Sloth- Posted March 17, 2013 Share Posted March 17, 2013 (edited) Greetings to everybody. I'm having a big trouble with that and i don't know how to resolve it. The thing is, the mission i'm making works great, but when i want to spawn lots of objects (almost one hundred of them at the beggining of the mission), then all the actors appear in a small ball shape (the same thing that happens in DYOM when you create lots of actors at the same time without hiding). The rare thing is: i never had trouble spawning all these objects in the DYOM... Why i am having this trouble at coding? And what should i do to avoid it? Thanks in advance. Edited March 17, 2013 by Daniel Carrington Link to comment Share on other sites More sharing options...
TheGodfather. Posted March 17, 2013 Share Posted March 17, 2013 Post ur complete script.. Link to comment Share on other sites More sharing options...
Sloth- Posted March 17, 2013 Author Share Posted March 17, 2013 I really don't know if is necessary but here it goes, it can be a little large... If i comment the part of the objects spawning, then the problem doesn't appear, so i guess is because of that. Please note that at the end, in the mission cleaning, i haven't finished yet all the cleaning routines (disable markers, remove references to actors, cars and stuff). I DON'T think that was the problem, and i want to finish all the details before adding the necessary things to the cleaning. My code: DEFINE MISSIONS 2DEFINE MISSION 0 AT @INITIALDEFINE MISSION 1 AT @EXTRACTIONDEFINE EXTERNAL_SCRIPTS -1 // Use -1 in order not to compile AAA script//DEFINE SCRIPT {NAME} AT {LABEL} @DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.0.0000}var$PLAYER_CHAR: Playerend // var03A4: name_thread 'MAIN'01F0: set_max_wanted_level_to 60111: toggle_wasted_busted_check 000C0: set_current_time_hours_to 8 minutes_to 004E4: unknown_refresh_game_renderer_at 1049.9067 1031.326703CB: set_rendering_origin_at 1049.9067 1031.3267 10.6850053: $PLAYER_CHAR = create_player #NULL at 1049.9067 1031.3267 10.685 //1453.0439 -1841.0349 13.546901F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR07AF: $PLAYER_GROUP = player $PLAYER_CHAR group0373: set_camera_directly_behind_player01B6: set_weather 00001: wait 0 ms087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0070D: rebuild_player $PLAYER_CHAR01B4: toggle_player $PLAYER_CHAR can_move 0016A: fade 0 time 004BB: select_interior 00629: change_integer_stat 181 to 4016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 00180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here0004: $DEFAULT_WAIT_TIME = 25003E6: remove_text_boxmodel.Load(#nurgrl3)038B: load_requested_models09C7: change_player $PLAYER_CHAR model_to #nurgrl3wait 1000 ms016A: fade 1 time 200001B4: toggle_player $PLAYER_CHAR can_move 10417: start_mission 0 // Initialwait 0// put your create_thread commands here00D7: create_thread @CI_MISSIONS_SNIFFER:MAIN_LOOP0001: wait $DEFAULT_WAIT_TIME ms0002: jump @MAIN_LOOP{==============================================================GLOBAL SUBROUTINES===============================================================}:SUB_FADE_500MS0169: set_fade_color_RGB 0 0 0 016A: fade 0 time 500 :LITCAS_28200D6: if 016B: fading 004D: jump_if_false @LITCAS_306 0001: wait 0 ms 0002: jump @LITCAS_282 :LITCAS_3060051: return //------------------------:TELEPORT// Seleccionando Interior y colocándo al jugador en él01B4: toggle_player $PLAYER_CHAR can_move 00050: gosub @SUB_FADE_500MS 04BB: select_interior $ACTIVE_INTERIOR 0860: link_actor $PLAYER_ACTOR to_interior $ACTIVE_INTERIOR 04E4: unknown_refresh_game_renderer_at $PLAYER_X $PLAYER_Y 03CB: set_rendering_origin_at $PLAYER_X $PLAYER_Y $PLAYER_Z //04F9: set_interior 1 color_to 0 00A1: put_actor $PLAYER_ACTOR at $PLAYER_X $PLAYER_Y $PLAYER_Z 0173: set_actor $PLAYER_ACTOR Z_angle_to $PLAYER_ANGLE 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut0051: return//------------------------:FADEOUT0001: wait 1000 ms 016A: fade 1 time 1000 01B4: set_player $PLAYER_CHAR can_move 10051: return//------------------------:JOANNA_RESPONSE0209: $RAND = random_int_in_ranges 0 300D6: if0039: $RAND == 0004D: jump_if_false @J01 00BC: show_text_highpriority GXT 'MJO_1' time 4000 flag 1 // (Joanna) Received.:J0100D6: if0039: $RAND == 1004D: jump_if_false @J02 00BC: show_text_highpriority GXT 'MJO_2' time 4000 flag 1 // (Joanna) Understood.:J0200D6: if0039: $RAND == 2004D: jump_if_false @J03 00BC: show_text_highpriority GXT 'MJO_3' time 4000 flag 1 // (Joanna) Confirmed.:J0300D6: if0039: $RAND == 3004D: jump_if_false @J04 00BC: show_text_highpriority GXT 'MJO_4' time 4000 flag 1 // (Joanna) Affirmative.:J040051: return //------------------------{==============================================================MISSION SNIFFER===============================================================}// put your mods (threads) here:CI_MISSIONS_SNIFFERthread "CI_SNIFF"$MARKER_CARRINGTON_INSTITUTE = Marker.CreateIconAndSphere(42, $X_CARRINGTON_INSTITUTE, $Y_CARRINGTON_INSTITUTE, $Z_CARRINGTON_INSTITUTE)repeatwait $DEFAULT_WAIT_TIMEif andplayer.Defined($PLAYER_CHAR)$ONMISSION == 0then if and 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_CARRINGTON_INSTITUTE $Y_CARRINGTON_INSTITUTE $Z_CARRINGTON_INSTITUTE radius 1.0 1.0 2.0 on_foot Player.Controllable($PLAYER_CHAR) $TUT_MISSIONS_PASSED == 0 then $ONMISSION = 1 $MISSION_DIFFICULTY = 3 // 1: Agent, 2: Special Agent, 3: Perfect Agent 054C: use_GXT_table 'PD' 00BA: show_text_styled GXT 'M1_3' time 1000 style 2 // dataDyne Central: Extraction 01B4: toggle_player $PLAYER_CHAR can_move 0 0050: gosub @SUB_FADE_500MS start_mission 1 endenduntil $TUT_MISSIONS_PASSED == 1marker.Disable($MARKER_CARRINGTON_INSTITUTE)end_thread//––––-Mission 0–––––:INITIAL$TUT_MISSIONS_PASSED = 0$ONMISSION = 0 $X_CARRINGTON_INSTITUTE = 1046.3639$Y_CARRINGTON_INSTITUTE = 1015.7791$Z_CARRINGTON_INSTITUTE = 11.0//0629: change_integer_stat 225 to 999 // capacidad pulmonar al máximo jolines tío no la empalmeis hostia!model.Load(#FCR900)038B: load_requested_models:INITIAL_LOADwait 0 msifmodel.Available(#FCR900)004D: jump_if_false @INITIAL_LOAD0674: set_car_model #FCR900 numberplate "DARK_"$darkbike = car.Create(#FCR900,1452.9561, -1837.4128, 13.5469)end_thread//––––-Mission 1–––––{==============================================================DATADYNE RESEARCH: INVESTIGATION===============================================================}// Mission wrapper:EXTRACTIONthread 'M1_3'gosub @EXTRACTION_MAINif wasted_or_bustedthengosub @EXTRACTION_FAILendgosub @EXTRACTION_CLEANUPend_thread//––––––––––––-:EXTRACTION_MAINconst {==============================================================================Nomenclatura propuesta: 0-99: actors,vehicles 100-199: flags y variables numéricas de uso general 200-299: objects or pickups 300-399: markers/spheres/checkpoints 400-499: decision makers, rutas y comportamientos=============================================================================== } // ======= Entrance Markers DownElevatorL = [email protected] DownElevatorR = [email protected] InWindow01 = [email protected] OutWindow01 = [email protected] InWindow02 = [email protected] OutWindow02 = [email protected] InWindow03 = [email protected] OutWindow03 = [email protected] UpElevatorL = [email protected] UpElevatorR = [email protected] InWindow04 = [email protected] OutWindow04 = [email protected] InWindow05 = [email protected] OutWindow05 = [email protected] InWindow06 = [email protected] OutWindow06 = [email protected] InBuildingDoor = [email protected] OutBuildingDoor = [email protected] // ======= Obj1 // [email protected]: checkpoint // ======= Obj2 // [email protected]: sphere // [email protected]: checkpoint // ======= Obj3 dDHovercopter = [email protected] dDChopper = [email protected] // [email protected] - [email protected] - [email protected]: Posición x-y-z Helicóptero // [email protected]: Helicopter Z Angle - [email protected]: Helicopter Health // [email protected]: marker sobre Hovercopter // [email protected] - [email protected] - [email protected]: Posición x-y-z Jugador // [email protected]: Copter destroyed // [email protected]: variable máquina de estado de los hombres que discuten y resguardan un lanzacohetes dDWorker1 = [email protected] dDWorker2 = [email protected] dDTrooper = [email protected] // [email protected]: rocket launcher // ======= Obj4 Cassandra = [email protected] // [email protected] - [email protected] - [email protected] - [email protected] - [email protected]: Cassandra Bodyguards // ======= Obj5 DrCaroll = [email protected] Helicopter = [email protected] // [email protected]: Marker para Dr Caroll // [email protected]: Sphere en el helicóptero // [email protected]: Sphere en Carrington Institute Base // [email protected]: Checkpoint en CI Base // ======= // [email protected]: darkness level // [email protected]: flag de entrance markers creados // [email protected]/[email protected]/[email protected]: Coorenadas X-Y-Z del Dr Caroll (en interior) // [email protected]: flag para sacar al Dr Caroll del edificioend // ======= Obj1// Spawn actor04BB: select_interior 3 0860: link_actor $PLAYER_ACTOR to_interior 3 04E4: unknown_refresh_game_renderer_at 2579.7454 -1299.9825 03CB: set_rendering_origin_at 358.1641 215.9961 1008.3828 Actor.PutAt($PLAYER_ACTOR, 358.1641, 215.9961, 1008.3828)Actor.Angle($PLAYER_ACTOR) = 180.0 Camera.SetBehindPlayer() //Camera.Restore_WithJumpCut() // Spawn Objects - Entry Room0247: load_model #freight_SFW_door 0247: load_model #imy_track_barrier0247: load_model #woodenbox 0247: load_model #k_smashboxes038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #freight_SFW_door available and 0248: model #imy_track_barrier available and 0248: model #woodenbox available and 0248: model #k_smashboxes available029B: [email protected] = init_object #freight_SFW_door at 358.785 217.56 1008.53 0453: set_object [email protected] XY_rotation 0.0 0.0 angle 90.0 029B: [email protected] = init_object #imy_track_barrier at 351.928 216.099 1007.99 0453: set_object [email protected] XY_rotation 0.0 0.0 angle 55.0 029B: [email protected] = init_object #woodenbox at 362.964 213.667 1007.960453: set_object [email protected] XY_rotation 180.0 180.0 angle 32.0029B: [email protected] = init_object #k_smashboxes at 363.529 213.933 1008.550453: set_object [email protected] XY_rotation 0.0 0.0 angle 43.0029B: [email protected] = init_object #woodenbox at 365.964 202.167 1007.96 0453: set_object [email protected] XY_rotation 0.0 0.0 angle 61.00249: release_model #freight_SFW_door 0249: release_model #imy_track_barrier0249: release_model #woodenbox0249: release_model #k_smashboxes0247: load_model #CJ_SLOT_PROPg 0247: load_model #k_pooltablesm0247: load_model #DYN_ROADBARRIER_3 0247: load_model #swivelchair_A0247: load_model #CJ_BARSTOOL0247: load_model #kmb_atm30247: load_model #kb_swivelchair10247: load_model #blockpallet038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #CJ_SLOT_PROPg available and 0248: model #k_pooltablesm available and 0248: model #DYN_ROADBARRIER_3 available and 0248: model #swivelchair_A available and 0248: model #CJ_BARSTOOL available and 0248: model #kmb_atm3 available and 0248: model #kb_swivelchair1 available and 0248: model #blockpallet available029B: [email protected] = init_object #CJ_SLOT_PROPg at 368.591 202.102 1007.83 0453: set_object [email protected] XY_rotation 180.0 90.0 angle 344.0029B: [email protected] = init_object #k_pooltablesm at 367.885 202.331 1009.220453: set_object [email protected] XY_rotation 0.0 180.0 angle 292.0029B: [email protected] = init_object #DYN_ROADBARRIER_3 at 363.78 211.558 1008.680453: set_object [email protected] XY_rotation 0.0 0.0 angle 316.0029B: [email protected] = init_object #swivelchair_A at 361.795 211.622 1008.620453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #CJ_BARSTOOL at 359.647 212.175 1007.620453: set_object [email protected] XY_rotation 270.0 344.0 angle 0.0029B: [email protected] = init_object #kmb_atm3 at 364.286 209.003 1007.680453: set_object [email protected] XY_rotation 180.0 89.9998 angle 289.0029B: [email protected] = init_object #kb_swivelchair1 at 358.048 203.347 1008.440453: set_object [email protected] XY_rotation 0.0 90.0 angle 45.0029B: [email protected] = init_object #blockpallet at 354.581 204.43 1008.160453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.00249: release_model #CJ_SLOT_PROPg 0249: release_model #k_pooltablesm0249: release_model #DYN_ROADBARRIER_3 0249: release_model #swivelchair_A0249: release_model #CJ_BARSTOOL0249: release_model #kmb_atm30249: release_model #kb_swivelchair10249: release_model #blockpallet0247: load_model #PC_10247: load_model #kb_swivelchair20247: load_model #SWANK_DIN_CHAIR_2038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #PC_1 available and 0248: model #kb_swivelchair2 available and 0248: model #SWANK_DIN_CHAIR_2 available029B: [email protected] = init_object #PC_1 at 360.359 201.894 1008.670453: set_object [email protected] XY_rotation 0.0 104.0 angle 0.0029B: [email protected] = init_object #kb_swivelchair2 at 363.631 199.059 1007.710453: set_object [email protected] XY_rotation 180.0 270.0 angle 16.0029B: [email protected] = init_object #SWANK_DIN_CHAIR_2 at 361.775 202.815 1008.440453: set_object [email protected] XY_rotation 90.0 241.0 angle 0.0029B: [email protected] = init_object #SWANK_DIN_CHAIR_2 at 361.775 202.815 1008.440453: set_object [email protected] XY_rotation 90.0 241.0 angle 0.00249: release_model #PC_10249: release_model #kb_swivelchair20249: release_model #SWANK_DIN_CHAIR_2// Hall0247: load_model #woodenbox0247: load_model #chinaTgarageDoor0247: load_model #immmcran0247: load_model #wongs_gate0247: load_model #kmb_shutter0247: load_model #DYN_F_R_WOOD_1b0247: load_model #DYN_ROADBARRIER_30247: load_model #DYN_woodpile038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #woodenbox available and 0248: model #chinaTgarageDoor available and 0248: model #immmcran available and 0248: model #wongs_gate available and 0248: model #kmb_shutter available and 0248: model #DYN_F_R_WOOD_1b available and 0248: model #DYN_ROADBARRIER_3 available and 0248: model #DYN_woodpile available029B: [email protected] = init_object #woodenbox at 359.064 187.667 1007.960453: set_object [email protected] XY_rotation 180.0 180.0 angle 327.0029B: [email protected] = init_object #woodenbox at 358.664 186.167 1007.960453: set_object [email protected] XY_rotation 0.0 0.0 angle 82.0002029B: [email protected] = init_object #chinaTgarageDoor at 355.196 173.15 1009.00453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #chinaTgarageDoor at 359.496 173.15 1009.00453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #immmcran at 362.55 173.231 1006.270453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #wongs_gate at 368.444 173.155 1009.310453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #kmb_shutter at 372.738 173.283 1009.220453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #kmb_shutter at 380.438 173.283 1009.220453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #kmb_shutter at 372.738 173.083 1009.220453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #kmb_shutter at 380.438 173.083 1009.220453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #woodenbox at 364.064 173.467 1007.960453: set_object [email protected] XY_rotation 180.0 180.0 angle 294.0029B: [email protected] = init_object #woodenbox at 366.764 173.867 1007.960453: set_object [email protected] XY_rotation 0.0 0.0 angle 279.0029B: [email protected] = init_object #woodenbox at 365.364 172.267 1007.960453: set_object [email protected] XY_rotation 0.0 0.0 angle 280.0029B: [email protected] = init_object #DYN_F_R_WOOD_1b at 371.016 173.4 1008.160453: set_object [email protected] XY_rotation 180.0 180.0 angle 0.0029B: [email protected] = init_object #DYN_F_R_WOOD_1b at 375.616 173.5 1008.060453: set_object [email protected] XY_rotation 173.2 180.0 angle 0.0029B: [email protected] = init_object #DYN_ROADBARRIER_3 at 378.98 173.758 1007.50453: set_object [email protected] XY_rotation 239.8 0.0 angle 0.0029B: [email protected] = init_object #DYN_woodpile at 384.1 173.774 1007.380453: set_object [email protected] XY_rotation 178.6 180.0 angle 0.00249: release_model #woodenbox0249: release_model #chinaTgarageDoor0249: release_model #immmcran0249: release_model #wongs_gate0249: release_model #kmb_shutter0249: release_model #DYN_F_R_WOOD_1b0249: release_model #DYN_ROADBARRIER_30249: release_model #DYN_woodpile0247: load_model #MED_COUCH_10247: load_model #CJ_FRUITCRATE20247: load_model #smash_box_brk0247: load_model #DYN_CRATE_20247: load_model #imy_track_barrier0247: load_model #DYN_F_R_WOOD_1b0247: load_model #smash_box_stay0247: load_model #k_smashboxes038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #woodenbox available and 0248: model #MED_COUCH_1 available and 0248: model #CJ_FRUITCRATE2 available and 0248: model #smash_box_brk available and 0248: model #DYN_CRATE_2 available and 0248: model #imy_track_barrier available and 0248: model #DYN_F_R_WOOD_1b available and 0248: model #smash_box_stay available and 0248: model #k_smashboxes available029B: [email protected] = init_object #MED_COUCH_1 at 381.676 177.895 1008.040453: set_object [email protected] XY_rotation 270.0 90.0 angle 303.0029B: [email protected] = init_object #CJ_FRUITCRATE2 at 381.736 177.425 1008.030453: set_object [email protected] XY_rotation 270.0 270.0 angle 307.0029B: [email protected] = init_object #smash_box_brk at 390.227 170.68 1007.250453: set_object [email protected] XY_rotation 180.0 180.0 angle 83.0002029B: [email protected] = init_object #DYN_CRATE_2 at 383.749 172.783 1007.920453: set_object [email protected] XY_rotation 0.0 0.0 angle 348.0029B: [email protected] = init_object #imy_track_barrier at 380.98 172.655 1008.640453: set_object [email protected] XY_rotation 11.5998 180.0 angle 0.0029B: [email protected] = init_object #DYN_F_R_WOOD_1b at 376.816 172.7 1008.060453: set_object [email protected] XY_rotation 180.0 180.0 angle 355.0029B: [email protected] = init_object #DYN_F_R_WOOD_1b at 372.416 172.7 1008.060453: set_object [email protected] XY_rotation 187.0 180.0 angle 0.0029B: [email protected] = init_object #smash_box_stay at 367.495 172.52 1007.390453: set_object [email protected] XY_rotation 0.0 0.0 angle 16.0029B: [email protected] = init_object #k_smashboxes at 367.436 164.547 1007.390453: set_object [email protected] XY_rotation 180.0 180.0 angle 290.00249: release_model #MED_COUCH_10249: release_model #CJ_FRUITCRATE20249: release_model #smash_box_brk0249: release_model #DYN_CRATE_20249: release_model #imy_track_barrier0249: release_model #DYN_F_R_WOOD_1b0249: release_model #smash_box_stay0249: release_model #k_smashboxes0247: load_model #GENERATOR_BIG_d0247: load_model #la_f*ckcar20247: load_model #Gen_doorINT050247: load_model #DYN_DUMPSTER0247: load_model #kb_swivelchair20247: load_model #PC_10247: load_model #ADAM_V_DOOR0247: load_model #CJ_BURG_CHAIR038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #GENERATOR_BIG_d available and 0248: model #la_f*ckcar2 available and 0248: model #Gen_doorINT05 available and 0248: model #DYN_DUMPSTER available and 0248: model #kb_swivelchair2 available and 0248: model #PC_1 available and 0248: model #ADAM_V_DOOR available and 0248: model #CJ_BURG_CHAIR available029B: [email protected] = init_object #GENERATOR_BIG_d at 358.823 164.663 1008.720453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #la_f*ckcar2 at 375.351 166.779 1007.860453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #Gen_doorINT05 at 374.593 168.922 1008.320453: set_object [email protected] XY_rotation 275.0 0.0 angle 0.0029B: [email protected] = init_object #DYN_DUMPSTER at 373.069 162.058 1007.540453: set_object [email protected] XY_rotation 0.0 0.0 angle 90.0029B: [email protected] = init_object #kb_swivelchair2 at 370.931 152.859 1009.510453: set_object [email protected] XY_rotation 180.0 270.0 angle 53.0029B: 248@ = init_object #PC_1 at 371.459 152.094 1009.670453: set_object [email protected] XY_rotation 180.0 284.0 angle 305.0029B: [email protected] = init_object #ADAM_V_DOOR at 378.521 152.18 1011.140453: set_object [email protected] XY_rotation 352.2 0.0 angle 0.0029B: [email protected] = init_object #CJ_BURG_CHAIR at 380.303 152.306 1011.410453: set_object [email protected] XY_rotation 270.0 206.0 angle 0.00249: release_model #GENERATOR_BIG_d0249: release_model #la_f*ckcar20249: release_model #Gen_doorINT050249: release_model #DYN_DUMPSTER0249: release_model #kb_swivelchair20249: release_model #PC_10249: release_model #ADAM_V_DOOR0249: release_model #CJ_BURG_CHAIR0247: load_model #CJ_CHIP_MAKER0247: load_model #a51_labdoor0247: load_model #CJ_CHIP_MAKER_BITS0247: load_model #dyno_box_B0247: load_model #dyno_box_A0247: load_model #sfcopdr0247: load_model #des_quarrygate0247: load_model #des_quarrygate2038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #CJ_CHIP_MAKER available and 0248: model #a51_labdoor available and 0248: model #CJ_CHIP_MAKER_BITS available and 0248: model #dyno_box_B available and 0248: model #dyno_box_A available and 0248: model #sfcopdr available and 0248: model #des_quarrygate available and 0248: model #des_quarrygate2 available029B: [email protected] = init_object #CJ_CHIP_MAKER at 379.21 164.146 1014.030453: set_object [email protected] XY_rotation 180.0 180.0 angle 328.0029B: [email protected] = init_object #a51_labdoor at 371.747 159.913 1013.180453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0// Floor 1029B: [email protected] = init_object #CJ_CHIP_MAKER_BITS at 362.596 158.196 1014.30453: set_object [email protected] XY_rotation 90.0 90.0 angle 315.0029B: [email protected] = init_object #CJ_CHIP_MAKER at 369.01 170.646 1013.830453: set_object [email protected] XY_rotation 270.0 80.0 angle 0.0029B: [email protected] = init_object #dyno_box_B at 372.76 169.696 1013.840453: set_object [email protected] XY_rotation 0.0 180.0 angle 285.0029B: [email protected] = init_object #dyno_box_A at 367.532 169.447 1013.230453: set_object [email protected] XY_rotation 0.0 0.0 angle 319.0029B: [email protected] = init_object #sfcopdr at 365.486 173.883 1014.790453: set_object [email protected] XY_rotation 0.0 0.0 angle 90.0029B: [email protected] = init_object #sfcopdr at 351.186 173.883 1014.790453: set_object [email protected] XY_rotation 0.0 0.0 angle 90.0029B: [email protected] = init_object #sfcopdr at 346.886 173.883 1014.790453: set_object [email protected] XY_rotation 0.0 0.0 angle 90.0029B: [email protected] = init_object #des_quarrygate at 373.818 173.61 1015.460453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #des_quarrygate at 369.318 173.61 1015.460453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #des_quarrygate at 364.818 173.61 1015.460453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #des_quarrygate2 at 373.866 174.126 1015.460453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #des_quarrygate2 at 369.266 174.126 1015.460453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #des_quarrygate2 at 364.566 174.126 1015.460453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.00249: release_model #CJ_CHIP_MAKER0249: release_model #a51_labdoor0249: release_model #CJ_CHIP_MAKER_BITS0249: release_model #dyno_box_B0249: release_model #dyno_box_A0249: release_model #sfcopdr0249: release_model #des_quarrygate0249: release_model #des_quarrygate20247: load_model #DYN_woodpile0247: load_model #DYN_ROADBARRIER_20247: load_model #CJ_ROADBARRIER0247: load_model #DYN_ROADBARRIER_60247: load_model #roadworkbarrier10247: load_model #DYN_SLOT_PROP0247: load_model #COFFEE_LOW_60247: load_model #DYN_F_R_WOOD_1b038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #DYN_woodpile available and 0248: model #DYN_ROADBARRIER_2 available and 0248: model #CJ_ROADBARRIER available and 0248: model #DYN_ROADBARRIER_6 available and 0248: model #roadworkbarrier1 available and 0248: model #DYN_SLOT_PROP available and 0248: model #COFFEE_LOW_6 available and 0248: model #DYN_F_R_WOOD_1b available029B: [email protected] = init_object #DYN_woodpile at 358.6 173.274 1013.180453: set_object [email protected] XY_rotation 358.2 0.0 angle 10.0002029B: [email protected] = init_object #DYN_ROADBARRIER_2 at 354.725 172.576 1013.350453: set_object 2[email protected] XY_rotation 270.0 66.0 angle 354.0029B: [email protected] = init_object #CJ_ROADBARRIER at 353.179 173.286 1013.670453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #DYN_ROADBARRIER_6 at 350.343 172.986 1013.770453: set_object [email protected] XY_rotation 180.0 180.0 angle 21.0002029B: [email protected] = init_object #roadworkbarrier1 at 347.003 169.734 1013.40453: set_object [email protected] XY_rotation 0.0 107.0 angle 53.0002029B: [email protected] = init_object #DYN_SLOT_PROP at 344.633 173.157 1013.580453: set_object [email protected] XY_rotation 0.0 270.0 angle 0.0029B: [email protected] = init_object #COFFEE_LOW_6 at 328.616 169.101 1013.880453: set_object [email protected] XY_rotation 0.0 180.0 angle 43.0002029B: [email protected] = init_object #DYN_F_R_WOOD_1b at 329.224 171.587 1013.290453: set_object [email protected] XY_rotation 270.0 121.0 angle 0.00249: release_model #DYN_woodpile0249: release_model #DYN_ROADBARRIER_20249: release_model #CJ_ROADBARRIER0249: release_model #DYN_ROADBARRIER_60249: release_model #roadworkbarrier10249: release_model #DYN_SLOT_PROP0249: release_model #COFFEE_LOW_60249: release_model #DYN_F_R_WOOD_1b0247: load_model #DYN_LADDER0247: load_model #DYN_woodpile0247: load_model #DYN_DUMPSTER0247: load_model #DYN_F_R_WOOD_1b0247: load_model #CJ_DF_WORKTOP_30247: load_model #a51_labdoor0247: load_model #sec_keypad0247: load_model #freight_SFW_door038B: load_requested_modelsrepeatwait 0 msuntil 0248: model #DYN_LADDER available and 0248: model #DYN_woodpile available and 0248: model #DYN_DUMPSTER available and 0248: model #DYN_F_R_WOOD_1b available and 0248: model #CJ_DF_WORKTOP_3 available and 0248: model #a51_labdoor available and 0248: model #sec_keypad available and 0248: model #freight_SFW_door available029B: [email protected] = init_object #DYN_LADDER at 334.603 185.897 1014.650453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #DYN_woodpile at 340.5 174.574 1013.180453: set_object [email protected] XY_rotation 180.0 180.0 angle 5.00015029B: [email protected] = init_object #DYN_DUMPSTER at 347.087 174.637 1013.270453: set_object [email protected] XY_rotation 180.0 180.0 angle 0.0029B: [email protected] = init_object #DYN_F_R_WOOD_1b at 351.099 174.192 1013.870453: set_object [email protected] XY_rotation 169.6 180.0 angle 0.0029B: [email protected] = init_object #CJ_DF_WORKTOP_3 at 366.111 182.269 1013.730453: set_object [email protected] XY_rotation 270.0 24.0 angle 0.0029B: [email protected] = init_object #CJ_DF_WORKTOP_3 at 362.511 181.869 1013.730453: set_object [email protected] XY_rotation 270.0 24.0 angle 0.0// Floor 2029B: [email protected] = init_object #a51_labdoor at 378.647 155.013 1017.480453: set_object [email protected] XY_rotation 0.0 0.0 angle 0.0029B: [email protected] = init_object #a51_labdoor at 368.847 162.313 1027.480453: set_object [email protected] XY_rotation 0.0 0.0 angle 90.0029B: [email protected] = init_object #sec_keypad at 368.4 160.832 1026.460453: set_object [email protected] XY_rotation 0.0 0.0 angle 90.0029B: [email protected] = init_object #freight_SFW_door at 353.811 175.78 1025.930453: set_object [email protected] XY_rotation 0.0 0.0 angle 270.00249: release_model #DYN_LADDER0249: release_model #DYN_woodpile0249: release_model #DYN_DUMPSTER0249: release_model #DYN_F_R_WOOD_1b0249: release_model #CJ_DF_WORKTOP_30249: release_model #a51_labdoor0249: release_model #sec_keypad0249: release_model #freight_SFW_door//0392: object [email protected] toggle_in_moving_list 1 // Make the object #a51_labdoor movable.//Load modelsModel.Load(#colt45)Model.Load(#nvgoggles)Model.Load(#maverick)023C: load_special_actor 'rose' as 1038B: load_requested_models :RESEARCH_LOAD00D6: if or8248: not model #colt45 available 8248: not model #nvgoggles available 8248: not model #maverick available823D: not special_actor 1 loaded 004D: jump_if_false @RESEARCH_LOADED 0001: wait 0 ms 0002: jump @RESEARCH_LOAD :RESEARCH_LOADED01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 3501B2: give_actor $PLAYER_ACTOR weapon 44 ammo 101B9: set_actor $PLAYER_ACTOR armed_weapon_to 22Helicopter = Car.Create(#maverick, 1555.8536, -1352.8591, 329.4609)009A: DrCaroll = create_actor_pedtype 4 model #SPECIAL01 at 356.4791 215.9747 1008.38280173: set_actor DrCaroll Z_angle_to 237.63050187: [email protected] = create_marker_above_actor DrCaroll07E0: set_marker [email protected] type_to 1 //0: red / 1: blue0001: wait 1000 ms 016A: fade 1 time 500Player.CanMove($PLAYER_CHAR) = true0249: release_model #colt450249: release_model #nvgoggles0249: release_model #maverick0296: unload_special_actor 1//Debug032B: $811 = create_weapon_pickup #M4 group 15 ammo 500 at 379.4058 153.0212 1012.1875// Initial cutscene// Initializing060A: create_decision_maker_type 0 store_to [email protected] // clean behavior for special actors060B: set_actor DrCaroll decision_maker_to [email protected]: AS_actor DrCaroll follow_actor $PLAYER_ACTOR$MOBJ1=0$MOBJ2=0$MOBJ3=0$MOBJ4=0$MOBJ5=0$OBJ1_STATUS=0$OBJ2_STATUS=0$OBJ3_STATUS=0$OBJ4_STATUS=0$OBJ5_STATUS=0$AREA_ST[email protected][email protected]=2000 // Salud inicial del [email protected]=0 // Hovercopter not [email protected]=0 // state machine0519: set_car Helicopter locked 108E7: disable_entrance_markers 1{0A40: DownElevatorL = create_entrance_marker_at 344.6432 178.624 1016.0 color 14 0A40: DownElevatorR = create_entrance_marker_at 350.05 178.6243 1016.0 color 14 0A40: InWindow01 = create_entrance_marker_at 345.6426 153.0353 1016.0 color 14 0A40: OutWindow01 = create_entrance_marker_at 1566.4473 -1337.8154 192.0 color 14 0A40: InWindow02 = create_entrance_marker_at 362.1993 199.1236 1016.0 color 14 0A40: OutWindow02 = create_entrance_marker_at 1567.4982 -1367.4906 192.0 color 14 0A40: InWindow03 = create_entrance_marker_at 364.7718 157.3257 1016.0 color 14 0A40: OutWindow03 = create_entrance_marker_at 1517.2141 -1355.4971 192.0 color 14 0A40: UpElevatorL = create_entrance_marker_at 344.7162 178.5818 1021.0 color 14 0A40: UpElevatorR = create_entrance_marker_at 350.0586 178.5803 1021.0 color 14 0A40: InWindow04 = create_entrance_marker_at 362.1094 199.1311 1021.0 color 14 0A40: OutWindow04 = create_entrance_marker_at 1558.7455 -1341.3801 284.0 color 14 0A40: InWindow05 = create_entrance_marker_at 354.3915 199.1268 1021.0 color 14 0A40: OutWindow05 = create_entrance_marker_at 1554.8599 -1339.194 284.0 color 14 0A40: InWindow06 = create_entrance_marker_at 364.6612 157.3313 1021.0 color 14 0A40: OutWindow06 = create_entrance_marker_at 1524.9167 -1341.097 235.0 color 14 0A40: InBuildingDoor = create_entrance_marker_at 354.679 175.3582 1027.0 color 14 0A40: OutBuildingDoor = create_entrance_marker_at 1548.5665 -1363.7417 327.0 color 14}// Wanted level of the mission010D: set_player $PLAYER_CHAR wanted_level_to 0 01F0: set_max_wanted_level_to 0 // Lights off [email protected]=0 repeat wait 0 ms 0924: enable_screen_darkness 1 with_value [email protected] [email protected]+=5 until 0029: [email protected] >= 230 0924: enable_screen_darkness 1 with_value 240 03BC: [email protected] = create_sphere_at 1554.4893 -1351.1281 329.4562 radius 1.0{==============================================================EL LAZO WHILE PRINCIPAL===============================================================}while 0039: $ALLOBJECTIVES == 0wait 0 ms {ENTRAR/SALIR DE LAS ZONAS} 0050: gosub @EXTRACTION_CHECK_DOORS {CREACION DE ENEMIGOS DEL NIVEL} {00D6: if or 8039: not Floor0EnemysCreated == 0 80FE: not actor $PLAYER_ACTOR 0 near_point_3d 372.3281 153.5288 1010.1875 radius 2.0 2.0 2.0 0AA0: gosub_if_false @DEFECTION_FLOOR0_ENEMIES } {00D6: if or 8039: not BasementEnemysCreated == 0 80FE: not actor $PLAYER_ACTOR 0 near_point_3d 370.3462 181.3226 1008.3828 radius 2.0 2.0 2.0 0AA0: gosub_if_false @DEFECTION_BASEMENT_ENEMIES } 00D6: if 0039: $MOBJ1 == 1 0AA0: gosub_if_false @M1_3_OBJECTIVE1 // Access foyer elevator 00D6: if 0039: $MOBJ4 == 1 0AA0: gosub_if_false @M1_3_OBJECTIVE4 // Defeat Cassandra's bodyguards {OBJETIVOS DE SPECIAL AGENT Y PERFECT AGENT} if 8039: not $MISSION_DIFFICULTY == 1 // Agent then if or 8039: not $MISSION_DIFFICULTY == 3 // Perfect Agent 8039: not $MOBJ2 == 0 0AA0: gosub_if_false @M1_3_OBJECTIVE2 // Reactivate office elevator 00D6: if 0039: $MOBJ3 == 1 0AA0: gosub_if_false @M1_3_OBJECTIVE3 // Destroy dataDyne Hovercopter end {CONDICIÓN DE VICTORIA} if and 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1554.4893 -1351.1281 329.4562 radius 1.0 1.0 1.0 0039: $MOBJ5 == 0 // Rendezvous at helipad then if 0104: actor $PLAYER_ACTOR near_actor DrCaroll radius 20.0 20.0 20.0 sphere 0 then 0519: set_car Helicopter locked 0 03BD: destroy_sphere [email protected] $MOBJ5 = 1 if and 0039: $MISSION_DIFFICULTY == 1 // Agent 0039: $MOBJ1 == 1 // Access foyer elevator 0039: $MOBJ4 == 1 // Defeat Cassandra's bodyguards then 0050: gosub @EXTRACTION_OUTRO // cutscene $ALLOBJECTIVES = 1 end if and 0039: $MISSION_DIFFICULTY == 2 // Special Agent 0039: $MOBJ1 == 1 // Access foyer elevator 0039: $MOBJ3 == 1 // Destroy dataDyne Hovercopter 0039: $MOBJ4 == 1 // Defeat Cassandra's bodyguards then 0050: gosub @EXTRACTION_OUTRO // cutscene $ALLOBJECTIVES = 1 end if and 0039: $MISSION_DIFFICULTY == 3 // Perfect Agent 0039: $MOBJ1 == 1 // Access foyer elevator 0039: $MOBJ2 == 1 // Reactivate office elevator 0039: $MOBJ3 == 1 // Destroy dataDyne Hovercopter 0039: $MOBJ4 == 1 // Defeat Cassandra's bodyguards then 0050: gosub @EXTRACTION_OUTRO // cutscene 03BC: [email protected] = create_sphere_at -2057.6553 -132.4116 35.3203 radius 10.0 018A: [email protected] = create_checkpoint_at -2057.6553 -132.4116 35.3203 08FB: set_checkpoint [email protected] type_to 2 // red end else 00BC: show_text_highpriority GXT 'M12_051' time 1000 flag 1 // You cannot leave without ~b~Dr. Caroll~w~. end end if and 00FE: actor $PLAYER_ACTOR 0 near_point_3d -2057.6553 -132.4116 35.3203 radius 10.0 10.0 10.0 0039: $MISSION_DIFFICULTY == 3 // Perfect Agent 0039: $MOBJ1 == 1 // Access foyer elevator 0039: $MOBJ2 == 1 // Reactivate office elevator 0039: $MOBJ3 == 1 // Destroy dataDyne Hovercopter 0039: $MOBJ4 == 1 // Defeat Cassandra's bodyguards then $ALLOBJECTIVES = 1 03BD: destroy_sphere [email protected] 0164: disable_marker [email protected] end {ATENDER OTRAS TAREAS INDEPENDIENTES DE LOS OBJETIVOS} 0050: gosub @M1_3_OTHER_TASKS {CONDICIÓN DE FRACASO} 00D6: if 8039: not $OTHER_TASKS_STATUS == 99 004D: jump_if_false @EXTRACTION_FAIL end0002: jump @EXTRACTION_PASSED {==============================================================Maquina de estado de los teletransportadores===============================================================}:EXTRACTION_CHECK_DOORS if0039: $AREA_STATUS == 0 // Jugador en interior (Zona Inferior)then if 0039: [email protected] == 0 then 0A40: DownElevatorL = create_entrance_marker_at 344.6432 178.624 1016.0 color 14 0A40: DownElevatorR = create_entrance_marker_at 350.05 178.6243 1016.0 color 14 0A40: InWindow01 = create_entrance_marker_at 345.6426 153.0353 1016.0 color 14 0A40: InWindow02 = create_entrance_marker_at 362.1993 199.1236 1016.0 color 14 0A40: InWindow03 = create_entrance_marker_at 364.7718 157.3257 1016.0 color 14 [email protected] = 1 0050: gosub @FADEOUT else if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 344.6432 178.624 1014.1875 radius 1.0 1.0 1.0 // Down Elevator L then if and 0039: $MISSION_DIFFICULTY == 3 // Perfect Agent 0039: $MOBJ2 == 0 then 00BC: show_text_highpriority GXT 'M13_026' time 500 flag 1 // The elevator is locked. else $ACTIVE_INTERIOR = 3 $PLAYER_X = 344.8197 $PLAYER_Y = 175.6122 $PLAYER_Z = 1019.9844 // Up Elevator L $PLAYER_ANGLE = 180.0 [email protected] = 0 $AREA_STATUS = 2 // Zona superior interior del edificio 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT if 0039: [email protected] == 0 then 0247: load_model #swat 0247: load_model #lvemt1 0247: load_model #sfemt1 0247: load_model #heatseek 0247: load_model #mp5lng 038B: load_requested_models repeat wait 0 ms until 0248: model #swat available and 0248: model #lvemt1 available and 0248: model #sfemt1 available and 0248: model #heatseek available 009A: dDTrooper = create_actor_pedtype 4 model #swat at 369.7295 174.7954 1019.9844 0173: set_actor dDTrooper Z_angle_to 203.4769 01B2: give_actor dDTrooper weapon 29 ammo 25 01B9: set_actor dDTrooper armed_weapon_to 29 009A: dDWorker1 = create_actor_pedtype 4 model #lvemt1 at 371.201 172.1298 1019.9844 0173: set_actor dDWorker1 Z_angle_to 318.158 009A: dDWorker2 = create_actor_pedtype 4 model #sfemt1 at 372.1794 173.9256 1019.9844 0173: set_actor dDWorker2 Z_angle_to 149.6064 032B: [email protected] = create_weapon_pickup #heatseek group {8}15 ammo 1 at 370.83 170.0371 1019.9844 060B: set_actor dDTrooper decision_maker_to [email protected] 0249: release_model #swat 0249: release_model #lvemt1 0249: release_model #sfemt1 0249: release_model #heatseek 0249: release_model #mp5lng [email protected]=1 end end end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 350.05 178.6243 1014.1875 radius 1.0 1.0 1.0 // Down Elevator R then 00BC: show_text_highpriority GXT 'M13_025' time 500 flag 1 // The elevator is out of service. end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 345.6426 153.0353 1014.1875 radius 1.0 1.0 1.0 // In Window 01 then $ACTIVE_INTERIOR = 0 $PLAYER_X = 1568.7675 $PLAYER_Y = -1341.4832 $PLAYER_Z = 190.7891 // Out Window 01 $PLAYER_ANGLE = 218.8507 [email protected] = 0 $AREA_STATUS = 1 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT 0A40: OutWindow01 = create_entrance_marker_at 1566.4473 -1337.8154 192.0 color 14 0A40: OutWindow02 = create_entrance_marker_at 1567.4982 -1367.4906 192.0 color 14 [email protected] = 1597.0325 [email protected] = -1352.9612 [email protected] = 192.0 [email protected] = 100.0 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 362.1993 199.1236 1014.1875 radius 1.0 1.0 1.0 // In Window 02 then $ACTIVE_INTERIOR = 0 $PLAYER_X = 1570.3027 $PLAYER_Y = -1368.8612 $PLAYER_Z = 190.7891 // Out Window 02 $PLAYER_ANGLE = 314.4402 [email protected] = 0 $AREA_STATUS = 1 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT 0A40: OutWindow01 = create_entrance_marker_at 1566.4473 -1337.8154 192.0 color 14 0A40: OutWindow02 = create_entrance_marker_at 1567.4982 -1367.4906 192.0 color 14 [email protected] = 1597.0325 [email protected] = -1352.9612 [email protected] = 192.0 [email protected] = 100.0 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 364.7718 157.3257 1014.1875 radius 1.0 1.0 1.0 // In Window 03 then $ACTIVE_INTERIOR = 0 $PLAYER_X = 1514.8835 $PLAYER_Y = -1355.6609 $PLAYER_Z = 190.8008 // Out Window 03 $PLAYER_ANGLE = 90.0 [email protected] = 0 $AREA_STATUS = 1 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT 0A40: OutWindow03 = create_entrance_marker_at 1517.2141 -1355.4971 192.0 color 14 [email protected] = 1498.8279 [email protected] = -1330.6168 [email protected] = 192.0 [email protected] = 190.0 end if 0039: [email protected] == 0 then if 0039: $AREA_STATUS == 1 then 00A1: put_actor DrCaroll at 1580.8192 -1325.4916 16.4844 // Posición segura en exterior 0164: disable_marker [email protected] 0687: clear_actor DrCaroll task else // $AREA_STATUS == 2 if 00FE: actor DrCaroll 0 near_point_3d 344.6432 178.624 1014.1875 radius 8.0 8.0 8.0 then 00A1: put_actor DrCaroll at 341.3049 176.4922 1019.9844 end end end endendif0039: $AREA_STATUS == 1 // Jugador en Exterior del Edificio 0050: gosub @EXTRACTION_HOVERCOPTERthen if 0039: [email protected] == 0 // Hovercopter not created then if and 8039: not $MISSION_DIFFICULTY == 1 // Special or Perfect Agent 0039: $MOBJ3 == 0 then 0247: load_model #Hunter 0247: load_model #Swat 038B: load_requested_models repeat wait 0 until 0248: model #Hunter available and 0248: model #Swat available 00A5: dDHovercopter = create_car #Hunter at [email protected] [email protected] [email protected] //009A: dDChopper = create_actor_pedtype 4 model #Swat at [email protected] [email protected] [email protected] //00AB: put_car dDHovercopter at [email protected] [email protected] [email protected] 0175: set_car dDHovercopter Z_angle_to [email protected] 0224: set_car dDHovercopter health_to [email protected] 0186: [email protected] = create_marker_above_car dDHovercopter 0825: set_helicopter dDHovercopter instant_rotor_start 0129: dDChopper = create_actor_pedtype 4 model #Swat in_car dDHovercopter driverseat 0726: heli dDHovercopter follow_actor $PLAYER_ACTOR follow_car -1 radius 25.0 04DF: set_heli dDHovercopter lean_and_thrust_limiter 1 end [email protected] = 1 0050: gosub @FADEOUT else if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1566.4473 -1337.8154 190.7891 radius 1.0 1.0 1.0 // Out Window 01 then $ACTIVE_INTERIOR = 3 $PLAYER_X = 343.8655 $PLAYER_Y = 154.9691 $PLAYER_Z = 1014.1875 // In Window 01 $PLAYER_ANGLE = 90.0 0050: gosub @EXTRACTION_REMOVE_MARKERS 0050: gosub @EXTRACTION_REMOVE_HOVERCOPTER 0050: gosub @TELEPORT $AREA_STATUS = 0 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1567.4982 -1367.4906 190.7891 radius 1.0 1.0 1.0 // Out Window 02 then $ACTIVE_INTERIOR = 3 $PLAYER_X = 362.162 $PLAYER_Y = 196.9365 $PLAYER_Z = 1014.1875 // In Window 02 $PLAYER_ANGLE = 180.0 0050: gosub @EXTRACTION_REMOVE_MARKERS 0050: gosub @EXTRACTION_REMOVE_HOVERCOPTER 0050: gosub @TELEPORT $AREA_STATUS = 0 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1517.2141 -1355.4971 190.8008 radius 1.0 1.0 1.0 // Out Window 03 then $ACTIVE_INTERIOR = 3 $PLAYER_X = 365.1301 $PLAYER_Y = 159.7659 $PLAYER_Z = 1014.1875 // In Window 03 $PLAYER_ANGLE = 0.0 0050: gosub @EXTRACTION_REMOVE_MARKERS 0050: gosub @EXTRACTION_REMOVE_HOVERCOPTER 0050: gosub @TELEPORT $AREA_STATUS = 0 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1558.7455 -1341.3801 282.9988 radius 1.0 1.0 1.0 // Out Window 04 then $ACTIVE_INTERIOR = 3 $PLAYER_X = 362.1468 $PLAYER_Y = 197.0642 $PLAYER_Z = 1019.9844 // In Window 04 $PLAYER_ANGLE = 180.0 0050: gosub @EXTRACTION_REMOVE_MARKERS 0050: gosub @EXTRACTION_REMOVE_HOVERCOPTER 0050: gosub @TELEPORT $AREA_STATUS = 2 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1554.8599 -1339.194 283.0154 radius 1.0 1.0 1.0 // Out Window 05 then $ACTIVE_INTERIOR = 3 $PLAYER_X = 354.5938 $PLAYER_Y = 197.148 $PLAYER_Z = 1019.9844 // In Window 05 $PLAYER_ANGLE = 180.0 0050: gosub @EXTRACTION_REMOVE_MARKERS 0050: gosub @EXTRACTION_REMOVE_HOVERCOPTER 0050: gosub @TELEPORT $AREA_STATUS = 2 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1524.9167 -1341.097 233.801 radius 1.0 1.0 1.0 // Out Window 06 then $ACTIVE_INTERIOR = 3 $PLAYER_X = 364.6783 $PLAYER_Y = 159.5645 $PLAYER_Z = 1019.9844 // In Window 06 $PLAYER_ANGLE = 0.0 0050: gosub @EXTRACTION_REMOVE_MARKERS 0050: gosub @EXTRACTION_REMOVE_HOVERCOPTER 0050: gosub @TELEPORT $AREA_STATUS = 2 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 1548.5665 -1363.7417 326.2109 radius 1.0 1.0 1.0 // Out Building Door then $ACTIVE_INTERIOR = 3 $PLAYER_X = 354.6288 $PLAYER_Y = 173.218 $PLAYER_Z = 1025.7964 // In Building Door $PLAYER_ANGLE = 180.0 0050: gosub @EXTRACTION_REMOVE_MARKERS 0050: gosub @EXTRACTION_REMOVE_HOVERCOPTER 0050: gosub @TELEPORT $AREA_STATUS = 2 end if or 0039: $AREA_STATUS == 0 0039: $AREA_STATUS == 2 then 00A1: put_actor DrCaroll at [email protected] [email protected] [email protected] // Retornar al Dr Caroll a la posición del interior del edif en donde se encontraba 0187: [email protected] = create_marker_above_actor DrCaroll 07E0: set_marker [email protected] type_to 1 //0: red / 1: blue 0850: AS_actor DrCaroll follow_actor $PLAYER_ACTOR [email protected] = 0 end endendif0039: $AREA_STATUS == 2 // Jugador en interior (Zona Superior)then if 0039: [email protected] == 0 then 0A40: UpElevatorL = create_entrance_marker_at 344.7162 178.5818 1021.0 color 14 0A40: UpElevatorR = create_entrance_marker_at 350.0586 178.5803 1021.0 color 14 0A40: InWindow04 = create_entrance_marker_at 362.1094 199.1311 1021.0 color 14 0A40: InWindow05 = create_entrance_marker_at 354.3915 199.1268 1021.0 color 14 0A40: InWindow06 = create_entrance_marker_at 364.6612 157.3313 1021.0 color 14 0A40: InBuildingDoor = create_entrance_marker_at 354.679 175.3582 1027.0 color 14 [email protected] = 1 0050: gosub @FADEOUT else if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 344.7162 178.5818 1019.9844 radius 1.0 1.0 1.0 // Up Elevator L then $ACTIVE_INTERIOR = 3 $PLAYER_X = 344.4908 $PLAYER_Y = 176.7088 $PLAYER_Z = 1014.1875 // Down Elevator L $PLAYER_ANGLE = 180.0 $AREA_STATUS = 0 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 350.0586 178.5803 1019.9844 radius 1.0 1.0 1.0 // Up Elevator R then 00BC: show_text_highpriority GXT 'M13_025' time 500 flag 1 // The elevator is out of service. end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 362.1094 199.1311 1019.9844 radius 1.0 1.0 1.0 // In Window 04 then $ACTIVE_INTERIOR = 0 $PLAYER_X = 1560.2076 $PLAYER_Y = -1340.6534 $PLAYER_Z = 282.9988 // Out Window 04 $PLAYER_ANGLE = 325.3768 $AREA_STATUS = 1 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT 0A40: OutWindow04 = create_entrance_marker_at 1558.7455 -1341.3801 284.0 color 14 0A40: OutWindow05 = create_entrance_marker_at 1554.8599 -1339.194 284.0 color 14 [email protected] = 1564.4828 [email protected] = -1313.7493 [email protected] = 284.0 [email protected] = 144.1581 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 354.3915 199.1268 1019.9844 radius 1.0 1.0 1.0 // In Window 05 then $ACTIVE_INTERIOR = 0 $PLAYER_X = 1555.4543 $PLAYER_Y = -1337.7023 $PLAYER_Z = 283.0154 // Out Window 05 $PLAYER_ANGLE = 335.3601 $AREA_STATUS = 1 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT 0A40: OutWindow04 = create_entrance_marker_at 1558.7455 -1341.3801 284.0 color 14 0A40: OutWindow05 = create_entrance_marker_at 1554.8599 -1339.194 284.0 color 14 [email protected] = 1564.4828 [email protected] = -1313.7493 [email protected] = 284.0 [email protected] = 144.1581 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 364.6612 157.3313 1019.9844 radius 1.0 1.0 1.0 // In Window 06 then $ACTIVE_INTERIOR = 0 $PLAYER_X = 1524.2015 $PLAYER_Y = -1337.9578 $PLAYER_Z = 233.801 // Out Window 06 $PLAYER_ANGLE = 23.284 $AREA_STATUS = 1 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] 0050: gosub @TELEPORT 0A40: OutWindow06 = create_entrance_marker_at 1524.9167 -1341.097 235.0 color 14 [email protected] = 1546.5549 [email protected] = -1321.1716 [email protected] = 235.0 [email protected] = 161.2118 end if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 354.679 175.3582 1025.7964 radius 1.0 1.0 1.0 // In Building Door then $ACTIVE_INTERIOR = 0 $PLAYER_X = 1548.1379 $PLAYER_Y = -1366.4137 $PLAYER_Z = 326.2109 // Out Building Door $PLAYER_ANGLE = 90.0 $AREA_STATUS = 1 0050: gosub @EXTRACTION_REMOVE_MARKERS 00A0: store_actor DrCaroll position_to [email protected] [email protected] [email protected] [email protected]=0 if 00FE: actor DrCaroll 0 near_point_3d 354.679 175.3582 1025.7964 radius 8.0 8.0 8.0 then [email protected]=1 end 0050: gosub @TELEPORT 0A40: OutBuildingDoor = create_entrance_marker_at 1548.5665 -1363.7417 327.0 color 14 [email protected] = 1521.3453 [email protected] = -1363.1631 [email protected] = 328.0 [email protected] = 276.1593 end if or 0039: $AREA_STATUS == 0 0039: $AREA_STATUS == 1 then [email protected] = 0 if 0039: $AREA_STATUS == 1 then 0924: enable_screen_darkness 0 with_value 0 if and 0039: $PLAYER_X == 1548.1379 0039: $PLAYER_Y == -1366.4137 0039: $PLAYER_Z == 326.2109 // Out Building Door 0039: [email protected] == 1 // Dr Caroll Near In Building Door then 00A1: put_actor DrCaroll at 1550.0497 -1364.021 326.0 // Out Building Door else 00A1: put_actor DrCaroll at 1580.8192 -1325.4916 16.4844 // Posición segura en exterior 0164: disable_marker [email protected] 0687: clear_actor DrCaroll task end else // $AREA_STATUS == 0 if 00FE: actor DrCaroll 0 near_point_3d 344.7162 178.5818 1019.9844 radius 8.0 8.0 8.0 // Up Elevator L then 00A1: put_actor DrCaroll at 341.1239 175.7395 1014.1875 // Down Elevator L end end end endend0051: return:EXTRACTION_REMOVE_HOVERCOPTERif8039: not $MISSION_DIFFICULTY == 1 // Special or Perfect Agentthen if or 0039: $MOBJ3 == 0 // La misión no ha sido realizada 0039: [email protected] == 0 then 0227: [email protected] = car dDHovercopter health // Salvar la "salud" del helicóptero 0151: remove_status_text $health // Quitar Barra de Salud de la pantalla 0164: disable_marker [email protected] 009B: destroy_actor dDChopper 00A6: destroy_car dDHovercopter if 0039: $MOBJ3 == 1 then [email protected]=1 end endend0051: return:EXTRACTION_REMOVE_MARKERS0A41: destroy_entrance_marker DownElevatorL 0A41: destroy_entrance_marker DownElevatorR 0A41: destroy_entrance_marker InWindow01 0A41: destroy_entrance_marker OutWindow010A41: destroy_entrance_marker InWindow020A41: destroy_entrance_marker OutWindow020A41: destroy_entrance_marker InWindow030A41: destroy_entrance_marker OutWindow030A41: destroy_entrance_marker UpElevatorL0A41: destroy_entrance_marker UpElevatorR0A41: destroy_entrance_marker InWindow040A41: destroy_entrance_marker OutWindow040A41: destroy_entrance_marker InWindow050A41: destroy_entrance_marker OutWindow050A41: destroy_entrance_marker InWindow060A41: destroy_entrance_marker OutWindow060A41: destroy_entrance_marker InBuildingDoor0A41: destroy_entrance_marker OutBuildingDoor0051: return{=================================================================OTHER TASKS==================================================================}:M1_3_OTHER_TASKSif0118: actor DrCaroll deadthen00BC: show_text_highpriority GXT 'M11_050' time 4000 flag 1 // Critical mission personnel killed.$OTHER_TASKS_STATUS = 99 // jump to fail mission routineendif and00FE: actor $PLAYER_ACTOR 0 near_point_3d 1541.2295 -1361.4174 329.4604 radius 2.0 2.0 2.000FE: actor DrCaroll 0 near_point_3d 1548.4969 -1365.908 326.2109 radius 4.0 4.0 4.00104: actor $PLAYER_ACTOR near_actor DrCaroll radius 20.0 20.0 20.0 sphere 00039: $OTHER_TASKS_STATUS == 0then05D6: clear_scmpath 05D7: add_point_to_scmpath 1546.5444 -1366.5741 326.2109 05D7: add_point_to_scmpath 1541.4858 -1366.3597 329.7969 05D7: add_point_to_scmpath 1541.2395 -1361.0944 329.461 05D8: AS_assign_scmpath to_actor DrCaroll flags 6 0$OTHER_TASKS_STATUS = 1 endif and 00FE: actor DrCaroll 0 near_point_3d 1541.2395 -1361.0944 329.461 radius 1.0 1.0 1.00039: $OTHER_TASKS_STATUS == 1then0850: AS_actor DrCaroll follow_actor $PLAYER_ACTOR$OTHER_TASKS_STATUS = 2endif and00DB: actor $PLAYER_ACTOR in_car Helicopter0104: actor $PLAYER_ACTOR near_actor DrCaroll radius 20.0 20.0 20.0 sphere 00039: $OTHER_TASKS_STATUS == 2then041E: set_radio_station 11 // turn off radio05CA: AS_actor DrCaroll enter_car Helicopter passenger_seat 0 15000 ms0164: disable_marker [email protected]{[email protected]}if and00FE: actor $PLAYER_ACTOR 0 near_point_3d 352.545 173.8608 1019.9844 radius 5.0 5.0 5.00039: [email protected] == 1then 00BC: show_text_highpriority GXT 'M13_007' time 4000 flag 1 // (dataDyne Worker 1) That's not how it goes. [email protected]=2 [email protected]=0endif and0039: [email protected] == 20029: [email protected] >= 4000then 00BC: show_text_highpriority GXT 'M13_008' time 4000 flag 1 // (dataDyne Worker 2) Yes it is… [email protected]=3 [email protected]=0endif and0039: [email protected] == 30029: [email protected] >= 4000then 00BC: show_text_highpriority GXT 'M13_009' time 4000 flag 1 // (dataDyne Worker 1) Give it to me, you're doing it wrong. [email protected]=4 [email protected]=0endif and0039: [email protected] == 40029: [email protected] >= 4000then 00BC: show_text_highpriority GXT 'M13_010' time 4000 flag 1 // (dataDyne Worker 2) Stop annoying me. [email protected]=5 [email protected]=0endif and0039: [email protected] == 50029: [email protected] >= 4000then 00BC: show_text_highpriority GXT 'M13_011' time 4000 flag 1 // (dataDyne Trooper) Will you just hurry up! [email protected]=6endif or0039: [email protected] == 10039: [email protected] == 20039: [email protected] == 30039: [email protected] == 40039: [email protected] == 5then if 00FE: actor $PLAYER_ACTOR 0 near_point_3d 365.5525 176.7538 1019.9844 radius 2.0 2.0 2.0 then [email protected]=7 00BC: show_text_highpriority GXT 'M13_012' time 4000 flag 1 // (dataDyne Worker 1) Oh no! We're too late. 05E2: AS_actor dDTrooper kill_actor $PLAYER_ACTOR 05F5: AS_actor dDWorker1 goto_point 353.5652 164.9796 1019.9844 mode 7 -1 ms // caminata inteligente 05F5: AS_actor dDWorker2 goto_point 353.5652 164.9796 1019.9844 mode 7 -1 ms // caminata inteligente wait 4000 ms 00BC: show_text_highpriority GXT 'M13_013' time 4000 flag 1 // (dataDyne Worker 1) She's here! endend0051: return {=================================================================OBJECTIVE 1 - Access foyer elevator==================================================================}:M1_3_OBJECTIVE1if and00FE: actor $PLAYER_ACTOR 0 near_point_3d 366.5447 197.3313 1008.3828 radius 1.0 1.0 1.00039: $OBJ1_STATUS == 0then 00BC: show_text_highpriority GXT 'M13_001' time 4000 flag 1 // (Carrington) They've locked down the ground floor - get to the elevator! 018A: [email protected] = create_checkpoint_at 372.0299 159.4702 1008.3828 08FB: set_checkpoint [email protected] type_to 2 // red wait 4000 ms gosub @JOANNA_RESPONSE // (Joanna) Received. $OBJ1_STATUS = 1endif00FE: actor $PLAYER_ACTOR 0 near_point_3d 372.0299 159.4702 1008.3828 radius 2.0 2.0 2.0then 00BA: show_text_styled GXT 'MOBJ1' time 2000 style 2 //Objective 1: Completed 00BC: show_text_highpriority GXT 'M13_020' time 4000 flag 1 // Foyer elevator accessed. 0164: disable_marker [email protected] [email protected]=240 repeat wait 0 ms 0924: enable_screen_darkness 1 with_value [email protected] [email protected]=5 until 002B: 10 >= [email protected] 0924: enable_screen_darkness 0 with_value 0 $MOBJ1=1end0051: return{=================================================================OBJECTIVE 2 - Reactivate office elevator==================================================================}:M1_3_OBJECTIVE2if and0039: $OBJ2_STATUS == 00039: $MOBJ1 == 1then 03BC: [email protected] = create_sphere_at 335.1178 195.9188 1014.1875 radius 1.0 018A: [email protected] = create_checkpoint_at 335.1178 195.9188 1014.1875 08FB: set_checkpoint [email protected] type_to 2 // red $OBJ2_STATUS = 1endif 00FE: actor $PLAYER_ACTOR 0 near_point_3d 335.1178 195.9188 1014.1875 radius 1.0 1.0 1.0then if 00E1: player 0 pressed_key 15 then 03E6: remove_text_box 0687: clear_actor $PLAYER_ACTOR task 04ED: load_animation "bd_fire" repeat wait 0 ms until 04EE: animation "bd_fire" loaded 0605: actor $PLAYER_ACTOR perform_animation_sequence "wash_up" IFP_file "bd_fire" 10.0 loop 0 0 0 0 time 1000 04EF: release_animation "bd_fire" 0173: set_actor $PLAYER_ACTOR Z_angle_to 48.0622 00BC: show_text_highpriority GXT 'M13_021' time 4000 flag 1 // Accessing elevator controls... 03BD: destroy_sphere [email protected] 0164: disable_marker [email protected] wait 5000 ms 00BC: show_text_highpriority GXT 'M13_022' time 4000 flag 1 // Office elevator door has been unlocked. 00BA: show_text_styled GXT 'MOBJ2' time 2000 style 2 //Objective 2: Completed $MOBJ2=1 else if and 0029: [email protected] >= 10000 88FE: not text_box_displayed then 03E5: show_text_box 'M13_027' // Press ~s~ENTER~w~ to Access Electronic Locks. [email protected]=0 end end end 0051: return{=================================================================OBJECTIVE 3 - Destroy dataDyne Hovercopter==================================================================}:M1_3_OBJECTIVE3if and0038: $OBJ3_STATUS == 00038: $ACTIVE_INTERIOR == 0 // player outside0038: [email protected] == 1 // hovercopter createdthen wait 2000 ms 00BC: show_text_highpriority GXT 'M13_005' time 4000 flag 1 // (dataDyne Hovercopter) Surrender or die, fugitive! wait 6000 ms 00BC: show_text_highpriority GXT 'M13_006' time 4000 flag 1 // (Carrington) That 'copter needs to be taken out, or the jumpship’ll be shot down. wait 4000 ms gosub @JOANNA_RESPONSE // (Joanna) Received. $OBJ3_STATUS=1endif and0038: $OBJ3_STATUS == 10038: $ACTIVE_INTERIOR == 0 // player outside0038: [email protected] == 1 // hovercopter createdthen 0227: [email protected] = car dDHovercopter health 0084: $health = [email protected] if $health > 250 // (int) then $health -= 250 end $health /= 12 //0151: remove_status_text $health 03C4: set_status_text $health type 1 GXT 'M13_028' // global_variable // Score ~1~ if 0205: actor $PLAYER_ACTOR near_car dDHovercopter radius 50.0 50.0 50.0 flag 0 then 00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] 00AA: store_car dDHovercopter position_to [email protected] [email protected] [email protected] 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 10 wait 100 ms 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 10 wait 100 ms 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 10 wait 100 ms 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 10 wait 100 ms 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 10 wait 100 ms 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 10 end if 8185: not car dDHovercopter health >= 250 then if 0038: $MISSION_DIFFICULTY == 2 // Special Agent then 00BA: show_text_styled GXT 'MOBJ2' time 2000 style 2 //Objective 2: Completed else if 0038: $MISSION_DIFFICULTY == 3 // Perfect Agent then 00BA: show_text_styled GXT 'MOBJ3' time 2000 style 2 //Objective 3: Completed 00BC: show_text_highpriority GXT 'M13_023' time 4000 flag 1 // DataDyne Hovercopter eliminated. 0164: disable_marker [email protected] 0151: remove_status_text $health $MOBJ3 = 1 end end endend0051: return{=================================================================OBJECTIVE 4 - Defeat Cassandra's bodyguards==================================================================}:M1_3_OBJECTIVE4 if0039: $OBJ4_STATUS == 0then 0247: load_model #wfystew 0247: load_model #vbfycrp // vbfycrp: la negrita - vwfycrp: la catira - crogrl3: la novia de cejota 0247: load_model #vwfycrp 0247: load_model #crogrl3 0247: load_model #chromegun 038B: load_requested_models repeat wait 0 ms until 0248: model #wfystew available and 0248: model #vbfycrp available and 0248: model #vwfycrp available and 0248: model #crogrl3 available and 0248: model #chromegun available 009A: Cassandra = create_actor_pedtype 5 model #wfystew at 354.0338 162.0981 1025.7964 0173: set_actor Cassandra Z_angle_to 270.0 060B: set_actor Cassandra decision_maker_to [email protected] 009A: [email protected] = create_actor_pedtype 5 model #vbfycrp at 356.1587 163.4271 1025.7891 0173: set_actor [email protected] Z_angle_to 270.0 01B2: give_actor [email protected] weapon 25 ammo 10 01B9: set_actor [email protected] armed_weapon_to 25 009A: [email protected] = create_actor_pedtype 5 model #vwfycrp at 356.1587 160.9058 1025.7891 0173: set_actor [email protected] Z_angle_to 270.0 01B2: give_actor [email protected] weapon 25 ammo 10 01B9: set_actor [email protected] armed_weapon_to 25 009A: [email protected] = create_actor_pedtype 5 model #vbfycrp at 363.1742 150.408 1025.7964 0173: set_actor [email protected] Z_angle_to 0.0 01B2: give_actor [email protected] weapon 25 ammo 10 01B9: set_actor [email protected] armed_weapon_to 25 009A: [email protected] = create_actor_pedtype 5 model #vwfycrp at 361.9261 173.6139 1025.7891 0173: set_actor [email protected] Z_angle_to 180.0 01B2: give_actor [email protected] weapon 25 ammo 10 01B9: set_actor [email protected] armed_weapon_to 25 009A: [email protected] = create_actor_pedtype 5 model #crogrl3 at 356.1504 149.9491 1025.7891 0173: set_actor [email protected] Z_angle_to 0.0 01B2: give_actor [email protected] weapon 25 ammo 10 01B9: set_actor [email protected] armed_weapon_to 25 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 0249: release_model #wfystew 0249: release_model #vbfycrp 0249: release_model #vwfycrp 0249: release_model #crogrl3 0249: release_model #chromegun{ 0667: AS_actor [email protected] aim_at 374.3915 162.2636 1025.7891 120000 ms 0667: AS_actor [email protected] aim_at 374.3915 162.2636 1025.7891 120000 ms } $OBJ4_STATUS = 1 end if and0039: $OBJ4_STATUS == 100FE: actor $PLAYER_ACTOR 0 near_point_3d 378.4132 158.0758 1025.6385 radius 2.0 2.0 2.0then 0635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms 0635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms 05D6: clear_scmpath 05D7: add_point_to_scmpath 378.2639 160.804 1025.7891 05D7: add_point_to_scmpath 375.9645 163.207 1025.7891 05D7: add_point_to_scmpath 361.5753 162.2135 1025.7964 05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 00A1: put_actor DrCaroll at 378.4193 163.5977 1025.7891 $OBJ4_STATUS = 2endif and0039: $OBJ4_STATUS == 200FE: actor $PLAYER_ACTOR 0 near_point_3d 361.5753 162.2135 1025.7964 radius 1.0 1.0 1.0then 00BC: show_text_highpriority GXT 'M13_014' time 4000 flag 1 // (Cassandra) We meet again, girl! wait 4000 ms 00BC: show_text_highpriority GXT 'M13_015' time 4000 flag 1 // (Cassandra) You've become quite an annoyance. [email protected] = 0 $OBJ4_STATUS = 3endif and0039: $OBJ4_STATUS == 30029: [email protected] >= 7000 then 00BC: show_text_highpriority GXT 'M13_017' time 4000 flag 1 // (Cassandra) Good night, Miss Dark! [email protected] = 0 $OBJ4_STATUS = 4endif and0039: $OBJ4_STATUS == 40029: [email protected] >= 5000 then// Lights off [email protected]=0 repeat wait 0 ms 0924: enable_screen_darkness 1 with_value [email protected] [email protected]+=5 until 0029: [email protected] >= 230 0924: enable_screen_darkness 1 with_value 240// Done Lights off 05F5: AS_actor Cassandra goto_point 354.679 175.3582 1025.7964 mode 6 -1 ms // caminata inteligente 060A: create_decision_maker_type 0 store_to [email protected] 0709: set_decision_maker [email protected] on_event 36 taskID 1000 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 060B: set_actor [email protected] decision_maker_to [email protected] 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat wait 5000 ms 00BC: show_text_highpriority GXT 'M13_018' time 4000 flag 1 // (Joanna) I can't leave any bodyguards standing. $OBJ4_STATUS = 5endif or0039: $OBJ4_STATUS == 10039: $OBJ4_STATUS == 20039: $OBJ4_STATUS == 30039: $OBJ4_STATUS == 4then if or 0457: player $PLAYER_CHAR aiming_at_actor Cassandra 0457: player $PLAYER_CHAR aiming_at_actor [email protected] 0457: player $PLAYER_CHAR aiming_at_actor [email protected] then 00BC: show_text_highpriority GXT 'M13_016' time 3000 flag 1 // (Cassandra) Get her! $OBJ4_STATUS = 4 [email protected] = 5000 endendif0039: $OBJ4_STATUS == 5then if 00FE: actor Cassandra 0 near_point_3d 354.679 175.3582 1025.7964 radius 1.0 1.0 1.0 // In Building Door then 01C2: remove_references_to_actor Cassandra 009B: destroy_actor Cassandra $OBJ4_STATUS = 6 endendif and0039: $OBJ4_STATUS == 60118: actor [email protected] dead 0118: actor [email protected] dead 0118: actor [email protected] dead 0118: actor [email protected] dead 0118: actor [email protected] deadthen if 0039: $MISSION_DIFFICULTY == 1 // Agent then 00BA: show_text_styled GXT 'MOBJ2' time 2000 style 2 //Objective 2: Completed else if 0039: $MISSION_DIFFICULTY == 2 // Special Agent then 00BA: show_text_styled GXT 'MOBJ3' time 2000 style 2 //Objective 3: Completed else if 0039: $MISSION_DIFFICULTY == 3 // Perfect Agent then 00BA: show_text_styled GXT 'MOBJ4' time 2000 style 2 //Objective 4: Completed end end end 00BC: show_text_highpriority GXT 'M13_024' time 4000 flag 1 // Cassandra's bodyguards have been defeated. $MOBJ4 = 1end0051: return{=================================================================OBJECTIVE 5 - Locate Dr. Caroll==================================================================}:EXTRACTION_OUTRO{01B4: toggle_player $PLAYER_CHAR can_move 00050: gosub @SUB_FADE_500MS023C: load_special_actor 'rose' as 1038B: load_requested_modelsrepeatwait 0 msuntil 023D: special_actor 1 loaded009A: DrCaroll = create_actor_pedtype 4 model #SPECIAL01 at 2528.3015 -1289.611 1031.42190173: set_actor DrCaroll Z_angle_to 90.00296: unload_special_actor 1 }{Cutscene de Joanna encontrando al Doctor Caroll}{if0039: $MISSION_DIFFICULTY == 3 // Perfect Agentthen 00A1: put_actor DrCaroll at 2533.2874 -1298.2233 1031.4219 0173: set_actor DrCaroll Z_angle_to 270.0 00A1: put_actor $PLAYER_ACTOR at 2530.9272 -1294.1066 1031.4219 0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 0187: [email protected] = create_marker_above_actor DrCaroll 07E0: set_marker [email protected] type_to 1 //0: red / 1: blue 018A: [email protected] = create_checkpoint_at 2578.4309 -1300.4418 1060.9922 // ascensor 0850: AS_actor DrCaroll follow_actor $PLAYER_ACTOR $OTHER_TASKS_STATUS = 3 end0001: wait 1000 ms 016A: fade 1 time 150001B4: toggle_player $PLAYER_CHAR can_move 1}0051: return{=================================================================Final routines==================================================================}//––––––––––––-:EXTRACTION_PASSED0394: play_music 1$TUT_MISSIONS_PASSED += 1Player.Money($PLAYER_CHAR) += 1000001E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~return//––––––––––––-:EXTRACTION_FAIL00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!//0555: remove_weapon 31 from_actor $PLAYER_ACTORreturn//––––––––––––-:EXTRACTION_CLEANUP$ONMISSION = 0{CONDICIONES GENERALES}010D: set_player $PLAYER_CHAR wanted_level_to 001F0: set_max_wanted_level_to 6 {ACTORES}01C2: remove_references_to_actor DrCaroll{OBJECTS}01C4: remove_references_to_object [email protected] {MARKERS / CHECKPOINTS}//0A41: destroy_entrance_marker BuildingDoor08E7: disable_entrance_markers 0//0164: disable_marker [email protected]{SPHERES}//03BD: destroy_sphere [email protected] {DECISIONS}065C: release_decision_maker [email protected] // Comportamiento limpio para actores especiales{VARIABLES GLOBALES}$MOBJ1 = 0$MOBJ2 = 0$MOBJ3 = 0$MOBJ4 = 0$MOBJ5 = 0$OBJ1_STATUS=0$OBJ2_STATUS=0$OBJ3_STATUS=0$OBJ4_STATUS=0$OBJ5_STATUS=0$OTHER_TASKS_STATUS=0$ALLOBJECTIVES=0mission_cleanupreturn//––––-External script 0–––––// put your external scripts here Link to comment Share on other sites More sharing options...
Silent Posted March 17, 2013 Share Posted March 17, 2013 Sadly, you pretty much can't do anything about it. It's SA bug. Link to comment Share on other sites More sharing options...
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