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  1. :DARKEL2
  2. thread 'DARKEL2'
  3. gosub @DARKEL2_MAIN
  4. if wasted_or_busted
  5. then
  6. gosub @DARKEL2_FAIL
  7. end
  8.  
  9. gosub @DARKEL2_CLEANUP
  10. end_thread
  11.  
  12. :DARKEL2_MAIN
  13. $ONMISSION = 1 // integer values
  14. $DARKEL2_FLAG = 0
  15. increment_mission_attempts
  16. 0247: request_model #CAS_MAN
  17. 0247: request_model #COP
  18. 023C: load_special_actor 1 'EIGHT2'
  19. 038B: load_requested_models
  20.  
  21. while 8248: not model #CAS_MAN available
  22. wait 0
  23. end
  24.  
  25. 01B4: set_player $PLAYER_CHAR frozen_state 0
  26.  
  27. 0169: set_fade_color 1 1 1
  28. fade 0 2000
  29.  
  30. while 016B: fading
  31. wait 0
  32. end
  33.  
  34. 02A3: toggle_widescreen 1
  35. 0171: set_player $PLAYER_CHAR z_angle_to 180.0
  36.  
  37. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
  38. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
  39.  
  40. 0373: set_camera_directly_behind_player
  41. 00BA: text_styled 'DARKST2' 15000 ms 2
  42. 0395: clear_area 1 at 1311.813 -154.5 15.25 range 5.0 5.0
  43.  
  44. 009A: $DARKEL = create_actor 4 #CAS_MAN at 1311.813 -154.5 15.25
  45. 01ED: reset_actor $DARKEL flags
  46. 0350: unknown_actor $DARKEL not_scared_flag 1
  47. 0192: set_actor $DARKEL objective_to_stand_still
  48.  
  49. wait 500
  50.  
  51. 0169: set_fade_color 1 1 1
  52. fade 1 2000
  53.  
  54. wait 5000
  55.  
  56. 015F: set_camera_position 1317.563 -150.6875 17.0 0.0 0.0 0.0
  57. 0159: camera_on_ped $DARKEL 15 2
  58. 0239: actor $PLAYER_ACTOR run_to 1311.8481 -152.2677
  59.  
  60.  
  61. while 80F6: not player $PLAYER_CHAR 0 1311.8481 -152.2677 15.2721 radius 1.0 1.0 2.0
  62. wait 1000
  63. end
  64.  
  65. 0171: set_player $PLAYER_CHAR z_angle_to 180.0
  66.  
  67. 00BB: text_lowpriority 'DARK2A' 5000 ms 1
  68. wait 5000
  69. 00BB: text_lowpriority 'DARK2B' 5000 ms 1
  70. wait 5000
  71. 00BB: text_lowpriority 'DARK2C' 5000 ms 1
  72. wait 5000
  73.  
  74. 0169: set_fade_color 1 1 1
  75. fade 0 2000
  76.  
  77. while 016B: fading
  78. wait 0
  79. end
  80.  
  81. 02EB: restore_camera_with_jumpcut
  82. 0373: set_camera_directly_behind_player
  83.  
  84. 02A3: toggle_widescreen 0
  85.  
  86. 01B4: set_player $PLAYER_CHAR frozen_state 1
  87.  
  88. 009B: destroy_actor_instantly $DARKEL
  89.  
  90. 0249: release_model #CAS_MAN
  91.  
  92. 03BC: $DARKEL2_SPHERE = create_sphere 1271.985 -92.7429 14.8724 2.0 //sphere gdzie odbieramy 8balla
  93. 018A: $DARKEL2_MARKER = create_checkpoint_at 1271.985 -92.7429 14.8724 //marker gdzie odbieramy 8balla
  94.  
  95. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
  96. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
  97.  
  98. fade 1 2000
  99.  
  100.  
  101. while true
  102. wait 0
  103. if and
  104. 0248: model #COP available
  105. 00F6: player $PLAYER_CHAR 0 1271.985 -92.7429 14.8724 radius 1.0 1.0 2.0
  106. then
  107. 01B4: set_player $PLAYER_CHAR frozen_state 0
  108.  
  109. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
  110. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
  111.  
  112. 0169: set_fade_color 1 1 1
  113. fade 0 2000
  114.  
  115. while 016B: fading
  116. wait 0
  117. end
  118.  
  119. 0164: disable_marker $DARKEL2_MARKER
  120. 03BD: destroy_sphere $DARKEL2_SPHERE
  121.  
  122. 0395: clear_area 1 at 1269.4438 -92.417 14.8458 range 2.5 2.5
  123. 0395: clear_area 1 at 1002.6217 -886.6196 15.3549 range 5.0 5.0
  124. 0395: clear_area 1 at 997.3705 -886.6196 15.3599 range 5.0 5.0
  125.  
  126. 009A: $DARKEL2_8BALL = create_actor 21 #SPECIAL01 at 1269.4438 -92.417 14.8458 //8ball
  127. 0173: set_actor $DARKEL2_8BALL z_angle_to 180.0
  128. 0245: set_actor $DARKEL2_8BALL walk_style_to 9
  129. 01ED: reset_actor $DARKEL2_8BALL flags
  130. 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
  131.  
  132. 009A: $DARKEL2_COP1 = create_actor 4 #COP at 1002.6217 -886.6196 15.3549
  133. 0350: unknown_actor $DARKEL2_COP1 not_scared_flag 1
  134. 01B2: give_actor $DARKEL2_COP1 weapon 2 ammo 999
  135. 01B9: set_actor $DARKEL2_COP1 armed_weapon_to 2
  136.  
  137. 009A: $DARKEL2_COP2 = create_actor 4 #COP at 997.3705 -886.6196 15.3599
  138. 0350: unknown_actor $DARKEL2_COP2 not_scared_flag 1
  139. 01B2: give_actor $DARKEL2_COP2 weapon 2 ammo 999
  140. 01B9: set_actor $DARKEL2_COP1 armed_weapon_to 2
  141.  
  142. 018A: $DARKEL2_MARKER2 = create_checkpoint_at 1001.3197 -868.717 14.9552 //marker pod szkołą
  143.  
  144. wait 500
  145.  
  146. 0169: set_fade_color 1 1 1
  147. fade 1 2000
  148.  
  149. 01B4: set_player $PLAYER_CHAR frozen_state 1
  150.  
  151. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
  152. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
  153.  
  154. 01B1: give_player $PLAYER_CHAR weapon 2 ammo 36
  155. 01B8: set_player $PLAYER_CHAR armed_weapon_to 2
  156.  
  157. 00BB: text_lowpriority 'DARK2D' 5000 ms 1
  158.  
  159. break
  160. end
  161. end
  162.  
  163.  
  164. while true
  165. wait 0
  166. if and
  167. 00E3: player $PLAYER_CHAR 0 1001.3197 -868.717 14.9552 radius 15.0 15.0
  168. 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
  169. $DARKEL2_FLAG == 0
  170. then
  171.  
  172. 0187: $DARKEL2_COP1_MARKER = create_marker_above_actor $DARKEL2_COP1 //marker policjanta #1
  173. 0187: $DARKEL2_COP2_MARKER = create_marker_above_actor $DARKEL2_COP2 //marker policjanta #2
  174.  
  175. 0164: disable_marker $DARKEL2_MARKER2
  176.  
  177. 00BB: text_lowpriority 'DARK2E' 5000 ms 1
  178. break
  179. end
  180.  
  181. if and
  182. 0118: actor $DARKEL2_COP1 dead
  183. 0118: actor $DARKEL2_COP2 dead
  184. 00E3: player $PLAYER_CHAR 0 1001.3197 -868.717 radius 15.0 15.0
  185. 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
  186. $DARKEL2_FLAG == 0
  187. then
  188.  
  189. 0164: disable_marker $DARKEL2_MARKER2
  190.  
  191. break
  192. end
  193.  
  194. if and
  195. 8320: not actor $DARKEL2_8BALL in_range_of_player $PLAYER_CHAR
  196. $DARKEL2_FLAG == 0
  197. then
  198.  
  199. $DARKEL2_FLAG = 1
  200.  
  201. 0164: disable_marker $DARKEL2_MARKER2
  202.  
  203. 0187: $DARKEL2_8BALL_MARKER = create_marker_above_actor $DARKEL2_8BALL //marker 8balla gdy gracz jest od niego za bardzo oddalony
  204.  
  205. 00BC: text_highpriority '8BNIR' 5000 ms 1
  206. end
  207.  
  208. if and
  209. 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
  210. $DARKEL2_FLAG == 1
  211. then
  212.  
  213. 0164: disable_marker $DARKEL2_8BALL_MARKER
  214.  
  215. 018A: $DARKEL2_MARKER2 = create_checkpoint_at 1001.3197 -868.717 14.9552 //marker pod szkołą
  216.  
  217. 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
  218.  
  219. $DARKEL2_FLAG = 0
  220. end
  221.  
  222. if 0118: actor $DARKEL2_8BALL dead
  223. then
  224.  
  225. 00BC: text_highpriority 'EBAL_4' 5000 ms 1
  226. gosub @DARKEL2_FAIL
  227. return
  228. end
  229. end
  230.  
  231. while true
  232. wait 0
  233. if and
  234. 0118: actor $DARKEL2_COP1 dead
  235. 0118: actor $DARKEL2_COP2 dead
  236. 00E3: player $PLAYER_CHAR 0 1001.3197 -868.717 radius 15.0 15.0
  237. 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
  238. $DARKEL2_FLAG == 0
  239. then
  240. 0164: disable_marker $DARKEL2_COP1_MARKER
  241. 0164: disable_marker $DARKEL2_COP2_MARKER
  242.  
  243. 01B4: set_player $PLAYER_CHAR frozen_state 0
  244.  
  245. 0169: set_fade_color 1 1 1
  246. fade 0 2000
  247.  
  248. while 016B: fading
  249. wait 0
  250. end
  251.  
  252. 0249: release_model #COP
  253.  
  254. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
  255. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
  256.  
  257. 02A3: toggle_widescreen 1
  258.  
  259. 0395: clear_area 1 at 1001.0668 -867.2028 14.9552 range 5.0 5.0
  260.  
  261. 0171: set_player $PLAYER_CHAR z_angle_to 180.0
  262. 012A: put_player $PLAYER_CHAR at 1001.0668 -867.2028 14.9552 and_remove_from_car
  263.  
  264. 009B: destroy_actor_instantly $DARKEL2_8BALL
  265.  
  266. 009A: $DARKEL2_8BALL = create_actor 21 #SPECIAL01 at 1002.4529 -867.3378 14.9552 //8ball
  267. 0173: set_actor $DARKEL2_8BALL z_angle_to 180.0
  268. 0245: set_actor $DARKEL2_8BALL walk_style_to 9
  269. 01ED: reset_actor $DARKEL2_8BALL flags
  270.  
  271. wait 500
  272.  
  273. fade 1 2000
  274.  
  275. 00BB: text_lowpriority 'DARK2F' 5000 ms 1
  276. wait 5000
  277. 00BB: text_lowpriority 'DARK2G' 5000 ms 1
  278. wait 5000
  279.  
  280. 015F: set_camera_position 1006.1841 -884.4553 20.0 0.0 0.0 0.0
  281. 0160: point_camera 999.512 -875.0303 14.9552 2
  282.  
  283. 0239: actor $DARKEL2_8BALL run_to 1000.162 -887.278
  284.  
  285. break
  286. end
  287.  
  288. if 0118: actor $DARKEL2_COP1 dead
  289. then
  290. 0164: disable_marker $DARKEL2_COP1_MARKER
  291. end
  292.  
  293. if 0118: actor $DARKEL2_COP2 dead
  294. then
  295. 0164: disable_marker $DARKEL2_COP2_MARKER
  296. end
  297.  
  298. if 0118: actor $DARKEL2_8BALL dead
  299. then
  300.  
  301. 00BC: text_highpriority 'EBAL_4' 5000 ms 1
  302. gosub @DARKEL2_FAIL
  303. return
  304. end
  305. end
  306.  
  307.  
  308. while 80FF: not actor $DARKEL2_8BALL 0 1000.162 -887.278 15.365 radius 2.0 2.0 2.0
  309. wait 0
  310. end
  311.  
  312. 0169: set_fade_color 1 1 1
  313. fade 0 2000
  314.  
  315. while 016B: fading
  316. wait 0
  317. end
  318.  
  319. 009B: destroy_actor_instantly $DARKEL2_8BALL
  320.  
  321. 01B4: set_player $PLAYER_CHAR frozen_state 1
  322.  
  323. 02A3: toggle_widescreen 0
  324.  
  325. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
  326. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
  327.  
  328. 02EB: restore_camera_with_jumpcut
  329. 0373: set_camera_directly_behind_player
  330.  
  331. 00BB: text_lowpriority 'DARK2H' 5000 ms 1
  332.  
  333. 0169: set_fade_color 1 1 1
  334. fade 1 2000
  335.  
  336. wait 15000
  337.  
  338. 01B4: set_player $PLAYER_CHAR frozen_state 0
  339.  
  340. 02A3: toggle_widescreen 1
  341.  
  342. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
  343. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
  344.  
  345. 015F: set_camera_position 1006.1841 -884.4553 20.0 0.0 0.0 0.0
  346. 0160: point_camera 999.512 -875.0303 14.9552 2
  347.  
  348. 009A: $DARKEL2_8BALL = create_actor 21 #SPECIAL01 at 1000.9454 -884.3353 15.2762 //8ball
  349. 0245: set_actor $DARKEL2_8BALL walk_style_to 9
  350. 01ED: reset_actor $DARKEL2_8BALL flags
  351.  
  352. 0239: actor $DARKEL2_8BALL run_to 1008.6143 -842.4811
  353.  
  354. wait 5000
  355.  
  356. 00BB: text_lowpriority 'DARK2I' 3000 ms 1
  357.  
  358. 01B4: set_player $PLAYER_CHAR frozen_state 1
  359.  
  360. 02A3: toggle_widescreen 0
  361.  
  362. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
  363. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
  364.  
  365. 02EB: restore_camera_with_jumpcut
  366. 0373: set_camera_directly_behind_player
  367.  
  368. if 0118: actor $DARKEL2_8BALL dead
  369. then
  370.  
  371. 00BC: text_highpriority 'EBAL_4' 5000 ms 1
  372. gosub @DARKEL2_FAIL
  373. return
  374. end
  375.  
  376.  
  377. while 80FF: not actor $DARKEL2_8BALL 0 1008.6143 -842.4811 14.964 radius 3.0 3.0 3.0
  378. wait 0
  379. end
  380.  
  381. 01B4: set_player $PLAYER_CHAR frozen_state 0
  382.  
  383. 02A3: toggle_widescreen 1
  384.  
  385. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
  386. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
  387.  
  388. 015F: set_camera_position 1046.56 -836.397 40.0 0.0 0.0 0.0
  389. 0160: point_camera 1014.59 -885.365 20.0 2
  390.  
  391. wait 300
  392. shake_camera 300
  393. 020C: create_explosion 5 at 1000.0 -886.122 15.361
  394. 02CF: $DARKEL2_FIRE = create_fire_at 1000.0 -886.122 15.361
  395. 020C: create_explosion 5 at 995.669 -885.658 22.561
  396. wait 300
  397. shake_camera 300
  398. 020C: create_explosion 5 at 1005.67 -885.658 23.461
  399. wait 300
  400. shake_camera 500
  401. 020C: create_explosion 5 at 1015.67 -885.658 21.761
  402. wait 300
  403. shake_camera 300
  404. 020C: create_explosion 5 at 1027.37 -885.658 23.061
  405. wait 300
  406. shake_camera 500
  407. 020C: create_explosion 5 at 1020.44 -892.939 28.961
  408. wait 300
  409. shake_camera 600
  410. 020C: create_explosion 5 at 1004.72 -894.25 29.261
  411. wait 500
  412. shake_camera 500
  413. 020C: create_explosion 5 at 997.399 -885.746 29.761
  414. wait 400
  415. shake_camera 700
  416. 020C: create_explosion 5 at 996.847 -897.27 32.161
  417. wait 400
  418. shake_camera 300
  419. 039D: scatter_particles 15 5.0 0 0 0 5000 at 1016.02 -889.506 27.961 0.0 0.0 0.0
  420. 020C: create_explosion 5 at 1016.02 -889.506 27.961
  421.  
  422. 010D: set_player $PLAYER_CHAR wanted_level_to 4
  423.  
  424. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
  425. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
  426.  
  427. 01B4: set_player $PLAYER_CHAR frozen_state 1
  428.  
  429. 02A3: toggle_widescreen 0
  430.  
  431. 02EB: restore_camera_with_jumpcut
  432. 0373: set_camera_directly_behind_player
  433.  
  434. 03BC: $DARKEL2_SPHERE3 = create_sphere 1273.48 -95.6274 14.8754 5.0
  435. 018A: $DARKEL2_MARKER3 = create_checkpoint_at 1273.48 -95.6274 14.8754
  436.  
  437. 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
  438.  
  439. 00BB: text_lowpriority 'DARK2J' 5000 ms 1
  440.  
  441. if 0118: actor $DARKEL2_8BALL dead
  442. then
  443.  
  444. 00BC: text_highpriority 'EBAL_4' 5000 ms 1
  445. gosub @DARKEL2_FAIL
  446. return
  447. end
  448.  
  449.  
  450. while true
  451. wait 0
  452. if and
  453. 00E3: player $PLAYER_CHAR 0 1273.48 -95.6274 radius 3.0 3.0
  454. 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
  455. then
  456.  
  457. 01B4: set_player $PLAYER_CHAR frozen_state 0
  458.  
  459. 0169: set_fade_color 1 1 1
  460. fade 0 2000
  461.  
  462. while 016B: fading
  463. wait 0
  464. end
  465.  
  466. 009B: destroy_actor_instantly $DARKEL2_8BALL
  467.  
  468. 0164: disable_marker $DARKEL2_MARKER3
  469. 03BD: destroy_sphere $DARKEL2_SPHERE3
  470.  
  471. 01E3: text_1number_styled 'M_PASS' 3000 5000 ms 1 // MISSION PASSED! $~1~
  472. 0394: play_music 1
  473. 0109: player $PLAYER_CHAR money += 3000
  474. 0164: disable_marker $DARKEL_MISSION_MARKER
  475.  
  476. fade 1 2000
  477.  
  478. 01B4: set_player $PLAYER_CHAR frozen_state 1
  479.  
  480. return
  481. end
  482.  
  483. if and
  484. 8320: not actor $DARKEL2_8BALL in_range_of_player $PLAYER_CHAR
  485. $DARKEL2_FLAG == 0
  486. then
  487.  
  488. $DARKEL2_FLAG = 1
  489.  
  490. 0187: $DARKEL2_8BALL_MARKER = create_marker_above_actor $DARKEL2_8BALL //marker 8balla gdy gracz jest od niego za bardzo oddalony
  491.  
  492. 0164: disable_marker $DARKEL2_MARKER3
  493. 03BD: destroy_sphere $DARKEL2_SPHERE3
  494.  
  495. 00BC: text_highpriority '8BNIR' 5000 ms 1
  496. end
  497.  
  498. if and
  499. 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
  500. $DARKEL2_FLAG == 1
  501. then
  502.  
  503. 0164: disable_marker $DARKEL2_8BALL_MARKER
  504.  
  505. $DARKEL2_FLAG = 0
  506.  
  507. 03BC: $DARKEL2_SPHERE3 = create_sphere 1273.48 -95.6274 14.8754 5.0
  508. 018A: $DARKEL2_MARKER3 = create_checkpoint_at 1273.48 -95.6274 14.8754
  509.  
  510. 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
  511.  
  512. 00BB: text_lowpriority 'DARK2J' 5000 ms 1
  513. end
  514.  
  515. if 0118: actor $DARKEL2_8BALL dead
  516. then
  517.  
  518. 00BC: text_highpriority 'EBAL_4' 5000 ms 1
  519. gosub @DARKEL2_FAIL
  520. return
  521. end
  522. end
  523.  
  524. :DARKEL2_FAIL
  525. 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED!
  526. return
  527.  
  528. :DARKEL2_CLEANUP
  529. mission_cleanup
  530. $ONMISSION = 0
  531.  
  532. 0249: release_model #CAS_MAN
  533. 0249: release_model #COP
  534. 0296: unload_special_actor 1
  535.  
  536. 0164: disable_marker $DARKEL2_MARKER
  537. 03BD: destroy_sphere $DARKEL2_SPHERE
  538. 0164: disable_marker $DARKEL2_MARKER2
  539. 03BD: destroy_sphere $DARKEL2_SPHERE2
  540. 0164: disable_marker $DARKEL2_MARKER3
  541. 03BD: destroy_sphere $DARKEL2_SPHERE3
  542.  
  543. 0164: disable_marker $DARKEL2_8BALL_MARKER
  544.  
  545. 01C2: remove_references_to_actor $DARKEL2_8BALL // Like turning an actor into a random pedestrian
  546. 01C2: remove_references_to_actor $DARKEL2_COP1 // Like turning an actor into a random pedestrian
  547. 01C2: remove_references_to_actor $DARKEL2_COP2 // Like turning an actor into a random pedestrian
  548. return
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