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Dutchy3010

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Mar 19th, 2009
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  1. DEFINE MISSIONS 2
  2. DEFINE MISSION 0 AT @INITIAL
  3. DEFINE MISSION 1 AT @TUT_MISSION_1
  4. DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
  5. //DEFINE SCRIPT {NAME} AT {LABEL} @
  6. DEFINE UNKNOWN_EMPTY_SEGMENT 0
  7. DEFINE UNKNOWN_THREADS_MEMORY 0
  8.  
  9. {$VERSION 3.0.0000}
  10. var
  11. $PLAYER_CHAR: Player
  12. end // var
  13. 03A4: name_thread 'MAIN'
  14. 01F0: set_max_wanted_level_to 6
  15. 0111: toggle_wasted_busted_check 0
  16. 00C0: set_current_time_hours_to 8 minutes_to 0
  17. 04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84
  18. 03CB: set_rendering_origin_at 2488.56 -1666.84 13.38
  19. 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38
  20. 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR
  21. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  22. 0373: set_camera_directly_behind_player
  23. 01B6: set_weather 0
  24. 0001: wait 0 ms
  25. 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1
  26. 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2
  27. 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3
  28. 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0
  29. 070D: rebuild_player $PLAYER_CHAR
  30. 01B4: toggle_player $PLAYER_CHAR can_move 1
  31. 016A: fade 1 time 0
  32. 04BB: select_interior 0
  33. 0629: change_integer_stat 181 to 4
  34. 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
  35. 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
  36. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  37. 0004: $DEFAULT_WAIT_TIME = 250
  38. 03E6: remove_text_box
  39. 0417: start_mission 0 // Initial
  40. wait 0
  41. // put your create_thread commands here
  42. 00D7: create_thread @TUT_MISSIONS_SNIFFER
  43.  
  44. :MAIN_LOOP
  45. 0001: wait $DEFAULT_WAIT_TIME ms
  46. 0002: jump @MAIN_LOOP
  47.  
  48.  
  49.  
  50. // put your mods (threads) here
  51. :TUT_MISSIONS_SNIFFER
  52. thread "TUT_SNIFF"
  53. $MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere(42, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
  54. repeat
  55. wait $DEFAULT_WAIT_TIME
  56. if and
  57. player.Defined($PLAYER_CHAR)
  58. $ONMISSION == 0
  59. then
  60. if and
  61. 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.0 1.0 2.0 on_foot
  62. Player.Controllable($PLAYER_CHAR)
  63. $TUT_MISSIONS_PASSED == 0
  64. then
  65. $ONMISSION = 1
  66. 00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2 // Big Smoke
  67. start_mission 1
  68. end
  69.  
  70.  
  71. end
  72. until $TUT_MISSIONS_PASSED == 1
  73. marker.Disable($MARKER_SWEET_HOUSE)
  74. end_thread
  75.  
  76. //-------------Mission 0---------------
  77. :INITIAL
  78. $TUT_MISSIONS_PASSED = 0
  79. $ONMISSION = 0
  80.  
  81. $X_SWEET_HOUSE = 2515.07
  82. $Y_SWEET_HOUSE = -1673.98
  83. $Z_SWEET_HOUSE = 12.71
  84. 0629: change_integer_stat 225 to 999
  85.  
  86. end_thread
  87.  
  88. //-------------Mission 1---------------
  89. // Mission wrapper
  90. :TUT_MISSION_1
  91. thread 'TUT 1'
  92. gosub @TUT_MISSION_1_MAIN
  93. if wasted_or_busted
  94. then
  95. gosub @TUT_MISSION_1_FAIL
  96. end
  97. gosub @TUT_MISSION_1_CLEANUP
  98. end_thread
  99.  
  100. //-------------------------------------
  101. :TUT_MISSION_1_MAIN
  102. //Load models
  103. model.Load(#m4)
  104. model.Load(#BFYST)
  105. model.Load(#BMYST)
  106. model.Load(#TAMPA)
  107.  
  108. 038B: load_requested_models
  109.  
  110. :TUT_MISSION_1_LOAD
  111. wait 0 ms
  112. if and
  113. model.Available(#m4)
  114. model.Available(#BMYST)
  115. model.Available(#BFYST)
  116. model.Available(#TAMPA)
  117. 004D: jump_if_false @TUT_MISSION_1_LOAD
  118.  
  119. 01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 10000 // Load the weapon model before using this
  120. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31
  121.  
  122. 0674: set_car_model #TAMPA numberplate "PATRICK_"
  123. $car_num = car.Create(#TAMPA,2488.56, -1666.84, 13.38)
  124.  
  125.  
  126. $victim = Actor.Create(CIVFEMALE, #BFYST, 2488.56, -1656.84, 13.38)
  127. $innocent = Actor.Create(CIVMALE, #BMYST, 2490.56, -1656.84, 13.38)
  128. 0187: $victim_marker = create_marker_above_actor $victim
  129.  
  130. repeat
  131. wait 0 ms
  132. if actor.Dead($innocent)
  133. then
  134. jump @TUT_MISSION_1_FAIL
  135. end
  136. until actor.Dead($victim)
  137.  
  138. :TUT_MISSION_1_PASSED
  139. 0394: play_music 1
  140. $TUT_MISSIONS_PASSED += 1
  141. Player.Money($PLAYER_CHAR) += 10000
  142. 01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~
  143. return
  144.  
  145. //-------------------------------------
  146. :TUT_MISSION_1_FAIL
  147. 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
  148. // Hier kun je alles kwijt wat moet gebeuren als de missie gefaald is. Bv. bepaalde dingen weer terugdraaien
  149. 0555: remove_weapon 31 from_actor $PLAYER_ACTOR
  150. return
  151.  
  152. //-------------------------------------
  153. :TUT_MISSION_1_CLEANUP
  154. $ONMISSION = 0
  155. // Hier komt alle code om dingen op te ruimen die voor de missie zijn geladen
  156. // En om speciale settings voor deze missie terug te zetten naar normaal
  157. Marker.Disable($victim_marker)
  158. 010D: set_player $PLAYER_CHAR wanted_level_to 0
  159. model.Destroy(#BFYST)
  160. model.Destroy(#BMYST)
  161. model.Destroy(#M4)
  162. mission_cleanup
  163. return
  164.  
  165.  
  166.  
  167. //-------------External script 0---------------
  168. // put your external scripts here
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