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- MISSION_START
- // *******************************************************************************************
- // *******************************************************************************************
- // ***********************************Final Industrial****************************************
- // ***********************************go to commercial****************************************
- // *******************************************************************************************
- // *******************************************************************************************
- // *******************************************************************************************
- // Mission start stuff
- GOSUB mission_start_frank4
- IF HAS_DEATHARREST_BEEN_EXECUTED
- GOSUB mission_frank4_failed
- ENDIF
- GOSUB mission_cleanup_frank4
- MISSION_END
- // Variables for mission
- //VAR_INT maria // mission specific ped
- VAR_INT blip1_fm4 blip2_fm4 blip3_fm4 boat_blip
- VAR_INT flag_player_got_frank4_message frank4_car1 frank4_car2
- VAR_INT boat_mar bomb_car flag_car_blip_displayed_fm4
- VAR_INT car_dead_once girls_attack_player
- VAR_FLOAT boat_mar_X boat_mar_Y boat_mar_Z
- // ***************************************Mission Start*************************************
- mission_start_frank4:
- REGISTER_MISSION_GIVEN
- flag_player_on_mission = 1
- flag_player_on_frankie_mission = 1
- SCRIPT_NAME frank4
- WAIT 0
- girls_attack_player = 0
- car_dead_once = 0
- {
- LOAD_SPECIAL_CHARACTER 1 frankie
- //LOAD_SPECIAL_CHARACTER 2 goon
- LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
- LOAD_SPECIAL_MODEL cut_obj2 FRANKH
- REQUEST_MODEL PED_GANG_MAFIA_B
- REQUEST_MODEL franksclb02
- REQUEST_MODEL salvsdetail
- REQUEST_MODEL swank_inside
- /*
- 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 PED_GANG_MAFIA_B
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_MODEL_LOADED franksclb02
- OR NOT HAS_MODEL_LOADED salvsdetail
- OR NOT HAS_MODEL_LOADED swank_inside
- WAIT 0
- ENDWHILE
- LOAD_CUTSCENE S5_LRQ
- SET_CUTSCENE_OFFSET 1457.776 -185.348 54.925
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
- SET_CUTSCENE_HEAD_ANIM cs_playerhead player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_frankie
- SET_CUTSCENE_ANIM cs_frankie frankie
- CREATE_CUTSCENE_HEAD cs_frankie CUT_OBJ2 cs_frankiehead
- SET_CUTSCENE_HEAD_ANIM cs_frankiehead frank
- CREATE_CUTSCENE_OBJECT PED_GANG_MAFIA_B cs_mafia
- SET_CUTSCENE_ANIM cs_mafia gang02
- //CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_mafia
- //SET_CUTSCENE_ANIM cs_mafia gang02
- SET_PLAYER_COORDINATES player 1455.2 -186.8 55.0
- SET_PLAYER_HEADING player 130.0
- DO_FADE 1500 FADE_IN
- //SWITCH_WORLD_PROCESSING OFF
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING ON
- START_CUTSCENE
- // Displays cutscene text
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 2397
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_A ) 10000 1 // Mission brief
- WHILE cs_time < 5260
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_B ) 10000 1 // Mission brief
- WHILE cs_time < 9273
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_C ) 10000 1 // Mission brief
- WHILE cs_time < 12861
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_D ) 10000 1 // Mission brief
- WHILE cs_time < 15447
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_E ) 10000 1 // Mission brief
- WHILE cs_time < 18080
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_F ) 10000 1 // Mission brief
- WHILE cs_time < 22832
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_H ) 10000 1 // Mission brief
- WHILE cs_time < 24908
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- CLEAR_PRINTS
- WHILE cs_time < 26333
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1000 FADE_OUT
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- //SWITCH_WORLD_PROCESSING ON
- SWITCH_RUBBISH ON
- CLEAR_CUTSCENE
- SET_CAMERA_BEHIND_PLAYER
- WAIT 500
- DO_FADE 1000 FADE_IN
- UNLOAD_SPECIAL_CHARACTER 1
- //UNLOAD_SPECIAL_CHARACTER 2
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B
- MARK_MODEL_AS_NO_LONGER_NEEDED franksclb02
- MARK_MODEL_AS_NO_LONGER_NEEDED salvsdetail
- MARK_MODEL_AS_NO_LONGER_NEEDED swank_inside
- //REQUEST_MODEL BOAT_SPEEDER
- //REQUEST_MODEL CAR_CHEETAH
- //LOAD_SPECIAL_MODEL cut_obj3 MARIAH
- //LOAD_SPECIAL_MODEL cut_obj4 ASUKAH
- /*
- WHILE NOT HAS_MODEL_LOADED cut_obj3
- OR NOT HAS_MODEL_LOADED cut_obj4
- WAIT 0
- ENDWHILE
- */
- REQUEST_MODEL BOAT_REEFER
- REQUEST_MODEL CAR_CHEETAH
- WHILE NOT HAS_MODEL_LOADED BOAT_REEFER
- OR NOT HAS_MODEL_LOADED CAR_CHEETAH
- WAIT 0
- ENDWHILE
- //GOTO skip_frank_cut1 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- //CREATE SUBURBAN BARRIERS
- IF barriers_been_added = 0
- CREATE_OBJECT_NO_OFFSET subwaygate -672.0 -760.0 8.3 subway_gate_suburban1
- DONT_REMOVE_OBJECT subway_gate_suburban1
- SET_OBJECT_HEADING subway_gate_suburban1 270.0
- CREATE_OBJECT_NO_OFFSET subwaygate -672.0 -768.9 8.3 subway_gate_suburban2
- DONT_REMOVE_OBJECT subway_gate_suburban2
- SET_OBJECT_HEADING subway_gate_suburban2 270.0
- CREATE_OBJECT_NO_OFFSET tunnelentrance 533.3 97.0 -21.3 tunnel_gate_suburban
- DONT_REMOVE_OBJECT tunnel_gate_suburban
- SET_OBJECT_HEADING tunnel_gate_suburban 45.0
- barriers_been_added = 1
- ENDIF
- // START OF MISSION
- CREATE_CAR CAR_CHEETAH 951.0 -421.0 14.6 bomb_car
- ARM_CAR_WITH_BOMB bomb_car CARBOMB_ONIGNITIONACTIVE
- ADD_BLIP_FOR_CAR bomb_car blip1_fm4
- WHILE NOT IS_PLAYER_IN_ZONE Player REDLIGH
- WAIT 0
- IF IS_CAR_DEAD bomb_car
- AND car_dead_once = 0
- REMOVE_BLIP blip1_fm4
- car_dead_once = 1
- ENDIF
- ENDWHILE
- ADD_PAGER_MESSAGE ( FM4_1 ) 140 10 2
- ADD_BLIP_FOR_COORD 835.7 -1091.7 -100.0 blip2_fm4
- /*
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 835.6 -1110.7 2.0 maria
- ADD_BLIP_FOR_CHAR maria blip2_fm4
- CHAR_SET_IDLE maria
- CLEAR_CHAR_THREAT_SEARCH maria
- SET_CHAR_HEADING maria 345.0
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL3 834.3 -1111.7 2.0 asuka
- CHAR_SET_IDLE asuka
- CLEAR_CHAR_THREAT_SEARCH asuka
- SET_CHAR_HEADING asuka 5.0
- */
- WHILE NOT LOCATE_STOPPED_PLAYER_IN_CAR_3D Player 827.3 -1084.3 6.8 5.0 5.0 4.0 TRUE
- WAIT 0
- IF IS_CAR_DEAD bomb_car
- AND car_dead_once = 0
- REMOVE_BLIP blip1_fm4
- car_dead_once = 1
- ENDIF
- IF LOCATE_PLAYER_ON_FOOT_3D Player 827.3 -1084.3 6.8 5.0 5.0 4.0 FALSE
- GOTO on_foot_frank4
- ENDIF
- /*
- IF IS_PLAYER_IN_CAR Player bomb_car
- GOTO mission_frank4_failed
- ENDIF
- */
- ENDWHILE
- on_foot_frank4:
- SET_PLAYER_CONTROL Player Off
- //skip_frank_cut1: //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- //SET_PLAYER_COORDINATES player 845.5 -1098.0 -100.0 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- FORCE_WEATHER_NOW WEATHER_SUNNY
- REMOVE_BLIP blip1_fm4
- REMOVE_BLIP blip2_fm4
- //MEET MARIA ON THE INDUSTRIAL PIER CUT SCENE****************************************************************************
- GET_GAME_TIMER breakout_timer_start
- breakout_diff = 0
- WHILE NOT CAN_PLAYER_START_MISSION Player
- AND breakout_diff < 5000 // if player is not in control after 5 secs do the cutscene anyway
- WAIT 0
- GET_GAME_TIMER breakout_timer
- breakout_diff = breakout_timer - breakout_timer_start
- ENDWHILE
- MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
- //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
- SET_FADING_COLOUR 0 0 0
- DO_FADE 1500 FADE_OUT
- SWITCH_STREAMING OFF
- LOAD_SPECIAL_CHARACTER 2 maria
- LOAD_SPECIAL_CHARACTER 3 asuka
- LOAD_SPECIAL_MODEL cut_obj2 MARIAH
- LOAD_SPECIAL_MODEL cut_obj3 ASUKAH
- //PRINT_BIG ( FM4 ) 15000 2 //"Frankie Mission 4"
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- CREATE_CAR BOAT_REEFER 835.0 -1117.0 0.4 boat_mar
- SET_CAR_HEADING boat_mar 143.0
- ANCHOR_BOAT boat_mar TRUE
- BOAT_STOP boat_mar
- LOAD_ALL_MODELS_NOW
- WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
- OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_MODEL_LOADED cut_obj2
- OR NOT HAS_MODEL_LOADED cut_obj3
- WAIT 0
- ENDWHILE
- LOAD_CUTSCENE S5_LRQB
- SET_CUTSCENE_OFFSET 831.0839 -1114.2113 0.1822
- //SET_CUTSCENE_OFFSET 830.0839 -1114.2113 0.1822
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_maria
- SET_CUTSCENE_ANIM cs_maria maria
- CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_asuka
- SET_CUTSCENE_ANIM cs_asuka asuka
- //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
- //SET_CUTSCENE_HEAD_ANIM cs_playerhead player
- CREATE_CUTSCENE_HEAD cs_maria CUT_OBJ2 cs_mariahead
- SET_CUTSCENE_HEAD_ANIM cs_mariahead maria
- CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ3 cs_asukahead
- SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
- //SET_PLAYER_COORDINATES player 835.4 -1108.7 1.0
- //SET_PLAYER_HEADING player 230.0
- IF NOT IS_CAR_DEAD boat_mar
- IF IS_PLAYER_IN_ANY_CAR player
- WARP_PLAYER_FROM_CAR_TO_COORD Player 835.4 -1108.7 1.0
- ENDIF
- ENDIF
- WARP_PLAYER_INTO_CAR Player boat_mar
- DO_FADE 1500 FADE_IN
- //SWITCH_WORLD_PROCESSING OFF
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING ON
- START_CUTSCENE
- // Displays cutscene text
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 697
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_2 ) 10000 1 // Mission brief
- WHILE cs_time < 3275
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_3 ) 10000 1 // Mission brief
- WHILE cs_time < 6479
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_4 ) 10000 1 // Mission brief
- WHILE cs_time < 9000
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_4B ) 10000 1 // Mission brief
- WHILE cs_time < 11356
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_5 ) 10000 1 // Mission brief
- WHILE cs_time < 13307
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_6 ) 10000 1 // Mission brief
- WHILE cs_time < 16285
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_6B ) 10000 1 // Mission brief
- WHILE cs_time < 19438
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_7 ) 10000 1 // Mission brief
- WHILE cs_time < 23340
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_8 ) 10000 1 // Mission brief
- WHILE cs_time < 24733
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( FM4_9 ) 10000 1 // Mission brief
- WHILE cs_time < 30156
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- CLEAR_PRINTS
- WHILE cs_time < 31666
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- /*
- IF NOT IS_CAR_DEAD boat_mar
- SET_CAR_COORDINATES boat_mar 834.9 -1116.5 0.5
- SET_CAR_HEADING boat_mar 143.0
- ENDIF
- */
- DO_FADE 1000 FADE_OUT
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- //SWITCH_WORLD_PROCESSING ON
- SWITCH_RUBBISH ON
- CLEAR_CUTSCENE
- SET_PLAYER_CONTROL Player ON
- SET_CAMERA_BEHIND_PLAYER
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 837.0 -1116.5 1.8 maria
- SET_CHAR_ONLY_DAMAGED_BY_PLAYER maria TRUE
- SET_CHAR_HEADING maria 17.0
- SET_CHAR_STAYS_IN_CURRENT_LEVEL maria FALSE
- SET_CHAR_IGNORE_LEVEL_TRANSITIONS maria TRUE
- //boat_mar_Y = boat_mar_Y - 1.0
- CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL3 836.6 -1114.6 1.8 asuka
- SET_CHAR_ONLY_DAMAGED_BY_PLAYER asuka TRUE
- SET_CHAR_HEADING asuka 178.0
- SET_CHAR_STAYS_IN_CURRENT_LEVEL asuka FALSE
- SET_CHAR_IGNORE_LEVEL_TRANSITIONS asuka TRUE
- SET_CHARS_CHATTING maria asuka 999999
- TURN_CHAR_TO_FACE_CHAR asuka maria
- IF NOT IS_CAR_DEAD boat_mar
- ADD_BLIP_FOR_COORD 565.3 -678.4 -100.0 blip3_fm4
- ADD_BLIP_FOR_CAR boat_mar boat_blip
- ENDIF
- WAIT 500
- DO_FADE 1000 FADE_IN
- //UNLOAD_SPECIAL_CHARACTER 2
- //UNLOAD_SPECIAL_CHARACTER 3
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
- //GOTO skip_frank_cut2 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- IF NOT IS_CAR_DEAD boat_mar
- ANCHOR_BOAT boat_mar FALSE
- ENDIF
- flag_car_blip_displayed_fm4 = TRUE
- IF IS_CHAR_DEAD asuka
- OR IS_CHAR_DEAD maria
- GOTO mission_frank4_failed
- ENDIF
- WHILE NOT IS_PLAYER_IN_AREA_3D Player 565.3 -678.4 -2.0 575.3 -688.4 4.0 TRUE
- OR NOT IS_CHAR_IN_AREA_3D maria 565.3 -678.4 -2.0 575.3 -688.4 4.0 FALSE
- OR NOT IS_CHAR_IN_AREA_3D asuka 565.3 -678.4 -2.0 575.3 -688.4 4.0 FALSE
- //OR NOT IS_PLAYER_IN_CAR player boat_mar
- WAIT 0
- IF IS_CAR_DEAD boat_mar
- GOTO mission_frank4_failed
- ENDIF
- IF IS_CHAR_DEAD asuka
- OR IS_CHAR_DEAD maria
- GOTO mission_frank4_failed
- ENDIF
- IF IS_PLAYER_IN_CAR player boat_mar
- IF flag_car_blip_displayed_fm4 = TRUE
- REMOVE_BLIP blip3_fm4
- ADD_BLIP_FOR_COORD 565.3 -678.4 -100.0 blip3_fm4
- REMOVE_BLIP boat_blip
- flag_car_blip_displayed_fm4 = FALSE
- ENDIF
- ENDIF
- IF NOT IS_PLAYER_IN_CAR player boat_mar
- IF flag_car_blip_displayed_fm4 = FALSE
- REMOVE_BLIP boat_blip
- ADD_BLIP_FOR_CAR boat_mar boat_blip
- REMOVE_BLIP blip3_fm4
- PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the vehicle!"
- flag_car_blip_displayed_fm4 = TRUE
- ENDIF
- ENDIF
- IF girls_attack_player = 0
- IF NOT IS_CHAR_HEALTH_GREATER asuka 96
- OR NOT IS_CHAR_HEALTH_GREATER maria 96
- IF NOT IS_CHAR_DEAD asuka
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT asuka Player
- GIVE_WEAPON_TO_CHAR asuka WEAPONTYPE_UZI 200
- ENDIF
- IF NOT IS_CHAR_DEAD maria
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT maria Player
- GIVE_WEAPON_TO_CHAR maria WEAPONTYPE_UZI 200
- ENDIF
- girls_attack_player = 1
- ENDIF
- ENDIF
- ENDWHILE
- IF NOT IS_CAR_DEAD boat_mar
- ANCHOR_BOAT boat_mar TRUE
- BOAT_STOP boat_mar
- ENDIF
- CLEAR_PRINTS
- REMOVE_BLIP blip3_fm4
- //skip_frank_cut2: //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- //SET_PLAYER_COORDINATES player 559.4 -791.9 -100.0 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- //EVERYONE OFF THE BOAT IN COMMERCIAL CUTSCENE**************************************************************************
- GET_GAME_TIMER breakout_timer_start
- breakout_diff = 0
- WHILE NOT CAN_PLAYER_START_MISSION Player
- AND breakout_diff < 5000 // if player is not in control after 5 secs do the cutscene anyway
- WAIT 0
- IF IS_CAR_DEAD boat_mar
- GOTO mission_frank4_failed
- ENDIF
- IF IS_CHAR_DEAD asuka
- OR IS_CHAR_DEAD maria
- GOTO mission_frank4_failed
- ENDIF
- GET_GAME_TIMER breakout_timer
- breakout_diff = breakout_timer - breakout_timer_start
- ENDWHILE
- MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
- SET_FADING_COLOUR 0 0 0
- DO_FADE 1000 FADE_OUT
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- LOAD_COLLISION_WITH_SCREEN Level_commercial
- IF NOT IS_CAR_DEAD boat_mar
- IF IS_PLAYER_IN_ANY_CAR player
- WARP_PLAYER_FROM_CAR_TO_COORD Player 515.1 -650.9 16.0//612.3 -674.5 1.8
- ENDIF
- ENDIF
- SET_PLAYER_COORDINATES player 515.1 -650.9 16.0 //612.3 -674.5 1.8
- SET_PLAYER_HEADING player 90.0
- SWITCH_STREAMING OFF
- LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
- LOAD_SPECIAL_MODEL cut_obj2 MARIAH
- LOAD_SPECIAL_MODEL cut_obj3 ASUKAH
- REQUEST_MODEL CAR_YAKUZA
- REQUEST_MODEL CAR_BLISTA
- //PRINT_BIG ( FM4 ) 15000 2 //"Frankie Mission 4"
- LOAD_ALL_MODELS_NOW
- WHILE NOT HAS_MODEL_LOADED cut_obj1
- OR NOT HAS_MODEL_LOADED cut_obj2
- OR NOT HAS_MODEL_LOADED cut_obj3
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_MODEL_LOADED CAR_YAKUZA
- OR NOT HAS_MODEL_LOADED CAR_BLISTA
- WAIT 0
- ENDWHILE
- DELETE_CHAR maria
- DELETE_CHAR asuka
- LOAD_CUTSCENE S5_LRQC
- SET_CUTSCENE_OFFSET 523.102 -636.96 15.616 //563.0 -683.0 1.8
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_maria
- SET_CUTSCENE_ANIM cs_maria maria
- CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_asuka
- SET_CUTSCENE_ANIM cs_asuka asuka
- CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
- SET_CUTSCENE_HEAD_ANIM cs_playerhead player
- CREATE_CUTSCENE_HEAD cs_maria CUT_OBJ2 cs_mariahead
- SET_CUTSCENE_HEAD_ANIM cs_mariahead maria
- CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ3 cs_asukahead
- SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
- DO_FADE 1000 FADE_IN
- SET_PLAYER_COORDINATES player 515.1 -650.9 16.0
- SET_PLAYER_HEADING player 90.0
- CREATE_CAR CAR_YAKUZA 500.0 -659.4 -100.0 frank4_car1
- CREATE_CAR CAR_BLISTA 486.5 -643.6 -100.0 frank4_car2
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BLISTA
- MARK_CAR_AS_NO_LONGER_NEEDED frank4_car1
- MARK_CAR_AS_NO_LONGER_NEEDED frank4_car2
- //SWITCH_WORLD_PROCESSING OFF
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING ON
- START_CUTSCENE
- // Displays cutscene text
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 12345
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LRQC_1 ) 5000 1 // Mission brief
- WHILE cs_time < 14476
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LRQC_2 ) 5000 1 // Mission brief
- WHILE cs_time < 16021
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LRQC_3 ) 5000 1 // Mission brief
- WHILE cs_time < 17946
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LRQC_4 ) 5000 1 // Mission brief
- WHILE cs_time < 21438
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LRQC_5 ) 5000 1 // Mission brief
- WHILE cs_time < 23312
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( LRQC_6 ) 5000 1 // Mission brief
- WHILE cs_time < 25177
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- CLEAR_PRINTS
- WHILE cs_time < 28000
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1000 FADE_OUT
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- //SWITCH_WORLD_PROCESSING ON
- SWITCH_RUBBISH ON
- CLEAR_CUTSCENE
- SET_CAMERA_IN_FRONT_OF_PLAYER
- //SET_CAMERA_BEHIND_PLAYER
- WAIT 500
- DO_FADE 1000 FADE_IN
- UNLOAD_SPECIAL_CHARACTER 2
- UNLOAD_SPECIAL_CHARACTER 3
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
- RELEASE_WEATHER
- }
- GOTO mission_frank4_passed
- // Mission frank4 failed
- mission_frank4_failed:
- PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
- RETURN
- // mission frank4 passed
- mission_frank4_passed:
- flag_frankie_mission4_passed = 1
- flag_industrial_passed = 1
- PLAY_MISSION_PASSED_TUNE 1
- INDUSTRIAL_PASSED
- bridge_is_damaged = 1
- //SWAP BRIDGE FROM DAMAGED TO FIXED
- SWAP_NEAREST_BUILDING_MODEL 525.362 -927.066 71.841 20.0 nbbridgfk2 nbbridgcabls01
- SWAP_NEAREST_BUILDING_MODEL 706.432 -935.82 67.071 20.0 nbbridgfk2 nbbridgcabls01
- SWAP_NEAREST_BUILDING_MODEL 529.023 -920.098 43.504 20.0 damgbridgerdb nbbridgerdb
- SWAP_NEAREST_BUILDING_MODEL 702.763 -939.963 38.736 20.0 damgbridgerdb nbbridgerdb
- SWAP_NEAREST_BUILDING_MODEL 529.023 -942.94 43.504 20.0 damgbbridgerda nbbridgerda
- SWAP_NEAREST_BUILDING_MODEL 702.764 -919.963 38.736 20.0 damgbbridgerda nbbridgerda
- SWAP_NEAREST_BUILDING_MODEL 525.362 -927.066 71.841 20.0 lodridgfk2 lodridgcabls01
- SWAP_NEAREST_BUILDING_MODEL 706.432 -935.82 67.071 20.0 lodridgfk2 lodridgcabls01
- SWAP_NEAREST_BUILDING_MODEL 521.146 -922.94 43.504 20.0 lodgbridgerdb lodridgerdb
- SWAP_NEAREST_BUILDING_MODEL 702.763 -939.963 38.736 20.0 lodgbridgerdb lodridgerdb
- SWAP_NEAREST_BUILDING_MODEL 529.023 -940.098 43.504 20.0 lodgbbridgerda lodridgerda
- SWAP_NEAREST_BUILDING_MODEL 702.764 -919.963 38.736 20.0 lodgbbridgerda lodridgerda
- SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1027.26 -933.796 15.042 50.0 indhelix_barrier FALSE
- SWAP_NEAREST_BUILDING_MODEL 1027.26 -933.796 15.042 50.0 indhelix_barrier LOD_land014
- DELETE_OBJECT subway_gate_industrial
- DELETE_OBJECT tunnel_gate_industrial
- IF ammu2_blip_added = 0
- ADD_SPRITE_BLIP_FOR_COORD 345.5 -713.5 26.1 RADAR_SPRITE_WEAPON com_ammu_nation2
- ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY com_sprayshop2
- ammu2_blip_added = 1
- ENDIF
- SWITCH_ROADS_ON 619.6 -911.5 45.0 834.3 -954.5 32.0 //Industrial to commercial Bridge
- SWITCH_ROADS_ON 659.6 200.0 -20.0 945.8 147.5 5.0 //Tunnel
- SWITCH_ROADS_ON 529.6 106.5 -30.0 581.4 65.7 0.0 //tunnel from commercial to intersection for sub and ind
- REGISTER_MISSION_PASSED FM4
- PLAYER_MADE_PROGRESS 1
- SWITCH_CAR_GENERATOR com_car23 101
- REMOVE_BLIP frankie_contact_blip
- REMOVE_BLIP luigi_contact_blip
- REMOVE_BLIP toni_contact_blip
- REMOVE_BLIP joey_contact_blip
- PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //"Mission Passed!"
- ADD_SCORE player 20000
- START_NEW_SCRIPT asuka_mission1_loop
- REMOVE_BLIP asuka_contact_blip
- ADD_SPRITE_BLIP_FOR_CONTACT_POINT 523.7 -643.0 16.1 RADAR_SPRITE_ASUKA asuka_contact_blip
- RETURN
- // mission cleanup
- mission_cleanup_frank4:
- flag_player_on_mission = 0
- flag_player_on_frankie_mission = 0
- REMOVE_BLIP blip1_fm4
- REMOVE_BLIP blip2_fm4
- REMOVE_BLIP blip3_fm4
- REMOVE_BLIP boat_blip
- RELEASE_WEATHER
- MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_REEFER
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_CHEETAH
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BLISTA
- REMOVE_CHAR_ELEGANTLY maria
- REMOVE_CHAR_ELEGANTLY asuka
- //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- UNLOAD_SPECIAL_CHARACTER 2
- UNLOAD_SPECIAL_CHARACTER 3
- MISSION_HAS_FINISHED
- RETURN
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