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Actors get ball shape when i spawn lots of objects


Sloth-
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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. icon14.gif

Edited by Daniel Carrington
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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

 

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Sadly, you pretty much can't do anything about it. It's SA bug.

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