Asusb
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asusb1
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // ***********************************ASUKA SUBURBAN MISSION 1****************************** // ***************************************************************************************** // ******************************************'BAIT'***************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_as1 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_as1_failed ENDIF GOSUB mission_cleanup_as1 MISSION_END // Variables for mission VAR_INT cartel_car_a_as1 cartel_car_b_as1 cartel_car_d_as1 //cartel_car_c_as1 VAR_INT cartel1_as1 cartel2_as1 cartel3_as1 cartel4_as1 VAR_INT cartel5_as1 cartel6_as1 cartel7_as1 cartel8_as1 //VAR_INT cartel9_as1 cartel10_as1 cartel11_as1 cartel12_as1 VAR_INT cartel13_as1 cartel14_as1 cartel15_as1 cartel16_as1 VAR_INT blip_cartel1 blip_cartel2 blip_cartel3 blip_cartel4 VAR_INT blip_cartel5 blip_cartel6 blip_cartel7 blip_cartel8 //VAR_INT blip_cartel9 blip_cartel10 blip_cartel11 blip_cartel12 VAR_INT blip_cartel13 blip_cartel14 blip_cartel15 blip_cartel16 VAR_INT blip_cartelcar_a blip_cartelcar_b blip_cartelcar_d //blip_cartelcar_c VAR_INT cartel1_as1_dead cartel2_as1_dead cartel3_as1_dead cartel4_as1_dead VAR_INT cartel5_as1_dead cartel6_as1_dead cartel7_as1_dead cartel8_as1_dead //VAR_INT cartel9_as1_dead cartel10_as1_dead cartel11_as1_dead cartel12_as1_dead VAR_INT cartel13_as1_dead cartel14_as1_dead cartel15_as1_dead cartel16_as1_dead VAR_INT yakuza1_as1 yakuza2_as1 yakuza3_as1 yakuza4_as1 VAR_INT yakuza5_as1 yakuza6_as1 yakuza7_as1 yakuza8_as1 VAR_INT flag_yak1_dead flag_yak2_dead flag_yak3_dead flag_yak4_dead VAR_INT flag_yak5_dead flag_yak6_dead //flag_yak7_dead flag_yak8_dead VAR_INT yak1_mission //yak4_mission VAR_INT flag_yakuza_created_as1 VAR_INT counter_yakuza_killed_as1 VAR_INT flag_wellybob //flag_all_yak_dead VAR_INT yaks_a_killed_by_player yaks_b_killed_by_player yaks_killed_by_player VAR_INT flag_a_attack flag_b_attack flag_d_attack //flag_c_attack VAR_INT blip_cartel_a_as1 blip_cartel_b_as1 blip_cartel_d_as1 //blip_cartel_c_as1 VAR_INT blip_killzone VAR_INT flag_cartel_a_created VAR_INT flag_cartel_b_created //VAR_INT flag_cartel_c_created VAR_INT flag_cartel_d_created VAR_INT counter_cartels_killed_as1 counter_asukas_revenge counter_bailouts //counter_yak_ammo //VAR_INT flag_cartelcar_a_dead flag_cartelcar_b_dead flag_cartelcar_c_dead flag_cartelcar_d_dead //VAR_INT flag_blip_removed_a flag_blip_removed_b flag_blip_removed_c flag_blip_removed_d //VAR_INT flag_car_a_blip flag_car_b_blip flag_car_c_blip flag_car_d_blip VAR_INT flag_bailout_a flag_bailout_b flag_bailout_d //flag_bailout_c VAR_FLOAT cartel_heading VAR_FLOAT killzone_cent_x killzone_cent_y VAR_FLOAT killzone_min_x killzone_min_y killzone_max_x killzone_max_y VAR_FLOAT cartel_a_x cartel_a_y VAR_FLOAT cartel_b_x cartel_b_y //VAR_FLOAT cartel_c_x cartel_c_y VAR_FLOAT cartel_d_x cartel_d_y VAR_FLOAT yak1_x yak1_y VAR_FLOAT yak2_x yak2_y VAR_FLOAT yak3_x yak3_y VAR_FLOAT yak4_x yak4_y VAR_FLOAT yak5_x yak5_y VAR_FLOAT yak6_x yak6_y /* VAR_INT timer_reset_car_a timer_reset_car_b timer_reset_car_c timer_reset_car_d VAR_INT timer_start_car_a timer_start_car_b timer_start_car_c timer_start_car_d VAR_INT timer_current_car_a timer_current_car_b timer_current_car_c timer_current_car_d VAR_INT car_a_time_dif car_b_time_dif car_c_time_dif car_d_time_dif */ VAR_FLOAT car_a_x_old car_a_y_old car_a_z_old car_a_as1_x car_a_as1_y car_a_as1_z VAR_FLOAT car_b_x_old car_b_y_old car_b_z_old car_b_as1_x car_b_as1_y car_b_as1_z //VAR_FLOAT car_c_x_old car_c_y_old car_c_z_old car_c_as1_x car_c_as1_y car_c_as1_z VAR_FLOAT car_d_x_old car_d_y_old car_d_z_old car_d_as1_x car_d_as1_y car_d_as1_z VAR_FLOAT cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z VAR_FLOAT cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z //VAR_FLOAT cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z VAR_FLOAT cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z //VAR_FLOAT player_x player_y player_z // ****************************************Mission Start************************************ mission_start_as1: REGISTER_MISSION_GIVEN SCRIPT_NAME asusb1 flag_player_on_mission = 1 flag_player_on_asuka_suburban_mission = 1 WAIT 0 /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_as1_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT SWITCH_STREAMING OFF PRINT_BIG ( AS1 ) 15000 2 */ // ******************************************* START OF CUTSCENE *************************** REQUEST_MODEL csitecutscene LOAD_SPECIAL_CHARACTER 1 asuka LOAD_SPECIAL_CHARACTER 2 miguel LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 ASUKAH LOAD_SPECIAL_MODEL cut_obj3 WHIP /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED csitecutscene WAIT 0 ENDWHILE WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED cut_obj3 WAIT 0 ENDWHILE LOAD_CUTSCENE a6_bait SWITCH_STREAMING ON SET_CUTSCENE_OFFSET 369.02 -327.5 18.46 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka SET_CUTSCENE_ANIM cs_asuka asuka CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel SET_CUTSCENE_ANIM cs_miguel miguel CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka CREATE_CUTSCENE_OBJECT cut_obj3 cs_whip SET_CUTSCENE_ANIM cs_whip WHIP //CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead //SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950 SET_PLAYER_HEADING player 270.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF START_CUTSCENE //------CUTSCENE TEXT----------------------------- GET_CUTSCENE_TIME cs_time WHILE cs_time < 3598 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS1_A) 10000 1 WHILE cs_time < 6277 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS1_B) 10000 1 WHILE cs_time < 12209 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS1_C) 10000 1 WHILE cs_time < 17758 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS1_D) 10000 1 WHILE cs_time < 22581 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS1_E) 10000 1 WHILE cs_time < 29000 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 UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3 SWITCH_RUBBISH ON SWITCH_STREAMING ON SWITCH_WORLD_PROCESSING ON // ******************************************END OF CUTSCENE******************************** //---------------------------------SET FLAGS & VARIABLES------------------------------------------- flag_yak1_dead = 0 flag_yak2_dead = 0 flag_yak3_dead = 0 flag_yak4_dead = 0 flag_yak5_dead = 0 flag_yak6_dead = 0 //flag_all_yak_dead = 0 counter_yakuza_killed_as1 = 0 /* flag_blip_removed_a = 0 flag_blip_removed_b = 0 flag_blip_removed_c = 0 flag_blip_removed_d = 0 flag_car_a_blip = 0 flag_car_b_blip = 0 flag_car_c_blip = 0 flag_car_d_blip = 0 */ yak1_mission = 0 //yak4_mission = 0 flag_cartel_a_created = 0 flag_cartel_b_created = 0 //flag_cartel_c_created = 0 flag_cartel_d_created = 0 flag_yakuza_created_as1 = 0 //flag_cartelcar_a_dead = 0 //flag_cartelcar_b_dead = 0 //flag_cartelcar_c_dead = 0 //flag_cartelcar_d_dead = 0 cartel1_as1_dead = 0 cartel2_as1_dead = 0 cartel3_as1_dead = 0 cartel4_as1_dead = 0 cartel5_as1_dead = 0 cartel6_as1_dead = 0 cartel7_as1_dead = 0 cartel8_as1_dead = 0 /* cartel9_as1_dead = 0 cartel10_as1_dead = 0 cartel11_as1_dead = 0 cartel12_as1_dead = 0 */ cartel13_as1_dead = 0 cartel14_as1_dead = 0 cartel15_as1_dead = 0 cartel16_as1_dead = 0 counter_cartels_killed_as1 = 0 counter_asukas_revenge = 0 counter_bailouts = 0 //counter_yak_ammo = 0 flag_bailout_a = 0 flag_bailout_b = 0 //flag_bailout_c = 0 flag_bailout_d = 0 yaks_a_killed_by_player = 0 yaks_b_killed_by_player = 0 yaks_killed_by_player = 0 //timer_as3_start = 0 timer_as3_now = 0 //timer_as3_dif = 0 particle_time = 0 flag_particle = 0 flag_a_attack = 0 flag_b_attack = 0 flag_d_attack = 0 //flag_c_attack = 0 flag_wellybob = 0 // ****************************************LOCATION COORDS************************************** killzone_cent_x = -1185.0 killzone_cent_y = 105.0 killzone_min_x = -1254.0 killzone_min_y = 85.0 killzone_max_x = -1178.0 killzone_max_y = 160.0 cartel_a_x = -996.85// Punk Noodles cartel_a_y = -247.5 cartel_b_x = -877.0// Dam (east end) cartel_b_y = 562.0 //cartel_c_x = -714.0// AIRPORT //cartel_c_y = -722.0 cartel_d_x = -459.0// Cedar Grove cartel_d_y = 251.5 yak1_x = -1168.0 yak1_y = 110.26 yak2_x = -1185.0 yak2_y = 90.4 yak3_x = -1205.24 yak3_y = 94.11 yak4_x = -1160.0 yak4_y = 119.57 yak5_x = -1173.3 yak5_y = 95.5 yak6_x = -1184.5 yak6_y = 122.6 car_a_as1_x = 0.0 car_a_as1_y = 0.0 car_a_as1_z = 0.0 car_b_as1_x = 0.0 car_b_as1_y = 0.0 car_b_as1_z = 0.0 //car_c_as1_x = 0.0 //car_c_as1_y = 0.0 //car_c_as1_z = 0.0 car_d_as1_x = 0.0 car_d_as1_y = 0.0 car_d_as1_z = 0.0 ADD_BLIP_FOR_COORD cartel_a_x cartel_a_y -100.0 blip_cartel_a_as1 ADD_BLIP_FOR_COORD cartel_b_x cartel_b_y -100.0 blip_cartel_b_as1 //ADD_BLIP_FOR_COORD cartel_c_x cartel_c_y -100.0 blip_cartel_c_as1 ADD_BLIP_FOR_COORD cartel_d_x cartel_d_y -100.0 blip_cartel_d_as1 ADD_BLIP_FOR_COORD killzone_cent_x killzone_cent_y -100.0 blip_killzone CHANGE_BLIP_COLOUR blip_killzone 4 DISPLAY_ONSCREEN_COUNTER_WITH_STRING counter_cartels_killed_as1 COUNTER_DISPLAY_NUMBER KILLS SWITCH_ROADS_OFF killzone_min_x killzone_min_y 65.0 -1170.0 killzone_max_y 85.0 // Mission stuff goes here /* REQUEST_MODEL PED_FEMALE1 WHILE NOT HAS_MODEL_LOADED PED_FEMALE1 WAIT 0 ENDWHILE REQUEST_MODEL PED_FEMALE2 WHILE NOT HAS_MODEL_LOADED PED_FEMALE2 WAIT 0 ENDWHILE */ REQUEST_MODEL PED_GANG_YAKUZA_A WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_YAKUZA_B WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_B WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_COLOMBIAN_A WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_COLOMBIAN_B WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_B WAIT 0 ENDWHILE REQUEST_MODEL CAR_SENTINEL WHILE NOT HAS_MODEL_LOADED CAR_SENTINEL WAIT 0 ENDWHILE /* REQUEST_MODEL PED_MALE3 WHILE NOT HAS_MODEL_LOADED PED_MALE3 WAIT 0 ENDWHILE REQUEST_MODEL PED_MALE4 WHILE NOT HAS_MODEL_LOADED PED_MALE4 WAIT 0 ENDWHILE PRINT_NOW ( AS1_A ) 4000 1 //"Go and find the Colombian death squads and lead them to the Kill Zone." WAIT 4000 PRINT_NOW ( AS1_B ) 4000 1 //"But be careful! They are professionals and they're being paid to kill you!" WAIT 4000 */ RESET_NUM_OF_MODELS_KILLED_BY_PLAYER WHILE counter_cartels_killed_as1 < 12 WAIT 0 GET_PLAYER_COORDINATES player player_x player_y player_z IF LOCATE_PLAYER_ANY_MEANS_3D player killzone_min_x killzone_min_y 65.0 killzone_max_x killzone_max_y 75.0 false flag_wellybob = 1 ELSE flag_wellybob = 0 ENDIF GOSUB yak_deaths IF counter_bailouts > counter_asukas_revenge PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!! GOTO mission_as1_failed ENDIF IF counter_yakuza_killed_as1 > 5 PRINT_NOW ( AS1_G ) 3000 1 //Too many Yakuza are dead!! GOTO mission_as1_failed ENDIF GOSUB cartel_deaths GOSUB vegetables GOSUB unhappy_car_check //---------------------------------YAKUZA KILLZONE GENERATION----------------------------------------------------------- IF flag_yakuza_created_as1 = 0 IF IS_PLAYER_IN_ZONE player SUB_IND OR IS_PLAYER_IN_ZONE player BIG_DAM IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN IF flag_yak1_dead = 0 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A yak1_x yak1_y 70.0 yakuza1_as1 SET_CHAR_HEADING yakuza1_as1 130.0 CLEAR_CHAR_THREAT_SEARCH yakuza1_as1 SET_CHAR_THREAT_SEARCH yakuza1_as1 THREAT_GANG_COLOMBIAN SET_CHAR_THREAT_SEARCH yakuza1_as1 THREAT_COP ADD_ARMOUR_TO_CHAR yakuza1_as1 100 GIVE_WEAPON_TO_CHAR yakuza1_as1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_STAY_IN_SAME_PLACE yakuza1_as1 true ENDIF IF flag_yak2_dead = 0 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B yak2_x yak2_y 72.06 yakuza2_as1 SET_CHAR_HEADING yakuza2_as1 45.0 CLEAR_CHAR_THREAT_SEARCH yakuza2_as1 SET_CHAR_THREAT_SEARCH yakuza2_as1 THREAT_GANG_COLOMBIAN SET_CHAR_THREAT_SEARCH yakuza2_as1 THREAT_COP ADD_ARMOUR_TO_CHAR yakuza2_as1 100 GIVE_WEAPON_TO_CHAR yakuza2_as1 WEAPONTYPE_SHOTGUN 999 SET_CHAR_STAY_IN_SAME_PLACE yakuza2_as1 true ENDIF IF flag_yak3_dead = 0 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B yak3_x yak3_y 72.06 yakuza3_as1 SET_CHAR_HEADING yakuza3_as1 295.0 CLEAR_CHAR_THREAT_SEARCH yakuza3_as1 SET_CHAR_THREAT_SEARCH yakuza3_as1 THREAT_GANG_COLOMBIAN SET_CHAR_THREAT_SEARCH yakuza3_as1 THREAT_COP ADD_ARMOUR_TO_CHAR yakuza3_as1 100 GIVE_WEAPON_TO_CHAR yakuza3_as1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_STAY_IN_SAME_PLACE yakuza3_as1 true ENDIF IF flag_yak4_dead = 0 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A yak4_x yak4_y 72.06 yakuza4_as1 SET_CHAR_HEADING yakuza4_as1 130.0 CLEAR_CHAR_THREAT_SEARCH yakuza4_as1 SET_CHAR_THREAT_SEARCH yakuza4_as1 THREAT_GANG_COLOMBIAN SET_CHAR_THREAT_SEARCH yakuza4_as1 THREAT_COP ADD_ARMOUR_TO_CHAR yakuza4_as1 100 GIVE_WEAPON_TO_CHAR yakuza4_as1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_STAY_IN_SAME_PLACE yakuza4_as1 true ENDIF IF flag_yak5_dead = 0 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A yak5_x yak5_y 72.44 yakuza5_as1 SET_CHAR_HEADING yakuza5_as1 60.0 CLEAR_CHAR_THREAT_SEARCH yakuza5_as1 SET_CHAR_THREAT_SEARCH yakuza5_as1 THREAT_GANG_COLOMBIAN SET_CHAR_THREAT_SEARCH yakuza5_as1 THREAT_COP_CAR ADD_ARMOUR_TO_CHAR yakuza5_as1 100 GIVE_WEAPON_TO_CHAR yakuza5_as1 WEAPONTYPE_CHAINGUN 999 SET_CHAR_STAY_IN_SAME_PLACE yakuza5_as1 true ENDIF IF flag_yak6_dead = 0 CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B yak6_x yak6_y 68.76 yakuza6_as1 SET_CHAR_HEADING yakuza6_as1 180.0 CLEAR_CHAR_THREAT_SEARCH yakuza6_as1 SET_CHAR_THREAT_SEARCH yakuza6_as1 THREAT_GANG_COLOMBIAN SET_CHAR_THREAT_SEARCH yakuza6_as1 THREAT_COP_CAR ADD_ARMOUR_TO_CHAR yakuza6_as1 100 GIVE_WEAPON_TO_CHAR yakuza6_as1 WEAPONTYPE_SHOTGUN 999 SET_CHAR_STAY_IN_SAME_PLACE yakuza6_as1 true ENDIF flag_yakuza_created_as1 = 1 ENDIF ENDIF ENDIF IF flag_yakuza_created_as1 = 1 IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN DELETE_CHAR yakuza1_as1 DELETE_CHAR yakuza2_as1 DELETE_CHAR yakuza3_as1 DELETE_CHAR yakuza4_as1 DELETE_CHAR yakuza5_as1 DELETE_CHAR yakuza6_as1 flag_yakuza_created_as1 = 0 ENDIF /* IF counter_yak_ammo = 0 IF counter_asukas_revenge = 1 IF NOT IS_CHAR_DEAD yakuza1_as1 ADD_AMMO_TO_CHAR yakuza1_as1 WEAPONTYPE_CHAINGUN 30 ENDIF IF NOT IS_CHAR_DEAD yakuza2_as1 ADD_AMMO_TO_CHAR yakuza2_as1 WEAPONTYPE_SHOTGUN 7 ENDIF IF NOT IS_CHAR_DEAD yakuza3_as1 ADD_AMMO_TO_CHAR yakuza3_as1 WEAPONTYPE_CHAINGUN 30 ENDIF IF NOT IS_CHAR_DEAD yakuza4_as1 ADD_AMMO_TO_CHAR yakuza4_as1 WEAPONTYPE_M16 60 ENDIF IF NOT IS_CHAR_DEAD yakuza5_as1 ADD_AMMO_TO_CHAR yakuza5_as1 WEAPONTYPE_M16 60 ENDIF IF NOT IS_CHAR_DEAD yakuza6_as1 ADD_AMMO_TO_CHAR yakuza6_as1 WEAPONTYPE_SHOTGUN 7 ENDIF ++ counter_yak_ammo ENDIF ENDIF IF counter_yak_ammo = 1 IF counter_asukas_revenge = 2 IF NOT IS_CHAR_DEAD yakuza1_as1 ADD_AMMO_TO_CHAR yakuza1_as1 WEAPONTYPE_CHAINGUN 30 ENDIF IF NOT IS_CHAR_DEAD yakuza2_as1 ADD_AMMO_TO_CHAR yakuza2_as1 WEAPONTYPE_SHOTGUN 7 ENDIF IF NOT IS_CHAR_DEAD yakuza3_as1 ADD_AMMO_TO_CHAR yakuza3_as1 WEAPONTYPE_CHAINGUN 30 ENDIF IF NOT IS_CHAR_DEAD yakuza4_as1 ADD_AMMO_TO_CHAR yakuza4_as1 WEAPONTYPE_M16 60 ENDIF IF NOT IS_CHAR_DEAD yakuza5_as1 ADD_AMMO_TO_CHAR yakuza5_as1 WEAPONTYPE_M16 60 ENDIF IF NOT IS_CHAR_DEAD yakuza6_as1 ADD_AMMO_TO_CHAR yakuza6_as1 WEAPONTYPE_SHOTGUN 7 ENDIF ++ counter_yak_ammo ENDIF ENDIF */ ENDIF //--------------------------------CARTEL DEATH SQUAD 1 GENERATOR---------------------------------------- IF flag_cartel_a_created = 0 IF IS_PLAYER_IN_ZONE player SUB_IND OR IS_PLAYER_IN_ZONE player AIRPORT CREATE_CAR CAR_SENTINEL cartel_a_x cartel_a_y 34.0 cartel_car_a_as1 SET_CAR_HEADING cartel_car_a_as1 270.0 SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_a_as1 true CREATE_CHAR_INSIDE_CAR cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B cartel1_as1 CREATE_CHAR_AS_PASSENGER cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel2_as1 CREATE_CHAR_AS_PASSENGER cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 1 cartel3_as1 CREATE_CHAR_AS_PASSENGER cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel4_as1 CAR_SET_IDLE cartel_car_a_as1 flag_cartel_a_created = 1 ENDIF ENDIF //-----------------------------------CARTEL DEATH SQUAD 1 ATTACK----------------------------------------- IF flag_cartel_a_created = 1 IF flag_a_attack = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player cartel_a_x cartel_a_y 30.0 30.0 false IF NOT IS_CAR_DEAD cartel_car_a_as1 SET_CAR_STRONG cartel_car_a_as1 TRUE LOCK_CAR_DOORS cartel_car_a_as1 CARLOCK_LOCKED SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_a_as1 True REMOVE_BLIP blip_cartel_a_as1 SET_CAR_CRUISE_SPEED cartel_car_a_as1 50.0 SET_CAR_MISSION cartel_car_a_as1 MISSION_RAMPLAYER_FARAWAY SET_CAR_DRIVING_STYLE cartel_car_a_as1 2 ADD_BLIP_FOR_CAR cartel_car_a_as1 blip_cartelcar_a SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_a_as1 FALSE //SET_CAR_WATERTIGHT cartel_car_a_as1 TRUE flag_a_attack = 1 ENDIF ELSE IF IS_CAR_DEAD cartel_car_a_as1 REMOVE_BLIP blip_cartel_a_as1 ENDIF ENDIF ENDIF IF IS_CAR_DEAD cartel_car_a_as1 AND flag_a_attack = 0 PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!! GOTO mission_as1_failed ENDIF IF NOT IS_CAR_DEAD cartel_car_a_as1 IF flag_bailout_a = 0 AND flag_a_attack = 1 IF NOT LOCATE_CAR_2D cartel_car_a_as1 player_x player_y 40.0 40.0 false SET_CAR_CRUISE_SPEED cartel_car_a_as1 30.0 //CAR_WANDER_RANDOMLY cartel_car_a_as1 //SET_CAR_MISSION cartel_car_a_as1 MISSION_NONE //CAR_GOTO_COORDINATES cartel_car_a_as1 player_x player_y player_z //SET_CAR_DRIVING_STYLE cartel_car_a_as1 2 ELSE SET_CAR_CRUISE_SPEED cartel_car_a_as1 60.0 //SET_CAR_MISSION cartel_car_a_as1 MISSION_RAMPLAYER_FARAWAY //SET_CAR_DRIVING_STYLE cartel_car_a_as1 2 ENDIF IF NOT IS_CAR_HEALTH_GREATER cartel_car_a_as1 250 GOSUB bailout_a ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player AND flag_bailout_a = 0 AND NOT IS_CAR_DEAD cartel_car_a_as1 IF flag_wellybob = 0 GET_PLAYER_COORDINATES player player_x player_y player_z IF LOCATE_CAR_3D cartel_car_a_as1 player_x player_y player_z 10.0 10.0 5.0 false GOSUB bailout_a ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD cartel_car_a_as1 IF LOCATE_CAR_3D cartel_car_a_as1 killzone_cent_x killzone_cent_y 70.0 17.0 30.0 3.0 false AND flag_bailout_a = 0 SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_a_as1 false ++ counter_asukas_revenge GOSUB bailout_a ENDIF ENDIF ENDIF ENDIF IF flag_bailout_a = 1 IF NOT IS_CHAR_DEAD cartel1_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel1_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel2_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel2_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel3_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel3_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel4_as1 IF LOCATE_CHAR_ON_FOOT_2D cartel4_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false AND NOT IS_CHAR_DEAD yakuza1_as1 SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel4_as1 yakuza1_as1 ELSE SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel4_as1 player ENDIF ENDIF ENDIF ENDIF //--------------------------------CARTEL DEATH SQUAD 2 GENERATOR----------------------------------- IF flag_cartel_b_created = 0 IF IS_PLAYER_IN_ZONE player BIG_DAM CREATE_CAR CAR_SENTINEL cartel_b_x cartel_b_y 74.2 cartel_car_b_as1 SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_b_as1 true SET_CAR_HEADING cartel_car_b_as1 180.0 CREATE_CHAR_INSIDE_CAR cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A cartel5_as1 CREATE_CHAR_AS_PASSENGER cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel6_as1 CREATE_CHAR_AS_PASSENGER cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 cartel7_as1 CREATE_CHAR_AS_PASSENGER cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel8_as1 CAR_SET_IDLE cartel_car_b_as1 flag_cartel_b_created = 1 ENDIF ENDIF //-----------------------------------CARTEL DEATH SQUAD 2 ATTACK---------------------------------- IF flag_cartel_b_created = 1 IF flag_b_attack = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player cartel_b_x cartel_b_y 40.0 40.0 false IF NOT IS_CAR_DEAD cartel_car_b_as1 SET_CAR_STRONG cartel_car_b_as1 TRUE LOCK_CAR_DOORS cartel_car_b_as1 CARLOCK_LOCKED SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_b_as1 True REMOVE_BLIP blip_cartel_b_as1 SET_CAR_CRUISE_SPEED cartel_car_b_as1 50.0 SET_CAR_MISSION cartel_car_b_as1 MISSION_RAMPLAYER_FARAWAY SET_CAR_DRIVING_STYLE cartel_car_b_as1 2 ADD_BLIP_FOR_CAR cartel_car_b_as1 blip_cartelcar_b SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_b_as1 FALSE //SET_CAR_WATERTIGHT cartel_car_b_as1 TRUE flag_b_attack = 1 ENDIF ELSE IF IS_CAR_DEAD cartel_car_b_as1 REMOVE_BLIP blip_cartel_b_as1 ENDIF ENDIF ENDIF IF IS_CAR_DEAD cartel_car_b_as1 AND flag_b_attack = 0 PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!! GOTO mission_as1_failed ENDIF IF NOT IS_CAR_DEAD cartel_car_b_as1 IF flag_bailout_b = 0 AND flag_b_attack = 1 IF NOT LOCATE_CAR_2D cartel_car_b_as1 player_x player_y 40.0 40.0 false SET_CAR_CRUISE_SPEED cartel_car_b_as1 30.0 //CAR_WANDER_RANDOMLY cartel_car_b_as1 //SET_CAR_MISSION cartel_car_b_as1 MISSION_NONE //CAR_GOTO_COORDINATES cartel_car_b_as1 player_x player_y player_z //SET_CAR_DRIVING_STYLE cartel_car_b_as1 2 ELSE SET_CAR_CRUISE_SPEED cartel_car_b_as1 60.0 //SET_CAR_MISSION cartel_car_b_as1 MISSION_RAMPLAYER_FARAWAY //SET_CAR_DRIVING_STYLE cartel_car_b_as1 2 ENDIF /* IF IS_CAR_IN_AREA_2D cartel_car_b_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false CAR_GOTO_COORDINATES cartel_car_b_as1 killzone_cent_x killzone_cent_y 70.0 ENDIF */ IF NOT IS_CAR_HEALTH_GREATER cartel_car_b_as1 250 GOSUB bailout_b ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player AND flag_bailout_b = 0 AND NOT IS_CAR_DEAD cartel_car_b_as1 IF flag_wellybob = 0 GET_PLAYER_COORDINATES player player_x player_y player_z IF LOCATE_CAR_3D cartel_car_b_as1 player_x player_y player_z 10.0 10.0 5.0 false GOSUB bailout_b ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD cartel_car_b_as1 IF LOCATE_CAR_3D cartel_car_b_as1 killzone_cent_x killzone_cent_y 70.0 17.0 30.0 3.0 false AND flag_bailout_b = 0 SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_b_as1 false ++ counter_asukas_revenge GOSUB bailout_b ENDIF ENDIF ENDIF ENDIF IF flag_bailout_b = 1 IF NOT IS_CHAR_DEAD cartel5_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel5_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel6_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel6_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel7_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel7_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel8_as1 IF LOCATE_CHAR_ON_FOOT_2D cartel8_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false AND NOT IS_CHAR_DEAD yakuza4_as1 SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel8_as1 yakuza4_as1 ELSE SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel8_as1 player ENDIF ENDIF ENDIF ENDIF /* //--------------------------------CARTEL DEATH SQUAD 3 GENERATOR----------------------------------- IF flag_cartel_c_created = 0 IF IS_PLAYER_IN_ZONE player AIRPORT CREATE_CAR CAR_SENTINEL cartel_c_x cartel_c_y 9.0 cartel_car_c_as1 SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_c_as1 true SET_CAR_HEADING cartel_car_c_as1 55.0 CREATE_CHAR_INSIDE_CAR cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A cartel9_as1 CREATE_CHAR_AS_PASSENGER cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel10_as1 CREATE_CHAR_AS_PASSENGER cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 cartel11_as1 CREATE_CHAR_AS_PASSENGER cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel12_as1 CAR_SET_IDLE cartel_car_c_as1 flag_cartel_c_created = 1 ENDIF ENDIF //-----------------------------------CARTEL DEATH SQUAD 3 ATTACK---------------------------------- IF flag_cartel_c_created = 1 IF flag_c_attack = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player cartel_c_x cartel_c_y 30.0 30.0 false IF NOT IS_CAR_DEAD cartel_car_c_as1 SET_CAR_STRONG cartel_car_c_as1 TRUE LOCK_CAR_DOORS cartel_car_c_as1 CARLOCK_LOCKED SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_c_as1 True REMOVE_BLIP blip_cartel_c_as1 SET_CAR_CRUISE_SPEED cartel_car_c_as1 50.0 SET_CAR_MISSION cartel_car_c_as1 MISSION_RAMPLAYER_FARAWAY SET_CAR_DRIVING_STYLE cartel_car_c_as1 2 ADD_BLIP_FOR_CAR cartel_car_c_as1 blip_cartelcar_c SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_c_as1 FALSE flag_c_attack = 1 ENDIF ELSE IF IS_CAR_DEAD cartel_car_c_as1 REMOVE_BLIP blip_cartel_c_as1 ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD cartel_car_c_as1 IF flag_bailout_c = 0 AND flag_c_attack = 1 IF NOT LOCATE_CAR_2D cartel_car_c_as1 player_x player_y 40.0 40.0 false SET_CAR_CRUISE_SPEED cartel_car_c_as1 30.0 //SET_CAR_MISSION cartel_car_c_as1 MISSION_NONE //CAR_GOTO_COORDINATES cartel_car_c_as1 player_x player_y player_z //SET_CAR_DRIVING_STYLE cartel_car_c_as1 2 ELSE SET_CAR_CRUISE_SPEED cartel_car_c_as1 50.0 //SET_CAR_MISSION cartel_car_c_as1 MISSION_RAMPLAYER_FARAWAY //SET_CAR_DRIVING_STYLE cartel_car_c_as1 2 ENDIF IF NOT IS_CAR_HEALTH_GREATER cartel_car_c_as1 250 GOSUB bailout_c ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player AND flag_bailout_c = 0 AND NOT IS_CAR_DEAD cartel_car_c_as1 IF flag_wellybob = 0 GET_PLAYER_COORDINATES player player_x player_y player_z IF LOCATE_CAR_3D cartel_car_c_as1 player_x player_y player_z 10.0 10.0 5.0 false GOSUB bailout_c ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD cartel_car_c_as1 IF LOCATE_CAR_2D cartel_car_c_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false AND flag_bailout_c = 0 SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_c_as1 false ++ counter_asukas_revenge GOSUB bailout_c ENDIF ENDIF ENDIF ENDIF IF flag_bailout_c = 1 IF NOT IS_CHAR_DEAD cartel9_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel9_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel10_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel10_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel11_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel11_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel12_as1 IF LOCATE_CHAR_ON_FOOT_2D cartel12_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false AND NOT IS_CHAR_DEAD yakuza1_as1 SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel12_as1 yakuza1_as1 ELSE SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel12_as1 player ENDIF ENDIF ENDIF ENDIF */ //--------------------------------CARTEL DEATH SQUAD 4 GENERATOR----------------------------------- IF flag_cartel_d_created = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player cartel_d_x cartel_d_y 70.0 70.0 70.0 20.0 false CREATE_CAR CAR_SENTINEL cartel_d_x cartel_d_y 70.0 cartel_car_d_as1 SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_d_as1 true SET_CAR_HEADING cartel_car_d_as1 180.0 CAR_SET_IDLE cartel_car_d_as1 CREATE_CHAR_INSIDE_CAR cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A cartel13_as1 CREATE_CHAR_AS_PASSENGER cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel14_as1 CREATE_CHAR_AS_PASSENGER cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 cartel15_as1 CREATE_CHAR_AS_PASSENGER cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel16_as1 CAR_SET_IDLE cartel_car_d_as1 flag_cartel_d_created = 1 ENDIF ENDIF //-----------------------------------CARTEL DEATH SQUAD 4 ATTACK---------------------------------- IF flag_cartel_d_created = 1 IF flag_d_attack = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player cartel_d_x cartel_d_y 70.0 30.0 30.0 20.0 false IF NOT IS_CAR_DEAD cartel_car_d_as1 SET_CAR_STRONG cartel_car_d_as1 TRUE LOCK_CAR_DOORS cartel_car_d_as1 CARLOCK_LOCKED SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_d_as1 True REMOVE_BLIP blip_cartel_d_as1 SET_CAR_CRUISE_SPEED cartel_car_d_as1 50.0 SET_CAR_MISSION cartel_car_d_as1 MISSION_RAMPLAYER_FARAWAY SET_CAR_DRIVING_STYLE cartel_car_d_as1 2 ADD_BLIP_FOR_CAR cartel_car_d_as1 blip_cartelcar_d SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_d_as1 FALSE //SET_CAR_WATERTIGHT cartel_car_d_as1 TRUE flag_d_attack = 1 ENDIF ELSE IF IS_CAR_DEAD cartel_car_d_as1 REMOVE_BLIP blip_cartel_d_as1 ENDIF ENDIF ENDIF IF IS_CAR_DEAD cartel_car_d_as1 AND flag_d_attack = 0 PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!! GOTO mission_as1_failed ENDIF IF NOT IS_CAR_DEAD cartel_car_d_as1 IF flag_bailout_d = 0 AND flag_d_attack = 1 IF NOT LOCATE_CAR_2D cartel_car_d_as1 player_x player_y 40.0 40.0 false SET_CAR_CRUISE_SPEED cartel_car_d_as1 30.0 //CAR_WANDER_RANDOMLY cartel_car_d_as1 //SET_CAR_MISSION cartel_car_d_as1 MISSION_NONE //CAR_GOTO_COORDINATES cartel_car_d_as1 player_x player_y player_z //SET_CAR_DRIVING_STYLE cartel_car_d_as1 2 ELSE SET_CAR_CRUISE_SPEED cartel_car_d_as1 60.0 //SET_CAR_MISSION cartel_car_d_as1 MISSION_RAMPLAYER_FARAWAY //SET_CAR_DRIVING_STYLE cartel_car_d_as1 2 ENDIF /* IF IS_CAR_IN_AREA_2D cartel_car_d_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false CAR_GOTO_COORDINATES cartel_car_d_as1 killzone_cent_x killzone_cent_y 70.0 ENDIF */ IF NOT IS_CAR_HEALTH_GREATER cartel_car_d_as1 250 //OR IS_CAR_UPSIDEDOWN cartel_car_d_as1 GOSUB bailout_d ENDIF IF NOT IS_PLAYER_IN_ANY_CAR player AND flag_bailout_d = 0 AND NOT IS_CAR_DEAD cartel_car_d_as1 IF flag_wellybob = 0 GET_PLAYER_COORDINATES player player_x player_y player_z IF LOCATE_CAR_3D cartel_car_d_as1 player_x player_y player_z 10.0 10.0 5.0 false GOSUB bailout_d ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD cartel_car_d_as1 IF LOCATE_CAR_3D cartel_car_d_as1 killzone_cent_x killzone_cent_y 70.0 17.0 30.0 3.0 false AND flag_bailout_d = 0 SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_d_as1 false ++ counter_asukas_revenge GOSUB bailout_d ENDIF ENDIF ENDIF ENDIF IF flag_bailout_d = 1 IF NOT IS_CHAR_DEAD cartel13_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel13_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel14_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel14_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel15_as1 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel15_as1 player ENDIF IF NOT IS_CHAR_DEAD cartel16_as1 IF LOCATE_CHAR_ON_FOOT_2D cartel16_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false AND NOT IS_CHAR_DEAD yakuza4_as1 SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel16_as1 yakuza4_as1 ELSE SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel16_as1 player ENDIF ENDIF ENDIF ENDIF //----------------------------------------------YAK1 MISSIONS------------------------------------------------------ /* IF flag_yakuza_created_as1 = 1 IF NOT IS_CHAR_DEAD yakuza1_as1 IF flag_cartel_a_created = 1 IF NOT IS_CHAR_DEAD cartel3_as1 AND yak1_mission = 0 IF IS_CHAR_IN_AREA_2D cartel3_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel3_as1 yak1_mission = 1 ENDIF ENDIF ENDIF IF flag_cartel_b_created = 1 IF NOT IS_CHAR_DEAD cartel8_as1 AND yak1_mission = 0 IF IS_CHAR_IN_AREA_2D cartel8_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel8_as1 yak1_mission = 2 ENDIF ENDIF ENDIF IF flag_cartel_c_created = 1 IF NOT IS_CHAR_DEAD cartel9_as1 AND yak1_mission = 0 IF IS_CHAR_IN_AREA_2D cartel9_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel9_as1 yak1_mission = 3 ENDIF ENDIF IF NOT IS_CHAR_DEAD cartel10_as1 AND yak1_mission = 0 IF IS_CHAR_IN_AREA_2D cartel10_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel10_as1 yak1_mission = 4 ENDIF ENDIF IF NOT IS_CHAR_DEAD cartel11_as1 AND yak1_mission = 0 IF IS_CHAR_IN_AREA_2D cartel11_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel11_as1 yak1_mission = 5 ENDIF ENDIF IF NOT IS_CHAR_DEAD cartel12_as1 AND yak1_mission = 0 IF IS_CHAR_IN_AREA_2D cartel12_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel12_as1 yak1_mission = 6 ENDIF ENDIF ENDIF IF flag_cartel_d_created = 1 IF NOT IS_CHAR_DEAD cartel16_as1 AND yak1_mission = 0 IF IS_CHAR_IN_AREA_2D cartel16_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel16_as1 yak1_mission = 7 ENDIF ENDIF ENDIF ENDIF ENDIF */ //------------------------------------------YAK4 MISSIONS--------------------------------------------- /* IF flag_yakuza_created_as1 = 1 IF NOT IS_CHAR_DEAD yakuza4_as1 IF flag_cartel_a_created = 1 IF NOT IS_CAR_DEAD cartel_car_a_as1 AND yak4_mission = 0 IF IS_CAR_IN_AREA_2D cartel_car_a_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_a_as1 yak4_mission = 1 ENDIF ENDIF ENDIF IF flag_cartel_b_created = 1 IF NOT IS_CAR_DEAD cartel_car_b_as1 AND yak4_mission = 0 IF IS_CAR_IN_AREA_2D cartel_car_b_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_b_as1 yak4_mission = 2 ENDIF ENDIF ENDIF IF flag_cartel_c_created = 1 IF NOT IS_CAR_DEAD cartel_car_c_as1 AND yak4_mission = 0 IF IS_CAR_IN_AREA_2D cartel_car_c_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_c_as1 yak4_mission = 3 ENDIF ENDIF ENDIF IF flag_cartel_d_created = 1 IF NOT IS_CAR_DEAD cartel_car_d_as1 AND yak4_mission = 0 IF IS_CAR_IN_AREA_2D cartel_car_d_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_d_as1 yak4_mission = 4 ENDIF ENDIF ENDIF ENDIF ENDIF */ ENDWHILE IF counter_asukas_revenge > 2 GOTO mission_as1_passed ELSE PRINT_NOW (AS1_H) 3000 1 ENDIF // Mission Asuka Sub1 failed mission_as1_failed: PRINT_BIG ( M_FAIL ) 2000 1 IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_COMMERCIAL ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_COMMERCIAL ENDIF RETURN // mission Asuka Sub1 passed mission_as1_passed: flag_asuka_suburban_mission1_passed = 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 35000 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 CLEAR_WANTED_LEVEL player ADD_SCORE player 35000 REGISTER_MISSION_PASSED AS1 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT asuka_suburban_mission2_loop RETURN // mission cleanup mission_cleanup_as1: flag_player_on_mission = 0 flag_player_on_asuka_suburban_mission = 0 CLEAR_ONSCREEN_COUNTER counter_cartels_killed_as1 GOSUB blip_removal REMOVE_BLIP blip_cartel_a_as1 REMOVE_BLIP blip_cartel_b_as1 //REMOVE_BLIP blip_cartel_c_as1 REMOVE_BLIP blip_cartel_d_as1 REMOVE_BLIP blip_killzone REMOVE_BLIP blip_cartelcar_a REMOVE_BLIP blip_cartelcar_b //REMOVE_BLIP blip_cartelcar_c REMOVE_BLIP blip_cartelcar_d MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_a_as1 MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_b_as1 //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_c_as1 MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_d_as1 MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_B MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_B //MARK_MODEL_AS_NO_LONGER_NEEDED PED_FEMALE1 //MARK_MODEL_AS_NO_LONGER_NEEDED PED_FEMALE2 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL //SWITCH_ROADS_ON killzone_min_x killzone_min_y 65.0 -1170.0 killzone_max_y 85.0 MISSION_HAS_FINISHED RETURN ///________________________________GOSUBS_______GOSUBS________________________________BYTHEWAY //-----------------------------------------CHECK FOR YAK DEATHS------------------------------- yak_deaths: IF flag_yakuza_created_as1 = 1 IF IS_CHAR_DEAD yakuza1_as1 IF flag_yak1_dead = 0 ++ counter_yakuza_killed_as1 flag_yak1_dead = 1 ENDIF ENDIF IF IS_CHAR_DEAD yakuza2_as1 IF flag_yak2_dead = 0 ++ counter_yakuza_killed_as1 flag_yak2_dead = 1 ENDIF ENDIF IF IS_CHAR_DEAD yakuza3_as1 IF flag_yak3_dead = 0 ++ counter_yakuza_killed_as1 flag_yak3_dead = 1 ENDIF ENDIF IF IS_CHAR_DEAD yakuza4_as1 IF flag_yak4_dead = 0 ++ counter_yakuza_killed_as1 flag_yak4_dead = 1 ENDIF ENDIF IF IS_CHAR_DEAD yakuza5_as1 IF flag_yak5_dead = 0 ++ counter_yakuza_killed_as1 flag_yak5_dead = 1 ENDIF ENDIF IF IS_CHAR_DEAD yakuza6_as1 IF flag_yak6_dead = 0 ++ counter_yakuza_killed_as1 flag_yak6_dead = 1 ENDIF ENDIF GET_NUM_OF_MODELS_KILLED_BY_PLAYER PED_GANG_YAKUZA_A yaks_a_killed_by_player GET_NUM_OF_MODELS_KILLED_BY_PLAYER PED_GANG_YAKUZA_B yaks_b_killed_by_player yaks_killed_by_player = yaks_a_killed_by_player + yaks_b_killed_by_player IF yaks_killed_by_player > 2 IF NOT IS_CHAR_DEAD yakuza1_as1 SET_CHAR_THREAT_SEARCH yakuza1_as1 THREAT_PLAYER1 ENDIF IF NOT IS_CHAR_DEAD yakuza2_as1 SET_CHAR_THREAT_SEARCH yakuza2_as1 THREAT_PLAYER1 ENDIF IF NOT IS_CHAR_DEAD yakuza3_as1 SET_CHAR_THREAT_SEARCH yakuza3_as1 THREAT_PLAYER1 ENDIF IF NOT IS_CHAR_DEAD yakuza4_as1 SET_CHAR_THREAT_SEARCH yakuza4_as1 THREAT_PLAYER1 ENDIF IF NOT IS_CHAR_DEAD yakuza5_as1 SET_CHAR_THREAT_SEARCH yakuza5_as1 THREAT_PLAYER1 ENDIF IF NOT IS_CHAR_DEAD yakuza6_as1 SET_CHAR_THREAT_SEARCH yakuza6_as1 THREAT_PLAYER1 ENDIF ENDIF ENDIF RETURN //-----------------------------------------------------'BAILOUTS'---------------- bailout_a: IF flag_bailout_a = 0 //flag_cartelcar_a_dead = 1 flag_bailout_a = 1 ++ counter_bailouts REMOVE_BLIP blip_cartelcar_a LOCK_CAR_DOORS cartel_car_a_as1 CARLOCK_UNLOCKED IF NOT IS_CHAR_DEAD cartel1_as1 AND NOT IS_CAR_DEAD cartel_car_a_as1 SET_CHAR_OBJ_LEAVE_CAR cartel1_as1 cartel_car_a_as1 WHILE IS_CHAR_IN_CAR cartel1_as1 cartel_car_a_as1 WAIT 0 IF IS_CHAR_DEAD cartel1_as1 GOTO c_a_2 ENDIF IF IS_CAR_DEAD cartel_car_a_as1 GOTO c_a_2 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel1_as1 SET_CHAR_THREAT_SEARCH cartel1_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel1_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel1_as1 blip_cartel1 ENDIF c_a_2: IF NOT IS_CHAR_DEAD cartel2_as1 AND NOT IS_CAR_DEAD cartel_car_a_as1 SET_CHAR_OBJ_LEAVE_CAR cartel2_as1 cartel_car_a_as1 WHILE IS_CHAR_IN_CAR cartel2_as1 cartel_car_a_as1 WAIT 0 IF IS_CHAR_DEAD cartel2_as1 GOTO c_a_3 ENDIF IF IS_CAR_DEAD cartel_car_a_as1 GOTO c_a_3 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel2_as1 SET_CHAR_THREAT_SEARCH cartel2_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel2_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel2_as1 blip_cartel2 ENDIF c_a_3: IF NOT IS_CHAR_DEAD cartel3_as1 AND NOT IS_CAR_DEAD cartel_car_a_as1 SET_CHAR_OBJ_LEAVE_CAR cartel3_as1 cartel_car_a_as1 WHILE IS_CHAR_IN_CAR cartel3_as1 cartel_car_a_as1 WAIT 0 IF IS_CHAR_DEAD cartel3_as1 GOTO c_a_4 ENDIF IF IS_CAR_DEAD cartel_car_a_as1 GOTO c_a_4 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel3_as1 SET_CHAR_THREAT_SEARCH cartel3_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel3_as1 WEAPONTYPE_SHOTGUN 15 ADD_BLIP_FOR_CHAR cartel3_as1 blip_cartel3 ENDIF c_a_4: IF NOT IS_CHAR_DEAD cartel4_as1 AND NOT IS_CAR_DEAD cartel_car_a_as1 SET_CHAR_OBJ_LEAVE_CAR cartel4_as1 cartel_car_a_as1 WHILE IS_CHAR_IN_CAR cartel4_as1 cartel_car_a_as1 WAIT 0 IF IS_CHAR_DEAD cartel4_as1 GOTO c_a_5 ENDIF IF IS_CAR_DEAD cartel_car_a_as1 GOTO c_a_5 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel4_as1 SET_CHAR_THREAT_SEARCH cartel4_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel4_as1 WEAPONTYPE_SHOTGUN 15 ADD_BLIP_FOR_CHAR cartel4_as1 blip_cartel4 ENDIF c_a_5: //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_a_as1 ENDIF RETURN bailout_b: IF flag_bailout_b = 0 //flag_cartelcar_b_dead = 1 flag_bailout_b = 1 ++ counter_bailouts REMOVE_BLIP blip_cartelcar_b LOCK_CAR_DOORS cartel_car_b_as1 CARLOCK_UNLOCKED IF NOT IS_CHAR_DEAD cartel5_as1 AND NOT IS_CAR_DEAD cartel_car_b_as1 SET_CHAR_OBJ_LEAVE_CAR cartel5_as1 cartel_car_b_as1 WHILE IS_CHAR_IN_CAR cartel5_as1 cartel_car_b_as1 WAIT 0 IF IS_CHAR_DEAD cartel5_as1 GOTO c_b_2 ENDIF IF IS_CAR_DEAD cartel_car_b_as1 GOTO c_b_2 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel5_as1 SET_CHAR_THREAT_SEARCH cartel5_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel5_as1 WEAPONTYPE_UZI 90 ADD_BLIP_FOR_CHAR cartel5_as1 blip_cartel5 ENDIF c_b_2: IF NOT IS_CHAR_DEAD cartel6_as1 AND NOT IS_CAR_DEAD cartel_car_b_as1 SET_CHAR_OBJ_LEAVE_CAR cartel6_as1 cartel_car_b_as1 WHILE IS_CHAR_IN_CAR cartel6_as1 cartel_car_b_as1 WAIT 0 IF IS_CHAR_DEAD cartel6_as1 GOTO c_b_3 ENDIF IF IS_CAR_DEAD cartel_car_b_as1 GOTO c_b_3 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel6_as1 SET_CHAR_THREAT_SEARCH cartel6_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel6_as1 WEAPONTYPE_UZI 90 ADD_BLIP_FOR_CHAR cartel6_as1 blip_cartel6 ENDIF c_b_3: IF NOT IS_CHAR_DEAD cartel7_as1 AND NOT IS_CAR_DEAD cartel_car_b_as1 SET_CHAR_OBJ_LEAVE_CAR cartel7_as1 cartel_car_b_as1 WHILE IS_CHAR_IN_CAR cartel7_as1 cartel_car_b_as1 WAIT 0 IF IS_CHAR_DEAD cartel7_as1 GOTO c_b_4 ENDIF IF IS_CAR_DEAD cartel_car_b_as1 GOTO c_b_4 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel7_as1 SET_CHAR_THREAT_SEARCH cartel7_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel7_as1 WEAPONTYPE_UZI 90 ADD_BLIP_FOR_CHAR cartel7_as1 blip_cartel7 ENDIF c_b_4: IF NOT IS_CHAR_DEAD cartel8_as1 AND NOT IS_CAR_DEAD cartel_car_b_as1 SET_CHAR_OBJ_LEAVE_CAR cartel8_as1 cartel_car_b_as1 WHILE IS_CHAR_IN_CAR cartel8_as1 cartel_car_b_as1 WAIT 0 IF IS_CHAR_DEAD cartel8_as1 GOTO c_b_5 ENDIF IF IS_CAR_DEAD cartel_car_b_as1 GOTO c_b_5 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel8_as1 SET_CHAR_THREAT_SEARCH cartel8_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel8_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel8_as1 blip_cartel8 ENDIF c_b_5: //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_b_as1 ENDIF RETURN /* bailout_c: IF flag_bailout_c = 0 REMOVE_BLIP blip_cartelcar_c LOCK_CAR_DOORS cartel_car_c_as1 CARLOCK_UNLOCKED IF NOT IS_CHAR_DEAD cartel9_as1 AND NOT IS_CAR_DEAD cartel_car_c_as1 SET_CHAR_OBJ_LEAVE_CAR cartel9_as1 cartel_car_c_as1 WHILE IS_CHAR_IN_CAR cartel9_as1 cartel_car_c_as1 WAIT 0 IF IS_CHAR_DEAD cartel9_as1 GOTO c_c_2 ENDIF IF IS_CAR_DEAD cartel_car_c_as1 GOTO c_c_2 ENDIF ENDWHILE SET_CHAR_THREAT_SEARCH cartel9_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel9_as1 WEAPONTYPE_SHOTGUN 10 ADD_BLIP_FOR_CHAR cartel9_as1 blip_cartel9 ENDIF c_c_2: IF NOT IS_CHAR_DEAD cartel10_as1 AND NOT IS_CAR_DEAD cartel_car_c_as1 SET_CHAR_OBJ_LEAVE_CAR cartel10_as1 cartel_car_c_as1 WHILE IS_CHAR_IN_CAR cartel10_as1 cartel_car_c_as1 WAIT 0 IF IS_CHAR_DEAD cartel10_as1 GOTO c_c_3 ENDIF IF IS_CAR_DEAD cartel_car_c_as1 GOTO c_c_3 ENDIF ENDWHILE SET_CHAR_THREAT_SEARCH cartel10_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel10_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel10_as1 blip_cartel10 ENDIF c_c_3: IF NOT IS_CHAR_DEAD cartel11_as1 AND NOT IS_CAR_DEAD cartel_car_c_as1 SET_CHAR_OBJ_LEAVE_CAR cartel11_as1 cartel_car_c_as1 WHILE IS_CHAR_IN_CAR cartel11_as1 cartel_car_c_as1 WAIT 0 IF IS_CHAR_DEAD cartel11_as1 GOTO c_c_4 ENDIF IF IS_CAR_DEAD cartel_car_c_as1 GOTO c_c_4 ENDIF ENDWHILE SET_CHAR_THREAT_SEARCH cartel11_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel11_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel11_as1 blip_cartel11 ENDIF c_c_4: IF NOT IS_CHAR_DEAD cartel12_as1 AND NOT IS_CAR_DEAD cartel_car_c_as1 SET_CHAR_OBJ_LEAVE_CAR cartel12_as1 cartel_car_c_as1 WHILE IS_CHAR_IN_CAR cartel12_as1 cartel_car_c_as1 WAIT 0 IF IS_CHAR_DEAD cartel12_as1 GOTO c_c_5 ENDIF IF IS_CAR_DEAD cartel_car_c_as1 GOTO c_c_5 ENDIF ENDWHILE SET_CHAR_THREAT_SEARCH cartel12_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel12_as1 WEAPONTYPE_SHOTGUN 15 ADD_BLIP_FOR_CHAR cartel12_as1 blip_cartel12 ENDIF c_c_5: flag_cartelcar_c_dead = 1 flag_bailout_c = 1 ++ counter_bailouts //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_c_as1 ENDIF RETURN */ bailout_d: IF flag_bailout_d = 0 //flag_cartelcar_d_dead = 1 flag_bailout_d = 1 ++ counter_bailouts REMOVE_BLIP blip_cartelcar_d LOCK_CAR_DOORS cartel_car_d_as1 CARLOCK_UNLOCKED IF NOT IS_CHAR_DEAD cartel13_as1 AND NOT IS_CAR_DEAD cartel_car_d_as1 SET_CHAR_OBJ_LEAVE_CAR cartel13_as1 cartel_car_d_as1 WHILE IS_CHAR_IN_CAR cartel13_as1 cartel_car_d_as1 WAIT 0 IF IS_CHAR_DEAD cartel13_as1 GOTO c_d_2 ENDIF IF IS_CAR_DEAD cartel_car_d_as1 GOTO c_d_2 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel13_as1 SET_CHAR_THREAT_SEARCH cartel13_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel13_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel13_as1 blip_cartel13 ENDIF c_d_2: IF NOT IS_CHAR_DEAD cartel14_as1 AND NOT IS_CAR_DEAD cartel_car_d_as1 SET_CHAR_OBJ_LEAVE_CAR cartel14_as1 cartel_car_d_as1 WHILE IS_CHAR_IN_CAR cartel14_as1 cartel_car_d_as1 WAIT 0 IF IS_CHAR_DEAD cartel14_as1 GOTO c_d_3 ENDIF IF IS_CAR_DEAD cartel_car_d_as1 GOTO c_d_3 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel14_as1 SET_CHAR_THREAT_SEARCH cartel14_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel14_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel14_as1 blip_cartel14 ENDIF c_d_3: IF NOT IS_CHAR_DEAD cartel15_as1 AND NOT IS_CAR_DEAD cartel_car_d_as1 SET_CHAR_OBJ_LEAVE_CAR cartel15_as1 cartel_car_d_as1 WHILE IS_CHAR_IN_CAR cartel15_as1 cartel_car_d_as1 WAIT 0 IF IS_CHAR_DEAD cartel15_as1 GOTO c_d_4 ENDIF IF IS_CAR_DEAD cartel_car_d_as1 GOTO c_d_4 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel15_as1 SET_CHAR_THREAT_SEARCH cartel15_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel15_as1 WEAPONTYPE_SHOTGUN 15 ADD_BLIP_FOR_CHAR cartel15_as1 blip_cartel15 ENDIF c_d_4: IF NOT IS_CHAR_DEAD cartel16_as1 AND NOT IS_CAR_DEAD cartel_car_d_as1 SET_CHAR_OBJ_LEAVE_CAR cartel16_as1 cartel_car_d_as1 WHILE IS_CHAR_IN_CAR cartel16_as1 cartel_car_d_as1 WAIT 0 IF IS_CHAR_DEAD cartel16_as1 GOTO c_d_5 ENDIF IF IS_CAR_DEAD cartel_car_d_as1 GOTO c_d_5 ENDIF ENDWHILE //CLEAR_CHAR_THREAT_SEARCH cartel16_as1 SET_CHAR_THREAT_SEARCH cartel16_as1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR cartel16_as1 WEAPONTYPE_M16 100 ADD_BLIP_FOR_CHAR cartel16_as1 blip_cartel16 ENDIF c_d_5: //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_d_as1 ENDIF RETURN //-----------------------------------------------CARTEL DEATHS----------------------------- cartel_deaths: IF flag_cartel_a_created = 1 IF cartel1_as1_dead = 0 IF IS_CHAR_DEAD cartel1_as1 IF cartel1_as1_dead = 0 cartel1_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel1 ENDIF ENDIF ENDIF IF cartel2_as1_dead = 0 IF IS_CHAR_DEAD cartel2_as1 IF cartel2_as1_dead = 0 cartel2_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel2 ENDIF ENDIF ENDIF IF cartel3_as1_dead = 0 IF IS_CHAR_DEAD cartel3_as1 IF cartel3_as1_dead = 0 cartel3_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel3 IF yak1_mission = 1 yak1_mission = 0 ENDIF ENDIF ENDIF ENDIF IF cartel4_as1_dead = 0 IF IS_CHAR_DEAD cartel4_as1 IF cartel4_as1_dead = 0 cartel4_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel4 ENDIF ENDIF ENDIF IF cartel4_as1_dead = 1 IF cartel3_as1_dead = 1 IF cartel2_as1_dead = 1 IF cartel1_as1_dead = 1 IF flag_bailout_a =0 ++ counter_bailouts flag_bailout_a = 1 ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF flag_cartel_b_created = 1 IF cartel5_as1_dead = 0 IF IS_CHAR_DEAD cartel5_as1 IF cartel5_as1_dead = 0 cartel5_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel5 ENDIF ENDIF ENDIF IF cartel6_as1_dead = 0 IF IS_CHAR_DEAD cartel6_as1 IF cartel6_as1_dead = 0 cartel6_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel6 ENDIF ENDIF ENDIF IF cartel7_as1_dead = 0 IF IS_CHAR_DEAD cartel7_as1 IF cartel7_as1_dead = 0 cartel7_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel7 ENDIF ENDIF ENDIF IF cartel8_as1_dead = 0 IF IS_CHAR_DEAD cartel8_as1 IF cartel8_as1_dead = 0 cartel8_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel8 IF yak1_mission = 2 yak1_mission = 0 ENDIF ENDIF ENDIF ENDIF IF cartel8_as1_dead = 1 IF cartel7_as1_dead = 1 IF cartel6_as1_dead = 1 IF cartel5_as1_dead = 1 IF flag_bailout_b =0 ++ counter_bailouts flag_bailout_b = 1 ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF /* IF flag_cartel_c_created = 1 IF cartel9_as1_dead = 0 IF IS_CHAR_DEAD cartel9_as1 IF cartel9_as1_dead = 0 cartel9_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel9 IF yak1_mission = 3 yak1_mission = 0 ENDIF ENDIF ENDIF ENDIF IF cartel10_as1_dead = 0 IF IS_CHAR_DEAD cartel10_as1 IF cartel10_as1_dead = 0 cartel10_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel10 IF yak1_mission = 4 yak1_mission = 0 ENDIF ENDIF ENDIF ENDIF IF cartel11_as1_dead = 0 IF IS_CHAR_DEAD cartel11_as1 IF cartel11_as1_dead = 0 cartel11_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel11 IF yak1_mission = 5 yak1_mission = 0 ENDIF ENDIF ENDIF ENDIF IF cartel12_as1_dead = 0 IF IS_CHAR_DEAD cartel12_as1 IF cartel12_as1_dead = 0 cartel12_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel12 IF yak1_mission = 6 yak1_mission = 0 ENDIF ENDIF ENDIF ENDIF IF cartel12_as1_dead = 1 IF cartel11_as1_dead = 1 IF cartel10_as1_dead = 1 IF cartel9_as1_dead = 1 flag_cartel_c_created = 2 ENDIF ENDIF ENDIF ENDIF ENDIF */ IF flag_cartel_d_created = 1 IF cartel13_as1_dead = 0 IF IS_CHAR_DEAD cartel13_as1 IF cartel13_as1_dead = 0 cartel13_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel13 ENDIF ENDIF ENDIF IF cartel14_as1_dead = 0 IF IS_CHAR_DEAD cartel14_as1 IF cartel14_as1_dead = 0 cartel14_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel14 ENDIF ENDIF ENDIF IF cartel15_as1_dead = 0 IF IS_CHAR_DEAD cartel15_as1 IF cartel15_as1_dead = 0 cartel15_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel15 ENDIF ENDIF ENDIF IF cartel16_as1_dead = 0 IF IS_CHAR_DEAD cartel16_as1 IF cartel16_as1_dead = 0 cartel16_as1_dead = 1 ++ counter_cartels_killed_as1 REMOVE_BLIP blip_cartel16 IF yak1_mission = 7 yak1_mission = 0 ENDIF ENDIF ENDIF ENDIF IF cartel16_as1_dead = 1 IF cartel15_as1_dead = 1 IF cartel14_as1_dead = 1 IF cartel13_as1_dead = 1 IF flag_bailout_d =0 ++ counter_bailouts flag_bailout_d = 1 ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF RETURN //------------------------------------STUCK CAR ROUTINES------------------------------------- cartel_car_a_stuck: IF NOT IS_CAR_DEAD cartel_car_a_as1 IF IS_CAR_UPSIDEDOWN cartel_car_a_as1 AND IS_CAR_STOPPED cartel_car_a_as1 IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1 GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0 SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z SET_CAR_HEADING cartel_car_a_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_a_as1 ENDIF ELSE GOSUB bailout_a ENDIF ENDIF IF IS_CAR_IN_WATER cartel_car_a_as1 //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!! ---test stuff IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1 GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0 SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z SET_CAR_HEADING cartel_car_a_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_a_as1 ENDIF ELSE flag_bailout_a = 1 ++ counter_bailouts REMOVE_BLIP blip_cartelcar_a SET_CAR_WATERTIGHT cartel_car_a_as1 FALSE GOSUB cartel_deaths RETURN ENDIF ENDIF /* IF timer_reset_car_a = 1 IF NOT IS_CAR_STOPPED cartel_car_a_as1 timer_reset_car_a = 0 ENDIF ENDIF IF IS_CAR_STOPPED cartel_car_a_as1 IF timer_reset_car_a = 0 GET_GAME_TIMER timer_start_car_a timer_reset_car_a = 1 ENDIF IF timer_reset_car_a = 1 GET_GAME_TIMER timer_current_car_a car_a_time_dif = timer_current_car_a - timer_start_car_a ENDIF IF car_a_time_dif > 4000 IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1 GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0 SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z SET_CAR_HEADING cartel_car_a_as1 cartel_heading timer_reset_car_a = 0 ENDIF ENDIF ENDIF ENDIF*/ ELSE REMOVE_BLIP blip_cartelcar_a ENDIF RETURN cartel_car_b_stuck: IF NOT IS_CAR_DEAD cartel_car_b_as1 IF IS_CAR_UPSIDEDOWN cartel_car_b_as1 AND IS_CAR_STOPPED cartel_car_b_as1 IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1 GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0 SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z SET_CAR_HEADING cartel_car_b_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_b_as1 ENDIF ELSE GOSUB bailout_b ENDIF ENDIF IF IS_CAR_IN_WATER cartel_car_b_as1 //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!!----test stuff IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1 GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0 SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z SET_CAR_HEADING cartel_car_b_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_b_as1 ENDIF ELSE flag_bailout_b = 1 SET_CAR_WATERTIGHT cartel_car_b_as1 FALSE ++ counter_bailouts REMOVE_BLIP blip_cartelcar_b GOSUB cartel_deaths RETURN ENDIF ENDIF /* IF timer_reset_car_b = 1 IF NOT IS_CAR_STOPPED cartel_car_b_as1 timer_reset_car_b = 0 ENDIF ENDIF IF IS_CAR_STOPPED cartel_car_b_as1 IF timer_reset_car_b = 0 GET_GAME_TIMER timer_start_car_b timer_reset_car_b = 1 ENDIF IF timer_reset_car_b = 1 GET_GAME_TIMER timer_current_car_b car_b_time_dif = timer_current_car_b - timer_start_car_b ENDIF IF car_b_time_dif > 4000 IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1 GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0 SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z SET_CAR_HEADING cartel_car_b_as1 cartel_heading timer_reset_car_b = 0 ENDIF ENDIF ENDIF ENDIF*/ ELSE REMOVE_BLIP blip_cartelcar_b ENDIF RETURN /* cartel_car_c_stuck: IF NOT IS_CAR_DEAD cartel_car_c_as1 IF IS_CAR_UPSIDEDOWN cartel_car_c_as1 AND IS_CAR_STOPPED cartel_car_c_as1 IF NOT IS_CAR_ON_SCREEN cartel_car_c_as1 GET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z 3.0 SET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z SET_CAR_HEADING cartel_car_c_as1 cartel_heading ENDIF ELSE GOSUB bailout_c ENDIF ENDIF IF IS_CAR_IN_WATER cartel_car_c_as1 //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!!----test stuff!! IF NOT IS_CAR_ON_SCREEN cartel_car_c_as1 GET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z 3.0 SET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z SET_CAR_HEADING cartel_car_c_as1 cartel_heading ENDIF ELSE flag_bailout_c = 1 REMOVE_BLIP blip_cartelcar_c GOSUB cartel_deaths RETURN ENDIF ENDIF IF timer_reset_car_c = 1 IF NOT IS_CAR_STOPPED cartel_car_c_as1 timer_reset_car_c = 0 ENDIF ENDIF IF IS_CAR_STOPPED cartel_car_c_as1 IF timer_reset_car_c = 0 GET_GAME_TIMER timer_start_car_c timer_reset_car_c = 1 ENDIF IF timer_reset_car_c = 1 GET_GAME_TIMER timer_current_car_c car_c_time_dif = timer_current_car_c - timer_start_car_c ENDIF IF car_c_time_dif > 4000 IF NOT IS_CAR_ON_SCREEN cartel_car_c_as1 GET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z 3.0 SET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z SET_CAR_HEADING cartel_car_c_as1 cartel_heading timer_reset_car_c = 0 ENDIF ENDIF ENDIF ENDIF ELSE REMOVE_BLIP blip_cartelcar_c ENDIF RETURN */ cartel_car_d_stuck: IF NOT IS_CAR_DEAD cartel_car_d_as1 IF IS_CAR_UPSIDEDOWN cartel_car_d_as1 AND IS_CAR_STOPPED cartel_car_d_as1 IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1 GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0 SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z SET_CAR_HEADING cartel_car_d_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_d_as1 ENDIF ELSE GOSUB bailout_d ENDIF ENDIF IF IS_CAR_IN_WATER cartel_car_d_as1 //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!! ---etst stuff!! IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1 GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0 SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z SET_CAR_HEADING cartel_car_d_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_d_as1 ENDIF ELSE flag_bailout_d = 1 SET_CAR_WATERTIGHT cartel_car_d_as1 FALSE ++ counter_bailouts REMOVE_BLIP blip_cartelcar_d GOSUB cartel_deaths RETURN ENDIF ENDIF /* IF timer_reset_car_d = 1 IF NOT IS_CAR_STOPPED cartel_car_d_as1 timer_reset_car_d = 0 ENDIF ENDIF IF IS_CAR_STOPPED cartel_car_d_as1 IF timer_reset_car_d = 0 GET_GAME_TIMER timer_start_car_d timer_reset_car_d = 1 ENDIF IF timer_reset_car_d = 1 GET_GAME_TIMER timer_current_car_d car_d_time_dif = timer_current_car_d - timer_start_car_d ENDIF IF car_d_time_dif > 4000 IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1 GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0 SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z SET_CAR_HEADING cartel_car_d_as1 cartel_heading timer_reset_car_d = 0 ENDIF ENDIF ENDIF ENDIF*/ ELSE REMOVE_BLIP blip_cartelcar_d ENDIF RETURN vegetables: IF flag_cartel_a_created = 1 IF NOT IS_CAR_DEAD cartel_car_a_as1 IF flag_bailout_a = 0 AND flag_a_attack = 1 GOSUB cartel_car_a_stuck ENDIF ELSE REMOVE_BLIP blip_cartelcar_a //yak4_mission = 0 ENDIF ENDIF IF flag_cartel_b_created = 1 IF NOT IS_CAR_DEAD cartel_car_b_as1 IF flag_bailout_b = 0 AND flag_b_attack = 1 GOSUB cartel_car_b_stuck ENDIF ELSE REMOVE_BLIP blip_cartelcar_b //yak4_mission = 0 ENDIF ENDIF /* IF flag_cartel_c_created = 1 IF NOT IS_CAR_DEAD cartel_car_c_as1 IF flag_bailout_c = 0 AND flag_c_attack = 1 GOSUB cartel_car_c_stuck ENDIF ELSE REMOVE_BLIP blip_cartelcar_c yak4_mission = 0 ENDIF ENDIF */ IF flag_cartel_d_created = 1 IF NOT IS_CAR_DEAD cartel_car_d_as1 IF flag_bailout_d = 0 AND flag_d_attack = 1 GOSUB cartel_car_d_stuck ENDIF ELSE REMOVE_BLIP blip_cartelcar_d //yak4_mission = 0 ENDIF ENDIF RETURN //------------------------------------CLEAN-UP GOSUBS----------------------------------------- blip_removal: REMOVE_BLIP blip_cartel1 REMOVE_BLIP blip_cartel2 REMOVE_BLIP blip_cartel3 REMOVE_BLIP blip_cartel4 REMOVE_BLIP blip_cartel5 REMOVE_BLIP blip_cartel6 REMOVE_BLIP blip_cartel7 REMOVE_BLIP blip_cartel8 /* REMOVE_BLIP blip_cartel9 REMOVE_BLIP blip_cartel10 REMOVE_BLIP blip_cartel11 REMOVE_BLIP blip_cartel12 */ REMOVE_BLIP blip_cartel13 REMOVE_BLIP blip_cartel14 REMOVE_BLIP blip_cartel15 REMOVE_BLIP blip_cartel16 IF flag_yak1_dead = 0 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza1_as1 ENDIF IF flag_yak2_dead = 0 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza2_as1 ENDIF IF flag_yak3_dead = 0 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza3_as1 ENDIF IF flag_yak4_dead = 0 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza4_as1 ENDIF IF flag_yak5_dead = 0 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza5_as1 ENDIF IF flag_yak6_dead = 0 MARK_CHAR_AS_NO_LONGER_NEEDED yakuza6_as1 ENDIF RETURN // ***********extrat stuck car gosub********************* unhappy_car_check: GET_GAME_TIMER timer_as3_now // timer_as3_dif = timer_as3_now - timer_as3_start IF timer_as3_now > particle_time particle_time = timer_as3_now + 6000 flag_particle = 1 ENDIF IF flag_particle = 1 IF NOT IS_CAR_DEAD cartel_car_a_as1 AND flag_a_attack = 1 AND flag_bailout_a = 0 car_a_x_old = car_a_as1_x car_a_y_old = car_a_as1_y car_a_z_old = car_a_as1_z GET_CAR_COORDINATES cartel_car_a_as1 car_a_as1_x car_a_as1_y car_a_as1_z IF LOCATE_CAR_2D cartel_car_a_as1 car_a_x_old car_a_y_old 3.0 3.0 false IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1 //GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING car_a_as1_x car_a_as1_y car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0 SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z SET_CAR_HEADING cartel_car_a_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_a_as1 ENDIF ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD cartel_car_b_as1 AND flag_b_attack = 1 AND flag_bailout_b = 0 car_b_x_old = car_b_as1_x car_b_y_old = car_b_as1_y car_b_z_old = car_b_as1_z GET_CAR_COORDINATES cartel_car_b_as1 car_b_as1_x car_b_as1_y car_b_as1_z IF LOCATE_CAR_2D cartel_car_b_as1 car_b_x_old car_b_y_old 3.0 3.0 false IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1 //GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING car_b_as1_x car_b_as1_y car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0 SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z SET_CAR_HEADING cartel_car_b_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_b_as1 ENDIF ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD cartel_car_d_as1 AND flag_d_attack = 1 AND flag_bailout_d = 0 car_d_x_old = car_d_as1_x car_d_y_old = car_d_as1_y car_d_z_old = car_d_as1_z GET_CAR_COORDINATES cartel_car_d_as1 car_d_as1_x car_d_as1_y car_d_as1_z IF LOCATE_CAR_2D cartel_car_d_as1 car_d_x_old car_d_y_old 3.0 3.0 false IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1 //GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z GET_CLOSEST_CAR_NODE_WITH_HEADING car_d_as1_x car_d_as1_y car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0 SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z SET_CAR_HEADING cartel_car_d_as1 cartel_heading SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_d_as1 ENDIF ENDIF ENDIF ENDIF flag_particle = 0 ENDIF RETURN
asusb2
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // ***********************************ASUKA SUBURBAN MISSION 2****************************** // ***************************************************************************************** // **************************************'Espresso-2-Go'*********************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_as2 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_as2_failed ENDIF GOSUB mission_cleanup_as2 MISSION_END // Variables for mission VAR_INT kappa_1 kappa_3 kappa_4 //kappa_2 VAR_INT kappa_5 kappa_6 kappa_7 //kappa_8 VAR_INT kappa_9 kappa_10 kappa_12 //kappa_11 //VAR_INT varmint_1 varmint_2 VAR_INT patriot_1 //patriot_2 VAR_INT flag_guard1_created flag_guard2_created VAR_INT kappa_1_fire kappa_2_fire kappa_3_fire kappa_4_fire VAR_INT kappa_5_fire kappa_6_fire kappa_7_fire kappa_8_fire VAR_INT kappa_9_fire kappa_10_fire kappa_11_fire kappa_12_fire VAR_INT kappa_cartel1 kappa_cartel2 kappa_cartel3 kappa_cartel4 VAR_INT kappa_cartel5 kappa_cartel6 kappa_cartel7 kappa_cartel8 VAR_INT kappa_cartel9 kappa_cartel10 kappa_cartel11 kappa_cartel12 VAR_INT flag_kappa1_dead flag_kappa2_dead flag_kappa3_dead flag_kappa4_dead VAR_INT flag_kappa5_dead flag_kappa6_dead flag_kappa7_dead flag_kappa8_dead VAR_INT flag_kappa9_dead flag_kappa10_dead flag_kappa11_dead flag_kappa12_dead VAR_INT flag_kappa1_created flag_kappa2_created flag_kappa3_created flag_kappa4_created VAR_INT flag_kappa5_created flag_kappa6_created flag_kappa7_created flag_kappa8_created VAR_INT flag_kappa9_created flag_kappa10_created flag_kappa11_created flag_kappa12_created VAR_INT blip_kappa1_created blip_kappa2_created blip_kappa3_created blip_kappa4_created VAR_INT blip_kappa5_created blip_kappa6_created blip_kappa7_created blip_kappa8_created VAR_INT blip_kappa9_created blip_kappa10_created blip_kappa11_created blip_kappa12_created VAR_INT blip_kappa1 blip_kappa2 blip_kappa3 blip_kappa4 VAR_INT blip_kappa5 blip_kappa6 blip_kappa7 blip_kappa8 VAR_INT blip_kappa9 blip_kappa10 blip_kappa11 blip_kappa12 VAR_INT kappa_time VAR_INT flag_timer_started //VAR_INT cs_whip VAR_INT timer_as2_dif timer_as2_now timer_as2_start flag_particle_as2 particle_time_as2 VAR_INT counter_kappa_dead VAR_INT counter_kappa_dead_ind VAR_INT counter_kappa_dead_com VAR_INT counter_kappa_dead_sub VAR_INT flag_as2_1 flag_as2_2 flag_as2_3 VAR_FLOAT kappa1_x kappa1_y VAR_FLOAT kappa2_x kappa2_y VAR_FLOAT kappa3_x kappa3_y VAR_FLOAT kappa4_x kappa4_y VAR_FLOAT kappa5_x kappa5_y VAR_FLOAT kappa6_x kappa6_y VAR_FLOAT kappa7_x kappa7_y VAR_FLOAT kappa8_x kappa8_y VAR_FLOAT kappa9_x kappa9_y VAR_FLOAT kappa10_x kappa10_y VAR_FLOAT kappa11_x kappa11_y VAR_FLOAT kappa12_x kappa12_y VAR_FLOAT steam_x steam_y steam_z //--test stuff------------- VAR_FLOAT test_x test_y VAR_INT kappa_test //VAR_FLOAT min_x_as2 min_y_as2 min_z_as2 max_x_as2 max_y_as2 max_z_as2 // ****************************************Mission Start************************************ mission_start_as2: REGISTER_MISSION_GIVEN SCRIPT_NAME asusb2 flag_player_on_mission = 1 flag_player_on_asuka_suburban_mission = 1 WAIT 0 //WAIT 1000 //---------------------------------SET FLAGS & VARIABLES------------------------------------------- flag_kappa1_dead = 0 flag_kappa2_dead = 0 flag_kappa3_dead = 0 flag_kappa4_dead = 0 flag_kappa5_dead = 0 flag_kappa6_dead = 0 flag_kappa7_dead = 0 flag_kappa8_dead = 0 flag_kappa9_dead = 0 flag_kappa10_dead = 0 flag_kappa11_dead = 0 flag_kappa12_dead = 0 flag_kappa1_created = 0 flag_kappa2_created = 0 flag_kappa3_created = 0 flag_kappa4_created = 0 flag_kappa5_created = 0 flag_kappa6_created = 0 flag_kappa7_created = 0 flag_kappa8_created = 0 flag_kappa9_created = 0 flag_kappa10_created = 0 flag_kappa11_created = 0 flag_kappa12_created = 0 blip_kappa1_created = 0 blip_kappa2_created = 0 blip_kappa3_created = 0 blip_kappa4_created = 0 blip_kappa5_created = 0 blip_kappa6_created = 0 blip_kappa7_created = 0 blip_kappa8_created = 0 blip_kappa9_created = 0 blip_kappa10_created = 0 blip_kappa11_created = 0 blip_kappa12_created = 0 counter_kappa_dead = 0 particle_time_as2 = 0 counter_kappa_dead_ind = 0 counter_kappa_dead_com = 0 counter_kappa_dead_sub = 0 flag_as2_1 = 0 flag_as2_2 = 0 flag_as2_3 = 0 flag_particle_as2 = 0 flag_guard1_created = 0 kappa_time = 470000 flag_timer_started = 0 // ****************************************LOCATION COORDS************************************** kappa1_x = 1342.0 kappa1_y = -821.0 //dock entrance kappa2_x = 1024.1 kappa2_y = -465.57 //tube station kappa3_x = 1351.22 kappa3_y = -259.56 //St Marks kappa4_x = 286.4 kappa4_y = -667.8 //NEWPORT kappa5_x = 28.0 kappa5_y = -850.0 //PARK kappa6_x = 14.16 kappa6_y = -1140.0 //BED POINT kappa7_x = 73.16 kappa7_y = -1359.8 //BED POINT kappa8_x = -221.0 kappa8_y = -197.0 //ASPATRIA kappa9_x = 282.8 kappa9_y = -1492.4 // TORRINGTON kappa10_x = -644.0 kappa10_y = -721.5 // AIRPORT kappa11_x = -212.0 kappa11_y = 310.0 //cedar grove kappa12_x = -1255.0 kappa12_y = -113.0 //Pike Creek // ******************************************* START OF CUTSCENE *************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_as2_failed ENDIF // PRINT_BIG ( AS2 ) 15000 2 SET_FADING_COLOUR 0 0 0 DO_FADE 250 FADE_OUT PRINT_BIG ( AS2 ) 15000 2 SWITCH_STREAMING OFF */ REQUEST_MODEL csitecutscene LOAD_SPECIAL_CHARACTER 1 asuka LOAD_SPECIAL_CHARACTER 2 miguel LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 ASUKAH LOAD_SPECIAL_MODEL cut_obj3 WHIP /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED csitecutscene WAIT 0 ENDWHILE WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED cut_obj3 WAIT 0 ENDWHILE LOAD_CUTSCENE a7_etg SWITCH_STREAMING ON SET_CUTSCENE_OFFSET 369.02 -327.5 18.46 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka SET_CUTSCENE_ANIM cs_asuka asuka CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel SET_CUTSCENE_ANIM cs_miguel miguel CREATE_CUTSCENE_OBJECT cut_obj3 cs_whip SET_CUTSCENE_ANIM cs_whip WHIP CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka //CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead //SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950 SET_PLAYER_HEADING player 270.0 DO_FADE 250 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING OFF SWITCH_WORLD_PROCESSING OFF START_CUTSCENE //------CUTSCENE TEXT----------------------------- GET_CUTSCENE_TIME cs_time WHILE cs_time < 3445 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_A1) 10000 1 WHILE cs_time < 7961 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_A2) 10000 1 WHILE cs_time < 9836 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_A) 10000 1 WHILE cs_time < 13013 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_B) 10000 1 WHILE cs_time < 16802 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_C) 10000 1 WHILE cs_time < 20591 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_D) 10000 1 WHILE cs_time < 23499 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_E) 10000 1 WHILE cs_time < 27594 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS2_F) 10000 1 WHILE cs_time < 30000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_CAMERA_BEHIND_PLAYER WAIT 500 DO_FADE 1500 FADE_IN UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3 SWITCH_RUBBISH ON SWITCH_STREAMING ON SWITCH_WORLD_PROCESSING ON // ******************************************END OF CUTSCENE******************************** // Mission stuff goes here DISPLAY_ONSCREEN_COUNTER_WITH_STRING counter_kappa_dead COUNTER_DISPLAY_NUMBER KILLS GET_GAME_TIMER timer_as2_start PRINT_NOW (AS2_12) 5000 1//Cruise Liberty's districts to find etc. etc. PRINT_SOON (AS2_12A) 5000 1 SET_GANG_WEAPONS GANG_MAFIA WEAPONTYPE_PISTOL WEAPONTYPE_UZI //The Mafia /* REQUEST_MODEL PED_FEMALE1 WHILE NOT HAS_MODEL_LOADED PED_FEMALE1 WAIT 0 ENDWHILE */ REQUEST_MODEL coffee WHILE NOT HAS_MODEL_LOADED coffee WAIT 0 ENDWHILE REQUEST_MODEL CAR_COLUMB WHILE NOT HAS_MODEL_LOADED CAR_COLUMB WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_COLOMBIAN_A WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A WAIT 0 ENDWHILE REQUEST_MODEL PED_GANG_COLOMBIAN_B WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_B WAIT 0 ENDWHILE /* PRINT_NOW (AS2_A) 4000 1 //We underestimated Catalina's plans for SPANK. It reaches far beyond the Yardies selling it on street corners. MESSAGE_WAIT 4000 true PRINT_NOW (AS2_B) 4000 1 //The Cartel have a front company; The Kappa Coffee House franchise. MESSAGE_WAIT 4000 true PRINT_NOW (AS2_C) 4000 1 //They've been selling SPANK through street stalls all over Liberty's three districts. MESSAGE_WAIT 4000 true PRINT_NOW (AS2_D) 4000 1 //Put all these drug barrows out of operation!! MESSAGE_WAIT 4000 true PRINT_NOW (AS2_E) 4000 1 //Once you've done the first hit, you'll have eight minutes before the Cartel can warn their pushers. MESSAGE_WAIT 4000 true //-----test stuff----- test_x = 354.0 test_y = -327.0 CREATE_OBJECT coffee test_x test_y -100.0 kappa_test //SET_OBJECT_HEADING kappa_test 0.0 */ WHILE counter_kappa_dead < 9 WAIT 0 //-------------------------------------------CREATE KAPPAS------------------------------------------------------------------------------------ IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL IF flag_kappa1_created = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player kappa1_x kappa1_y 150.0 150.0 false CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A kappa1_x kappa1_y -100.0 kappa_cartel1 //SET_CHAR_HEADING kappa_cartel1 270.0 SET_CHAR_THREAT_SEARCH kappa_cartel1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel1 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true CREATE_OBJECT coffee kappa1_x kappa1_y -100.0 kappa_1 SET_OBJECT_HEADING kappa_1 180.0 SET_OBJECT_COLLISION kappa_1 true SET_OBJECT_DYNAMIC kappa_1 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE -1350.4 -259.6 49.7 false IF blip_kappa1_created = 0 ADD_BLIP_FOR_OBJECT kappa_1 blip_kappa1 blip_kappa1_created = 1 ENDIF flag_Kappa1_created = 1 ENDIF ENDIF /* IF flag_kappa2_created = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player kappa2_x kappa2_y 70.0 70.0 false CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B kappa2_x kappa2_y -100.0 kappa_cartel2 //SET_CHAR_HEADING kappa_cartel2 270.0 SET_CHAR_THREAT_SEARCH kappa_cartel2 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel2 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel2 true CREATE_OBJECT coffee kappa2_x kappa2_y -100.0 kappa_2 SET_OBJECT_HEADING kappa_2 270.0 SET_OBJECT_COLLISION kappa_2 true SET_OBJECT_DYNAMIC kappa_2 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE 1024.2 -466.5 14.9 false IF blip_kappa2_created = 0 ADD_BLIP_FOR_OBJECT kappa_2 blip_kappa2 blip_kappa2_created = 1 ENDIF flag_Kappa2_created = 1 ENDIF ENDIF */ IF flag_kappa3_created = 0 IF IS_PLAYER_IN_ZONE player LITTLEI CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A kappa3_x kappa3_y -100.0 kappa_cartel3 SET_CHAR_HEADING kappa_cartel3 270.0 SET_CHAR_THREAT_SEARCH kappa_cartel3 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel3 WEAPONTYPE_SHOTGUN 10 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel3 true CREATE_OBJECT coffee kappa3_x kappa3_y -100.0 kappa_3 SET_OBJECT_HEADING kappa_3 180.0 SET_OBJECT_COLLISION kappa_3 true SET_OBJECT_DYNAMIC kappa_3 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE 1343.3 -845.5 15.0 false IF blip_kappa3_created = 0 ADD_BLIP_FOR_OBJECT kappa_3 blip_kappa3 blip_kappa3_created = 1 ENDIF flag_Kappa3_created = 1 ENDIF ENDIF /* ELSE IF flag_kappa1_created = 1 IF flag_kappa1_dead = 0 DELETE_CHAR kappa_cartel1 DELETE_OBJECT kappa_1 flag_kappa1_created = 0 blip_kappa1_created = 0 ENDIF IF flag_kappa1_dead = 1 DELETE_CHAR kappa_cartel1 DELETE_OBJECT kappa_1 ENDIF ENDIF IF flag_kappa2_created = 1 IF flag_kappa2_dead = 0 DELETE_CHAR kappa_cartel2 DELETE_OBJECT kappa_2 flag_kappa2_created = 0 blip_kappa2_created = 0 ENDIF IF flag_kappa2_dead = 1 DELETE_CHAR kappa_cartel2 DELETE_OBJECT kappa_2 ENDIF ENDIF IF flag_kappa3_created = 1 IF flag_kappa3_dead = 0 DELETE_CHAR kappa_cartel3 DELETE_OBJECT kappa_3 flag_kappa3_created = 0 blip_kappa3_created = 0 ENDIF IF flag_kappa3_dead = 1 DELETE_CHAR kappa_cartel3 DELETE_OBJECT kappa_3 ENDIF ENDIF */ ENDIF IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL IF flag_kappa4_created = 0 //IF IS_PLAYER_IN_ZONE player COM_EAS CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B kappa4_x kappa4_y -100.0 kappa_cartel4 SET_CHAR_HEADING kappa_cartel4 360.0 SET_CHAR_THREAT_SEARCH kappa_cartel4 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel4 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel4 true ADD_ARMOUR_TO_CHAR kappa_cartel4 100 CREATE_OBJECT coffee kappa4_x kappa4_y -100.0 kappa_4 //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION 286.5 -668.5 26.2 false SET_OBJECT_HEADING kappa_4 270.0 SET_OBJECT_COLLISION kappa_4 true SET_OBJECT_DYNAMIC kappa_4 false IF blip_kappa4_created = 0 ADD_BLIP_FOR_OBJECT kappa_4 blip_kappa4 blip_kappa4_created = 1 ENDIF flag_Kappa4_created = 1 //ENDIF ENDIF IF flag_kappa5_created = 0 IF IS_PLAYER_IN_ZONE player PARK CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A kappa5_x kappa5_y -100.0 kappa_cartel5 SET_CHAR_THREAT_SEARCH kappa_cartel5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel5 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel5 true CREATE_OBJECT coffee kappa5_x kappa5_y -100.0 kappa_5 SET_OBJECT_COLLISION kappa_5 true SET_OBJECT_DYNAMIC kappa_5 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE 28.6 -849.9 32.7 false IF blip_kappa5_created = 0 ADD_BLIP_FOR_OBJECT kappa_5 blip_kappa5 blip_kappa5_created = 1 ENDIF flag_Kappa5_created = 1 ENDIF ENDIF IF flag_kappa6_created = 0 IF IS_PLAYER_IN_ZONE player SHOPING CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B kappa6_x kappa6_y -100.0 kappa_cartel6 SET_CHAR_HEADING kappa_cartel6 190.0 SET_CHAR_THREAT_SEARCH kappa_cartel6 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel6 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel6 true CREATE_OBJECT coffee kappa6_x kappa6_y -100.0 kappa_6 SET_OBJECT_HEADING kappa_6 145.0 SET_OBJECT_COLLISION kappa_6 true SET_OBJECT_DYNAMIC kappa_6 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE 13.67 -1140.5 26.19 false IF blip_kappa6_created = 0 ADD_BLIP_FOR_OBJECT kappa_6 blip_kappa6 blip_kappa6_created = 1 ENDIF flag_Kappa6_created = 1 ENDIF ENDIF IF flag_kappa7_created = 0 IF IS_PLAYER_IN_ZONE player SHOPING CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A kappa7_x kappa7_y -100.0 kappa_cartel7 //SET_CHAR_HEADING kappa_cartel7 190.0 SET_CHAR_THREAT_SEARCH kappa_cartel7 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel7 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel7 true CREATE_OBJECT coffee kappa7_x kappa7_y -100.0 kappa_7 SET_OBJECT_COLLISION kappa_7 true SET_OBJECT_DYNAMIC kappa_7 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE 74.0 -1359.6 26.2 false IF blip_kappa7_created = 0 ADD_BLIP_FOR_OBJECT kappa_7 blip_kappa7 blip_kappa7_created = 1 ENDIF flag_Kappa7_created = 1 ENDIF ENDIF /* IF flag_kappa8_created = 0 IF IS_PLAYER_IN_ZONE player STADIUM CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B kappa8_x kappa8_y -100.0 kappa_cartel8 SET_CHAR_HEADING kappa_cartel8 350.0 SET_CHAR_THREAT_SEARCH kappa_cartel8 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel8 WEAPONTYPE_SHOTGUN 10 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel8 true CREATE_OBJECT coffee kappa8_x kappa8_y -100.0 kappa_8 SET_OBJECT_HEADING kappa_8 270.0 SET_OBJECT_COLLISION kappa_8 true SET_OBJECT_DYNAMIC kappa_8 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE -220.8 -197.5 12.1 false IF blip_kappa8_created = 0 ADD_BLIP_FOR_OBJECT kappa_8 blip_kappa8 blip_kappa8_created = 1 ENDIF flag_Kappa8_created = 1 ENDIF ENDIF */ IF flag_kappa9_created = 0 IF IS_PLAYER_IN_ZONE player YAKUSA CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A kappa9_x kappa9_y 23.7 kappa_cartel9 SET_CHAR_THREAT_SEARCH kappa_cartel9 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel9 WEAPONTYPE_SHOTGUN 10 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel9 true CREATE_OBJECT coffee kappa9_x kappa9_y -100.0 kappa_9 SET_OBJECT_HEADING kappa_9 270.0 SET_OBJECT_COLLISION kappa_9 true SET_OBJECT_DYNAMIC kappa_9 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE 282.9 -1493.1 23.7 false IF blip_kappa9_created = 0 ADD_BLIP_FOR_OBJECT kappa_9 blip_kappa9 blip_kappa9_created = 1 ENDIF flag_Kappa9_created = 1 ENDIF ENDIF /* ELSE IF flag_kappa10_created = 1 IF flag_kappa4_dead = 0 DELETE_CHAR kappa_cartel4 DELETE_OBJECT kappa_4 flag_kappa4_created = 0 blip_kappa4_created = 0 ENDIF IF flag_kappa4_dead = 1 DELETE_CHAR kappa_cartel4 DELETE_OBJECT kappa_4 ENDIF ENDIF IF flag_kappa5_created = 1 IF flag_kappa5_dead = 0 DELETE_CHAR kappa_cartel5 DELETE_OBJECT kappa_5 flag_kappa5_created = 0 blip_kappa5_created = 0 ENDIF IF flag_kappa5_dead = 1 DELETE_CHAR kappa_cartel5 DELETE_OBJECT kappa_5 ENDIF ENDIF IF flag_kappa6_created = 1 IF flag_kappa6_dead = 0 DELETE_CHAR kappa_cartel6 DELETE_OBJECT kappa_6 flag_kappa6_created = 0 blip_kappa6_created = 0 ENDIF IF flag_kappa6_dead = 1 DELETE_CHAR kappa_cartel6 DELETE_OBJECT kappa_6 ENDIF ENDIF IF flag_kappa7_created = 1 IF flag_kappa7_dead = 0 DELETE_CHAR kappa_cartel7 DELETE_OBJECT kappa_7 flag_kappa7_created = 0 blip_kappa7_created = 0 ENDIF IF flag_kappa7_dead = 1 DELETE_CHAR kappa_cartel7 DELETE_OBJECT kappa_7 ENDIF ENDIF IF flag_kappa8_created = 1 IF flag_kappa8_dead = 0 DELETE_CHAR kappa_cartel8 DELETE_OBJECT kappa_8 flag_kappa8_created = 0 blip_kappa8_created = 0 ENDIF IF flag_kappa8_dead = 1 DELETE_CHAR kappa_cartel8 DELETE_OBJECT kappa_8 ENDIF ENDIF IF flag_kappa9_created = 1 IF flag_kappa9_dead = 0 DELETE_CHAR kappa_cartel9 DELETE_OBJECT kappa_9 flag_kappa9_created = 0 blip_kappa9_created = 0 ENDIF IF flag_kappa9_dead = 1 DELETE_CHAR kappa_cartel9 DELETE_OBJECT kappa_9 ENDIF ENDIF */ ENDIF IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN IF flag_kappa10_created = 0 IF IS_PLAYER_IN_ZONE player AIRPORT CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B kappa10_x kappa10_y 18.9 kappa_cartel10 SET_CHAR_HEADING kappa_cartel10 50.0 SET_CHAR_THREAT_SEARCH kappa_cartel10 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel10 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel10 true CREATE_OBJECT coffee kappa10_x kappa10_y -100.0 kappa_10 SET_OBJECT_COLLISION kappa_10 true SET_OBJECT_DYNAMIC kappa_10 false //ADD_PARTICLE_EFFECT POBJECT_DRY_ICE -724.3 -548.8 9.1 false IF blip_kappa10_created = 0 ADD_BLIP_FOR_OBJECT kappa_10 blip_kappa10 blip_kappa10_created = 1 ENDIF flag_Kappa10_created = 1 ENDIF ENDIF /* IF flag_kappa11_created = 0 IF IS_PLAYER_IN_ZONE player SWANKS OR IS_PLAYER_IN_ZONE player PROJECT CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A kappa11_x kappa11_y -100.0 kappa_cartel11 SET_CHAR_HEADING kappa_cartel11 90.0 SET_CHAR_THREAT_SEARCH kappa_cartel11 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel11 WEAPONTYPE_UZI 60 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel11 true CREATE_OBJECT coffee kappa11_x kappa11_y -100.0 kappa_11 SET_OBJECT_HEADING kappa_11 0.0 SET_OBJECT_COLLISION kappa_11 true SET_OBJECT_DYNAMIC kappa_11 false IF blip_kappa11_created = 0 ADD_BLIP_FOR_OBJECT kappa_11 blip_kappa11 blip_kappa11_created = 1 ENDIF flag_Kappa11_created = 1 ENDIF ENDIF */ IF flag_kappa12_created = 0 IF IS_PLAYER_IN_ZONE player SUB_IND CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B kappa12_x kappa12_y -100.0 kappa_cartel12 SET_CHAR_THREAT_SEARCH kappa_cartel12 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel12 WEAPONTYPE_UZI 60 CREATE_OBJECT coffee kappa12_x kappa12_y -100.0 kappa_12 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel12 true SET_OBJECT_COLLISION kappa_12 true SET_OBJECT_DYNAMIC kappa_12 false IF blip_kappa12_created = 0 ADD_BLIP_FOR_OBJECT kappa_12 blip_kappa12 blip_kappa12_created = 1 ENDIF flag_Kappa12_created = 1 ENDIF ENDIF IF flag_kappa10_created = 1 OR flag_kappa12_created = 1 IF flag_guard1_created = 0 CREATE_CAR CAR_COLUMB -706.3 -285.7 18.3 patriot_1 CREATE_CHAR_INSIDE_CAR patriot_1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A varmint_1 GIVE_WEAPON_TO_CHAR varmint_1 WEAPONTYPE_UZI 60 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS varmint_1 player flag_guard1_created = 1 ENDIF ENDIF /* ELSE IF flag_kappa10_created = 1 IF flag_kappa10_dead = 0 DELETE_CHAR kappa_cartel10 DELETE_OBJECT kappa_10 flag_kappa10_created = 0 blip_kappa10_created = 0 ENDIF IF flag_kappa10_dead = 1 DELETE_CHAR kappa_cartel10 DELETE_OBJECT kappa_10 ENDIF ENDIF IF flag_kappa11_created = 1 IF flag_kappa11_dead = 0 DELETE_CHAR kappa_cartel11 DELETE_OBJECT kappa_11 flag_kappa11_created = 0 blip_kappa11_created = 0 ENDIF IF flag_kappa11_dead = 1 DELETE_CHAR kappa_cartel11 DELETE_OBJECT kappa_11 ENDIF ENDIF IF flag_kappa12_created = 1 IF flag_kappa12_dead = 0 DELETE_CHAR kappa_cartel12 DELETE_OBJECT kappa_12 flag_kappa12_created = 0 blip_kappa12_created = 0 ENDIF IF flag_kappa12_dead = 1 DELETE_CHAR kappa_cartel12 DELETE_OBJECT kappa_12 ENDIF ENDIF */ ENDIF //---------------------------------------KAPPA DEATH CHECK--------------------------------------------------------------------------------------- IF flag_kappa1_dead = 0 AND flag_kappa1_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_1 flag_kappa1_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_ind //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa1 IF NOT IS_CHAR_DEAD kappa_cartel1 CLEAR_CHAR_THREAT_SEARCH kappa_cartel1 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel1 1335.5 -820.5 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel1 TURN_CHAR_TO_FACE_PLAYER kappa_cartel1 player ENDIF ENDIF IF flag_kappa1_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel1 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel1 TURN_CHAR_TO_FACE_PLAYER kappa_cartel1 player SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 false //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel1 SET_CHAR_THREAT_SEARCH kappa_cartel1 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel1 player ENDIF ENDIF ENDIF /* IF flag_kappa2_dead = 0 AND flag_kappa2_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_2 flag_kappa2_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_ind kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa2 MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel2 ENDIF IF NOT IS_CHAR_DEAD kappa_cartel2 TURN_CHAR_TO_FACE_PLAYER kappa_cartel2 player ENDIF ENDIF */ IF flag_kappa3_dead = 0 AND flag_kappa3_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_3 flag_kappa3_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_ind //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa3 IF NOT IS_CHAR_DEAD kappa_cartel3 CLEAR_CHAR_THREAT_SEARCH kappa_cartel3 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel3 1342.7 -259.0 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel3 TURN_CHAR_TO_FACE_PLAYER kappa_cartel3 player ENDIF ENDIF IF flag_kappa3_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel3 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel3 TURN_CHAR_TO_FACE_PLAYER kappa_cartel3 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel3 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel3 false SET_CHAR_THREAT_SEARCH kappa_cartel3 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel3 player ENDIF ENDIF ENDIF IF flag_kappa4_dead = 0 AND flag_kappa4_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_4 flag_kappa4_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_com //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa4 IF NOT IS_CHAR_DEAD kappa_cartel4 CLEAR_CHAR_THREAT_SEARCH kappa_cartel4 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel4 280.0 -676.5 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel4 TURN_CHAR_TO_FACE_PLAYER kappa_cartel4 player ENDIF ENDIF IF flag_kappa4_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel4 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel4 TURN_CHAR_TO_FACE_PLAYER kappa_cartel4 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel4 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel4 false SET_CHAR_THREAT_SEARCH kappa_cartel4 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel4 player ENDIF ENDIF ENDIF IF flag_kappa5_dead = 0 AND flag_kappa5_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_5 flag_kappa5_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_com //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa5 IF NOT IS_CHAR_DEAD kappa_cartel5 CLEAR_CHAR_THREAT_SEARCH kappa_cartel5 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel5 34.5 -850.0 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel5 TURN_CHAR_TO_FACE_PLAYER kappa_cartel5 player ENDIF ENDIF IF flag_kappa5_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel5 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel5 TURN_CHAR_TO_FACE_PLAYER kappa_cartel5 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel5 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel5 false SET_CHAR_THREAT_SEARCH kappa_cartel5 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel5 player ENDIF ENDIF ENDIF IF flag_kappa6_dead = 0 AND flag_kappa6_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_6 flag_kappa6_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_com //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa6 IF NOT IS_CHAR_DEAD kappa_cartel6 CLEAR_CHAR_THREAT_SEARCH kappa_cartel6 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel6 13.7 -1135.3 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel6 TURN_CHAR_TO_FACE_PLAYER kappa_cartel6 player ENDIF ENDIF IF flag_kappa6_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel6 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel6 TURN_CHAR_TO_FACE_PLAYER kappa_cartel6 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel6 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel6 false SET_CHAR_THREAT_SEARCH kappa_cartel6 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel6 player ENDIF ENDIF ENDIF IF flag_kappa7_dead = 0 AND flag_kappa7_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_7 flag_kappa7_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_com //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa7 IF NOT IS_CHAR_DEAD kappa_cartel7 CLEAR_CHAR_THREAT_SEARCH kappa_cartel7 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel7 79.0 -1361.0 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel7 TURN_CHAR_TO_FACE_PLAYER kappa_cartel7 player ENDIF ENDIF IF flag_kappa7_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel7 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel7 TURN_CHAR_TO_FACE_PLAYER kappa_cartel7 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel7 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel7 false SET_CHAR_THREAT_SEARCH kappa_cartel7 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel7 player ENDIF ENDIF ENDIF /* IF flag_kappa8_dead = 0 AND flag_kappa8_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_8 flag_kappa8_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_com kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa8 MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel8 ENDIF IF NOT IS_CHAR_DEAD kappa_cartel8 TURN_CHAR_TO_FACE_PLAYER kappa_cartel8 player ENDIF ENDIF */ IF flag_kappa9_dead = 0 AND flag_kappa9_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_9 flag_kappa9_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_com //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa9 IF NOT IS_CHAR_DEAD kappa_cartel9 CLEAR_CHAR_THREAT_SEARCH kappa_cartel9 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel9 282.5 -1501.0 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel9 TURN_CHAR_TO_FACE_PLAYER kappa_cartel9 player ENDIF ENDIF IF flag_kappa9_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel9 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel9 TURN_CHAR_TO_FACE_PLAYER kappa_cartel9 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel9 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel9 false SET_CHAR_THREAT_SEARCH kappa_cartel9 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel9 player ENDIF ENDIF ENDIF IF flag_kappa10_dead = 0 AND flag_kappa10_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_10 flag_kappa10_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_sub //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa10 IF NOT IS_CHAR_DEAD kappa_cartel10 CLEAR_CHAR_THREAT_SEARCH kappa_cartel10 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel10 -638.8 -721.6 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel10 TURN_CHAR_TO_FACE_PLAYER kappa_cartel10 player ENDIF ENDIF IF flag_kappa10_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel10 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel10 TURN_CHAR_TO_FACE_PLAYER kappa_cartel10 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel10 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel10 false SET_CHAR_THREAT_SEARCH kappa_cartel10 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel10 player ENDIF ENDIF ENDIF /* IF flag_kappa11_dead = 0 AND flag_kappa11_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_11 flag_kappa11_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_sub kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa11 MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel11 ENDIF IF NOT IS_CHAR_DEAD kappa_cartel11 TURN_CHAR_TO_FACE_PLAYER kappa_cartel11 player ENDIF ENDIF */ IF flag_kappa12_dead = 0 AND flag_kappa12_created = 1 IF HAS_OBJECT_BEEN_DAMAGED kappa_12 flag_kappa12_dead = 1 ++ counter_kappa_dead ++ counter_kappa_dead_sub //kappa_time = kappa_time + 10000 PRINT_WITH_NUMBER_BIG (AS2_11) counter_kappa_dead 2000 1 REMOVE_BLIP blip_kappa12 IF NOT IS_CHAR_DEAD kappa_cartel12 CLEAR_CHAR_THREAT_SEARCH kappa_cartel12 SET_CHAR_OBJ_RUN_TO_COORD kappa_cartel12 -1251.0 -114.5 ENDIF ENDIF IF NOT IS_CHAR_DEAD kappa_cartel12 TURN_CHAR_TO_FACE_PLAYER kappa_cartel12 player ENDIF ENDIF IF flag_kappa12_dead > 0 IF NOT IS_CHAR_DEAD kappa_cartel12 IF IS_CHAR_OBJECTIVE_PASSED kappa_cartel12 TURN_CHAR_TO_FACE_PLAYER kappa_cartel12 player //MARK_CHAR_AS_NO_LONGER_NEEDED kappa_cartel12 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel12 false SET_CHAR_THREAT_SEARCH kappa_cartel12 THREAT_PLAYER1 //SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel12 player ENDIF ENDIF ENDIF //---------------------STEAM-------------------------- GET_GAME_TIMER timer_as2_now timer_as2_dif = timer_as2_now - timer_as2_start IF timer_as2_dif > particle_time_as2 particle_time_as2 = particle_time_as2 + 50 flag_particle_as2 = 1 ENDIF IF flag_particle_as2 = 1 IF flag_kappa1_dead = 0 AND flag_kappa1_created = 1 GET_OBJECT_COORDINATES kappa_1 steam_x steam_y steam_z //steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa1_dead = 1 AND flag_kappa1_created = 1 GET_OBJECT_COORDINATES kappa_1 steam_x steam_y steam_z //steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_1_fire flag_kappa1_dead = 2 ENDIF /* IF flag_kappa2_dead = 0 AND flag_kappa2_created = 1 GET_OBJECT_COORDINATES kappa_2 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa2_dead = 1 AND flag_kappa2_created = 1 GET_OBJECT_COORDINATES kappa_2 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_2_fire flag_kappa2_dead = 2 ENDIF */ IF flag_kappa3_dead = 0 AND flag_kappa3_created = 1 GET_OBJECT_COORDINATES kappa_3 steam_x steam_y steam_z //steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa3_dead = 1 AND flag_kappa3_created = 1 GET_OBJECT_COORDINATES kappa_3 steam_x steam_y steam_z //steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_3_fire flag_kappa3_dead = 2 ENDIF IF flag_kappa4_dead = 0 AND flag_kappa4_created = 1 GET_OBJECT_COORDINATES kappa_4 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa4_dead = 1 AND flag_kappa4_created = 1 GET_OBJECT_COORDINATES kappa_4 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_4_fire flag_kappa4_dead = 2 ENDIF IF flag_kappa5_dead = 0 AND flag_kappa5_created = 1 GET_OBJECT_COORDINATES kappa_5 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa5_dead = 1 AND flag_kappa5_created = 1 GET_OBJECT_COORDINATES kappa_5 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_5_fire flag_kappa5_dead = 2 ENDIF IF flag_kappa6_dead = 0 AND flag_kappa6_created = 1 GET_OBJECT_COORDINATES kappa_6 steam_x steam_y steam_z //steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 steam_x = steam_x - 1.0 steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa6_dead = 1 AND flag_kappa6_created = 1 GET_OBJECT_COORDINATES kappa_6 steam_x steam_y steam_z //steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 steam_x = steam_x - 1.0 steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_6_fire flag_kappa6_dead = 2 ENDIF IF flag_kappa7_dead = 0 AND flag_kappa7_created = 1 GET_OBJECT_COORDINATES kappa_7 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa7_dead = 1 AND flag_kappa7_created = 1 GET_OBJECT_COORDINATES kappa_7 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_7_fire flag_kappa7_dead = 2 ENDIF /* IF flag_kappa8_dead = 0 AND flag_kappa8_created = 1 GET_OBJECT_COORDINATES kappa_8 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa8_dead = 1 AND flag_kappa8_created = 1 GET_OBJECT_COORDINATES kappa_8 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_8_fire flag_kappa8_dead = 2 ENDIF */ IF flag_kappa9_dead = 0 AND flag_kappa9_created = 1 GET_OBJECT_COORDINATES kappa_9 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa9_dead = 1 AND flag_kappa9_created = 1 GET_OBJECT_COORDINATES kappa_9 steam_x steam_y steam_z steam_x = steam_x + 1.0 //steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_9_fire flag_kappa9_dead = 2 ENDIF IF flag_kappa10_dead = 0 AND flag_kappa10_created = 1 GET_OBJECT_COORDINATES kappa_10 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa10_dead = 1 AND flag_kappa10_created = 1 GET_OBJECT_COORDINATES kappa_10 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_10_fire flag_kappa10_dead = 2 ENDIF /* IF flag_kappa11_dead = 0 AND flag_kappa11_created = 1 GET_OBJECT_COORDINATES kappa_11 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa11_dead = 1 AND flag_kappa11_created = 1 GET_OBJECT_COORDINATES kappa_11 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_11_fire flag_kappa11_dead = 2 ENDIF */ IF flag_kappa12_dead = 0 AND flag_kappa12_created = 1 GET_OBJECT_COORDINATES kappa_12 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE_SLOWMOTION steam_x steam_y steam_z 0.0 0.0 0.0 0.3 0 0 0 50 ENDIF IF flag_kappa12_dead = 1 AND flag_kappa12_created = 1 GET_OBJECT_COORDINATES kappa_12 steam_x steam_y steam_z //steam_x = steam_x + 1.0 steam_y = steam_y + 1.0 //steam_x = steam_x - 1.0 //steam_y = steam_y - 1.0 START_SCRIPT_FIRE steam_x steam_y steam_z kappa_12_fire flag_kappa12_dead = 2 ENDIF flag_particle_as2 = 0 ENDIF //-------------------------------------------TIMER-------TIMER----TIMER---------------------------------------- IF kappa_time < 1 PRINT_NOW (AS2_4) 3000 1 //The Cartel have warned their pushers!! //WAIT 3000 GOTO mission_as2_failed ENDIF IF counter_kappa_dead = 1 AND flag_timer_started = 0 DISPLAY_ONSCREEN_TIMER kappa_time flag_timer_started = 1 ENDIF //----------------------------------------PLAYER INFO---------------------------------------------------------- IF counter_kappa_dead_ind = 2 AND flag_as2_1 = 0 PRINT_NOW (AS2_1) 3000 1 //All Espresso Carts in Portland wrecked! WAIT 3000 flag_as2_1 = 1 IF flag_as2_2 = 0 AND flag_as2_3 = 0 PRINT_NOW (AS2_5) 4000 1 //There are still coffee carts in Staunton Island and Shoreside Vale! WAIT 3000 ENDIF IF flag_as2_2 = 1 AND flag_as2_3 = 0 PRINT_NOW (AS2_6) 4000 1 //There are still coffee carts in Shoreside Vale! WAIT 3000 ENDIF IF flag_as2_2 = 0 AND flag_as2_3 = 1 PRINT_NOW (AS2_7) 4000 1 //There are still coffee carts on Staunton Island! WAIT 3000 ENDIF ENDIF IF counter_kappa_dead_com = 5 AND flag_as2_2 = 0 PRINT_NOW (AS2_2) 3000 1 //All Espresso Carts in Downtown wrecked! WAIT 3000 flag_as2_2 = 1 IF flag_as2_1 = 0 AND flag_as2_3 = 0 PRINT_NOW (AS2_9) 4000 1 //There are still coffee carts in Portland and Shoreside Vale! WAIT 3000 ENDIF IF flag_as2_1 = 1 AND flag_as2_3 = 0 PRINT_NOW (AS2_6) 4000 1 //There are still coffee carts in Shoreside Vale! WAIT 3000 ENDIF IF flag_as2_1 = 0 AND flag_as2_3 = 1 PRINT_NOW (AS2_8) 4000 1 //There are still coffee carts in Portland! WAIT 3000 ENDIF ENDIF IF counter_kappa_dead_sub = 2 AND flag_as2_3 = 0 PRINT_NOW (AS2_3) 3000 1 //All Espresso Carts in Shoreside Vale wrecked! WAIT 3000 flag_as2_3 = 1 IF flag_as2_1 = 0 AND flag_as2_2 = 0 PRINT_NOW (AS2_10) 4000 1 //There are still coffee carts in Portland and Staunton Island! WAIT 3000 ENDIF IF flag_as2_1 = 1 AND flag_as2_2 = 0 PRINT_NOW (AS2_7) 4000 1 //There are still coffee carts on Staunton Island! WAIT 3000 ENDIF IF flag_as2_1 = 0 AND flag_as2_2 = 1 PRINT_NOW (AS2_8) 4000 1 //There are still coffee carts in Portland! WAIT 3000 ENDIF ENDIF ENDWHILE GOTO mission_as2_passed // Mission Asuka Sub2 failed mission_as2_failed: PRINT_BIG ( M_FAIL ) 2000 1 IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_COMMERCIAL ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_COMMERCIAL ENDIF RETURN // mission Asuka Sub2 passed mission_as2_passed: flag_asuka_suburban_mission2_passed = 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 40000 5000 1 //"Mission Passed!" PLAY_MISSION_PASSED_TUNE 1 CLEAR_WANTED_LEVEL player ADD_SCORE player 40000 REGISTER_MISSION_PASSED AS2 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT asuka_suburban_mission3_loop RETURN // mission cleanup mission_cleanup_as2: flag_player_on_mission = 0 flag_player_on_asuka_suburban_mission = 0 CLEAR_ONSCREEN_TIMER kappa_time CLEAR_ONSCREEN_COUNTER counter_kappa_dead SET_GANG_WEAPONS GANG_MAFIA WEAPONTYPE_PISTOL WEAPONTYPE_SHOTGUN //The Mafia IF flag_kappa1_dead = 0 AND flag_kappa1_created = 1 REMOVE_BLIP blip_kappa1 ENDIF /*IF flag_kappa2_dead = 0 AND flag_kappa2_created = 1 REMOVE_BLIP blip_kappa2 ENDIF*/ IF flag_kappa3_dead = 0 AND flag_kappa3_created = 1 REMOVE_BLIP blip_kappa3 ENDIF IF flag_kappa4_dead = 0 AND flag_kappa4_created = 1 REMOVE_BLIP blip_kappa4 ENDIF IF flag_kappa5_dead = 0 AND flag_kappa5_created = 1 REMOVE_BLIP blip_kappa5 ENDIF IF flag_kappa6_dead = 0 AND flag_kappa6_created = 1 REMOVE_BLIP blip_kappa6 ENDIF IF flag_kappa7_dead = 0 AND flag_kappa7_created = 1 REMOVE_BLIP blip_kappa7 ENDIF /*IF flag_kappa8_dead = 0 AND flag_kappa8_created = 1 REMOVE_BLIP blip_kappa8 ENDIF*/ IF flag_kappa9_dead = 0 AND flag_kappa9_created = 1 REMOVE_BLIP blip_kappa9 ENDIF IF flag_kappa10_dead = 0 AND flag_kappa10_created = 1 REMOVE_BLIP blip_kappa10 ENDIF /*IF flag_kappa11_dead = 0 AND flag_kappa11_created = 1 REMOVE_BLIP blip_kappa11 ENDIF*/ IF flag_kappa12_dead = 0 AND flag_kappa12_created = 1 REMOVE_BLIP blip_kappa12 ENDIF REMOVE_ALL_SCRIPT_FIRES MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_1 //MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_2 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_3 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_4 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_5 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_6 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_7 //MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_8 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_9 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_10 //MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_11 MARK_OBJECT_AS_NO_LONGER_NEEDED kappa_12 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB MARK_MODEL_AS_NO_LONGER_NEEDED coffee MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_B MISSION_HAS_FINISHED RETURN ///________________________________GOSUBS_______GOSUBS________________________________BYTHEWAY
asusb3
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // ***********************************ASUKA SUBURBAN MISSION 3****************************** // ***************************************************************************************** // ***************************************'Plane to Sea'************************************ // ***************************************************************************************** // Mission start stuff GOSUB mission_start_as3 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_as3_failed ENDIF GOSUB mission_cleanup_as3 MISSION_END // Variables for mission VAR_INT timer_as3 player_as3_boat dodo_as3 VAR_INT bouy_1_as3 bouy_2_as3 bouy_3_as3 bouy_4_as3 bouy_5_as3 VAR_INT bouy_6_as3 bouy_7_as3 bouy_8_as3 bouy_9_as3 bouy_10_as3 VAR_INT bouy_point VAR_INT blip_as3_boat blip_as3_bouy blip_as3_dodo blip_stash VAR_INT blip_charlie_1 blip_charlie_2 blip_charlie_3 blip_charlie_4 VAR_INT blip_charlie_5 blip_charlie_6 blip_charlie_7 blip_charlie_8 VAR_FLOAT platform_x platform_y VAR_FLOAT dodo_as3_x dodo_as3_y dodo_as3_z VAR_INT charlie_1 charlie_2 charlie_3 charlie_4 VAR_INT charlie_5 charlie_6 charlie_7 charlie_8 VAR_INT rocket_as3 VAR_FLOAT charlie_1_x charlie_1_y charlie_1_z VAR_FLOAT charlie_2_x charlie_2_y charlie_2_z VAR_FLOAT charlie_3_x charlie_3_y charlie_3_z VAR_FLOAT charlie_4_x charlie_4_y charlie_4_z VAR_FLOAT charlie_5_x charlie_5_y charlie_5_z VAR_FLOAT charlie_6_x charlie_6_y charlie_6_z VAR_FLOAT charlie_7_x charlie_7_y charlie_7_z VAR_FLOAT charlie_8_x charlie_8_y charlie_8_z VAR_FLOAT min_x max_x min_y max_y min_z max_z VAR_INT counter_charlie flag_counter_message particle_time flag_particle flag_boat_message VAR_INT flag_charlie_1 flag_charlie_2 flag_charlie_3 flag_charlie_4 VAR_INT flag_charlie_5 flag_charlie_6 flag_charlie_7 flag_charlie_8 VAR_INT flag_commence_approach flag_runway_blip flag_boat_blip flag_bouy_blip VAR_INT timer_as3_start timer_as3_now timer_as3_dif VAR_INT flag_created_baddies flag_mission_as3_failed // ****************************************Mission Start************************************ mission_start_as3: REGISTER_MISSION_GIVEN SCRIPT_NAME asusb3 //PRINT_BIG ( AS3 ) 5000 1 flag_player_on_mission = 1 flag_player_on_asuka_mission = 1 WAIT 0 //----------------------------SET FLAGS & VARIABLES-------------------------------------------- timer_as3 = 210000 counter_charlie = 0 flag_commence_approach = 0 flag_counter_message = 0 flag_runway_blip = 0 flag_boat_blip = 0 flag_bouy_blip = 0 particle_time = 0 flag_particle = 0 flag_charlie_1 = 0 flag_charlie_2 = 0 flag_charlie_3 = 0 flag_charlie_4 = 0 flag_charlie_5 = 0 flag_charlie_6 = 0 flag_charlie_7 = 0 flag_charlie_8 = 0 flag_messages = 0 flag_created_baddies = 0 flag_mission_as3_failed = 0 flag_boat_message = 0 // ---------------------------LOCATION COORDS-------------------------------------------------- platform_x = -805.0 platform_y = -1310.0 killzone_min_x = -1460.0 killzone_min_y = -1050.0 killzone_max_x = -1450.0 killzone_max_y = -1040.0 // ******************************************* START OF CUTSCENE *************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_as3_failed ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 250 FADE_OUT PRINT_BIG ( AS3 ) 15000 2 SWITCH_STREAMING OFF */ REQUEST_MODEL csitecutscene LOAD_SPECIAL_CHARACTER 1 asuka LOAD_SPECIAL_CHARACTER 2 miguel LOAD_SPECIAL_CHARACTER 3 maria LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 ASUKAH LOAD_SPECIAL_MODEL cut_obj3 MARIAH LOAD_SPECIAL_MODEL cut_obj4 WHIP /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED csitecutscene WAIT 0 ENDWHILE WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 OR NOT HAS_SPECIAL_CHARACTER_LOADED 3 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj3 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED cut_obj4 WAIT 0 ENDWHILE LOAD_CUTSCENE a8_ps SWITCH_STREAMING ON SET_CUTSCENE_OFFSET 369.02 -327.5 18.46 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka SET_CUTSCENE_ANIM cs_asuka asuka CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel SET_CUTSCENE_ANIM cs_miguel miguel CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_maria SET_CUTSCENE_ANIM cs_maria maria CREATE_CUTSCENE_OBJECT cut_obj4 cs_whip SET_CUTSCENE_ANIM cs_whip WHIP CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_maria CUT_OBJ3 cs_mariahead SET_CUTSCENE_HEAD_ANIM cs_mariahead maria CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka /* CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel */ SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950 SET_PLAYER_HEADING player 270.0 DO_FADE 250 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING OFF //SWITCH_WORLD_PROCESSING OFF START_CUTSCENE //------CUTSCENE TEXT----------------------------- GET_CUTSCENE_TIME cs_time WHILE cs_time < 459 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_A) 5000 1 WHILE cs_time < 4401 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_B) 3000 1 WHILE cs_time < 7348 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_C) 5000 1 WHILE cs_time < 10448 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_C1) 5000 1 WHILE cs_time < 11597 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_D) 2000 1 WHILE cs_time < 13625 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_E) 3000 1 WHILE cs_time < 16457 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_F) 5000 1 WHILE cs_time < 19021 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_F1) 5000 1 WHILE cs_time < 22389 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_G) 5000 1 WHILE cs_time < 26064 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_G1) 5000 1 WHILE cs_time < 28628 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_H) 5000 1 WHILE cs_time < 33182 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_H1) 5000 1 WHILE cs_time < 35785 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_I) 3000 1 WHILE cs_time < 39765 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_J) 3000 1 WHILE cs_time < 42026 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (AS3_K) 3000 1 //WHILE cs_time < 12000 WHILE cs_time < 44333 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 1000 FADE_IN UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 UNLOAD_SPECIAL_CHARACTER 3 MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4 SWITCH_STREAMING ON SWITCH_RUBBISH ON //SWITCH_WORLD_PROCESSING ON // ******************************************END OF CUTSCENE******************************** // Mission stuff goes here DISPLAY_ONSCREEN_TIMER timer_as3 //----------------------------LOAD MODELS------------------------------------------------------ REQUEST_MODEL BOAT_REEFER WHILE NOT HAS_MODEL_LOADED BOAT_REEFER WAIT 0 ENDWHILE CREATE_CAR BOAT_REEFER -330.5 -1462.4 0.0 player_as3_boat SET_CAR_HEADING player_as3_boat 95.0 ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat flag_boat_blip = 1 CREATE_PICKUP WEAPON_ROCKET PICKUP_ONCE -279.6 -1473.8 6.2 rocket_as3 REQUEST_MODEL PLANE_DEADDODO WHILE NOT HAS_MODEL_LOADED PLANE_DEADDODO WAIT 0 ENDWHILE REQUEST_MODEL packagelarge WHILE NOT HAS_MODEL_LOADED packagelarge WAIT 0 ENDWHILE REQUEST_MODEL bouy WHILE NOT HAS_MODEL_LOADED bouy WAIT 0 ENDWHILE REQUEST_MODEL PLANE_DODO WHILE NOT HAS_MODEL_LOADED PLANE_DODO WAIT 0 ENDWHILE /* PRINT AS3_A 5000 1//"There is a plane coming into Francis International in (2/3/4/5/6) hours time. It is full of Catalina's poison." MESSAGE_WAIT 5000 1 PRINT AS3_B 5000 1//"You can avoid airport security by getting a boat out to the runway-light pontoons and shooting the plane down on it's approach." MESSAGE_WAIT 5000 1 PRINT AS3_C 5000 1//"Collect the charlie from the debris and stash it!" MESSAGE_WAIT 5000 1 */ CREATE_OBJECT bouy -825.0 -1360.0 2.0 bouy_1_as3 CREATE_OBJECT bouy -705.0 -1410.0 2.0 bouy_3_as3 CREATE_OBJECT bouy -585.0 -1460.0 2.0 bouy_5_as3 CREATE_OBJECT bouy -785.0 -1260.0 2.0 bouy_6_as3 CREATE_OBJECT bouy -665.0 -1310.0 2.0 bouy_8_as3 CREATE_OBJECT bouy -545.0 -1360.0 2.0 bouy_10_as3 CREATE_OBJECT bouy -765.0 -1385.0 2.0 bouy_2_as3 CREATE_OBJECT bouy -645.0 -1435.0 2.0 bouy_4_as3 CREATE_OBJECT bouy -725.0 -1285.0 2.0 bouy_7_as3 CREATE_OBJECT bouy -605.0 -1335.0 2.0 bouy_9_as3 CREATE_OBJECT bouy platform_x platform_y 2.0 bouy_point SET_OBJECT_COLLISION bouy_1_as3 true SET_OBJECT_DYNAMIC bouy_1_as3 true SET_OBJECT_COLLISION bouy_2_as3 true SET_OBJECT_DYNAMIC bouy_2_as3 true SET_OBJECT_COLLISION bouy_3_as3 true SET_OBJECT_DYNAMIC bouy_3_as3 true SET_OBJECT_COLLISION bouy_4_as3 true SET_OBJECT_DYNAMIC bouy_4_as3 true SET_OBJECT_COLLISION bouy_5_as3 true SET_OBJECT_DYNAMIC bouy_5_as3 true SET_OBJECT_COLLISION bouy_6_as3 true SET_OBJECT_DYNAMIC bouy_6_as3 true SET_OBJECT_COLLISION bouy_7_as3 true SET_OBJECT_DYNAMIC bouy_7_as3 true SET_OBJECT_COLLISION bouy_8_as3 true SET_OBJECT_DYNAMIC bouy_8_as3 true SET_OBJECT_COLLISION bouy_9_as3 true SET_OBJECT_DYNAMIC bouy_9_as3 true SET_OBJECT_COLLISION bouy_10_as3 true SET_OBJECT_DYNAMIC bouy_10_as3 true SET_OBJECT_COLLISION bouy_point true SET_OBJECT_DYNAMIC bouy_point true //ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy //CHANGE_BLIP_COLOUR blip_as3_bouy 4 //-----------------CREATE CARTEL BADDIES-------------------------------------- REQUEST_MODEL PED_GANG_COLOMBIAN_A WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A 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 GOSUB baddies loop_as3_1: //---player not at location and plane not triggered---------------- WAIT 0 IF flag_messages = 0 IF flag_boat_message = 0 PRINT_NOW (AS3_1) 4000 1//Find the boat and get to the runway marker bouys! flag_boat_message = 1 flag_messages = 1 ENDIF ENDIF IF flag_messages = 0 IF flag_boat_message = 1 PRINT_NOW (AS3_1A) 4000 1//~g~Now get to the ~b~marker buoy! flag_boat_message = 2 flag_messages = 1 ENDIF ENDIF IF IS_PLAYER_IN_MODEL player BOAT_REEFER OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER IF flag_boat_blip = 1 REMOVE_BLIP blip_as3_boat flag_boat_blip = 0 ENDIF IF flag_bouy_blip = 0 ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy flag_bouy_blip = 1 flag_messages = 0 ENDIF ENDIF IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER IF flag_boat_blip = 0 AND NOT IS_CAR_DEAD player_as3_boat ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat flag_boat_blip = 1 ENDIF IF flag_bouy_blip = 1 REMOVE_BLIP blip_as3_bouy flag_bouy_blip = 0 flag_messages = 0 ENDIF ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 160.0 160.0 false IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN LOAD_COLLISION_WITH_SCREEN LEVEL_SUBURBAN ENDIF ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 15.0 15.0 false REMOVE_BLIP blip_as3_bouy CLEAR_PRINTS flag_messages = 0 GOTO loop_as3_3 ENDIF IF timer_as3 < 91000 IF flag_commence_approach = 0 START_DRUG_RUN flag_commence_approach = 1 FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo CHANGE_BLIP_SCALE blip_as3_dodo 2 ENDIF CLEAR_PRINTS flag_messages = 0 GOTO loop_as3_2 ENDIF IF timer_as3 < 1 CLEAR_ONSCREEN_TIMER timer_as3 ENDIF GOSUB baddies GOTO loop_as3_1 loop_as3_2: //---player not at location and plane is triggered----------------- WAIT 0 REMOVE_BLIP blip_as3_dodo IF flag_messages = 0 IF flag_boat_message = 0 PRINT_NOW (AS3_1) 4000 1//Find the boat and get to the runway marker bouys! flag_boat_message = 1 flag_messages = 1 ENDIF ENDIF IF flag_messages = 0 IF flag_boat_message = 1 PRINT_NOW (AS3_2) 4000 1//Get to the runway marker buoys! The plane is on its final approach!! flag_boat_message = 2 flag_messages = 1 ENDIF ENDIF IF IS_PLAYER_IN_MODEL player BOAT_REEFER OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER IF flag_boat_blip = 1 REMOVE_BLIP blip_as3_boat flag_boat_blip = 0 ENDIF IF flag_bouy_blip = 0 ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy flag_bouy_blip = 1 flag_messages = 0 flag_boat_message = 1 ENDIF ENDIF IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER IF flag_boat_blip = 0 AND NOT IS_CAR_DEAD player_as3_boat ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat flag_boat_blip = 1 ENDIF IF flag_bouy_blip = 1 REMOVE_BLIP blip_as3_bouy flag_bouy_blip = 0 flag_messages = 0 flag_boat_message = 1 ENDIF ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 160.0 160.0 false IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN LOAD_COLLISION_WITH_SCREEN LEVEL_SUBURBAN ENDIF ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 15.0 15.0 false REMOVE_BLIP blip_as3_bouy CLEAR_PRINTS flag_messages = 0 GOTO loop_as3_4 ENDIF IF HAS_DRUG_RUN_BEEN_COMPLETED GOTO mission_as3_failed ENDIF IF HAS_DRUG_PLANE_BEEN_SHOT_DOWN CLEAR_PRINTS CLEAR_ONSCREEN_TIMER timer_as3 flag_messages = 0 GOTO loop_as3_6 ENDIF IF timer_as3 < 1 CLEAR_ONSCREEN_TIMER timer_as3 ENDIF //TEST BLIP FOR PLANE FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo CHANGE_BLIP_SCALE blip_as3_dodo 3 GOSUB area_check IF flag_mission_as3_failed = 1 GOTO mission_as3_failed ENDIF GOSUB baddies GOTO loop_as3_2 loop_as3_3: //---player at location, plane not triggered----------------------- WAIT 0 IF flag_messages = 0 PRINT_NOW (AS3_3) 4000 1 //Wait for the plane to start its approach! flag_messages = 0 ENDIF IF IS_PLAYER_IN_MODEL player BOAT_REEFER OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER IF flag_boat_blip = 1 REMOVE_BLIP blip_as3_boat flag_boat_blip = 0 ENDIF IF flag_bouy_blip = 0 ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy flag_bouy_blip = 1 flag_messages = 0 ENDIF ENDIF IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER IF flag_boat_blip = 0 AND NOT IS_CAR_DEAD player_as3_boat ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat flag_boat_blip = 1 ENDIF IF flag_bouy_blip = 1 REMOVE_BLIP blip_as3_bouy flag_bouy_blip = 0 flag_messages = 0 ENDIF ENDIF IF timer_as3 < 91000 IF flag_commence_approach = 0 START_DRUG_RUN flag_commence_approach = 1 FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo CHANGE_BLIP_SCALE blip_as3_dodo 3 ENDIF CLEAR_PRINTS flag_messages = 0 GOTO loop_as3_4 ENDIF IF timer_as3 < 1 CLEAR_ONSCREEN_TIMER timer_as3 ENDIF GOSUB baddies GOTO loop_as3_3 loop_as3_4: //---player at location, plane triggered--------------------------- WAIT 0 REMOVE_BLIP blip_as3_dodo //IF NOT IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_ROCKET IF flag_messages = 0 PRINT_NOW (AS3_4) 4000 1 //Use a rocket launcher to shoot the plane down! flag_messages = 1 ENDIF IF NOT IS_CAR_DEAD player_as3_boat IF IS_PLAYER_IN_CAR player player_as3_boat AND flag_boat_blip = 1 REMOVE_BLIP blip_as3_boat flag_boat_blip = 0 ENDIF IF NOT IS_PLAYER_IN_CAR player player_as3_boat AND flag_boat_blip = 0 ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat flag_boat_blip = 1 flag_messages = 0 ENDIF ENDIF IF HAS_DRUG_RUN_BEEN_COMPLETED GOTO mission_as3_failed ENDIF IF HAS_DRUG_PLANE_BEEN_SHOT_DOWN CLEAR_PRINTS CLEAR_ONSCREEN_TIMER timer_as3 flag_messages = 0 GOTO loop_as3_6 ENDIF IF timer_as3 < 1 CLEAR_ONSCREEN_TIMER timer_as3 ENDIF //TEST BLIP FOR PLANE FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo CHANGE_BLIP_SCALE blip_as3_dodo 2 GOSUB area_check IF flag_mission_as3_failed = 1 GOTO mission_as3_failed ENDIF GOSUB baddies GOTO loop_as3_4 loop_as3_6: //---drug shipment shot down---(NB not really a loop!)------------- //FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z REMOVE_BLIP blip_as3_boat REMOVE_BLIP blip_as3_bouy CREATE_CAR PLANE_DODO dodo_as3_x dodo_as3_y dodo_as3_z dodo_as3 SET_CAR_HEALTH dodo_as3 1 dodo_as3_x = dodo_as3_x + 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_1 FLASH_OBJECT charlie_1 On SET_OBJECT_COLLISION charlie_1 TRUE SET_OBJECT_DYNAMIC charlie_1 TRUE ADD_BLIP_FOR_OBJECT charlie_1 blip_charlie_1 ADD_TO_OBJECT_VELOCITY charlie_1 18.0 12.0 6.0 //blossom pattern //ADD_TO_OBJECT_VELOCITY charlie_1 10.0 0.0 0.0 //dodo velocity dodo_as3_y = dodo_as3_y - 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_2 FLASH_OBJECT charlie_2 On SET_OBJECT_COLLISION charlie_2 TRUE SET_OBJECT_DYNAMIC charlie_2 TRUE ADD_BLIP_FOR_OBJECT charlie_2 blip_charlie_2 ADD_TO_OBJECT_VELOCITY charlie_2 14.0 -19.0 7.0 dodo_as3_x = dodo_as3_x - 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_3 FLASH_OBJECT charlie_3 On SET_OBJECT_COLLISION charlie_3 TRUE SET_OBJECT_DYNAMIC charlie_3 TRUE ADD_BLIP_FOR_OBJECT charlie_3 blip_charlie_3 ADD_TO_OBJECT_VELOCITY charlie_3 13.0 -15.0 1.0 dodo_as3_x = dodo_as3_x - 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_4 FLASH_OBJECT charlie_4 On SET_OBJECT_COLLISION charlie_4 TRUE SET_OBJECT_DYNAMIC charlie_4 TRUE ADD_BLIP_FOR_OBJECT charlie_4 blip_charlie_4 ADD_TO_OBJECT_VELOCITY charlie_4 -18.0 -19.5 4.0 dodo_as3_y = dodo_as3_y + 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_5 FLASH_OBJECT charlie_5 On SET_OBJECT_COLLISION charlie_5 TRUE SET_OBJECT_DYNAMIC charlie_5 TRUE ADD_BLIP_FOR_OBJECT charlie_5 blip_charlie_5 ADD_TO_OBJECT_VELOCITY charlie_5 -7.0 11.0 8.0 dodo_as3_y = dodo_as3_y + 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_6 FLASH_OBJECT charlie_6 On SET_OBJECT_COLLISION charlie_6 TRUE SET_OBJECT_DYNAMIC charlie_6 TRUE ADD_BLIP_FOR_OBJECT charlie_6 blip_charlie_6 ADD_TO_OBJECT_VELOCITY charlie_6 -17.0 4.8 7.0 dodo_as3_x = dodo_as3_x + 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_7 FLASH_OBJECT charlie_7 On SET_OBJECT_COLLISION charlie_7 TRUE SET_OBJECT_DYNAMIC charlie_7 TRUE ADD_BLIP_FOR_OBJECT charlie_7 blip_charlie_7 ADD_TO_OBJECT_VELOCITY charlie_7 -11.0 12.0 7.0 dodo_as3_x = dodo_as3_x + 1.0 CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_8 FLASH_OBJECT charlie_8 On SET_OBJECT_COLLISION charlie_8 TRUE SET_OBJECT_DYNAMIC charlie_8 TRUE ADD_BLIP_FOR_OBJECT charlie_8 blip_charlie_8 ADD_TO_OBJECT_VELOCITY charlie_8 10.0 10.0 0.0 GET_GAME_TIMER timer_as3_start loop_as3_7: //----collect the packages!!-------------- WHILE counter_charlie < 8 WAIT 0 GOSUB baddies IF flag_counter_message = 0 PRINT_NOW (AS3_5) 5000 1//Collect the cargo! flag_counter_message = 1 ENDIF GET_GAME_TIMER timer_as3_now timer_as3_dif = timer_as3_now - timer_as3_start IF timer_as3_dif > particle_time particle_time = timer_as3_dif + 200 flag_particle = 1 ENDIF IF flag_particle = 1 IF flag_charlie_1 = 0 GET_OBJECT_COORDINATES charlie_1 charlie_1_x charlie_1_y charlie_1_z /* min_x = charlie_1_x - 0.2 max_x = charlie_1_x + 0.2 min_y = charlie_1_y - 0.2 max_y = charlie_1_y + 0.2 min_z = charlie_1_z - 0.2 max_z = charlie_1_z + 0.2 REMOVE_PARTICLE_EFFECTS_IN_AREA Min_x Min_y Min_z Max_x Max_y Max_z */ IF timer_as3_dif < 6000 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_1_x charlie_1_y charlie_1_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 6000 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_1_x charlie_1_y charlie_1_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF IF flag_charlie_2 = 0 GET_OBJECT_COORDINATES charlie_2 charlie_2_x charlie_2_y charlie_2_z IF timer_as3_dif < 4000 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_2_x charlie_2_y charlie_2_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 4000 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_2_x charlie_2_y charlie_2_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF IF flag_charlie_3 = 0 GET_OBJECT_COORDINATES charlie_3 charlie_3_x charlie_3_y charlie_3_z IF timer_as3_dif < 7000 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_3_x charlie_3_y charlie_3_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 7000 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_3_x charlie_3_y charlie_3_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF IF flag_charlie_4 = 0 GET_OBJECT_COORDINATES charlie_4 charlie_4_x charlie_4_y charlie_4_z IF timer_as3_dif < 3500 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_4_x charlie_4_y charlie_4_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 3500 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_4_x charlie_4_y charlie_4_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF IF flag_charlie_5 = 0 GET_OBJECT_COORDINATES charlie_5 charlie_5_x charlie_5_y charlie_5_z IF timer_as3_dif < 8000 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_5_x charlie_5_y charlie_5_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 8000 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_5_x charlie_5_y charlie_5_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF IF flag_charlie_6 = 0 GET_OBJECT_COORDINATES charlie_6 charlie_6_x charlie_6_y charlie_6_z IF timer_as3_dif < 6000 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_6_x charlie_6_y charlie_6_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 6000 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_6_x charlie_6_y charlie_6_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF IF flag_charlie_7 = 0 GET_OBJECT_COORDINATES charlie_7 charlie_7_x charlie_7_y charlie_7_z IF timer_as3_dif < 7500 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_7_x charlie_7_y charlie_7_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 7500 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_7_x charlie_7_y charlie_7_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF IF flag_charlie_8 = 0 GET_OBJECT_COORDINATES charlie_8 charlie_8_x charlie_8_y charlie_8_z IF timer_as3_dif < 4750 ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_8_x charlie_8_y charlie_8_z 0.0 0.0 0.0 0.4 0 0 0 200 ENDIF IF timer_as3_dif > 4750 ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_8_x charlie_8_y charlie_8_z 0.0 0.0 0.0 0.3 0 0 0 200 ENDIF ENDIF flag_particle = 0 ENDIF IF IS_PLAYER_IN_MODEL player BOAT_REEFER OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER IF flag_charlie_1 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_1_x charlie_1_y charlie_1_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_1 DELETE_OBJECT charlie_1 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_1 = 1 ENDIF ENDIF IF flag_charlie_2 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_2_x charlie_2_y charlie_2_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_2 DELETE_OBJECT charlie_2 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_2 = 1 ENDIF ENDIF IF flag_charlie_3 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_3_x charlie_3_y charlie_3_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_3 DELETE_OBJECT charlie_3 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_3 = 1 ENDIF ENDIF IF flag_charlie_4 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_4_x charlie_4_y charlie_4_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_4 DELETE_OBJECT charlie_4 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_4 = 1 ENDIF ENDIF IF flag_charlie_5 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_5_x charlie_5_y charlie_5_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_5 DELETE_OBJECT charlie_5 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_5 = 1 ENDIF ENDIF IF flag_charlie_6 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_6_x charlie_6_y charlie_6_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_6 DELETE_OBJECT charlie_6 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_6 = 1 ENDIF ENDIF IF flag_charlie_7 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_7_x charlie_7_y charlie_7_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_7 DELETE_OBJECT charlie_7 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_7 = 1 ENDIF ENDIF IF flag_charlie_8 = 0 IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_8_x charlie_8_y charlie_8_z 4.0 4.0 4.0 false REMOVE_BLIP blip_charlie_8 DELETE_OBJECT charlie_8 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_8 = 1 ENDIF ENDIF ELSE IF flag_charlie_1 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_1 REMOVE_BLIP blip_charlie_1 DELETE_OBJECT charlie_1 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_1 = 1 ENDIF ENDIF IF flag_charlie_2 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_2 REMOVE_BLIP blip_charlie_2 DELETE_OBJECT charlie_2 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_2 = 1 ENDIF ENDIF IF flag_charlie_3 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_3 REMOVE_BLIP blip_charlie_3 DELETE_OBJECT charlie_3 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_3 = 1 ENDIF ENDIF IF flag_charlie_4 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_4 REMOVE_BLIP blip_charlie_4 DELETE_OBJECT charlie_4 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_4 = 1 ENDIF ENDIF IF flag_charlie_5 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_5 REMOVE_BLIP blip_charlie_5 DELETE_OBJECT charlie_5 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_5 = 1 ENDIF ENDIF IF flag_charlie_6 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_6 REMOVE_BLIP blip_charlie_6 DELETE_OBJECT charlie_6 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_6 = 1 ENDIF ENDIF IF flag_charlie_7 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_7 REMOVE_BLIP blip_charlie_7 DELETE_OBJECT charlie_7 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_7 = 1 ENDIF ENDIF IF flag_charlie_8 = 0 IF IS_PLAYER_TOUCHING_OBJECT player charlie_8 REMOVE_BLIP blip_charlie_8 DELETE_OBJECT charlie_8 ++ counter_charlie PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1 flag_charlie_8 = 1 ENDIF ENDIF ENDIF ENDWHILE //loop_as3_8: //------------------------------Stashing the Charlie----------------------------------- PRINT_NOW (STASH) 4000 1 ADD_BLIP_FOR_COORD 367.25 -328.0 19.5 blip_stash WHILE NOT LOCATE_PLAYER_ON_FOOT_3D player 366.939 -328.025 18.5 1.0 1.0 4.0 true WAIT 0 ENDWHILE REMOVE_BLIP blip_stash // ******************************************* START OF CUTSCENE *************************** MAKE_PLAYER_SAFE_FOR_CUTSCENE Player SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT SWITCH_STREAMING OFF PRINT_BIG ( AS4 ) 15000 2 WHILE GET_FADING_STATUS WAIT 0 ENDWHILE REQUEST_MODEL csitecutscene LOAD_SPECIAL_CHARACTER 1 asuka LOAD_SPECIAL_CHARACTER 2 miguel LOAD_SPECIAL_MODEL cut_obj1 whip LOAD_SPECIAL_MODEL cut_obj2 note /* WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_SPECIAL_CHARACTER_LOADED 2 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED csitecutscene WAIT 0 ENDWHILE LOAD_CUTSCENE a9_asd SET_CUTSCENE_OFFSET 369.02 -327.5 18.46 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka SET_CUTSCENE_ANIM cs_asuka asuka CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel SET_CUTSCENE_ANIM cs_miguel miguel CREATE_CUTSCENE_OBJECT CUT_OBJ1 cs_whip SET_CUTSCENE_ANIM cs_whip whip CREATE_CUTSCENE_OBJECT CUT_OBJ2 cs_note SET_CUTSCENE_ANIM cs_note note //CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead //SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950 SET_PLAYER_HEADING player 270.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING ON START_CUTSCENE //------CUTSCENE TEXT----------------------------- GET_CUTSCENE_TIME cs_time WHILE cs_time < 3000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (CAT1_A) 5000 1 WHILE cs_time < 8000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW (CAT1_B) 4000 1 WHILE cs_time < 12444 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 CLEAR_PRINTS CLEAR_CUTSCENE //DO_FADE 0 FADE_OUT SET_CAMERA_BEHIND_PLAYER WAIT 500 DO_FADE 1500 FADE_IN UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene SWITCH_RUBBISH ON // ******************************************END OF CUTSCENE******************************** GOTO mission_as3_passed // Mission Asuka Sub3 failed mission_as3_failed: PRINT_BIG ( M_FAIL ) 2000 1 IF HAS_PLAYER_BEEN_ARRESTED player OVERRIDE_POLICE_STATION_LEVEL LEVEL_COMMERCIAL ENDIF IF IS_PLAYER_DEAD player OVERRIDE_HOSPITAL_LEVEL LEVEL_COMMERCIAL ENDIF RETURN // mission Asuka Sub3 passed mission_as3_passed: flag_asuka_suburban_mission3_passed = 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 45000 5000 1 PLAY_MISSION_PASSED_TUNE 1 CLEAR_WANTED_LEVEL player ADD_SCORE player 45000 REMOVE_BLIP asuka_contact_blip REMOVE_BLIP maria_contact_blip ADD_SPRITE_BLIP_FOR_CONTACT_POINT -362.8 245.9 60.0 RADAR_SPRITE_CAT maria_contact_blip START_NEW_SCRIPT cat_mission1_loop REGISTER_MISSION_PASSED AS3 PLAYER_MADE_PROGRESS 1 //START_NEW_SCRIPT asuka_suburban_mission4_loop RETURN // mission cleanup mission_cleanup_as3: flag_player_on_mission = 0 flag_player_on_asuka_suburban_mission = 0 CLEAR_ONSCREEN_TIMER timer_as3 REMOVE_BLIP blip_as3_boat REMOVE_BLIP blip_as3_dodo REMOVE_BLIP blip_as3_bouy REMOVE_BLIP blip_stash IF NOT HAS_PICKUP_BEEN_COLLECTED rocket_as3 REMOVE_PICKUP rocket_as3 ENDIF MARK_MODEL_AS_NO_LONGER_NEEDED bouy MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_REEFER MARK_MODEL_AS_NO_LONGER_NEEDED packagelarge MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DEADDODO MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DODO MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_B MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB MISSION_HAS_FINISHED RETURN ///________________________________GOSUBS_______GOSUBS________________________________BYTHEWAY baddies: IF flag_created_baddies = 0 IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1015.0 -1269.0 -100.0 kappa_cartel1 SET_CHAR_HEADING kappa_cartel1 265.0 SET_CHAR_THREAT_SEARCH kappa_cartel1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel1 WEAPONTYPE_CHAINGUN 100 ADD_ARMOUR_TO_CHAR kappa_cartel1 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1013.0 -1260.7 -100.0 kappa_cartel2 SET_CHAR_HEADING kappa_cartel2 300.0 SET_CHAR_THREAT_SEARCH kappa_cartel2 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel2 WEAPONTYPE_M16 100 ADD_ARMOUR_TO_CHAR kappa_cartel2 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel2 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1027.3 -1265.2 -100.0 kappa_cartel3 SET_CHAR_HEADING kappa_cartel3 265.0 SET_CHAR_THREAT_SEARCH kappa_cartel3 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel3 WEAPONTYPE_CHAINGUN 100 ADD_ARMOUR_TO_CHAR kappa_cartel3 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel3 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1380.0 -1043.0 -100.0 kappa_cartel4 SET_CHAR_HEADING kappa_cartel4 340.0 SET_CHAR_THREAT_SEARCH kappa_cartel4 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel4 WEAPONTYPE_M16 100 ADD_ARMOUR_TO_CHAR kappa_cartel4 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel4 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1392.0 -1043.3 -100.0 kappa_cartel5 SET_CHAR_HEADING kappa_cartel5 240.0 SET_CHAR_THREAT_SEARCH kappa_cartel5 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel5 WEAPONTYPE_M16 100 ADD_ARMOUR_TO_CHAR kappa_cartel5 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel5 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1488.0 -1056.0 -100.0 kappa_cartel6 SET_CHAR_HEADING kappa_cartel6 110.0 SET_CHAR_THREAT_SEARCH kappa_cartel6 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel6 WEAPONTYPE_M16 100 ADD_ARMOUR_TO_CHAR kappa_cartel6 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel6 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1473.0 -1062.0 -100.0 kappa_cartel7 SET_CHAR_HEADING kappa_cartel7 280.0 SET_CHAR_THREAT_SEARCH kappa_cartel7 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel7 WEAPONTYPE_M16 100 ADD_ARMOUR_TO_CHAR kappa_cartel7 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel7 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -849.0 -1235.0 -100.0 kappa_cartel8 SET_CHAR_HEADING kappa_cartel8 250.0 SET_CHAR_THREAT_SEARCH kappa_cartel8 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel8 WEAPONTYPE_CHAINGUN 100 ADD_ARMOUR_TO_CHAR kappa_cartel8 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1478.0 -1055.0 -100.0 kappa_cartel9 SET_CHAR_HEADING kappa_cartel9 250.0 SET_CHAR_THREAT_SEARCH kappa_cartel9 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel9 WEAPONTYPE_CHAINGUN 100 ADD_ARMOUR_TO_CHAR kappa_cartel9 100 //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true CREATE_CAR CAR_COLUMB -1019.0 -1263.0 -100.0 cartel_car_a_as1 SET_CAR_HEADING cartel_car_a_as1 50.0 CREATE_CAR CAR_COLUMB -1383.3 -1045.0 -100.0 cartel_car_b_as1 SET_CAR_HEADING cartel_car_b_as1 231.5 CREATE_CAR CAR_COLUMB -1478.3 -1062.8 -100.0 cartel_car_d_as1 SET_CAR_HEADING cartel_car_b_as1 250.0 CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1385.3 -1035.0 -100.0 kappa_cartel10 SET_CHAR_HEADING kappa_cartel10 231.0 SET_CHAR_THREAT_SEARCH kappa_cartel10 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR kappa_cartel10 WEAPONTYPE_ROCKET 5 ADD_ARMOUR_TO_CHAR kappa_cartel10 100 SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true flag_created_baddies = 1 ENDIF ENDIF IF flag_created_baddies = 1 IF LOCATE_PLAYER_ANY_MEANS_2D player -1019.0 -1263.0 60.0 60.0 false IF NOT IS_CHAR_DEAD kappa_cartel3 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel3 player ENDIF ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player -1385.3 -1035.0 80.0 80.0 false IF NOT IS_CHAR_DEAD kappa_cartel4 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel4 player ENDIF IF NOT IS_CHAR_DEAD kappa_cartel5 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel5 player ENDIF ENDIF IF LOCATE_PLAYER_ANY_MEANS_2D player -1478.3 -1062.8 80.0 80.0 false IF NOT IS_CHAR_DEAD kappa_cartel6 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel6 player ENDIF IF NOT IS_CHAR_DEAD kappa_cartel7 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel7 player ENDIF IF NOT IS_CHAR_DEAD kappa_cartel9 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel9 player ENDIF ENDIF ENDIF RETURN area_check: IF dodo_as3_x > killzone_min_x AND dodo_as3_x < killzone_max_x IF dodo_as3_y > killzone_min_y AND dodo_as3_y < killzone_max_y IF dodo_as3_z > 5.0 AND dodo_as3_z < 30.0 flag_mission_as3_failed = 1 ENDIF ENDIF ENDIF RETURN