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- DEFINE MISSIONS 0
- //DEFINE MISSION {ID} 0 AT {LABEL} @
- DEFINE MISSION 0 AT @SHOOTTT
- DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
- //DEFINE SCRIPT POLICE AT @POLICE // 0
- //DEFINE SCRIPT {NAME} AT {LABEL} @
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 0
- var
- $PLAYER_CHAR: Player
- end // var
- 03A4: name_thread 'MAIN'
- 01F0: set_max_wanted_level_to 0
- 0111: toggle_wasted_busted_check 0
- 00C0: set_current_time_hours_to 10 minutes_to 0
- 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84
- 03CB: set_rendering_origin_at 2488.56 -1666.84 13.38
- 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38
- 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- 0373: set_camera_directly_behind_player
- 01B6: set_weather 0
- 0001: wait 0 ms
- 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1
- 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2
- 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3
- 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0
- 070D: rebuild_player $PLAYER_CHAR
- 01B4: toggle_player $PLAYER_CHAR can_move 1
- 016A: fade 1 time 0
- 04BB: select_interior 0
- 0629: change_integer_stat 181 to 4
- 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
- 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- 0004: $DEFAULT_WAIT_TIME = 250
- 03E6: remove_text_box
- $SUSPECT_1 = -1
- $SUSPECT_1M = -1
- $SUSPECT_2 = -1
- $SUSPECT_2M = -1
- $SUSPECT_3 = -1
- $SUSPECT_3M = -1
- $SUSPECT_4 = -1
- $SUSPECT_4M = -1
- $SUSPECT_5 = -1
- $SUSPECT_5M = -1
- $SUSPECT_6 = -1
- $SUSPECT_6M = -1
- $SUSPECT_7 = -1
- $SUSPECT_7M = -1
- $SUSPECT_8 = -1
- $SUSPECT_8M = -1
- $SUSPECT_9 = -1
- $SUSPECT_9M = -1
- $NUM_SUSPECTS = -1
- $Are_All_Suspects_Dead = false
- $Is_All_Sus_Created = false
- $Callout_Num = -1
- wait 30000 // crash occurs before this command
- //0914: register_streamed_script_internal 0 // nop
- //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #LAPD1 priority 100
- //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #SFPD1 priority 100
- //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #LVPD1 priority 100
- //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #LAPDM1 priority 100
- //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #DSHER priority 100
- //0928: allocate_streamed_script_to_random_ped 0 (POLICE) model #CSHER priority 100
- // put your create_thread commands here
- 004F: start_new_script @SUSDCHK
- 004F: start_new_script @SUSSPOT
- :MAIN_LOOP
- wait $DEFAULT_WAIT_TIME
- 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
- 00A0: get_char_coordinates $PLAYER_ACTOR store_to $TempX $TempY $TempZ
- if and
- $ONMISSION == 0
- 0AB0: is_key_pressed 52
- then
- if
- $Callout_Num == -1
- then
- 0417: load_and_launch_mission 0
- end
- end
- goto @MAIN_LOOP
- :SUSDCHK // Creates suspect array; Checks if suspect dead (global)
- 03A4: script_name 'SUSDCHK'
- 0@ = 0
- while true
- wait 0
- if
- 0256: is_player_playing $PLAYER_CHAR
- then
- if and
- $ONMISSION == 1
- $Are_All_Suspects_Dead == false
- $Is_All_Sus_Created == true
- then
- if
- $SUSPECT_1 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_1
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_1
- $SUSPECT_1 = -1
- if
- 075C: does_blip_exist $SUSPECT_1M
- then
- 0164: remove_blip $SUSPECT_1M
- end
- end
- end
- if
- $SUSPECT_2 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_2
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_2
- $SUSPECT_2 = -1
- if
- 075C: does_blip_exist $SUSPECT_2M
- then
- 0164: remove_blip $SUSPECT_2M
- end
- end
- end
- if
- $SUSPECT_3 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_3
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_3
- $SUSPECT_3 = -1
- if
- 075C: does_blip_exist $SUSPECT_3M
- then
- 0164: remove_blip $SUSPECT_3M
- end
- end
- end
- if
- $SUSPECT_4 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_4
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_4
- $SUSPECT_4 = -1
- if
- 075C: does_blip_exist $SUSPECT_4M
- then
- 0164: remove_blip $SUSPECT_4M
- end
- end
- end
- if
- $SUSPECT_5 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_5
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_5
- $SUSPECT_5 = -1
- if
- 075C: does_blip_exist $SUSPECT_5M
- then
- 0164: remove_blip $SUSPECT_5M
- end
- end
- end
- if
- $SUSPECT_6 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_6
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_6
- $SUSPECT_6 = -1
- if
- 075C: does_blip_exist $SUSPECT_6M
- then
- 0164: remove_blip $SUSPECT_6M
- end
- end
- end
- if
- $SUSPECT_7 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_7
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_7
- $SUSPECT_7 = -1
- if
- 075C: does_blip_exist $SUSPECT_7M
- then
- 0164: remove_blip $SUSPECT_7M
- end
- end
- end
- if
- $SUSPECT_8 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_8
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_8
- $SUSPECT_8 = -1
- if
- 075C: does_blip_exist $SUSPECT_8M
- then
- 0164: remove_blip $SUSPECT_8M
- end
- end
- end
- if
- $SUSPECT_9 <> -1
- then
- if
- 0118: is_char_dead $SUSPECT_9
- then
- 0@ += 1
- 01C2: mark_char_as_no_longer_needed $SUSPECT_9
- $SUSPECT_9 = -1
- if
- 075C: does_blip_exist $SUSPECT_9M
- then
- 0164: remove_blip $SUSPECT_9M
- end
- end
- end
- if
- 003C: $NUM_SUSPECTS == 0@
- then
- 0@ = 0
- $NUM_SUSPECTS = -1
- $Are_All_Suspects_Dead = true
- end
- end
- end
- end
- :SUSSPOT // Creates marker if suspects spotted
- 03A4: script_name 'SUSSPOT'
- 0@ = false
- while true
- wait 0
- if
- 0256: is_player_playing $PLAYER_CHAR
- then
- if
- $ONMISSION == 1
- then
- if and
- $Is_All_Sus_Created == true
- $Are_All_Suspects_Dead == false
- then
- if and
- 0@ == false
- 0364: has_char_spotted_char $PLAYER_ACTOR char $SUSPECT_1
- then
- 0@ = true
- 0187: add_blip_for_char $SUSPECT_1 store_to $SUSPECT_1M
- 0168: change_blip_scale $SUSPECT_1M to 2
- 07E0: set_blip_as_friendly $SUSPECT_1M to 0
- if
- $SUSPECT_2 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_2 store_to $SUSPECT_2M
- 0168: change_blip_scale $SUSPECT_2M to 2
- 07E0: set_blip_as_friendly $SUSPECT_2M to 0
- if
- $SUSPECT_3 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_3 store_to $SUSPECT_3M
- 0168: change_blip_scale $SUSPECT_3M to 2
- 07E0: set_blip_as_friendly $SUSPECT_3M to 0
- if
- $SUSPECT_4 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_4 store_to $SUSPECT_4M
- 0168: change_blip_scale $SUSPECT_4M to 2
- 07E0: set_blip_as_friendly $SUSPECT_4M to 0
- if
- $SUSPECT_5 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_5 store_to $SUSPECT_5M
- 0168: change_blip_scale $SUSPECT_5M to 2
- 07E0: set_blip_as_friendly $SUSPECT_5M to 0
- if
- $SUSPECT_6 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_6 store_to $SUSPECT_6M
- 0168: change_blip_scale $SUSPECT_6M to 2
- 07E0: set_blip_as_friendly $SUSPECT_6M to 0
- if
- $SUSPECT_7 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_7 store_to $SUSPECT_7M
- 0168: change_blip_scale $SUSPECT_7M to 2
- 07E0: set_blip_as_friendly $SUSPECT_7M to 0
- if
- $SUSPECT_8 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_8 store_to $SUSPECT_8M
- 0168: change_blip_scale $SUSPECT_8M to 2
- 07E0: set_blip_as_friendly $SUSPECT_8M to 0
- if
- $SUSPECT_9 <> -1
- then
- 0187: add_blip_for_char $SUSPECT_9 store_to $SUSPECT_9M
- 0168: change_blip_scale $SUSPECT_9M to 2
- 07E0: set_blip_as_friendly $SUSPECT_9M to 0
- end
- end
- end
- end
- end
- end
- end
- end
- end
- else
- if and
- $Is_All_Sus_Created == false
- $Are_All_Suspects_Dead == true
- then
- 0@ = false
- end
- end
- end
- end
- end
- //-------------Mission 0---------------
- // put your missions here
- :SHOOTTT
- 03A4: script_name 'SHOOTTT'
- gosub @SHOOTTT_MAIN
- if
- 0112: has_deatharrest_been_executed
- then
- gosub @SHOOTTT_FAIL
- end
- gosub @SHOOTTT_CLEANUP
- 004E: terminate_this_script
- :SHOOTTT_MAIN
- 0317: register_mission_given
- repeat
- 0208: generate_random_float_in_range -80.0 80.0 store_to 0@
- 0208: generate_random_float_in_range -80.0 80.0 store_to 1@
- 04C4: get_offset_from_char_in_world_coords $PLAYER_ACTOR offset 0@ 1@ 1.0 store_to $Temp_X $Temp_Y $Temp_Z
- wait 0
- until 80C2: NOT is_point_on_screen $Temp_X $Temp_Y $Temp_Z radius 5.0
- 0209: generate_random_int_in_range 2 10 store_to $NUM_SUSPECTS // number of suspects
- 02C0: get_closest_char_node $Temp_X $Temp_Y $Temp_Z store_to $Temp_X $Temp_Y $Temp_Z
- if
- $NUM_SUSPECTS > 0
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_1
- end
- if
- $NUM_SUSPECTS > 1
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_2
- end
- if
- $NUM_SUSPECTS > 2
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_3
- end
- if
- $NUM_SUSPECTS > 3
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_4
- end
- if
- $NUM_SUSPECTS > 4
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_5
- end
- if
- $NUM_SUSPECTS > 5
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_6
- end
- if
- $NUM_SUSPECTS > 6
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_7
- end
- if
- $NUM_SUSPECTS > 7
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_8
- end
- if
- $NUM_SUSPECTS > 8
- then
- 0376: create_random_char $Temp_X $Temp_Y $Temp_Z store_to $SUSPECT_9
- end
- 0247: request_model #COLT45
- 0247: request_model #SILENCED
- 0247: request_model #DESERT_EAGLE
- 0247: request_model #CHROMEGUN
- 0247: request_model #SAWNOFF
- 0247: request_model #SHOTGSPA
- 0247: request_model #MICRO_UZI
- 0247: request_model #MP5LNG
- 0247: request_model #AK47
- 038B: load_all_models_now
- // Weapon and behavior
- if
- $NUM_SUSPECTS > 0
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_1 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_1 to 1
- 07DD: set_char_shoot_rate $SUSPECT_1 to 80
- 081A: set_char_weapon_skill $SUSPECT_1 to 1
- 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_1 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 1
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_2 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_2 to 1
- 07DD: set_char_shoot_rate $SUSPECT_2 to 80
- 081A: set_char_weapon_skill $SUSPECT_2 to 1
- 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_2 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 2
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_3 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_3 to 1
- 07DD: set_char_shoot_rate $SUSPECT_3 to 80
- 081A: set_char_weapon_skill $SUSPECT_3 to 1
- 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_3 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 3
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_4 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_4 to 1
- 07DD: set_char_shoot_rate $SUSPECT_4 to 80
- 081A: set_char_weapon_skill $SUSPECT_4 to 1
- 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_4 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 4
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_5 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_5 to 1
- 07DD: set_char_shoot_rate $SUSPECT_5 to 80
- 081A: set_char_weapon_skill $SUSPECT_5 to 1
- 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_5 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 5
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_6 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_6 to 1
- 07DD: set_char_shoot_rate $SUSPECT_6 to 80
- 081A: set_char_weapon_skill $SUSPECT_6 to 1
- 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_6 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 6
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_7 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_7 to 1
- 07DD: set_char_shoot_rate $SUSPECT_7 to 80
- 081A: set_char_weapon_skill $SUSPECT_7 to 1
- 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_7 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 7
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_8 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_8 to 1
- 07DD: set_char_shoot_rate $SUSPECT_8 to 80
- 081A: set_char_weapon_skill $SUSPECT_8 to 1
- 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_8 relationship 4 to_ped_type 6
- end
- if
- $NUM_SUSPECTS > 8
- then
- 0209: generate_random_int_in_range 22 31 store_to 0@
- 01B2: give_weapon_to_char $SUSPECT_9 weapon 0@ ammo 200
- 0433: set_char_is_chris_criminal $SUSPECT_9 to 1
- 07DD: set_char_shoot_rate $SUSPECT_9 to 80
- 081A: set_char_weapon_skill $SUSPECT_9 to 1
- 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 0
- 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 4
- 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 5
- 077A: set_char_relationship $SUSPECT_9 relationship 4 to_ped_type 6
- end
- 018A: add_blip_for_coord $Temp_X $Temp_Y $Temp_Z store_to 1@
- 08FB: set_coord_blip_appearance 1@ to 2
- 0AD1: print_formatted_now "Get to the ~r~crime scene" time 3000
- $Is_All_Sus_Created = true
- $Are_All_Suspects_Dead = false
- while true
- wait 0
- if
- 0256: is_player_playing $PLAYER_CHAR
- then
- if
- 00FE: locate_char_any_means_3d $PLAYER_ACTOR coord $Temp_X $Temp_Y $Temp_Z radius 185.0 185.0 70.0 sphere 0
- then
- if
- 00FE: locate_char_any_means_3d $PLAYER_ACTOR coord $Temp_X $Temp_Y $Temp_Z radius 150.0 150.0 70.0 sphere 0
- then
- if
- $Are_All_Suspects_Dead == true
- then
- goto @SHOOTTT_PASSED
- end
- else
- 0AD1: print_formatted_now "~r~Any further and you will leave the scene." time 100
- end
- else
- goto @SHOOTTT_FAIL
- end
- else
- goto @SHOOTTT_FAIL
- end
- end
- :SHOOTTT_PASSED
- 0394: play_mission_passed_tune 2
- 0209: generate_random_int_in_range 500 5000 store_to 0@
- Player.Money($PLAYER_CHAR) += 0@
- 01E3: show_text_1number_styled GXT 'M_PASS' number 0@ time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
- // This subroutine is executed when the mission is passed.
- // Give the rewards, and make new missions available if needed.
- return
- :SHOOTTT_FAIL
- 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
- // This subroutine is executed when the mission fails.
- return
- :SHOOTTT_CLEANUP
- $ONMISSION = 0
- $Is_All_Sus_Created = false
- $Are_All_Suspects_Dead = false
- 0249: mark_model_as_no_longer_needed #COLT45
- 0249: mark_model_as_no_longer_needed #SILENCED
- 0249: mark_model_as_no_longer_needed #DESERT_EAGLE
- 0249: mark_model_as_no_longer_needed #CHROMEGUN
- 0249: mark_model_as_no_longer_needed #SAWNOFF
- 0249: mark_model_as_no_longer_needed #SHOTGSPA
- 0249: mark_model_as_no_longer_needed #MICRO_UZI
- 0249: mark_model_as_no_longer_needed #MP5LNG
- 0249: mark_model_as_no_longer_needed #AK47
- 0164: remove_blip 1@
- // This subroutine is always executed at the end of the mission, regardless the outcome.
- // This is the place to unload models etc.
- 00D8: mission_has_finished
- return
- //-------------External script 0---------------
- // put your external scripts here
- //:POLICE
- //if
- // 0256: is_player_playing $PLAYER_CHAR
- //then
- // if
- // 00DF: is_char_in_any_car 0@
- // then
- // 00D9: store_car_char_is_in 0@ store_to 1@
- // if
- // 00DB: is_char_in_car 0@ car 1@
- // then
- //
- // while 00DB: is_char_in_car 0@ car 1@
- // wait 0
- // if or
- // 0117: is_player_dead $PLAYER_CHAR
- // 0118: is_char_dead 0@
- // then
- // continue
- // end
- // if
- // 0038: $PURSUIT_Mode == true
- // then
- // 0397: switch_car_siren 1@ to 1
- // 00AD: set_car_cruise_speed 1@ to 38.0
- // 0704: car_goto_coordinates_racing 1@ coords $TempX $TempY $TempZ
- // end
- // end
- // goto @POLICE
- //
- // end
- // end
- //end
- //034F: remove_char_elegantly 0@
- //004E: terminate_this_script
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