Meat
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meat1
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // ***********************************Meat Factory Mission 1********************************** // *************************************"The Bank Manager"************************************ // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME meat1 // Mission Start Stuff GOSUB mission_start_meat1 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_failed_meat1 ENDIF GOSUB mission_cleanup_meat1 MISSION_END // Variable for mission VAR_INT car_meat1 VAR_INT bankmanager_meat1 VAR_INT radar_blip_car_meat1 VAR_INT radar_blip_ped1_meat1 VAR_INT radar_blip_coord3_meat1 VAR_INT flag_player_had_car_message_meat1 VAR_INT radar_blip_coord2_meat1 VAR_INT flag_bankmanager_in_area VAR_INT flag_car_crushed_meat1 VAR_INT flag_car_in_area_meat1 VAR_INT flag_leave_car_message_meat1 VAR_INT flag_dont_do_car_check_meat1 VAR_INT flag_player_had_crusher_help_hm5 VAR_INT flag_bankman_moved_meat1 // ****************************************Mission Start************************************ mission_start_meat1: flag_player_on_mission = 1 flag_player_on_meat_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 flag_player_had_car_message_meat1 = 0 flag_bankmanager_in_area = 0 flag_car_crushed_meat1 = 0 flag_car_in_area_meat1 = 0 flag_leave_car_message_meat1 = 0 flag_dont_do_car_check_meat1 = 0 blob_flag = 1 flag_player_had_crusher_help_hm5 = 0 flag_bankman_moved_meat1 = 0 // ******************************************START OF CUTSCENE****************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_failed_meat1 ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( MEA1 ) 15000 2 //"THE CROOK" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE mt_ph1 SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95 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 DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA1_B ) 10000 1 //"The names Marty..." WHILE cs_time < 4424 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA1_C ) 10000 1 //"I run the..." WHILE cs_time < 7668 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA1_D ) 10000 1 //"I got money..." WHILE cs_time < 9604 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA1_E ) 10000 1 //"I'm meeting...." WHILE cs_time < 12652 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA1_F ) 10000 1 //"He's a crooked..." WHILE cs_time < 17740 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA1_G ) 10000 1 //Take my car..." WHILE cs_time < 21290 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA1_H ) 10000 1 //"I've got a..." WHILE cs_time < 24535 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( MEA1_H ) WHILE cs_time < 25666 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // ******************************************END OF CUTSCENE******************************** REQUEST_MODEL PED_B_MAN1 REQUEST_MODEL CAR_PERENNIAL LOAD_MISSION_AUDIO MF1_A WHILE NOT HAS_MODEL_LOADED PED_B_MAN1 OR NOT HAS_MODEL_LOADED CAR_PERENNIAL OR NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE CREATE_CAR CAR_PERENNIAL 1190.0 -796.0 13.8 car_meat1 SET_CAR_HEADING car_meat1 300.0 ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1 // waiting for the player to get into the car WHILE NOT IS_PLAYER_IN_CAR player car_meat1 WAIT 0 IF IS_CAR_DEAD car_meat1 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF ENDWHILE REMOVE_BLIP radar_blip_car_meat1 PRINT_NOW ( MEA1_B3 ) 7000 1 //"Go and meet the Bank Manager." CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN1 1039.0 -695.0 13.9 bankmanager_meat1 CLEAR_CHAR_THREAT_SEARCH bankmanager_meat1 TURN_CHAR_TO_FACE_COORD bankmanager_meat1 1042.0 -695.0 -100.0 ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1 SET_CHAR_CANT_BE_DRAGGED_OUT bankmanager_meat1 TRUE // waiting for the player and the Bank manager to be in the same area WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player bankmanager_meat1 8.0 8.0 FALSE OR NOT IS_PLAYER_IN_CAR player car_meat1 WAIT 0 IF IS_CAR_DEAD car_meat1 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1 REMOVE_BLIP radar_blip_ped1_meat1 flag_player_had_car_message_meat1 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 1 REMOVE_BLIP radar_blip_car_meat1 ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1 flag_player_had_car_message_meat1 = 0 blob_flag = 1 ENDIF ENDWHILE // player is at the bank manager SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER bankmanager_meat1 car_meat1 // waiting for them both to be in the car WHILE NOT IS_CHAR_IN_CAR bankmanager_meat1 car_meat1 OR NOT IS_PLAYER_IN_CAR player car_meat1 WAIT 0 IF IS_CAR_DEAD car_meat1 IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player bankmanager_meat1 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA1_4 ) 5000 1 //You have left the Bank Manager behind!" GOTO mission_failed_meat1 ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1 REMOVE_BLIP radar_blip_ped1_meat1 flag_player_had_car_message_meat1 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 1 REMOVE_BLIP radar_blip_car_meat1 ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1 flag_player_had_car_message_meat1 = 0 blob_flag = 1 ENDIF ENDWHILE REMOVE_BLIP radar_blip_ped1_meat1 PLAY_MISSION_AUDIO PRINT_NOW ( MEA1_B4 ) 7000 1 //"Mr. Chonks sent you? Ok, take me to see him." ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat1 IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA1_B4 ) ENDIF blob_flag = 1 //waiting for them to be at the Dogfood factory WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D bankmanager_meat1 1205.7 -789.2 14.8 4.0 4.0 6.0 blob_flag OR NOT IS_CHAR_IN_CAR bankmanager_meat1 car_meat1 WAIT 0 IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA1_B4 ) ENDIF IF IS_CAR_DEAD car_meat1 IF IS_CHAR_DEAD bankmanager_meat1 CLEAR_MISSION_AUDIO PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF IF IS_CHAR_DEAD bankmanager_meat1 CLEAR_MISSION_AUDIO PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player bankmanager_meat1 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA1_4 ) 5000 1 //You have left the Bank Manager behind!" GOTO mission_failed_meat1 ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1 REMOVE_BLIP radar_blip_coord2_meat1 flag_player_had_car_message_meat1 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 1 REMOVE_BLIP radar_blip_car_meat1 ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat1 flag_player_had_car_message_meat1 = 0 blob_flag = 1 ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord2_meat1 SWITCH_WIDESCREEN ON SET_PLAYER_CONTROL player OFF CLEAR_AREA 1201.8 -799.7 13.8 5.0 TRUE SET_POLICE_IGNORE_PLAYER player ON SET_CHAR_CANT_BE_DRAGGED_OUT bankmanager_meat1 FALSE SET_CHAR_OBJ_LEAVE_CAR bankmanager_meat1 car_meat1 WHILE IS_CHAR_IN_CAR bankmanager_meat1 car_meat1 WAIT 0 IF IS_CAR_DEAD car_meat1 IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ENDIF ENDWHILE SET_CHAR_OBJ_GOTO_COORD_ON_FOOT bankmanager_meat1 1204.2 -801.9 SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT CLEAR_AREA 1200.8 -799.3 14.0 10.0 TRUE // Waiting for the blokes to get to the meat grinding area timerb = 0 WHILE NOT flag_bankmanager_in_area = 1 WAIT 0 IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_DEAD car_meat1 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF IF flag_bankmanager_in_area = 0 IF LOCATE_CHAR_ON_FOOT_2D bankmanager_meat1 1204.2 -801.9 0.5 0.5 FALSE flag_bankmanager_in_area = 1 ENDIF ENDIF IF flag_bankman_moved_meat1 = 0 IF timerb >= 20000 SET_CHAR_COORDINATES bankmanager_meat1 1204.2 -801.9 13.7 flag_bankman_moved_meat1 = 1 ENDIF ENDIF ENDWHILE // opens the door WHILE NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE WAIT 0 IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_DEAD car_meat1 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF ENDWHILE SET_CHAR_OBJ_GOTO_COORD_ON_FOOT bankmanager_meat1 1205.9 -805.8 timerb = 0 WHILE NOT LOCATE_CHAR_ON_FOOT_3D bankmanager_meat1 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE WAIT 0 IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_DEAD car_meat1 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF IF timerb >= 20000 IF NOT LOCATE_CHAR_ON_FOOT_3D bankmanager_meat1 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE REMOVE_CHAR_ELEGANTLY bankmanager_meat1 GOTO bloke_got_stuck_meat1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF ENDWHILE // Shuts the door bloke_got_stuck_meat1: LOAD_MISSION_AUDIO MF4_A WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE OR NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD bankmanager_meat1 PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_DEAD car_meat1 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF ENDWHILE RESTORE_CAMERA_JUMPCUT REMOVE_CHAR_ELEGANTLY bankmanager_meat1 PLAY_MISSION_AUDIO WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CAR_DEAD car_meat1 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF ENDWHILE SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_POLICE_IGNORE_PLAYER player OFF PRINT_SOON ( MEA1_B6 ) 5000 1 //"Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up." ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1 // waiting for the car to get to the area to be crushed blob_flag = 1 WHILE NOT IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 9.0 blob_flag WAIT 0 IF IS_CAR_DEAD car_meat1 PRINT_NOW ( MEA1_2 ) 5000 1 //" You idiot! The cops will find the evidence in the car." GOTO mission_failed_meat1 ELSE IF IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 9.0 FALSE flag_dont_do_car_check_meat1 = 1 IF flag_leave_car_message_meat1 = 0 PRINT_NOW ( MEA1_3 ) 5000 1 //"Get out of the car!" flag_leave_car_message_meat1 = 1 ENDIF ELSE flag_leave_car_message_meat1 = 0 flag_dont_do_car_check_meat1 = 0 ENDIF ENDIF IF flag_dont_do_car_check_meat1 = 0 IF NOT IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1 REMOVE_BLIP radar_blip_coord3_meat1 flag_player_had_car_message_meat1 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 1 REMOVE_BLIP radar_blip_car_meat1 ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1 flag_player_had_car_message_meat1 = 0 blob_flag = 1 ENDIF ENDIF IF flag_player_had_crusher_help_hm5 = 0 IF LOCATE_PLAYER_ANY_MEANS_2D player 1140.3 50.1 20.0 20.0 FALSE AND IS_PLAYER_IN_CAR player car_meat1 PRINT_HELP ( CRUSH ) //"To crush the car..." flag_player_had_crusher_help_hm5 = 1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF ENDWHILE // waiting for the crane to pick up the car blob_flag = 1 WHILE NOT IS_CRANE_LIFTING_CAR 1120.0 46.0 car_meat1 WAIT 0 IF IS_CAR_DEAD car_meat1 PRINT_NOW ( MEA1_2 ) 5000 1 //" You idiot! The cops will find the evidence in the car." GOTO mission_failed_meat1 ENDIF IF IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 20.0 blob_flag flag_car_in_area_meat1 = 1 ELSE flag_car_in_area_meat1 = 0 ENDIF IF flag_car_in_area_meat1 = 0 IF NOT IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1 REMOVE_BLIP radar_blip_coord3_meat1 flag_player_had_car_message_meat1 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat1 AND flag_player_had_car_message_meat1 = 1 REMOVE_BLIP radar_blip_car_meat1 ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1 flag_player_had_car_message_meat1 = 0 blob_flag = 1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat1 AND IS_CAR_STOPPED car_meat1 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat1 ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord3_meat1 // waiting for the car to be crushed WHILE flag_car_crushed_meat1 = 0 WAIT 0 IF IS_CAR_CRUSHED car_meat1 flag_car_crushed_meat1 = 1 GOTO mission_passed_meat1 ELSE IF IS_CAR_DEAD car_meat1 PRINT_NOW ( MEA1_2 ) 5000 1 //"You idiot! The cops will find the evidence in the car." GOTO mission_failed_meat1 ENDIF ENDIF ENDWHILE // Mission Failed mission_failed_meat1: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" RETURN // Mission Passed mission_passed_meat1: PRINT_WITH_NUMBER_BIG ( m_pass ) 1000 5000 1 //"Mission Passed!" REGISTER_MISSION_PASSED ( MEA1 ) PLAYER_MADE_PROGRESS 1 PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 1000 flag_meat_mission1_passed = 1 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT meat_mission2_loop RETURN // Mission Cleanup mission_cleanup_meat1: flag_player_on_mission = 0 flag_player_on_meat_mission = 0 REMOVE_CHAR_ELEGANTLY bankmanager_meat1 MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN1 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PERENNIAL REMOVE_BLIP radar_blip_ped1_meat1 REMOVE_BLIP radar_blip_car_meat1 REMOVE_BLIP radar_blip_coord2_meat1 REMOVE_BLIP radar_blip_coord3_meat1 MISSION_HAS_FINISHED RETURN
meat2
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // ***********************************Meat Factory Mission 2********************************** // *****************************************"The Thieves"************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME meat2 // Mission Start Stuff GOSUB mission_start_meat2 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_failed_meat2 ENDIF GOSUB mission_cleanup_meat2 MISSION_END // Variable for mission VAR_INT car_meat2 VAR_INT victim1_meat2 VAR_INT victim2_meat2 VAR_INT radar_blip_car_meat2 VAR_INT radar_blip_ped1_meat2 VAR_INT radar_blip_ped2_meat2 VAR_INT flag_player_had_car_message_meat2 VAR_INT radar_blip_coord2_meat2 VAR_INT flag_victim1_in_area VAR_INT flag_victim2_in_area VAR_INT radar_blip_coord3_meat2 VAR_INT flag_car_in_area_meat2 VAR_FLOAT doorx VAR_FLOAT doory VAR_FLOAT doorz VAR_INT flag_remove_blip1_meat2 VAR_INT flag_remove_blip2_meat2 VAR_INT flag_car_in_zone2_meat2 VAR_INT radar_blip_coord4_meat2 VAR_INT flag_player_had_out_car_message_meat2 // ****************************************Mission Start************************************ mission_start_meat2: flag_player_on_mission = 1 flag_player_on_meat_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 flag_player_had_car_message_meat2 = 0 flag_victim1_in_area = 0 flag_victim2_in_area = 0 flag_car_in_area_meat2 = 0 blob_flag = 1 flag_remove_blip1_meat2 = 0 flag_remove_blip2_meat2 = 0 flag_car_in_zone2_meat2 = 0 flag_player_had_out_car_message_meat2 = 0 // *******************************START OF CUTSCENE***************************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_failed_meat2 ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( MEA2 ) 15000 2 //"THE THIEVES" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE mt_ph2 SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95 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 DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_A ) 10000 1 //"I hired some..." WHILE cs_time < 4424 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_B ) 10000 1 //"and steal some..." WHILE cs_time < 8124 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_C ) 10000 1 //"The thieveing bastards..." WHILE cs_time < 10996 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_D ) 10000 1 //"IF I don't...." WHILE cs_time < 12362 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_E ) 10000 1 //"Can you believe..." WHILE cs_time < 13728 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_F ) 10000 1 //I've left a car..." WHILE cs_time < 16082 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_G ) 10000 1 //"Use it to..." WHILE cs_time < 19591 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA2_H ) 10000 1 //"Them bring 'em..." WHILE cs_time < 24155 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( MEA2_H ) WHILE cs_time < 25233 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // **************************************END OF CUTSCENE************************************ REQUEST_MODEL PED_CRIMINAL1 REQUEST_MODEL PED_CRIMINAL2 REQUEST_MODEL CAR_SENTINEL WHILE NOT HAS_MODEL_LOADED PED_CRIMINAL1 OR NOT HAS_MODEL_LOADED PED_CRIMINAL2 OR NOT HAS_MODEL_LOADED CAR_SENTINEL WAIT 0 ENDWHILE //PRINT_BIG ( MEA2 ) 15000 2 //"The Thieves" //WAIT 1000 CREATE_CAR CAR_SENTINEL 1190.0 -796.0 13.8 car_meat2 SET_CAR_HEADING car_meat2 300.0 ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2 // waiting for the player to get into the car WHILE NOT IS_PLAYER_IN_CAR player car_meat2 WAIT 0 IF IS_CAR_DEAD car_meat2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE REMOVE_BLIP radar_blip_car_meat2 PRINT_NOW ( MEA2_B3 ) 7000 1 //"Go and meet the creditors." CREATE_CHAR PEDTYPE_CIVMALE PED_CRIMINAL1 869.0 -611.0 -100.0 victim1_meat2 CLEAR_CHAR_THREAT_SEARCH victim1_meat2 TURN_CHAR_TO_FACE_COORD victim1_meat2 869.0 -615.0 -100.0 SET_CHAR_CANT_BE_DRAGGED_OUT victim1_meat2 TRUE ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2 CREATE_CHAR PEDTYPE_CIVMALE PED_CRIMINAL2 871.0 -612.0 -100.0 victim2_meat2 CLEAR_CHAR_THREAT_SEARCH victim2_meat2 TURN_CHAR_TO_FACE_COORD victim2_meat2 869.0 -615.0 -100.0 SET_CHAR_CANT_BE_DRAGGED_OUT victim2_meat2 TRUE ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2 // waiting for the player to get to the creditors WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player victim1_meat2 8.0 8.0 FALSE OR NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player victim2_meat2 8.0 8.0 FALSE OR NOT IS_PLAYER_IN_CAR player car_meat2 WAIT 0 IF IS_CAR_DEAD car_meat2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF IF IS_CHAR_DEAD victim1_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2 REMOVE_BLIP radar_blip_ped1_meat2 REMOVE_BLIP radar_blip_ped2_meat2 flag_player_had_car_message_meat2 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 1 REMOVE_BLIP radar_blip_car_meat2 ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2 ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2 flag_player_had_car_message_meat2 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE // tells the two thieves to get into the car SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER victim1_meat2 car_meat2 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER victim2_meat2 car_meat2 WHILE NOT IS_CHAR_IN_CAR victim1_meat2 car_meat2 OR NOT IS_CHAR_IN_CAR victim2_meat2 car_meat2 OR NOT IS_PLAYER_IN_CAR player car_meat2 WAIT 0 IF IS_CAR_DEAD car_meat2 IF IS_CHAR_DEAD victim1_meat2 OR IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF ENDIF IF IS_CHAR_DEAD victim1_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim1_meat2 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!" GOTO mission_failed_meat2 ENDIF ENDIF IF IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim2_meat2 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!" GOTO mission_failed_meat2 ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2 REMOVE_BLIP radar_blip_ped1_meat2 REMOVE_BLIP radar_blip_ped2_meat2 flag_player_had_car_message_meat2 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 1 REMOVE_BLIP radar_blip_car_meat2 ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2 ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2 flag_player_had_car_message_meat2 = 0 blob_flag = 1 ENDIF IF IS_CHAR_IN_CAR victim1_meat2 car_meat2 AND flag_remove_blip1_meat2 = 0 REMOVE_BLIP radar_blip_ped1_meat2 flag_remove_blip1_meat2 = 1 ENDIF IF IS_CHAR_IN_CAR victim2_meat2 car_meat2 AND flag_remove_blip2_meat2 = 0 REMOVE_BLIP radar_blip_ped2_meat2 flag_remove_blip2_meat2 = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE REMOVE_BLIP radar_blip_ped1_meat2 REMOVE_BLIP radar_blip_ped2_meat2 PRINT_NOW ( MEA2_B4 ) 7000 1 //"Take us to the Bitch'n Dog Food Factory" ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat2 blob_flag = 1 WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D victim1_meat2 1205.7 -789.2 13.9 4.0 4.0 6.0 blob_flag OR NOT LOCATE_STOPPED_CHAR_IN_CAR_3D victim2_meat2 1205.7 -789.2 13.9 4.0 4.0 6.0 FALSE OR NOT IS_CHAR_IN_CAR victim1_meat2 car_meat2 OR NOT IS_CHAR_IN_CAR victim2_meat2 car_meat2 WAIT 0 IF IS_CAR_DEAD car_meat2 IF IS_CHAR_DEAD victim1_meat2 OR IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF ENDIF IF IS_CHAR_DEAD victim1_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim1_meat2 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!" GOTO mission_failed_meat2 ENDIF ENDIF IF IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim2_meat2 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!" GOTO mission_failed_meat2 ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2 REMOVE_BLIP radar_blip_coord2_meat2 flag_player_had_car_message_meat2 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 1 REMOVE_BLIP radar_blip_car_meat2 ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat2 flag_player_had_car_message_meat2 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord2_meat2 SWITCH_WIDESCREEN ON SET_PLAYER_CONTROL player OFF SET_POLICE_IGNORE_PLAYER player ON SET_CHAR_CANT_BE_DRAGGED_OUT victim1_meat2 FALSE SET_CHAR_OBJ_LEAVE_CAR victim1_meat2 car_meat2 SET_CHAR_CANT_BE_DRAGGED_OUT victim2_meat2 FALSE SET_CHAR_OBJ_LEAVE_CAR victim2_meat2 car_meat2 WHILE IS_CHAR_IN_CAR victim1_meat2 car_meat2 AND IS_CHAR_IN_CAR victim2_meat2 car_meat2 WAIT 0 IF IS_CAR_DEAD car_meat2 IF IS_CHAR_DEAD victim1_meat2 OR IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF ENDIF IF IS_CHAR_DEAD victim1_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim1_meat2 1203.3 -801.7 WAIT 500 IF IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim2_meat2 1202.4 -800.0 SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT CLEAR_AREA 1201.8 -799.7 13.8 10.0 TRUE timerb = 0 // Waiting for the blokes to get to the meat grinding area WHILE NOT flag_victim1_in_area = 2 OR NOT flag_victim2_in_area = 2 WAIT 0 IF NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE GET_OBJECT_COORDINATES doggy_door doorx doory doorz ENDIF IF IS_CAR_DEAD car_meat2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF IF IS_CHAR_DEAD victim1_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF flag_victim1_in_area = 0 IF LOCATE_CHAR_ON_FOOT_2D victim1_meat2 1203.3 -801.7 0.5 0.5 FALSE flag_victim1_in_area = 1 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim1_meat2 1209.4 -807.2 ENDIF ENDIF IF flag_victim1_in_area = 1 IF LOCATE_CHAR_ON_FOOT_3D victim1_meat2 1209.4 -807.2 14.0 4.0 4.0 4.0 FALSE flag_victim1_in_area = 2 ENDIF ENDIF IF flag_victim2_in_area = 0 IF LOCATE_CHAR_ON_FOOT_2D victim2_meat2 1202.4 -800.0 0.5 0.5 FALSE flag_victim2_in_area = 1 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim2_meat2 1209.4 -807.2 ENDIF ENDIF IF flag_victim2_in_area = 1 IF LOCATE_CHAR_ON_FOOT_3D victim2_meat2 1209.4 -807.2 14.0 4.0 4.0 4.0 FALSE flag_victim2_in_area = 2 ENDIF ENDIF IF timerb >= 30000 IF NOT flag_victim1_in_area = 2 OR NOT flag_victim2_in_area = 2 REMOVE_CHAR_ELEGANTLY victim1_meat2 REMOVE_CHAR_ELEGANTLY victim2_meat2 GOTO mission_bloke_stuck ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE mission_bloke_stuck: LOAD_MISSION_AUDIO MF4_B // Shuts the door WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE OR NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CAR_DEAD car_meat2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF IF IS_CHAR_DEAD victim1_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF IS_CHAR_DEAD victim2_meat2 PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!" GOTO mission_failed_meat2 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE RESTORE_CAMERA_JUMPCUT REMOVE_CHAR_ELEGANTLY victim1_meat2 REMOVE_CHAR_ELEGANTLY victim2_meat2 PLAY_MISSION_AUDIO WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CAR_DEAD car_meat2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_POLICE_IGNORE_PLAYER player OFF PRINT_SOON ( MEA2_B6 ) 5000 1 //"Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up." ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord3_meat2 HAS_RESPRAY_HAPPENED sprayshop1 // waiting for the player to respray the car WHILE NOT HAS_RESPRAY_HAPPENED sprayshop1 OR NOT IS_PLAYER_IN_CAR player car_meat2 OR NOT IS_PLAYER_STOPPED_IN_AREA_2D player 922.6 -366.1 928.6 -354.3 FALSE WAIT 0 IF IS_CAR_DEAD car_meat2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2 REMOVE_BLIP radar_blip_coord3_meat2 flag_player_had_car_message_meat2 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 1 REMOVE_BLIP radar_blip_car_meat2 ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord3_meat2 flag_player_had_car_message_meat2 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord3_meat2 PRINT_NOW ( MEA2_3 ) 5000 1 //"Dump the car by the road bridge in Chinatown." ADD_BLIP_FOR_COORD 1195.6 -805.0 13.7 radar_blip_coord4_meat2 blob_flag = 1 WHILE NOT LOCATE_STOPPED_CAR_3D car_meat2 1195.6 -805.0 13.7 4.0 4.0 4.0 blob_flag OR IS_PLAYER_IN_CAR player car_meat2 WAIT 0 IF IS_CAR_DEAD car_meat2 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat2 ENDIF IF LOCATE_STOPPED_CAR_3D car_meat2 1195.6 -805.0 13.7 4.0 4.0 4.0 FALSE IF flag_player_had_out_car_message_meat2 = 0 PRINT_NOW ( OUT_VEH ) 5000 1 //"Get out of the vehicle!" flag_player_had_out_car_message_meat2 = 1 ENDIF flag_car_in_zone2_meat2 = 1 ELSE flag_car_in_zone2_meat2 = 0 flag_player_had_out_car_message_meat2 = 0 ENDIF IF flag_car_in_zone2_meat2 = 0 IF NOT IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2 REMOVE_BLIP radar_blip_coord4_meat2 flag_player_had_car_message_meat2 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat2 AND flag_player_had_car_message_meat2 = 1 REMOVE_BLIP radar_blip_car_meat2 ADD_BLIP_FOR_COORD 1195.6 -805.0 13.7 radar_blip_coord4_meat2 flag_player_had_car_message_meat2 = 0 blob_flag = 1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat2 AND IS_CAR_STOPPED car_meat2 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat2 ENDIF ENDWHILE IF NOT IS_CAR_DEAD car_meat2 CHANGE_CAR_LOCK car_meat2 CARLOCK_LOCKED ENDIF REMOVE_BLIP radar_blip_coord4_meat2 GOTO mission_passed_meat2 // Mission Failed mission_failed_meat2: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" RETURN // Mission Passed mission_passed_meat2: PRINT_WITH_NUMBER_BIG ( m_pass ) 3000 5000 1 //"Mission Passed!" REGISTER_MISSION_PASSED ( MEA2 ) PLAYER_MADE_PROGRESS 1 PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 2000 flag_meat_mission2_passed = 1 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT meat_mission3_loop RETURN // Mission Cleanup mission_cleanup_meat2: flag_player_on_mission = 0 flag_player_on_meat_mission = 0 REMOVE_CHAR_ELEGANTLY victim1_meat2 REMOVE_CHAR_ELEGANTLY victim2_meat2 MARK_MODEL_AS_NO_LONGER_NEEDED PED_CRIMINAL1 MARK_MODEL_AS_NO_LONGER_NEEDED PED_CRIMINAL2 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL REMOVE_BLIP radar_blip_ped1_meat2 REMOVE_BLIP radar_blip_ped2_meat2 REMOVE_BLIP radar_blip_car_meat2 REMOVE_BLIP radar_blip_coord2_meat2 REMOVE_BLIP radar_blip_coord3_meat2 REMOVE_BLIP radar_blip_coord4_meat2 MISSION_HAS_FINISHED RETURN
meat3
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // ***********************************Meat Factory Mission 3********************************** // *****************************************"The Wife"**************************************** // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME meat3 // Mission Start Stuff GOSUB mission_start_meat3 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_failed_meat3 ENDIF GOSUB mission_cleanup_meat3 MISSION_END // Variable for mission VAR_INT car_meat3 VAR_INT wife_meat3 VAR_INT radar_blip_car_meat3 VAR_INT radar_blip_ped1_meat3 VAR_INT flag_player_had_car_message_meat3 VAR_INT radar_blip_coord2_meat3 VAR_INT flag_wife_in_area // ****************************************Mission Start************************************ mission_start_meat3: flag_player_on_mission = 1 flag_player_on_meat_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 flag_player_had_car_message_meat3 = 0 flag_wife_in_area = 0 blob_flag = 1 // *****************************************START OF CUTSCENE******************************* /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_failed_meat3 ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( MEA3 ) 15000 2 //"THE WIFE" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE mt_ph3 SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95 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 DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2000 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA3_A ) 10000 1 //"The business..." WHILE cs_time < 6470 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA3_B ) 10000 1 //"My wife has..." WHILE cs_time < 11321 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA3_C ) 10000 1 //"I've left a car..." WHILE cs_time < 13506 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA3_D ) 10000 1 //"Go and pick her...." WHILE cs_time < 17471 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( MEA3_D ) WHILE cs_time < 18333 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // *****************************************END OF CUTSCENE********************************* REQUEST_MODEL PED_FEMALE2 REQUEST_MODEL CAR_ESPERANTO LOAD_MISSION_AUDIO MF2_A WHILE NOT HAS_MODEL_LOADED PED_FEMALE2 OR NOT HAS_MODEL_LOADED CAR_ESPERANTO OR NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE CREATE_CAR CAR_ESPERANTO 1190.0 -796.0 13.8 car_meat3 SET_CAR_HEADING car_meat3 300.0 ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3 // waiting for the player to get into the car WHILE NOT IS_PLAYER_IN_CAR player car_meat3 WAIT 0 IF IS_CAR_DEAD car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE REMOVE_BLIP radar_blip_car_meat3 PRINT_NOW ( MEA3_B3 ) 7000 1 //"Get the wife, press the horn to get her into the car!" CREATE_CHAR PEDTYPE_CIVFEMALE PED_FEMALE2 1064.0 -378.0 13.9 wife_meat3 CLEAR_CHAR_THREAT_SEARCH wife_meat3 TURN_CHAR_TO_FACE_COORD wife_meat3 1059.0 -378.0 100.0 ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3 SET_CHAR_CANT_BE_DRAGGED_OUT wife_meat3 TRUE // Waiting for the player to be in the area WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player wife_meat3 8.0 8.0 FALSE OR NOT IS_PLAYER_IN_CAR player car_meat3 WAIT 0 IF IS_CAR_DEAD car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3 REMOVE_BLIP radar_blip_ped1_meat3 flag_player_had_car_message_meat3 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 1 REMOVE_BLIP radar_blip_car_meat3 ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3 flag_player_had_car_message_meat3 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE // tells the wife to get into players car SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER wife_meat3 car_meat3 WHILE NOT IS_CHAR_IN_CAR wife_meat3 car_meat3 OR NOT IS_PLAYER_IN_CAR player car_meat3 WAIT 0 IF IS_CAR_DEAD car_meat3 IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player wife_meat3 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA3_3 ) 5000 1 //"You have left his wife behind" GOTO mission_failed_meat3 ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3 REMOVE_BLIP radar_blip_ped1_meat3 flag_player_had_car_message_meat3 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 1 REMOVE_BLIP radar_blip_car_meat3 ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3 flag_player_had_car_message_meat3 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE REMOVE_BLIP radar_blip_ped1_meat3 PLAY_MISSION_AUDIO PRINT_NOW ( MEA3_B4 ) 7000 1 //"Marty wants to see me? Well it better be quick because I have a slot booked at the gym, and a hair appointment after that." ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat3 IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA3_B4 ) ENDIF blob_flag = 1 // waiting for the wife to be at the factory WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D wife_meat3 1205.7 -789.2 13.9 4.0 4.0 6.0 blob_flag OR NOT IS_CHAR_IN_CAR wife_meat3 car_meat3 WAIT 0 IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA3_B4 ) ENDIF IF IS_CAR_DEAD car_meat3 IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player wife_meat3 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA3_3 ) 5000 1 //"You have left his wife behind" GOTO mission_failed_meat3 ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3 REMOVE_BLIP radar_blip_coord2_meat3 flag_player_had_car_message_meat3 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 1 REMOVE_BLIP radar_blip_car_meat3 ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat3 flag_player_had_car_message_meat3 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord2_meat3 SWITCH_WIDESCREEN ON SET_PLAYER_CONTROL player OFF SET_POLICE_IGNORE_PLAYER player ON SET_CHAR_CANT_BE_DRAGGED_OUT wife_meat3 FALSE SET_CHAR_OBJ_LEAVE_CAR wife_meat3 car_meat3 WHILE IS_CHAR_IN_CAR wife_meat3 car_meat3 WAIT 0 IF IS_CAR_DEAD car_meat3 IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE SET_CHAR_OBJ_GOTO_COORD_ON_FOOT wife_meat3 1204.2 -801.9 SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT CLEAR_AREA 1200.8 -799.3 14.0 10.0 TRUE timerb = 0 // Waiting for the wifes to get to the meat grinding area WHILE NOT flag_wife_in_area = 1 WAIT 0 IF IS_CAR_DEAD car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ENDIF IF flag_wife_in_area = 0 IF LOCATE_CHAR_ON_FOOT_2D wife_meat3 1204.2 -801.9 0.5 0.5 FALSE flag_wife_in_area = 1 ENDIF ENDIF IF timerb >= 25000 IF NOT flag_wife_in_area = 1 SET_CHAR_COORDINATES wife_meat3 1204.2 -801.9 13.7 GOTO wife_stuck1 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE wife_stuck1: // opens the door WHILE NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE WAIT 0 IF IS_CAR_DEAD car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE SET_CHAR_OBJ_GOTO_COORD_ON_FOOT wife_meat3 1205.9 -805.8 timerb = 0 WHILE NOT LOCATE_CHAR_ON_FOOT_3D wife_meat3 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE WAIT 0 IF IS_CAR_DEAD car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ENDIF IF timerb >= 25000 IF NOT LOCATE_CHAR_ON_FOOT_3D wife_meat3 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE REMOVE_CHAR_ELEGANTLY wife_meat3 GOTO mission_bloke_stuck_meat3 ENDIF ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE // Shuts the door mission_bloke_stuck_meat3: LOAD_MISSION_AUDIO MF4_C WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE OR NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CAR_DEAD car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF IF IS_CHAR_DEAD wife_meat3 PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!" GOTO mission_failed_meat3 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE RESTORE_CAMERA_JUMPCUT REMOVE_CHAR_ELEGANTLY wife_meat3 PLAY_MISSION_AUDIO WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CAR_DEAD car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF ENDWHILE SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_POLICE_IGNORE_PLAYER player OFF PRINT_NOW ( MEA3_B6 ) 5000 1 //"Take the car and dump it into the sea, this will get rid of any evidence." IF IS_CAR_DEAD car_meat3 PRINT_NOW ( MEA3_2 ) 5000 1 //"You were told to dump the vehicle in the sea!" GOTO mission_failed_meat3 ENDIF IF IS_CAR_UPSIDEDOWN car_meat3 AND IS_CAR_STOPPED car_meat3 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat3 ENDIF // waiting for the car to be dumped in the water WHILE NOT IS_CAR_IN_WATER car_meat3 WAIT 0 IF IS_CAR_DEAD car_meat3 IF NOT IS_CAR_IN_WATER car_meat3 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat3 ENDIF ELSE IF NOT IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 0 ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3 flag_player_had_car_message_meat3 = 1 ENDIF IF IS_PLAYER_IN_CAR player car_meat3 AND flag_player_had_car_message_meat3 = 1 REMOVE_BLIP radar_blip_car_meat3 PRINT_NOW ( MEA3_B6 ) 5000 1 //"Dump the vehicle in the sea!" flag_player_had_car_message_meat3 = 0 ENDIF ENDIF ENDWHILE GOTO mission_passed_meat3 // Mission Failed mission_failed_meat3: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" RETURN // Mission Passed mission_passed_meat3: PRINT_WITH_NUMBER_BIG ( m_pass ) 2000 5000 1 //"Mission Passed!" REGISTER_MISSION_PASSED ( MEA3 ) PLAYER_MADE_PROGRESS 1 PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 3000 flag_meat_mission3_passed = 1 CLEAR_WANTED_LEVEL player START_NEW_SCRIPT meat_mission4_loop RETURN // Mission Cleanup mission_cleanup_meat3: flag_player_on_mission = 0 flag_player_on_meat_mission = 0 REMOVE_CHAR_ELEGANTLY wife_meat3 MARK_MODEL_AS_NO_LONGER_NEEDED PED_FEMALE2 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ESPERANTO REMOVE_BLIP radar_blip_ped1_meat3 REMOVE_BLIP radar_blip_car_meat3 REMOVE_BLIP radar_blip_coord2_meat3 MISSION_HAS_FINISHED RETURN
meat4
MISSION_START // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* // ***********************************Meat Factory Mission 4********************************** // **************************************"The Loan Shark"************************************* // ******************************************************************************************* // ******************************************************************************************* // ******************************************************************************************* SCRIPT_NAME meat4 // Mission Start Stuff GOSUB mission_start_meat4 IF HAS_DEATHARREST_BEEN_EXECUTED GOSUB mission_failed_meat4 ENDIF GOSUB mission_cleanup_meat4 MISSION_END // Variable for mission VAR_INT car_meat4 VAR_INT loanshark_meat4 VAR_INT owner_meat4 VAR_INT radar_blip_car_meat4 VAR_INT radar_blip_ped1_meat4 VAR_INT flag_player_had_car_message_meat4 VAR_INT radar_blip_coord2_meat4 VAR_INT flag_owner_dead_meat4 VAR_INT flag_loanshark_in_area // ****************************************Mission Start************************************ mission_start_meat4: flag_player_on_mission = 1 flag_player_on_meat_mission = 1 REGISTER_MISSION_GIVEN WAIT 0 flag_player_had_car_message_meat4 = 0 flag_loanshark_in_area = 0 flag_owner_dead_meat4 = 0 blob_flag = 1 // ********************************START OF CUTSCENE**************************************** /* IF CAN_PLAYER_START_MISSION Player MAKE_PLAYER_SAFE_FOR_CUTSCENE Player ELSE GOTO mission_failed_meat4 ENDIF SET_FADING_COLOUR 0 0 0 DO_FADE 1500 FADE_OUT PRINT_BIG ( MEA4 ) 15000 2 //"HER LOVER" SWITCH_STREAMING OFF //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH WHILE GET_FADING_STATUS WAIT 0 ENDWHILE */ SET_PED_DENSITY_MULTIPLIER 0.0 CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0 //LOAD_ALL_MODELS_NOW //WHILE NOT HAS_MODEL_LOADED cut_obj1 // WAIT 0 //ENDWHILE LOAD_CUTSCENE mt_ph4 SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95 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 DO_FADE 1500 FADE_IN SWITCH_STREAMING ON START_CUTSCENE // Displays cutscene text GET_CUTSCENE_TIME cs_time WHILE cs_time < 2096 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA4_A ) 10000 1 //"Damn I'm in trouble..." WHILE cs_time < 3885 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA4_B ) 10000 1 //"Turns out my wife..." WHILE cs_time < 7252 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA4_C ) 10000 1 //"He's got real..." WHILE cs_time < 10502 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA4_D ) 10000 1 //"I've agreed to see him...." WHILE cs_time < 11844 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA4_E ) 10000 1 //"He thinks that..." WHILE cs_time < 13374 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA4_F ) 10000 1 //but my guess..." WHILE cs_time < 14622 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE PRINT_NOW ( MEA4_G ) 10000 1 //"Liberty's dogs..." WHILE cs_time < 17623 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE CLEAR_THIS_PRINT ( MEA4_G ) WHILE cs_time < 18233 WAIT 0 GET_CUTSCENE_TIME cs_time ENDWHILE DO_FADE 1500 FADE_OUT WHILE NOT HAS_CUTSCENE_FINISHED WAIT 0 ENDWHILE CLEAR_PRINTS WHILE GET_FADING_STATUS WAIT 0 ENDWHILE CLEAR_CUTSCENE WAIT 500 DO_FADE 1500 FADE_IN //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1 SET_PED_DENSITY_MULTIPLIER 1.0 // ********************************END OF CUTSCENE****************************************** REQUEST_MODEL PED_FAN_MAN2 REQUEST_MODEL PED_B_MAN2 REQUEST_MODEL CAR_STALLION LOAD_MISSION_AUDIO MF3_A WHILE NOT HAS_MODEL_LOADED PED_FAN_MAN2 OR NOT HAS_MODEL_LOADED PED_B_MAN2 OR NOT HAS_MODEL_LOADED CAR_STALLION OR NOT HAS_MISSION_AUDIO_LOADED WAIT 0 ENDWHILE CREATE_CAR CAR_STALLION 1190.0 -796.0 13.8 car_meat4 SET_CAR_HEADING car_meat4 300.0 ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4 // waiting for the player to get into the car WHILE NOT IS_PLAYER_IN_CAR player car_meat4 WAIT 0 IF IS_CAR_DEAD car_meat4 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat4 ENDIF IF IS_CAR_UPSIDEDOWN car_meat4 AND IS_CAR_STOPPED car_meat4 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat4 ENDIF ENDWHILE REMOVE_BLIP radar_blip_car_meat4 PRINT_NOW ( MEA4_B3 ) 7000 1 //"Pick up the Loan Shark, press the horn to get him into the car!" CREATE_CHAR PEDTYPE_CIVMALE PED_FAN_MAN2 897.0 -476.0 14.6 loanshark_meat4 SET_CHAR_PERSONALITY loanshark_meat4 PEDSTAT_TOUGH_GUY CLEAR_CHAR_THREAT_SEARCH loanshark_meat4 TURN_CHAR_TO_FACE_COORD loanshark_meat4 895.0 -486.0 -100.0 ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4 SET_CHAR_CANT_BE_DRAGGED_OUT loanshark_meat4 TRUE // player is in area WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player loanshark_meat4 8.0 8.0 FALSE OR NOT IS_PLAYER_IN_CAR player car_meat4 WAIT 0 IF IS_CAR_DEAD car_meat4 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat4 AND flag_player_had_car_message_meat4 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4 REMOVE_BLIP radar_blip_ped1_meat4 flag_player_had_car_message_meat4 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat4 AND flag_player_had_car_message_meat4 = 1 REMOVE_BLIP radar_blip_car_meat4 ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4 flag_player_had_car_message_meat4 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat4 AND IS_CAR_STOPPED car_meat4 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat4 ENDIF ENDWHILE // tells the bloke to get into the players car SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER loanshark_meat4 car_meat4 WHILE NOT IS_CHAR_IN_CAR loanshark_meat4 car_meat4 OR NOT IS_PLAYER_IN_CAR player car_meat4 WAIT 0 IF IS_CAR_DEAD car_meat4 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat4 ENDIF ENDIF IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player loanshark_meat4 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA4_3 ) 5000 1 //"You left the Loan Shark behind" GOTO mission_failed_meat4 ENDIF ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat4 AND flag_player_had_car_message_meat4 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4 REMOVE_BLIP radar_blip_ped1_meat4 flag_player_had_car_message_meat4 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat4 AND flag_player_had_car_message_meat4 = 1 REMOVE_BLIP radar_blip_car_meat4 ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4 flag_player_had_car_message_meat4 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat4 AND IS_CAR_STOPPED car_meat4 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat4 ENDIF ENDWHILE REMOVE_BLIP radar_blip_ped1_meat4 PLAY_MISSION_AUDIO PRINT_NOW ( MEA4_B4 ) 10000 1 //"This little "Spank" junkie better have my money, get me to the factory" IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA4_B4 ) ENDIF ADD_BLIP_FOR_COORD 1217.0 -794.0 -100.0 radar_blip_coord2_meat4 CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN2 1208.0 -789.0 13.9 owner_meat4 CLEAR_CHAR_THREAT_SEARCH owner_meat4 TURN_CHAR_TO_FACE_COORD owner_meat4 1210.0 -791.0 -100.0 blob_flag = 1 WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D loanshark_meat4 1217.0 -794.0 13.9 4.0 4.0 6.0 blob_flag OR NOT IS_CHAR_IN_CAR loanshark_meat4 car_meat4 WAIT 0 IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA4_B4 ) ENDIF IF IS_CAR_DEAD car_meat4 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat4 ENDIF ENDIF IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ELSE IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player loanshark_meat4 30.0 30.0 30.0 FALSE PRINT_NOW ( MEA4_3 ) 5000 1 //"You left the Loan Shark behind" GOTO mission_failed_meat4 ENDIF ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF IF NOT IS_PLAYER_IN_CAR player car_meat4 AND flag_player_had_car_message_meat4 = 0 PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!" ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4 REMOVE_BLIP radar_blip_coord2_meat4 flag_player_had_car_message_meat4 = 1 blob_flag = 0 ENDIF IF IS_PLAYER_IN_CAR player car_meat4 AND flag_player_had_car_message_meat4 = 1 REMOVE_BLIP radar_blip_car_meat4 ADD_BLIP_FOR_COORD 1217.0 -794.0 -100.0 radar_blip_coord2_meat4 flag_player_had_car_message_meat4 = 0 blob_flag = 1 ENDIF IF IS_CAR_UPSIDEDOWN car_meat4 AND IS_CAR_STOPPED car_meat4 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat4 ENDIF ENDWHILE REMOVE_BLIP radar_blip_coord2_meat4 SWITCH_WIDESCREEN ON SET_PLAYER_CONTROL player OFF SET_POLICE_IGNORE_PLAYER player ON LEAVE_GROUP loanshark_meat4 SET_CHAR_CANT_BE_DRAGGED_OUT loanshark_meat4 FALSE SET_CHAR_OBJ_LEAVE_CAR loanshark_meat4 car_meat4 WHILE IS_CHAR_IN_CAR loanshark_meat4 car_meat4 WAIT 0 IF IS_CAR_DEAD car_meat4 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ELSE PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" GOTO mission_failed_meat4 ENDIF ENDIF IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF IF IS_CAR_UPSIDEDOWN car_meat4 AND IS_CAR_STOPPED car_meat4 PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!" GOTO mission_failed_meat4 ENDIF ENDWHILE SET_CHAR_OBJ_GOTO_COORD_ON_FOOT loanshark_meat4 1209.6 -791.0 SET_FIXED_CAMERA_POSITION 1218.1 -795.0 16.0 0.0 0.0 0.0 POINT_CAMERA_AT_POINT 1204.6 -785.7 13.9 JUMP_CUT CLEAR_AREA 1212.0 -792.0 14.0 10.0 TRUE LOAD_MISSION_AUDIO MF3_B // Waiting for the blokes to get to the meat grinding area timerb = 0 WHILE NOT flag_loanshark_in_area = 1 OR NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF IF flag_loanshark_in_area = 0 IF LOCATE_CHAR_ON_FOOT_2D loanshark_meat4 1209.6 -791.0 0.5 0.5 FALSE flag_loanshark_in_area = 1 ENDIF ENDIF IF timerb >= 25000 IF NOT flag_loanshark_in_area = 1 SET_CHAR_COORDINATES loanshark_meat4 1209.6 -791.0 13.7 GOTO loanshark_got_stuck ENDIF ENDIF ENDWHILE loanshark_got_stuck: CHAR_SET_IDLE loanshark_meat4 TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4 PLAY_MISSION_AUDIO PRINT_NOW ( MEA4_B5 ) 10000 1 //"Emm hi, I need more time to get the money." WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF ENDWHILE CLEAR_THIS_PRINT ( MEA4_B5 ) LOAD_MISSION_AUDIO MF3_B1 TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4 WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF ENDWHILE TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4 PLAY_MISSION_AUDIO PRINT_NOW ( MEA4_B7 ) 20000 1 //"But if you just step into my office I could..." WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF ENDWHILE TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4 CLEAR_THIS_PRINT ( MEA4_B7 ) LOAD_MISSION_AUDIO MF3_C WHILE NOT HAS_MISSION_AUDIO_LOADED WAIT 0 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF ENDWHILE TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4 PLAY_MISSION_AUDIO PRINT_NOW ( MEA4_B6 ) 10000 1 //"I warned you about defaulting on a payment!" WHILE NOT HAS_MISSION_AUDIO_FINISHED WAIT 0 IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF IS_CHAR_DEAD owner_meat4 PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!" GOTO mission_failed_meat4 ENDIF ENDWHILE CLEAR_THIS_PRINT ( MEA4_B6 ) GIVE_WEAPON_TO_CHAR loanshark_meat4 WEAPONTYPE_SHOTGUN 2 SET_CHAR_OBJ_KILL_CHAR_ON_FOOT loanshark_meat4 owner_meat4 // Waiting for the owner to be killed timera = 0 WHILE NOT flag_owner_dead_meat4 = 1 WAIT 0 IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA4_B6 ) ENDIF IF IS_CHAR_DEAD owner_meat4 flag_owner_dead_meat4 = 1 ENDIF IF IS_CHAR_DEAD loanshark_meat4 PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!" GOTO mission_failed_meat4 ENDIF IF timera > 10000 IF NOT IS_CHAR_DEAD owner_meat4 flag_owner_dead_meat4 = 1 ENDIF ENDIF ENDWHILE IF HAS_MISSION_AUDIO_FINISHED CLEAR_THIS_PRINT ( MEA4_B6 ) ENDIF SWITCH_WIDESCREEN OFF SET_PLAYER_CONTROL player ON SET_POLICE_IGNORE_PLAYER player OFF RESTORE_CAMERA_JUMPCUT GOTO mission_passed_meat4 // Mission Failed mission_failed_meat4: PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!" IF NOT IS_CHAR_DEAD owner_meat4 REMOVE_CHAR_ELEGANTLY owner_meat4 ENDIF IF NOT IS_CHAR_DEAD loanshark_meat4 REMOVE_CHAR_ELEGANTLY loanshark_meat4 ENDIF RETURN // Mission Passed mission_passed_meat4: PRINT_WITH_NUMBER_BIG ( m_pass ) 4000 5000 1 //"Mission Passed!" REGISTER_MISSION_PASSED ( MEA4 ) PLAYER_MADE_PROGRESS 1 PLAY_MISSION_PASSED_TUNE 1 ADD_SCORE player 4000 flag_meat_mission4_passed = 1 CLEAR_WANTED_LEVEL player RETURN // Mission Cleanup mission_cleanup_meat4: flag_player_on_mission = 0 flag_player_on_meat_mission = 0 MARK_MODEL_AS_NO_LONGER_NEEDED PED_FAN_MAN2 MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN2 MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION REMOVE_BLIP radar_blip_ped1_meat4 REMOVE_BLIP radar_blip_car_meat4 REMOVE_BLIP radar_blip_coord2_meat4 MISSION_HAS_FINISHED RETURN