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asuka2.sc

Feb 3rd, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // *****************************************************************************************
  4. // *****************************************************************************************
  5. // ****************************************Asuka mission 2**********************************
  6. // **************************************Sniper Surveillance********************************
  7. // *****************************************************************************************
  8. // *****************************************************************************************
  9.  
  10. // Mission start stuff
  11.  
  12. GOSUB mission_start_asuka2
  13.  
  14. IF HAS_DEATHARREST_BEEN_EXECUTED
  15. GOSUB mission_asuka2_failed
  16. ENDIF
  17.  
  18. GOSUB mission_cleanup_asuka2
  19.  
  20. MISSION_END
  21.  
  22. // Variables for mission
  23.  
  24. VAR_INT tail_car_asuka2
  25.  
  26. VAR_INT blip1_FBI1 blip2_FBI2 blip3_FBI3 blip4_FBI4 blip5_FBI5 blip6_FBI6 blip7_FBI7 blip8_FBI8 blip9_FBI9 blip10_FBI10 blip1_FBI_VAN
  27.  
  28. VAR_INT countdown_as2 FBI1health FBI2health FBI3health FBI4health FBI7health FBI8health FBI9health FBI10health
  29.  
  30. VAR_INT FBI1 FBI2 FBI3 FBI4 FBI5 FBI6 FBI7 FBI8 FBI9 FBI10 FBI_VAN1
  31.  
  32. VAR_INT sniper_asuka been_damaged_before
  33.  
  34. VAR_INT number_of_feds_killed fed1_already_dead fed2_already_dead fed3_already_dead fed4_already_dead fed5_already_dead fed6_already_dead
  35.  
  36. VAR_INT fed7_already_dead fed8_already_dead fed9_already_dead fed10_already_dead
  37.  
  38. VAR_INT fedvan1_already_dead fbi_spotted_player fbi_spotted_player2
  39.  
  40. // ****************************************Mission Start************************************
  41.  
  42. mission_start_asuka2:
  43.  
  44. REGISTER_MISSION_GIVEN
  45. flag_player_on_mission = 1
  46. flag_player_on_asuka_mission = 1
  47. SCRIPT_NAME asuka2
  48. WAIT 0
  49.  
  50. number_of_feds_killed = 0
  51. been_damaged_before = 0
  52. fbi_spotted_player = 0
  53. fbi_spotted_player2 = 0
  54.  
  55. {
  56.  
  57. LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  58. LOAD_SPECIAL_MODEL cut_obj2 ASUKAH
  59. LOAD_SPECIAL_MODEL cut_obj3 KENJIH
  60. LOAD_SPECIAL_CHARACTER 1 asuka
  61. LOAD_SPECIAL_CHARACTER 2 kenji
  62. REQUEST_MODEL condo_ivy
  63. REQUEST_MODEL kmricndo01
  64.  
  65.  
  66. LOAD_ALL_MODELS_NOW
  67.  
  68. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  69. OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
  70. OR NOT HAS_MODEL_LOADED cut_obj1
  71. OR NOT HAS_MODEL_LOADED cut_obj2
  72. OR NOT HAS_MODEL_LOADED cut_obj3
  73. WAIT 0
  74.  
  75. ENDWHILE
  76.  
  77. WHILE NOT HAS_MODEL_LOADED condo_ivy
  78. OR NOT HAS_MODEL_LOADED kmricndo01
  79. WAIT 0
  80. ENDWHILE
  81.  
  82. LOAD_CUTSCENE A3_SS
  83. SET_CUTSCENE_OFFSET 523.102 -636.96 15.616
  84.  
  85. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  86. SET_CUTSCENE_ANIM cs_player player
  87.  
  88. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
  89. SET_CUTSCENE_ANIM cs_asuka asuka
  90.  
  91. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_kenji
  92. SET_CUTSCENE_ANIM cs_kenji kenji
  93.  
  94. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
  95. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  96.  
  97. CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead
  98. SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
  99.  
  100. CREATE_CUTSCENE_HEAD cs_kenji CUT_OBJ3 cs_kenjihead
  101. SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
  102.  
  103. CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE
  104. SET_PLAYER_COORDINATES player 523.6 -639.4 16.0
  105.  
  106. SET_PLAYER_HEADING player 180.0
  107.  
  108. DO_FADE 1500 FADE_IN
  109.  
  110. SWITCH_RUBBISH OFF
  111. SWITCH_STREAMING ON
  112. START_CUTSCENE
  113.  
  114. // Displays cutscene text
  115.  
  116.  
  117. GET_CUTSCENE_TIME cs_time
  118.  
  119.  
  120. WHILE cs_time < 1892
  121. WAIT 0
  122. GET_CUTSCENE_TIME cs_time
  123. ENDWHILE
  124.  
  125. PRINT_NOW ( AM2_A ) 10000 1
  126.  
  127. WHILE cs_time < 4983
  128. WAIT 0
  129. GET_CUTSCENE_TIME cs_time
  130. ENDWHILE
  131.  
  132. PRINT_NOW ( AM2_A2 ) 10000 1
  133.  
  134. WHILE cs_time < 8705
  135. WAIT 0
  136. GET_CUTSCENE_TIME cs_time
  137. ENDWHILE
  138.  
  139. PRINT_NOW ( AM2_B ) 10000 1
  140.  
  141. WHILE cs_time < 10494
  142. WAIT 0
  143. GET_CUTSCENE_TIME cs_time
  144. ENDWHILE
  145.  
  146. PRINT_NOW ( AM2_C ) 10000 1
  147.  
  148. WHILE cs_time < 16940
  149. WAIT 0
  150. GET_CUTSCENE_TIME cs_time
  151. ENDWHILE
  152.  
  153. PRINT_NOW ( AM2_D ) 10000 1
  154.  
  155. WHILE cs_time < 22566
  156. WAIT 0
  157. GET_CUTSCENE_TIME cs_time
  158. ENDWHILE
  159.  
  160. PRINT_NOW ( AM2_E ) 10000 1
  161.  
  162. WHILE cs_time < 26394
  163. WAIT 0
  164. GET_CUTSCENE_TIME cs_time
  165. ENDWHILE
  166.  
  167. PRINT_NOW ( AM2_E2 ) 10000 1
  168.  
  169. WHILE cs_time < 28456
  170. WAIT 0
  171. GET_CUTSCENE_TIME cs_time
  172. ENDWHILE
  173.  
  174. PRINT_NOW ( AM2_F ) 10000 1
  175.  
  176. WHILE cs_time < 32144
  177. WAIT 0
  178. GET_CUTSCENE_TIME cs_time
  179. ENDWHILE
  180.  
  181. PRINT_NOW ( AM2_G ) 10000 1
  182.  
  183. WHILE cs_time < 36663
  184. WAIT 0
  185. GET_CUTSCENE_TIME cs_time
  186. ENDWHILE
  187.  
  188. CLEAR_PRINTS
  189.  
  190. WHILE cs_time < 39000
  191. WAIT 0
  192. GET_CUTSCENE_TIME cs_time
  193. ENDWHILE
  194.  
  195. DO_FADE 1500 FADE_OUT
  196.  
  197. WHILE NOT HAS_CUTSCENE_FINISHED
  198. WAIT 0
  199.  
  200. ENDWHILE
  201.  
  202. CLEAR_PRINTS
  203.  
  204. WHILE GET_FADING_STATUS
  205. WAIT 0
  206. ENDWHILE
  207.  
  208. SWITCH_RUBBISH ON
  209. CLEAR_CUTSCENE
  210. SET_CAMERA_IN_FRONT_OF_PLAYER
  211.  
  212. WAIT 500
  213.  
  214. DO_FADE 1500 FADE_IN
  215.  
  216. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  217. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  218. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  219. MARK_MODEL_AS_NO_LONGER_NEEDED condo_ivy
  220. MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01
  221. UNLOAD_SPECIAL_CHARACTER 1
  222. UNLOAD_SPECIAL_CHARACTER 2
  223.  
  224. REQUEST_MODEL PED_GANG_MAFIA_A
  225. REQUEST_MODEL PED_GANG_MAFIA_B
  226. REQUEST_MODEL CAR_RUMPO
  227.  
  228. WHILE NOT HAS_MODEL_LOADED PED_GANG_MAFIA_A
  229. OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_B
  230. OR NOT HAS_MODEL_LOADED CAR_RUMPO
  231. WAIT 0
  232. ENDWHILE
  233.  
  234.  
  235. // MISSION START
  236.  
  237. fed1_already_dead = 0
  238. fed2_already_dead = 0
  239. fed3_already_dead = 0
  240. fed4_already_dead = 0
  241. fed5_already_dead = 0
  242. fed6_already_dead = 0
  243. fed7_already_dead = 0
  244. fed8_already_dead = 0
  245. fed9_already_dead = 0
  246. fed10_already_dead = 0
  247. fedvan1_already_dead = 0
  248.  
  249.  
  250. //ADD_BLIP_FOR_COORD 430.0 -1448.7 -100.0 blip1_FBI1
  251.  
  252. countdown_as2 = 391000
  253. DISPLAY_ONSCREEN_TIMER countdown_as2
  254.  
  255.  
  256. //FEDS ON TOWER BLOCK*****************************************************************************
  257.  
  258. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 383.0 -1447.9 51.4 FBI1 //Floor4
  259. SET_CHAR_HEADING FBI1 304.0
  260. SET_CHAR_THREAT_SEARCH FBI1 THREAT_PLAYER1
  261. GIVE_WEAPON_TO_CHAR FBI1 WEAPONTYPE_M16 600
  262. SET_CHAR_STAY_IN_SAME_PLACE FBI1 TRUE
  263. SET_CHAR_PERSONALITY FBI1 PEDSTAT_TOUGH_GUY
  264. ADD_BLIP_FOR_CHAR FBI1 blip1_FBI1
  265. //ADD_ARMOUR_TO_CHAR FBI1 99
  266.  
  267. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 381.2 -1438.2 63.4 FBI2 //floor6
  268. SET_CHAR_HEADING FBI2 304.0
  269. SET_CHAR_THREAT_SEARCH FBI2 THREAT_PLAYER1
  270. GIVE_WEAPON_TO_CHAR FBI2 WEAPONTYPE_M16 600
  271. SET_CHAR_STAY_IN_SAME_PLACE FBI2 TRUE
  272. SET_CHAR_PERSONALITY FBI2 PEDSTAT_TOUGH_GUY
  273. ADD_BLIP_FOR_CHAR FBI2 blip2_FBI2
  274. //ADD_ARMOUR_TO_CHAR FBI2 99
  275.  
  276. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 383.5 -1452.3 69.4 FBI3 //floor7
  277. SET_CHAR_HEADING FBI3 304.0
  278. SET_CHAR_THREAT_SEARCH FBI3 THREAT_PLAYER1
  279. GIVE_WEAPON_TO_CHAR FBI3 WEAPONTYPE_M16 600
  280. SET_CHAR_STAY_IN_SAME_PLACE FBI3 TRUE
  281. SET_CHAR_PERSONALITY FBI3 PEDSTAT_TOUGH_GUY
  282. ADD_BLIP_FOR_CHAR FBI3 blip3_FBI3
  283. //ADD_ARMOUR_TO_CHAR FBI3 99
  284.  
  285. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 381.6 -1451.7 57.5 FBI8 //floor5
  286. SET_CHAR_HEADING FBI8 304.0
  287. SET_CHAR_THREAT_SEARCH FBI8 THREAT_PLAYER1
  288. GIVE_WEAPON_TO_CHAR FBI8 WEAPONTYPE_M16 600
  289. SET_CHAR_STAY_IN_SAME_PLACE FBI8 TRUE
  290. SET_CHAR_PERSONALITY FBI8 PEDSTAT_TOUGH_GUY
  291. ADD_BLIP_FOR_CHAR FBI8 blip8_FBI8
  292. //ADD_ARMOUR_TO_CHAR FBI8 99
  293.  
  294. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 381.4 -1443.5 75.5 FBI9 //floor8
  295. SET_CHAR_HEADING FBI9 304.0
  296. SET_CHAR_THREAT_SEARCH FBI9 THREAT_PLAYER1
  297. GIVE_WEAPON_TO_CHAR FBI9 WEAPONTYPE_M16 600
  298. SET_CHAR_STAY_IN_SAME_PLACE FBI9 TRUE
  299. SET_CHAR_PERSONALITY FBI9 PEDSTAT_TOUGH_GUY
  300. ADD_BLIP_FOR_CHAR FBI9 blip9_FBI9
  301. //ADD_ARMOUR_TO_CHAR FBI9 99
  302.  
  303. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 379.0 -1449.6 81.4 FBI10 //floor9 (Top)
  304. SET_CHAR_HEADING FBI10 304.0
  305. SET_CHAR_THREAT_SEARCH FBI10 THREAT_PLAYER1
  306. GIVE_WEAPON_TO_CHAR FBI10 WEAPONTYPE_M16 600
  307. SET_CHAR_STAY_IN_SAME_PLACE FBI10 TRUE
  308. SET_CHAR_PERSONALITY FBI10 PEDSTAT_TOUGH_GUY
  309. ADD_BLIP_FOR_CHAR FBI10 blip10_FBI10
  310. //ADD_ARMOUR_TO_CHAR FBI10 99
  311.  
  312. //FEDS AT PARK**********************************************************************************
  313.  
  314. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 48.4 -642.8 29.0 FBI4 //Park
  315. SET_CHAR_HEADING FBI4 169.0
  316. SET_CHAR_THREAT_SEARCH FBI4 THREAT_PLAYER1
  317. GIVE_WEAPON_TO_CHAR FBI4 WEAPONTYPE_CHAINGUN 100
  318. SET_CHAR_STAY_IN_SAME_PLACE FBI4 TRUE
  319. SET_CHAR_PERSONALITY FBI4 PEDSTAT_TOUGH_GUY
  320. ADD_BLIP_FOR_CHAR FBI4 blip4_FBI4
  321. //ADD_ARMOUR_TO_CHAR FBI4 99
  322.  
  323. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 42.2 -641.3 27.8 FBI7 //Park
  324. SET_CHAR_HEADING FBI7 208.0
  325. SET_CHAR_THREAT_SEARCH FBI7 THREAT_PLAYER1
  326. GIVE_WEAPON_TO_CHAR FBI7 WEAPONTYPE_CHAINGUN 100
  327. SET_CHAR_STAY_IN_SAME_PLACE FBI7 TRUE
  328. SET_CHAR_PERSONALITY FBI7 PEDSTAT_TOUGH_GUY
  329. ADD_BLIP_FOR_CHAR FBI7 blip7_FBI7
  330. //ADD_ARMOUR_TO_CHAR FBI7 99
  331.  
  332. //FEDS IN VAN**********************************************************************************
  333.  
  334. CREATE_CAR CAR_RUMPO 61.3 -1389.4 26.3 FBI_VAN1
  335. CHANGE_CAR_COLOUR FBI_VAN1 CARCOLOUR_BLACK CARCOLOUR_BLACK
  336. SET_CAR_ONLY_DAMAGED_BY_PLAYER FBI_VAN1 True
  337. LOCK_CAR_DOORS FBI_VAN1 CARLOCK_LOCKED
  338. SET_CAR_HEADING FBI_VAN1 151.0
  339. CREATE_CHAR_INSIDE_CAR FBI_VAN1 PEDTYPE_CIVMALE PED_GANG_MAFIA_A FBI5
  340. ADD_BLIP_FOR_CHAR FBI5 blip5_FBI5
  341. CREATE_CHAR_AS_PASSENGER FBI_VAN1 PEDTYPE_CIVMALE PED_GANG_MAFIA_B 2 FBI6
  342. ADD_BLIP_FOR_CHAR FBI6 blip6_FBI6
  343. CAR_SET_IDLE FBI_VAN1
  344. SET_CHAR_THREAT_SEARCH FBI5 THREAT_PLAYER1
  345. SET_CHAR_THREAT_SEARCH FBI6 THREAT_PLAYER1
  346. SET_CHAR_PERSONALITY FBI5 PEDSTAT_TOUGH_GUY
  347. SET_CHAR_PERSONALITY FBI6 PEDSTAT_TOUGH_GUY
  348. GIVE_WEAPON_TO_CHAR FBI5 WEAPONTYPE_CHAINGUN 100
  349. GIVE_WEAPON_TO_CHAR FBI6 WEAPONTYPE_CHAINGUN 100
  350.  
  351. /*
  352. LOAD_MISSION_AUDIO A3_A
  353.  
  354. WHILE NOT HAS_MISSION_AUDIO_LOADED
  355. WAIT 0
  356. ENDWHILE
  357. */
  358.  
  359. WHILE NOT number_of_feds_killed = 10
  360.  
  361. WAIT 0
  362.  
  363. IF IS_CHAR_DEAD FBI1
  364. AND fed1_already_dead = 0
  365. REMOVE_BLIP blip1_FBI1
  366. number_of_feds_killed ++
  367. fed1_already_dead = 1
  368. ENDIF
  369.  
  370. IF IS_CHAR_DEAD FBI2
  371. AND fed2_already_dead = 0
  372. REMOVE_BLIP blip2_FBI2
  373. number_of_feds_killed ++
  374. fed2_already_dead = 1
  375. ENDIF
  376.  
  377. IF IS_CHAR_DEAD FBI3
  378. AND fed3_already_dead = 0
  379. REMOVE_BLIP blip3_FBI3
  380. number_of_feds_killed ++
  381. fed3_already_dead = 1
  382. ENDIF
  383.  
  384. IF IS_CHAR_DEAD FBI4
  385. AND fed4_already_dead = 0
  386. REMOVE_BLIP blip4_FBI4
  387. number_of_feds_killed ++
  388. fed4_already_dead = 1
  389. ENDIF
  390.  
  391. IF IS_CHAR_DEAD FBI5
  392. AND fed5_already_dead = 0
  393. REMOVE_BLIP blip5_FBI5
  394. number_of_feds_killed ++
  395. fed5_already_dead = 1
  396. ENDIF
  397.  
  398. IF IS_CHAR_DEAD FBI6
  399. AND fed6_already_dead = 0
  400. REMOVE_BLIP blip6_FBI6
  401. number_of_feds_killed ++
  402. fed6_already_dead = 1
  403. ENDIF
  404.  
  405. IF IS_CHAR_DEAD FBI7
  406. AND fed7_already_dead = 0
  407. REMOVE_BLIP blip7_FBI7
  408. number_of_feds_killed ++
  409. fed7_already_dead = 1
  410. ENDIF
  411.  
  412. IF IS_CHAR_DEAD FBI8
  413. AND fed8_already_dead = 0
  414. REMOVE_BLIP blip8_FBI8
  415. number_of_feds_killed ++
  416. fed8_already_dead = 1
  417. ENDIF
  418.  
  419. IF IS_CHAR_DEAD FBI9
  420. AND fed9_already_dead = 0
  421. REMOVE_BLIP blip9_FBI9
  422. number_of_feds_killed ++
  423. fed9_already_dead = 1
  424. ENDIF
  425.  
  426. IF IS_CHAR_DEAD FBI10
  427. AND fed10_already_dead = 0
  428. REMOVE_BLIP blip10_FBI10
  429. number_of_feds_killed ++
  430. fed10_already_dead = 1
  431. ENDIF
  432.  
  433. //CHECK PED HEALTH
  434. IF NOT IS_CHAR_DEAD FBI1
  435. GET_CHAR_HEALTH FBI1 FBI1health
  436. ENDIF
  437. IF NOT IS_CHAR_DEAD FBI2
  438. GET_CHAR_HEALTH FBI2 FBI2health
  439. ENDIF
  440. IF NOT IS_CHAR_DEAD FBI3
  441. GET_CHAR_HEALTH FBI3 FBI3health
  442. ENDIF
  443. IF NOT IS_CHAR_DEAD FBI4
  444. GET_CHAR_HEALTH FBI4 FBI4health
  445. ENDIF
  446. IF NOT IS_CHAR_DEAD FBI7
  447. GET_CHAR_HEALTH FBI7 FBI7health
  448. ENDIF
  449. IF NOT IS_CHAR_DEAD FBI8
  450. GET_CHAR_HEALTH FBI8 FBI8health
  451. ENDIF
  452. IF NOT IS_CHAR_DEAD FBI9
  453. GET_CHAR_HEALTH FBI9 FBI9health
  454. ENDIF
  455. IF NOT IS_CHAR_DEAD FBI10
  456. GET_CHAR_HEALTH FBI10 FBI10health
  457. ENDIF
  458.  
  459.  
  460. //PARK
  461. IF FBI4health < 100
  462. OR FBI7health < 100
  463.  
  464. IF fbi_spotted_player2 = 0
  465.  
  466. IF NOT IS_CHAR_DEAD FBI4
  467. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI4 Player
  468. SET_CHAR_ACCURACY FBI4 70
  469. ENDIF
  470. IF NOT IS_CHAR_DEAD FBI7
  471. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI7 Player
  472. SET_CHAR_ACCURACY FBI7 70
  473. ENDIF
  474.  
  475. fbi_spotted_player2 = 1
  476.  
  477. ENDIF
  478.  
  479. ENDIF
  480.  
  481. //PARK
  482. IF IS_CHAR_DEAD FBI4
  483. OR IS_CHAR_DEAD FBI7
  484.  
  485. IF fbi_spotted_player2 = 0
  486.  
  487. IF NOT IS_CHAR_DEAD FBI4
  488. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI4 Player
  489. SET_CHAR_ACCURACY FBI4 70
  490. ENDIF
  491. IF NOT IS_CHAR_DEAD FBI7
  492. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI7 Player
  493. SET_CHAR_ACCURACY FBI7 70
  494. ENDIF
  495.  
  496. fbi_spotted_player2 = 1
  497.  
  498. ENDIF
  499.  
  500. ENDIF
  501.  
  502.  
  503. //ROOFTOP
  504. IF FBI1health < 100
  505. OR FBI2health < 100
  506. OR FBI3health < 100
  507. OR FBI8health < 100
  508. OR FBI9health < 100
  509. OR FBI10health < 100
  510.  
  511. IF fbi_spotted_player = 0
  512.  
  513. //PLAY_MISSION_AUDIO
  514.  
  515. IF NOT IS_CHAR_DEAD FBI1
  516. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI1 Player
  517. SET_CHAR_ACCURACY FBI1 50
  518. ENDIF
  519.  
  520. IF NOT IS_CHAR_DEAD FBI2
  521. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI2 Player
  522. SET_CHAR_ACCURACY FBI2 50
  523. ENDIF
  524.  
  525. IF NOT IS_CHAR_DEAD FBI3
  526. WAIT 500
  527. IF NOT IS_CHAR_DEAD FBI3
  528. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI3 Player
  529. SET_CHAR_ACCURACY FBI3 50
  530. ENDIF
  531. ENDIF
  532.  
  533. IF NOT IS_CHAR_DEAD FBI8
  534. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI8 Player
  535. SET_CHAR_ACCURACY FBI8 50
  536. ENDIF
  537.  
  538. IF NOT IS_CHAR_DEAD FBI9
  539. WAIT 1000
  540. IF NOT IS_CHAR_DEAD FBI9
  541. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI9 Player
  542. SET_CHAR_ACCURACY FBI9 50
  543. ENDIF
  544. ENDIF
  545.  
  546. IF NOT IS_CHAR_DEAD FBI10
  547. WAIT 1000
  548. IF NOT IS_CHAR_DEAD FBI10
  549. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI10 Player
  550. SET_CHAR_ACCURACY FBI10 70
  551. ENDIF
  552. ENDIF
  553.  
  554. fbi_spotted_player = 1
  555.  
  556. ENDIF
  557.  
  558. ENDIF
  559.  
  560. //ROOFTOP
  561. IF IS_CHAR_DEAD FBI1
  562. OR IS_CHAR_DEAD FBI2
  563. OR IS_CHAR_DEAD FBI3
  564. OR IS_CHAR_DEAD FBI8
  565. OR IS_CHAR_DEAD FBI9
  566. OR IS_CHAR_DEAD FBI10
  567.  
  568. IF fbi_spotted_player = 0
  569.  
  570. //PLAY_MISSION_AUDIO
  571.  
  572. IF NOT IS_CHAR_DEAD FBI1
  573. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI1 Player
  574. SET_CHAR_ACCURACY FBI1 40
  575. ENDIF
  576.  
  577. IF NOT IS_CHAR_DEAD FBI2
  578. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI2 Player
  579. SET_CHAR_ACCURACY FBI2 40
  580. ENDIF
  581.  
  582. IF NOT IS_CHAR_DEAD FBI3
  583. WAIT 500
  584. IF NOT IS_CHAR_DEAD FBI3
  585. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI3 Player
  586. SET_CHAR_ACCURACY FBI3 50
  587. ENDIF
  588. ENDIF
  589.  
  590. IF NOT IS_CHAR_DEAD FBI8
  591. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI8 Player
  592. SET_CHAR_ACCURACY FBI8 40
  593. ENDIF
  594.  
  595. IF NOT IS_CHAR_DEAD FBI9
  596. WAIT 1000
  597. IF NOT IS_CHAR_DEAD FBI9
  598. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI9 Player
  599. SET_CHAR_ACCURACY FBI9 50
  600. ENDIF
  601. ENDIF
  602.  
  603. IF NOT IS_CHAR_DEAD FBI10
  604. WAIT 1000
  605. IF NOT IS_CHAR_DEAD FBI10
  606. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI10 Player
  607. SET_CHAR_ACCURACY FBI10 70
  608. ENDIF
  609. ENDIF
  610.  
  611.  
  612. fbi_spotted_player = 1
  613.  
  614. ENDIF
  615.  
  616. ENDIF
  617.  
  618. IF NOT IS_CAR_DEAD FBI_VAN1
  619. IF NOT IS_CAR_HEALTH_GREATER FBI_VAN1 999
  620. AND been_damaged_before = 0
  621. IF NOT IS_CHAR_DEAD FBI5
  622. AND NOT IS_CHAR_DEAD FBI6
  623. SET_CAR_ONLY_DAMAGED_BY_PLAYER FBI_VAN1 false
  624. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS FBI5 Player
  625. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS FBI6 Player
  626. LOCK_CAR_DOORS FBI_VAN1 CARLOCK_UNLOCKED
  627. been_damaged_before = 1
  628. ENDIF
  629. ENDIF
  630. ENDIF
  631.  
  632. IF countdown_as2 = 0
  633. GOTO mission_asuka2_failed
  634. ENDIF
  635.  
  636. ENDWHILE
  637.  
  638. }
  639.  
  640. GOTO mission_asuka2_passed
  641.  
  642.  
  643. // Mission asuka2 failed
  644.  
  645. mission_asuka2_failed:
  646. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
  647. RETURN
  648.  
  649.  
  650.  
  651. // mission asuka2 passed
  652.  
  653. mission_asuka2_passed:
  654.  
  655. flag_asuka_mission2_passed = 1
  656. PLAY_MISSION_PASSED_TUNE 1
  657. PRINT_WITH_NUMBER_BIG ( M_PASS ) 15000 5000 1 //"Mission Passed!"
  658. CLEAR_WANTED_LEVEL player
  659. ADD_SCORE player 15000
  660. REGISTER_MISSION_PASSED AM2
  661. PLAYER_MADE_PROGRESS 1
  662. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 459.1 -1413.0 26.1 RADAR_SPRITE_KENJI kenji_contact_blip //TEST STUFF
  663. REMOVE_BLIP com_ammu_nation2
  664. REMOVE_BLIP com_sprayshop2
  665. START_NEW_SCRIPT asuka_mission3_loop
  666. START_NEW_SCRIPT kenji_mission1_loop
  667. RETURN
  668.  
  669.  
  670.  
  671. // mission cleanup
  672.  
  673. mission_cleanup_asuka2:
  674.  
  675. flag_player_on_mission = 0
  676. flag_player_on_asuka_mission = 0
  677. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_A
  678. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B
  679. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_RUMPO
  680. REMOVE_BLIP blip1_FBI1
  681. REMOVE_BLIP blip2_FBI2
  682. REMOVE_BLIP blip3_FBI3
  683. REMOVE_BLIP blip4_FBI4
  684. REMOVE_BLIP blip5_FBI5
  685. REMOVE_BLIP blip6_FBI6
  686. REMOVE_BLIP blip7_FBI7
  687. REMOVE_BLIP blip8_FBI8
  688. REMOVE_BLIP blip9_FBI9
  689. REMOVE_BLIP blip10_FBI10
  690. CLEAR_ONSCREEN_TIMER countdown_as2
  691. MISSION_HAS_FINISHED
  692. RETURN
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