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- MISSION_START
- // *****************************************************************************************
- // *****************************************************************************************
- // *****************************************************************************************
- // ***********************************ASUKA SUBURBAN MISSION 3******************************
- // *****************************************************************************************
- // ***************************************'Plane to Sea'************************************
- // *****************************************************************************************
- // Mission start stuff
- GOSUB mission_start_as3
- IF HAS_DEATHARREST_BEEN_EXECUTED
- GOSUB mission_as3_failed
- ENDIF
- GOSUB mission_cleanup_as3
- MISSION_END
- // Variables for mission
- VAR_INT timer_as3 player_as3_boat dodo_as3
- VAR_INT bouy_1_as3 bouy_2_as3 bouy_3_as3 bouy_4_as3 bouy_5_as3
- VAR_INT bouy_6_as3 bouy_7_as3 bouy_8_as3 bouy_9_as3 bouy_10_as3
- VAR_INT bouy_point
- VAR_INT blip_as3_boat blip_as3_bouy blip_as3_dodo blip_stash
- VAR_INT blip_charlie_1 blip_charlie_2 blip_charlie_3 blip_charlie_4
- VAR_INT blip_charlie_5 blip_charlie_6 blip_charlie_7 blip_charlie_8
- VAR_FLOAT platform_x platform_y
- VAR_FLOAT dodo_as3_x dodo_as3_y dodo_as3_z
- VAR_INT charlie_1 charlie_2 charlie_3 charlie_4
- VAR_INT charlie_5 charlie_6 charlie_7 charlie_8
- VAR_INT rocket_as3
- VAR_FLOAT charlie_1_x charlie_1_y charlie_1_z
- VAR_FLOAT charlie_2_x charlie_2_y charlie_2_z
- VAR_FLOAT charlie_3_x charlie_3_y charlie_3_z
- VAR_FLOAT charlie_4_x charlie_4_y charlie_4_z
- VAR_FLOAT charlie_5_x charlie_5_y charlie_5_z
- VAR_FLOAT charlie_6_x charlie_6_y charlie_6_z
- VAR_FLOAT charlie_7_x charlie_7_y charlie_7_z
- VAR_FLOAT charlie_8_x charlie_8_y charlie_8_z
- VAR_FLOAT min_x max_x min_y max_y min_z max_z
- VAR_INT counter_charlie flag_counter_message particle_time flag_particle flag_boat_message
- VAR_INT flag_charlie_1 flag_charlie_2 flag_charlie_3 flag_charlie_4
- VAR_INT flag_charlie_5 flag_charlie_6 flag_charlie_7 flag_charlie_8
- VAR_INT flag_commence_approach flag_runway_blip flag_boat_blip flag_bouy_blip
- VAR_INT timer_as3_start timer_as3_now timer_as3_dif
- VAR_INT flag_created_baddies flag_mission_as3_failed
- // ****************************************Mission Start************************************
- mission_start_as3:
- REGISTER_MISSION_GIVEN
- SCRIPT_NAME asusb3
- //PRINT_BIG ( AS3 ) 5000 1
- flag_player_on_mission = 1
- flag_player_on_asuka_mission = 1
- WAIT 0
- //----------------------------SET FLAGS & VARIABLES--------------------------------------------
- timer_as3 = 210000
- counter_charlie = 0
- flag_commence_approach = 0
- flag_counter_message = 0
- flag_runway_blip = 0
- flag_boat_blip = 0
- flag_bouy_blip = 0
- particle_time = 0
- flag_particle = 0
- flag_charlie_1 = 0
- flag_charlie_2 = 0
- flag_charlie_3 = 0
- flag_charlie_4 = 0
- flag_charlie_5 = 0
- flag_charlie_6 = 0
- flag_charlie_7 = 0
- flag_charlie_8 = 0
- flag_messages = 0
- flag_created_baddies = 0
- flag_mission_as3_failed = 0
- flag_boat_message = 0
- // ---------------------------LOCATION COORDS--------------------------------------------------
- platform_x = -805.0
- platform_y = -1310.0
- killzone_min_x = -1460.0
- killzone_min_y = -1050.0
- killzone_max_x = -1450.0
- killzone_max_y = -1040.0
- // ******************************************* START OF CUTSCENE ***************************
- /*
- IF CAN_PLAYER_START_MISSION Player
- MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
- ELSE
- GOTO mission_as3_failed
- ENDIF
- SET_FADING_COLOUR 0 0 0
- DO_FADE 250 FADE_OUT
- PRINT_BIG ( AS3 ) 15000 2
- SWITCH_STREAMING OFF
- */
- REQUEST_MODEL csitecutscene
- LOAD_SPECIAL_CHARACTER 1 asuka
- LOAD_SPECIAL_CHARACTER 2 miguel
- LOAD_SPECIAL_CHARACTER 3 maria
- LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
- LOAD_SPECIAL_MODEL cut_obj2 ASUKAH
- LOAD_SPECIAL_MODEL cut_obj3 MARIAH
- LOAD_SPECIAL_MODEL cut_obj4 WHIP
- /*
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- */
- LOAD_ALL_MODELS_NOW
- WHILE NOT HAS_MODEL_LOADED csitecutscene
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
- OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
- OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_MODEL_LOADED cut_obj1
- OR NOT HAS_MODEL_LOADED cut_obj3
- OR NOT HAS_MODEL_LOADED cut_obj2
- OR NOT HAS_MODEL_LOADED cut_obj4
- WAIT 0
- ENDWHILE
- LOAD_CUTSCENE a8_ps
- SWITCH_STREAMING ON
- SET_CUTSCENE_OFFSET 369.02 -327.5 18.46
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
- SET_CUTSCENE_ANIM cs_asuka asuka
- CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel
- SET_CUTSCENE_ANIM cs_miguel miguel
- CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_maria
- SET_CUTSCENE_ANIM cs_maria maria
- CREATE_CUTSCENE_OBJECT cut_obj4 cs_whip
- SET_CUTSCENE_ANIM cs_whip WHIP
- CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
- SET_CUTSCENE_HEAD_ANIM cs_playerhead player
- CREATE_CUTSCENE_HEAD cs_maria CUT_OBJ3 cs_mariahead
- SET_CUTSCENE_HEAD_ANIM cs_mariahead maria
- CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead
- SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
- /*
- CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead
- SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel
- */
- SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950
- SET_PLAYER_HEADING player 270.0
- DO_FADE 250 FADE_IN
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING OFF
- //SWITCH_WORLD_PROCESSING OFF
- START_CUTSCENE
- //------CUTSCENE TEXT-----------------------------
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 459
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_A) 5000 1
- WHILE cs_time < 4401
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_B) 3000 1
- WHILE cs_time < 7348
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_C) 5000 1
- WHILE cs_time < 10448
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_C1) 5000 1
- WHILE cs_time < 11597
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_D) 2000 1
- WHILE cs_time < 13625
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_E) 3000 1
- WHILE cs_time < 16457
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_F) 5000 1
- WHILE cs_time < 19021
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_F1) 5000 1
- WHILE cs_time < 22389
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_G) 5000 1
- WHILE cs_time < 26064
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_G1) 5000 1
- WHILE cs_time < 28628
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_H) 5000 1
- WHILE cs_time < 33182
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_H1) 5000 1
- WHILE cs_time < 35785
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_I) 3000 1
- WHILE cs_time < 39765
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_J) 3000 1
- WHILE cs_time < 42026
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (AS3_K) 3000 1
- //WHILE cs_time < 12000
- WHILE cs_time < 44333
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1500 FADE_OUT
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- CLEAR_CUTSCENE
- DO_FADE 0 FADE_OUT
- SET_CAMERA_BEHIND_PLAYER
- WAIT 500
- DO_FADE 1000 FADE_IN
- UNLOAD_SPECIAL_CHARACTER 1
- UNLOAD_SPECIAL_CHARACTER 2
- UNLOAD_SPECIAL_CHARACTER 3
- MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
- SWITCH_STREAMING ON
- SWITCH_RUBBISH ON
- //SWITCH_WORLD_PROCESSING ON
- // ******************************************END OF CUTSCENE********************************
- // Mission stuff goes here
- DISPLAY_ONSCREEN_TIMER timer_as3
- //----------------------------LOAD MODELS------------------------------------------------------
- REQUEST_MODEL BOAT_REEFER
- WHILE NOT HAS_MODEL_LOADED BOAT_REEFER
- WAIT 0
- ENDWHILE
- CREATE_CAR BOAT_REEFER -330.5 -1462.4 0.0 player_as3_boat
- SET_CAR_HEADING player_as3_boat 95.0
- ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
- flag_boat_blip = 1
- CREATE_PICKUP WEAPON_ROCKET PICKUP_ONCE -279.6 -1473.8 6.2 rocket_as3
- REQUEST_MODEL PLANE_DEADDODO
- WHILE NOT HAS_MODEL_LOADED PLANE_DEADDODO
- WAIT 0
- ENDWHILE
- REQUEST_MODEL packagelarge
- WHILE NOT HAS_MODEL_LOADED packagelarge
- WAIT 0
- ENDWHILE
- REQUEST_MODEL bouy
- WHILE NOT HAS_MODEL_LOADED bouy
- WAIT 0
- ENDWHILE
- REQUEST_MODEL PLANE_DODO
- WHILE NOT HAS_MODEL_LOADED PLANE_DODO
- WAIT 0
- ENDWHILE
- /*
- 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."
- MESSAGE_WAIT 5000 1
- 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."
- MESSAGE_WAIT 5000 1
- PRINT AS3_C 5000 1//"Collect the charlie from the debris and stash it!"
- MESSAGE_WAIT 5000 1
- */
- CREATE_OBJECT bouy -825.0 -1360.0 2.0 bouy_1_as3
- CREATE_OBJECT bouy -705.0 -1410.0 2.0 bouy_3_as3
- CREATE_OBJECT bouy -585.0 -1460.0 2.0 bouy_5_as3
- CREATE_OBJECT bouy -785.0 -1260.0 2.0 bouy_6_as3
- CREATE_OBJECT bouy -665.0 -1310.0 2.0 bouy_8_as3
- CREATE_OBJECT bouy -545.0 -1360.0 2.0 bouy_10_as3
- CREATE_OBJECT bouy -765.0 -1385.0 2.0 bouy_2_as3
- CREATE_OBJECT bouy -645.0 -1435.0 2.0 bouy_4_as3
- CREATE_OBJECT bouy -725.0 -1285.0 2.0 bouy_7_as3
- CREATE_OBJECT bouy -605.0 -1335.0 2.0 bouy_9_as3
- CREATE_OBJECT bouy platform_x platform_y 2.0 bouy_point
- SET_OBJECT_COLLISION bouy_1_as3 true
- SET_OBJECT_DYNAMIC bouy_1_as3 true
- SET_OBJECT_COLLISION bouy_2_as3 true
- SET_OBJECT_DYNAMIC bouy_2_as3 true
- SET_OBJECT_COLLISION bouy_3_as3 true
- SET_OBJECT_DYNAMIC bouy_3_as3 true
- SET_OBJECT_COLLISION bouy_4_as3 true
- SET_OBJECT_DYNAMIC bouy_4_as3 true
- SET_OBJECT_COLLISION bouy_5_as3 true
- SET_OBJECT_DYNAMIC bouy_5_as3 true
- SET_OBJECT_COLLISION bouy_6_as3 true
- SET_OBJECT_DYNAMIC bouy_6_as3 true
- SET_OBJECT_COLLISION bouy_7_as3 true
- SET_OBJECT_DYNAMIC bouy_7_as3 true
- SET_OBJECT_COLLISION bouy_8_as3 true
- SET_OBJECT_DYNAMIC bouy_8_as3 true
- SET_OBJECT_COLLISION bouy_9_as3 true
- SET_OBJECT_DYNAMIC bouy_9_as3 true
- SET_OBJECT_COLLISION bouy_10_as3 true
- SET_OBJECT_DYNAMIC bouy_10_as3 true
- SET_OBJECT_COLLISION bouy_point true
- SET_OBJECT_DYNAMIC bouy_point true
- //ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
- //CHANGE_BLIP_COLOUR blip_as3_bouy 4
- //-----------------CREATE CARTEL BADDIES--------------------------------------
- REQUEST_MODEL PED_GANG_COLOMBIAN_A
- WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
- WAIT 0
- ENDWHILE
- REQUEST_MODEL PED_GANG_COLOMBIAN_B
- WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_B
- WAIT 0
- ENDWHILE
- REQUEST_MODEL CAR_COLUMB
- WHILE NOT HAS_MODEL_LOADED CAR_COLUMB
- WAIT 0
- ENDWHILE
- GOSUB baddies
- loop_as3_1: //---player not at location and plane not triggered----------------
- WAIT 0
- IF flag_messages = 0
- IF flag_boat_message = 0
- PRINT_NOW (AS3_1) 4000 1//Find the boat and get to the runway marker bouys!
- flag_boat_message = 1
- flag_messages = 1
- ENDIF
- ENDIF
- IF flag_messages = 0
- IF flag_boat_message = 1
- PRINT_NOW (AS3_1A) 4000 1//~g~Now get to the ~b~marker buoy!
- flag_boat_message = 2
- flag_messages = 1
- ENDIF
- ENDIF
- IF IS_PLAYER_IN_MODEL player BOAT_REEFER
- OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
- OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
- IF flag_boat_blip = 1
- REMOVE_BLIP blip_as3_boat
- flag_boat_blip = 0
- ENDIF
- IF flag_bouy_blip = 0
- ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
- flag_bouy_blip = 1
- flag_messages = 0
- ENDIF
- ENDIF
- IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER
- AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR
- AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER
- IF flag_boat_blip = 0
- AND NOT IS_CAR_DEAD player_as3_boat
- ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
- flag_boat_blip = 1
- ENDIF
- IF flag_bouy_blip = 1
- REMOVE_BLIP blip_as3_bouy
- flag_bouy_blip = 0
- flag_messages = 0
- ENDIF
- ENDIF
- IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 160.0 160.0 false
- IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
- LOAD_COLLISION_WITH_SCREEN LEVEL_SUBURBAN
- ENDIF
- ENDIF
- IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 15.0 15.0 false
- REMOVE_BLIP blip_as3_bouy
- CLEAR_PRINTS
- flag_messages = 0
- GOTO loop_as3_3
- ENDIF
- IF timer_as3 < 91000
- IF flag_commence_approach = 0
- START_DRUG_RUN
- flag_commence_approach = 1
- FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
- ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
- CHANGE_BLIP_SCALE blip_as3_dodo 2
- ENDIF
- CLEAR_PRINTS
- flag_messages = 0
- GOTO loop_as3_2
- ENDIF
- IF timer_as3 < 1
- CLEAR_ONSCREEN_TIMER timer_as3
- ENDIF
- GOSUB baddies
- GOTO loop_as3_1
- loop_as3_2: //---player not at location and plane is triggered-----------------
- WAIT 0
- REMOVE_BLIP blip_as3_dodo
- IF flag_messages = 0
- IF flag_boat_message = 0
- PRINT_NOW (AS3_1) 4000 1//Find the boat and get to the runway marker bouys!
- flag_boat_message = 1
- flag_messages = 1
- ENDIF
- ENDIF
- IF flag_messages = 0
- IF flag_boat_message = 1
- PRINT_NOW (AS3_2) 4000 1//Get to the runway marker buoys! The plane is on its final approach!!
- flag_boat_message = 2
- flag_messages = 1
- ENDIF
- ENDIF
- IF IS_PLAYER_IN_MODEL player BOAT_REEFER
- OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
- OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
- IF flag_boat_blip = 1
- REMOVE_BLIP blip_as3_boat
- flag_boat_blip = 0
- ENDIF
- IF flag_bouy_blip = 0
- ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
- flag_bouy_blip = 1
- flag_messages = 0
- flag_boat_message = 1
- ENDIF
- ENDIF
- IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER
- AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR
- AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER
- IF flag_boat_blip = 0
- AND NOT IS_CAR_DEAD player_as3_boat
- ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
- flag_boat_blip = 1
- ENDIF
- IF flag_bouy_blip = 1
- REMOVE_BLIP blip_as3_bouy
- flag_bouy_blip = 0
- flag_messages = 0
- flag_boat_message = 1
- ENDIF
- ENDIF
- IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 160.0 160.0 false
- IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
- LOAD_COLLISION_WITH_SCREEN LEVEL_SUBURBAN
- ENDIF
- ENDIF
- IF LOCATE_PLAYER_ANY_MEANS_2D player platform_x platform_y 15.0 15.0 false
- REMOVE_BLIP blip_as3_bouy
- CLEAR_PRINTS
- flag_messages = 0
- GOTO loop_as3_4
- ENDIF
- IF HAS_DRUG_RUN_BEEN_COMPLETED
- GOTO mission_as3_failed
- ENDIF
- IF HAS_DRUG_PLANE_BEEN_SHOT_DOWN
- CLEAR_PRINTS
- CLEAR_ONSCREEN_TIMER timer_as3
- flag_messages = 0
- GOTO loop_as3_6
- ENDIF
- IF timer_as3 < 1
- CLEAR_ONSCREEN_TIMER timer_as3
- ENDIF
- //TEST BLIP FOR PLANE
- FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
- ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
- CHANGE_BLIP_SCALE blip_as3_dodo 3
- GOSUB area_check
- IF flag_mission_as3_failed = 1
- GOTO mission_as3_failed
- ENDIF
- GOSUB baddies
- GOTO loop_as3_2
- loop_as3_3: //---player at location, plane not triggered-----------------------
- WAIT 0
- IF flag_messages = 0
- PRINT_NOW (AS3_3) 4000 1 //Wait for the plane to start its approach!
- flag_messages = 0
- ENDIF
- IF IS_PLAYER_IN_MODEL player BOAT_REEFER
- OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
- OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
- IF flag_boat_blip = 1
- REMOVE_BLIP blip_as3_boat
- flag_boat_blip = 0
- ENDIF
- IF flag_bouy_blip = 0
- ADD_BLIP_FOR_OBJECT bouy_point blip_as3_bouy
- flag_bouy_blip = 1
- flag_messages = 0
- ENDIF
- ENDIF
- IF NOT IS_PLAYER_IN_MODEL player BOAT_REEFER
- AND NOT IS_PLAYER_IN_MODEL player BOAT_PREDATOR
- AND NOT IS_PLAYER_IN_MODEL player BOAT_SPEEDER
- IF flag_boat_blip = 0
- AND NOT IS_CAR_DEAD player_as3_boat
- ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
- flag_boat_blip = 1
- ENDIF
- IF flag_bouy_blip = 1
- REMOVE_BLIP blip_as3_bouy
- flag_bouy_blip = 0
- flag_messages = 0
- ENDIF
- ENDIF
- IF timer_as3 < 91000
- IF flag_commence_approach = 0
- START_DRUG_RUN
- flag_commence_approach = 1
- FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
- ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
- CHANGE_BLIP_SCALE blip_as3_dodo 3
- ENDIF
- CLEAR_PRINTS
- flag_messages = 0
- GOTO loop_as3_4
- ENDIF
- IF timer_as3 < 1
- CLEAR_ONSCREEN_TIMER timer_as3
- ENDIF
- GOSUB baddies
- GOTO loop_as3_3
- loop_as3_4: //---player at location, plane triggered---------------------------
- WAIT 0
- REMOVE_BLIP blip_as3_dodo
- //IF NOT IS_CURRENT_PLAYER_WEAPON player WEAPONTYPE_ROCKET
- IF flag_messages = 0
- PRINT_NOW (AS3_4) 4000 1 //Use a rocket launcher to shoot the plane down!
- flag_messages = 1
- ENDIF
- IF NOT IS_CAR_DEAD player_as3_boat
- IF IS_PLAYER_IN_CAR player player_as3_boat
- AND flag_boat_blip = 1
- REMOVE_BLIP blip_as3_boat
- flag_boat_blip = 0
- ENDIF
- IF NOT IS_PLAYER_IN_CAR player player_as3_boat
- AND flag_boat_blip = 0
- ADD_BLIP_FOR_CAR player_as3_boat blip_as3_boat
- flag_boat_blip = 1
- flag_messages = 0
- ENDIF
- ENDIF
- IF HAS_DRUG_RUN_BEEN_COMPLETED
- GOTO mission_as3_failed
- ENDIF
- IF HAS_DRUG_PLANE_BEEN_SHOT_DOWN
- CLEAR_PRINTS
- CLEAR_ONSCREEN_TIMER timer_as3
- flag_messages = 0
- GOTO loop_as3_6
- ENDIF
- IF timer_as3 < 1
- CLEAR_ONSCREEN_TIMER timer_as3
- ENDIF
- //TEST BLIP FOR PLANE
- FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
- ADD_BLIP_FOR_COORD_OLD dodo_as3_x dodo_as3_y dodo_as3_z 4 blip_only blip_as3_dodo
- CHANGE_BLIP_SCALE blip_as3_dodo 2
- GOSUB area_check
- IF flag_mission_as3_failed = 1
- GOTO mission_as3_failed
- ENDIF
- GOSUB baddies
- GOTO loop_as3_4
- loop_as3_6: //---drug shipment shot down---(NB not really a loop!)-------------
- //FIND_DRUG_PLANE_COORDINATES dodo_as3_x dodo_as3_y dodo_as3_z
- REMOVE_BLIP blip_as3_boat
- REMOVE_BLIP blip_as3_bouy
- CREATE_CAR PLANE_DODO dodo_as3_x dodo_as3_y dodo_as3_z dodo_as3
- SET_CAR_HEALTH dodo_as3 1
- dodo_as3_x = dodo_as3_x + 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_1
- FLASH_OBJECT charlie_1 On
- SET_OBJECT_COLLISION charlie_1 TRUE
- SET_OBJECT_DYNAMIC charlie_1 TRUE
- ADD_BLIP_FOR_OBJECT charlie_1 blip_charlie_1
- ADD_TO_OBJECT_VELOCITY charlie_1 18.0 12.0 6.0 //blossom pattern
- //ADD_TO_OBJECT_VELOCITY charlie_1 10.0 0.0 0.0 //dodo velocity
- dodo_as3_y = dodo_as3_y - 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_2
- FLASH_OBJECT charlie_2 On
- SET_OBJECT_COLLISION charlie_2 TRUE
- SET_OBJECT_DYNAMIC charlie_2 TRUE
- ADD_BLIP_FOR_OBJECT charlie_2 blip_charlie_2
- ADD_TO_OBJECT_VELOCITY charlie_2 14.0 -19.0 7.0
- dodo_as3_x = dodo_as3_x - 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_3
- FLASH_OBJECT charlie_3 On
- SET_OBJECT_COLLISION charlie_3 TRUE
- SET_OBJECT_DYNAMIC charlie_3 TRUE
- ADD_BLIP_FOR_OBJECT charlie_3 blip_charlie_3
- ADD_TO_OBJECT_VELOCITY charlie_3 13.0 -15.0 1.0
- dodo_as3_x = dodo_as3_x - 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_4
- FLASH_OBJECT charlie_4 On
- SET_OBJECT_COLLISION charlie_4 TRUE
- SET_OBJECT_DYNAMIC charlie_4 TRUE
- ADD_BLIP_FOR_OBJECT charlie_4 blip_charlie_4
- ADD_TO_OBJECT_VELOCITY charlie_4 -18.0 -19.5 4.0
- dodo_as3_y = dodo_as3_y + 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_5
- FLASH_OBJECT charlie_5 On
- SET_OBJECT_COLLISION charlie_5 TRUE
- SET_OBJECT_DYNAMIC charlie_5 TRUE
- ADD_BLIP_FOR_OBJECT charlie_5 blip_charlie_5
- ADD_TO_OBJECT_VELOCITY charlie_5 -7.0 11.0 8.0
- dodo_as3_y = dodo_as3_y + 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_6
- FLASH_OBJECT charlie_6 On
- SET_OBJECT_COLLISION charlie_6 TRUE
- SET_OBJECT_DYNAMIC charlie_6 TRUE
- ADD_BLIP_FOR_OBJECT charlie_6 blip_charlie_6
- ADD_TO_OBJECT_VELOCITY charlie_6 -17.0 4.8 7.0
- dodo_as3_x = dodo_as3_x + 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_7
- FLASH_OBJECT charlie_7 On
- SET_OBJECT_COLLISION charlie_7 TRUE
- SET_OBJECT_DYNAMIC charlie_7 TRUE
- ADD_BLIP_FOR_OBJECT charlie_7 blip_charlie_7
- ADD_TO_OBJECT_VELOCITY charlie_7 -11.0 12.0 7.0
- dodo_as3_x = dodo_as3_x + 1.0
- CREATE_OBJECT_NO_OFFSET packagelarge dodo_as3_x dodo_as3_y dodo_as3_z charlie_8
- FLASH_OBJECT charlie_8 On
- SET_OBJECT_COLLISION charlie_8 TRUE
- SET_OBJECT_DYNAMIC charlie_8 TRUE
- ADD_BLIP_FOR_OBJECT charlie_8 blip_charlie_8
- ADD_TO_OBJECT_VELOCITY charlie_8 10.0 10.0 0.0
- GET_GAME_TIMER timer_as3_start
- loop_as3_7: //----collect the packages!!--------------
- WHILE counter_charlie < 8
- WAIT 0
- GOSUB baddies
- IF flag_counter_message = 0
- PRINT_NOW (AS3_5) 5000 1//Collect the cargo!
- flag_counter_message = 1
- ENDIF
- GET_GAME_TIMER timer_as3_now
- timer_as3_dif = timer_as3_now - timer_as3_start
- IF timer_as3_dif > particle_time
- particle_time = timer_as3_dif + 200
- flag_particle = 1
- ENDIF
- IF flag_particle = 1
- IF flag_charlie_1 = 0
- GET_OBJECT_COORDINATES charlie_1 charlie_1_x charlie_1_y charlie_1_z
- /*
- min_x = charlie_1_x - 0.2
- max_x = charlie_1_x + 0.2
- min_y = charlie_1_y - 0.2
- max_y = charlie_1_y + 0.2
- min_z = charlie_1_z - 0.2
- max_z = charlie_1_z + 0.2
- REMOVE_PARTICLE_EFFECTS_IN_AREA Min_x Min_y Min_z Max_x Max_y Max_z
- */
- IF timer_as3_dif < 6000
- 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
- ENDIF
- IF timer_as3_dif > 6000
- 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
- ENDIF
- ENDIF
- IF flag_charlie_2 = 0
- GET_OBJECT_COORDINATES charlie_2 charlie_2_x charlie_2_y charlie_2_z
- IF timer_as3_dif < 4000
- 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
- ENDIF
- IF timer_as3_dif > 4000
- 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
- ENDIF
- ENDIF
- IF flag_charlie_3 = 0
- GET_OBJECT_COORDINATES charlie_3 charlie_3_x charlie_3_y charlie_3_z
- IF timer_as3_dif < 7000
- 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
- ENDIF
- IF timer_as3_dif > 7000
- 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
- ENDIF
- ENDIF
- IF flag_charlie_4 = 0
- GET_OBJECT_COORDINATES charlie_4 charlie_4_x charlie_4_y charlie_4_z
- IF timer_as3_dif < 3500
- 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
- ENDIF
- IF timer_as3_dif > 3500
- 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
- ENDIF
- ENDIF
- IF flag_charlie_5 = 0
- GET_OBJECT_COORDINATES charlie_5 charlie_5_x charlie_5_y charlie_5_z
- IF timer_as3_dif < 8000
- 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
- ENDIF
- IF timer_as3_dif > 8000
- 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
- ENDIF
- ENDIF
- IF flag_charlie_6 = 0
- GET_OBJECT_COORDINATES charlie_6 charlie_6_x charlie_6_y charlie_6_z
- IF timer_as3_dif < 6000
- 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
- ENDIF
- IF timer_as3_dif > 6000
- 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
- ENDIF
- ENDIF
- IF flag_charlie_7 = 0
- GET_OBJECT_COORDINATES charlie_7 charlie_7_x charlie_7_y charlie_7_z
- IF timer_as3_dif < 7500
- 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
- ENDIF
- IF timer_as3_dif > 7500
- 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
- ENDIF
- ENDIF
- IF flag_charlie_8 = 0
- GET_OBJECT_COORDINATES charlie_8 charlie_8_x charlie_8_y charlie_8_z
- IF timer_as3_dif < 4750
- 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
- ENDIF
- IF timer_as3_dif > 4750
- 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
- ENDIF
- ENDIF
- flag_particle = 0
- ENDIF
- IF IS_PLAYER_IN_MODEL player BOAT_REEFER
- OR IS_PLAYER_IN_MODEL player BOAT_PREDATOR
- OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
- IF flag_charlie_1 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_1_x charlie_1_y charlie_1_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_1
- DELETE_OBJECT charlie_1
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_1 = 1
- ENDIF
- ENDIF
- IF flag_charlie_2 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_2_x charlie_2_y charlie_2_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_2
- DELETE_OBJECT charlie_2
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_2 = 1
- ENDIF
- ENDIF
- IF flag_charlie_3 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_3_x charlie_3_y charlie_3_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_3
- DELETE_OBJECT charlie_3
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_3 = 1
- ENDIF
- ENDIF
- IF flag_charlie_4 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_4_x charlie_4_y charlie_4_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_4
- DELETE_OBJECT charlie_4
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_4 = 1
- ENDIF
- ENDIF
- IF flag_charlie_5 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_5_x charlie_5_y charlie_5_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_5
- DELETE_OBJECT charlie_5
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_5 = 1
- ENDIF
- ENDIF
- IF flag_charlie_6 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_6_x charlie_6_y charlie_6_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_6
- DELETE_OBJECT charlie_6
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_6 = 1
- ENDIF
- ENDIF
- IF flag_charlie_7 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_7_x charlie_7_y charlie_7_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_7
- DELETE_OBJECT charlie_7
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_7 = 1
- ENDIF
- ENDIF
- IF flag_charlie_8 = 0
- IF LOCATE_PLAYER_ANY_MEANS_3D player charlie_8_x charlie_8_y charlie_8_z 4.0 4.0 4.0 false
- REMOVE_BLIP blip_charlie_8
- DELETE_OBJECT charlie_8
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_8 = 1
- ENDIF
- ENDIF
- ELSE
- IF flag_charlie_1 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_1
- REMOVE_BLIP blip_charlie_1
- DELETE_OBJECT charlie_1
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_1 = 1
- ENDIF
- ENDIF
- IF flag_charlie_2 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_2
- REMOVE_BLIP blip_charlie_2
- DELETE_OBJECT charlie_2
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_2 = 1
- ENDIF
- ENDIF
- IF flag_charlie_3 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_3
- REMOVE_BLIP blip_charlie_3
- DELETE_OBJECT charlie_3
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_3 = 1
- ENDIF
- ENDIF
- IF flag_charlie_4 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_4
- REMOVE_BLIP blip_charlie_4
- DELETE_OBJECT charlie_4
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_4 = 1
- ENDIF
- ENDIF
- IF flag_charlie_5 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_5
- REMOVE_BLIP blip_charlie_5
- DELETE_OBJECT charlie_5
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_5 = 1
- ENDIF
- ENDIF
- IF flag_charlie_6 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_6
- REMOVE_BLIP blip_charlie_6
- DELETE_OBJECT charlie_6
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_6 = 1
- ENDIF
- ENDIF
- IF flag_charlie_7 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_7
- REMOVE_BLIP blip_charlie_7
- DELETE_OBJECT charlie_7
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_7 = 1
- ENDIF
- ENDIF
- IF flag_charlie_8 = 0
- IF IS_PLAYER_TOUCHING_OBJECT player charlie_8
- REMOVE_BLIP blip_charlie_8
- DELETE_OBJECT charlie_8
- ++ counter_charlie
- PRINT_WITH_NUMBER_NOW (AS3_6) counter_charlie 3000 1
- flag_charlie_8 = 1
- ENDIF
- ENDIF
- ENDIF
- ENDWHILE
- //loop_as3_8: //------------------------------Stashing the Charlie-----------------------------------
- PRINT_NOW (STASH) 4000 1
- ADD_BLIP_FOR_COORD 367.25 -328.0 19.5 blip_stash
- WHILE NOT LOCATE_PLAYER_ON_FOOT_3D player 366.939 -328.025 18.5 1.0 1.0 4.0 true
- WAIT 0
- ENDWHILE
- REMOVE_BLIP blip_stash
- // ******************************************* START OF CUTSCENE ***************************
- MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
- SET_FADING_COLOUR 0 0 0
- DO_FADE 1500 FADE_OUT
- SWITCH_STREAMING OFF
- PRINT_BIG ( AS4 ) 15000 2
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- REQUEST_MODEL csitecutscene
- LOAD_SPECIAL_CHARACTER 1 asuka
- LOAD_SPECIAL_CHARACTER 2 miguel
- LOAD_SPECIAL_MODEL cut_obj1 whip
- LOAD_SPECIAL_MODEL cut_obj2 note
- /*
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- */
- LOAD_ALL_MODELS_NOW
- WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
- OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
- OR NOT HAS_MODEL_LOADED cut_obj1
- OR NOT HAS_MODEL_LOADED cut_obj2
- OR NOT HAS_MODEL_LOADED csitecutscene
- WAIT 0
- ENDWHILE
- LOAD_CUTSCENE a9_asd
- SET_CUTSCENE_OFFSET 369.02 -327.5 18.46
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
- SET_CUTSCENE_ANIM cs_asuka asuka
- CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel
- SET_CUTSCENE_ANIM cs_miguel miguel
- CREATE_CUTSCENE_OBJECT CUT_OBJ1 cs_whip
- SET_CUTSCENE_ANIM cs_whip whip
- CREATE_CUTSCENE_OBJECT CUT_OBJ2 cs_note
- SET_CUTSCENE_ANIM cs_note note
- //CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead
- //SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel
- SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950
- SET_PLAYER_HEADING player 270.0
- DO_FADE 1500 FADE_IN
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING ON
- START_CUTSCENE
- //------CUTSCENE TEXT-----------------------------
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 3000
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (CAT1_A) 5000 1
- WHILE cs_time < 8000
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW (CAT1_B) 4000 1
- WHILE cs_time < 12444
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1500 FADE_OUT
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- CLEAR_CUTSCENE
- //DO_FADE 0 FADE_OUT
- SET_CAMERA_BEHIND_PLAYER
- WAIT 500
- DO_FADE 1500 FADE_IN
- UNLOAD_SPECIAL_CHARACTER 1
- UNLOAD_SPECIAL_CHARACTER 2
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene
- SWITCH_RUBBISH ON
- // ******************************************END OF CUTSCENE********************************
- GOTO mission_as3_passed
- // Mission Asuka Sub3 failed
- mission_as3_failed:
- PRINT_BIG ( M_FAIL ) 2000 1
- IF HAS_PLAYER_BEEN_ARRESTED player
- OVERRIDE_POLICE_STATION_LEVEL LEVEL_COMMERCIAL
- ENDIF
- IF IS_PLAYER_DEAD player
- OVERRIDE_HOSPITAL_LEVEL LEVEL_COMMERCIAL
- ENDIF
- RETURN
- // mission Asuka Sub3 passed
- mission_as3_passed:
- flag_asuka_suburban_mission3_passed = 1
- PRINT_WITH_NUMBER_BIG ( M_PASS ) 45000 5000 1
- PLAY_MISSION_PASSED_TUNE 1
- CLEAR_WANTED_LEVEL player
- ADD_SCORE player 45000
- REMOVE_BLIP asuka_contact_blip
- REMOVE_BLIP maria_contact_blip
- ADD_SPRITE_BLIP_FOR_CONTACT_POINT -362.8 245.9 60.0 RADAR_SPRITE_CAT maria_contact_blip
- START_NEW_SCRIPT cat_mission1_loop
- REGISTER_MISSION_PASSED AS3
- PLAYER_MADE_PROGRESS 1
- //START_NEW_SCRIPT asuka_suburban_mission4_loop
- RETURN
- // mission cleanup
- mission_cleanup_as3:
- flag_player_on_mission = 0
- flag_player_on_asuka_suburban_mission = 0
- CLEAR_ONSCREEN_TIMER timer_as3
- REMOVE_BLIP blip_as3_boat
- REMOVE_BLIP blip_as3_dodo
- REMOVE_BLIP blip_as3_bouy
- REMOVE_BLIP blip_stash
- IF NOT HAS_PICKUP_BEEN_COLLECTED rocket_as3
- REMOVE_PICKUP rocket_as3
- ENDIF
- MARK_MODEL_AS_NO_LONGER_NEEDED bouy
- MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_REEFER
- MARK_MODEL_AS_NO_LONGER_NEEDED packagelarge
- MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DEADDODO
- MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DODO
- MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_B
- MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
- MISSION_HAS_FINISHED
- RETURN
- ///________________________________GOSUBS_______GOSUBS________________________________BYTHEWAY
- baddies:
- IF flag_created_baddies = 0
- IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1015.0 -1269.0 -100.0 kappa_cartel1
- SET_CHAR_HEADING kappa_cartel1 265.0
- SET_CHAR_THREAT_SEARCH kappa_cartel1 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel1 WEAPONTYPE_CHAINGUN 100
- ADD_ARMOUR_TO_CHAR kappa_cartel1 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1013.0 -1260.7 -100.0 kappa_cartel2
- SET_CHAR_HEADING kappa_cartel2 300.0
- SET_CHAR_THREAT_SEARCH kappa_cartel2 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel2 WEAPONTYPE_M16 100
- ADD_ARMOUR_TO_CHAR kappa_cartel2 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel2 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1027.3 -1265.2 -100.0 kappa_cartel3
- SET_CHAR_HEADING kappa_cartel3 265.0
- SET_CHAR_THREAT_SEARCH kappa_cartel3 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel3 WEAPONTYPE_CHAINGUN 100
- ADD_ARMOUR_TO_CHAR kappa_cartel3 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel3 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1380.0 -1043.0 -100.0 kappa_cartel4
- SET_CHAR_HEADING kappa_cartel4 340.0
- SET_CHAR_THREAT_SEARCH kappa_cartel4 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel4 WEAPONTYPE_M16 100
- ADD_ARMOUR_TO_CHAR kappa_cartel4 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel4 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -1392.0 -1043.3 -100.0 kappa_cartel5
- SET_CHAR_HEADING kappa_cartel5 240.0
- SET_CHAR_THREAT_SEARCH kappa_cartel5 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel5 WEAPONTYPE_M16 100
- ADD_ARMOUR_TO_CHAR kappa_cartel5 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel5 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1488.0 -1056.0 -100.0 kappa_cartel6
- SET_CHAR_HEADING kappa_cartel6 110.0
- SET_CHAR_THREAT_SEARCH kappa_cartel6 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel6 WEAPONTYPE_M16 100
- ADD_ARMOUR_TO_CHAR kappa_cartel6 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel6 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1473.0 -1062.0 -100.0 kappa_cartel7
- SET_CHAR_HEADING kappa_cartel7 280.0
- SET_CHAR_THREAT_SEARCH kappa_cartel7 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel7 WEAPONTYPE_M16 100
- ADD_ARMOUR_TO_CHAR kappa_cartel7 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel7 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B -849.0 -1235.0 -100.0 kappa_cartel8
- SET_CHAR_HEADING kappa_cartel8 250.0
- SET_CHAR_THREAT_SEARCH kappa_cartel8 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel8 WEAPONTYPE_CHAINGUN 100
- ADD_ARMOUR_TO_CHAR kappa_cartel8 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1478.0 -1055.0 -100.0 kappa_cartel9
- SET_CHAR_HEADING kappa_cartel9 250.0
- SET_CHAR_THREAT_SEARCH kappa_cartel9 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel9 WEAPONTYPE_CHAINGUN 100
- ADD_ARMOUR_TO_CHAR kappa_cartel9 100
- //SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
- CREATE_CAR CAR_COLUMB -1019.0 -1263.0 -100.0 cartel_car_a_as1
- SET_CAR_HEADING cartel_car_a_as1 50.0
- CREATE_CAR CAR_COLUMB -1383.3 -1045.0 -100.0 cartel_car_b_as1
- SET_CAR_HEADING cartel_car_b_as1 231.5
- CREATE_CAR CAR_COLUMB -1478.3 -1062.8 -100.0 cartel_car_d_as1
- SET_CAR_HEADING cartel_car_b_as1 250.0
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1385.3 -1035.0 -100.0 kappa_cartel10
- SET_CHAR_HEADING kappa_cartel10 231.0
- SET_CHAR_THREAT_SEARCH kappa_cartel10 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR kappa_cartel10 WEAPONTYPE_ROCKET 5
- ADD_ARMOUR_TO_CHAR kappa_cartel10 100
- SET_CHAR_STAY_IN_SAME_PLACE kappa_cartel1 true
- flag_created_baddies = 1
- ENDIF
- ENDIF
- IF flag_created_baddies = 1
- IF LOCATE_PLAYER_ANY_MEANS_2D player -1019.0 -1263.0 60.0 60.0 false
- IF NOT IS_CHAR_DEAD kappa_cartel3
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel3 player
- ENDIF
- ENDIF
- IF LOCATE_PLAYER_ANY_MEANS_2D player -1385.3 -1035.0 80.0 80.0 false
- IF NOT IS_CHAR_DEAD kappa_cartel4
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel4 player
- ENDIF
- IF NOT IS_CHAR_DEAD kappa_cartel5
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel5 player
- ENDIF
- ENDIF
- IF LOCATE_PLAYER_ANY_MEANS_2D player -1478.3 -1062.8 80.0 80.0 false
- IF NOT IS_CHAR_DEAD kappa_cartel6
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel6 player
- ENDIF
- IF NOT IS_CHAR_DEAD kappa_cartel7
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel7 player
- ENDIF
- IF NOT IS_CHAR_DEAD kappa_cartel9
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS kappa_cartel9 player
- ENDIF
- ENDIF
- ENDIF
- RETURN
- area_check:
- IF dodo_as3_x > killzone_min_x
- AND dodo_as3_x < killzone_max_x
- IF dodo_as3_y > killzone_min_y
- AND dodo_as3_y < killzone_max_y
- IF dodo_as3_z > 5.0
- AND dodo_as3_z < 30.0
- flag_mission_as3_failed = 1
- ENDIF
- ENDIF
- ENDIF
- RETURN
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