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love1.sc

Oct 11th, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // *****************************************************************************************
  4. // *****************************************************************************************
  5. // *****************************************Love Mission 1*********************************
  6. // **********************************Save The Old Japanese Gentleman************************
  7. // *****************************************************************************************
  8. // *****************************************************************************************
  9. // *****************************************************************************************
  10.  
  11. SCRIPT_NAME love1
  12.  
  13. // Mission start stuff
  14.  
  15. GOSUB mission_start_love1
  16.  
  17. IF HAS_DEATHARREST_BEEN_EXECUTED
  18. GOSUB mission_love1_failed
  19. ENDIF
  20.  
  21. GOSUB mission_cleanup_love1
  22.  
  23. MISSION_END
  24.  
  25. // Variables For Mission
  26.  
  27. VAR_INT car_love1
  28.  
  29. VAR_INT car_love2 // Any car the ojg might be in
  30.  
  31. VAR_INT ojg_love1
  32.  
  33. VAR_INT baddie1_love1
  34.  
  35. VAR_INT baddie2_love1
  36.  
  37. VAR_INT baddie3_love1
  38.  
  39. VAR_INT baddie4_love1
  40.  
  41. VAR_INT baddie5_love1
  42.  
  43. VAR_INT baddie6_love1
  44.  
  45. VAR_INT garage_baddie1_love1
  46.  
  47. VAR_INT garage_baddie2_love1
  48.  
  49. VAR_INT garage_baddie3_love1
  50.  
  51. VAR_INT garage_baddie4_love1
  52.  
  53. VAR_INT garage_baddie5_love1
  54.  
  55. VAR_INT garage_baddie6_love1
  56.  
  57. VAR_INT radar_blip_ped1_love1
  58.  
  59. VAR_INT flag_ojg_in_group
  60.  
  61. VAR_INT radar_blip_coord1_love1
  62.  
  63. VAR_INT flag_blip_on_ojg_love1
  64.  
  65. VAR_INT car2_love1
  66.  
  67. VAR_INT flag_baddie1_dead_love1
  68.  
  69. VAR_INT flag_baddie2_dead_love1
  70.  
  71. VAR_INT flag_baddie3_dead_love1
  72.  
  73. VAR_INT flag_baddie4_dead_love1
  74.  
  75. VAR_INT flag_baddie5_dead_love1
  76.  
  77. VAR_INT flag_baddie6_dead_love1
  78.  
  79. VAR_INT flag_garage_baddie1_dead_love1
  80.  
  81. VAR_INT flag_garage_baddie2_dead_love1
  82.  
  83. VAR_INT flag_garage_baddie3_dead_love1
  84.  
  85. VAR_INT flag_garage_baddie4_dead_love1
  86.  
  87. VAR_INT flag_garage_baddie5_dead_love1
  88.  
  89. VAR_INT flag_garage_baddie6_dead_love1
  90.  
  91. VAR_INT flag_garage1_open
  92.  
  93. VAR_INT flag_garage2_open
  94.  
  95. VAR_INT flag_garage3_open
  96.  
  97. VAR_INT flag_garage4_open
  98.  
  99. VAR_INT flag_garage5_open
  100.  
  101. VAR_INT radar_blip_coord2_love1
  102.  
  103. VAR_INT ogg_position
  104.  
  105. VAR_INT garage_car1_love1
  106.  
  107. VAR_INT garage_car2_love1
  108.  
  109. VAR_INT flag_had_garage_message_love1
  110.  
  111. VAR_INT ojg_in_area
  112.  
  113. VAR_INT flag_ojg_dead
  114.  
  115. VAR_INT flag_player_in_area_love1
  116.  
  117. VAR_INT flag_player_got_car_message_love1
  118.  
  119. VAR_INT flag_message_car_again
  120.  
  121. VAR_INT flag_ojg_in_area
  122.  
  123. VAR_INT flag_kill_player_love1
  124.  
  125. VAR_INT flag_baddie3_in_area_love1
  126.  
  127. VAR_INT flag_baddie4_in_area_love1
  128.  
  129. VAR_INT flag_baddie5_in_area_love1
  130.  
  131. VAR_INT flag_baddie6_in_area_love1
  132.  
  133. VAR_INT flag_baddie1_in_area_love1
  134.  
  135. VAR_INT flag_baddie2_in_area_love1
  136.  
  137.  
  138. // ****************************************Mission Start************************************
  139.  
  140. mission_start_love1:
  141.  
  142. flag_player_on_mission = 1
  143.  
  144. flag_player_on_kenji_mission = 1
  145.  
  146. REGISTER_MISSION_GIVEN
  147.  
  148. WAIT 0
  149.  
  150. flag_ojg_in_group = 0
  151.  
  152. flag_blip_on_ojg_love1 = 0
  153.  
  154. flag_baddie1_dead_love1 = 0
  155.  
  156. flag_baddie2_dead_love1 = 0
  157.  
  158. flag_baddie3_dead_love1 = 0
  159.  
  160. flag_baddie4_dead_love1 = 0
  161.  
  162. flag_baddie5_dead_love1 = 0
  163.  
  164. flag_baddie6_dead_love1 = 0
  165.  
  166. flag_garage_baddie1_dead_love1 = 0
  167.  
  168. flag_garage_baddie2_dead_love1 = 0
  169.  
  170. flag_garage_baddie3_dead_love1 = 0
  171.  
  172. flag_garage_baddie4_dead_love1 = 0
  173.  
  174. flag_garage_baddie5_dead_love1 = 0
  175.  
  176. flag_garage_baddie6_dead_love1 = 0
  177.  
  178. flag_garage1_open = 0
  179.  
  180. flag_garage2_open = 0
  181.  
  182. flag_garage3_open = 0
  183.  
  184. flag_garage4_open = 0
  185.  
  186. flag_garage5_open = 0
  187.  
  188. ogg_position = 0
  189.  
  190. flag_had_garage_message_love1 = 0
  191.  
  192. ojg_in_area = 0
  193.  
  194. flag_ojg_dead = 0
  195.  
  196. flag_player_in_area_love1 = 0
  197.  
  198. flag_player_got_car_message_love1 = 0
  199.  
  200. flag_message_car_again = 0
  201.  
  202. blob_flag = 1
  203.  
  204. flag_ojg_in_area = 0
  205.  
  206. flag_baddie1_in_area_love1 = 0
  207.  
  208. flag_baddie2_in_area_love1 = 0
  209.  
  210. flag_baddie3_in_area_love1 = 0
  211.  
  212. flag_baddie4_in_area_love1 = 0
  213.  
  214. flag_baddie5_in_area_love1 = 0
  215.  
  216. flag_baddie6_in_area_love1 = 0
  217.  
  218.  
  219.  
  220. {
  221.  
  222. IF flag_failed_love1 = 1
  223.  
  224. CLOSE_GARAGE garage1_love1
  225.  
  226. CLOSE_GARAGE garage2_love1
  227.  
  228. CLOSE_GARAGE garage3_love1
  229.  
  230. CLOSE_GARAGE garage4_love1
  231.  
  232. CLOSE_GARAGE garage5_love1
  233.  
  234. ENDIF
  235.  
  236. flag_failed_love1 = 0
  237.  
  238. flag_kill_player_love1 = 0
  239.  
  240. // ****************************************START OF CUTSCENE********************************
  241.  
  242. /*
  243. IF CAN_PLAYER_START_MISSION player
  244. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  245. ELSE
  246. GOTO mission_love1_failed
  247. ENDIF
  248.  
  249. SET_FADING_COLOUR 0 0 0
  250.  
  251. DO_FADE 1500 FADE_OUT
  252.  
  253. PRINT_BIG ( LOVE1 ) 15000 2 //"Resue the Old Oriental Gentleman"
  254.  
  255. SWITCH_STREAMING OFF
  256. */
  257.  
  258. // Cutscene stuff
  259.  
  260. LOAD_SPECIAL_CHARACTER 1 LOVE2
  261. REQUEST_MODEL tshrorckgrdn
  262. REQUEST_MODEL tshrorckgrdn_alfas
  263. LOAD_SPECIAL_MODEL cut_obj1 LOVEH
  264. LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
  265.  
  266. /*
  267. WHILE GET_FADING_STATUS
  268.  
  269. WAIT 0
  270.  
  271. ENDWHILE
  272. */
  273.  
  274. LOAD_ALL_MODELS_NOW
  275.  
  276. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  277. OR NOT HAS_MODEL_LOADED cut_obj1
  278. OR NOT HAS_MODEL_LOADED cut_obj2
  279. OR NOT HAS_MODEL_LOADED tshrorckgrdn
  280. OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
  281.  
  282. WAIT 0
  283.  
  284. ENDWHILE
  285.  
  286. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE
  287.  
  288. LOAD_CUTSCENE d1_stog
  289.  
  290. SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
  291.  
  292. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  293.  
  294. SET_CUTSCENE_ANIM cs_player player
  295.  
  296. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
  297.  
  298. SET_CUTSCENE_ANIM cs_love love2
  299.  
  300. CREATE_CUTSCENE_HEAD cs_love CUT_OBJ1 cs_lovehead
  301.  
  302. SET_CUTSCENE_HEAD_ANIM cs_lovehead love
  303.  
  304. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
  305.  
  306. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  307.  
  308. CLEAR_AREA 83.1 -1548.7 27.3 1.0 TRUE
  309.  
  310. SET_PLAYER_COORDINATES player 83.1 -1548.7 27.3
  311.  
  312. SET_PLAYER_HEADING player 90.0
  313.  
  314. DO_FADE 1500 FADE_IN
  315.  
  316. SWITCH_RUBBISH OFF
  317.  
  318. START_CUTSCENE
  319.  
  320. // Displays cutscene text
  321.  
  322. GET_CUTSCENE_TIME cs_time
  323.  
  324. WHILE cs_time < 4111
  325. WAIT 0
  326. GET_CUTSCENE_TIME cs_time
  327. ENDWHILE
  328.  
  329. PRINT_NOW ( LOVE1_A ) 10000 1 //"First of all, let me thank you for dealing with that personal matter."
  330.  
  331. WHILE cs_time < 7246
  332. WAIT 0
  333. GET_CUTSCENE_TIME cs_time
  334. ENDWHILE
  335.  
  336. PRINT_NOW ( LOVE1_F ) 10000 1 //"People will read something into anything these days."
  337.  
  338. WHILE cs_time < 10311
  339. WAIT 0
  340. GET_CUTSCENE_TIME cs_time
  341. ENDWHILE
  342.  
  343. PRINT_NOW ( LOVE1_B ) 10000 1 //"Experience has taught me that a man like you can be very loyal for the right price,"
  344.  
  345. WHILE cs_time < 14533
  346. WAIT 0
  347. GET_CUTSCENE_TIME cs_time
  348. ENDWHILE
  349.  
  350. PRINT_NOW ( LOVE1_H ) 10000 1 //"but groups of men get greedy."
  351.  
  352. WHILE cs_time < 17000
  353. WAIT 0
  354. GET_CUTSCENE_TIME cs_time
  355. ENDWHILE
  356.  
  357. PRINT_NOW ( LOVE1_C ) 10000 1 //"A valued resource, an old oriental gentleman I know,"
  358.  
  359. WHILE cs_time < 20000
  360. WAIT 0
  361. GET_CUTSCENE_TIME cs_time
  362. ENDWHILE
  363.  
  364. PRINT_NOW ( LOVE1_I ) 10000 1 //"has been kept hostage by some South Americans in Aspatria."
  365.  
  366. WHILE cs_time < 23188
  367. WAIT 0
  368. GET_CUTSCENE_TIME cs_time
  369. ENDWHILE
  370.  
  371. PRINT_NOW ( LOVE1_D ) 10000 1 //"They're trying to extort additional funds from me but I don't believe in re-negotiation."
  372.  
  373. WHILE cs_time < 28008
  374. WAIT 0
  375. GET_CUTSCENE_TIME cs_time
  376. ENDWHILE
  377.  
  378. PRINT_NOW ( LOVE1_E ) 10000 1 //"A deal is a deal, so they'll not see a penny from me.
  379.  
  380. WHILE cs_time < 32454
  381. WAIT 0
  382. GET_CUTSCENE_TIME cs_time
  383. ENDWHILE
  384.  
  385. PRINT_NOW ( LOVE1_G ) 10000 1 //"Go and rescue my friend, do whatever it takes."
  386.  
  387. WHILE cs_time < 35034
  388. WAIT 0
  389. GET_CUTSCENE_TIME cs_time
  390. ENDWHILE
  391.  
  392. CLEAR_THIS_PRINT ( LOVE1_G )
  393.  
  394. WHILE cs_time < 38333
  395. WAIT 0
  396. GET_CUTSCENE_TIME cs_time
  397. ENDWHILE
  398.  
  399. DO_FADE 1500 FADE_OUT
  400.  
  401. WHILE GET_FADING_STATUS
  402. WAIT 0
  403. ENDWHILE
  404.  
  405. CLEAR_PRINTS
  406.  
  407. WHILE NOT HAS_CUTSCENE_FINISHED
  408. WAIT 0
  409. ENDWHILE
  410.  
  411. CLEAR_CUTSCENE
  412.  
  413. SWITCH_STREAMING ON
  414.  
  415. SWITCH_RUBBISH ON
  416.  
  417. SET_CAMERA_BEHIND_PLAYER
  418.  
  419. WAIT 500
  420.  
  421. DO_FADE 1500 FADE_IN
  422.  
  423. SET_CAMERA_BEHIND_PLAYER
  424.  
  425. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
  426.  
  427. UNLOAD_SPECIAL_CHARACTER 1
  428. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  429. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  430.  
  431. MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
  432.  
  433. MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
  434.  
  435.  
  436. // *******************************************END OF CUTSCENE*******************************
  437.  
  438. REQUEST_MODEL PED_GANG_COLOMBIAN_A
  439.  
  440. REQUEST_MODEL CAR_COLUMB
  441.  
  442. LOAD_SPECIAL_CHARACTER 2 OJG
  443.  
  444. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
  445. OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
  446. OR NOT HAS_MODEL_LOADED CAR_COLUMB
  447.  
  448. WAIT 0
  449.  
  450. ENDWHILE
  451.  
  452. PRINT_NOW ( LOVE1_1 ) 7000 1 //"Get a columbian gang car, you'll need it to infiltrate the hideout."
  453.  
  454. // Waiting for the player to be in a colombian car
  455.  
  456. WHILE NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
  457.  
  458. WAIT 0
  459.  
  460. ENDWHILE
  461.  
  462. ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1
  463.  
  464. // Random munber stuff to generate OGG position
  465.  
  466. GENERATE_RANDOM_INT_IN_RANGE 2 6 ogg_position
  467.  
  468. IF ogg_position = 2
  469.  
  470. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.2 -340.3 15.1 ojg_love1
  471.  
  472. CLEAR_CHAR_THREAT_SEARCH ojg_love1
  473.  
  474. TURN_CHAR_TO_FACE_COORD ojg_love1 57.0 -314.0 -100.0
  475.  
  476. CHAR_SET_IDLE ojg_love1
  477.  
  478. ENDIF
  479.  
  480. IF ogg_position = 3
  481.  
  482. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 26.3 -339.7 15.1 ojg_love1
  483.  
  484. CLEAR_CHAR_THREAT_SEARCH ojg_love1
  485.  
  486. TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -339.0 -100.0
  487.  
  488. CHAR_SET_IDLE ojg_love1
  489.  
  490. ENDIF
  491.  
  492. IF ogg_position = 4
  493.  
  494. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.5 -350.4 15.1 ojg_love1
  495.  
  496. CLEAR_CHAR_THREAT_SEARCH ojg_love1
  497.  
  498. TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -350.0 -100.0
  499.  
  500. CHAR_SET_IDLE ojg_love1
  501.  
  502. ENDIF
  503.  
  504. IF ogg_position = 5
  505.  
  506. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 47.0 -386.0 15.1 ojg_love1
  507.  
  508. CLEAR_CHAR_THREAT_SEARCH ojg_love1
  509.  
  510. TURN_CHAR_TO_FACE_COORD ojg_love1 47.0 -381.0 16.0
  511.  
  512. CHAR_SET_IDLE ojg_love1
  513.  
  514. ENDIF
  515.  
  516. PRINT_NOW ( LOVE1_2 ) 7000 1 //"Rescue the Old Japanese Gentleman."
  517.  
  518. CREATE_CAR CAR_COLUMB 26.2 -365.5 15.1 garage_car1_love1
  519.  
  520. SET_CAR_HEADING garage_car1_love1 270.0
  521.  
  522. CREATE_CAR CAR_COLUMB 73.6 -352.7 15.1 garage_car2_love1
  523.  
  524. SET_CAR_HEADING garage_car2_love1 270.0
  525.  
  526.  
  527. // Creates the first guard he follows route 0
  528.  
  529. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 71.0 -332.0 -100.0 baddie1_love1
  530.  
  531. SET_CHAR_THREAT_SEARCH baddie1_love1 threat_player1
  532.  
  533. GIVE_WEAPON_TO_CHAR baddie1_love1 WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo
  534.  
  535. SET_CHAR_PERSONALITY baddie1_love1 PEDSTAT_TOUGH_GUY
  536.  
  537. //ADD_ARMOUR_TO_CHAR baddie1_love1 100
  538.  
  539. TURN_CHAR_TO_FACE_COORD baddie1_love1 72.0 -318.0 -100.0
  540.  
  541. ADD_ROUTE_POINT 0 71.0 -319.0 -100.0
  542.  
  543. ADD_ROUTE_POINT 0 71.0 -332.0 -100.0
  544.  
  545. SET_CHAR_OBJ_FOLLOW_ROUTE baddie1_love1 0 FOLLOW_ROUTE_LOOP
  546.  
  547. // Creates the second guard he follows route 1
  548.  
  549. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 61.0 -318.0 -100.0 baddie2_love1
  550.  
  551. SET_CHAR_THREAT_SEARCH baddie2_love1 threat_player1
  552.  
  553. GIVE_WEAPON_TO_CHAR baddie2_love1 WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo
  554.  
  555. SET_CHAR_PERSONALITY baddie2_love1 PEDSTAT_TOUGH_GUY
  556.  
  557. //ADD_ARMOUR_TO_CHAR baddie2_love1 100
  558.  
  559. TURN_CHAR_TO_FACE_COORD baddie2_love1 61.0 -335.0 -100.0
  560.  
  561. ADD_ROUTE_POINT 1 61.0 -318.0 -100.0
  562.  
  563. ADD_ROUTE_POINT 1 61.0 -335.0 -100.0
  564.  
  565. SET_CHAR_OBJ_FOLLOW_ROUTE baddie2_love1 1 FOLLOW_ROUTE_LOOP
  566.  
  567. // Creates the third guard - does not patrol
  568.  
  569. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 42.0 -375.0 -100.0 baddie3_love1
  570.  
  571. SET_CHAR_THREAT_SEARCH baddie3_love1 threat_player1
  572.  
  573. GIVE_WEAPON_TO_CHAR baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  574.  
  575. SET_CHAR_PERSONALITY baddie3_love1 PEDSTAT_TOUGH_GUY
  576.  
  577. //ADD_ARMOUR_TO_CHAR baddie3_love1 100
  578.  
  579. TURN_CHAR_TO_FACE_COORD baddie3_love1 42.0 -373.0 -100.0
  580.  
  581. // Creates the fourth guard - does not patrol
  582.  
  583. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 52.0 -375.0 -100.0 baddie4_love1
  584.  
  585. SET_CHAR_THREAT_SEARCH baddie4_love1 threat_player1
  586.  
  587. GIVE_WEAPON_TO_CHAR baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  588.  
  589. SET_CHAR_PERSONALITY baddie4_love1 PEDSTAT_TOUGH_GUY
  590.  
  591. //ADD_ARMOUR_TO_CHAR baddie4_love1 100
  592.  
  593. TURN_CHAR_TO_FACE_COORD baddie4_love1 52.0 -371.0 -100.0
  594.  
  595. // Creates the fifth guard - does not patrol
  596.  
  597. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 32.0 -345.0 -100.0 baddie5_love1
  598.  
  599. SET_CHAR_THREAT_SEARCH baddie5_love1 threat_player1
  600.  
  601. GIVE_WEAPON_TO_CHAR baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  602.  
  603. SET_CHAR_PERSONALITY baddie5_love1 PEDSTAT_TOUGH_GUY
  604.  
  605. //ADD_ARMOUR_TO_CHAR baddie5_love1 100
  606.  
  607. TURN_CHAR_TO_FACE_COORD baddie5_love1 -30.0 -367.0 -100.0
  608.  
  609. // Creates the sixth guard - does not patrol
  610.  
  611. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 33.0 -328.0 -100.0 baddie6_love1
  612.  
  613. SET_CHAR_THREAT_SEARCH baddie6_love1 threat_player1
  614.  
  615. GIVE_WEAPON_TO_CHAR baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  616.  
  617. SET_CHAR_PERSONALITY baddie6_love1 PEDSTAT_TOUGH_GUY
  618.  
  619. //ADD_ARMOUR_TO_CHAR baddie6_love1 100
  620.  
  621. TURN_CHAR_TO_FACE_COORD baddie6_love1 35.0 -328.0 -100.0
  622.  
  623. // Garage guard1 in garage 2
  624.  
  625. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 55.87 -312.77 15.1 garage_baddie1_love1
  626.  
  627. CLEAR_CHAR_THREAT_SEARCH garage_baddie1_love1
  628.  
  629. GIVE_WEAPON_TO_CHAR garage_baddie1_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  630.  
  631. SET_CHAR_PERSONALITY garage_baddie1_love1 PEDSTAT_TOUGH_GUY
  632.  
  633. //ADD_ARMOUR_TO_CHAR garage_baddie1_love1 100
  634.  
  635. TURN_CHAR_TO_FACE_COORD garage_baddie1_love1 56.0 -321.0 -100.0
  636.  
  637. // Garage guard2 in garage 2
  638.  
  639. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 58.24 -312.77 15.1 garage_baddie2_love1
  640.  
  641. CLEAR_CHAR_THREAT_SEARCH garage_baddie2_love1
  642.  
  643. GIVE_WEAPON_TO_CHAR garage_baddie2_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  644.  
  645. SET_CHAR_PERSONALITY garage_baddie2_love1 PEDSTAT_TOUGH_GUY
  646.  
  647. //ADD_ARMOUR_TO_CHAR garage_baddie2_love1 100
  648.  
  649. TURN_CHAR_TO_FACE_COORD garage_baddie2_love1 56.0 -321.0 -100.0
  650.  
  651. // Garage guard3 in garage 1
  652.  
  653. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 66.26 -309.99 15.1 garage_baddie3_love1
  654.  
  655. CLEAR_CHAR_THREAT_SEARCH garage_baddie3_love1
  656.  
  657. GIVE_WEAPON_TO_CHAR garage_baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  658.  
  659. SET_CHAR_PERSONALITY garage_baddie3_love1 PEDSTAT_TOUGH_GUY
  660.  
  661. //ADD_ARMOUR_TO_CHAR garage_baddie3_love1 100
  662.  
  663. TURN_CHAR_TO_FACE_COORD garage_baddie3_love1 65.37 -316.30 -100.0
  664.  
  665. // Garage guard4 in garage 3
  666.  
  667. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 28.64 -339.83 15.1 garage_baddie4_love1
  668.  
  669. CLEAR_CHAR_THREAT_SEARCH garage_baddie4_love1
  670.  
  671. GIVE_WEAPON_TO_CHAR garage_baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  672.  
  673. SET_CHAR_PERSONALITY garage_baddie4_love1 PEDSTAT_TOUGH_GUY
  674.  
  675. //ADD_ARMOUR_TO_CHAR garage_baddie4_love1 100
  676.  
  677. TURN_CHAR_TO_FACE_COORD garage_baddie4_love1 35.26 -339.72 -100.0
  678.  
  679.  
  680. // Garage guard5 in garage 4
  681.  
  682. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 29.8 -350.5 15.1 garage_baddie5_love1
  683.  
  684. CLEAR_CHAR_THREAT_SEARCH garage_baddie5_love1
  685.  
  686. GIVE_WEAPON_TO_CHAR garage_baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  687.  
  688. SET_CHAR_PERSONALITY garage_baddie5_love1 PEDSTAT_TOUGH_GUY
  689.  
  690. //ADD_ARMOUR_TO_CHAR garage_baddie5_love1 100
  691.  
  692. TURN_CHAR_TO_FACE_COORD garage_baddie5_love1 34.6 -350.0 -100.0
  693.  
  694. // Garage guard6 in garage 5
  695.  
  696. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 46.7 -379.3 15.1 garage_baddie6_love1
  697.  
  698. CLEAR_CHAR_THREAT_SEARCH garage_baddie6_love1
  699.  
  700. GIVE_WEAPON_TO_CHAR garage_baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
  701.  
  702. SET_CHAR_PERSONALITY garage_baddie6_love1 PEDSTAT_TOUGH_GUY
  703.  
  704. //ADD_ARMOUR_TO_CHAR garage_baddie6_love1 100
  705.  
  706. TURN_CHAR_TO_FACE_COORD garage_baddie6_love1 47.1 -375.9 -100.0
  707.  
  708. blob_flag = 0
  709.  
  710. // waiting for the player to get the OGG to Loves
  711.  
  712. WHILE NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D ojg_love1 49.0 -1550.0 3.0 4.0 blob_flag
  713.  
  714. WAIT 0
  715.  
  716. IF IS_CHAR_DEAD ojg_love1
  717. PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
  718. GOTO mission_love1_failed
  719. ENDIF
  720.  
  721. // Checks to see while the player is not in the compound if he is in a colombian car or not
  722.  
  723. IF flag_player_in_area_love1 = 0
  724.  
  725. IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
  726.  
  727. IF flag_player_got_car_message_love1 = 0
  728. PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission."
  729. REMOVE_BLIP radar_blip_coord2_love1
  730. flag_player_got_car_message_love1 = 1
  731. ENDIF
  732.  
  733. ELSE
  734.  
  735. IF flag_player_got_car_message_love1 = 1
  736. ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1
  737. flag_player_got_car_message_love1 = 0
  738. ENDIF
  739.  
  740. ENDIF
  741.  
  742. ENDIF
  743.  
  744. // Checks to see if the player has located close enough to the player to be set into his group
  745.  
  746. IF flag_ojg_in_group = 0
  747. AND LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 3.0 3.0 FALSE
  748. SET_PLAYER_AS_LEADER ojg_love1 player
  749. PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!"
  750. REMOVE_BLIP radar_blip_coord2_love1
  751. ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1
  752. blob_flag = 1
  753. flag_ojg_in_group = 1
  754. ENDIF
  755.  
  756. IF flag_ojg_in_group = 0
  757.  
  758. IF IS_PLAYER_IN_AREA_3D player 92.2 -329.4 15.0 96.4 -315.8 18.0 FALSE
  759.  
  760. IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
  761. AND flag_message_car_again = 0
  762. AND flag_player_in_area_love1 = 1
  763. //PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission
  764. PRINT_NOW ( LOVE1_7 ) 5000 1 //"The gate will only open for a Colombian Car.
  765. flag_message_car_again = 1
  766. ENDIF
  767.  
  768. ELSE
  769. flag_message_car_again = 0
  770. ENDIF
  771.  
  772. ENDIF
  773.  
  774.  
  775.  
  776. // Checks for the normal guards in the compound
  777.  
  778. IF flag_baddie1_dead_love1 = 0
  779.  
  780. IF IS_CHAR_DEAD baddie1_love1
  781. flag_kill_player_love1 = 1
  782. flag_baddie1_dead_love1 = 1
  783. ENDIF
  784.  
  785. ENDIF
  786.  
  787. IF flag_baddie2_dead_love1 = 0
  788.  
  789. IF IS_CHAR_DEAD baddie2_love1
  790. flag_kill_player_love1 = 1
  791. flag_baddie2_dead_love1 = 1
  792. ENDIF
  793.  
  794. ENDIF
  795.  
  796. IF flag_baddie3_dead_love1 = 0
  797.  
  798. IF IS_CHAR_DEAD baddie3_love1
  799. flag_kill_player_love1 = 1
  800. flag_baddie3_dead_love1 = 1
  801. ENDIF
  802.  
  803. ENDIF
  804.  
  805. IF flag_baddie4_dead_love1 = 0
  806.  
  807. IF IS_CHAR_DEAD baddie4_love1
  808. flag_kill_player_love1 = 1
  809. flag_baddie4_dead_love1 = 1
  810. ENDIF
  811.  
  812. ENDIF
  813.  
  814. IF flag_baddie5_dead_love1 = 0
  815.  
  816. IF IS_CHAR_DEAD baddie5_love1
  817. flag_kill_player_love1 = 1
  818. flag_baddie5_dead_love1 = 1
  819. ENDIF
  820.  
  821. ENDIF
  822.  
  823. IF flag_baddie6_dead_love1 = 0
  824.  
  825. IF IS_CHAR_DEAD baddie6_love1
  826. flag_kill_player_love1 = 1
  827. flag_baddie6_dead_love1 = 1
  828. ENDIF
  829.  
  830. ENDIF
  831.  
  832. // Checks to see if the garage door is open and if the guards are still alive sets them to kill the player
  833.  
  834. IF flag_garage_baddie1_dead_love1 = 0
  835.  
  836. IF IS_CHAR_DEAD garage_baddie1_love1
  837. flag_garage_baddie1_dead_love1 = 1
  838. ELSE
  839.  
  840. IF flag_garage2_open = 1
  841. SET_CHAR_THREAT_SEARCH garage_baddie1_love1 THREAT_PLAYER1
  842. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie1_love1 player
  843. ENDIF
  844.  
  845. ENDIF
  846.  
  847. ENDIF
  848.  
  849. IF flag_garage_baddie2_dead_love1 = 0
  850.  
  851. IF IS_CHAR_DEAD garage_baddie2_love1
  852. flag_garage_baddie2_dead_love1 = 1
  853. ELSE
  854.  
  855. IF flag_garage2_open = 1
  856. SET_CHAR_THREAT_SEARCH garage_baddie2_love1 THREAT_PLAYER1
  857. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie2_love1 player
  858. ENDIF
  859.  
  860. ENDIF
  861.  
  862. ENDIF
  863.  
  864. IF flag_garage_baddie3_dead_love1 = 0
  865.  
  866. IF IS_CHAR_DEAD garage_baddie3_love1
  867. flag_garage_baddie3_dead_love1 = 1
  868. ELSE
  869.  
  870. IF flag_garage1_open = 1
  871. SET_CHAR_THREAT_SEARCH garage_baddie3_love1 THREAT_PLAYER1
  872. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie3_love1 player
  873. ENDIF
  874.  
  875. ENDIF
  876.  
  877. ENDIF
  878.  
  879. IF flag_garage_baddie4_dead_love1 = 0
  880.  
  881. IF IS_CHAR_DEAD garage_baddie4_love1
  882. flag_garage_baddie4_dead_love1 = 1
  883. ELSE
  884.  
  885. IF flag_garage3_open = 1
  886. SET_CHAR_THREAT_SEARCH garage_baddie4_love1 THREAT_PLAYER1
  887. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie4_love1 player
  888. ENDIF
  889.  
  890. ENDIF
  891.  
  892. ENDIF
  893.  
  894.  
  895. IF flag_garage_baddie5_dead_love1 = 0
  896.  
  897. IF IS_CHAR_DEAD garage_baddie5_love1
  898. flag_garage_baddie5_dead_love1 = 1
  899. ELSE
  900.  
  901. IF flag_garage4_open = 1
  902. SET_CHAR_THREAT_SEARCH garage_baddie5_love1 THREAT_PLAYER1
  903. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie5_love1 player
  904. ENDIF
  905.  
  906. ENDIF
  907.  
  908. ENDIF
  909.  
  910. IF flag_garage_baddie6_dead_love1 = 0
  911.  
  912. IF IS_CHAR_DEAD garage_baddie6_love1
  913. flag_garage_baddie6_dead_love1 = 1
  914. ELSE
  915.  
  916. IF flag_garage5_open = 1
  917. SET_CHAR_THREAT_SEARCH garage_baddie6_love1 THREAT_PLAYER1
  918. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie6_love1 player
  919. ENDIF
  920.  
  921. ENDIF
  922.  
  923. ENDIF
  924.  
  925. // Checks to see if the player is in the colombian compound and if the guards are alive sets them to kill the player
  926.  
  927.  
  928. IF IS_PLAYER_IN_AREA_3D player 31.0 -317.0 14.0 91.0 -394.0 25.0 FALSE
  929. flag_kill_player_love1 = 1
  930. ENDIF
  931.  
  932.  
  933. IF flag_kill_player_love1 = 1
  934.  
  935. flag_player_in_area_love1 = 1
  936.  
  937. //REMOVE_BLIP radar_blip_coord2_love1
  938.  
  939. IF flag_had_garage_message_love1 = 0
  940. PRINT_NOW ( LOVE1_4 ) 7000 1 //"Walk towards the garages, the Old Oriental Gentleman is in one of them."
  941. flag_had_garage_message_love1 = 1
  942. ENDIF
  943.  
  944. IF flag_baddie1_dead_love1 = 0
  945.  
  946. IF NOT IS_CHAR_DEAD baddie1_love1
  947.  
  948. IF flag_baddie1_in_area_love1 = 0
  949. SET_CHAR_OBJ_RUN_TO_COORD baddie1_love1 72.5 -321.9
  950. flag_baddie1_in_area_love1 = 1
  951. ENDIF
  952.  
  953. IF flag_baddie1_in_area_love1 = 1
  954.  
  955. IF LOCATE_CHAR_ANY_MEANS_2D baddie1_love1 72.5 -321.9 0.5 0.5 FALSE
  956. SET_CHAR_OBJ_GUARD_SPOT baddie1_love1 72.5 -321.9 15.17
  957. TURN_CHAR_TO_FACE_PLAYER baddie1_love1 player
  958. SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 TRUE
  959. ENDIF
  960.  
  961. ENDIF
  962.  
  963. ENDIF
  964.  
  965. ENDIF
  966.  
  967. IF flag_baddie2_dead_love1 = 0
  968.  
  969. IF NOT IS_CHAR_DEAD baddie2_love1
  970.  
  971. IF flag_baddie2_in_area_love1 = 0
  972. SET_CHAR_OBJ_RUN_TO_COORD baddie2_love1 66.5 -332.0
  973. flag_baddie2_in_area_love1 = 1
  974. ENDIF
  975.  
  976. IF flag_baddie2_in_area_love1 = 1
  977.  
  978. IF LOCATE_CHAR_ANY_MEANS_2D baddie2_love1 66.5 -332.0 0.5 0.5 FALSE
  979. SET_CHAR_OBJ_GUARD_SPOT baddie2_love1 66.5 -332.0 15.17
  980. TURN_CHAR_TO_FACE_PLAYER baddie2_love1 player
  981. SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 TRUE
  982. ENDIF
  983.  
  984. ENDIF
  985.  
  986. ENDIF
  987.  
  988. ENDIF
  989.  
  990. IF flag_baddie3_dead_love1 = 0
  991.  
  992. IF NOT IS_CHAR_DEAD baddie3_love1
  993.  
  994. IF flag_baddie3_in_area_love1 = 0
  995. SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 44.4 -360.7
  996. flag_baddie3_in_area_love1 = 1
  997. ENDIF
  998.  
  999. IF flag_baddie3_in_area_love1 = 1
  1000.  
  1001. IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 44.4 -360.7 0.5 0.5 FALSE
  1002. SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 47.9 -360.1
  1003. flag_baddie3_in_area_love1 = 2
  1004. ENDIF
  1005.  
  1006. ENDIF
  1007.  
  1008. IF flag_baddie3_in_area_love1 = 2
  1009.  
  1010. IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 47.9 -360.1 0.5 0.5 FALSE
  1011. SET_CHAR_OBJ_GUARD_SPOT baddie3_love1 47.9 -360.1 15.1
  1012. TURN_CHAR_TO_FACE_PLAYER baddie3_love1 player
  1013. SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 TRUE
  1014. ENDIF
  1015.  
  1016. ENDIF
  1017.  
  1018. ENDIF
  1019.  
  1020. ENDIF
  1021.  
  1022. IF flag_baddie4_dead_love1 = 0
  1023.  
  1024. IF NOT IS_CHAR_DEAD baddie4_love1
  1025.  
  1026. IF flag_baddie4_in_area_love1 = 0
  1027. SET_CHAR_OBJ_RUN_TO_COORD baddie4_love1 57.0 -365.3
  1028. flag_baddie4_in_area_love1 = 1
  1029. ENDIF
  1030.  
  1031. IF flag_baddie4_in_area_love1 = 1
  1032.  
  1033. IF LOCATE_CHAR_ANY_MEANS_2D baddie4_love1 57.0 -365.3 0.5 0.5 FALSE
  1034. SET_CHAR_OBJ_GUARD_SPOT baddie4_love1 57.0 -365.3 15.1
  1035. TURN_CHAR_TO_FACE_PLAYER baddie4_love1 player
  1036. SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 TRUE
  1037. ENDIF
  1038.  
  1039. ENDIF
  1040.  
  1041. ENDIF
  1042.  
  1043. ENDIF
  1044.  
  1045. IF flag_baddie5_dead_love1 = 0
  1046.  
  1047. IF NOT IS_CHAR_DEAD baddie5_love1
  1048.  
  1049. IF flag_baddie5_in_area_love1 = 0
  1050. SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 38.7 -345.1
  1051. flag_baddie5_in_area_love1 = 1
  1052. ENDIF
  1053.  
  1054. IF flag_baddie5_in_area_love1 = 1
  1055.  
  1056. IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 38.7 -345.1 0.5 0.5 FALSE
  1057. SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 45.8 -344.3
  1058. flag_baddie5_in_area_love1 = 2
  1059. ENDIF
  1060.  
  1061. ENDIF
  1062.  
  1063. IF flag_baddie5_in_area_love1 = 2
  1064.  
  1065. IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 45.8 -344.3 0.5 0.5 FALSE
  1066. SET_CHAR_OBJ_GUARD_SPOT baddie5_love1 45.8 -344.3 15.1
  1067. TURN_CHAR_TO_FACE_PLAYER baddie5_love1 player
  1068. SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 TRUE
  1069. ENDIF
  1070.  
  1071. ENDIF
  1072.  
  1073. ENDIF
  1074.  
  1075. ENDIF
  1076.  
  1077. IF flag_baddie6_dead_love1 = 0
  1078.  
  1079. IF NOT IS_CHAR_DEAD baddie6_love1
  1080.  
  1081. IF flag_baddie6_in_area_love1 = 0
  1082. SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 37.3 -331.0
  1083. flag_baddie6_in_area_love1 = 1
  1084. ENDIF
  1085.  
  1086. IF flag_baddie6_in_area_love1 = 1
  1087.  
  1088. IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 37.3 -331.0 0.5 0.5 FALSE
  1089. SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 42.5 -331.8
  1090. flag_baddie6_in_area_love1 = 2
  1091. ENDIF
  1092.  
  1093. ENDIF
  1094.  
  1095. IF flag_baddie6_in_area_love1 = 2
  1096.  
  1097. IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 42.5 -331.8 0.5 0.5 FALSE
  1098. SET_CHAR_OBJ_GUARD_SPOT baddie6_love1 42.5 -331.8 15.1
  1099. TURN_CHAR_TO_FACE_PLAYER baddie6_love1 player
  1100. SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 TRUE
  1101. ENDIF
  1102.  
  1103. ENDIF
  1104.  
  1105. ENDIF
  1106.  
  1107. ENDIF
  1108.  
  1109. // Checks for garage1
  1110.  
  1111. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 63.01 -317.50 13.0 69.28 -321.73 20.0 FALSE
  1112.  
  1113. IF flag_garage1_open = 0
  1114. OPEN_GARAGE garage1_love1
  1115. flag_garage1_open = 1
  1116. ENDIF
  1117.  
  1118. ENDIF
  1119.  
  1120. // Checks for garage2
  1121.  
  1122. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 53.7 -317.56 13.0 61.0 -320.46 20.0 FALSE
  1123.  
  1124. IF flag_garage2_open = 0
  1125. OPEN_GARAGE garage2_love1
  1126. flag_garage2_open = 1
  1127. ENDIF
  1128.  
  1129. ENDIF
  1130.  
  1131. // Checks for garage3
  1132.  
  1133. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.8 -344.4 13.0 35.1 -335.6 20.0 FALSE
  1134.  
  1135. IF flag_garage3_open = 0
  1136. OPEN_GARAGE garage3_love1
  1137. flag_garage3_open = 1
  1138. ENDIF
  1139.  
  1140. ENDIF
  1141.  
  1142. // Checks for garage4
  1143.  
  1144. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.41 -355.6 13.0 34.21 -344.81 20.0 FALSE
  1145.  
  1146. IF flag_garage4_open = 0
  1147. OPEN_GARAGE garage4_love1
  1148. flag_garage4_open = 1
  1149. ENDIF
  1150.  
  1151. ENDIF
  1152.  
  1153.  
  1154. // Checks for garage5
  1155.  
  1156. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 52.9 -376.3 13.0 42.0 -373.2 20.0 FALSE
  1157.  
  1158. IF flag_garage5_open = 0
  1159. OPEN_GARAGE garage5_love1
  1160. flag_garage5_open = 1
  1161. ENDIF
  1162.  
  1163. ENDIF
  1164.  
  1165. ENDIF
  1166.  
  1167. // Checks to see if the OGG is in the players group and does the group breaking stuff
  1168.  
  1169. IF flag_ojg_in_group = 1
  1170.  
  1171. IF IS_CHAR_DEAD ojg_love1
  1172. PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
  1173. GOTO mission_love1_failed
  1174. ENDIF
  1175.  
  1176. IF NOT IS_CHAR_IN_PLAYERS_GROUP ojg_love1 player
  1177. AND flag_blip_on_ojg_love1 = 0
  1178. PRINT_NOW ( HEY8 ) 5000 1 //"You have left the Old Oriental Gentleman behind go and get him!"
  1179. ADD_BLIP_FOR_CHAR ojg_love1 radar_blip_ped1_love1
  1180. REMOVE_BLIP radar_blip_coord1_love1
  1181. flag_blip_on_ojg_love1 = 1
  1182. blob_flag = 0
  1183. ENDIF
  1184.  
  1185. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 8.0 8.0 FALSE
  1186. AND flag_blip_on_ojg_love1 = 1
  1187. SET_PLAYER_AS_LEADER ojg_love1 player
  1188. PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!"
  1189. REMOVE_BLIP radar_blip_ped1_love1
  1190. ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1
  1191. flag_blip_on_ojg_love1 = 0
  1192. blob_flag = 1
  1193. ENDIF
  1194.  
  1195. ENDIF
  1196.  
  1197. ENDWHILE
  1198.  
  1199. REMOVE_BLIP radar_blip_coord1_love1
  1200.  
  1201. LEAVE_GROUP ojg_love1
  1202.  
  1203. SWITCH_WIDESCREEN ON
  1204.  
  1205. SET_PLAYER_CONTROL player OFF
  1206.  
  1207. SET_POLICE_IGNORE_PLAYER player ON
  1208.  
  1209. SET_EVERYONE_IGNORE_PLAYER player ON
  1210.  
  1211. // Checks to see if the OJG is in a car, if so orders him to get out
  1212.  
  1213. IF IS_CHAR_IN_ANY_CAR ojg_love1
  1214.  
  1215. STORE_CAR_CHAR_IS_IN ojg_love1 car2_love1
  1216.  
  1217. SET_CHAR_OBJ_LEAVE_CAR ojg_love1 car2_love1
  1218.  
  1219. WHILE IS_CHAR_IN_ANY_CAR ojg_love1
  1220.  
  1221. WAIT 0
  1222.  
  1223. IF IS_CHAR_DEAD ojg_love1
  1224. PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
  1225. GOTO mission_love1_failed
  1226. ENDIF
  1227.  
  1228. ENDWHILE
  1229.  
  1230. ENDIF
  1231.  
  1232. // Tells the OJG to go into Loves buildings
  1233.  
  1234. SET_CHAR_OBJ_RUN_TO_COORD ojg_love1 59.5 -1548.7
  1235.  
  1236. timerb = 0
  1237.  
  1238. WHILE timerb < 1500
  1239.  
  1240. WAIT 0
  1241.  
  1242. IF IS_CHAR_DEAD ojg_love1
  1243. PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
  1244. GOTO mission_love1_failed
  1245. ENDIF
  1246.  
  1247. ENDWHILE
  1248.  
  1249.  
  1250. SET_CHAR_COORDINATES ojg_love1 82.9 -1548.9 27.2
  1251. SET_CHAR_HEADING ojg_love1 270.0
  1252.  
  1253. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT ojg_love1 98.7 -1548.8
  1254.  
  1255. SET_FIXED_CAMERA_POSITION 77.5 -1548.8 28.2 0.0 0.0 0.0
  1256.  
  1257. POINT_CAMERA_AT_POINT 93.9 -1548.9 28.3 JUMP_CUT
  1258.  
  1259. timerb = 0
  1260.  
  1261. WHILE NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE
  1262.  
  1263. WAIT 0
  1264.  
  1265. IF IS_CHAR_DEAD ojg_love1
  1266. PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
  1267. GOTO mission_love1_failed
  1268. ENDIF
  1269.  
  1270. IF timerb >= 8000
  1271.  
  1272. IF NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE
  1273. REMOVE_CHAR_ELEGANTLY ojg_love1
  1274. GOTO mission_bloke_stuck_love1
  1275. ENDIF
  1276.  
  1277. ENDIF
  1278.  
  1279. ENDWHILE
  1280.  
  1281. mission_bloke_stuck_love1:
  1282.  
  1283. CHAR_SET_IDLE ojg_love1
  1284.  
  1285. RESTORE_CAMERA_JUMPCUT
  1286.  
  1287. REMOVE_CHAR_ELEGANTLY ojg_love1
  1288.  
  1289. SWITCH_WIDESCREEN OFF
  1290.  
  1291. SET_PLAYER_CONTROL player ON
  1292.  
  1293. SET_POLICE_IGNORE_PLAYER player OFF
  1294.  
  1295. SET_EVERYONE_IGNORE_PLAYER player OFF
  1296. }
  1297.  
  1298. GOTO mission_love1_passed
  1299.  
  1300.  
  1301. // Mission Kenji5 failed
  1302.  
  1303. mission_love1_failed:
  1304.  
  1305. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
  1306. flag_failed_love1 = 1
  1307.  
  1308. RETURN
  1309.  
  1310.  
  1311.  
  1312. // mission Kenji5 passed
  1313.  
  1314. mission_love1_passed:
  1315.  
  1316. flag_love_mission1_passed = 1
  1317. REGISTER_MISSION_PASSED ( LOVE1 )
  1318. PLAYER_MADE_PROGRESS 1
  1319. PRINT_WITH_NUMBER_BIG ( m_pass ) 40000 5000 1 //"Mission Passed!"
  1320. PLAY_MISSION_PASSED_TUNE 1
  1321. ADD_SCORE player 40000
  1322. CLEAR_WANTED_LEVEL player
  1323. START_NEW_SCRIPT love_mission2_loop
  1324. RETURN
  1325.  
  1326.  
  1327.  
  1328. // mission cleanup
  1329.  
  1330. mission_cleanup_love1:
  1331.  
  1332. flag_player_on_mission = 0
  1333. flag_player_on_love_mission = 0
  1334. REMOVE_ROUTE 0
  1335. REMOVE_ROUTE 1
  1336. SET_PLAYER_CONTROL player ON
  1337. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
  1338. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
  1339. REMOVE_BLIP radar_blip_ped1_love1
  1340. REMOVE_BLIP radar_blip_coord1_love1
  1341. REMOVE_BLIP radar_blip_coord2_love1
  1342.  
  1343. IF NOT IS_CHAR_DEAD baddie1_love1
  1344. SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 FALSE
  1345. ENDIF
  1346.  
  1347. IF NOT IS_CHAR_DEAD baddie2_love1
  1348. SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 FALSE
  1349. ENDIF
  1350.  
  1351. IF NOT IS_CHAR_DEAD baddie3_love1
  1352. SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 FALSE
  1353. ENDIF
  1354.  
  1355. IF NOT IS_CHAR_DEAD baddie4_love1
  1356. SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 FALSE
  1357. ENDIF
  1358.  
  1359. IF NOT IS_CHAR_DEAD baddie5_love1
  1360. SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 FALSE
  1361. ENDIF
  1362.  
  1363. IF NOT IS_CHAR_DEAD baddie6_love1
  1364. SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 FALSE
  1365. ENDIF
  1366.  
  1367. MISSION_HAS_FINISHED
  1368. RETURN
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