DEFINE MISSIONS 2 DEFINE MISSION 0 AT @INITIAL DEFINE MISSION 1 AT @TUT_MISSION_1 DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script //DEFINE SCRIPT {NAME} AT {LABEL} @ DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$VERSION 3.0.0000} var $PLAYER_CHAR: Player end // var 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0 00C0: set_current_time_hours_to 8 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 0417: start_mission 0 // Initial wait 0 // put your create_thread commands here 00D7: create_thread @TUT_MISSIONS_SNIFFER :MAIN_LOOP 0001: wait $DEFAULT_WAIT_TIME ms 0002: jump @MAIN_LOOP // put your mods (threads) here :TUT_MISSIONS_SNIFFER thread "TUT_SNIFF" $MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere(42, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE) repeat wait $DEFAULT_WAIT_TIME if and player.Defined($PLAYER_CHAR) $ONMISSION == 0 then if and 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.0 1.0 2.0 on_foot Player.Controllable($PLAYER_CHAR) $TUT_MISSIONS_PASSED == 0 then $ONMISSION = 1 00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2 // Big Smoke start_mission 1 end end until $TUT_MISSIONS_PASSED == 1 marker.Disable($MARKER_SWEET_HOUSE) end_thread //-------------Mission 0--------------- :INITIAL $TUT_MISSIONS_PASSED = 0 $ONMISSION = 0 $X_SWEET_HOUSE = 2515.07 $Y_SWEET_HOUSE = -1673.98 $Z_SWEET_HOUSE = 12.71 0629: change_integer_stat 225 to 999 end_thread //-------------Mission 1--------------- // Mission wrapper :TUT_MISSION_1 thread 'TUT 1' gosub @TUT_MISSION_1_MAIN if wasted_or_busted then gosub @TUT_MISSION_1_FAIL end gosub @TUT_MISSION_1_CLEANUP end_thread //------------------------------------- :TUT_MISSION_1_MAIN //Load models model.Load(#m4) model.Load(#BFYST) model.Load(#BMYST) model.Load(#TAMPA) 038B: load_requested_models :TUT_MISSION_1_LOAD wait 0 ms if and model.Available(#m4) model.Available(#BMYST) model.Available(#BFYST) model.Available(#TAMPA) 004D: jump_if_false @TUT_MISSION_1_LOAD 01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 10000 // Load the weapon model before using this 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31 0674: set_car_model #TAMPA numberplate "PATRICK_" $car_num = car.Create(#TAMPA,2488.56, -1666.84, 13.38) $victim = Actor.Create(CIVFEMALE, #BFYST, 2488.56, -1656.84, 13.38) $innocent = Actor.Create(CIVMALE, #BMYST, 2490.56, -1656.84, 13.38) 0187: $victim_marker = create_marker_above_actor $victim repeat wait 0 ms if actor.Dead($innocent) then jump @TUT_MISSION_1_FAIL end until actor.Dead($victim) :TUT_MISSION_1_PASSED 0394: play_music 1 $TUT_MISSIONS_PASSED += 1 Player.Money($PLAYER_CHAR) += 10000 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~ return //------------------------------------- :TUT_MISSION_1_FAIL 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED! // Hier kun je alles kwijt wat moet gebeuren als de missie gefaald is. Bv. bepaalde dingen weer terugdraaien 0555: remove_weapon 31 from_actor $PLAYER_ACTOR return //------------------------------------- :TUT_MISSION_1_CLEANUP $ONMISSION = 0 // Hier komt alle code om dingen op te ruimen die voor de missie zijn geladen // En om speciale settings voor deze missie terug te zetten naar normaal Marker.Disable($victim_marker) 010D: set_player $PLAYER_CHAR wanted_level_to 0 model.Destroy(#BFYST) model.Destroy(#BMYST) model.Destroy(#M4) mission_cleanup return //-------------External script 0--------------- // put your external scripts here