CarThief Geplaatst: 16 januari 2008 Rapport Geplaatst: 16 januari 2008 Ik zit een missie te maken met 3 scripts. De mainscript, en 2 identieke missies(moet later nog een 2de maken, een telefoon heeft er 2 nodig). Heb al de probleem met zelfde DATA opgelost maar nu doet hij niks behalfe "All Zaibatsu jobs done!" zeggen zodra je opneemt. Hopelijk is de forum nog redelijk actief. En ja, ik heb wel die missie turorial gelezen. Het kan een probleem zijn met de eindeloose counters. Zo'n grote hoeveelheid is verwarrend. De script is aardig ingewikkeld en alles bij elkaar is een beetje lang mischien. Oja, de missie is een bank beroven en dan ontsnappen via dak en met een gespawnde auto terug naar de Zaibatsu HQ gaan. Via parking. De counter geval voor totale missies is ook wat kapot, maar het is me eerste missie en veel moeilijker dan ELKE multiplayer script die ik ooit maakte, zelfs moeilijker dan trains lijkt me. In ieder geval net zo storings gevoelig. De mainscript. Hab.mis. PLAYER_PED Player1 = ( 98.5 , 70.5 , 2.0 ) 25 0 DECLARE_POLICELEVEL ( 5 ) RADIO_STATION RD1 = STATION_YAKUZA ( 124.5 , 131.5 ) RADIO_STATION RD2 = STATION_LOONIE ( 124.5 , 131.5 ) RADIO_STATION RD3 = STATION_RUSSIAN ( 124.5 , 131.5 ) RADIO_STATION RD4 = STATION_REDNECK ( 124.5 , 131.5 ) SET_GANG_INFO ( Zaibatsu , 8 , PISTOL , SHOTGUN , MACHINE_GUN , 2 , 104.5 , 135.5 , 2.0 , 1 , VTYPE , 2 ) SET_GANG_INFO ( Goverment , -1 , SHOTGUN , MACHINE_GUN , ROCKET_LAUNCHER , 0 , 39.5 , 102.5 , 2.0 , 1 , EDSEL , 1 ) SET_GANG_INFO ( Crime_INC , 10 , PISTOL , MOLOTOV , MACHINE_GUN , 7 , 39.5 , 102.5 , 2.0 , 1 , BUICK , 1 ) MAP_ZONE Zaibatsu_Zone = ( 1000 , 200 , 200 , 100 , 1000 , 200 , 100 , 50 , 250 , 150 , 200 ) MAP_ZONE Goverment_Zone = ( 1000 , 200 , 200 , 100 , 1000 , 300 , 200 , 50 , 250 , 150 , 0 ) MAP_ZONE Crime_INC_HQ = ( 1000 , 200 , 200 , 100 , 1000 , 150 , 0 , 50 , 800 , 0 , 200 ) SAVED_COUNTER flag_zaib_missions_failed = 0 SAVED_COUNTER flag_cri_missions_failed = 0 SAVED_COUNTER flag_gov_missions_failed = 0 SAVED_COUNTER Flag_zai_passed = 6 SAVED_COUNTER Flag_gov_passed = 6 SAVED_COUNTER Flag_cri_passed = 6 SAVED_COUNTER flag_all_missions_passed = 6 SAVED_COUNTER flag_all_missions_failed = 6 SAVED_COUNTER flag_secrets_passed = 0 SAVED_COUNTER flag_secrets_failed = 0 SAVED_COUNTER On_a_mission = 0 DECLARE_GANG_ONE_MISSIONS_PASSED_FLAG ( Flag_zai_passed ) DECLARE_GANG_TWO_MISSIONS_PASSED_FLAG ( Flag_gov_passed ) DECLARE_GANG_THREE_MISSIONS_PASSED_FLAG ( Flag_cri_passed ) DECLARE_MISSIONS_PASSED_FLAG ( flag_all_missions_passed ) DECLARE_FINISH_SCORE ( 2000000 ) DECLARE_TOTAL_MISSIONS ( 1 ) DECLARE_TOTAL_SECRETS ( 0 ) DECLARE_GANG_ONE_MISSIONS_TOTAL ( 1 ) DECLARE_GANG_TWO_MISSIONS_TOTAL ( 0 ) DECLARE_GANG_THREE_MISSIONS_TOTAL ( 0 ) DECLARE_SECRETS_PASSED_FLAG ( flag_secrets_passed ) DECLARE_SECRETS_FAILED_FLAG ( flag_secrets_failed ) DECLARE_MISSION_FLAG ( Player1 , On_a_mission ) SAVED_COUNTER Flag_zai_med_1_failed = 0 SAVED_COUNTER Flag_zai_med_1_passed = 0 SAVED_COUNTER Zai_med_1 = 0 SAVED_COUNTER zai_med_1_mission_1_done = 0 SAVED_COUNTER zai_med_1_mission_2_done = 0 SAVED_COUNTER flag_on_gov_mission = 0 SAVED_COUNTER flag_on_zaib_mission = 0 SAVED_COUNTER flag_on_cri_mission = 0 SAVED_COUNTER zai_med_mission_failed_1 = 0 SAVED_COUNTER zai_med_2_mission_2_done = 0 DECLARE_DOOR_INFO ( 128 , 135 , 2 ) DOOR_DATA Bankdoor1 = SINGLE ( 105 , 149 , 2 ) ( 105.0 , 150.0 , 2.0 , 2.0 , 2.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIP NOT_REVERSED DOOR_DATA Bankdoor2 = SINGLE ( 107 , 149 , 2 ) ( 107.0 , 150.0 , 2.0 , 2.0 , 2.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIP NOT_REVERSED DOOR_DATA ZaibatsuHQDoor = DOUBLE ( 140 , 138 , 2 ) ( 140.0 , 139.0 , 2.0 , 3.0 , 3.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIPPED NOT_REVERSED OBJ_DATA Zai_med_phone_1 = ( 138.5 , 139.5 , 2.0 ) 190 YELLOW_PHONE DECLARE_GANG_ONE_MISSION_FLAG ( Player1 , flag_on_zaib_mission ) DECLARE_GANG_TWO_MISSION_FLAG ( Player1 , flag_on_gov_mission ) DECLARE_GANG_THREE_MISSION_FLAG ( Player1 , flag_on_cri_mission ) DECLARE_GANG_ONE_DEATH_BASE_BRIEF ( Player1 , 3948 ) DECLARE_GANG_TWO_DEATH_BASE_BRIEF ( Player1 , 1022 ) DECLARE_GANG_THREE_DEATH_BASE_BRIEF ( Player1 , 1023 ) FORWARD thr_zaib_med_1_ans: THREAD_TRIGGER thr_zaib_med_1_ans = THREAD_WAIT_FOR_ANSWER_PHONE ( Player1 , Zai_med_phone_1 , thr_zaib_med_1_ans: ) thr_zaib_med_1_ans: DO_PHONE_TEMPLATE ( 1024 , hab_zmp1.mis , NSY1.mis , zai_med_1_mission_1_done , zai_med_mission_failed_1 , zai_med_2_mission_2_done , flag_on_zaib_mission , flag_on_gov_mission , flag_on_cri_mission , Zaibatsu , 3 ) RETURN ////////////////////////////////////////////////////////////////////// //DO_PHONE_TEMPLATE ( integer base brief , string name of file containing mission 1 from this phone , string name of file containing mission 2 from this phone , counter name of counter stating if player has passed mission 1 , counter name of counter stating if player has failed mission 1 ,counter name of counter stating if player has played mission 2 ,counter name of counter showing player on mission for gang 1 , counter name of counter showing player on mission for gang 2 , counter name of counter showing player on mission for gang 3 , gang name of gang this phone is connected to , integer the respect value needed to start mission ( 0 – 5 ) ) LEVELSTART ANSWER_PHONE ( Player1 , Zai_med_phone_1 , -1 ) SET_GANG_KILL_REACTION ( Zaibatsu , Goverment , 1 ) SET_GANG_KILL_REACTION ( Goverment , Crime_INC , 1 ) SET_GANG_KILL_REACTION ( Crime_INC , Zaibatsu , 1 ) MAKE_DOOR_MANUAL ( Bankdoor1 ) MAKE_DOOR_MANUAL ( Bankdoor2 ) OPEN_DOOR ( Bankdoor1 ) OPEN_DOOR ( Bankdoor2 ) MAKE_DOOR_MANUAL ( ZaibatsuHQDoor ) LEVELEND De missie. Hab_zmp1.mis, Het is hetzelfde als de andere, alleen andere namen voor de objecten. ///////////////////// //////BANK JOB!////// ///////////////////// //Counters COUNTER Stolen = 0 COUNTER BankJobLoop = 1 COUNTER UsedBankJobCar = 0 //Cars and other objects required for the mission. CAR_DATA BankVan1 CAR_DATA BankJobZType1 CHAR_DATA Bank_Guard1 CHAR_DATA Bank_Guard2 ARROW_DATA BankArrow1 SOUND Bank_Alarm1 FORWARD clean_up_thr_zaib_med_1_ans: /////////////////////////////////////// DISPLAY_MESSAGE ( 3840 ) //BANK JOB! SET On_a_mission = 1 //Player is now on a mission. Can no longer save game until mission completed or failed. SET flag_on_zaib_mission = 1 BankVan1 = CREATE_CAR ( 107.5 , 145.5 , 3.0 ) -1 90 BANKVAN END Bank_Guard1 = CREATE_CHAR ( 106.5 , 145.5 , 3.0 ) 0 90 POLICE END Bank_Guard2 = CREATE_CHAR ( 106.5 , 146.5 , 3.0 ) 0 315 POLICE END POINT_ARROW_AT ( BankArrow1 , BankVan1 ) DISPLAY_BRIEF ( 1024 ) //z!We could use some more cash but legal ways are taking too long. So where going to rob a bank instead. WHILE_EXEC ( BankJobLoop = 1 ) IF ( IS_CHARACTER_IN_CAR ( Player1 , BankVan1 ) ) CLOSE_DOOR ( BankDoor1 ) CLOSE_DOOR ( BankDoor2 ) Bank_Alarm1 = CREATE_SOUND ( 106.5 , 146.5 , 4.0 ) BANK_ALARM PLAY_FOREVER END DISPLAY_BRIEF ( 1027 ) BankJobZType1 = CREATE_GANG_CAR ( 108.5 , 133.5 , 2.0 ) 1 90 VTYPE END REMOVE_ARROW ( BankArrow1 ) MAKE_DOOR_AUTOMATIC ( ZaibatsuHQDoor ) UPDATE_DOOR_TARGET ( ZaibatsuHQDoor , BankJobZType1 ) ++Stolen ENDIF IF ( Stolen = 1 ) IF ( LOCATE_CHARACTER_ON_FOOT ( Player1 , 106.5 , 132.5 , 5.0 , 1.0 , 1.0 ) ) DISPLAY_BRIEF ( 1028 ) POINT_ARROW_AT ( BankArrow1 , BankJobZType1 ) ++Stolen PARK ( BankJobZType1 , ZaibatsuHQDoor ) ENDIF ENDIF IF ( UsedBankJobCar = 1 ) IF ( Stolen = 2 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( Player1 , BankJobZType1 ) ) ) DISPLAY_BRIEF ( 1030 ) ++Stolen ENDIF ENDIF ENDIF IF ( UsedBankJobCar = 1 ) IF ( Stolen = 3 ) IF ( IS_CHARACTER_IN_CAR ( Player1 , BankJobZType1 ) ) --Stolen ENDIF ENDIF ENDIF IF ( UsedBankJobCar = 0 ) IF ( IS_CHARACTER_IN_CAR ( Player1 , BankJobZType1 ) ) ++UsedBankJobCar ENDIF ENDIF /*IF ( HAS_CHARACTER_DIED ( Player1 ) ) DISPLAY_BRIEF ( 1031 ) ++zai_med_mission_failed_1 RETURN ENDIF IF ( HAS_CHAR_BEEN_ARRESTED ( Player1 ) ) DISPLAY_BRIEF ( 1032 ) ++zai_med_mission_failed_1 RETURN ENDIF*/ IF ( HAS_PARK_FINISHED ( ) ) SET zai_med_1_mission_1_done = 1 SET Stolen = 0 SET BankJobLoop = 0 DISPLAY_MESSAGE ( 3100 )//JOB COMPLETE ADD_SCORE ( Player1 , 40000 ) CHANGE_GANG_CHAR_RESPECT_AND_UPDATE ( Zaibatsu , Player1 , 1 ) CHANGE_GANG_CHAR_RESPECT_AND_UPDATE ( Crime_INC , Player1 , -1 ) CLEAR_WANTED_LEVEL ( Player1 ) SET_PHONE_DEAD ( Zai_med_phone_1 ) DISABLE_THREAD_TRIGGER ( thr_zaib_med_1_ans ) RETURN ENDIF /////////////////// //////CLEANUP////// /////////////////// clean_up_thr_zaib_med_1_ans: IF ( zai_med_1_mission_1_done = 1 ) ++Flag_zai_passed ++flag_all_missions_passed ENDIF IF ( zai_med_mission_failed_1 = 1 ) ++flag_zaib_missions_failed ++flag_all_missions_failed SET zai_med_1_mission_1_done = 0 ENDIF IF ( CHECK_DEATHARREST_EXECUTED ( ) ) ++flag_zaib_missions_failed ++flag_all_missions_failed SET zai_med_mission_failed_1 = 0 SET On_a_mission = 0 SET flag_on_zaib_mission = 0 CHANGE_GANG_CHAR_RESPECT_AND_UPDATE ( Zaibatsu , Player1 , -1 ) CLEAR_WANTED_LEVEL ( Player1 ) ENDIF SET On_a_mission = 0 SET flag_on_zaib_mission = 0 MISSION_HAS_FINISHED ( ) RETURN ENDWHILE MISSIONSTART GOSUB thr_zaib_med_1_ans: GOSUB clean_up_thr_zaib_med_1_ans: MISSIONEND Reageren
Lantyz Geplaatst: 17 januari 2008 Rapport Geplaatst: 17 januari 2008 Wat ik er zo snel uit kan halen is vrij simpel. Je krijgt de melding "All missions done" omdat, logischerwijs, het spel denkt dat je alle missies reeds gedaan hebt. Als je in je mainscript kijkt vind je het volgende: SAVED_COUNTER Flag_zai_passed = 6 SAVED_COUNTER Flag_gov_passed = 6 SAVED_COUNTER Flag_cri_passed = 6 SAVED_COUNTER flag_all_missions_passed = 6 SAVED_COUNTER flag_all_missions_failed = 6 Deze MISSION_FLAGs houden bij hoeveel missies je gedaan hebt (en de laatste bij hoeveel je faalde). Doordat je ze bij het begin van het spel al waarde 6 geeft, zeg je in feite dat je al zes missies gedaan hebt. Dit is op te lossen door ze waarde 0 te geven. Overigens is het niet ondenkbaar dat er nog meer problemen in het script zitten. Zoals je zelf al zegt is de enorme hoeveelheid COUNTERs van het missiesysteem verwarrend. Ik raad je aan om met // aantekeningen te maken in je script, zodat je de functies van commando's eenvoudig kunt terugvinden. Reageren
CarThief Geplaatst: 17 januari 2008 Auteur Rapport Geplaatst: 17 januari 2008 (bewerkt) Ik heb de mainscript wat verandert, maar hij blijft niet goed werken. De groene telefoon is wel heel wat beter nu ik niet een 2de voorlopig nodig heb. Ik schat nu dat het probleem in de missie script zit, maar wat precies heb ik geen idee. Ik kijk nog wat rond in bil.mis en de missie bestanden, maar de counters lijken me nu wel goed ingesteld. Heb ook het voor mezelf wat duidelijker gemaakt. Nu zegt de telefoon dat je niet genoeg respect hebt soort van, of hij doet een andere brief met goed genoeg respect. De missie start nog steeds niet op. Aangezien het nog niet echt veel ge-edit is, is het nog vrij hetzelfde als in de eerdere bericht. De mainscript. PLAYER_PED Player1 = ( 98.5 , 70.5 , 2.0 ) 25 0 DECLARE_POLICELEVEL ( 5 ) RADIO_STATION RD1 = STATION_YAKUZA ( 124.5 , 131.5 ) RADIO_STATION RD2 = STATION_LOONIE ( 124.5 , 131.5 ) RADIO_STATION RD3 = STATION_RUSSIAN ( 124.5 , 131.5 ) RADIO_STATION RD4 = STATION_REDNECK ( 124.5 , 131.5 ) SET_GANG_INFO ( Zaibatsu , 8 , PISTOL , SHOTGUN , MACHINE_GUN , 3 , 140.5 , 135.5 , 2.0 , 1 , VTYPE , 2 ) SET_GANG_INFO ( Goverment , -1 , SHOTGUN , MACHINE_GUN , ROCKET_LAUNCHER , 0 , 39.5 , 102.5 , 2.0 , 1 , EDSEL , 1 ) SET_GANG_INFO ( Crime_INC , 10 , PISTOL , MOLOTOV , MACHINE_GUN , 7 , 51.5 , 221.5 , 2.0 , 1 , BUICK , 1 ) MAP_ZONE Zaibatsu_Zone = ( 1000 , 200 , 200 , 100 , 1000 , 200 , 100 , 50 , 250 , 150 , 200 ) MAP_ZONE Goverment_Zone = ( 1000 , 200 , 200 , 100 , 1000 , 300 , 200 , 50 , 250 , 150 , 0 ) MAP_ZONE Crime_INC_HQ = ( 1000 , 200 , 200 , 100 , 1000 , 150 , 0 , 50 , 800 , 0 , 200 ) SAVED_COUNTER flag_zaib_missions_failed = 0//Number of Zaibatsu missions failed. SAVED_COUNTER flag_cri_missions_failed = 0//Number of Crime_INC missions failed. SAVED_COUNTER flag_gov_missions_failed = 0//Number of Goverment missions failed. SAVED_COUNTER Flag_zai_passed = 0//Number of passed Zaibatsu missions. SAVED_COUNTER Flag_gov_passed = 0//Number of passed Goverment missions. SAVED_COUNTER Flag_cri_passed = 0//Number of passed Crime_INC missions. SAVED_COUNTER flag_all_missions_passed = 0//Total number of passed missions. SAVED_COUNTER flag_all_missions_failed = 0//Total number of failed missions. SAVED_COUNTER flag_secrets_passed = 0//Total number of passed secrets. SAVED_COUNTER flag_secrets_failed = 0//Total number of failed secrets. SAVED_COUNTER On_a_mission = 0//Needed to flag if the player on a mission. Cant save during missions with this. DECLARE_GANG_ONE_MISSIONS_PASSED_FLAG ( Flag_zai_passed ) DECLARE_GANG_TWO_MISSIONS_PASSED_FLAG ( Flag_gov_passed ) DECLARE_GANG_THREE_MISSIONS_PASSED_FLAG ( Flag_cri_passed ) DECLARE_MISSIONS_PASSED_FLAG ( flag_all_missions_passed ) DECLARE_FINISH_SCORE ( 2000000 )//Score needed to finish level. DECLARE_TOTAL_MISSIONS ( 1 )//Total number of missions. DECLARE_TOTAL_SECRETS ( 0 ) DECLARE_GANG_ONE_MISSIONS_TOTAL ( 1 )//Total number of Zaibatsu missions. DECLARE_GANG_TWO_MISSIONS_TOTAL ( 0 )//Total number of Goverment missions. DECLARE_GANG_THREE_MISSIONS_TOTAL ( 0 )//Total number of Crime_INC missions. DECLARE_SECRETS_PASSED_FLAG ( flag_secrets_passed ) DECLARE_SECRETS_FAILED_FLAG ( flag_secrets_failed ) DECLARE_MISSION_FLAG ( Player1 , On_a_mission )//Used for blocking saving when player is on a mission. SAVED_COUNTER Flag_zai_med_1_failed = 0//Zaibatsu med phone 1 failed counter SAVED_COUNTER Flag_zai_med_1_passed = 0//Zaibatsu med phone 1 passed counter SAVED_COUNTER Zai_med_1 = 0 SAVED_COUNTER zai_med_1_mission_1_done = 0//Zaibatsu mission 1 counter checking if mission is done. SAVED_COUNTER zai_med_1_mission_2_done = 0//Zaibatsu mission 2 counter checking if mission is done. SAVED_COUNTER flag_on_gov_mission = 0//Flag for showing the player is on a Goverment mission. SAVED_COUNTER flag_on_zaib_mission = 0//Flag for showing the player is on a Zaibatsu mission. SAVED_COUNTER flag_on_cri_mission = 0//Flag for showing the player is on a Crime_INC mission. SAVED_COUNTER zai_med_mission_failed_1 = 0 SAVED_COUNTER zai_med_2_mission_2_done = 0//Counter for setting med phone 1's mission 2 done? DECLARE_DOOR_INFO ( 128 , 135 , 2 ) DOOR_DATA Bankdoor1 = SINGLE ( 105 , 149 , 2 ) ( 105.0 , 150.0 , 2.0 , 2.0 , 2.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIP NOT_REVERSED DOOR_DATA Bankdoor2 = SINGLE ( 107 , 149 , 2 ) ( 107.0 , 150.0 , 2.0 , 2.0 , 2.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIP NOT_REVERSED DOOR_DATA ZaibatsuHQDoor = DOUBLE ( 140 , 138 , 2 ) ( 140.0 , 139.0 , 2.0 , 3.0 , 3.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIPPED NOT_REVERSED OBJ_DATA Zai_med_phone_1 = ( 138.5 , 139.5 , 2.0 ) 90 GREEN_PHONE DECLARE_GANG_ONE_MISSION_FLAG ( Player1 , flag_on_zaib_mission ) DECLARE_GANG_TWO_MISSION_FLAG ( Player1 , flag_on_gov_mission ) DECLARE_GANG_THREE_MISSION_FLAG ( Player1 , flag_on_cri_mission ) DECLARE_GANG_ONE_DEATH_BASE_BRIEF ( Player1 , 3948 ) DECLARE_GANG_TWO_DEATH_BASE_BRIEF ( Player1 , 1022 ) DECLARE_GANG_THREE_DEATH_BASE_BRIEF ( Player1 , 1023 ) FORWARD thr_zaib_med_1_ans: THREAD_TRIGGER thr_zaib_med_1_ans = THREAD_WAIT_FOR_ANSWER_PHONE ( Player1 , Zai_med_phone_1 , thr_zaib_med_1_ans: ) thr_zaib_med_1_ans: //DO_PHONE_TEMPLATE ( 1029/*Integer brief?*/ , hab_zmp1.mis/*Name of first mission file.*/ , NSY1.mis/*Name of second mission file.*/ , zai_med_1_mission_1_done/*Counter stating if mission 1 is done.*/ , zai_med_mission_failed_1/*Counter stating if the player failed mission 1.*/ , zai_med_2_mission_2_done/*Counter stating if player 1 has finished mission 2*/ , flag_on_zaib_mission/*Counter name for showing player is on a Zaibatsu mission*/ , flag_on_gov_mission/*Counter name for showing player is on a Goverment mission*/ , flag_on_cri_mission/*Counter name for showing player is on a Crime_INC mission*/ , Zaibatsu/*Gang zone name the phone is connected too.*/ , 3/*The minimum resprect needed to start this job.*/ ) DO_EASY_PHONE_TEMPLATE ( 1029 , hab_zmp1.mis , zai_med_1_mission_1_done , zai_med_mission_failed_1 , flag_on_zaib_mission , flag_on_gov_mission , flag_on_cri_mission , Zaibatsu , 0 ) RETURN ////////////////////////////////////////////////////////////////////// //DO_PHONE_TEMPLATE ( integer base brief , string name of file containing mission 1 from this phone , string name of file containing mission 2 from this phone , counter name of counter stating if player has passed mission 1 , counter name of counter stating if player has failed mission 1 ,counter name of counter stating if player has played mission 2 ,counter name of counter showing player on mission for gang 1 , counter name of counter showing player on mission for gang 2 , counter name of counter showing player on mission for gang 3 , gang name of gang this phone is connected to , integer the respect value needed to start mission ( 0 – 5 ) ) //DO_EASY_PHONE_TEMPLATE ( integer base brief , string name of file containing mission 1 from this phone , counter name of counter stating if player has passed mission 1 , counter name of counter stating if player has failed mission 1 , counter name of counter showing player on mission for gang 1 , counter name of counter showing player on mission for gang 2 , counter name of counter showing player on mission for gang 3 , gang name of gang this phone is connected to , integer the respect value needed to start mission ( 0 – 5 ) ) LEVELSTART ANSWER_PHONE ( Player1 , Zai_med_phone_1 , -1 ) SET_GANG_KILL_REACTION ( Zaibatsu , Goverment , 1 ) SET_GANG_KILL_REACTION ( Goverment , Crime_INC , 1 ) SET_GANG_KILL_REACTION ( Crime_INC , Zaibatsu , 1 ) MAKE_DOOR_MANUAL ( Bankdoor1 ) MAKE_DOOR_MANUAL ( Bankdoor2 ) OPEN_DOOR ( Bankdoor1 ) OPEN_DOOR ( Bankdoor2 ) MAKE_DOOR_MANUAL ( ZaibatsuHQDoor ) LEVELEND Edit: Heb een beetje de script verandert. Nu crasht hij zonder bericht een moment na opnemen. Nu is het zo: ///////////////////// //////BANK JOB!////// ///////////////////// //Counters COUNTER Stolen = 0 COUNTER BankJobLoop = 1 COUNTER UsedBankJobCar = 0 //Cars and other objects required for the mission. CAR_DATA BankVan1 CAR_DATA BankJobZType1 CHAR_DATA Bank_Guard1 CHAR_DATA Bank_Guard2 ARROW_DATA BankArrow1 SOUND Bank_Alarm1 FORWARD clean_up_thr_zaib_med_1_ans: /////////////////////////////////////// DISPLAY_MESSAGE ( 3840 ) //BANK JOB! SET On_a_mission = 1 //Player is now on a mission. Can no longer save game until mission completed or failed. SET flag_on_zaib_mission = 1 BankVan1 = CREATE_CAR ( 107.5 , 145.5 , 3.0 ) -1 90 BANKVAN END Bank_Guard1 = CREATE_CHAR ( 106.5 , 145.5 , 3.0 ) 0 90 POLICE END Bank_Guard2 = CREATE_CHAR ( 106.5 , 146.5 , 3.0 ) 0 315 POLICE END POINT_ARROW_AT ( BankArrow1 , BankVan1 ) DISPLAY_BRIEF ( 1024 ) //z!We could use some more cash but legal ways are taking too long. So where going to rob a bank instead. WHILE_EXEC ( BankJobLoop = 1 ) IF ( IS_CHARACTER_IN_CAR ( Player1 , BankVan1 ) ) CLOSE_DOOR ( BankDoor1 ) CLOSE_DOOR ( BankDoor2 ) Bank_Alarm1 = CREATE_SOUND ( 106.5 , 146.5 , 4.0 ) BANK_ALARM PLAY_FOREVER END DISPLAY_BRIEF ( 1027 )//z!Shit, they had a new #security system# installed. In that case you will have to take a #detour on the roof#. Dont fall. And no need to bring that bank van, just bring the money inside it with you! BankJobZType1 = CREATE_GANG_CAR ( 108.5 , 133.5 , 2.0 ) 1 90 VTYPE END REMOVE_ARROW ( BankArrow1 ) MAKE_DOOR_AUTOMATIC ( ZaibatsuHQDoor ) UPDATE_DOOR_TARGET ( ZaibatsuHQDoor , BankJobZType1 ) ++Stolen ENDIF IF ( Stolen = 1 ) IF ( LOCATE_CHARACTER_ON_FOOT ( Player1 , 106.5 , 132.5 , 5.0 , 1.0 , 1.0 ) ) DISPLAY_BRIEF ( 1028 )//z!Good. Now get the car that was dropped off here and get back to the Zaibatsu HQ! POINT_ARROW_AT ( BankArrow1 , BankJobZType1 ) ++Stolen PARK ( BankJobZType1 , ZaibatsuHQDoor ) ENDIF ENDIF IF ( UsedBankJobCar = 1 ) IF ( Stolen = 2 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( Player1 , BankJobZType1 ) ) ) DISPLAY_BRIEF ( 1030 )//z!Get back in the Z-Type and bring it to the HQ! ++Stolen ENDIF ENDIF ENDIF IF ( UsedBankJobCar = 1 ) IF ( Stolen = 3 ) IF ( IS_CHARACTER_IN_CAR ( Player1 , BankJobZType1 ) ) --Stolen ENDIF ENDIF ENDIF IF ( UsedBankJobCar = 0 ) IF ( IS_CHARACTER_IN_CAR ( Player1 , BankJobZType1 ) ) ++UsedBankJobCar ENDIF ENDIF /*IF ( HAS_CHARACTER_DIED ( Player1 ) ) DISPLAY_BRIEF ( 1031 ) ++zai_med_mission_failed_1 RETURN ENDIF IF ( HAS_CHAR_BEEN_ARRESTED ( Player1 ) ) DISPLAY_BRIEF ( 1032 ) ++zai_med_mission_failed_1 RETURN ENDIF*/ IF ( HAS_PARK_FINISHED ( ) ) SET zai_med_1_mission_1_done = 1 SET Stolen = 0 SET BankJobLoop = 0 DISPLAY_MESSAGE ( 3100 )//JOB COMPLETE ADD_SCORE ( Player1 , 20000 )//z!Good job, Gecko. Now we can continue our production. Here's 20.000 for helping out. CHANGE_GANG_CHAR_RESPECT_AND_UPDATE ( Zaibatsu , Player1 , 1 ) CHANGE_GANG_CHAR_RESPECT_AND_UPDATE ( Crime_INC , Player1 , -1 ) CLEAR_WANTED_LEVEL ( Player1 ) SET_PHONE_DEAD ( Zai_med_phone_1 ) DISABLE_THREAD_TRIGGER ( thr_zaib_med_1_ans ) RETURN ENDIF ENDWHILE /////////////////// //////CLEANUP////// /////////////////// clean_up_thr_zaib_med_1_ans: IF ( zai_med_1_mission_1_done = 1 ) ++Flag_zai_passed ++flag_all_missions_passed ENDIF IF ( zai_med_mission_failed_1 = 1 ) ++flag_zaib_missions_failed ++flag_all_missions_failed SET zai_med_1_mission_1_done = 1 ENDIF IF ( CHECK_DEATHARREST_EXECUTED ( ) ) ++flag_zaib_missions_failed ++flag_all_missions_failed SET zai_med_mission_failed_1 = 0 SET On_a_mission = 0 SET flag_on_zaib_mission = 0 CHANGE_GANG_CHAR_RESPECT_AND_UPDATE ( Zaibatsu , Player1 , -1 ) CLEAR_WANTED_LEVEL ( Player1 ) ENDIF SET On_a_mission = 0 SET flag_on_zaib_mission = 0 MISSION_HAS_FINISHED ( ) RETURN MISSIONSTART GOSUB thr_zaib_med_1_ans: GOSUB clean_up_thr_zaib_med_1_ans: MISSIONEND Dit is wel veel scrollen zeg. Bewerkt: 17 januari 2008 door CarThief Reageren
CarThief Geplaatst: 19 januari 2008 Auteur Rapport Geplaatst: 19 januari 2008 (bewerkt) Blijkbaar is dit wel een HELE moeilijke bug om te fixen. Er moet toch wel een manier zijn. IETS!? En blijkbaar vinden Kill Frenzies me ook niet leuk. Alle thread triggers willen niet meewerken. Hopelijk is het nog te repareren. Ik kijk nog maar wat rond. Met meerdere vergelijkingen met bil.mis lijkt alles er wel te zijn hoewel. Edit: HIJ WERKT EINDELIJK. Ondanks een kleine bug die blijkbaar oneindige Z-types maakt. Nu maar de rest van de missie proberen te fixen. Inclusief de ding als je doodgaat. Vergat de : ding na de DATA declares. Edit2: Dan kan ik net zo goed effe kijken of ik die kill frenzy aan het werk krijg. Bewerkt: 20 januari 2008 door CarThief Reageren
CarThief Geplaatst: 22 januari 2008 Auteur Rapport Geplaatst: 22 januari 2008 Sorry voor driedubbel posten maar niemand kijkt een topic zoals deze een 2de keer na als er niks nieuws gepost is. Er is ALWEER een probleem met een nieuwe variant missie. Het is in de politie auto stappen om te starten met LAUNCH_MISSION(ook gebruikt in final missions van normale levels), en dan 2 gangs die een drugs deal houden allebei te doden. Met nog een andere gang die toevallig in de weg komt te zitten. Hij crasht zodra het bericht is gezegt(en dat duurt effe om te laden, blijkbaar). En het is IETS in de WHILE loop. Maar geen idee wat. Heb het vergleken met de end missie van bil maar zie geen fouten. Iets in de script in de loop zit het op een of andere manier te crashen, zodra de loop begint terwijl de mannen in hun busje stappen. Aangezien ik nu zo'n beetje moet slapen post ik het maar omdat ik toch niks kan vinden voorlopig. De mainscript: //The player PLAYER_PED Player1 = ( 98.5 , 70.5 , 2.0 ) 25 0 //The cars CAR_DATA TestTruck// = ( 102.5 , 110.5 , 2.0 ) 2 0 TRUKCAB1 TRUKTRNS CAR_DATA TestMini1// = ( 58.5 , 222.5 , 2.0 ) 2 0 GT24640 MINI_CAR CAR_DATA TestMini2// = ( 57.5 , 222.5 , 2.0 ) 2 0 GUNJEEP MINI_CAR CAR_DATA TestMini3// = ( 50.5 , 233.5 , 2.0 ) 2 0 TRUKTRNS MINI_CAR CAR_DATA pm1_police_car //Cranes & Car Crushers CRANE_DATA Basic_CRI_Crane = ( 59.5 , 221.5 ) 0 NO_HOMECRANE //Radio stations, police level, etc. DECLARE_POLICELEVEL ( 5 ) RADIO_STATION RD1 = STATION_YAKUZA ( 124.5 , 131.5 ) RADIO_STATION RD2 = STATION_LOONIE ( 124.5 , 131.5 ) RADIO_STATION RD3 = STATION_RUSSIAN ( 124.5 , 131.5 ) RADIO_STATION RD4 = STATION_REDNECK ( 124.5 , 131.5 ) DECLARE_DOOR_INFO ( 128 , 135 , 2 ) DOOR_DATA Bankdoor1 = SINGLE ( 105 , 149 , 2 ) ( 105.0 , 150.0 , 2.0 , 2.0 , 2.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIP NOT_REVERSED DOOR_DATA Bankdoor2 = SINGLE ( 107 , 149 , 2 ) ( 107.0 , 150.0 , 2.0 , 2.0 , 2.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIP NOT_REVERSED DOOR_DATA ZaibatsuHQDoor = DOUBLE ( 140 , 138 , 2 ) ( 140.0 , 139.0 , 2.0 , 3.0 , 3.0 ) BOTTOM 0 ANY_PLAYER CLOSE_WHEN_CLEAR 20 NOT_FLIPPED NOT_REVERSED OBJ_DATA Zai_med_phone_1 = ( 138.5 , 139.5 , 2.0 ) 90 GREEN_PHONE ARROW_DATA Missionarrow1 ARROW_DATA Missionarrow2 ARROW_DATA Missionarrow3 ARROW_DATA Missionarrow4 ARROW_DATA pm1_arrow //Gangs SET_GANG_INFO ( Zaibatsu , 8 , PISTOL , SHOTGUN , MACHINE_GUN , 3 , 140.5 , 135.5 , 2.0 , 1 , VTYPE , 2 ) SET_GANG_INFO ( Goverment , -1 , SHOTGUN , MACHINE_GUN , ROCKET_LAUNCHER , 0 , 39.5 , 102.5 , 2.0 , 1 , EDSEL , 1 ) SET_GANG_INFO ( Crime_INC , 10 , PISTOL , MOLOTOV , MACHINE_GUN , 7 , 51.5 , 221.5 , 2.0 , 1 , BUICK , 1 ) MAP_ZONE Zaibatsu_Zone = ( 1000 , 200 , 200 , 100 , 1000 , 200 , 100 , 50 , 250 , 150 , 200 ) MAP_ZONE Goverment_Zone = ( 1000 , 200 , 200 , 100 , 1000 , 300 , 200 , 50 , 250 , 150 , 0 ) MAP_ZONE Crime_INC_HQ = ( 1000 , 200 , 200 , 100 , 1000 , 150 , 0 , 50 , 800 , 0 , 200 ) //Counters, mainly for flags and missions. SAVED_COUNTER Police_mission_1_failed = 0 SAVED_COUNTER flag_zaib_missions_failed = 0//Number of Zaibatsu missions failed. SAVED_COUNTER flag_cri_missions_failed = 0//Number of Crime_INC missions failed. SAVED_COUNTER flag_gov_missions_failed = 0//Number of Goverment missions failed. SAVED_COUNTER Flag_zai_passed = 0//Number of passed Zaibatsu missions. SAVED_COUNTER Flag_gov_passed = 0//Number of passed Goverment missions. SAVED_COUNTER Flag_cri_passed = 0//Number of passed Crime_INC missions. SAVED_COUNTER flag_all_missions_passed = 0//Total number of passed missions. SAVED_COUNTER flag_all_missions_failed = 0//Total number of failed missions. SAVED_COUNTER flag_secrets_passed = 0//Total number of passed secrets. SAVED_COUNTER flag_secrets_failed = 0//Total number of failed secrets. SAVED_COUNTER On_a_mission = 0//Needed to flag if the player on a mission. Cant save during missions with this. SAVED_COUNTER Flag_zai_med_1_failed = 0//Zaibatsu med phone 1 failed counter SAVED_COUNTER Flag_zai_med_1_passed = 0//Zaibatsu med phone 1 passed counter SAVED_COUNTER Zai_med_1 = 0 SAVED_COUNTER zai_med_1_mission_1_done = 0//Zaibatsu mission 1 counter checking if mission is done. SAVED_COUNTER zai_med_1_mission_2_done = 0//Zaibatsu mission 2 counter checking if mission is done. SAVED_COUNTER flag_on_gov_mission = 0//Flag for showing the player is on a Goverment mission. SAVED_COUNTER flag_on_zaib_mission = 0//Flag for showing the player is on a Zaibatsu mission. SAVED_COUNTER flag_on_cri_mission = 0//Flag for showing the player is on a Crime_INC mission. SAVED_COUNTER zai_med_mission_failed_1 = 0 SAVED_COUNTER zai_med_2_mission_2_done = 0//Counter for setting med phone 1's mission 2 done? SAVED_COUNTER Police_mission_1_done = 0 SAVED_COUNTER pm1_finished = 0 SAVED_COUNTER Currently_on_pm1 = 0 SAVED_COUNTER Police_mission_1_passed = 0 //KF Stuff ONSCREEN_COUNTER General_onscreen_KF SAVED_COUNTER Saved_KF COUNTER General_KF //Declares used with counters and such for system. DECLARE_TOTAL_SECRETS ( 1 )//Total amount of Kill Frenzies. DECLARE_SECRETS_PASSED_FLAG ( flag_secrets_passed ) DECLARE_SECRETS_FAILED_FLAG ( flag_secrets_failed ) DECLARE_GANG_ONE_MISSIONS_PASSED_FLAG ( Flag_zai_passed ) DECLARE_GANG_TWO_MISSIONS_PASSED_FLAG ( Flag_gov_passed ) DECLARE_GANG_THREE_MISSIONS_PASSED_FLAG ( Flag_cri_passed ) DECLARE_MISSIONS_PASSED_FLAG ( flag_all_missions_passed ) DECLARE_FINISH_SCORE ( 2000000 )//Score needed to finish level. DECLARE_TOTAL_MISSIONS ( 30 )//Total number of missions. DECLARE_GANG_ONE_MISSIONS_TOTAL ( 10 )//Total number of Zaibatsu missions. DECLARE_GANG_TWO_MISSIONS_TOTAL ( 10 )//Total number of Goverment missions. DECLARE_GANG_THREE_MISSIONS_TOTAL ( 10 )//Total number of Crime_INC missions. DECLARE_MISSION_FLAG ( Player1 , On_a_mission )//Used for blocking saving when player is on a mission. DECLARE_GANG_ONE_MISSION_FLAG ( Player1 , flag_on_zaib_mission ) DECLARE_GANG_TWO_MISSION_FLAG ( Player1 , flag_on_gov_mission ) DECLARE_GANG_THREE_MISSION_FLAG ( Player1 , flag_on_cri_mission ) DECLARE_GANG_ONE_DEATH_BASE_BRIEF ( Player1 , 3948 ) DECLARE_GANG_TWO_DEATH_BASE_BRIEF ( Player1 , 1022 ) DECLARE_GANG_THREE_DEATH_BASE_BRIEF ( Player1 , 1023 ) //KF's and missions. //OBJ_DATA KF_icon_1 = ( 91.5 , 154.5 , 2.0 ) 0 KILL_FRENZY //FORWARD Do_KF_1: //BONUS KF1 //THREAD_TRIGGER KFTT1 = THREAD_WAIT_FOR_CHAR_IN_AREA_ANY_MEANS ( Player1 , 91.5 , 154.5 , 2.0 , 1.0 , 1.0 , Do_KF_1: ) //Do_KF_1: //START_BASIC_KF_TEMPLATE ( Do_KF_1 , 3223 /*Use a #Flamethrower# to torch #10 people# in #90 seconds#!*/ , KF_icon_1 , Player1 , FLAME_THROWER ) //KF1 = START_BONUS_CHECK ( NO_ZONE , 90 , 10 , 10000 , CHAR , EXCLUSIVE , BY_FLAMETHROWER , NONE , DUMMY ) //DO_BASIC_KF_TEMPLATE ( KF1 , General_KF , 90 , General_onscreen_KF , Saved_KF , 10 , 3223 , Player1 , SCORE , 10000 ) //RETURN ////////// FORWARD thr_zaib_med_1_ans: THREAD_TRIGGER thr_zaib_med_1_ans = THREAD_WAIT_FOR_ANSWER_PHONE ( Player1 , Zai_med_phone_1 , thr_zaib_med_1_ans: ) thr_zaib_med_1_ans: //DO_PHONE_TEMPLATE ( 1029/*Integer brief?*/ , hab_zmp1.mis/*Name of first mission file.*/ , NSY1.mis/*Name of second mission file.*/ , zai_med_1_mission_1_done/*Counter stating if mission 1 is done.*/ , zai_med_mission_failed_1/*Counter stating if the player failed mission 1.*/ , zai_med_2_mission_2_done/*Counter stating if player 1 has finished mission 2*/ , flag_on_zaib_mission/*Counter name for showing player is on a Zaibatsu mission*/ , flag_on_gov_mission/*Counter name for showing player is on a Goverment mission*/ , flag_on_cri_mission/*Counter name for showing player is on a Crime_INC mission*/ , Zaibatsu/*Gang zone name the phone is connected too.*/ , 3/*The minimum resprect needed to start this job.*/ ) DO_EASY_PHONE_TEMPLATE ( 1029 , hab_zmp1.mis , zai_med_1_mission_1_done , zai_med_mission_failed_1 , flag_on_zaib_mission , flag_on_gov_mission , flag_on_cri_mission , Zaibatsu , 0 ) RETURN ////////////////////////////////////////////////////////////////////// //DO_PHONE_TEMPLATE ( integer base brief , string name of file containing mission 1 from this phone , string name of file containing mission 2 from this phone , counter name of counter stating if player has passed mission 1 , counter name of counter stating if player has failed mission 1 ,counter name of counter stating if player has played mission 2 ,counter name of counter showing player on mission for gang 1 , counter name of counter showing player on mission for gang 2 , counter name of counter showing player on mission for gang 3 , gang name of gang this phone is connected to , integer the respect value needed to start mission ( 0 – 5 ) ) //DO_EASY_PHONE_TEMPLATE ( integer base brief , string name of file containing mission 1 from this phone , counter name of counter stating if player has passed mission 1 , counter name of counter stating if player has failed mission 1 , counter name of counter showing player on mission for gang 1 , counter name of counter showing player on mission for gang 2 , counter name of counter showing player on mission for gang 3 , gang name of gang this phone is connected to , integer the respect value needed to start mission ( 0 – 5 ) ) /*THREAD_TRIGGER PM1TT = THREAD_WAIT_FOR_CHAR_IN_CAR ( Player1 , pm1_police_car , police_mission_1: ) FORWARD police_mission_1:*/ LEVELSTART TestTruck = CREATE_CAR ( 102.5 , 110.5 , 2.0 ) 2 0 TRUKCAB1 TRUKTRNS END TestMini1 = CREATE_CAR ( 58.5 , 222.5 , 2.0 ) 2 0 GT24640 MINI_CAR END TestMini2 = CREATE_CAR ( 57.5 , 222.5 , 2.0 ) 2 0 GUNJEEP MINI_CAR END TestMini3 = CREATE_CAR ( 50.5 , 233.5 , 2.0 ) 2 0 TRUKTRNS MINI_CAR END PUT_CAR_ON_TRAILER (TestMini2 , TestMini3 ) SET_DEATHARREST_STATE ( Player1 , ON ) //ENABLE_THREAD_TRIGGER ( thr_zaib_med_1_ans ) ANSWER_PHONE ( Player1 , Zai_med_phone_1 , -1 ) SET_GANG_KILL_REACTION ( Zaibatsu , Goverment , 1 ) SET_GANG_KILL_REACTION ( Goverment , Crime_INC , 1 ) SET_GANG_KILL_REACTION ( Crime_INC , Zaibatsu , 1 ) MAKE_DOOR_MANUAL ( Bankdoor1 ) MAKE_DOOR_MANUAL ( Bankdoor2 ) OPEN_DOOR ( Bankdoor1 ) OPEN_DOOR ( Bankdoor2 ) MAKE_DOOR_MANUAL ( ZaibatsuHQDoor ) pm1_police_car = CREATE_CAR ( 151.5 , 188.5 , 4.0 ) -1 90 COPCAR END WHILE_EXEC ( On_a_mission = 0 ) IF ( IS_CHARACTER_IN_CAR ( Player1 , pm1_police_car ) ) IF ( pm1_finished = 0 ) IF ( On_a_mission = 0 ) IF ( Currently_on_pm1 = 0 ) LAUNCH_MISSION ( hab_pm1.mis ) ENDIF ENDIF ENDIF ENDIF IF ( Police_mission_1_failed = 1 ) IF ( pm1_finished = 1 ) SET pm1_finished = 0 SET Police_mission_1_failed = 0 IF ( IS_CAR_WRECKED ( pm1_police_car ) ) DELETE_ITEM ( pm1_police_car ) pm1_police_car = CREATE_CAR ( 151.5 , 188.5 , 4.0 ) -1 90 COPCAR END ENDIF ENDIF ENDIF ENDWHILE LEVELEND De missie script:(Veel dingen zijn in een commentaar verandert voor testen en dergelijke) ///////////////////////////// //////POLICE MISSION 1!////// ///////////////////////////// //There is a drug deal going on between the Zaibatsu and Crime_INC. //Since the cops are short of men capable of doing this job, they hire you. //Goal is to get to the gang site and interuppt it and kill everyone. //And beware of a extra gang involved, kind of. //Will get a bit of armor and gun given too. About 30 ammo and 1 armor should do. //Counters COUNTER pm1_entered_parking_lot = 0 COUNTER pm1_goverment_van_in_area = 0 COUNTER pm1_zai_ped_1_in_van = 0 COUNTER pm1_zai_ped_2_in_van = 0 COUNTER pm1_zai_ped_3_in_van = 0 COUNTER pm1_zai_ped_4_in_van = 0 COUNTER pm1_zai_ped_5_in_van = 0 COUNTER pm1_zai_ped_6_in_van = 0 COUNTER pm1_cri_ped_1_in_van = 0 COUNTER pm1_cri_ped_2_in_van = 0 COUNTER pm1_cri_ped_3_in_van = 0 COUNTER pm1_cri_ped_4_in_van = 0 COUNTER pm1_cri_ped_5_in_van = 0 COUNTER pm1_cri_ped_6_in_van = 0 COUNTER pm1_gov_ped_1_in_van = 0 COUNTER pm1_gov_ped_2_in_van = 0 COUNTER pm1_gov_ped_3_in_van = 0 COUNTER pm1_gov_ped_4_in_van = 0 COUNTER pm1_gov_ped_5_in_van = 0 COUNTER pm1_gov_ped_6_in_van = 0 COUNTER pm1_gov_ped_1_out_of_van = 0 COUNTER pm1_gov_driver_out_of_van = 0 COUNTER pm1_zai_ped_1_out_of_van = 0 COUNTER pm1_cri_ped_1_out_of_van = 0 //Cars and other objects required for the mission. OBJ_DATA pm1_starting_gun OBJ_DATA pm1_armor CAR_DATA pm1_zai_van CAR_DATA pm1_cri_van CAR_DATA pm1_gov_van CHAR_DATA pm1_zai_ped_1 CHAR_DATA pm1_zai_ped_2 CHAR_DATA pm1_zai_ped_3 CHAR_DATA pm1_zai_ped_4 CHAR_DATA pm1_zai_ped_5 CHAR_DATA pm1_zai_ped_6 CHAR_DATA pm1_cri_ped_1 CHAR_DATA pm1_cri_ped_2 CHAR_DATA pm1_cri_ped_3 CHAR_DATA pm1_cri_ped_4 CHAR_DATA pm1_cri_ped_5 CHAR_DATA pm1_cri_ped_6 CHAR_DATA pm1_gov_ped_1 CHAR_DATA pm1_gov_ped_2 CHAR_DATA pm1_gov_ped_3 CHAR_DATA pm1_gov_ped_4 CHAR_DATA pm1_gov_ped_5 CHAR_DATA pm1_gov_ped_6 CHAR_DATA pm1_police_ped_1 CHAR_DATA pm1_police_ped_2 CHAR_DATA pm1_police_ped_3 CHAR_DATA pm1_police_ped_4 CHAR_DATA pm1_gov_driver //THREAD_TRIGGER PM1TT = THREAD_WAIT_FOR_CHAR_IN_CAR ( Player1 , pm1_police_car , police_mission_1: ) FORWARD police_mission_1: FORWARD clean_up_police_mission_1: //Enables the clean up code. Start it after mission has failed or passed. //Starts the mission. Forgetting this will result in it not starting normally at all. police_mission_1: ////START OF MISSION//// //The starting part of mission. Mainly the message, settings, creating of cars and everything else you need now. //Also should include setting the counters to ON a mission. If any WHILE loops should activate them too. SET On_a_mission = 1 //Player is now on a mission. Can no longer save game until mission completed or failed. SET flag_on_gov_mission = 1//Player is now on a mission for a gang. pm1_starting_gun = CREATE_OBJ ( 151.5 , 188.5 , 4.0 ) 0 COLLECT_09 30 END pm1_armor = CREATE_OBJ ( 152.5 , 188.5 , 4.0 ) 0 COLLECT_40 1 END pm1_zai_van = CREATE_CAR ( 148.5 , 98.5 , 2.0 ) 2 90 VAN END pm1_cri_van = CREATE_CAR ( 155.5 , 99.5 , 2.0 ) 28 270 VAN END pm1_gov_van = CREATE_CAR ( 164.5 , 96.5 , 2.0 ) 2 270 TVVAN END SET_CAR_NO_COLLIDE ( pm1_zai_van ) SET_CAR_NO_COLLIDE ( pm1_gov_van ) SET_CAR_NO_COLLIDE ( pm1_cri_van ) SET_CAR_ROCKETPROOF ( pm1_zai_van , ON ) SET_CAR_ROCKETPROOF ( pm1_gov_van , ON ) SET_CAR_ROCKETPROOF ( pm1_cri_van , ON ) SET_CAR_FLAMEPROOF ( pm1_zai_van , ON ) SET_CAR_FLAMEPROOF ( pm1_gov_van , ON ) SET_CAR_FLAMEPROOF ( pm1_cri_van , ON ) SET_CAR_BULLETPROOF ( pm1_zai_van , ON ) SET_CAR_BULLETPROOF ( pm1_gov_van , ON ) SET_CAR_BULLETPROOF ( pm1_cri_van , ON ) CHANGE_CAR_LOCK ( pm1_zai_van , LOCKOUT_PLAYER ) CHANGE_CAR_LOCK ( pm1_gov_van , LOCKOUT_PLAYER ) CHANGE_CAR_LOCK ( pm1_cri_van , LOCKOUT_PLAYER ) pm1_zai_ped_1 = CREATE_CHAR ( 147.5 , 97.5 , 2.0 ) 8 0 ANY_GANG_MEMBER END pm1_zai_ped_2 = CREATE_CHAR ( 148.5 , 97.5 , 2.0 ) 8 0 SPECIAL_GROUP_MEMBER END pm1_zai_ped_3 = CREATE_CHAR ( 149.5 , 97.5 , 2.0 ) 8 0 SPECIAL_GROUP_MEMBER END pm1_zai_ped_4 = CREATE_CHAR ( 147.5 , 99.5 , 2.0 ) 8 0 SPECIAL_GROUP_MEMBER END pm1_zai_ped_5 = CREATE_CHAR ( 148.5 , 99.5 , 2.0 ) 8 0 SPECIAL_GROUP_MEMBER END pm1_zai_ped_6 = CREATE_CHAR ( 149.5 , 99.5 , 2.0 ) 8 0 SPECIAL_GROUP_MEMBER END pm1_cri_ped_1 = CREATE_CHAR ( 154.5 , 98.5 , 2.0 ) 10 0 ANY_GANG_MEMBER END pm1_cri_ped_2 = CREATE_CHAR ( 155.5 , 98.5 , 2.0 ) 10 0 SPECIAL_GROUP_MEMBER END pm1_cri_ped_3 = CREATE_CHAR ( 156.5 , 98.5 , 2.0 ) 10 0 SPECIAL_GROUP_MEMBER END pm1_cri_ped_4 = CREATE_CHAR ( 154.5 , 100.5 , 2.0 ) 10 0 SPECIAL_GROUP_MEMBER END pm1_cri_ped_5 = CREATE_CHAR ( 155.5 , 100.5 , 2.0 ) 10 0 SPECIAL_GROUP_MEMBER END pm1_cri_ped_6 = CREATE_CHAR ( 156.5 , 100.5 , 2.0 ) 10 0 SPECIAL_GROUP_MEMBER END pm1_gov_ped_1 = CREATE_CHAR ( 163.5 , 95.5 , 2.0 ) -1 0 FBI END pm1_gov_ped_2 = CREATE_CHAR ( 164.5 , 95.5 , 2.0 ) -1 0 SPECIAL_GROUP_MEMBER END pm1_gov_ped_3 = CREATE_CHAR ( 165.5 , 95.5 , 2.0 ) -1 0 SPECIAL_GROUP_MEMBER END pm1_gov_ped_4 = CREATE_CHAR ( 163.5 , 97.5 , 2.0 ) -1 0 SPECIAL_GROUP_MEMBER END pm1_gov_ped_5 = CREATE_CHAR ( 164.5 , 97.5 , 2.0 ) -1 0 SPECIAL_GROUP_MEMBER END pm1_gov_ped_6 = CREATE_CHAR ( 165.5 , 97.5 , 2.0 ) -1 0 SPECIAL_GROUP_MEMBER END //pm1_zai_ped_2 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_3 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_4 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_5 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_6 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_cri_ped_2 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_3 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_4 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_5 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_6 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_gov_ped_2 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_3 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_4 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_5 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_6 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END ADD_CHAR_TO_GANG ( pm1_zai_ped_1 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_2 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_3 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_4 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_5 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_6 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_cri_ped_1 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_2 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_3 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_4 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_5 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_6 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_gov_ped_1 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_2 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_3 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_4 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_5 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_6 , Goverment ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_1 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_2 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_3 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_4 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_5 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_6 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_1 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_2 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_3 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_4 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_5 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_6 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_1 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_2 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_3 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_4 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_5 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_6 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_1 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_6 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_1 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_6 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_1 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_6 , REACT_AS_NORMAL ) GIVE_WEAPON ( pm1_zai_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_zai_ped_2 , SHOTGUN ) GIVE_WEAPON ( pm1_zai_ped_3 , PISTOL ) GIVE_WEAPON ( pm1_zai_ped_4 , GRENADE ) GIVE_WEAPON ( pm1_zai_ped_5 , ELECTRO_BATON ) GIVE_WEAPON ( pm1_zai_ped_6 , PISTOL ) GIVE_WEAPON ( pm1_cri_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_cri_ped_2 , SHOTGUN ) GIVE_WEAPON ( pm1_cri_ped_3 , PISTOL ) GIVE_WEAPON ( pm1_cri_ped_4 , GRENADE ) GIVE_WEAPON ( pm1_cri_ped_5 , PISTOL ) GIVE_WEAPON ( pm1_cri_ped_6 , PISTOL ) GIVE_WEAPON ( pm1_gov_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_gov_ped_2 , SHOTGUN ) GIVE_WEAPON ( pm1_gov_ped_3 , SHOTGUN ) GIVE_WEAPON ( pm1_gov_ped_4 , GRENADE ) GIVE_WEAPON ( pm1_gov_ped_5 , ELECTRO_BATON ) GIVE_WEAPON ( pm1_gov_ped_6 , FLAME_THROWER ) ADD_GROUP_TO_CHARACTER ( pm1_zai_ped_1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_4 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_5 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_6 ) ADD_GROUP_TO_CHARACTER ( pm1_gov_ped_1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_4 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_5 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_6 ) ADD_GROUP_TO_CHARACTER ( pm1_cri_ped_1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_4 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_5 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_6 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_2 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_3 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_4 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_5 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_6 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_2 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_3 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_4 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_5 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_6 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , ENTER_CAR_AS_DRIVER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_2 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_3 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_4 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_5 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_6 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_ped_1 , ON ) SET_CHAR_TO_STAY_IN_CAR ( pm1_zai_ped_1 , ON ) SET_CHAR_TO_STAY_IN_CAR ( pm1_cri_ped_1 , ON ) pm1_police_ped_1 = CREATE_CHAR ( 149.5 , 192.5 , 4.0 ) 0 180 SPECIAL_GROUP_MEMBER END pm1_police_ped_2 = CREATE_CHAR ( 150.5 , 192.5 , 4.0 ) 0 180 SPECIAL_GROUP_MEMBER END pm1_police_ped_3 = CREATE_CHAR ( 151.5 , 192.5 , 4.0 ) 0 180 SPECIAL_GROUP_MEMBER END pm1_police_ped_4 = CREATE_CHAR ( 152.5 , 192.5 , 4.0 ) 0 180 SPECIAL_GROUP_MEMBER END GIVE_WEAPON ( pm1_police_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_police_ped_2 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_police_ped_3 , SHOTGUN ) GIVE_WEAPON ( pm1_police_ped_4 , GRENADE ) ADD_GROUP_TO_CHARACTER ( Player1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_1 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_4 ) //DISPLAY_MESSAGE ( ???? ) //TITLE! (If using any) DISPLAY_BRIEF ( 1034 ) //The beginning brief.//p!We are short of people and need you. There is a drug deal going on between the #Zaibatsu# and #Crime INC.# Go and kill them all, #here are some men to help.# POINT_ARROW_AT ( pm1_arrow , 151.5 , 98.5 , 2.0 ) //FORCE_CLEANUP ( pm1_starting_gun ) //FORCE_CLEANUP ( pm1_armor ) WHILE ( On_a_mission = 1 )//The loop nearly always needed for a mission. //IF ( IS_CHAR_IN_ZONE ( Player1 , parkinglot ) ) IF ( LOCATE_CHARACTER_ANY_MEANS ( Player1 , 151.5 , 98.5 , 2.0 , 2.0 , 2.0 ) ) IF ( pm1_entered_parking_lot = 0 ) REMOVE_ARROW ( pm1_arrow ) SET_CHAR_TO_STAY_IN_CAR ( pm1_zai_ped_1 , OFF ) SET_CHAR_TO_STAY_IN_CAR ( pm1_cri_ped_1 , OFF ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_2 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_3 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_4 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_5 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_6 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_2 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_3 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_4 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_5 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_6 , LEAVE_CAR , pm1_cri_van ) pm1_gov_driver = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_driver , ON ) SET_CHAR_THREAT_SEARCH ( pm1_gov_driver , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( pm1_gov_driver , REACT_AS_NORMAL ) GIVE_WEAPON ( pm1_gov_driver , PISTOL ) ADD_CHAR_TO_GANG ( pm1_gov_driver , Goverment ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , GOTO_AREA_IN_CAR , 153.5 , 97.8 , 2.0 ) SET pm1_entered_parking_lot = 1 ENDIF ENDIF IF ( pm1_entered_parking_lot = 1 ) IF ( pm1_zai_ped_1_out_of_van = 0 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_1 , pm1_zai_van ) ) ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , KILL_CHAR_ON_FOOT , Player1 ) ++pm1_zai_ped_1_out_of_van ENDIF ENDIF ENDIF IF ( pm1_entered_parking_lot = 1 ) IF ( pm1_cri_ped_1_out_of_van = 0 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_1 , pm1_cri_van ) ) ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , KILL_CHAR_ON_FOOT , Player1 ) ++pm1_cri_ped_1_out_of_van ENDIF ENDIF ENDIF IF ( pm1_goverment_van_in_area = 0 ) //IF ( IS_CHAR_IN_ZONE ( pm1_gov_driver , parkinglot ) ) //153.5 , 97.8 , 2.0 IF ( LOCATE_CHARACTER_BY_CAR ( pm1_gov_driver , 153.5 , 97.5 , 2.0 , 3.0 , 3.0 ) ) SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_ped_1 , OFF ) SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_driver , OFF ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_2 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_3 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_4 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_5 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_6 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , LEAVE_CAR , pm1_gov_van ) ++pm1_goverment_van_in_area ENDIF ENDIF IF ( pm1_goverment_van_in_area = 1 ) IF ( pm1_gov_ped_1_out_of_van = 0 ) IF ( pm1_gov_driver_out_of_van = 0 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_1 , pm1_gov_van ) ) ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_gov_driver , pm1_gov_van ) ) ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , KILL_CHAR_ON_FOOT , Player1 ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , KILL_CHAR_ON_FOOT , Player1 ) ++pm1_goverment_van_in_area ++pm1_gov_ped_1_out_of_van ++pm1_gov_driver_out_of_van ENDIF ENDIF ENDIF ENDIF ENDIF /*IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_1 , pm1_zai_van ) ) IF ( pm1_zai_ped_1_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , WAIT_IN_CAR , pm1_zai_van ) ++pm1_zai_ped_1_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_2 , pm1_zai_van ) ) IF ( pm1_zai_ped_2_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_2 , WAIT_IN_CAR ) ++pm1_zai_ped_2_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_3 , pm1_zai_van ) ) IF ( pm1_zai_ped_3_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_3 , WAIT_IN_CAR ) ++pm1_zai_ped_3_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_4 , pm1_zai_van ) ) IF ( pm1_zai_ped_4_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_4 , WAIT_IN_CAR ) ++pm1_zai_ped_4_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_5 , pm1_zai_van ) ) IF ( pm1_zai_ped_5_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_5 , WAIT_IN_CAR ) ++pm1_zai_ped_5_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_6 , pm1_zai_van ) ) IF ( pm1_zai_ped_6_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_6 , WAIT_IN_CAR ) ++pm1_zai_ped_6_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_1 , pm1_gov_van ) ) IF ( pm1_gov_ped_1_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , WAIT_IN_CAR ) ++pm1_gov_ped_1_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_2 , pm1_gov_van ) ) IF ( pm1_gov_ped_2_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_2 , WAIT_IN_CAR ) ++pm1_gov_ped_2_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_3 , pm1_gov_van ) ) IF ( pm1_gov_ped_3_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_3 , WAIT_IN_CAR ) ++pm1_gov_ped_3_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_4 , pm1_gov_van ) ) IF ( pm1_gov_ped_4_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_4 , WAIT_IN_CAR ) ++pm1_gov_ped_4_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_5 , pm1_gov_van ) ) IF ( pm1_gov_ped_5_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_5 , WAIT_IN_CAR ) ++pm1_gov_ped_5_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_6 , pm1_gov_van ) ) IF ( pm1_gov_ped_6_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_6 , WAIT_IN_CAR ) ++pm1_gov_ped_6_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_1 , pm1_cri_van ) ) IF ( pm1_cri_ped_1_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , WAIT_IN_CAR ) ++pm1_cri_ped_1_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_2 , pm1_cri_van ) ) IF ( pm1_cri_ped_2_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_2 , WAIT_IN_CAR ) ++pm1_cri_ped_2_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_3 , pm1_cri_van ) ) IF ( pm1_cri_ped_3_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_3 , WAIT_IN_CAR ) ++pm1_cri_ped_3_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_4 , pm1_cri_van ) ) IF ( pm1_cri_ped_4_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_4 , WAIT_IN_CAR ) ++pm1_cri_ped_4_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_5 , pm1_cri_van ) ) IF ( pm1_cri_ped_5_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_5 , WAIT_IN_CAR ) ++pm1_cri_ped_5_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_6 , pm1_cri_van ) ) IF ( pm1_cri_ped_6_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_6 , WAIT_IN_CAR ) ++pm1_cri_ped_6_in_van ENDIF ENDIF*/ /*IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_1 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_2 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_3 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_4 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_5 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_6 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_1 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_2 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_3 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_4 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_5 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_6 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_1 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_2 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_3 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_4 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_5 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_6 ) ) SET Police_mission_1_passed = 1 SET On_a_mission = 0 SET flag_on_gov_mission = 0 DISPLAY_MESSAGE ( 3100 )//JOB COMPLETE ADD_SCORE ( Player1 , 40000 ) CLEAR_WANTED_LEVEL ( Player1 ) //DISABLE_THREAD_TRIGGER ( police_mission_1 ) RETURN ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF*/ IF ( HAS_CHARACTER_DIED ( Player1 ) ) DISPLAY_MESSAGE ( 1956 )//JOB FAILED! SET Police_mission_1_failed = 1 SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET Police_mission_1_failed = 1 SET On_a_mission = 0 SET flag_on_zaib_mission = 0 RETURN ENDIF IF ( HAS_CHAR_BEEN_ARRESTED ( Player1 ) ) DISPLAY_MESSAGE ( 1956 )//JOB FAILED! SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET Police_mission_1_failed = 1 SET On_a_mission = 0 SET flag_on_zaib_mission = 0 SET Police_mission_1_failed = 1 RETURN ENDIF DO_NOWT ENDWHILE//Also needs a end, somewhere. /////////////////// //////CLEANUP////// /////////////////// //The cleanup code if mission fails or passes. clean_up_police_mission_1: IF ( Police_mission_1_passed = 1 )//What happens if mission passed. Mainly used for increasing total amount of missions failed/passed. SET pm1_finished = 1 ENDIF IF ( Police_mission_1_failed = 1 )//What happens if mission failed. Mainly used for increasing total amount of missions failed/passed. SET pm1_finished = 1 ENDIF IF ( CHECK_DEATHARREST_EXECUTED ( ) )//Lets mission fail if killed or arrested. It should be enabled by doing SET_DEATHARREST_STATE ( player , ON ) in the mainscript. DISPLAY_MESSAGE ( 1956 )//JOB FAILED! SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET Police_mission_1_failed = 1 SET On_a_mission = 0 SET flag_on_zaib_mission = 0 CLEAR_WANTED_LEVEL ( Player1 ) ENDIF //The end settings, should set things normal after failing or passing a mission. //Should include setting the counter of making the player no longer on a mission. SET On_a_mission = 0 SET flag_on_zaib_mission = 0 SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 MISSION_HAS_FINISHED ( ) RETURN MISSIONSTART//Will always need the GOSUB for mission starting and one for cleaning up. GOSUB police_mission_1: GOSUB clean_up_police_mission_1: MISSIONEND Hopelijk kan iemand er wat van maken. Die missies zijn wel het MEEST BREEKBARE dat ik ooit heb geprobeert te maken! Erger dan trains! Hoewel ik trains meestal wel in 1 keer goed krijg met de af en toe foute bocht die ik ondertussen fix. Veel geluk aan die die missies maken, ze zijn EXTREEM breekbaar. Dit lijkt me ook wel wat moeilijk te ontcijferen, en bugs uit te halen. Nu maar wat gaan slapen. Voordat dat lopen als een zombie in klas nog erger word. Reageren
Lantyz Geplaatst: 22 januari 2008 Rapport Geplaatst: 22 januari 2008 Missionscripts zijn enorm storingsgevoelig en daarom vooral een kwestie van trial and error. Het is erg lastig om de missie aan de hand van het script te ontleden. Ik denk dat het makkelijker is om stukken van je missie uit te sluiten met //, totdat je vindt door welk commando het script crasht. Vanuit daar kun je het betrefende commando corrigeren en je script steds verder uitbreiden. Het beste is om iedere missie eenvoudig op te zetten, en pas uit te breiden wanneer de simpele opzet werkt. Wat me in ieder geval al opvalt is dat je bots bestemmingen als 'ANY_GANG_MEMBER' of 'SPECIAL_GROUP_MEMBER' geeft. Dit zijn echter checks die je gebruikt voor bijvoorbeeld kill frenzies, en niet voor het maken van een bot. Voor bots gebruik je aanduidingen als 'CRIMINAL' of 'DUMMY'. Daarnaast vermoed ik dat het aantal IFs dat je in elkaar gebruikt voor problemen zorgt. Ter illustratie: In plaats van deze code: IF ( HAS_CHARACTER_DIED ( ped_1 ) ) IF ( HAS_CHARACTER_DIED ( ped_2 ) ) SET blablabla ENDIF ENDIF kun je beter deze gebruiken: IF ( ( HAS_CHARACTER_DIED ( ped_1 ) ) AND ( HAS_CHARACTER_DIED ( ped_2 ) ) ) SET blablabla ENDIF Om je script overzichtelijk te houden is het ook beter om je IFs te laten inspringen, zoals in bovenstaande voorbeelden. Reageren
CarThief Geplaatst: 22 januari 2008 Auteur Rapport Geplaatst: 22 januari 2008 (bewerkt) Zit al wat rond te neusen, maar de enige error die ik vind is toevallig totaal GEEN alternatief voor te vinden! Het heeft hoogst waarschijnlijk iets te maken met de volgende in de missie: IF ( pm1_goverment_van_in_area = 0 ) IF ( IS_CHAR_IN_ZONE ( pm1_gov_driver , parkinglot ) ) //153.5 , 97.8 , 2.0 //IF ( LOCATE_CHARACTER_BY_CAR ( pm1_gov_driver , 153.5 , 97.5 , 2.0 , 3.0 , 3.0 ) ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_ped_1 , OFF ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_driver , OFF ) SET_CHAR_THREAT_REACTION ( pm1_gov_driver , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_1 , REACT_AS_NORMAL ) /*SET_CHAR_THREAT_REACTION ( pm1_gov_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_6 , REACT_AS_NORMAL )*/ /*SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_2 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_3 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_4 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_5 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_6 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , LEAVE_CAR , pm1_gov_van )*/ ++pm1_goverment_van_in_area ENDIF ENDIF IF ( pm1_goverment_van_in_area = 1 ) IF ( pm1_gov_ped_1_out_of_van = 0 ) IF ( pm1_gov_driver_out_of_van = 0 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_1 , pm1_gov_van ) ) ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_gov_driver , pm1_gov_van ) ) ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , KILL_CHAR_ON_FOOT , Player1 ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , KILL_CHAR_ON_FOOT , Player1 ) ++pm1_goverment_van_in_area ++pm1_gov_ped_1_out_of_van ++pm1_gov_driver_out_of_van ENDIF ENDIF ENDIF ENDIF ENDIF Ik kan alleen nog niet vinden wat. En ik heb liefst dat uit het niets een overheids busje komt aanrijden die problemen nog erger maakt, hehe. Een heeft zelfs een Flamethrower. Niet voor beginners. Ik kijk nog wat meer rond, voorlopig neem ik even pauze, die script neemt wel veel uren in beslag. En nog eens de iets verbeterde totale missie script, hab_pm1.mis: ///////////////////////////// //////POLICE MISSION 1!////// ///////////////////////////// //There is a drug deal going on between the Zaibatsu and Crime_INC. //Since the cops are short of men capable of doing this job, they hire you. //Goal is to get to the gang site and interuppt it and kill everyone. //And beware of a extra gang involved, kind of. //Will get a bit of armor and gun given too. About 30 ammo and 1 armor should do. //Counters /*COUNTER pm1_zai_ped_1_in_van = 0 COUNTER pm1_zai_ped_2_in_van = 0 COUNTER pm1_zai_ped_3_in_van = 0 COUNTER pm1_zai_ped_4_in_van = 0 COUNTER pm1_zai_ped_5_in_van = 0 COUNTER pm1_zai_ped_6_in_van = 0 COUNTER pm1_cri_ped_1_in_van = 0 COUNTER pm1_cri_ped_2_in_van = 0 COUNTER pm1_cri_ped_3_in_van = 0 COUNTER pm1_cri_ped_4_in_van = 0 COUNTER pm1_cri_ped_5_in_van = 0 COUNTER pm1_cri_ped_6_in_van = 0 COUNTER pm1_gov_ped_1_in_van = 0 COUNTER pm1_gov_ped_2_in_van = 0 COUNTER pm1_gov_ped_3_in_van = 0 COUNTER pm1_gov_ped_4_in_van = 0 COUNTER pm1_gov_ped_5_in_van = 0 COUNTER pm1_gov_ped_6_in_van = 0*/ COUNTER pm1_entered_parking_lot = 0 COUNTER pm1_goverment_van_in_area = 0 COUNTER pm1_gov_ped_1_out_of_van = 0 COUNTER pm1_gov_driver_out_of_van = 0 COUNTER pm1_zai_ped_1_out_of_van = 0 COUNTER pm1_cri_ped_1_out_of_van = 0 COUNTER pm1_peds_in_car = 0 COUNTER pm1_zai_ped_1_killed = 0 COUNTER pm1_zai_ped_2_killed = 0 COUNTER pm1_zai_ped_3_killed = 0 COUNTER pm1_zai_ped_4_killed = 0 COUNTER pm1_zai_ped_5_killed = 0 COUNTER pm1_zai_ped_6_killed = 0 COUNTER pm1_gov_ped_1_killed = 0 COUNTER pm1_gov_ped_2_killed = 0 COUNTER pm1_gov_ped_3_killed = 0 COUNTER pm1_gov_ped_4_killed = 0 COUNTER pm1_gov_ped_5_killed = 0 COUNTER pm1_gov_ped_6_killed = 0 COUNTER pm1_cri_ped_1_killed = 0 COUNTER pm1_cri_ped_2_killed = 0 COUNTER pm1_cri_ped_3_killed = 0 COUNTER pm1_cri_ped_4_killed = 0 COUNTER pm1_cri_ped_5_killed = 0 COUNTER pm1_cri_ped_6_killed = 0 COUNTER pm1_kill_total = 0 //Cars and other objects required for the mission. OBJ_DATA pm1_starting_gun OBJ_DATA pm1_armor CAR_DATA pm1_zai_van CAR_DATA pm1_cri_van CAR_DATA pm1_gov_van CHAR_DATA pm1_zai_ped_1 CHAR_DATA pm1_zai_ped_2 CHAR_DATA pm1_zai_ped_3 CHAR_DATA pm1_zai_ped_4 CHAR_DATA pm1_zai_ped_5 CHAR_DATA pm1_zai_ped_6 CHAR_DATA pm1_cri_ped_1 CHAR_DATA pm1_cri_ped_2 CHAR_DATA pm1_cri_ped_3 CHAR_DATA pm1_cri_ped_4 CHAR_DATA pm1_cri_ped_5 CHAR_DATA pm1_cri_ped_6 CHAR_DATA pm1_gov_ped_1 CHAR_DATA pm1_gov_ped_2 CHAR_DATA pm1_gov_ped_3 CHAR_DATA pm1_gov_ped_4 CHAR_DATA pm1_gov_ped_5 CHAR_DATA pm1_gov_ped_6 CHAR_DATA pm1_police_ped_1 CHAR_DATA pm1_police_ped_2 CHAR_DATA pm1_police_ped_3 CHAR_DATA pm1_police_ped_4 CHAR_DATA pm1_gov_driver //THREAD_TRIGGER PM1TT = THREAD_WAIT_FOR_CHAR_IN_CAR ( Player1 , pm1_police_car , police_mission_1: ) FORWARD police_mission_1: FORWARD clean_up_police_mission_1: //Enables the clean up code. Start it after mission has failed or passed. //Starts the mission. Forgetting this will result in it not starting normally at all. police_mission_1: ////START OF MISSION//// //The starting part of mission. Mainly the message, settings, creating of cars and everything else you need now. //Also should include setting the counters to ON a mission. If any WHILE loops should activate them too. SET On_a_mission = 1 //Player is now on a mission. Can no longer save game until mission completed or failed. SET flag_on_gov_mission = 1//Player is now on a mission for a gang. pm1_starting_gun = CREATE_OBJ ( 151.5 , 188.5 , 4.0 ) 0 COLLECT_09 30 END pm1_armor = CREATE_OBJ ( 152.5 , 188.5 , 4.0 ) 0 COLLECT_40 1 END pm1_zai_van = CREATE_CAR ( 148.5 , 98.5 , 2.0 ) 2 90 VAN END pm1_cri_van = CREATE_CAR ( 155.5 , 99.5 , 2.0 ) 28 270 VAN END pm1_gov_van = CREATE_CAR ( 164.5 , 96.5 , 2.0 ) 2 270 TVVAN END SET_CAR_NO_COLLIDE ( pm1_zai_van ) SET_CAR_NO_COLLIDE ( pm1_gov_van ) SET_CAR_NO_COLLIDE ( pm1_cri_van ) SET_CAR_ROCKETPROOF ( pm1_zai_van , ON ) SET_CAR_ROCKETPROOF ( pm1_gov_van , ON ) SET_CAR_ROCKETPROOF ( pm1_cri_van , ON ) SET_CAR_FLAMEPROOF ( pm1_zai_van , ON ) SET_CAR_FLAMEPROOF ( pm1_gov_van , ON ) SET_CAR_FLAMEPROOF ( pm1_cri_van , ON ) SET_CAR_BULLETPROOF ( pm1_zai_van , ON ) SET_CAR_BULLETPROOF ( pm1_gov_van , ON ) SET_CAR_BULLETPROOF ( pm1_cri_van , ON ) CHANGE_CAR_LOCK ( pm1_zai_van , LOCKOUT_PLAYER ) CHANGE_CAR_LOCK ( pm1_gov_van , LOCKOUT_PLAYER ) CHANGE_CAR_LOCK ( pm1_cri_van , LOCKOUT_PLAYER ) pm1_zai_ped_1 = CREATE_CHAR ( 147.5 , 97.5 , 2.0 ) 8 0 CRIMINAL END pm1_zai_ped_2 = CREATE_CHAR ( 148.5 , 97.5 , 2.0 ) 8 0 CRIMINAL END pm1_zai_ped_3 = CREATE_CHAR ( 149.5 , 97.5 , 2.0 ) 8 0 CRIMINAL END pm1_zai_ped_4 = CREATE_CHAR ( 147.5 , 99.5 , 2.0 ) 8 0 CRIMINAL END pm1_zai_ped_5 = CREATE_CHAR ( 148.5 , 99.5 , 2.0 ) 8 0 CRIMINAL END pm1_zai_ped_6 = CREATE_CHAR ( 149.5 , 99.5 , 2.0 ) 8 0 CRIMINAL END pm1_cri_ped_1 = CREATE_CHAR ( 154.5 , 98.5 , 2.0 ) 10 0 CRIMINAL END pm1_cri_ped_2 = CREATE_CHAR ( 155.5 , 98.5 , 2.0 ) 10 0 CRIMINAL END pm1_cri_ped_3 = CREATE_CHAR ( 156.5 , 98.5 , 2.0 ) 10 0 CRIMINAL END pm1_cri_ped_4 = CREATE_CHAR ( 154.5 , 100.5 , 2.0 ) 10 0 CRIMINAL END pm1_cri_ped_5 = CREATE_CHAR ( 155.5 , 100.5 , 2.0 ) 10 0 CRIMINAL END pm1_cri_ped_6 = CREATE_CHAR ( 156.5 , 100.5 , 2.0 ) 10 0 CRIMINAL END pm1_gov_ped_1 = CREATE_CHAR ( 163.5 , 95.5 , 2.0 ) -1 0 CRIMINAL END pm1_gov_ped_2 = CREATE_CHAR ( 164.5 , 95.5 , 2.0 ) -1 0 CRIMINAL END pm1_gov_ped_3 = CREATE_CHAR ( 165.5 , 95.5 , 2.0 ) -1 0 CRIMINAL END pm1_gov_ped_4 = CREATE_CHAR ( 163.5 , 97.5 , 2.0 ) -1 0 CRIMINAL END pm1_gov_ped_5 = CREATE_CHAR ( 164.5 , 97.5 , 2.0 ) -1 0 CRIMINAL END pm1_gov_ped_6 = CREATE_CHAR ( 165.5 , 97.5 , 2.0 ) -1 0 CRIMINAL END //pm1_zai_ped_2 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_3 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_4 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_5 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_zai_ped_6 = CREATE_CHAR_INSIDE_CAR ( pm1_zai_van ) 8 ANY_GANG_MEMBER END //pm1_cri_ped_2 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_3 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_4 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_5 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_cri_ped_6 = CREATE_CHAR_INSIDE_CAR ( pm1_cri_van ) 10 ANY_GANG_MEMBER END //pm1_gov_ped_2 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_3 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_4 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_5 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END //pm1_gov_ped_6 = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END ADD_CHAR_TO_GANG ( pm1_zai_ped_1 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_2 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_3 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_4 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_5 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_zai_ped_6 , Zaibatsu ) ADD_CHAR_TO_GANG ( pm1_cri_ped_1 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_2 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_3 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_4 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_5 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_cri_ped_6 , Crime_INC ) ADD_CHAR_TO_GANG ( pm1_gov_ped_1 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_2 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_3 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_4 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_5 , Goverment ) ADD_CHAR_TO_GANG ( pm1_gov_ped_6 , Goverment ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_1 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_2 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_3 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_4 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_5 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_zai_ped_6 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_1 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_2 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_3 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_4 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_5 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_cri_ped_6 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_1 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_2 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_3 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_4 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_5 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_SEARCH ( pm1_gov_ped_6 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_1 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_2 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_3 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_4 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_5 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_6 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_1 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_2 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_3 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_4 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_5 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_6 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_1 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_2 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_3 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_4 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_5 , NO_REACTION ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_6 , NO_REACTION ) GIVE_WEAPON ( pm1_zai_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_zai_ped_2 , SHOTGUN ) GIVE_WEAPON ( pm1_zai_ped_3 , PISTOL ) GIVE_WEAPON ( pm1_zai_ped_4 , GRENADE ) GIVE_WEAPON ( pm1_zai_ped_5 , ELECTRO_BATON ) GIVE_WEAPON ( pm1_zai_ped_6 , PISTOL ) GIVE_WEAPON ( pm1_cri_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_cri_ped_2 , SHOTGUN ) GIVE_WEAPON ( pm1_cri_ped_3 , PISTOL ) GIVE_WEAPON ( pm1_cri_ped_4 , GRENADE ) GIVE_WEAPON ( pm1_cri_ped_5 , PISTOL ) GIVE_WEAPON ( pm1_cri_ped_6 , PISTOL ) GIVE_WEAPON ( pm1_gov_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_gov_ped_2 , SHOTGUN ) GIVE_WEAPON ( pm1_gov_ped_3 , SHOTGUN ) GIVE_WEAPON ( pm1_gov_ped_4 , GRENADE ) GIVE_WEAPON ( pm1_gov_ped_5 , ELECTRO_BATON ) GIVE_WEAPON ( pm1_gov_ped_6 , FLAME_THROWER ) ADD_GROUP_TO_CHARACTER ( pm1_zai_ped_1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_4 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_5 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_zai_ped_1 , pm1_zai_ped_6 ) ADD_GROUP_TO_CHARACTER ( pm1_gov_ped_1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_4 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_5 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_gov_ped_1 , pm1_gov_ped_6 ) ADD_GROUP_TO_CHARACTER ( pm1_cri_ped_1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_4 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_5 ) ADD_EXISTING_CHAR_TO_GROUP ( pm1_cri_ped_1 , pm1_cri_ped_6 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_2 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_3 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_4 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_5 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) //SET_CHAR_OBJECTIVE ( pm1_zai_ped_6 , ENTER_CAR_AS_PASSENGER , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_2 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_3 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_4 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_5 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) //SET_CHAR_OBJECTIVE ( pm1_cri_ped_6 , ENTER_CAR_AS_PASSENGER , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_2 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_3 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_4 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_5 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_OBJECTIVE ( pm1_gov_ped_6 , ENTER_CAR_AS_PASSENGER , pm1_gov_van ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_ped_1 , ON ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_zai_ped_1 , ON ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_cri_ped_1 , ON ) pm1_police_ped_1 = CREATE_CHAR ( 149.5 , 192.5 , 4.0 ) 0 180 DUMMY END pm1_police_ped_2 = CREATE_CHAR ( 150.5 , 192.5 , 4.0 ) 0 180 DUMMY END pm1_police_ped_3 = CREATE_CHAR ( 151.5 , 192.5 , 4.0 ) 0 180 DUMMY END pm1_police_ped_4 = CREATE_CHAR ( 152.5 , 192.5 , 4.0 ) 0 180 DUMMY END GIVE_WEAPON ( pm1_police_ped_1 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_police_ped_2 , SILENCED_MACHINE_GUN ) GIVE_WEAPON ( pm1_police_ped_3 , SHOTGUN ) GIVE_WEAPON ( pm1_police_ped_4 , GRENADE ) ADD_GROUP_TO_CHARACTER ( Player1 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_1 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_2 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_3 ) ADD_EXISTING_CHAR_TO_GROUP ( Player1 , pm1_police_ped_4 ) //DISPLAY_MESSAGE ( ???? ) //TITLE! (If using any) DISPLAY_BRIEF ( 1034 ) //The beginning brief.//p!We are short of people and need you. There is a drug deal going on between the #Zaibatsu# and #Crime INC.# Go and kill them all, #here are some men to help.# POINT_ARROW_AT ( pm1_arrow , 151.5 , 98.5 , 2.0 ) //FORCE_CLEANUP ( pm1_starting_gun ) //FORCE_CLEANUP ( pm1_armor ) WHILE_EXEC ( On_a_mission = 1 )//The loop nearly always needed for a mission. //IF ( IS_CHAR_IN_ZONE ( Player1 , parkinglot ) ) IF ( LOCATE_CHARACTER_ANY_MEANS ( Player1 , 151.5 , 98.5 , 2.0 , 2.0 , 2.0 ) ) IF ( pm1_entered_parking_lot = 0 ) REMOVE_ARROW ( pm1_arrow ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_zai_ped_1 , OFF ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_cri_ped_1 , OFF ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_1 , REACT_AS_NORMAL ) /*SET_CHAR_THREAT_REACTION ( pm1_zai_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_zai_ped_6 , REACT_AS_NORMAL )*/ SET_CHAR_THREAT_REACTION ( pm1_gov_ped_1 , REACT_AS_NORMAL ) /*SET_CHAR_THREAT_REACTION ( pm1_gov_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_6 , REACT_AS_NORMAL )*/ SET_CHAR_THREAT_REACTION ( pm1_cri_ped_1 , REACT_AS_NORMAL ) /*SET_CHAR_THREAT_REACTION ( pm1_cri_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_cri_ped_6 , REACT_AS_NORMAL )*/ /*SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_2 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_3 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_4 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_5 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_6 , LEAVE_CAR , pm1_zai_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_2 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_3 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_4 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_5 , LEAVE_CAR , pm1_cri_van ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_6 , LEAVE_CAR , pm1_cri_van )*/ pm1_gov_driver = CREATE_CHAR_INSIDE_CAR ( pm1_gov_van ) -1 FBI END SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_driver , ON ) SET_CHAR_THREAT_SEARCH ( pm1_gov_driver , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( pm1_gov_driver , NO_REACTION ) GIVE_WEAPON ( pm1_gov_driver , PISTOL ) ADD_CHAR_TO_GANG ( pm1_gov_driver , Goverment ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , GOTO_AREA_IN_CAR , 153.5 , 97.8 , 2.0 ) SET pm1_entered_parking_lot = 1 ENDIF ENDIF IF ( pm1_entered_parking_lot = 1 ) IF ( pm1_zai_ped_1_out_of_van = 0 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_1 , pm1_zai_van ) ) ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , KILL_CHAR_ON_FOOT , Player1 ) ++pm1_zai_ped_1_out_of_van ENDIF ENDIF ENDIF IF ( pm1_entered_parking_lot = 1 ) IF ( pm1_cri_ped_1_out_of_van = 0 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_1 , pm1_cri_van ) ) ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , KILL_CHAR_ON_FOOT , Player1 ) ++pm1_cri_ped_1_out_of_van ENDIF ENDIF ENDIF IF ( pm1_goverment_van_in_area = 0 ) IF ( IS_CHAR_IN_ZONE ( pm1_gov_driver , parkinglot ) ) //153.5 , 97.8 , 2.0 //IF ( LOCATE_CHARACTER_BY_CAR ( pm1_gov_driver , 153.5 , 97.5 , 2.0 , 3.0 , 3.0 ) ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_ped_1 , OFF ) //SET_CHAR_TO_STAY_IN_CAR ( pm1_gov_driver , OFF ) SET_CHAR_THREAT_REACTION ( pm1_gov_driver , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_1 , REACT_AS_NORMAL ) /*SET_CHAR_THREAT_REACTION ( pm1_gov_ped_2 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_3 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_4 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_REACTION ( pm1_gov_ped_6 , REACT_AS_NORMAL )*/ /*SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_2 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_3 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_4 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_5 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_6 , LEAVE_CAR , pm1_gov_van ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , LEAVE_CAR , pm1_gov_van )*/ ++pm1_goverment_van_in_area ENDIF ENDIF IF ( pm1_goverment_van_in_area = 1 ) IF ( pm1_gov_ped_1_out_of_van = 0 ) IF ( pm1_gov_driver_out_of_van = 0 ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_1 , pm1_gov_van ) ) ) IF ( NOT ( IS_CHARACTER_IN_CAR ( pm1_gov_driver , pm1_gov_van ) ) ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , KILL_CHAR_ON_FOOT , Player1 ) SET_CHAR_OBJECTIVE ( pm1_gov_driver , KILL_CHAR_ON_FOOT , Player1 ) ++pm1_goverment_van_in_area ++pm1_gov_ped_1_out_of_van ++pm1_gov_driver_out_of_van ENDIF ENDIF ENDIF ENDIF ENDIF /*IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_1 , pm1_zai_van ) ) IF ( pm1_zai_ped_1_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_1 , WAIT_IN_CAR , pm1_zai_van ) ++pm1_zai_ped_1_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_2 , pm1_zai_van ) ) IF ( pm1_zai_ped_2_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_2 , WAIT_IN_CAR ) ++pm1_zai_ped_2_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_3 , pm1_zai_van ) ) IF ( pm1_zai_ped_3_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_3 , WAIT_IN_CAR ) ++pm1_zai_ped_3_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_4 , pm1_zai_van ) ) IF ( pm1_zai_ped_4_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_4 , WAIT_IN_CAR ) ++pm1_zai_ped_4_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_5 , pm1_zai_van ) ) IF ( pm1_zai_ped_5_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_5 , WAIT_IN_CAR ) ++pm1_zai_ped_5_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_zai_ped_6 , pm1_zai_van ) ) IF ( pm1_zai_ped_6_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_zai_ped_6 , WAIT_IN_CAR ) ++pm1_zai_ped_6_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_1 , pm1_gov_van ) ) IF ( pm1_gov_ped_1_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_1 , WAIT_IN_CAR ) ++pm1_gov_ped_1_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_2 , pm1_gov_van ) ) IF ( pm1_gov_ped_2_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_2 , WAIT_IN_CAR ) ++pm1_gov_ped_2_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_3 , pm1_gov_van ) ) IF ( pm1_gov_ped_3_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_3 , WAIT_IN_CAR ) ++pm1_gov_ped_3_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_4 , pm1_gov_van ) ) IF ( pm1_gov_ped_4_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_4 , WAIT_IN_CAR ) ++pm1_gov_ped_4_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_5 , pm1_gov_van ) ) IF ( pm1_gov_ped_5_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_5 , WAIT_IN_CAR ) ++pm1_gov_ped_5_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_gov_ped_6 , pm1_gov_van ) ) IF ( pm1_gov_ped_6_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_gov_ped_6 , WAIT_IN_CAR ) ++pm1_gov_ped_6_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_1 , pm1_cri_van ) ) IF ( pm1_cri_ped_1_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_1 , WAIT_IN_CAR ) ++pm1_cri_ped_1_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_2 , pm1_cri_van ) ) IF ( pm1_cri_ped_2_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_2 , WAIT_IN_CAR ) ++pm1_cri_ped_2_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_3 , pm1_cri_van ) ) IF ( pm1_cri_ped_3_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_3 , WAIT_IN_CAR ) ++pm1_cri_ped_3_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_4 , pm1_cri_van ) ) IF ( pm1_cri_ped_4_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_4 , WAIT_IN_CAR ) ++pm1_cri_ped_4_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_5 , pm1_cri_van ) ) IF ( pm1_cri_ped_5_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_5 , WAIT_IN_CAR ) ++pm1_cri_ped_5_in_van ENDIF ENDIF IF ( IS_CHARACTER_IN_CAR ( pm1_cri_ped_6 , pm1_cri_van ) ) IF ( pm1_cri_ped_6_in_van = 0 ) SET_CHAR_OBJECTIVE ( pm1_cri_ped_6 , WAIT_IN_CAR ) ++pm1_cri_ped_6_in_van ENDIF ENDIF*/ IF ( pm1_gov_ped_1_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_1 ) ) ++pm1_gov_ped_1_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_gov_ped_2_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_2 ) ) ++pm1_gov_ped_2_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_gov_ped_3_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_3 ) ) ++pm1_gov_ped_3_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_gov_ped_4_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_4 ) ) ++pm1_gov_ped_4_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_gov_ped_5_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_5 ) ) ++pm1_gov_ped_5_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_gov_ped_6_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_6 ) ) ++pm1_gov_ped_6_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_cri_ped_1_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_1 ) ) ++pm1_cri_ped_1_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_cri_ped_2_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_2 ) ) ++pm1_cri_ped_2_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_cri_ped_3_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_3 ) ) ++pm1_cri_ped_3_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_cri_ped_4_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_4 ) ) ++pm1_cri_ped_4_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_cri_ped_5_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_5 ) ) ++pm1_cri_ped_5_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_cri_ped_6_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_6 ) ) ++pm1_cri_ped_6_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_zai_ped_1_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_1 ) ) ++pm1_zai_ped_1_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_zai_ped_2_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_2 ) ) ++pm1_zai_ped_2_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_zai_ped_3_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_3 ) ) ++pm1_zai_ped_3_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_zai_ped_4_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_4 ) ) ++pm1_zai_ped_4_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_zai_ped_5_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_5 ) ) ++pm1_zai_ped_5_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_zai_ped_6_killed = 0 ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_6 ) ) ++pm1_zai_ped_6_killed ++pm1_kill_total ENDIF ENDIF IF ( pm1_kill_total = 18 ) /*IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_1 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_2 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_3 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_4 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_5 ) ) IF ( HAS_CHARACTER_DIED ( pm1_gov_ped_6 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_1 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_2 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_3 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_4 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_5 ) ) IF ( HAS_CHARACTER_DIED ( pm1_zai_ped_6 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_1 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_2 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_3 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_4 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_5 ) ) IF ( HAS_CHARACTER_DIED ( pm1_cri_ped_6 ) )*/ SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET pm1_gov_ped_1_out_of_van = 0 SET pm1_gov_driver_out_of_van = 0 SET pm1_zai_ped_1_out_of_van = 0 SET pm1_cri_ped_1_out_of_van = 0 SET pm1_peds_in_car = 0 /*SET pm1_zai_ped_1_killed = 0 SET pm1_zai_ped_2_killed = 0 SET pm1_zai_ped_3_killed = 0 SET pm1_zai_ped_4_killed = 0 SET pm1_zai_ped_5_killed = 0 SET pm1_zai_ped_6_killed = 0 SET pm1_gov_ped_1_killed = 0 SET pm1_gov_ped_2_killed = 0 SET pm1_gov_ped_3_killed = 0 SET pm1_gov_ped_4_killed = 0 SET pm1_gov_ped_5_killed = 0 SET pm1_gov_ped_6_killed = 0 SET pm1_cri_ped_1_killed = 0 SET pm1_cri_ped_2_killed = 0 SET pm1_cri_ped_3_killed = 0 SET pm1_cri_ped_4_killed = 0 SET pm1_cri_ped_5_killed = 0 SET pm1_cri_ped_6_killed = 0*/ SET pm1_kill_total = 0 SET Police_mission_1_passed = 1 SET On_a_mission = 0 SET flag_on_gov_mission = 0 DISPLAY_MESSAGE ( 3100 )//JOB COMPLETE ADD_SCORE ( Player1 , 40000 ) CLEAR_WANTED_LEVEL ( Player1 ) //DISABLE_THREAD_TRIGGER ( police_mission_1 ) RETURN /*ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF*/ ENDIF IF ( HAS_CHARACTER_DIED ( Player1 ) ) DISPLAY_MESSAGE ( 1956 )//JOB FAILED! SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET pm1_gov_ped_1_out_of_van = 0 SET pm1_gov_driver_out_of_van = 0 SET pm1_zai_ped_1_out_of_van = 0 SET pm1_cri_ped_1_out_of_van = 0 SET pm1_peds_in_car = 0 SET pm1_zai_ped_1_killed = 0 SET pm1_zai_ped_2_killed = 0 SET pm1_zai_ped_3_killed = 0 SET pm1_zai_ped_4_killed = 0 SET pm1_zai_ped_5_killed = 0 SET pm1_zai_ped_6_killed = 0 SET pm1_gov_ped_1_killed = 0 SET pm1_gov_ped_2_killed = 0 SET pm1_gov_ped_3_killed = 0 SET pm1_gov_ped_4_killed = 0 SET pm1_gov_ped_5_killed = 0 SET pm1_gov_ped_6_killed = 0 SET pm1_cri_ped_1_killed = 0 SET pm1_cri_ped_2_killed = 0 SET pm1_cri_ped_3_killed = 0 SET pm1_cri_ped_4_killed = 0 SET pm1_cri_ped_5_killed = 0 SET pm1_cri_ped_6_killed = 0 SET pm1_kill_total = 0 SET Police_mission_1_failed = 1 SET On_a_mission = 0 SET flag_on_zaib_mission = 0 RETURN ENDIF IF ( HAS_CHAR_BEEN_ARRESTED ( Player1 ) ) DISPLAY_MESSAGE ( 1956 )//JOB FAILED! SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET pm1_gov_ped_1_out_of_van = 0 SET pm1_gov_driver_out_of_van = 0 SET pm1_zai_ped_1_out_of_van = 0 SET pm1_cri_ped_1_out_of_van = 0 SET pm1_peds_in_car = 0 SET pm1_zai_ped_1_killed = 0 SET pm1_zai_ped_2_killed = 0 SET pm1_zai_ped_3_killed = 0 SET pm1_zai_ped_4_killed = 0 SET pm1_zai_ped_5_killed = 0 SET pm1_zai_ped_6_killed = 0 SET pm1_gov_ped_1_killed = 0 SET pm1_gov_ped_2_killed = 0 SET pm1_gov_ped_3_killed = 0 SET pm1_gov_ped_4_killed = 0 SET pm1_gov_ped_5_killed = 0 SET pm1_gov_ped_6_killed = 0 SET pm1_cri_ped_1_killed = 0 SET pm1_cri_ped_2_killed = 0 SET pm1_cri_ped_3_killed = 0 SET pm1_cri_ped_4_killed = 0 SET pm1_cri_ped_5_killed = 0 SET pm1_cri_ped_6_killed = 0 SET pm1_kill_total = 0 SET On_a_mission = 0 SET flag_on_zaib_mission = 0 SET Police_mission_1_failed = 1 RETURN ENDIF DO_NOWT ENDWHILE//Also needs a end, somewhere. /////////////////// //////CLEANUP////// /////////////////// //The cleanup code if mission fails or passes. clean_up_police_mission_1: IF ( Police_mission_1_passed = 1 )//What happens if mission passed. Mainly used for increasing total amount of missions failed/passed. SET pm1_finished = 1 ENDIF IF ( Police_mission_1_failed = 1 )//What happens if mission failed. Mainly used for increasing total amount of missions failed/passed. SET pm1_finished = 1 ENDIF IF ( CHECK_DEATHARREST_EXECUTED ( ) )//Lets mission fail if killed or arrested. It should be enabled by doing SET_DEATHARREST_STATE ( player , ON ) in the mainscript. DISPLAY_MESSAGE ( 1956 )//JOB FAILED! SET On_a_mission = 0 SET flag_on_zaib_mission = 0 SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET pm1_gov_ped_1_out_of_van = 0 SET pm1_gov_driver_out_of_van = 0 SET pm1_zai_ped_1_out_of_van = 0 SET pm1_cri_ped_1_out_of_van = 0 SET pm1_peds_in_car = 0 SET pm1_zai_ped_1_killed = 0 SET pm1_zai_ped_2_killed = 0 SET pm1_zai_ped_3_killed = 0 SET pm1_zai_ped_4_killed = 0 SET pm1_zai_ped_5_killed = 0 SET pm1_zai_ped_6_killed = 0 SET pm1_gov_ped_1_killed = 0 SET pm1_gov_ped_2_killed = 0 SET pm1_gov_ped_3_killed = 0 SET pm1_gov_ped_4_killed = 0 SET pm1_gov_ped_5_killed = 0 SET pm1_gov_ped_6_killed = 0 SET pm1_cri_ped_1_killed = 0 SET pm1_cri_ped_2_killed = 0 SET pm1_cri_ped_3_killed = 0 SET pm1_cri_ped_4_killed = 0 SET pm1_cri_ped_5_killed = 0 SET pm1_cri_ped_6_killed = 0 SET pm1_kill_total = 0 CLEAR_WANTED_LEVEL ( Player1 ) ENDIF //The end settings, should set things normal after failing or passing a mission. //Should include setting the counter of making the player no longer on a mission. SET On_a_mission = 0 SET flag_on_zaib_mission = 0 SET pm1_entered_parking_lot = 0 SET pm1_goverment_van_in_area = 0 SET pm1_gov_ped_1_out_of_van = 0 SET pm1_gov_driver_out_of_van = 0 SET pm1_zai_ped_1_out_of_van = 0 SET pm1_cri_ped_1_out_of_van = 0 SET pm1_peds_in_car = 0 SET pm1_zai_ped_1_killed = 0 SET pm1_zai_ped_2_killed = 0 SET pm1_zai_ped_3_killed = 0 SET pm1_zai_ped_4_killed = 0 SET pm1_zai_ped_5_killed = 0 SET pm1_zai_ped_6_killed = 0 SET pm1_gov_ped_1_killed = 0 SET pm1_gov_ped_2_killed = 0 SET pm1_gov_ped_3_killed = 0 SET pm1_gov_ped_4_killed = 0 SET pm1_gov_ped_5_killed = 0 SET pm1_gov_ped_6_killed = 0 SET pm1_cri_ped_1_killed = 0 SET pm1_cri_ped_2_killed = 0 SET pm1_cri_ped_3_killed = 0 SET pm1_cri_ped_4_killed = 0 SET pm1_cri_ped_5_killed = 0 SET pm1_cri_ped_6_killed = 0 SET pm1_kill_total = 0 MISSION_HAS_FINISHED ( ) RETURN MISSIONSTART//Will always need the GOSUB for mission starting and one for cleaning up. GOSUB police_mission_1: GOSUB clean_up_police_mission_1: MISSIONEND En volgensmij maken niet veel mensen missies. Wel heel erg breekbaar. Edit: Deze topic word al erg lang voor niet eens 1 volle pagina. Vooral door de script. Edit2: Oja, zover ik weet is een er limiet op de AND/OR dingen in 1 IF? Ik ben het zowiezo gewend om voor elke ding een nieuwe IF te gebruiken. Bewerkt: 22 januari 2008 door CarThief Reageren
CarThief Geplaatst: 23 januari 2008 Auteur Rapport Geplaatst: 23 januari 2008 (bewerkt) Hij werkt eindelijk! Hoewel hij een eenmalige missie word, een soort bonus missie. In het eind is het wel een kort maar niet al te makkelijke gevecht: In het begin krijg je een team van 8 agenten die je helpen.(En eerder was politie niks meer dan problemen ) Je stapt in de arrow gebied, opeens komen ongeveer 6 mannen van beide busjes eruit en beginnen te schieten met Silenced Machine Guns, Shotguns, Pistols, Zelfs een Electro Baton en Grenades. En één FBI agent met Flamethrower. En tijdens vechten komt er ook nog eens een busje met zo'n 7 FBI mensen erin. En dan maar doen wat je wilt om jezelf te redden en niet dood te gaan, je krijgt wel armor bij start. Na dat iedereen dood is krijg je zo'n 40.000 contant. Wel effe de cleanup verbeteren maar voor de rest werkt hij prima. Ik zet ook maar een of 2 screenshot neer, denk ik. Als dit forum's code dinges afbeeldingen toestaat. Edit: Een directe link, hier. Edit: Een directe link, hier. Edit: De eerste screenshot ziet er best... moeilijk uit, in de term van dat het een moeilijke missie is. En best bloederig en extreem. Net zoals het moest zijn, een grote CHAOS! Hehehe... De 2de is een overview om te kijken of er niks gebeurt met gangs terwijl ze instappen. Bewerkt: 23 januari 2008 door CarThief Reageren
CarThief Geplaatst: 6 februari 2008 Auteur Rapport Geplaatst: 6 februari 2008 (bewerkt) Sorry voor een 3de post in rij, maar het werd wat oud, en hier lijkt me geschikt een melding over een succesvolle idee in me map te zeggen. Het is een soort minigame(zoals GTA Vice City en San Andreas wel eens hebben, maar dan) voor GTA2. Als je op de plek stapt in de garage achtige gebouw, start je een missie script die de minigame start. Je moet in de minigame in totaal 8 moordenaars die achter je aan komen vermoorden, en zodra ze dood zijn krijg je rond de $5000 als beloning. Eerst komen er telkens 1 tot je er 4 doodmaakt, dan komen de rest allemaal in een auto, dus 4 in een keer. Hehe... En gewoon dus overleven, het heeft trouwens ook een geinige effect, gang settings voor auto's die ze gebruiken samen met een favoriete auto van een bot. Zoals wel in de screenshot te zien is. De afbeelding kan wat donker zijn, maar zal wel niet al te onduidelijk zijn, het was lichter in-game. Edit: Je kan het altijd downloaden en inzoomen, zonder al dat wit eromheen is hij veel makkelijker te bekijken. Directe link hier. Een paarse Bulwark met rode ster was niet mijn idee, maar dat is een van die leuke bugs, hehe. Mischien is de script ook interessant? Zo'n 400 lijnen. Geen bugs nog gevonden. Edit: Mischien nog commentaar? Of zoiets? hab_amg1.mis: /////////////////////////////// //////ASSASIN MINIGAME 1!////// /////////////////////////////// //Counters COUNTER amg1_assasins_killed = 0 COUNTER amg1_assasin_1_killed = 0 COUNTER amg1_assasin_2_killed = 0 COUNTER amg1_assasin_3_killed = 0 COUNTER amg1_assasin_4_killed = 0 COUNTER amg1_assasin_5_killed = 0 COUNTER amg1_assasin_6_killed = 0 COUNTER amg1_assasin_7_killed = 0 COUNTER amg1_assasin_8_killed = 0 COUNTER amg1_assasin_1_onscreen = 0 COUNTER amg1_assasin_2_onscreen = 0 COUNTER amg1_assasin_3_onscreen = 0 COUNTER amg1_assasin_4_onscreen = 0 COUNTER amg1_assasin_5_onscreen = 0 COUNTER amg1_assasin_6_onscreen = 0 COUNTER amg1_assasin_7_onscreen = 0 COUNTER amg1_assasin_8_onscreen = 0 COUNTER amg1_assasin_group_active = 0 COUNTER amg1_assasin_1_sended = 0 COUNTER amg1_assasin_2_sended = 0 COUNTER amg1_assasin_3_sended = 0 COUNTER amg1_assasin_4_sended = 0 COUNTER amg1_assasin_5_sended = 0 COUNTER amg1_assasin_6_sended = 0 COUNTER amg1_assasin_7_sended = 0 COUNTER amg1_assasin_8_sended = 0 //Cars and other objects required for the mission. CHAR_DATA amg1_assasin_1 CHAR_DATA amg1_assasin_2 CHAR_DATA amg1_assasin_3 CHAR_DATA amg1_assasin_4 CHAR_DATA amg1_assasin_5 CHAR_DATA amg1_assasin_6 CHAR_DATA amg1_assasin_7 CHAR_DATA amg1_assasin_8 OBJ_DATA amg1_rocket_launcher OBJ_DATA amg1_grenades OBJ_DATA amg1_shotgun OBJ_DATA amg1_machine_gun FORWARD Assasin_minigame_1: FORWARD clean_up_Assasin_minigame_1: //Enables the clean up code. Start it after mission has failed or passed. //Starts the mission. Forgetting this will result in it not starting normally at all. Assasin_minigame_1: ////START OF MISSION//// //The starting part of mission. Mainly the message, settings, creating of cars and everything else you need now. //Also should include setting the counters to ON a mission. If any WHILE loops should activate them too. SET On_a_mission = 1 //Player is now on a mission. Can no longer save game until mission completed or failed. //SET flag_on_zaib_mission = 1//Player is now on a mission for a gang. SET on_a_amg = 1 amg1_rocket_launcher = CREATE_OBJ ( 178.5 , 81.5 , 2.0 ) 0 COLLECT_02 4 END amg1_machine_gun = CREATE_OBJ ( 182.5 , 80.5 , 2.0 ) 0 COLLECT_01 10 END amg1_shotgun = CREATE_OBJ ( 180.5 , 79.5 , 2.0 ) 0 COLLECT_06 8 END amg1_grenades = CREATE_OBJ ( 181.5 , 79.5 , 2.0 ) 0 COLLECT_05 5 END FORCE_CLEANUP ( amg1_rocket_launcher ) FORCE_CLEANUP ( amg1_machine_gun ) FORCE_CLEANUP ( amg1_shotgun ) FORCE_CLEANUP ( amg1_grenades ) amg1_assasin_1 = CREATE_CHAR ( 193.5 , 101.5 , 2.0 ) -1 0 PSYCHO END SET_CHAR_THREAT_SEARCH ( amg1_assasin_1 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_1 , REACT_AS_NORMAL ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_1 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_1 , LOONY ) GIVE_WEAPON ( amg1_assasin_1 , SILENCED_MACHINE_GUN ) SET_FAVOURITE_MODEL ( amg1_assasin_1 , GT24640 ) SET_CHAR_OBJECTIVE ( amg1_assasin_1 , KILL_CHAR_ANY_MEANS , Player1 ) POINT_ARROW_AT ( Missionarrow1 , amg1_assasin_1 ) SET amg1_assasin_1_sended = 1 DISPLAY_BRIEF_SOON ( 1046 ) WHILE_EXEC ( On_a_mission = 1 )//The loop nearly always needed for a mission. /*IF ( amg1_assasin_1_onscreen = 0 ) IF ( IS_ITEM_ACCURATELY_ONSCREEN ( amg1_assasin_1 ) ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_1 ) ) ) IF ( amg1_assasin_1_killed = 0 ) POINT_ARROW_AT ( Missionarrow1 , amg1_assasin_1 ) SET amg1_assasin_1_onscreen = 1 ENDIF ENDIF ENDIF ENDIF*/ /*IF ( amg1_assasin_1_killed = 1 ) //IF ( NOT ( IS_ITEM_ACCURATELY_ONSCREEN ( amg1_assasin_1 ) ) ) REMOVE_ARROW ( Missionarrow1 ) SET amg1_assasin_1_onscreen = 0 ENDIF*/ /*IF ( amg1_assasin_1_killed = 0 ) IF ( amg1_assasin_1_onscreen = 1 ) IF ( NOT ( IS_ITEM_ACCURATELY_ONSCREEN ( amg1_assasin_1 ) ) ) REMOVE_ARROW ( Missionarrow1 ) SET amg1_assasin_1_onscreen = 0 ENDIF ENDIF ENDIF*/ IF ( amg1_assasin_1_killed = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_1 ) ) SET amg1_assasin_1_killed = 1 REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_1 ) DELETE_ITEM ( amg1_assasin_1 ) ++amg1_assasins_killed amg1_assasin_2 = CREATE_CHAR ( 80.5 , 111.5 , 2.0 ) 25 0 PSYCHO END SET_CHAR_THREAT_SEARCH ( amg1_assasin_2 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_2 , REACT_AS_NORMAL ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_2 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_2 , LOONY ) GIVE_WEAPON ( amg1_assasin_2 , SHOTGUN ) SET_FAVOURITE_MODEL ( amg1_assasin_2 , VTYPE ) SET_CHAR_OBJECTIVE ( amg1_assasin_2 , KILL_CHAR_ANY_MEANS , Player1 ) POINT_ARROW_AT ( Missionarrow1 , amg1_assasin_2 ) SET amg1_assasin_2_sended = 1 SET amg1_assasin_1_sended = 2 ENDIF ENDIF IF ( amg1_assasin_2_killed = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_2 ) ) SET amg1_assasin_2_killed = 1 REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_2 ) DELETE_ITEM ( amg1_assasin_2 ) ++amg1_assasins_killed amg1_assasin_3 = CREATE_CHAR ( 110.5 , 144.5 , 2.0 ) 4 0 PSYCHO END SET_CHAR_THREAT_SEARCH ( amg1_assasin_3 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_3 , REACT_AS_NORMAL ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_3 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_3 , LOONY ) GIVE_WEAPON ( amg1_assasin_3 , ROCKET_LAUNCHER ) SET_FAVOURITE_MODEL ( amg1_assasin_3 , GUNJEEP ) SET_CHAR_TO_USE_CAR_WEAPON ( amg1_assasin_3 , ON ) SET_CHAR_OBJECTIVE ( amg1_assasin_3 , KILL_CHAR_ANY_MEANS , Player1 ) POINT_ARROW_AT ( Missionarrow1 , amg1_assasin_3 ) SET amg1_assasin_3_sended = 1 SET amg1_assasin_2_sended = 2 ENDIF ENDIF IF ( amg1_assasin_3_killed = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_3 ) ) SET amg1_assasin_3_killed = 1 REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_3 ) DELETE_ITEM ( amg1_assasin_3 ) ++amg1_assasins_killed amg1_assasin_4 = CREATE_CHAR ( 130.5 , 42.5 , 2.0 ) -1 0 FBI END SET_CHAR_THREAT_SEARCH ( amg1_assasin_4 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_4 , REACT_AS_NORMAL ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_4 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_4 , LOONY ) GIVE_WEAPON ( amg1_assasin_4 , FLAME_THROWER ) SET_FAVOURITE_MODEL ( amg1_assasin_4 , EDSELFBI ) SET_CHAR_OBJECTIVE ( amg1_assasin_4 , KILL_CHAR_ANY_MEANS , Player1 ) POINT_ARROW_AT ( Missionarrow1 , amg1_assasin_4 ) SET amg1_assasin_4_sended = 1 SET amg1_assasin_3_sended = 2 ENDIF ENDIF IF ( amg1_assasin_4_killed = 0 ) IF ( amg1_assasin_group_active = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_4 ) ) SET amg1_assasin_4_killed = 1 REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_4 ) DELETE_ITEM ( amg1_assasin_4 ) ++amg1_assasins_killed amg1_assasin_5 = CREATE_CHAR ( 136.5 , 94.5 , 2.0 ) 4 0 PSYCHO END amg1_assasin_6 = CREATE_CHAR ( 137.5 , 94.5 , 2.0 ) 4 0 PSYCHO END amg1_assasin_7 = CREATE_CHAR ( 136.5 , 95.5 , 2.0 ) 4 0 PSYCHO END amg1_assasin_8 = CREATE_CHAR ( 137.5 , 95.5 , 2.0 ) 4 0 PSYCHO END SET_CHAR_THREAT_SEARCH ( amg1_assasin_5 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_5 , REACT_AS_NORMAL ) SET_CHAR_THREAT_SEARCH ( amg1_assasin_6 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_6 , REACT_AS_NORMAL ) SET_CHAR_THREAT_SEARCH ( amg1_assasin_7 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_7 , REACT_AS_NORMAL ) SET_CHAR_THREAT_SEARCH ( amg1_assasin_8 , AREA_PLAYER_ONLY ) SET_CHAR_THREAT_REACTION ( amg1_assasin_8 , REACT_AS_NORMAL ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_5 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_5 , LOONY ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_6 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_6 , LOONY ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_7 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_7 , LOONY ) SET_CHAR_SHOOTING_SKILL ( amg1_assasin_8 , CRACK_SHOT ) SET_CHAR_BRAVERY_LEVEL ( amg1_assasin_8 , LOONY ) GIVE_WEAPON ( amg1_assasin_5 , MACHINE_GUN ) GIVE_WEAPON ( amg1_assasin_6 , SHOTGUN ) GIVE_WEAPON ( amg1_assasin_7 , GRENADE ) GIVE_WEAPON ( amg1_assasin_8 , ELECTRO_BATON ) SET_FAVOURITE_MODEL ( amg1_assasin_5 , BUICK ) SET_CHAR_OBJECTIVE ( amg1_assasin_6 , KILL_CHAR_ANY_MEANS , Player1 ) SET_CHAR_OBJECTIVE ( amg1_assasin_7 , KILL_CHAR_ANY_MEANS , Player1 ) SET_CHAR_OBJECTIVE ( amg1_assasin_8 , KILL_CHAR_ANY_MEANS , Player1 ) SET_CHAR_OBJECTIVE ( amg1_assasin_5 , KILL_CHAR_ANY_MEANS , Player1 ) ADD_GROUP_TO_CHARACTER ( amg1_assasin_5 , 0 ) ADD_EXISTING_CHAR_TO_GROUP ( amg1_assasin_5 , amg1_assasin_6 ) ADD_EXISTING_CHAR_TO_GROUP ( amg1_assasin_5 , amg1_assasin_7 ) ADD_EXISTING_CHAR_TO_GROUP ( amg1_assasin_5 , amg1_assasin_8 ) POINT_ARROW_AT ( Missionarrow1 , amg1_assasin_5 ) POINT_ARROW_AT ( Missionarrow2 , amg1_assasin_6 ) POINT_ARROW_AT ( Missionarrow3 , amg1_assasin_7 ) POINT_ARROW_AT ( Missionarrow4 , amg1_assasin_8 ) SET amg1_assasin_group_active = 1 SET amg1_assasin_5_sended = 1 SET amg1_assasin_6_sended = 1 SET amg1_assasin_7_sended = 1 SET amg1_assasin_8_sended = 1 SET amg1_assasin_4_sended = 2 ENDIF ENDIF ENDIF IF ( amg1_assasin_group_active = 1 ) IF ( amg1_assasin_5_killed = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_5 ) ) SET amg1_assasin_5_killed = 1 SET amg1_assasin_5_sended = 2 REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_5 ) DELETE_ITEM ( amg1_assasin_5 ) ++amg1_assasins_killed IF ( amg1_assasin_6_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_6 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_7_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_7 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_8_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_8 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF ENDIF ENDIF ENDIF IF ( amg1_assasin_group_active = 1 ) IF ( amg1_assasin_6_killed = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_6 ) ) SET amg1_assasin_6_killed = 1 SET amg1_assasin_6_sended = 2 REMOVE_ARROW ( Missionarrow2 ) EXPLODE_SMALL ( amg1_assasin_6 ) DELETE_ITEM ( amg1_assasin_6 ) ++amg1_assasins_killed IF ( amg1_assasin_5_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_5 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_7_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_7 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_8_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_8 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF ENDIF ENDIF ENDIF IF ( amg1_assasin_group_active = 1 ) IF ( amg1_assasin_7_killed = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_7 ) ) SET amg1_assasin_7_killed = 1 SET amg1_assasin_7_sended = 2 REMOVE_ARROW ( Missionarrow3 ) EXPLODE_SMALL ( amg1_assasin_7 ) DELETE_ITEM ( amg1_assasin_7 ) ++amg1_assasins_killed IF ( amg1_assasin_5_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_5 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_6_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_6 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_8_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_8 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF ENDIF ENDIF ENDIF IF ( amg1_assasin_group_active = 1 ) IF ( amg1_assasin_8_killed = 0 ) IF ( HAS_CHARACTER_DIED ( amg1_assasin_8 ) ) SET amg1_assasin_8_killed = 1 SET amg1_assasin_8_sended = 2 REMOVE_ARROW ( Missionarrow4 ) EXPLODE_SMALL ( amg1_assasin_8 ) DELETE_ITEM ( amg1_assasin_8 ) ++amg1_assasins_killed IF ( amg1_assasin_5_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_5 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_6_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_6 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF IF ( amg1_assasin_7_killed = 0 ) SET_CHAR_OBJECTIVE ( amg1_assasin_7 , KILL_CHAR_ANY_MEANS , Player1 ) ENDIF ENDIF ENDIF ENDIF IF ( amg1_assasins_killed = 8 ) IF ( amg1_assasin_1_killed = 1 ) IF ( amg1_assasin_2_killed = 1 ) IF ( amg1_assasin_3_killed = 1 ) IF ( amg1_assasin_4_killed = 1 ) IF ( amg1_assasin_5_killed = 1 ) IF ( amg1_assasin_6_killed = 1 ) IF ( amg1_assasin_7_killed = 1 ) IF ( amg1_assasin_8_killed = 1 ) DISPLAY_MESSAGE ( 1124 )//JOB COMPLETE! DISPLAY_BRIEF_NOW ( 1047 ) //ADD_SCORE ( Player1 , 5000 ) SET Passed_amg1 = 1 RETURN ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF IF ( HAS_CHARACTER_DIED ( Player1 ) ) DISPLAY_MESSAGE ( 1125 )//JOB FAILED! //CLEAR_WANTED_LEVEL ( Player1 ) //SET On_a_mission = 0 //SET on_a_amg = 0 SET Failed_amg1 = 1 RETURN ENDIF IF ( HAS_CHAR_BEEN_ARRESTED ( Player1 ) ) DISPLAY_MESSAGE ( 1125 )//JOB FAILED! //CLEAR_WANTED_LEVEL ( Player1 ) SET On_a_mission = 0 SET on_a_amg = 0 SET Failed_amg1 = 1 RETURN ENDIF ENDWHILE//Also needs a end, somewhere. /////////////////// //////CLEANUP////// /////////////////// //The cleanup code if mission fails or passes. clean_up_Assasin_minigame_1: IF ( Passed_amg1 = 1 )//What happens if mission passed. Mainly used for increasing total amount of missions failed/passed. And cleaning up maybe. ADD_SCORE ( Player1 , 5000 ) ENDIF IF ( Failed_amg1 = 1 )//What happens if mission failed. Mainly used for increasing total amount of missions failed/passed. And cleaning up maybe. IF ( amg1_assasin_1_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_1 ) ) ) IF ( amg1_assasin_1_killed = 0 ) REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_1 ) DELETE_ITEM ( amg1_assasin_1 ) ENDIF ENDIF ENDIF IF ( amg1_assasin_2_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_2 ) ) ) IF ( amg1_assasin_2_killed = 0 ) REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_2 ) DELETE_ITEM ( amg1_assasin_2 ) ENDIF ENDIF ENDIF IF ( amg1_assasin_3_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_3 ) ) ) IF ( amg1_assasin_3_killed = 0 ) REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_3 ) DELETE_ITEM ( amg1_assasin_3 ) ENDIF ENDIF ENDIF IF ( amg1_assasin_4_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_4 ) ) ) IF ( amg1_assasin_4_killed = 0 ) REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_4 ) DELETE_ITEM ( amg1_assasin_4 ) ENDIF ENDIF ENDIF IF ( amg1_assasin_5_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_5 ) ) ) IF ( amg1_assasin_5_killed = 0 ) REMOVE_ARROW ( Missionarrow1 ) EXPLODE_SMALL ( amg1_assasin_5 ) DELETE_ITEM ( amg1_assasin_5 ) ENDIF ENDIF ENDIF IF ( amg1_assasin_6_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_6 ) ) ) IF ( amg1_assasin_6_killed = 0 ) REMOVE_ARROW ( Missionarrow2 ) EXPLODE_SMALL ( amg1_assasin_6 ) DELETE_ITEM ( amg1_assasin_6 ) ENDIF ENDIF ENDIF IF ( amg1_assasin_7_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_7 ) ) ) IF ( amg1_assasin_7_killed = 0 ) REMOVE_ARROW ( Missionarrow3 ) EXPLODE_SMALL ( amg1_assasin_7 ) DELETE_ITEM ( amg1_assasin_7 ) ENDIF ENDIF ENDIF IF ( amg1_assasin_8_sended = 1 ) IF ( NOT ( HAS_CHARACTER_DIED ( amg1_assasin_8 ) ) ) IF ( amg1_assasin_8_killed = 0 ) REMOVE_ARROW ( Missionarrow4 ) EXPLODE_SMALL ( amg1_assasin_8 ) DELETE_ITEM ( amg1_assasin_8 ) ENDIF ENDIF ENDIF ENDIF /*IF ( CHECK_DEATHARREST_EXECUTED ( ) )//Lets mission fail if killed or arrested. It should be enabled by doing SET_DEATHARREST_STATE ( player , ON ) in the mainscript. DISPLAY_MESSAGE ( 1956 )//JOB FAILED! SET On_a_mission = 0 SET flag_on_zaib_mission = 0 CLEAR_WANTED_LEVEL ( Player1 ) ENDIF*/ //The end settings, should set things normal after failing or passing a mission. //Should include setting the counter of making the player no longer on a mission. SET On_a_amg = 0 SET On_a_mission = 0 SET amg1_assasins_killed = 0 SET amg1_assasin_1_killed = 0 SET amg1_assasin_2_killed = 0 SET amg1_assasin_3_killed = 0 SET amg1_assasin_4_killed = 0 SET amg1_assasin_5_killed = 0 SET amg1_assasin_6_killed = 0 SET amg1_assasin_7_killed = 0 SET amg1_assasin_8_killed = 0 SET amg1_assasin_1_onscreen = 0 SET amg1_assasin_2_onscreen = 0 SET amg1_assasin_3_onscreen = 0 SET amg1_assasin_4_onscreen = 0 SET amg1_assasin_5_onscreen = 0 SET amg1_assasin_6_onscreen = 0 SET amg1_assasin_7_onscreen = 0 SET amg1_assasin_8_onscreen = 0 SET amg1_assasin_group_active = 0 SET amg1_assasin_1_sended = 0 SET amg1_assasin_2_sended = 0 SET amg1_assasin_3_sended = 0 SET amg1_assasin_4_sended = 0 SET amg1_assasin_5_sended = 0 SET amg1_assasin_6_sended = 0 SET amg1_assasin_7_sended = 0 SET amg1_assasin_8_sended = 0 MISSION_HAS_FINISHED ( ) RETURN MISSIONSTART//Will always need the GOSUB for mission starting and one for cleaning up. GOSUB Assasin_minigame_1: GOSUB clean_up_Assasin_minigame_1: MISSIONEND Bewerkt: 6 februari 2008 door CarThief Reageren
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