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- DEFINE MISSIONS 2
- DEFINE MISSION 0 AT @INITIAL
- DEFINE MISSION 1 AT @TUT_MISSION_1
- DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
- //DEFINE SCRIPT {NAME} AT {LABEL} @
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 0
- {$VERSION 3.0.0000}
- var
- $PLAYER_CHAR: Player
- end // var
- 03A4: name_thread 'MAIN'
- 01F0: set_max_wanted_level_to 6
- 0111: toggle_wasted_busted_check 0
- 00C0: set_current_time_hours_to 8 minutes_to 0
- 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84
- 03CB: set_rendering_origin_at 2488.56 -1666.84 13.38
- 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38
- 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- 0373: set_camera_directly_behind_player
- 01B6: set_weather 0
- 0001: wait 0 ms
- 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1
- 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2
- 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3
- 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0
- 070D: rebuild_player $PLAYER_CHAR
- 01B4: toggle_player $PLAYER_CHAR can_move 1
- 016A: fade 1 time 0
- 04BB: select_interior 0
- 0629: change_integer_stat 181 to 4
- 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
- 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- 0004: $DEFAULT_WAIT_TIME = 250
- 03E6: remove_text_box
- 0417: start_mission 0 // Initial
- wait 0
- // put your create_thread commands here
- 00D7: create_thread @TUT_MISSIONS_SNIFFER
- :MAIN_LOOP
- 0001: wait $DEFAULT_WAIT_TIME ms
- 0002: jump @MAIN_LOOP
- // put your mods (threads) here
- :TUT_MISSIONS_SNIFFER
- thread "TUT_SNIFF"
- $MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere(42, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
- repeat
- wait $DEFAULT_WAIT_TIME
- if and
- player.Defined($PLAYER_CHAR)
- $ONMISSION == 0
- then
- if and
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.0 1.0 2.0 on_foot
- Player.Controllable($PLAYER_CHAR)
- $TUT_MISSIONS_PASSED == 0
- then
- $ONMISSION = 1
- 00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2 // Big Smoke
- start_mission 1
- end
- end
- until $TUT_MISSIONS_PASSED == 1
- marker.Disable($MARKER_SWEET_HOUSE)
- end_thread
- //-------------Mission 0---------------
- :INITIAL
- $TUT_MISSIONS_PASSED = 0
- $ONMISSION = 0
- $X_SWEET_HOUSE = 2515.07
- $Y_SWEET_HOUSE = -1673.98
- $Z_SWEET_HOUSE = 12.71
- 0629: change_integer_stat 225 to 999
- end_thread
- //-------------Mission 1---------------
- // Mission wrapper
- :TUT_MISSION_1
- thread 'TUT 1'
- gosub @TUT_MISSION_1_MAIN
- if wasted_or_busted
- then
- gosub @TUT_MISSION_1_FAIL
- end
- gosub @TUT_MISSION_1_CLEANUP
- end_thread
- //-------------------------------------
- :TUT_MISSION_1_MAIN
- //Load models
- model.Load(#m4)
- model.Load(#BFYST)
- model.Load(#BMYST)
- model.Load(#TAMPA)
- 038B: load_requested_models
- :TUT_MISSION_1_LOAD
- wait 0 ms
- if and
- model.Available(#m4)
- model.Available(#BMYST)
- model.Available(#BFYST)
- model.Available(#TAMPA)
- 004D: jump_if_false @TUT_MISSION_1_LOAD
- 01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 10000 // Load the weapon model before using this
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31
- 0674: set_car_model #TAMPA numberplate "PATRICK_"
- $car_num = car.Create(#TAMPA,2488.56, -1666.84, 13.38)
- $victim = Actor.Create(CIVFEMALE, #BFYST, 2488.56, -1656.84, 13.38)
- $innocent = Actor.Create(CIVMALE, #BMYST, 2490.56, -1656.84, 13.38)
- 0187: $victim_marker = create_marker_above_actor $victim
- repeat
- wait 0 ms
- if actor.Dead($innocent)
- then
- jump @TUT_MISSION_1_FAIL
- end
- until actor.Dead($victim)
- :TUT_MISSION_1_PASSED
- 0394: play_music 1
- $TUT_MISSIONS_PASSED += 1
- Player.Money($PLAYER_CHAR) += 10000
- 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
- return
- //-------------------------------------
- :TUT_MISSION_1_FAIL
- 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
- // Hier kun je alles kwijt wat moet gebeuren als de missie gefaald is. Bv. bepaalde dingen weer terugdraaien
- 0555: remove_weapon 31 from_actor $PLAYER_ACTOR
- return
- //-------------------------------------
- :TUT_MISSION_1_CLEANUP
- $ONMISSION = 0
- // Hier komt alle code om dingen op te ruimen die voor de missie zijn geladen
- // En om speciale settings voor deze missie terug te zetten naar normaal
- Marker.Disable($victim_marker)
- 010D: set_player $PLAYER_CHAR wanted_level_to 0
- model.Destroy(#BFYST)
- model.Destroy(#BMYST)
- model.Destroy(#M4)
- mission_cleanup
- return
- //-------------External script 0---------------
- // put your external scripts here
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