Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

Happy Holidays from the GTANet team!

Buggy cellphone script


gtasearcher
 Share

Recommended Posts

gtasearcher

Source code

DEFINE MISSIONS 2{Intro}DEFINE MISSION 0 AT @AHISF // A Home in San Fierro{8 Ball}DEFINE MISSION 1 AT @EIGHT1 // Town Ride//DEFINE MISSION {ID} 0 AT {LABEL} @DEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA scriptDEFINE SCRIPT CELLP AT @CELLP1//DEFINE SCRIPT {NAME}  AT {LABEL} @DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{ use macro (Ctrl+J) "headsa" to insert a file header      }{$VERSION 3.0.0000}var$PLAYER_CHAR: Playerend // varconst8_MODEL = #SBMYRIend 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 5 0111: toggle_wasted_busted_check 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 00C0: set_current_time_hours_to 22 minutes_to 0030D: set_max_progress 1 04E4: unknown_refresh_game_renderer_at 3.3959 23.17103CB: set_rendering_origin_at 3.3959 23.171 1198.60120053: $PLAYER_CHAR = create_player #NULL at 3.3959 23.171 1198.601201F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "cornrows" model "cornrows" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "worktrgrey" model "worktr" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "hawaiiwht" model "hawaii" body_part 0 070D: rebuild_player $PLAYER_CHAR 01B4: toggle_player $PLAYER_CHAR can_move 0016A: fade 0 time 0 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at -2649.6948 638.3296 13.4531 angle 181.3925 town_number 0 016D: restart_if_busted_at -1605.9523 711.171 12.8672 angle 354.8716 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 0004: $DEFAULT_WAIT_TIME = 25003E6: remove_text_box0662: NOP "SAN ANDREAS RUMBLE"  0662: NOP "SCRIPT BY GTASEARCHER"0662: NOP "YOU MAY NOT DISTRIBUTE THIS MODIFICATION WITHOUT PERMISSION!"0662: NOP "BUT, BY READING THIS TEXT, YOU DOWNLOADED THE MOD."0662: NOP "THANKS FOR YOUR INTEREST."0662: NOP "HAPPY PLAYING!"     select_interior 10860: link_actor $PLAYER_ACTOR to_interior 1Actor.Angle($PLAYER_ACTOR) = 94.000907FB: set_interior 'CHANGER' access 0 // Ganton Gymstart_mission AHISF$SKIP = 0$CELLPHONE_ENDED = 0// put your create_thread commands here:MAIN_LOOP0001: wait $DEFAULT_WAIT_TIME ms00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes0002: jump @MAIN_LOOP // put your mods (threads) here:WARDthread 'WARD'while truewait 0if Player.Defined($PLAYER_CHAR)then if Player.Controllable($PLAYER_CHAR)then if 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2194.5417 -1210.7247 1049.0234 radius 1.0 1.0 1.0 then break end end endendPlayer.CanMove($PLAYER_CHAR) = Falsefade 0 2000wait 20000826: enable_hud 00581: enable_radar 0Actor.PutAt($PLAYER_ACTOR, 2194.5078, -1210.6852, 1048.0234)Actor.Angle($PLAYER_ACTOR) = 92.036Camera.SetPosition(2192.2231, -1210.8458, 1049.0234, 0.0, 0.0, 0.0)Camera.PointAt(2194.5417, -1210.7247, 1049.0234, 2)fade 1 200008D4: $wardp = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports08DB: set_panel $wardp column 0 header 'DUMMY' data 'WARD1' 'WARD2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday:1repeatwait 00512: show_permanent_text_box 'PAN'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.if00E1:   player 0 pressed_key 15thenjump @WARD_ENDenduntil  00E1:   player 0 pressed_key 16fade 0 2000wait 200008D7: $WARDPR = panel $wardp active_rowif$WARDPR == 0thenPlayer.SetClothes($PLAYER_CHAR, "hawaiiwht", "hawaii", Torso)else Player.SetClothes($PLAYER_CHAR, "hoodyablack", "hoodya", Torso)endPlayer.Build($PLAYER_CHAR)fade 1 2000jump @1:WARD_END08DA: remove_panel $wardp0826: enable_hud 1 0581: enable_radar 103E6: remove_text_box Actor.PutAt($PLAYER_ACTOR, 2193.3511, -1213.6069, 1048.0234)Camera.Restore_WithJumpCut()pLAYER.CanMove($PLAYER_CHAR) = Truewait 1000jump @WARD:SHIFTINthread 'SHIFTIN':2wait 0ifplayer.Defined($PLAYER_CHAR)jf @2ifplayer.Controllable($PLAYER_CHAR)jf @209E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0jf @203E5: show_text_box 'TUT1'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.end_thread:SAVERthread 'SAVER':SAVER1wait 0ifPlayer.Defined($PLAYER_CHAR)jf @SAVER1ifPlayer.Controllable($PLAYER_CHAR)jf @SAVER1if$ONMISSION == 0jf @SAVER1if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2191.2732 -1205.6221 1049.0234 radius 5.0 5.0 5.0jf @SAVER1repeatwait 00512: show_permanent_text_box 'SAVER'  // If your health reaches zero, you will pass out and you will be treated at the local medical center. if80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere 2191.2732 -1205.6221 1049.0234 radius 5.0 5.0 5.0then03E6: remove_text_box jump @SAVER1enduntil 00E1: 0 1503E6: remove_text_boxPlayer.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 10826: enable_hud 00581: enable_radar 0Actor.PutAt($PLAYER_ACTOR, 2191.3171, -1205.7511, 1048.0234)Actor.Angle($PLAYER_ACTOR) = 313.7218Camera.SetPosition(2195.313, -1200.5425, 1050.0977, 0.0, 0.0, 0.0) Camera.PointAt(2191.5347, -1205.4062, 1049.0234, 2)00BE: text_clear_all08E7: disable_entrance_markers 1 06B0: AS_actor $PLAYER_ACTOR sit_down 400000 msWAIT 1000fade 0 1500wait 15000687: clear_actor $PLAYER_ACTOR task 03D8: show_save_screenrepeatwait 0until 03D9:  save_doneFADE 0 003E6: remove_text_boxPlayer.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 10826: enable_hud 00581: enable_radar 0Camera.SetPosition(2195.313, -1200.5425, 1050.0977, 0.0, 0.0, 0.0) Camera.PointAt(2191.5347, -1205.4062, 1049.0234, 2)     06B0: AS_actor $PLAYER_ACTOR sit_down 500 mswait 1000fade 1 1500wait 1500Player.CanMove($PLAYER_CHAR) = True$ONMISSION = 00826: enable_hud 10581: enable_radar 108E7: disable_entrance_markers 0Camera.Restore_WithJumpCut()jump @SAVER1 :START_MISthread 'START_MIS'0652: [email protected] = integer_stat 147 // passed missions while truewait 0if Player.Defined($PLAYER_CHAR)  then   if    Player.Controllable($PLAYER_CHAR)     then      if       $ONMISSION == 0        then          if         00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1841.8641 1088.9342 46.0791 radius 2.0 2.0 2.0 on_foot         then break         end        end       end      end endPlayer.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 107CD: AS_actor $PLAYER_ACTOR walk_to -1842.0121 1083.397 46.0821 stop_with_angle 178.5141 within_radius 0.0Camera.SetPosition(-1819.9834, 1103.1934, 45.2891, 0.0, 0.0, 0.0) Camera.PointAt(-1841.2291, 1089.1294, 46.0795, 2)0936: set_camera -1819.9834 1103.1934 45.2891 position_to -1819.6027 1103.2035 116.0545 time 25000 drop_mode 1 0826: enable_hud 00581: enable_radar [email protected] == [email protected] = '81'end00BA: show_text_styled GXT [email protected] time 1000 style 2  // Beefy BaronWAIT 2000fade 0 1000wait 10000925: restore_camera_to_user_defined0826: enable_hud 10581: enable_radar 1start_mission [email protected]_thread :RESthread 'RES'01F0: set_max_wanted_level_to 5 0111: toggle_wasted_busted_check 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 00C0: set_current_time_hours_to 22 minutes_to 004E4: unknown_refresh_game_renderer_at 3.3959 23.17103CB: set_rendering_origin_at 3.3959 23.171 1198.6012Actor.PutAt($PLAYER_ACTOR, 3.3959, 23.171, 1198.6012)0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "cornrows" model "cornrows" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "worktrgrey" model "worktr" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "hawaiiwht" model "hawaii" body_part 0 070D: rebuild_player $PLAYER_CHAR 01B4: toggle_player $PLAYER_CHAR can_move 0select_interior 10860: link_actor $PLAYER_ACTOR to_interior 1Actor.Angle($PLAYER_ACTOR) = 94.000907FB: set_interior 'CHANGER' access 0 // Ganton Gymstart_mission AHISFend_thread:CELLPSthread 'CELLPS':CELLPS1wait 0ifplayer.Defined($PLAYER_CHAR)jf @CELLPS1ifplayer.Controllable($PLAYER_CHAR)jf @CELLPS1if$ONMISSION == 0jf @CELLPS108A9: load_external_script 0while 88AB:   not external_script 0 loaded wait 0end0913: run_external_script 0 [email protected] 83CA: not  object $CELLPHONE exists WAIT 0if not Player.Defined($PLAYER_CHAR) THEN 090F: end_external_script 0 Model.Destroy(330) oBJECT.Destroy($CELLPHONE) 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 goto @CELLPS1 end  if not $ONMISSION == 1 THEN 090F: end_external_script 0 Model.Destroy(330) oBJECT.Destroy($CELLPHONE) 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 goto @CELLPS1  end09E8: [email protected] = actor $PLAYER_ACTOR active_interior  if not [email protected] == 0 THEN 090F: end_external_script 0 Model.Destroy(330) oBJECT.Destroy($CELLPHONE) 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 goto @CELLPS1  endENDwhile truewait 0if $CELLPHONE_ENDED == 1 then $CELLPHONE_ENDED = 0 end_thread endif not Player.Defined($PLAYER_CHAR) THEN 090F: end_external_script 0 Model.Destroy(330) oBJECT.Destroy($CELLPHONE) 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 goto @CELLPS1 end  if not $ONMISSION == 1 THEN 090F: end_external_script 0 Model.Destroy(330) oBJECT.Destroy($CELLPHONE) 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 goto @CELLPS1  end09E8: [email protected] = actor $PLAYER_ACTOR active_interior  if not [email protected] == 0 THEN 090F: end_external_script 0 Model.Destroy(330) oBJECT.Destroy($CELLPHONE) 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 goto @CELLPS1  endend //-------------Mission 0---------------// put your missions here:AHISFthread 'AHISF'gosub @AHISF1ifwasted_or_bustedthen goto @AHISFFendend_thread:AHISFFrepeatwait 0until player.Defined($PLAYER_CHAR)fade 0 00792: disembark_instantly_actor $PLAYER_ACTOR 0925: restore_camera_to_user_defined cAMERA.SetBehindPlayer()00BE: text_clear_all0955: end_playing_loaded_soundtrack Camera.Restore_WithJumpCut()Car.Destroy($8_CAR)Actor.DestroyInstantly($EIGHT) #SHAMAL.Destroy()Car.Destroy([email protected])mODEL.Destroy(8_MODEL)Marker.Disable([email protected])0873: release_path 101 0873: release_path 102 0873: release_path 103 oBJECT.Destroy([email protected])mODEL.Destroy(330)$ONMISSION = 0MISSION_CLEANUPFADE 0 0create_thread @RESend_thread:AHISF1$ONMISSION = 1increment_mission_attempts054C: use_GXT_table 'AHISF'048F: actor $PLAYER_ACTOR remove_weapons [email protected] = Objectend Model.Load(330)repeatwait 0until Model.Available(330)#SHAMAL.Load()repeatwait 0until #SHAMAL.Available()07C0: load_path 101repeatwait 0until 07C1:   path 101 available 0952: load_soundtrack [email protected] = Object.Create(330, 0.0, 0.0, 0.0)070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 1.5 1.0 rotation 0.0 0.0 0.0 0.0 2 fade 1 15000707: @AHISF202A3: enable_widescreen 1  0729: AS_actor $PLAYER_ACTOR hold_cellphone 1  wait 20000967: actor $PLAYER_ACTOR move_mouth 10 ms00BC: show_text_highpriority GXT 'AHISF1' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00. wait 30000954: start_playing_loaded_soundtrack0968: actor $PLAYER_ACTOR stop_mouth 00BC: show_text_highpriority GXT 'AHISF2' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 3 033E: set_draw_text_position 180.333 180.333 GXT 'AHISF5'  // Push04E4: unknown_refresh_game_renderer_at -1897.8585 -1161.939103CB: set_rendering_origin_at -1897.8585 -1161.9391 45.39750792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1Object.Destroy([email protected])Model.Destroy(330)Actor.PutAt($PLAYER_ACTOR, -1903.9257, -1189.9304, 39.4853)Actor.LockInCurrentPosition($PLAYER_ACTOR) = True0860: link_actor $PLAYER_ACTOR to_interior 0select_interior 0Camera.SetPosition(-1897.8585, -1161.9391, 44.3975, 0.0, 0.0, 0.0)Camera.PointAt(-1897.2413, -1121.6714, 46.3218, 2)0936: set_camera -1897.8585 -1161.9391 44.3975 position_to -1897.2413 -1121.6714 46.3218 time 15000 drop_mode 1WAIT 1450003F0: enable_text_draw 00925: restore_camera_to_user_defined Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -2690.5586, -219.3935, 3.3359)Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetPosition(-2698.7812, -212.6173, 38.5815, 0.0, 0.0, 0.0)Camera.PointAt(-2718.8521, -320.5709, 56.4873, 2)04E4: unknown_refresh_game_renderer_at -2698.7812 -212.6173 38.581503CB: set_rendering_origin_at -2698.7812 -212.6173 38.58150936: set_camera -2698.7812 -212.6173 38.5815 position_to -2718.8521 -320.5709 56.4873 time 20000 drop_mode 1WAIT 00343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 2 033E: set_draw_text_position 50.333 50.333 GXT 'AHISF3'  // PushWAIT 1500003F0: enable_text_draw 00925: restore_camera_to_user_defined Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -1770.0243, -593.5413, 15.4844)Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetPosition(-1758.7009, -589.2073, 32.4146, 0.0, 0.0, 0.0)Camera.PointAt(-1737.2432, -587.4758, 32.4146, 2)0936: set_camera -1758.7009 -589.2073 32.4146 position_to -1750.0968 -566.3757 32.4146 time 10000 drop_mode 104E4: unknown_refresh_game_renderer_at -1758.7009 -589.207303CB: set_rendering_origin_at -1758.7009 -589.2073 32.4146WAIT 00343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 2 033E: set_draw_text_position 50.333 50.333 GXT 'AHISF4'  // PushWAIT 800003F0: enable_text_draw 00925: restore_camera_to_user_definedActor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -1320.7307, 140.1287, 13.5469)Actor.LockInCurrentPosition($PLAYER_ACTOR) = True00BE: text_clear_all 0860: link_actor $PLAYER_ACTOR to_interior 004E4: unknown_refresh_game_renderer_at -847.4073 772.456103CB: set_rendering_origin_at -847.4073 772.4561 [email protected] = [email protected] = Car.Create(#SHAMAL, 0.0, 0.0, 0.0)05EB: assign_car [email protected] to_path 1010679: put_camera_on_car [email protected] with_offset 0.0 -25.0 0.0 rotation 0.0 0.0 0.0 0.0 2 repeatwait 0until 01AF:   car [email protected] sphere 0 in_sphere -1308.7582 183.9288 15.06 radius 15.0 15.0 1.006C5: release_car [email protected] from_pathCar.LockInCurrentPosition([email protected]) = TrueSELECT_INTERIOR 0fade 0 1500wait 1500Camera.Restore_WithJumpCut()Car.Destroy([email protected])#SHAMAL.Destroy()0873: release_path 10107C0: load_path 102#MANANA.Load()Model.Load(8_MODEL)04ED: load_animation "car_chat" while truewait 0if and #MANANA.Available() 07C1:   path 102 available  Model.Available(8_MODEL) 04EE:   animation "car_chat" loaded then breakendend04E4: unknown_refresh_game_renderer_at -1422.3842 -287.107303CB: set_rendering_origin_at -1422.3842 -287.1073 13.1484Actor.PutAt($PLAYER_ACTOR, -1422.3842, -287.1073, 13.1484)Actor.Angle($PLAYER_ACTOR) = 138.7836Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseCamera.SetPosition(-1423.5754, -289.5911, 14.7997, 0.0, 0.0, 0.0)Camera.PointAt(-1421.1345, -287.0033, 14.9512, 2)0936: set_camera -1423.5754 -289.5911 14.7997 position_to -1454.7783 -331.1641 21.7145 time 15000 drop_mode [email protected] = 007CD: AS_actor $PLAYER_ACTOR walk_to -1426.0469 -292.7057 13.1484 stop_with_angle 141.9403 within_radius 0.0fade 1 1500repeatwait 0until [email protected] > 150000925: restore_camera_to_user_defined 0674: set_car_model #MANANA numberplate "_8_BALL_" $8_CAR = car.Create(#MANANA, -1325.4363, 135.5071, 13.5469)0229: set_car $8_CAR primary_color_to 7 secondary_color_to 00129: $EIGHT = create_actor_pedtype 23 model 8_Model in_car $8_CAR driverseat 05EB: assign_car $8_CAR to_path 10205C0: AS_actor $PLAYER_ACTOR look_at_car $8_CAR -1 ms Camera.SetPosition(-1454.7783, -331.1641, 21.7145, 0.0, 0.0, 0.0)Camera.PointAt(-1421.1345, -287.0033, 14.9512, 1)repeatwait 0until 860E:   not car $8_CAR assigned_to_pathCar.LockInCurrentPosition($8_CAR) = True0687: clear_actor $PLAYER_ACTOR task 0967: actor $EIGHT move_mouth 10000 ms05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 30000 ms05CA: AS_actor $PLAYER_ACTOR enter_car $8_CAR passenger_seat 0 10000 ms00BC: show_text_highpriority GXT 'AHISF6' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.while not Actor.InCar($PLAYER_ACTOR, $8_CAR) wait 0end0968: actor $EIGHT stop_mouth   0955: end_playing_loaded_soundtrack041E: set_radio_station 10679: put_camera_on_car $8_CAR with_offset 3.0 3.0 1.0 rotation 0.0 0.0 0.0 0.0 207C0: load_path 103repeatwait 0until 07C1:   path 103 available0873: release_path 102Car.LockInCurrentPosition($8_CAR) = False05EB: assign_car $8_CAR to_path 103 0967: actor $EIGHT move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF7' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 20000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF8' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 4000 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF9' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00. wait 40000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF10' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 1500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF11' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF12' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 20000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 1500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF13' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF14' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00. wait 25000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 4500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF15' time 4500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 45000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF16' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00. wait 20000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR0605: actor $EIGHT perform_animation_sequence "CAR_Sc3_FL" IFP_file "car_chat" 4.0 loop 0 0 0 0 time -1 // versionA 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF17' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF18' time 3500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 35000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF19' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF20' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF21' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000687: clear_actor $EIGHT task0968: actor $EIGHTrepeatwait 0until 860E:  not car $8_CAR assigned_to_path0687: clear_actor $EIGHT task0968: actor $EIGHT0605: actor $EIGHT perform_animation_sequence "CAR_Sc3_FL" IFP_file "car_chat" 4.0 loop 0 0 0 0 time -1 // versionA 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF22' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF23' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00. 0633: AS_actor $PLAYER_ACTOR exit_car:AHISF20701:03F0: enable_text_draw 0fade 0 1500wait 15000792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 10925: restore_camera_to_user_defined cAMERA.SetBehindPlayer()00BE: text_clear_all0955: end_playing_loaded_soundtrack Camera.Restore_WithJumpCut()Car.Destroy($8_CAR)Actor.DestroyInstantly($EIGHT) #SHAMAL.Destroy()Car.Destroy([email protected])mODEL.Destroy(8_MODEL)0873: release_path 101 0873: release_path 102 0873: release_path 103 Object.Destroy([email protected])mODEL.Destroy(330)select_interior 0Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -2026.2833, -55.4951, 34.3478)Actor.Angle($PLAYER_ACTOR) = 5.35010860: link_actor $PLAYER_ACTOR to_interior 004E4: unknown_refresh_game_renderer_at -2026.2833 -55.495103CB: set_rendering_origin_at -2026.2833 -55.4951 35.3478fade 1 150002A3: enable_widescreen 0Player.CanMove($PLAYER_CHAR) = true03E5: show_text_box 'AHISF29'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.wait 100000BC: show_text_highpriority GXT 'AHISF30' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.018A: [email protected] = create_checkpoint_at -2027.7821 -41.208 38.8047repeatwait 0until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2027.7821 -41.208 38.8047 radius 1.0 1.0 1.0Marker.Disable([email protected])09E8: [email protected] = actor $PLAYER_ACTOR active_interiorwhile [email protected] == 0wait 009E8: [email protected] = actor $PLAYER_ACTOR active_interior endPlayer.CanMove($PLAYER_CHAR) = False08E7: disable_entrance_markers 1 0826: enable_hud 00581: enable_radar 000BE: text_clear_all Camera.SetPosition(2195.313, -1200.5425, 1050.0977, 0.0, 0.0, 0.0) Camera.PointAt(2191.5347, -1205.4062, 1049.0234, 2)0707: @continue03E5: show_text_box 'AHISF24'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.while 8A2A:   text_box 'AHISF24' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino. wait 0endwhile 0A2A:   text_box 'AHISF24' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino. wait 0end03E5: show_text_box 'AHISF25'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.while 8A2A:   text_box 'AHISF25' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endwhile 0A2A:   text_box 'AHISF25' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0end03E5: show_text_box 'AHISF26'while 8A2A:   text_box 'AHISF26' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endwhile 0A2A:   text_box 'AHISF26' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endCamera.SetPosition(2192.2231, -1210.8458, 1049.0234, 0.0, 0.0, 0.0)Camera.PointAt(2194.5417, -1210.7247, 1049.0234, 2)03E5: show_text_box 'AHISF27'while 8A2A:   text_box 'AHISF27' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endwhile 0A2A:   text_box 'AHISF27' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0end:continue0701:03E6: remove_text_box cAMERA.Restore_WithJumpCut()Player.CanMove($PLAYER_CHAR) = tRUE0826: enable_hud 10581: enable_radar 100BC: show_text_highpriority GXT 'AHISF28' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.repeatwait 0until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2194.5417 -1210.7247 1049.0234 radius 1.0 1.0 1.0Player.CanMove($PLAYER_CHAR) = Falsefade 0 2000wait 20000784: $PLAYER_CHAR  0  0  0Player.SetClothes($PLAYER_CHAR, "HOODYABLACK", "HOODYA", Torso)Player.Build($PLAYER_CHAR)Actor.PutAt($PLAYER_ACTOR, 2193.3511, -1213.6069, 1048.0234)fade 1 2000Player.CanMove($PLAYER_CHAR) = True0394: play_music 2 $ONMISSION = 0MISSION_CLEANUPcreate_thread @WARDcreate_thread @SHIFTINcreate_thread @SAVERMarker.CreateIconWithoutSphere($SAVE_HOUSE_M, 35, -2027.8348, -41.1306, 38.8047)0318: set_latest_mission_passed 'AHISF'  // Big Smoke030C: progress_made += 1 create_thread @CELLPS 1RETURN:EIGHT1thread 'EIGHT1'gosub @81_1ifwasted_or_bustedjf @[email protected] = ''jump @81_FAIL:81_1$ONMISSION = 1increment_mission_attempts054C: use_GXT_table '81' SELECT_INTERIOR 3Actor.PutAt($PLAYER_ACTOR, 372.9225, 183.1804, 1007.3828)Actor.Angle($PLAYER_ACTOR) = 0.42610860: link_actor $PLAYER_ACTOR to_interior 304E4: unknown_refresh_game_renderer_at 372.9225 183.180403CB: set_rendering_origin_at 372.9225 183.1804 1008.3828Model.Load(8_Model)while not Model.Available(8_Model)wait 0end$EIGHT = Actor.Create(23, 8_Model, 368.6215, 173.659, 1007.3893)06B0: AS_actor $PLAYER_ACTOR sit_down -1 ms 02A3: enable_widescreen 1 Camera.Restore_WithJumpCut()Camera.SetPosition(372.8055, 186.067, 1008.8679, 0.0, 0.0, 0.0)CAMERA.PointAt(370.5523, 180.0953, 1008.3828, 2)06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 WAIT 1000fade 1 15000707: @81_207CD: AS_actor $EIGHT walk_to 369.6874 177.3008 1008.3828 stop_with_angle 343.6853 within_radius 0.000BC: show_text_highpriority GXT '81_1' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.05BF: AS_actor $PLAYER_ACTOR look_at_actor $EIGHT 4000 ms0967: actor $EIGHT move_mouth 10000 mswait 3000:81_20701:0968: $EIGHTfade 0 1500wait 1500#MANANA.Load()repeatwait 0until #MANANA.Available()06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0014C: set_parked_car_generator $EIGHT_PARKED_CAR cars_to_generate_to 0 0395: clear_area 1 at -1842.288 1097.4047 44.9798 radius 300.0$8_CAR = Car.Create(#MANANA, -1842.288, 1097.4047, 44.9798) Car.Angle($8_CAR) = 90.39960229: set_car $8_CAR primary_color_to 7 secondary_color_to 70840: link_car $8_CAR to_interior 0  0687: clear_actor $PLAYER_ACTOR task 0687: clear_actor $EIGHT taskselect_interior 0Actor.PutAt($PLAYER_ACTOR, -1841.1626, 1095.7229, 44.4453)Actor.PutAt($EIGHT, -1841.2396, 1098.8184, 44.2891)Actor.Angle($PLAYER_ACTOR) = 91.4763    Actor.Angle($EIGHT) = 91.47630860: link_actor $PLAYER_ACTOR to_interior 00860: link_actor $EIGHT to_interior 004E4: unknown_refresh_game_renderer_at -1841.2396 1098.818403CB: set_rendering_origin_at -1841.2396 1098.8184 45.289105CB: AS_actor $PLAYER_ACTOR enter_car $8_CAR as_driver 10000 ms 05CA: AS_actor $EIGHT enter_car $8_CAR passenger_seat 0 10000 ms0158: camera_on_car $8_CAR 18 2 FADE 1 150002A3: enable_widescreen 00826: enable_hud 00581: enable_radar 0  while truewait 0if and Actor.InCar($PLAYER_ACTOR, $8_CAR) Actor.InCar($EIGHT, $8_CAR)then breakendend0826: enable_hud 10581: enable_radar 1Player.CanMove($PLAYER_CHAR) = True00BC: show_text_highpriority GXT '81_2' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.0526: set_actor $EIGHT stay_in_car 1018A: [email protected] = create_checkpoint_at -1905.1929 824.2896 34.6173repeatwait 00209: [email protected] = random_int_in_ranges 0 30 ifActor.Dead($EIGHT)then [email protected] = '81_6' goto @81_FAIL end ifCar.Wrecked($8_CAR)then [email protected] = '81_7' goto @81_FAIL end if  not Actor.InCar($PLAYER_ACTOR, $8_CAR)   then    if     [email protected] <= 10     then      [email protected] = '81_3'      end    if and     [email protected] > 10     [email protected] <= 20     then      [email protected] = '81_4'      end    if and     [email protected] > 20     [email protected] <= 30     then      [email protected] = '81_5'    end   00BC: show_text_highpriority [email protected] time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.   Marker.CreateAboveCar([email protected], $EIGHT)   07E0: set_marker [email protected] type_to 1   mARKER.Disable([email protected])   while not Actor.InCar($PLAYER_ACTOR, $8_CAR)   wait 0   ifActor.Dead($EIGHT)then [email protected] = '81_6' goto @81_FAIL end ifCar.Wrecked($8_CAR)then [email protected] = '81_7' goto @81_FAIL end if  80F2:  NOT actor $PLAYER_ACTOR near_actor $EIGHT radius 150.0 150.0 0  then   [email protected] = '81_8'   goto @81_FAIL   end   endMarker.Disable([email protected])018A: [email protected] = create_checkpoint_at -1905.1929 824.2896 34.6173END     until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1905.1929 824.2896 34.6173 radius 5.0 5.0 5.0Marker.Disable([email protected])Player.CanMove($PLAYER_CHAR) = False0826: enable_hud 00581: enable_radar 00633: AS_actor $PLAYER_ACTOR exit_car 0633: AS_actor $EIGHT exit_carfade 0 2000wait 20000792: disembark_instantly_actor $PLAYER_ACTOR$ONMISSION = 1 0792: disembark_instantly_actor $EIGHTselect_interior 10Actor.PutAt($PLAYER_ACTOR, 379.1015, -73.5975, 1000.5078)Actor.Angle($PLAYER_ACTOR) = 268.63990860: link_actor $PLAYER_ACTOR to_interior 10Actor.PutAt($EIGHT, 366.936, -57.6768, 1000.5103)Actor.Angle($EIGHT) = 99.82080860: link_actor $EIGHT to_interior 10Camera.SetPosition(366.6097, -60.5059, 1001.5078, 0.0, 0.0, 0.0)Camera.PointAt(366.8774, -57.8172, 1001.5102, 2)  04ED: load_animation "FOOD"while 84EE:   not animation "FOOD" loadedwait 0end #BALLAS1.Load()#BALLAS2.Load()#BALLAS3.Load()#COLT45.Load()while truewait 0if and #BALLAS1.Available() #BALLAS2.Available() #BALLAS3.Available() #COLT45.Available()[email protected] = Actor.Create(23, #BALLAS1, 364.4114, -61.3727, 1000.5078)Actor.Angle([email protected]) = [email protected] = Actor.Create(23, #BALLAS2, 363.7481, -60.7623, 1000.5078)Actor.Angle([email protected]) = [email protected] = Actor.Create(23, #BALLAS3, 363.6755, -60.111, 1000.5151)Actor.Angle([email protected]) = 283.6799Player.ClearWantedLevel($PLAYER_CHAR)06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 FADE 1 1000   0605: actor $EIGHT perform_animation_sequence "EAT_Vomit_P" IFP_file "food" 4.0 loop 0 0 0 0 time -1 // versionAwhile not Actor.Animation($EIGHT) == "EAT_Vomit_P"wait 0endwhile Actor.Animation($EIGHT) == "EAT_Vomit_P"wait 0end Camera.OnPed($EIGHT, 15, 1)07CD: AS_actor $EIGHT walk_to 367.1136 -58.6555 1001.5182 stop_with_angle 178.0856 within_radius 0.0wait 10000687: clear_actor $EIGHT task 05C4: AS_actor $EIGHT hands_up 15000 ms  01B2: give_actor [email protected] weapon 22 ammo 9999999999 // Load the weapon model before using this01B9: set_actor [email protected] armed_weapon_to 30635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms01B2: give_actor [email protected] weapon 22 ammo 9999999999 // Load the weapon model before using this01B9: set_actor [email protected] armed_weapon_to 30635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms01B2: give_actor [email protected] weapon 22 ammo 9999999999 // Load the weapon model before using this01B9: set_actor [email protected] armed_weapon_to 30635: AS_actor [email protected] aim_at_actor $EIGHT -1 msCamera.OnPed([email protected], 15, 1)WAIT 1000fade 0 1000Car.PutAt($8_CAR, -1904.7552, 826.0479, 33.6172)Car.Angle($8_CAR) = 178.468wait 1000fade 1 1000#SENTINEL.Load()WHILE NOT #SENTINEL.Available()wait 0endSELECT_INTERIOR 00860: link_actor $PLAYER_ACTOR to_interior [email protected] = Car.Create(#SENTINEL, -1904.8268, 806.2358, 35.5952)Car.Angle([email protected]) = 179.4239072A: put_actor $PLAYER_ACTOR into_car $8_CAR driverseat072A: put_actor [email protected] into_car [email protected] driverseat0430: put_actor [email protected] into_car [email protected] passenger_seat 0 0430: put_actor [email protected] into_car [email protected] passenger_seat 2 0430: put_actor $EIGHT into_car [email protected] passenger_seat 1 Car.SetDriverBehaviour([email protected], IgnoreRoadPaths)Camera.Restore_WithJumpCut() Player.CanMove($PLAYER_CHAR) = True end_thread:81_PASS:81_FAILWHILE NOT PLAYER.Defined($PLAYER_CHAR)wait 0endPlayer.CanMove($PLAYER_CHAR) = False00BC: show_text_highpriority GXT [email protected] time 5000 flag 1  // ~s~Come back between 9:00 and 17:00.fade 0 5000wait 5000$ONMISSION = 0mission_cleanupfade 1 1500Player.CanMove($PLAYER_CHAR) = Trueend_thread //-------------External script 0---------------// put your external scripts here:CELLP1thread 'CELLP':CELLPwait 0ifPlayer.Defined($PLAYER_CHAR)jf @CELLPifPlayer.Controllable($PLAYER_CHAR)jf @CELLPif$ONMISSION == 0jf @CELLPifnot Actor.Driving($PLAYER_ACTOR)jf @CELLP09E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0jf @[email protected] = 0repeatwait 0if not Player.Defined($PLAYER_CHAR)then goto @CELLPendifnot Player.Controllable($PLAYER_CHAR)then goto @CELLPendif $ONMISSION == 1then goto @CELLPendif Actor.Driving($PLAYER_ACTOR)then goto @CELLPend09E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0thenelse goto @CELLPenduntil [email protected] > 500003CF: load_wav 23000 as 1 repeatwait 0until 03D0:   wav 1 loaded03D1: play_wav 103E5: show_text_box 'ANSWER'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.REPEATWAIT 0if03D2:   wav 1 endedthenif not Player.Defined($PLAYER_CHAR)then040D: unload_wav 1goto @CELLPendifnot Player.Controllable($PLAYER_CHAR)then040D: unload_wav 1goto @CELLPendif $ONMISSION == 1then040D: unload_wav 1 goto @CELLPendif Actor.Driving($PLAYER_ACTOR)then040D: unload_wav 1 goto @CELLPend 09E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0thenelse goto @CELLPend   03D1: play_wav 1enduntil 00E1:   player 0 pressed_key 4Model.Load(330)while not Model.Available(330)wait 0end$CELLPHONE = Object.Create(330, 0.0, 0.0, 0.0)070A: AS_actor $PLAYER_ACTOR attach_to_object $CELLPHONE 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -10729: AS_actor $PLAYER_ACTOR hold_cellphone 1 WAIT [email protected] == 1then0967: actor $PLAYER_ACTOR move_mouth 10000 ms00BC: show_text_highpriority GXT '81S1' time 1000 flag 0  // ~s~Come back between 9:00 and 17:00.wait 10000968: $PLAYER_ACTOR00BC: show_text_highpriority GXT '81S2' time 2500 flag 0  // ~s~Come back between 9:00 and 17:00.wait 25000967: $PLAYER_ACTOR 1000000BC: show_text_highpriority GXT '81S3' time 2500 flag 0  // ~s~Come back between 9:00 and 17:00.wait 25000968: $PLAYER_ACTOR00BC: show_text_highpriority GXT '81S4' time 3500 flag 0  // ~s~Come back between 9:00 and 17:00. wait 35000729: AS_actor $PLAYER_ACTOR hold_cellphone 0wait 200003E5: show_text_box 'EIGHTS'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.09E2: $EIGHT_PARKED_CAR = parked_car_generator_w_numberplate #MANANA 7 7 1 alarm 0 door_lock 0 0 10000 plate "_8_BALL_" at -1842.288 1097.4047 44.9798 angle 90.3996014C: set_parked_car_generator $EIGHT_PARKED_CAR cars_to_generate_to 101Marker.CreateIconAndSphere($8_M, 36, -1841.8641, 1088.9342, 46.0791)040D: unload_wav 1 Object.Destroy($CELLPHONE)mODEL.Destroy(330)create_thread @start_misend$CELLPHONE_ENDED = 1end_thread

 

Decompiled code

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007DEFINE OBJECTS 1DEFINE OBJECT SANNY BUILDER 3.04      DEFINE MISSIONS 2DEFINE MISSION 0 AT @AHISF             // Initial 1DEFINE MISSION 1 AT @EIGHT1            // Initial 2DEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA scriptDEFINE SCRIPT CELLP AT @CELLP          // 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------thread 'MAIN' 01F0: set_max_wanted_level_to 5 set_wb_check_to 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 00C0: set_current_time_hours_to 22 minutes_to 0 030D: set_max_progress 1 04E4: unknown_refresh_game_renderer_at 3.3959 23.171 Camera.SetAtPos(3.3959, 23.171, 1198.601)$PLAYER_CHAR = Player.Create(#NULL, 3.3959, 23.171, 1198.601)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group Camera.SetBehindPlayerset_weather 0 wait 0 Player.SetClothes($PLAYER_CHAR, "CORNROWS", "CORNROWS", Head)Player.SetClothes($PLAYER_CHAR, "WORKTRGREY", "WORKTR", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "HAWAIIWHT", "HAWAII", Torso)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = Falsefade 0 0 select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at -2649.695 638.3296 13.4531 angle 181.3925 town_number 0 016D: restart_if_busted_at -1605.952 711.171 12.8672 angle 354.8716 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box 0662: NOP "SAN ANDREAS RUMBLE" 0662: NOP "SCRIPT BY GTASEARCHER" 0662: NOP "YOU MAY NOT DISTRIBUTE THIS MODIFICATION WITHOUT PERMISSION!" 0662: NOP "BUT, BY READING THIS TEXT, YOU DOWNLOADED THE MOD." 0662: NOP "THANKS FOR YOUR INTEREST." 0662: NOP "HAPPY PLAYING!" select_interior 1 0860: link_actor $PLAYER_ACTOR to_interior 1 Actor.Angle($PLAYER_ACTOR) = 94.000907FB: set_interior 'CHANGER' access 0  // Wardrobestart_mission 0  // Initial 1$SKIP = 0 $CELLPHONE_ENDED = 0 :MAIN_588wait $DEFAULT_WAIT_TIME 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes jump @MAIN_588 :WARDthread 'WARD' :WARD_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @WARD_102 if   Player.Controllable($PLAYER_CHAR)jf @WARD_102 if 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2194.542 -1210.725 1049.023 radius 1.0 1.0 1.0 jf @WARD_102 jump @WARD_109 :WARD_102jump @WARD_11 :WARD_109Player.CanMove($PLAYER_CHAR) = Falsefade 0 2000 wait 2000 0826: enable_hud 0 0581: enable_radar 0 Actor.PutAt($PLAYER_ACTOR, 2194.508, -1210.685, 1048.023)Actor.Angle($PLAYER_ACTOR) = 92.036Camera.SetPosition(2192.223, -1210.846, 1049.023, 0.0, 0.0, 0.0)Camera.PointAt(2194.542, -1210.725, 1049.023, 2)fade 1 2000 08D4: $WARDP = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel $WARDP column 0 header 'DUMMY' data 'WARD1' 'WARD2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Hawaii // Hood:WARD_385wait 0 0512: show_permanent_text_box 'PAN'  // ~y~~k~~PED_SPRINT~~w~ to select~n~~y~~k~~VEHICLE_ENTER_EXIT~~w~ to exitif 00E1:   player 0 pressed_key 15 jf @WARD_424 jump @WARD_555 :WARD_42400E1:   player 0 pressed_key 16 jf @WARD_385 fade 0 2000 wait 2000 08D7: $WARDPR = panel $WARDP active_row if  $WARDPR == 0 jf @WARD_508 Player.SetClothes($PLAYER_CHAR, "HAWAIIWHT", "HAWAII", Torso)jump @WARD_536 :WARD_508Player.SetClothes($PLAYER_CHAR, "HOODYABLACK", "HOODYA", Torso):WARD_536Player.Build($PLAYER_CHAR)fade 1 2000 jump @WARD_385 :WARD_55508DA: remove_panel $WARDP 0826: enable_hud 1 0581: enable_radar 1 03E6: remove_text_box Actor.PutAt($PLAYER_ACTOR, 2193.351, -1213.607, 1048.023)Camera.Restore_WithJumpCutPlayer.CanMove($PLAYER_CHAR) = Truewait 1000 jump @WARD :SHIFTINthread 'SHIFTIN' :SHIFTIN_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @SHIFTIN_11 if   Player.Controllable($PLAYER_CHAR)jf @SHIFTIN_11 09E8: [email protected] = actor $PLAYER_ACTOR active_interior if  [email protected] == 0 jf @SHIFTIN_11 03E5: show_text_box 'TUT1'  // Use ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to enter/exit a car.end_thread :SAVERthread 'SAVER' :SAVER_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @SAVER_11 if   Player.Controllable($PLAYER_CHAR)jf @SAVER_11 if  $ONMISSION == 0 jf @SAVER_11 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2191.273 -1205.622 1049.023 radius 5.0 5.0 5.0 jf @SAVER_11 :SAVER_113wait 0 0512: show_permanent_text_box 'SAVER'  // Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to save the game.if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2191.273 -1205.622 1049.023 radius 5.0 5.0 5.0 jf @SAVER_185 03E6: remove_text_box jump @SAVER_11 :SAVER_18500E1:   player 0 pressed_key 15 jf @SAVER_113 03E6: remove_text_box Player.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1 0826: enable_hud 0 0581: enable_radar 0 Actor.PutAt($PLAYER_ACTOR, 2191.317, -1205.751, 1048.023)Actor.Angle($PLAYER_ACTOR) = 313.7218Camera.SetPosition(2195.313, -1200.542, 1050.098, 0.0, 0.0, 0.0)Camera.PointAt(2191.535, -1205.406, 1049.023, 2)00BE: text_clear_all 08E7: disable_entrance_markers 1 06B0: AS_actor $PLAYER_ACTOR sit_down 400000 ms wait 1000 fade 0 1500 wait 1500 0687: clear_actor $PLAYER_ACTOR task 03D8: show_save_screen :SAVER_348wait 0 03D9:   save_done jf @SAVER_348 fade 0 0 03E6: remove_text_box Player.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1 0826: enable_hud 0 0581: enable_radar 0 Camera.SetPosition(2195.313, -1200.542, 1050.098, 0.0, 0.0, 0.0)Camera.PointAt(2191.535, -1205.406, 1049.023, 2)06B0: AS_actor $PLAYER_ACTOR sit_down 500 ms wait 1000 fade 1 1500 wait 1500 Player.CanMove($PLAYER_CHAR) = True$ONMISSION = 0 0826: enable_hud 1 0581: enable_radar 1 08E7: disable_entrance_markers 0 Camera.Restore_WithJumpCutjump @SAVER_11 :START_MISthread 'START_MIS' 0652: [email protected] = integer_stat 147 :START_MIS_27wait 0 if   Player.Defined($PLAYER_CHAR)jf @START_MIS_136 if   Player.Controllable($PLAYER_CHAR)jf @START_MIS_136 if  $ONMISSION == 0 jf @START_MIS_136 if 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1841.864 1088.934 46.0791 radius 2.0 2.0 2.0 on_foot jf @START_MIS_136 jump @START_MIS_143 :START_MIS_136jump @START_MIS_27 :START_MIS_143Player.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1 07CD: AS_actor $PLAYER_ACTOR walk_to -1842.012 1083.397 46.0821 stop_with_angle 178.5141 within_radius 0.0 Camera.SetPosition(-1819.983, 1103.193, 45.2891, 0.0, 0.0, 0.0)Camera.PointAt(-1841.229, 1089.129, 46.0795, 2)0936: set_camera -1819.983 1103.193 45.2891 position_to -1819.603 1103.203 116.0545 time 25000 drop_mode 1 0826: enable_hud 0 0581: enable_radar 0 if  [email protected] == 1 jf @START_MIS_320 05AA: [email protected] = '81'  // ~w~Town Ride:START_MIS_32000BA: show_text_styled GXT [email protected] time 1000 style 2 wait 2000 fade 0 1000 wait 1000 0925: restore_camera_to_user_defined 0826: enable_hud 1 0581: enable_radar 1 start_mission [email protected]  // Initial 1end_thread :RESthread 'RES' 01F0: set_max_wanted_level_to 5 set_wb_check_to 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 00C0: set_current_time_hours_to 22 minutes_to 0 04E4: unknown_refresh_game_renderer_at 3.3959 23.171 Camera.SetAtPos(3.3959, 23.171, 1198.601)Actor.PutAt($PLAYER_ACTOR, 3.3959, 23.171, 1198.601)Camera.SetBehindPlayerset_weather 0 wait 0 Player.SetClothes($PLAYER_CHAR, "CORNROWS", "CORNROWS", Head)Player.SetClothes($PLAYER_CHAR, "WORKTRGREY", "WORKTR", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "HAWAIIWHT", "HAWAII", Torso)Player.Build($PLAYER_CHAR)Player.CanMove($PLAYER_CHAR) = Falseselect_interior 1 0860: link_actor $PLAYER_ACTOR to_interior 1 Actor.Angle($PLAYER_ACTOR) = 94.000907FB: set_interior 'CHANGER' access 0  // Wardrobestart_mission 0  // Initial 1end_thread :CELLPSthread 'CELLPS' :CELLPS_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @CELLPS_11 if   Player.Controllable($PLAYER_CHAR)jf @CELLPS_11 if  $ONMISSION == 0 jf @CELLPS_11 08A9: load_external_script 0 (CELLP) :CELLPS_6988AB:   not external_script 0 (CELLP) loaded jf @CELLPS_91 wait 0 jump @CELLPS_69 :CELLPS_910913: run_external_script 0 (CELLP) [email protected]  :CELLPS_9983CA:   not object $CELLPHONE exists jf @CELLPS_266 wait 0 if   not Player.Defined($PLAYER_CHAR)jf @CELLPS_159 090F: end_external_script 0 (CELLP) Model.Destroy(#CELLPHONE)Object.Destroy($CELLPHONE)0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 jump @CELLPS_11 :CELLPS_159if   not $ONMISSION == 1 jf @CELLPS_205 090F: end_external_script 0 (CELLP) Model.Destroy(#CELLPHONE)Object.Destroy($CELLPHONE)0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 jump @CELLPS_11 :CELLPS_20509E8: [email protected] = actor $PLAYER_ACTOR active_interior if   not [email protected] == 0 jf @CELLPS_259 090F: end_external_script 0 (CELLP) Model.Destroy(#CELLPHONE)Object.Destroy($CELLPHONE)0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 jump @CELLPS_11 :CELLPS_259jump @CELLPS_99 :CELLPS_266wait 0 if  $CELLPHONE_ENDED == 1 jf @CELLPS_297 $CELLPHONE_ENDED = 0 end_thread :CELLPS_297if   not Player.Defined($PLAYER_CHAR)jf @CELLPS_341 090F: end_external_script 0 (CELLP) Model.Destroy(#CELLPHONE)Object.Destroy($CELLPHONE)0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 jump @CELLPS_11 :CELLPS_341if   not $ONMISSION == 1 jf @CELLPS_387 090F: end_external_script 0 (CELLP) Model.Destroy(#CELLPHONE)Object.Destroy($CELLPHONE)0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 jump @CELLPS_11 :CELLPS_38709E8: [email protected] = actor $PLAYER_ACTOR active_interior if   not [email protected] == 0 jf @CELLPS_441 090F: end_external_script 0 (CELLP) Model.Destroy(#CELLPHONE)Object.Destroy($CELLPHONE)0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 jump @CELLPS_11 :CELLPS_441jump @CELLPS_266 //-------------Mission 0---------------// Originally: Initial 1:AHISFthread 'AHISF' gosub @AHISF_154 if wasted_or_busted jf @AHISF_38 jump @AHISF_40 :AHISF_38end_thread :AHISF_40wait 0   Player.Defined($PLAYER_CHAR)jf @AHISF_40 fade 0 0 0792: disembark_instantly_actor $PLAYER_ACTOR 0925: restore_camera_to_user_defined Camera.SetBehindPlayer00BE: text_clear_all 0955: end_playing_loaded_soundtrack Camera.Restore_WithJumpCutCar.Destroy($8_CAR)Actor.DestroyInstantly($EIGHT)Model.Destroy(#SHAMAL)Car.Destroy([email protected])Model.Destroy(#SBMYRI)Marker.Disable([email protected])0873: release_path 101 0873: release_path 102 0873: release_path 103 Object.Destroy([email protected])Model.Destroy(#CELLPHONE)$ONMISSION = 0 mission_cleanup fade 0 0 create_thread @RES end_thread :AHISF_154$ONMISSION = 1 increment_mission_attempts 054C: use_GXT_table 'AHISF' 048F: actor $PLAYER_ACTOR remove_weapons Model.Load(#CELLPHONE):AHISF_184wait 0   Model.Available(#CELLPHONE)jf @AHISF_184 Model.Load(#SHAMAL):AHISF_205wait 0   Model.Available(#SHAMAL)jf @AHISF_205 07C0: load_path 101 :AHISF_225wait 0 07C1:   path 101 available jf @AHISF_225 0952: load_soundtrack 9 [email protected] = Object.Create(#CELLPHONE, 0.0, 0.0, 0.0)070A: AS_actor $PLAYER_ACTOR attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 1.5 1.0 rotation 0.0 0.0 0.0 0.0 2 fade 1 1500 0707: start_scene_skip_to @AHISF_2900 02A3: enable_widescreen 1 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 wait 2000 0967: actor $PLAYER_ACTOR move_mouth 10 ms 00BC: show_text_highpriority GXT 'AHISF1' time 3000 flag 1  // Hey, Eight, the plane's going to land soon, wanna pick up your nigga from the airport?wait 3000 0954: start_playing_loaded_soundtrack 0968: actor $PLAYER_ACTOR stop_mouth 00BC: show_text_highpriority GXT 'AHISF2' time 3000 flag 1  // Ah, sure. And~n~WELCOME TO SAN ANDREAS!wait 3000 0343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 3 033E: set_draw_text_position 180.333 180.333 GXT 'AHISF5'  // San Andreas Rumble04E4: unknown_refresh_game_renderer_at -1897.859 -1161.939 Camera.SetAtPos(-1897.859, -1161.939, 45.3975)0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1 Object.Destroy([email protected])Model.Destroy(#CELLPHONE)Actor.PutAt($PLAYER_ACTOR, -1903.926, -1189.93, 39.4853)Actor.LockInCurrentPosition($PLAYER_ACTOR) = True0860: link_actor $PLAYER_ACTOR to_interior 0 select_interior 0 Camera.SetPosition(-1897.859, -1161.939, 44.3975, 0.0, 0.0, 0.0)Camera.PointAt(-1897.241, -1121.671, 46.3218, 2)0936: set_camera -1897.859 -1161.939 44.3975 position_to -1897.241 -1121.671 46.3218 time 15000 drop_mode 1 wait 14500 03F0: enable_text_draw 0 0925: restore_camera_to_user_defined Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -2690.559, -219.3935, 3.3359)Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetPosition(-2698.781, -212.6173, 38.5815, 0.0, 0.0, 0.0)Camera.PointAt(-2718.852, -320.5709, 56.4873, 2)04E4: unknown_refresh_game_renderer_at -2698.781 -212.6173 Camera.SetAtPos(-2698.781, -212.6173, 38.5815)0936: set_camera -2698.781 -212.6173 38.5815 position_to -2718.852 -320.5709 56.4873 time 20000 drop_mode 1 wait 0 0343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 2 033E: set_draw_text_position 50.333 50.333 GXT 'AHISF3'  // Eight's voice and audio editing by zamg0dwait 15000 03F0: enable_text_draw 0 0925: restore_camera_to_user_defined Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -1770.024, -593.5413, 15.4844)Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetPosition(-1758.701, -589.2073, 32.4146, 0.0, 0.0, 0.0)Camera.PointAt(-1737.243, -587.4758, 32.4146, 2)0936: set_camera -1758.701 -589.2073 32.4146 position_to -1750.097 -566.3757 32.4146 time 10000 drop_mode 1 04E4: unknown_refresh_game_renderer_at -1758.701 -589.2073 Camera.SetAtPos(-1758.701, -589.2073, 32.4146)wait 0 0343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 2 033E: set_draw_text_position 50.333 50.333 GXT 'AHISF4'  // Main script and minor textures by gtasearcherwait 8000 03F0: enable_text_draw 0 0925: restore_camera_to_user_defined Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -1320.731, 140.1287, 13.5469)Actor.LockInCurrentPosition($PLAYER_ACTOR) = True00BE: text_clear_all 0860: link_actor $PLAYER_ACTOR to_interior 0 04E4: unknown_refresh_game_renderer_at -847.4073 772.4561 Camera.SetAtPos(-847.4073, 772.4561, 77.8028)[email protected] = Car.Create(#SHAMAL, 0.0, 0.0, 0.0)05EB: assign_car [email protected] to_path 101 0679: put_camera_on_car [email protected] with_offset 0.0 -25.0 0.0 rotation 0.0 0.0 0.0 0.0 2 :AHISF_1196wait 0 01AF:   car [email protected] sphere 0 in_sphere -1308.758 183.9288 15.06 radius 15.0 15.0 1.0 jf @AHISF_1196 06C5: release_car [email protected] from_path Car.LockInCurrentPosition([email protected]) = Trueselect_interior 0 fade 0 1500 wait 1500 Camera.Restore_WithJumpCutCar.Destroy([email protected])Model.Destroy(#SHAMAL)0873: release_path 101 07C0: load_path 102 Model.Load(#MANANA)Model.Load(#SBMYRI)04ED: load_animation "CAR_CHAT" :AHISF_1314wait 0 if and  Model.Available(#MANANA)07C1:   path 102 available   Model.Available(#SBMYRI)04EE:   animation "CAR_CHAT" loaded jf @AHISF_1362 jump @AHISF_1369 :AHISF_1362jump @AHISF_1314 :AHISF_136904E4: unknown_refresh_game_renderer_at -1422.384 -287.1073 Camera.SetAtPos(-1422.384, -287.1073, 13.1484)Actor.PutAt($PLAYER_ACTOR, -1422.384, -287.1073, 13.1484)Actor.Angle($PLAYER_ACTOR) = 138.7836Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseCamera.SetPosition(-1423.575, -289.5911, 14.7997, 0.0, 0.0, 0.0)Camera.PointAt(-1421.135, -287.0033, 14.9512, 2)0936: set_camera -1423.575 -289.5911 14.7997 position_to -1454.778 -331.1641 21.7145 time 15000 drop_mode 1 [email protected] = 0 07CD: AS_actor $PLAYER_ACTOR walk_to -1426.047 -292.7057 13.1484 stop_with_angle 141.9403 within_radius 0.0 fade 1 1500 :AHISF_1567wait 0  [email protected] > 15000 jf @AHISF_1567 0925: restore_camera_to_user_defined 0674: set_car_model #MANANA numberplate "_8_BALL_" $8_CAR = Car.Create(#MANANA, -1325.436, 135.5071, 13.5469)0229: set_car $8_CAR primary_color_to 7 secondary_color_to 0 0129: $EIGHT = create_actor_pedtype 23 model #SBMYRI in_car $8_CAR driverseat 05EB: assign_car $8_CAR to_path 102 05C0: AS_actor $PLAYER_ACTOR look_at_car $8_CAR -1 ms Camera.SetPosition(-1454.778, -331.1641, 21.7145, 0.0, 0.0, 0.0)Camera.PointAt(-1421.135, -287.0033, 14.9512, 1):AHISF_1716wait 0 860E:   not car $8_CAR assigned_to_path jf @AHISF_1716 Car.LockInCurrentPosition($8_CAR) = True0687: clear_actor $PLAYER_ACTOR task 0967: actor $EIGHT move_mouth 10000 ms 05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 30000 ms 05CA: AS_actor $PLAYER_ACTOR enter_car $8_CAR passenger_seat 0 10000 ms 00BC: show_text_highpriority GXT 'AHISF6' time 2000 flag 1  // Get in, CJ!:AHISF_1792  not Actor.InCar($PLAYER_ACTOR, $8_CAR)jf @AHISF_1818 wait 0 jump @AHISF_1792 :AHISF_18180968: actor $EIGHT stop_mouth 0955: end_playing_loaded_soundtrack 041E: set_radio_station 1 0679: put_camera_on_car $8_CAR with_offset 3.0 3.0 1.0 rotation 0.0 0.0 0.0 0.0 2 07C0: load_path 103 :AHISF_1875wait 0 07C1:   path 103 available jf @AHISF_1875 0873: release_path 102 Car.LockInCurrentPosition($8_CAR) = False05EB: assign_car $8_CAR to_path 103 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF7' time 2000 flag 1  // Carl, it's so good to see you, man!wait 2000 0687: clear_actor $EIGHT task 0968: actor $EIGHT stop_mouth 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $PLAYER_ACTOR move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF8' time 1500 flag 1  // Oh really?wait 1500 0687: clear_actor $PLAYER_ACTOR task 0968: actor $PLAYER_ACTOR stop_mouth 05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 4000 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF9' time 4000 flag 1  // Really, man, I mean, I couldn't have taken it longer without you...wait 4000 0687: clear_actor $EIGHT task 0968: actor $EIGHT stop_mouth 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $PLAYER_ACTOR move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF10' time 1500 flag 1  // What?wait 1500 0687: clear_actor $PLAYER_ACTOR task 0968: actor $PLAYER_ACTOR stop_mouth 05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 1500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF11' time 1500 flag 1  // Nothing.wait 1500 0687: clear_actor $EIGHT task 0968: actor $EIGHT stop_mouth 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $PLAYER_ACTOR move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF12' time 2000 flag 1  // How's the garage?wait 2000 0687: clear_actor $PLAYER_ACTOR task 0968: actor $PLAYER_ACTOR stop_mouth 05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 1500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF13' time 1500 flag 1  // Good.wait 1500 0687: clear_actor $EIGHT task 0968: actor $EIGHT stop_mouth 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $PLAYER_ACTOR move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF14' time 2500 flag 1  // Did you turn it into a bomb shop or something?wait 2500 0687: clear_actor $PLAYER_ACTOR task 0968: actor $PLAYER_ACTOR stop_mouth 05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 4500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF15' time 4500 flag 1  // Well, it's a repairing garage where you can get some extras to your car, got it?wait 4500 0687: clear_actor $EIGHT task 0968: actor $EIGHT stop_mouth 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $PLAYER_ACTOR move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF16' time 2000 flag 1  // Tuning?wait 2000 0687: clear_actor $PLAYER_ACTOR task 0968: actor $PLAYER_ACTOR stop_mouth 0605: actor $EIGHT perform_animation_sequence "CAR_SC3_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF17' time 2500 flag 1  // Nah, I mean bombs.wait 2500 0968: actor $EIGHT stop_mouth 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF18' time 3500 flag 1  // Anyway, you can't wear a Hawaii shirt in here.wait 3500 0968: actor $EIGHT stop_mouth 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF19' time 2500 flag 1  // It's cold and it rains almost daily.wait 2500 0968: actor $EIGHT stop_mouth 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF20' time 2500 flag 1  // We need to get you some new threads, man!wait 2500 0968: actor $EIGHT stop_mouth 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF21' time 2500 flag 1  // I got something for ya, it's in the apartment near the old garage.wait 2500 0687: clear_actor $EIGHT task 0968: actor $EIGHT stop_mouth :AHISF_2769wait 0 860E:   not car $8_CAR assigned_to_path jf @AHISF_2769 0687: clear_actor $EIGHT task 0968: actor $EIGHT stop_mouth 0605: actor $EIGHT perform_animation_sequence "CAR_SC3_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF22' time 2500 flag 1  // Well, here we are!wait 2500 0968: actor $EIGHT stop_mouth 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF23' time 2500 flag 1  // I'll call you, ok?0633: AS_actor $PLAYER_ACTOR exit_car :AHISF_29000701: end_scene_skip 03F0: enable_text_draw 0 fade 0 1500 wait 1500 0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1 0925: restore_camera_to_user_defined Camera.SetBehindPlayer00BE: text_clear_all 0955: end_playing_loaded_soundtrack Camera.Restore_WithJumpCutCar.Destroy($8_CAR)Actor.DestroyInstantly($EIGHT)Model.Destroy(#SHAMAL)Car.Destroy([email protected])Model.Destroy(#SBMYRI)0873: release_path 101 0873: release_path 102 0873: release_path 103 Object.Destroy([email protected])Model.Destroy(#CELLPHONE)select_interior 0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -2026.283, -55.4951, 34.3478)Actor.Angle($PLAYER_ACTOR) = 5.35010860: link_actor $PLAYER_ACTOR to_interior 0 04E4: unknown_refresh_game_renderer_at -2026.283 -55.4951 Camera.SetAtPos(-2026.283, -55.4951, 35.3478)fade 1 1500 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True03E5: show_text_box 'AHISF29'  // Use  ~k~~GO_LEFT~ , ~k~~GO_RIGHT~, ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to control Carl.wait 1000 00BC: show_text_highpriority GXT 'AHISF30' time 4000 flag 1  // Step in the marker to enter your safehouse.018A: [email protected] = create_checkpoint_at -2027.782 -41.208 38.8047 :AHISF_3134wait 0 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2027.782 -41.208 38.8047 radius 1.0 1.0 1.0 jf @AHISF_3134 Marker.Disable([email protected])09E8: [email protected] = actor $PLAYER_ACTOR active_interior :AHISF_3195 [email protected] == 0 jf @AHISF_3228 wait 0 09E8: [email protected] = actor $PLAYER_ACTOR active_interior jump @AHISF_3195 :AHISF_3228Player.CanMove($PLAYER_CHAR) = False08E7: disable_entrance_markers 1 0826: enable_hud 0 0581: enable_radar 0 00BE: text_clear_all Camera.SetPosition(2195.313, -1200.542, 1050.098, 0.0, 0.0, 0.0)Camera.PointAt(2191.535, -1205.406, 1049.023, 2)0707: start_scene_skip_to @AHISF_3634 03E5: show_text_box 'AHISF24'  // Welcome to your first safe house.:AHISF_33188A2A:   not text_box 'AHISF24' displayed  // Welcome to your first safe house.jf @AHISF_3347 wait 0 jump @AHISF_3318 :AHISF_33470A2A:   text_box 'AHISF24' displayed  // Welcome to your first safe house.jf @AHISF_3376 wait 0 jump @AHISF_3347 :AHISF_337603E5: show_text_box 'AHISF25'  // You can save your game here by taking a nap on the couch.:AHISF_33878A2A:   not text_box 'AHISF25' displayed  // You can save your game here by taking a nap on the couch.jf @AHISF_3416 wait 0 jump @AHISF_3387 :AHISF_34160A2A:   text_box 'AHISF25' displayed  // You can save your game here by taking a nap on the couch.jf @AHISF_3445 wait 0 jump @AHISF_3416 :AHISF_344503E5: show_text_box 'AHISF26'  // Time will advance by 6 hours.:AHISF_34568A2A:   not text_box 'AHISF26' displayed  // Time will advance by 6 hours.jf @AHISF_3485 wait 0 jump @AHISF_3456 :AHISF_34850A2A:   text_box 'AHISF26' displayed  // Time will advance by 6 hours.jf @AHISF_3514 wait 0 jump @AHISF_3485 :AHISF_3514Camera.SetPosition(2192.223, -1210.846, 1049.023, 0.0, 0.0, 0.0)Camera.PointAt(2194.542, -1210.725, 1049.023, 2)03E5: show_text_box 'AHISF27'  // This is your wardrobe. You may change your clothes here.:AHISF_35768A2A:   not text_box 'AHISF27' displayed  // This is your wardrobe. You may change your clothes here.jf @AHISF_3605 wait 0 jump @AHISF_3576 :AHISF_36050A2A:   text_box 'AHISF27' displayed  // This is your wardrobe. You may change your clothes here.jf @AHISF_3634 wait 0 jump @AHISF_3605 :AHISF_36340701: end_scene_skip 03E6: remove_text_box Camera.Restore_WithJumpCutPlayer.CanMove($PLAYER_CHAR) = True0826: enable_hud 1 0581: enable_radar 1 00BC: show_text_highpriority GXT 'AHISF28' time 3000 flag 1  // Go get some new threads from the wardrobe.:AHISF_3671wait 0 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2194.542 -1210.725 1049.023 radius 1.0 1.0 1.0 jf @AHISF_3671 Player.CanMove($PLAYER_CHAR) = Falsefade 0 2000 wait 2000 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 0 Player.SetClothes($PLAYER_CHAR, "HOODYABLACK", "HOODYA", Torso)Player.Build($PLAYER_CHAR)Actor.PutAt($PLAYER_ACTOR, 2193.351, -1213.607, 1048.023)fade 1 2000 Player.CanMove($PLAYER_CHAR) = True0394: play_music 2 $ONMISSION = 0 mission_cleanup create_thread @WARD create_thread @SHIFTIN create_thread @SAVER $SAVE_HOUSE_M = Marker.CreateIconWithoutSphere(35, -2027.835, -41.1306, 38.8047)0318: set_latest_mission_passed 'AHISF'  // A Home in San Fierro030C: progress_made += 1 create_thread @CELLPS 1 return //-------------Mission 1---------------// Originally: Initial 2:EIGHT1thread 'EIGHT1' gosub @EIGHT1_52 if wasted_or_busted jf @EIGHT1_2081 05AA: [email protected] = '' jump @EIGHT1_2081 :EIGHT1_52$ONMISSION = 1 increment_mission_attempts 054C: use_GXT_table '81' select_interior 3 Actor.PutAt($PLAYER_ACTOR, 372.9225, 183.1804, 1007.383)Actor.Angle($PLAYER_ACTOR) = 0.42610860: link_actor $PLAYER_ACTOR to_interior 3 04E4: unknown_refresh_game_renderer_at 372.9225 183.1804 Camera.SetAtPos(372.9225, 183.1804, 1008.383)Model.Load(#SBMYRI):EIGHT1_147  not Model.Available(#SBMYRI)jf @EIGHT1_170 wait 0 jump @EIGHT1_147 :EIGHT1_170$EIGHT = Actor.Create(Special, #SBMYRI, 368.6215, 173.659, 1007.389)06B0: AS_actor $PLAYER_ACTOR sit_down -1 ms 02A3: enable_widescreen 1 Camera.Restore_WithJumpCutCamera.SetPosition(372.8055, 186.067, 1008.868, 0.0, 0.0, 0.0)Camera.PointAt(370.5523, 180.0953, 1008.383, 2)06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 wait 1000 fade 1 1500 0707: start_scene_skip_to @EIGHT1_355 07CD: AS_actor $EIGHT walk_to 369.6874 177.3008 1008.383 stop_with_angle 343.6853 within_radius 0.0 00BC: show_text_highpriority GXT '81_1' time 2000 flag 1  // Come on, CJ, let's go.05BF: AS_actor $PLAYER_ACTOR look_at_actor $EIGHT 4000 ms 0967: actor $EIGHT move_mouth 10000 ms wait 3000 :EIGHT1_3550701: end_scene_skip 0968: actor $EIGHT stop_mouth fade 0 1500 wait 1500 Model.Load(#MANANA):EIGHT1_379wait 0   Model.Available(#MANANA)jf @EIGHT1_379 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 014C: set_parked_car_generator $EIGHT_PARKED_CAR cars_to_generate_to 0 0395: clear_area 1 at -1842.288 1097.405 44.9798 radius 300.0 $8_CAR = Car.Create(#MANANA, -1842.288, 1097.405, 44.9798)Car.Angle($8_CAR) = 90.39960229: set_car $8_CAR primary_color_to 7 secondary_color_to 7 0840: link_car $8_CAR to_interior 0 0687: clear_actor $PLAYER_ACTOR task 0687: clear_actor $EIGHT task select_interior 0 Actor.PutAt($PLAYER_ACTOR, -1841.163, 1095.723, 44.4453)Actor.PutAt($EIGHT, -1841.24, 1098.818, 44.2891)Actor.Angle($PLAYER_ACTOR) = 91.4763Actor.Angle($EIGHT) = 91.47630860: link_actor $PLAYER_ACTOR to_interior 0 0860: link_actor $EIGHT to_interior 0 04E4: unknown_refresh_game_renderer_at -1841.24 1098.818 Camera.SetAtPos(-1841.24, 1098.818, 45.2891)05CB: AS_actor $PLAYER_ACTOR enter_car $8_CAR as_driver 10000 ms 05CA: AS_actor $EIGHT enter_car $8_CAR passenger_seat 0 10000 ms Camera.OnVehicle($8_CAR, 18, 2)fade 1 1500 02A3: enable_widescreen 0 0826: enable_hud 0 0581: enable_radar 0 :EIGHT1_651wait 0 if and  Actor.InCar($PLAYER_ACTOR, $8_CAR)  Actor.InCar($EIGHT, $8_CAR)jf @EIGHT1_689 jump @EIGHT1_696 :EIGHT1_689jump @EIGHT1_651 :EIGHT1_6960826: enable_hud 1 0581: enable_radar 1 Player.CanMove($PLAYER_CHAR) = True00BC: show_text_highpriority GXT '81_2' time 3000 flag 1  // Drive to ~y~Burger Shot~w~.0526: set_actor $EIGHT stay_in_car 1 018A: [email protected] = create_checkpoint_at -1905.193 824.2896 34.6173 :EIGHT1_754wait 0 0209: [email protected] = random_int_in_ranges 0 30 if   Actor.Dead($EIGHT)jf @EIGHT1_804 05AA: [email protected] = '81_6'  // ~r~8 Ball is dead.jump @EIGHT1_2081 :EIGHT1_804if   Car.Wrecked($8_CAR)jf @EIGHT1_841 05AA: [email protected] = '81_7'  // ~r~You wrecked 8 ball's car.jump @EIGHT1_2081 :EIGHT1_841if   not Actor.InCar($PLAYER_ACTOR, $8_CAR)jf @EIGHT1_1177 if   not [email protected] > 10 jf @EIGHT1_892 05AA: [email protected] = '81_3'  // Come on, CJ, get back ~b~in!:EIGHT1_892if and [email protected] > 10   not [email protected] > 20 jf @EIGHT1_931 05AA: [email protected] = '81_4'  // What are you doing, man? Come ~b~back!:EIGHT1_931if and [email protected] > 20   not [email protected] > 30 jf @EIGHT1_970 05AA: [email protected] = '81_5'  // CJ, get back in the ~b~car!:EIGHT1_97000BC: show_text_highpriority GXT [email protected] time 4000 flag 1 [email protected] = Marker.CreateAboveCar($EIGHT)07E0: set_marker [email protected] type_to 1 Marker.Disable([email protected]):EIGHT1_1000  not Actor.InCar($PLAYER_ACTOR, $8_CAR)jf @EIGHT1_1152 wait 0 if   Actor.Dead($EIGHT)jf @EIGHT1_1056 05AA: [email protected] = '81_6'  // ~r~8 Ball is dead.jump @EIGHT1_2081 :EIGHT1_1056if   Car.Wrecked($8_CAR)jf @EIGHT1_1093 05AA: [email protected] = '81_7'  // ~r~You wrecked 8 ball's car.jump @EIGHT1_2081 :EIGHT1_1093if 80F2:   not actor $PLAYER_ACTOR near_actor $EIGHT radius 150.0 150.0 0 jf @EIGHT1_1145 05AA: [email protected] = '81_8'  // ~r~You abandoned 8 Ball.jump @EIGHT1_2081 :EIGHT1_1145jump @EIGHT1_1000 :EIGHT1_1152Marker.Disable([email protected])018A: [email protected] = create_checkpoint_at -1905.193 824.2896 34.6173 :EIGHT1_117700FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1905.193 824.2896 34.6173 radius 5.0 5.0 5.0 jf @EIGHT1_754 Marker.Disable([email protected])Player.CanMove($PLAYER_CHAR) = False0826: enable_hud 0 0581: enable_radar 0 0633: AS_actor $PLAYER_ACTOR exit_car 0633: AS_actor $EIGHT exit_car fade 0 2000 wait 2000 0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1 0792: disembark_instantly_actor $EIGHT select_interior 10 Actor.PutAt($PLAYER_ACTOR, 379.1015, -73.5975, 1000.508)Actor.Angle($PLAYER_ACTOR) = 268.63990860: link_actor $PLAYER_ACTOR to_interior 10 Actor.PutAt($EIGHT, 366.936, -57.6768, 1000.51)Actor.Angle($EIGHT) = 99.82080860: link_actor $EIGHT to_interior 10 Camera.SetPosition(366.6097, -60.5059, 1001.508, 0.0, 0.0, 0.0)Camera.PointAt(366.8774, -57.8172, 1001.51, 2)04ED: load_animation "FOOD" :EIGHT1_141784EE:   not animation "FOOD" loaded jf @EIGHT1_1443 wait 0 jump @EIGHT1_1417 :EIGHT1_1443Model.Load(#BALLAS1)Model.Load(#BALLAS2)Model.Load(#BALLAS3)Model.Load(#COLT45):EIGHT1_1460wait 0 if and  Model.Available(#BALLAS1)  Model.Available(#BALLAS2)  Model.Available(#BALLAS3)  Model.Available(#COLT45)jf @EIGHT1_1499 jump @EIGHT1_1506 :EIGHT1_1499jump @EIGHT1_1460 :[email protected] = Actor.Create(Special, #BALLAS1, 364.4114, -61.3727, 1000.508)Actor.Angle([email protected]) = [email protected] = Actor.Create(Special, #BALLAS2, 363.7481, -60.7623, 1000.508)Actor.Angle([email protected]) = [email protected] = Actor.Create(Special, #BALLAS3, 363.6755, -60.111, 1000.515)Actor.Angle([email protected]) = 283.6799Player.ClearWantedLevel($PLAYER_CHAR)06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 fade 1 1000 0605: actor $EIGHT perform_animation_sequence "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA :EIGHT1_1666  not Actor.Animation($EIGHT) == "EAT_VOMIT_P"jf @EIGHT1_1702 wait 0 jump @EIGHT1_1666 :EIGHT1_1702  Actor.Animation($EIGHT) == "EAT_VOMIT_P"jf @EIGHT1_1738 wait 0 jump @EIGHT1_1702 :EIGHT1_1738Camera.OnPed($EIGHT, 15, 1)07CD: AS_actor $EIGHT walk_to 367.1136 -58.6555 1001.518 stop_with_angle 178.0856 within_radius 0.0 wait 1000 0687: clear_actor $EIGHT task 05C4: AS_actor $EIGHT hands_up 15000 ms 01B2: give_actor [email protected] weapon 22 ammo 1E10 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 3 0635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms 01B2: give_actor [email protected] weapon 22 ammo 1E10 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 3 0635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms 01B2: give_actor [email protected] weapon 22 ammo 1E10 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 3 0635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms Camera.OnPed([email protected], 15, 1)wait 1000 fade 0 1000 Car.PutAt($8_CAR, -1904.755, 826.0479, 33.6172)Car.Angle($8_CAR) = 178.468wait 1000 fade 1 1000 Model.Load(#SENTINEL):EIGHT1_1950  not Model.Available(#SENTINEL)jf @EIGHT1_1973 wait 0 jump @EIGHT1_1950 :EIGHT1_1973select_interior 0 0860: link_actor $PLAYER_ACTOR to_interior 0 [email protected] = Car.Create(#SENTINEL, -1904.827, 806.2358, 35.5952)Car.Angle([email protected]) = 179.4239072A: put_actor $PLAYER_ACTOR into_car $8_CAR driverseat 072A: put_actor [email protected] into_car [email protected] driverseat 0430: put_actor [email protected] into_car [email protected] passenger_seat 0 0430: put_actor [email protected] into_car [email protected] passenger_seat 2 0430: put_actor $EIGHT into_car [email protected] passenger_seat 1 Car.SetDriverBehaviour([email protected], IgnoreRoadPaths)Camera.Restore_WithJumpCutPlayer.CanMove($PLAYER_CHAR) = Trueend_thread :EIGHT1_2081  not Player.Defined($PLAYER_CHAR)jf @EIGHT1_2104 wait 0 jump @EIGHT1_2081 :EIGHT1_2104Player.CanMove($PLAYER_CHAR) = False00BC: show_text_highpriority GXT [email protected] time 5000 flag 1 fade 0 5000 wait 5000 $ONMISSION = 0 mission_cleanup fade 1 1500 Player.CanMove($PLAYER_CHAR) = Trueend_thread //-------------External script 0 (CELLP)---------------:CELLPthread 'CELLP' :CELLP_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @CELLP_11 if   Player.Controllable($PLAYER_CHAR)jf @CELLP_11 if  $ONMISSION == 0 jf @CELLP_11 if   not Actor.Driving($PLAYER_ACTOR)jf @CELLP_11 09E8: [email protected] = actor $PLAYER_ACTOR active_interior if  [email protected] == 0 jf @CELLP_11 [email protected] = 0 :CELLP_114wait 0 if   not Player.Defined($PLAYER_CHAR)jf @CELLP_141 jump @CELLP_11 :CELLP_141if   not Player.Controllable($PLAYER_CHAR)jf @CELLP_164 jump @CELLP_11 :CELLP_164if  $ONMISSION == 1 jf @CELLP_189 jump @CELLP_11 :CELLP_189if   Actor.Driving($PLAYER_ACTOR)jf @CELLP_212 jump @CELLP_11 :CELLP_21209E8: [email protected] = actor $PLAYER_ACTOR active_interior if  [email protected] == 0 jf @CELLP_245 jump @CELLP_252 :CELLP_245jump @CELLP_11 :CELLP_252 [email protected] > 5000 jf @CELLP_114 03CF: load_wav 23000 as 1 :CELLP_274wait 0 03D0:   wav 1 loaded jf @CELLP_274 03D1: play_wav 1 03E5: show_text_box 'ANSWER'  // Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.:CELLP_304wait 0 if 03D2:   wav 1 ended jf @CELLP_477 if   not Player.Defined($PLAYER_CHAR)jf @CELLP_350 040D: unload_wav 1 jump @CELLP_11 :CELLP_350if   not Player.Controllable($PLAYER_CHAR)jf @CELLP_377 040D: unload_wav 1 jump @CELLP_11 :CELLP_377if  $ONMISSION == 1 jf @CELLP_406 040D: unload_wav 1 jump @CELLP_11 :CELLP_406if   Actor.Driving($PLAYER_ACTOR)jf @CELLP_433 040D: unload_wav 1 jump @CELLP_11 :CELLP_43309E8: [email protected] = actor $PLAYER_ACTOR active_interior if  [email protected] == 0 jf @CELLP_466 jump @CELLP_473 :CELLP_466jump @CELLP_11 :CELLP_47303D1: play_wav 1 :CELLP_47700E1:   player 0 pressed_key 4 jf @CELLP_304 Model.Load(#CELLPHONE):CELLP_495  not Model.Available(#CELLPHONE)jf @CELLP_518 wait 0 jump @CELLP_495 :CELLP_518$CELLPHONE = Object.Create(#CELLPHONE, 0.0, 0.0, 0.0)070A: AS_actor $PLAYER_ACTOR attach_to_object $CELLPHONE offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 wait 2000 if  [email protected] == 1 jf @CELLP_849 0967: actor $PLAYER_ACTOR move_mouth 10000 ms 00BC: show_text_highpriority GXT '81S1' time 1000 flag 0  // Speak.wait 1000 0968: actor $PLAYER_ACTOR stop_mouth 00BC: show_text_highpriority GXT '81S2' time 2500 flag 0  // Hey CJ, I'm free now, so what about we go get a few burgers, huh?wait 2500 0967: actor $PLAYER_ACTOR move_mouth 10000 ms 00BC: show_text_highpriority GXT '81S3' time 2500 flag 0  // Sounds great.wait 2500 0968: actor $PLAYER_ACTOR stop_mouth 00BC: show_text_highpriority GXT '81S4' time 3500 flag 0  // Come pick me up at the City Planning Department, in Financial.wait 3500 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 wait 2000 03E5: show_text_box 'EIGHTS'  // Go to the ~r~8~w~ on the radar to meet Eight Ball.09E2: $EIGHT_PARKED_CAR = parked_car_generator_w_numberplate #MANANA 7 7 1 alarm 0 door_lock 0 0 10000 plate "_8_BALL_" at -1842.288 1097.405 44.9798 angle 90.3996 014C: set_parked_car_generator $EIGHT_PARKED_CAR cars_to_generate_to 101 $8_M = Marker.CreateIconAndSphere(36, -1841.864, 1088.934, 46.0791)040D: unload_wav 1 Object.Destroy($CELLPHONE)Model.Destroy(#CELLPHONE)create_thread @START_MIS :CELLP_849$CELLPHONE_ENDED = 1 end_thread

 

 

Thingy is, as soon as :CELLPS is activated, after 2 seconds, game crashes. Can I get some help? confused.gif

Link to comment
Share on other sites

trickstar34

Such a long code, I'll try to see whats wrong. Umm, I can't find CELLPS, what line is it on (in SannyBuilder, source)

Link to comment
Share on other sites

gtasearcher
Such a long code, I'll try to see whats wrong. Umm, I can't find CELLPS, what line is it on (in SannyBuilder, source)

303

Link to comment
Share on other sites

trickstar34

I don't see anything wrong, it could be something in your external script.

 

EDIT: Also could be SannyBuilder interpreting the while high level construct wrong.

Edited by trickstar34
Link to comment
Share on other sites

It didnt crash by me because of cellphone. It crashed as I went a second once into sphere infront of wardrobe.

But you dont need so much effort for a cellphone call.

Dont need to spawn the object and dont need 070A:

And dont need destroy_object $CELLPHONE

 

Thats all what you need:

 

0247: load_model #CELLPHONE :loadcellphone0001: wait 0 ms 00D6: if 0248:   model #CELLPHONE available 004D: jump_if_false @loadcellphone 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1if ready0729: AS_actor $PLAYER_ACTOR hold_cellphone 0

 

 

Btw. the object CELLPHONE dont exit in the game files. Its a exe assignement.

And 0729 manage the spawn and destroy.

 

 

Edited by ZAZ
Link to comment
Share on other sites

gtasearcher

OK ZAZ, thanks smile.gif

 

I managed to fix my code, getting rid of externals and using only threads.

 

But for cellphone calls [for which the thread will be created with params, which will define which call to make, after it making special actions] is it good to use a thread or an external script?

 

Fixed code so far

DEFINE MISSIONS 2{Intro}DEFINE MISSION 0 AT @AHISF // A Home in San Fierro{8 Ball}DEFINE MISSION 1 AT @EIGHT1 // Town Ride//DEFINE MISSION {ID} 0 AT {LABEL} @DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script//DEFINE SCRIPT {NAME}  AT {LABEL} @DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{ use macro (Ctrl+J) "headsa" to insert a file header      }{$VERSION 3.0.0000}var$PLAYER_CHAR: Playerend // varconst8_MODEL = #SBMYRIend 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 5 0111: toggle_wasted_busted_check 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 00C0: set_current_time_hours_to 22 minutes_to 0030D: set_max_progress 1 04E4: unknown_refresh_game_renderer_at 3.3959 23.17103CB: set_rendering_origin_at 3.3959 23.171 1198.60120053: $PLAYER_CHAR = create_player #NULL at 3.3959 23.171 1198.601201F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "cornrows" model "cornrows" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "worktrgrey" model "worktr" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "hawaiiwht" model "hawaii" body_part 0 070D: rebuild_player $PLAYER_CHAR 01B4: toggle_player $PLAYER_CHAR can_move 0016A: fade 0 time 0 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at -2649.6948 638.3296 13.4531 angle 181.3925 town_number 0 016D: restart_if_busted_at -1605.9523 711.171 12.8672 angle 354.8716 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 0004: $DEFAULT_WAIT_TIME = 25003E6: remove_text_box0662: NOP "SAN ANDREAS RUMBLE"  0662: NOP "SCRIPT BY GTASEARCHER"0662: NOP "YOU MAY NOT DISTRIBUTE THIS MODIFICATION WITHOUT PERMISSION!"0662: NOP "BUT, BY READING THIS TEXT, YOU DOWNLOADED THE MOD."0662: NOP "THANKS FOR YOUR INTEREST."0662: NOP "HAPPY PLAYING!"     select_interior 10860: link_actor $PLAYER_ACTOR to_interior 1Actor.Angle($PLAYER_ACTOR) = 94.000907FB: set_interior 'CHANGER' access 0 // Ganton Gymstart_mission AHISF$SKIP = 0$CELLPHONE_ENDED = 0// put your create_thread commands here:MAIN_LOOP0001: wait $DEFAULT_WAIT_TIME ms00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes0002: jump @MAIN_LOOP // put your mods (threads) here:WARDthread 'WARD'while truewait 0if Player.Defined($PLAYER_CHAR)then if Player.Controllable($PLAYER_CHAR)then if 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2194.5417 -1210.7247 1049.0234 radius 1.0 1.0 1.0 then break end end endendPlayer.CanMove($PLAYER_CHAR) = Falsefade 0 2000wait 20000826: enable_hud 00581: enable_radar 0Actor.PutAt($PLAYER_ACTOR, 2194.5078, -1210.6852, 1048.0234)Actor.Angle($PLAYER_ACTOR) = 92.036Camera.SetPosition(2192.2231, -1210.8458, 1049.0234, 0.0, 0.0, 0.0)Camera.PointAt(2194.5417, -1210.7247, 1049.0234, 2)fade 1 200008D4: $wardp = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports08DB: set_panel $wardp column 0 header 'DUMMY' data 'WARD1' 'WARD2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday:1repeatwait 00512: show_permanent_text_box 'PAN'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.if00E1:   player 0 pressed_key 15thenjump @WARD_ENDenduntil  00E1:   player 0 pressed_key 16fade 0 2000wait 200008D7: $WARDPR = panel $wardp active_rowif$WARDPR == 0thenPlayer.SetClothes($PLAYER_CHAR, "hawaiiwht", "hawaii", Torso)else Player.SetClothes($PLAYER_CHAR, "hoodyablack", "hoodya", Torso)endPlayer.Build($PLAYER_CHAR)fade 1 2000jump @1:WARD_END08DA: remove_panel $wardp0826: enable_hud 1 0581: enable_radar 103E6: remove_text_box Actor.PutAt($PLAYER_ACTOR, 2193.3511, -1213.6069, 1048.0234)Camera.Restore_WithJumpCut()pLAYER.CanMove($PLAYER_CHAR) = Truewait 1000jump @WARD:SHIFTINthread 'SHIFTIN':2wait 0ifplayer.Defined($PLAYER_CHAR)jf @2ifplayer.Controllable($PLAYER_CHAR)jf @209E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0jf @203E5: show_text_box 'TUT1'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.end_thread:SAVERthread 'SAVER':SAVER1wait 0ifPlayer.Defined($PLAYER_CHAR)jf @SAVER1ifPlayer.Controllable($PLAYER_CHAR)jf @SAVER1if$ONMISSION == 0jf @SAVER1if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2191.2732 -1205.6221 1049.0234 radius 5.0 5.0 5.0jf @SAVER1repeatwait 00512: show_permanent_text_box 'SAVER'  // If your health reaches zero, you will pass out and you will be treated at the local medical center. if80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere 2191.2732 -1205.6221 1049.0234 radius 5.0 5.0 5.0then03E6: remove_text_box jump @SAVER1enduntil 00E1: 0 1503E6: remove_text_boxPlayer.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 10826: enable_hud 00581: enable_radar 0Actor.PutAt($PLAYER_ACTOR, 2191.3171, -1205.7511, 1048.0234)Actor.Angle($PLAYER_ACTOR) = 313.7218Camera.SetPosition(2195.313, -1200.5425, 1050.0977, 0.0, 0.0, 0.0) Camera.PointAt(2191.5347, -1205.4062, 1049.0234, 2)00BE: text_clear_all08E7: disable_entrance_markers 1 06B0: AS_actor $PLAYER_ACTOR sit_down 400000 msWAIT 1000fade 0 1500wait 15000687: clear_actor $PLAYER_ACTOR task 03D8: show_save_screenrepeatwait 0until 03D9:  save_doneFADE 0 003E6: remove_text_boxPlayer.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 10826: enable_hud 00581: enable_radar 0Camera.SetPosition(2195.313, -1200.5425, 1050.0977, 0.0, 0.0, 0.0) Camera.PointAt(2191.5347, -1205.4062, 1049.0234, 2)     06B0: AS_actor $PLAYER_ACTOR sit_down 500 mswait 1000fade 1 1500wait 1500Player.CanMove($PLAYER_CHAR) = True$ONMISSION = 00826: enable_hud 10581: enable_radar 108E7: disable_entrance_markers 0Camera.Restore_WithJumpCut()jump @SAVER1 :START_MISthread 'START_MIS'0652: [email protected] = integer_stat 147 // passed missions while truewait 0if Player.Defined($PLAYER_CHAR)  then   if    Player.Controllable($PLAYER_CHAR)     then      if       $ONMISSION == 0        then          if         00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1841.8641 1088.9342 46.0791 radius 2.0 2.0 2.0 on_foot         then break         end        end       end      end endPlayer.CanMove($PLAYER_CHAR) = False0792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 107CD: AS_actor $PLAYER_ACTOR walk_to -1842.0121 1083.397 46.0821 stop_with_angle 178.5141 within_radius 0.0Camera.SetPosition(-1819.9834, 1103.1934, 45.2891, 0.0, 0.0, 0.0) Camera.PointAt(-1841.2291, 1089.1294, 46.0795, 2)0936: set_camera -1819.9834 1103.1934 45.2891 position_to -1819.6027 1103.2035 116.0545 time 25000 drop_mode 1 0826: enable_hud 00581: enable_radar [email protected] == [email protected] = '81'end00BA: show_text_styled GXT [email protected] time 1000 style 2  // Beefy BaronWAIT 2000fade 0 1000wait 10000925: restore_camera_to_user_defined0826: enable_hud 10581: enable_radar 1start_mission [email protected]_thread :RESthread 'RES'01F0: set_max_wanted_level_to 5 0111: toggle_wasted_busted_check 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 00C0: set_current_time_hours_to 22 minutes_to 004E4: unknown_refresh_game_renderer_at 3.3959 23.17103CB: set_rendering_origin_at 3.3959 23.171 1198.6012Actor.PutAt($PLAYER_ACTOR, 3.3959, 23.171, 1198.6012)0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "cornrows" model "cornrows" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "worktrgrey" model "worktr" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "hawaiiwht" model "hawaii" body_part 0 070D: rebuild_player $PLAYER_CHAR 01B4: toggle_player $PLAYER_CHAR can_move 0select_interior 10860: link_actor $PLAYER_ACTOR to_interior 1Actor.Angle($PLAYER_ACTOR) = 94.000907FB: set_interior 'CHANGER' access 0 // Ganton Gymstart_mission AHISFend_thread:CELLPSthread 'CELLPS':CELLP1thread 'CELLP':CELLPwait 0ifPlayer.Defined($PLAYER_CHAR)jf @CELLPifPlayer.Controllable($PLAYER_CHAR)jf @CELLPif$ONMISSION == 0jf @CELLPifnot Actor.Driving($PLAYER_ACTOR)jf @CELLP09E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0jf @[email protected] = 0repeatwait 0if not Player.Defined($PLAYER_CHAR)then goto @CELLPendifnot Player.Controllable($PLAYER_CHAR)then goto @CELLPendif $ONMISSION == 1then goto @CELLPendif Actor.Driving($PLAYER_ACTOR)then goto @CELLPend09E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0thenelse goto @CELLPenduntil [email protected] > 500003CF: load_wav 23000 as 1 repeatwait 0until 03D0:   wav 1 loaded03D1: play_wav 103E5: show_text_box 'ANSWER'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.REPEATWAIT 0if03D2:   wav 1 endedthenif not Player.Defined($PLAYER_CHAR)then040D: unload_wav 1goto @CELLPendifnot Player.Controllable($PLAYER_CHAR)then040D: unload_wav 1goto @CELLPendif $ONMISSION == 1then040D: unload_wav 1 goto @CELLPendif Actor.Driving($PLAYER_ACTOR)then040D: unload_wav 1 goto @CELLPend 09E8: [email protected] = actor $PLAYER_ACTOR [email protected] == 0thenelse goto @CELLPend   03D1: play_wav 1enduntil 00E1:   player 0 pressed_key 4Model.Load(330)while not Model.Available(330)wait 0end0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 WAIT [email protected] == 1then0967: actor $PLAYER_ACTOR move_mouth 10000 ms00BC: show_text_highpriority GXT '81S1' time 1000 flag 0  // ~s~Come back between 9:00 and 17:00.wait 10000968: $PLAYER_ACTOR00BC: show_text_highpriority GXT '81S2' time 2500 flag 0  // ~s~Come back between 9:00 and 17:00.wait 25000967: $PLAYER_ACTOR 1000000BC: show_text_highpriority GXT '81S3' time 2500 flag 0  // ~s~Come back between 9:00 and 17:00.wait 25000968: $PLAYER_ACTOR00BC: show_text_highpriority GXT '81S4' time 3500 flag 0  // ~s~Come back between 9:00 and 17:00. wait 35000729: AS_actor $PLAYER_ACTOR hold_cellphone 0wait 200003E5: show_text_box 'EIGHTS'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.09E2: $EIGHT_PARKED_CAR = parked_car_generator_w_numberplate #MANANA 7 7 1 alarm 0 door_lock 0 0 10000 plate "_8_BALL_" at -1842.288 1097.4047 44.9798 angle 90.3996014C: set_parked_car_generator $EIGHT_PARKED_CAR cars_to_generate_to 101Marker.CreateIconAndSphere($8_M, 36, -1841.8641, 1088.9342, 46.0791)040D: unload_wav 1 mODEL.Destroy(330)create_thread @start_misend$CELLPHONE_ENDED = 1end_thread //-------------Mission 0---------------// put your missions here:AHISFthread 'AHISF'gosub @AHISF1ifwasted_or_bustedthen goto @AHISFFendend_thread:AHISFFrepeatwait 0until player.Defined($PLAYER_CHAR)fade 0 00792: disembark_instantly_actor $PLAYER_ACTOR 0925: restore_camera_to_user_defined cAMERA.SetBehindPlayer()00BE: text_clear_all0955: end_playing_loaded_soundtrack Camera.Restore_WithJumpCut()Car.Destroy($8_CAR)Actor.DestroyInstantly($EIGHT) #SHAMAL.Destroy()Car.Destroy([email protected])mODEL.Destroy(8_MODEL)Marker.Disable([email protected])0873: release_path 101 0873: release_path 102 0873: release_path 103 oBJECT.Destroy([email protected])mODEL.Destroy(330)$ONMISSION = 0MISSION_CLEANUPFADE 0 0create_thread @RESend_thread:AHISF1$ONMISSION = 1increment_mission_attempts054C: use_GXT_table 'AHISF'048F: actor $PLAYER_ACTOR remove_weapons [email protected] = Objectend Model.Load(330)repeatwait 0until Model.Available(330)#SHAMAL.Load()repeatwait 0until #SHAMAL.Available()07C0: load_path 101repeatwait 0until 07C1:   path 101 available 0952: load_soundtrack 9067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 1.5 1.0 rotation 0.0 0.0 0.0 0.0 2 fade 1 15000707: @AHISF202A3: enable_widescreen 1  0729: AS_actor $PLAYER_ACTOR hold_cellphone 1  wait 20000967: actor $PLAYER_ACTOR move_mouth 10 ms00BC: show_text_highpriority GXT 'AHISF1' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00. wait 30000954: start_playing_loaded_soundtrack0968: actor $PLAYER_ACTOR stop_mouth 00BC: show_text_highpriority GXT 'AHISF2' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 3 033E: set_draw_text_position 180.333 180.333 GXT 'AHISF5'  // Push04E4: unknown_refresh_game_renderer_at -1897.8585 -1161.939103CB: set_rendering_origin_at -1897.8585 -1161.9391 45.39750792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 1Model.Destroy(330)Actor.PutAt($PLAYER_ACTOR, -1903.9257, -1189.9304, 39.4853)Actor.LockInCurrentPosition($PLAYER_ACTOR) = True0860: link_actor $PLAYER_ACTOR to_interior 0select_interior 0Camera.SetPosition(-1897.8585, -1161.9391, 44.3975, 0.0, 0.0, 0.0)Camera.PointAt(-1897.2413, -1121.6714, 46.3218, 2)0936: set_camera -1897.8585 -1161.9391 44.3975 position_to -1897.2413 -1121.6714 46.3218 time 15000 drop_mode 1WAIT 1450003F0: enable_text_draw 00925: restore_camera_to_user_defined Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -2690.5586, -219.3935, 3.3359)Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetPosition(-2698.7812, -212.6173, 38.5815, 0.0, 0.0, 0.0)Camera.PointAt(-2718.8521, -320.5709, 56.4873, 2)04E4: unknown_refresh_game_renderer_at -2698.7812 -212.6173 38.581503CB: set_rendering_origin_at -2698.7812 -212.6173 38.58150936: set_camera -2698.7812 -212.6173 38.5815 position_to -2718.8521 -320.5709 56.4873 time 20000 drop_mode 1WAIT 00343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 2 033E: set_draw_text_position 50.333 50.333 GXT 'AHISF3'  // PushWAIT 1500003F0: enable_text_draw 00925: restore_camera_to_user_defined Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -1770.0243, -593.5413, 15.4844)Actor.LockInCurrentPosition($PLAYER_ACTOR) = TrueCamera.SetPosition(-1758.7009, -589.2073, 32.4146, 0.0, 0.0, 0.0)Camera.PointAt(-1737.2432, -587.4758, 32.4146, 2)0936: set_camera -1758.7009 -589.2073 32.4146 position_to -1750.0968 -566.3757 32.4146 time 10000 drop_mode 104E4: unknown_refresh_game_renderer_at -1758.7009 -589.207303CB: set_rendering_origin_at -1758.7009 -589.2073 32.4146WAIT 00343: set_text_draw_linewidth 640.0 0349: set_text_draw_font 2 033E: set_draw_text_position 50.333 50.333 GXT 'AHISF4'  // PushWAIT 800003F0: enable_text_draw 00925: restore_camera_to_user_definedActor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -1320.7307, 140.1287, 13.5469)Actor.LockInCurrentPosition($PLAYER_ACTOR) = True00BE: text_clear_all 0860: link_actor $PLAYER_ACTOR to_interior 004E4: unknown_refresh_game_renderer_at -847.4073 772.456103CB: set_rendering_origin_at -847.4073 772.4561 [email protected] = [email protected] = Car.Create(#SHAMAL, 0.0, 0.0, 0.0)05EB: assign_car [email protected] to_path 1010679: put_camera_on_car [email protected] with_offset 0.0 -25.0 0.0 rotation 0.0 0.0 0.0 0.0 2 repeatwait 0until 01AF:   car [email protected] sphere 0 in_sphere -1308.7582 183.9288 15.06 radius 15.0 15.0 1.006C5: release_car [email protected] from_pathCar.LockInCurrentPosition([email protected]) = TrueSELECT_INTERIOR 0fade 0 1500wait 1500Camera.Restore_WithJumpCut()Car.Destroy([email protected])#SHAMAL.Destroy()0873: release_path 10107C0: load_path 102#MANANA.Load()Model.Load(8_MODEL)04ED: load_animation "car_chat" while truewait 0if and #MANANA.Available() 07C1:   path 102 available  Model.Available(8_MODEL) 04EE:   animation "car_chat" loaded then breakendend04E4: unknown_refresh_game_renderer_at -1422.3842 -287.107303CB: set_rendering_origin_at -1422.3842 -287.1073 13.1484Actor.PutAt($PLAYER_ACTOR, -1422.3842, -287.1073, 13.1484)Actor.Angle($PLAYER_ACTOR) = 138.7836Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseCamera.SetPosition(-1423.5754, -289.5911, 14.7997, 0.0, 0.0, 0.0)Camera.PointAt(-1421.1345, -287.0033, 14.9512, 2)0936: set_camera -1423.5754 -289.5911 14.7997 position_to -1454.7783 -331.1641 21.7145 time 15000 drop_mode [email protected] = 007CD: AS_actor $PLAYER_ACTOR walk_to -1426.0469 -292.7057 13.1484 stop_with_angle 141.9403 within_radius 0.0fade 1 1500repeatwait 0until [email protected] > 150000925: restore_camera_to_user_defined 0674: set_car_model #MANANA numberplate "_8_BALL_" $8_CAR = car.Create(#MANANA, -1325.4363, 135.5071, 13.5469)0229: set_car $8_CAR primary_color_to 7 secondary_color_to 00129: $EIGHT = create_actor_pedtype 23 model 8_Model in_car $8_CAR driverseat 05EB: assign_car $8_CAR to_path 10205C0: AS_actor $PLAYER_ACTOR look_at_car $8_CAR -1 ms Camera.SetPosition(-1454.7783, -331.1641, 21.7145, 0.0, 0.0, 0.0)Camera.PointAt(-1421.1345, -287.0033, 14.9512, 1)repeatwait 0until 860E:   not car $8_CAR assigned_to_pathCar.LockInCurrentPosition($8_CAR) = True0687: clear_actor $PLAYER_ACTOR task 0967: actor $EIGHT move_mouth 10000 ms05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 30000 ms05CA: AS_actor $PLAYER_ACTOR enter_car $8_CAR passenger_seat 0 10000 ms00BC: show_text_highpriority GXT 'AHISF6' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.while not Actor.InCar($PLAYER_ACTOR, $8_CAR) wait 0end0968: actor $EIGHT stop_mouth   0955: end_playing_loaded_soundtrack041E: set_radio_station 10679: put_camera_on_car $8_CAR with_offset 3.0 3.0 1.0 rotation 0.0 0.0 0.0 0.0 207C0: load_path 103repeatwait 0until 07C1:   path 103 available0873: release_path 102Car.LockInCurrentPosition($8_CAR) = False05EB: assign_car $8_CAR to_path 103 0967: actor $EIGHT move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF7' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 20000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF8' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 4000 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF9' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00. wait 40000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF10' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 1500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF11' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF12' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 20000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 1500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF13' time 1500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 15000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF14' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00. wait 25000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR05BF: AS_actor $EIGHT look_at_actor $PLAYER_ACTOR 4500 ms 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF15' time 4500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 45000687: clear_actor $EIGHT task0968: actor $EIGHT 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_Sc1_FR" IFP_file "car_chat" 4.0 loop 1 0 0 1 time -1 // versionA 0967: actor $player_actor move_mouth 10000 ms00BC: show_text_highpriority GXT 'AHISF16' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00. wait 20000687: clear_actor $PLAYER_ACTOR task0968: actor $PLAYER_ACTOR0605: actor $EIGHT perform_animation_sequence "CAR_Sc3_FL" IFP_file "car_chat" 4.0 loop 0 0 0 0 time -1 // versionA 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF17' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF18' time 3500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 35000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF19' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF20' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF21' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000687: clear_actor $EIGHT task0968: actor $EIGHTrepeatwait 0until 860E:  not car $8_CAR assigned_to_path0687: clear_actor $EIGHT task0968: actor $EIGHT0605: actor $EIGHT perform_animation_sequence "CAR_Sc3_FL" IFP_file "car_chat" 4.0 loop 0 0 0 0 time -1 // versionA 0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF22' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000968: actor $EIGHT0967: actor $EIGHT move_mouth 10000 ms 00BC: show_text_highpriority GXT 'AHISF23' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00. 0633: AS_actor $PLAYER_ACTOR exit_car:AHISF20701:03F0: enable_text_draw 0fade 0 1500wait 15000792: disembark_instantly_actor $PLAYER_ACTOR $ONMISSION = 10925: restore_camera_to_user_defined cAMERA.SetBehindPlayer()00BE: text_clear_all0955: end_playing_loaded_soundtrack Camera.Restore_WithJumpCut()Car.Destroy($8_CAR)Actor.DestroyInstantly($EIGHT) #SHAMAL.Destroy()Car.Destroy([email protected])mODEL.Destroy(8_MODEL)0873: release_path 101 0873: release_path 102 0873: release_path 103 Object.Destroy([email protected])mODEL.Destroy(330)select_interior 0Actor.LockInCurrentPosition($PLAYER_ACTOR) = FalseActor.PutAt($PLAYER_ACTOR, -2026.2833, -55.4951, 34.3478)Actor.Angle($PLAYER_ACTOR) = 5.35010860: link_actor $PLAYER_ACTOR to_interior 004E4: unknown_refresh_game_renderer_at -2026.2833 -55.495103CB: set_rendering_origin_at -2026.2833 -55.4951 35.3478fade 1 150002A3: enable_widescreen 0Player.CanMove($PLAYER_CHAR) = true03E5: show_text_box 'AHISF29'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.wait 100000BC: show_text_highpriority GXT 'AHISF30' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.018A: [email protected] = create_checkpoint_at -2027.7821 -41.208 38.8047repeatwait 0until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2027.7821 -41.208 38.8047 radius 1.0 1.0 1.0Marker.Disable([email protected])09E8: [email protected] = actor $PLAYER_ACTOR active_interiorwhile [email protected] == 0wait 009E8: [email protected] = actor $PLAYER_ACTOR active_interior endPlayer.CanMove($PLAYER_CHAR) = False08E7: disable_entrance_markers 1 0826: enable_hud 00581: enable_radar 000BE: text_clear_all Camera.SetPosition(2195.313, -1200.5425, 1050.0977, 0.0, 0.0, 0.0) Camera.PointAt(2191.5347, -1205.4062, 1049.0234, 2)0707: @continue03E5: show_text_box 'AHISF24'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.while 8A2A:   text_box 'AHISF24' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino. wait 0endwhile 0A2A:   text_box 'AHISF24' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino. wait 0end03E5: show_text_box 'AHISF25'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.while 8A2A:   text_box 'AHISF25' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endwhile 0A2A:   text_box 'AHISF25' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0end03E5: show_text_box 'AHISF26'while 8A2A:   text_box 'AHISF26' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endwhile 0A2A:   text_box 'AHISF26' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endCamera.SetPosition(2192.2231, -1210.8458, 1049.0234, 0.0, 0.0, 0.0)Camera.PointAt(2194.5417, -1210.7247, 1049.0234, 2)03E5: show_text_box 'AHISF27'while 8A2A:   text_box 'AHISF27' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0endwhile 0A2A:   text_box 'AHISF27' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.wait 0end:continue0701:03E6: remove_text_box cAMERA.Restore_WithJumpCut()Player.CanMove($PLAYER_CHAR) = tRUE0826: enable_hud 10581: enable_radar 100BC: show_text_highpriority GXT 'AHISF28' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.repeatwait 0until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2194.5417 -1210.7247 1049.0234 radius 1.0 1.0 1.0Player.CanMove($PLAYER_CHAR) = Falsefade 0 2000wait 20000784: $PLAYER_CHAR  0  0  0Player.SetClothes($PLAYER_CHAR, "HOODYABLACK", "HOODYA", Torso)Player.Build($PLAYER_CHAR)Actor.PutAt($PLAYER_ACTOR, 2193.3511, -1213.6069, 1048.0234)fade 1 2000Player.CanMove($PLAYER_CHAR) = True0394: play_music 2 $ONMISSION = 0MISSION_CLEANUPcreate_thread @WARDcreate_thread @SHIFTINcreate_thread @SAVERMarker.CreateIconWithoutSphere($SAVE_HOUSE_M, 35, -2027.8348, -41.1306, 38.8047)0318: set_latest_mission_passed 'AHISF'  // Big Smoke030C: progress_made += 1 create_thread @CELLPS 1RETURN:EIGHT1thread 'EIGHT1'gosub @81_1ifwasted_or_bustedjf @[email protected] = ''jump @81_FAIL:81_1$ONMISSION = 1increment_mission_attempts054C: use_GXT_table '81' SELECT_INTERIOR 3Actor.PutAt($PLAYER_ACTOR, 372.9225, 183.1804, 1007.3828)Actor.Angle($PLAYER_ACTOR) = 0.42610860: link_actor $PLAYER_ACTOR to_interior 304E4: unknown_refresh_game_renderer_at 372.9225 183.180403CB: set_rendering_origin_at 372.9225 183.1804 1008.3828Model.Load(8_Model)while not Model.Available(8_Model)wait 0end$EIGHT = Actor.Create(23, 8_Model, 368.6215, 173.659, 1007.3893)06B0: AS_actor $PLAYER_ACTOR sit_down -1 ms 02A3: enable_widescreen 1 Camera.Restore_WithJumpCut()Camera.SetPosition(372.8055, 186.067, 1008.8679, 0.0, 0.0, 0.0)CAMERA.PointAt(370.5523, 180.0953, 1008.3828, 2)06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 WAIT 1000fade 1 15000707: @81_207CD: AS_actor $EIGHT walk_to 369.6874 177.3008 1008.3828 stop_with_angle 343.6853 within_radius 0.000BC: show_text_highpriority GXT '81_1' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.05BF: AS_actor $PLAYER_ACTOR look_at_actor $EIGHT 4000 ms0967: actor $EIGHT move_mouth 10000 mswait 3000:81_20701:0968: $EIGHTfade 0 1500wait 1500#MANANA.Load()repeatwait 0until #MANANA.Available()06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0014C: set_parked_car_generator $EIGHT_PARKED_CAR cars_to_generate_to 0 0395: clear_area 1 at -1842.288 1097.4047 44.9798 radius 300.0$8_CAR = Car.Create(#MANANA, -1842.288, 1097.4047, 44.9798) Car.Angle($8_CAR) = 90.39960229: set_car $8_CAR primary_color_to 7 secondary_color_to 70840: link_car $8_CAR to_interior 0  0687: clear_actor $PLAYER_ACTOR task 0687: clear_actor $EIGHT taskselect_interior 0Actor.PutAt($PLAYER_ACTOR, -1841.1626, 1095.7229, 44.4453)Actor.PutAt($EIGHT, -1841.2396, 1098.8184, 44.2891)Actor.Angle($PLAYER_ACTOR) = 91.4763    Actor.Angle($EIGHT) = 91.47630860: link_actor $PLAYER_ACTOR to_interior 00860: link_actor $EIGHT to_interior 004E4: unknown_refresh_game_renderer_at -1841.2396 1098.818403CB: set_rendering_origin_at -1841.2396 1098.8184 45.289105CB: AS_actor $PLAYER_ACTOR enter_car $8_CAR as_driver 10000 ms 05CA: AS_actor $EIGHT enter_car $8_CAR passenger_seat 0 10000 ms0158: camera_on_car $8_CAR 18 2 FADE 1 150002A3: enable_widescreen 00826: enable_hud 00581: enable_radar 0  while truewait 0if and Actor.InCar($PLAYER_ACTOR, $8_CAR) Actor.InCar($EIGHT, $8_CAR)then breakendend0826: enable_hud 10581: enable_radar 1Player.CanMove($PLAYER_CHAR) = True00BC: show_text_highpriority GXT '81_2' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.0526: set_actor $EIGHT stay_in_car 1018A: [email protected] = create_checkpoint_at -1905.1929 824.2896 34.61730925: restore_camera_to_user_defined Camera.SetBehindPlayer()Camera.Restore()[email protected]: Integerendrepeatwait 00209: [email protected] = random_int_in_ranges 0 30 ifActor.Dead($EIGHT)then [email protected] = '81_6' goto @81_FAIL end ifCar.Wrecked($8_CAR)then [email protected] = '81_7' goto @81_FAIL end if  not Actor.InCar($PLAYER_ACTOR, $8_CAR)   then    if     [email protected] <= 10     then      [email protected] = '81_3'      end    if and     [email protected] > 10     [email protected] <= 20     then      [email protected] = '81_4'      end    if and     [email protected] > 20     [email protected] <= 30     then      [email protected] = '81_5'    end   00BC: show_text_highpriority [email protected] time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.   0967: $EIGHT 10000   Marker.CreateAboveCar([email protected], $8_CAR)   07E0: set_marker [email protected] type_to 1   mARKER.Disable([email protected])   [email protected] = 0   [email protected] = 0   while not Actor.InCar($PLAYER_ACTOR, $8_CAR)   wait 0   if    [email protected] == 0   then   if    [email protected] > 4000    then    0968: $EIGHT    [email protected] = 1    end   end     ifActor.Dead($EIGHT)then [email protected] = '81_6' goto @81_FAIL end ifCar.Wrecked($8_CAR)then [email protected] = '81_7' goto @81_FAIL end if  80F2:  NOT actor $PLAYER_ACTOR near_actor $EIGHT radius 150.0 150.0 0  then   [email protected] = '81_8'   goto @81_FAIL   end   endMarker.Disable([email protected])018A: [email protected] = create_checkpoint_at -1905.1929 824.2896 34.6173END     until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1905.1929 824.2896 34.6173 radius 5.0 5.0 5.0Marker.Disable([email protected])Player.CanMove($PLAYER_CHAR) = False0826: enable_hud 00581: enable_radar 00633: AS_actor $PLAYER_ACTOR exit_car 0633: AS_actor $EIGHT exit_carfade 0 2000wait 20000792: disembark_instantly_actor $PLAYER_ACTOR$ONMISSION = 1 0792: disembark_instantly_actor $EIGHTselect_interior 10Actor.PutAt($PLAYER_ACTOR, 379.1015, -73.5975, 1000.5078)Actor.Angle($PLAYER_ACTOR) = 268.63990860: link_actor $PLAYER_ACTOR to_interior 10Actor.PutAt($EIGHT, 366.936, -57.6768, 1000.5103)Actor.Angle($EIGHT) = 99.82080860: link_actor $EIGHT to_interior 10Camera.SetPosition(366.6097, -60.5059, 1001.5078, 0.0, 0.0, 0.0)Camera.PointAt(366.8774, -57.8172, 1001.5102, 2)  04ED: load_animation "FOOD"while 84EE:   not animation "FOOD" loadedwait 0end #BALLAS1.Load()#BALLAS2.Load()#BALLAS3.Load()#COLT45.Load()while truewait 0if and #BALLAS1.Available() #BALLAS2.Available() #BALLAS3.Available() #COLT45.Available()[email protected] = Actor.Create(23, #BALLAS1, 364.4114, -61.3727, 1000.5078)Actor.Angle([email protected]) = [email protected] = Actor.Create(23, #BALLAS2, 363.7481, -60.7623, 1000.5078)Actor.Angle([email protected]) = [email protected] = Actor.Create(23, #BALLAS3, 363.6755, -60.111, 1000.5151)Actor.Angle([email protected]) = 283.6799Player.ClearWantedLevel($PLAYER_CHAR)06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 FADE 1 1000   0605: actor $EIGHT perform_animation_sequence "EAT_Vomit_P" IFP_file "food" 4.0 loop 0 0 0 0 time -1 // versionAwhile not Actor.Animation($EIGHT) == "EAT_Vomit_P"wait 0endwhile Actor.Animation($EIGHT) == "EAT_Vomit_P"wait 0end Camera.OnPed($EIGHT, 15, 1)07CD: AS_actor $EIGHT walk_to 367.1136 -58.6555 1001.5182 stop_with_angle 178.0856 within_radius 0.0wait 10000687: clear_actor $EIGHT task 05C4: AS_actor $EIGHT hands_up 15000 ms  01B2: give_actor [email protected] weapon 22 ammo 9999999999 // Load the weapon model before using this01B9: set_actor [email protected] armed_weapon_to 30635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms01B2: give_actor [email protected] weapon 22 ammo 9999999999 // Load the weapon model before using this01B9: set_actor [email protected] armed_weapon_to 30635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms01B2: give_actor [email protected] weapon 22 ammo 9999999999 // Load the weapon model before using this01B9: set_actor [email protected] armed_weapon_to 30635: AS_actor [email protected] aim_at_actor $EIGHT -1 ms02E2: set_actor [email protected] weapon_accuracy_to 75 02E2: set_actor [email protected] weapon_accuracy_to 75 02E2: set_actor [email protected] weapon_accuracy_to 75 Camera.OnPed([email protected], 15, 1)WAIT 1000fade 0 1000Car.PutAt($8_CAR, -1904.7552, 826.0479, 33.6172)Car.Angle($8_CAR) = 178.468wait 100007C0: load_path 104WHILE 87C1:   not path 104 availablewait 0end fade 1 1000#SENTINEL.Load()WHILE NOT #SENTINEL.Available()wait 0endSELECT_INTERIOR 00860: link_actor $PLAYER_ACTOR to_interior [email protected] = Car.Create(#SENTINEL, -1904.8268, 806.2358, 35.5952)Car.Angle([email protected]) = 179.4239072A: put_actor $PLAYER_ACTOR into_car $8_CAR driverseat072A: put_actor [email protected] into_car [email protected] driverseat0430: put_actor [email protected] into_car [email protected] passenger_seat 0 0430: put_actor [email protected] into_car [email protected] passenger_seat 2 0430: put_actor $EIGHT into_car [email protected] passenger_seat 1 05EB: assign_car [email protected] to_path 10406FD: set_car [email protected] speed_on_path_to 0.8 0713: actor [email protected] driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 120 0713: actor [email protected] driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 120  Camera.Restore_WithJumpCut() Player.CanMove($PLAYER_CHAR) = True 0826: enable_hud 1 0581: enable_radar 107CC: set_player $PLAYER_CHAR button_15 0 Marker.CreateAboveCar([email protected], [email protected])018B: set_marker [email protected] radar_mode 100BC: show_text_highpriority GXT '81_9' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.while 060E:   car [email protected] assigned_to_pathwait 0 if8202:   not actor $PLAYER_ACTOR near_car [email protected] radius 500.0 500.0 flag 0 [email protected] = '81_10'goto @81_FAILENDif Car.Wrecked($8_CAR)then [email protected] = '81_7'goto @81_FAILendend0687: clear_actor [email protected] task 0687: clear_actor [email protected] task 0526: set_actor [email protected] stay_in_car 00526: set_actor [email protected] stay_in_car 00526: set_actor [email protected] stay_in_car 0Marker.Disable([email protected])05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR end_thread:81_PASS:81_FAILWHILE NOT PLAYER.Defined($PLAYER_CHAR)wait 0endPlayer.CanMove($PLAYER_CHAR) = False00BC: show_text_highpriority GXT [email protected] time 5000 flag 1  // ~s~Come back between 9:00 and 17:00.fade 0 5000wait 5000$ONMISSION = 0mission_cleanupfade 1 1500Player.CanMove($PLAYER_CHAR) = Trueend_thread //-------------External script 0---------------// put your external scripts here

 

Link to comment
Share on other sites

 

is it good to use a thread or an external script?

 

 

its easier to type create_thread @cellphone

then

define ES @cellphone

 

load ES @cellphone

check if ES @cellphone loaded

run ES @cellphone

 

but I think it doesn't matter

It often seems to me that the ES can do more work.

I write scripts and start with a normal thread, enlarge it, spawn more stuff, make heavy scene changes and it becomes unstable.

Then I think I must do it as mission but it must work in off-mission state. So I do it as ES.

 

At all, the most important fact is, that the main part of the main.scm is limited and to put the scripts external keeps the main part free.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.