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BEGINit

[VC]Loading wav

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BEGINit

Hi, I ran into a problem. Are there any special rules of loading wav in VC?

03CF: load_wav 'MOB_52A' as $m2wav:M2vav1if83D0:   not wav $m2wav loadedjf @M2vav2wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav1b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav1bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav1c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav1cif0119:   car $M2sent wreckedjf  @M2va1d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va1djump  @M2vav1:M2vav203D1: play_wav $m2wav00BC: text_highpriority 'BJM2_24' 5000 ms 1:M2vav3if83D2:   not wav $m2wav endedjf @M2vav4wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav3b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav3bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav3c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav3cif0119:   car $M2sent wreckedjf  @M2va3d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va3djump  @M2vav3:M2vav4whatever else

M2sent is an existing car, M2g1 and M2g2 are existing goons

The game runs through code but wav doesn't play, it skips to M2vav4.

I put 00BC: text_highpriority 'BJM2_24' 5000 ms 1 below play wav to check weather wav loads. The text do appear. If I put few wavs one after another and add texts, only the last text appears. It's like wav loads, but ends instantly.

 

 

 

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BEGINit

Wrong section. Sorry. Lock?

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Silent

What does $m2wav contain? It does not receive a handle, instead it SENDS an index. Replace all $m2wav with 1 and you should be fine.

 

This code TOTALLY needs to be turned into high level constructs, like this

 

 

03CF: load_wav 'MOB_52A' as 1while 83D0:   not wav 1 loaded    wait 0    if 0118:   actor $LANCE_VANCE dead    then        00BC: text_highpriority 'BJM2_1' 5000 ms 1        jump @M2fail    end    if or        0118:   actor $M2g1 dead        0118:   actor $M2g2 dead    then        00BC: text_highpriority 'BJM2_11' 5000 ms 1        jump @M2fail    end    if 0119:   car $M2sent wrecked    then        00BC: text_highpriority 'BJM2_23' 5000 ms 1        jump @M2fail    endend03D1: play_wav 100BC: text_highpriority 'BJM2_24' 5000 ms 1while 83D2:   not wav 1 ended    wait 0    if 0118:   actor $LANCE_VANCE dead    then        00BC: text_highpriority 'BJM2_1' 5000 ms 1        jump @M2fail    end    if or        0118:   actor $M2g1 dead        0118:   actor $M2g2 dead    then        00BC: text_highpriority 'BJM2_11' 5000 ms 1        jump @M2fail    end    if 0119:   car $M2sent wrecked    then        00BC: text_highpriority 'BJM2_23' 5000 ms 1        jump @M2fail    endendwhatever else
You add yourself extra effort when working with a low level code.

 

 

EDIT:

Moved.

Edited by Silent

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BEGINit

 

Replace all $m2wav with 1 and you should be fine.

That's the very first thing I did. It doesn't work.

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Silent

are you sure the file is valid then? The code seems fine.

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ZAZ

 

Replace all $m2wav with 1 and you should be fine.

That's the very first thing I did. It doesn't work.

 

did you tried Silents script snippet? because the load check of your script isn't fine

 

have a look:

 

03CF: load_wav 'MOB_52A' as $m2wav:M2vav1if83D0:   not wav $m2wav loadedjf @M2vav2wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav1b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail
the check "83D0: not wav $m2wav loaded" will be passed because the wav isn't loaded at that moment and then jumps to M2fail

 

let the check loop and it should work

 

03CF: load_wav 'MOB_52A' as $m2wav:M2vav1wait 0if03D0:   wav $m2wav loadedelse_jump @M2vav1jump @M2vav2

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Silent

the check "83D0: not wav $m2wav loaded" will be passed because the wav isn't loaded at that moment and then jumps to M2fail

Um, no. It'll jump to fail only if this actor is dead. His way of looping follows R* standards more, while the code you posted can't be done with high level structures. Well, except

 

 

repeat   wait 0until 03D0:   wav $m2wav loaded
but it's odd and R* never did it that way.

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BEGINit

If I use handle, the game doesn't load wav at all. If I use 1 the text doesn't appear and the game doesn't continue (loop forever?). If I use some kind of string (value) like $m2vav the game supposedly loads wav because text appears and game continues. Just no sound. I tried other wav names but the same. It's like every wav ends instantly, or if not wav ended check is skipped because as soon as text appears the code continues at say :M2vav4. I tied ZAZ way but it also doesn't work. The audio should be ok. because the original threads like mobile phone loads and plays wavs well. Hmmm :/

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ZAZ

i'm wondering what's your problem, you should post the whole script

It's main.scm, right? please explain what your main contain and in which way the script get startet

did you ever made a little testscript to play the wav?

Edited by ZAZ

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BEGINit

 

did you ever made a little testscript to play the wav?

Yes, don't work.

 

It's from a WIP mission for SaL_Leone VCS mod on VC

 

Whole code:

 

 

 

DEFINE MISSION 2 AT @FROM_Z_TO_Hcreate_thread @MSTART1:MSTART1 thread 'ST_ZTOH':MSTART2wait 0if  $PASSED_Z_TO_H == 1 // integer values  jf @MSTART3end_thread:MSTART3if0256:   player $PLAYER_CHAR definedjf @MSTART4if00F6:   player $PLAYER_CHAR 0 -831.942 1038.376 14.765 radius 1.4 1.8 1.5jf @MSTART4if  $ONMISSION == 0 // integer valuesjf @MSTART4  if03EE:   player $PLAYER_CHAR controllablejf @MSTART4  0050: gosub @CAM14120050: gosub @FADEMINT00BA: text_styled 'BANK_2' 15000 ms 2  // An Old Friend0050: gosub @FADEOUT0417: start_mission 2  // Initial:MSTART4jump @MSTART2:CAM1412if0256:   player $PLAYER_CHAR definedjf @CAM1412r015F: set_camera_position -867.723 1038.512 14.735 0.0 0.0 0.00160: point_camera -827.501 1038.417 14.765 2wait 00460: set_camera_pointing_time 0.0 50000211: actor $PLAYER_ACTOR walk_to -827.501 1038.4170160: point_camera -827.501 1038.417 44.765 1$ONMISSION = 1 // integer values02A3: toggle_widescreen 101B4: set_player $PLAYER_CHAR frozen_state 0:CAM1412rwait 1000return:FADEMINTif0256:   player $PLAYER_CHAR definedjf  @FADEMINTr0169: set_fade_color 0 0 0016A: fade 0 1500 ms03AF: set_streaming 0:FADEMINTrreturn:FADEOUTif016B:   fadingjf  @FADEOUT2wait 0jump @FADEOUT:FADEOUT2if0256:   player $PLAYER_CHAR definedjf @FADEOUTr011C: actor $PLAYER_ACTOR clear_objective:FADEOUTrreturn//-------------Mission 2---------------// Originally: Intro:FROM_Z_TO_H0050: gosub @M2startif0112:   wasted_or_bustedjf @M2cleanupgosub @M2fail:M2cleanupgosub @M2cleanend_thread:M2start0317: increment_mission_attempts$DAMAGEt2 = 1000$ndr_mark = 0$lance_here = 0$ndr_mark2 = 0$lance_here2 = 0$M2attackers = 0054C: use_GXT_table 'BANKJ2'0247: request_model #SENTINEL0247: request_model #PGA0247: request_model #PGB023C: load_special_actor 19 'IGBUDDY'038B: load_requested_models:M2availablewait 0if   or823D:   not special_actor 19 loaded8248:   not model #PGA available8248:   not model #PGB available8248:   not model #SENTINEL availablejf @M2introjump @M2available:M2introwait 0016A: fade 1 1500 ms03AF: set_streaming 100A5: $M2sent = create_car #SENTINEL at -845.522 1038.545 14.5040175: set_car $M2sent z_angle_to 180.0009A: $M2g1 = create_actor 4 #PGA at -847.430 1039.653 14.7650173: set_actor $M2g1 z_angle_to 180.00350: set_actor $M2g1 maintain_position_when_attacked 10526: unknown_actor $M2g1 1009A: $M2g2 = create_actor 4 #PGB at -847.430 1037.653 14.7650173: set_actor $M2g2 z_angle_to 0.00350: set_actor $M2g2 maintain_position_when_attacked 10526: unknown_actor $M2g2 1009A: $LANCE_VANCE = create_actor 4 #SPECIAL19 at -828.915 1041.198 14.7650173: set_actor $LANCE_VANCE z_angle_to 90.00350: set_actor $LANCE_VANCE maintain_position_when_attacked 10526: unknown_actor $LANCE_VANCE 10211: actor $LANCE_VANCE walk_to -843.049 1039.9630055: put_player $PLAYER_CHAR at -830.646 1039.597 14.7650171: set_player $PLAYER_CHAR z_angle_to 90.00211: actor $PLAYER_ACTOR walk_to -842.874 1038.5980245: set_actor $PLAYER_ACTOR walk_style_to 4303CF: load_wav 'LANB6AC' as $m2wav:M2vav1wait 0gosub @M2cam1if83D0:   not wav $m2wav loadedjf @M2vav2if0118:   actor $LANCE_VANCE deadjf @M2vav1b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav1bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav1c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav1cif0119:   car $M2sent wreckedjf  @M2va1d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va1djump  @M2vav1:M2vav203D1: play_wav $m2wav00BC: text_highpriority 'BJM2_24' 5000 ms 1:M2vav3wait 0gosub @M2cam1if83D2:   not wav $m2wav endedjf @M2vav4if0118:   actor $LANCE_VANCE deadjf @M2vav3b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav3bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav3c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav3cif0119:   car $M2sent wreckedjf  @M2va3d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va3djump  @M2vav3:m2vav403D5: remove_text 'BJM2_24'03CF: load_wav 'LANB6AC' as $m2wav:M2vav5gosub @M2cam1if83D0:   not wav $m2wav loadedjf @M2vav6wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav5b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav5bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav5c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav5cif0119:   car $M2sent wreckedjf  @M2va5d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va5djump  @M2vav5:M2vav603D1: play_wav $m2wav00BC: text_highpriority 'BJM2_25' 5000 ms 1:M2vav7gosub @M2cam1if83D2:   not wav $m2wav endedjf @M2vav8wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav7b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav7bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav7c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav7cif0119:   car $M2sent wreckedjf  @M2va7d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va7djump  @M2vav7:m2vav803D5: remove_text 'BJM2_25'03CF: load_wav 'LANB6AD' as $m2wav:M2vav9gosub @M2cam1if83D0:   not wav $m2wav loadedjf @M2vav10wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav9b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav9bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav9c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav9cif0119:   car $M2sent wreckedjf  @M2va9d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va9djump  @M2vav9:M2vav1003D1: play_wav $m2wav00BC: text_highpriority 'BJM2_26' 5000 ms 1:M2vav11gosub @M2cam1if83D2:   not wav $m2wav endedjf @M2vav12wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav11b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav11bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav11c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav11cif0119:   car $M2sent wreckedjf  @M2va11d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va11djump  @M2vav11:m2vav1203D5: remove_text 'BJM2_26'03CF: load_wav 'LANB6AE' as $m2wav:M2vav13gosub @M2cam1if83D0:   not wav $m2wav loadedjf @M2vav14wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav13b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav13bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav13c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav13cif0119:   car $M2sent wreckedjf  @M2va13d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va13djump  @M2vav13:M2vav1403D1: play_wav $m2wav00BC: text_highpriority 'BJM2_27' 5000 ms 1:M2vav15gosub @M2cam1if83D2:   not wav $m2wav endedjf @M2here1wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav15b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav15bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav15c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav15cif0119:   car $M2sent wreckedjf  @M2va15d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va15djump  @M2vav15:M2here1wait  0gosub @M2cam1if80F6:   not player $PLAYER_CHAR 0 -842.874 1038.598 14.5 radius 1.5 1.5 2.0jf @M2here2if0118:   actor $LANCE_VANCE deadjf @M2here1b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2here1bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2here1c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2here1cif0119:   car $M2sent wreckedjf  @M2here1d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2here1djump  @M2here1:M2here2wait 1000015F: set_camera_position -849.861 1043.345 17.071 0.0 0.0 0.00158: camera_on_vehicle $M2sent 15 203CF: load_wav 'LANB6AF' as $m2wav:M2vav16if83D0:   not wav $m2wav loadedjf @M2vav17wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav16b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav16bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav16c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav16cif0119:   car $M2sent wreckedjf  @M2va16d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va16djump  @M2vav16:M2vav1703D1: play_wav $m2wav00BC: text_highpriority 'BJM2_28' 5000 ms 1:M2vav18if83D2:   not wav $m2wav endedjf @M2here3wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav18b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav18bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav18c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav18cif0119:   car $M2sent wreckedjf  @M2va18d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va18djump  @M2vav15:M2here3wait 0if80FE:   not actor $LANCE_VANCE 0 -843.049 1039.963 14.6 radius 1.0 1.0 3.0jf @M2here4if0118:   actor $LANCE_VANCE deadjf @M2here3b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2here3bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2here3c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2here3cif0119:   car $M2sent wreckedjf  @M2here3d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2here3djump  @M2here3:M2here401D4: actor $LANCE_VANCE go_to_car $M2sent and_enter_it_as_a_passenger03CF: load_wav 'LANB6AG' as $m2wav:M2vav19if83D0:   not wav $m2wav loadedjf @M2vav20wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav19b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav19bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav19c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav19cif0119:   car $M2sent wreckedjf  @M2va19d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va19djump  @M2vav19:M2vav2003D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2A' 5000 ms 1:M2vav21if83D2:   not wav $m2wav endedjf @M2here5wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav21b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav21bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav21c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav21cif0119:   car $M2sent wreckedjf  @M2va21d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va21djump  @M2vav21:M2here503D5: remove_text 'BJM2_2A'wait 200001D4: actor $M2g2 go_to_car $M2sent and_enter_it_as_a_passengerwait 200001D4: actor $M2g1 go_to_car $M2sent and_enter_it_as_a_passengerwait 2000fade 0 1500:M2fade1iffadingjf @M2fadedwait 0jump @M2fade1:M2faded wait 0 if and00DB:   actor $LANCE_VANCE in_car $M2sent00DB:   actor $M2g1 in_car $M2sent00DB:   actor $M2g2 in_car $M2sentjf @M2faded0369: put_player $PLAYER_CHAR in_car $M2sent018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.7500BC: text_highpriority 'BJM2_14' 5000 ms 1  // ~g~Come back when you have finished the Haitian gang missions.fade 1 150001B4: set_player $PLAYER_CHAR frozen_state 102EB: restore_camera_with_jumpcut0373: set_camera_directly_behind_player02A3: toggle_widescreen 003AF: set_streaming 1jump @M2loo0p:M2cam10054: store_player $PLAYER_CHAR position_to $M2x $M2y $M2z000D: $M2x -= 2.5 // floating-point values0009: $M2y += 1.5 // floating-point values0009: $M2z += 0.3 // floating-point values015F: set_camera_position $M2x $M2y $M2z 0.0 0.0 0.00160: point_camera -825.982 1039.296 $M2z 2return:M2loo0pwait 0if or00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -845.522 1038.545 14.504 radius 200.0 200.0 2.080DC:   not player $PLAYER_CHAR driving $M2sentjf  @M2wav25if0118:   actor $LANCE_VANCE deadjf @M2loo0pb00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2loo0pbif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2loo0pc00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2loo0pcif0119:   car $M2sent wreckedjf  @M2loo0pd00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2loo0pdif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2loo0pe0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2loo0peif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2loo0pg0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2loo0pgjump @M2loo0p:M2wav2503CF: load_wav 'LANB6BA' as $m2wav:M2vav26if83D0:   not wav $m2wav loadedjf @M2vav27wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav26b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav26bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav26c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav26cif0119:   car $M2sent wreckedjf  @M2va26d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va26dif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2va26e0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2va26eif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2va26g0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2va26g0002: jump @M2vav26:M2vav2703D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2B' 5000 ms 1:M2vav28if83D2:   not wav $m2wav endedjf @M2vav29wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav28b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav28bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav28c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav28cif0119:   car $M2sent wreckedjf  @M2va28d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va28dif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2va28e0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2va28eif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2va28g0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2va28g0002: jump @M2vav28:M2vav2903D5: remove_text 'BJM2_2B'03CF: load_wav 'LANB6BB' as $m2wav:M2vav30if83D0:   not wav $m2wav loadedjf @M2vav31wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav30b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav30bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav30c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav30cif0119:   car $M2sent wreckedjf  @M2va30d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va30dif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2va30e0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2va30eif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2va30g0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2va30g0002: jump @M2vav30:M2vav3103D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2C' 5000 ms 1:M2vav32if83D2:   not wav $m2wav endedjf @M2loopwait 0if0118:   actor $LANCE_VANCE deadjf @M2vav32b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav32bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav32c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav32cif0119:   car $M2sent wreckedjf  @M2va32d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va32dif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2va32e0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2va32eif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2va32g0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2va32g0002: jump @M2vav32:M2loopwait 0if or80F7:   not player $PLAYER_CHAR sphere 0 near_point_in_car -1206.000 -8.050 10.173 radius 3.5 3.5 4.080DC:   not player $PLAYER_CHAR driving $M2sentjf  @M2contif0118:   actor $LANCE_VANCE deadjf @M2loopb00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2loopbif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2loopc00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2loopcif0119:   car $M2sent wreckedjf  @M2loopd00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2loopdif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2loope0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2loopeif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2loopg0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2loopgjump @M2loop:M2cont0164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s01B4: set_player $PLAYER_CHAR frozen_state 003CF: load_wav 'LANB6BC' as $m2wav:M2vav33if83D0:   not wav $m2wav loadedjf @M2vav34wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav33b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav33bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav33c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav33cif0119:   car $M2sent wreckedjf  @M2va33d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va33dif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2va33e0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2va33eif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2va33g0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2va33g0002: jump @M2vav33:M2vav3403D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2D' 5000 ms 1:M2vav35if83D2:   not wav $m2wav endedjf @M2fade2await 0if0118:   actor $LANCE_VANCE deadjf @M2vav35b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav35bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav35c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav35cif0119:   car $M2sent wreckedjf  @M2va35d00BC: text_highpriority 'BJM2_23' 5000 ms 1jump @M2fail:M2va35dif and80DC:   not player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 0 // integer valuesjf @M2va35e0186: $M2sent_m = create_marker_above_car $M2sent0165: set_marker $M2sent_m color_to 20166: set_marker $M2sent_m brightness_to 10164: disable_marker $M2warehouse03BD: destroy_sphere $M2warehouse_s$ndr_mark = 1:M2va35eif and00DC:   player $PLAYER_CHAR driving $M2sent0038:   $ndr_mark == 1 // integer valuesjf @M2va28g0164: disable_marker $M2sent_m018A: $M2warehouse = create_checkpoint_at -1206.000 -8.050 10.17303BC: $M2warehouse_s = create_sphere -1206.000 -8.050 10.173  3.75$ndr_mark = 0:M2va35g0002: jump @M2vav35:M2fade2a03D5: remove_text 'BJM2_2D'fade 0 1000:M2fade2iffadingjf @M2faded2wait 0jump @M2fade2:M2faded2009B: destroy_actor_instantly $LANCE_VANCE009B: destroy_actor_instantly $M2g2009B: destroy_actor_instantly $M2g10247: request_model #STALLION0247: request_model #PCJ6000247: request_model #BOBCAT0247: request_model #CHEETAH0247: request_model #PHEONIX0247: request_model #BARRACKS0247: request_model #UZI0247: request_model #WOODENBOX0247: request_model #CLA0247: request_model #CLB038B: load_requested_models:M2cont_avaiwait 0if or8248:   not model #STALLION available8248:   not model #PCJ600 available8248:   not model #BOBCAT available8248:   not model #CHEETAH available8248:   not model #PHEONIX available8248:   not model #BARRACKS availablejf @M2cont_avai2jump @M2cont_avai:M2cont_avai2wait 0if or8248:   not model #CLB available8248:   not model #CLA available8248:   not model #UZI available8248:   not model #WOODENBOX availablejf @M2cont2jump @M2cont_avai2:M2cont200A5: $M2stall = create_car #STALLION at -1223.642 -29.524 10.5030175: set_car $M2stall z_angle_to 0.00249: release_model #STALLION00A5: $M2bike = create_car #PCJ600 at -1227.729 -29.669 10.7480175: set_car $M2bike z_angle_to 180.00249: release_model #PCJ60000A5: $M2bob = create_car #BOBCAT at -1234.051 -29.532 10.8200175: set_car $M2bob z_angle_to 180.00506: vehicle_model #BARRACKS set_next_variation -1 200A5: $M2truck1 = create_car #BARRACKS at -1254.099 -17.713 10.7650175: set_car $M2truck1 z_angle_to 185.0053F: set_car $M2truck1 tires_vulnerable 0020A: set_car $M2truck1 door_status_to 20506: vehicle_model #BARRACKS set_next_variation -1 200A5: $M2truck2 = create_car #BARRACKS at -1271.844 -2.671 10.6820175: set_car $M2truck2 z_angle_to 0.0053F: set_car $M2truck2 tires_vulnerable 0020A: set_car $M2truck1 door_status_to 200A5: $M2cheeta = create_car #CHEETAH at -1290.894 1.087 10.4940175: set_car $M2cheeta z_angle_to 180.00249: release_model #CHEETAH00A5: $M2fenix = create_car #PHEONIX at -1291.538 -6.234 10.4850175: set_car $M2fenix z_angle_to 250.00249: release_model #PHEONIX029B: $M2box1 = init_object #WOODENBOX at -1250.143 -21.520 11.494029B: $M2box2 = init_object #WOODENBOX at -1247.902 -21.942 11.435029B: $M2box3 = init_object #WOODENBOX at -1271.803 -17.804 11.437029B: $M2box4 = init_object #WOODENBOX at -1269.066 -17.740 11.474029B: $M2box5 = init_object #WOODENBOX at -1275.162 -14.249 11.394029B: $M2box6 = init_object #WOODENBOX at -1279.991 -8.948 11.332029B: $M2box7 = init_object #WOODENBOX at -1282.618 -8.691 11.294029B: $M2box8 = init_object #WOODENBOX at -1277.413 3.133 11.378029B: $M2box9 = init_object #WOODENBOX at -1280.046 3.188 11.336029B: $M2box10 = init_object #WOODENBOX at  -1282.702 3.225 11.393009A: $LANCE_VANCE = create_actor_pedtype 4 model #SPECIAL19 at -1209.972 -17.833 10.4330173: set_actor $LANCE_VANCE z_angle_to 90.00350: set_actor $LANCE_VANCE maintain_position_when_attacked 101B2: give_actor $LANCE_VANCE weapon 23 ammo 9999009A: $M2g1 = create_actor_pedtype 4 model #PGA at -1209.651 -13.480 10.4330173: set_actor $M2g1 z_angle_to 180.00350: set_actor $M2g1 maintain_position_when_attacked 101B2: give_actor $M2g1 weapon 23 ammo 9999009A: $M2g2 = create_actor_pedtype 4 model #PGB at -1209.149 -11.901 10.4330173: set_actor $M2g2 z_angle_to 0.00350: set_actor $M2g2 maintain_position_when_attacked 101B2: give_actor $M2g2 weapon 23 ammo 99990372: set_actor $M2g2 anim 14 wait_state_time 60000000 ms0362: put_actor $PLAYER_ACTOR at -1207.904 -11.708 10.433 and_remove_from_car015F: set_camera_position -1209.198 -18.198 11.933 0.0 0.0 0.00160: point_camera -1251.587 -19.322 11.998 202A3: enable_widescreen 1fade 1 10000006: [email protected] = 0 // integer values:M2countwait 0if8019:   not  [email protected] > 2999 // integer valuesjf @M2cont3if0118:   actor $LANCE_VANCE deadjf @M2countb00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2countbif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2countc00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2countcjump @M2count:M2cont30211: actor $LANCE_VANCE walk_to -1209.597 -14.871:M2count2wait 0if80FE:   not actor $LANCE_VANCE 0 -1209.597 -14.871 10.9 radius 1.5 1.5 3.0jf @M2cont4if0118:   actor $LANCE_VANCE deadjf @M2count2b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2count2bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2count2c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2count2cjump @M2count2:M2cont4015F: set_camera_position -1208.641 -16.633 11.633 0.0 0.0 0.00160: point_camera -1209.651 -13.480 11.633 20211: actor $PLAYER_ACTOR walk_to -1208.630 -14.01203CF: load_wav 'LANB6CA' as $m2wav:M2vav36if83D0:   not wav $m2wav loadedjf @M2vav37wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav36b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav36bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav36c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav36c0002: jump @M2vav36:M2vav3703D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2E' 5000 ms 1:M2vav38if83D2:   not wav $m2wav endedjf @M2vav39wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav38b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav38bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav38c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav38c0002: jump @M2vav38:M2vav3903D5: remove_text 'BJM2_2E'03CF: load_wav 'LANB6CB' as $m2wav:M2vav40if83D0:   not wav $m2wav loadedjf @M2vav41wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav40b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav40bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav40c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav40c0002: jump @M2vav40:M2vav4103D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2F' 5000 ms 1:M2vav42if83D2:   not wav $m2wav endedjf @M2cont5wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav42b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav42bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav42c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav42c0002: jump @M2vav42:M2cont503D5: remove_text 'BJM2_2F'fade 0 1000:M2fade3iffadingjf @M2faded3wait 0jump @M2fade3:M2faded302A3: enable_widescreen 001B4: set_player $PLAYER_CHAR frozen_state 102EB: restore_camera_with_jumpcut0373: set_camera_directly_behind_player0173: set_actor $M2g1 z_angle_to 0.0fade 1 100000A1: put_actor $LANCE_VANCE at -1209.545 -19.184 10.4330173: set_actor $LANCE_VANCE z_angle_to 90.003C4: set_status_text_to $LANCE 1 'BJM2_15'02E2: set_actor $LANCE_VANCE weapon_accuracy_to 600187: $LANCE_VANCE_m = create_marker_above_actor $LANCE_VANCE0165: set_marker $LANCE_VANCE_m color_to 20166: set_marker $LANCE_VANCE_m brightness_to 1009A: $M2enemy1 = create_actor_pedtype 4 model #CLA at -1248.586 -24.467 11.02801B2: give_actor $M2enemy1 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy1 maintain_position_when_attacked 10187: $M2enemy1_m = create_marker_above_actor $M2enemy10165: set_marker $M2enemy1_m color_to 00166: set_marker $M2enemy1_m brightness_to 101C9: actor $M2enemy1 kill_actor $LANCE_VANCE009A: $M2enemy2 = create_actor_pedtype 4 model #CLB at -1243.519 -30.003 11.00801B2: give_actor $M2enemy2 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy2 maintain_position_when_attacked 10187: $M2enemy2_m = create_marker_above_actor $M2enemy20165: set_marker $M2enemy2_m color_to 00166: set_marker $M2enemy2_m brightness_to 101C9: actor $M2enemy2 kill_actor $LANCE_VANCE009A: $M2enemy3 = create_actor_pedtype 4 model #CLB at -1277.384 5.121 10.87901B2: give_actor $M2enemy3 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy3 maintain_position_when_attacked 10187: $M2enemy3_m = create_marker_above_actor $M2enemy30165: set_marker $M2enemy3_m color_to 00166: set_marker $M2enemy3_m brightness_to 101C9: actor $M2enemy3 kill_actor $LANCE_VANCE009A: $M2enemy4 = create_actor_pedtype 4 model #CLA at -1282.738 5.367 10.79201B2: give_actor $M2enemy4 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy4 maintain_position_when_attacked 10187: $M2enemy4_m = create_marker_above_actor $M2enemy40165: set_marker $M2enemy4_m color_to 00166: set_marker $M2enemy4_m brightness_to 101CA: actor $M2enemy4 kill_player $PLAYER_CHAR009A: $M2enemy5 = create_actor_pedtype 4 model #CLB at -1291.586 -3.195 10.65501B2: give_actor $M2enemy5 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy5 maintain_position_when_attacked 10187: $M2enemy5_m = create_marker_above_actor $M2enemy50165: set_marker $M2enemy5_m color_to 00166: set_marker $M2enemy5_m brightness_to 101C9: actor $M2enemy5 kill_actor $LANCE_VANCE009A: $M2enemy6 = create_actor_pedtype 4 model #CLA at -1301.364 -8.761 10.50701B2: give_actor $M2enemy6 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy6 maintain_position_when_attacked 10187: $M2enemy6_m = create_marker_above_actor $M2enemy60165: set_marker $M2enemy6_m color_to 00166: set_marker $M2enemy6_m brightness_to 101CA: actor $M2enemy6 kill_player $PLAYER_CHAR009A: $M2enemy7 = create_actor_pedtype 4 model #CLB at -1300.920 -13.885 10.51401B2: give_actor $M2enemy7 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy7 maintain_position_when_attacked 10187: $M2enemy7_m = create_marker_above_actor $M2enemy70165: set_marker $M2enemy7_m color_to 00166: set_marker $M2enemy7_m brightness_to 101C9: actor $M2enemy7 kill_actor $LANCE_VANCE009A: $M2enemy8 = create_actor_pedtype 4 model #CLA at -1271.779 -3.420 12.37101B2: give_actor $M2enemy8 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy8 maintain_position_when_attacked 10187: $M2enemy8_m = create_marker_above_actor $M2enemy80165: set_marker $M2enemy8_m color_to 00166: set_marker $M2enemy8_m brightness_to 101CA: actor $M2enemy8 kill_player $PLAYER_CHAR009A: $M2enemy9 = create_actor_pedtype 4 model #CLA at -1271.837 -6.352 12.42301B2: give_actor $M2enemy9 weapon 23 ammo 9999 // Load the weapon model before using this0350: set_actor $M2enemy9 maintain_position_when_attacked 10187: $M2enemy9_m = create_marker_above_actor $M2enemy90165: set_marker $M2enemy9_m color_to 00166: set_marker $M2enemy9_m brightness_to 101C9: actor $M2enemy9 kill_actor $LANCE_VANCE00BC: text_highpriority 'BJM2_17' 5000 ms 1:M2loop2wait 0gosub @M2lance_rungosub @M2markersif or8118:   not actor $M2enemy1 dead8118:   not actor $M2enemy2 dead8118:   not actor $M2enemy3 dead8118:   not actor $M2enemy4 dead8118:   not actor $M2enemy5 deadjf @M2loop3if0118:   actor $LANCE_VANCE deadjf @M2loop2b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2loop2bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2loop2c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2loop2cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2loop2d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2loop2djump @M2loop2:M2loop3wait 0gosub @M2lance_rungosub @M2markersif or8118:   not actor $M2enemy6 dead8118:   not actor $M2enemy7 dead8118:   not actor $M2enemy8 dead8118:   not actor $M2enemy9 deadjf @M2cont6if0118:   actor $LANCE_VANCE deadjf @M2loop3b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2loop3bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2loop3c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2loop3cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2loop3d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2loop3djump @M2loop3:M2lance_runif8118:   not actor $LANCE_VANCE deadjf @M2lance_run_rif0038:   $lance_here == 0 // integer valuesjf  @M2lance_run20239: actor $LANCE_VANCE run_to -1239.556 -19.493if00FE:   actor $LANCE_VANCE 0 -1239.556 -19.493 10.587 radius 1.0 1.0 5.0jf @M2lance_run_r0004: $lance_here = 1 // integer values:M2lance_run2if0038:   $lance_here == 1 // integer valuesjf  @M2lance_run3if8118:   not actor $M2enemy1 deadjf @M2lance_run2a01C9: actor $LANCE_VANCE kill_actor $M2enemy1  0002: jump @M2lance_run_r:M2lance_run2aif8118:   not actor $M2enemy2 deadjf @M2lance_run2c01C9: actor $LANCE_VANCE kill_actor $M2enemy2  0002: jump @M2lance_run_r:M2lance_run2c0004: $lance_here = 2 // integer values:M2lance_run3if0038:   $lance_here == 2 // integer valuesjf  @M2lance_run40239: actor $LANCE_VANCE run_to -1249.595 -10.364if00FE:   actor $LANCE_VANCE 0 -1249.595 -10.364 10.738 radius 1.0 1.0 5.0jf @M2lance_run_r0004: $lance_here = 3 // integer values:M2lance_run4if0038:   $lance_here == 3 // integer valuesjf  @M2lance_run50239: actor $LANCE_VANCE run_to -1276.086 -7.879if00FE:   actor $LANCE_VANCE 0 -1276.086 -7.879 10.887 radius 1.0 1.0 5.0jf @M2lance_run_r0004: $lance_here = 4 // integer values:M2lance_run5if0038:   $lance_here == 4 // integer valuesjf  @M2lance_run_rif8118:   not actor $M2enemy5 deadjf @M2lance_run5a01C9: actor $LANCE_VANCE kill_actor $M2enemy5  0002: jump @M2lance_run_r:M2lance_run5aif8118:   not actor $M2enemy3 deadjf @M2lance_run5b01C9: actor $LANCE_VANCE kill_actor $M2enemy3  0002: jump @M2lance_run_r:M2lance_run5bif8118:   not actor $M2enemy4 deadjf @M2lance_run5c01C9: actor $LANCE_VANCE kill_actor $M2enemy4  0002: jump @M2lance_run_r:M2lance_run5cif8118:   not actor $M2enemy7 deadjf @M2lance_run5d01C9: actor $LANCE_VANCE kill_actor $M2enemy7  0002: jump @M2lance_run_r:M2lance_run5d0004: $lance_here = 4:M2lance_run_r0226: $LANCE = actor $LANCE_VANCE healthreturn:M2markersif0118:   actor $M2enemy1 deadjf @M2markers20164: disable_marker $M2enemy1_m:M2markers2if0118:   actor $M2enemy2 deadjf @M2markers30164: disable_marker $M2enemy2_m:M2markers3if0118:   actor $M2enemy3 deadjf @M2markers40164: disable_marker $M2enemy3_m:M2markers4if0118:   actor $M2enemy4 deadjf @M2markers50164: disable_marker $M2enemy4_m:M2markers5if0118:   actor $M2enemy5 deadjf @M2markers60164: disable_marker $M2enemy5_m:M2markers6if0118:   actor $M2enemy6 deadjf @M2markers70164: disable_marker $M2enemy6_m:M2markers7if0118:   actor $M2enemy7 deadjf @M2markers80164: disable_marker $M2enemy7_m:M2markers8if0118:   actor $M2enemy8 deadjf @M2markers90164: disable_marker $M2enemy8_m:M2markers9if0118:   actor $M2enemy9 deadjf @M2markers100164: disable_marker $M2enemy9_m:M2markers10return:M2cont6gosub @M2markers0164: disable_marker $LANCE_VANCE_m01B4: set_player $PLAYER_CHAR frozen_state 0fade 0 1000:M2fade7if016B:   fadingjf @M2faded7wait 0jump @M2fade7:M2faded70247: request_model #HUNTER0247: request_model #SGB038B: load_requested_models:M2faded7await 0if or8248:   not model #HUNTER available8248:   not model #SGB availablejf @M2faded7bjump @M2faded7a:M2faded7b01C2: remove_references_to_actor $M2enemy101C2: remove_references_to_actor $M2enemy201C2: remove_references_to_actor $M2enemy301C2: remove_references_to_actor $M2enemy401C2: remove_references_to_actor $M2enemy501C2: remove_references_to_actor $M2enemy601C2: remove_references_to_actor $M2enemy701C2: remove_references_to_actor $M2enemy801C2: remove_references_to_actor $M2enemy90151: remove_status_text $LANCE00A1: put_actor $LANCE_VANCE at -1284.965 -6.151 10.7560173: set_actor $LANCE_VANCE z_angle_to 270.00055: put_player $PLAYER_CHAR at -1282.020 -5.492 10.8040171: set_player $PLAYER_CHAR z_angle_to 270.00239: actor $LANCE_VANCE run_to -1275.256 -8.90402A3: enable_widescreen 1015F: set_camera_position -1275.082 -7.869 11.501 0.0 rotation 0.0 0.00160: point_camera -1282.020 -5.492 11.504 switchstyle 200A5: $M2hunter = create_car 155 at -1471.318 -58.343 24.5700175: set_car $M2hunter z_angle_to 280.004D0: force_heli $M2hunter looking_angle_to 280.00129: $MARTINEZ = create_actor 4 #SGB in_car $M2hunter driverseat04BA: set_car $M2hunter speed_instantly 30.004A2: heli $M2hunter fly_to -1183.781 -11.248 20.836 speed 35fade 1 100003CF: load_wav 'LANB6DA' as $m2wav:M2vav45if83D0:   not wav $m2wav loadedjf @M2vav46wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav45b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav45bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav45c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav45cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2va45d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2va45d0002: jump @M2vav45:M2vav4603D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2G' 5000 ms 1:M2vav47if83D2:   not wav $m2wav endedjf @M2count10wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav47b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav47bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav47c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav47c0002: jump @M2vav47:M2count10wait 0if80FE:   not actor $LANCE_VANCE 0 -1275.256 -8.904 10.9 radius 0.5 0.5 3.0jf @M2cont7if0118:   actor $LANCE_VANCE deadjf @M2cont10b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2cont10bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2cont10c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2cont10cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2cont10d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2cont10djump @M2count10:M2cont7011C: actor $LANCE_VANCE clear_objective00A1: put_actor $LANCE_VANCE at -1273.281 -8.408 10.9250173: set_actor $LANCE_VANCE z_angle_to 90.0015F: set_camera_position -1284.295 -6.556 11.767 0.0 rotation 0.0 0.00160: point_camera -1255.976 -8.698 11.749 switchstyle 203CF: load_wav 'LANB6DB' as $m2wav:M2vav48if83D0:   not wav $m2wav loadedjf @M2vav49wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav48b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav48bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav48c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav48cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2va48d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2va48d0002: jump @M2vav48:M2vav4903D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2H' 5000 ms 1:M2vav50if83D2:   not wav $m2wav endedjf @M2vav51wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav50b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav50bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav50c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav50cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2va50d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2va50d0002: jump @M2vav50:M2vav5103D5: remove_text 'BJM2_2H'03CF: load_wav 'LANB6DC' as $m2wav:M2vav52if83D0:   not wav $m2wav loadedjf @M2vav53wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav52b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav52bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav52c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav52cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2va52d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2va52d0002: jump @M2vav52:M2vav5303D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2I' 5000 ms 1:M2vav54if83D2:   not wav $m2wav endedjf @M2fade8await 0if0118:   actor $LANCE_VANCE deadjf @M2vav54b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav54bif or0118:   actor $M2g1 dead0118:   actor $M2g2 deadjf  @M2vav54c00BC: text_highpriority 'BJM2_11' 5000 ms 1jump @M2fail:M2vav54cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2va54d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2va54d0002: jump @M2vav54:M2fade8a03D5: remove_text 'BJM2_2I'wait 5000fade 0 1000:M2fade8iffadingjf @M2faded8wait 0jump @M2fade8:M2faded8009B: destroy_actor_instantly $MARTINEZ01C2: remove_references_to_actor $MARTINEZ // Like turning an actor into a random pedestrian00A6: destroy_car $M2hunter01C3: remove_references_to_car $M2hunter009B: destroy_actor_instantly $LANCE_VANCE00AB: put_car $M2truck1 at -1203.960 -20.196 10.4330175: set_car $M2truck1 z_angle_to 0.00129: $LANCE_VANCE = create_actor 4 #SPECIAL19 in_car $M2truck1 driverseat00AF: set_car $M2truck1 driver_behaviour_to 11020A: set_car $M2truck2 door_status_to 10186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 1$DAMAGE = 003C4: set_status_text_to $DAMAGE 1 'BJM2_18'02EB: restore_camera_with_jumpcut0373: set_camera_directly_behind_player02A3: enable_widescreen 001B4: set_player $PLAYER_CHAR frozen_state 100BC: text_highpriority 'BJM2_19' 5000 ms 1029B: $M2box11 = init_object #WOODENBOX at -1275.162 -14.249 11.394029B: $M2box12 = init_object #WOODENBOX at -1279.991 -8.948 11.332029B: $M2box13 = init_object #WOODENBOX at -1282.618 -8.691 11.294029B: $M2box14 = init_object #WOODENBOX at -1277.413 3.133 11.378029B: $M2box15 = init_object #WOODENBOX at -1280.046 3.188 11.336029B: $M2box16 = init_object #WOODENBOX at  -1282.702 3.225 11.393fade 1 1000:M2loop5wait 0gosub @M2damagedgosub @M2boxzif80DC:   not player $PLAYER_CHAR driving $M2truck2jf @M2cont11aif0118:   actor $LANCE_VANCE deadjf @M2loop5b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2loop5bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2loop5c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2loop5cjump @M2loop5:M2boxz0382: set_object $M2box11 collision_detection 0035C: place_object $M2box11 relative_to_car $M2truck1 offset 0.0 -0.4 0.80382: set_object $M2box12 collision_detection 0035C: place_object $M2box12 relative_to_car $M2truck1 offset 0.0 -2.0 0.80382: set_object $M2box13 collision_detection 0035C: place_object $M2box13 relative_to_car $M2truck1 offset 0.0 -3.8 0.80382: set_object $M2box14 collision_detection 0035C: place_object $M2box14 relative_to_car $M2truck2 offset 0.0 -0.4 0.80382: set_object $M2box15 collision_detection 0035C: place_object $M2box15 relative_to_car $M2truck2 offset 0.2 -2.0 0.80382: set_object $M2box16 collision_detection 0035C: place_object $M2box16 relative_to_car $M2truck2 offset 0.0 -3.8 0.8return:M2cont11a0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m00BC: text_highpriority 'BJM2_20' 5000 ms 1:M2cont11wait 0gosub @M2damagedgosub @M2boxzif or80F7:   not player $PLAYER_CHAR sphere 0 near_point_in_car -1203.960 -20.196 10.433 radius 20.0 20.0 4.080DC:   not player $PLAYER_CHAR driving $M2truck2jf @M2cont12aif0118:   actor $LANCE_VANCE deadjf @M2cont11b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2cont11bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2cont11c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2cont11cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2cont11d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2cont11dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2cont11e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2cont11ejump @M2cont11:M2cont12a00AD: set_car $M2truck1 max_speed_to 25.000AE: set_vehicle $M2truck1 traffic_behavior_to 203CF: load_wav 'LANB6EA' as $m2wav:M2vav55gosub @M2lancedrive1gosub @M2damagedgosub @M2boxzif83D0:   not wav $m2wav loadedjf @M2vav56wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav55b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav55bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav55c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav55cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav55d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav55dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav55e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav55ejump @M2vav55:M2vav5603D1: play_wav $m2wav00BC: text_highpriority 'BJM2_2J' 5000 ms 1:M2vav57gosub @M2lancedrive1gosub @M2damagedgosub @M2boxzif83D2:   not wav $m2wav endedjf @M2vav58wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav57b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav57bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav57c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav57cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav57d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav57dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav57e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav57ejump @M2vav57:M2vav5803D5: remove_text 'BJM2_2J'03CF: load_wav 'LANB6EB' as $m2wav:M2vav59gosub @M2lancedrive1gosub @M2damagedgosub @M2boxzif83D0:   not wav $m2wav loadedjf @M2vav60wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav59b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav59bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav59c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav59cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav59d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav59dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav59e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav59ejump @M2vav59:M2vav6003D1: play_wav $m2wav00BC: text_highpriority 'BJM2_9' 5000 ms 1:M2vav61gosub @M2lancedrive1gosub @M2damagedgosub @M2boxzif83D2:   not wav $m2wav endedjf @M2cont12wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav61b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav61bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav61c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav61cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav61d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav61dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav61e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav61ejump @M2vav61:M2cont12wait 0gosub @M2lancedrive1gosub @M2damagedgosub @M2attsgosub @M2boxzif or80F7:   not player $PLAYER_CHAR sphere 0 near_point_in_car -768.908 -924.335 9.814 radius 8.0 8.0 8.08038:   not  $lance_here2 == 5 // integer valuesjf @M2cont13if0118:   actor $LANCE_VANCE deadjf @M2cont12b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2cont12bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2cont12c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2cont12cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2cont12d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2cont12dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2cont12e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2cont12eif0038:   $M2attackers == 0 // integer values004D: jump_if_false @M2cont12fif and8056:   not player $PLAYER_CHAR 0 -1065.227 -67.529 -1259.484 27.52680A3:   not actor $LANCE_VANCE 0 -1065.227 -67.529 -1259.484 27.52600DC:   player $PLAYER_CHAR driving $M2truck200DB:   actor $LANCE_VANCE in_car $M2truck1004D: jump_if_false @M2cont12f00A5: $M2att1 = create_car #SENTINEL at -1189.389 5.510 10.2050175: set_car $M2att1 z_angle_to 270.00129: $M2att1d = create_actor 4 #CLA in_car $M2att1 driverseat00AD: set_car $M2att1 max_speed_to 35.000AE: set_vehicle $M2att1 traffic_behavior_to 2032C: car $M2att1 ram $M2truck20186: $M2att1m = create_marker_above_car $M2att1018B: show_on_radar $M2att1m 100A5: $M2att2 = create_car #BOBCAT at -1201.356 5.471 10.2010175: set_car $M2att2 z_angle_to 270.00129: $M2att2d = create_actor 4 #CLA in_car $M2att2 driverseat00AD: set_car $M2att2 max_speed_to 35.000AE: set_vehicle $M2att2 traffic_behavior_to 2032C: car $M2att2 ram $M2truck20186: $M2att2m = create_marker_above_car $M2att2018B: show_on_radar $M2att2m 10004: $M2attackers = 1 // integer values:M2cont12fjump @M2cont12:M2attsif0038:   $M2attackers == 1 // integer values004D: jump_if_false @M2attsrif0118:   actor $M2att1d dead004D: jump_if_false @M2atts20164: disable_marker $M2att1m:M2atts2if0118:   actor $M2att2d dead004D: jump_if_false @M2attsr0164: disable_marker $M2att2m:M2attsrreturn:M2lancedrive1if and8118:   not actor $LANCE_VANCE dead8119:   not car $M2truck1 wreckedjf @M2lancedriverif0038:   $lance_here2 == 0 // integer valuesjf @M2lancedrive202C2: car $M2truck1 drive_to_point -1202.767 2.142 10.796if and00DB:   actor $LANCE_VANCE in_car $M2truck100EE:   actor $LANCE_VANCE 0 -1202.767 2.142 radius 5.0 5.0jf @M2lancedriver$lance_here2 = 1:M2lancedrive2if0038:   $lance_here2 == 1 // integer valuesjf @M2lancedrive302C2: car $M2truck1 drive_to_point -983.339 -240.469 9.9if and00DB:   actor $LANCE_VANCE in_car $M2truck100EE:   actor $LANCE_VANCE 0 -983.339 -240.469 radius 5.0 5.0jf @M2lancedriver$lance_here2 = 2:M2lancedrive3if0038:   $lance_here2 == 2 // integer valuesjf @M2lancedrive402C2: car $M2truck1 drive_to_point -1032.162 -312.935 9.993if and00DB:   actor $LANCE_VANCE in_car $M2truck100EE:   actor $LANCE_VANCE 0 -1032.162 -312.935 radius 5.0 5.0jf @M2lancedriver$lance_here2 = 3:M2lancedrive4if0038:   $lance_here2 == 3 // integer valuesjf @M2lancedrive502C2: car $M2truck1 drive_to_point -978.448 -630.060 10.669if and00DB:   actor $LANCE_VANCE in_car $M2truck100EE:   actor $LANCE_VANCE 0 -978.448 -630.060 radius 5.0 5.0jf @M2lancedriver$lance_here2 = 4:M2lancedrive5if0038:   $lance_here2 == 4 // integer valuesjf @M2lancedriver02C2: car $M2truck1 drive_to_point -768.908 -924.335 9.814if and00DB:   actor $LANCE_VANCE in_car $M2truck100EE:   actor $LANCE_VANCE 0 -768.908 -924.335 radius 5.0 5.0jf @M2lancedriver$lance_here2 = 5:M2lancedriverreturn:M2cont130247: request_model #COP0247: request_model #POLICE:M2cont13bwait 0if  or8248:   not model #COP available8248:   not model #POLICE availablejf @M2cont14jump @M2cont13b:M2cont140164: disable_marker $M2att1m0164: disable_marker $M2att2m01C2: remove_references_to_actor $M2att1d01C2: remove_references_to_actor $M2att2d// Like turning an actor into a random pedestrian01C3: remove_references_to_car $M2stall01C3: remove_references_to_car $M2bike01C3: remove_references_to_car $M2bob01C3: remove_references_to_car $M2cheeta01C3: remove_references_to_car $M2fenix01C3: remove_references_to_car $M2att101C3: remove_references_to_car $M2att201C4: remove_references_to_object $M2box1 // This object will now disappear when the player looks away01C4: remove_references_to_object $M2box201C4: remove_references_to_object $M2box301C4: remove_references_to_object $M2box401C4: remove_references_to_object $M2box501C4: remove_references_to_object $M2box601C4: remove_references_to_object $M2box701C4: remove_references_to_object $M2box801C4: remove_references_to_object $M2box901C4: remove_references_to_object $M2box10011C: actor $PLAYER_ACTOR clear_objective015F: set_camera_position -743.496 -932.306 11.165 0.0 rotation 0.0 0.00160: point_camera -780.042 -923.018 10.909 switchstyle 200AB: put_car $M2truck1 at -780.042 -923.018 9.9090175: set_car $M2truck1 z_angle_to 270.004BA: set_car $M2truck1 speed_instantly 20.000A7: car $M2truck1 drive_to -241.641 -938.239 14.19600AB: put_car $M2truck2 at -801.494 -921.399 10.3300175: set_car $M2truck2 z_angle_to 270.004BA: set_car $M2truck2 speed_instantly 20.000AD: set_car $M2truck2 max_speed_to 25.000A7: car $M2truck2 drive_to -709.946 -930.105 12.08000A5: $M2hunter = create_car 155 at -799.875 -914.165 30.9340175: set_car $M2hunter z_angle_to 260.004D0: force_heli $M2hunter looking_angle_to 255.00129: $MARTINEZ = create_actor 4 #SGB in_car $M2hunter driverseat04BA: set_car $M2hunter speed_instantly 20.004A2: heli $M2hunter fly_to -700.150 -924.568 30.290 speed 300006: [email protected] = 0 // integer values:M2whatwait 0gosub @M2boxzif0019:   [email protected] > 2000 // integer values004D: jump_if_false @M2what0158: camera_on_vehicle $M2hunter mode 15 switchstyle 10006: [email protected] = 0 // integer values:M2what2wait 0gosub @M2boxzif0019:   [email protected] > 3000 // integer values004D: jump_if_false @M2what20158: camera_on_vehicle $M2hunter mode 15 switchstyle 10006: [email protected] = 0 // integer values00AF: set_car $M2truck2 driver_behaviour_to 1101B4: set_player $PLAYER_CHAR frozen_state 1015A: restore_camera00A5: $M2copcar1 = create_car #POLICE at -209.310 -931.509 11.9460175: set_car $M2copcar1 z_angle_to 170.000A5: $M2copcar2 = create_car #POLICE at -200.696 -934.079 11.5670175: set_car $M2copcar2 z_angle_to 0.003A2: set_vehicle $M2truck2 action 000BC: text_highpriority 'BJM2_22' 5000 ms 1:M2loop20wait 0gosub @M2bridgegosub @M2damagedgosub @M2boxzif or80DB:   not actor $LANCE_VANCE in_car $M2truck180FE:   not actor $LANCE_VANCE 0 -241.641 -938.239 14.196 radius 15.5 15.5 3.080F7:   not player $PLAYER_CHAR sphere 0 near_point_in_car -241.641 -938.239 14.196 radius  15.0 15.0 8.0004D: jump_if_false @M2cont15if0118:   actor $LANCE_VANCE deadjf @M2loop20b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2loop20bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2loop20c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2loop20cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2loop20d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2loop20dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2loop20e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2loop20ejump @M2loop20:M2bridge0054: store_player $PLAYER_CHAR position_to $M2x $M2y $M2z0009: $M2z += 6.0 // floating-point values000D: $M2x -= 17.0 // floating-point values015F: set_camera_position $M2x $M2y $M2z 0.0 rotation 0.0 0.00157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 20009: $M2z += 8.0 // floating-point values0009: $M2x += 45.0 // floating-point values04A2: heli $M2hunter fly_to $M2x $M2y $M2z speed 60if0038:   $m2boom == 0 // integer values004D: jump_if_false @M2bridge20006: [email protected] = 0 // integer values$m2boom = 1:M2bridge2if0038:   $m2boom == 1 // integer values004D: jump_if_false @M2bridge3if0019:   [email protected] > 3000 // integer values004D: jump_if_false @M2bridger00AA: store_car $M2hunter position_to $M2x2 $M2y2 $M2z20437: scatter_particle 2 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.50437: scatter_particle 13 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.5$m2boom = 2:M2bridge3if0038:   $m2boom == 2 // integer values004D: jump_if_false @M2bridge4if0019:   [email protected] > 3500 // integer values004D: jump_if_false @M2bridger00AA: store_car $M2hunter position_to $M2x2 $M2y2 $M2z20437: scatter_particle 2 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.50437: scatter_particle 13 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.5$m2boom = 3:M2bridge4if0038:   $m2boom == 3 // integer values004D: jump_if_false @M2bridge5if0019:   [email protected] > 4000 // integer values004D: jump_if_false @M2bridger00AA: store_car $M2hunter position_to $M2x2 $M2y2 $M2z20437: scatter_particle 2 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.50437: scatter_particle 13 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.5$m2boom = 4:M2bridge5if0038:   $m2boom == 4 // integer values004D: jump_if_false @M2bridgerif0019:   [email protected] > 4500 // integer values004D: jump_if_false @M2bridger00AA: store_car $M2hunter position_to $M2x2 $M2y2 $M2z20437: scatter_particle 2 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.50437: scatter_particle 13 0.7 at $M2x2 $M2y2 $M2z2 0.5 0.0 -0.5$m2boom = 0:M2bridgerreturn:M2cont1502AC: set_car $M2truck1 immunities 1 1 1 1 102AC: set_car $M2truck2 immunities 1 1 1 1 1015F: set_camera_position -198.814 -923.065 12.542 0.0 rotation 0.0 0.00158: camera_on_vehicle $M2truck1 mode 15 switchstyle 204BA: set_car $M2truck1 speed_instantly 20.000AD: set_car $M2truck1 max_speed_to 30.002C2: car $M2truck1 drive_to_point -135.582 -1087.814 9.72704A2: heli $M2hunter fly_to -198.814 -1223.065 25.542 speed 40009A: $M2cop1 = create_actor_pedtype 4 model #COP at -212.227 -926.783 12.2030350: set_actor $M2cop1 maintain_position_when_attacked 101B2: give_actor $M2cop1 weapon 23 ammo 9999 // Load the weapon model before using this01C9: actor $M2cop1 kill_actor $LANCE_VANCE009A: $M2cop2 = create_actor_pedtype 4 model #COP at -217.422 -925.634 12.4440350: set_actor $M2cop2 maintain_position_when_attacked 101B2: give_actor $M2cop2 weapon 23 ammo 999901CA: actor $M2cop2 kill_player $PLAYER_CHAR009A: $M2cop3 = create_actor_pedtype 4 model #COP at -207.627 -940.636 12.0730350: set_actor $M2cop3 maintain_position_when_attacked 101B2: give_actor $M2cop3 weapon 23 ammo 999901CA: actor $M2cop3 kill_player $PLAYER_CHAR03CF: load_wav 'LANB6ED' as $m2wav:M2vav62gosub @M2damagedgosub @M2boxzif83D0:   not wav $m2wav loadedjf @M2vav63wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav62b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav62bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav62c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav62cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav62d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav62dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav62e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav62ejump @M2vav62:M2vav6303D1: play_wav $m2wav00BC: text_highpriority 'BJM2_A' 5000 ms 1:M2vav64gosub @M2damagedgosub @M2boxzif83D2:   not wav $m2wav endedjf @M2loop21await 0if0118:   actor $LANCE_VANCE deadjf @M2vav64b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav64bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav64c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav64cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav64d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav64dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav64e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav64ejump @M2vav64:M2loop21a03D5: remove_text 'BJM2_A'wait 3000009B: destroy_actor_instantly $MARTINEZ00A6: destroy_car $M2hunter02EB: restore_camera_with_jumpcut010D: set_player $PLAYER_CHAR wanted_level_to 400AD: set_car $M2truck1 max_speed_to 25.0$lance_here2 = 000BC: text_highpriority 'BJM2_20' 5000 ms 103CF: load_wav 'LANB6EE' as $m2wav02AC: set_car $M2truck1 immunities 0 0 0 0 002AC: set_car $M2truck2 immunities 0 0 0 0 0:M2vav65gosub @M2lancedrivexgosub @M2damagedgosub @M2boxzif83D0:   not wav $m2wav loadedjf @M2vav66wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav65b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav65bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav65c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav65cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav65d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav65dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav65e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav65ejump @M2vav65:M2vav6603D1: play_wav $m2wav00BC: text_highpriority 'BJM2_B' 5000 ms 1:M2vav67gosub @M2lancedrivexgosub @M2damagedgosub @M2boxzif83D2:   not wav $m2wav endedjf @M2loop21wait 0if0118:   actor $LANCE_VANCE deadjf @M2vav67b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2vav67bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2vav67c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2vav67cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2vav67d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2vav67dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2vav67e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2vav67ejump @M2vav67:M2loop21wait 0gosub @M2lancedrivexgosub @M2damagedgosub @M2boxzif or80F7:   not player $PLAYER_CHAR sphere 0 near_point_in_car -91.551 -1559.300 9.729 radius 8.0 8.0 8.08038:   not  $lance_here2 == 2 // integer values004D: jump_if_false @M2outroif0118:   actor $LANCE_VANCE deadjf @M2loop21b00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:M2loop21bif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @M2loop21c00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:M2loop21cif and80DC:   not player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 0 // integer valuesjf @M2loop21d0186: $M2truck2m = create_marker_above_car $M2truck20165: set_marker $M2truck2m color_to 20166: set_marker $M2truck2m brightness_to 10164: disable_marker $M2truck1m$ndr_mark2 = 1:M2loop21dif and00DC:   player $PLAYER_CHAR driving $M2truck20038:   $ndr_mark2 == 1 // integer valuesjf @M2loop21e0186: $M2truck1m = create_marker_above_car $M2truck10165: set_marker $M2truck1m color_to 20166: set_marker $M2truck1m brightness_to 10164: disable_marker $M2truck2m$ndr_mark2 = 0:M2loop21ejump @M2loop21:M2lancedrivexif and8118:   not actor $LANCE_VANCE dead8119:   not car $M2truck1 wreckedjf @M2lancedrivexrif0038:   $lance_here2 == 0 // integer valuesjf @M2lancedrivex202C2: car $M2truck1 drive_to_point -135.582 -1087.814 9.727if and00DB:   actor $LANCE_VANCE in_car $M2truck100EE:   actor $LANCE_VANCE 0 -135.582 -1087.814 radius 5.0 5.0jf @M2lancedrivexr$lance_here2 = 1:M2lancedrivex2if0038:   $lance_here2 == 1 // integer valuesjf @M2lancedrivexr02C2: car $M2truck1 drive_to_point -91.551 -1559.300 9.729if and00DB:   actor $LANCE_VANCE in_car $M2truck100EE:   actor $LANCE_VANCE 0 -91.551 -1559.300 radius 5.0 5.0jf @M2lancedrivexr$lance_here2 = 2:M2lancedrivexrreturn:M2damaged0227: $DAMAGEt = car $M2truck2 healthif0028:   $DAMAGEt >= $DAMAGEt2 // integer values004D: jump_if_false @M2damaged2jump @M2damagedr:M2damaged20084: $DAMAGEt2 = $DAMAGEt // integer values and handles$DAMAGEx = 10000060: $DAMAGEx -= $DAMAGEt // integer values0014: $DAMAGEx /= 10 // integer values0084: $DAMAGE = $DAMAGEx // integer values and handles:M2damagedrreturn:M2outro0151: remove_status_text $DAMAGE0164: disable_marker $M2truck1m01B4: set_player $PLAYER_CHAR frozen_state 1fade 0 1000:m2fadeqgosub @M2boxzif016B:   fadingjf @m2fadedqwait 0jump @m2fadeq:m2fadedq0110: clear_player $PLAYER_CHAR wanted_level011C: actor $PLAYER_ACTOR clear_objective015F: set_camera_position -67.697 -1571.816 17.317 0.0 rotation 0.0 0.00160: point_camera -93.887 -1581.486 11.015 switchstyle 200AB: put_car $M2truck1 at -78.900 -1567.416 9.7560175: set_car $M2truck1 z_angle_to 150.000AD: set_car $M2truck1 max_speed_to 10.000A7: car $M2truck1 drive_to -88.968 -1585.256 9.91800AB: put_car $M2truck2 at -83.473 -1564.473 9.7470175: set_car $M2truck2 z_angle_to 150.0016A: fade 1 1000 ms0006: [email protected] = 0 // integer values:M2what3wait 0gosub @M2boxzif0019:   [email protected] > 3000 // integer values004D: jump_if_false @M2what300AD: set_car $M2truck2 max_speed_to 10.000A7: car $M2truck2 drive_to -94.150 -1582.59 9.9150460: set_camera_pointing_time 0.0 10000015F: set_camera_position -70.345 -1574.747 17.317 0.0 rotation 0.0 0.00160: point_camera -93.887 -1581.486 11.015 switchstyle 1:M2outloop1wait 0gosub @M2boxzif and00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -94.150 -1582.59 9.915 radius 5.0 5.0 2.000EE:   actor $LANCE_VANCE 0 -88.968 -1585.256 radius 5.0 5.0004D: jump_if_false @M2outloop1b0006: [email protected] = 0 // integer values:M2what4wait 0gosub @M2boxzif0019:   [email protected] > 3000 // integer values004D: jump_if_false @M2what40002: jump @m2out2:m2outloop1bif0118:   actor $LANCE_VANCE deadjf @m2outloop1c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:m2outloop1cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @m2outloop1d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:m2outloop1d0002: jump @m2outloop1:M2out2015F: set_camera_position -91.350 -1624.614 10.475 0.0 rotation 0.0 0.00160: point_camera -92.379 -1606.682 10.475 switchstyle 2009B: destroy_actor_instantly $LANCE_VANCE009A: $LANCE_VANCE = create_actor_pedtype 4 model #SPECIAL19 at -76.992 -1599.731 9.4680350: set_actor $LANCE_VANCE maintain_position_when_attacked 10211: actor $LANCE_VANCE walk_to -87.050 -1608.6150362: put_actor $PLAYER_ACTOR at -75.812 -1600.939 9.468 and_remove_from_car0211: actor $PLAYER_ACTOR walk_to -86.183 -1610.652:m2outloop2wait 0if or80FE:   not actor $LANCE_VANCE 0 -87.050 -1608.615 8.4 radius 1.0 1.0 3.080F6:   not player $PLAYER_CHAR 0 -86.183 -1610.652 9.475 radius 1.0 1.0 2.0004D: jump_if_false @m2out3if0118:   actor $LANCE_VANCE deadjf @m2outloop2c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:m2outloop2cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @m2outloop2d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:m2outloop2d0002: jump @m2outloop2:m2out3015F: set_camera_position -94.022 -1613.513 10.475 0.0 rotation 0.0 0.00160: point_camera -89.487 -1611.513 10.475 switchstyle 20055: put_player $PLAYER_CHAR at -90.021 -1612.800 9.47500A1: put_actor $LANCE_VANCE at -89.487 -1611.513 9.4750211: actor $LANCE_VANCE walk_to -101.351 -1605.9590211: actor $PLAYER_ACTOR walk_to -101.982 -1607.326wait 5000460: set_camera_pointing_time 0.0 55000160: point_camera -103.211 -1601.106 11.053 switchstyle 1:m2outloop3wait 0if or80FE:   not actor $LANCE_VANCE 0 -101.351 -1605.959 9.4 radius 3.0 3.0 3.080F6:   not player $PLAYER_CHAR 0 -101.982 -1607.326 9.475 radius 3.0 3.0 2.0004D: jump_if_false @m2out4if0118:   actor $LANCE_VANCE deadjf @m2outloop3c00BC: text_highpriority 'BJM2_1' 5000 ms 1jump @M2fail:m2outloop3cif or0119:   car $M2truck2 wrecked0119:   car $M2truck1 wreckedjf  @m2outloop3d00BC: text_highpriority 'BJM2_12' 5000 ms 1jump @M2fail:m2outloop3d0002: jump @m2outloop3:m2out4fade 0 1000:m2fadezziffadingjf @m2passwait 0jump @m2fadezz:M2pass02EB: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR frozen_state 1009B: destroy_actor_instantly $LANCE_VANCEfade 1 100001E3: text_1number_styled 'M_PASS' 3000 5000 ms 1  // REWARD $~1~0109: player $PLAYER_CHAR money += 30000110: clear_player $PLAYER_CHAR wanted_level0394: play_music 1$PASSED_Z_TO_H = 10318: set_latest_mission_passed 'BANK_2'return:M2fail00BA: text_styled 'M_FAIL' 3000 ms 1  // An Old Friendreturn:M2clean0151: remove_status_text $DAMAGE0151: remove_status_text $LANCE0164: disable_marker $LANCE_VANCE_m0164: disable_marker $M2warehouse0164: disable_marker $M2sent_m0164: disable_marker $M2truck2m0164: disable_marker $M2truck1m0164: disable_marker $M2att1m0164: disable_marker $M2att2m0164: disable_marker $M2enemy1_m0164: disable_marker $M2enemy2_m0164: disable_marker $M2enemy3_m0164: disable_marker $M2enemy4_m0164: disable_marker $M2enemy5_m0164: disable_marker $M2enemy6_m0164: disable_marker $M2enemy7_m0164: disable_marker $M2enemy8_m0164: disable_marker $M2enemy9_m03BD: destroy_sphere $M2warehouse_s01C2: remove_references_to_actor $M2enemy101C2: remove_references_to_actor $M2enemy201C2: remove_references_to_actor $M2enemy301C2: remove_references_to_actor $M2enemy401C2: remove_references_to_actor $M2enemy501C2: remove_references_to_actor $M2enemy601C2: remove_references_to_actor $M2enemy701C2: remove_references_to_actor $M2enemy801C2: remove_references_to_actor $M2enemy901C2: remove_references_to_actor $LANCE_VANCE01C2: remove_references_to_actor $MARTINEZ01C2: remove_references_to_actor $M2g101C2: remove_references_to_actor $M2g201C2: remove_references_to_actor $M2att1d01C2: remove_references_to_actor $M2att2d01C2: remove_references_to_actor $M2cop101C2: remove_references_to_actor $M2cop201C2: remove_references_to_actor $M2cop301C3: remove_references_to_car $M2stall01C3: remove_references_to_car $M2bike01C3: remove_references_to_car $M2bob01C3: remove_references_to_car $M2cheeta01C3: remove_references_to_car $M2fenix01C3: remove_references_to_car $M2att101C3: remove_references_to_car $M2att201C3: remove_references_to_car $M2sent01C3: remove_references_to_car $M2hunter01C3: remove_references_to_car $M2copcar101C3: remove_references_to_car $M2copcar201C3: remove_references_to_car $M2truck101C3: remove_references_to_car $M2truck201C4: remove_references_to_object $M2box1 // This object will now disappear when the player looks away01C4: remove_references_to_object $M2box201C4: remove_references_to_object $M2box301C4: remove_references_to_object $M2box401C4: remove_references_to_object $M2box501C4: remove_references_to_object $M2box601C4: remove_references_to_object $M2box701C4: remove_references_to_object $M2box801C4: remove_references_to_object $M2box901C4: remove_references_to_object $M2box1001C4: remove_references_to_object $M2box1101C4: remove_references_to_object $M2box1201C4: remove_references_to_object $M2box1301C4: remove_references_to_object $M2box1401C4: remove_references_to_object $M2box1501C4: remove_references_to_object $M2box160004: $ONMISSION = 0 // integer values00D8: mission_cleanupreturn

 

 

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ZAZ

 

did you ever made a little testscript to play the wav?

Yes, don't work.

 

don't work? are you shure that the audio file is ok?

 

can you play another unmodded wav with the testscript?

if not, please post the testscript

 

can you play the MOB_52A.wav with an external audio tool?

if yes, please give the file for downloading

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BEGINit
can you play another unmodded wav with the testscript?

if not, please post the testscript

 

:audiotestwait 300003CF: load_wav 'BAR_1' as $1177:audiotest1wait 0if83D0:   not wav $1177 loadedjf @audiotest2jump @audiotest1:audiotest203D1: play_wav $1177:audiotest3wait 0if83D2:   not wav $1177 endedjf @audiotest4jump @audiotest3:audiotest40109: player $PLAYER_CHAR money += 1000end_thread

Just like the previous: I put 0109 to check if the code works. After 3 seconds I DO get $1000 but no sound.

If I use handle instead of $1177 nothing happens.

 

are you shure that the audio file is ok?

can you play the MOB_52A.wav with an external audio tool?

 

 

I can play every audio file with all tools I have. MOB_52A was an example. I tried this with many wav files. None of them seem to work.

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ZAZ

Your script also didn't work for me, of course, because it needs to declare first the var $1177, R* did it also in the main script.

Also did it work if i use 1 instead of a var, is that what you mean with handle ?
So i'm wondering about your sentence "If I use handle instead of $1177 nothing happens."

Anyway, put the var declaration, $1177 = 1, to scriptbeginn of the testscript and try again

:audiotest0004: $1177 = 1wait 300003CF: load_wav 'BAR_1' as $1177

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BEGINit
Also did it work if i use 1 instead of a var, is that what you mean with handle ?

 

Oh, sorry. Yeah. That's what I meant.

 

EDIT

 

Anyway, put the var declaration, $1177 = 1, to scriptbeginn of the testscript and try again

  :audiotest0004: $1177 = 1wait 300003CF: load_wav 'BAR_1' as $1177

 

Nop. No work. As I said, this way it doesn't work at all. Player does not get $1000 in this case.

Edited by BEGINit

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ZAZ

That's strange
last chance, try the stripped main script below
if not successfull, then download the compiled main.scm and test it vc-audiotest-main

DEFINE OBJECTS 1DEFINE OBJECT (Sannybuilder code)                DEFINE MISSIONS 0//-------------MAIN---------------03A4: name_thread 'MAIN' 016A: fade 0 0 ms 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at -372.8478 -535.99103CB: set_camera -372.8478 -535.9914 17.2823 0053: $PLAYER_CHAR = create_player #NULL at -372.8478 -535.9914 17.2823 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0001: wait 1000 ms :MAIN_133 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_13301B6: set_weather 0 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR 04BB: select_interiour 0 // select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather 004F: create_thread @audiotest016A: fade 1 1000 ms:MAIN_1690001: wait 2500 ms 0002: jump @MAIN_169:audiotest0004: $1177 = 1wait 300003CF: load_wav 'BAR_1' as $1177:audiotest1wait 0if83D0:   not wav $1177 loadedjf @audiotest2jump @audiotest1:audiotest203D1: play_wav $1177:audiotest3wait 0if83D2:   not wav $1177 endedjf @audiotest4jump @audiotest3:audiotest40109: player $PLAYER_CHAR money += 1000end_thread 

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BEGINit

^Nothing. If I use the script or scm you provided nothing happens. If I remove 0004: $1177 = 1 I get the money but no audio.

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Silent

Works here. Odd, something must be wrong with your game then...

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BEGINit

Damn. Although the From zero to hero script's audio also doesn't work to SaL_Leone. I may say that might be a VCS PC mod problem but I can't load sound on clean VC too :/

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Silent

What about a regular playthrough? Do samples play in R* missions?

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BEGINit

^Yes.

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Silent

It might be a mod problem then indeed, but I really can't think of a reason.

 

I'd advise checking @ZAZ's SCM on an unmodded VC. If the audio plays, something's wrong with the other mod components then.

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SaL_Leone

 

That's strange

last chance, try the stripped main script below

if not successfull, then download the compiled main.scm and test it vc-audiotest-main

DEFINE OBJECTS 1DEFINE OBJECT (Sannybuilder code)                DEFINE MISSIONS 0//-------------MAIN---------------03A4: name_thread 'MAIN' 016A: fade 0 0 ms 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at -372.8478 -535.99103CB: set_camera -372.8478 -535.9914 17.2823 0053: $PLAYER_CHAR = create_player #NULL at -372.8478 -535.9914 17.2823 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0001: wait 1000 ms :MAIN_133 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_13301B6: set_weather 0 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR 04BB: select_interiour 0 // select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather 004F: create_thread @audiotest016A: fade 1 1000 ms:MAIN_1690001: wait 2500 ms 0002: jump @MAIN_169:audiotest0004: $1177 = 1wait 300003CF: load_wav 'BAR_1' as $1177:audiotest1wait 0if83D0:   not wav $1177 loadedjf @audiotest2jump @audiotest1:audiotest203D1: play_wav $1177:audiotest3wait 0if83D2:   not wav $1177 endedjf @audiotest4jump @audiotest3:audiotest40109: player $PLAYER_CHAR money += 1000end_thread 

When i use this main.scm in clean VC,sounds play and i get money,but nothing happends on VCS Mod,but though,FZTH script doesnt work on VC for me too :/

Edited by SaL_Leone

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ZAZ

When i use this main.scm in clean VC,sounds play and i get money,but nothing happends on VCS Mod,but though,FZTH script doesnt work on VC for me too :/

Is it a map tc?

well, it remebers me to that problem with San Andreas map tc's: sound is muted at game start

this could be fixed by starting a mission script in mission mode

so maybe it helps in this case

run a mission before the thread starts

 

 

 

DEFINE OBJECTS 1DEFINE OBJECT (Sannybuilder code)                DEFINE MISSIONS 1DEFINE MISSION 0 AT @INITIAL//-------------MAIN---------------03A4: name_thread 'MAIN' 016A: fade 0 0 ms 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at -372.8478 -535.99103CB: set_camera -372.8478 -535.9914 17.2823 0053: $PLAYER_CHAR = create_player #NULL at -372.8478 -535.9914 17.2823 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0001: wait 1000 ms :MAIN_133wait 0 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_13301B6: set_weather 0 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR 04BB: select_interiour 0 // select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather0180: set_on_mission_flag_to $ONMISSION0417: start_mission 0wait 1000 004F: create_thread @audiotest016A: fade 1 1000 ms:MAIN_1690001: wait 2500 ms 0002: jump @MAIN_169:audiotest0004: $1177 = 1wait 300003CF: load_wav 'BAR_1' as $1177:audiotest1wait 0if83D0:   not wav $1177 loadedjf @audiotest2jump @audiotest1:audiotest203D1: play_wav $1177:audiotest3wait 0if83D2:   not wav $1177 endedjf @audiotest4jump @audiotest3:audiotest40109: player $PLAYER_CHAR money += 1000end_thread:INITIALthread 'INITIAL'$ONMISSION = 1wait 250$ONMISSION = 0end_thread

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SaL_Leone

 

When i use this main.scm in clean VC,sounds play and i get money,but nothing happends on VCS Mod,but though,FZTH script doesnt work on VC for me too :/

Is it a map tc?

well, it remebers me to that problem with San Andreas map tc's: sound is muted at game start

this could be fixed by starting a mission script in mission mode

so maybe it helps in this case

run a mission before the thread starts

 

 

 

DEFINE OBJECTS 1DEFINE OBJECT (Sannybuilder code)                DEFINE MISSIONS 1DEFINE MISSION 0 AT @INITIAL//-------------MAIN---------------03A4: name_thread 'MAIN' 016A: fade 0 0 ms 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at -372.8478 -535.99103CB: set_camera -372.8478 -535.9914 17.2823 0053: $PLAYER_CHAR = create_player #NULL at -372.8478 -535.9914 17.2823 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0001: wait 1000 ms :MAIN_133wait 0 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_13301B6: set_weather 0 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR 04BB: select_interiour 0 // select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather0180: set_on_mission_flag_to $ONMISSION0417: start_mission 0wait 1000 004F: create_thread @audiotest016A: fade 1 1000 ms:MAIN_1690001: wait 2500 ms 0002: jump @MAIN_169:audiotest0004: $1177 = 1wait 300003CF: load_wav 'BAR_1' as $1177:audiotest1wait 0if83D0:   not wav $1177 loadedjf @audiotest2jump @audiotest1:audiotest203D1: play_wav $1177:audiotest3wait 0if83D2:   not wav $1177 endedjf @audiotest4jump @audiotest3:audiotest40109: player $PLAYER_CHAR money += 1000end_thread:INITIALthread 'INITIAL'$ONMISSION = 1wait 250$ONMISSION = 0end_thread

Still doesn't work :(

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Frank.s

This is untested but it should work, i've used this method to play wavs on VC fine before. :^:

VC has a limit of 2 wavs loaded at any given time.

 

 

 

:Simple_Crap_Code_10 // Wav filenames need to be matching exe's list, this is hardcoded but it can be changed. 03CF: load_wav 'gimme01' as 103CF: load_wav 'col3_16' as 2:Simple_Crap_Code_2000D6: if or83D0:   not wav 1 loaded83D0:   not wav 2 loaded004D: jump_if_false @Simple_Crap_Code_300001: wait 0 ms0002: jump @Simple_Crap_Code_20:Simple_Crap_Code_3003D1: play_wav 1:Simple_Crap_Code_4000D6: if83D2:   not wav 1 ended004D: jump_if_false @Simple_Crap_Code_500001: wait 0 ms0002: jump @Simple_Crap_Code_40:Simple_Crap_Code_5003D1: play_wav 2:Simple_Crap_Code_6000D6: if83D2:   not wav 2 ended004D: jump_if_false @Simple_Crap_Code_700001: wait 0 ms0002: jump @Simple_Crap_Code_60:Simple_Crap_Code_70040D: unload_wav 1 040D: unload_wav 2 004E: end_thread 
Edited by Frank.s

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SaL_Leone

The problem is fixed.The main problem was CLEO Script

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Frank.s

Ah ok good. Could you say what cleo-related issue caused problems and how to fix it? (if other modders get this same bug and google search a fix for it, they'll find this topic and wonder why no-one explains how to fix the cleo bug ;) )

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SaL_Leone

Ah ok good. Could you say what cleo-related issue caused problems and how to fix it? (if other modders get this same bug and google search a fix for it, they'll find this topic and wonder why no-one explains how to fix the cleo bug ;) )

It was because VCS Mod's Thunder Wheel CLEO modification,HackMan changed something on it and now sounds works well: :)

 

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