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frank4.sc

Feb 4th, 2016
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  1. MISSION_START
  2. // *******************************************************************************************
  3. // *******************************************************************************************
  4. // ***********************************Final Industrial****************************************
  5. // ***********************************go to commercial****************************************
  6. // *******************************************************************************************
  7. // *******************************************************************************************
  8. // *******************************************************************************************
  9.  
  10. // Mission start stuff
  11.  
  12. GOSUB mission_start_frank4
  13.  
  14. IF HAS_DEATHARREST_BEEN_EXECUTED
  15. GOSUB mission_frank4_failed
  16. ENDIF
  17.  
  18. GOSUB mission_cleanup_frank4
  19.  
  20. MISSION_END
  21.  
  22.  
  23. // Variables for mission
  24.  
  25.  
  26. //VAR_INT maria // mission specific ped
  27.  
  28. VAR_INT blip1_fm4 blip2_fm4 blip3_fm4 boat_blip
  29.  
  30. VAR_INT flag_player_got_frank4_message frank4_car1 frank4_car2
  31.  
  32. VAR_INT boat_mar bomb_car flag_car_blip_displayed_fm4
  33.  
  34. VAR_INT car_dead_once girls_attack_player
  35.  
  36. VAR_FLOAT boat_mar_X boat_mar_Y boat_mar_Z
  37.  
  38. // ***************************************Mission Start*************************************
  39.  
  40. mission_start_frank4:
  41.  
  42. REGISTER_MISSION_GIVEN
  43. flag_player_on_mission = 1
  44. flag_player_on_frankie_mission = 1
  45. SCRIPT_NAME frank4
  46. WAIT 0
  47.  
  48. girls_attack_player = 0
  49. car_dead_once = 0
  50.  
  51.  
  52. {
  53.  
  54. LOAD_SPECIAL_CHARACTER 1 frankie
  55. //LOAD_SPECIAL_CHARACTER 2 goon
  56. LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  57. LOAD_SPECIAL_MODEL cut_obj2 FRANKH
  58.  
  59. REQUEST_MODEL PED_GANG_MAFIA_B
  60. REQUEST_MODEL franksclb02
  61. REQUEST_MODEL salvsdetail
  62. REQUEST_MODEL swank_inside
  63.  
  64. /*
  65. WHILE GET_FADING_STATUS
  66. WAIT 0
  67.  
  68. ENDWHILE
  69. */
  70.  
  71. LOAD_ALL_MODELS_NOW
  72.  
  73. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  74. OR NOT HAS_MODEL_LOADED cut_obj1
  75. OR NOT HAS_MODEL_LOADED cut_obj2
  76. OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_B
  77. WAIT 0
  78.  
  79. ENDWHILE
  80.  
  81. WHILE NOT HAS_MODEL_LOADED franksclb02
  82. OR NOT HAS_MODEL_LOADED salvsdetail
  83. OR NOT HAS_MODEL_LOADED swank_inside
  84. WAIT 0
  85.  
  86. ENDWHILE
  87.  
  88.  
  89. LOAD_CUTSCENE S5_LRQ
  90. SET_CUTSCENE_OFFSET 1457.776 -185.348 54.925
  91.  
  92. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  93. SET_CUTSCENE_ANIM cs_player player
  94.  
  95. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
  96. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  97.  
  98. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_frankie
  99. SET_CUTSCENE_ANIM cs_frankie frankie
  100.  
  101. CREATE_CUTSCENE_HEAD cs_frankie CUT_OBJ2 cs_frankiehead
  102. SET_CUTSCENE_HEAD_ANIM cs_frankiehead frank
  103.  
  104. CREATE_CUTSCENE_OBJECT PED_GANG_MAFIA_B cs_mafia
  105. SET_CUTSCENE_ANIM cs_mafia gang02
  106.  
  107. //CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_mafia
  108. //SET_CUTSCENE_ANIM cs_mafia gang02
  109.  
  110. SET_PLAYER_COORDINATES player 1455.2 -186.8 55.0
  111.  
  112. SET_PLAYER_HEADING player 130.0
  113.  
  114. DO_FADE 1500 FADE_IN
  115.  
  116. //SWITCH_WORLD_PROCESSING OFF
  117. SWITCH_RUBBISH OFF
  118. SWITCH_STREAMING ON
  119. START_CUTSCENE
  120.  
  121. // Displays cutscene text
  122.  
  123.  
  124. GET_CUTSCENE_TIME cs_time
  125.  
  126.  
  127. WHILE cs_time < 2397
  128. WAIT 0
  129. GET_CUTSCENE_TIME cs_time
  130. ENDWHILE
  131.  
  132. PRINT_NOW ( FM4_A ) 10000 1 // Mission brief
  133.  
  134. WHILE cs_time < 5260
  135. WAIT 0
  136. GET_CUTSCENE_TIME cs_time
  137. ENDWHILE
  138.  
  139. PRINT_NOW ( FM4_B ) 10000 1 // Mission brief
  140.  
  141. WHILE cs_time < 9273
  142. WAIT 0
  143. GET_CUTSCENE_TIME cs_time
  144. ENDWHILE
  145.  
  146. PRINT_NOW ( FM4_C ) 10000 1 // Mission brief
  147.  
  148. WHILE cs_time < 12861
  149. WAIT 0
  150. GET_CUTSCENE_TIME cs_time
  151. ENDWHILE
  152.  
  153. PRINT_NOW ( FM4_D ) 10000 1 // Mission brief
  154.  
  155. WHILE cs_time < 15447
  156. WAIT 0
  157. GET_CUTSCENE_TIME cs_time
  158. ENDWHILE
  159.  
  160. PRINT_NOW ( FM4_E ) 10000 1 // Mission brief
  161.  
  162. WHILE cs_time < 18080
  163. WAIT 0
  164. GET_CUTSCENE_TIME cs_time
  165. ENDWHILE
  166.  
  167. PRINT_NOW ( FM4_F ) 10000 1 // Mission brief
  168.  
  169. WHILE cs_time < 22832
  170. WAIT 0
  171. GET_CUTSCENE_TIME cs_time
  172. ENDWHILE
  173.  
  174. PRINT_NOW ( FM4_H ) 10000 1 // Mission brief
  175.  
  176. WHILE cs_time < 24908
  177. WAIT 0
  178. GET_CUTSCENE_TIME cs_time
  179. ENDWHILE
  180.  
  181. CLEAR_PRINTS
  182.  
  183. WHILE cs_time < 26333
  184. WAIT 0
  185. GET_CUTSCENE_TIME cs_time
  186. ENDWHILE
  187.  
  188. DO_FADE 1000 FADE_OUT
  189.  
  190. WHILE NOT HAS_CUTSCENE_FINISHED
  191. WAIT 0
  192.  
  193. ENDWHILE
  194.  
  195. CLEAR_PRINTS
  196.  
  197. WHILE GET_FADING_STATUS
  198. WAIT 0
  199. ENDWHILE
  200.  
  201. //SWITCH_WORLD_PROCESSING ON
  202. SWITCH_RUBBISH ON
  203. CLEAR_CUTSCENE
  204. SET_CAMERA_BEHIND_PLAYER
  205.  
  206. WAIT 500
  207.  
  208. DO_FADE 1000 FADE_IN
  209.  
  210. UNLOAD_SPECIAL_CHARACTER 1
  211. //UNLOAD_SPECIAL_CHARACTER 2
  212. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  213. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  214. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B
  215. MARK_MODEL_AS_NO_LONGER_NEEDED franksclb02
  216. MARK_MODEL_AS_NO_LONGER_NEEDED salvsdetail
  217. MARK_MODEL_AS_NO_LONGER_NEEDED swank_inside
  218. //REQUEST_MODEL BOAT_SPEEDER
  219. //REQUEST_MODEL CAR_CHEETAH
  220. //LOAD_SPECIAL_MODEL cut_obj3 MARIAH
  221. //LOAD_SPECIAL_MODEL cut_obj4 ASUKAH
  222.  
  223. /*
  224. WHILE NOT HAS_MODEL_LOADED cut_obj3
  225. OR NOT HAS_MODEL_LOADED cut_obj4
  226. WAIT 0
  227. ENDWHILE
  228. */
  229.  
  230. REQUEST_MODEL BOAT_REEFER
  231. REQUEST_MODEL CAR_CHEETAH
  232.  
  233. WHILE NOT HAS_MODEL_LOADED BOAT_REEFER
  234. OR NOT HAS_MODEL_LOADED CAR_CHEETAH
  235. WAIT 0
  236.  
  237. ENDWHILE
  238.  
  239. //GOTO skip_frank_cut1 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  240.  
  241. //CREATE SUBURBAN BARRIERS
  242. IF barriers_been_added = 0
  243.  
  244. CREATE_OBJECT_NO_OFFSET subwaygate -672.0 -760.0 8.3 subway_gate_suburban1
  245. DONT_REMOVE_OBJECT subway_gate_suburban1
  246. SET_OBJECT_HEADING subway_gate_suburban1 270.0
  247.  
  248. CREATE_OBJECT_NO_OFFSET subwaygate -672.0 -768.9 8.3 subway_gate_suburban2
  249. DONT_REMOVE_OBJECT subway_gate_suburban2
  250. SET_OBJECT_HEADING subway_gate_suburban2 270.0
  251.  
  252. CREATE_OBJECT_NO_OFFSET tunnelentrance 533.3 97.0 -21.3 tunnel_gate_suburban
  253. DONT_REMOVE_OBJECT tunnel_gate_suburban
  254. SET_OBJECT_HEADING tunnel_gate_suburban 45.0
  255.  
  256. barriers_been_added = 1
  257. ENDIF
  258.  
  259. // START OF MISSION
  260.  
  261. CREATE_CAR CAR_CHEETAH 951.0 -421.0 14.6 bomb_car
  262. ARM_CAR_WITH_BOMB bomb_car CARBOMB_ONIGNITIONACTIVE
  263. ADD_BLIP_FOR_CAR bomb_car blip1_fm4
  264.  
  265. WHILE NOT IS_PLAYER_IN_ZONE Player REDLIGH
  266. WAIT 0
  267.  
  268. IF IS_CAR_DEAD bomb_car
  269. AND car_dead_once = 0
  270. REMOVE_BLIP blip1_fm4
  271. car_dead_once = 1
  272. ENDIF
  273.  
  274. ENDWHILE
  275.  
  276. ADD_PAGER_MESSAGE ( FM4_1 ) 140 10 2
  277.  
  278. ADD_BLIP_FOR_COORD 835.7 -1091.7 -100.0 blip2_fm4
  279. /*
  280. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 835.6 -1110.7 2.0 maria
  281. ADD_BLIP_FOR_CHAR maria blip2_fm4
  282. CHAR_SET_IDLE maria
  283. CLEAR_CHAR_THREAT_SEARCH maria
  284. SET_CHAR_HEADING maria 345.0
  285.  
  286. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL3 834.3 -1111.7 2.0 asuka
  287. CHAR_SET_IDLE asuka
  288. CLEAR_CHAR_THREAT_SEARCH asuka
  289. SET_CHAR_HEADING asuka 5.0
  290. */
  291. WHILE NOT LOCATE_STOPPED_PLAYER_IN_CAR_3D Player 827.3 -1084.3 6.8 5.0 5.0 4.0 TRUE
  292. WAIT 0
  293.  
  294. IF IS_CAR_DEAD bomb_car
  295. AND car_dead_once = 0
  296. REMOVE_BLIP blip1_fm4
  297. car_dead_once = 1
  298. ENDIF
  299.  
  300. IF LOCATE_PLAYER_ON_FOOT_3D Player 827.3 -1084.3 6.8 5.0 5.0 4.0 FALSE
  301. GOTO on_foot_frank4
  302. ENDIF
  303.  
  304. /*
  305. IF IS_PLAYER_IN_CAR Player bomb_car
  306. GOTO mission_frank4_failed
  307. ENDIF
  308. */
  309. ENDWHILE
  310.  
  311. on_foot_frank4:
  312.  
  313. SET_PLAYER_CONTROL Player Off
  314.  
  315. //skip_frank_cut1: //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  316. //SET_PLAYER_COORDINATES player 845.5 -1098.0 -100.0 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  317.  
  318. FORCE_WEATHER_NOW WEATHER_SUNNY
  319.  
  320. REMOVE_BLIP blip1_fm4
  321. REMOVE_BLIP blip2_fm4
  322.  
  323.  
  324. //MEET MARIA ON THE INDUSTRIAL PIER CUT SCENE****************************************************************************
  325.  
  326. GET_GAME_TIMER breakout_timer_start
  327. breakout_diff = 0
  328.  
  329. WHILE NOT CAN_PLAYER_START_MISSION Player
  330. AND breakout_diff < 5000 // if player is not in control after 5 secs do the cutscene anyway
  331. WAIT 0
  332.  
  333. GET_GAME_TIMER breakout_timer
  334. breakout_diff = breakout_timer - breakout_timer_start
  335. ENDWHILE
  336.  
  337. MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
  338.  
  339. //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  340.  
  341. SET_FADING_COLOUR 0 0 0
  342.  
  343. DO_FADE 1500 FADE_OUT
  344.  
  345. SWITCH_STREAMING OFF
  346.  
  347. LOAD_SPECIAL_CHARACTER 2 maria
  348. LOAD_SPECIAL_CHARACTER 3 asuka
  349. LOAD_SPECIAL_MODEL cut_obj2 MARIAH
  350. LOAD_SPECIAL_MODEL cut_obj3 ASUKAH
  351.  
  352. //PRINT_BIG ( FM4 ) 15000 2 //"Frankie Mission 4"
  353.  
  354. WHILE GET_FADING_STATUS
  355. WAIT 0
  356.  
  357. ENDWHILE
  358.  
  359. CREATE_CAR BOAT_REEFER 835.0 -1117.0 0.4 boat_mar
  360. SET_CAR_HEADING boat_mar 143.0
  361. ANCHOR_BOAT boat_mar TRUE
  362. BOAT_STOP boat_mar
  363.  
  364.  
  365. LOAD_ALL_MODELS_NOW
  366.  
  367. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
  368. OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
  369. WAIT 0
  370.  
  371. ENDWHILE
  372.  
  373. WHILE NOT HAS_MODEL_LOADED cut_obj2
  374. OR NOT HAS_MODEL_LOADED cut_obj3
  375. WAIT 0
  376.  
  377. ENDWHILE
  378.  
  379.  
  380. LOAD_CUTSCENE S5_LRQB
  381. SET_CUTSCENE_OFFSET 831.0839 -1114.2113 0.1822
  382. //SET_CUTSCENE_OFFSET 830.0839 -1114.2113 0.1822
  383.  
  384. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  385. SET_CUTSCENE_ANIM cs_player player
  386.  
  387. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_maria
  388. SET_CUTSCENE_ANIM cs_maria maria
  389.  
  390. CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_asuka
  391. SET_CUTSCENE_ANIM cs_asuka asuka
  392.  
  393. //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
  394. //SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  395.  
  396. CREATE_CUTSCENE_HEAD cs_maria CUT_OBJ2 cs_mariahead
  397. SET_CUTSCENE_HEAD_ANIM cs_mariahead maria
  398.  
  399. CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ3 cs_asukahead
  400. SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
  401.  
  402. //SET_PLAYER_COORDINATES player 835.4 -1108.7 1.0
  403.  
  404. //SET_PLAYER_HEADING player 230.0
  405.  
  406. IF NOT IS_CAR_DEAD boat_mar
  407. IF IS_PLAYER_IN_ANY_CAR player
  408. WARP_PLAYER_FROM_CAR_TO_COORD Player 835.4 -1108.7 1.0
  409. ENDIF
  410. ENDIF
  411.  
  412. WARP_PLAYER_INTO_CAR Player boat_mar
  413.  
  414. DO_FADE 1500 FADE_IN
  415.  
  416. //SWITCH_WORLD_PROCESSING OFF
  417. SWITCH_RUBBISH OFF
  418. SWITCH_STREAMING ON
  419. START_CUTSCENE
  420.  
  421. // Displays cutscene text
  422.  
  423. GET_CUTSCENE_TIME cs_time
  424.  
  425. WHILE cs_time < 697
  426. WAIT 0
  427. GET_CUTSCENE_TIME cs_time
  428. ENDWHILE
  429.  
  430. PRINT_NOW ( FM4_2 ) 10000 1 // Mission brief
  431.  
  432. WHILE cs_time < 3275
  433. WAIT 0
  434. GET_CUTSCENE_TIME cs_time
  435. ENDWHILE
  436.  
  437. PRINT_NOW ( FM4_3 ) 10000 1 // Mission brief
  438.  
  439. WHILE cs_time < 6479
  440. WAIT 0
  441. GET_CUTSCENE_TIME cs_time
  442. ENDWHILE
  443.  
  444. PRINT_NOW ( FM4_4 ) 10000 1 // Mission brief
  445.  
  446. WHILE cs_time < 9000
  447. WAIT 0
  448. GET_CUTSCENE_TIME cs_time
  449. ENDWHILE
  450.  
  451. PRINT_NOW ( FM4_4B ) 10000 1 // Mission brief
  452.  
  453. WHILE cs_time < 11356
  454. WAIT 0
  455. GET_CUTSCENE_TIME cs_time
  456. ENDWHILE
  457.  
  458. PRINT_NOW ( FM4_5 ) 10000 1 // Mission brief
  459.  
  460. WHILE cs_time < 13307
  461. WAIT 0
  462. GET_CUTSCENE_TIME cs_time
  463. ENDWHILE
  464.  
  465. PRINT_NOW ( FM4_6 ) 10000 1 // Mission brief
  466.  
  467. WHILE cs_time < 16285
  468. WAIT 0
  469. GET_CUTSCENE_TIME cs_time
  470. ENDWHILE
  471.  
  472. PRINT_NOW ( FM4_6B ) 10000 1 // Mission brief
  473.  
  474. WHILE cs_time < 19438
  475. WAIT 0
  476. GET_CUTSCENE_TIME cs_time
  477. ENDWHILE
  478.  
  479. PRINT_NOW ( FM4_7 ) 10000 1 // Mission brief
  480.  
  481. WHILE cs_time < 23340
  482. WAIT 0
  483. GET_CUTSCENE_TIME cs_time
  484. ENDWHILE
  485.  
  486. PRINT_NOW ( FM4_8 ) 10000 1 // Mission brief
  487.  
  488. WHILE cs_time < 24733
  489. WAIT 0
  490. GET_CUTSCENE_TIME cs_time
  491. ENDWHILE
  492.  
  493. PRINT_NOW ( FM4_9 ) 10000 1 // Mission brief
  494.  
  495. WHILE cs_time < 30156
  496. WAIT 0
  497. GET_CUTSCENE_TIME cs_time
  498. ENDWHILE
  499.  
  500. CLEAR_PRINTS
  501.  
  502. WHILE cs_time < 31666
  503. WAIT 0
  504. GET_CUTSCENE_TIME cs_time
  505. ENDWHILE
  506.  
  507. /*
  508. IF NOT IS_CAR_DEAD boat_mar
  509. SET_CAR_COORDINATES boat_mar 834.9 -1116.5 0.5
  510. SET_CAR_HEADING boat_mar 143.0
  511. ENDIF
  512. */
  513. DO_FADE 1000 FADE_OUT
  514.  
  515. WHILE NOT HAS_CUTSCENE_FINISHED
  516. WAIT 0
  517.  
  518. ENDWHILE
  519.  
  520. CLEAR_PRINTS
  521.  
  522. WHILE GET_FADING_STATUS
  523. WAIT 0
  524. ENDWHILE
  525.  
  526. //SWITCH_WORLD_PROCESSING ON
  527. SWITCH_RUBBISH ON
  528. CLEAR_CUTSCENE
  529. SET_PLAYER_CONTROL Player ON
  530. SET_CAMERA_BEHIND_PLAYER
  531.  
  532.  
  533. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 837.0 -1116.5 1.8 maria
  534. SET_CHAR_ONLY_DAMAGED_BY_PLAYER maria TRUE
  535. SET_CHAR_HEADING maria 17.0
  536. SET_CHAR_STAYS_IN_CURRENT_LEVEL maria FALSE
  537. SET_CHAR_IGNORE_LEVEL_TRANSITIONS maria TRUE
  538. //boat_mar_Y = boat_mar_Y - 1.0
  539.  
  540. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL3 836.6 -1114.6 1.8 asuka
  541. SET_CHAR_ONLY_DAMAGED_BY_PLAYER asuka TRUE
  542. SET_CHAR_HEADING asuka 178.0
  543. SET_CHAR_STAYS_IN_CURRENT_LEVEL asuka FALSE
  544. SET_CHAR_IGNORE_LEVEL_TRANSITIONS asuka TRUE
  545.  
  546. SET_CHARS_CHATTING maria asuka 999999
  547.  
  548. TURN_CHAR_TO_FACE_CHAR asuka maria
  549.  
  550. IF NOT IS_CAR_DEAD boat_mar
  551. ADD_BLIP_FOR_COORD 565.3 -678.4 -100.0 blip3_fm4
  552. ADD_BLIP_FOR_CAR boat_mar boat_blip
  553. ENDIF
  554.  
  555. WAIT 500
  556.  
  557. DO_FADE 1000 FADE_IN
  558.  
  559. //UNLOAD_SPECIAL_CHARACTER 2
  560. //UNLOAD_SPECIAL_CHARACTER 3
  561. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  562. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  563.  
  564. //GOTO skip_frank_cut2 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  565.  
  566. IF NOT IS_CAR_DEAD boat_mar
  567. ANCHOR_BOAT boat_mar FALSE
  568. ENDIF
  569.  
  570. flag_car_blip_displayed_fm4 = TRUE
  571.  
  572. IF IS_CHAR_DEAD asuka
  573. OR IS_CHAR_DEAD maria
  574. GOTO mission_frank4_failed
  575. ENDIF
  576.  
  577. WHILE NOT IS_PLAYER_IN_AREA_3D Player 565.3 -678.4 -2.0 575.3 -688.4 4.0 TRUE
  578. OR NOT IS_CHAR_IN_AREA_3D maria 565.3 -678.4 -2.0 575.3 -688.4 4.0 FALSE
  579. OR NOT IS_CHAR_IN_AREA_3D asuka 565.3 -678.4 -2.0 575.3 -688.4 4.0 FALSE
  580. //OR NOT IS_PLAYER_IN_CAR player boat_mar
  581. WAIT 0
  582.  
  583. IF IS_CAR_DEAD boat_mar
  584. GOTO mission_frank4_failed
  585. ENDIF
  586.  
  587. IF IS_CHAR_DEAD asuka
  588. OR IS_CHAR_DEAD maria
  589. GOTO mission_frank4_failed
  590. ENDIF
  591.  
  592. IF IS_PLAYER_IN_CAR player boat_mar
  593. IF flag_car_blip_displayed_fm4 = TRUE
  594. REMOVE_BLIP blip3_fm4
  595. ADD_BLIP_FOR_COORD 565.3 -678.4 -100.0 blip3_fm4
  596. REMOVE_BLIP boat_blip
  597. flag_car_blip_displayed_fm4 = FALSE
  598. ENDIF
  599. ENDIF
  600.  
  601. IF NOT IS_PLAYER_IN_CAR player boat_mar
  602. IF flag_car_blip_displayed_fm4 = FALSE
  603. REMOVE_BLIP boat_blip
  604. ADD_BLIP_FOR_CAR boat_mar boat_blip
  605. REMOVE_BLIP blip3_fm4
  606. PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the vehicle!"
  607. flag_car_blip_displayed_fm4 = TRUE
  608. ENDIF
  609. ENDIF
  610.  
  611. IF girls_attack_player = 0
  612. IF NOT IS_CHAR_HEALTH_GREATER asuka 96
  613. OR NOT IS_CHAR_HEALTH_GREATER maria 96
  614. IF NOT IS_CHAR_DEAD asuka
  615. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT asuka Player
  616. GIVE_WEAPON_TO_CHAR asuka WEAPONTYPE_UZI 200
  617. ENDIF
  618. IF NOT IS_CHAR_DEAD maria
  619. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT maria Player
  620. GIVE_WEAPON_TO_CHAR maria WEAPONTYPE_UZI 200
  621. ENDIF
  622. girls_attack_player = 1
  623. ENDIF
  624. ENDIF
  625.  
  626. ENDWHILE
  627.  
  628. IF NOT IS_CAR_DEAD boat_mar
  629. ANCHOR_BOAT boat_mar TRUE
  630. BOAT_STOP boat_mar
  631. ENDIF
  632.  
  633. CLEAR_PRINTS
  634. REMOVE_BLIP blip3_fm4
  635.  
  636. //skip_frank_cut2: //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  637. //SET_PLAYER_COORDINATES player 559.4 -791.9 -100.0 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  638.  
  639. //EVERYONE OFF THE BOAT IN COMMERCIAL CUTSCENE**************************************************************************
  640.  
  641. GET_GAME_TIMER breakout_timer_start
  642. breakout_diff = 0
  643.  
  644. WHILE NOT CAN_PLAYER_START_MISSION Player
  645. AND breakout_diff < 5000 // if player is not in control after 5 secs do the cutscene anyway
  646. WAIT 0
  647.  
  648. IF IS_CAR_DEAD boat_mar
  649. GOTO mission_frank4_failed
  650. ENDIF
  651.  
  652. IF IS_CHAR_DEAD asuka
  653. OR IS_CHAR_DEAD maria
  654. GOTO mission_frank4_failed
  655. ENDIF
  656.  
  657. GET_GAME_TIMER breakout_timer
  658. breakout_diff = breakout_timer - breakout_timer_start
  659. ENDWHILE
  660.  
  661. MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
  662.  
  663.  
  664. SET_FADING_COLOUR 0 0 0
  665.  
  666. DO_FADE 1000 FADE_OUT
  667.  
  668. WHILE GET_FADING_STATUS
  669. WAIT 0
  670.  
  671. ENDWHILE
  672.  
  673. LOAD_COLLISION_WITH_SCREEN Level_commercial
  674.  
  675. IF NOT IS_CAR_DEAD boat_mar
  676. IF IS_PLAYER_IN_ANY_CAR player
  677. WARP_PLAYER_FROM_CAR_TO_COORD Player 515.1 -650.9 16.0//612.3 -674.5 1.8
  678. ENDIF
  679. ENDIF
  680.  
  681. SET_PLAYER_COORDINATES player 515.1 -650.9 16.0 //612.3 -674.5 1.8
  682. SET_PLAYER_HEADING player 90.0
  683.  
  684. SWITCH_STREAMING OFF
  685.  
  686. LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  687. LOAD_SPECIAL_MODEL cut_obj2 MARIAH
  688. LOAD_SPECIAL_MODEL cut_obj3 ASUKAH
  689. REQUEST_MODEL CAR_YAKUZA
  690. REQUEST_MODEL CAR_BLISTA
  691.  
  692.  
  693. //PRINT_BIG ( FM4 ) 15000 2 //"Frankie Mission 4"
  694.  
  695. LOAD_ALL_MODELS_NOW
  696.  
  697. WHILE NOT HAS_MODEL_LOADED cut_obj1
  698. OR NOT HAS_MODEL_LOADED cut_obj2
  699. OR NOT HAS_MODEL_LOADED cut_obj3
  700. WAIT 0
  701.  
  702. ENDWHILE
  703.  
  704. WHILE NOT HAS_MODEL_LOADED CAR_YAKUZA
  705. OR NOT HAS_MODEL_LOADED CAR_BLISTA
  706. WAIT 0
  707.  
  708. ENDWHILE
  709.  
  710. DELETE_CHAR maria
  711. DELETE_CHAR asuka
  712.  
  713. LOAD_CUTSCENE S5_LRQC
  714. SET_CUTSCENE_OFFSET 523.102 -636.96 15.616 //563.0 -683.0 1.8
  715.  
  716. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  717. SET_CUTSCENE_ANIM cs_player player
  718.  
  719. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_maria
  720. SET_CUTSCENE_ANIM cs_maria maria
  721.  
  722. CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_asuka
  723. SET_CUTSCENE_ANIM cs_asuka asuka
  724.  
  725. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
  726. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  727.  
  728. CREATE_CUTSCENE_HEAD cs_maria CUT_OBJ2 cs_mariahead
  729. SET_CUTSCENE_HEAD_ANIM cs_mariahead maria
  730.  
  731. CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ3 cs_asukahead
  732. SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
  733.  
  734. DO_FADE 1000 FADE_IN
  735.  
  736. SET_PLAYER_COORDINATES player 515.1 -650.9 16.0
  737. SET_PLAYER_HEADING player 90.0
  738.  
  739. CREATE_CAR CAR_YAKUZA 500.0 -659.4 -100.0 frank4_car1
  740.  
  741. CREATE_CAR CAR_BLISTA 486.5 -643.6 -100.0 frank4_car2
  742.  
  743. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA
  744. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BLISTA
  745. MARK_CAR_AS_NO_LONGER_NEEDED frank4_car1
  746. MARK_CAR_AS_NO_LONGER_NEEDED frank4_car2
  747.  
  748. //SWITCH_WORLD_PROCESSING OFF
  749. SWITCH_RUBBISH OFF
  750. SWITCH_STREAMING ON
  751. START_CUTSCENE
  752.  
  753. // Displays cutscene text
  754.  
  755. GET_CUTSCENE_TIME cs_time
  756.  
  757.  
  758. WHILE cs_time < 12345
  759. WAIT 0
  760. GET_CUTSCENE_TIME cs_time
  761. ENDWHILE
  762.  
  763. PRINT_NOW ( LRQC_1 ) 5000 1 // Mission brief
  764.  
  765. WHILE cs_time < 14476
  766. WAIT 0
  767. GET_CUTSCENE_TIME cs_time
  768. ENDWHILE
  769.  
  770. PRINT_NOW ( LRQC_2 ) 5000 1 // Mission brief
  771.  
  772. WHILE cs_time < 16021
  773. WAIT 0
  774. GET_CUTSCENE_TIME cs_time
  775. ENDWHILE
  776.  
  777. PRINT_NOW ( LRQC_3 ) 5000 1 // Mission brief
  778.  
  779. WHILE cs_time < 17946
  780. WAIT 0
  781. GET_CUTSCENE_TIME cs_time
  782. ENDWHILE
  783.  
  784. PRINT_NOW ( LRQC_4 ) 5000 1 // Mission brief
  785.  
  786. WHILE cs_time < 21438
  787. WAIT 0
  788. GET_CUTSCENE_TIME cs_time
  789. ENDWHILE
  790.  
  791. PRINT_NOW ( LRQC_5 ) 5000 1 // Mission brief
  792.  
  793. WHILE cs_time < 23312
  794. WAIT 0
  795. GET_CUTSCENE_TIME cs_time
  796. ENDWHILE
  797.  
  798. PRINT_NOW ( LRQC_6 ) 5000 1 // Mission brief
  799.  
  800. WHILE cs_time < 25177
  801. WAIT 0
  802. GET_CUTSCENE_TIME cs_time
  803. ENDWHILE
  804.  
  805. CLEAR_PRINTS
  806.  
  807. WHILE cs_time < 28000
  808. WAIT 0
  809. GET_CUTSCENE_TIME cs_time
  810. ENDWHILE
  811.  
  812. DO_FADE 1000 FADE_OUT
  813.  
  814. WHILE NOT HAS_CUTSCENE_FINISHED
  815. WAIT 0
  816.  
  817. ENDWHILE
  818.  
  819. CLEAR_PRINTS
  820.  
  821. WHILE GET_FADING_STATUS
  822. WAIT 0
  823. ENDWHILE
  824.  
  825. //SWITCH_WORLD_PROCESSING ON
  826. SWITCH_RUBBISH ON
  827. CLEAR_CUTSCENE
  828. SET_CAMERA_IN_FRONT_OF_PLAYER
  829. //SET_CAMERA_BEHIND_PLAYER
  830.  
  831. WAIT 500
  832.  
  833. DO_FADE 1000 FADE_IN
  834.  
  835.  
  836. UNLOAD_SPECIAL_CHARACTER 2
  837. UNLOAD_SPECIAL_CHARACTER 3
  838. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  839. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  840. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  841. RELEASE_WEATHER
  842. }
  843.  
  844. GOTO mission_frank4_passed
  845.  
  846.  
  847. // Mission frank4 failed
  848.  
  849. mission_frank4_failed:
  850. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
  851. RETURN
  852.  
  853.  
  854. // mission frank4 passed
  855.  
  856. mission_frank4_passed:
  857. flag_frankie_mission4_passed = 1
  858. flag_industrial_passed = 1
  859. PLAY_MISSION_PASSED_TUNE 1
  860. INDUSTRIAL_PASSED
  861. bridge_is_damaged = 1
  862. //SWAP BRIDGE FROM DAMAGED TO FIXED
  863. SWAP_NEAREST_BUILDING_MODEL 525.362 -927.066 71.841 20.0 nbbridgfk2 nbbridgcabls01
  864. SWAP_NEAREST_BUILDING_MODEL 706.432 -935.82 67.071 20.0 nbbridgfk2 nbbridgcabls01
  865. SWAP_NEAREST_BUILDING_MODEL 529.023 -920.098 43.504 20.0 damgbridgerdb nbbridgerdb
  866. SWAP_NEAREST_BUILDING_MODEL 702.763 -939.963 38.736 20.0 damgbridgerdb nbbridgerdb
  867. SWAP_NEAREST_BUILDING_MODEL 529.023 -942.94 43.504 20.0 damgbbridgerda nbbridgerda
  868. SWAP_NEAREST_BUILDING_MODEL 702.764 -919.963 38.736 20.0 damgbbridgerda nbbridgerda
  869.  
  870. SWAP_NEAREST_BUILDING_MODEL 525.362 -927.066 71.841 20.0 lodridgfk2 lodridgcabls01
  871. SWAP_NEAREST_BUILDING_MODEL 706.432 -935.82 67.071 20.0 lodridgfk2 lodridgcabls01
  872. SWAP_NEAREST_BUILDING_MODEL 521.146 -922.94 43.504 20.0 lodgbridgerdb lodridgerdb
  873. SWAP_NEAREST_BUILDING_MODEL 702.763 -939.963 38.736 20.0 lodgbridgerdb lodridgerdb
  874. SWAP_NEAREST_BUILDING_MODEL 529.023 -940.098 43.504 20.0 lodgbbridgerda lodridgerda
  875. SWAP_NEAREST_BUILDING_MODEL 702.764 -919.963 38.736 20.0 lodgbbridgerda lodridgerda
  876.  
  877. SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1027.26 -933.796 15.042 50.0 indhelix_barrier FALSE
  878.  
  879. SWAP_NEAREST_BUILDING_MODEL 1027.26 -933.796 15.042 50.0 indhelix_barrier LOD_land014
  880.  
  881. DELETE_OBJECT subway_gate_industrial
  882. DELETE_OBJECT tunnel_gate_industrial
  883.  
  884. IF ammu2_blip_added = 0
  885. ADD_SPRITE_BLIP_FOR_COORD 345.5 -713.5 26.1 RADAR_SPRITE_WEAPON com_ammu_nation2
  886. ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY com_sprayshop2
  887. ammu2_blip_added = 1
  888. ENDIF
  889.  
  890. SWITCH_ROADS_ON 619.6 -911.5 45.0 834.3 -954.5 32.0 //Industrial to commercial Bridge
  891. SWITCH_ROADS_ON 659.6 200.0 -20.0 945.8 147.5 5.0 //Tunnel
  892. SWITCH_ROADS_ON 529.6 106.5 -30.0 581.4 65.7 0.0 //tunnel from commercial to intersection for sub and ind
  893. REGISTER_MISSION_PASSED FM4
  894. PLAYER_MADE_PROGRESS 1
  895. SWITCH_CAR_GENERATOR com_car23 101
  896. REMOVE_BLIP frankie_contact_blip
  897. REMOVE_BLIP luigi_contact_blip
  898. REMOVE_BLIP toni_contact_blip
  899. REMOVE_BLIP joey_contact_blip
  900. PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //"Mission Passed!"
  901. ADD_SCORE player 20000
  902. START_NEW_SCRIPT asuka_mission1_loop
  903. REMOVE_BLIP asuka_contact_blip
  904. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 523.7 -643.0 16.1 RADAR_SPRITE_ASUKA asuka_contact_blip
  905. RETURN
  906.  
  907.  
  908. // mission cleanup
  909.  
  910. mission_cleanup_frank4:
  911.  
  912. flag_player_on_mission = 0
  913. flag_player_on_frankie_mission = 0
  914. REMOVE_BLIP blip1_fm4
  915. REMOVE_BLIP blip2_fm4
  916. REMOVE_BLIP blip3_fm4
  917. REMOVE_BLIP boat_blip
  918. RELEASE_WEATHER
  919. MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_REEFER
  920. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_CHEETAH
  921. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA
  922. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BLISTA
  923. REMOVE_CHAR_ELEGANTLY maria
  924. REMOVE_CHAR_ELEGANTLY asuka
  925. //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  926. UNLOAD_SPECIAL_CHARACTER 2
  927. UNLOAD_SPECIAL_CHARACTER 3
  928. MISSION_HAS_FINISHED
  929. RETURN
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