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asusb3.sc

Feb 3rd, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // *****************************************************************************************
  4. // *****************************************************************************************
  5. // ***********************************ASUKA SUBURBAN MISSION 3******************************
  6. // *****************************************************************************************
  7. // ***************************************'Plane to Sea'************************************
  8. // *****************************************************************************************
  9.  
  10. // Mission start stuff
  11.  
  12. GOSUB mission_start_as3
  13. IF HAS_DEATHARREST_BEEN_EXECUTED
  14. GOSUB mission_as3_failed
  15. ENDIF
  16. GOSUB mission_cleanup_as3
  17.  
  18. MISSION_END
  19.  
  20. // Variables for mission
  21. VAR_INT timer_as3 player_as3_boat dodo_as3
  22.  
  23. VAR_INT bouy_1_as3 bouy_2_as3 bouy_3_as3 bouy_4_as3 bouy_5_as3
  24. VAR_INT bouy_6_as3 bouy_7_as3 bouy_8_as3 bouy_9_as3 bouy_10_as3
  25. VAR_INT bouy_point
  26.  
  27. VAR_INT blip_as3_boat blip_as3_bouy blip_as3_dodo blip_stash
  28. VAR_INT blip_charlie_1 blip_charlie_2 blip_charlie_3 blip_charlie_4
  29. VAR_INT blip_charlie_5 blip_charlie_6 blip_charlie_7 blip_charlie_8
  30.  
  31. VAR_FLOAT platform_x platform_y
  32. VAR_FLOAT dodo_as3_x dodo_as3_y dodo_as3_z
  33.  
  34. VAR_INT charlie_1 charlie_2 charlie_3 charlie_4
  35. VAR_INT charlie_5 charlie_6 charlie_7 charlie_8
  36. VAR_INT rocket_as3
  37.  
  38. VAR_FLOAT charlie_1_x charlie_1_y charlie_1_z
  39. VAR_FLOAT charlie_2_x charlie_2_y charlie_2_z
  40. VAR_FLOAT charlie_3_x charlie_3_y charlie_3_z
  41. VAR_FLOAT charlie_4_x charlie_4_y charlie_4_z
  42. VAR_FLOAT charlie_5_x charlie_5_y charlie_5_z
  43. VAR_FLOAT charlie_6_x charlie_6_y charlie_6_z
  44. VAR_FLOAT charlie_7_x charlie_7_y charlie_7_z
  45. VAR_FLOAT charlie_8_x charlie_8_y charlie_8_z
  46.  
  47. VAR_FLOAT min_x max_x min_y max_y min_z max_z
  48.  
  49. VAR_INT counter_charlie flag_counter_message particle_time flag_particle flag_boat_message
  50. VAR_INT flag_charlie_1 flag_charlie_2 flag_charlie_3 flag_charlie_4
  51. VAR_INT flag_charlie_5 flag_charlie_6 flag_charlie_7 flag_charlie_8
  52.  
  53. VAR_INT flag_commence_approach flag_runway_blip flag_boat_blip flag_bouy_blip
  54. VAR_INT timer_as3_start timer_as3_now timer_as3_dif
  55. VAR_INT flag_created_baddies flag_mission_as3_failed
  56.  
  57. // ****************************************Mission Start************************************
  58.  
  59. mission_start_as3:
  60. REGISTER_MISSION_GIVEN
  61. SCRIPT_NAME asusb3
  62. //PRINT_BIG ( AS3 ) 5000 1
  63.  
  64. flag_player_on_mission = 1
  65. flag_player_on_asuka_mission = 1
  66.  
  67. WAIT 0
  68.  
  69. //----------------------------SET FLAGS & VARIABLES--------------------------------------------
  70. timer_as3 = 210000
  71. counter_charlie = 0
  72. flag_commence_approach = 0
  73. flag_counter_message = 0
  74. flag_runway_blip = 0
  75. flag_boat_blip = 0
  76. flag_bouy_blip = 0
  77. particle_time = 0
  78. flag_particle = 0
  79.  
  80. flag_charlie_1 = 0
  81. flag_charlie_2 = 0
  82. flag_charlie_3 = 0
  83. flag_charlie_4 = 0
  84. flag_charlie_5 = 0
  85. flag_charlie_6 = 0
  86. flag_charlie_7 = 0
  87. flag_charlie_8 = 0
  88.  
  89. flag_messages = 0
  90. flag_created_baddies = 0
  91. flag_mission_as3_failed = 0
  92. flag_boat_message = 0
  93. // ---------------------------LOCATION COORDS--------------------------------------------------
  94.  
  95. platform_x = -805.0
  96. platform_y = -1310.0
  97.  
  98. killzone_min_x = -1460.0
  99. killzone_min_y = -1050.0
  100. killzone_max_x = -1450.0
  101. killzone_max_y = -1040.0
  102.  
  103.  
  104. // ******************************************* START OF CUTSCENE ***************************
  105.  
  106. /*
  107. IF CAN_PLAYER_START_MISSION Player
  108. MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
  109. ELSE
  110. GOTO mission_as3_failed
  111. ENDIF
  112.  
  113. SET_FADING_COLOUR 0 0 0
  114.  
  115. DO_FADE 250 FADE_OUT
  116.  
  117. PRINT_BIG ( AS3 ) 15000 2
  118.  
  119. SWITCH_STREAMING OFF
  120. */
  121.  
  122. REQUEST_MODEL csitecutscene
  123.  
  124. LOAD_SPECIAL_CHARACTER 1 asuka
  125. LOAD_SPECIAL_CHARACTER 2 miguel
  126. LOAD_SPECIAL_CHARACTER 3 maria
  127. LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  128. LOAD_SPECIAL_MODEL cut_obj2 ASUKAH
  129. LOAD_SPECIAL_MODEL cut_obj3 MARIAH
  130. LOAD_SPECIAL_MODEL cut_obj4 WHIP
  131.  
  132. /*
  133. WHILE GET_FADING_STATUS
  134. WAIT 0
  135. ENDWHILE
  136. */
  137.  
  138. LOAD_ALL_MODELS_NOW
  139.  
  140. WHILE NOT HAS_MODEL_LOADED csitecutscene
  141. WAIT 0
  142. ENDWHILE
  143.  
  144. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  145. OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
  146. OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
  147. WAIT 0
  148. ENDWHILE
  149.  
  150. WHILE NOT HAS_MODEL_LOADED cut_obj1
  151. OR NOT HAS_MODEL_LOADED cut_obj3
  152. OR NOT HAS_MODEL_LOADED cut_obj2
  153. OR NOT HAS_MODEL_LOADED cut_obj4
  154. WAIT 0
  155. ENDWHILE
  156.  
  157. LOAD_CUTSCENE a8_ps
  158.  
  159. SWITCH_STREAMING ON
  160.  
  161. SET_CUTSCENE_OFFSET 369.02 -327.5 18.46
  162.  
  163. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  164. SET_CUTSCENE_ANIM cs_player player
  165.  
  166. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
  167. SET_CUTSCENE_ANIM cs_asuka asuka
  168.  
  169. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel
  170. SET_CUTSCENE_ANIM cs_miguel miguel
  171.  
  172. CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_maria
  173. SET_CUTSCENE_ANIM cs_maria maria
  174.  
  175. CREATE_CUTSCENE_OBJECT cut_obj4 cs_whip
  176. SET_CUTSCENE_ANIM cs_whip WHIP
  177.  
  178. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
  179. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  180.  
  181. CREATE_CUTSCENE_HEAD cs_maria CUT_OBJ3 cs_mariahead
  182. SET_CUTSCENE_HEAD_ANIM cs_mariahead maria
  183.  
  184. CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead
  185. SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
  186. /*
  187. CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead
  188. SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel
  189. */
  190. SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950
  191.  
  192. SET_PLAYER_HEADING player 270.0
  193.  
  194. DO_FADE 250 FADE_IN
  195.  
  196. SWITCH_RUBBISH OFF
  197. SWITCH_STREAMING OFF
  198. //SWITCH_WORLD_PROCESSING OFF
  199.  
  200. START_CUTSCENE
  201.  
  202. //------CUTSCENE TEXT-----------------------------
  203. GET_CUTSCENE_TIME cs_time
  204.  
  205. WHILE cs_time < 459
  206. WAIT 0
  207. GET_CUTSCENE_TIME cs_time
  208. ENDWHILE
  209.  
  210. PRINT_NOW (AS3_A) 5000 1
  211.  
  212. WHILE cs_time < 4401
  213. WAIT 0
  214. GET_CUTSCENE_TIME cs_time
  215. ENDWHILE
  216.  
  217. PRINT_NOW (AS3_B) 3000 1
  218.  
  219. WHILE cs_time < 7348
  220. WAIT 0
  221. GET_CUTSCENE_TIME cs_time
  222. ENDWHILE
  223.  
  224. PRINT_NOW (AS3_C) 5000 1
  225.  
  226. WHILE cs_time < 10448
  227. WAIT 0
  228. GET_CUTSCENE_TIME cs_time
  229. ENDWHILE
  230.  
  231. PRINT_NOW (AS3_C1) 5000 1
  232.  
  233. WHILE cs_time < 11597
  234. WAIT 0
  235. GET_CUTSCENE_TIME cs_time
  236. ENDWHILE
  237.  
  238. PRINT_NOW (AS3_D) 2000 1
  239.  
  240. WHILE cs_time < 13625
  241. WAIT 0
  242. GET_CUTSCENE_TIME cs_time
  243. ENDWHILE
  244.  
  245. PRINT_NOW (AS3_E) 3000 1
  246.  
  247. WHILE cs_time < 16457
  248. WAIT 0
  249. GET_CUTSCENE_TIME cs_time
  250. ENDWHILE
  251.  
  252. PRINT_NOW (AS3_F) 5000 1
  253.  
  254. WHILE cs_time < 19021
  255. WAIT 0
  256. GET_CUTSCENE_TIME cs_time
  257. ENDWHILE
  258.  
  259. PRINT_NOW (AS3_F1) 5000 1
  260.  
  261. WHILE cs_time < 22389
  262. WAIT 0
  263. GET_CUTSCENE_TIME cs_time
  264. ENDWHILE
  265.  
  266. PRINT_NOW (AS3_G) 5000 1
  267.  
  268. WHILE cs_time < 26064
  269. WAIT 0
  270. GET_CUTSCENE_TIME cs_time
  271. ENDWHILE
  272.  
  273. PRINT_NOW (AS3_G1) 5000 1
  274.  
  275. WHILE cs_time < 28628
  276. WAIT 0
  277. GET_CUTSCENE_TIME cs_time
  278. ENDWHILE
  279.  
  280. PRINT_NOW (AS3_H) 5000 1
  281.  
  282. WHILE cs_time < 33182
  283. WAIT 0
  284. GET_CUTSCENE_TIME cs_time
  285. ENDWHILE
  286.  
  287. PRINT_NOW (AS3_H1) 5000 1
  288.  
  289. WHILE cs_time < 35785
  290. WAIT 0
  291. GET_CUTSCENE_TIME cs_time
  292. ENDWHILE
  293.  
  294. PRINT_NOW (AS3_I) 3000 1
  295.  
  296. WHILE cs_time < 39765
  297. WAIT 0
  298. GET_CUTSCENE_TIME cs_time
  299. ENDWHILE
  300.  
  301. PRINT_NOW (AS3_J) 3000 1
  302.  
  303. WHILE cs_time < 42026
  304. WAIT 0
  305. GET_CUTSCENE_TIME cs_time
  306. ENDWHILE
  307.  
  308. PRINT_NOW (AS3_K) 3000 1
  309.  
  310. //WHILE cs_time < 12000
  311. WHILE cs_time < 44333
  312. WAIT 0
  313. GET_CUTSCENE_TIME cs_time
  314. ENDWHILE
  315.  
  316. DO_FADE 1500 FADE_OUT
  317.  
  318. WHILE NOT HAS_CUTSCENE_FINISHED
  319. WAIT 0
  320. ENDWHILE
  321.  
  322. CLEAR_PRINTS
  323.  
  324. WHILE GET_FADING_STATUS
  325. WAIT 0
  326. ENDWHILE
  327.  
  328. CLEAR_CUTSCENE
  329.  
  330. DO_FADE 0 FADE_OUT
  331.  
  332. SET_CAMERA_BEHIND_PLAYER
  333.  
  334. WAIT 500
  335.  
  336. DO_FADE 1000 FADE_IN
  337.  
  338. UNLOAD_SPECIAL_CHARACTER 1
  339. UNLOAD_SPECIAL_CHARACTER 2
  340. UNLOAD_SPECIAL_CHARACTER 3
  341.  
  342. MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene
  343.  
  344. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  345. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  346. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  347. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
  348.  
  349. SWITCH_STREAMING ON
  350. SWITCH_RUBBISH ON
  351. //SWITCH_WORLD_PROCESSING ON
  352.  
  353. // ******************************************END OF CUTSCENE********************************
  354.  
  355.  
  356. // Mission stuff goes here
  357.  
  358. DISPLAY_ONSCREEN_TIMER timer_as3
  359.  
  360. //----------------------------LOAD MODELS------------------------------------------------------
  361.  
  362. REQUEST_MODEL BOAT_REEFER
  363. WHILE NOT HAS_MODEL_LOADED BOAT_REEFER
  364. WAIT 0
  365. ENDWHILE
  366.  
  367. CREATE_CAR BOAT_REEFER -330.5 -1462.4 0.0 player_as3_boat
  368. SET_CAR_HEADING player_as3_boat 95.0
  369.  
  370. ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
  371. flag_boat_blip = 1
  372.  
  373. CREATE_PICKUP WEAPON_ROCKET PICKUP_ONCE -279.6 -1473.8 6.2 rocket_as3
  374.  
  375. REQUEST_MODEL PLANE_DEADDODO
  376. WHILE NOT HAS_MODEL_LOADED PLANE_DEADDODO
  377. WAIT 0
  378. ENDWHILE
  379.  
  380. REQUEST_MODEL packagelarge
  381. WHILE NOT HAS_MODEL_LOADED packagelarge
  382. WAIT 0
  383. ENDWHILE
  384.  
  385. REQUEST_MODEL bouy
  386. WHILE NOT HAS_MODEL_LOADED bouy
  387. WAIT 0
  388. ENDWHILE
  389.  
  390. REQUEST_MODEL PLANE_DODO
  391. WHILE NOT HAS_MODEL_LOADED PLANE_DODO
  392. WAIT 0
  393. ENDWHILE
  394.  
  395. /*
  396. PRINT AS3_A 5000 1//"There is a plane coming into Francis International in (2/3/4/5/6) hours time. It is full of Catalina's poison."
  397. MESSAGE_WAIT 5000 1
  398.  
  399. PRINT AS3_B 5000 1//"You can avoid airport security by getting a boat out to the runway-light pontoons and shooting the plane down on it's approach."
  400. MESSAGE_WAIT 5000 1
  401.  
  402. PRINT AS3_C 5000 1//"Collect the charlie from the debris and stash it!"
  403. MESSAGE_WAIT 5000 1
  404.  
  405. */
  406.  
  407.  
  408.  
  409.  
  410.  
  411. CREATE_OBJECT bouy -825.0 -1360.0 2.0 bouy_1_as3
  412. CREATE_OBJECT bouy -705.0 -1410.0 2.0 bouy_3_as3
  413. CREATE_OBJECT bouy -585.0 -1460.0 2.0 bouy_5_as3
  414. CREATE_OBJECT bouy -785.0 -1260.0 2.0 bouy_6_as3
  415. CREATE_OBJECT bouy -665.0 -1310.0 2.0 bouy_8_as3
  416. CREATE_OBJECT bouy -545.0 -1360.0 2.0 bouy_10_as3
  417. CREATE_OBJECT bouy -765.0 -1385.0 2.0 bouy_2_as3
  418. CREATE_OBJECT bouy -645.0 -1435.0 2.0 bouy_4_as3
  419. CREATE_OBJECT bouy -725.0 -1285.0 2.0 bouy_7_as3
  420. CREATE_OBJECT bouy -605.0 -1335.0 2.0 bouy_9_as3
  421. CREATE_OBJECT bouy platform_x platform_y 2.0 bouy_point
  422.  
  423. SET_OBJECT_COLLISION bouy_1_as3 true
  424. SET_OBJECT_DYNAMIC bouy_1_as3 true
  425. SET_OBJECT_COLLISION bouy_2_as3 true
  426. SET_OBJECT_DYNAMIC bouy_2_as3 true
  427. SET_OBJECT_COLLISION bouy_3_as3 true
  428. SET_OBJECT_DYNAMIC bouy_3_as3 true
  429. SET_OBJECT_COLLISION bouy_4_as3 true
  430. SET_OBJECT_DYNAMIC bouy_4_as3 true
  431. SET_OBJECT_COLLISION bouy_5_as3 true
  432. SET_OBJECT_DYNAMIC bouy_5_as3 true
  433. SET_OBJECT_COLLISION bouy_6_as3 true
  434. SET_OBJECT_DYNAMIC bouy_6_as3 true
  435. SET_OBJECT_COLLISION bouy_7_as3 true
  436. SET_OBJECT_DYNAMIC bouy_7_as3 true
  437. SET_OBJECT_COLLISION bouy_8_as3 true
  438. SET_OBJECT_DYNAMIC bouy_8_as3 true
  439. SET_OBJECT_COLLISION bouy_9_as3 true
  440. SET_OBJECT_DYNAMIC bouy_9_as3 true
  441. SET_OBJECT_COLLISION bouy_10_as3 true
  442. SET_OBJECT_DYNAMIC bouy_10_as3 true
  443. SET_OBJECT_COLLISION bouy_point true
  444. SET_OBJECT_DYNAMIC bouy_point true
  445.  
  446. //ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
  447. //CHANGE_BLIP_COLOUR blip_as3_bouy 4
  448.  
  449. //-----------------CREATE CARTEL BADDIES--------------------------------------
  450.  
  451. REQUEST_MODEL PED_GANG_COLOMBIAN_A
  452. WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
  453. WAIT 0
  454. ENDWHILE
  455.  
  456. REQUEST_MODEL PED_GANG_COLOMBIAN_B
  457. WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_B
  458. WAIT 0
  459. ENDWHILE
  460.  
  461. REQUEST_MODEL CAR_COLUMB
  462. WHILE NOT HAS_MODEL_LOADED CAR_COLUMB
  463. WAIT 0
  464. ENDWHILE
  465.  
  466. GOSUB baddies
  467.  
  468. loop_as3_1: //---player not at location and plane not triggered----------------
  469.  
  470. WAIT 0
  471.  
  472. IF flag_messages = 0
  473. IF flag_boat_message = 0
  474. PRINT_NOW (AS3_1) 4000 1//Find the boat and get to the runway marker bouys!
  475. flag_boat_message = 1
  476. flag_messages = 1
  477. ENDIF
  478. ENDIF
  479. IF flag_messages = 0
  480. IF flag_boat_message = 1
  481. PRINT_NOW (AS3_1A) 4000 1//~g~Now get to the ~b~marker buoy!
  482. flag_boat_message = 2
  483. flag_messages = 1
  484. ENDIF
  485. ENDIF
  486.  
  487. IF IS_PLAYER_IN_MODEL player BOAT_REEFER
  488. OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
  489. OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
  490. IF flag_boat_blip = 1
  491. REMOVE_BLIP blip_as3_boat
  492. flag_boat_blip = 0
  493. ENDIF
  494. IF flag_bouy_blip = 0
  495. ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
  496. flag_bouy_blip = 1
  497. flag_messages = 0
  498. ENDIF
  499.  
  500. ENDIF
  501. IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER
  502. AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR
  503. AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER
  504. IF flag_boat_blip = 0
  505. AND NOT IS_CAR_DEAD player_as3_boat
  506. ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
  507. flag_boat_blip = 1
  508. ENDIF
  509. IF flag_bouy_blip = 1
  510. REMOVE_BLIP blip_as3_bouy
  511. flag_bouy_blip = 0
  512. flag_messages = 0
  513. ENDIF
  514. ENDIF
  515.  
  516. IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 160.0 160.0 false
  517. IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  518. LOAD_COLLISION_WITH_SCREEN LEVEL_SUBURBAN
  519. ENDIF
  520. ENDIF
  521.  
  522. IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 15.0 15.0 false
  523. REMOVE_BLIP blip_as3_bouy
  524. CLEAR_PRINTS
  525. flag_messages = 0
  526. GOTO loop_as3_3
  527. ENDIF
  528.  
  529. IF timer_as3 < 91000
  530. IF flag_commence_approach = 0
  531. START_DRUG_RUN
  532. flag_commence_approach = 1
  533. FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
  534. ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
  535. CHANGE_BLIP_SCALE blip_as3_dodo 2
  536. ENDIF
  537. CLEAR_PRINTS
  538. flag_messages = 0
  539. GOTO loop_as3_2
  540. ENDIF
  541.  
  542. IF timer_as3 < 1
  543. CLEAR_ONSCREEN_TIMER timer_as3
  544. ENDIF
  545. GOSUB baddies
  546.  
  547. GOTO loop_as3_1
  548.  
  549.  
  550.  
  551. loop_as3_2: //---player not at location and plane is triggered-----------------
  552.  
  553. WAIT 0
  554. REMOVE_BLIP blip_as3_dodo
  555.  
  556. IF flag_messages = 0
  557. IF flag_boat_message = 0
  558. PRINT_NOW (AS3_1) 4000 1//Find the boat and get to the runway marker bouys!
  559. flag_boat_message = 1
  560. flag_messages = 1
  561. ENDIF
  562. ENDIF
  563. IF flag_messages = 0
  564. IF flag_boat_message = 1
  565. PRINT_NOW (AS3_2) 4000 1//Get to the runway marker buoys! The plane is on its final approach!!
  566. flag_boat_message = 2
  567. flag_messages = 1
  568. ENDIF
  569. ENDIF
  570.  
  571. IF IS_PLAYER_IN_MODEL player BOAT_REEFER
  572. OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
  573. OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
  574. IF flag_boat_blip = 1
  575. REMOVE_BLIP blip_as3_boat
  576. flag_boat_blip = 0
  577. ENDIF
  578. IF flag_bouy_blip = 0
  579. ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
  580. flag_bouy_blip = 1
  581. flag_messages = 0
  582. flag_boat_message = 1
  583. ENDIF
  584. ENDIF
  585. IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER
  586. AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR
  587. AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER
  588. IF flag_boat_blip = 0
  589. AND NOT IS_CAR_DEAD player_as3_boat
  590. ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
  591. flag_boat_blip = 1
  592. ENDIF
  593. IF flag_bouy_blip = 1
  594. REMOVE_BLIP blip_as3_bouy
  595. flag_bouy_blip = 0
  596. flag_messages = 0
  597. flag_boat_message = 1
  598. ENDIF
  599. ENDIF
  600.  
  601. IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 160.0 160.0 false
  602. IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  603. LOAD_COLLISION_WITH_SCREEN LEVEL_SUBURBAN
  604. ENDIF
  605. ENDIF
  606.  
  607. IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 15.0 15.0 false
  608. REMOVE_BLIP blip_as3_bouy
  609. CLEAR_PRINTS
  610. flag_messages = 0
  611. GOTO loop_as3_4
  612. ENDIF
  613.  
  614. IF HAS_DRUG_RUN_BEEN_COMPLETED
  615. GOTO mission_as3_failed
  616. ENDIF
  617.  
  618. IF HAS_DRUG_PLANE_BEEN_SHOT_DOWN
  619. CLEAR_PRINTS
  620. CLEAR_ONSCREEN_TIMER timer_as3
  621. flag_messages = 0
  622. GOTO loop_as3_6
  623. ENDIF
  624.  
  625. IF timer_as3 < 1
  626. CLEAR_ONSCREEN_TIMER timer_as3
  627. ENDIF
  628.  
  629. //TEST BLIP FOR PLANE
  630. FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
  631. ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
  632. CHANGE_BLIP_SCALE blip_as3_dodo 3
  633.  
  634. GOSUB area_check
  635. IF flag_mission_as3_failed = 1
  636. GOTO mission_as3_failed
  637. ENDIF
  638. GOSUB baddies
  639.  
  640. GOTO loop_as3_2
  641.  
  642.  
  643. loop_as3_3: //---player at location, plane not triggered-----------------------
  644.  
  645. WAIT 0
  646.  
  647. IF flag_messages = 0
  648. PRINT_NOW (AS3_3) 4000 1 //Wait for the plane to start its approach!
  649. flag_messages = 0
  650. ENDIF
  651.  
  652. IF IS_PLAYER_IN_MODEL player BOAT_REEFER
  653. OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
  654. OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
  655. IF flag_boat_blip = 1
  656. REMOVE_BLIP blip_as3_boat
  657. flag_boat_blip = 0
  658. ENDIF
  659. IF flag_bouy_blip = 0
  660. ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
  661. flag_bouy_blip = 1
  662. flag_messages = 0
  663. ENDIF
  664. ENDIF
  665. IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER
  666. AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR
  667. AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER
  668. IF flag_boat_blip = 0
  669. AND NOT IS_CAR_DEAD player_as3_boat
  670. ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
  671. flag_boat_blip = 1
  672. ENDIF
  673. IF flag_bouy_blip = 1
  674. REMOVE_BLIP blip_as3_bouy
  675. flag_bouy_blip = 0
  676. flag_messages = 0
  677. ENDIF
  678. ENDIF
  679.  
  680. IF timer_as3 < 91000
  681. IF flag_commence_approach = 0
  682. START_DRUG_RUN
  683. flag_commence_approach = 1
  684. FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
  685. ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
  686. CHANGE_BLIP_SCALE blip_as3_dodo 3
  687. ENDIF
  688. CLEAR_PRINTS
  689. flag_messages = 0
  690. GOTO loop_as3_4
  691. ENDIF
  692.  
  693. IF timer_as3 < 1
  694. CLEAR_ONSCREEN_TIMER timer_as3
  695. ENDIF
  696.  
  697. GOSUB baddies
  698.  
  699. GOTO loop_as3_3
  700.  
  701.  
  702. loop_as3_4: //---player at location, plane triggered---------------------------
  703.  
  704. WAIT 0
  705.  
  706. REMOVE_BLIP blip_as3_dodo
  707.  
  708. //IF NOT IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_ROCKET
  709. IF flag_messages = 0
  710. PRINT_NOW (AS3_4) 4000 1 //Use a rocket launcher to shoot the plane down!
  711. flag_messages = 1
  712. ENDIF
  713.  
  714. IF NOT IS_CAR_DEAD player_as3_boat
  715. IF IS_PLAYER_IN_CAR player player_as3_boat
  716. AND flag_boat_blip = 1
  717. REMOVE_BLIP blip_as3_boat
  718. flag_boat_blip = 0
  719. ENDIF
  720. IF NOT IS_PLAYER_IN_CAR player player_as3_boat
  721. AND flag_boat_blip = 0
  722. ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
  723. flag_boat_blip = 1
  724. flag_messages = 0
  725. ENDIF
  726. ENDIF
  727.  
  728. IF HAS_DRUG_RUN_BEEN_COMPLETED
  729. GOTO mission_as3_failed
  730. ENDIF
  731.  
  732. IF HAS_DRUG_PLANE_BEEN_SHOT_DOWN
  733. CLEAR_PRINTS
  734. CLEAR_ONSCREEN_TIMER timer_as3
  735. flag_messages = 0
  736. GOTO loop_as3_6
  737. ENDIF
  738.  
  739. IF timer_as3 < 1
  740. CLEAR_ONSCREEN_TIMER timer_as3
  741. ENDIF
  742.  
  743. //TEST BLIP FOR PLANE
  744. FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
  745. ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
  746. CHANGE_BLIP_SCALE blip_as3_dodo 2
  747.  
  748. GOSUB area_check
  749. IF flag_mission_as3_failed = 1
  750. GOTO mission_as3_failed
  751. ENDIF
  752. GOSUB baddies
  753.  
  754. GOTO loop_as3_4
  755.  
  756.  
  757. loop_as3_6: //---drug shipment shot down---(NB not really a loop!)-------------
  758.  
  759. //FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
  760. REMOVE_BLIP blip_as3_boat
  761. REMOVE_BLIP blip_as3_bouy
  762. CREATE_CAR PLANE_DODO dodo_as3_x dodo_as3_y dodo_as3_z dodo_as3
  763. SET_CAR_HEALTH dodo_as3 1
  764. dodo_as3_x = dodo_as3_x + 1.0
  765.  
  766. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_1
  767. FLASH_OBJECT charlie_1 On
  768. SET_OBJECT_COLLISION charlie_1 TRUE
  769. SET_OBJECT_DYNAMIC charlie_1 TRUE
  770. ADD_BLIP_FOR_OBJECT charlie_1 blip_charlie_1
  771. ADD_TO_OBJECT_VELOCITY charlie_1 18.0 12.0 6.0 //blossom pattern
  772. //ADD_TO_OBJECT_VELOCITY charlie_1 10.0 0.0 0.0 //dodo velocity
  773.  
  774.  
  775. dodo_as3_y = dodo_as3_y - 1.0
  776.  
  777. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_2
  778. FLASH_OBJECT charlie_2 On
  779. SET_OBJECT_COLLISION charlie_2 TRUE
  780. SET_OBJECT_DYNAMIC charlie_2 TRUE
  781. ADD_BLIP_FOR_OBJECT charlie_2 blip_charlie_2
  782. ADD_TO_OBJECT_VELOCITY charlie_2 14.0 -19.0 7.0
  783.  
  784.  
  785. dodo_as3_x = dodo_as3_x - 1.0
  786.  
  787. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_3
  788. FLASH_OBJECT charlie_3 On
  789. SET_OBJECT_COLLISION charlie_3 TRUE
  790. SET_OBJECT_DYNAMIC charlie_3 TRUE
  791. ADD_BLIP_FOR_OBJECT charlie_3 blip_charlie_3
  792. ADD_TO_OBJECT_VELOCITY charlie_3 13.0 -15.0 1.0
  793.  
  794. dodo_as3_x = dodo_as3_x - 1.0
  795.  
  796. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_4
  797. FLASH_OBJECT charlie_4 On
  798. SET_OBJECT_COLLISION charlie_4 TRUE
  799. SET_OBJECT_DYNAMIC charlie_4 TRUE
  800. ADD_BLIP_FOR_OBJECT charlie_4 blip_charlie_4
  801. ADD_TO_OBJECT_VELOCITY charlie_4 -18.0 -19.5 4.0
  802.  
  803. dodo_as3_y = dodo_as3_y + 1.0
  804.  
  805. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_5
  806. FLASH_OBJECT charlie_5 On
  807. SET_OBJECT_COLLISION charlie_5 TRUE
  808. SET_OBJECT_DYNAMIC charlie_5 TRUE
  809. ADD_BLIP_FOR_OBJECT charlie_5 blip_charlie_5
  810. ADD_TO_OBJECT_VELOCITY charlie_5 -7.0 11.0 8.0
  811.  
  812. dodo_as3_y = dodo_as3_y + 1.0
  813.  
  814. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_6
  815. FLASH_OBJECT charlie_6 On
  816. SET_OBJECT_COLLISION charlie_6 TRUE
  817. SET_OBJECT_DYNAMIC charlie_6 TRUE
  818. ADD_BLIP_FOR_OBJECT charlie_6 blip_charlie_6
  819. ADD_TO_OBJECT_VELOCITY charlie_6 -17.0 4.8 7.0
  820.  
  821. dodo_as3_x = dodo_as3_x + 1.0
  822.  
  823. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_7
  824. FLASH_OBJECT charlie_7 On
  825. SET_OBJECT_COLLISION charlie_7 TRUE
  826. SET_OBJECT_DYNAMIC charlie_7 TRUE
  827. ADD_BLIP_FOR_OBJECT charlie_7 blip_charlie_7
  828. ADD_TO_OBJECT_VELOCITY charlie_7 -11.0 12.0 7.0
  829.  
  830. dodo_as3_x = dodo_as3_x + 1.0
  831.  
  832. CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_8
  833. FLASH_OBJECT charlie_8 On
  834. SET_OBJECT_COLLISION charlie_8 TRUE
  835. SET_OBJECT_DYNAMIC charlie_8 TRUE
  836. ADD_BLIP_FOR_OBJECT charlie_8 blip_charlie_8
  837. ADD_TO_OBJECT_VELOCITY charlie_8 10.0 10.0 0.0
  838.  
  839. GET_GAME_TIMER timer_as3_start
  840.  
  841. loop_as3_7: //----collect the packages!!--------------
  842.  
  843. WHILE counter_charlie < 8
  844.  
  845. WAIT 0
  846.  
  847. GOSUB baddies
  848.  
  849. IF flag_counter_message = 0
  850. PRINT_NOW (AS3_5) 5000 1//Collect the cargo!
  851. flag_counter_message = 1
  852. ENDIF
  853.  
  854. GET_GAME_TIMER timer_as3_now
  855. timer_as3_dif = timer_as3_now - timer_as3_start
  856. IF timer_as3_dif > particle_time
  857. particle_time = timer_as3_dif + 200
  858. flag_particle = 1
  859. ENDIF
  860.  
  861. IF flag_particle = 1
  862.  
  863. IF flag_charlie_1 = 0
  864. GET_OBJECT_COORDINATES charlie_1 charlie_1_x charlie_1_y charlie_1_z
  865. /*
  866. min_x = charlie_1_x - 0.2
  867. max_x = charlie_1_x + 0.2
  868. min_y = charlie_1_y - 0.2
  869. max_y = charlie_1_y + 0.2
  870. min_z = charlie_1_z - 0.2
  871. max_z = charlie_1_z + 0.2
  872. REMOVE_PARTICLE_EFFECTS_IN_AREA Min_x Min_y Min_z Max_x Max_y Max_z
  873. */
  874. IF timer_as3_dif < 6000
  875. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_1_x charlie_1_y charlie_1_z 0.0 0.0 0.0 0.4 0 0 0 200
  876. ENDIF
  877. IF timer_as3_dif > 6000
  878. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_1_x charlie_1_y charlie_1_z 0.0 0.0 0.0 0.3 0 0 0 200
  879. ENDIF
  880. ENDIF
  881.  
  882. IF flag_charlie_2 = 0
  883. GET_OBJECT_COORDINATES charlie_2 charlie_2_x charlie_2_y charlie_2_z
  884.  
  885. IF timer_as3_dif < 4000
  886. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_2_x charlie_2_y charlie_2_z 0.0 0.0 0.0 0.4 0 0 0 200
  887. ENDIF
  888. IF timer_as3_dif > 4000
  889. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_2_x charlie_2_y charlie_2_z 0.0 0.0 0.0 0.3 0 0 0 200
  890. ENDIF
  891. ENDIF
  892.  
  893. IF flag_charlie_3 = 0
  894. GET_OBJECT_COORDINATES charlie_3 charlie_3_x charlie_3_y charlie_3_z
  895.  
  896. IF timer_as3_dif < 7000
  897. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_3_x charlie_3_y charlie_3_z 0.0 0.0 0.0 0.4 0 0 0 200
  898. ENDIF
  899. IF timer_as3_dif > 7000
  900. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_3_x charlie_3_y charlie_3_z 0.0 0.0 0.0 0.3 0 0 0 200
  901. ENDIF
  902. ENDIF
  903.  
  904. IF flag_charlie_4 = 0
  905. GET_OBJECT_COORDINATES charlie_4 charlie_4_x charlie_4_y charlie_4_z
  906.  
  907. IF timer_as3_dif < 3500
  908. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_4_x charlie_4_y charlie_4_z 0.0 0.0 0.0 0.4 0 0 0 200
  909. ENDIF
  910. IF timer_as3_dif > 3500
  911. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_4_x charlie_4_y charlie_4_z 0.0 0.0 0.0 0.3 0 0 0 200
  912. ENDIF
  913. ENDIF
  914.  
  915. IF flag_charlie_5 = 0
  916. GET_OBJECT_COORDINATES charlie_5 charlie_5_x charlie_5_y charlie_5_z
  917.  
  918. IF timer_as3_dif < 8000
  919. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_5_x charlie_5_y charlie_5_z 0.0 0.0 0.0 0.4 0 0 0 200
  920. ENDIF
  921. IF timer_as3_dif > 8000
  922. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_5_x charlie_5_y charlie_5_z 0.0 0.0 0.0 0.3 0 0 0 200
  923. ENDIF
  924. ENDIF
  925.  
  926. IF flag_charlie_6 = 0
  927. GET_OBJECT_COORDINATES charlie_6 charlie_6_x charlie_6_y charlie_6_z
  928.  
  929. IF timer_as3_dif < 6000
  930. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_6_x charlie_6_y charlie_6_z 0.0 0.0 0.0 0.4 0 0 0 200
  931. ENDIF
  932. IF timer_as3_dif > 6000
  933. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_6_x charlie_6_y charlie_6_z 0.0 0.0 0.0 0.3 0 0 0 200
  934. ENDIF
  935. ENDIF
  936.  
  937. IF flag_charlie_7 = 0
  938. GET_OBJECT_COORDINATES charlie_7 charlie_7_x charlie_7_y charlie_7_z
  939.  
  940. IF timer_as3_dif < 7500
  941. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_7_x charlie_7_y charlie_7_z 0.0 0.0 0.0 0.4 0 0 0 200
  942. ENDIF
  943. IF timer_as3_dif > 7500
  944. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_7_x charlie_7_y charlie_7_z 0.0 0.0 0.0 0.3 0 0 0 200
  945. ENDIF
  946. ENDIF
  947.  
  948. IF flag_charlie_8 = 0
  949. GET_OBJECT_COORDINATES charlie_8 charlie_8_x charlie_8_y charlie_8_z
  950.  
  951. IF timer_as3_dif < 4750
  952. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIRE_TRAIL charlie_8_x charlie_8_y charlie_8_z 0.0 0.0 0.0 0.4 0 0 0 200
  953. ENDIF
  954. IF timer_as3_dif > 4750
  955. ADD_MOVING_PARTICLE_EFFECT POBJECT_DRY_ICE charlie_8_x charlie_8_y charlie_8_z 0.0 0.0 0.0 0.3 0 0 0 200
  956. ENDIF
  957. ENDIF
  958.  
  959. flag_particle = 0
  960.  
  961.  
  962. ENDIF
  963.  
  964.  
  965. IF IS_PLAYER_IN_MODEL player BOAT_REEFER
  966. OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
  967. OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
  968. IF flag_charlie_1 = 0
  969. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_1_x charlie_1_y charlie_1_z 4.0 4.0 4.0 false
  970. REMOVE_BLIP blip_charlie_1
  971. DELETE_OBJECT charlie_1
  972. ++ counter_charlie
  973. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  974. flag_charlie_1 = 1
  975. ENDIF
  976. ENDIF
  977. IF flag_charlie_2 = 0
  978. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_2_x charlie_2_y charlie_2_z 4.0 4.0 4.0 false
  979. REMOVE_BLIP blip_charlie_2
  980. DELETE_OBJECT charlie_2
  981. ++ counter_charlie
  982. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  983. flag_charlie_2 = 1
  984. ENDIF
  985. ENDIF
  986. IF flag_charlie_3 = 0
  987. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_3_x charlie_3_y charlie_3_z 4.0 4.0 4.0 false
  988. REMOVE_BLIP blip_charlie_3
  989. DELETE_OBJECT charlie_3
  990. ++ counter_charlie
  991. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  992. flag_charlie_3 = 1
  993. ENDIF
  994. ENDIF
  995. IF flag_charlie_4 = 0
  996. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_4_x charlie_4_y charlie_4_z 4.0 4.0 4.0 false
  997. REMOVE_BLIP blip_charlie_4
  998. DELETE_OBJECT charlie_4
  999. ++ counter_charlie
  1000. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1001. flag_charlie_4 = 1
  1002. ENDIF
  1003. ENDIF
  1004. IF flag_charlie_5 = 0
  1005. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_5_x charlie_5_y charlie_5_z 4.0 4.0 4.0 false
  1006. REMOVE_BLIP blip_charlie_5
  1007. DELETE_OBJECT charlie_5
  1008. ++ counter_charlie
  1009. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1010. flag_charlie_5 = 1
  1011. ENDIF
  1012. ENDIF
  1013. IF flag_charlie_6 = 0
  1014. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_6_x charlie_6_y charlie_6_z 4.0 4.0 4.0 false
  1015. REMOVE_BLIP blip_charlie_6
  1016. DELETE_OBJECT charlie_6
  1017. ++ counter_charlie
  1018. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1019. flag_charlie_6 = 1
  1020. ENDIF
  1021. ENDIF
  1022. IF flag_charlie_7 = 0
  1023. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_7_x charlie_7_y charlie_7_z 4.0 4.0 4.0 false
  1024. REMOVE_BLIP blip_charlie_7
  1025. DELETE_OBJECT charlie_7
  1026. ++ counter_charlie
  1027. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1028. flag_charlie_7 = 1
  1029. ENDIF
  1030. ENDIF
  1031. IF flag_charlie_8 = 0
  1032. IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_8_x charlie_8_y charlie_8_z 4.0 4.0 4.0 false
  1033. REMOVE_BLIP blip_charlie_8
  1034. DELETE_OBJECT charlie_8
  1035. ++ counter_charlie
  1036. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1037. flag_charlie_8 = 1
  1038. ENDIF
  1039. ENDIF
  1040. ELSE
  1041. IF flag_charlie_1 = 0
  1042. IF IS_PLAYER_TOUCHING_OBJECT player charlie_1
  1043. REMOVE_BLIP blip_charlie_1
  1044. DELETE_OBJECT charlie_1
  1045. ++ counter_charlie
  1046. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1047. flag_charlie_1 = 1
  1048. ENDIF
  1049. ENDIF
  1050. IF flag_charlie_2 = 0
  1051. IF IS_PLAYER_TOUCHING_OBJECT player charlie_2
  1052. REMOVE_BLIP blip_charlie_2
  1053. DELETE_OBJECT charlie_2
  1054. ++ counter_charlie
  1055. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1056. flag_charlie_2 = 1
  1057. ENDIF
  1058. ENDIF
  1059. IF flag_charlie_3 = 0
  1060. IF IS_PLAYER_TOUCHING_OBJECT player charlie_3
  1061. REMOVE_BLIP blip_charlie_3
  1062. DELETE_OBJECT charlie_3
  1063. ++ counter_charlie
  1064. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1065. flag_charlie_3 = 1
  1066. ENDIF
  1067. ENDIF
  1068. IF flag_charlie_4 = 0
  1069. IF IS_PLAYER_TOUCHING_OBJECT player charlie_4
  1070. REMOVE_BLIP blip_charlie_4
  1071. DELETE_OBJECT charlie_4
  1072. ++ counter_charlie
  1073. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1074. flag_charlie_4 = 1
  1075. ENDIF
  1076. ENDIF
  1077. IF flag_charlie_5 = 0
  1078. IF IS_PLAYER_TOUCHING_OBJECT player charlie_5
  1079. REMOVE_BLIP blip_charlie_5
  1080. DELETE_OBJECT charlie_5
  1081. ++ counter_charlie
  1082. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1083. flag_charlie_5 = 1
  1084. ENDIF
  1085. ENDIF
  1086. IF flag_charlie_6 = 0
  1087. IF IS_PLAYER_TOUCHING_OBJECT player charlie_6
  1088. REMOVE_BLIP blip_charlie_6
  1089. DELETE_OBJECT charlie_6
  1090. ++ counter_charlie
  1091. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1092. flag_charlie_6 = 1
  1093. ENDIF
  1094. ENDIF
  1095. IF flag_charlie_7 = 0
  1096. IF IS_PLAYER_TOUCHING_OBJECT player charlie_7
  1097. REMOVE_BLIP blip_charlie_7
  1098. DELETE_OBJECT charlie_7
  1099. ++ counter_charlie
  1100. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1101. flag_charlie_7 = 1
  1102. ENDIF
  1103. ENDIF
  1104. IF flag_charlie_8 = 0
  1105. IF IS_PLAYER_TOUCHING_OBJECT player charlie_8
  1106. REMOVE_BLIP blip_charlie_8
  1107. DELETE_OBJECT charlie_8
  1108. ++ counter_charlie
  1109. PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
  1110. flag_charlie_8 = 1
  1111. ENDIF
  1112. ENDIF
  1113.  
  1114. ENDIF
  1115.  
  1116.  
  1117. ENDWHILE
  1118.  
  1119. //loop_as3_8: //------------------------------Stashing the Charlie-----------------------------------
  1120.  
  1121. PRINT_NOW (STASH) 4000 1
  1122.  
  1123. ADD_BLIP_FOR_COORD 367.25 -328.0 19.5 blip_stash
  1124.  
  1125. WHILE NOT LOCATE_PLAYER_ON_FOOT_3D player 366.939 -328.025 18.5 1.0 1.0 4.0 true
  1126. WAIT 0
  1127. ENDWHILE
  1128.  
  1129. REMOVE_BLIP blip_stash
  1130. // ******************************************* START OF CUTSCENE ***************************
  1131.  
  1132.  
  1133. MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
  1134.  
  1135. SET_FADING_COLOUR 0 0 0
  1136.  
  1137. DO_FADE 1500 FADE_OUT
  1138.  
  1139. SWITCH_STREAMING OFF
  1140.  
  1141. PRINT_BIG ( AS4 ) 15000 2
  1142.  
  1143. WHILE GET_FADING_STATUS
  1144. WAIT 0
  1145. ENDWHILE
  1146.  
  1147. REQUEST_MODEL csitecutscene
  1148.  
  1149. LOAD_SPECIAL_CHARACTER 1 asuka
  1150. LOAD_SPECIAL_CHARACTER 2 miguel
  1151.  
  1152. LOAD_SPECIAL_MODEL cut_obj1 whip
  1153. LOAD_SPECIAL_MODEL cut_obj2 note
  1154.  
  1155. /*
  1156. WHILE GET_FADING_STATUS
  1157. WAIT 0
  1158.  
  1159. ENDWHILE
  1160. */
  1161.  
  1162. LOAD_ALL_MODELS_NOW
  1163.  
  1164. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  1165. OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
  1166. OR NOT HAS_MODEL_LOADED cut_obj1
  1167. OR NOT HAS_MODEL_LOADED cut_obj2
  1168. OR NOT HAS_MODEL_LOADED csitecutscene
  1169. WAIT 0
  1170. ENDWHILE
  1171.  
  1172. LOAD_CUTSCENE a9_asd
  1173.  
  1174. SET_CUTSCENE_OFFSET 369.02 -327.5 18.46
  1175.  
  1176. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  1177. SET_CUTSCENE_ANIM cs_player player
  1178.  
  1179. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
  1180. SET_CUTSCENE_ANIM cs_asuka asuka
  1181.  
  1182. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel
  1183. SET_CUTSCENE_ANIM cs_miguel miguel
  1184.  
  1185. CREATE_CUTSCENE_OBJECT CUT_OBJ1 cs_whip
  1186. SET_CUTSCENE_ANIM cs_whip whip
  1187.  
  1188. CREATE_CUTSCENE_OBJECT CUT_OBJ2 cs_note
  1189. SET_CUTSCENE_ANIM cs_note note
  1190.  
  1191. //CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead
  1192. //SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel
  1193.  
  1194. SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950
  1195.  
  1196. SET_PLAYER_HEADING player 270.0
  1197.  
  1198. DO_FADE 1500 FADE_IN
  1199.  
  1200. SWITCH_RUBBISH OFF
  1201. SWITCH_STREAMING ON
  1202. START_CUTSCENE
  1203.  
  1204. //------CUTSCENE TEXT-----------------------------
  1205. GET_CUTSCENE_TIME cs_time
  1206.  
  1207. WHILE cs_time < 3000
  1208. WAIT 0
  1209. GET_CUTSCENE_TIME cs_time
  1210. ENDWHILE
  1211.  
  1212. PRINT_NOW (CAT1_A) 5000 1
  1213.  
  1214. WHILE cs_time < 8000
  1215. WAIT 0
  1216. GET_CUTSCENE_TIME cs_time
  1217. ENDWHILE
  1218.  
  1219. PRINT_NOW (CAT1_B) 4000 1
  1220.  
  1221. WHILE cs_time < 12444
  1222. WAIT 0
  1223. GET_CUTSCENE_TIME cs_time
  1224. ENDWHILE
  1225.  
  1226.  
  1227. DO_FADE 1500 FADE_OUT
  1228.  
  1229. WHILE GET_FADING_STATUS
  1230. WAIT 0
  1231. ENDWHILE
  1232.  
  1233. WHILE NOT HAS_CUTSCENE_FINISHED
  1234. WAIT 0
  1235. ENDWHILE
  1236.  
  1237. CLEAR_PRINTS
  1238.  
  1239. CLEAR_CUTSCENE
  1240.  
  1241. //DO_FADE 0 FADE_OUT
  1242.  
  1243. SET_CAMERA_BEHIND_PLAYER
  1244.  
  1245. WAIT 500
  1246.  
  1247. DO_FADE 1500 FADE_IN
  1248.  
  1249. UNLOAD_SPECIAL_CHARACTER 1
  1250. UNLOAD_SPECIAL_CHARACTER 2
  1251.  
  1252. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  1253. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  1254. MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene
  1255.  
  1256. SWITCH_RUBBISH ON
  1257. // ******************************************END OF CUTSCENE********************************
  1258.  
  1259.  
  1260. GOTO mission_as3_passed
  1261.  
  1262.  
  1263.  
  1264. // Mission Asuka Sub3 failed
  1265.  
  1266. mission_as3_failed:
  1267. PRINT_BIG ( M_FAIL ) 2000 1
  1268.  
  1269. IF HAS_PLAYER_BEEN_ARRESTED player
  1270. OVERRIDE_POLICE_STATION_LEVEL LEVEL_COMMERCIAL
  1271. ENDIF
  1272.  
  1273. IF IS_PLAYER_DEAD player
  1274. OVERRIDE_HOSPITAL_LEVEL LEVEL_COMMERCIAL
  1275. ENDIF
  1276.  
  1277. RETURN
  1278.  
  1279.  
  1280.  
  1281. // mission Asuka Sub3 passed
  1282.  
  1283. mission_as3_passed:
  1284.  
  1285. flag_asuka_suburban_mission3_passed = 1
  1286. PRINT_WITH_NUMBER_BIG ( M_PASS ) 45000 5000 1
  1287. PLAY_MISSION_PASSED_TUNE 1
  1288. CLEAR_WANTED_LEVEL player
  1289. ADD_SCORE player 45000
  1290. REMOVE_BLIP asuka_contact_blip
  1291. REMOVE_BLIP maria_contact_blip
  1292. ADD_SPRITE_BLIP_FOR_CONTACT_POINT -362.8 245.9 60.0 RADAR_SPRITE_CAT maria_contact_blip
  1293. START_NEW_SCRIPT cat_mission1_loop
  1294. REGISTER_MISSION_PASSED AS3
  1295. PLAYER_MADE_PROGRESS 1
  1296. //START_NEW_SCRIPT asuka_suburban_mission4_loop
  1297. RETURN
  1298.  
  1299.  
  1300.  
  1301. // mission cleanup
  1302.  
  1303. mission_cleanup_as3:
  1304.  
  1305. flag_player_on_mission = 0
  1306. flag_player_on_asuka_suburban_mission = 0
  1307.  
  1308. CLEAR_ONSCREEN_TIMER timer_as3
  1309. REMOVE_BLIP blip_as3_boat
  1310. REMOVE_BLIP blip_as3_dodo
  1311. REMOVE_BLIP blip_as3_bouy
  1312. REMOVE_BLIP blip_stash
  1313.  
  1314. IF NOT HAS_PICKUP_BEEN_COLLECTED rocket_as3
  1315. REMOVE_PICKUP rocket_as3
  1316. ENDIF
  1317.  
  1318. MARK_MODEL_AS_NO_LONGER_NEEDED bouy
  1319. MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_REEFER
  1320. MARK_MODEL_AS_NO_LONGER_NEEDED packagelarge
  1321. MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DEADDODO
  1322. MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DODO
  1323. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_B
  1324. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
  1325. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
  1326.  
  1327.  
  1328. MISSION_HAS_FINISHED
  1329. RETURN
  1330.  
  1331.  
  1332. ///________________________________GOSUBS_______GOSUBS________________________________BYTHEWAY
  1333.  
  1334.  
  1335. baddies:
  1336.  
  1337. IF flag_created_baddies = 0
  1338. IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  1339. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1015.0 -1269.0 -100.0 kappa_cartel1
  1340. SET_CHAR_HEADING kappa_cartel1 265.0
  1341. SET_CHAR_THREAT_SEARCH kappa_cartel1 THREAT_PLAYER1
  1342. GIVE_WEAPON_TO_CHAR kappa_cartel1 WEAPONTYPE_CHAINGUN 100
  1343. ADD_ARMOUR_TO_CHAR kappa_cartel1 100
  1344. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
  1345.  
  1346. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1013.0 -1260.7 -100.0 kappa_cartel2
  1347. SET_CHAR_HEADING kappa_cartel2 300.0
  1348. SET_CHAR_THREAT_SEARCH kappa_cartel2 THREAT_PLAYER1
  1349. GIVE_WEAPON_TO_CHAR kappa_cartel2 WEAPONTYPE_M16 100
  1350. ADD_ARMOUR_TO_CHAR kappa_cartel2 100
  1351. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel2 true
  1352.  
  1353. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1027.3 -1265.2 -100.0 kappa_cartel3
  1354. SET_CHAR_HEADING kappa_cartel3 265.0
  1355. SET_CHAR_THREAT_SEARCH kappa_cartel3 THREAT_PLAYER1
  1356. GIVE_WEAPON_TO_CHAR kappa_cartel3 WEAPONTYPE_CHAINGUN 100
  1357. ADD_ARMOUR_TO_CHAR kappa_cartel3 100
  1358. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel3 true
  1359.  
  1360. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1380.0 -1043.0 -100.0 kappa_cartel4
  1361. SET_CHAR_HEADING kappa_cartel4 340.0
  1362. SET_CHAR_THREAT_SEARCH kappa_cartel4 THREAT_PLAYER1
  1363. GIVE_WEAPON_TO_CHAR kappa_cartel4 WEAPONTYPE_M16 100
  1364. ADD_ARMOUR_TO_CHAR kappa_cartel4 100
  1365. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel4 true
  1366.  
  1367. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1392.0 -1043.3 -100.0 kappa_cartel5
  1368. SET_CHAR_HEADING kappa_cartel5 240.0
  1369. SET_CHAR_THREAT_SEARCH kappa_cartel5 THREAT_PLAYER1
  1370. GIVE_WEAPON_TO_CHAR kappa_cartel5 WEAPONTYPE_M16 100
  1371. ADD_ARMOUR_TO_CHAR kappa_cartel5 100
  1372. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel5 true
  1373.  
  1374.  
  1375. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1488.0 -1056.0 -100.0 kappa_cartel6
  1376. SET_CHAR_HEADING kappa_cartel6 110.0
  1377. SET_CHAR_THREAT_SEARCH kappa_cartel6 THREAT_PLAYER1
  1378. GIVE_WEAPON_TO_CHAR kappa_cartel6 WEAPONTYPE_M16 100
  1379. ADD_ARMOUR_TO_CHAR kappa_cartel6 100
  1380. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel6 true
  1381.  
  1382. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1473.0 -1062.0 -100.0 kappa_cartel7
  1383. SET_CHAR_HEADING kappa_cartel7 280.0
  1384. SET_CHAR_THREAT_SEARCH kappa_cartel7 THREAT_PLAYER1
  1385. GIVE_WEAPON_TO_CHAR kappa_cartel7 WEAPONTYPE_M16 100
  1386. ADD_ARMOUR_TO_CHAR kappa_cartel7 100
  1387. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel7 true
  1388.  
  1389. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -849.0 -1235.0 -100.0 kappa_cartel8
  1390. SET_CHAR_HEADING kappa_cartel8 250.0
  1391. SET_CHAR_THREAT_SEARCH kappa_cartel8 THREAT_PLAYER1
  1392. GIVE_WEAPON_TO_CHAR kappa_cartel8 WEAPONTYPE_CHAINGUN 100
  1393. ADD_ARMOUR_TO_CHAR kappa_cartel8 100
  1394. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
  1395.  
  1396. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1478.0 -1055.0 -100.0 kappa_cartel9
  1397. SET_CHAR_HEADING kappa_cartel9 250.0
  1398. SET_CHAR_THREAT_SEARCH kappa_cartel9 THREAT_PLAYER1
  1399. GIVE_WEAPON_TO_CHAR kappa_cartel9 WEAPONTYPE_CHAINGUN 100
  1400. ADD_ARMOUR_TO_CHAR kappa_cartel9 100
  1401. //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
  1402.  
  1403. CREATE_CAR CAR_COLUMB -1019.0 -1263.0 -100.0 cartel_car_a_as1
  1404. SET_CAR_HEADING cartel_car_a_as1 50.0
  1405.  
  1406. CREATE_CAR CAR_COLUMB -1383.3 -1045.0 -100.0 cartel_car_b_as1
  1407. SET_CAR_HEADING cartel_car_b_as1 231.5
  1408.  
  1409. CREATE_CAR CAR_COLUMB -1478.3 -1062.8 -100.0 cartel_car_d_as1
  1410. SET_CAR_HEADING cartel_car_b_as1 250.0
  1411.  
  1412. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1385.3 -1035.0 -100.0 kappa_cartel10
  1413. SET_CHAR_HEADING kappa_cartel10 231.0
  1414. SET_CHAR_THREAT_SEARCH kappa_cartel10 THREAT_PLAYER1
  1415. GIVE_WEAPON_TO_CHAR kappa_cartel10 WEAPONTYPE_ROCKET 5
  1416. ADD_ARMOUR_TO_CHAR kappa_cartel10 100
  1417. SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
  1418.  
  1419. flag_created_baddies = 1
  1420. ENDIF
  1421. ENDIF
  1422.  
  1423. IF flag_created_baddies = 1
  1424. IF LOCATE_PLAYER_ANY_MEANS_2D player -1019.0 -1263.0 60.0 60.0 false
  1425. IF NOT IS_CHAR_DEAD kappa_cartel3
  1426. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel3 player
  1427. ENDIF
  1428. ENDIF
  1429.  
  1430. IF LOCATE_PLAYER_ANY_MEANS_2D player -1385.3 -1035.0 80.0 80.0 false
  1431. IF NOT IS_CHAR_DEAD kappa_cartel4
  1432. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel4 player
  1433. ENDIF
  1434. IF NOT IS_CHAR_DEAD kappa_cartel5
  1435. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel5 player
  1436. ENDIF
  1437. ENDIF
  1438.  
  1439. IF LOCATE_PLAYER_ANY_MEANS_2D player -1478.3 -1062.8 80.0 80.0 false
  1440. IF NOT IS_CHAR_DEAD kappa_cartel6
  1441. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel6 player
  1442. ENDIF
  1443. IF NOT IS_CHAR_DEAD kappa_cartel7
  1444. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel7 player
  1445. ENDIF
  1446. IF NOT IS_CHAR_DEAD kappa_cartel9
  1447. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel9 player
  1448. ENDIF
  1449. ENDIF
  1450. ENDIF
  1451.  
  1452. RETURN
  1453.  
  1454.  
  1455.  
  1456. area_check:
  1457.  
  1458. IF dodo_as3_x > killzone_min_x
  1459. AND dodo_as3_x < killzone_max_x
  1460. IF dodo_as3_y > killzone_min_y
  1461. AND dodo_as3_y < killzone_max_y
  1462. IF dodo_as3_z > 5.0
  1463. AND dodo_as3_z < 30.0
  1464. flag_mission_as3_failed = 1
  1465. ENDIF
  1466. ENDIF
  1467. ENDIF
  1468.  
  1469. RETURN
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