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joey6.sc

Feb 7th, 2016
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  1. MISSION_START
  2. // *******************************************************************************************
  3. // *******************************************************************************************
  4. // **************************************Joey Mission 6***************************************
  5. // ****************************************Bank Job*******************************************
  6. // *******************************************************************************************
  7. // *******************************************************************************************
  8. // *******************************************************************************************
  9.  
  10.  
  11. // Mission start stuff
  12.  
  13. GOSUB mission_start_joey6
  14.  
  15. IF HAS_DEATHARREST_BEEN_EXECUTED
  16. GOSUB mission_joey6_failed
  17. ENDIF
  18.  
  19. GOSUB mission_cleanup_joey6
  20.  
  21. MISSION_END
  22.  
  23.  
  24. // Variables for mission
  25.  
  26. VAR_INT thug1 thug2 thug3 thugs_score joey_alarm_loop flag_not_enough_seats
  27.  
  28. VAR_INT blip1_jm6 blip2_jm6 blip3_jm6 thug1_blip thug2_blip thug3_blip
  29.  
  30. VAR_INT any_car_jm6 maxpassengers sound_already_created_before
  31.  
  32. VAR_INT flag_displayed_horn_message_jm6 flag_displayed_wanted_message_jm6
  33.  
  34. VAR_INT thug1_is_dead thug2_is_dead thug3_is_dead blip_for_thug_added1 blip_for_thug_added2 blip_for_thug_added3
  35.  
  36. VAR_INT objective_count objective_count_done_before1 objective_count_done_before2 objective_count_done_before3
  37.  
  38. VAR_FLOAT bankdoor_X bankdoor_Y bankdoor_Z bankdoor2_X bankdoor2_Y bankdoor2_Z
  39.  
  40. // ***************************************Mission Start*************************************
  41.  
  42.  
  43. mission_start_joey6:
  44.  
  45. REGISTER_MISSION_GIVEN
  46. flag_player_on_mission = 1
  47. flag_player_on_joey_mission = 1
  48. SCRIPT_NAME joey6
  49. WAIT 0
  50.  
  51. {
  52. LOAD_SPECIAL_CHARACTER 1 joey
  53. LOAD_SPECIAL_MODEL cut_obj1 JOEYH
  54. LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
  55. LOAD_SPECIAL_MODEL cut_obj3 TROLL
  56. REQUEST_MODEL CAR_STALLION
  57. REQUEST_MODEL jogarageext
  58. REQUEST_MODEL jogarageint
  59.  
  60. LOAD_ALL_MODELS_NOW
  61.  
  62. //LOAD_SCENE 1190.07 -869.86 13.97
  63.  
  64. LOAD_ALL_MODELS_NOW
  65.  
  66. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  67. OR NOT HAS_MODEL_LOADED cut_obj1
  68. OR NOT HAS_MODEL_LOADED cut_obj2
  69. OR NOT HAS_MODEL_LOADED cut_obj3
  70. WAIT 0
  71. ENDWHILE
  72.  
  73. WHILE NOT HAS_MODEL_LOADED jogarageext
  74. OR NOT HAS_MODEL_LOADED jogarageint
  75. OR NOT HAS_MODEL_LOADED CAR_STALLION
  76. WAIT 0
  77. ENDWHILE
  78.  
  79. LOAD_CUTSCENE J6_TBJ
  80. SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
  81.  
  82. CREATE_CAR CAR_STALLION 1192.9 -860.8 14.0 cut_car3_lm3
  83. SET_CAR_HEADING cut_car3_lm3 150.0
  84.  
  85. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  86. SET_CUTSCENE_ANIM cs_player player
  87.  
  88. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
  89. SET_CUTSCENE_ANIM cs_joey joey
  90.  
  91. CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ1 cs_joeyhead
  92. SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
  93.  
  94. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
  95. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  96.  
  97. CREATE_CUTSCENE_OBJECT CUT_OBJ3 cs_troll
  98. SET_CUTSCENE_ANIM cs_troll TROLL
  99.  
  100. CLEAR_AREA 1191.9 -870.4 15.0 1.0 TRUE
  101. SET_PLAYER_COORDINATES player 1191.9 -870.4 -100.0
  102.  
  103. SET_PLAYER_HEADING player 230.0
  104.  
  105. DO_FADE 1500 FADE_IN
  106.  
  107. SWITCH_RUBBISH OFF
  108. SWITCH_STREAMING ON
  109. START_CUTSCENE
  110.  
  111. // Displays cutscene text
  112.  
  113. GET_CUTSCENE_TIME cs_time
  114.  
  115. WHILE cs_time < 4434
  116. WAIT 0
  117. GET_CUTSCENE_TIME cs_time
  118. ENDWHILE
  119.  
  120. PRINT_NOW ( JM6_A ) 10000 2 // Mission brief
  121.  
  122. WHILE cs_time < 6704
  123. WAIT 0
  124. GET_CUTSCENE_TIME cs_time
  125. ENDWHILE
  126.  
  127. PRINT_NOW ( JM6_B ) 10000 2 // Mission brief
  128.  
  129. WHILE cs_time < 12000
  130. WAIT 0
  131. GET_CUTSCENE_TIME cs_time
  132. ENDWHILE
  133.  
  134. PRINT_NOW ( JM6_C ) 10000 2 // Mission brief
  135.  
  136. WHILE cs_time < 14274
  137. WAIT 0
  138. GET_CUTSCENE_TIME cs_time
  139. ENDWHILE
  140.  
  141. PRINT_NOW ( JM6_D ) 10000 2 // Mission brief
  142.  
  143. WHILE cs_time < 17302
  144. WAIT 0
  145. GET_CUTSCENE_TIME cs_time
  146. ENDWHILE
  147.  
  148. PRINT_NOW ( JM6_E ) 10000 2 // Mission brief
  149.  
  150. WHILE cs_time < 21000
  151. WAIT 0
  152. GET_CUTSCENE_TIME cs_time
  153. ENDWHILE
  154.  
  155. DO_FADE 1500 FADE_OUT
  156.  
  157. WHILE NOT HAS_CUTSCENE_FINISHED
  158. WAIT 0
  159.  
  160. ENDWHILE
  161.  
  162. CLEAR_PRINTS
  163.  
  164. WHILE GET_FADING_STATUS
  165. WAIT 0
  166. ENDWHILE
  167.  
  168. SWITCH_RUBBISH ON
  169. CLEAR_CUTSCENE
  170. SET_CAMERA_IN_FRONT_OF_PLAYER
  171.  
  172. WAIT 500
  173.  
  174. DO_FADE 1500 FADE_IN
  175.  
  176. UNLOAD_SPECIAL_CHARACTER 1
  177. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  178. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  179. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  180. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
  181. MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext
  182. MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
  183.  
  184. DELETE_CAR cut_car3_lm3
  185.  
  186. thugs_score = 0
  187. sound_already_created_before = 0
  188. flag_not_enough_seats = 0
  189.  
  190. LOAD_SPECIAL_CHARACTER 2 robber
  191.  
  192. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
  193. WAIT 0
  194. ENDWHILE
  195.  
  196.  
  197.  
  198. // START OF MISSION
  199.  
  200. ADD_BLIP_FOR_COORD 1086.0 -227.0 -100.0 blip1_jm6
  201. CHANGE_BLIP_DISPLAY blip1_jm6 BLIP_ONLY
  202.  
  203. flag_displayed_horn_message_jm6 = 0
  204. flag_displayed_wanted_message_jm6 = 0
  205.  
  206. thug1_is_dead = 0
  207. thug2_is_dead = 0
  208. thug3_is_dead = 0
  209. blip_for_thug_added1 = 0
  210. blip_for_thug_added2 = 0
  211. blip_for_thug_added3 = 0
  212.  
  213. //PICK UP THE THUGS
  214.  
  215. pick_up_thugs:
  216. WAIT 0
  217.  
  218. WHILE NOT IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 TRUE
  219. OR NOT IS_PLAYER_PRESSING_HORN player
  220. OR IS_WANTED_LEVEL_GREATER Player 0
  221. WAIT 0
  222.  
  223. IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
  224.  
  225. IF IS_WANTED_LEVEL_GREATER player 0
  226. IF flag_not_enough_seats = 0
  227. PRINT_NOW ( WANTED1 ) 5000 1
  228. ENDIF
  229. ELSE
  230. IF flag_not_enough_seats = 0
  231. PRINT_NOW ( HORN ) 5000 1
  232. ENDIF
  233. ENDIF
  234. ELSE
  235. flag_not_enough_seats = 0
  236. ENDIF
  237.  
  238. IF NOT IS_PLAYER_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
  239. CLEAR_THIS_PRINT ( WANTED1 )
  240. CLEAR_THIS_PRINT ( HORN )
  241. ENDIF
  242.  
  243. IF IS_PLAYER_IN_AREA_ON_FOOT_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
  244. PRINT_NOW ( JM6_5 ) 5000 1 //"We need a getaway vehicle"
  245. ELSE
  246. CLEAR_THIS_PRINT ( JM6_5 )
  247. ENDIF
  248.  
  249. GET_TIME_OF_DAY hours minutes
  250. IF hours >= 17
  251. PRINT_NOW ( OUTTIME ) 5000 1
  252. GOTO mission_joey6_failed
  253. ENDIF
  254.  
  255. ENDWHILE
  256.  
  257. STORE_CAR_PLAYER_IS_IN player any_car_jm6
  258.  
  259. GET_MAXIMUM_NUMBER_OF_PASSENGERS any_car_jm6 maxpassengers
  260.  
  261. CLEAR_THIS_PRINT ( WANTED1 )
  262. CLEAR_THIS_PRINT ( HORN )
  263.  
  264. IF NOT maxpassengers > 2 // GSW - Changed this from a WHILE
  265. PRINT_NOW ( NODOORS ) 5000 1 //Car not big enough
  266. flag_not_enough_seats = 1
  267. GOTO pick_up_thugs
  268. ENDIF
  269.  
  270. IF IS_PLAYER_IN_MODEL Player CAR_COACH
  271. OR IS_PLAYER_IN_MODEL Player CAR_BUS
  272. PRINT_NOW ( JM6_6 ) 5000 1 //Go and get a vehicle less conspicuous
  273. flag_not_enough_seats = 1
  274. GOTO pick_up_thugs
  275. ENDIF
  276.  
  277. //PICK UP THUGS CUT_SCENE**************************************************************************************
  278.  
  279. CLEAR_AREA 1087.7 -229.2 8.0 6.0 TRUE
  280.  
  281. IF NOT IS_CAR_DEAD any_car_jm6
  282. LOCK_CAR_DOORS any_car_jm6 CARLOCK_LOCKED_PLAYER_INSIDE
  283. ENDIF
  284.  
  285. WAIT 500
  286.  
  287. SET_PLAYER_CONTROL Player OFF
  288. SWITCH_WIDESCREEN ON
  289. SET_POLICE_IGNORE_PLAYER Player ON
  290. SET_EVERYONE_IGNORE_PLAYER Player ON
  291.  
  292. IF NOT IS_CAR_DEAD any_car_jm6
  293. LOCK_CAR_DOORS any_car_jm6 CARLOCK_UNLOCKED
  294. ENDIF
  295.  
  296. REMOVE_BLIP blip1_jm6
  297.  
  298. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1086.5 -238.3 9.0 thug1
  299. TURN_CHAR_TO_FACE_PLAYER thug1 Player
  300. CHAR_SET_IDLE thug1
  301.  
  302. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1088.4 -237.9 9.0 thug2
  303. TURN_CHAR_TO_FACE_PLAYER thug2 Player
  304. CHAR_SET_IDLE thug2
  305.  
  306. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1090.4 -238.0 9.0 thug3
  307. TURN_CHAR_TO_FACE_PLAYER thug3 Player
  308. CHAR_SET_IDLE thug3
  309.  
  310. GIVE_WEAPON_TO_CHAR thug1 WEAPONTYPE_PISTOL 100
  311. GIVE_WEAPON_TO_CHAR thug2 WEAPONTYPE_SHOTGUN 50
  312. GIVE_WEAPON_TO_CHAR thug3 WEAPONTYPE_UZI 100
  313.  
  314. SET_FIXED_CAMERA_POSITION 1078.773 -232.474 12.190 0.0 0.0 0.0
  315. POINT_CAMERA_AT_POINT 1079.691 -232.132 11.990 JUMP_CUT
  316.  
  317. //APPLY_BRAKES_TO_PLAYERS_CAR Player On
  318.  
  319. SET_CHAR_PERSONALITY thug1 PEDSTAT_TOUGH_GUY
  320. SET_CHAR_PERSONALITY thug2 PEDSTAT_TOUGH_GUY
  321. SET_CHAR_PERSONALITY thug3 PEDSTAT_TOUGH_GUY
  322.  
  323. SET_CHAR_THREAT_SEARCH thug1 THREAT_COP
  324. SET_CHAR_THREAT_SEARCH thug2 THREAT_COP
  325. SET_CHAR_THREAT_SEARCH thug3 THREAT_COP
  326.  
  327. WAIT 1000
  328.  
  329. WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 13.5 0.0 0.0 0.07 FALSE
  330. WAIT 0
  331.  
  332. GET_TIME_OF_DAY hours minutes
  333. IF hours >= 17
  334. PRINT_NOW ( OUTTIME ) 5000 1
  335. GOTO mission_joey6_failed
  336. ENDIF
  337.  
  338. IF IS_CHAR_DEAD thug1
  339. OR IS_CHAR_DEAD thug2
  340. OR IS_CHAR_DEAD thug3
  341. PRINT_NOW ( JM6_7 ) 5000 1
  342. GOTO mission_joey6_failed
  343. ENDIF
  344.  
  345. ENDWHILE
  346.  
  347. IF NOT IS_CHAR_DEAD thug1
  348. SET_PLAYER_AS_LEADER thug1 player
  349. SET_CHAR_RUNNING thug1 TRUE
  350. WAIT 800
  351. ENDIF
  352.  
  353. IF NOT IS_CHAR_DEAD thug2
  354. SET_PLAYER_AS_LEADER thug2 player
  355. SET_CHAR_RUNNING thug2 TRUE
  356. WAIT 800
  357. ENDIF
  358.  
  359. IF NOT IS_CHAR_DEAD thug3
  360. SET_PLAYER_AS_LEADER thug3 player
  361. SET_CHAR_RUNNING thug3 TRUE
  362. //WAIT 400
  363. ENDIF
  364.  
  365.  
  366. IF NOT IS_CAR_DEAD any_car_jm6
  367. AND NOT IS_CHAR_DEAD thug1
  368. AND NOT IS_CHAR_DEAD thug2
  369. AND NOT IS_CHAR_DEAD thug3
  370.  
  371. TIMERB = 0
  372.  
  373. WHILE NOT IS_CHAR_IN_CAR thug1 any_car_jm6
  374. OR NOT IS_CHAR_IN_CAR thug2 any_car_jm6
  375. OR NOT IS_CHAR_IN_CAR thug3 any_car_jm6
  376. WAIT 0
  377.  
  378. IF IS_CHAR_DEAD thug1
  379. OR IS_CHAR_DEAD thug2
  380. OR IS_CHAR_DEAD thug3
  381. PRINT_NOW ( JM6_7 ) 5000 1
  382. GOTO mission_joey6_failed
  383. ENDIF
  384.  
  385. IF IS_CAR_DEAD any_car_jm6
  386. GOTO mission_joey6_failed
  387. ENDIF
  388.  
  389. GET_TIME_OF_DAY hours minutes
  390. IF hours >= 17
  391. PRINT_NOW ( OUTTIME ) 5000 1
  392. GOTO mission_joey6_failed
  393. ENDIF
  394.  
  395. IF TIMERB > 15000
  396. GOTO next_robber_bit
  397. ENDIF
  398.  
  399. ENDWHILE
  400.  
  401. ENDIF
  402.  
  403. next_robber_bit:
  404.  
  405. //SAMPLE1*********************************************************
  406. LOAD_MISSION_AUDIO J6_A
  407.  
  408. WHILE NOT HAS_MISSION_AUDIO_LOADED
  409. WAIT 0
  410. ENDWHILE
  411.  
  412. PLAY_MISSION_AUDIO
  413.  
  414. RESTORE_CAMERA_JUMPCUT
  415. APPLY_BRAKES_TO_PLAYERS_CAR Player OFF
  416. SET_PLAYER_CONTROL Player ON
  417. SWITCH_WIDESCREEN OFF
  418. SET_POLICE_IGNORE_PLAYER Player OFF
  419. SET_EVERYONE_IGNORE_PLAYER Player OFF
  420.  
  421. //END OF PICK UP THUGS CUT_SCENE*******************************************************************************
  422.  
  423. PRINT_NOW ( JM6_1 ) 5000 1 //"Lets go"
  424.  
  425. WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 11.012 0.0 0.0 0.2 FALSE
  426. WAIT 0
  427.  
  428. GET_TIME_OF_DAY hours minutes
  429. IF hours >= 17
  430. PRINT_NOW ( OUTTIME ) 5000 1
  431. GOTO mission_joey6_failed
  432. ENDIF
  433.  
  434. IF IS_CHAR_DEAD thug1
  435. OR IS_CHAR_DEAD thug2
  436. OR IS_CHAR_DEAD thug3
  437. PRINT_NOW ( JM6_7 ) 5000 1
  438. GOTO mission_joey6_failed
  439. ENDIF
  440.  
  441. ENDWHILE
  442.  
  443. ADD_BLIP_FOR_COORD 1038.0 -700.0 -100.0 blip3_jm6
  444. //CHANGE_BLIP_DISPLAY blip3_jm6 BLIP_ONLY
  445. flag_displayed_wanted_message_jm6 = 0
  446.  
  447.  
  448. //GET TO THE BANK
  449. get_to_the_bank:
  450. WAIT 0
  451.  
  452. IF IS_CAR_DEAD any_car_jm6
  453. //Do nothing
  454. ENDIF
  455.  
  456. WHILE NOT IS_PLAYER_STOPPED_IN_AREA_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 TRUE
  457. OR NOT IS_PLAYER_IN_ANY_CAR player
  458. OR IS_WANTED_LEVEL_GREATER Player 0
  459. WAIT 0
  460.  
  461. IF IS_CAR_DEAD any_car_jm6
  462. //GO GET ANOTHER ONE
  463. ENDIF
  464.  
  465. IF IS_PLAYER_IN_ANY_CAR Player
  466. STORE_CAR_PLAYER_IS_IN player any_car_jm6
  467. ENDIF
  468.  
  469. IF NOT IS_CHAR_DEAD thug1
  470. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug1 player
  471. IF blip_for_thug_added1 = 0
  472. ADD_BLIP_FOR_CHAR thug1 thug1_blip
  473. blip_for_thug_added1 = 1
  474. ENDIF
  475.  
  476. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug1 30.0 30.0 FALSE
  477. IF blip_for_thug_added1 = 1
  478. SET_PLAYER_AS_LEADER thug1 player
  479. REMOVE_BLIP thug1_blip
  480. blip_for_thug_added1 = 0
  481. ENDIF
  482. ENDIF
  483. ENDIF
  484. ENDIF
  485.  
  486. IF NOT IS_CHAR_DEAD thug2
  487. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug2 player
  488. IF blip_for_thug_added2 = 0
  489. ADD_BLIP_FOR_CHAR thug2 thug2_blip
  490. blip_for_thug_added2 = 1
  491. ENDIF
  492.  
  493. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug2 30.0 30.0 FALSE
  494. IF blip_for_thug_added2 = 1
  495. SET_PLAYER_AS_LEADER thug2 player
  496. REMOVE_BLIP thug2_blip
  497. blip_for_thug_added2 = 0
  498. ENDIF
  499. ENDIF
  500. ENDIF
  501. ENDIF
  502.  
  503. IF NOT IS_CHAR_DEAD thug3
  504. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug3 player
  505. IF blip_for_thug_added3 = 0
  506. ADD_BLIP_FOR_CHAR thug3 thug3_blip
  507. blip_for_thug_added3 = 1
  508. ENDIF
  509.  
  510. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug3 30.0 30.0 FALSE
  511. IF blip_for_thug_added3 = 1
  512. SET_PLAYER_AS_LEADER thug3 player
  513. REMOVE_BLIP thug3_blip
  514. blip_for_thug_added3 = 0
  515. ENDIF
  516. ENDIF
  517. ENDIF
  518. ENDIF
  519.  
  520. IF IS_CHAR_DEAD thug1
  521. OR IS_CHAR_DEAD thug2
  522. OR IS_CHAR_DEAD thug3
  523. PRINT_NOW ( JM6_7 ) 5000 1
  524. GOTO mission_joey6_failed
  525. ENDIF
  526.  
  527. IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 FALSE
  528. IF IS_WANTED_LEVEL_GREATER player 0
  529. IF flag_displayed_wanted_message_jm6 = 0
  530. PRINT_NOW ( WANTED1 ) 5000 1
  531. flag_displayed_wanted_message_jm6 = 1
  532. ENDIF
  533. ENDIF
  534. ELSE
  535. IF NOT IS_PLAYER_IN_AREA_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 FALSE
  536. flag_displayed_wanted_message_jm6 = 0
  537. ENDIF
  538. ENDIF
  539.  
  540. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 FALSE
  541. PRINT_NOW ( JM6_5 ) 5000 1 //"We need a getaway vehicle"
  542. ELSE
  543. CLEAR_THIS_PRINT ( JM6_5 )
  544. ENDIF
  545.  
  546. GET_TIME_OF_DAY hours minutes
  547. IF hours >= 17
  548. PRINT_NOW ( OUTTIME ) 5000 1
  549. GOTO mission_joey6_failed
  550. ENDIF
  551.  
  552. ENDWHILE
  553.  
  554. IF IS_PLAYER_IN_MODEL Player CAR_COACH
  555. OR IS_PLAYER_IN_MODEL Player CAR_BUS
  556. PRINT_NOW ( JM6_6 ) 5000 1 //Go and get a vehicle less conspicuous
  557. //WAIT 3000
  558. GOTO get_to_the_bank
  559. ENDIF
  560.  
  561. IF IS_CHAR_DEAD thug1
  562. OR IS_CHAR_DEAD thug2
  563. OR IS_CHAR_DEAD thug3
  564. PRINT_NOW ( JM6_7 ) 5000 1
  565. GOTO mission_joey6_failed
  566. ENDIF
  567.  
  568. IF NOT IS_CHAR_IN_CAR thug1 any_car_jm6
  569. OR NOT IS_CHAR_IN_CAR thug2 any_car_jm6
  570. OR NOT IS_CHAR_IN_CAR thug3 any_car_jm6
  571. PRINT_NOW ( JM6_7 ) 5000 1 //Go and get a vehicle less conspicuous
  572. //WAIT 3000
  573. GOTO get_to_the_bank
  574. ENDIF
  575.  
  576. // BANK ROBBERY CUT SCENE**************************************************************************************
  577.  
  578. CLEAR_AREA 1037.3 -699.6 15.0 6.0 TRUE
  579. SET_PED_DENSITY_MULTIPLIER 0.0
  580.  
  581. SET_PLAYER_CONTROL Player OFF
  582. SWITCH_WIDESCREEN ON
  583. SET_POLICE_IGNORE_PLAYER Player ON
  584. SET_EVERYONE_IGNORE_PLAYER Player On
  585. APPLY_BRAKES_TO_PLAYERS_CAR Player ON
  586.  
  587. SET_FIXED_CAMERA_POSITION 1036.448 -705.615 14.512 0.0 0.0 0.0
  588. POINT_CAMERA_AT_POINT 1036.637 -704.639 14.624 JUMP_CUT
  589.  
  590. REMOVE_BLIP blip3_jm6
  591.  
  592. //SAMPLE2*********************************************************
  593.  
  594. LOAD_MISSION_AUDIO J6_B
  595.  
  596. WHILE NOT HAS_MISSION_AUDIO_LOADED
  597. WAIT 0
  598. ENDWHILE
  599.  
  600. PLAY_MISSION_AUDIO
  601.  
  602. PRINT_NOW ( JM6_2 ) 5000 1 //"Wait here"
  603.  
  604.  
  605. STORE_CAR_PLAYER_IS_IN player any_car_jm6
  606.  
  607. IF NOT IS_CAR_DEAD any_car_jm6
  608. IF NOT IS_CHAR_DEAD thug1
  609. LEAVE_GROUP thug1
  610. SET_CHAR_OBJ_LEAVE_CAR thug1 any_car_jm6
  611. ENDIF
  612. ENDIF
  613.  
  614. WAIT 400
  615.  
  616. IF NOT IS_CAR_DEAD any_car_jm6
  617. IF NOT IS_CHAR_DEAD thug2
  618. LEAVE_GROUP thug2
  619. SET_CHAR_OBJ_LEAVE_CAR thug2 any_car_jm6
  620. ENDIF
  621. ENDIF
  622.  
  623. WAIT 400
  624.  
  625. IF NOT IS_CAR_DEAD any_car_jm6
  626. IF NOT IS_CHAR_DEAD thug3
  627. LEAVE_GROUP thug3
  628. SET_CHAR_OBJ_LEAVE_CAR thug3 any_car_jm6
  629. ENDIF
  630. ENDIF
  631.  
  632.  
  633. objective_count = 0
  634. objective_count_done_before1 = 0
  635. objective_count_done_before2 = 0
  636. objective_count_done_before3 = 0
  637.  
  638.  
  639. //WAITING FOR THUGS TO GET OUT OF CAR
  640.  
  641. WHILE NOT objective_count = 3
  642.  
  643. WAIT 0
  644.  
  645. IF IS_CHAR_DEAD thug1
  646. AND objective_count_done_before1 = 0
  647. objective_count ++
  648. objective_count_done_before1 = 1
  649. thug1_is_dead = 1
  650. ENDIF
  651.  
  652. IF IS_CHAR_DEAD thug2
  653. AND objective_count_done_before2 = 0
  654. objective_count ++
  655. objective_count_done_before2 = 1
  656. thug2_is_dead = 1
  657. ENDIF
  658.  
  659. IF IS_CHAR_DEAD thug3
  660. AND objective_count_done_before3 = 0
  661. objective_count ++
  662. objective_count_done_before3 = 1
  663. thug3_is_dead = 1
  664. ENDIF
  665.  
  666. IF thug1_is_dead = 1
  667. AND thug2_is_dead = 1
  668. AND thug3_is_dead = 1
  669. GOTO mission_joey6_failed
  670. ENDIF
  671.  
  672. IF IS_CAR_DEAD any_car_jm6
  673. GOTO mission_joey6_failed
  674. ENDIF
  675.  
  676. IF NOT IS_CAR_DEAD any_car_jm6
  677. AND NOT IS_CHAR_DEAD thug1
  678. IF thug1_is_dead = 0
  679. IF NOT IS_CHAR_IN_CAR thug1 any_car_jm6
  680. AND objective_count_done_before1 = 0
  681. SET_CHAR_OBJ_RUN_TO_COORD thug1 1037.4 -699.9
  682. WAIT 300
  683. objective_count ++
  684. objective_count_done_before1 = 1
  685. ENDIF
  686. ENDIF
  687. ENDIF
  688.  
  689. IF NOT IS_CAR_DEAD any_car_jm6
  690. AND NOT IS_CHAR_DEAD thug2
  691. IF thug2_is_dead = 0
  692. IF NOT IS_CHAR_IN_CAR thug2 any_car_jm6
  693. AND objective_count_done_before2 = 0
  694. SET_CHAR_OBJ_RUN_TO_COORD thug2 1037.4 -699.9
  695. WAIT 300
  696. objective_count ++
  697. objective_count_done_before2 = 1
  698. ENDIF
  699. ENDIF
  700. ENDIF
  701.  
  702. IF NOT IS_CAR_DEAD any_car_jm6
  703. AND NOT IS_CHAR_DEAD thug3
  704. IF thug3_is_dead = 0
  705. IF NOT IS_CHAR_IN_CAR thug3 any_car_jm6
  706. AND objective_count_done_before3 = 0
  707. SET_CHAR_OBJ_RUN_TO_COORD thug3 1037.4 -699.9
  708. objective_count ++
  709. objective_count_done_before3 = 1
  710. ENDIF
  711. ENDIF
  712. ENDIF
  713.  
  714. ENDWHILE
  715.  
  716. //THUGS GO IN THE BANK
  717. /*
  718. IF NOT IS_CHAR_DEAD thug1
  719. SET_CHAR_OBJ_RUN_TO_COORD thug1 1037.4 -699.9
  720. WAIT 400
  721. ENDIF
  722.  
  723. IF NOT IS_CHAR_DEAD thug2
  724. SET_CHAR_OBJ_RUN_TO_COORD thug2 1037.4 -699.9
  725. WAIT 400
  726. ENDIF
  727.  
  728. IF NOT IS_CHAR_DEAD thug3
  729. SET_CHAR_OBJ_RUN_TO_COORD thug3 1037.4 -699.9
  730. ENDIF
  731. */
  732. objective_count = 0
  733. objective_count_done_before1 = 0
  734. objective_count_done_before2 = 0
  735. objective_count_done_before3 = 0
  736.  
  737. GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
  738. bankdoor_Y = bankdoor_Y - 1.0
  739.  
  740. GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
  741. bankdoor2_Y = bankdoor2_Y + 1.0
  742.  
  743. WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
  744. OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
  745. WAIT 0
  746.  
  747. ENDWHILE
  748.  
  749.  
  750. TIMERB = 0
  751.  
  752. WHILE NOT objective_count = 3
  753.  
  754. WAIT 0
  755.  
  756. IF IS_CHAR_DEAD thug1
  757. AND objective_count_done_before1 = 0
  758. objective_count ++
  759. objective_count_done_before1 = 1
  760. thug1_is_dead = 1
  761. ENDIF
  762.  
  763. IF IS_CHAR_DEAD thug2
  764. AND objective_count_done_before2 = 0
  765. objective_count ++
  766. objective_count_done_before2 = 1
  767. thug2_is_dead = 1
  768. ENDIF
  769.  
  770. IF IS_CHAR_DEAD thug3
  771. AND objective_count_done_before3 = 0
  772. objective_count ++
  773. objective_count_done_before3 = 1
  774. thug3_is_dead = 1
  775. ENDIF
  776.  
  777. IF thug1_is_dead = 1
  778. AND thug2_is_dead = 1
  779. AND thug3_is_dead = 1
  780. GOTO mission_joey6_failed
  781. ENDIF
  782.  
  783. IF thug1_is_dead = 0
  784. IF IS_CHAR_OBJECTIVE_PASSED thug1
  785. AND objective_count_done_before1 = 0
  786. SET_CHAR_OBJ_RUN_TO_COORD thug1 1032.9 -700.2
  787. objective_count ++
  788. objective_count_done_before1 = 1
  789. ENDIF
  790. ENDIF
  791.  
  792. IF thug2_is_dead = 0
  793. IF IS_CHAR_OBJECTIVE_PASSED thug2
  794. AND objective_count_done_before2 = 0
  795. SET_CHAR_OBJ_RUN_TO_COORD thug2 1032.9 -700.2
  796. objective_count ++
  797. objective_count_done_before2 = 1
  798. ENDIF
  799. ENDIF
  800.  
  801. IF thug3_is_dead = 0
  802. IF IS_CHAR_OBJECTIVE_PASSED thug3
  803. AND objective_count_done_before3 = 0
  804. SET_CHAR_OBJ_RUN_TO_COORD thug3 1032.9 -700.2
  805. objective_count ++
  806. objective_count_done_before3 = 1
  807. ENDIF
  808. ENDIF
  809.  
  810. IF TIMERB > 15000
  811. IF NOT IS_CHAR_DEAD thug1
  812. SET_CHAR_COORDINATES thug1 1037.4 -699.9 13.9
  813. ENDIF
  814. IF NOT IS_CHAR_DEAD thug2
  815. SET_CHAR_COORDINATES thug2 1037.4 -699.9 13.9
  816. ENDIF
  817. IF NOT IS_CHAR_DEAD thug3
  818. SET_CHAR_COORDINATES thug3 1037.4 -699.9 13.9
  819. ENDIF
  820. ENDIF
  821.  
  822.  
  823. ENDWHILE
  824.  
  825. objective_count = 0
  826. objective_count_done_before1 = 0
  827. objective_count_done_before2 = 0
  828. objective_count_done_before3 = 0
  829.  
  830.  
  831. TIMERB = 0
  832.  
  833. WHILE NOT objective_count = 3
  834.  
  835. WAIT 0
  836.  
  837. IF IS_CHAR_DEAD thug1
  838. AND objective_count_done_before1 = 0
  839. objective_count ++
  840. objective_count_done_before1 = 1
  841. thug1_is_dead = 1
  842. ENDIF
  843.  
  844. IF IS_CHAR_DEAD thug2
  845. AND objective_count_done_before2 = 0
  846. objective_count ++
  847. objective_count_done_before2 = 1
  848. thug2_is_dead = 1
  849. ENDIF
  850.  
  851. IF IS_CHAR_DEAD thug3
  852. AND objective_count_done_before3 = 0
  853. objective_count ++
  854. objective_count_done_before3 = 1
  855. thug3_is_dead = 1
  856. ENDIF
  857.  
  858. IF thug1_is_dead = 1
  859. AND thug2_is_dead = 1
  860. AND thug3_is_dead = 1
  861. GOTO mission_joey6_failed
  862. ENDIF
  863.  
  864. IF thug1_is_dead = 0
  865. IF IS_CHAR_OBJECTIVE_PASSED thug1
  866. AND objective_count_done_before1 = 0
  867. SET_CHAR_COORDINATES thug1 1104.0 -792.0 14.0
  868. SET_CHAR_OBJ_WAIT_ON_FOOT thug1
  869. objective_count ++
  870. objective_count_done_before1 = 1
  871. ENDIF
  872. ENDIF
  873.  
  874. IF thug2_is_dead = 0
  875. IF IS_CHAR_OBJECTIVE_PASSED thug2
  876. AND objective_count_done_before2 = 0
  877. SET_CHAR_COORDINATES thug2 1102.0 -792.0 14.0
  878. SET_CHAR_OBJ_WAIT_ON_FOOT thug2
  879. objective_count ++
  880. objective_count_done_before2 = 1
  881. ENDIF
  882. ENDIF
  883.  
  884. IF thug3_is_dead = 0
  885. IF IS_CHAR_OBJECTIVE_PASSED thug3
  886. AND objective_count_done_before3 = 0
  887. SET_CHAR_COORDINATES thug3 1100.0 -792.0 14.0
  888. SET_CHAR_OBJ_WAIT_ON_FOOT thug3
  889. objective_count ++
  890. objective_count_done_before3 = 1
  891. ENDIF
  892. ENDIF
  893.  
  894. IF TIMERB > 15000
  895. IF NOT IS_CHAR_DEAD thug1
  896. SET_CHAR_COORDINATES thug1 1032.9 -700.2 13.9
  897. ENDIF
  898. IF NOT IS_CHAR_DEAD thug2
  899. SET_CHAR_COORDINATES thug2 1032.9 -700.2 13.9
  900. ENDIF
  901. IF NOT IS_CHAR_DEAD thug3
  902. SET_CHAR_COORDINATES thug3 1032.9 -700.2 13.9
  903. ENDIF
  904. ENDIF
  905.  
  906. ENDWHILE
  907.  
  908. LOAD_MISSION_AUDIO J6_1
  909.  
  910. GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
  911. bankdoor_Y = bankdoor_Y + 1.0
  912.  
  913. GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
  914. bankdoor2_Y = bankdoor2_Y - 1.0
  915.  
  916. WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
  917. OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
  918. WAIT 0
  919.  
  920. ENDWHILE
  921.  
  922.  
  923. //WAIT 1000
  924.  
  925. WHILE NOT HAS_MISSION_AUDIO_LOADED
  926. WAIT 0
  927. ENDWHILE
  928.  
  929. PLAY_MISSION_AUDIO
  930.  
  931. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  932. WAIT 0
  933.  
  934. ENDWHILE
  935.  
  936. WAIT 1000
  937.  
  938. //THUGS COME OUT OF BANK
  939.  
  940. CLEAR_AREA 1037.3 -699.6 15.0 4.0 TRUE
  941.  
  942. GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
  943. bankdoor_Y = bankdoor_Y - 1.0
  944.  
  945. GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
  946. bankdoor2_Y = bankdoor2_Y + 1.0
  947.  
  948. WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
  949. OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
  950. WAIT 0
  951.  
  952. ENDWHILE
  953.  
  954. IF NOT IS_CHAR_DEAD thug1
  955. SET_CHAR_COORDINATES thug1 1032.9 -700.2 15.0
  956. SET_CHAR_OBJ_RUN_TO_COORD thug1 1036.9 -700.2
  957. //SET_PLAYER_AS_LEADER thug1 player
  958. ENDIF
  959.  
  960. WAIT 800
  961.  
  962. IF NOT IS_CHAR_DEAD thug2
  963. SET_CHAR_COORDINATES thug2 1032.9 -700.2 15.0
  964. SET_CHAR_OBJ_RUN_TO_COORD thug2 1036.9 -700.2
  965. ENDIF
  966.  
  967. WAIT 800
  968.  
  969. IF NOT IS_CHAR_DEAD thug3
  970. SET_CHAR_COORDINATES thug3 1032.9 -700.2 15.0
  971. SET_CHAR_OBJ_RUN_TO_COORD thug3 1036.9 -700.2
  972. ENDIF
  973.  
  974. objective_count = 0
  975. objective_count_done_before1 = 0
  976. objective_count_done_before2 = 0
  977. objective_count_done_before3 = 0
  978.  
  979.  
  980. TIMERB = 0
  981.  
  982. WHILE NOT objective_count = 3
  983. WAIT 0
  984.  
  985. IF IS_CHAR_DEAD thug1
  986. AND objective_count_done_before1 = 0
  987. objective_count ++
  988. objective_count_done_before1 = 1
  989. thug1_is_dead = 1
  990. ENDIF
  991.  
  992. IF IS_CHAR_DEAD thug2
  993. AND objective_count_done_before2 = 0
  994. objective_count ++
  995. objective_count_done_before2 = 1
  996. thug2_is_dead = 1
  997. ENDIF
  998.  
  999. IF IS_CHAR_DEAD thug3
  1000. AND objective_count_done_before3 = 0
  1001. objective_count ++
  1002. objective_count_done_before3 = 1
  1003. thug3_is_dead = 1
  1004. ENDIF
  1005.  
  1006. IF thug1_is_dead = 1
  1007. AND thug2_is_dead = 1
  1008. AND thug3_is_dead = 1
  1009. GOTO mission_joey6_failed
  1010. ENDIF
  1011.  
  1012. IF thug1_is_dead = 0
  1013. IF IS_CHAR_OBJECTIVE_PASSED thug1
  1014. AND objective_count_done_before1 = 0
  1015. SET_PLAYER_AS_LEADER thug1 player
  1016. objective_count ++
  1017. objective_count_done_before1 = 1
  1018. ENDIF
  1019. ENDIF
  1020.  
  1021. IF thug2_is_dead = 0
  1022. IF IS_CHAR_OBJECTIVE_PASSED thug2
  1023. AND objective_count_done_before2 = 0
  1024. SET_PLAYER_AS_LEADER thug2 player
  1025. objective_count ++
  1026. objective_count_done_before2 = 1
  1027. ENDIF
  1028. ENDIF
  1029.  
  1030. IF thug3_is_dead = 0
  1031. IF IS_CHAR_OBJECTIVE_PASSED thug3
  1032. AND objective_count_done_before3 = 0
  1033. SET_PLAYER_AS_LEADER thug3 player
  1034. objective_count ++
  1035. objective_count_done_before3 = 1
  1036. ENDIF
  1037. ENDIF
  1038.  
  1039. IF TIMERB > 15000
  1040. IF NOT IS_CHAR_DEAD thug1
  1041. SET_CHAR_COORDINATES thug1 1036.9 -700.2 13.9
  1042. ENDIF
  1043. IF NOT IS_CHAR_DEAD thug2
  1044. SET_CHAR_COORDINATES thug2 1036.9 -700.2 13.9
  1045. ENDIF
  1046. IF NOT IS_CHAR_DEAD thug3
  1047. SET_CHAR_COORDINATES thug3 1036.9 -700.2 13.9
  1048. ENDIF
  1049. ENDIF
  1050.  
  1051. ENDWHILE
  1052.  
  1053. ADD_CONTINUOUS_SOUND 1034.8 -700.1 15.0 SOUND_BANK_ALARM_LOOP_L joey_alarm_loop
  1054. sound_already_created_before = 1
  1055.  
  1056. //SAMPLE3*********************************************************
  1057. LOAD_MISSION_AUDIO J6_D
  1058.  
  1059. WHILE NOT HAS_MISSION_AUDIO_LOADED
  1060. WAIT 0
  1061. ENDWHILE
  1062.  
  1063. PLAY_MISSION_AUDIO
  1064.  
  1065.  
  1066. ALTER_WANTED_LEVEL_NO_DROP Player 3
  1067.  
  1068. GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
  1069. bankdoor_Y = bankdoor_Y + 1.0
  1070.  
  1071. GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
  1072. bankdoor2_Y = bankdoor2_Y - 1.0
  1073.  
  1074. WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
  1075. OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
  1076. WAIT 0
  1077.  
  1078. ENDWHILE
  1079.  
  1080. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  1081. WAIT 0
  1082.  
  1083. ENDWHILE
  1084.  
  1085. objective_count = 0
  1086. objective_count_done_before1 = 0
  1087. objective_count_done_before2 = 0
  1088. objective_count_done_before3 = 0
  1089.  
  1090. SET_PLAYER_CONTROL Player ON
  1091. SWITCH_WIDESCREEN OFF
  1092. RESTORE_CAMERA_JUMPCUT
  1093. SET_POLICE_IGNORE_PLAYER Player OFF
  1094. SET_EVERYONE_IGNORE_PLAYER Player OFF
  1095. APPLY_BRAKES_TO_PLAYERS_CAR Player Off
  1096. SET_PED_DENSITY_MULTIPLIER 1.0
  1097.  
  1098.  
  1099. TIMERB = 0
  1100.  
  1101. WHILE NOT objective_count = 3 //WAITING FOR THUGS TO GET BACK INTO CAR
  1102.  
  1103. WAIT 0
  1104.  
  1105. IF IS_CHAR_DEAD thug1
  1106. AND objective_count_done_before1 = 0
  1107. objective_count ++
  1108. objective_count_done_before1 = 1
  1109. thug1_is_dead = 1
  1110. ENDIF
  1111.  
  1112. IF IS_CHAR_DEAD thug2
  1113. AND objective_count_done_before2 = 0
  1114. objective_count ++
  1115. objective_count_done_before2 = 1
  1116. thug2_is_dead = 1
  1117. ENDIF
  1118.  
  1119. IF IS_CHAR_DEAD thug3
  1120. AND objective_count_done_before3 = 0
  1121. objective_count ++
  1122. objective_count_done_before3 = 1
  1123. thug3_is_dead = 1
  1124. ENDIF
  1125.  
  1126.  
  1127. IF thug1_is_dead = 1
  1128. AND thug2_is_dead = 1
  1129. AND thug3_is_dead = 1
  1130. GOTO mission_joey6_failed
  1131. ENDIF
  1132.  
  1133. // STORE_CAR_PLAYER_IS_IN player any_car_jm6
  1134. // maybe should stop player leaving this car while the thugs get in
  1135.  
  1136. IF IS_CAR_DEAD any_car_jm6
  1137. GOTO mission_joey6_failed
  1138. ENDIF
  1139.  
  1140. IF thug1_is_dead = 0
  1141. IF IS_CHAR_IN_CAR thug1 any_car_jm6
  1142. AND objective_count_done_before1 = 0
  1143. objective_count ++
  1144. objective_count_done_before1 = 1
  1145. ENDIF
  1146. ENDIF
  1147.  
  1148. IF thug2_is_dead = 0
  1149. IF IS_CHAR_IN_CAR thug2 any_car_jm6
  1150. AND objective_count_done_before2 = 0
  1151. objective_count ++
  1152. objective_count_done_before2 = 1
  1153. ENDIF
  1154. ENDIF
  1155.  
  1156. IF thug3_is_dead = 0
  1157. IF IS_CHAR_IN_CAR thug3 any_car_jm6
  1158. AND objective_count_done_before3 = 0
  1159. objective_count ++
  1160. objective_count_done_before3 = 1
  1161. ENDIF
  1162. ENDIF
  1163. /*
  1164. IF TIMERB > 15000
  1165. IF NOT IS_CAR_DEAD any_car_jm6
  1166. IF NOT IS_CHAR_DEAD thug1
  1167. //WARP_CHAR_INTO_CAR thug1 any_car_jm6
  1168. //WARP_CHAR_INTO_CAR_AS_PASSERNGER thug1 any_car_jm6
  1169. ENDIF
  1170. IF NOT IS_CHAR_DEAD thug2
  1171. //WARP_CHAR_INTO_CAR thug2 any_car_jm6
  1172. //WARP_CHAR_INTO_CAR_AS_PASSERNGER thug1 any_car_jm6
  1173. ENDIF
  1174. IF NOT IS_CHAR_DEAD thug3
  1175. //WARP_CHAR_INTO_CAR thug3 any_car_jm6
  1176. //WARP_CHAR_INTO_CAR_AS_PASSERNGER thug1 any_car_jm6
  1177. ENDIF
  1178. ENDIF
  1179. ENDIF
  1180. */
  1181. ENDWHILE
  1182.  
  1183. //END OF BANK ROBBERY CUT SCENE********************************************************************************
  1184.  
  1185. ADD_BLIP_FOR_COORD 1086.0 -227.0 -100.0 blip2_jm6
  1186. CHANGE_BLIP_DISPLAY blip2_jm6 BLIP_ONLY
  1187.  
  1188. //SAMPLE4*********************************************************
  1189. LOAD_MISSION_AUDIO J6_C
  1190.  
  1191. WHILE NOT HAS_MISSION_AUDIO_LOADED
  1192. WAIT 0
  1193. ENDWHILE
  1194.  
  1195. PLAY_MISSION_AUDIO
  1196.  
  1197. PRINT_NOW ( JM6_3 ) 3000 1 //"get us out of here"
  1198.  
  1199. //PRINT_SOON ( JM6_4 ) 5000 1 //"get us out of here"
  1200.  
  1201.  
  1202. //Get back to warehouse
  1203.  
  1204. back_to_safe_house:
  1205.  
  1206. WAIT 0
  1207.  
  1208. IF IS_CAR_DEAD any_car_jm6
  1209. //GO GET ANOTHER ONE
  1210. ENDIF
  1211.  
  1212. WHILE NOT IS_PLAYER_STOPPED_IN_AREA_2D player 1089.9 -223.9 1084.5 -228.5 TRUE
  1213. OR NOT IS_PLAYER_IN_ANY_CAR player
  1214. OR IS_WANTED_LEVEL_GREATER Player 0
  1215. WAIT 0
  1216.  
  1217. IF IS_CAR_DEAD any_car_jm6
  1218. //GO GET ANOTHER ONE
  1219. ENDIF
  1220.  
  1221. IF IS_PLAYER_IN_ANY_CAR Player
  1222. STORE_CAR_PLAYER_IS_IN player any_car_jm6
  1223. ENDIF
  1224.  
  1225. IF IS_CHAR_DEAD thug1
  1226. AND IS_CHAR_DEAD thug2
  1227. AND IS_CHAR_DEAD thug3
  1228. PRINT_NOW ( JM6_8 ) 5000 1
  1229. GOTO mission_joey6_failed
  1230. ENDIF
  1231.  
  1232. IF NOT IS_CHAR_DEAD thug1
  1233. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug1 player
  1234. IF blip_for_thug_added1 = 0
  1235. ADD_BLIP_FOR_CHAR thug1 thug1_blip
  1236. blip_for_thug_added1 = 1
  1237. ENDIF
  1238.  
  1239. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug1 30.0 30.0 FALSE
  1240. IF blip_for_thug_added1 = 1
  1241. SET_PLAYER_AS_LEADER thug1 player
  1242. REMOVE_BLIP thug1_blip
  1243. blip_for_thug_added1 = 0
  1244. ENDIF
  1245. ENDIF
  1246. ENDIF
  1247. ENDIF
  1248.  
  1249. IF NOT IS_CHAR_DEAD thug2
  1250. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug2 player
  1251. IF blip_for_thug_added2 = 0
  1252. ADD_BLIP_FOR_CHAR thug2 thug2_blip
  1253. blip_for_thug_added2 = 1
  1254. ENDIF
  1255.  
  1256. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug2 30.0 30.0 FALSE
  1257. IF blip_for_thug_added2 = 1
  1258. SET_PLAYER_AS_LEADER thug2 player
  1259. REMOVE_BLIP thug2_blip
  1260. blip_for_thug_added2 = 0
  1261. ENDIF
  1262. ENDIF
  1263. ENDIF
  1264. ENDIF
  1265.  
  1266. IF NOT IS_CHAR_DEAD thug3
  1267. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug3 player
  1268. IF blip_for_thug_added3 = 0
  1269. ADD_BLIP_FOR_CHAR thug3 thug3_blip
  1270. blip_for_thug_added3 = 1
  1271. ENDIF
  1272.  
  1273. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug3 30.0 30.0 FALSE
  1274. IF blip_for_thug_added3 = 1
  1275. SET_PLAYER_AS_LEADER thug3 player
  1276. REMOVE_BLIP thug3_blip
  1277. blip_for_thug_added3 = 0
  1278. ENDIF
  1279. ENDIF
  1280. ENDIF
  1281. ENDIF
  1282.  
  1283. IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
  1284. IF IS_WANTED_LEVEL_GREATER player 0
  1285. IF flag_displayed_wanted_message_jm6 = 0
  1286. PRINT_NOW ( WANTED1 ) 5000 1
  1287. flag_displayed_wanted_message_jm6 = 1
  1288. ENDIF
  1289. ENDIF
  1290. ELSE
  1291. IF NOT IS_PLAYER_IN_AREA_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
  1292. flag_displayed_wanted_message_jm6 = 0
  1293. ENDIF
  1294. ENDIF
  1295.  
  1296. IF IS_PLAYER_IN_AREA_ON_FOOT_2D player 1089.9 -223.9 1084.5 -228.5 TRUE
  1297. PRINT_NOW ( EBAL_5 ) 5000 1
  1298. ELSE
  1299. CLEAR_THIS_PRINT EBAL_5
  1300. ENDIF
  1301.  
  1302. ENDWHILE
  1303.  
  1304.  
  1305. //THUGS GO BACK INTO SAFEHOUSE CUT_SCENE***********************************************************************
  1306.  
  1307. IF NOT IS_CHAR_DEAD thug1
  1308. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug1 player
  1309. PRINT_NOW ( HEY2 ) 4000 1
  1310. GOTO back_to_safe_house
  1311. ENDIF
  1312. ENDIF
  1313.  
  1314. IF NOT IS_CHAR_DEAD thug2
  1315. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug2 player
  1316. PRINT_NOW ( HEY2 ) 4000 1
  1317. GOTO back_to_safe_house
  1318. ENDIF
  1319. ENDIF
  1320.  
  1321. IF NOT IS_CHAR_DEAD thug3
  1322. IF NOT IS_CHAR_IN_PLAYERS_GROUP thug3 player
  1323. PRINT_NOW ( HEY2 ) 4000 1
  1324. GOTO back_to_safe_house
  1325. ENDIF
  1326. ENDIF
  1327.  
  1328. CLEAR_AREA 1087.7 -229.2 8.0 6.0 TRUE
  1329.  
  1330. SET_PLAYER_CONTROL Player Off
  1331. SWITCH_WIDESCREEN ON
  1332. SET_POLICE_IGNORE_PLAYER Player On
  1333. SET_EVERYONE_IGNORE_PLAYER Player On
  1334.  
  1335. SET_FIXED_CAMERA_POSITION 1098.781 -228.929 16.723 0.0 0.0 0.0
  1336. POINT_CAMERA_AT_POINT 1098.005 -229.116 16.12 JUMP_CUT
  1337.  
  1338. IF NOT IS_CAR_DEAD any_car_jm6
  1339. APPLY_BRAKES_TO_PLAYERS_CAR Player On
  1340.  
  1341. IF NOT IS_CHAR_DEAD thug1
  1342. LEAVE_GROUP thug1
  1343. IF IS_CHAR_IN_ANY_CAR thug1
  1344. STORE_CAR_CHAR_IS_IN thug1 any_car_jm6
  1345. SET_CHAR_OBJ_LEAVE_CAR thug1 any_car_jm6
  1346. ENDIF
  1347. ENDIF
  1348.  
  1349. WAIT 400
  1350.  
  1351. IF NOT IS_CHAR_DEAD thug2
  1352. LEAVE_GROUP thug2
  1353. IF IS_CHAR_IN_ANY_CAR thug2
  1354. STORE_CAR_CHAR_IS_IN thug2 any_car_jm6
  1355. SET_CHAR_OBJ_LEAVE_CAR thug2 any_car_jm6
  1356. ENDIF
  1357. ENDIF
  1358.  
  1359. WAIT 400
  1360.  
  1361. IF NOT IS_CHAR_DEAD thug3
  1362. LEAVE_GROUP thug3
  1363. IF IS_CHAR_IN_ANY_CAR thug3
  1364. STORE_CAR_CHAR_IS_IN thug3 any_car_jm6
  1365. SET_CHAR_OBJ_LEAVE_CAR thug3 any_car_jm6
  1366. ENDIF
  1367. ENDIF
  1368.  
  1369. ENDIF
  1370.  
  1371. IF NOT IS_CHAR_DEAD thug1
  1372. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug1 30.0 30.0 FALSE
  1373. IF NOT IS_CHAR_DEAD thug1
  1374. MARK_CHAR_AS_NO_LONGER_NEEDED thug1
  1375. ENDIF
  1376. //thug1_is_dead = 1
  1377. ENDIF
  1378. ENDIF
  1379.  
  1380. IF NOT IS_CHAR_DEAD thug2
  1381. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug2 30.0 30.0 FALSE
  1382. IF NOT IS_CHAR_DEAD thug2
  1383. MARK_CHAR_AS_NO_LONGER_NEEDED thug2
  1384. ENDIF
  1385. //thug2_is_dead = 1
  1386. ENDIF
  1387. ENDIF
  1388.  
  1389. IF NOT IS_CHAR_DEAD thug3
  1390. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug3 30.0 30.0 FALSE
  1391. IF NOT IS_CHAR_DEAD thug3
  1392. MARK_CHAR_AS_NO_LONGER_NEEDED thug3
  1393. ENDIF
  1394. //thug3_is_dead = 1
  1395. ENDIF
  1396. ENDIF
  1397.  
  1398. objective_count = 0
  1399. objective_count_done_before1 = 0
  1400. objective_count_done_before2 = 0
  1401. objective_count_done_before3 = 0
  1402.  
  1403. WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 14.012 0.0 0.0 0.2 FALSE
  1404. WAIT 0
  1405.  
  1406. ENDWHILE
  1407.  
  1408. WHILE NOT objective_count = 3 //WAITING FOR THUGS TO GET OUT OF CAR
  1409.  
  1410. WAIT 0
  1411.  
  1412. IF IS_CHAR_DEAD thug1
  1413. IF objective_count_done_before1 = 0
  1414. objective_count ++
  1415. objective_count_done_before1 = 1
  1416. thug1_is_dead = 1
  1417. ENDIF
  1418. ENDIF
  1419.  
  1420. IF IS_CHAR_DEAD thug2
  1421. AND objective_count_done_before2 = 0
  1422. objective_count ++
  1423. objective_count_done_before2 = 1
  1424. thug2_is_dead = 1
  1425. ENDIF
  1426.  
  1427.  
  1428. IF IS_CHAR_DEAD thug3
  1429. AND objective_count_done_before3 = 0
  1430. objective_count ++
  1431. objective_count_done_before3 = 1
  1432. thug3_is_dead = 1
  1433. ENDIF
  1434.  
  1435. IF thug1_is_dead = 1
  1436. AND thug2_is_dead = 1
  1437. AND thug3_is_dead = 1
  1438. GOTO mission_joey6_failed
  1439. ENDIF
  1440.  
  1441. IF NOT IS_CAR_DEAD any_car_jm6
  1442.  
  1443. IF thug1_is_dead = 0
  1444. IF NOT IS_CHAR_IN_CAR thug1 any_car_jm6
  1445. AND objective_count_done_before1 = 0
  1446. //SET_CHAR_OBJ_WAIT_ON_FOOT thug1
  1447. SET_CHAR_OBJ_RUN_TO_COORD thug1 1087.0 -238.6
  1448. objective_count ++
  1449. objective_count_done_before1 = 1
  1450. ENDIF
  1451. ENDIF
  1452.  
  1453. IF thug2_is_dead = 0
  1454. IF NOT IS_CHAR_IN_CAR thug2 any_car_jm6
  1455. AND objective_count_done_before2 = 0
  1456. //SET_CHAR_OBJ_WAIT_ON_FOOT thug2
  1457. SET_CHAR_OBJ_RUN_TO_COORD thug2 1087.5 -238.6
  1458. objective_count ++
  1459. objective_count_done_before2 = 1
  1460. ENDIF
  1461. ENDIF
  1462.  
  1463. IF thug3_is_dead = 0
  1464. IF NOT IS_CHAR_IN_CAR thug3 any_car_jm6
  1465. AND objective_count_done_before3 = 0
  1466. //SET_CHAR_OBJ_WAIT_ON_FOOT thug3
  1467. SET_CHAR_OBJ_RUN_TO_COORD thug3 1088.0 -238.6
  1468. objective_count ++
  1469. objective_count_done_before3 = 1
  1470. ENDIF
  1471. ENDIF
  1472.  
  1473. ENDIF
  1474.  
  1475. ENDWHILE
  1476.  
  1477.  
  1478. REMOVE_BLIP blip1_jm6
  1479.  
  1480. IF NOT IS_CHAR_DEAD thug1
  1481. SET_CHAR_OBJ_RUN_TO_COORD thug1 1087.0 -238.6
  1482. ENDIF
  1483.  
  1484. IF NOT IS_CHAR_DEAD thug2
  1485. SET_CHAR_OBJ_RUN_TO_COORD thug2 1087.5 -238.6
  1486. ENDIF
  1487.  
  1488. IF NOT IS_CHAR_DEAD thug3
  1489. SET_CHAR_OBJ_RUN_TO_COORD thug3 1088.0 -238.6
  1490. ENDIF
  1491.  
  1492. objective_count = 0
  1493. objective_count_done_before1 = 0
  1494. objective_count_done_before2 = 0
  1495. objective_count_done_before3 = 0
  1496.  
  1497. TIMERB = 0
  1498.  
  1499. WHILE NOT objective_count = 3
  1500.  
  1501. WAIT 0
  1502.  
  1503. IF IS_CHAR_DEAD thug1
  1504. AND objective_count_done_before1 = 0
  1505. objective_count ++
  1506. objective_count_done_before1 = 1
  1507. thug1_is_dead = 1
  1508. ENDIF
  1509.  
  1510. IF IS_CHAR_DEAD thug2
  1511. AND objective_count_done_before2 = 0
  1512. objective_count ++
  1513. objective_count_done_before2 = 1
  1514. thug2_is_dead = 1
  1515. ENDIF
  1516.  
  1517.  
  1518. IF IS_CHAR_DEAD thug3
  1519. AND objective_count_done_before3 = 0
  1520. objective_count ++
  1521. objective_count_done_before3 = 1
  1522. thug3_is_dead = 1
  1523. ENDIF
  1524.  
  1525.  
  1526. IF thug1_is_dead = 1
  1527. AND thug2_is_dead = 1
  1528. AND thug3_is_dead = 1
  1529. GOTO mission_joey6_failed
  1530. ENDIF
  1531.  
  1532. IF thug1_is_dead = 0
  1533. IF IS_CHAR_OBJECTIVE_PASSED thug1
  1534. AND objective_count_done_before1 = 0 // GSW - could maybe use objective_count_done_before1 here
  1535. objective_count ++
  1536. objective_count_done_before1 = 1 // GSW - could maybe use objective_count_done_before1 here
  1537. ENDIF
  1538. ENDIF
  1539.  
  1540. IF thug2_is_dead = 0
  1541. IF IS_CHAR_OBJECTIVE_PASSED thug2
  1542. AND objective_count_done_before2 = 0 // GSW - could maybe use objective_count_done_before2 here
  1543. objective_count ++
  1544. objective_count_done_before2 = 1 // GSW - could maybe use objective_count_done_before2 here
  1545. ENDIF
  1546. ENDIF
  1547.  
  1548. IF thug3_is_dead = 0
  1549. IF IS_CHAR_OBJECTIVE_PASSED thug3
  1550. AND objective_count_done_before3 = 0 // GSW - could maybe use objective_count_done_before3 here
  1551. objective_count ++
  1552. objective_count_done_before3 = 1 // GSW - could maybe use objective_count_done_before3 here
  1553. ENDIF
  1554. ENDIF
  1555.  
  1556. IF TIMERB > 15000
  1557. IF NOT IS_CHAR_DEAD thug1
  1558. SET_CHAR_COORDINATES thug1 1087.0 -238.6 10.0
  1559. ENDIF
  1560. IF NOT IS_CHAR_DEAD thug2
  1561. SET_CHAR_COORDINATES thug2 1087.5 -238.6 10.0
  1562. ENDIF
  1563. IF NOT IS_CHAR_DEAD thug3
  1564. SET_CHAR_COORDINATES thug3 1088.0 -238.6 10.0
  1565. ENDIF
  1566. ENDIF
  1567.  
  1568. ENDWHILE
  1569.  
  1570. IF NOT IS_CHAR_DEAD thug1
  1571. SET_CHAR_OBJ_WAIT_ON_FOOT thug1
  1572. ENDIF
  1573.  
  1574. IF NOT IS_CHAR_DEAD thug2
  1575. SET_CHAR_OBJ_WAIT_ON_FOOT thug2
  1576. ENDIF
  1577.  
  1578. IF NOT IS_CHAR_DEAD thug3
  1579. SET_CHAR_OBJ_WAIT_ON_FOOT thug3
  1580. ENDIF
  1581.  
  1582.  
  1583. WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 11.012 0.0 0.0 0.1 FALSE
  1584. WAIT 0
  1585.  
  1586. ENDWHILE
  1587.  
  1588. SET_PLAYER_CONTROL Player ON
  1589. SWITCH_WIDESCREEN OFF
  1590. RESTORE_CAMERA_JUMPCUT
  1591. SET_POLICE_IGNORE_PLAYER Player OFF
  1592. SET_EVERYONE_IGNORE_PLAYER Player OFF
  1593. APPLY_BRAKES_TO_PLAYERS_CAR Player Off
  1594.  
  1595. //THUGS GO BACK INTO SAFEHOUSE CUT_SCENE***********************************************************************
  1596.  
  1597. }
  1598. GOTO mission_joey6_passed
  1599.  
  1600.  
  1601.  
  1602. // Mission Joey6 failed
  1603.  
  1604. mission_joey6_failed:
  1605. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
  1606. RETURN
  1607.  
  1608.  
  1609.  
  1610. // mission joey6 passed
  1611.  
  1612. mission_joey6_passed:
  1613.  
  1614. flag_joey_mission6_passed = 1
  1615. IF NOT IS_CHAR_DEAD thug1
  1616. thugs_score = thugs_score + 10000
  1617. ENDIF
  1618. DELETE_CHAR thug1
  1619.  
  1620. IF NOT IS_CHAR_DEAD thug2
  1621. thugs_score = thugs_score + 10000
  1622. ENDIF
  1623. DELETE_CHAR thug2
  1624.  
  1625. IF NOT IS_CHAR_DEAD thug3
  1626. thugs_score = thugs_score + 10000
  1627. ENDIF
  1628. DELETE_CHAR thug3
  1629. PLAY_MISSION_PASSED_TUNE 1
  1630. PRINT_WITH_NUMBER_BIG ( M_PASS ) thugs_score 5000 1 //"Mission Passed!"
  1631. CLEAR_WANTED_LEVEL player
  1632. ADD_SCORE player thugs_score
  1633. REGISTER_MISSION_PASSED JM6
  1634. PLAYER_MADE_PROGRESS 1
  1635. REMOVE_BLIP joey_contact_blip
  1636. RETURN
  1637.  
  1638.  
  1639. // mission cleanup
  1640.  
  1641. mission_cleanup_joey6:
  1642.  
  1643. flag_player_on_mission = 0
  1644. flag_player_on_joey_mission = 0
  1645. IF sound_already_created_before = 1
  1646. REMOVE_SOUND joey_alarm_loop
  1647. ENDIF
  1648. REMOVE_BLIP blip1_jm6
  1649. REMOVE_BLIP blip3_jm6
  1650. REMOVE_BLIP blip2_jm6
  1651. REMOVE_BLIP thug1_blip
  1652. REMOVE_BLIP thug2_blip
  1653. REMOVE_BLIP thug3_blip
  1654. SET_PED_DENSITY_MULTIPLIER 1.0
  1655. UNLOAD_SPECIAL_CHARACTER 2
  1656. MISSION_HAS_FINISHED
  1657. RETURN
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