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- MISSION_START
- // *****************************************************************************************
- // *****************************************************************************************
- // *****************************************************************************************
- // *****************************************asuka mission 4********************************
- // ******************************************Pay day for Ray********************************
- // *****************************************************************************************
- // *****************************************************************************************
- // Mission start stuff
- GOSUB mission_start_asuka4
- IF HAS_DEATHARREST_BEEN_EXECUTED
- GOSUB mission_asuka4_failed
- ENDIF
- GOSUB mission_cleanup_asuka4
- MISSION_END
- // Variables for mission
- VAR_INT blip1_as4 timer_frozen
- VAR_INT countdown_as4 phone_1_obj phone_2_obj phone_3_obj phone_4_obj
- // ****************************************Mission Start************************************
- mission_start_asuka4:
- REGISTER_MISSION_GIVEN
- flag_player_on_mission = 1
- flag_player_on_asuka_mission = 1
- SCRIPT_NAME asuka4
- WAIT 0
- {
- LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
- LOAD_SPECIAL_MODEL cut_obj2 ASUKAH
- LOAD_SPECIAL_MODEL cut_obj3 minnote
- LOAD_SPECIAL_CHARACTER 1 asuka
- REQUEST_MODEL condo_ivy
- REQUEST_MODEL kmricndo01
- 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 cut_obj3
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_MODEL_LOADED condo_ivy
- OR NOT HAS_MODEL_LOADED kmricndo01
- WAIT 0
- ENDWHILE
- LOAD_CUTSCENE A4_PDR
- SET_CUTSCENE_OFFSET 523.102 -636.96 15.616
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL1 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_asuka CUT_OBJ2 cs_asukahead
- SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
- CREATE_CUTSCENE_OBJECT cut_obj3 cs_note
- SET_CUTSCENE_ANIM cs_note minnote
- CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE
- SET_PLAYER_COORDINATES player 523.6 -639.4 16.0
- SET_PLAYER_HEADING player 180.0
- DO_FADE 1500 FADE_IN
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING ON
- START_CUTSCENE
- // Displays cutscene text
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 805
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_A ) 10000 1
- WHILE cs_time < 3370
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_B ) 10000 1
- WHILE cs_time < 6758
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_C ) 10000 1
- WHILE cs_time < 12673
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_D ) 10000 1
- WHILE cs_time < 15481
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_E ) 10000 1
- WHILE cs_time < 18606
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_F ) 10000 1
- WHILE cs_time < 21381
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_G ) 10000 1
- WHILE cs_time < 25955
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- CLEAR_PRINTS
- WHILE cs_time < 29333
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1500 FADE_OUT
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- SWITCH_RUBBISH ON
- CLEAR_CUTSCENE
- SET_CAMERA_IN_FRONT_OF_PLAYER
- WAIT 500
- DO_FADE 1500 FADE_IN
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
- MARK_MODEL_AS_NO_LONGER_NEEDED condo_ivy
- MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01
- UNLOAD_SPECIAL_CHARACTER 1
- //GOTO skip_to_ray_cut //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- // MISSION START
- CREATE_OBJECT_NO_OFFSET faketarget 229.2 -1537.6 26.0 phone_1_obj
- DONT_REMOVE_OBJECT phone_1_obj
- CREATE_OBJECT_NO_OFFSET faketarget -53.5 -699.1 26.0 phone_2_obj
- DONT_REMOVE_OBJECT phone_2_obj
- CREATE_OBJECT_NO_OFFSET faketarget 204.8 -135.0 16.0 phone_3_obj
- DONT_REMOVE_OBJECT phone_3_obj
- CREATE_OBJECT_NO_OFFSET faketarget 60.3 -964.8 26.1 phone_4_obj
- DONT_REMOVE_OBJECT phone_4_obj
- countdown_as4 = 211000
- DISPLAY_ONSCREEN_TIMER countdown_as4
- ADD_BLIP_FOR_OBJECT phone_1_obj blip1_as4
- SET_PHONE_MESSAGE Ray_phone1 ( AM4_1A )
- LOAD_MISSION_AUDIO A4_A
- WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 229.2 -1537.6 26.0 1.0 1.0 3.0 FALSE //PHONE1
- OR NOT IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- IF countdown_as4 = 0
- PRINT_NOW ( OUTTIME ) 5000 1
- GOTO mission_asuka4_failed
- ENDIF
- ENDWHILE
- SET_POLICE_IGNORE_PLAYER Player On
- SET_EVERYONE_IGNORE_PLAYER Player On
- FREEZE_ONSCREEN_TIMER TRUE
- SET_FIXED_CAMERA_POSITION 214.844 -1549.911 32.448 0.0 0.0 0.0
- POINT_CAMERA_AT_POINT 215.507 -1549.246 32.105 JUMP_CUT
- WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone1
- WAIT 0
- ENDWHILE
- PLAY_MISSION_AUDIO
- WHILE IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- ENDWHILE
- RESTORE_CAMERA_JUMPCUT
- FREEZE_ONSCREEN_TIMER FALSE
- REMOVE_BLIP blip1_as4
- ADD_BLIP_FOR_OBJECT phone_2_obj blip1_as4
- SET_PHONE_MESSAGE Ray_phone2 ( AM4_1B )
- SET_POLICE_IGNORE_PLAYER Player off
- SET_EVERYONE_IGNORE_PLAYER Player off
- LOAD_MISSION_AUDIO A4_B
- WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player -53.5 -699.1 26.0 1.0 1.0 3.0 FALSE //PHONE2
- OR NOT IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- IF countdown_as4 = 0
- PRINT_NOW ( OUTTIME ) 5000 1
- GOTO mission_asuka4_failed
- ENDIF
- ENDWHILE
- SET_POLICE_IGNORE_PLAYER Player On
- SET_EVERYONE_IGNORE_PLAYER Player On
- FREEZE_ONSCREEN_TIMER TRUE
- SET_FIXED_CAMERA_POSITION -77.442 -702.532 33.574 0.0 0.0 0.0
- POINT_CAMERA_AT_POINT -76.500 -702.391 33.270 JUMP_CUT
- WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone2
- WAIT 0
- ENDWHILE
- PLAY_MISSION_AUDIO
- WHILE IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- ENDWHILE
- RESTORE_CAMERA_JUMPCUT
- FREEZE_ONSCREEN_TIMER FALSE
- REMOVE_BLIP blip1_as4
- ADD_BLIP_FOR_OBJECT phone_3_obj blip1_as4
- SET_PHONE_MESSAGE Ray_phone3 ( AM4_1C )
- SET_POLICE_IGNORE_PLAYER Player off
- SET_EVERYONE_IGNORE_PLAYER Player off
- LOAD_MISSION_AUDIO A4_C
- WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 204.8 -135.0 16.0 1.0 1.0 3.0 FALSE //PHONE3
- OR NOT IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- IF countdown_as4 = 0
- PRINT_NOW ( OUTTIME ) 5000 1
- GOTO mission_asuka4_failed
- ENDIF
- ENDWHILE
- SET_POLICE_IGNORE_PLAYER Player On
- SET_EVERYONE_IGNORE_PLAYER Player On
- FREEZE_ONSCREEN_TIMER TRUE
- SET_FIXED_CAMERA_POSITION 191.656 -130.530 20.037 0.0 0.0 0.0
- POINT_CAMERA_AT_POINT 192.560 -130.834 19.734 JUMP_CUT
- WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone3
- WAIT 0
- ENDWHILE
- PLAY_MISSION_AUDIO
- WHILE IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- ENDWHILE
- RESTORE_CAMERA_JUMPCUT
- FREEZE_ONSCREEN_TIMER FALSE
- REMOVE_BLIP blip1_as4
- ADD_BLIP_FOR_OBJECT phone_4_obj blip1_as4
- SET_PHONE_MESSAGE Ray_phone4 ( AM4_1D )
- SET_POLICE_IGNORE_PLAYER Player off
- SET_EVERYONE_IGNORE_PLAYER Player off
- LOAD_MISSION_AUDIO A4_D
- WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 60.3 -964.8 26.1 1.0 1.0 3.0 FALSE //PHONE4
- OR NOT IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- IF countdown_as4 = 0
- PRINT_NOW ( OUTTIME ) 5000 1
- GOTO mission_asuka4_failed
- ENDIF
- ENDWHILE
- SET_POLICE_IGNORE_PLAYER Player On
- SET_EVERYONE_IGNORE_PLAYER Player On
- FREEZE_ONSCREEN_TIMER TRUE
- SET_FIXED_CAMERA_POSITION 51.733 -973.067 30.559 0.0 0.0 0.0
- POINT_CAMERA_AT_POINT 52.418 -972.450 30.172 JUMP_CUT
- WHILE NOT IS_PHONE_DISPLAYING_MESSAGE Ray_phone4
- WAIT 0
- ENDWHILE
- PLAY_MISSION_AUDIO
- WHILE IS_PLAYER_LIFTING_A_PHONE player
- WAIT 0
- ENDWHILE
- RESTORE_CAMERA_JUMPCUT
- CLEAR_ONSCREEN_TIMER countdown_as4
- REMOVE_BLIP blip1_as4
- ADD_BLIP_FOR_COORD 38.8 -725.4 22.8 blip1_as4
- SET_POLICE_IGNORE_PLAYER Player off
- SET_EVERYONE_IGNORE_PLAYER Player off
- rays_cutscene_flag = 1
- WHILE NOT LOCATE_PLAYER_ON_FOOT_3D Player 38.8 -725.4 22.8 1.0 1.0 2.0 TRUE
- WAIT 0
- ENDWHILE
- REMOVE_BLIP blip1_as4
- //skip_to_ray_cut: //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- //SET_PLAYER_COORDINATES player 44.2 -725.0 24.7 //TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- 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
- //RAY CUT SCENE*************************************************************************
- CLEAR_WANTED_LEVEL player
- SET_FADING_COLOUR 0 0 0
- DO_FADE 1500 FADE_OUT
- SWITCH_STREAMING OFF
- LOAD_SPECIAL_CHARACTER 2 ray
- LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
- LOAD_SPECIAL_MODEL cut_obj2 RAYH
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- LOAD_ALL_MODELS_NOW
- WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
- OR NOT HAS_MODEL_LOADED cut_obj1
- OR NOT HAS_MODEL_LOADED cut_obj2
- WAIT 0
- ENDWHILE
- LOAD_CUTSCENE R0_PDR2
- SET_CUTSCENE_OFFSET 39.424 -726.677 21.692
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_ray
- SET_CUTSCENE_ANIM cs_ray ray
- CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
- SET_CUTSCENE_HEAD_ANIM cs_playerhead player
- CREATE_CUTSCENE_HEAD cs_ray CUT_OBJ2 cs_rayhead
- SET_CUTSCENE_HEAD_ANIM cs_rayhead ray
- CLEAR_AREA 39.0 -723.5 22.0 1.0 TRUE
- SET_PLAYER_COORDINATES player 39.0 -723.5 22.0
- SET_PLAYER_HEADING player 90.0
- DO_FADE 1500 FADE_IN
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING ON
- START_CUTSCENE
- // Displays cutscene text
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 2887
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_3 ) 10000 1
- WHILE cs_time < 6583
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_4 ) 10000 1
- WHILE cs_time < 10279
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_5 ) 10000 1
- WHILE cs_time < 13282
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_6 ) 10000 1
- WHILE cs_time < 15014
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_7 ) 10000 1
- WHILE cs_time < 20212
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_8 ) 10000 1
- WHILE cs_time < 21944
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_9 ) 10000 1
- WHILE cs_time < 24716
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_10 ) 10000 1
- WHILE cs_time < 27719
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM4_11 ) 10000 1
- WHILE cs_time < 30611
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- CLEAR_PRINTS
- WHILE cs_time < 31666
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1500 FADE_OUT
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- SWITCH_RUBBISH ON
- CLEAR_PRINTS
- CLEAR_CUTSCENE
- SET_CAMERA_BEHIND_PLAYER
- WAIT 500
- DO_FADE 1500 FADE_IN
- UNLOAD_SPECIAL_CHARACTER 2
- MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
- MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2
- }
- GOTO mission_asuka4_passed
- // Mission asuka4 failed
- mission_asuka4_failed:
- PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
- RETURN
- // mission asuka4 passed
- mission_asuka4_passed:
- flag_asuka_mission4_passed = 1
- PLAY_MISSION_PASSED_TUNE 1
- PRINT_WITH_NUMBER_BIG ( M_PASS ) 11000 5000 1 //"Mission Passed!"
- CLEAR_WANTED_LEVEL player
- ADD_SCORE player 11000
- REGISTER_MISSION_PASSED AM4
- PLAYER_MADE_PROGRESS 1
- ADD_SPRITE_BLIP_FOR_CONTACT_POINT 38.8 -725.4 -100.0 RADAR_SPRITE_RAY ray_contact_blip
- SET_CAMERA_BEHIND_PLAYER
- START_NEW_SCRIPT asuka_mission5_loop
- START_NEW_SCRIPT ray_mission1_loop
- RETURN
- // mission cleanup
- mission_cleanup_asuka4:
- flag_player_on_mission = 0
- flag_player_on_asuka_mission = 0
- CLEAR_ONSCREEN_TIMER countdown_as4
- REMOVE_BLIP blip1_as4
- TURN_PHONE_OFF Ray_phone1
- TURN_PHONE_OFF Ray_phone2
- TURN_PHONE_OFF Ray_phone3
- TURN_PHONE_OFF Ray_phone4
- DELETE_OBJECT phone_1_obj
- DELETE_OBJECT phone_2_obj
- DELETE_OBJECT phone_3_obj
- DELETE_OBJECT phone_4_obj
- rays_cutscene_flag = 0
- FREEZE_ONSCREEN_TIMER FALSE
- MISSION_HAS_FINISHED
- RETURN
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