR IS_CAR_DEAD gen2_van RETURN ENDIF ENDWHILE ENDIF RETURN //333333333333333333333333333333333333333333333333333333333333333333333333 generator_3_easy: IF NOT IS_CAR_DEAD gen3_van CREATE_CHAR_AS_PASSENGER gen3_van PEDTYPE_SPECIAL PED_SPECIAL1 0 human_bomb_7 flag_bomb7_active = 1 SET_CHAR_OBJ_LEAVE_CAR human_bomb_7 gen3_van ADD_BLIP_FOR_CHAR human_bomb_7 blip_bomber_7 WHILE IS_CHAR_IN_CAR human_bomb_7 gen3_van GET_CHAR_COORDINATES human_bomb_7 bomb7_x bomb7_y bomb7_z WAIT 0 IF IS_CHAR_DEAD human_bomb_7 OR IS_CAR_DEAD gen3_van RETURN ENDIF ENDWHILE ENDIF RETURN //444444444444444444444444444444444444444444444444444444444444444444444444 generator_4_easy: IF NOT IS_CAR_DEAD gen4_van CREATE_CHAR_AS_PASSENGER gen4_van PEDTYPE_SPECIAL PED_SPECIAL1 0 human_bomb_9 flag_bomb9_active = 1 SET_CHAR_OBJ_LEAVE_CAR human_bomb_9 gen4_van ADD_BLIP_FOR_CHAR human_bomb_9 blip_bomber_9 WHILE IS_CHAR_IN_CAR human_bomb_9 gen4_van GET_CHAR_COORDINATES human_bomb_9 bomb9_x bomb9_y bomb9_z WAIT 0 IF IS_CHAR_DEAD human_bomb_9 OR IS_CAR_DEAD gen4_van RETURN ENDIF ENDWHILE ENDIF RETURN // MAIN LOOP*****MAIN LOOP*****MAIN LOOP*****MAIN LOOP*****MAIN LOOP*****MAIN LOOP*****MAIN LOOP*****MAIN LOOP*****MAIN LOOP***** le_loop_de_mort: WAIT 0 IF flag_bomb1_active = 0 GOSUB generator_1_easy ELSE IF NOT IS_CHAR_DEAD human_bomb_1 GET_PLAYER_COORDINATES player y4_x y4_y y4_z SET_CHAR_OBJ_RUN_TO_COORD human_bomb_1 y4_x y4_y GET_CHAR_COORDINATES human_bomb_1 bomb_x bomb_y bomb_z CLEAR_CHAR_THREAT_SEARCH human_bomb_1 IF LOCATE_CHAR_ANY_MEANS_3D human_bomb_1 y4_x y4_y y4_z 3.0 3.0 4.0 0 OR NOT IS_CHAR_HEALTH_GREATER human_bomb_1 95 GOSUB detonate_1 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_1 flag_bomb1_active = 0 GOSUB generator_1_easy ENDIF ELSE GOSUB detonate_1 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_1 flag_bomb1_active = 0 ENDIF ENDIF IF flag_bomb4_active = 0 GOSUB generator_2_easy ELSE IF NOT IS_CHAR_DEAD human_bomb_4 GET_PLAYER_COORDINATES player y4_x y4_y y4_z SET_CHAR_OBJ_RUN_TO_COORD human_bomb_4 y4_x y4_y GET_CHAR_COORDINATES human_bomb_4 bomb4_x bomb4_y bomb4_z CLEAR_CHAR_THREAT_SEARCH human_bomb_4 IF LOCATE_CHAR_ANY_MEANS_3D human_bomb_4 y4_x y4_y y4_z 3.0 3.0 4.0 0 OR NOT IS_CHAR_HEALTH_GREATER human_bomb_4 95 GOSUB detonate_4 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_4 flag_bomb4_active = 0 ENDIF ELSE GOSUB detonate_4 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_4 flag_bomb4_active = 0 ENDIF ENDIF IF flag_bomb7_active = 0 GOSUB generator_3_easy ELSE IF NOT IS_CHAR_DEAD human_bomb_7 GET_PLAYER_COORDINATES player y4_x y4_y y4_z SET_CHAR_OBJ_RUN_TO_COORD human_bomb_7 y4_x y4_y GET_CHAR_COORDINATES human_bomb_7 bomb7_x bomb7_y bomb7_z CLEAR_CHAR_THREAT_SEARCH human_bomb_7 IF LOCATE_CHAR_ANY_MEANS_3D human_bomb_7 y4_x y4_y y4_z 3.0 3.0 4.0 0 OR NOT IS_CHAR_HEALTH_GREATER human_bomb_7 95 GOSUB detonate_7 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_7 flag_bomb7_active = 0 ENDIF ELSE GOSUB detonate_7 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_7 flag_bomb7_active = 0 ENDIF ENDIF IF flag_bomb9_active = 0 GOSUB generator_4_easy ELSE IF NOT IS_CHAR_DEAD human_bomb_9 GET_PLAYER_COORDINATES player y4_x y4_y y4_z GET_CHAR_COORDINATES human_bomb_9 bomb9_x bomb9_y bomb9_z CLEAR_CHAR_THREAT_SEARCH human_bomb_9 SET_CHAR_OBJ_RUN_TO_COORD human_bomb_9 y4_x y4_y IF LOCATE_CHAR_ANY_MEANS_3D human_bomb_9 y4_x y4_y y4_z 3.0 3.0 4.0 0 OR NOT IS_CHAR_HEALTH_GREATER human_bomb_9 95 GOSUB detonate_9 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_9 flag_bomb9_active = 0 ENDIF ELSE GOSUB detonate_9 MARK_CHAR_AS_NO_LONGER_NEEDED human_bomb_9 flag_bomb9_active = 0 ENDIF ENDIF IF IS_CAR_DEAD gen1_van AND IS_CAR_DEAD gen2_van AND IS_CAR_DEAD gen3_van AND IS_CAR_DEAD gen4_van IF IS_CHAR_DEAD human_bomb_1 AND IS_CHAR_DEAD human_bomb_4 AND IS_CHAR_DEAD human_bomb_7 AND IS_CHAR_DEAD human_bomb_9 GOTO mission_yardie4_passed ENDIF ENDIF GOTO le_loop_de_mort // DETONATIONS*****DETONATIONS*****DETONATIONS*****DETONATIONS*****DETONATIONS*****DETONATIONS*****DETONATIONS***** detonate_1: IF flag_bomb1_active = 1 ADD_EXPLOSION bomb_x bomb_y bomb_z EXPLOSION_GRENADE ADD_ONE_OFF_SOUND bomb_x bomb_y bomb_z sound_test_1 SHAKE_CAM 500 flag_bomb1_active = 0 REMOVE_BLIP blip_bomber_1 ENDIF RETURN detonate_4: IF flag_bomb4_active = 1 ADD_EXPLOSION bomb4_x bomb4_y bomb4_z EXPLOSION_GRENADE ADD_ONE_OFF_SOUND bomb4_x bomb4_y bomb4_z sound_test_1 SHAKE_CAM 500 REMOVE_BLIP blip_bomber_4 ENDIF RETURN detonate_7: IF flag_bomb7_active = 1 ADD_EXPLOSION bomb7_x bomb7_y bomb7_z EXPLOSION_GRENADE ADD_ONE_OFF_SOUND bomb7_x bomb7_y bomb7_z sound_test_1 SHAKE_CAM 500 flag_bomb7_active = 0 REMOVE_BLIP blip_bomber_7 ENDIF RETURN detonate_9: IF flag_bomb9_active = 1 ADD_EXPLOSION bomb9_x bomb9_y bomb9_z EXPLOSION_GRENADE ADD_ONE_OFF_SOUND bomb9_x bomb9_y bomb9_z sound_test_1 SHAKE_CAM 500 flag_bomb9_active = 0 REMOVE_BLIP blip_bomber_9 ENDIF RETURN // Mission yardie4 failed mission_yd4_failed: PRINT_BIG ( M_FAIL ) 2000 1 RETURN // mission yardie4 passed mission_yardie4_passed: flag_yardie_mission4_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 YD4 PLAYER_MADE_PROGRESS 1 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_YARDIE THREAT_PLAYER1 REMOVE_BLIP yardie_contact_blip START_NEW_SCRIPT yardie_mission1_loop flag_yardie_mission1_passed = 0 RETURN // mission cleanup mission_cleanup_yardie4: flag_player_on_mission = 0 flag_player_on_yardie_mission = 0 REMOVE_BLIP blip_abandoned_car_y4 CLEAR_ONSCREEN_TIMER timer_y4 UNLOAD_SPECIAL_CHARACTER 1 MARK_MODEL_AS_NO_LONGER_NEEDED PED_SPECIAL1 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ESPERANTO MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PONY MISSION_HAS_FINISHED RETURN