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- // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
- DEFINE OBJECTS 1
- DEFINE OBJECT SANNY BUILDER 3.3.3
- DEFINE MISSIONS 1
- DEFINE MISSION 0 AT @INTRO // Initial 1
- DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 0
- //-------------MAIN---------------
- thread 'MAIN'
- 01F0: set_max_wanted_level_to 0
- fade 0 0
- set_wb_check_to 0
- 00C0: set_current_time_hours_to 22 minutes_to 30
- 04E4: refresh_game_renderer_at 2260.86 -1647.48
- Camera.SetAtPos(2260.86, -1647.48, 1015.26)
- $PLAYER_CHAR = Player.Create(0, 2260.86, -1647.48, 1014.26)
- $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- Camera.SetBehindPlayer
- set_weather 0
- wait 0
- Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
- Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
- Player.SetClothes($PLAYER_CHAR, "timberfawn", "bask1", Shoes)
- Player.SetClothes($PLAYER_CHAR, "vest", "vest", Torso)
- Player.Build($PLAYER_CHAR)
- Player.CanMove($PLAYER_CHAR) = True
- select_interior 0
- //0860: link_actor $PLAYER_ACTOR to_interior 1
- 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
- $DEFAULT_WAIT_TIME = 250
- 03E6: remove_text_box
- $1035 = 0
- //fade 1 1000
- start_mission 0 // Initial 1
- end_thread
- :CUTSCEN
- thread 'CUTSCEN'
- wait 0
- if
- 00E1: player 0 pressed_key 10
- else_jump @CUTSCEN
- 054C: use_GXT_table 'BCESAR4'
- 0395: clear_area 1 at 2362.297 -1477.086 23.905 radius 100.0
- Player.MakeSafe($PLAYER_CHAR)
- 03AF: enable_streaming 0
- 02E4: load_cutscene_data 'INTRO'
- :CUTSCEN_87
- if
- 86B9: not cutscene_data_loaded
- else_jump @CUTSCEN_111
- wait 0
- jump @CUTSCEN_87
- :CUTSCEN_111
- 02E7: start_cutscene
- fade 1 1000
- :CUTSCEN_120
- if
- 82E9: not cutscene_reached_end
- else_jump @CUTSCEN_144
- wait 0
- jump @CUTSCEN_120
- :CUTSCEN_144
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 0
- :CUTSCEN_157
- if
- fading
- else_jump @CUTSCEN_181
- wait 0
- jump @CUTSCEN_157
- :CUTSCEN_181
- 02EA: end_cutscene
- fade 1 1000
- jump @CUTSCEN
- :CUTSCEN_197
- wait $DEFAULT_WAIT_TIME
- 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
- jump @CUTSCEN_197
- :AUDIOL
- thread 'AUDIOL'
- 8@ = 0
- if
- 8@ == -1
- jf @AUDIOL_60
- 0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- :AUDIOL_60
- if
- not $AUDIO_LINE_IS_ACTIVE == 0
- jf @AUDIOL_169
- if
- 2@ == 1
- jf @AUDIOL_162
- 040D: unload_wav 3@
- :AUDIOL_101
- if
- not $AUDIO_LINE_IS_ACTIVE == 0
- jf @AUDIOL_155
- if
- $1035 == 1
- jf @AUDIOL_144
- jump @AUDIOL_737
- :AUDIOL_144
- wait 0
- jump @AUDIOL_101
- :AUDIOL_155
- jump @AUDIOL_169
- :AUDIOL_162
- jump @AUDIOL_737
- :AUDIOL_169
- 05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short'
- 008B: 7@ = $ACTOR_SPEECH_WAV_FILE // (int)
- $AUDIO_LINE_IS_ACTIVE = 1
- :AUDIOL_192
- if
- $1035 == 1
- jf @AUDIOL_217
- jump @AUDIOL_662
- :AUDIOL_217
- 0871: init_jump_table 8@ total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651
- :AUDIOL_280
- if
- 4@ == 0
- jf @AUDIOL_311
- 040D: unload_wav 3@
- 03CF: load_wav 7@ as 3@
- :AUDIOL_311
- if
- not Actor.Dead(0@)
- jf @AUDIOL_341
- 094E: set_actor 0@ mute_pain_audio 1
- 0A09: set_actor 0@ muted 1 // versionB
- :AUDIOL_341
- TIMERA = 0
- 8@ += 1
- jump @AUDIOL_651
- :AUDIOL_362
- if
- 03D0: wav 3@ loaded
- jf @AUDIOL_498
- if
- not Actor.Dead(0@)
- jf @AUDIOL_444
- if
- 894D: not actor 0@ mutally_active
- jf @AUDIOL_436
- if
- 1@ == 1
- jf @AUDIOL_436
- 0949: link_wav 3@ to_actor 0@
- :AUDIOL_436
- 0967: actor 0@ move_mouth 10000 ms
- :AUDIOL_444
- 03D1: play_wav 3@
- if
- 85AE: not 5@s == 'DUMMY' // @s == 'short'
- jf @AUDIOL_484
- 00BC: show_text_highpriority GXT 5@s time 10000 flag 1
- :AUDIOL_484
- 8@ += 1
- jump @AUDIOL_524
- :AUDIOL_498
- if
- TIMERA > 5000
- jf @AUDIOL_524
- 8@ += 1
- :AUDIOL_524
- jump @AUDIOL_651
- :AUDIOL_531
- if
- 03D0: wav 3@ loaded
- jf @AUDIOL_623
- if
- 03D2: wav 3@ ended
- jf @AUDIOL_577
- 8@ += 1
- jump @AUDIOL_616
- :AUDIOL_577
- if
- 056D: actor 0@ defined
- jf @AUDIOL_616
- if
- Actor.Dead(0@)
- jf @AUDIOL_616
- 8@ += 1
- :AUDIOL_616
- jump @AUDIOL_630
- :AUDIOL_623
- 8@ += 1
- :AUDIOL_630
- jump @AUDIOL_651
- :AUDIOL_637
- jump @AUDIOL_662
- jump @AUDIOL_651
- :AUDIOL_651
- wait 0
- jump @AUDIOL_192
- :AUDIOL_662
- if
- not Actor.Dead(0@)
- jf @AUDIOL_695
- 094F: enable_actor 0@ pain_audio
- 0A09: set_actor 0@ muted 0 // versionB
- 0968: actor 0@ stop_mouth
- :AUDIOL_695
- 040D: unload_wav 3@
- if
- 85AE: not 5@s == 'DUMMY' // @s == 'short'
- jf @AUDIOL_730
- 03D5: remove_text 5@s
- :AUDIOL_730
- $AUDIO_LINE_IS_ACTIVE = 0
- :AUDIOL_737
- end_thread
- :CLEANAU
- thread 'CLEANAU'
- TIMERA = 0
- $1035 = 1
- :CLEANAU_25
- if
- not $AUDIO_LINE_IS_ACTIVE == 0
- jf @CLEANAU_80
- wait 0
- if
- TIMERA > 2000
- jf @CLEANAU_73
- $AUDIO_LINE_IS_ACTIVE = 0
- :CLEANAU_73
- jump @CLEANAU_25
- :CLEANAU_80
- end_thread_named 'AUDIOL'
- $1035 = 0
- end_thread
- //-------------Mission 0---------------
- // Originally: Initial 1
- :INTRO
- thread 'INTRO'
- gosub @INTRO_49
- if
- wasted_or_busted
- else_jump @INTRO_38
- gosub @INTRO_2076
- :INTRO_38
- $ONMISSION = 0
- mission_cleanup
- end_thread
- :INTRO_49
- increment_mission_attempts
- $ONMISSION = 1
- Model.Load(#REMINGTN)
- Model.Load(#VMAFF1)
- 038B: load_requested_models
- 07C0: load_path 1
- 02A3: enable_widescreen 1
- 054C: use_GXT_table 'INTRO1'
- 03DE: set_pedestrians_density_multiplier_to 0.1
- 01EB: set_traffic_density_multiplier_to 0.1
- Player.CanMove($PLAYER_CHAR) = False
- :INTRO_102
- wait 0
- if and
- Model.Available(#REMINGTN)
- Model.Available(#VMAFF1)
- 07C1: path 1 available
- else_jump @INTRO_102
- 0@ = Car.Create(#REMINGTN, 2612.785, -1607.189, 19.3758)
- Camera.SetPosition(2634.659, -1639.211, 34.173, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- 0229: set_car 0@ primary_color_to 0 secondary_color_to 0
- 1@ = Actor.CreateAsDriver(CivMale, #VMAFF1, 0@)
- 0430: put_actor $PLAYER_ACTOR into_car 0@ passenger_seat 0
- wait 2000
- 0705: car 0@ assign_to_path 1 and_drive_normal
- 00AE: set_car 0@ traffic_behaviour_to 0
- Car.SetMaxSpeed(0@, 3.0)
- wait 1000
- fade 1 2000
- wait 4000
- Camera.SetPosition(2454.525, -1623.861, 18.4674, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- wait 10000
- Camera.SetPosition(2335.121, -1571.676, 24.4827, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- wait 2000
- Camera.SetPosition(2324.1873, -1506.8694, 26.8437, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- :INTRO_464
- wait 0
- if
- 00FE: actor 1@ sphere 0 in_sphere 2351.003 -1477.97 23.9533 radius 15.0 15.0 15.0
- else_jump @INTRO_464
- 0873: release_path 1
- fade 0 3000
- wait 3000
- 0395: clear_area 1 at 2362.297 -1477.086 23.905 radius 100.0
- Player.MakeSafe($PLAYER_CHAR)
- 03AF: enable_streaming 0
- 02E4: load_cutscene_data 'INTRO' //ignore the cutscene data, they will most likely just skip for you.
- :INTRO_576
- if
- 86B9: not cutscene_data_loaded
- else_jump @INTRO_600
- wait 0
- jump @INTRO_576
- :INTRO_600
- 02E7: start_cutscene
- fade 1 1000
- :INTRO_609
- if
- 82E9: not cutscene_reached_end
- else_jump @INTRO_633
- wait 0
- jump @INTRO_609
- :INTRO_633
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 0
- :INTRO_646
- if
- fading
- else_jump @INTRO_670
- wait 0
- jump @INTRO_646
- :INTRO_670
- 02EA: end_cutscene
- Player.CanMove($PLAYER_CHAR) = False
- Camera.Restore_WithJumpCut
- 02A3: enable_widescreen 0
- 05EC: release_car 0@ from_path
- Car.PutAt(0@, 2370.949, -1477.291, 23.6076)
- Car.Angle(0@) = 270.0887
- 0362: remove_actor 1@ from_car_and_place_at 2369.854 -1476.351 23.8713
- 0972: put_actor 1@ at 2369.854 -1476.351 23.8713 no_offset
- Actor.Angle(1@) = 85.4488
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2368.238 -1476.295 23.872
- 0972: put_actor $PLAYER_ACTOR at 2368.238 -1476.295 23.872 no_offset
- Actor.Angle($PLAYER_ACTOR) = 273.3437
- 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -2
- 074D: AS_actor 1@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
- Camera.SetPosition(2365.132, -1472.901, 23.8798, 0.0, 0.0, 0.0)
- Camera.OnPed(1@, 15, 2)
- wait 2000
- fade 1 3000
- wait 4000
- 00BC: show_text_highpriority GXT 'INTAL' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- 05C2: AS_actor 1@ show_the_finger
- wait 1000
- 05CB: AS_actor 1@ enter_car 0@ as_driver 10000 ms
- wait 3000
- fade 0 2000
- wait 2000
- Car.RemoveReferences(0@)
- Car.Destroy(0@)
- Actor.DestroyInstantly(1@)
- Actor.PutAt($PLAYER_ACTOR, 2352.796, -1473.046, 23.8719)
- Actor.Angle($PLAYER_ACTOR) = 91.5596
- Camera.SetPosition(2347.834, -1470.324, 23.9112, 0.0, 0.0, 0.0)
- Camera.OnPed($PLAYER_ACTOR, 15, 2)
- 0460: set_camera_transverse_delay 0.0 time 25000
- wait 4000
- fade 1 2000
- wait 2000
- Camera.SetPosition(2347.813, -1480.316, 24.0, 0.0, 0.0, 0.0)
- Camera.OnPed($PLAYER_ACTOR, 15, 1)
- wait 7000
- fade 0 3000
- wait 3000
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- Model.Load(#CLOVER)
- Model.Load(#WMYPIZZ)
- Model.Load(#CELLPHONE)
- 038B: load_requested_models
- :INTRO_1128
- wait 0
- if and
- Model.Available(#CLOVER)
- Model.Available(#WMYPIZZ)
- Model.Available(#CELLPHONE)
- else_jump @INTRO_1128
- 0@ = Car.Create(#CLOVER, 2390.831, -1488.273, 23.4527)
- Car.Angle(0@) = 90.6062
- 2@ = Actor.CreateAsDriver(Gang1, #WMYPIZZ, 0@)
- wait 1000
- fade 1 1000
- 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
- wait 2500
- :INTRO_1299
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0 <---------------- This thread is not working? Or the audio at least?
- jf @INTRO_1299
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAM' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 7000 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- :INTRO_1387
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @INTRO_1387
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAN' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 7001 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 2 0
- wait 3997
- :INTRO_1390
- wait 0
- if
- actor.Dead($PLAYER_ACTOR)
- jf @INTRO_1391
- jump @INTRO_2076
- :INTRO_1391
- 00BE: text_clear_all
- wait 0
- 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
- wait 2000
- Camera.SetPosition(2400.283, -1494.356, 23.8349, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- 0615: define_AS_pack_begin 15@
- 0633: AS_actor -1 exit_car
- 05D3: AS_actor -1 goto_point 2396.646 -1504.694 23.8349 mode 4 time 100000 ms // versionA
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 2@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- 00BC: show_text_highpriority GXT 'INTAO' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- //16@ = audiostream.Load("CLEO\dialogue\nice.mp3")
- //audiostream.PerformAction(16@, PLAY)
- wait 6000
- 00BC: show_text_highpriority GXT 'INTBB' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- Player.CanMove($PLAYER_CHAR) = True
- 1@ = Marker.CreateAboveCar(0@)
- Marker.SetColor(1@, 4)
- Actor.PutAt(2@, 0.0, 0.0, 0.0)
- :INTRO_1392
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @INTRO_1392
- if
- 0206: actor $PLAYER_ACTOR near_car 0@ radius 8.0 8.0 8.0 flag 0 on_foot
- jf @INTRO_1392
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAP' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5002 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- jump @INTRO_1393
- :INTRO_1393
- wait 0
- if
- Actor.InCar($PLAYER_ACTOR, 0@)
- else_jump @INTRO_1393
- Marker.Disable(1@)
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- wait 1000
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 2392.469 -1494.473 23.8349 mode 7 time 100000 ms // versionA
- 05C2: AS_actor -1 show_the_finger
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 2@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- Camera.SetPosition(2385.57, -1485.935, 24.0, 0.0, 0.0, 0.0)
- Camera.PointAt(2395.797, -1497.721, 23.8349, 2)
- Actor.PutAt(2@, 2396.646, -1504.694, 23.8349)
- wait 1000
- fade 1 2000
- wait 1000
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'INTAQ' time 9000 flag 1 // ~s~Come back between 9:00 and 17:00.
- //17@ = audiostream.Load("CLEO\dialogue\pboy_mycar.mp3")
- audiostream.PerformAction(17@, PLAY)
- wait 4071
- 00BE: text_clear_all
- Player.CanMove($PLAYER_CHAR) = True
- 0633: AS_actor $PLAYER_ACTOR exit_car
- fade 0 2000
- wait 2000
- 00BC: show_text_highpriority GXT 'INTAS' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- wait 1000
- 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
- Actor.Health(2@) = 115
- 1@ = Marker.CreateAboveActor(2@)
- Marker.SetColor(1@, 0)
- fade 1 1000
- wait 1000
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- :INTRO_1673
- wait 0
- if
- Car.Wrecked(0@)
- else_jump @INTRO_1700
- jump @INTRO_2076
- :INTRO_1700
- if
- actor.Dead(2@)
- else_jump @INTRO_1673
- Marker.Disable(1@)
- :INTRO_1801
- fade 0 1000
- wait 1000
- 0395: clear_area 1 at 2390.577 -1503.011 23.8349 radius 100.0
- Player.MakeSafe($PLAYER_CHAR)
- 03AF: enable_streaming 0
- 02E4: load_cutscene_data 'KILPI'
- :INTRO_1869
- if
- 86B9: not cutscene_data_loaded
- else_jump @INTRO_1893
- wait 0
- jump @INTRO_1869
- :INTRO_1893
- 02E7: start_cutscene
- fade 1 1000
- :INTRO_1902
- if
- 82E9: not cutscene_reached_end
- else_jump @INTRO_1926
- wait 0
- jump @INTRO_1902
- :INTRO_1926
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 0
- :INTRO_1939
- if
- fading
- else_jump @INTRO_1963
- wait 0
- jump @INTRO_1939
- :INTRO_1963
- 02EA: end_cutscene
- wait 1000
- fade 1 2000
- 4@ = Marker.CreateAboveCar(0@)
- 00BC: show_text_highpriority GXT 'INTAW' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- :INTRO_1994
- wait 0
- if
- Actor.InCar($PLAYER_ACTOR, 0@)
- else_jump @INTRO_1994
- Marker.Disable(4@)
- 018A: 5@ = create_checkpoint_at 2357.1152 -1710.504 13.2882
- 00BC: show_text_highpriority GXT 'INTAX' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- //go home.
- :INTRO_1995
- wait 0
- if
- car.Wrecked(0@)
- jf @INTRO_1996
- //the car was wrecked!
- jump @INTRO_2076
- :INTRO_1996
- if
- 0100: actor $PLAYER_ACTOR in_sphere 2357.1152 -1710.504 13.2882 radius 4.0 4.0 4.0 sphere 1 in_car
- jf @INTRO_1995
- marker.Disable(5@)
- 06C7: AS_actor $PLAYER_ACTOR driver_of_car 0@ perform_action 6 timelimit 2000000
- player.CanMove($PLAYER_CHAR) = false
- fade 0 1000
- wait 1000
- camera.SetPosition(2357.0747, -1725.2726, 13.5391, 0.0, 0.0, 0.0)
- camera.PointAt(2361.2153, -1715.948, 14.924, 2)
- 02A3: enable_widescreen 1
- wait 1000
- fade 1 1000
- //this is your safe house.
- //come here for accesories, weapons, and to save your progress.
- 03E5: show_text_box 'INTAY' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
- wait 6000
- fade 0 2000
- wait 2000
- camera.Restore_WithJumpCut()
- 02A3: enable_widescreen 0
- player.CanMove($PLAYER_CHAR) = True
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2355.2705 -1713.6254 13.5696
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 178.785
- wait 2000
- fade 1 2000
- wait 2000
- 03E6: remove_text_box
- //go inside.
- :INTRO_1997
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2255.9033 -1643.9048 1014.5069 radius 1.0 1.0 2.0 on_foot
- jf @INTRO_1997
- fade 0 0
- player.CanMove($PLAYER_CHAR) = False
- camera.SetPosition(2262.3311, -1647.2908, 1014.5143, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- wait 1000
- fade 1 2000
- wait 2000
- //This is your pad
- 03E5: show_text_box 'INTAZ' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
- wait 4000
- camera.SetPosition(2256.1401, -1652.9569, 1014.5069, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- //Yet, this won't be the only property you'll be able to stay in.
- wait 5000
- camera.SetPosition(2259.2322, -1650.6149, 1014.5069, 0.0, 0.0, 0.0)
- camera.PointAt(2255.1665, -1651.4249, 1014.4599, 2)
- 03E5: show_text_box 'INTBA' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
- // all safe houses will contain a bed to save your game.
- wait 7000
- fade 0 2000
- wait 2000
- camera.Restore_WithJumpCut()
- player.CanMove($PLAYER_CHAR) = True
- wait 1000
- fade 1 1000
- wait 1000
- 03E6: remove_text_box
- :INTRO_1998
- 0318: set_latest_mission_passed 'INTRO'
- 01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
- 0998: add_respect 3
- Player.Money($PLAYER_CHAR) += 100
- Player.ClearWantedLevel($PLAYER_CHAR)
- 0394: play_music 1
- return
- :INTRO_2076
- 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
- mission_cleanup
- return
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