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kenji1.sc

Feb 7th, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // *****************************************************************************************
  4. // *****************************************************************************************
  5. // *****************************************Kenji mission 1*********************************
  6. // ******************************************KANBU BUST OUT*********************************
  7. // *****************************************************************************************
  8. // *****************************************************************************************
  9. // *****************************************************************************************
  10.  
  11. SCRIPT_NAME kenji1
  12.  
  13. // Mission start stuff
  14.  
  15. GOSUB mission_start_kenji1
  16.  
  17. IF HAS_DEATHARREST_BEEN_EXECUTED
  18. GOSUB mission_kenji1_failed
  19. ENDIF
  20.  
  21. GOSUB mission_cleanup_kenji1
  22.  
  23. MISSION_END
  24.  
  25. // Variables for mission
  26.  
  27. VAR_INT mission_cop_car_km1
  28.  
  29. VAR_INT radar_blip_coord1_km1
  30.  
  31. VAR_INT radar_blip_coord2_km1
  32.  
  33. VAR_INT radar_blip_coord3_km1
  34.  
  35. VAR_INT flag_player_had_car_message_km1
  36.  
  37. VAR_INT flag_player_had_bomb_message_km1
  38.  
  39. VAR_INT flag_player_got_cops_message_km1
  40.  
  41. VAR_INT yakuza_ped1_km1
  42.  
  43. VAR_INT mission_car_km1
  44.  
  45. VAR_INT flag_player_wanted_level_changed
  46.  
  47. VAR_INT flag_blip_on_yakuza_ped1_km1
  48.  
  49. VAR_INT radar_blip_ped1_km1
  50.  
  51. VAR_INT flag_car_got_bomb_km1
  52.  
  53. VAR_INT total_counter_km1
  54.  
  55. VAR_INT counter_bomb_km1
  56.  
  57. VAR_INT counter_police_km1
  58.  
  59. VAR_INT car_km1 //Car at end at dojo
  60.  
  61. VAR_INT flag_had_bomb_message_km1
  62.  
  63. VAR_INT flag_blip_on_km1
  64.  
  65. VAR_INT flag_area_bomb_message_km1
  66.  
  67. VAR_INT police_alarm
  68.  
  69. VAR_INT spray_blip_km1
  70.  
  71. VAR_INT flag_spray_blip_on_km1
  72.  
  73. VAR_INT flag_bomb_km1
  74.  
  75. VAR_INT cell_beating
  76.  
  77. VAR_INT debris1
  78.  
  79. VAR_INT debris2
  80.  
  81. VAR_INT debris3
  82.  
  83. VAR_INT debris4
  84.  
  85. VAR_FLOAT debris1_x
  86.  
  87. VAR_FLOAT debris1_y
  88.  
  89. VAR_FLOAT debris1_z
  90.  
  91. VAR_FLOAT debris2_x
  92.  
  93. VAR_FLOAT debris2_y
  94.  
  95. VAR_FLOAT debris2_z
  96.  
  97. VAR_FLOAT debris3_x
  98.  
  99. VAR_FLOAT debris3_y
  100.  
  101. VAR_FLOAT debris3_z
  102.  
  103. VAR_FLOAT debris4_x
  104.  
  105. VAR_FLOAT debris4_y
  106.  
  107. VAR_FLOAT debris4_z
  108.  
  109. VAR_INT flag_dojo_blip_on
  110.  
  111. VAR_INT flag_player_wanted
  112.  
  113. VAR_INT flag_kanbu_in_group
  114.  
  115. VAR_INT sphere_km1
  116.  
  117. VAR_INT flag_player_had_dome_message_km1
  118.  
  119. VAR_INT flag_played_cop_radio_km1
  120.  
  121. // ****************************************Mission Start************************************
  122.  
  123. mission_start_kenji1:
  124.  
  125. flag_player_on_mission = 1
  126.  
  127. flag_player_on_kenji_mission = 1
  128.  
  129. REGISTER_MISSION_GIVEN
  130.  
  131. WAIT 0
  132.  
  133. flag_player_had_car_message_km1 = 0
  134.  
  135. flag_player_had_bomb_message_km1 = 0
  136.  
  137. flag_player_got_cops_message_km1 = 0
  138.  
  139. flag_player_wanted_level_changed = 0
  140.  
  141. flag_blip_on_yakuza_ped1_km1 = 0
  142.  
  143. flag_car_got_bomb_km1 = 0
  144.  
  145. total_counter_km1 = 0
  146.  
  147. counter_bomb_km1 = 0
  148.  
  149. counter_police_km1 = 0
  150.  
  151. flag_had_bomb_message_km1 = 0
  152.  
  153. flag_blip_on_km1 = 0
  154.  
  155. blob_flag = 1
  156.  
  157. flag_area_bomb_message_km1 = 0
  158.  
  159. flag_spray_blip_on_km1 = 0
  160.  
  161. flag_bomb_km1 = 0
  162.  
  163. debris1_x = 0.0
  164.  
  165. debris1_y = 0.0
  166.  
  167. debris1_z = 0.0
  168.  
  169. debris2_x = 0.0
  170.  
  171. debris2_y = 0.0
  172.  
  173. debris2_z = 0.0
  174.  
  175. debris3_x = 0.0
  176.  
  177. debris3_y = 0.0
  178.  
  179. debris3_z = 0.0
  180.  
  181. debris4_x = 0.0
  182.  
  183. debris4_y = 0.0
  184.  
  185. debris4_z = 0.0
  186.  
  187. flag_dojo_blip_on = 0
  188.  
  189. flag_player_wanted = 0
  190.  
  191. flag_kanbu_in_group = 0
  192.  
  193. flag_player_had_dome_message_km1 = 0
  194.  
  195. flag_played_cop_radio_km1 = 0
  196.  
  197.  
  198. {
  199.  
  200. IF flag_need_wall_change_km1 = 1
  201. SWAP_NEAREST_BUILDING_MODEL 328.026 -1090.262 26.941 2.0 police_celhole police_cell_wall
  202. flag_need_wall_change_km1 = 0
  203. ENDIF
  204.  
  205. // ****************************************START OF CUTSCENE********************************
  206.  
  207. /*
  208. IF CAN_PLAYER_START_MISSION player
  209. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  210. ELSE
  211. GOTO mission_kenji1_failed
  212. ENDIF
  213.  
  214. SET_FADING_COLOUR 0 0 0
  215.  
  216. DO_FADE 1500 FADE_OUT
  217.  
  218. PRINT_BIG ( KM1 ) 15000 2 //"Kanbu Bust out"
  219.  
  220. SWITCH_STREAMING OFF
  221. */
  222.  
  223. // Cutscene stuff
  224.  
  225. LOAD_SPECIAL_CHARACTER 1 KENJI
  226. REQUEST_MODEL PED_GANG_YAKUZA_A
  227. REQUEST_MODEL casino_garden
  228.  
  229. LOAD_SPECIAL_MODEL cut_obj1 KENJIH
  230. LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
  231.  
  232. /*
  233. WHILE GET_FADING_STATUS
  234.  
  235. WAIT 0
  236.  
  237. ENDWHILE
  238. */
  239.  
  240. LOAD_ALL_MODELS_NOW
  241.  
  242. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  243. OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A
  244. OR NOT HAS_MODEL_LOADED cut_obj1
  245. OR NOT HAS_MODEL_LOADED cut_obj2
  246. OR NOT HAS_MODEL_LOADED casino_garden
  247.  
  248. WAIT 0
  249.  
  250. ENDWHILE
  251.  
  252. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE
  253.  
  254. LOAD_CUTSCENE k1_kbo
  255.  
  256. SET_CUTSCENE_OFFSET 476.380 -1382.168 67.347
  257.  
  258. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  259.  
  260. SET_CUTSCENE_ANIM cs_player player
  261.  
  262. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_kenji
  263.  
  264. SET_CUTSCENE_ANIM cs_kenji kenji
  265.  
  266. CREATE_CUTSCENE_OBJECT PED_GANG_YAKUZA_A cs_yakuza
  267.  
  268. SET_CUTSCENE_ANIM cs_yakuza gang07
  269.  
  270. CREATE_CUTSCENE_HEAD cs_kenji CUT_OBJ1 cs_kenjihead
  271.  
  272. SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
  273.  
  274. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
  275.  
  276. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  277.  
  278. CLEAR_AREA 459.1 -1413.0 25.11 1.0 TRUE
  279.  
  280. SET_PLAYER_COORDINATES player 459.1 -1413.0 25.11
  281.  
  282. SET_PLAYER_HEADING player 132.0
  283.  
  284. DO_FADE 1500 FADE_IN
  285.  
  286. SWITCH_RUBBISH OFF
  287.  
  288. SWITCH_STREAMING ON
  289.  
  290. START_CUTSCENE
  291.  
  292. // Displays cutscene text
  293.  
  294. GET_CUTSCENE_TIME cs_time
  295.  
  296. WHILE cs_time < 8392
  297. WAIT 0
  298. GET_CUTSCENE_TIME cs_time
  299. ENDWHILE
  300.  
  301. PRINT_NOW ( KM1_A ) 10000 1 //"My sister speaks highly of you,"
  302.  
  303. WHILE cs_time < 9918
  304. WAIT 0
  305. GET_CUTSCENE_TIME cs_time
  306. ENDWHILE
  307.  
  308. PRINT_NOW ( KM1_E ) 10000 1 //"though I am yet to be convinced that a gaijin can offer anything but disappointment. We shall see..."
  309.  
  310. WHILE cs_time < 13732
  311. WAIT 0
  312. GET_CUTSCENE_TIME cs_time
  313. ENDWHILE
  314.  
  315. PRINT_NOW ( KM1_B ) 10000 1 //"Perhaps you could help deal with a situation that has me at a disadvantage."
  316.  
  317. WHILE cs_time < 17547
  318. WAIT 0
  319. GET_CUTSCENE_TIME cs_time
  320. ENDWHILE
  321.  
  322. PRINT_NOW ( KM1_F ) 10000 1 //"Of course failure has it's own disgrace."
  323.  
  324. WHILE cs_time < 20683
  325. WAIT 0
  326. GET_CUTSCENE_TIME cs_time
  327. ENDWHILE
  328.  
  329. PRINT_NOW ( KM1_C ) 10000 1 //"A Yakuza Kanbu is in custody awaiting transfer for trial."
  330.  
  331. WHILE cs_time < 23650
  332. WAIT 0
  333. GET_CUTSCENE_TIME cs_time
  334. ENDWHILE
  335.  
  336. PRINT_NOW ( KM1_G ) 10000 1 //"He is a valued member of the family."
  337.  
  338. WHILE cs_time < 25430
  339. WAIT 0
  340. GET_CUTSCENE_TIME cs_time
  341. ENDWHILE
  342.  
  343. PRINT_NOW ( KM1_H ) 10000 1 //"Break him out of custody and get him to the dojo."
  344.  
  345. WHILE cs_time < 28749
  346. WAIT 0
  347. GET_CUTSCENE_TIME cs_time
  348. ENDWHILE
  349.  
  350. CLEAR_THIS_PRINT ( KM1_H )
  351.  
  352. WHILE cs_time < 31200
  353. WAIT 0
  354. GET_CUTSCENE_TIME cs_time
  355. ENDWHILE
  356.  
  357. DO_FADE 1500 FADE_OUT
  358.  
  359. WHILE NOT HAS_CUTSCENE_FINISHED
  360. WAIT 0
  361. ENDWHILE
  362.  
  363. CLEAR_PRINTS
  364.  
  365. WHILE GET_FADING_STATUS
  366. WAIT 0
  367. ENDWHILE
  368.  
  369. CLEAR_CUTSCENE
  370.  
  371. SWITCH_RUBBISH ON
  372.  
  373. SET_CAMERA_IN_FRONT_OF_PLAYER
  374.  
  375. WAIT 500
  376.  
  377. DO_FADE 1500 FADE_IN
  378.  
  379.  
  380. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
  381.  
  382. UNLOAD_SPECIAL_CHARACTER 1
  383. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  384. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  385. MARK_MODEL_AS_NO_LONGER_NEEDED casino_garden
  386.  
  387. // *******************************************END OF CUTSCENE*******************************
  388.  
  389. PRINT_NOW ( KM1_1 ) 5000 1 //"Steal a cop car!"
  390.  
  391. REQUEST_MODEL rubble01
  392. REQUEST_MODEL rubble02
  393. LOAD_MISSION_AUDIO K1_A
  394.  
  395. WHILE NOT HAS_MODEL_LOADED rubble01
  396. OR NOT HAS_MODEL_LOADED rubble02
  397. OR NOT HAS_MISSION_AUDIO_LOADED
  398.  
  399. WAIT 0
  400.  
  401. ENDWHILE
  402.  
  403. // waiting for the player to be in a cop car
  404.  
  405. ADD_CONTINUOUS_SOUND 326.4 -1092.4 26.0 SOUND_POLICE_CELL_BEATING_LOOP_L cell_beating
  406.  
  407. WHILE NOT IS_PLAYER_IN_MODEL player CAR_POLICE
  408.  
  409. WAIT 0
  410.  
  411. ENDWHILE
  412.  
  413. STORE_CAR_PLAYER_IS_IN player mission_cop_car_km1
  414.  
  415. PRINT_NOW ( KM1_2 ) 5000 1 //"Get the car rigged with a bomb!"
  416.  
  417. ADD_SPHERE 373.9 -576.4 25.1 4.0 sphere_km1
  418.  
  419. ADD_SPRITE_BLIP_FOR_COORD 380.0 -577.0 25.1 RADAR_SPRITE_BOMB radar_blip_coord1_km1
  420.  
  421. // waiting for the cop car to be rigged
  422.  
  423. WHILE NOT flag_car_got_bomb_km1 = 1
  424.  
  425. WAIT 0
  426.  
  427. IF IS_PLAYER_IN_MODEL player CAR_POLICE
  428.  
  429. STORE_CAR_PLAYER_IS_IN player mission_cop_car_km1
  430.  
  431. IF flag_player_had_car_message_km1 = 1
  432. ADD_SPRITE_BLIP_FOR_COORD 380.0 -577.0 25.1 RADAR_SPRITE_BOMB radar_blip_coord1_km1
  433.  
  434. IF flag_player_had_dome_message_km1 = 0
  435. ADD_SPHERE 373.9 -576.4 25.1 4.0 sphere_km1
  436. ENDIF
  437.  
  438. flag_player_had_car_message_km1 = 0
  439. ENDIF
  440.  
  441. IF IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMED
  442. flag_car_got_bomb_km1 = 1
  443. ELSE
  444.  
  445. IF flag_had_bomb_message_km1 = 0
  446. PRINT_NOW ( KM1_2 ) 5000 1 //"Get the car rigged with a bomb!"
  447. flag_had_bomb_message_km1 = 1
  448. ENDIF
  449.  
  450. ENDIF
  451.  
  452. ELSE
  453.  
  454. IF flag_player_had_car_message_km1 = 0
  455. PRINT_NOW ( KM1_4 ) 7000 1 //"Get a cop car and get on with the mission"
  456. REMOVE_BLIP radar_blip_coord1_km1
  457. REMOVE_SPHERE sphere_km1
  458. flag_player_had_car_message_km1 = 1
  459. ENDIF
  460.  
  461. flag_had_bomb_message_km1 = 0
  462.  
  463. ENDIF
  464.  
  465. IF LOCATE_PLAYER_IN_CAR_2D player 373.9 -576.4 2.0 2.0 FALSE
  466.  
  467. IF flag_player_had_dome_message_km1 = 0
  468. PRINT_HELP ( KM1_13 ) //"Drive the car...
  469. REMOVE_SPHERE sphere_km1
  470. flag_player_had_dome_message_km1 = 1
  471. ENDIF
  472.  
  473. ELSE
  474. flag_player_had_dome_message_km1 = 0
  475. ENDIF
  476.  
  477.  
  478.  
  479. ENDWHILE
  480.  
  481. REMOVE_BLIP radar_blip_coord1_km1
  482.  
  483. REMOVE_SPHERE sphere_km1
  484.  
  485. PRINT_NOW ( KM1_5 ) 7000 1 //"Okay now go to the police station
  486.  
  487. ADD_BLIP_FOR_COORD 327.0 -1086.0 -100.0 radar_blip_coord2_km1
  488.  
  489. blob_flag = 1
  490.  
  491. flag_blip_on_km1 = 1
  492.  
  493. // waiting for the player to activate the car bomb and the car to be in the area
  494.  
  495. blob_flag = 1
  496.  
  497. WHILE counter_bomb_km1 = 0
  498.  
  499. WAIT 0
  500.  
  501. IF flag_area_bomb_message_km1 = 0
  502.  
  503. IF IS_PLAYER_IN_MODEL player CAR_POLICE
  504.  
  505. STORE_CAR_PLAYER_IS_IN player mission_cop_car_km1
  506.  
  507. flag_player_had_car_message_km1 = 0
  508.  
  509. IF IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMED
  510. OR IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMEDACTIVE
  511.  
  512. IF flag_player_had_bomb_message_km1 = 1
  513. REMOVE_BLIP radar_blip_coord1_km1 // bombshop
  514. flag_player_had_bomb_message_km1 = 0
  515. ENDIF
  516.  
  517. IF flag_blip_on_km1 = 0
  518. ADD_BLIP_FOR_COORD 327.0 -1086.0 -100.0 radar_blip_coord2_km1 // police station
  519. flag_blip_on_km1 = 1
  520. blob_flag = 1
  521. ENDIF
  522.  
  523. IF IS_CAR_IN_AREA_3D mission_cop_car_km1 331.7 -1091.0 24.0 323.7 -1078.3 33.0 blob_flag
  524.  
  525. GET_CONTROLLER_MODE controlmode
  526.  
  527. IF flag_bomb_km1 = 0
  528.  
  529. IF controlmode = 0
  530. PRINT_HELP ( KM1_8A ) //"Press circle to detonate the bomb, remember to get out of the way!"
  531. ENDIF
  532.  
  533. IF controlmode = 1
  534. PRINT_HELP ( KM1_8A ) //"Press circle to detonate the bomb, remember to get out of the way!"
  535. ENDIF
  536.  
  537. IF controlmode = 2
  538. PRINT_HELP ( KM1_8A ) //"Press circle to detonate the bomb, remember to get out of the way!"
  539. ENDIF
  540.  
  541. IF controlmode = 3
  542. PRINT_HELP ( KM1_8D ) //"Press circle to detonate the bomb, remember to get out of the way!"
  543. ENDIF
  544.  
  545. flag_bomb_km1 = 1
  546.  
  547. ENDIF
  548.  
  549. IF IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMEDACTIVE
  550. counter_bomb_km1 = 1
  551. flag_area_bomb_message_km1 = 1
  552. ELSE
  553. flag_area_bomb_message_km1 = 0
  554. //counter_bomb_km1 = 0
  555. ENDIF
  556.  
  557. ENDIF
  558.  
  559. ELSE
  560.  
  561. IF flag_area_bomb_message_km1 = 0
  562.  
  563. IF flag_player_had_bomb_message_km1 = 0
  564. PRINT_NOW ( KM1_6 ) 7000 1 //"Get a bomb fitted to the car!"
  565. ADD_SPRITE_BLIP_FOR_COORD 380.0 -577.0 25.1 RADAR_SPRITE_BOMB radar_blip_coord1_km1 //bombshop
  566. flag_player_had_bomb_message_km1 = 1
  567.  
  568. IF flag_blip_on_km1 = 1
  569. REMOVE_BLIP radar_blip_coord2_km1 // police station
  570. flag_blip_on_km1 = 0
  571. blob_flag = 0
  572. ENDIF
  573.  
  574. ENDIF
  575.  
  576. ENDIF
  577.  
  578. ENDIF
  579.  
  580. ELSE
  581.  
  582. blob_flag = 0
  583.  
  584. IF flag_player_had_car_message_km1 = 0
  585. PRINT_NOW ( KM1_4 ) 7000 1 //"Get a cop car and get on with the mission"
  586. REMOVE_BLIP radar_blip_coord2_km1 // Police station
  587. flag_blip_on_km1 = 0
  588. flag_player_had_car_message_km1 = 1
  589. ENDIF
  590.  
  591. IF flag_player_had_bomb_message_km1 = 1
  592. REMOVE_BLIP radar_blip_coord1_km1 // bombshop
  593. flag_player_had_bomb_message_km1 = 0
  594. ENDIF
  595.  
  596. ENDIF
  597.  
  598. ENDIF
  599.  
  600. ENDWHILE
  601.  
  602. CLEAR_HELP
  603.  
  604. REMOVE_BLIP radar_blip_coord2_km1 // police station
  605.  
  606. // Waiting for the player to destroy the car outside the cell
  607.  
  608. WHILE NOT IS_EXPLOSION_IN_AREA EXPLOSION_CAR 323.3 -1072.6 24.0 335.5 -1094.0 33.0
  609.  
  610. IF IS_CAR_DEAD mission_cop_car_km1
  611. PRINT_NOW ( KM1_11 ) 5000 1 //"You have alerted the cops"
  612. ALTER_WANTED_LEVEL_NO_DROP player 3
  613. GOTO mission_kenji1_failed
  614. ENDIF
  615.  
  616. WAIT 0
  617.  
  618. ENDWHILE
  619.  
  620. IF NOT IS_CAR_DEAD mission_cop_car_km1
  621. PRINT_NOW ( KM1_11 ) 5000 1 //"You have alerted the cops"
  622. ALTER_WANTED_LEVEL_NO_DROP player 3
  623. GOTO mission_kenji1_failed
  624. ELSE
  625.  
  626. GOSUB wall_explosion
  627.  
  628. ENDIF
  629.  
  630. REMOVE_SOUND cell_beating
  631.  
  632. ADD_CONTINUOUS_SOUND 328.418 -1088.174 28.3 SOUND_BANK_ALARM_LOOP_L police_alarm
  633.  
  634. CLEAR_AREA 327.0 -1086.0 -100.0 4.0 TRUE
  635.  
  636. SWAP_NEAREST_BUILDING_MODEL 328.026 -1090.262 26.941 2.0 police_cell_wall police_celhole
  637.  
  638. flag_need_wall_change_km1 = 1 // If player fails the wall needs to be changed back
  639.  
  640. REMOVE_BLIP radar_blip_coord2_km1
  641.  
  642. WAIT 500
  643.  
  644. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 328.2 -1092.2 24.9 yakuza_ped1_km1
  645.  
  646. SET_CHAR_RUNNING yakuza_ped1_km1 TRUE
  647.  
  648. CLEAR_CHAR_THREAT_SEARCH yakuza_ped1_km1
  649.  
  650. SET_PLAYER_AS_LEADER yakuza_ped1_km1 player
  651.  
  652. PRINT_NOW ( KM1_12 ) 7000 1 //"Get him to the dojo but get rid of the cops first!"
  653.  
  654. ALTER_WANTED_LEVEL_NO_DROP player 3
  655.  
  656. ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km1
  657.  
  658. // waiting for the player to get rid of his wanted level
  659.  
  660. timera = 0
  661.  
  662. WHILE IS_WANTED_LEVEL_GREATER player 0
  663.  
  664. WAIT 0
  665.  
  666. IF flag_played_cop_radio_km1 = 0
  667.  
  668. IF timera > 2000
  669. PLAY_MISSION_AUDIO
  670. flag_played_cop_radio_km1 = 1
  671. ENDIF
  672.  
  673. ENDIF
  674.  
  675. IF IS_CHAR_DEAD yakuza_ped1_km1
  676. PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
  677. GOTO mission_kenji1_failed
  678. ENDIF
  679.  
  680. IF NOT IS_CHAR_IN_PLAYERS_GROUP yakuza_ped1_km1 player
  681.  
  682. IF flag_blip_on_yakuza_ped1_km1 = 0
  683. PRINT_NOW ( HEY6 ) 5000 1 //You have left the Yakuza Kanbu behind go and get him!"
  684. ADD_BLIP_FOR_CHAR yakuza_ped1_km1 radar_blip_ped1_km1
  685. REMOVE_BLIP spray_blip_km1
  686. flag_blip_on_yakuza_ped1_km1 = 1
  687. ENDIF
  688.  
  689. ENDIF
  690.  
  691. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza_ped1_km1 8.0 8.0 FALSE
  692. AND flag_blip_on_yakuza_ped1_km1 = 1
  693. SET_PLAYER_AS_LEADER yakuza_ped1_km1 player
  694. ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km1
  695. REMOVE_BLIP radar_blip_ped1_km1
  696. flag_blip_on_yakuza_ped1_km1 = 0
  697. ENDIF
  698.  
  699. ENDWHILE
  700.  
  701. REMOVE_BLIP spray_blip_km1
  702.  
  703. PRINT_NOW ( KM1_3 ) 7000 1 //"Get me to the Dojo!"
  704.  
  705. ADD_BLIP_FOR_COORD 105.6 -1292.68 -100.0 radar_blip_coord3_km1
  706.  
  707. flag_dojo_blip_on = 1
  708.  
  709. LOAD_MISSION_AUDIO k1_b
  710.  
  711. // Waiting for the player to be back at the safehouse
  712.  
  713. blob_flag = 1
  714.  
  715. WHILE NOT LOCATE_STOPPED_PLAYER_ANY_MEANS_2D player 105.6 -1292.68 3.0 4.0 blob_flag
  716. OR NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D yakuza_ped1_km1 105.6 -1292.68 3.0 4.0 FALSE
  717. OR NOT HAS_MISSION_AUDIO_LOADED
  718. OR IS_WANTED_LEVEL_GREATER player 0
  719.  
  720. WAIT 0
  721.  
  722. IF IS_CHAR_DEAD yakuza_ped1_km1
  723. PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
  724. GOTO mission_kenji1_failed
  725. ENDIF
  726.  
  727. IF NOT IS_CHAR_IN_PLAYERS_GROUP yakuza_ped1_km1 player
  728.  
  729. IF flag_blip_on_yakuza_ped1_km1 = 0
  730. PRINT_NOW ( HEY6 ) 5000 1 //You have left the Yakuza Kanbu behind go and get him!"
  731. ADD_BLIP_FOR_CHAR yakuza_ped1_km1 radar_blip_ped1_km1
  732. flag_blip_on_yakuza_ped1_km1 = 1
  733. blob_flag = 0
  734. ENDIF
  735.  
  736. IF flag_spray_blip_on_km1 = 1
  737. REMOVE_BLIP spray_blip_km1
  738. flag_spray_blip_on_km1 = 0
  739. flag_player_got_cops_message_km1 = 0
  740. ENDIF
  741.  
  742. ENDIF
  743.  
  744. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza_ped1_km1 8.0 8.0 FALSE
  745. AND flag_blip_on_yakuza_ped1_km1 = 1
  746. SET_PLAYER_AS_LEADER yakuza_ped1_km1 player
  747. REMOVE_BLIP radar_blip_ped1_km1
  748. flag_blip_on_yakuza_ped1_km1 = 0
  749. blob_flag = 1
  750. ENDIF
  751.  
  752. IF IS_WANTED_LEVEL_GREATER player 0
  753.  
  754. IF flag_player_got_cops_message_km1 = 0
  755.  
  756. IF flag_blip_on_yakuza_ped1_km1 = 0
  757. PRINT_NOW ( WANTED1 ) 7000 1 //"Get rid of the cops!"
  758. ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km1
  759. flag_player_got_cops_message_km1 = 1
  760. flag_spray_blip_on_km1 = 1
  761. ENDIF
  762.  
  763. ENDIF
  764. ELSE
  765. flag_player_got_cops_message_km1 = 0
  766.  
  767. IF flag_spray_blip_on_km1 = 1
  768. REMOVE_BLIP spray_blip_km1
  769. flag_spray_blip_on_km1 = 0
  770. ENDIF
  771.  
  772. ENDIF
  773.  
  774. IF flag_spray_blip_on_km1 = 0
  775.  
  776. IF flag_blip_on_yakuza_ped1_km1 = 0
  777.  
  778. IF flag_dojo_blip_on = 0
  779. ADD_BLIP_FOR_COORD 105.6 -1292.68 -100.0 radar_blip_coord3_km1
  780. PRINT_NOW ( KM1_3 ) 7000 1 //"Get me to the Dojo!"
  781. blob_flag = 1
  782. flag_dojo_blip_on = 1
  783. ENDIF
  784.  
  785. ENDIF
  786.  
  787. ENDIF
  788.  
  789. IF flag_dojo_blip_on = 1
  790.  
  791. IF flag_spray_blip_on_km1 = 1
  792. OR flag_blip_on_yakuza_ped1_km1 = 1
  793. REMOVE_BLIP radar_blip_coord3_km1
  794. blob_flag = 0
  795. flag_dojo_blip_on = 0
  796. ENDIF
  797.  
  798. ENDIF
  799.  
  800. ENDWHILE
  801.  
  802. REMOVE_BLIP radar_blip_coord3_km1
  803.  
  804. SET_PLAYER_CONTROL player OFF
  805.  
  806. SET_POLICE_IGNORE_PLAYER player ON
  807.  
  808. SET_EVERYONE_IGNORE_PLAYER player ON
  809.  
  810. SWITCH_WIDESCREEN ON
  811.  
  812. LEAVE_GROUP yakuza_ped1_km1
  813.  
  814. PLAY_MISSION_AUDIO
  815.  
  816. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  817.  
  818. WAIT 0
  819.  
  820. IF IS_CHAR_DEAD yakuza_ped1_km1
  821. PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
  822. GOTO mission_kenji1_failed
  823. ENDIF
  824.  
  825. ENDWHILE
  826.  
  827. SET_FIXED_CAMERA_POSITION 93.45 -1279.27 35.08 0.0 0.0 0.0
  828.  
  829. POINT_CAMERA_AT_POINT 94.19 -1279.91 34.79 JUMP_CUT
  830.  
  831. SET_CHAR_RUNNING yakuza_ped1_km1 FALSE
  832.  
  833. // Tells ped to get out of car
  834.  
  835. IF IS_CHAR_IN_ANY_CAR yakuza_ped1_km1
  836.  
  837. STORE_CAR_CHAR_IS_IN yakuza_ped1_km1 car_km1
  838.  
  839. SET_CHAR_OBJ_LEAVE_CAR yakuza_ped1_km1 car_km1
  840.  
  841. WHILE IS_CHAR_IN_CAR yakuza_ped1_km1 car_km1
  842.  
  843. WAIT 0
  844.  
  845. IF IS_CHAR_DEAD yakuza_ped1_km1
  846. PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
  847. GOTO mission_kenji1_failed
  848. ENDIF
  849.  
  850. IF IS_CAR_DEAD car_km1
  851. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
  852. GOTO mission_kenji1_failed
  853. ENDIF
  854.  
  855. ENDWHILE
  856.  
  857. ENDIF
  858.  
  859. CLEAR_AREA 111.05 -1274.75 25.16 6.0 TRUE
  860.  
  861. SET_CHAR_OBJ_RUN_TO_COORD yakuza_ped1_km1 111.05 -1274.75
  862.  
  863. timerb = 0
  864.  
  865. WHILE NOT LOCATE_CHAR_ON_FOOT_3D yakuza_ped1_km1 111.05 -1274.75 25.16 2.0 2.0 2.0 FALSE
  866.  
  867. WAIT 0
  868.  
  869. IF IS_CHAR_DEAD yakuza_ped1_km1
  870. PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
  871. GOTO mission_kenji1_failed
  872. ENDIF
  873.  
  874. IF timerb >= 8000
  875.  
  876. IF NOT LOCATE_CHAR_ON_FOOT_3D yakuza_ped1_km1 111.05 -1274.75 25.16 2.0 2.0 2.0 FALSE
  877. REMOVE_CHAR_ELEGANTLY yakuza_ped1_km1
  878. GOTO mission_bloke_got_stuck_km1
  879. ENDIF
  880.  
  881. ENDIF
  882.  
  883. ENDWHILE
  884.  
  885. mission_bloke_got_stuck_km1:
  886.  
  887. DELETE_CHAR yakuza_ped1_km1
  888.  
  889. SWITCH_WIDESCREEN OFF
  890.  
  891. SET_PLAYER_CONTROL player ON
  892.  
  893. SET_POLICE_IGNORE_PLAYER player OFF
  894.  
  895. SET_EVERYONE_IGNORE_PLAYER player OFF
  896.  
  897. RESTORE_CAMERA_JUMPCUT
  898.  
  899. GOTO mission_kenji1_passed
  900.  
  901.  
  902.  
  903. // Mission Kemuri1 failed
  904.  
  905. mission_kenji1_failed:
  906.  
  907. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
  908.  
  909. RETURN
  910.  
  911.  
  912.  
  913. // mission Kemuri1 passed
  914.  
  915. mission_kenji1_passed:
  916.  
  917. flag_kenji_mission1_passed = 1
  918. REGISTER_MISSION_PASSED ( KM1 )
  919. PLAYER_MADE_PROGRESS 1
  920. PRINT_WITH_NUMBER_BIG ( m_pass ) 30000 5000 1 //"Mission Passed"
  921. PLAY_MISSION_PASSED_TUNE 1
  922. ADD_SCORE player 30000
  923. CLEAR_WANTED_LEVEL player
  924. START_NEW_SCRIPT kenji_mission2_loop
  925. RETURN
  926.  
  927.  
  928.  
  929. // mission cleanup
  930.  
  931. mission_cleanup_kenji1:
  932.  
  933. flag_player_on_mission = 0
  934. flag_player_on_kenji_mission = 0
  935. REMOVE_SOUND police_alarm
  936. REMOVE_SOUND cell_beating
  937. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
  938. MARK_MODEL_AS_NO_LONGER_NEEDED rubble01
  939. MARK_MODEL_AS_NO_LONGER_NEEDED rubble02
  940. REMOVE_BLIP radar_blip_coord1_km1
  941. REMOVE_BLIP radar_blip_coord2_km1
  942. REMOVE_BLIP radar_blip_coord3_km1
  943. REMOVE_BLIP radar_blip_ped1_km1
  944. REMOVE_BLIP spray_blip_km1
  945. REMOVE_SPHERE sphere_km1
  946. MISSION_HAS_FINISHED
  947. RETURN
  948.  
  949.  
  950.  
  951. wall_explosion:
  952.  
  953. ADD_EXPLOSION 328.1 -1087.5 27.7 EXPLOSION_HELI
  954. ADD_MOVING_PARTICLE_EFFECT POBJECT_FIREBALL_AND_SMOKE 328.1 -1088.3 26.0 0.0 0.0 0.0 4.0 0 0 0 3000
  955. CREATE_OBJECT rubble02 328.1 -1084.1 27.0 debris1
  956. CREATE_OBJECT rubble02 328.5 -1084.7 27.0 debris2
  957. CREATE_OBJECT rubble01 326.6 -1083.7 26.0 debris3
  958. CREATE_OBJECT rubble01 330.0 -1084.4 27.0 debris4
  959. SET_OBJECT_DYNAMIC debris1 TRUE
  960. SET_OBJECT_DYNAMIC debris2 TRUE
  961. SET_OBJECT_DYNAMIC debris3 TRUE
  962. SET_OBJECT_DYNAMIC debris4 TRUE
  963. SET_OBJECT_VELOCITY debris1 3.0 16.0 15.0
  964. SET_OBJECT_VELOCITY debris2 -5.0 10.0 5.0
  965. SET_OBJECT_VELOCITY debris3 7.0 7.0 7.0
  966. SET_OBJECT_VELOCITY debris4 -4.0 13.0 10.0
  967.  
  968. RETURN
  969.  
  970. }
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