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  1. DEFINE OBJECTS 1
  2. DEFINE OBJECT (noname)
  3.  
  4. DEFINE MISSIONS 1
  5. //DEFINE MISSION {ID} 0 AT {LABEL} @
  6. DEFINE MISSION 0 AT @SHOOTTT
  7.  
  8. DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
  9. //DEFINE SCRIPT {NAME} AT {LABEL} @
  10. //DEFINE SCRIPT POLICE AT @POLICE // 0
  11.  
  12. DEFINE UNKNOWN_EMPTY_SEGMENT 0
  13.  
  14. DEFINE UNKNOWN_THREADS_MEMORY 0
  15.  
  16. 03A4: name_thread 'MAIN'
  17. 01F0: set_max_wanted_level_to 0
  18. 0111: toggle_wasted_busted_check 0
  19. 00C0: set_current_time_hours_to 10 minutes_to 0
  20. 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84
  21. 03CB: set_rendering_origin_at 2488.56 -1666.84 13.38
  22. 0053: create_player #NULL at 2488.56 -1666.84 13.38 store_to $PLAYER_CHAR
  23. 01F5: get_player_char $PLAYER_CHAR store_to $PLAYER_ACTOR
  24. 07AF: get_player_group $PLAYER_CHAR store_to $PLAYER_GROUP
  25. 0373: set_camera_directly_behind_player
  26. 01B6: set_weather 0
  27. wait 0
  28. 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1
  29. 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2
  30. 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3
  31. 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0
  32. 070D: rebuild_player $PLAYER_CHAR
  33. 01B4: toggle_player $PLAYER_CHAR can_move 1
  34. 016A: do_fade 1 fade 0
  35. 04BB: select_interior 0
  36. 0629: change_integer_stat 181 to 4
  37. 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
  38. 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
  39. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  40. $DEFAULT_WAIT_TIME = 250
  41. 03E6: remove_text_box
  42. $SUSPECT_1 = -1
  43. $SUSPECT_1M = -1
  44. $SUSPECT_2 = -1
  45. $SUSPECT_2M = -1
  46. $SUSPECT_3 = -1
  47. $SUSPECT_3M = -1
  48. $SUSPECT_4 = -1
  49. $SUSPECT_4M = -1
  50. $SUSPECT_5 = -1
  51. $SUSPECT_5M = -1
  52. $SUSPECT_6 = -1
  53. $SUSPECT_6M = -1
  54. $SUSPECT_7 = -1
  55. $SUSPECT_7M = -1
  56. $SUSPECT_8 = -1
  57. $SUSPECT_8M = -1
  58. $SUSPECT_9 = -1
  59. $SUSPECT_9M = -1
  60. $NUM_SUSPECTS = -1
  61. $Are_All_Suspects_Dead = false
  62. $Is_All_Sus_Created = false
  63. $Callout_Num = -1
  64.  
  65. //0914: register_streamed_script_internal 0 // nop
  66. //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #LAPD1 priority 100
  67. //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #SFPD1 priority 100
  68. //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #LVPD1 priority 100
  69. //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #LAPDM1 priority 100
  70. //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #DSHER priority 100
  71. //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #CSHER priority 100
  72.  
  73. // put your create_thread commands here
  74. 004F: start_new_script @SUSDCHK
  75. 004F: start_new_script @SUSSPOT
  76.  
  77. :MAIN_LOOP
  78. wait 0
  79. 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
  80. 00A0: get_char_coordinates $PLAYER_ACTOR store_to $TempX $TempY $TempZ
  81. if and
  82. $ONMISSION == 0
  83. 0AB0: is_key_pressed 52
  84. then
  85. if
  86. $Callout_Num == -1
  87. then
  88. 0417: load_and_launch_mission 0
  89. end
  90. wait $DEFAULT_WAIT_TIME
  91. end
  92. goto @MAIN_LOOP
  93.  
  94. :SUSDCHK // Creates suspect array// Checks if suspect dead (global)
  95. 03A4: script_name 'SUSDCHK'
  96. 0@ = 0
  97. while true
  98. wait 0
  99. if
  100. 0256: is_player_playing $PLAYER_CHAR
  101. then
  102. if and
  103. $ONMISSION == 1
  104. $Are_All_Suspects_Dead == false
  105. $Is_All_Sus_Created == true
  106. then
  107. if
  108. $SUSPECT_1 <> -1
  109. then
  110. if
  111. 0118: is_char_dead $SUSPECT_1
  112. then
  113. 0@ += 1
  114. 01C2: mark_char_as_no_longer_needed $SUSPECT_1
  115. $SUSPECT_1 = -1
  116. if
  117. 075C: does_blip_exist $SUSPECT_1M
  118. then
  119. 0164: remove_blip $SUSPECT_1M
  120. end
  121. end
  122. end
  123. if
  124. $SUSPECT_2 <> -1
  125. then
  126. if
  127. 0118: is_char_dead $SUSPECT_2
  128. then
  129. 0@ += 1
  130. 01C2: mark_char_as_no_longer_needed $SUSPECT_2
  131. $SUSPECT_2 = -1
  132. if
  133. 075C: does_blip_exist $SUSPECT_2M
  134. then
  135. 0164: remove_blip $SUSPECT_2M
  136. end
  137. end
  138. end
  139. if
  140. $SUSPECT_3 <> -1
  141. then
  142. if
  143. 0118: is_char_dead $SUSPECT_3
  144. then
  145. 0@ += 1
  146. 01C2: mark_char_as_no_longer_needed $SUSPECT_3
  147. $SUSPECT_3 = -1
  148. if
  149. 075C: does_blip_exist $SUSPECT_3M
  150. then
  151. 0164: remove_blip $SUSPECT_3M
  152. end
  153. end
  154. end
  155. if
  156. $SUSPECT_4 <> -1
  157. then
  158. if
  159. 0118: is_char_dead $SUSPECT_4
  160. then
  161. 0@ += 1
  162. 01C2: mark_char_as_no_longer_needed $SUSPECT_4
  163. $SUSPECT_4 = -1
  164. if
  165. 075C: does_blip_exist $SUSPECT_4M
  166. then
  167. 0164: remove_blip $SUSPECT_4M
  168. end
  169. end
  170. end
  171. if
  172. $SUSPECT_5 <> -1
  173. then
  174. if
  175. 0118: is_char_dead $SUSPECT_5
  176. then
  177. 0@ += 1
  178. 01C2: mark_char_as_no_longer_needed $SUSPECT_5
  179. $SUSPECT_5 = -1
  180. if
  181. 075C: does_blip_exist $SUSPECT_5M
  182. then
  183. 0164: remove_blip $SUSPECT_5M
  184. end
  185. end
  186. end
  187. if
  188. $SUSPECT_6 <> -1
  189. then
  190. if
  191. 0118: is_char_dead $SUSPECT_6
  192. then
  193. 0@ += 1
  194. 01C2: mark_char_as_no_longer_needed $SUSPECT_6
  195. $SUSPECT_6 = -1
  196. if
  197. 075C: does_blip_exist $SUSPECT_6M
  198. then
  199. 0164: remove_blip $SUSPECT_6M
  200. end
  201. end
  202. end
  203. if
  204. $SUSPECT_7 <> -1
  205. then
  206. if
  207. 0118: is_char_dead $SUSPECT_7
  208. then
  209. 0@ += 1
  210. 01C2: mark_char_as_no_longer_needed $SUSPECT_7
  211. $SUSPECT_7 = -1
  212. if
  213. 075C: does_blip_exist $SUSPECT_7M
  214. then
  215. 0164: remove_blip $SUSPECT_7M
  216. end
  217. end
  218. end
  219. if
  220. $SUSPECT_8 <> -1
  221. then
  222. if
  223. 0118: is_char_dead $SUSPECT_8
  224. then
  225. 0@ += 1
  226. 01C2: mark_char_as_no_longer_needed $SUSPECT_8
  227. $SUSPECT_8 = -1
  228. if
  229. 075C: does_blip_exist $SUSPECT_8M
  230. then
  231. 0164: remove_blip $SUSPECT_8M
  232. end
  233. end
  234. end
  235. if
  236. $SUSPECT_9 <> -1
  237. then
  238. if
  239. 0118: is_char_dead $SUSPECT_9
  240. then
  241. 0@ += 1
  242. 01C2: mark_char_as_no_longer_needed $SUSPECT_9
  243. $SUSPECT_9 = -1
  244. if
  245. 075C: does_blip_exist $SUSPECT_9M
  246. then
  247. 0164: remove_blip $SUSPECT_9M
  248. end
  249. end
  250. end
  251. if
  252. 003C: $NUM_SUSPECTS == 0@
  253. then
  254. 0@ = 0
  255. $NUM_SUSPECTS = -1
  256. $Are_All_Suspects_Dead = true
  257. end
  258. end
  259. end
  260. end
  261.  
  262. :SUSSPOT // Creates marker if suspects spotted
  263. 03A4: script_name 'SUSSPOT'
  264. 0@ = false
  265. while true
  266. wait 0
  267. if
  268. 0256: is_player_playing $PLAYER_CHAR
  269. then
  270. if
  271. $ONMISSION == 1
  272. then
  273. if and
  274. $Is_All_Sus_Created == true
  275. $Are_All_Suspects_Dead == false
  276. then
  277. if and
  278. 0@ == false
  279. 0364: has_char_spotted_char $PLAYER_ACTOR char $SUSPECT_1
  280. then
  281. 0@ = true
  282. 0187: add_blip_for_char $SUSPECT_1 store_to $SUSPECT_1M
  283. 0168: change_blip_scale $SUSPECT_1M to 2
  284. 07E0: set_blip_as_friendly $SUSPECT_1M to 0
  285. if
  286. $SUSPECT_2 <> -1
  287. then
  288. 0187: add_blip_for_char $SUSPECT_2 store_to $SUSPECT_2M
  289. 0168: change_blip_scale $SUSPECT_2M to 2
  290. 07E0: set_blip_as_friendly $SUSPECT_2M to 0
  291. if
  292. $SUSPECT_3 <> -1
  293. then
  294. 0187: add_blip_for_char $SUSPECT_3 store_to $SUSPECT_3M
  295. 0168: change_blip_scale $SUSPECT_3M to 2
  296. 07E0: set_blip_as_friendly $SUSPECT_3M to 0
  297. if
  298. $SUSPECT_4 <> -1
  299. then
  300. 0187: add_blip_for_char $SUSPECT_4 store_to $SUSPECT_4M
  301. 0168: change_blip_scale $SUSPECT_4M to 2
  302. 07E0: set_blip_as_friendly $SUSPECT_4M to 0
  303. if
  304. $SUSPECT_5 <> -1
  305. then
  306. 0187: add_blip_for_char $SUSPECT_5 store_to $SUSPECT_5M
  307. 0168: change_blip_scale $SUSPECT_5M to 2
  308. 07E0: set_blip_as_friendly $SUSPECT_5M to 0
  309. if
  310. $SUSPECT_6 <> -1
  311. then
  312. 0187: add_blip_for_char $SUSPECT_6 store_to $SUSPECT_6M
  313. 0168: change_blip_scale $SUSPECT_6M to 2
  314. 07E0: set_blip_as_friendly $SUSPECT_6M to 0
  315. if
  316. $SUSPECT_7 <> -1
  317. then
  318. 0187: add_blip_for_char $SUSPECT_7 store_to $SUSPECT_7M
  319. 0168: change_blip_scale $SUSPECT_7M to 2
  320. 07E0: set_blip_as_friendly $SUSPECT_7M to 0
  321. if
  322. $SUSPECT_8 <> -1
  323. then
  324. 0187: add_blip_for_char $SUSPECT_8 store_to $SUSPECT_8M
  325. 0168: change_blip_scale $SUSPECT_8M to 2
  326. 07E0: set_blip_as_friendly $SUSPECT_8M to 0
  327. if
  328. $SUSPECT_9 <> -1
  329. then
  330. 0187: add_blip_for_char $SUSPECT_9 store_to $SUSPECT_9M
  331. 0168: change_blip_scale $SUSPECT_9M to 2
  332. 07E0: set_blip_as_friendly $SUSPECT_9M to 0
  333. end
  334. end
  335. end
  336. end
  337. end
  338. end
  339. end
  340. end
  341. end
  342. else
  343. if and
  344. $Is_All_Sus_Created == false
  345. $Are_All_Suspects_Dead == true
  346. then
  347. 0@ = false
  348. end
  349. end
  350. end
  351. end
  352. end
  353.  
  354.  
  355. //-------------Mission 0---------------
  356. // put your missions here
  357.  
  358. :SHOOTTT
  359. 03A4: script_name 'SHOOTTT'
  360. gosub @SHOOTTT_MAIN
  361. if
  362. 0112: has_deatharrest_been_executed
  363. then
  364. gosub @SHOOTTT_FAIL
  365. end
  366. gosub @SHOOTTT_CLEANUP
  367. 004E: terminate_this_script
  368.  
  369. :SHOOTTT_MAIN
  370. 0317: increment_mission_attempts
  371. $ONMISSION = 1
  372. :SHOOTTT_MAIN1
  373. repeat
  374. 0208: generate_random_float_in_range -80.0 80.0 store_to 0@
  375. 0208: generate_random_float_in_range -80.0 80.0 store_to 1@
  376. 04C4: get_offset_from_char_in_world_coords $PLAYER_ACTOR offset 0@ 1@ 1.0 store_to $Temp_X $Temp_Y $Temp_Z
  377. wait 0
  378. until 80C2: NOT is_point_on_screen $Temp_X $Temp_Y $Temp_Z radius 5.0
  379. 0209: generate_random_int_in_range 2 10 store_to $NUM_SUSPECTS // number of suspects
  380. 02C0: get_closest_char_node $Temp_X $Temp_Y $Temp_Z store_to $Temp_X $Temp_Y $Temp_Z
  381. 01E4: show_text_1number_lowpriority GXT 'NUMBER' number 41 time 2000 flag 1 // INSANE STUNT BONUS: $~1~
  382. wait 3000
  383. if
  384. $NUM_SUSPECTS > 0
  385. then
  386. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_1
  387. end
  388. if
  389. $NUM_SUSPECTS > 1
  390. then
  391. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_2
  392. end
  393. if
  394. $NUM_SUSPECTS > 2
  395. then
  396. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_3
  397. end
  398. if
  399. $NUM_SUSPECTS > 3
  400. then
  401. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_4
  402. end
  403. if
  404. $NUM_SUSPECTS > 4
  405. then
  406. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_5
  407. end
  408. if
  409. $NUM_SUSPECTS > 5
  410. then
  411. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_6
  412. end
  413. if
  414. $NUM_SUSPECTS > 6
  415. then
  416. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_7
  417. end
  418. if
  419. $NUM_SUSPECTS > 7
  420. then
  421. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_8
  422. end
  423. if
  424. $NUM_SUSPECTS > 8
  425. then
  426. 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_9
  427. end
  428. 0247: request_model #COLT45
  429. 0247: request_model #SILENCED
  430. 0247: request_model #DESERT_EAGLE
  431. 0247: request_model #CHROMEGUN
  432. 0247: request_model #SAWNOFF
  433. 0247: request_model #SHOTGSPA
  434. 0247: request_model #MICRO_UZI
  435. 0247: request_model #MP5LNG
  436. 0247: request_model #AK47
  437. 038B: load_all_models_now
  438. // Weapon and behavior
  439. if
  440. $NUM_SUSPECTS > 0
  441. then
  442. 0209: generate_random_int_in_range 22 31 store_to 0@
  443. 01B2: give_weapon_to_char $SUSPECT_1 weapon 0@ ammo 200
  444. 0433: set_char_is_chris_criminal $SUSPECT_1 to 1
  445. 07DD: set_char_shoot_rate $SUSPECT_1 to 80
  446. 081A: set_char_weapon_skill $SUSPECT_1 to 1
  447. 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 0
  448. 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 4
  449. 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 5
  450. 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 6
  451. end
  452. if
  453. $NUM_SUSPECTS > 1
  454. then
  455. 0209: generate_random_int_in_range 22 31 store_to 0@
  456. 01B2: give_weapon_to_char $SUSPECT_2 weapon 0@ ammo 200
  457. 0433: set_char_is_chris_criminal $SUSPECT_2 to 1
  458. 07DD: set_char_shoot_rate $SUSPECT_2 to 80
  459. 081A: set_char_weapon_skill $SUSPECT_2 to 1
  460. 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 0
  461. 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 4
  462. 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 5
  463. 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 6
  464. end
  465. if
  466. $NUM_SUSPECTS > 2
  467. then
  468. 0209: generate_random_int_in_range 22 31 store_to 0@
  469. 01B2: give_weapon_to_char $SUSPECT_3 weapon 0@ ammo 200
  470. 0433: set_char_is_chris_criminal $SUSPECT_3 to 1
  471. 07DD: set_char_shoot_rate $SUSPECT_3 to 80
  472. 081A: set_char_weapon_skill $SUSPECT_3 to 1
  473. 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 0
  474. 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 4
  475. 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 5
  476. 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 6
  477. end
  478. if
  479. $NUM_SUSPECTS > 3
  480. then
  481. 0209: generate_random_int_in_range 22 31 store_to 0@
  482. 01B2: give_weapon_to_char $SUSPECT_4 weapon 0@ ammo 200
  483. 0433: set_char_is_chris_criminal $SUSPECT_4 to 1
  484. 07DD: set_char_shoot_rate $SUSPECT_4 to 80
  485. 081A: set_char_weapon_skill $SUSPECT_4 to 1
  486. 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 0
  487. 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 4
  488. 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 5
  489. 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 6
  490. end
  491. if
  492. $NUM_SUSPECTS > 4
  493. then
  494. 0209: generate_random_int_in_range 22 31 store_to 0@
  495. 01B2: give_weapon_to_char $SUSPECT_5 weapon 0@ ammo 200
  496. 0433: set_char_is_chris_criminal $SUSPECT_5 to 1
  497. 07DD: set_char_shoot_rate $SUSPECT_5 to 80
  498. 081A: set_char_weapon_skill $SUSPECT_5 to 1
  499. 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 0
  500. 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 4
  501. 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 5
  502. 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 6
  503. end
  504. if
  505. $NUM_SUSPECTS > 5
  506. then
  507. 0209: generate_random_int_in_range 22 31 store_to 0@
  508. 01B2: give_weapon_to_char $SUSPECT_6 weapon 0@ ammo 200
  509. 0433: set_char_is_chris_criminal $SUSPECT_6 to 1
  510. 07DD: set_char_shoot_rate $SUSPECT_6 to 80
  511. 081A: set_char_weapon_skill $SUSPECT_6 to 1
  512. 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 0
  513. 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 4
  514. 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 5
  515. 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 6
  516. end
  517. if
  518. $NUM_SUSPECTS > 6
  519. then
  520. 0209: generate_random_int_in_range 22 31 store_to 0@
  521. 01B2: give_weapon_to_char $SUSPECT_7 weapon 0@ ammo 200
  522. 0433: set_char_is_chris_criminal $SUSPECT_7 to 1
  523. 07DD: set_char_shoot_rate $SUSPECT_7 to 80
  524. 081A: set_char_weapon_skill $SUSPECT_7 to 1
  525. 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 0
  526. 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 4
  527. 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 5
  528. 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 6
  529. end
  530. if
  531. $NUM_SUSPECTS > 7
  532. then
  533. 0209: generate_random_int_in_range 22 31 store_to 0@
  534. 01B2: give_weapon_to_char $SUSPECT_8 weapon 0@ ammo 200
  535. 0433: set_char_is_chris_criminal $SUSPECT_8 to 1
  536. 07DD: set_char_shoot_rate $SUSPECT_8 to 80
  537. 081A: set_char_weapon_skill $SUSPECT_8 to 1
  538. 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 0
  539. 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 4
  540. 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 5
  541. 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 6
  542. end
  543. if
  544. $NUM_SUSPECTS > 8
  545. then
  546. 0209: generate_random_int_in_range 22 31 store_to 0@
  547. 01B2: give_weapon_to_char $SUSPECT_9 weapon 0@ ammo 200
  548. 0433: set_char_is_chris_criminal $SUSPECT_9 to 1
  549. 07DD: set_char_shoot_rate $SUSPECT_9 to 80
  550. 081A: set_char_weapon_skill $SUSPECT_9 to 1
  551. 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 0
  552. 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 4
  553. 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 5
  554. 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 6
  555. end
  556. 018A: add_blip_for_coord $Temp_X $Temp_Y $Temp_Z store_to 1@
  557. 08FB: set_coord_blip_appearance 1@ to 2
  558. 0AD1: print_formatted_now "Get to the ~r~crime scene" time 3000
  559. $Is_All_Sus_Created = true
  560. $Are_All_Suspects_Dead = false
  561. while true
  562. wait 0
  563. if
  564. 0256: is_player_playing $PLAYER_CHAR
  565. then
  566. if
  567. 00FE: locate_char_any_means_3d $PLAYER_ACTOR coord $Temp_X $Temp_Y $Temp_Z radius 185.0 185.0 70.0 sphere 0
  568. then
  569. if
  570. 00FE: locate_char_any_means_3d $PLAYER_ACTOR coord $Temp_X $Temp_Y $Temp_Z radius 150.0 150.0 70.0 sphere 0
  571. then
  572. if
  573. $Are_All_Suspects_Dead == true
  574. then
  575. goto @SHOOTTT_PASSED
  576. end
  577. else
  578. 0AD1: print_formatted_now "~r~Any further and you will leave the scene." time 100
  579. end
  580. else
  581. goto @SHOOTTT_FAIL
  582. end
  583. else
  584. goto @SHOOTTT_FAIL
  585. end
  586. end
  587.  
  588. :SHOOTTT_PASSED
  589. 0394: play_mission_passed_tune 2
  590. 0209: generate_random_int_in_range 500 5000 store_to 0@
  591. Player.Money($PLAYER_CHAR) += 0@
  592. 01E3: show_text_1number_styled GXT 'M_PASS' number 0@ time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
  593. // This subroutine is executed when the mission is passed.
  594. // Give the rewards, and make new missions available if needed.
  595. return
  596.  
  597. :SHOOTTT_FAIL
  598. 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
  599. // This subroutine is executed when the mission fails.
  600. return
  601.  
  602. :SHOOTTT_CLEANUP
  603. $ONMISSION = 0
  604. $Is_All_Sus_Created = false
  605. $Are_All_Suspects_Dead = false
  606. 0249: mark_model_as_no_longer_needed #COLT45
  607. 0249: mark_model_as_no_longer_needed #SILENCED
  608. 0249: mark_model_as_no_longer_needed #DESERT_EAGLE
  609. 0249: mark_model_as_no_longer_needed #CHROMEGUN
  610. 0249: mark_model_as_no_longer_needed #SAWNOFF
  611. 0249: mark_model_as_no_longer_needed #SHOTGSPA
  612. 0249: mark_model_as_no_longer_needed #MICRO_UZI
  613. 0249: mark_model_as_no_longer_needed #MP5LNG
  614. 0249: mark_model_as_no_longer_needed #AK47
  615. 0164: remove_blip 1@
  616. // This subroutine is always executed at the end of the mission, regardless the outcome.
  617. // This is the place to unload models etc.
  618. 00D8: mission_has_finished
  619. return
  620.  
  621.  
  622. //-------------External script 0---------------
  623. // put your external scripts here
  624.  
  625. //:POLICE
  626. //if
  627. // 0256: is_player_playing $PLAYER_CHAR
  628. //then
  629. // if
  630. // 00DF: is_char_in_any_car 0@
  631. // then
  632. // 00D9: store_car_char_is_in 0@ store_to 1@
  633. // if
  634. // 00DB: is_char_in_car 0@ car 1@
  635. // then
  636. //
  637. // while 00DB: is_char_in_car 0@ car 1@
  638. // wait 0
  639. // if or
  640. // 0117: is_player_dead $PLAYER_CHAR
  641. // 0118: is_char_dead 0@
  642. // then
  643. // continue
  644. // end
  645. // if
  646. // 0038: $PURSUIT_Mode == true
  647. // then
  648. // 0397: switch_car_siren 1@ to 1
  649. // 00AD: set_car_cruise_speed 1@ to 38.0
  650. // 0704: car_goto_coordinates_racing 1@ coords $TempX $TempY $TempZ
  651. // end
  652. // end
  653. // goto POLICE@
  654. //
  655. // end
  656. // end
  657. //end
  658. //034F: remove_char_elegantly 0@
  659. //004E: terminate_this_script
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