Asuka
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asuka1
MISSION_START // ***************************************************************************************** // ******************************* Asuka mission 1 ************************************* // ******************************* Salvatore's Sendoff ************************************* // ***************************************************************************************** // *** Salvatore will be leaving Luigi's Club in 3 hours. The player will have to kill *** // *** him before he arrives at his mansion. He will come out of the club with a very *** // *** large Mafia escort. (3 cars full and 5 extra goons) If the player is spotted *** // *** before Salvatore leaves the club, they will attack. *** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_asuka1 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_asuka1_failed ENDIF GOSUB mission_cleanup_asuka1 MISSION_END // Variables for mission VAR_INT hours_a1 mins_a1 time_left_a1 beamer1_a1 beamer2_a1 beamer3_a1 mission_blip_am1 VAR_INT mafia_1X mafia_2X mafia_3X mafia_4X mafia_5X mafia_6X mafia_7X mafia_8X mafia_9X mafia_10X mafia_11X mafia_12X mafia_13X mafia_14X mafia_15X VAR_INT mafia_8_flag mafia_9_flag mafia_10_flag mafia_11_flag mafia_12_flag mafia_13_flag frankie_flag VAR_INT set_beamer_1_kill_player set_beamer_2_kill_player set_beamer_3_kill_player VAR_INT beamer1_health beamer2_health beamer3_health garage_door_close timera_reset_flag_a1 timerb_reset_flag_a1 timerc_reset_flag_a1 VAR_INT timerc_started_a1 timerc_current_a1 timerc_a1 frankies_ride fuckers_car beamer_1_dead_flag beamer_2_dead_flag beamer_3_dead_flag VAR_INT players_car_a1 kill_player_now_flag spotted_print enter_car_flag frankie_exists_flag VAR_INT mafia_8_kill_player_flag mafia_9_kill_player_flag mafia_10_kill_player_flag mafia_11_kill_player_flag mafia_12_kill_player_flag mafia_13_kill_player_flag VAR_INT mafia_5_kill_player_flag mafia_7_kill_player_flag mafia_15_kill_player_flag VAR_INT timerx timerx_started timerx_current timerx_reset_flag VAR_INT timery timery_started timery_current timery_reset_flag VAR_INT timerz timerz_started timerz_current timerz_reset_flag VAR_FLOAT players_car_a1_speed beamer1_a1_speed beamer2_a1_speed beamer3_a1_speed VAR_FLOAT create_char_in_club_x create_char_in_club_y create_char_in_club_z bottom_of_steps_x bottom_of_steps_y mafia_10_x mafia_10_y VAR_FLOAT mafia_11_x mafia_11_y mafia_12_x mafia_12_y mafia_13_x mafia_13_y working_x_a1 working_y_a1 working_z_a1 beamer_heading VAR_FLOAT street_x street_y back_of_alley_x back_of_alley_y a1_x a1_y a1_z diff_heading_door VAR_FLOAT beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z // ****************************************Mission Start************************************ mission_start_asuka1: flag_player_on_mission = 1 flag_player_on_asuka_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 SCRIPT_NAME asuka1 hours_a1 = 0 mins_a1 = 0 time_left_a1 = 0 mafia_8_flag = 0 mafia_9_flag = 0 mafia_10_flag = 0 mafia_11_flag = 0 mafia_12_flag = 0 mafia_13_flag = 0 frankie_flag = 0 set_beamer_1_kill_player = 0 set_beamer_2_kill_player = 0 set_beamer_3_kill_player = 0 beamer1_health = 0 beamer2_health = 0 beamer3_health = 0 garage_door_close = 0 timera_reset_flag_a1 = 0 timerb_reset_flag_a1 = 0 timerc_reset_flag_a1 = 0 timerc_started_a1 = 0 timerc_current_a1 = 0 timerc_a1 = 0 door_crash_flag = 0 spotted_print = 0 frankies_ride = 0 beamer_1_dead_flag = 0 beamer_2_dead_flag = 0 beamer_3_dead_flag = 0 enter_car_flag = 0 fuckers_car = -1 frankie_exists_flag = 0 mafia_5_kill_player_flag = 0 mafia_7_kill_player_flag = 0 mafia_8_kill_player_flag = 0 mafia_9_kill_player_flag = 0 mafia_10_kill_player_flag = 0 mafia_11_kill_player_flag = 0 mafia_12_kill_player_flag = 0 mafia_13_kill_player_flag = 0 mafia_15_kill_player_flag = 0 timerx_reset_flag = 0 timery_reset_flag = 0 timerz_reset_flag = 0 beamer1_stuck_x = 0.0 beamer1_stuck_y = 0.0 beamer1_stuck_z = 0.0 beamer2_stuck_x = 0.0 beamer2_stuck_y = 0.0 beamer2_stuck_z = 0.0 beamer3_stuck_x = 0.0 beamer3_stuck_y = 0.0 beamer3_stuck_z = 0.0 // ****************************************START OF CUTSCENE******************************** /* SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT IF CAN_PLAYER_START_MISSION player MAKE_PLAYER_SAFE_FOR_CUTSCENE player ELSE GOTO mission_asuka1_failed ENDIF SWITCH_STREAMING OFF PRINT_BIG AM1 15000 2 */ LOAD_SPECIAL_CHARACTER 1 asuka LOAD_SPECIAL_CHARACTER 2 maria LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 ASUKAH LOAD_SPECIAL_MODEL cut_obj3 MARIAH REQUEST_MODEL condo_ivy REQUEST_MODEL kmricndo01 /* 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_obj2 OR NOT HAS_MODEL_LOADED cut_obj3 OR NOT HAS_MODEL_LOADED cut_obj1 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED condo_ivy OR NOT HAS_MODEL_LOADED kmricndo01 WAIT 0 ENDWHILE LOAD_CUTSCENE A1_SS0 SET_CUTSCENE_OFFSET 523.102 -636.96 15.616 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_maria SET_CUTSCENE_ANIM cs_maria maria 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_maria cut_obj3 cs_mariahead SET_CUTSCENE_HEAD_ANIM cs_mariahead maria CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE SET_PLAYER_COORDINATES player 523.6 -639.4 16.0 SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN START_CUTSCENE SWITCH_RUBBISH OFF //SWITCH_STREAMING OFF // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 5353 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_A 15000 1 WHILE cs_time < 9624 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_B 15000 1 WHILE cs_time < 13409 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_C 15000 1 WHILE cs_time < 17788 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_D 15000 1 WHILE cs_time < 20113 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_E 15000 1 WHILE cs_time < 25303 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE GET_TIME_OF_DAY hours_a1 mins_a1 hours_a1 = hours_a1 + 3 // 3 HOURS UNTIL FRANKIE LEAVES THE CLUB IF hours_a1 > 23 hours_a1 = hours_a1 - 24 ENDIF mins_a1 = 30 IF hours_a1 > 9 PRINT_WITH_2_NUMBERS_NOW AM1_F hours_a1 mins_a1 15000 1// "Salvatore Leon will be leaving Luigi's at about ~1~:~1~." ELSE PRINT_WITH_2_NUMBERS_NOW AM1_K hours_a1 mins_a1 15000 1// "Salvatore Leon will be leaving Luigi's at about 0~1~:~1~." ENDIF WHILE cs_time < 29629 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_G 15000 1 WHILE cs_time < 32657 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_H 15000 1 WHILE cs_time < 37360 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_I 15000 1 WHILE cs_time < 40118 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW AM1_J 15000 1 WHILE cs_time < 41666 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_STREAMING ON SWITCH_RUBBISH ON CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE DO_FADE 0 FADE_OUT SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 500 DO_FADE 1500 FADE_IN WHILE GET_FADING_STATUS WAIT 0 ENDWHILE UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 MARK_MODEL_AS_NO_LONGER_NEEDED condo_ivy MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj3 // ******************************************END OF CUTSCENE******************************** LOAD_SPECIAL_CHARACTER 1 frankie REQUEST_MODEL PED_GANG_MAFIA_A REQUEST_MODEL PED_GANG_MAFIA_B REQUEST_MODEL CAR_MAFIA WHILE NOT HAS_MODEL_LOADED CAR_MAFIA OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_A OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_B OR NOT HAS_SPECIAL_CHARACTER_LOADED 1 WAIT 0 ENDWHILE create_char_in_club_x = 894.0//894.3 create_char_in_club_y = -417.0//-415.78 create_char_in_club_z = 15.3 ADD_BLIP_FOR_COORD create_char_in_club_x create_char_in_club_y create_char_in_club_z mission_blip_am1 bottom_of_steps_x = 885.53 bottom_of_steps_y = -417.0 back_of_alley_x = 886.03 back_of_alley_y = -425.77 street_x = 902.72 street_y = -425.65 mafia_10_x = 902.72 - 1.0 mafia_10_y = -425.65 + 3.0 mafia_11_x = 902.72 + 1.0 mafia_11_y = -425.65 + 3.0 mafia_12_x = 902.72 + 1.0 mafia_12_y = -425.65 - 2.0 mafia_13_x = 902.72 - 1.0 mafia_13_y = -425.65 - 2.0 mafia_8_flag = 0 mafia_9_flag = 0 mafia_10_flag = 0 mafia_11_flag = 0 mafia_12_flag = 0 mafia_13_flag = 0 kill_player_now_flag = 0 PRINT_NOW AM1_5 5000 1//"Get to the Red Light District and wait for Salvatore to leave the club." IF hours_a1 > 9 PRINT_WITH_2_NUMBERS_SOON AM1_8 hours_a1 mins_a1 5000 1//"Salvatore will be leaving at about ~1~:~1~" ELSE PRINT_WITH_2_NUMBERS_SOON AM1_10 hours_a1 mins_a1 5000 1//"Salvatore will be leaving at about 0~1~:~1~" ENDIF //IF ammu2_blip_added = 0 // ADD_SPRITE_BLIP_FOR_COORD 345.5 -713.5 26.1 RADAR_SPRITE_WEAPON ammu_nation2 // ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY sprayshop2_blip // ammu2_blip_added = 1 //ENDIF GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1 WHILE NOT time_left_a1 < 1 WAIT 0 GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1 IF garage_door_close = 0 IF IS_PLAYER_IN_ZONE player REDLIGH PRINT_NOW AM1_6 5000 1//"Don't hang around Luigi's club, or the Mafia will spot you" REMOVE_BLIP mission_blip_am1 garage_door_close = 1 ENDIF ENDIF ENDWHILE IF garage_door_close = 0 IF IS_PLAYER_IN_ZONE player REDLIGH PRINT_NOW AM1_6 5000 1//"Don't hang around Luigi's club, or the Mafia will spot you" REMOVE_BLIP mission_blip_am1 garage_door_close = 1 ENDIF ENDIF GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1 WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL WAIT 0 GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1 IF time_left_a1 < 1 PRINT_NOW AM1_3 5000 1 //"You've missed Salvatore!" GOTO mission_asuka1_failed ENDIF ENDWHILE SWITCH_ROADS_OFF 905.0 -448.6 12.0 916.0 -393.0 20.0 CHANGE_GARAGE_TYPE frankie_garage GARAGE_MISSION IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 908.3 -86.0 100.0 100.0 0 working_x_a1 = 908.3 working_y_a1 = -86.0 working_z_a1 = 7.0 CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer1_a1 GET_CAR_HEADING beamer1_a1 beamer_heading beamer_heading = beamer_heading - 180.0 SET_CAR_HEADING beamer1_a1 beamer_heading LOCK_CAR_DOORS beamer1_a1 CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer1_a1 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer1_a1 TRUE working_y_a1 = working_y_a1 + 11.0 CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer2_a1 SET_CAR_HEADING beamer2_a1 beamer_heading LOCK_CAR_DOORS beamer2_a1 CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer2_a1 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer2_a1 TRUE working_y_a1 = working_y_a1 + 11.0 CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer3_a1 SET_CAR_HEADING beamer3_a1 beamer_heading LOCK_CAR_DOORS beamer3_a1 CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer3_a1 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer3_a1 TRUE ELSE working_x_a1 = 1123.67 working_y_a1 = -59.3 working_z_a1 = 7.0 CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer3_a1 GET_CAR_HEADING beamer3_a1 beamer_heading beamer_heading = beamer_heading - 180.0 SET_CAR_HEADING beamer3_a1 beamer_heading LOCK_CAR_DOORS beamer3_a1 CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer3_a1 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer3_a1 TRUE working_y_a1 = working_y_a1 - 11.0 CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer2_a1 SET_CAR_HEADING beamer2_a1 beamer_heading LOCK_CAR_DOORS beamer2_a1 CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer2_a1 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer2_a1 TRUE working_y_a1 = working_y_a1 - 11.0 CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer1_a1 SET_CAR_HEADING beamer1_a1 beamer_heading LOCK_CAR_DOORS beamer1_a1 CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer1_a1 TRUE SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer1_a1 TRUE ENDIF CREATE_CHAR_INSIDE_CAR beamer1_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B mafia_1X CREATE_CHAR_INSIDE_CAR beamer2_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A mafia_2X CREATE_CHAR_INSIDE_CAR beamer3_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A mafia_3X CREATE_CHAR_AS_PASSENGER beamer3_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A 0 mafia_4X CREATE_CHAR_AS_PASSENGER beamer3_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 1 mafia_5X CREATE_CHAR_AS_PASSENGER beamer1_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 0 mafia_6X CREATE_CHAR_AS_PASSENGER beamer1_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A 1 mafia_7X CREATE_CHAR_AS_PASSENGER beamer2_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 0 mafia_14X SET_CHAR_THREAT_SEARCH mafia_1X THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH mafia_2X THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH mafia_3X THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH mafia_4X THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH mafia_5X THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH mafia_6X THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH mafia_7X THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH mafia_14X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_1X PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY mafia_2X PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY mafia_3X PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY mafia_4X PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY mafia_5X PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY mafia_6X PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY mafia_7X PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY mafia_14X PEDSTAT_TOUGH_GUY GIVE_WEAPON_TO_CHAR mafia_1X WEAPONTYPE_UZI 999 GIVE_WEAPON_TO_CHAR mafia_2X WEAPONTYPE_UZI 999 GIVE_WEAPON_TO_CHAR mafia_3X WEAPONTYPE_UZI 999 GIVE_WEAPON_TO_CHAR mafia_4X WEAPONTYPE_UZI 999 GIVE_WEAPON_TO_CHAR mafia_5X WEAPONTYPE_UZI 999 GIVE_WEAPON_TO_CHAR mafia_6X WEAPONTYPE_UZI 999 GIVE_WEAPON_TO_CHAR mafia_7X WEAPONTYPE_UZI 999 GIVE_WEAPON_TO_CHAR mafia_14X WEAPONTYPE_UZI 999 working_x_a1 = 908.0 working_y_a1 = -435.5 working_z_a1 = 14.56 CAR_GOTO_COORDINATES beamer1_a1 working_x_a1 working_y_a1 working_z_a1 working_y_a1 = working_y_a1 + 7.0 CAR_GOTO_COORDINATES beamer2_a1 working_x_a1 working_y_a1 working_z_a1 working_y_a1 = working_y_a1 + 7.0 CAR_GOTO_COORDINATES beamer3_a1 working_x_a1 working_y_a1 working_z_a1 SET_CAR_DRIVING_STYLE beamer1_a1 2 SET_CAR_DRIVING_STYLE beamer2_a1 2 SET_CAR_DRIVING_STYLE beamer3_a1 2 SET_CAR_CRUISE_SPEED beamer1_a1 15.0 SET_CAR_CRUISE_SPEED beamer2_a1 14.0 SET_CAR_CRUISE_SPEED beamer3_a1 13.0 IF DOES_OBJECT_EXIST backdoor GET_OBJECT_HEADING backdoor door_position_a1 ENDIF LOAD_MISSION_AUDIO A1_A IF NOT IS_PLAYER_IN_AREA_2D player 873.0 -443.0 927.0 -378.0 0 SET_PLAYER_CONTROL player OFF SET_EVERYONE_IGNORE_PLAYER player ON SET_ALL_CARS_CAN_BE_DAMAGED FALSE IF IS_PLAYER_IN_ANY_CAR player APPLY_BRAKES_TO_PLAYERS_CAR player ON ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 0 FADE_OUT WAIT 0 // DO_FADE 250 FADE_OUT // WHILE GET_FADING_STATUS // WAIT 0 // ENDWHILE SWITCH_WIDESCREEN ON CLEAR_AREA 905.759 -419.944 8.0 8.0 FALSE REQUEST_MODEL indhibuild3 REQUEST_MODEL luigiclubout REQUEST_MODEL luigiineerclub REQUEST_MODEL ind_customroad016 LOAD_ALL_MODELS_NOW SWITCH_STREAMING OFF SET_FIXED_CAMERA_POSITION 881.36 -425.198 19.727 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 882.109 -424.825 19.181 JUMP_CUT TIMERB = 0 beamer1_health = 1 ENDIF TIMERA = 0 skip_flag = 0 WHILE mafia_8_flag < 3 OR mafia_9_flag < 3 OR mafia_10_flag < 3 OR mafia_11_flag < 3 OR mafia_12_flag < 3 OR mafia_13_flag < 3 WAIT 0 IF beamer1_health = 1 IF TIMERB > 30000 SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_EVERYONE_IGNORE_PLAYER player OFF SET_ALL_CARS_CAN_BE_DAMAGED TRUE SWITCH_STREAMING ON IF IS_PLAYER_IN_ANY_CAR player APPLY_BRAKES_TO_PLAYERS_CAR player OFF ENDIF RESTORE_CAMERA_JUMPCUT MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3 MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub MARK_MODEL_AS_NO_LONGER_NEEDED ind_customroad016 DO_FADE 250 FADE_IN skip_flag = 2 beamer1_health = 0 ENDIF IF skip_flag = 0 IF NOT IS_BUTTON_PRESSED PAD1 CROSS AND NOT IS_BUTTON_PRESSED PAD1 START skip_flag = 1 ENDIF ENDIF IF skip_flag = 1 IF IS_BUTTON_PRESSED PAD1 CROSS OR IS_BUTTON_PRESSED PAD1 START SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_EVERYONE_IGNORE_PLAYER player OFF SET_ALL_CARS_CAN_BE_DAMAGED TRUE SWITCH_STREAMING ON IF IS_PLAYER_IN_ANY_CAR player APPLY_BRAKES_TO_PLAYERS_CAR player OFF ENDIF RESTORE_CAMERA_JUMPCUT MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3 MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub MARK_MODEL_AS_NO_LONGER_NEEDED ind_customroad016 DO_FADE 250 FADE_IN beamer1_health = 0 ENDIF ENDIF ENDIF IF NOT time_left_a1 = 0 GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1 ENDIF IF garage_door_close = 0 IF IS_PLAYER_IN_ZONE player REDLIGH PRINT_NOW AM1_6 5000 1//"Don't hang around Luigi's club, or the Mafia will spot you" REMOVE_BLIP mission_blip_am1 garage_door_close = 1 ENDIF ENDIF //____CREATE MAFIA 8 TO GUARD THE STEPS____// IF NOT door_position_a1 = 90.0 diff_heading_door = 90.0 - door_position_a1 IF diff_heading_door < 10.0 door_position_a1 = 90.0 ELSE door_position_a1 += 10.0 ENDIF SET_OBJECT_HEADING backdoor door_position_a1 door_crash_flag = 1 ENDIF IF mafia_8_flag = 0 CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_8X //SET_CHAR_THREAT_SEARCH mafia_8X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_8X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_8X TRUE GIVE_WEAPON_TO_CHAR mafia_8X WEAPONTYPE_UZI 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X bottom_of_steps_x bottom_of_steps_y mafia_8_flag = 1 ELSE IF IS_CHAR_DEAD mafia_8X kill_player_now_flag = 1 mafia_8_flag = 4 ENDIF ENDIF IF mafia_8_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_8X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X 887.6 -418.5 mafia_8_flag = 2 ENDIF ENDIF IF mafia_8_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_8X 887.6 -418.5 0.5 0.5 0 SET_CHAR_HEADING mafia_8X 90.0 CHAR_SET_IDLE mafia_8X mafia_8_flag = 3 ENDIF ENDIF IF mafia_8_flag > 0 AND mafia_8_flag < 4 IF HAS_CHAR_SPOTTED_PLAYER mafia_8X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 // ON HIGHER ROOF ABOVE THE ALLEY IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF //____CREATE MAFIA 9 TO GUARD THE STEPS____// IF mafia_8_flag > 0 AND mafia_9_flag = 0 IF IS_CHAR_DEAD mafia_8X CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_9X IF beamer1_health = 1 DO_FADE 400 FADE_IN ENDIF //SET_CHAR_THREAT_SEARCH mafia_9X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_9X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_9X TRUE GIVE_WEAPON_TO_CHAR mafia_9X WEAPONTYPE_UZI 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X bottom_of_steps_x bottom_of_steps_y mafia_9_flag = 1 ELSE IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_8X create_char_in_club_x create_char_in_club_y 2.0 2.0 0 CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_9X IF beamer1_health = 1 DO_FADE 400 FADE_IN ENDIF //SET_CHAR_THREAT_SEARCH mafia_9X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_9X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_9X TRUE GIVE_WEAPON_TO_CHAR mafia_9X WEAPONTYPE_UZI 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X bottom_of_steps_x bottom_of_steps_y mafia_9_flag = 1 ENDIF ENDIF ELSE IF mafia_9_flag > 0 IF IS_CHAR_DEAD mafia_9X kill_player_now_flag = 1 mafia_9_flag = 4 ENDIF ENDIF ENDIF IF mafia_9_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_9X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X 887.6 -415.3 mafia_9_flag = 2 ENDIF ENDIF IF mafia_9_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_9X 887.6 -415.3 0.5 0.5 0 SET_CHAR_HEADING mafia_9X 90.0 CHAR_SET_IDLE mafia_9X mafia_9_flag = 3 ENDIF ENDIF IF mafia_9_flag > 0 AND mafia_9_flag < 4 IF HAS_CHAR_SPOTTED_PLAYER mafia_9X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF //___CREATE MAFIA 10 TO GUARD THE ALLEY____// IF mafia_9_flag > 0 AND mafia_10_flag = 0 IF IS_CHAR_DEAD mafia_9X CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_10X SET_CHAR_THREAT_SEARCH mafia_10X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_10X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_10X TRUE GIVE_WEAPON_TO_CHAR mafia_10X WEAPONTYPE_UZI 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X bottom_of_steps_x bottom_of_steps_y mafia_10_flag = 1 ELSE IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_9X create_char_in_club_x create_char_in_club_y 2.0 2.0 0 CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_10X SET_CHAR_THREAT_SEARCH mafia_10X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_10X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_10X TRUE GIVE_WEAPON_TO_CHAR mafia_10X WEAPONTYPE_SHOTGUN 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X bottom_of_steps_x bottom_of_steps_y mafia_10_flag = 1 ENDIF ENDIF ELSE IF mafia_10_flag > 0 IF IS_CHAR_DEAD mafia_10X kill_player_now_flag = 1 mafia_10_flag = 4 ENDIF ENDIF ENDIF IF mafia_10_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X mafia_10_x mafia_10_y mafia_10_flag = 2 ENDIF ENDIF IF mafia_10_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_10X mafia_10_x mafia_10_y 0.5 0.5 0 SET_CHAR_HEADING mafia_10X 0.0 CHAR_SET_IDLE mafia_10X mafia_10_flag = 3 ENDIF ENDIF IF mafia_10_flag > 0 AND mafia_10_flag < 4 IF HAS_CHAR_SPOTTED_PLAYER mafia_10X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF //___CREATE MAFIA 11 TO GUARD THE ALLEY____// IF mafia_10_flag > 0 AND mafia_11_flag = 0 IF IS_CHAR_DEAD mafia_10X CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_11X SET_CHAR_THREAT_SEARCH mafia_11X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_11X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_11X TRUE GIVE_WEAPON_TO_CHAR mafia_11X WEAPONTYPE_SHOTGUN 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X bottom_of_steps_x bottom_of_steps_y mafia_11_flag = 1 ELSE IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_10X create_char_in_club_x create_char_in_club_y 2.0 2.0 0 CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_11X SET_CHAR_THREAT_SEARCH mafia_11X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_11X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_11X TRUE GIVE_WEAPON_TO_CHAR mafia_11X WEAPONTYPE_SHOTGUN 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X bottom_of_steps_x bottom_of_steps_y mafia_11_flag = 1 ENDIF ENDIF ELSE IF mafia_11_flag > 0 IF IS_CHAR_DEAD mafia_11X kill_player_now_flag = 1 mafia_11_flag = 4 ENDIF ENDIF ENDIF IF mafia_11_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X mafia_11_x mafia_11_y mafia_11_flag = 2 ENDIF ENDIF IF mafia_11_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_11X mafia_11_x mafia_11_y 0.5 0.5 0 SET_CHAR_HEADING mafia_11X 0.0 CHAR_SET_IDLE mafia_11X mafia_11_flag = 3 ENDIF ENDIF IF mafia_11_flag > 0 AND mafia_11_flag < 4 IF HAS_CHAR_SPOTTED_PLAYER mafia_11X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF //___CREATE MAFIA 12 TO GUARD THE ALLEY____// IF mafia_11_flag > 0 AND mafia_12_flag = 0 IF IS_CHAR_DEAD mafia_11X CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_12X SET_CHAR_THREAT_SEARCH mafia_12X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_12X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_12X TRUE GIVE_WEAPON_TO_CHAR mafia_12X WEAPONTYPE_UZI 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X bottom_of_steps_x bottom_of_steps_y mafia_12_flag = 1 ELSE IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_11X create_char_in_club_x create_char_in_club_y 2.0 2.0 0 CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_12X SET_CHAR_THREAT_SEARCH mafia_12X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_12X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_12X TRUE GIVE_WEAPON_TO_CHAR mafia_12X WEAPONTYPE_SHOTGUN 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X bottom_of_steps_x bottom_of_steps_y mafia_12_flag = 1 ENDIF ENDIF ELSE IF mafia_12_flag > 0 IF IS_CHAR_DEAD mafia_12X kill_player_now_flag = 1 mafia_12_flag = 4 ENDIF ENDIF ENDIF IF mafia_12_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X mafia_12_x mafia_12_y mafia_12_flag = 2 ENDIF ENDIF IF mafia_12_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_12X mafia_12_x mafia_12_y 0.5 0.5 0 SET_CHAR_HEADING mafia_12X 180.0 CHAR_SET_IDLE mafia_12X mafia_12_flag = 3 ENDIF ENDIF IF mafia_12_flag > 0 AND mafia_12_flag < 4 IF HAS_CHAR_SPOTTED_PLAYER mafia_12X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF //___CREATE MAFIA 13 TO GUARD THE ALLEY____// IF mafia_12_flag > 0 AND mafia_13_flag = 0 IF IS_CHAR_DEAD mafia_12X CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_13X SET_CHAR_THREAT_SEARCH mafia_13X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_13X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_13X TRUE GIVE_WEAPON_TO_CHAR mafia_13X WEAPONTYPE_SHOTGUN 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X bottom_of_steps_x bottom_of_steps_y mafia_13_flag = 1 ELSE IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_12X create_char_in_club_x create_char_in_club_y 2.0 2.0 0 CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_13X SET_CHAR_THREAT_SEARCH mafia_13X THREAT_PLAYER1 SET_CHAR_PERSONALITY mafia_13X PEDSTAT_TOUGH_GUY //SET_CHAR_HEED_THREATS mafia_13X TRUE GIVE_WEAPON_TO_CHAR mafia_13X WEAPONTYPE_SHOTGUN 999 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X bottom_of_steps_x bottom_of_steps_y mafia_13_flag = 1 ENDIF ENDIF ELSE IF mafia_13_flag > 0 IF IS_CHAR_DEAD mafia_13X kill_player_now_flag = 1 mafia_13_flag = 4 ENDIF ENDIF ENDIF IF mafia_13_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X mafia_13_x mafia_13_y IF beamer1_health = 1 SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_EVERYONE_IGNORE_PLAYER player OFF SET_ALL_CARS_CAN_BE_DAMAGED TRUE SWITCH_STREAMING ON IF IS_PLAYER_IN_ANY_CAR player APPLY_BRAKES_TO_PLAYERS_CAR player OFF ENDIF RESTORE_CAMERA_JUMPCUT MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3 MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub MARK_MODEL_AS_NO_LONGER_NEEDED ind_customroad016 beamer1_health = 0 ENDIF mafia_13_flag = 2 ENDIF ENDIF IF mafia_13_flag = 2 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_13X mafia_13_x mafia_13_y 0.5 0.5 0 SET_CHAR_HEADING mafia_13X 180.0 CHAR_SET_IDLE mafia_13X mafia_13_flag = 3 ENDIF ENDIF IF mafia_13_flag > 0 AND mafia_13_flag < 4 IF HAS_CHAR_SPOTTED_PLAYER mafia_13X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF //________CHECK IF THERE IS A CAR AT THE END OF THE ALLEY IF THERE IS ONE OF THE MAFIA WILL MOVE IT_______// IF fuckers_car < 1 GET_RANDOM_CAR_OF_TYPE_IN_AREA 900.467 -431.884 905.759 -419.944 -1 fuckers_car ENDIF IF IS_CAR_DEAD fuckers_car // IF NOT fuckers_car = -1 // IF NOT enter_car_flag = 0 MARK_CAR_AS_NO_LONGER_NEEDED fuckers_car fuckers_car = -1 enter_car_flag = 0 // ENDIF // ENDIF ENDIF IF enter_car_flag < 5 IF NOT fuckers_car = -1 IF fuckers_car = beamer1_a1 IF NOT IS_CAR_DEAD beamer1_a1 CAR_GOTO_COORDINATES_ACCURATE beamer1_a1 904.9 -434.1 15.0 ELSE DELETE_CAR beamer1_a1 ENDIF ELSE IF fuckers_car = beamer2_a1 IF NOT IS_CAR_DEAD beamer2_a1 CAR_GOTO_COORDINATES_ACCURATE beamer2_a1 904.9 -434.1 15.0 ELSE DELETE_CAR beamer2_a1 ENDIF ELSE IF fuckers_car = beamer3_a1 IF NOT IS_CAR_DEAD beamer3_a1 CAR_GOTO_COORDINATES_ACCURATE beamer3_a1 904.9 -434.1 15.0 ELSE DELETE_CAR beamer3_a1 ENDIF ELSE IF mafia_10_flag < 4 IF mafia_10_flag > 1 IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_10X fuckers_car 4.0 4.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_10X fuckers_car TIMERA = 0 enter_car_flag = 10 ENDIF ENDIF ELSE IF mafia_11_flag < 4 IF mafia_11_flag > 1 IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_11X fuckers_car 4.0 4.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_11X fuckers_car TIMERA = 0 enter_car_flag = 11 ENDIF ENDIF ELSE IF mafia_12_flag < 4 IF mafia_12_flag > 1 IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_12X fuckers_car 4.0 4.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_12X fuckers_car TIMERA = 0 enter_car_flag = 12 ENDIF ENDIF ELSE IF mafia_13_flag < 4 IF mafia_13_flag > 1 IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_13X fuckers_car 4.0 4.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_13X fuckers_car TIMERA = 0 enter_car_flag = 13 ENDIF ENDIF ELSE IF IS_CAR_DEAD fuckers_car MARK_CAR_AS_NO_LONGER_NEEDED fuckers_car kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF enter_car_flag = 10 IF IS_CHAR_IN_CAR mafia_10X fuckers_car GOSUB move_fuckers_car mafia_10_flag = 4 enter_car_flag = 5 ENDIF ENDIF IF enter_car_flag = 11 IF IS_CHAR_IN_CAR mafia_11X fuckers_car GOSUB move_fuckers_car mafia_11_flag = 4 enter_car_flag = 5 ENDIF ENDIF IF enter_car_flag = 12 IF IS_CHAR_IN_CAR mafia_12X fuckers_car GOSUB move_fuckers_car mafia_12_flag = 4 enter_car_flag = 5 ENDIF ENDIF IF enter_car_flag = 13 IF IS_CHAR_IN_CAR mafia_13X fuckers_car GOSUB move_fuckers_car mafia_13_flag = 4 enter_car_flag = 5 ENDIF ENDIF IF enter_car_flag > 9 IF TIMERA > 20000 IF NOT IS_CAR_DEAD fuckers_car IF NOT IS_PLAYER_IN_CAR player fuckers_car MARK_CAR_AS_NO_LONGER_NEEDED fuckers_car enter_car_flag = 0 fuckers_car = -1 ELSE kill_player_now_flag = 1 ENDIF ENDIF ENDIF ENDIF IF TIMERA > 180000 frankie_exists_flag = 1 ENDIF //________________________________________________________________________________________________________// IF kill_player_now_flag = 1 GOSUB kill_player_now_script ENDIF IF NOT frankie_exists_flag = 0 GOTO create_salvatore ENDIF ENDWHILE IF frankie_exists_flag = 0 IF IS_PLAYER_IN_AREA_2D player 878.79 -427.4 890.77 -403.89 0 //BACK OF CLUB OR IS_PLAYER_IN_AREA_2D player 878.79 -433.86 890.77 -427.4 0 //LOWER ROOF frankie_exists_flag = 2 ELSE frankie_exists_flag = 1 ENDIF ENDIF create_salvatore: IF frankie_exists_flag = 1 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 create_char_in_club_x create_char_in_club_y create_char_in_club_z frankie IF kill_player_now_flag = 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT frankie bottom_of_steps_x bottom_of_steps_y ELSE SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y ENDIF ENDIF IF frankie_exists_flag = 2 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 900.2028 -416.9139 14.0 frankie // OUT FRONT OF CLUB SET_CHAR_OBJ_RUN_TO_COORD frankie street_x street_y frankie_flag = 5 ENDIF IF frankie_exists_flag = 3 CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 884.6421 -422.9535 14.0 frankie //CLOSER TO END OF ALLEY SET_CHAR_OBJ_RUN_TO_COORD frankie street_x street_y frankie_flag = 5 ENDIF SET_CHAR_THREAT_SEARCH frankie THREAT_PLAYER1 SET_CHAR_PERSONALITY frankie PEDSTAT_GEEK_GUY SET_CHAR_ONLY_DAMAGED_BY_PLAYER frankie TRUE REMOVE_BLIP mission_blip_am1 ADD_BLIP_FOR_CHAR frankie mission_blip_am1 PRINT_NOW AM1_1 5000 1//"Salvatore is now leaving Luigi's" garage_door_close = 0 WHILE NOT IS_CHAR_IN_ANY_CAR frankie WAIT 0 IF IS_CHAR_DEAD frankie GOTO mission_asuka1_passed ENDIF IF NOT time_left_a1 = 0 GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1 ENDIF IF HAS_CHAR_SPOTTED_PLAYER frankie player kill_player_now_flag = 1 ENDIF //___IF MAFIA HAVE SPOTTED THE PLAYER, MAKE FRANKIE RUN____// IF NOT IS_CHAR_DEAD mafia_8X IF HAS_CHAR_SPOTTED_PLAYER mafia_8X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ELSE kill_player_now_flag = 1 mafia_8_flag = 4 ENDIF IF NOT IS_CHAR_DEAD mafia_9X IF HAS_CHAR_SPOTTED_PLAYER mafia_9X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ELSE kill_player_now_flag = 1 mafia_9_flag = 4 ENDIF IF NOT IS_CHAR_DEAD mafia_10X IF HAS_CHAR_SPOTTED_PLAYER mafia_10X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ELSE kill_player_now_flag = 1 mafia_10_flag = 4 ENDIF IF NOT IS_CHAR_DEAD mafia_11X IF HAS_CHAR_SPOTTED_PLAYER mafia_11X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ELSE kill_player_now_flag = 1 mafia_11_flag = 4 ENDIF IF NOT IS_CHAR_DEAD mafia_12X IF HAS_CHAR_SPOTTED_PLAYER mafia_12X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ELSE kill_player_now_flag = 1 mafia_12_flag = 4 ENDIF IF NOT IS_CHAR_DEAD mafia_13X IF HAS_CHAR_SPOTTED_PLAYER mafia_13X player IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD kill_player_now_flag = 1 ENDIF ENDIF ENDIF ELSE kill_player_now_flag = 1 mafia_13_flag = 4 ENDIF IF kill_player_now_flag = 1 GOSUB kill_player_now_script ENDIF //___GET FRANKIE INTO A CAR, IF ALL CARS ARE DEAD FRANKIE RUNS BACK____// IF IS_CAR_DEAD beamer1_a1 beamer_1_dead_flag = 1 ENDIF IF IS_CAR_DEAD beamer2_a1 beamer_2_dead_flag = 1 ENDIF IF IS_CAR_DEAD beamer3_a1 beamer_3_dead_flag = 1 ENDIF IF frankie_flag = 0 IF LOCATE_CHAR_ON_FOOT_2D frankie bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 IF kill_player_now_flag = 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT frankie street_x street_y ELSE SET_CHAR_OBJ_RUN_TO_COORD frankie street_x street_y ENDIF frankie_flag = 5 ENDIF ENDIF IF frankie_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D frankie street_x street_y 1.0 1.0 0 IF beamer_2_dead_flag = 0 AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer2_a1 30.0 30.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer2_a1 frankie_flag = 2 ELSE IF beamer_3_dead_flag = 0 AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer3_a1 30.0 30.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer3_a1 frankie_flag = 3 ELSE IF beamer_1_dead_flag = 0 AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer1_a1 30.0 30.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer1_a1 frankie_flag = 1 ELSE SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y frankie_flag = 4 ENDIF ENDIF ENDIF ENDIF ENDIF IF frankie_flag = 2 IF beamer_2_dead_flag = 1 IF beamer_1_dead_flag = 0 AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer1_a1 30.0 30.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer1_a1 frankie_flag = 1 ELSE IF beamer_3_dead_flag = 0 AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer3_a1 30.0 30.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer3_a1 frankie_flag = 3 ELSE SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y frankie_flag = 4 ENDIF ENDIF ENDIF ENDIF IF frankie_flag = 3 IF beamer_3_dead_flag = 1 IF beamer_1_dead_flag = 0 AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer1_a1 30.0 30.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer1_a1 frankie_flag = 1 ELSE SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y frankie_flag = 4 ENDIF ENDIF ENDIF IF frankie_flag = 1 IF beamer_1_dead_flag = 1 IF beamer_3_dead_flag = 0 AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer3_a1 30.0 30.0 0 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer3_a1 frankie_flag = 3 ELSE SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y frankie_flag = 4 ENDIF ENDIF ENDIF IF frankie_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D frankie bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_RUN_TO_COORD frankie create_char_in_club_x create_char_in_club_y frankie_flag = 6 ENDIF ENDIF IF frankie_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D frankie create_char_in_club_x create_char_in_club_y 1.0 1.0 0 DELETE_CHAR frankie PRINT_NOW AM1_9 5000 1//"Salvatore has escaped back into Luigi's Club!" GOTO mission_asuka1_failed ENDIF ENDIF ENDWHILE IF NOT IS_CAR_DEAD beamer1_a1 IF frankie_flag = 1 CAR_GOTO_COORDINATES beamer1_a1 1438.0 -183.4 50.5 SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage beamer1_a1 ELSE CAR_GOTO_COORDINATES beamer1_a1 1423.7 -168.1 50.2 ENDIF IF kill_player_now_flag = 0 SET_CAR_CRUISE_SPEED beamer1_a1 18.0 ELSE SET_CAR_CRUISE_SPEED beamer1_a1 43.0 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer2_a1 IF frankie_flag = 2 CAR_GOTO_COORDINATES beamer2_a1 1438.0 -183.4 50.5 SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage beamer2_a1 ELSE CAR_GOTO_COORDINATES beamer2_a1 1418.7 -168.1 50.2 ENDIF IF kill_player_now_flag = 0 SET_CAR_CRUISE_SPEED beamer2_a1 17.0 ELSE SET_CAR_CRUISE_SPEED beamer2_a1 42.0 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer3_a1 IF frankie_flag = 3 CAR_GOTO_COORDINATES beamer3_a1 1438.0 -183.4 50.5 SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage beamer3_a1 ELSE CAR_GOTO_COORDINATES beamer3_a1 1418.7 -168.1 50.2 ENDIF IF kill_player_now_flag = 0 SET_CAR_CRUISE_SPEED beamer3_a1 16.0 ELSE SET_CAR_CRUISE_SPEED beamer3_a1 41.0 ENDIF ENDIF SWITCH_ROADS_ON 905.0 -448.6 12.0 916.0 -393.0 20.0 CHANGE_GARAGE_TYPE frankie_garage GARAGE_FOR_SCRIPT_TO_OPEN_AND_CLOSE IF NOT IS_CHAR_DEAD frankie ADD_ARMOUR_TO_CHAR frankie 100 ENDIF beamer1_health = 0 timerb_reset_flag_a1 = 0 TIMERA = 0 TIMERB = 0 cars_going_to_frankies: //WHILE NOT IS_CHAR_STOPPED_IN_AREA_IN_CAR_3D frankie 1428.2 -179.2 50.0 1417.4 -186.3 53.0 0 //WHILE NOT garage_door_close = 1 WAIT 0 IF IS_CHAR_DEAD frankie GOTO mission_asuka1_passed ENDIF //_____SEND MAFIA_8X BACK INTO THE CLUB THEN DELETE HIM____// IF NOT mafia_8_flag = 4 IF IS_CHAR_DEAD mafia_8X mafia_8_flag = 4 ENDIF ENDIF IF mafia_8_flag = 3 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X back_of_alley_x back_of_alley_y SET_CHAR_HEED_THREATS mafia_8X TRUE mafia_8_flag = 5 ENDIF IF mafia_8_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_8X back_of_alley_x back_of_alley_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X bottom_of_steps_x bottom_of_steps_y mafia_8_flag = 6 ENDIF ENDIF IF mafia_8_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_8X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X create_char_in_club_x create_char_in_club_y mafia_8_flag = 7 ENDIF ENDIF IF mafia_8_flag = 7 IF LOCATE_CHAR_ON_FOOT_2D mafia_8X create_char_in_club_x create_char_in_club_y 0.5 0.5 0 DELETE_CHAR mafia_8X mafia_8_flag = 4 ENDIF ENDIF //_____SEND MAFIA_9X BACK INTO THE CLUB THEN DELETE HIM____// IF NOT mafia_9_flag = 4 IF IS_CHAR_DEAD mafia_9X mafia_9_flag = 4 ENDIF ENDIF IF mafia_9_flag = 3 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X back_of_alley_x back_of_alley_y SET_CHAR_HEED_THREATS mafia_9X TRUE mafia_9_flag = 5 ENDIF IF mafia_9_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_9X back_of_alley_x back_of_alley_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X bottom_of_steps_x bottom_of_steps_y mafia_9_flag = 6 ENDIF ENDIF IF mafia_9_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_9X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X create_char_in_club_x create_char_in_club_y mafia_9_flag = 7 ENDIF ENDIF IF mafia_9_flag = 7 IF LOCATE_CHAR_ON_FOOT_2D mafia_9X create_char_in_club_x create_char_in_club_y 0.5 0.5 0 DELETE_CHAR mafia_9X mafia_9_flag = 4 ENDIF ENDIF //_____SEND MAFIA_10X BACK INTO THE CLUB THEN DELETE HIM____// IF NOT mafia_10_flag = 4 IF IS_CHAR_DEAD mafia_10X mafia_10_flag = 4 ENDIF ENDIF IF mafia_10_flag = 3 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X back_of_alley_x back_of_alley_y SET_CHAR_HEED_THREATS mafia_10X TRUE mafia_10_flag = 5 ENDIF IF mafia_10_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X back_of_alley_x back_of_alley_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X bottom_of_steps_x bottom_of_steps_y mafia_10_flag = 6 ENDIF ENDIF IF mafia_10_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X create_char_in_club_x create_char_in_club_y mafia_10_flag = 7 ENDIF ENDIF IF mafia_10_flag = 7 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X create_char_in_club_x create_char_in_club_y 0.5 0.5 0 DELETE_CHAR mafia_10X mafia_10_flag = 4 ENDIF ENDIF //_____SEND MAFIA_11X BACK INTO THE CLUB THEN DELETE HIM____// IF NOT mafia_11_flag = 4 IF IS_CHAR_DEAD mafia_11X mafia_11_flag = 4 ENDIF ENDIF IF mafia_11_flag = 3 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X back_of_alley_x back_of_alley_y SET_CHAR_HEED_THREATS mafia_11X TRUE mafia_11_flag = 5 ENDIF IF mafia_11_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X back_of_alley_x back_of_alley_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X bottom_of_steps_x bottom_of_steps_y mafia_11_flag = 6 ENDIF ENDIF IF mafia_11_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X create_char_in_club_x create_char_in_club_y mafia_11_flag = 7 ENDIF ENDIF IF mafia_11_flag = 7 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X create_char_in_club_x create_char_in_club_y 0.5 0.5 0 DELETE_CHAR mafia_11X mafia_11_flag = 4 ENDIF ENDIF //_____SEND MAFIA_12X BACK INTO THE CLUB THEN DELETE HIM____// IF NOT mafia_12_flag = 4 IF IS_CHAR_DEAD mafia_12X mafia_12_flag = 4 ENDIF ENDIF IF mafia_12_flag = 3 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X back_of_alley_x back_of_alley_y SET_CHAR_HEED_THREATS mafia_12X TRUE mafia_12_flag = 5 ENDIF IF mafia_12_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X back_of_alley_x back_of_alley_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X bottom_of_steps_x bottom_of_steps_y mafia_12_flag = 6 ENDIF ENDIF IF mafia_12_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X create_char_in_club_x create_char_in_club_y mafia_12_flag = 7 ENDIF ENDIF IF mafia_12_flag = 7 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X create_char_in_club_x create_char_in_club_y 0.5 0.5 0 DELETE_CHAR mafia_12X mafia_12_flag = 4 ENDIF ENDIF //_____SEND MAFIA_13X BACK INTO THE CLUB THEN DELETE HIM____// IF NOT mafia_13_flag = 4 IF IS_CHAR_DEAD mafia_13X mafia_13_flag = 4 ENDIF ENDIF IF mafia_13_flag = 3 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X back_of_alley_x back_of_alley_y SET_CHAR_HEED_THREATS mafia_13X TRUE mafia_13_flag = 5 ENDIF IF mafia_13_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X back_of_alley_x back_of_alley_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X bottom_of_steps_x bottom_of_steps_y mafia_13_flag = 6 ENDIF ENDIF IF mafia_13_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X create_char_in_club_x create_char_in_club_y mafia_13_flag = 7 ENDIF ENDIF IF mafia_13_flag = 7 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X create_char_in_club_x create_char_in_club_y 0.5 0.5 0 DELETE_CHAR mafia_13X mafia_13_flag = 4 ENDIF ENDIF //_____ CARS - IF THEY'RE ATACKED THEY DRIVE FASTER _____// //_____ IF FRANKIES CAR IS ATTACKED BOTH OTHER CARS ATTACK THE PLAYER _____// //_____IF ONE OF THE OTHER CARS IS DESTROYED THE OTHER WILL ATTACK THE PLAYER_____// IF IS_CHAR_DEAD frankie GOTO mission_asuka1_passed ENDIF IF frankies_ride = 0 IF LOCATE_CHAR_IN_CAR_2D frankie 1371.0 -283.9 50.0 50.0 0 STORE_CAR_CHAR_IS_IN frankie frankies_ride SET_CAR_CRUISE_SPEED frankies_ride 20.0 //PRINT_WITH_NUMBER_NOW NUMBER 15 5000 1 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer1_a1 GET_CAR_HEALTH beamer1_a1 beamer1_health IF beamer1_health < 1000 IF NOT frankies_ride = beamer1_a1 SET_CAR_CRUISE_SPEED beamer1_a1 51.0 ENDIF IF NOT IS_CAR_DEAD beamer2_a1 IF NOT frankies_ride = beamer2_a1 SET_CAR_CRUISE_SPEED beamer2_a1 50.0 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer3_a1 IF NOT frankies_ride = beamer3_a1 SET_CAR_CRUISE_SPEED beamer3_a1 49.0 set_beamer_3_kill_player = 1 ENDIF ENDIF ENDIF ELSE IF NOT IS_CAR_DEAD beamer3_a1 IF NOT frankie_flag = 3 set_beamer_3_kill_player = 1 ELSE IF NOT IS_CAR_DEAD beamer2_a1 IF NOT frankie_flag = 2 set_beamer_2_kill_player = 1 ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD beamer3_a1 GET_CAR_HEALTH beamer3_a1 beamer3_health IF beamer3_health < 1000 IF NOT frankies_ride = beamer3_a1 SET_CAR_CRUISE_SPEED beamer3_a1 51.0 ENDIF IF NOT IS_CAR_DEAD beamer1_a1 IF NOT frankies_ride = beamer1_a1 SET_CAR_CRUISE_SPEED beamer1_a1 50.0 set_beamer_1_kill_player = 1 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer2_a1 IF NOT frankies_ride = beamer2_a1 SET_CAR_CRUISE_SPEED beamer2_a1 49.0 ENDIF ENDIF ENDIF ELSE IF NOT IS_CAR_DEAD beamer1_a1 IF NOT frankie_flag = 1 set_beamer_1_kill_player = 1 ELSE IF NOT IS_CAR_DEAD beamer2_a1 IF NOT frankie_flag = 2 set_beamer_2_kill_player = 1 ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT IS_CAR_DEAD beamer2_a1 GET_CAR_HEALTH beamer2_a1 beamer2_health IF beamer2_health < 1000 IF NOT frankies_ride = beamer2_a1 SET_CAR_CRUISE_SPEED beamer2_a1 51.0 ENDIF IF NOT IS_CAR_DEAD beamer1_a1 IF NOT frankies_ride = beamer1_a1 SET_CAR_CRUISE_SPEED beamer1_a1 50.0 set_beamer_1_kill_player = 1 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer3_a1 IF NOT frankies_ride = beamer3_a1 SET_CAR_CRUISE_SPEED beamer3_a1 49.0 set_beamer_3_kill_player = 1 ENDIF ENDIF ENDIF ELSE IF NOT IS_CAR_DEAD beamer1_a1 IF NOT frankie_flag = 1 set_beamer_1_kill_player = 1 ELSE IF NOT IS_CAR_DEAD beamer3_a1 IF NOT frankie_flag = 3 set_beamer_3_kill_player = 1 ENDIF ENDIF ENDIF ENDIF ENDIF IF set_beamer_1_kill_player = 1 IF NOT IS_CAR_DEAD beamer1_a1 IF NOT frankies_ride = beamer1_a1 SET_CAR_CRUISE_SPEED beamer1_a1 100.0 SET_CAR_MISSION beamer1_a1 MISSION_RAMPLAYER_FARAWAY ENDIF ENDIF ENDIF IF set_beamer_2_kill_player = 1 IF NOT IS_CAR_DEAD beamer2_a1 IF NOT frankies_ride = beamer2_a1 SET_CAR_CRUISE_SPEED beamer2_a1 100.0 SET_CAR_MISSION beamer2_a1 MISSION_RAMPLAYER_FARAWAY ENDIF ENDIF ENDIF IF set_beamer_3_kill_player = 1 IF NOT IS_CAR_DEAD beamer3_a1 IF NOT frankies_ride = beamer3_a1 SET_CAR_CRUISE_SPEED beamer3_a1 100.0 SET_CAR_MISSION beamer3_a1 MISSION_RAMPLAYER_FARAWAY ENDIF ENDIF ENDIF IF set_beamer_1_kill_player = 1 IF NOT IS_CHAR_DEAD mafia_1X OR NOT IS_CAR_DEAD beamer1_a1 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_car_a1 GET_CAR_SPEED players_car_a1 players_car_a1_speed GET_CAR_SPEED beamer1_a1 beamer1_a1_speed IF beamer1_a1_speed < 10.0 AND players_car_a1_speed < 6.0 IF LOCATE_CHAR_IN_CAR_CAR_2D mafia_1X players_car_a1 10.0 10.0 0 IF NOT IS_CHAR_DEAD mafia_6X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_6X player SET_CHAR_RUNNING mafia_6X TRUE ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player SET_CHAR_RUNNING mafia_7X TRUE ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF set_beamer_2_kill_player = 1 IF NOT IS_CHAR_DEAD mafia_2X OR NOT IS_CAR_DEAD beamer2_a1 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_car_a1 GET_CAR_SPEED players_car_a1 players_car_a1_speed GET_CAR_SPEED beamer2_a1 beamer2_a1_speed IF beamer2_a1_speed < 10.0 AND players_car_a1_speed < 6.0 IF LOCATE_CHAR_IN_CAR_CAR_2D mafia_2X players_car_a1 10.0 10.0 0 IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player SET_CHAR_RUNNING mafia_14X TRUE ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF set_beamer_3_kill_player = 1 IF NOT IS_CHAR_DEAD mafia_3X OR NOT IS_CAR_DEAD beamer3_a1 IF IS_PLAYER_IN_ANY_CAR player STORE_CAR_PLAYER_IS_IN player players_car_a1 GET_CAR_SPEED players_car_a1 players_car_a1_speed GET_CAR_SPEED beamer3_a1 beamer3_a1_speed IF beamer3_a1_speed < 10.0 AND players_car_a1_speed < 6.0 IF LOCATE_CHAR_IN_CAR_CAR_2D mafia_3X players_car_a1 10.0 10.0 0 IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player SET_CHAR_RUNNING mafia_4X TRUE ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player SET_CHAR_RUNNING mafia_5X TRUE ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF //___________IF THE CARS GET STUCK OR UPSIDEDOWN THIS BIT WILL WARP THEM___________// IF NOT IS_CAR_DEAD beamer1_a1 IF IS_CAR_UPSIDEDOWN beamer1_a1 AND IS_CAR_STOPPED beamer1_a1 IF NOT IS_CAR_ON_SCREEN beamer1_a1 GET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 3.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer1_a1 1438.0 -183.4 ELSE IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF frankie_flag = 1 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF frankie_flag = 1 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF IF timera_reset_flag_a1 = 1 IF NOT IS_CAR_STOPPED beamer1_a1 timera_reset_flag_a1 = 0 ENDIF ENDIF IF IS_CAR_STOPPED beamer1_a1 IF timera_reset_flag_a1 = 0 TIMERA = 0 timera_reset_flag_a1 = 1 ENDIF IF TIMERA > 4000 AND timera_reset_flag_a1 = 1 IF NOT IS_CAR_ON_SCREEN beamer1_a1 GET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer1_a1 1438.0 -183.4 timera_reset_flag_a1 = 0 ELSE IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF frankie_flag = 1 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF frankie_flag = 1 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF ENDIF IF LOCATE_CAR_3D beamer1_a1 beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z 4.0 4.0 4.0 0 IF timerx_reset_flag = 0 GET_GAME_TIMER timerx_started timerx_reset_flag = 1 ENDIF IF timerx_reset_flag = 1 GET_GAME_TIMER timerx_current timerx = timerx_current - timerx_started IF timerx > 5000 IF NOT IS_CAR_ON_SCREEN beamer1_a1 GET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer1_a1 1438.0 -183.4 timera_reset_flag_a1 = 0 ELSE IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF frankie_flag = 1 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF frankie_flag = 1 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT LOCATE_CAR_3D beamer1_a1 beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z 4.0 4.0 4.0 0 GET_CAR_COORDINATES beamer1_a1 beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z timerx_reset_flag = 0 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer2_a1 IF IS_CAR_UPSIDEDOWN beamer2_a1 AND IS_CAR_STOPPED beamer2_a1 IF NOT IS_CAR_ON_SCREEN beamer2_a1 GET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 3.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer2_a1 1438.0 -183.4 ELSE IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF IF frankie_flag = 2 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF IF frankie_flag = 2 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF IF timerb_reset_flag_a1 = 1 IF NOT IS_CAR_STOPPED beamer2_a1 timerb_reset_flag_a1 = 0 ENDIF ENDIF IF IS_CAR_STOPPED beamer2_a1 IF timerb_reset_flag_a1 = 0 TIMERB = 0 timerb_reset_flag_a1 = 1 ENDIF IF TIMERB > 5000 AND timerb_reset_flag_a1 = 1 IF NOT IS_CAR_ON_SCREEN beamer2_a1 GET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer2_a1 1438.0 -183.4 timerb_reset_flag_a1 = 0 ELSE IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF IF frankie_flag = 2 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF IF frankie_flag = 2 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF ENDIF IF LOCATE_CAR_3D beamer2_a1 beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z 4.0 4.0 4.0 0 IF timery_reset_flag = 0 GET_GAME_TIMER timery_started timery_reset_flag = 1 ENDIF IF timery_reset_flag = 1 GET_GAME_TIMER timery_current timery = timery_current - timery_started IF timery > 5000 IF NOT IS_CAR_ON_SCREEN beamer2_a1 GET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer2_a1 1438.0 -183.4 timerb_reset_flag_a1 = 0 ELSE IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF IF frankie_flag = 2 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF IF frankie_flag = 2 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT LOCATE_CAR_3D beamer2_a1 beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z 4.0 4.0 4.0 0 GET_CAR_COORDINATES beamer2_a1 beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z timery_reset_flag = 0 ENDIF ENDIF IF NOT IS_CAR_DEAD beamer3_a1 IF IS_CAR_UPSIDEDOWN beamer3_a1 AND IS_CAR_STOPPED beamer3_a1 IF NOT IS_CAR_ON_SCREEN beamer3_a1 GET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 3.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer3_a1 1438.0 -183.4 ELSE IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF frankie_flag = 3 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF frankie_flag = 3 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF IF timerc_reset_flag_a1 = 1 IF NOT IS_CAR_STOPPED beamer3_a1 timerc_reset_flag_a1 = 0 ENDIF ENDIF IF IS_CAR_STOPPED beamer3_a1 IF timerc_reset_flag_a1 = 0 GET_GAME_TIMER timerc_started_a1 timerc_reset_flag_a1 = 1 ENDIF IF timerc_reset_flag_a1 = 1 GET_GAME_TIMER timerc_current_a1 timerc_a1 = timerc_current_a1 - timerc_started_a1 IF timerc_a1 > 5000 IF NOT IS_CAR_ON_SCREEN beamer3_a1 GET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer3_a1 1438.0 -183.4 timerc_reset_flag_a1 = 0 ELSE IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF frankie_flag = 3 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF frankie_flag = 3 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF LOCATE_CAR_3D beamer3_a1 beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z 4.0 4.0 4.0 0 IF timerz_reset_flag = 0 GET_GAME_TIMER timerz_started timerz_reset_flag = 1 ENDIF IF timerz_reset_flag = 1 GET_GAME_TIMER timerz_current timerz = timerz_current - timerz_started IF timerz > 5000 IF NOT IS_CAR_ON_SCREEN beamer3_a1 GET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0 IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0 SET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z TURN_CAR_TO_FACE_COORD beamer3_a1 1438.0 -183.4 timerc_reset_flag_a1 = 0 ELSE IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF frankie_flag = 3 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ELSE IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF frankie_flag = 3 IF NOT IS_CHAR_DEAD frankie GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000 SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT LOCATE_CAR_3D beamer3_a1 beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z 4.0 4.0 4.0 0 GET_CAR_COORDINATES beamer3_a1 beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z timerz_reset_flag = 0 ENDIF ENDIF //___________THIS BIT OPENS THE GARAGE, IF FRANKIE GETS THERE MISSION FAILED_________// IF garage_door_close = 0 IF LOCATE_CHAR_ANY_MEANS_3D frankie 1426.0 -183.4 50.5 15.0 12.0 6.0 0 OPEN_GARAGE frankie_garage garage_door_close = 1 ENDIF ENDIF IF garage_door_close = 1 IF NOT IS_PLAYER_IN_AREA_3D player 1427.6 -187.3 49.5 1442.6 -179.0 53.8 0 IF IS_CHAR_IN_AREA_3D frankie 1428.8 -187.0 50.0 1442.5 -179.9 53.0 0 CLOSE_GARAGE frankie_garage garage_door_close = 2 ENDIF ELSE OPEN_GARAGE frankie_garage ENDIF ENDIF IF garage_door_close = 2 IF IS_PLAYER_IN_AREA_3D player 1427.6 -187.3 49.5 1442.6 -179.0 53.8 0 OPEN_GARAGE frankie_garage garage_door_close = 1 ENDIF IF IS_GARAGE_CLOSED frankie_garage PRINT_NOW AM1_7 5000 1 //"Salvatore got back to his club alive!" GOTO mission_asuka1_failed ENDIF ENDIF GOTO cars_going_to_frankies // Mission Asuka1 failed mission_asuka1_failed: IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF NOT IS_CHAR_DEAD mafia_6X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_6X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF NOT IS_CHAR_DEAD mafia_8X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_8X player ENDIF IF NOT IS_CHAR_DEAD mafia_9X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_9X player ENDIF IF NOT IS_CHAR_DEAD mafia_10X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_10X player ENDIF IF NOT IS_CHAR_DEAD mafia_11X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_11X player ENDIF IF NOT IS_CHAR_DEAD mafia_12X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_12X player ENDIF IF NOT IS_CHAR_DEAD mafia_13X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_13X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF PRINT_BIG ( m_fail ) 5000 1 RETURN // mission Asuka1 passed mission_asuka1_passed: flag_asuka_mission1_passed = 1 IF NOT IS_CHAR_DEAD mafia_1X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player ENDIF IF NOT IS_CHAR_DEAD mafia_2X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player ENDIF IF NOT IS_CHAR_DEAD mafia_3X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player ENDIF IF NOT IS_CHAR_DEAD mafia_4X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player ENDIF IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player ENDIF IF NOT IS_CHAR_DEAD mafia_6X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_6X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player ENDIF IF NOT IS_CHAR_DEAD mafia_8X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_8X player ENDIF IF NOT IS_CHAR_DEAD mafia_9X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_9X player ENDIF IF NOT IS_CHAR_DEAD mafia_10X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_10X player ENDIF IF NOT IS_CHAR_DEAD mafia_11X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_11X player ENDIF IF NOT IS_CHAR_DEAD mafia_12X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_12X player ENDIF IF NOT IS_CHAR_DEAD mafia_13X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_13X player ENDIF IF NOT IS_CHAR_DEAD mafia_14X SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player ENDIF PRINT_WITH_NUMBER_BIG m_pass 25000 5000 1 ADD_SCORE player 25000 SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_MAFIA THREAT_PLAYER1 SET_GANG_WEAPONS GANG_MAFIA WEAPONTYPE_PISTOL WEAPONTYPE_SHOTGUN //The Mafia CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED AM1 PLAY_MISSION_PASSED_TUNE 1 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT asuka_mission2_loop START_NEW_SCRIPT joeys_buggy_loop START_NEW_SCRIPT yardie_phone_start RETURN // mission cleanup mission_cleanup_asuka1: START_NEW_SCRIPT close_asuka1_door //IF NOT IS_CHAR_DEAD frankie // REMOVE_CHAR_ELEGANTLY frankie //ENDIF SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage -1 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_MAFIA MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B UNLOAD_SPECIAL_CHARACTER 1 REMOVE_BLIP mission_blip_am1 SWITCH_ROADS_ON 905.0 -448.6 12.0 916.0 -393.0 20.0 flag_player_on_mission = 0 flag_player_on_asuka_mission = 0 MISSION_HAS_FINISHED RETURN kill_player_now_script: IF spotted_print = 0 IF HAS_MISSION_AUDIO_LOADED PRINT_NOW AM1_2 5000 1 PLAY_MISSION_AUDIO spotted_print = 1 ENDIF ENDIF IF NOT IS_CHAR_DEAD frankie SET_CHAR_RUNNING frankie TRUE ENDIF IF IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 //HIGHER ROOF OR IS_PLAYER_IN_AREA_2D player 878.79 -433.86 890.77 -427.4 0 //LOWER ROOF OR IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF IF NOT mafia_13_flag = 4 IF NOT mafia_13_flag = 0 IF mafia_13_flag > 1 AND mafia_13_kill_player_flag = 0 SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS mafia_13_kill_player_flag = 1 ENDIF IF mafia_13_kill_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS SET_CHAR_USE_PEDNODE_SEEK mafia_13X FALSE SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 888.8883 -409.8141 // AT BOTTOM OF STEPS mafia_13_kill_player_flag = 2 ENDIF ENDIF IF mafia_13_kill_player_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 880.9434 -409.0293 // ON LANDING mafia_13_kill_player_flag = 3 ENDIF ENDIF IF mafia_13_kill_player_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 880.9827 -406.0733 // ON LANDING mafia_13_kill_player_flag = 4 ENDIF ENDIF IF mafia_13_kill_player_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS mafia_13_kill_player_flag = 5 ENDIF ENDIF IF mafia_13_kill_player_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.2498 -421.2303 // IN MIDDLE OF ROOF mafia_13_kill_player_flag = 6 ENDIF ENDIF IF mafia_13_kill_player_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 892.2498 -421.2303 1.0 1.0 0 // IN MIDDLE OF ROOF IF IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 893.2559 -425.0609 // ABOVE SMALL ROOF BETWEEN BILLBOARDS ELSE SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.1462 -429.0872 // ABOVE SMALL ROOF ENDIF mafia_13_kill_player_flag = 7 ENDIF ENDIF IF mafia_13_kill_player_flag = 7 IF IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 893.2559 -425.0609 // ABOVE SMALL ROOF BETWEEN BILLBOARDS IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_13X 893.2559 -425.0609 1.0 1.0 0 // ABOVE SMALL ROOF SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_13X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_13X player mafia_13_kill_player_flag = 8 ENDIF ELSE SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.1462 -429.0872 // ABOVE SMALL ROOF IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_13X 892.1462 -429.0872 1.0 1.0 0 // ABOVE SMALL ROOF SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_13X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_13X player mafia_13_kill_player_flag = 8 ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT mafia_12_flag = 4 IF NOT mafia_12_flag = 0 IF IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF IF mafia_12_flag > 1 AND mafia_12_kill_player_flag = 0 SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS mafia_12_kill_player_flag = 1 ENDIF IF mafia_12_kill_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS SET_CHAR_USE_PEDNODE_SEEK mafia_12X FALSE SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 888.8883 -409.8141 // AT BOTTOM OF STEPS mafia_12_kill_player_flag = 2 ENDIF ENDIF IF mafia_12_kill_player_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 880.9434 -409.0293 // ON LANDING mafia_12_kill_player_flag = 3 ENDIF ENDIF IF mafia_12_kill_player_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 880.9827 -406.0733 // ON LANDING mafia_12_kill_player_flag = 4 ENDIF ENDIF IF mafia_12_kill_player_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS mafia_12_kill_player_flag = 5 ENDIF ENDIF IF mafia_12_kill_player_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 899.3036 -408.1849 // AT FRONT OF ROOF GIVE_WEAPON_TO_CHAR mafia_12X WEAPONTYPE_UZI 9999 mafia_12_kill_player_flag = 6 ENDIF ENDIF IF mafia_12_kill_player_flag = 6 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_12X 899.3036 -408.1849 1.0 1.0 0 // AT FRONT OF ROOF SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_12X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_12X player mafia_12_kill_player_flag = 7 ENDIF ENDIF ELSE IF mafia_12_flag > 1 AND mafia_12_kill_player_flag = 0 SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 882.7668 -414.3651 mafia_12_kill_player_flag = 1 ENDIF IF mafia_12_kill_player_flag = 1 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_12X 882.7668 -414.3651 1.0 1.0 0 SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_12X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_12X player mafia_12_kill_player_flag = 7 ENDIF ENDIF ENDIF ENDIF ENDIF IF NOT mafia_11_flag = 4 IF NOT mafia_11_flag = 0 IF mafia_11_flag > 1 AND mafia_11_kill_player_flag = 0 SET_CHAR_USE_PEDNODE_SEEK mafia_11X TRUE SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS mafia_11_kill_player_flag = 1 ENDIF IF mafia_11_kill_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS SET_CHAR_USE_PEDNODE_SEEK mafia_11X FALSE SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 888.8883 -409.8141 // AT BOTTOM OF STEPS mafia_11_kill_player_flag = 2 ENDIF ENDIF IF mafia_11_kill_player_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 880.9434 -409.0293 // ON LANDING mafia_11_kill_player_flag = 3 ENDIF ENDIF IF mafia_11_kill_player_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 880.9827 -406.0733 // ON LANDING mafia_11_kill_player_flag = 4 ENDIF ENDIF IF mafia_11_kill_player_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS mafia_11_kill_player_flag = 5 ENDIF ENDIF IF mafia_11_kill_player_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 892.2498 -421.2303 // IN MIDDLE OF ROOF GIVE_WEAPON_TO_CHAR mafia_11X WEAPONTYPE_UZI 9999 mafia_11_kill_player_flag = 6 ENDIF ENDIF IF mafia_11_kill_player_flag = 6 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_11X 892.2498 -421.2303 1.0 1.0 0 // IN MIDDLE OF ROOF SET_CHAR_USE_PEDNODE_SEEK mafia_11X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_11X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_11X player mafia_11_kill_player_flag = 7 ENDIF ENDIF ENDIF ENDIF IF NOT mafia_10_flag = 4 IF NOT mafia_10_flag = 0 IF mafia_10_flag > 1 AND mafia_10_kill_player_flag = 0 SET_CHAR_USE_PEDNODE_SEEK mafia_10X TRUE SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS mafia_10_kill_player_flag = 1 ENDIF IF mafia_10_kill_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS SET_CHAR_USE_PEDNODE_SEEK mafia_10X FALSE SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 888.8883 -409.8141 // AT BOTTOM OF STEPS mafia_10_kill_player_flag = 2 ENDIF ENDIF IF mafia_10_kill_player_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 880.9434 -409.0293 // ON LANDING mafia_10_kill_player_flag = 3 ENDIF ENDIF IF mafia_10_kill_player_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 880.9827 -406.0733 // ON LANDING mafia_10_kill_player_flag = 4 ENDIF ENDIF IF mafia_10_kill_player_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS GIVE_WEAPON_TO_CHAR mafia_10X WEAPONTYPE_UZI 9999 mafia_10_kill_player_flag = 5 ENDIF ENDIF IF mafia_10_kill_player_flag = 5 IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_10X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS SET_CHAR_USE_PEDNODE_SEEK mafia_10X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_10X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_10X player mafia_10_kill_player_flag = 6 ENDIF ENDIF ENDIF ENDIF IF NOT mafia_9_flag = 4 IF NOT mafia_9_flag = 0 IF mafia_9_flag > 1 AND mafia_9_kill_player_flag = 0 SET_CHAR_STAY_IN_SAME_PLACE mafia_9X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_9X player mafia_9_kill_player_flag = 1 ENDIF ENDIF ENDIF IF NOT mafia_8_flag = 4 IF NOT mafia_8_flag = 0 IF mafia_8_flag > 1 AND mafia_8_kill_player_flag = 0 SET_CHAR_STAY_IN_SAME_PLACE mafia_8X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_8X player mafia_8_kill_player_flag = 1 ENDIF ENDIF ENDIF IF frankie_exists_flag = 0 IF timerb_reset_flag_a1 = 0 TIMERB = 0 timerb_reset_flag_a1 = 1 ENDIF IF timerb_reset_flag_a1 = 1 IF TIMERB > 30000 IF time_left_a1 < 1 frankie_exists_flag = 2 ENDIF ENDIF ENDIF ENDIF IF mafia_10_kill_player_flag = 6 OR mafia_10_flag = 4 IF mafia_11_kill_player_flag = 7 OR mafia_11_flag = 4 IF mafia_12_kill_player_flag = 7 OR mafia_12_flag = 4 IF mafia_13_kill_player_flag = 8 OR mafia_13_flag = 4 IF time_left_a1 < 1 IF frankie_exists_flag = 0 frankie_exists_flag = 2 ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF RETURN ELSE IF NOT mafia_8_flag = 4 IF NOT mafia_8_flag = 0 IF mafia_8_kill_player_flag = 1 SET_CHAR_USE_PEDNODE_SEEK mafia_8X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_8X FALSE mafia_8_kill_player_flag = 0 ENDIF ENDIF ENDIF IF NOT mafia_9_flag = 4 IF NOT mafia_9_flag = 0 IF mafia_9_kill_player_flag = 1 SET_CHAR_USE_PEDNODE_SEEK mafia_9X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_9X FALSE mafia_9_kill_player_flag = 0 ENDIF ENDIF ENDIF IF NOT mafia_10_flag = 4 IF NOT mafia_10_flag = 0 IF mafia_10_kill_player_flag = 6 SET_CHAR_USE_PEDNODE_SEEK mafia_10X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_10X FALSE mafia_10_kill_player_flag = 0 ENDIF ENDIF ENDIF IF NOT mafia_11_flag = 4 IF NOT mafia_11_flag = 0 IF mafia_11_kill_player_flag = 7 SET_CHAR_USE_PEDNODE_SEEK mafia_11X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_11X FALSE mafia_11_kill_player_flag = 0 ENDIF ENDIF ENDIF IF NOT mafia_12_flag = 4 IF NOT mafia_12_flag = 0 IF mafia_12_kill_player_flag = 7 SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_12X FALSE mafia_12_kill_player_flag = 0 ENDIF ENDIF ENDIF IF NOT mafia_13_flag = 4 IF NOT mafia_13_flag = 0 IF mafia_13_kill_player_flag = 8 SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_13X FALSE mafia_13_kill_player_flag = 0 ENDIF ENDIF ENDIF ENDIF IF IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD IF NOT mafia_5_kill_player_flag = -100 IF NOT IS_CHAR_DEAD mafia_5X IF mafia_5_kill_player_flag = 0 SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 919.2639 -397.0023 //CORNER OF STREET mafia_5_kill_player_flag = 1 ENDIF ELSE mafia_5_kill_player_flag = -100 ENDIF IF mafia_5_kill_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 919.2639 -397.0023 1.0 1.0 0 //CORNER OF STREET SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 958.4280 -397.0979 //IN FRONT OF ALLEY mafia_5_kill_player_flag = 2 ENDIF ENDIF IF mafia_5_kill_player_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 958.4280 -397.0979 1.0 1.0 0 //IN FRONT OF ALLEY SET_CHAR_USE_PEDNODE_SEEK mafia_5X FALSE SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 958.0251 -416.7367 //BOTTOM OF STEPS mafia_5_kill_player_flag = 3 ENDIF ENDIF IF mafia_5_kill_player_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 958.0251 -416.7367 1.0 1.0 0 //BOTTOM OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 949.0732 -416.6061 //LANDING ON STEPS mafia_5_kill_player_flag = 4 ENDIF ENDIF IF mafia_5_kill_player_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 949.0732 -416.6061 1.0 1.0 0 //LANDING ON STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 948.9913 -407.5764 //TOP OF STEPS mafia_5_kill_player_flag = 5 ENDIF ENDIF IF mafia_5_kill_player_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 948.9913 -407.5764 1.0 1.0 0 //TOP OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 929.8204 -404.7728 //ON THE SNIPER ROOF mafia_5_kill_player_flag = 6 ENDIF ENDIF IF mafia_5_kill_player_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 929.8204 -404.7728 1.0 1.0 0 //ON THE SNIPER ROOF SET_CHAR_STAY_IN_SAME_PLACE mafia_5X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_5X player SET_CHAR_USE_PEDNODE_SEEK mafia_5X TRUE mafia_5_kill_player_flag = 7 ENDIF ENDIF ENDIF IF NOT mafia_7_kill_player_flag = -100 IF NOT IS_CHAR_DEAD mafia_7X IF mafia_7_kill_player_flag = 0 SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 919.2639 -397.0023 //CORNER OF STREET mafia_7_kill_player_flag = 1 ENDIF ELSE mafia_7_kill_player_flag = -100 ENDIF IF mafia_7_kill_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 919.2639 -397.0023 1.0 1.0 0 //CORNER OF STREET SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 958.4280 -397.0979 //IN FRONT OF ALLEY mafia_7_kill_player_flag = 2 ENDIF ENDIF IF mafia_7_kill_player_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 958.4280 -397.0979 1.0 1.0 0 //IN FRONT OF ALLEY SET_CHAR_USE_PEDNODE_SEEK mafia_7X FALSE SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 958.0251 -416.7367 //BOTTOM OF STEPS mafia_7_kill_player_flag = 3 ENDIF ENDIF IF mafia_7_kill_player_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 958.0251 -416.7367 1.0 1.0 0 //BOTTOM OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 949.0732 -416.6061 //LANDING ON STEPS mafia_7_kill_player_flag = 4 ENDIF ENDIF IF mafia_7_kill_player_flag = 4 IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 949.0732 -416.6061 1.0 1.0 0 //LANDING ON STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 948.9913 -407.5764 //TOP OF STEPS mafia_7_kill_player_flag = 5 ENDIF ENDIF IF mafia_7_kill_player_flag = 5 IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 948.9913 -407.5764 1.0 1.0 0 //TOP OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 930.0654 -407.9679 //ON THE SNIPER ROOF mafia_7_kill_player_flag = 6 ENDIF ENDIF IF mafia_7_kill_player_flag = 6 IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 930.0654 -407.9679 1.0 1.0 0 //ON THE SNIPER ROOF SET_CHAR_STAY_IN_SAME_PLACE mafia_7X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_7X player SET_CHAR_USE_PEDNODE_SEEK mafia_7X TRUE mafia_7_kill_player_flag = 7 ENDIF ENDIF ENDIF IF mafia_15_kill_player_flag = 0 IF NOT IS_POINT_ON_SCREEN 949.0732 -416.6061 19.5 2.0 CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 958.0251 -416.7367 14.2 mafia_15X //BOTTOM OF STEPS SET_CHAR_PERSONALITY mafia_15X PEDSTAT_TOUGH_GUY GIVE_WEAPON_TO_CHAR mafia_15X WEAPONTYPE_SHOTGUN 999 SET_CHAR_USE_PEDNODE_SEEK mafia_15X FALSE SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_15X 949.0732 -416.6061 //LANDING ON STEPS mafia_15_kill_player_flag = 1 ENDIF ENDIF IF NOT mafia_15_kill_player_flag = -100 IF mafia_15_kill_player_flag > 0 IF IS_CHAR_DEAD mafia_15X mafia_15_kill_player_flag = -100 ENDIF ENDIF IF mafia_15_kill_player_flag = 1 IF LOCATE_CHAR_ON_FOOT_2D mafia_15X 949.0732 -416.6061 1.0 1.0 0 //LANDING ON STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_15X 948.9913 -407.5764 //TOP OF STEPS mafia_15_kill_player_flag = 2 ENDIF ENDIF IF mafia_15_kill_player_flag = 2 IF LOCATE_CHAR_ON_FOOT_2D mafia_15X 948.9913 -407.5764 1.0 1.0 0 //TOP OF STEPS SET_CHAR_OBJ_RUN_TO_COORD mafia_15X 929.5118 -406.6480 //ON THE SNIPER ROOF mafia_15_kill_player_flag = 3 ENDIF ENDIF IF mafia_15_kill_player_flag = 3 IF LOCATE_CHAR_ON_FOOT_2D mafia_15X 929.5118 -406.6480 1.0 1.0 0 //ON THE SNIPER ROOF SET_CHAR_STAY_IN_SAME_PLACE mafia_15X TRUE SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_15X player SET_CHAR_USE_PEDNODE_SEEK mafia_15X TRUE mafia_15_kill_player_flag = 4 ENDIF ENDIF ENDIF IF mafia_15_kill_player_flag = 4 IF NOT frankie_exists_flag = 0 frankie_exists_flag = 3 ENDIF ENDIF IF mafia_5_kill_player_flag = 7 IF NOT frankie_exists_flag = 0 frankie_exists_flag = 3 ENDIF ENDIF IF mafia_7_kill_player_flag = 7 IF NOT frankie_exists_flag = 0 frankie_exists_flag = 3 ENDIF ENDIF IF mafia_5_kill_player_flag = -100 IF NOT frankie_exists_flag = 0 frankie_exists_flag = 3 ENDIF ENDIF IF mafia_7_kill_player_flag = -100 IF NOT frankie_exists_flag = 0 frankie_exists_flag = 3 ENDIF ENDIF IF mafia_15_kill_player_flag = -100 IF NOT frankie_exists_flag = 0 frankie_exists_flag = 3 ENDIF ENDIF IF frankie_exists_flag = 0 IF timerb_reset_flag_a1 = 0 TIMERB = 0 timerb_reset_flag_a1 = 1 ENDIF IF timerb_reset_flag_a1 = 1 IF TIMERB > 15000 IF time_left_a1 < 1 frankie_exists_flag = 3 ENDIF ENDIF ENDIF ENDIF RETURN ELSE IF NOT mafia_5_kill_player_flag = -100 IF NOT mafia_5_kill_player_flag = 0 IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_USE_PEDNODE_SEEK mafia_5X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_5X FALSE mafia_5_kill_player_flag = 0 ELSE mafia_5_kill_player_flag = -100 ENDIF ENDIF ENDIF IF NOT mafia_7_kill_player_flag = -100 IF NOT mafia_7_kill_player_flag = 0 IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_USE_PEDNODE_SEEK mafia_7X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_7X FALSE mafia_7_kill_player_flag = 0 ELSE mafia_7_kill_player_flag = -100 ENDIF ENDIF ENDIF IF NOT mafia_15_kill_player_flag = -100 IF NOT mafia_15_kill_player_flag = 0 IF NOT IS_CHAR_DEAD mafia_15X SET_CHAR_USE_PEDNODE_SEEK mafia_15X TRUE SET_CHAR_STAY_IN_SAME_PLACE mafia_15X FALSE mafia_15_kill_player_flag = -100 ELSE mafia_15_kill_player_flag = -100 ENDIF ENDIF ENDIF ENDIF IF IS_PLAYER_IN_AREA_2D player 878.79 -427.4 890.77 -403.89 0 //BACK OF CLUB OR IS_PLAYER_IN_AREA_3D player 890.77 -427.4 13.0 900.0 -423.82 18.9 0//ALLEYWAY OR IS_PLAYER_IN_AREA_2D player 900.0 -443.0 927.0 -378.0 0 //FRONT OF CLUB IF NOT mafia_8_flag = 4 IF NOT mafia_8_flag = 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_8X player ENDIF ENDIF IF NOT mafia_9_flag = 4 IF NOT mafia_9_flag = 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_9X player ENDIF ENDIF IF NOT mafia_10_flag = 4 IF NOT mafia_10_flag = 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_10X player ENDIF ENDIF IF NOT mafia_11_flag = 4 IF NOT mafia_11_flag = 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_11X player ENDIF ENDIF IF NOT mafia_12_flag = 4 IF NOT mafia_12_flag = 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_12X player ENDIF ENDIF IF NOT mafia_13_flag = 4 IF NOT mafia_13_flag = 0 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_13X player ENDIF ENDIF IF IS_PLAYER_IN_AREA_2D player 900.0 -443.0 927.0 -378.0 0 //FRONT OF CLUB IF NOT IS_CHAR_DEAD mafia_5X SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_5X player ENDIF IF NOT IS_CHAR_DEAD mafia_7X SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_7X player ENDIF ENDIF IF frankie_exists_flag = 0 IF timerb_reset_flag_a1 = 0 TIMERB = 0 timerb_reset_flag_a1 = 1 ENDIF IF timerb_reset_flag_a1 = 1 IF TIMERB > 25000 IF time_left_a1 < 1 frankie_exists_flag = 2 ENDIF ENDIF ENDIF ENDIF RETURN ENDIF kill_player_now_flag = 0 RETURN move_fuckers_car: SET_CAR_DRIVING_STYLE fuckers_car 2 SET_CAR_CRUISE_SPEED fuckers_car 20.0 IF IS_PLAYER_IN_AREA_2D player 878.79 -427.4 890.77 -403.89 0 //BACK OF CLUB OR IS_PLAYER_IN_AREA_3D player 890.77 -427.4 13.0 900.0 -423.82 18.9 0//ALLEYWAY OR IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 //HIGHER ROOF OR IS_PLAYER_IN_AREA_2D player 878.79 -433.86 890.77 -427.4 0 //LOWER ROOF OR IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF CAR_WANDER_RANDOMLY fuckers_car SET_CAR_AVOID_LEVEL_TRANSITIONS fuckers_car TRUE ELSE SET_CAR_MISSION fuckers_car MISSION_RAMPLAYER_FARAWAY ENDIF RETURN }
asuka2
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // ****************************************Asuka mission 2********************************** // **************************************Sniper Surveillance******************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_asuka2 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_asuka2_failed ENDIF GOSUB mission_cleanup_asuka2 MISSION_END // Variables for mission VAR_INT tail_car_asuka2 VAR_INT blip1_FBI1 blip2_FBI2 blip3_FBI3 blip4_FBI4 blip5_FBI5 blip6_FBI6 blip7_FBI7 blip8_FBI8 blip9_FBI9 blip10_FBI10 blip1_FBI_VAN VAR_INT countdown_as2 FBI1health FBI2health FBI3health FBI4health FBI7health FBI8health FBI9health FBI10health VAR_INT FBI1 FBI2 FBI3 FBI4 FBI5 FBI6 FBI7 FBI8 FBI9 FBI10 FBI_VAN1 VAR_INT sniper_asuka been_damaged_before VAR_INT number_of_feds_killed fed1_already_dead fed2_already_dead fed3_already_dead fed4_already_dead fed5_already_dead fed6_already_dead VAR_INT fed7_already_dead fed8_already_dead fed9_already_dead fed10_already_dead VAR_INT fedvan1_already_dead fbi_spotted_player fbi_spotted_player2 // ****************************************Mission Start************************************ mission_start_asuka2: REGISTER_MISSION_GIVEN flag_player_on_mission = 1 flag_player_on_asuka_mission = 1 SCRIPT_NAME asuka2 WAIT 0 number_of_feds_killed = 0 been_damaged_before = 0 fbi_spotted_player = 0 fbi_spotted_player2 = 0 LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 ASUKAH LOAD_SPECIAL_MODEL cut_obj3 KENJIH LOAD_SPECIAL_CHARACTER 1 asuka LOAD_SPECIAL_CHARACTER 2 kenji REQUEST_MODEL condo_ivy REQUEST_MODEL kmricndo01 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 cut_obj3 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED condo_ivy OR NOT HAS_MODEL_LOADED kmricndo01 WAIT 0 ENDWHILE LOAD_CUTSCENE A3_SS SET_CUTSCENE_OFFSET 523.102 -636.96 15.616 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_kenji SET_CUTSCENE_ANIM cs_kenji kenji 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_kenji CUT_OBJ3 cs_kenjihead SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE SET_PLAYER_COORDINATES player 523.6 -639.4 16.0 SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 1892 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_A ) 10000 1 WHILE cs_time < 4983 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_A2 ) 10000 1 WHILE cs_time < 8705 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_B ) 10000 1 WHILE cs_time < 10494 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_C ) 10000 1 WHILE cs_time < 16940 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_D ) 10000 1 WHILE cs_time < 22566 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_E ) 10000 1 WHILE cs_time < 26394 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_E2 ) 10000 1 WHILE cs_time < 28456 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_F ) 10000 1 WHILE cs_time < 32144 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM2_G ) 10000 1 WHILE cs_time < 36663 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_PRINTS WHILE cs_time < 39000 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 SWITCH_RUBBISH ON CLEAR_CUTSCENE SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 500 DO_FADE 1500 FADE_IN 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 condo_ivy MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01 UNLOAD_SPECIAL_CHARACTER 1 UNLOAD_SPECIAL_CHARACTER 2 REQUEST_MODEL PED_GANG_MAFIA_A REQUEST_MODEL PED_GANG_MAFIA_B REQUEST_MODEL CAR_RUMPO WHILE NOT HAS_MODEL_LOADED PED_GANG_MAFIA_A OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_B OR NOT HAS_MODEL_LOADED CAR_RUMPO WAIT 0 ENDWHILE // MISSION START fed1_already_dead = 0 fed2_already_dead = 0 fed3_already_dead = 0 fed4_already_dead = 0 fed5_already_dead = 0 fed6_already_dead = 0 fed7_already_dead = 0 fed8_already_dead = 0 fed9_already_dead = 0 fed10_already_dead = 0 fedvan1_already_dead = 0 //ADD_BLIP_FOR_COORD 430.0 -1448.7 -100.0 blip1_FBI1 countdown_as2 = 391000 DISPLAY_ONSCREEN_TIMER countdown_as2 //FEDS ON TOWER BLOCK***************************************************************************** CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 383.0 -1447.9 51.4 FBI1 //Floor4 SET_CHAR_HEADING FBI1 304.0 SET_CHAR_THREAT_SEARCH FBI1 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI1 WEAPONTYPE_M16 600 SET_CHAR_STAY_IN_SAME_PLACE FBI1 TRUE SET_CHAR_PERSONALITY FBI1 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI1 blip1_FBI1 //ADD_ARMOUR_TO_CHAR FBI1 99 CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 381.2 -1438.2 63.4 FBI2 //floor6 SET_CHAR_HEADING FBI2 304.0 SET_CHAR_THREAT_SEARCH FBI2 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI2 WEAPONTYPE_M16 600 SET_CHAR_STAY_IN_SAME_PLACE FBI2 TRUE SET_CHAR_PERSONALITY FBI2 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI2 blip2_FBI2 //ADD_ARMOUR_TO_CHAR FBI2 99 CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 383.5 -1452.3 69.4 FBI3 //floor7 SET_CHAR_HEADING FBI3 304.0 SET_CHAR_THREAT_SEARCH FBI3 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI3 WEAPONTYPE_M16 600 SET_CHAR_STAY_IN_SAME_PLACE FBI3 TRUE SET_CHAR_PERSONALITY FBI3 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI3 blip3_FBI3 //ADD_ARMOUR_TO_CHAR FBI3 99 CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 381.6 -1451.7 57.5 FBI8 //floor5 SET_CHAR_HEADING FBI8 304.0 SET_CHAR_THREAT_SEARCH FBI8 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI8 WEAPONTYPE_M16 600 SET_CHAR_STAY_IN_SAME_PLACE FBI8 TRUE SET_CHAR_PERSONALITY FBI8 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI8 blip8_FBI8 //ADD_ARMOUR_TO_CHAR FBI8 99 CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 381.4 -1443.5 75.5 FBI9 //floor8 SET_CHAR_HEADING FBI9 304.0 SET_CHAR_THREAT_SEARCH FBI9 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI9 WEAPONTYPE_M16 600 SET_CHAR_STAY_IN_SAME_PLACE FBI9 TRUE SET_CHAR_PERSONALITY FBI9 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI9 blip9_FBI9 //ADD_ARMOUR_TO_CHAR FBI9 99 CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 379.0 -1449.6 81.4 FBI10 //floor9 (Top) SET_CHAR_HEADING FBI10 304.0 SET_CHAR_THREAT_SEARCH FBI10 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI10 WEAPONTYPE_M16 600 SET_CHAR_STAY_IN_SAME_PLACE FBI10 TRUE SET_CHAR_PERSONALITY FBI10 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI10 blip10_FBI10 //ADD_ARMOUR_TO_CHAR FBI10 99 //FEDS AT PARK********************************************************************************** CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 48.4 -642.8 29.0 FBI4 //Park SET_CHAR_HEADING FBI4 169.0 SET_CHAR_THREAT_SEARCH FBI4 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI4 WEAPONTYPE_CHAINGUN 100 SET_CHAR_STAY_IN_SAME_PLACE FBI4 TRUE SET_CHAR_PERSONALITY FBI4 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI4 blip4_FBI4 //ADD_ARMOUR_TO_CHAR FBI4 99 CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 42.2 -641.3 27.8 FBI7 //Park SET_CHAR_HEADING FBI7 208.0 SET_CHAR_THREAT_SEARCH FBI7 THREAT_PLAYER1 GIVE_WEAPON_TO_CHAR FBI7 WEAPONTYPE_CHAINGUN 100 SET_CHAR_STAY_IN_SAME_PLACE FBI7 TRUE SET_CHAR_PERSONALITY FBI7 PEDSTAT_TOUGH_GUY ADD_BLIP_FOR_CHAR FBI7 blip7_FBI7 //ADD_ARMOUR_TO_CHAR FBI7 99 //FEDS IN VAN********************************************************************************** CREATE_CAR CAR_RUMPO 61.3 -1389.4 26.3 FBI_VAN1 CHANGE_CAR_COLOUR FBI_VAN1 CARCOLOUR_BLACK CARCOLOUR_BLACK SET_CAR_ONLY_DAMAGED_BY_PLAYER FBI_VAN1 True LOCK_CAR_DOORS FBI_VAN1 CARLOCK_LOCKED SET_CAR_HEADING FBI_VAN1 151.0 CREATE_CHAR_INSIDE_CAR FBI_VAN1 PEDTYPE_CIVMALE PED_GANG_MAFIA_A FBI5 ADD_BLIP_FOR_CHAR FBI5 blip5_FBI5 CREATE_CHAR_AS_PASSENGER FBI_VAN1 PEDTYPE_CIVMALE PED_GANG_MAFIA_B 2 FBI6 ADD_BLIP_FOR_CHAR FBI6 blip6_FBI6 CAR_SET_IDLE FBI_VAN1 SET_CHAR_THREAT_SEARCH FBI5 THREAT_PLAYER1 SET_CHAR_THREAT_SEARCH FBI6 THREAT_PLAYER1 SET_CHAR_PERSONALITY FBI5 PEDSTAT_TOUGH_GUY SET_CHAR_PERSONALITY FBI6 PEDSTAT_TOUGH_GUY GIVE_WEAPON_TO_CHAR FBI5 WEAPONTYPE_CHAINGUN 100 GIVE_WEAPON_TO_CHAR FBI6 WEAPONTYPE_CHAINGUN 100 /* LOAD_MISSION_AUDIO A3_A WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE */ WHILE NOT number_of_feds_killed = 10 WAIT 0 IF IS_CHAR_DEAD FBI1 AND fed1_already_dead = 0 REMOVE_BLIP blip1_FBI1 number_of_feds_killed ++ fed1_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI2 AND fed2_already_dead = 0 REMOVE_BLIP blip2_FBI2 number_of_feds_killed ++ fed2_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI3 AND fed3_already_dead = 0 REMOVE_BLIP blip3_FBI3 number_of_feds_killed ++ fed3_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI4 AND fed4_already_dead = 0 REMOVE_BLIP blip4_FBI4 number_of_feds_killed ++ fed4_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI5 AND fed5_already_dead = 0 REMOVE_BLIP blip5_FBI5 number_of_feds_killed ++ fed5_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI6 AND fed6_already_dead = 0 REMOVE_BLIP blip6_FBI6 number_of_feds_killed ++ fed6_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI7 AND fed7_already_dead = 0 REMOVE_BLIP blip7_FBI7 number_of_feds_killed ++ fed7_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI8 AND fed8_already_dead = 0 REMOVE_BLIP blip8_FBI8 number_of_feds_killed ++ fed8_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI9 AND fed9_already_dead = 0 REMOVE_BLIP blip9_FBI9 number_of_feds_killed ++ fed9_already_dead = 1 ENDIF IF IS_CHAR_DEAD FBI10 AND fed10_already_dead = 0 REMOVE_BLIP blip10_FBI10 number_of_feds_killed ++ fed10_already_dead = 1 ENDIF //CHECK PED HEALTH IF NOT IS_CHAR_DEAD FBI1 GET_CHAR_HEALTH FBI1 FBI1health ENDIF IF NOT IS_CHAR_DEAD FBI2 GET_CHAR_HEALTH FBI2 FBI2health ENDIF IF NOT IS_CHAR_DEAD FBI3 GET_CHAR_HEALTH FBI3 FBI3health ENDIF IF NOT IS_CHAR_DEAD FBI4 GET_CHAR_HEALTH FBI4 FBI4health ENDIF IF NOT IS_CHAR_DEAD FBI7 GET_CHAR_HEALTH FBI7 FBI7health ENDIF IF NOT IS_CHAR_DEAD FBI8 GET_CHAR_HEALTH FBI8 FBI8health ENDIF IF NOT IS_CHAR_DEAD FBI9 GET_CHAR_HEALTH FBI9 FBI9health ENDIF IF NOT IS_CHAR_DEAD FBI10 GET_CHAR_HEALTH FBI10 FBI10health ENDIF //PARK IF FBI4health < 100 OR FBI7health < 100 IF fbi_spotted_player2 = 0 IF NOT IS_CHAR_DEAD FBI4 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI4 Player SET_CHAR_ACCURACY FBI4 70 ENDIF IF NOT IS_CHAR_DEAD FBI7 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI7 Player SET_CHAR_ACCURACY FBI7 70 ENDIF fbi_spotted_player2 = 1 ENDIF ENDIF //PARK IF IS_CHAR_DEAD FBI4 OR IS_CHAR_DEAD FBI7 IF fbi_spotted_player2 = 0 IF NOT IS_CHAR_DEAD FBI4 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI4 Player SET_CHAR_ACCURACY FBI4 70 ENDIF IF NOT IS_CHAR_DEAD FBI7 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI7 Player SET_CHAR_ACCURACY FBI7 70 ENDIF fbi_spotted_player2 = 1 ENDIF ENDIF //ROOFTOP IF FBI1health < 100 OR FBI2health < 100 OR FBI3health < 100 OR FBI8health < 100 OR FBI9health < 100 OR FBI10health < 100 IF fbi_spotted_player = 0 //PLAY_MISSION_AUDIO IF NOT IS_CHAR_DEAD FBI1 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI1 Player SET_CHAR_ACCURACY FBI1 50 ENDIF IF NOT IS_CHAR_DEAD FBI2 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI2 Player SET_CHAR_ACCURACY FBI2 50 ENDIF IF NOT IS_CHAR_DEAD FBI3 WAIT 500 IF NOT IS_CHAR_DEAD FBI3 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI3 Player SET_CHAR_ACCURACY FBI3 50 ENDIF ENDIF IF NOT IS_CHAR_DEAD FBI8 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI8 Player SET_CHAR_ACCURACY FBI8 50 ENDIF IF NOT IS_CHAR_DEAD FBI9 WAIT 1000 IF NOT IS_CHAR_DEAD FBI9 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI9 Player SET_CHAR_ACCURACY FBI9 50 ENDIF ENDIF IF NOT IS_CHAR_DEAD FBI10 WAIT 1000 IF NOT IS_CHAR_DEAD FBI10 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI10 Player SET_CHAR_ACCURACY FBI10 70 ENDIF ENDIF fbi_spotted_player = 1 ENDIF ENDIF //ROOFTOP IF IS_CHAR_DEAD FBI1 OR IS_CHAR_DEAD FBI2 OR IS_CHAR_DEAD FBI3 OR IS_CHAR_DEAD FBI8 OR IS_CHAR_DEAD FBI9 OR IS_CHAR_DEAD FBI10 IF fbi_spotted_player = 0 //PLAY_MISSION_AUDIO IF NOT IS_CHAR_DEAD FBI1 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI1 Player SET_CHAR_ACCURACY FBI1 40 ENDIF IF NOT IS_CHAR_DEAD FBI2 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI2 Player SET_CHAR_ACCURACY FBI2 40 ENDIF IF NOT IS_CHAR_DEAD FBI3 WAIT 500 IF NOT IS_CHAR_DEAD FBI3 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI3 Player SET_CHAR_ACCURACY FBI3 50 ENDIF ENDIF IF NOT IS_CHAR_DEAD FBI8 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI8 Player SET_CHAR_ACCURACY FBI8 40 ENDIF IF NOT IS_CHAR_DEAD FBI9 WAIT 1000 IF NOT IS_CHAR_DEAD FBI9 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI9 Player SET_CHAR_ACCURACY FBI9 50 ENDIF ENDIF IF NOT IS_CHAR_DEAD FBI10 WAIT 1000 IF NOT IS_CHAR_DEAD FBI10 SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI10 Player SET_CHAR_ACCURACY FBI10 70 ENDIF ENDIF fbi_spotted_player = 1 ENDIF ENDIF IF NOT IS_CAR_DEAD FBI_VAN1 IF NOT IS_CAR_HEALTH_GREATER FBI_VAN1 999 AND been_damaged_before = 0 IF NOT IS_CHAR_DEAD FBI5 AND NOT IS_CHAR_DEAD FBI6 SET_CAR_ONLY_DAMAGED_BY_PLAYER FBI_VAN1 false SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS FBI5 Player SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS FBI6 Player LOCK_CAR_DOORS FBI_VAN1 CARLOCK_UNLOCKED been_damaged_before = 1 ENDIF ENDIF ENDIF IF countdown_as2 = 0 GOTO mission_asuka2_failed ENDIF ENDWHILE } GOTO mission_asuka2_passed // Mission asuka2 failed mission_asuka2_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed" RETURN // mission asuka2 passed mission_asuka2_passed: flag_asuka_mission2_passed = 1 PLAY_MISSION_PASSED_TUNE 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 15000 5000 1 //"Mission Passed!" CLEAR_WANTED_LEVEL player ADD_SCORE player 15000 REGISTER_MISSION_PASSED AM2 PLAYER_MADE_PROGRESS 1 ADD_SPRITE_BLIP_FOR_CONTACT_POINT 459.1 -1413.0 26.1 RADAR_SPRITE_KENJI kenji_contact_blip //TEST STUFF REMOVE_BLIP com_ammu_nation2 REMOVE_BLIP com_sprayshop2 START_NEW_SCRIPT asuka_mission3_loop START_NEW_SCRIPT kenji_mission1_loop RETURN // mission cleanup mission_cleanup_asuka2: flag_player_on_mission = 0 flag_player_on_asuka_mission = 0 MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_A MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B MARK_MODEL_AS_NO_LONGER_NEEDED CAR_RUMPO REMOVE_BLIP blip1_FBI1 REMOVE_BLIP blip2_FBI2 REMOVE_BLIP blip3_FBI3 REMOVE_BLIP blip4_FBI4 REMOVE_BLIP blip5_FBI5 REMOVE_BLIP blip6_FBI6 REMOVE_BLIP blip7_FBI7 REMOVE_BLIP blip8_FBI8 REMOVE_BLIP blip9_FBI9 REMOVE_BLIP blip10_FBI10 CLEAR_ONSCREEN_TIMER countdown_as2 MISSION_HAS_FINISHED RETURN
asuka3
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *************************************Asuka mission 3************************************* // *************************************Boat Spy thing************************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_asuka3 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_asuka3_failed ENDIF GOSUB mission_cleanup_asuka3 MISSION_END // Variables for mission VAR_INT blip1_as3 blip2_as3 cop_boat been_in_cop_boat_before VAR_INT spy_boat spy_bloke spy_car VAR_INT spy_blokes_car asuka_boat VAR_INT boat_coord_number boat_health boat_health2 VAR_INT help1_displayed help2_displayed // ****************************************Mission Start************************************ mission_start_asuka3: REGISTER_MISSION_GIVEN flag_player_on_mission = 1 flag_player_on_asuka_mission = 1 help1_displayed = 0 help2_displayed = 0 SCRIPT_NAME asuka3 WAIT 0 been_in_cop_boat_before = 0 { LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 NOTE REQUEST_MODEL PED_MALE1 REQUEST_MODEL BOAT_REEFER REQUEST_MODEL BOAT_SPEEDER REQUEST_MODEL BOAT_PREDATOR REQUEST_MODEL CAR_STALLION REQUEST_MODEL condo_ivy REQUEST_MODEL kmricndo01 LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED condo_ivy OR NOT HAS_MODEL_LOADED kmricndo01 WAIT 0 ENDWHILE LOAD_CUTSCENE A2_PP SET_CUTSCENE_OFFSET 523.102 -636.96 15.616 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_OBJECT cut_obj2 cs_note SET_CUTSCENE_ANIM cs_note NOTE CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE SET_PLAYER_COORDINATES player 523.6 -639.4 16.0 SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 3406 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM3_A ) 10000 1 WHILE cs_time < 5677 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM3_B ) 10000 1 WHILE cs_time < 11354 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM3_C ) 10000 1 WHILE cs_time < 16000 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 SWITCH_RUBBISH ON CLEAR_CUTSCENE SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 1000 DO_FADE 1500 FADE_IN MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 MARK_MODEL_AS_NO_LONGER_NEEDED condo_ivy MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01 WHILE NOT HAS_MODEL_LOADED PED_MALE1 OR NOT HAS_MODEL_LOADED BOAT_SPEEDER OR NOT HAS_MODEL_LOADED CAR_STALLION OR NOT HAS_MODEL_LOADED BOAT_PREDATOR OR NOT HAS_MODEL_LOADED BOAT_REEFER WAIT 0 ENDWHILE CLEAR_AREA 640.0 -608.0 0.0 6.0 TRUE CREATE_CAR BOAT_SPEEDER 612.0 -597.0 0.0 spy_boat SET_CAR_HEADING spy_boat 0.0 SET_CAR_ONLY_DAMAGED_BY_PLAYER spy_boat TRUE SET_CAR_HEALTH spy_boat 1500 SET_CAR_STRONG spy_boat TRUE CREATE_CHAR_INSIDE_CAR spy_boat PEDTYPE_CIVMALE PED_MALE1 spy_bloke CLEAR_AREA 568.0 -686.0 0.0 6.0 TRUE CREATE_CAR BOAT_REEFER 568.0 -686.0 0.0 asuka_boat SET_CAR_HEADING asuka_boat 180.0 CLEAR_AREA 554.8 -767.6 0.0 6.0 TRUE CREATE_CAR BOAT_PREDATOR 554.8 -767.6 0.0 cop_boat ADD_BLIP_FOR_CAR cop_boat blip1_as3 // START MISSION IF NOT IS_CHAR_DEAD spy_bloke ADD_BLIP_FOR_CHAR spy_bloke blip2_as3 CHANGE_BLIP_DISPLAY blip2_as3 MARKER_ONLY ENDIF WAIT 1500 SET_PLAYER_CONTROL Player OFF SWITCH_WIDESCREEN ON SET_FIXED_CAMERA_POSITION 526.0 -643.3 19.6 0.0 0.0 0.0 IF NOT IS_CAR_DEAD spy_boat POINT_CAMERA_AT_CAR spy_boat FIXED JUMP_CUT ENDIF WAIT 3000 SET_PLAYER_CONTROL Player ON SWITCH_WIDESCREEN OFF RESTORE_CAMERA IF NOT IS_CAR_DEAD spy_boat GET_CAR_HEALTH spy_boat boat_health DISPLAY_ONSCREEN_COUNTER_WITH_STRING boat_health COUNTER_DISPLAY_BAR (DAM) GOSUB boat_health ENDIF TIMERB = 0 WHILE NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 55.0 55.0 FALSE AND IS_CAR_HEALTH_GREATER spy_boat 1499 WAIT 0 IF help1_displayed = 0 IF TIMERB > 4000 GET_CONTROLLER_MODE controlmode IF controlmode = 3 PRINT_HELP BOATIN3 ELSE PRINT_HELP BOATIN1 ENDIF help1_displayed = 1 ENDIF ENDIF IF help2_displayed = 0 IF TIMERB > 11000 GET_CONTROLLER_MODE controlmode IF controlmode = 3 PRINT_HELP BOATIN4 ELSE PRINT_HELP BOATIN2 ENDIF help2_displayed = 1 ENDIF ENDIF IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE IF NOT IS_CAR_DEAD spy_boat SET_CAR_ONLY_DAMAGED_BY_PLAYER spy_boat FALSE SET_BOAT_CRUISE_SPEED spy_boat 48.0 ENDIF WAIT 0 //LOCATION1 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 744.8 -350.1 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 744.8 -350.1 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION2 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 728.9 -133.7 0.0 SET_BOAT_CRUISE_SPEED spy_boat 45.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 728.9 -133.7 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION3 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 635.5 24.7 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 635.5 24.7 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION4 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 746.6 252.9 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 746.6 252.9 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION5 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 872.1 335.9 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 872.1 335.9 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION6 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1064.5 180.8 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1064.5 180.8 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION7 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1262.0 166.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1262.0 166.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION8 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1566.0 52.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1566.0 52.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION9 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1595.0 -154.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1595.0 -154.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION10 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1555.0 -299.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1555.0 -299.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION11 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1617.0 -600.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1617.0 -600.0 0.0 5.0 5.0 5.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION12 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1617.0 -762.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1617.0 -762.0 0.0 5.0 5.0 5.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION13 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1637.0 -950.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1637.0 -950.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION14 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1535.0 -1173.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1535.0 -1173.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION15 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 1268.0 -1273.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 1268.0 -1273.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION16 IF NOT IS_CAR_DEAD spy_boat BOAT_GOTO_COORDS spy_boat 938.1 -1226.4 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 938.1 -1226.4 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION17 IF NOT IS_CAR_DEAD spy_boat SET_BOAT_CRUISE_SPEED spy_boat 45.0 BOAT_GOTO_COORDS spy_boat 618.0 -1083.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 618.0 -1083.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION18 IF NOT IS_CAR_DEAD spy_boat SET_BOAT_CRUISE_SPEED spy_boat 35.0 BOAT_GOTO_COORDS spy_boat 560.0 -899.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 560.0 -899.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE //LOCATION19 IF NOT IS_CAR_DEAD spy_boat SET_BOAT_CRUISE_SPEED spy_boat 20.0 BOAT_GOTO_COORDS spy_boat 548.0 -795.0 0.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_boat 548.0 -795.0 0.0 6.0 6.0 6.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_boat GOTO mission_asuka3_passed ENDIF IF NOT IS_CAR_DEAD spy_boat IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_boat 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_boat DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead IF NOT IS_CAR_DEAD spy_boat GOSUB boat_health ENDIF ENDWHILE WAIT 1000 IF NOT IS_CAR_DEAD spy_boat AND NOT IS_CHAR_DEAD spy_bloke BOAT_STOP spy_boat ANCHOR_BOAT spy_boat TRUE WARP_CHAR_FROM_CAR_TO_COORD spy_bloke 547.3 -778.4 -100.0 CLEAR_ONSCREEN_COUNTER boat_health ENDIF CREATE_CAR CAR_STALLION 499.7 -734.4 -100.0 spy_car SET_CAR_HEADING spy_car 90.0 SET_CHAR_RUNNING spy_bloke TRUE SET_CHAR_OBJ_RUN_TO_COORD spy_bloke 510.0 -775.6 WHILE NOT IS_CHAR_OBJECTIVE_PASSED spy_bloke WAIT 0 IF IS_CHAR_DEAD spy_bloke GOTO mission_asuka3_passed ENDIF GOSUB check_boats_dead ENDWHILE SET_CHAR_OBJ_RUN_TO_COORD spy_bloke 505.2 -751.1 WHILE NOT IS_CHAR_OBJECTIVE_PASSED spy_bloke WAIT 0 IF IS_CHAR_DEAD spy_bloke GOTO mission_asuka3_passed ENDIF GOSUB check_boats_dead ENDWHILE SET_CHAR_OBJ_RUN_TO_COORD spy_bloke 501.1 -749.5 WHILE NOT IS_CHAR_OBJECTIVE_PASSED spy_bloke WAIT 0 IF IS_CHAR_DEAD spy_bloke GOTO mission_asuka3_passed ENDIF GOSUB check_boats_dead ENDWHILE IF NOT IS_CAR_DEAD spy_car SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER spy_bloke spy_car ENDIF WHILE NOT IS_CHAR_IN_CAR spy_bloke spy_car WAIT 0 IF IS_CHAR_DEAD spy_bloke GOTO mission_asuka3_passed ENDIF IF IS_CAR_DEAD spy_car AND NOT IS_CHAR_DEAD spy_bloke GOTO is_he_dead_yet ENDIF GOSUB check_boats_dead ENDWHILE IF NOT IS_CAR_DEAD spy_car CAR_GOTO_COORDINATES_ACCURATE spy_car 463.0 -727.4 16.1 SET_CAR_MISSION spy_car MISSION_GOTOCOORDS_STRAIGHT_ACCURATE SET_CAR_DRIVING_STYLE spy_car 1 SET_CAR_CRUISE_SPEED spy_car 15.0 ENDIF WHILE NOT LOCATE_CAR_3D spy_car 463.0 -727.4 16.1 3.0 3.0 3.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_car GOTO mission_asuka3_passed ENDIF IF IS_CHAR_DEAD spy_bloke GOTO mission_asuka3_passed ENDIF IF NOT IS_CHAR_IN_CAR spy_bloke spy_car GOTO is_he_dead_yet ENDIF IF NOT IS_CAR_DEAD spy_car IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_car 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_car AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_car DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead ENDWHILE IF NOT IS_CAR_DEAD spy_car CAR_GOTO_COORDINATES_ACCURATE spy_car 456.0 -707.1 16.0 SET_CAR_MISSION spy_car MISSION_GOTOCOORDS_STRAIGHT_ACCURATE ENDIF WHILE NOT LOCATE_CAR_3D spy_car 456.0 -707.1 16.0 3.0 3.0 3.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_car GOTO mission_asuka3_passed ENDIF IF IS_CHAR_DEAD spy_bloke GOTO mission_asuka3_passed ENDIF IF NOT IS_CHAR_IN_CAR spy_bloke spy_car GOTO is_he_dead_yet ENDIF IF NOT IS_CAR_DEAD spy_car IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_car 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_car AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_car DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead ENDWHILE IF NOT IS_CAR_DEAD spy_car CAR_GOTO_COORDINATES_ACCURATE spy_car 459.0 -678.1 16.0 SET_CAR_MISSION spy_car MISSION_GOTOCOORDS_STRAIGHT_ACCURATE ENDIF WHILE NOT LOCATE_CAR_3D spy_car 459.0 -678.1 16.0 3.0 3.0 3.0 FALSE WAIT 0 IF IS_CAR_DEAD spy_car GOTO mission_asuka3_passed ENDIF IF IS_CHAR_DEAD spy_bloke GOTO mission_asuka3_passed ENDIF IF NOT IS_CHAR_IN_CAR spy_bloke spy_car GOTO is_he_dead_yet ENDIF IF NOT IS_CAR_DEAD spy_car IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D Player spy_car 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CAR_DEAD spy_car AND NOT IS_CHAR_DEAD spy_bloke DELETE_CAR spy_car DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead ENDWHILE IF NOT IS_CAR_DEAD spy_car CAR_WANDER_RANDOMLY spy_car SET_CAR_DRIVING_STYLE spy_car 2 SET_CAR_CRUISE_SPEED spy_car 25.0 ENDIF WHILE NOT IS_CHAR_DEAD spy_bloke WAIT 0 IF NOT IS_CHAR_DEAD spy_bloke IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player spy_bloke 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CHAR_DEAD spy_bloke DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF IF IS_CAR_DEAD spy_car GOTO mission_asuka3_passed ENDIF IF NOT IS_CHAR_IN_CAR spy_bloke spy_car GOTO is_he_dead_yet ENDIF GOSUB check_boats_dead ENDWHILE is_he_dead_yet: SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS spy_bloke Player WHILE NOT IS_CHAR_DEAD spy_bloke WAIT 0 IF NOT IS_CHAR_DEAD spy_bloke IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player spy_bloke 160.0 160.0 FALSE PRINT_NOW ( AWAY ) 5000 2 // Mission brief IF NOT IS_CHAR_DEAD spy_bloke DELETE_CHAR spy_bloke ENDIF GOTO mission_asuka3_failed ENDIF ENDIF GOSUB check_boats_dead ENDWHILE GOTO mission_asuka3_passed } // Mission asuka3 failed mission_asuka3_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed" RETURN // mission asuka3 passed mission_asuka3_passed: CLEAR_ONSCREEN_COUNTER boat_health flag_asuka_mission3_passed = 1 PLAY_MISSION_PASSED_TUNE 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!" CLEAR_WANTED_LEVEL player ADD_SCORE player 10000 REGISTER_MISSION_PASSED AM3 PLAYER_MADE_PROGRESS 1 START_NEW_SCRIPT asuka_mission4_loop RETURN // mission cleanup mission_cleanup_asuka3: flag_player_on_mission = 0 flag_player_on_asuka_mission = 0 REMOVE_BLIP blip1_as3 REMOVE_BLIP blip2_as3 MARK_MODEL_AS_NO_LONGER_NEEDED PED_MALE1 MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_SPEEDER MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_REEFER MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_PREDATOR MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION CLEAR_ONSCREEN_COUNTER boat_health MISSION_HAS_FINISHED RETURN boat_health: { GET_CAR_HEALTH spy_boat boat_health boat_health2 = 1500 - boat_health IF boat_health2 > 1500 boat_health2 = 1500 ENDIF boat_health = boat_health2 / 15 RETURN } check_boats_dead: { IF NOT IS_CAR_DEAD cop_boat IF IS_PLAYER_IN_CAR player cop_boat AND been_in_cop_boat_before = 0 GET_CONTROLLER_MODE controlmode IF NOT controlmode = 3 PRINT_HELP PBOAT_1 ELSE PRINT_HELP PBOAT_2 ENDIF REMOVE_BLIP blip1_as3 been_in_cop_boat_before = 1 ENDIF ELSE IF been_in_cop_boat_before = 0 REMOVE_BLIP blip1_as3 been_in_cop_boat_before = 1 ENDIF ENDIF RETURN }
asuka4
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************asuka mission 4******************************** // ******************************************Pay day for Ray******************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_asuka4 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_asuka4_failed ENDIF GOSUB mission_cleanup_asuka4 MISSION_END // Variables for mission VAR_INT blip1_as4 timer_frozen VAR_INT countdown_as4 phone_1_obj phone_2_obj phone_3_obj phone_4_obj // ****************************************Mission Start************************************ mission_start_asuka4: REGISTER_MISSION_GIVEN flag_player_on_mission = 1 flag_player_on_asuka_mission = 1 SCRIPT_NAME asuka4 WAIT 0 { LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 ASUKAH LOAD_SPECIAL_MODEL cut_obj3 minnote LOAD_SPECIAL_CHARACTER 1 asuka REQUEST_MODEL condo_ivy REQUEST_MODEL kmricndo01 LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED cut_obj3 WAIT 0 ENDWHILE WHILE NOT HAS_MODEL_LOADED condo_ivy OR NOT HAS_MODEL_LOADED kmricndo01 WAIT 0 ENDWHILE LOAD_CUTSCENE A4_PDR SET_CUTSCENE_OFFSET 523.102 -636.96 15.616 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_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_note SET_CUTSCENE_ANIM cs_note minnote CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE SET_PLAYER_COORDINATES player 523.6 -639.4 16.0 SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 805 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_A ) 10000 1 WHILE cs_time < 3370 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_B ) 10000 1 WHILE cs_time < 6758 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_C ) 10000 1 WHILE cs_time < 12673 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_D ) 10000 1 WHILE cs_time < 15481 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_E ) 10000 1 WHILE cs_time < 18606 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_F ) 10000 1 WHILE cs_time < 21381 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_G ) 10000 1 WHILE cs_time < 25955 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_PRINTS WHILE cs_time < 29333 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 SWITCH_RUBBISH ON CLEAR_CUTSCENE SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 500 DO_FADE 1500 FADE_IN 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 condo_ivy MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01 UNLOAD_SPECIAL_CHARACTER 1 //GOTO skip_to_ray_cut //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // MISSION START CREATE_OBJECT_NO_OFFSET faketarget 229.2 -1537.6 26.0 phone_1_obj DONT_REMOVE_OBJECT phone_1_obj CREATE_OBJECT_NO_OFFSET faketarget -53.5 -699.1 26.0 phone_2_obj DONT_REMOVE_OBJECT phone_2_obj CREATE_OBJECT_NO_OFFSET faketarget 204.8 -135.0 16.0 phone_3_obj DONT_REMOVE_OBJECT phone_3_obj CREATE_OBJECT_NO_OFFSET faketarget 60.3 -964.8 26.1 phone_4_obj DONT_REMOVE_OBJECT phone_4_obj countdown_as4 = 211000 DISPLAY_ONSCREEN_TIMER countdown_as4 ADD_BLIP_FOR_OBJECT phone_1_obj blip1_as4 SET_PHONE_MESSAGE Ray_phone1 ( AM4_1A ) LOAD_MISSION_AUDIO A4_A WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 229.2 -1537.6 26.0 1.0 1.0 3.0 FALSE //PHONE1 OR NOT IS_PLAYER_LIFTING_A_PHONE player WAIT 0 IF countdown_as4 = 0 PRINT_NOW ( OUTTIME ) 5000 1 GOTO mission_asuka4_failed ENDIF ENDWHILE SET_POLICE_IGNORE_PLAYER Player On SET_EVERYONE_IGNORE_PLAYER Player On FREEZE_ONSCREEN_TIMER TRUE SET_FIXED_CAMERA_POSITION 214.844 -1549.911 32.448 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 215.507 -1549.246 32.105 JUMP_CUT WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone1 WAIT 0 ENDWHILE PLAY_MISSION_AUDIO WHILE IS_PLAYER_LIFTING_A_PHONE player WAIT 0 ENDWHILE RESTORE_CAMERA_JUMPCUT FREEZE_ONSCREEN_TIMER FALSE REMOVE_BLIP blip1_as4 ADD_BLIP_FOR_OBJECT phone_2_obj blip1_as4 SET_PHONE_MESSAGE Ray_phone2 ( AM4_1B ) SET_POLICE_IGNORE_PLAYER Player off SET_EVERYONE_IGNORE_PLAYER Player off LOAD_MISSION_AUDIO A4_B WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player -53.5 -699.1 26.0 1.0 1.0 3.0 FALSE //PHONE2 OR NOT IS_PLAYER_LIFTING_A_PHONE player WAIT 0 IF countdown_as4 = 0 PRINT_NOW ( OUTTIME ) 5000 1 GOTO mission_asuka4_failed ENDIF ENDWHILE SET_POLICE_IGNORE_PLAYER Player On SET_EVERYONE_IGNORE_PLAYER Player On FREEZE_ONSCREEN_TIMER TRUE SET_FIXED_CAMERA_POSITION -77.442 -702.532 33.574 0.0 0.0 0.0 POINT_CAMERA_AT_POINT -76.500 -702.391 33.270 JUMP_CUT WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone2 WAIT 0 ENDWHILE PLAY_MISSION_AUDIO WHILE IS_PLAYER_LIFTING_A_PHONE player WAIT 0 ENDWHILE RESTORE_CAMERA_JUMPCUT FREEZE_ONSCREEN_TIMER FALSE REMOVE_BLIP blip1_as4 ADD_BLIP_FOR_OBJECT phone_3_obj blip1_as4 SET_PHONE_MESSAGE Ray_phone3 ( AM4_1C ) SET_POLICE_IGNORE_PLAYER Player off SET_EVERYONE_IGNORE_PLAYER Player off LOAD_MISSION_AUDIO A4_C WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 204.8 -135.0 16.0 1.0 1.0 3.0 FALSE //PHONE3 OR NOT IS_PLAYER_LIFTING_A_PHONE player WAIT 0 IF countdown_as4 = 0 PRINT_NOW ( OUTTIME ) 5000 1 GOTO mission_asuka4_failed ENDIF ENDWHILE SET_POLICE_IGNORE_PLAYER Player On SET_EVERYONE_IGNORE_PLAYER Player On FREEZE_ONSCREEN_TIMER TRUE SET_FIXED_CAMERA_POSITION 191.656 -130.530 20.037 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 192.560 -130.834 19.734 JUMP_CUT WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone3 WAIT 0 ENDWHILE PLAY_MISSION_AUDIO WHILE IS_PLAYER_LIFTING_A_PHONE player WAIT 0 ENDWHILE RESTORE_CAMERA_JUMPCUT FREEZE_ONSCREEN_TIMER FALSE REMOVE_BLIP blip1_as4 ADD_BLIP_FOR_OBJECT phone_4_obj blip1_as4 SET_PHONE_MESSAGE Ray_phone4 ( AM4_1D ) SET_POLICE_IGNORE_PLAYER Player off SET_EVERYONE_IGNORE_PLAYER Player off LOAD_MISSION_AUDIO A4_D WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 60.3 -964.8 26.1 1.0 1.0 3.0 FALSE //PHONE4 OR NOT IS_PLAYER_LIFTING_A_PHONE player WAIT 0 IF countdown_as4 = 0 PRINT_NOW ( OUTTIME ) 5000 1 GOTO mission_asuka4_failed ENDIF ENDWHILE SET_POLICE_IGNORE_PLAYER Player On SET_EVERYONE_IGNORE_PLAYER Player On FREEZE_ONSCREEN_TIMER TRUE SET_FIXED_CAMERA_POSITION 51.733 -973.067 30.559 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 52.418 -972.450 30.172 JUMP_CUT WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone4 WAIT 0 ENDWHILE PLAY_MISSION_AUDIO WHILE IS_PLAYER_LIFTING_A_PHONE player WAIT 0 ENDWHILE RESTORE_CAMERA_JUMPCUT CLEAR_ONSCREEN_TIMER countdown_as4 REMOVE_BLIP blip1_as4 ADD_BLIP_FOR_COORD 38.8 -725.4 22.8 blip1_as4 SET_POLICE_IGNORE_PLAYER Player off SET_EVERYONE_IGNORE_PLAYER Player off rays_cutscene_flag = 1 WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 38.8 -725.4 22.8 1.0 1.0 2.0 TRUE WAIT 0 ENDWHILE REMOVE_BLIP blip1_as4 //skip_to_ray_cut: //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //SET_PLAYER_COORDINATES player 44.2 -725.0 24.7 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! GET_GAME_TIMER breakout_timer_start breakout_diff = 0 WHILE NOT CAN_PLAYER_START_MISSION Player AND breakout_diff < 5000 // if player is not in control after 5 secs do the cutscene anyway WAIT 0 GET_GAME_TIMER breakout_timer breakout_diff = breakout_timer - breakout_timer_start ENDWHILE MAKE_PLAYER_SAFE_FOR_CUTSCENE Player //RAY CUT SCENE************************************************************************* CLEAR_WANTED_LEVEL player SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT SWITCH_STREAMING OFF LOAD_SPECIAL_CHARACTER 2 ray LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 RAYH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE LOAD_ALL_MODELS_NOW WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2 OR NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 WAIT 0 ENDWHILE LOAD_CUTSCENE R0_PDR2 SET_CUTSCENE_OFFSET 39.424 -726.677 21.692 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_ray SET_CUTSCENE_ANIM cs_ray ray CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead SET_CUTSCENE_HEAD_ANIM cs_rayhead ray CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE SET_PLAYER_COORDINATES player 39.0 -723.5 22.0 SET_PLAYER_HEADING player 90.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2887 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_3 ) 10000 1 WHILE cs_time < 6583 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_4 ) 10000 1 WHILE cs_time < 10279 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_5 ) 10000 1 WHILE cs_time < 13282 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_6 ) 10000 1 WHILE cs_time < 15014 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_7 ) 10000 1 WHILE cs_time < 20212 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_8 ) 10000 1 WHILE cs_time < 21944 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_9 ) 10000 1 WHILE cs_time < 24716 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_10 ) 10000 1 WHILE cs_time < 27719 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM4_11 ) 10000 1 WHILE cs_time < 30611 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_PRINTS WHILE cs_time < 31666 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE GET_FADING_STATUS WAIT 0 ENDWHILE WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE SWITCH_RUBBISH ON CLEAR_PRINTS CLEAR_CUTSCENE SET_CAMERA_BEHIND_PLAYER WAIT 500 DO_FADE 1500 FADE_IN UNLOAD_SPECIAL_CHARACTER 2 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1 MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2 } GOTO mission_asuka4_passed // Mission asuka4 failed mission_asuka4_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed" RETURN // mission asuka4 passed mission_asuka4_passed: flag_asuka_mission4_passed = 1 PLAY_MISSION_PASSED_TUNE 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 11000 5000 1 //"Mission Passed!" CLEAR_WANTED_LEVEL player ADD_SCORE player 11000 REGISTER_MISSION_PASSED AM4 PLAYER_MADE_PROGRESS 1 ADD_SPRITE_BLIP_FOR_CONTACT_POINT 38.8 -725.4 -100.0 RADAR_SPRITE_RAY ray_contact_blip SET_CAMERA_BEHIND_PLAYER START_NEW_SCRIPT asuka_mission5_loop START_NEW_SCRIPT ray_mission1_loop RETURN // mission cleanup mission_cleanup_asuka4: flag_player_on_mission = 0 flag_player_on_asuka_mission = 0 CLEAR_ONSCREEN_TIMER countdown_as4 REMOVE_BLIP blip1_as4 TURN_PHONE_OFF Ray_phone1 TURN_PHONE_OFF Ray_phone2 TURN_PHONE_OFF Ray_phone3 TURN_PHONE_OFF Ray_phone4 DELETE_OBJECT phone_1_obj DELETE_OBJECT phone_2_obj DELETE_OBJECT phone_3_obj DELETE_OBJECT phone_4_obj rays_cutscene_flag = 0 FREEZE_ONSCREEN_TIMER FALSE MISSION_HAS_FINISHED RETURN
asuka5
MISSION_START // ***************************************************************************************** // ***************************************************************************************** // ***************************************************************************************** // *****************************************asuka mission 5******************************** // ********************************************Kill Tanner********************************** // ***************************************************************************************** // ***************************************************************************************** // Mission start stuff GOSUB mission_start_asuka5 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_asuka5_failed ENDIF GOSUB mission_cleanup_asuka5 MISSION_END // Variables for mission VAR_INT blip1_as5 blip2_as5 blip3_as5 VAR_INT tanner_car got_to_coord_once old_tanner_health VAR_INT tanner cleared_timer_once_asuka5 VAR_INT test_tanner_health_counter test_tanner_health_counter2 VAR_FLOAT test_tanner_health_float // ****************************************Mission Start************************************ mission_start_asuka5: REGISTER_MISSION_GIVEN flag_player_on_mission = 1 flag_player_on_asuka_mission = 1 SCRIPT_NAME asuka5 WAIT 0 SET_MAX_WANTED_LEVEL 5 cleared_timer_once_asuka5 = 0 got_to_coord_once = 0 LOAD_SPECIAL_MODEL cut_obj2 NOTE LOAD_SPECIAL_MODEL cut_obj1 PLAYERH REQUEST_MODEL condo_ivy REQUEST_MODEL kmricndo01 LOAD_ALL_MODELS_NOW WHILE NOT HAS_MODEL_LOADED cut_obj1 OR NOT HAS_MODEL_LOADED cut_obj2 OR NOT HAS_MODEL_LOADED condo_ivy OR NOT HAS_MODEL_LOADED kmricndo01 WAIT 0 ENDWHILE LOAD_CUTSCENE A5_K2FT SET_CUTSCENE_OFFSET 523.102 -636.96 15.616 CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player SET_CUTSCENE_ANIM cs_player player CREATE_CUTSCENE_OBJECT cut_obj2 cs_note SET_CUTSCENE_ANIM cs_note NOTE CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead SET_CUTSCENE_HEAD_ANIM cs_playerhead player CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE SET_PLAYER_COORDINATES player 523.6 -639.4 16.0 SET_PLAYER_HEADING player 180.0 DO_FADE 1500 FADE_IN SWITCH_RUBBISH OFF SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2220 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM5_A ) 10000 1 WHILE cs_time < 4363 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM5_B ) 10000 1 WHILE cs_time < 11558 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM5_C ) 10000 1 WHILE cs_time < 16227 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( AM5_D ) 10000 1 WHILE cs_time < 17342 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_PRINTS WHILE cs_time < 17666 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 SWITCH_RUBBISH ON CLEAR_CUTSCENE SET_CAMERA_IN_FRONT_OF_PLAYER WAIT 500 DO_FADE 1500 FADE_IN MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2 MARK_MODEL_AS_NO_LONGER_NEEDED condo_ivy MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01 REQUEST_MODEL CAR_ESPERANTO LOAD_SPECIAL_CHARACTER 1 tanner WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1 OR NOT HAS_MODEL_LOADED CAR_ESPERANTO WAIT 0 ENDWHILE LOAD_MISSION_AUDIO A5_A WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE //START MISSION CREATE_CAR CAR_ESPERANTO 420.9 -1396.5 26.0 tanner_car //TEST INDUSTRIAL!!!!!!!!! SET_CAR_HEADING tanner_car 90.0 SET_CAR_ONLY_DAMAGED_BY_PLAYER tanner_car TRUE LOCK_CAR_DOORS tanner_car CARLOCK_LOCKOUT_PLAYER_ONLY SET_CAR_STAYS_IN_CURRENT_LEVEL tanner_car TRUE SET_CAR_AVOID_LEVEL_TRANSITIONS tanner_car TRUE ADD_BLIP_FOR_COORD 414.0 -1378.0 -100.0 blip1_as5 CHANGE_BLIP_DISPLAY blip1_as5 BLIP_ONLY WHILE NOT IS_PLAYER_STOPPED_IN_AREA_3D Player 411.8 -1375.3 25.6 417.0 -1381.9 28.6 TRUE WAIT 0 IF IS_CAR_DEAD tanner_car GOTO mission_asuka5_failed ENDIF IF NOT IS_CAR_HEALTH_GREATER tanner_car 999 OR NOT IS_CAR_IN_AREA_2D tanner_car 417.1 -1398.0 425.4 -1394.9 FALSE PRINT_NOW ( AM5_1 ) 5000 1 GOTO mission_asuka5_failed ENDIF ENDWHILE REMOVE_BLIP blip1_as5 ADD_BLIP_FOR_CAR tanner_car blip2_as5 SET_PLAYER_CONTROL Player Off CLEAR_AREA 427.9 -1392.7 21.1 20.0 TRUE SET_POLICE_IGNORE_PLAYER Player On SWITCH_WIDESCREEN ON CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 436.5 -1399.8 33.7 tanner //TEST INDUSTRIAL!!!!!!!! SET_CHAR_RUNNING tanner TRUE SET_FIXED_CAMERA_POSITION 437.4 -1387.4 30.9 0.0 0.0 0.0 //TEST INDUSTRIAL!!!!!!!! POINT_CAMERA_AT_CHAR tanner FIXED JUMP_CUT TIMERB = 0 SET_CHAR_OBJ_RUN_TO_COORD tanner 435.7 -1388.8 WHILE NOT IS_CHAR_OBJECTIVE_PASSED tanner WAIT 0 IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car GOTO mission_asuka5_failed ENDIF IF TIMERB > 10000 IF NOT IS_CHAR_DEAD lips SET_CHAR_COORDINATES tanner 435.7 -1388.8 -100.0 ENDIF ENDIF ENDWHILE TIMERB = 0 SET_CHAR_OBJ_RUN_TO_COORD tanner 423.5 -1388.8 WHILE NOT IS_CHAR_OBJECTIVE_PASSED tanner WAIT 0 IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car GOTO mission_asuka5_failed ENDIF IF TIMERB > 10000 IF NOT IS_CHAR_DEAD lips SET_CHAR_COORDINATES tanner 427.3 -1388.6 25.0 ENDIF ENDIF ENDWHILE TIMERB = 0 SET_CHAR_OBJ_RUN_TO_COORD tanner 423.6 -1393.1 WHILE NOT IS_CHAR_OBJECTIVE_PASSED tanner WAIT 0 IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car GOTO mission_asuka5_failed ENDIF IF TIMERB > 10000 IF NOT IS_CHAR_DEAD lips SET_CHAR_COORDINATES tanner 423.6 -1393.1 25.0 ENDIF ENDIF ENDWHILE SET_FIXED_CAMERA_POSITION 436.0 -1390.8 31.0 0.0 0.0 0.0 //TEST INDUSTRIAL!!!!!!!! POINT_CAMERA_AT_CHAR tanner FIXED INTERPOLATION SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER tanner tanner_car WHILE NOT IS_CHAR_IN_CAR tanner tanner_car WAIT 0 IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car GOTO mission_asuka5_failed ENDIF ENDWHILE IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF CLEAR_AREA 427.9 -1392.7 21.1 20.0 TRUE POINT_CAMERA_AT_CAR tanner_car FIXED INTERPOLATION DISPLAY_ONSCREEN_COUNTER_WITH_STRING test_tanner_health_counter COUNTER_DISPLAY_BAR (DAM) GOSUB tanner_health CAR_GOTO_COORDINATES_ACCURATE tanner_car 319.9 -1388.6 -100.0 SET_CAR_MISSION tanner_car MISSION_GOTOCOORDS_STRAIGHT_ACCURATE SET_CAR_CRUISE_SPEED tanner_car 20.0 SET_CAR_DRIVING_STYLE tanner_car 2 WAIT 1000 RESTORE_CAMERA_JUMPCUT SET_PLAYER_CONTROL Player ON SET_POLICE_IGNORE_PLAYER Player OFF SWITCH_WIDESCREEN OFF IF NOT IS_CAR_DEAD tanner_car WHILE IS_CAR_HEALTH_GREATER tanner_car 999 WAIT 0 IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car AND cleared_timer_once_asuka5 = 0 CLEAR_ONSCREEN_COUNTER test_tanner_health_counter cleared_timer_once_asuka5 = 1 ENDIF IF NOT LOCATE_CAR_2D tanner_car 319.9 -1388.6 8.0 8.0 FALSE IF got_to_coord_once = 0 CAR_GOTO_COORDINATES_ACCURATE tanner_car 319.9 -1388.6 -100.0 SET_CAR_MISSION tanner_car MISSION_GOTOCOORDS_STRAIGHT_ACCURATE ENDIF ELSE CAR_WANDER_RANDOMLY tanner_car got_to_coord_once = 1 ENDIF IF IS_CAR_UPSIDEDOWN tanner_car AND IS_CAR_STOPPED tanner_car GOTO tanner_shits_it ENDIF GOSUB tanner_health ENDWHILE ENDIF IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car AND cleared_timer_once_asuka5 = 0 CLEAR_ONSCREEN_COUNTER test_tanner_health_counter cleared_timer_once_asuka5 = 1 ENDIF PLAY_MISSION_AUDIO SET_CAR_CRUISE_SPEED tanner_car 30.0 ALTER_WANTED_LEVEL_NO_DROP Player 4 IF NOT IS_CAR_DEAD tanner_car GET_CAR_HEALTH tanner_car old_tanner_health ENDIF WHILE IS_CAR_HEALTH_GREATER tanner_car 300 WAIT 0 IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car AND cleared_timer_once_asuka5 = 0 CLEAR_ONSCREEN_COUNTER test_tanner_health_counter cleared_timer_once_asuka5 = 1 ENDIF IF NOT LOCATE_CAR_2D tanner_car 319.9 -1388.6 6.0 6.0 FALSE IF got_to_coord_once = 0 CAR_GOTO_COORDINATES_ACCURATE tanner_car 319.9 -1388.6 -100.0 SET_CAR_MISSION tanner_car MISSION_GOTOCOORDS_STRAIGHT_ACCURATE ENDIF ELSE CAR_WANDER_RANDOMLY tanner_car got_to_coord_once = 1 ENDIF IF IS_CAR_UPSIDEDOWN tanner_car AND IS_CAR_STOPPED tanner_car GOTO tanner_shits_it ENDIF GOSUB tanner_health ENDWHILE tanner_shits_it: IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF CLEAR_ONSCREEN_COUNTER test_tanner_health_counter REMOVE_BLIP blip2_as5 LOCK_CAR_DOORS tanner_car CARLOCK_UNLOCKED SET_CHAR_OBJ_LEAVE_CAR tanner tanner_car ADD_BLIP_FOR_CHAR tanner blip3_as5 SET_CAR_CRUISE_SPEED tanner_car 0.0 SET_CAR_MISSION tanner_car MISSION_STOP_FOREVER WHILE IS_CHAR_IN_CAR tanner tanner_car WAIT 0 IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF IF IS_CAR_DEAD tanner_car AND cleared_timer_once_asuka5 = 0 CLEAR_ONSCREEN_COUNTER test_tanner_health_counter cleared_timer_once_asuka5 = 1 ENDIF ENDWHILE IF IS_CHAR_DEAD tanner GOTO mission_asuka5_passed ENDIF SET_CHAR_ONLY_DAMAGED_BY_PLAYER tanner True IF IS_CAR_DEAD tanner_car AND cleared_timer_once_asuka5 = 0 CLEAR_ONSCREEN_COUNTER test_tanner_health_counter cleared_timer_once_asuka5 = 1 ENDIF SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS tanner Player SET_ANIM_GROUP_FOR_CHAR tanner ANIM_PANIC_CHUNKYPED WHILE NOT IS_CHAR_DEAD tanner WAIT 0 IF IS_CAR_DEAD tanner_car AND cleared_timer_once_asuka5 = 0 CLEAR_ONSCREEN_COUNTER test_tanner_health_counter cleared_timer_once_asuka5 = 1 ENDIF ENDWHILE GOTO mission_asuka5_passed } // Mission asuka5 failed mission_asuka5_failed: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed" RETURN // mission asuka5 passed mission_asuka5_passed: flag_asuka_mission5_passed = 1 PLAY_MISSION_PASSED_TUNE 1 PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //"Mission Passed!" CLEAR_WANTED_LEVEL player ADD_SCORE player 20000 REMOVE_BLIP asuka_contact_blip REGISTER_MISSION_PASSED AM5 PLAYER_MADE_PROGRESS 1 RETURN // mission cleanup mission_cleanup_asuka5: flag_player_on_mission = 0 flag_player_on_asuka_mission = 0 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ESPERANTO UNLOAD_SPECIAL_CHARACTER 1 IF NOT IS_CHAR_DEAD tanner REMOVE_CHAR_ELEGANTLY tanner ENDIF REMOVE_BLIP blip1_as5 REMOVE_BLIP blip2_as5 REMOVE_BLIP blip3_as5 CLEAR_ONSCREEN_COUNTER test_tanner_health_counter MISSION_HAS_FINISHED RETURN tanner_health: { IF NOT IS_CAR_DEAD tanner_car GET_CAR_HEALTH tanner_car test_tanner_health_counter IF test_tanner_health_counter < old_tanner_health ALTER_WANTED_LEVEL_NO_DROP Player 4 ENDIF old_tanner_health = test_tanner_health_counter test_tanner_health_counter2 = 1000 - test_tanner_health_counter IF test_tanner_health_counter2 > 700 test_tanner_health_counter2 = 700 ENDIF test_tanner_health_counter = test_tanner_health_counter2 / 7 ENDIF RETURN }