Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- DEFINE MISSIONS 2
- DEFINE MISSION 0 AT @Setup
- DEFINE MISSION 1 AT @Intro
- {$USE Restoration}
- {$USE CLEO}
- {$USE ini}
- //-------------MAIN GAME THREAD---------------
- thread 'MAIN'
- var
- $PLAYER_CHAR: Player
- end // var
- 016A: fade 0 0 ms
- 01F0: set_max_wanted_level_to 1
- 0111: set_wasted_busted_check_to 0
- 00C0: set_current_time 14 0
- 04E4: unknown_refresh_game_renderer_at -103.1826 76.4718
- 03CB: load_scene -103.1826 76.4718 23.2787
- Player.Create($PLAYER_CHAR,#NULL, -103.1826, 76.4718, 23.2787)
- 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
- //Weather.Force(0)
- 01B5: force_weather 0
- wait 0 ms
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions should use the variable defined here ($ONMISSION)
- if
- NOT Actor.Dead($PLAYER_ACTOR)
- then
- 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
- 038B: load_requested_models
- 0353: refresh_actor $PLAYER_ACTOR
- end
- 016A: fade 1 (out) 1000 ms
- if
- $PLAYER_CHAR.Defined()
- then
- select_interior 0 // select render area
- $PLAYER_CHAR.CanMove = True
- 01B7: release_weather
- end
- // put your start_new_script commands here
- //0AF5: write_string "Beginning" to_ini_file "Debugging.ini" section "Debugging" key "Debugging"
- //wait 0 //Crash happends here for some reason...
- 0AF5: write_string "Passed wait 0" to_ini_file "Debugging.ini" section "Debugging" key "Debugging"
- start_mission 0
- 0AF5: write_string "Passed start_mission 0" to_ini_file "Debugging.ini" section "Debugging" key "Debugging"
- wait 0
- 0AF5: write_string "Passed wait 0 num 2" to_ini_file "Debugging.ini" section "Debugging" key "Debugging"
- start_mission 1
- 0AF5: write_string "Finished!" to_ini_file "Debugging.ini" section "Debugging" key "Debugging"
- 04CE: $savegame1m = create_icon_marker_without_sphere 19 at 267.2239 -133.7665 11.8358
- Pickup.Create($savegame1,#PICKUPSAVE,15,267.7696, -134.4481, 11.8348)
- while true
- wait 0
- if and
- Pickup.Picked_up($savegame1)
- 80DF: not actor $PLAYER_ACTOR driving
- then
- if
- $ONMISSION == 0
- then
- 03D8: show_save_screen
- Pickup.Destroy($savegame1)
- wait 4000
- Pickup.Create($savegame1,#PICKUPSAVE,15,267.7696 -134.4481 11.8348)
- else
- Pickup.Destroy($savegame1)
- wait 4000
- Pickup.Create($savegame1,#PICKUPSAVE,15,267.7696 -134.4481 11.8348)
- end
- end
- end
- // put your scripts here
- // include missions
- {$INCLUDE Mission0_Setup.txt}
- {$INCLUDE Mission1_Intro.txt}
- /////// Mission0_Setup.txt
- :Setup
- thread 'SETUP'
- 0169: set_fade_color 0 0 0
- fade 0 0 //All black.
- $DEFAULT_WAIT_TIME = 250
- Player.Money($PLAYER_CHAR) += 50
- 029B: $ARENA_DOOR_1 = init_object -1 (DTN_STADDOORA) at -1109.615 1330.097 20.372
- 01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1
- 029B: $ARENA_DOOR_2 = init_object -2 (DTN_STADDOORB) at -1109.615 1331.932 20.372
- 01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2
- 029B: $6 = init_object -3 (DTHOTRING_A) at -1037.08 1340.258 36.552
- 01C7: remove_object_from_mission_cleanup_list $6
- 029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object -163 (CI_GATESOPEN) at 10.273 963.308 12.258
- 01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_OPEN
- 029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object -164 (CI_BACKGATEOPEN) at -14.381 884.12 13.542
- 01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_OPEN
- 029B: $1810 = init_object -165 (CI_JETYGATESOPEN) at -115.825 1028.55 11.334
- 01C7: remove_object_from_mission_cleanup_list $1810
- 029B: $1779 = init_object -31 (COMGATE1OPEN) at -712.524 -489.428 12.549
- 01C7: remove_object_from_mission_cleanup_list $1779
- 029B: $1780 = init_object -32 (COMGATE2OPEN) at -183.824 -473.223 12.615
- 01C7: remove_object_from_mission_cleanup_list $1780
- 029B: $1010 = init_object -21 (COP_DR_CLOSED) at 396.545 -472.883 12.6
- 01C7: remove_object_from_mission_cleanup_list $1010
- 029B: $1821 = init_object -123 (GOLF_GATESOPEN) at 107.81 228.072 20.989
- 01C7: remove_object_from_mission_cleanup_list $1821
- 029B: $1787 = init_object -61 (MANSION_NEW_DOORS) at -391.19 -575.906 24.071
- 01C7: remove_object_from_mission_cleanup_list $1787
- 029B: $1788 = init_object -62 (MAN_DOORCLOSED) at -378.542 -554.006 20.067
- 01C7: remove_object_from_mission_cleanup_list $1788
- 029B: $1784 = init_object -63 (WSHPERDRCLSD) at -266.496 -1214.563 9.02
- 01C7: remove_object_from_mission_cleanup_list $1784
- 029B: $1785 = init_object -64 (HAITAXIDR) at -1010.466 199.125 11.95
- 01C7: remove_object_from_mission_cleanup_list $1785
- 029B: $1786 = init_object -65 (B_HSE_DOORS) at -640.012 -1485.941 15.457
- 01C7: remove_object_from_mission_cleanup_list $1786
- 029B: $1007 = init_object -23 (STRIPCLBDRCLSD) at 97.203 -1469.731 10.578
- 01C7: remove_object_from_mission_cleanup_list $1007
- 029B: $1790 = init_object -22 (STRPBCKDRCLSD) at 68.988 -1444.242 10.727
- 01C7: remove_object_from_mission_cleanup_list $1790
- 029B: $1793 = init_object -66 (DK_CAMJONESDOOR) at -837.134 -901.672 12.03
- 01C7: remove_object_from_mission_cleanup_list $1793
- 0177: set_object $1793 z_angle_to 0.0
- 029B: $1801 = init_object -67 (DTS_GS_LIFTDOORL) at -559.476 783.107 23.279
- 01C7: remove_object_from_mission_cleanup_list $1801
- 029B: $1802 = init_object -68 (DTS_GS_LIFTDOORR) at -559.476 781.34 23.279
- 01C7: remove_object_from_mission_cleanup_list $1802
- 029B: $1803 = init_object -67 (DTS_GS_LIFTDOORL) at -553.563 788.895 97.917
- 01C7: remove_object_from_mission_cleanup_list $1803
- 029B: $1804 = init_object -68 (DTS_GS_LIFTDOORR) at -553.563 787.127 97.917
- 01C7: remove_object_from_mission_cleanup_list $1804
- 029B: $1809 = init_object -72 (OD_CELLDOOR02) at 384.098 -505.893 9.68
- 0566: $1809 12
- 01C7: remove_object_from_mission_cleanup_list $1809
- 0177: set_object $1809 z_angle_to 0.0
- 029B: $1811 = init_object -73 (CI_JETYGATESCLOSED) at -116.738 1027.729 11.34
- 01C7: remove_object_from_mission_cleanup_list $1811
- 029B: $1812 = init_object -74 (NHAITPLATDR) at -981.114 265.419 8.939
- 01C7: remove_object_from_mission_cleanup_list $1812
- 029B: $1813 = init_object -75 (NHAITPLATDRR) at -981.114 267.607 8.937
- 01C7: remove_object_from_mission_cleanup_list $1813
- 029B: $1814 = init_object -76 (SPAD_DR_CLOSED1) at 465.375 30.336 33.181
- 01C7: remove_object_from_mission_cleanup_list $1814
- 029B: $1815 = init_object -77 (SPAD_DR_CLOSED2) at 465.375 30.336 33.181
- 01C7: remove_object_from_mission_cleanup_list $1815
- 029B: $1816 = init_object -78 (SPAD_DR_CLOSED3) at 464.663 30.336 23.881
- 01C7: remove_object_from_mission_cleanup_list $1816
- 029B: $1817 = init_object -79 (PH_BUILD_DR_CLOSED) at 569.925 52.0 14.616
- 01C7: remove_object_from_mission_cleanup_list $1817
- 034D: unknown_rotate_object $1817 unknown_angle 270.0 270.0 0
- 029B: $1822 = init_object -83 (PRINTDOOOR) at -1063.773 -278.932 13.024
- 01C7: remove_object_from_mission_cleanup_list $1822
- 029B: $1823 = init_object -84 (UNROCKETED_WIN1) at -899.851 -341.061 14.318
- 0566: $1823 3
- 01C7: remove_object_from_mission_cleanup_list $1823
- 029B: $1824 = init_object -85 (BNK_GRILL01) at -899.214 -333.656 21.233
- 0566: $1824 3
- 0382: unknown_set_object $1824 collision_detection 0
- 0392: object $1824 toggle_in_moving_list 0
- 01C7: remove_object_from_mission_cleanup_list $1824
- 029B: $1825 = init_object -85 (BNK_GRILL01) at -899.214 -348.466 21.233
- 0566: $1825 3
- 0382: unknown_set_object $1825 collision_detection 0
- 0392: object $1825 toggle_in_moving_list 0
- 01C7: remove_object_from_mission_cleanup_list $1825
- 029B: $1826 = init_object -85 (BNK_GRILL01) at -907.307 -336.618 23.987
- 0566: $1826 3
- 0382: unknown_set_object $1826 collision_detection 0
- 0392: object $1826 toggle_in_moving_list 0
- 01C7: remove_object_from_mission_cleanup_list $1826
- 029B: $1827 = init_object -85 (BNK_GRILL01) at -907.307 -345.504 23.987
- 0566: $1827 3
- 0382: unknown_set_object $1827 collision_detection 0
- 0392: object $1827 toggle_in_moving_list 0
- 01C7: remove_object_from_mission_cleanup_list $1827
- 029B: $1828 = init_object -85 (BNK_GRILL01) at -915.401 -336.6184 23.987
- 0566: $1828 3
- 0382: unknown_set_object $1828 collision_detection 0
- 0392: object $1828 toggle_in_moving_list 0
- 01C7: remove_object_from_mission_cleanup_list $1828
- 029B: $1829 = init_object -85 (BNK_GRILL01) at -915.401 -345.5 23.987
- 0566: $1829 3
- 0382: unknown_set_object $1829 collision_detection 0
- 0392: object $1829 toggle_in_moving_list 0
- 01C7: remove_object_from_mission_cleanup_list $1829
- 029B: $1013 = init_object -25 (OD_CLBDR_CLOSE) at 490.34 -77.017 11.598
- 01C7: remove_object_from_mission_cleanup_list $1013
- //SETTING UP THNIGS
- 014B: $veh1 = init_car_generator #ADMIRAL 0 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 274.1262 -131.6131 11.4019 angle 238.1687
- 014C: set_parked_car_generator $veh1 cars_to_generate_to 101
- 014B: $veh1 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 339.7272 -260.3898 12.1667 angle 8.6103
- 014C: set_parked_car_generator $veh1 cars_to_generate_to 101
- 032B: $pick1 = create_weapon_pickup #COLT45 15 ammo 187 at 264.0234 -121.1636 12.0752
- 032B: $pick2 = create_weapon_pickup #SNIPER 15 ammo 20 at 266.5475 -249.879 36.1134
- Pickup.Create($pick3,#BODYARMOUR,15,329.7829,-265.0604,12.4681)
- 032B: $pick4 = create_weapon_pickup #TEC9 15 ammo 150 at 161.2798 -389.6965 36.3595
- Pickup.Create($pick5,#HAMMER,15,148.9205,-350.2551,8.8187)
- Pickup.Create($pick6,#KNIFECUR,15,-957.6929 -352.4937 13.382)
- 032B: $pick7 = create_weapon_pickup #M60 15 ammo 100 at -476.3279 -572.2332 12.8897
- Pickup.Create($pick8,#HEALTH,15,-885.3028, -458.5196, 13.1106)
- Pickup.Create($pick9,#HEALTH,15,-817.9742, 1143.4154, 12.4111)
- Pickup.Create($pick10,#HEALTH,15,-138.1335, -985.9462, 10.468)
- Pickup.Create($pick11,#HEALTH,15,470.2286, 695.663, 12.135)
- ///GANGS
- //Anti vercetti (now named Bears)
- 0235: set_gang 3 models_to #WMYCR #WMYST
- 0236: set_gang 3 car_to #SENTXS
- 0237: set_gang 3 primary_weapon_to 24 secondary_weapon_to 18
- //Vercetti
- 0235: set_gang 1 models_to #PGB #PGA
- 0236: set_gang 1 car_to #SABRETUR
- 0237: set_gang 1 primary_weapon_to 27 secondary_weapon_to 23
- //Cubans
- 0236: set_gang 0 car_to #CUBAN
- 0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 10
- //Bear gang zones
- 015C: set_zone_gang_info 'STREET1' 1 20 0 0 0 100 0 0 0 0 0 100
- 0152: set_zone_car_info 'STREET1' 1 20 0 0 0 100 0 0 0 0 0 100
- 015C: set_zone_gang_info 'STREET1' 0 6 0 0 0 200 0 0 0 0 0 100
- 0152: set_zone_car_info 'STREET1' 0 6 0 0 0 200 0 0 0 0 0 100
- 015C: set_zone_gang_info 'CONSTRU' 1 20 0 0 0 100 0 0 0 0 0 100
- 0152: set_zone_car_info 'CONSTRU' 1 20 0 0 0 100 0 0 0 0 0 100
- 015C: set_zone_gang_info 'CONSTRU' 0 6 0 0 0 200 0 0 0 0 0 100
- 0152: set_zone_car_info 'CONSTRU' 0 6 0 0 0 200 0 0 0 0 0 100
- 015C: set_zone_gang_info 'RICH1' 1 20 0 0 0 100 0 0 0 0 0 100
- 0152: set_zone_car_info 'RICH1' 1 20 0 0 0 100 0 0 0 0 0 100
- 015C: set_zone_gang_info 'RICH1' 0 6 0 0 0 200 0 0 0 0 0 100
- 0152: set_zone_car_info 'RICH1' 0 6 0 0 0 200 0 0 0 0 0 100
- 015C: set_zone_gang_info 'SHOP1' 1 20 0 0 0 100 0 0 0 0 0 100
- 0152: set_zone_car_info 'SHOP' 1 20 0 0 0 100 0 0 0 0 0 100
- 015C: set_zone_gang_info 'SHOP1' 0 6 0 0 0 200 0 0 0 0 0 100
- 0152: set_zone_car_info 'SHOP' 0 6 0 0 0 200 0 0 0 0 0 100
- //Vercetti gang zones
- 015C: set_zone_gang_info 'CLUB1' 1 20 0 100 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'CLUB1' 1 20 0 100 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'CLUB1' 0 6 0 200 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'CLUB1' 0 6 0 200 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'BEACH3' 1 20 0 100 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'BEACH3' 1 20 0 100 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'BEACH3' 0 6 0 200 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'BEACH3' 0 6 0 200 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'GANG1' 1 0 0 1000 0 0 0 0 0 0 0 0 //Vercetti Estate
- 0152: set_zone_car_info 'GANG1' 0 0 0 2000 0 0 0 0 0 0 0 0
- 0152: set_zone_car_info 'ICCREAM' 1 0 0 1000 0 0 0 0 0 0 0 0 //Ice cream xddd
- 0152: set_zone_car_info 'ICCREAM' 0 0 0 1000 0 0 0 0 0 0 0 0
- 015C: set_zone_gang_info 'RICH3' 1 20 0 100 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'RICH3' 1 20 0 100 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'RICH3' 0 6 0 200 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'RICH3' 0 6 0 200 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'CARYRD' 1 0 0 1000 0 0 0 0 0 0 0 0 //Sunchine
- 0152: set_zone_car_info 'CARYRD' 0 0 0 1000 0 0 0 0 0 0 0 0
- 0152: set_zone_car_info 'BOATYRD' 1 0 0 1000 0 0 0 0 0 0 0 0 //Boatyard
- 0152: set_zone_car_info 'BOATYRD' 0 0 0 1000 0 0 0 0 0 0 0 0
- 0152: set_zone_car_info 'KAUFCAB' 1 0 0 1000 0 0 0 0 0 0 0 0 //Boatyard
- 0152: set_zone_car_info 'KAUFCAB' 0 0 0 1000 0 0 0 0 0 0 0 0
- 0152: set_zone_car_info 'PRINTWK' 1 0 0 1000 0 0 0 0 0 0 0 0 //Boatyard
- 0152: set_zone_car_info 'PRINTWK' 0 0 0 1000 0 0 0 0 0 0 0 0
- 015C: set_zone_gang_info 'CLUB2' 1 20 0 100 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'CLUB2' 1 20 0 100 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'CLUB2' 0 6 0 200 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'CLUB2' 0 6 0 200 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'OCEAND1' 1 20 0 100 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'OCEAND1' 1 20 0 100 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'OCEAND1' 0 6 0 200 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'OCEAND1' 0 6 0 200 0 0 0 0 0 0 0 100
- //Cuban gang zones
- 015C: set_zone_gang_info 'GHETTO1' 1 20 100 0 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'GHETTO1' 1 20 100 0 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'GHETTO1' 0 6 200 0 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'GHETTO1' 0 6 200 0 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'GHETTO2' 1 20 100 0 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'GHETTO2' 1 20 100 0 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'GHETTO2' 0 6 200 0 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'GHETTO2' 0 6 200 0 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'GANG2' 1 20 100 0 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'GANG2' 1 20 100 0 0 0 0 0 0 0 0 100
- 015C: set_zone_gang_info 'GANG2' 0 6 200 0 0 0 0 0 0 0 0 100
- 0152: set_zone_car_info 'GANG2' 0 6 200 0 0 0 0 0 0 0 0 100
- 022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0
- 022B: create_forbidden_for_peds_cube -894.5508 -312.7657 11.0815 -986.1516 -362.1745 30.0
- //garages
- 0219: $681 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626
- 0219: $682 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732
- 03BB: set_garage $682 door_type_to_swing_open
- 0219: $683 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312
- 0219: $684 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5
- 0219: $685 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2
- //respawn points
- 016C: restart_if_wasted at 493.5 703.1 11.1 90.0
- 016D: restart_if_busted at 508.9 506.8 10.3 174.0
- 016C: restart_if_wasted at -108.3 -974.4 9.4 283.9
- 016D: restart_if_busted at 398.8 -469.7 10.7 323.0
- 016C: restart_if_wasted at -822.7 1157.9 10.1 4.0
- 016D: restart_if_busted at -659.5 760.4 10.5 133.0
- 016C: restart_if_wasted at -885.2 -470.4 12.1 276.0
- 016D: restart_if_busted at -871.9 -682.3 10.2 328.1
- fade 1 1000
- end_thread
- ///////////////////////Mission1_Intro.txt
- :Intro
- thread 'INTRO'
- //initialize cutscene
- 0169: set_fade_color 0 0 0
- 03DE: set_pedestrians_density_multiplier_to 0.0
- 01EB: set_traffic_density_multiplier_to 0.0
- 02A3: enable_widescreen 1
- fade 0 0
- $ONMISSION = 1
- //cars
- Model.Load(#SECURICA)
- Model.Load(#SABRETUR)
- Model.Load(#POLICE)
- //guns
- Model.Load(#M4)
- Model.Load(#RUGER)
- Model.Load(#MP5LNG)
- Model.Load(#COLT45)
- Model.Load(#UZI)
- Model.Load(#MOLOTOV)
- //
- //actors
- //
- //cops
- Model.Load(1)
- Model.Load(3)
- Model.Load(104)
- Model.Load(91) //bank guard
- //vercetti
- Model.Load(96)
- Model.Load(95)
- //bears
- Model.Load(48)
- Model.Load(51)
- 038B: load_requested_models
- //create police car
- Car.Create(1@,#POLICE,-104.306, 79.9554, 22.6236)
- Car.Angle(1@) = 86.8666
- 020A: set_car 1@ door_status_to 1
- 0369: put_player $PLAYER_CHAR in_car 1@
- Player.CanMove($PLAYER_CHAR,False)
- 02C2: car 1@ drive_to_point -930.6845 142.4318 8.8425
- //create cops
- 01C8: $angelo = create_actor_pedtype 19 model 104 in_car 1@ passenger_seat 0
- 01C8: 2@ = create_actor_pedtype 19 model 3 in_car 1@ passenger_seat 1
- 01C8: 3@ = create_actor_pedtype 19 model 1 in_car 1@ passenger_seat 2
- //Label naming convention : <First one or two letter of the missions + D <unsigned index>
- // +D = DIALOGUE
- // +O = OBJECTIVE
- // +H = HELP
- //create text (just a bunch of 0ADF calls that are removed here)
- fade 1 1000
- $cutscenetime = 0.0
- $cutscenestage = 0
- while true
- wait 0
- 0078: $cutscenetime += frame_delta_time * 20.0 // float
- //cutscene finished or skipped
- if or
- 00E1: player 0 pressed_button 15
- //00E1: player 0 pressed_button 16
- 00E1: player 0 pressed_button 19
- $cutscenetime >= 60000.0
- then
- break
- end
- if
- $cutscenetime <= 5000.0
- then
- 00AA: store_car 1@ position_to $px $py $pz
- 00AA: store_car 1@ position_to $px2 $py2 $pz2
- Camera.OnPed($angelo,15,2)
- $py2 += 2.2
- $pz2 += 0.75
- 015F: set_camera_position $px2 $py2 $pz2 rotation 0.0 0.0 0.0
- if
- $cutscenestage == 0
- then
- 00BB: text_lowpriority 'I_D1' time 5000 0
- $cutscenestage = 1
- end
- end
- if and
- $cutscenetime >= 5000.0
- $cutscenetime <= 10000.0
- then
- 00AA: store_car 1@ position_to $px2 $py2 $pz2
- Camera.OnPed($PLAYER_ACTOR,15,2)
- $py2 -= 2.2
- $pz2 += 1.0
- 015F: set_camera_position $px2 $py2 $pz2 rotation 0.0 0.0 0.0
- if
- $cutscenestage == 1
- then
- 00BB: text_lowpriority 'I_D2' time 5000 1
- $cutscenestage = 2
- end
- end
- if and
- $cutscenetime >= 10000.0
- $cutscenetime <= 15000.0
- then
- 00AA: store_car 1@ position_to $px2 $py2 $pz2
- Camera.OnPed(3@,15,2)
- $px2 += 1.5
- $py2 += 2.0
- $pz2 += 1.0
- 015F: set_camera_position $px2 $py2 $pz2 rotation 0.0 0.0 0.0
- if
- $cutscenestage == 2
- then
- 00BB: text_lowpriority 'I_D3' time 5000 1
- $cutscenestage = 3
- end
- end
- if and
- $cutscenetime >= 15000.0
- $cutscenetime <= 20000.0
- then
- 00AA: store_car 1@ position_to $px2 $py2 $pz2
- Camera.OnPed(2@,15,2)
- $px2 += 1.7
- $py2 -= 2.0
- $pz2 += 1.0
- 015F: set_camera_position $px2 $py2 $pz2 rotation 0.0 0.0 0.0
- if
- $cutscenestage == 3
- then
- 00BB: text_lowpriority 'I_D4' time 5000 1
- $cutscenestage = 4
- end
- end
- if and
- $cutscenetime >= 20000.0
- $cutscenetime <= 25000.0
- then
- 00AA: store_car 1@ position_to $px2 $py2 $pz2
- Camera.OnPed($PLAYER_ACTOR,15,2)
- $py2 -= 2.2
- $pz2 += 1.0
- 015F: set_camera_position $px2 $py2 $pz2 rotation 0.0 0.0 0.0
- if
- $cutscenestage == 4
- then
- 00BB: text_lowpriority 'I_D5' time 5000 1
- $cutscenestage = 5
- end
- end
- if and
- $cutscenetime >= 25000.0
- $cutscenetime <= 30000.0
- then
- 00AA: store_car 1@ position_to $px2 $py2 $pz2
- Camera.OnPed(3@,15,2)
- $px2 += 1.5
- $py2 += 2.0
- $pz2 += 1.0
- 015F: set_camera_position $px2 $py2 $pz2 rotation 0.0 0.0 0.0
- if
- $cutscenestage == 5
- then
- 00BB: text_lowpriority 'I_D6' time 5000 1
- $cutscenestage = 6
- end
- end
- end
- 03DE: set_pedestrians_density_multiplier_to 1.0
- 01EB: set_traffic_density_multiplier_to 1.0
- Model.Destroy(#SECURICA)
- Model.Destroy(#SABRETUR)
- Model.Destroy(#POLICE)
- Model.Destroy(#M4)
- Model.Destroy(#RUGER)
- Model.Destroy(#MP5LNG)
- Model.Destroy(#COLT45)
- Model.Destroy(#UZI)
- Model.Destroy(#MOLOTOV)
- Model.Destroy(1)
- Model.Destroy(3)
- Model.Destroy(104)
- Model.Destroy(91)
- Model.Destroy(96)
- Model.Destroy(95)
- Model.Destroy(48)
- Model.Destroy(51)
- 02A3: enable_widescreen 0
- $mission_progress = 1
- Player.CanMove($PLAYER_CHAR,True)
- Actor.RemoveReferences($angelo)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- Car.RemoveReferences(1@)
- $ONMISSION = 0
- mission_cleanup
- end_thread
Add Comment
Please, Sign In to add comment