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
п · о · р
GTA III Grand Theft Auto III
Форматы файлов.b.a3d.anm.col.cfg.dff.dat.gxt.ide.ifp.img/.dir.ipl.raw/.sdt.rep.sc.scm.set.txd.zon
Документацияcarcols.datCHASE.DATCULLZONE.DATcuts.imgdefault.datfistfite.datflight.datgta3.exegta3.dat
gta3.imggta3.zonhandling.cfgmain.scmmap.datmap.zonobject.datparticle.cfgped.datpedgrp.dat
pedstats.datsfx.rawsurface.datTimeCyc.DATtracks.dattrain.datwater.datwaterpro.datweapon.dat
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