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- MISSION_START
- // *****************************************************************************************
- // *****************************************************************************************
- // *****************************************************************************************
- // *****************************************Love Mission 1*********************************
- // **********************************Save The Old Japanese Gentleman************************
- // *****************************************************************************************
- // *****************************************************************************************
- // *****************************************************************************************
- SCRIPT_NAME love1
- // Mission start stuff
- GOSUB mission_start_love1
- IF HAS_DEATHARREST_BEEN_EXECUTED
- GOSUB mission_love1_failed
- ENDIF
- GOSUB mission_cleanup_love1
- MISSION_END
- // Variables For Mission
- VAR_INT car_love1
- VAR_INT car_love2 // Any car the ojg might be in
- VAR_INT ojg_love1
- VAR_INT baddie1_love1
- VAR_INT baddie2_love1
- VAR_INT baddie3_love1
- VAR_INT baddie4_love1
- VAR_INT baddie5_love1
- VAR_INT baddie6_love1
- VAR_INT garage_baddie1_love1
- VAR_INT garage_baddie2_love1
- VAR_INT garage_baddie3_love1
- VAR_INT garage_baddie4_love1
- VAR_INT garage_baddie5_love1
- VAR_INT garage_baddie6_love1
- VAR_INT radar_blip_ped1_love1
- VAR_INT flag_ojg_in_group
- VAR_INT radar_blip_coord1_love1
- VAR_INT flag_blip_on_ojg_love1
- VAR_INT car2_love1
- VAR_INT flag_baddie1_dead_love1
- VAR_INT flag_baddie2_dead_love1
- VAR_INT flag_baddie3_dead_love1
- VAR_INT flag_baddie4_dead_love1
- VAR_INT flag_baddie5_dead_love1
- VAR_INT flag_baddie6_dead_love1
- VAR_INT flag_garage_baddie1_dead_love1
- VAR_INT flag_garage_baddie2_dead_love1
- VAR_INT flag_garage_baddie3_dead_love1
- VAR_INT flag_garage_baddie4_dead_love1
- VAR_INT flag_garage_baddie5_dead_love1
- VAR_INT flag_garage_baddie6_dead_love1
- VAR_INT flag_garage1_open
- VAR_INT flag_garage2_open
- VAR_INT flag_garage3_open
- VAR_INT flag_garage4_open
- VAR_INT flag_garage5_open
- VAR_INT radar_blip_coord2_love1
- VAR_INT ogg_position
- VAR_INT garage_car1_love1
- VAR_INT garage_car2_love1
- VAR_INT flag_had_garage_message_love1
- VAR_INT ojg_in_area
- VAR_INT flag_ojg_dead
- VAR_INT flag_player_in_area_love1
- VAR_INT flag_player_got_car_message_love1
- VAR_INT flag_message_car_again
- VAR_INT flag_ojg_in_area
- VAR_INT flag_kill_player_love1
- VAR_INT flag_baddie3_in_area_love1
- VAR_INT flag_baddie4_in_area_love1
- VAR_INT flag_baddie5_in_area_love1
- VAR_INT flag_baddie6_in_area_love1
- VAR_INT flag_baddie1_in_area_love1
- VAR_INT flag_baddie2_in_area_love1
- // ****************************************Mission Start************************************
- mission_start_love1:
- flag_player_on_mission = 1
- flag_player_on_kenji_mission = 1
- REGISTER_MISSION_GIVEN
- WAIT 0
- flag_ojg_in_group = 0
- flag_blip_on_ojg_love1 = 0
- flag_baddie1_dead_love1 = 0
- flag_baddie2_dead_love1 = 0
- flag_baddie3_dead_love1 = 0
- flag_baddie4_dead_love1 = 0
- flag_baddie5_dead_love1 = 0
- flag_baddie6_dead_love1 = 0
- flag_garage_baddie1_dead_love1 = 0
- flag_garage_baddie2_dead_love1 = 0
- flag_garage_baddie3_dead_love1 = 0
- flag_garage_baddie4_dead_love1 = 0
- flag_garage_baddie5_dead_love1 = 0
- flag_garage_baddie6_dead_love1 = 0
- flag_garage1_open = 0
- flag_garage2_open = 0
- flag_garage3_open = 0
- flag_garage4_open = 0
- flag_garage5_open = 0
- ogg_position = 0
- flag_had_garage_message_love1 = 0
- ojg_in_area = 0
- flag_ojg_dead = 0
- flag_player_in_area_love1 = 0
- flag_player_got_car_message_love1 = 0
- flag_message_car_again = 0
- blob_flag = 1
- flag_ojg_in_area = 0
- flag_baddie1_in_area_love1 = 0
- flag_baddie2_in_area_love1 = 0
- flag_baddie3_in_area_love1 = 0
- flag_baddie4_in_area_love1 = 0
- flag_baddie5_in_area_love1 = 0
- flag_baddie6_in_area_love1 = 0
- {
- IF flag_failed_love1 = 1
- CLOSE_GARAGE garage1_love1
- CLOSE_GARAGE garage2_love1
- CLOSE_GARAGE garage3_love1
- CLOSE_GARAGE garage4_love1
- CLOSE_GARAGE garage5_love1
- ENDIF
- flag_failed_love1 = 0
- flag_kill_player_love1 = 0
- // ****************************************START OF CUTSCENE********************************
- /*
- IF CAN_PLAYER_START_MISSION player
- MAKE_PLAYER_SAFE_FOR_CUTSCENE player
- ELSE
- GOTO mission_love1_failed
- ENDIF
- SET_FADING_COLOUR 0 0 0
- DO_FADE 1500 FADE_OUT
- PRINT_BIG ( LOVE1 ) 15000 2 //"Resue the Old Oriental Gentleman"
- SWITCH_STREAMING OFF
- */
- // Cutscene stuff
- LOAD_SPECIAL_CHARACTER 1 LOVE2
- REQUEST_MODEL tshrorckgrdn
- REQUEST_MODEL tshrorckgrdn_alfas
- LOAD_SPECIAL_MODEL cut_obj1 LOVEH
- LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
- /*
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- */
- LOAD_ALL_MODELS_NOW
- WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
- OR NOT HAS_MODEL_LOADED cut_obj1
- OR NOT HAS_MODEL_LOADED cut_obj2
- OR NOT HAS_MODEL_LOADED tshrorckgrdn
- OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
- WAIT 0
- ENDWHILE
- //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE
- LOAD_CUTSCENE d1_stog
- SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
- SET_CUTSCENE_ANIM cs_love love2
- CREATE_CUTSCENE_HEAD cs_love CUT_OBJ1 cs_lovehead
- SET_CUTSCENE_HEAD_ANIM cs_lovehead love
- CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
- SET_CUTSCENE_HEAD_ANIM cs_playerhead player
- CLEAR_AREA 83.1 -1548.7 27.3 1.0 TRUE
- SET_PLAYER_COORDINATES player 83.1 -1548.7 27.3
- SET_PLAYER_HEADING player 90.0
- DO_FADE 1500 FADE_IN
- SWITCH_RUBBISH OFF
- START_CUTSCENE
- // Displays cutscene text
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 4111
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_A ) 10000 1 //"First of all, let me thank you for dealing with that personal matter."
- WHILE cs_time < 7246
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_F ) 10000 1 //"People will read something into anything these days."
- WHILE cs_time < 10311
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_B ) 10000 1 //"Experience has taught me that a man like you can be very loyal for the right price,"
- WHILE cs_time < 14533
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_H ) 10000 1 //"but groups of men get greedy."
- WHILE cs_time < 17000
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_C ) 10000 1 //"A valued resource, an old oriental gentleman I know,"
- WHILE cs_time < 20000
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_I ) 10000 1 //"has been kept hostage by some South Americans in Aspatria."
- WHILE cs_time < 23188
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_D ) 10000 1 //"They're trying to extort additional funds from me but I don't believe in re-negotiation."
- WHILE cs_time < 28008
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_E ) 10000 1 //"A deal is a deal, so they'll not see a penny from me.
- WHILE cs_time < 32454
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LOVE1_G ) 10000 1 //"Go and rescue my friend, do whatever it takes."
- WHILE cs_time < 35034
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- CLEAR_THIS_PRINT ( LOVE1_G )
- WHILE cs_time < 38333
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1500 FADE_OUT
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_CUTSCENE
- SWITCH_STREAMING ON
- SWITCH_RUBBISH ON
- SET_CAMERA_BEHIND_PLAYER
- WAIT 500
- DO_FADE 1500 FADE_IN
- SET_CAMERA_BEHIND_PLAYER
- //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
- UNLOAD_SPECIAL_CHARACTER 1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
- MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
- // *******************************************END OF CUTSCENE*******************************
- REQUEST_MODEL PED_GANG_COLOMBIAN_A
- REQUEST_MODEL CAR_COLUMB
- LOAD_SPECIAL_CHARACTER 2 OJG
- WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
- OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
- OR NOT HAS_MODEL_LOADED CAR_COLUMB
- WAIT 0
- ENDWHILE
- PRINT_NOW ( LOVE1_1 ) 7000 1 //"Get a columbian gang car, you'll need it to infiltrate the hideout."
- // Waiting for the player to be in a colombian car
- WHILE NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
- WAIT 0
- ENDWHILE
- ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1
- // Random munber stuff to generate OGG position
- GENERATE_RANDOM_INT_IN_RANGE 2 6 ogg_position
- IF ogg_position = 2
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.2 -340.3 15.1 ojg_love1
- CLEAR_CHAR_THREAT_SEARCH ojg_love1
- TURN_CHAR_TO_FACE_COORD ojg_love1 57.0 -314.0 -100.0
- CHAR_SET_IDLE ojg_love1
- ENDIF
- IF ogg_position = 3
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 26.3 -339.7 15.1 ojg_love1
- CLEAR_CHAR_THREAT_SEARCH ojg_love1
- TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -339.0 -100.0
- CHAR_SET_IDLE ojg_love1
- ENDIF
- IF ogg_position = 4
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.5 -350.4 15.1 ojg_love1
- CLEAR_CHAR_THREAT_SEARCH ojg_love1
- TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -350.0 -100.0
- CHAR_SET_IDLE ojg_love1
- ENDIF
- IF ogg_position = 5
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 47.0 -386.0 15.1 ojg_love1
- CLEAR_CHAR_THREAT_SEARCH ojg_love1
- TURN_CHAR_TO_FACE_COORD ojg_love1 47.0 -381.0 16.0
- CHAR_SET_IDLE ojg_love1
- ENDIF
- PRINT_NOW ( LOVE1_2 ) 7000 1 //"Rescue the Old Japanese Gentleman."
- CREATE_CAR CAR_COLUMB 26.2 -365.5 15.1 garage_car1_love1
- SET_CAR_HEADING garage_car1_love1 270.0
- CREATE_CAR CAR_COLUMB 73.6 -352.7 15.1 garage_car2_love1
- SET_CAR_HEADING garage_car2_love1 270.0
- // Creates the first guard he follows route 0
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 71.0 -332.0 -100.0 baddie1_love1
- SET_CHAR_THREAT_SEARCH baddie1_love1 threat_player1
- GIVE_WEAPON_TO_CHAR baddie1_love1 WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo
- SET_CHAR_PERSONALITY baddie1_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR baddie1_love1 100
- TURN_CHAR_TO_FACE_COORD baddie1_love1 72.0 -318.0 -100.0
- ADD_ROUTE_POINT 0 71.0 -319.0 -100.0
- ADD_ROUTE_POINT 0 71.0 -332.0 -100.0
- SET_CHAR_OBJ_FOLLOW_ROUTE baddie1_love1 0 FOLLOW_ROUTE_LOOP
- // Creates the second guard he follows route 1
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 61.0 -318.0 -100.0 baddie2_love1
- SET_CHAR_THREAT_SEARCH baddie2_love1 threat_player1
- GIVE_WEAPON_TO_CHAR baddie2_love1 WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo
- SET_CHAR_PERSONALITY baddie2_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR baddie2_love1 100
- TURN_CHAR_TO_FACE_COORD baddie2_love1 61.0 -335.0 -100.0
- ADD_ROUTE_POINT 1 61.0 -318.0 -100.0
- ADD_ROUTE_POINT 1 61.0 -335.0 -100.0
- SET_CHAR_OBJ_FOLLOW_ROUTE baddie2_love1 1 FOLLOW_ROUTE_LOOP
- // Creates the third guard - does not patrol
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 42.0 -375.0 -100.0 baddie3_love1
- SET_CHAR_THREAT_SEARCH baddie3_love1 threat_player1
- GIVE_WEAPON_TO_CHAR baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY baddie3_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR baddie3_love1 100
- TURN_CHAR_TO_FACE_COORD baddie3_love1 42.0 -373.0 -100.0
- // Creates the fourth guard - does not patrol
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 52.0 -375.0 -100.0 baddie4_love1
- SET_CHAR_THREAT_SEARCH baddie4_love1 threat_player1
- GIVE_WEAPON_TO_CHAR baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY baddie4_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR baddie4_love1 100
- TURN_CHAR_TO_FACE_COORD baddie4_love1 52.0 -371.0 -100.0
- // Creates the fifth guard - does not patrol
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 32.0 -345.0 -100.0 baddie5_love1
- SET_CHAR_THREAT_SEARCH baddie5_love1 threat_player1
- GIVE_WEAPON_TO_CHAR baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY baddie5_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR baddie5_love1 100
- TURN_CHAR_TO_FACE_COORD baddie5_love1 -30.0 -367.0 -100.0
- // Creates the sixth guard - does not patrol
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 33.0 -328.0 -100.0 baddie6_love1
- SET_CHAR_THREAT_SEARCH baddie6_love1 threat_player1
- GIVE_WEAPON_TO_CHAR baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY baddie6_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR baddie6_love1 100
- TURN_CHAR_TO_FACE_COORD baddie6_love1 35.0 -328.0 -100.0
- // Garage guard1 in garage 2
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 55.87 -312.77 15.1 garage_baddie1_love1
- CLEAR_CHAR_THREAT_SEARCH garage_baddie1_love1
- GIVE_WEAPON_TO_CHAR garage_baddie1_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY garage_baddie1_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR garage_baddie1_love1 100
- TURN_CHAR_TO_FACE_COORD garage_baddie1_love1 56.0 -321.0 -100.0
- // Garage guard2 in garage 2
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 58.24 -312.77 15.1 garage_baddie2_love1
- CLEAR_CHAR_THREAT_SEARCH garage_baddie2_love1
- GIVE_WEAPON_TO_CHAR garage_baddie2_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY garage_baddie2_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR garage_baddie2_love1 100
- TURN_CHAR_TO_FACE_COORD garage_baddie2_love1 56.0 -321.0 -100.0
- // Garage guard3 in garage 1
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 66.26 -309.99 15.1 garage_baddie3_love1
- CLEAR_CHAR_THREAT_SEARCH garage_baddie3_love1
- GIVE_WEAPON_TO_CHAR garage_baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY garage_baddie3_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR garage_baddie3_love1 100
- TURN_CHAR_TO_FACE_COORD garage_baddie3_love1 65.37 -316.30 -100.0
- // Garage guard4 in garage 3
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 28.64 -339.83 15.1 garage_baddie4_love1
- CLEAR_CHAR_THREAT_SEARCH garage_baddie4_love1
- GIVE_WEAPON_TO_CHAR garage_baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY garage_baddie4_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR garage_baddie4_love1 100
- TURN_CHAR_TO_FACE_COORD garage_baddie4_love1 35.26 -339.72 -100.0
- // Garage guard5 in garage 4
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 29.8 -350.5 15.1 garage_baddie5_love1
- CLEAR_CHAR_THREAT_SEARCH garage_baddie5_love1
- GIVE_WEAPON_TO_CHAR garage_baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY garage_baddie5_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR garage_baddie5_love1 100
- TURN_CHAR_TO_FACE_COORD garage_baddie5_love1 34.6 -350.0 -100.0
- // Garage guard6 in garage 5
- CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 46.7 -379.3 15.1 garage_baddie6_love1
- CLEAR_CHAR_THREAT_SEARCH garage_baddie6_love1
- GIVE_WEAPON_TO_CHAR garage_baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
- SET_CHAR_PERSONALITY garage_baddie6_love1 PEDSTAT_TOUGH_GUY
- //ADD_ARMOUR_TO_CHAR garage_baddie6_love1 100
- TURN_CHAR_TO_FACE_COORD garage_baddie6_love1 47.1 -375.9 -100.0
- blob_flag = 0
- // waiting for the player to get the OGG to Loves
- WHILE NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D ojg_love1 49.0 -1550.0 3.0 4.0 blob_flag
- WAIT 0
- IF IS_CHAR_DEAD ojg_love1
- PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
- GOTO mission_love1_failed
- ENDIF
- // Checks to see while the player is not in the compound if he is in a colombian car or not
- IF flag_player_in_area_love1 = 0
- IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
- IF flag_player_got_car_message_love1 = 0
- PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission."
- REMOVE_BLIP radar_blip_coord2_love1
- flag_player_got_car_message_love1 = 1
- ENDIF
- ELSE
- IF flag_player_got_car_message_love1 = 1
- ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1
- flag_player_got_car_message_love1 = 0
- ENDIF
- ENDIF
- ENDIF
- // Checks to see if the player has located close enough to the player to be set into his group
- IF flag_ojg_in_group = 0
- AND LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 3.0 3.0 FALSE
- SET_PLAYER_AS_LEADER ojg_love1 player
- PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!"
- REMOVE_BLIP radar_blip_coord2_love1
- ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1
- blob_flag = 1
- flag_ojg_in_group = 1
- ENDIF
- IF flag_ojg_in_group = 0
- IF IS_PLAYER_IN_AREA_3D player 92.2 -329.4 15.0 96.4 -315.8 18.0 FALSE
- IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
- AND flag_message_car_again = 0
- AND flag_player_in_area_love1 = 1
- //PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission
- PRINT_NOW ( LOVE1_7 ) 5000 1 //"The gate will only open for a Colombian Car.
- flag_message_car_again = 1
- ENDIF
- ELSE
- flag_message_car_again = 0
- ENDIF
- ENDIF
- // Checks for the normal guards in the compound
- IF flag_baddie1_dead_love1 = 0
- IF IS_CHAR_DEAD baddie1_love1
- flag_kill_player_love1 = 1
- flag_baddie1_dead_love1 = 1
- ENDIF
- ENDIF
- IF flag_baddie2_dead_love1 = 0
- IF IS_CHAR_DEAD baddie2_love1
- flag_kill_player_love1 = 1
- flag_baddie2_dead_love1 = 1
- ENDIF
- ENDIF
- IF flag_baddie3_dead_love1 = 0
- IF IS_CHAR_DEAD baddie3_love1
- flag_kill_player_love1 = 1
- flag_baddie3_dead_love1 = 1
- ENDIF
- ENDIF
- IF flag_baddie4_dead_love1 = 0
- IF IS_CHAR_DEAD baddie4_love1
- flag_kill_player_love1 = 1
- flag_baddie4_dead_love1 = 1
- ENDIF
- ENDIF
- IF flag_baddie5_dead_love1 = 0
- IF IS_CHAR_DEAD baddie5_love1
- flag_kill_player_love1 = 1
- flag_baddie5_dead_love1 = 1
- ENDIF
- ENDIF
- IF flag_baddie6_dead_love1 = 0
- IF IS_CHAR_DEAD baddie6_love1
- flag_kill_player_love1 = 1
- flag_baddie6_dead_love1 = 1
- ENDIF
- ENDIF
- // Checks to see if the garage door is open and if the guards are still alive sets them to kill the player
- IF flag_garage_baddie1_dead_love1 = 0
- IF IS_CHAR_DEAD garage_baddie1_love1
- flag_garage_baddie1_dead_love1 = 1
- ELSE
- IF flag_garage2_open = 1
- SET_CHAR_THREAT_SEARCH garage_baddie1_love1 THREAT_PLAYER1
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie1_love1 player
- ENDIF
- ENDIF
- ENDIF
- IF flag_garage_baddie2_dead_love1 = 0
- IF IS_CHAR_DEAD garage_baddie2_love1
- flag_garage_baddie2_dead_love1 = 1
- ELSE
- IF flag_garage2_open = 1
- SET_CHAR_THREAT_SEARCH garage_baddie2_love1 THREAT_PLAYER1
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie2_love1 player
- ENDIF
- ENDIF
- ENDIF
- IF flag_garage_baddie3_dead_love1 = 0
- IF IS_CHAR_DEAD garage_baddie3_love1
- flag_garage_baddie3_dead_love1 = 1
- ELSE
- IF flag_garage1_open = 1
- SET_CHAR_THREAT_SEARCH garage_baddie3_love1 THREAT_PLAYER1
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie3_love1 player
- ENDIF
- ENDIF
- ENDIF
- IF flag_garage_baddie4_dead_love1 = 0
- IF IS_CHAR_DEAD garage_baddie4_love1
- flag_garage_baddie4_dead_love1 = 1
- ELSE
- IF flag_garage3_open = 1
- SET_CHAR_THREAT_SEARCH garage_baddie4_love1 THREAT_PLAYER1
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie4_love1 player
- ENDIF
- ENDIF
- ENDIF
- IF flag_garage_baddie5_dead_love1 = 0
- IF IS_CHAR_DEAD garage_baddie5_love1
- flag_garage_baddie5_dead_love1 = 1
- ELSE
- IF flag_garage4_open = 1
- SET_CHAR_THREAT_SEARCH garage_baddie5_love1 THREAT_PLAYER1
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie5_love1 player
- ENDIF
- ENDIF
- ENDIF
- IF flag_garage_baddie6_dead_love1 = 0
- IF IS_CHAR_DEAD garage_baddie6_love1
- flag_garage_baddie6_dead_love1 = 1
- ELSE
- IF flag_garage5_open = 1
- SET_CHAR_THREAT_SEARCH garage_baddie6_love1 THREAT_PLAYER1
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie6_love1 player
- ENDIF
- ENDIF
- ENDIF
- // Checks to see if the player is in the colombian compound and if the guards are alive sets them to kill the player
- IF IS_PLAYER_IN_AREA_3D player 31.0 -317.0 14.0 91.0 -394.0 25.0 FALSE
- flag_kill_player_love1 = 1
- ENDIF
- IF flag_kill_player_love1 = 1
- flag_player_in_area_love1 = 1
- //REMOVE_BLIP radar_blip_coord2_love1
- IF flag_had_garage_message_love1 = 0
- PRINT_NOW ( LOVE1_4 ) 7000 1 //"Walk towards the garages, the Old Oriental Gentleman is in one of them."
- flag_had_garage_message_love1 = 1
- ENDIF
- IF flag_baddie1_dead_love1 = 0
- IF NOT IS_CHAR_DEAD baddie1_love1
- IF flag_baddie1_in_area_love1 = 0
- SET_CHAR_OBJ_RUN_TO_COORD baddie1_love1 72.5 -321.9
- flag_baddie1_in_area_love1 = 1
- ENDIF
- IF flag_baddie1_in_area_love1 = 1
- IF LOCATE_CHAR_ANY_MEANS_2D baddie1_love1 72.5 -321.9 0.5 0.5 FALSE
- SET_CHAR_OBJ_GUARD_SPOT baddie1_love1 72.5 -321.9 15.17
- TURN_CHAR_TO_FACE_PLAYER baddie1_love1 player
- SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 TRUE
- ENDIF
- ENDIF
- ENDIF
- ENDIF
- IF flag_baddie2_dead_love1 = 0
- IF NOT IS_CHAR_DEAD baddie2_love1
- IF flag_baddie2_in_area_love1 = 0
- SET_CHAR_OBJ_RUN_TO_COORD baddie2_love1 66.5 -332.0
- flag_baddie2_in_area_love1 = 1
- ENDIF
- IF flag_baddie2_in_area_love1 = 1
- IF LOCATE_CHAR_ANY_MEANS_2D baddie2_love1 66.5 -332.0 0.5 0.5 FALSE
- SET_CHAR_OBJ_GUARD_SPOT baddie2_love1 66.5 -332.0 15.17
- TURN_CHAR_TO_FACE_PLAYER baddie2_love1 player
- SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 TRUE
- ENDIF
- ENDIF
- ENDIF
- ENDIF
- IF flag_baddie3_dead_love1 = 0
- IF NOT IS_CHAR_DEAD baddie3_love1
- IF flag_baddie3_in_area_love1 = 0
- SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 44.4 -360.7
- flag_baddie3_in_area_love1 = 1
- ENDIF
- IF flag_baddie3_in_area_love1 = 1
- IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 44.4 -360.7 0.5 0.5 FALSE
- SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 47.9 -360.1
- flag_baddie3_in_area_love1 = 2
- ENDIF
- ENDIF
- IF flag_baddie3_in_area_love1 = 2
- IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 47.9 -360.1 0.5 0.5 FALSE
- SET_CHAR_OBJ_GUARD_SPOT baddie3_love1 47.9 -360.1 15.1
- TURN_CHAR_TO_FACE_PLAYER baddie3_love1 player
- SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 TRUE
- ENDIF
- ENDIF
- ENDIF
- ENDIF
- IF flag_baddie4_dead_love1 = 0
- IF NOT IS_CHAR_DEAD baddie4_love1
- IF flag_baddie4_in_area_love1 = 0
- SET_CHAR_OBJ_RUN_TO_COORD baddie4_love1 57.0 -365.3
- flag_baddie4_in_area_love1 = 1
- ENDIF
- IF flag_baddie4_in_area_love1 = 1
- IF LOCATE_CHAR_ANY_MEANS_2D baddie4_love1 57.0 -365.3 0.5 0.5 FALSE
- SET_CHAR_OBJ_GUARD_SPOT baddie4_love1 57.0 -365.3 15.1
- TURN_CHAR_TO_FACE_PLAYER baddie4_love1 player
- SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 TRUE
- ENDIF
- ENDIF
- ENDIF
- ENDIF
- IF flag_baddie5_dead_love1 = 0
- IF NOT IS_CHAR_DEAD baddie5_love1
- IF flag_baddie5_in_area_love1 = 0
- SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 38.7 -345.1
- flag_baddie5_in_area_love1 = 1
- ENDIF
- IF flag_baddie5_in_area_love1 = 1
- IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 38.7 -345.1 0.5 0.5 FALSE
- SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 45.8 -344.3
- flag_baddie5_in_area_love1 = 2
- ENDIF
- ENDIF
- IF flag_baddie5_in_area_love1 = 2
- IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 45.8 -344.3 0.5 0.5 FALSE
- SET_CHAR_OBJ_GUARD_SPOT baddie5_love1 45.8 -344.3 15.1
- TURN_CHAR_TO_FACE_PLAYER baddie5_love1 player
- SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 TRUE
- ENDIF
- ENDIF
- ENDIF
- ENDIF
- IF flag_baddie6_dead_love1 = 0
- IF NOT IS_CHAR_DEAD baddie6_love1
- IF flag_baddie6_in_area_love1 = 0
- SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 37.3 -331.0
- flag_baddie6_in_area_love1 = 1
- ENDIF
- IF flag_baddie6_in_area_love1 = 1
- IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 37.3 -331.0 0.5 0.5 FALSE
- SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 42.5 -331.8
- flag_baddie6_in_area_love1 = 2
- ENDIF
- ENDIF
- IF flag_baddie6_in_area_love1 = 2
- IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 42.5 -331.8 0.5 0.5 FALSE
- SET_CHAR_OBJ_GUARD_SPOT baddie6_love1 42.5 -331.8 15.1
- TURN_CHAR_TO_FACE_PLAYER baddie6_love1 player
- SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 TRUE
- ENDIF
- ENDIF
- ENDIF
- ENDIF
- // Checks for garage1
- IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 63.01 -317.50 13.0 69.28 -321.73 20.0 FALSE
- IF flag_garage1_open = 0
- OPEN_GARAGE garage1_love1
- flag_garage1_open = 1
- ENDIF
- ENDIF
- // Checks for garage2
- IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 53.7 -317.56 13.0 61.0 -320.46 20.0 FALSE
- IF flag_garage2_open = 0
- OPEN_GARAGE garage2_love1
- flag_garage2_open = 1
- ENDIF
- ENDIF
- // Checks for garage3
- IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.8 -344.4 13.0 35.1 -335.6 20.0 FALSE
- IF flag_garage3_open = 0
- OPEN_GARAGE garage3_love1
- flag_garage3_open = 1
- ENDIF
- ENDIF
- // Checks for garage4
- IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.41 -355.6 13.0 34.21 -344.81 20.0 FALSE
- IF flag_garage4_open = 0
- OPEN_GARAGE garage4_love1
- flag_garage4_open = 1
- ENDIF
- ENDIF
- // Checks for garage5
- IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 52.9 -376.3 13.0 42.0 -373.2 20.0 FALSE
- IF flag_garage5_open = 0
- OPEN_GARAGE garage5_love1
- flag_garage5_open = 1
- ENDIF
- ENDIF
- ENDIF
- // Checks to see if the OGG is in the players group and does the group breaking stuff
- IF flag_ojg_in_group = 1
- IF IS_CHAR_DEAD ojg_love1
- PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
- GOTO mission_love1_failed
- ENDIF
- IF NOT IS_CHAR_IN_PLAYERS_GROUP ojg_love1 player
- AND flag_blip_on_ojg_love1 = 0
- PRINT_NOW ( HEY8 ) 5000 1 //"You have left the Old Oriental Gentleman behind go and get him!"
- ADD_BLIP_FOR_CHAR ojg_love1 radar_blip_ped1_love1
- REMOVE_BLIP radar_blip_coord1_love1
- flag_blip_on_ojg_love1 = 1
- blob_flag = 0
- ENDIF
- IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 8.0 8.0 FALSE
- AND flag_blip_on_ojg_love1 = 1
- SET_PLAYER_AS_LEADER ojg_love1 player
- PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!"
- REMOVE_BLIP radar_blip_ped1_love1
- ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1
- flag_blip_on_ojg_love1 = 0
- blob_flag = 1
- ENDIF
- ENDIF
- ENDWHILE
- REMOVE_BLIP radar_blip_coord1_love1
- LEAVE_GROUP ojg_love1
- SWITCH_WIDESCREEN ON
- SET_PLAYER_CONTROL player OFF
- SET_POLICE_IGNORE_PLAYER player ON
- SET_EVERYONE_IGNORE_PLAYER player ON
- // Checks to see if the OJG is in a car, if so orders him to get out
- IF IS_CHAR_IN_ANY_CAR ojg_love1
- STORE_CAR_CHAR_IS_IN ojg_love1 car2_love1
- SET_CHAR_OBJ_LEAVE_CAR ojg_love1 car2_love1
- WHILE IS_CHAR_IN_ANY_CAR ojg_love1
- WAIT 0
- IF IS_CHAR_DEAD ojg_love1
- PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
- GOTO mission_love1_failed
- ENDIF
- ENDWHILE
- ENDIF
- // Tells the OJG to go into Loves buildings
- SET_CHAR_OBJ_RUN_TO_COORD ojg_love1 59.5 -1548.7
- timerb = 0
- WHILE timerb < 1500
- WAIT 0
- IF IS_CHAR_DEAD ojg_love1
- PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
- GOTO mission_love1_failed
- ENDIF
- ENDWHILE
- SET_CHAR_COORDINATES ojg_love1 82.9 -1548.9 27.2
- SET_CHAR_HEADING ojg_love1 270.0
- SET_CHAR_OBJ_GOTO_COORD_ON_FOOT ojg_love1 98.7 -1548.8
- SET_FIXED_CAMERA_POSITION 77.5 -1548.8 28.2 0.0 0.0 0.0
- POINT_CAMERA_AT_POINT 93.9 -1548.9 28.3 JUMP_CUT
- timerb = 0
- WHILE NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE
- WAIT 0
- IF IS_CHAR_DEAD ojg_love1
- PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
- GOTO mission_love1_failed
- ENDIF
- IF timerb >= 8000
- IF NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE
- REMOVE_CHAR_ELEGANTLY ojg_love1
- GOTO mission_bloke_stuck_love1
- ENDIF
- ENDIF
- ENDWHILE
- mission_bloke_stuck_love1:
- CHAR_SET_IDLE ojg_love1
- RESTORE_CAMERA_JUMPCUT
- REMOVE_CHAR_ELEGANTLY ojg_love1
- SWITCH_WIDESCREEN OFF
- SET_PLAYER_CONTROL player ON
- SET_POLICE_IGNORE_PLAYER player OFF
- SET_EVERYONE_IGNORE_PLAYER player OFF
- }
- GOTO mission_love1_passed
- // Mission Kenji5 failed
- mission_love1_failed:
- PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
- flag_failed_love1 = 1
- RETURN
- // mission Kenji5 passed
- mission_love1_passed:
- flag_love_mission1_passed = 1
- REGISTER_MISSION_PASSED ( LOVE1 )
- PLAYER_MADE_PROGRESS 1
- PRINT_WITH_NUMBER_BIG ( m_pass ) 40000 5000 1 //"Mission Passed!"
- PLAY_MISSION_PASSED_TUNE 1
- ADD_SCORE player 40000
- CLEAR_WANTED_LEVEL player
- START_NEW_SCRIPT love_mission2_loop
- RETURN
- // mission cleanup
- mission_cleanup_love1:
- flag_player_on_mission = 0
- flag_player_on_love_mission = 0
- REMOVE_ROUTE 0
- REMOVE_ROUTE 1
- SET_PLAYER_CONTROL player ON
- MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
- REMOVE_BLIP radar_blip_ped1_love1
- REMOVE_BLIP radar_blip_coord1_love1
- REMOVE_BLIP radar_blip_coord2_love1
- IF NOT IS_CHAR_DEAD baddie1_love1
- SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 FALSE
- ENDIF
- IF NOT IS_CHAR_DEAD baddie2_love1
- SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 FALSE
- ENDIF
- IF NOT IS_CHAR_DEAD baddie3_love1
- SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 FALSE
- ENDIF
- IF NOT IS_CHAR_DEAD baddie4_love1
- SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 FALSE
- ENDIF
- IF NOT IS_CHAR_DEAD baddie5_love1
- SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 FALSE
- ENDIF
- IF NOT IS_CHAR_DEAD baddie6_love1
- SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 FALSE
- ENDIF
- MISSION_HAS_FINISHED
- RETURN
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