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[SA] Dialogue Not Working


deltaCJ
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//-------------Mission 10---------------// Originally: Beefy Baron:MIS2_1thread 'MIS2_1' gosub @MIS2_1_47 if wasted_or_busted else_jump @MIS2_1_38 gosub @MIS2_1_11298 :MIS2_1_38gosub @MIS2_1_11407 end_thread :MIS2_1_47increment_mission_attempts $384[25] = 1 Player.CanMove($PLAYER_CHAR) = False0169: set_fade_color_RGB 0 0 0 00BE: text_clear_all 054C: use_GXT_table 'BCRASH1' fade 0 1000 wait 1300 02A3: enable_widescreen 1 023C: load_special_actor 'TRUTH' as 1 // models 290-299 023C: load_special_actor 'JANITOR' as 2 // models 290-299 04ED: load_animation "BOMBER" [email protected] = 492 [email protected] = 411 [email protected] = 451 [email protected] = 63 [email protected] = 64 [email protected] = 152 [email protected] = 243 [email protected] = 231 [email protected] = 131 060A: create_decision_maker_type 0 store_to [email protected] // decision\allowed\m_.ped files :MIS2_1_213wait 0 if and023D:   special_actor 1 loaded 023D:   special_actor 2 loaded 04EE:   animation "BOMBER" loaded else_jump @MIS2_1_213 [email protected] = 0 [email protected]([email protected],19f) = 2231.66 [email protected]([email protected],19f) = 1370.16 [email protected]([email protected],19f) = 69.007 [email protected] = 1 [email protected]([email protected],19f) = 2234.98 [email protected]([email protected],19f) = 1654.86 [email protected]([email protected],19f) = 70.5 [email protected] = 2 [email protected]([email protected],19f) = 2137.3 [email protected]([email protected],19f) = 1887.75 [email protected]([email protected],19f) = 70.5 [email protected] = 3 [email protected]([email protected],19f) = 1911.67 [email protected]([email protected],19f) = 2082.48 [email protected]([email protected],19f) = 70.5 [email protected] = 4 [email protected]([email protected],19f) = 1658.48 [email protected]([email protected],19f) = 2151.36 [email protected]([email protected],19f) = 70.5 [email protected] = 5 [email protected]([email protected],19f) = 1370.58 [email protected]([email protected],19f) = 2145.98 [email protected]([email protected],19f) = 68.278 [email protected] = 6 [email protected]([email protected],19f) = 1139.49 [email protected]([email protected],19f) = 2059.37 [email protected]([email protected],19f) = 61.4862 [email protected] = 7 [email protected]([email protected],19f) = 969.243 [email protected]([email protected],19f) = 1877.01 [email protected]([email protected],19f) = 59.7799 [email protected] = 8 [email protected]([email protected],19f) = 879.918 [email protected]([email protected],19f) = 1624.96 [email protected]([email protected],19f) = 60.423 [email protected] = 9 [email protected]([email protected],19f) = 902.89 [email protected]([email protected],19f) = 1326.03 [email protected]([email protected],19f) = 60.5 [email protected] = 10 [email protected]([email protected],19f) = 1073.33 [email protected]([email protected],19f) = 1065.42 [email protected]([email protected],19f) = 60.5 [email protected] = 11 [email protected]([email protected],19f) = 1440.15 [email protected]([email protected],19f) = 924.007 [email protected]([email protected],19f) = 60.5 [email protected] = 12 [email protected]([email protected],19f) = 1840.17 [email protected]([email protected],19f) = 961.532 [email protected]([email protected],19f) = 59.8363 [email protected] = 13 [email protected]([email protected],19f) = 2122.03 [email protected]([email protected],19f) = 1157.12 [email protected]([email protected],19f) = 62.971 [email protected] = Actor.Create(Mission1, #SPECIAL01, -6.9163, 1492.521, 4000.933)Actor.Angle([email protected]) = 101.010860: link_actor [email protected] to_interior 12 0605: actor [email protected] perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 Actor.PutAt($PLAYER_ACTOR, 4.5499, 1501.454, 4001.01)Actor.Angle($PLAYER_ACTOR) = 134.5399Camera.SetPosition(6.5499, 1503.0, 4002.4, 0.0, 0.0, 0.0)Camera.OnPed([email protected], 15, 2)00C0: set_current_time_hours_to 19 minutes_to 0 wait 1000 fade 1 1000 wait 1000 0707: start_scene_skip_to @MIS2_1_2242 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_01' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9001 // = constant create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 :MIS2_1_1160wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_1160 wait 500 0460: set_camera_transverse_delay 0.0 time 3000 Camera.SetPosition(-2.9163, 1494.521, 4001.933, 0.0, 0.0, 0.0)Camera.OnPed([email protected], 15, 1)wait 500 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation "BOM_PLANT_2IDLE" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 05B9: AS_actor -1 stay_idle 500 ms 0605: actor -1 perform_animation "f*ckU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] wait 3500 fade 0 600 wait 700 Actor.PutAt($PLAYER_ACTOR, -0.2966, 1494.977, 4000.503)Actor.Angle($PLAYER_ACTOR) = 172.5Actor.PutAt([email protected], -0.6195, 1493.253, 4000.503)Actor.Angle([email protected]) = 0.5Camera.SetPosition(2.7969, 1493.043, 4001.0, 0.0, 0.0, 0.0)Camera.OnPed([email protected], 15, 2)wait 600 fade 1 600 0605: actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_02' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9002 // = constant create_thread @AUDIOL [email protected] 1 1 1 0 :MIS2_1_1559wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_1559 wait 800 0605: actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_03' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9003 // = constant create_thread @AUDIOL [email protected] 1 1 1 0 :MIS2_1_1659wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_1659 wait 200 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_04' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9004 // = constant create_thread @AUDIOL [email protected] 1 1 1 0 :MIS2_1_1723wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_1723 wait 200 0605: actor [email protected] perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_05' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9005 // = constant create_thread @AUDIOL [email protected] 1 1 1 0 :MIS2_1_1824wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_1824 wait 200 0460: set_camera_transverse_delay 0.0 time 1000 Camera.SetPosition(2.7969, 1493.043, 4001.0, 0.0, 0.0, 0.0)Camera.OnPed($PLAYER_ACTOR, 15, 1)0605: actor $PLAYER_ACTOR perform_animation "f*ckU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_06' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9006 // = constant create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0 :MIS2_1_1971wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_1971 wait 600 0460: set_camera_transverse_delay 0.0 time 1000 Camera.SetPosition(2.7969, 1493.043, 4001.0, 0.0, 0.0, 0.0)Camera.OnPed([email protected], 15, 1)0605: actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_07' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9007 // = constant create_thread @AUDIOL [email protected] 1 1 1 0 :MIS2_1_2123wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_2123 wait 800 0605: actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_08' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9008 // = constant create_thread @AUDIOL [email protected] 1 1 1 0 :MIS2_1_2224wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_2224 :MIS2_1_22420701: end_scene_skip fade 0 1600 :MIS2_1_2251fading else_jump @MIS2_1_2271 wait 0 jump @MIS2_1_2251 :MIS2_1_227102A3: enable_widescreen 0 Actor.PutAt($PLAYER_ACTOR, 399.2013, 2216.61, 41.1481)Actor.Angle($PLAYER_ACTOR) = 269.0216Actor.PutAt([email protected], 402.4632, 2217.013, 41.1523)Actor.Angle([email protected]) = 105.0743Camera.SetPosition(396.6799, 2218.462, 41.6, 0.0, 0.0, 0.0)Camera.OnPed([email protected], 15, 2)select_interior 0 0860: link_actor $PLAYER_ACTOR to_interior 0 0860: link_actor [email protected] to_interior 0 01B7: release_weather Model.Load([email protected])Model.Load([email protected])Model.Load([email protected]):MIS2_1_2411wait 0 if and   Model.Available([email protected])   Model.Available([email protected])   Model.Available([email protected])else_jump @MIS2_1_2411 [email protected] = Car.Create([email protected], 414.5349, 2212.053, 40.6328)Car.Angle([email protected]) = 174.0Car.LockInCurrentPosition([email protected]) = True0229: set_car [email protected] primary_color_to 7 secondary_color_to 7 Model.Destroy([email protected])[email protected] = 0 [email protected] = Car.Create([email protected], 1993.69, 1168.91, 20.4114)Car.Angle([email protected]) = -145.0Car.SetImmunities([email protected]([email protected],10i), 1, 1, 1, 1, 1)0229: set_car [email protected] primary_color_to 4 secondary_color_to 4 [email protected] = Actor.CreateAsDriver(Mission1, #SPECIAL02, [email protected])00C0: set_current_time_hours_to 17 minutes_to 0 create_thread @CLEANAU :MIS2_1_2590wait 0   $AUDIO_LINE_IS_ACTIVE == 0 else_jump @MIS2_1_2590 wait 700 fade 1 800 wait 500 [email protected] = 0 [email protected] = 0 :MIS2_1_2639wait 0 if    not Actor.Dead([email protected])else_jump @MIS2_1_11248 if 851A:   not actor [email protected] damaged_by_actor $PLAYER_ACTOR else_jump @MIS2_1_11273 if    not Car.Wrecked([email protected])else_jump @MIS2_1_11073 0871: init_jump_table [email protected] total_jumps 13 default_jump 0 @MIS2_1_7861 jumps 0 @MIS2_1_2822 1 @MIS2_1_2995 2 @MIS2_1_3516 3 @MIS2_1_3523 4 @MIS2_1_3530 5 @MIS2_1_3537 6 @MIS2_1_3544 0872: jump_table_jumps 7 @MIS2_1_3551 8 @MIS2_1_3558 9 @MIS2_1_6830 10 @MIS2_1_6961 11 @MIS2_1_7098 12 @MIS2_1_7235 -1 @MIS2_1_7861 -1 @MIS2_1_7861 -1 @MIS2_1_7861 :MIS2_1_28220615: define_AS_pack_begin [email protected] 05D3: AS_actor -1 goto_point 404.2453 2216.801 41.2482 mode 4 time -1 ms // versionA 05D3: AS_actor -1 goto_point 406.3994 2214.343 40.6328 mode 4 time -1 ms // versionA 05D3: AS_actor -1 goto_point 409.9559 2213.109 40.6328 mode 4 time -1 ms // versionA 05CA: AS_actor -1 enter_car [email protected] passenger_seat 0 time 20000 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_09' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9009 // = constant create_thread @AUDIOL [email protected] 1 1 1 0 wait 1500 Player.CanMove($PLAYER_CHAR) = [email protected] = 0 [email protected] += 1 :MIS2_1_2995if   [email protected] > 20000 else_jump @MIS2_1_3063 if   [email protected] == 0 else_jump @MIS2_1_11098 [email protected] = 1 00BB: show_text_lowpriority GXT 'BCR1_23' time 3000 flag 1 [email protected] = 10000 :MIS2_1_3063if and   Actor.InCar([email protected], [email protected])   Actor.InCar($PLAYER_ACTOR, [email protected])else_jump @MIS2_1_7854 00BE: text_clear_all wait 250 Player.CanMove($PLAYER_CHAR) = FalseCar.LockInCurrentPosition([email protected]) = False067B: put_camera_on_car [email protected] with_offset -1.5 3.5 1.6 point_to_actor [email protected] tilt 0.0 2 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCR1_10' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 9010 // = constant create_thread @AUDIOL [email protected] 1 1 1 0

Mission Code^^

:AUDIOLthread 'AUDIOL' [email protected] = 0 if   [email protected] == -1 else_jump @AUDIOL_60 [email protected] = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0):AUDIOL_60if    not $AUDIO_LINE_IS_ACTIVE == 0 else_jump @AUDIOL_169 if   [email protected] == 1 else_jump @AUDIOL_162 040D: unload_wav [email protected] :AUDIOL_101if    not $AUDIO_LINE_IS_ACTIVE == 0 else_jump @AUDIOL_155 if   $1035 == 1 else_jump @AUDIOL_144 jump @AUDIOL_737 :AUDIOL_144wait 0 jump @AUDIOL_101 :AUDIOL_155jump @AUDIOL_169 :AUDIOL_162jump @AUDIOL_737 :AUDIOL_16905AA: [email protected] = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short' 008B: [email protected] = $ACTOR_SPEECH_WAV_FILE // (int) $AUDIO_LINE_IS_ACTIVE = 1 :AUDIOL_192if   $1035 == 1 else_jump @AUDIOL_217 jump @AUDIOL_662 :AUDIOL_2170871: init_jump_table [email protected] total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651 :AUDIOL_280if   [email protected] == 0 else_jump @AUDIOL_311 040D: unload_wav [email protected] 03CF: load_wav [email protected] as [email protected] :AUDIOL_311if    not Actor.Dead([email protected])else_jump @AUDIOL_341 094E: set_actor [email protected] mute_pain_audio 1 0A09: set_actor [email protected] muted 1 // versionB :[email protected] = 0 [email protected] += 1 jump @AUDIOL_651 :AUDIOL_362if 03D0:   wav [email protected] loaded else_jump @AUDIOL_498 if    not Actor.Dead([email protected])else_jump @AUDIOL_444 if 894D:   not actor [email protected] mutally_active else_jump @AUDIOL_436 if   [email protected] == 1 else_jump @AUDIOL_436 0949: link_wav [email protected] to_actor [email protected] :AUDIOL_4360967: actor [email protected] move_mouth 10000 ms :AUDIOL_44403D1: play_wav [email protected] if 85AE:   not  [email protected] == 'DUMMY' // @s == 'short' else_jump @AUDIOL_484 00BC: show_text_highpriority GXT [email protected] time 10000 flag 1 :[email protected] += 1 jump @AUDIOL_524 :AUDIOL_498if   [email protected] > 5000 else_jump @AUDIOL_524 [email protected] += 1 :AUDIOL_524jump @AUDIOL_651 :AUDIOL_531if 03D0:   wav [email protected] loaded else_jump @AUDIOL_623 if 03D2:   wav [email protected] ended else_jump @AUDIOL_577 [email protected] += 1 jump @AUDIOL_616 :AUDIOL_577if 056D:   actor [email protected] defined else_jump @AUDIOL_616 if    Actor.Dead([email protected])else_jump @AUDIOL_616 [email protected] += 1 :AUDIOL_616jump @AUDIOL_630 :[email protected] += 1 :AUDIOL_630jump @AUDIOL_651 :AUDIOL_637jump @AUDIOL_662 jump @AUDIOL_651 :AUDIOL_651wait 0 jump @AUDIOL_192 :AUDIOL_662if    not Actor.Dead([email protected])else_jump @AUDIOL_695 094F: enable_actor [email protected] pain_audio 0A09: set_actor [email protected] muted 0 // versionB 0968: actor [email protected] stop_mouth :AUDIOL_695040D: unload_wav [email protected] if 85AE:   not  [email protected] == 'DUMMY' // @s == 'short' else_jump @AUDIOL_730 03D5: remove_text [email protected] :AUDIOL_730$AUDIO_LINE_IS_ACTIVE = 0 :AUDIOL_737end_thread

AUDIOL Code ^^^

 

 

 

When I use this code, when it Gets to the cutscene it crashes when they start to talk, this isn't my code, but I rebuilded it to work on regular SA this is GTA Alien City code, it worked last time, but it crashes now. I re installed SA, and reinstalled sound.

 

What;s the problem?

Edited by deltaCJ
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there's missing something, your mission script has an "open end"

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Wich Part of my usage did you understand wrong?

"I need to see the context. Post your whole stripped main"

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DEFINE OBJECTS 391DEFINE OBJECT (noname)                DEFINE OBJECT INFO                     // Object number -1DEFINE OBJECT KEYCARD                  // Object number -2DEFINE OBJECT AD_FLATDOOR              // Object number -3DEFINE OBJECT KB_BANDIT_U              // Object number -4DEFINE OBJECT ROULETTE_TBL             // Object number -5DEFINE OBJECT OTB_MACHINE              // Object number -6DEFINE OBJECT CJ_COIN_OP_3             // Object number -7DEFINE OBJECT CJ_COIN_OP_2             // Object number -8DEFINE OBJECT CJ_COIN_OP_1             // Object number -9DEFINE OBJECT CJ_COIN_OP               // Object number -10DEFINE OBJECT SWANK_CONSOLE            // Object number -11DEFINE OBJECT SNESISH                  // Object number -12DEFINE OBJECT LOW_CONSOLE              // Object number -13DEFINE OBJECT VENDMACHFD               // Object number -14DEFINE OBJECT VENDMACH                 // Object number -15DEFINE OBJECT VENDIN3                  // Object number -16DEFINE OBJECT CJ_SPRUNK1               // Object number -17DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18DEFINE OBJECT CJ_EXT_CANDY             // Object number -19DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20DEFINE OBJECT ICESCART_PROP            // Object number -21DEFINE OBJECT CHILLIDOGCART            // Object number -22DEFINE OBJECT NOODLECART_PROP          // Object number -23DEFINE OBJECT GATE_AUTOL               // Object number -24DEFINE OBJECT GATE_AUTOR               // Object number -25DEFINE OBJECT GYM_BIKE                 // Object number -26DEFINE OBJECT GYM_BENCH1               // Object number -27DEFINE OBJECT GYM_TREADMILL            // Object number -28DEFINE OBJECT GYM_MAT1                 // Object number -29DEFINE OBJECT BSKBALL_LAX              // Object number -30DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31DEFINE OBJECT VGSXREFBBALLNET          // Object number -32DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33DEFINE OBJECT K_POOLTABLESM            // Object number -34DEFINE OBJECT NEIL_SLOT                // Object number -35DEFINE OBJECT CJ_SLOT_BANK             // Object number -36DEFINE OBJECT BLCK_JACK                // Object number -37DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38DEFINE OBJECT CRACKFACT_SFS            // Object number -39DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42DEFINE OBJECT PICKUPSAVE               // Object number -43DEFINE OBJECT WOODENBOX                // Object number -44DEFINE OBJECT NF_BLACKBOARD            // Object number -45DEFINE OBJECT NF_LIST_1                // Object number -46DEFINE OBJECT NF_LIST_2                // Object number -47DEFINE OBJECT NF_LIST_3                // Object number -48DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49DEFINE OBJECT WS_APGATE                // Object number -50DEFINE OBJECT GEN_DOOREXT03            // Object number -51DEFINE OBJECT GEN_DOOREXT07            // Object number -52DEFINE OBJECT GEN_DOORSHOP02           // Object number -53DEFINE OBJECT GEN_DOOREXT04            // Object number -54DEFINE OBJECT GEN_DOORSHOP3            // Object number -55DEFINE OBJECT c*ntGIRLDOOR             // Object number -56DEFINE OBJECT PIZZAHIGH                // Object number -57DEFINE OBJECT CJ_PIZZA_1               // Object number -58DEFINE OBJECT CJ_PIZZA_2               // Object number -59DEFINE OBJECT BURGERHIGH               // Object number -60DEFINE OBJECT CJ_BURG_1                // Object number -61DEFINE OBJECT CJ_BURG_2                // Object number -62DEFINE OBJECT CIGAR                    // Object number -63DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64DEFINE OBJECT MD_POSTER                // Object number -65DEFINE OBJECT CR_DOOR_01               // Object number -66DEFINE OBJECT CR_DOOR_03               // Object number -67DEFINE OBJECT SHUTTER_VEGAS            // Object number -68DEFINE OBJECT CR1_DOOR                 // Object number -69DEFINE OBJECT CT_GATEXR                // Object number -70DEFINE OBJECT A51_BLASTDOORR           // Object number -71DEFINE OBJECT A51_BLASTDOORL           // Object number -72DEFINE OBJECT A51_LABDOOR              // Object number -73DEFINE OBJECT A51_JETDOOR              // Object number -74DEFINE OBJECT PORTAKABIN               // Object number -75DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76DEFINE OBJECT AB_CASDORLOK             // Object number -77DEFINE OBJECT IMY_SHASH_WALL           // Object number -78DEFINE OBJECT TWRCRANE_M_04            // Object number -79DEFINE OBJECT TWRCRANE_M_01            // Object number -80DEFINE OBJECT TWRCRANE_M_02            // Object number -81DEFINE OBJECT LODCRANE_M_04            // Object number -82DEFINE OBJECT LODCRANE_M_01            // Object number -83DEFINE OBJECT MAGNOCRANE_01            // Object number -84DEFINE OBJECT MAGNOCRANE_02            // Object number -85DEFINE OBJECT MAGNOCRANE_03            // Object number -86DEFINE OBJECT LODNOCRANE_01            // Object number -87DEFINE OBJECT LODNOCRANE_02            // Object number -88DEFINE OBJECT LODNOCRANE_03            // Object number -89DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90DEFINE OBJECT QUARRY_CRANE             // Object number -91DEFINE OBJECT QUARRY_CRANEARM          // Object number -92DEFINE OBJECT BODYARMOUR               // Object number -93DEFINE OBJECT BRIBE                    // Object number -94DEFINE OBJECT A51_VENTCOVERB           // Object number -95DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98DEFINE OBJECT GWFORUM1_LAE             // Object number -99DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100DEFINE OBJECT CE_HILLSEAST06           // Object number -101DEFINE OBJECT c*ntEGROUND23            // Object number -102DEFINE OBJECT HILLSEAST05_LAE          // Object number -103DEFINE OBJECT K_POOLQ                  // Object number -104DEFINE OBJECT K_POOLBALLCUE            // Object number -105DEFINE OBJECT K_POOLBALLSPT01          // Object number -106DEFINE OBJECT K_POOLBALLSPT02          // Object number -107DEFINE OBJECT K_POOLBALLSPT03          // Object number -108DEFINE OBJECT K_POOLBALLSPT04          // Object number -109DEFINE OBJECT K_POOLBALLSPT05          // Object number -110DEFINE OBJECT K_POOLBALLSPT06          // Object number -111DEFINE OBJECT K_POOLBALLSPT07          // Object number -112DEFINE OBJECT K_POOLBALL8              // Object number -113DEFINE OBJECT K_POOLBALLSTP01          // Object number -114DEFINE OBJECT K_POOLBALLSTP02          // Object number -115DEFINE OBJECT K_POOLBALLSTP03          // Object number -116DEFINE OBJECT K_POOLBALLSTP04          // Object number -117DEFINE OBJECT K_POOLBALLSTP05          // Object number -118DEFINE OBJECT K_POOLBALLSTP06          // Object number -119DEFINE OBJECT K_POOLBALLSTP07          // Object number -120DEFINE OBJECT K_POOLQ2                 // Object number -121DEFINE OBJECT CIGAR_GLOW               // Object number -122DEFINE OBJECT DYN_WINE_BIG             // Object number -123DEFINE OBJECT KB_BEER                  // Object number -124DEFINE OBJECT LAEROAD30                // Object number -125DEFINE OBJECT CASKET_LAW               // Object number -126DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127DEFINE OBJECT LAELODPARK02             // Object number -128DEFINE OBJECT LAEMACPARK02             // Object number -129DEFINE OBJECT BD_WINDOW                // Object number -130DEFINE OBJECT BREAK_WALL_1B            // Object number -131DEFINE OBJECT BREAK_WALL_2B            // Object number -132DEFINE OBJECT BREAK_WALL_3B            // Object number -133DEFINE OBJECT BD_FIRE1_O               // Object number -134DEFINE OBJECT CR_AMMOBOX               // Object number -135DEFINE OBJECT BREAK_WALL_1A            // Object number -136DEFINE OBJECT BREAK_WALL_2A            // Object number -137DEFINE OBJECT BREAK_WALL_3A            // Object number -138DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139DEFINE OBJECT SEC_KEYPAD               // Object number -140DEFINE OBJECT KMB_RAMP                 // Object number -141DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144DEFINE OBJECT BARREL4                  // Object number -145DEFINE OBJECT HEALTH                   // Object number -146DEFINE OBJECT IMY_BBOX                 // Object number -147DEFINE OBJECT IMY_LA_DOOR              // Object number -148DEFINE OBJECT DB_AMMO                  // Object number -149DEFINE OBJECT MED_BED_8                // Object number -150DEFINE OBJECT CR_GUNCRATE              // Object number -151DEFINE OBJECT GUNBOX                   // Object number -152DEFINE OBJECT TMP_BIN                  // Object number -153DEFINE OBJECT AMMOTRN_OBJ              // Object number -154DEFINE OBJECT KMB_FRONTGATE            // Object number -155DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158DEFINE OBJECT NF_PED_COLL              // Object number -159DEFINE OBJECT CM_BOX                   // Object number -160DEFINE OBJECT FAKE_MULE_COL            // Object number -161DEFINE OBJECT CARDBOARDBOX2            // Object number -162DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163DEFINE OBJECT IMMMCRAN                 // Object number -164DEFINE OBJECT TRNTRK8_LAS              // Object number -165DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166DEFINE OBJECT KMB_SKIP                 // Object number -167DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168DEFINE OBJECT WHEEL_OR1                // Object number -169DEFINE OBJECT DYN_WOODPILE2            // Object number -170DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171DEFINE OBJECT CJ_JUICE_CAN             // Object number -172DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173DEFINE OBJECT KMB_GOFLAG               // Object number -174DEFINE OBJECT IMY_SKYLIGHT             // Object number -175DEFINE OBJECT KMB_TROLLEY              // Object number -176DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177DEFINE OBJECT LXR_MOTELVENT            // Object number -178DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179DEFINE OBJECT MUNCH_DONUT              // Object number -180DEFINE OBJECT CHOPCOP_ARMR             // Object number -181DEFINE OBJECT CHOPCOP_LEGR             // Object number -182DEFINE OBJECT CHOPCOP_HEAD             // Object number -183DEFINE OBJECT CHOPCOP_TORSO            // Object number -184DEFINE OBJECT WD_FENCE_ANIM            // Object number -185DEFINE OBJECT CHOPCOP_ARML             // Object number -186DEFINE OBJECT CHOPCOP_LEGL             // Object number -187DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188DEFINE OBJECT ROADWORKBARRIER1         // Object number -189DEFINE OBJECT BRIEFCASE                // Object number -190DEFINE OBJECT KMB_ATM1                 // Object number -191DEFINE OBJECT KMB_ATM2                 // Object number -192DEFINE OBJECT KMB_ATM3                 // Object number -193DEFINE OBJECT MTSAFE                   // Object number -194DEFINE OBJECT CAT2_SAFE_COL            // Object number -195DEFINE OBJECT MAN_SAFENEW              // Object number -196DEFINE OBJECT KEV_SAFE                 // Object number -197DEFINE OBJECT RIDER1_DOOR              // Object number -198DEFINE OBJECT KMB_MARIJUANA            // Object number -199DEFINE OBJECT SW_HAYBREAK02            // Object number -200DEFINE OBJECT GRASSPLANT               // Object number -201DEFINE OBJECT PARKBENCH1               // Object number -202DEFINE OBJECT PORTALOO                 // Object number -203DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207DEFINE OBJECT CLOTHESP                 // Object number -208DEFINE OBJECT LAMPPOST3                // Object number -209DEFINE OBJECT CT_STALL1                // Object number -210DEFINE OBJECT CT_TABLE                 // Object number -211DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213DEFINE OBJECT A51_SPOTBASE             // Object number -214DEFINE OBJECT A51_SPOTHOUSING          // Object number -215DEFINE OBJECT A51_SPOTBULB             // Object number -216DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220DEFINE OBJECT CJ_PADLOCK               // Object number -221DEFINE OBJECT KATANA_ANIM              // Object number -222DEFINE OBJECT KATANA_LHAND             // Object number -223DEFINE OBJECT MOBILE1993B              // Object number -224DEFINE OBJECT WONGS_GATE               // Object number -225DEFINE OBJECT DYN_RAMP                 // Object number -226DEFINE OBJECT SNIPER_ANIM              // Object number -227DEFINE OBJECT KMB_PACKET               // Object number -228DEFINE OBJECT NTO_B_S                  // Object number -229DEFINE OBJECT CARDBOARDBOX             // Object number -230DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232DEFINE OBJECT DYN_DUMPSTER             // Object number -233DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236DEFINE OBJECT TEMP_STINGER2            // Object number -237DEFINE OBJECT TRAFFICCONE              // Object number -238DEFINE OBJECT AD_JUMP                  // Object number -239DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240DEFINE OBJECT AD_ROADMARK1             // Object number -241DEFINE OBJECT AD_ROADMARK2             // Object number -242DEFINE OBJECT AD_FINISH                // Object number -243DEFINE OBJECT MINIGUN_BASE             // Object number -244DEFINE OBJECT WONGS_ERECTION           // Object number -245DEFINE OBJECT WONGS_ERECTION2          // Object number -246DEFINE OBJECT RCBOMB                   // Object number -247DEFINE OBJECT BARREL2                  // Object number -248DEFINE OBJECT MINI_MAGNET              // Object number -249DEFINE OBJECT KMB_PLANK                // Object number -250DEFINE OBJECT KMB_HOLDALL              // Object number -251DEFINE OBJECT KMB_PARACHUTE            // Object number -252DEFINE OBJECT AMMO_CAPSULE             // Object number -253DEFINE OBJECT BARREL1                  // Object number -254DEFINE OBJECT KB_BARREL                // Object number -255DEFINE OBJECT CR_CRATESTACK            // Object number -256DEFINE OBJECT D9_RUNWAY                // Object number -257DEFINE OBJECT CARGO_TEST               // Object number -258DEFINE OBJECT CARGO_STUFF              // Object number -259DEFINE OBJECT CARGO_STORE              // Object number -260DEFINE OBJECT KMILITARY_CRATE          // Object number -261DEFINE OBJECT KMILITARY_BASE           // Object number -262DEFINE OBJECT BLOCKPALLET              // Object number -263DEFINE OBJECT TEMP_CRATE1              // Object number -264DEFINE OBJECT K_SMASHBOXES             // Object number -265DEFINE OBJECT K_CARGO1                 // Object number -266DEFINE OBJECT K_CARGO4                 // Object number -267DEFINE OBJECT GREEN_GLOOP              // Object number -268DEFINE OBJECT BASEJUMP_TARGET          // Object number -269DEFINE OBJECT DES_QUARRYGATE2          // Object number -270DEFINE OBJECT DES_QUARRYGATE           // Object number -271DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272DEFINE OBJECT DYNAMITE                 // Object number -273DEFINE OBJECT DYNO_BOX_A               // Object number -274DEFINE OBJECT DYNO_BOX_B               // Object number -275DEFINE OBJECT PRIVATESIGN3             // Object number -276DEFINE OBJECT PRIVATESIGN1             // Object number -277DEFINE OBJECT BARRIER_4ANDY            // Object number -278DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281DEFINE OBJECT AB_CARCASS               // Object number -282DEFINE OBJECT AB_HOOK                  // Object number -283DEFINE OBJECT FREEZER_DOOR             // Object number -284DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285DEFINE OBJECT CJ_MEAT_1                // Object number -286DEFINE OBJECT CJ_MEAT_2                // Object number -287DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288DEFINE OBJECT JET_INTERIOR             // Object number -289DEFINE OBJECT SMLPLANE_DOOR            // Object number -290DEFINE OBJECT JET_DOOR                 // Object number -291DEFINE OBJECT SMASH_BOX_STAY           // Object number -292DEFINE OBJECT SMASH_BOX_BRK            // Object number -293DEFINE OBJECT SMASHBOXPILE             // Object number -294DEFINE OBJECT ST_ARCH_PLAN             // Object number -295DEFINE OBJECT GEN_DOORINT01            // Object number -296DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297DEFINE OBJECT DYN_AIRCON               // Object number -298DEFINE OBJECT SW_BIT_09                // Object number -299DEFINE OBJECT GENERATOR_BIG            // Object number -300DEFINE OBJECT AB_VAULTDOOR             // Object number -301DEFINE OBJECT GENERATOR_BIG_D          // Object number -302DEFINE OBJECT CJ_MONEY_BAG             // Object number -303DEFINE OBJECT PARA_PACK                // Object number -304DEFINE OBJECT CARGO_REAR               // Object number -305DEFINE OBJECT D9_RAMP                  // Object number -306DEFINE OBJECT PARACHUTE                // Object number -307DEFINE OBJECT OPMANS01_c*ntE           // Object number -308DEFINE OBJECT CEHOLLYHIL06             // Object number -309DEFINE OBJECT SUNSET22_LAWN            // Object number -310DEFINE OBJECT DRG_NU_EXT               // Object number -311DEFINE OBJECT MISSILE_07_SFXR          // Object number -312DEFINE OBJECT KMB_KEYPAD               // Object number -313DEFINE OBJECT WATERJUMPX2              // Object number -314DEFINE OBJECT BBALL_INGAME             // Object number -315DEFINE OBJECT CJ_WIN_POP2              // Object number -316DEFINE OBJECT LA_f*ckCAR1              // Object number -317DEFINE OBJECT LA_f*ckCAR2              // Object number -318DEFINE OBJECT TARGET_FRAME             // Object number -319DEFINE OBJECT TARGET_LLEG              // Object number -320DEFINE OBJECT TARGET_RLEG              // Object number -321DEFINE OBJECT TARGET_LTORSO            // Object number -322DEFINE OBJECT TARGET_RTORSO            // Object number -323DEFINE OBJECT TARGET_LARM              // Object number -324DEFINE OBJECT TARGET_RARM              // Object number -325DEFINE OBJECT TARGET_HEAD              // Object number -326DEFINE OBJECT DEAD_TIED_COP            // Object number -327DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328DEFINE OBJECT BLACKBAG2                // Object number -329DEFINE OBJECT DYN_WOODPILE             // Object number -330DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331DEFINE OBJECT BOUY                     // Object number -332DEFINE OBJECT WATERJUMP1               // Object number -333DEFINE OBJECT LANDJUMP2                // Object number -334DEFINE OBJECT BB_PICKUP                // Object number -335DEFINE OBJECT PARA_COLLISION           // Object number -336DEFINE OBJECT CJ_WHEEL_1               // Object number -337DEFINE OBJECT CJ_WHEEL_02              // Object number -338DEFINE OBJECT CJ_WHEEL_03              // Object number -339DEFINE OBJECT CHIP_STACK07             // Object number -340DEFINE OBJECT CHIP_STACK08             // Object number -341DEFINE OBJECT CHIP_STACK12             // Object number -342DEFINE OBJECT CHIP_STACK09             // Object number -343DEFINE OBJECT CHIP_STACK11             // Object number -344DEFINE OBJECT WHEEL_WEE                // Object number -345DEFINE OBJECT ROULETTE_MARKER          // Object number -346DEFINE OBJECT PEDALS                   // Object number -347DEFINE OBJECT BEACHTOWEL01             // Object number -348DEFINE OBJECT KMB_BPRESS               // Object number -349DEFINE OBJECT BEACHTOWEL03             // Object number -350DEFINE OBJECT BEACHTOWEL04             // Object number -351DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353DEFINE OBJECT BBALL_COL                // Object number -354DEFINE OBJECT KMB_ROCK                 // Object number -355DEFINE OBJECT CHIP_STACK10             // Object number -356DEFINE OBJECT CHIP_STACK13             // Object number -357DEFINE OBJECT CHIP_STACK14             // Object number -358DEFINE OBJECT WHEEL_SUPPORT            // Object number -359DEFINE OBJECT WHEEL_TABLE              // Object number -360DEFINE OBJECT CLICKER                  // Object number -361DEFINE OBJECT MONEY                    // Object number -362DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367DEFINE OBJECT TATTOO_KIT               // Object number -368DEFINE OBJECT CJ_BARSTOOL              // Object number -369DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374DEFINE OBJECT CJ_DS_DOOR               // Object number -375DEFINE OBJECT PIZZALOW                 // Object number -376DEFINE OBJECT PIZZAMED                 // Object number -377DEFINE OBJECT PIZZA_HEALTHY            // Object number -378DEFINE OBJECT CLUCKLOW                 // Object number -379DEFINE OBJECT CLUCKMED                 // Object number -380DEFINE OBJECT CLUCKHIGH                // Object number -381DEFINE OBJECT CLUCK_HEALTHY            // Object number -382DEFINE OBJECT BURGERLOW                // Object number -383DEFINE OBJECT BURGERMED                // Object number -384DEFINE OBJECT BURGER_HEALTHY           // Object number -385DEFINE OBJECT POLICE_BARRIER           // Object number -386DEFINE OBJECT KMB_SHUTTER              // Object number -387DEFINE OBJECT SFCOPDR                  // Object number -388      DEFINE OBJECT PARACHUTE                // Object number -1DEFINE OBJECT PARA_COLLISION           // Object number -2 DEFINE MISSIONS 5DEFINE MISSION 0 AT @INITLDEFINE MISSION 1 AT @INTRODEFINE MISSION 2 AT @MIS2DEFINE MISSION 3 AT @MIS3DEFINE MISSION 4 AT @MIS4DEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA scriptDEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0//-------------MAIN---------------                                 thread 'MAIN' 01F0: set_max_wanted_level_to 0 set_wb_check_to 000C0: set_current_time_hours_to 0 minutes_to 0 04E4: refresh_game_renderer_at 408.56 2215.87$PLAYER_CHAR = Player.Create(0, 408.56, 2215.87, 42.855)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group Camera.SetBehindPlayerfade 0 0set_weather 4wait 0 model.Load(#WMYBP)038B: load_requested_models09C7: change_player $PLAYER_CHAR model_to #WMYBPselect_interior 001F0: set_max_wanted_level_to 0 0629: change_integer_stat 181 to 4                                0629: change_integer_stat 164 to 99990629: change_integer_stat 165 to 9999 0629: change_integer_stat 75 to 99990629: change_integer_stat 76 to 9999016C: restart_if_wasted_at 418.3906 2528.4214 16.6193 angle 137.0 town_number 0 016D: restart_if_busted_at 418.3906 2528.4214 16.6193 angle 90.0 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 03E6: remove_text_boxcreate_thread @STARTERcreate_thread @MISSIONS_SNIFFERstart_mission 0wait 250end_thread:STARTER03A4: name_thread 'STARTER' 0005: $1500 = 5.0 0005: $1501 = -5.0 0005: $1503 = -1.5 0005: $1504 = -30.0 0005: $1505 = 32.0 0005: $1506 = 0.0 0004: $1512 = 0 0004: $FreeFall_Stage = 0 0004: $Parachute_Creation_Stage = 0 :STARTER_2920001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0491:   actor $PLAYER_ACTOR has_weapon 46 004D: jump_if_false @STARTER_371 0926: $Script_Status = external_script_status 0 (PLAYER_PARACHUTE) 00D6: if 0038:   $Script_Status == 0 004D: jump_if_false @STARTER_364 08A9: load_external_script 0 (PLAYER_PARACHUTE) 00D6: if 08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 004D: jump_if_false @STARTER_364 0913: run_external_script 0 (PLAYER_PARACHUTE)  :STARTER_3640002: jump @STARTER_375 :STARTER_371090F: end_external_script 0 (PLAYER_PARACHUTE) :STARTER_3750002: jump @STARTER_292                  :MISSIONS_SNIFFERthread 'SNIFF'$MARKER_1 = Marker.CreateIconAndSphere(42, 419.1756, 2530.0054, 16.6202)repeat wait 250  if and   player.Defined($PLAYER_CHAR)   $ONMISSION == 0  then if and     Player.Controllable($PLAYER_CHAR)     $MISSIONS_PASSED == 0   then     $ONMISSION = 1     start_mission 4      end   if and     00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 419.1756 2530.0054 16.6202 radius 1.0 1.0 2.0 on_foot      Player.Controllable($PLAYER_CHAR)     $MISSIONS_PASSED == 1   then     $ONMISSION = 1     00BA: show_text_styled GXT 'RYDER_1' time 1000 style 2      start_mission 2     end   if and     00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 419.1756 2530.0054 16.6202 radius 1.0 1.0 2.0 on_foot      Player.Controllable($PLAYER_CHAR)     $MISSIONS_PASSED == 2   then     $ONMISSION = 1    start_mission 3     end end until $MISSIONS_PASSED == 3marker.Disable($MARKER_1)end_thread :INITL$CUTSCENE_PASSED = 0$MISSIONS_PASSED = 0$FLCULIX_PASSED = 0$GUN_UNLOCKED = 0$DEAD_COUNT = 0$GARAGE = 0$CAR_SPAWNX = 434.2758 $CAR_SPAWNY = 2546.0723 $CAR_SPAWNZ = 16.1875$SAVEDISK_X = 420.9578 $SAVEDISK_Y = 2532.1719  $SAVEDISK_Z = 16.5974$DEFAULT_LIFT_SPEED = 0.080330: set_player $PLAYER_CHAR infinite_run 1wait 25end_thread//=========================================================//=============== MISSION: INTRO ==========================//=========================================================:INTROthread 'INTRO'gosub @INTRO_40ifwasted_or_bustedjf @INTRO_38gosub @INTRO_18145:INTRO_38$ONMISSION = 0mission_cleanupend_thread:INTRO_40increment_mission_attempts$ONMISSION = 103E6: remove_text_box fade 0 002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = Falseselect_interior 10 0860: link_actor $PLAYER_ACTOR to_interior 10 Actor.PutAt($PLAYER_ACTOR, 416.8136, 2541.8052, 10.0)Camera.SetPosition(420.2711, 2536.4685, 10.0, 0.0, 0.0, 0.0)camera.OnPed($PLAYER_ACTOR, 15, 2):INTRO_41wait 0023C: load_special_actor 'TRUTH' as 1 // models 290-29904ED: load_animation  "INT_HOUSE"038B: load_requested_models:INTRO_42wait 0if and04EE:   animation "INT_HOUSE" loaded023D:   special_actor 1 loadedelse_jump @INTRO_42:INTRO_43wait [email protected] = Actor.Create(MISSION1, #SPECIAL01, 420.6041, 2540.6785, 10.0)Actor.Angle([email protected]) = 90.00860: link_actor [email protected] to_interior 100812: AS_actor [email protected] perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB0812: AS_actor $PLAYER_ACTOR perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionBactor.Angle($PLAYER_ACTOR)= 275.994054C: use_GXT_table 'AMBULAE' wait 1000fade 1 1000wait 25000707: start_scene_skip_to @INTROSCENESKIP0812: AS_actor $PLAYER_ACTOR perform_animation "SEAT_UP" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionwait 150actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])actor.StorePos([email protected], [email protected], [email protected], [email protected])00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 35000920: point_camera [email protected] [email protected] [email protected] transverse_to [email protected] [email protected] [email protected] time 1500 smooth_transition 1wait 1450fade 0 250wait 1000actor.PutAt([email protected], 413.9705, 2537.0068, 10.0)actor.Angle([email protected]) = 270.4351actor.PutAt($PLAYER_ACTOR, 416.1131, 2536.8411, 10.0)actor.Angle($PLAYER_ACTOR) = 90.00687: clear_actor [email protected] taskwait 0camera.SetPosition(417.1954, 2539.0352, 10.0, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)wait [email protected] = 0:INTRO_51fade 1 250wait 25000812: AS_actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2500  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 55000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000812: AS_actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.05D4: AS_actor $PLAYER_ACTOR rotate_angle 270wait 100005D3: AS_actor $PLAYER_ACTOR goto_point 420.624 2536.5713 10.0 mode 4 time 9999999 ms // versionAcamera.OnPed($PLAYER_ACTOR, 15, 2)wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 1500:INTROSCENESKIP0701: end_scene_skipfade 0 250wait 1000select_interior 00860: link_actor $PLAYER_ACTOR to_interior 0actor.PutAt($PLAYER_ACTOR, 426.899, 2536.6477, 16.5476)actor.Angle($PLAYER_ACTOR) = 269.3115wait 0model.Load(#WINDSOR)model.Load(#BIKERA)model.load(#MICRO_UZI)038B: load_requested_models:INTRO_52wait 21if andmodel.Available(#WINDSOR)model.Available(#BIKERA)model.Available(#MICRO_UZI)else_jump @INTRO_52actor.Health($PLAYER_ACTOR) = 25Player.CanMove($PLAYER_CHAR) = [email protected] = car.Create(#WINDSOR, 424.6194, 2529.2366, 16.0783)car.Angle([email protected]) = 99.3672marker.CreateAboveCar([email protected], [email protected])camera.Restore_WithJumpCut()02A3: enable_widescreen 0fade 1 100000BC: show_text_highpriority GXT '[email protected]' time 5000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 1000018A: [email protected] = create_checkpoint_at -654.431 2690.8442 72.375marker.SetColor([email protected], 4):INTRO_53wait 0ifactor.InCar($PLAYER_ACTOR, [email protected])else_jump @INTRO_53marker.Disable([email protected]):INTRO_54wait 10if0100:   actor $PLAYER_ACTOR in_sphere -654.431 2690.8442 72.375 radius 2.0 2.0 2.0 sphere 1 in_carelse_jump @INTRO_54marker.Disable([email protected])         :INTRO_5506C7: AS_actor $PLAYER_ACTOR driver_of_car [email protected] perform_action 6 timelimit 2000000fade 0 500wait 1000Player.CanMove($PLAYER_CHAR) = Falseactor.PutAt($PLAYER_ACTOR, -675.8706, 2695.2092, 71.1952)actor.angle($PLAYER_ACTOR) = [email protected] = actor.Create(MISSION1, #BIKERA, -682.9431, 2675.3591, 75.1536)camera.SetPosition(-668.186, 2686.5054, 74.1378, 0.0, 0.0, 0.0)camera.OnPed($PLAYER_ACTOR, 15, 2)05D6: clear_scmpatha05D7: add_point_to_scmpath -681.0874 2698.7783 70.409605D7: add_point_to_scmpath -681.27 2702.4641 70.0825actor.GiveWeaponAndAmmo([email protected], 26, 10)actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 26, 5)02A3: enable_widescreen 105D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0wait 50fade 1 500wait 3000camera.SetPosition(-688.4465, 2701.825, 69.1277, 0.0, 0.0, 0.0)Camera.OnPed($PLAYER_ACTOR, 15, 2)05D3: AS_actor [email protected] goto_point -682.8948 2699.1648 70.209 mode 6 time 6000 ms // versionAwait 50000687: clear_actor [email protected] task0687: clear_actor $PLAYER_ACTOR taskwait 2500635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300005C4: AS_actor $PLAYER_ACTOR hands_up -1 mswait 1000074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor [email protected] timelimit -2wait 20000635: AS_actor $PLAYER_ACTOR aim_at_actor [email protected] -1 ms wait 8000812: AS_actor [email protected] perform_animation "EV_DIVE" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionfade 0 250wait 10000687: clear_actor $PLAYER_ACTOR task05E2: AS_actor [email protected] kill_actor [email protected] = marker.CreateAboveActor([email protected]) marker.SetColor([email protected], 0)camera.Restore_WithJumpCut()02A3: enable_widescreen 0wait 20fade 1 1000Player.CanMove($PLAYER_CHAR) = Truewait 1000:INTRO_56wait 10ifactor.Dead([email protected])else_jump @INTRO_56marker.Disable([email protected])actor.StoreDeadActorPos([email protected], [email protected], [email protected], [email protected])[email protected] = pickup.Create(#BRIEFCASE, 15, [email protected], [email protected], [email protected]):INTRO_57wait 25ifpickup.Picked_up([email protected])else_jump @INTRO_57pickup.Destroy([email protected])00BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.018A: [email protected] = create_checkpoint_at 434.4991 2525.8918 16.7395wait 50:INTRO_60wait 25if0100:   actor $PLAYER_ACTOR in_sphere 434.4991 2525.8918 16.7395 radius 4.0 4.0 4.0 sphere 1 in_carelse_jump @INTRO_60fade 0 1000wait 2000camera.SetPosition(425.8369, 2530.0347, 18.2999, 0.0, 0.0, 0.0)camera.PointAt(420.0558, 2532.187, 16.933, 2)wait 2502A3: enable_widescreen 1actor.DestroyInstantly([email protected])actor.Create([email protected], MISSION8, #SPECIAL01, 0.0, 0.0, 0.0)wait 100actor.PutAt([email protected], 419.0246, 2534.1565, 16.5572)actor.Angle([email protected]) = 180.0wait 1000wait 150362: remove_actor $PLAYER_ACTOR from_car_and_place_at 419.0588 2527.7622 16.592actor.Angle($PLAYER_ACTOR) = 0.005D3: AS_actor $PLAYER_ACTOR goto_point 419.1297 2531.802 16.6012 mode 4 time 6000 ms // versionAwait 0fade 1 2000wait 2000fade 0 1000wait 2000camera.Restore()02A3: enable_widescreen 0fade 1 100:INTRO_181000318: set_latest_mission_passed 'INTRO_1'00BA: show_text_styled GXT "M_PASSED" time 1000 style 2  // Beefy BaronPlayer.ClearWantedLevel($PLAYER_CHAR)marker.Disable([email protected])0394: play_music 2$ONMISSION == 0$MISSIONS_PASSED += 1actor.DestroyInstantly([email protected])return:INTRO_18140 //if PLAYER_ACTOR wasted or busted00BA: text_styled 'M_FAIL' 5000 ms 100BC: show_text_highpriority GXT 'AMCFAIL1' time 5000 flag 1   // ~s~Come back between 9:00 and 17:00]$MISSIONS_PASSED == 0return:INTRO_1814500BA: text_styled 'M_FAIL' 5000 ms 100BC: show_text_highpriority GXT 'AMCFAIL1' time 5000 flag 1   // ~s~Come back between 9:00 and 17:00 $MISSIONS_PASSED == 0return//============================================================================================================//=============================  MISSION 2 ===================================================================//============================================================================================================//Dev-Name: f*ck you dude, for not thinking im good enough :MIS2thread 'MIS2'gosub @MIS2_40ifwasted_or_bustedjf @MIS2_38gosub @MIS2_18145:MIS2_38$ONMISSION = 0mission_cleanupend_thread:MIS2_40increment_mission_attempts$ONMISSION = 1fade 0 100002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = False054C: use_GXT_table 'BCESAR2'wait 1000023C: load_special_actor 'TRUTH' as 1 // models 290-299model.Load(#AK47)model.Load(#SANCHEZ)model.Load(#BIKERA)model.Load(#BIKERB)model.Load(#BMYPIMP)model.Load(#MICRO_UZI)04ED: load_animation  "GANGS"04ED: load_animation  "BOMBER"038B: load_requested_models:MIS2_45wait 15if andmodel.Available(#AK47)model.Available(#BIKERA)model.Available(#BIKERB)model.Available(#BMYPIMP)model.Available(#MICRO_UZI)023D:   special_actor 1 loaded04EE:   animation "GANGS" loaded04EE:   animation "BOMBER" loadedelse_jump @MIS2_45:MIS2_455wait 0if model.Available(#SANCHEZ)else_jump @[email protected] = actor.Create(MISSION8, #SPECIAL01, 397.5979, 2543.8606, 16.5442)actor.angle([email protected]) = 237.2409actor.PutAt($PLAYER_ACTOR, 391.8654, 2546.8306, 16.5428)actor.Angle($PLAYER_ACTOR) = 238.8494wait 0camera.SetPosition(393.6725, 2538.3281, 17.4553, 0.0, 0.0, 0.0)camera.PointAt(394.673, 2544.2312, 16.5435, 2)0812: AS_actor [email protected] perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionBwait 2500707: start_scene_skip_to @MIS2_SCENESKIP05D3: AS_actor $PLAYER_ACTOR goto_point 395.7048 2544.6331 16.5438 mode 4 time 99999 ms // versionAfade 1 1500wait 3575wait 5000812: AS_actor [email protected] perform_animation "BOM_PLANT_CROUCH_OUT" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionBwait 10500A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTORwait 9000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 35000812: AS_actor [email protected] perform_animation "ENDCHAT_02" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 350000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:0wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 250000BC: show_text_highpriority GXT '[email protected]' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 250000BC: show_text_highpriority GXT '[email protected]' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 25000812: AS_actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 25000812: AS_actor $PLAYER_ACTOR perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]' time 3000 flag 1  // ~s~Come back between 9:00 and 17:0wait 350005D3: AS_actor $PLAYER_ACTOR goto_point 386.1776 2543.0637 16.5391 mode 4 time 3000000 ms // versionAwait 3500:MIS2_SCENESKIP0701: end_scene_skipfade 0 1000wait 1000actor.PutAt($PLAYER_ACTOR, 386.1776, 2543.0637, 16.5391)actor.Angle($PLAYER_ACTOR) = 70.0actor.DestroyInstantly([email protected])04EF: release_animation "BOMBER"wait [email protected] = car.Create(#SANCHEZ, 386.3983, 2544.2458, 16.5391)car.Angle([email protected]) = 74.8086wait 0marker.CreateAboveCar([email protected], [email protected])marker.SetColor([email protected], 4)0687: clear_actor $PLAYER_ACTOR taskwait 0player.CanMove($PLAYER_CHAR) = True02A3: enable_widescreen 0camera.Restore()fade 1 1000wait 1000:MIS2_66wait 15ifactor.InCar($PLAYER_ACTOR, [email protected])else_jump @MIS2_66marker.Disable([email protected])018A: [email protected] = create_checkpoint_at -711.86 972.0908 12.4marker.SetColor([email protected], 2):MIS2_86wait 25if0100:   actor $PLAYER_ACTOR in_sphere -711.86 972.0908 12.4 radius 4.0 4.0 4.0 sphere 1 in_carelse_jump @MIS2_86wait 690fade 0 1000wait 1000marker.Disable([email protected])actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 30 , 300)$TEMP_ENEM1 = actor.Create(GANG1, #BIKERA, -694.7586, 954.9787, 12.256)actor.Angle($TEMP_ENEM1) = 226.6213$TEMP_ENEM2 = actor.Create(GANG1, #BIKERB, -692.0514, 952.9001, 12.2137)actor.Angle($TEMP_ENEM2) = 31.321$TEMP_ENEM3 = actor.Create(GANG1, #BIKERA, -685.5447, 935.689, 13.6328)actor.Angle($TEMP_ENEM3) = 271.2195$TEMP_ENEM4 = actor.Create(GANG1, #BIKERB, -688.8178, 926.8177, 13.6293)actor.Angle($TEMP_ENEM4) = 226.6213$TEMP_ENEM5 = actor.Create(GANG1, #BMYPIMP, -700.9672, 921.2878, 12.357)actor.Angle($TEMP_ENEM5) = 226.62130812: AS_actor $TEMP_ENEM3 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB060A: create_decision_maker_type 2 store_to [email protected]: set_decision_maker [email protected] on_event 31 task 1000 respect 0.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1060B: set_actor $TEMP_ENEM1 decision_maker_to [email protected]: set_actor $TEMP_ENEM2 decision_maker_to [email protected]: set_actor $TEMP_ENEM3 decision_maker_to [email protected]: set_actor $TEMP_ENEM4 decision_maker_to [email protected]: set_actor $TEMP_ENEM5 decision_maker_to [email protected] actor.GiveWeaponAndAmmo($TEMP_ENEM1, 30 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM2, 28 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM3, 28 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM4, 28 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM5, 30 , 100)02A3: enable_widescreen 10362: remove_actor $PLAYER_ACTOR from_car_and_place_at -713.9263 968.3206 12.2638camera.SetPosition(-723.4546, 970.5355, 12.2749, 0.0, 0.0, 0.0)camera.OnPed($PLAYER_ACTOR, 15, 2)marker.CreateAboveActor([email protected], $TEMP_ENEM1)marker.CreateAboveActor([email protected], $TEMP_ENEM2)marker.CreateAboveActor([email protected], $TEMP_ENEM3)marker.CreateAboveActor([email protected], $TEMP_ENEM4)marker.CreateAboveActor([email protected], $TEMP_ENEM5)wait 0marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)wait 0fade 1 1000wait 100005D3: AS_actor $PLAYER_ACTOR goto_point -708.3865 964.6874 12.4799 mode 6 time 5000 ms // versionAwait 1000camera.Restore()camera.SetBehindPlayer()02A3: enable_widescreen 005E2: AS_actor $TEMP_ENEM1 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM2 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM3 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM4 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM5 kill_actor $PLAYER_ACTOR:MIS2_89wait 10ifactor.Dead($TEMP_ENEM1)else_jump @MIS2_89marker.Disable([email protected]):MIS2_90wait 10ifactor.Dead($TEMP_ENEM2)else_jump @MIS2_90marker.Disable([email protected]):MIS2_91wait 10ifactor.Dead($TEMP_ENEM3)else_jump @MIS2_91marker.Disable([email protected]):MIS2_92wait 10ifactor.Dead($TEMP_ENEM4)else_jump @MIS2_92marker.Disable([email protected]):MIS2_93wait 0ifactor.Dead($TEMP_ENEM5)else_jump @MIS2_93marker.Disable([email protected])actor.StoreDeadActorPos($TEMP_ENEM5, [email protected], [email protected], [email protected])wait [email protected] = pickup.Create(#BRIEFCASE, 15, [email protected], [email protected], [email protected])wait 0:MIS2_94wait 0ifpickup.Picked_up([email protected])else_jump @MIS2_94pickup.Destroy([email protected])wait 250fade 0 1000wait 2000camera.SetPosition(425.8369, 2530.0347, 18.2999, 0.0, 0.0, 0.0)camera.PointAt(420.0558, 2532.187, 16.933, 2)wait 2502A3: enable_widescreen 1actor.Create([email protected], MISSION8, #SPECIAL01, 0.0, 0.0, 0.0)wait 100actor.PutAt([email protected], 419.0246, 2534.1565, 16.5572)actor.Angle([email protected]) = 180.0wait 1000wait 150362: remove_actor $PLAYER_ACTOR from_car_and_place_at 419.0588 2527.7622 16.592actor.Angle($PLAYER_ACTOR) = 0.005D3: AS_actor $PLAYER_ACTOR goto_point 419.1297 2531.802 16.6012 mode 4 time 6000 ms // versionAwait 0fade 1 2000wait 2000fade 0 1000wait 2000camera.Restore()02A3: enable_widescreen 0:MIS2_181000318: set_latest_mission_passed 'INTRO_2'Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 2$ONMISSION == 0$MISSIONS_PASSED += 1ACTOR.DestroyInstantly([email protected])return:MIS2_18140 //if PLAYER_ACTOR wasted or bustedreturn:MIS2_1814500BA: text_styled 'M_FAIL' 5000 ms 1return//============================================================================================================//=============================  MISSION 3 ===================================================================//============================================================================================================//Dev-Name: What is the point of this?:MIS3thread 'MIS3'gosub @MIS3_40ifwasted_or_bustedjf @MIS3_38gosub @MIS3_18145:MIS3_38$ONMISSION = 0mission_cleanupend_thread:MIS3_40increment_mission_attempts$ONMISSION = 1fade 0 100002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = False054C: use_GXT_table 'BCESAR4'wait 1000023C: load_special_actor 'TRUTH' as 1 // models 290-299:MIS3_41wait 0if023D:   special_actor 1 loadedelse_jump @[email protected] = actor.Create(MISSION8, #SPECIAL01, 382.7012, 2605.2837, 16.4844)actor.PutAt($PLAYER_ACTOR, 382.7982, 2603.5337, 16.4844)actor.angle($PLAYER_ACTOR) = 0.0 actor.angle([email protected]) = 180.0camera.SetPosition(385.593, 2603.3201, 16.9886, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)wait 0fade 1 10000707: start_scene_skip_to @MIS3SCENESKIPwait 100000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.0605: actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1wait 267500BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.0605: actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1wait 300000BC: show_text_highpriority GXT '[email protected]' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 10000605: actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -100BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT 'JOKE1' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 100000BC: show_text_highpriority GXT 'JOKE2' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 100000BC: show_text_highpriority GXT 'JOKEEND' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.:MIS3SCENESKIPfade 1 10000701: end_scene_skipcamera.Restore_WithJumpCut()02A3: enable_widescreen 0wait 1000:MIS3_18100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1$MISSIONS_PASSED += 1actor.DestroyInstantly([email protected])return:MIS3_18140 //if PLAYER_ACTOR wasted or bustedreturn:MIS3_1814500BA: text_styled 'M_FAIL' 5000 ms 1return//============================================================================================================//=============================  MISSION 4 ===================================================================//============================================================================================================//Dev-Name: Took me too long to make.:MIS4thread 'MIS4'gosub @MIS4_40ifwasted_or_bustedjf @MIS4_38gosub @MIS4_18145:MIS4_38$ONMISSION = 0mission_cleanupend_thread:MIS4_40increment_mission_attempts$ONMISSION = 1fade 0 100002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = False054C: use_GXT_table 'BCESAR4'wait 1000camera.SetBehindPlayer()wait 1000812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCE4W00' // s$ 04AE: $ACTOR_SPEECH_WAV_FILE = 7020 // = constant create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 :MIS4_181000318: set_latest_mission_passed 'MIS4'01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 10998: add_respect 3Player.Money($PLAYER_CHAR) += 100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1$MISSIONS_PASSED += 1return:MIS4_18140 //if PLAYER_ACTOR wasted or busted00BA: text_styled 'M_FAIL' 5000 ms 1return:MIS4_1814500BA: text_styled 'M_FAIL' 5000 ms 1return//-------------External script 0 (PLAYER_PARACHUTE)---------------:PLCHUTE03A4: name_thread 'PLCHUTE' 0247: load_model #GUN_PARA :PLCHUTE_1600D6: if 8248:   not model #GUN_PARA available 004D: jump_if_false @PLCHUTE_43 0001: wait 0 ms 0002: jump @PLCHUTE_16 :PLCHUTE_4300D6: if 8118:   not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTE_59 :PLCHUTE_590004: $1498 = 0 0004: $FreeFall_Stage = 0 0004: $Parachute_Creation_Stage = 0 00D6: if 0038:   $1498 == 999 004D: jump_if_false @PLCHUTE_118 0213: $Pickup_Parachute = create_pickup #GUN_PARA type 3 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord :PLCHUTE_1180001: wait 0 ms 00D6: if 8118:   not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTE_5451 00D6: if 8800:   not in_two_players_mode 004D: jump_if_false @PLCHUTE_5451 00D6: if 8038:   not  $FreeFall_Stage == 0 004D: jump_if_false @PLCHUTE_176 0992: set_player $PLAYER_CHAR weapons_scrollable 0 :PLCHUTE_17600D6: if 0018:   $Parachute_Creation_Stage > 0 004D: jump_if_false @PLCHUTE_219 00D6: if 8491:   not actor $PLAYER_ACTOR has_weapon 46 004D: jump_if_false @PLCHUTE_219 0050: gosub @PLCHUTE_5516 :PLCHUTE_21900D6: if 0038:   $Parachute_Creation_Stage == 0 004D: jump_if_false @PLCHUTE_273 00D6: if 0491:   actor $PLAYER_ACTOR has_weapon 46 004D: jump_if_false @PLCHUTE_273 0247: load_model #PARACHUTE 0004: $Parachute_Creation_Stage = 1 0004: $1498 = 0 :PLCHUTE_27300D6: if 0038:   $Parachute_Creation_Stage == 1 004D: jump_if_false @PLCHUTE_374 00D6: if 0248:   model #PARACHUTE available 004D: jump_if_false @PLCHUTE_374 0107: [email protected] = create_object #PARACHUTE at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 0750: set_object [email protected] visibility 0 0004: $Parachute_Creation_Stage = 2 :PLCHUTE_37400D6: if and0038:   $Parachute_Creation_Stage == 2 0038:   $FreeFall_Stage == 1 004D: jump_if_false @PLCHUTE_406 0004: $Parachute_Creation_Stage = 3 :PLCHUTE_40600D6: if and0038:   $FreeFall_Stage == 0 0018:   $Parachute_Creation_Stage > 0 004D: jump_if_false @PLCHUTE_562 00D6: if 0818:   actor $PLAYER_ACTOR in_air 004D: jump_if_false @PLCHUTE_562 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 00D6: if 0022:   -10.0 > $1509 004D: jump_if_false @PLCHUTE_562 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0021:   [email protected] > 20.0 004D: jump_if_false @PLCHUTE_562 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 0004: $FreeFall_Stage = 1 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 0006: [email protected] = 0 0005: $8268 = 0.0 :PLCHUTE_56200D6: if 0038:   $FreeFall_Stage == 1 004D: jump_if_false @PLCHUTE_2383 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @PLCHUTE_605 0006: [email protected] = 2 :PLCHUTE_60500D6: if 0039:   [email protected] == 2 004D: jump_if_false @PLCHUTE_726 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found 00D6: if 04A4:   [email protected] == 7 // @ == any 004D: jump_if_false @PLCHUTE_726 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 04ED: load_animation "PARACHUTE" 0006: [email protected] = 1 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 0006: [email protected] = 3 :PLCHUTE_72600D6: if 0039:   [email protected] == 3 004D: jump_if_false @PLCHUTE_2383 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found 00D6: if 04A4:   [email protected] == 7 // @ == any 004D: jump_if_false @PLCHUTE_812 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB :PLCHUTE_8120819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if and0023:   100.0 > [email protected] 0021:   [email protected] > 60.0 004D: jump_if_false @PLCHUTE_909 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_909 00D6: if 0038:   $ONMISSION == 0 004D: jump_if_false @PLCHUTE_909 00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~OTKPƒTˆ BA ’APA‘T!:PLCHUTE_9090494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected] 00D6: if 0038:   $1511 == 1 004D: jump_if_false @PLCHUTE_957 0006: [email protected] = 0 0006: [email protected] = 0 :PLCHUTE_9570093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 4.267 0063: [email protected] -= [email protected] // (float) 0017: [email protected] /= 20.0 005B: [email protected] += [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 5.0 0063: [email protected] -= [email protected] // (float) 00D6: if 0021:   [email protected] > 180.0 004D: jump_if_false @PLCHUTE_1058 000F: [email protected] -= 360.0 :PLCHUTE_105800D6: if 0023:   -180.0 > [email protected] 004D: jump_if_false @PLCHUTE_1089 000B: [email protected] += 360.0 :PLCHUTE_10890093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 4.267 0063: [email protected] -= [email protected] // (float) 0017: [email protected] /= 20.0 005B: [email protected] += [email protected] // (float) 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $1509 00D6: if 0024:   $1504 > $1509 // (float) 004D: jump_if_false @PLCHUTE_1174 0086: $1509 = $1504 // (float) :PLCHUTE_117400D6: if 0024:   $8268 > $1509 // (float) 004D: jump_if_false @PLCHUTE_1201 0086: $8268 = $1509 // (float) :PLCHUTE_120100D6: if 0024:   $1504 > $8268 // (float) 004D: jump_if_false @PLCHUTE_1228 0086: $8268 = $1504 // (float) :PLCHUTE_122800D6: if and0024:   $1509 > $8268 // (float) 8038:   not  $1902 == 1 004D: jump_if_false @PLCHUTE_1404 00D6: if 84AD:   not actor $PLAYER_ACTOR in_water 004D: jump_if_false @PLCHUTE_1358 00D6: if 0022:   -20.0 > $8268 004D: jump_if_false @PLCHUTE_1305 0004: $FreeFall_Stage = 2 0002: jump @PLCHUTE_1351 :PLCHUTE_13050812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 0004: $FreeFall_Stage = 7 :PLCHUTE_13510002: jump @PLCHUTE_1404 :PLCHUTE_13580812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 0004: $FreeFall_Stage = 7 :PLCHUTE_14040087: [email protected] = [email protected] // (float) 0017: [email protected] /= 30.0 006F: [email protected] *= $1505 // (float) 02F6: $1507 = cosine [email protected] // (float) 02F7: $1508 = sine [email protected] // (float) 006D: $1507 *= [email protected] // (float) 006D: $1508 *= [email protected] // (float) 0011: $1508 *= -1.0 0059: $1508 += $1506 // (float) 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $1507 // (float) 0013: [email protected] *= 0.01 0088: $1507 = [email protected] // (float) 0067: $1507 -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $1508 // (float) 0013: [email protected] *= 0.01 0088: $1508 = [email protected] // (float) 0067: $1508 -= [email protected] // (float) 0085: [email protected] = [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0095: make [email protected] absolute_integer 0095: make [email protected] absolute_integer 00D6: if or0019:   [email protected] > 40 0019:   [email protected] > 40 004D: jump_if_false @PLCHUTE_2106 00D6: if 001D:   [email protected] > [email protected] // (int) 004D: jump_if_false @PLCHUTE_1869 00D6: if 0029:   [email protected] >= 0 004D: jump_if_false @PLCHUTE_1748 00D6: if 8039:   not  [email protected] == 2 004D: jump_if_false @PLCHUTE_1748 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_1741 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_17410006: [email protected] = 2 :PLCHUTE_174800D6: if 001B:   0 > [email protected] 004D: jump_if_false @PLCHUTE_1862 00D6: if 8039:   not  [email protected] == 3 004D: jump_if_false @PLCHUTE_1862 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_1855 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_18550006: [email protected] = 3 :PLCHUTE_18620002: jump @PLCHUTE_2099 :PLCHUTE_186900D6: if 0029:   [email protected] >= 0 004D: jump_if_false @PLCHUTE_1981 00D6: if 8039:   not  [email protected] == 4 004D: jump_if_false @PLCHUTE_1981 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_1974 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_19740006: [email protected] = 4 :PLCHUTE_198100D6: if 001B:   0 > [email protected] 004D: jump_if_false @PLCHUTE_2099 00D6: if 8039:   not  [email protected] == 5 004D: jump_if_false @PLCHUTE_2099 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_2092 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB :PLCHUTE_20920006: [email protected] = 5 :PLCHUTE_20990002: jump @PLCHUTE_2200 :PLCHUTE_210600D6: if 8039:   not  [email protected] == 1 004D: jump_if_false @PLCHUTE_2200 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_2200 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 0006: [email protected] = 1 :PLCHUTE_220000D6: if or00E1:   player 0 pressed_key 17 0038:   $1512 == 1 004D: jump_if_false @PLCHUTE_2383 00D6: if 8038:   not  $1902 == 1 004D: jump_if_false @PLCHUTE_2383 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_2383 00D6: if and0038:   $Parachute_Creation_Stage == 3 0038:   $1511 == 0 004D: jump_if_false @PLCHUTE_2383 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 008A: $8270 = [email protected] // (int) 0008: $8270 += 1100 0004: $FreeFall_Stage = 3 0006: [email protected] = 0 :PLCHUTE_238300D6: if 0038:   $FreeFall_Stage == 2 004D: jump_if_false @PLCHUTE_2501 00D6: if 04EE:   animation "PARACHUTE" loaded 004D: jump_if_false @PLCHUTE_2489 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 0002: jump @PLCHUTE_2494 :PLCHUTE_248905BE: AS_kill_actor $PLAYER_ACTOR :PLCHUTE_24940050: gosub @PLCHUTE_5516 :PLCHUTE_250100D6: if 0038:   $FreeFall_Stage == 3 004D: jump_if_false @PLCHUTE_4777 00D6: if 0018:   $8270 > 0 004D: jump_if_false @PLCHUTE_2583 00D6: if 001F:   [email protected] > $8270 // (int) 004D: jump_if_false @PLCHUTE_2583 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 0004: $8270 = 0 :PLCHUTE_258300D6: if 0039:   [email protected] == 0 004D: jump_if_false @PLCHUTE_2686 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 500.0 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 500.0 0085: [email protected] = [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0087: [email protected] = [email protected] // (float) 0013: [email protected] *= -1.0 0089: [email protected] = $1509 // (float) 0006: [email protected] = 1 :PLCHUTE_268600D6: if 0039:   [email protected] == 1 004D: jump_if_false @PLCHUTE_2853 0085: [email protected] = [email protected] // (int) 0062: [email protected] -= [email protected] // (int) 00D6: if 001B:   500 > [email protected] 004D: jump_if_false @PLCHUTE_2826 0085: [email protected] = [email protected] // (int) 0062: [email protected] -= [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0093: [email protected] = integer [email protected] to_float 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0002: jump @PLCHUTE_2853 :PLCHUTE_28260007: [email protected] = 0.0 0007: [email protected] = 0.0 0006: [email protected] = 2 :PLCHUTE_285300D6: if 0039:   [email protected] == 2 004D: jump_if_false @PLCHUTE_2961 00D6: if 03CA:   object [email protected] exists 004D: jump_if_false @PLCHUTE_2961 0750: set_object [email protected] visibility 1 08D2: object [email protected] scale_model 0.0 0085: [email protected] = [email protected] // (int) 0001: wait 0 ms 075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0006: [email protected] = 3 :PLCHUTE_296100D6: if 0039:   [email protected] == 3 004D: jump_if_false @PLCHUTE_3064 0085: [email protected] = [email protected] // (int) 0062: [email protected] -= [email protected] // (int) 00D6: if 001B:   500 > [email protected] 004D: jump_if_false @PLCHUTE_3047 0093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 500.0 08D2: object [email protected] scale_model [email protected] 0002: jump @PLCHUTE_3064 :PLCHUTE_304708D2: object [email protected] scale_model 1.0 0006: [email protected] = 4 :PLCHUTE_306400D6: if 0039:   [email protected] == 5 004D: jump_if_false @PLCHUTE_3132 0107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.0 0750: set_object [email protected] visibility 0 0392: make_object [email protected] moveable 1 04D9: object [email protected] set_scripted_collision_check 1 0006: [email protected] = 6 :PLCHUTE_313200D6: if 0039:   [email protected] == 6 004D: jump_if_false @PLCHUTE_4350 0494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected] 00D6: if 0038:   $1511 == 1 004D: jump_if_false @PLCHUTE_3198 0006: [email protected] = 0 0006: [email protected] = 0 :PLCHUTE_31980093: [email protected] = integer [email protected] to_float 0017: [email protected] /= 4.267 0063: [email protected] -= [email protected] // (float) 0017: [email protected] /= 20.0 005B: [email protected] += [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0017: [email protected] /= 15.0 0063: [email protected] -= [email protected] // (float) 00D6: if 0021:   [email protected] > 180.0 004D: jump_if_false @PLCHUTE_3299 000F: [email protected] -= 360.0 :PLCHUTE_329900D6: if 0023:   -180.0 > [email protected] 004D: jump_if_false @PLCHUTE_3330 000B: [email protected] += 360.0 :PLCHUTE_333002F6: $1507 = cosine [email protected] // (float) 02F7: $1508 = sine [email protected] // (float) 0069: $1507 *= $1500 // (float) 0069: $1508 *= $1500 // (float) 0011: $1507 *= -1.0 0085: [email protected] = [email protected] // (int) 0085: [email protected] = [email protected] // (int) 0095: make [email protected] absolute_integer 0095: make [email protected] absolute_integer 00D6: if or0019:   [email protected] > 40 0019:   [email protected] > 40 004D: jump_if_false @PLCHUTE_4062 00D6: if 001D:   [email protected] > [email protected] // (int) 004D: jump_if_false @PLCHUTE_3737 0089: [email protected] = $1501 // (float) 0065: [email protected] -= $1509 // (float) 0017: [email protected] /= 20.0 005F: $1509 += [email protected] // (float) 00D6: if 0029:   [email protected] >= 0 004D: jump_if_false @PLCHUTE_3603 00D6: if 8039:   not  [email protected] == 2 004D: jump_if_false @PLCHUTE_3603 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 2 :PLCHUTE_360300D6: if 001B:   0 > [email protected] 004D: jump_if_false @PLCHUTE_3730 00D6: if 8039:   not  [email protected] == 3 004D: jump_if_false @PLCHUTE_3730 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 3 :PLCHUTE_37300002: jump @PLCHUTE_4055 :PLCHUTE_373700D6: if 0029:   [email protected] >= 0 004D: jump_if_false @PLCHUTE_3896 0089: [email protected] = $1503 // (float) 0065: [email protected] -= $1509 // (float) 0017: [email protected] /= 20.0 005F: $1509 += [email protected] // (float) 00D6: if 8039:   not  [email protected] == 4 004D: jump_if_false @PLCHUTE_3896 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 4 :PLCHUTE_389600D6: if 001B:   0 > [email protected] 004D: jump_if_false @PLCHUTE_4055 0089: [email protected] = $1501 // (float) 0065: [email protected] -= $1509 // (float) 0017: [email protected] /= 20.0 005F: $1509 += [email protected] // (float) 00D6: if 8039:   not  [email protected] == 5 004D: jump_if_false @PLCHUTE_4055 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 5 :PLCHUTE_40550002: jump @PLCHUTE_4221 :PLCHUTE_40620089: [email protected] = $1501 // (float) 0065: [email protected] -= $1509 // (float) 0017: [email protected] /= 20.0 005F: $1509 += [email protected] // (float) 00D6: if 8039:   not  [email protected] == 5 004D: jump_if_false @PLCHUTE_4221 00D6: if 8039:   not  [email protected] == 1 004D: jump_if_false @PLCHUTE_4221 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 1 :PLCHUTE_422101BB: store_object [email protected] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 0815: put_object [email protected] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 00D6: if 04DA:   has_object [email protected] collided 004D: jump_if_false @PLCHUTE_4314 075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 0006: [email protected] = 7 :PLCHUTE_431400D6: if 00E1:   player 0 pressed_key 15 004D: jump_if_false @PLCHUTE_4350 0792: disembark_instantly_actor $PLAYER_ACTOR 0004: $FreeFall_Stage = 6 0004: $1498 = 3 :PLCHUTE_435000D6: if 03CA:   object [email protected] exists 004D: jump_if_false @PLCHUTE_4589 00D6: if 0837:   object [email protected] animation == "PARA_OPEN_O" 004D: jump_if_false @PLCHUTE_4589 0839: get_object [email protected] animation "PARA_OPEN_O" progress_to [email protected] 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $1501 // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0088: $1509 = [email protected] // (float) 0067: $1509 -= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0065: [email protected] -= $1500 // (float) 0087: [email protected] = [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 02F6: $1507 = cosine [email protected] // (float) 02F7: $1508 = sine [email protected] // (float) 006D: $1507 *= [email protected] // (float) 006D: $1508 *= [email protected] // (float) 0011: $1507 *= -1.0 00D6: if and0043:   [email protected] == 1.0 0039:   [email protected] == 4 004D: jump_if_false @PLCHUTE_4589 0006: [email protected] = 5 :PLCHUTE_458900D6: if 8118:   not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTE_4777 00D6: if 04AD:   actor $PLAYER_ACTOR in_water 004D: jump_if_false @PLCHUTE_4728 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0004: $FreeFall_Stage = 5 0006: [email protected] = 0 :PLCHUTE_4728083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 00D6: if 0021:   [email protected] > -0.1 004D: jump_if_false @PLCHUTE_4777 0004: $FreeFall_Stage = 4 0006: [email protected] = 0 :PLCHUTE_477700D6: if 0038:   $FreeFall_Stage == 4 004D: jump_if_false @PLCHUTE_5267 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @PLCHUTE_5164 0004: $1498 = 1 00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 000D: $tempvar_Z_coord -= 0.07 00A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 00D6: if 0022:   -10.0 > $1509 004D: jump_if_false @PLCHUTE_4918 0004: $FreeFall_Stage = 2 0006: [email protected] = 0 0002: jump @PLCHUTE_5088 :PLCHUTE_491800D6: if 0022:   -4.0 > $1509 004D: jump_if_false @PLCHUTE_5043 0615: define_AS_pack_begin [email protected] 0812: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 0616: define_AS_pack_end [email protected] 0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] 0002: jump @PLCHUTE_5081 :PLCHUTE_50430812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB :PLCHUTE_50810006: [email protected] = 1 :PLCHUTE_5088075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 0085: [email protected] = [email protected] // (int) 000A: [email protected] += 1000 :PLCHUTE_516400D6: if 0039:   [email protected] == 1 004D: jump_if_false @PLCHUTE_5267 00D6: if 0837:   object [email protected] animation == "PARA_LAND_O" 004D: jump_if_false @PLCHUTE_5267 0839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected] 00D6: if 0043:   [email protected] == 1.0 004D: jump_if_false @PLCHUTE_5267 0004: $1498 = 2 0050: gosub @PLCHUTE_5516 :PLCHUTE_526700D6: if 0038:   $FreeFall_Stage == 5 004D: jump_if_false @PLCHUTE_5324 0004: $1498 = 1 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @PLCHUTE_5324 0004: $1498 = 2 0050: gosub @PLCHUTE_5516 :PLCHUTE_532400D6: if and0018:   $FreeFall_Stage > 0 001A:   4 > $FreeFall_Stage 004D: jump_if_false @PLCHUTE_5401 00D6: if 8118:   not actor $PLAYER_ACTOR dead 004D: jump_if_false @PLCHUTE_5401 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected] 083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air :PLCHUTE_540100D6: if 0038:   $FreeFall_Stage == 6 004D: jump_if_false @PLCHUTE_5426 0050: gosub @PLCHUTE_5516 :PLCHUTE_542600D6: if 0038:   $FreeFall_Stage == 7 004D: jump_if_false @PLCHUTE_5451 0050: gosub @PLCHUTE_5458 :PLCHUTE_54510002: jump @PLCHUTE_118 :PLCHUTE_54580004: $FreeFall_Stage = 0 0006: [email protected] = 0 0249: release_model #PARACHUTE 04EF: release_animation "PARACHUTE" 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 0992: set_player $PLAYER_CHAR weapons_scrollable 1 0051: return :PLCHUTE_55160682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 09A2: destroy_object_with_fade [email protected] 0108: destroy_object [email protected] 0555: remove_weapon 46 from_actor $PLAYER_ACTOR 0004: $FreeFall_Stage = 0 0004: $Parachute_Creation_Stage = 0 0006: [email protected] = 0 0249: release_model #PARACHUTE 04EF: release_animation "PARACHUTE" 0249: release_model #GUN_PARA 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 0992: set_player $PLAYER_CHAR weapons_scrollable 1 004E: end_thread//AUDIOL////////////////////////////////////////////////////////////////////////DO NOT MESS WITH:AUDIOLthread 'AUDIOL' [email protected] = 0 if   [email protected] == -1 else_jump @AUDIOL_60 [email protected] = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0):AUDIOL_60if    not $AUDIO_LINE_IS_ACTIVE == 0 else_jump @AUDIOL_169 if   [email protected] == 1 else_jump @AUDIOL_162 040D: unload_wav [email protected] :AUDIOL_101if    not $AUDIO_LINE_IS_ACTIVE == 0 else_jump @AUDIOL_155 if   $1035 == 1 else_jump @AUDIOL_144 jump @AUDIOL_737 :AUDIOL_144wait 0 jump @AUDIOL_101 :AUDIOL_155jump @AUDIOL_169 :AUDIOL_162jump @AUDIOL_737 :AUDIOL_16905AA: [email protected] = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short' 008B: [email protected] = $ACTOR_SPEECH_WAV_FILE // (int) $AUDIO_LINE_IS_ACTIVE = 1 :AUDIOL_192if   $1035 == 1 else_jump @AUDIOL_217 jump @AUDIOL_662 :AUDIOL_2170871: init_jump_table [email protected] total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651 :AUDIOL_280if   [email protected] == 0 else_jump @AUDIOL_311 040D: unload_wav [email protected] 03CF: load_wav [email protected] as [email protected] :AUDIOL_311if    not Actor.Dead([email protected])else_jump @AUDIOL_341 094E: set_actor [email protected] mute_pain_audio 1 0A09: set_actor [email protected] muted 1 // versionB :[email protected] = 0 [email protected] += 1 jump @AUDIOL_651 :AUDIOL_362if 03D0:   wav [email protected] loaded else_jump @AUDIOL_498 if    not Actor.Dead([email protected])else_jump @AUDIOL_444 if 894D:   not actor [email protected] mutally_active else_jump @AUDIOL_436 if   [email protected] == 1 else_jump @AUDIOL_436 0949: link_wav [email protected] to_actor [email protected] :AUDIOL_4360967: actor [email protected] move_mouth 10000 ms :AUDIOL_44403D1: play_wav [email protected] if 85AE:   not  [email protected] == 'DUMMY' // @s == 'short' else_jump @AUDIOL_484 00BC: show_text_highpriority GXT [email protected] time 10000 flag 1 :[email protected] += 1 jump @AUDIOL_524 :AUDIOL_498if   [email protected] > 5000 else_jump @AUDIOL_524 [email protected] += 1 :AUDIOL_524jump @AUDIOL_651 :AUDIOL_531if 03D0:   wav [email protected] loaded else_jump @AUDIOL_623 if 03D2:   wav [email protected] ended else_jump @AUDIOL_577 [email protected] += 1 jump @AUDIOL_616 :AUDIOL_577if 056D:   actor [email protected] defined else_jump @AUDIOL_616 if    Actor.Dead([email protected])else_jump @AUDIOL_616 [email protected] += 1 :AUDIOL_616jump @AUDIOL_630 :[email protected] += 1 :AUDIOL_630jump @AUDIOL_651 :AUDIOL_637jump @AUDIOL_662 jump @AUDIOL_651 :AUDIOL_651wait 0 jump @AUDIOL_192 :AUDIOL_662if    not Actor.Dead([email protected])else_jump @AUDIOL_695 094F: enable_actor [email protected] pain_audio 0A09: set_actor [email protected] muted 0 // versionB 0968: actor [email protected] stop_mouth :AUDIOL_695040D: unload_wav [email protected] if 85AE:   not  [email protected] == 'DUMMY' // @s == 'short' else_jump @AUDIOL_730 03D5: remove_text [email protected] :AUDIOL_730$AUDIO_LINE_IS_ACTIVE = 0 :AUDIOL_737end_thread 

BTW It's in the 4th mission, and I know i didn't make it so the camera is different, but it crashes right away when they start talking.

Edited by deltaCJ
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you have to put the AUDIOL thread into the mainpart

Edited by ZAZ
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works for me

 

DEFINE OBJECTS 391DEFINE OBJECT (noname)                DEFINE OBJECT INFO                     // Object number -1DEFINE OBJECT KEYCARD                  // Object number -2DEFINE OBJECT AD_FLATDOOR              // Object number -3DEFINE OBJECT KB_BANDIT_U              // Object number -4DEFINE OBJECT ROULETTE_TBL             // Object number -5DEFINE OBJECT OTB_MACHINE              // Object number -6DEFINE OBJECT CJ_COIN_OP_3             // Object number -7DEFINE OBJECT CJ_COIN_OP_2             // Object number -8DEFINE OBJECT CJ_COIN_OP_1             // Object number -9DEFINE OBJECT CJ_COIN_OP               // Object number -10DEFINE OBJECT SWANK_CONSOLE            // Object number -11DEFINE OBJECT SNESISH                  // Object number -12DEFINE OBJECT LOW_CONSOLE              // Object number -13DEFINE OBJECT VENDMACHFD               // Object number -14DEFINE OBJECT VENDMACH                 // Object number -15DEFINE OBJECT VENDIN3                  // Object number -16DEFINE OBJECT CJ_SPRUNK1               // Object number -17DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18DEFINE OBJECT CJ_EXT_CANDY             // Object number -19DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20DEFINE OBJECT ICESCART_PROP            // Object number -21DEFINE OBJECT CHILLIDOGCART            // Object number -22DEFINE OBJECT NOODLECART_PROP          // Object number -23DEFINE OBJECT GATE_AUTOL               // Object number -24DEFINE OBJECT GATE_AUTOR               // Object number -25DEFINE OBJECT GYM_BIKE                 // Object number -26DEFINE OBJECT GYM_BENCH1               // Object number -27DEFINE OBJECT GYM_TREADMILL            // Object number -28DEFINE OBJECT GYM_MAT1                 // Object number -29DEFINE OBJECT BSKBALL_LAX              // Object number -30DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31DEFINE OBJECT VGSXREFBBALLNET          // Object number -32DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33DEFINE OBJECT K_POOLTABLESM            // Object number -34DEFINE OBJECT NEIL_SLOT                // Object number -35DEFINE OBJECT CJ_SLOT_BANK             // Object number -36DEFINE OBJECT BLCK_JACK                // Object number -37DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38DEFINE OBJECT CRACKFACT_SFS            // Object number -39DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42DEFINE OBJECT PICKUPSAVE               // Object number -43DEFINE OBJECT WOODENBOX                // Object number -44DEFINE OBJECT NF_BLACKBOARD            // Object number -45DEFINE OBJECT NF_LIST_1                // Object number -46DEFINE OBJECT NF_LIST_2                // Object number -47DEFINE OBJECT NF_LIST_3                // Object number -48DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49DEFINE OBJECT WS_APGATE                // Object number -50DEFINE OBJECT GEN_DOOREXT03            // Object number -51DEFINE OBJECT GEN_DOOREXT07            // Object number -52DEFINE OBJECT GEN_DOORSHOP02           // Object number -53DEFINE OBJECT GEN_DOOREXT04            // Object number -54DEFINE OBJECT GEN_DOORSHOP3            // Object number -55DEFINE OBJECT c*ntGIRLDOOR             // Object number -56DEFINE OBJECT PIZZAHIGH                // Object number -57DEFINE OBJECT CJ_PIZZA_1               // Object number -58DEFINE OBJECT CJ_PIZZA_2               // Object number -59DEFINE OBJECT BURGERHIGH               // Object number -60DEFINE OBJECT CJ_BURG_1                // Object number -61DEFINE OBJECT CJ_BURG_2                // Object number -62DEFINE OBJECT CIGAR                    // Object number -63DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64DEFINE OBJECT MD_POSTER                // Object number -65DEFINE OBJECT CR_DOOR_01               // Object number -66DEFINE OBJECT CR_DOOR_03               // Object number -67DEFINE OBJECT SHUTTER_VEGAS            // Object number -68DEFINE OBJECT CR1_DOOR                 // Object number -69DEFINE OBJECT CT_GATEXR                // Object number -70DEFINE OBJECT A51_BLASTDOORR           // Object number -71DEFINE OBJECT A51_BLASTDOORL           // Object number -72DEFINE OBJECT A51_LABDOOR              // Object number -73DEFINE OBJECT A51_JETDOOR              // Object number -74DEFINE OBJECT PORTAKABIN               // Object number -75DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76DEFINE OBJECT AB_CASDORLOK             // Object number -77DEFINE OBJECT IMY_SHASH_WALL           // Object number -78DEFINE OBJECT TWRCRANE_M_04            // Object number -79DEFINE OBJECT TWRCRANE_M_01            // Object number -80DEFINE OBJECT TWRCRANE_M_02            // Object number -81DEFINE OBJECT LODCRANE_M_04            // Object number -82DEFINE OBJECT LODCRANE_M_01            // Object number -83DEFINE OBJECT MAGNOCRANE_01            // Object number -84DEFINE OBJECT MAGNOCRANE_02            // Object number -85DEFINE OBJECT MAGNOCRANE_03            // Object number -86DEFINE OBJECT LODNOCRANE_01            // Object number -87DEFINE OBJECT LODNOCRANE_02            // Object number -88DEFINE OBJECT LODNOCRANE_03            // Object number -89DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90DEFINE OBJECT QUARRY_CRANE             // Object number -91DEFINE OBJECT QUARRY_CRANEARM          // Object number -92DEFINE OBJECT BODYARMOUR               // Object number -93DEFINE OBJECT BRIBE                    // Object number -94DEFINE OBJECT A51_VENTCOVERB           // Object number -95DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98DEFINE OBJECT GWFORUM1_LAE             // Object number -99DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100DEFINE OBJECT CE_HILLSEAST06           // Object number -101DEFINE OBJECT c*ntEGROUND23            // Object number -102DEFINE OBJECT HILLSEAST05_LAE          // Object number -103DEFINE OBJECT K_POOLQ                  // Object number -104DEFINE OBJECT K_POOLBALLCUE            // Object number -105DEFINE OBJECT K_POOLBALLSPT01          // Object number -106DEFINE OBJECT K_POOLBALLSPT02          // Object number -107DEFINE OBJECT K_POOLBALLSPT03          // Object number -108DEFINE OBJECT K_POOLBALLSPT04          // Object number -109DEFINE OBJECT K_POOLBALLSPT05          // Object number -110DEFINE OBJECT K_POOLBALLSPT06          // Object number -111DEFINE OBJECT K_POOLBALLSPT07          // Object number -112DEFINE OBJECT K_POOLBALL8              // Object number -113DEFINE OBJECT K_POOLBALLSTP01          // Object number -114DEFINE OBJECT K_POOLBALLSTP02          // Object number -115DEFINE OBJECT K_POOLBALLSTP03          // Object number -116DEFINE OBJECT K_POOLBALLSTP04          // Object number -117DEFINE OBJECT K_POOLBALLSTP05          // Object number -118DEFINE OBJECT K_POOLBALLSTP06          // Object number -119DEFINE OBJECT K_POOLBALLSTP07          // Object number -120DEFINE OBJECT K_POOLQ2                 // Object number -121DEFINE OBJECT CIGAR_GLOW               // Object number -122DEFINE OBJECT DYN_WINE_BIG             // Object number -123DEFINE OBJECT KB_BEER                  // Object number -124DEFINE OBJECT LAEROAD30                // Object number -125DEFINE OBJECT CASKET_LAW               // Object number -126DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127DEFINE OBJECT LAELODPARK02             // Object number -128DEFINE OBJECT LAEMACPARK02             // Object number -129DEFINE OBJECT BD_WINDOW                // Object number -130DEFINE OBJECT BREAK_WALL_1B            // Object number -131DEFINE OBJECT BREAK_WALL_2B            // Object number -132DEFINE OBJECT BREAK_WALL_3B            // Object number -133DEFINE OBJECT BD_FIRE1_O               // Object number -134DEFINE OBJECT CR_AMMOBOX               // Object number -135DEFINE OBJECT BREAK_WALL_1A            // Object number -136DEFINE OBJECT BREAK_WALL_2A            // Object number -137DEFINE OBJECT BREAK_WALL_3A            // Object number -138DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139DEFINE OBJECT SEC_KEYPAD               // Object number -140DEFINE OBJECT KMB_RAMP                 // Object number -141DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144DEFINE OBJECT BARREL4                  // Object number -145DEFINE OBJECT HEALTH                   // Object number -146DEFINE OBJECT IMY_BBOX                 // Object number -147DEFINE OBJECT IMY_LA_DOOR              // Object number -148DEFINE OBJECT DB_AMMO                  // Object number -149DEFINE OBJECT MED_BED_8                // Object number -150DEFINE OBJECT CR_GUNCRATE              // Object number -151DEFINE OBJECT GUNBOX                   // Object number -152DEFINE OBJECT TMP_BIN                  // Object number -153DEFINE OBJECT AMMOTRN_OBJ              // Object number -154DEFINE OBJECT KMB_FRONTGATE            // Object number -155DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158DEFINE OBJECT NF_PED_COLL              // Object number -159DEFINE OBJECT CM_BOX                   // Object number -160DEFINE OBJECT FAKE_MULE_COL            // Object number -161DEFINE OBJECT CARDBOARDBOX2            // Object number -162DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163DEFINE OBJECT IMMMCRAN                 // Object number -164DEFINE OBJECT TRNTRK8_LAS              // Object number -165DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166DEFINE OBJECT KMB_SKIP                 // Object number -167DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168DEFINE OBJECT WHEEL_OR1                // Object number -169DEFINE OBJECT DYN_WOODPILE2            // Object number -170DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171DEFINE OBJECT CJ_JUICE_CAN             // Object number -172DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173DEFINE OBJECT KMB_GOFLAG               // Object number -174DEFINE OBJECT IMY_SKYLIGHT             // Object number -175DEFINE OBJECT KMB_TROLLEY              // Object number -176DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177DEFINE OBJECT LXR_MOTELVENT            // Object number -178DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179DEFINE OBJECT MUNCH_DONUT              // Object number -180DEFINE OBJECT CHOPCOP_ARMR             // Object number -181DEFINE OBJECT CHOPCOP_LEGR             // Object number -182DEFINE OBJECT CHOPCOP_HEAD             // Object number -183DEFINE OBJECT CHOPCOP_TORSO            // Object number -184DEFINE OBJECT WD_FENCE_ANIM            // Object number -185DEFINE OBJECT CHOPCOP_ARML             // Object number -186DEFINE OBJECT CHOPCOP_LEGL             // Object number -187DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188DEFINE OBJECT ROADWORKBARRIER1         // Object number -189DEFINE OBJECT BRIEFCASE                // Object number -190DEFINE OBJECT KMB_ATM1                 // Object number -191DEFINE OBJECT KMB_ATM2                 // Object number -192DEFINE OBJECT KMB_ATM3                 // Object number -193DEFINE OBJECT MTSAFE                   // Object number -194DEFINE OBJECT CAT2_SAFE_COL            // Object number -195DEFINE OBJECT MAN_SAFENEW              // Object number -196DEFINE OBJECT KEV_SAFE                 // Object number -197DEFINE OBJECT RIDER1_DOOR              // Object number -198DEFINE OBJECT KMB_MARIJUANA            // Object number -199DEFINE OBJECT SW_HAYBREAK02            // Object number -200DEFINE OBJECT GRASSPLANT               // Object number -201DEFINE OBJECT PARKBENCH1               // Object number -202DEFINE OBJECT PORTALOO                 // Object number -203DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207DEFINE OBJECT CLOTHESP                 // Object number -208DEFINE OBJECT LAMPPOST3                // Object number -209DEFINE OBJECT CT_STALL1                // Object number -210DEFINE OBJECT CT_TABLE                 // Object number -211DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213DEFINE OBJECT A51_SPOTBASE             // Object number -214DEFINE OBJECT A51_SPOTHOUSING          // Object number -215DEFINE OBJECT A51_SPOTBULB             // Object number -216DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220DEFINE OBJECT CJ_PADLOCK               // Object number -221DEFINE OBJECT KATANA_ANIM              // Object number -222DEFINE OBJECT KATANA_LHAND             // Object number -223DEFINE OBJECT MOBILE1993B              // Object number -224DEFINE OBJECT WONGS_GATE               // Object number -225DEFINE OBJECT DYN_RAMP                 // Object number -226DEFINE OBJECT SNIPER_ANIM              // Object number -227DEFINE OBJECT KMB_PACKET               // Object number -228DEFINE OBJECT NTO_B_S                  // Object number -229DEFINE OBJECT CARDBOARDBOX             // Object number -230DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232DEFINE OBJECT DYN_DUMPSTER             // Object number -233DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236DEFINE OBJECT TEMP_STINGER2            // Object number -237DEFINE OBJECT TRAFFICCONE              // Object number -238DEFINE OBJECT AD_JUMP                  // Object number -239DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240DEFINE OBJECT AD_ROADMARK1             // Object number -241DEFINE OBJECT AD_ROADMARK2             // Object number -242DEFINE OBJECT AD_FINISH                // Object number -243DEFINE OBJECT MINIGUN_BASE             // Object number -244DEFINE OBJECT WONGS_ERECTION           // Object number -245DEFINE OBJECT WONGS_ERECTION2          // Object number -246DEFINE OBJECT RCBOMB                   // Object number -247DEFINE OBJECT BARREL2                  // Object number -248DEFINE OBJECT MINI_MAGNET              // Object number -249DEFINE OBJECT KMB_PLANK                // Object number -250DEFINE OBJECT KMB_HOLDALL              // Object number -251DEFINE OBJECT KMB_PARACHUTE            // Object number -252DEFINE OBJECT AMMO_CAPSULE             // Object number -253DEFINE OBJECT BARREL1                  // Object number -254DEFINE OBJECT KB_BARREL                // Object number -255DEFINE OBJECT CR_CRATESTACK            // Object number -256DEFINE OBJECT D9_RUNWAY                // Object number -257DEFINE OBJECT CARGO_TEST               // Object number -258DEFINE OBJECT CARGO_STUFF              // Object number -259DEFINE OBJECT CARGO_STORE              // Object number -260DEFINE OBJECT KMILITARY_CRATE          // Object number -261DEFINE OBJECT KMILITARY_BASE           // Object number -262DEFINE OBJECT BLOCKPALLET              // Object number -263DEFINE OBJECT TEMP_CRATE1              // Object number -264DEFINE OBJECT K_SMASHBOXES             // Object number -265DEFINE OBJECT K_CARGO1                 // Object number -266DEFINE OBJECT K_CARGO4                 // Object number -267DEFINE OBJECT GREEN_GLOOP              // Object number -268DEFINE OBJECT BASEJUMP_TARGET          // Object number -269DEFINE OBJECT DES_QUARRYGATE2          // Object number -270DEFINE OBJECT DES_QUARRYGATE           // Object number -271DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272DEFINE OBJECT DYNAMITE                 // Object number -273DEFINE OBJECT DYNO_BOX_A               // Object number -274DEFINE OBJECT DYNO_BOX_B               // Object number -275DEFINE OBJECT PRIVATESIGN3             // Object number -276DEFINE OBJECT PRIVATESIGN1             // Object number -277DEFINE OBJECT BARRIER_4ANDY            // Object number -278DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281DEFINE OBJECT AB_CARCASS               // Object number -282DEFINE OBJECT AB_HOOK                  // Object number -283DEFINE OBJECT FREEZER_DOOR             // Object number -284DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285DEFINE OBJECT CJ_MEAT_1                // Object number -286DEFINE OBJECT CJ_MEAT_2                // Object number -287DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288DEFINE OBJECT JET_INTERIOR             // Object number -289DEFINE OBJECT SMLPLANE_DOOR            // Object number -290DEFINE OBJECT JET_DOOR                 // Object number -291DEFINE OBJECT SMASH_BOX_STAY           // Object number -292DEFINE OBJECT SMASH_BOX_BRK            // Object number -293DEFINE OBJECT SMASHBOXPILE             // Object number -294DEFINE OBJECT ST_ARCH_PLAN             // Object number -295DEFINE OBJECT GEN_DOORINT01            // Object number -296DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297DEFINE OBJECT DYN_AIRCON               // Object number -298DEFINE OBJECT SW_BIT_09                // Object number -299DEFINE OBJECT GENERATOR_BIG            // Object number -300DEFINE OBJECT AB_VAULTDOOR             // Object number -301DEFINE OBJECT GENERATOR_BIG_D          // Object number -302DEFINE OBJECT CJ_MONEY_BAG             // Object number -303DEFINE OBJECT PARA_PACK                // Object number -304DEFINE OBJECT CARGO_REAR               // Object number -305DEFINE OBJECT D9_RAMP                  // Object number -306DEFINE OBJECT PARACHUTE                // Object number -307DEFINE OBJECT OPMANS01_c*ntE           // Object number -308DEFINE OBJECT CEHOLLYHIL06             // Object number -309DEFINE OBJECT SUNSET22_LAWN            // Object number -310DEFINE OBJECT DRG_NU_EXT               // Object number -311DEFINE OBJECT MISSILE_07_SFXR          // Object number -312DEFINE OBJECT KMB_KEYPAD               // Object number -313DEFINE OBJECT WATERJUMPX2              // Object number -314DEFINE OBJECT BBALL_INGAME             // Object number -315DEFINE OBJECT CJ_WIN_POP2              // Object number -316DEFINE OBJECT LA_f*ckCAR1              // Object number -317DEFINE OBJECT LA_f*ckCAR2              // Object number -318DEFINE OBJECT TARGET_FRAME             // Object number -319DEFINE OBJECT TARGET_LLEG              // Object number -320DEFINE OBJECT TARGET_RLEG              // Object number -321DEFINE OBJECT TARGET_LTORSO            // Object number -322DEFINE OBJECT TARGET_RTORSO            // Object number -323DEFINE OBJECT TARGET_LARM              // Object number -324DEFINE OBJECT TARGET_RARM              // Object number -325DEFINE OBJECT TARGET_HEAD              // Object number -326DEFINE OBJECT DEAD_TIED_COP            // Object number -327DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328DEFINE OBJECT BLACKBAG2                // Object number -329DEFINE OBJECT DYN_WOODPILE             // Object number -330DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331DEFINE OBJECT BOUY                     // Object number -332DEFINE OBJECT WATERJUMP1               // Object number -333DEFINE OBJECT LANDJUMP2                // Object number -334DEFINE OBJECT BB_PICKUP                // Object number -335DEFINE OBJECT PARA_COLLISION           // Object number -336DEFINE OBJECT CJ_WHEEL_1               // Object number -337DEFINE OBJECT CJ_WHEEL_02              // Object number -338DEFINE OBJECT CJ_WHEEL_03              // Object number -339DEFINE OBJECT CHIP_STACK07             // Object number -340DEFINE OBJECT CHIP_STACK08             // Object number -341DEFINE OBJECT CHIP_STACK12             // Object number -342DEFINE OBJECT CHIP_STACK09             // Object number -343DEFINE OBJECT CHIP_STACK11             // Object number -344DEFINE OBJECT WHEEL_WEE                // Object number -345DEFINE OBJECT ROULETTE_MARKER          // Object number -346DEFINE OBJECT PEDALS                   // Object number -347DEFINE OBJECT BEACHTOWEL01             // Object number -348DEFINE OBJECT KMB_BPRESS               // Object number -349DEFINE OBJECT BEACHTOWEL03             // Object number -350DEFINE OBJECT BEACHTOWEL04             // Object number -351DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353DEFINE OBJECT BBALL_COL                // Object number -354DEFINE OBJECT KMB_ROCK                 // Object number -355DEFINE OBJECT CHIP_STACK10             // Object number -356DEFINE OBJECT CHIP_STACK13             // Object number -357DEFINE OBJECT CHIP_STACK14             // Object number -358DEFINE OBJECT WHEEL_SUPPORT            // Object number -359DEFINE OBJECT WHEEL_TABLE              // Object number -360DEFINE OBJECT CLICKER                  // Object number -361DEFINE OBJECT MONEY                    // Object number -362DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367DEFINE OBJECT TATTOO_KIT               // Object number -368DEFINE OBJECT CJ_BARSTOOL              // Object number -369DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374DEFINE OBJECT CJ_DS_DOOR               // Object number -375DEFINE OBJECT PIZZALOW                 // Object number -376DEFINE OBJECT PIZZAMED                 // Object number -377DEFINE OBJECT PIZZA_HEALTHY            // Object number -378DEFINE OBJECT CLUCKLOW                 // Object number -379DEFINE OBJECT CLUCKMED                 // Object number -380DEFINE OBJECT CLUCKHIGH                // Object number -381DEFINE OBJECT CLUCK_HEALTHY            // Object number -382DEFINE OBJECT BURGERLOW                // Object number -383DEFINE OBJECT BURGERMED                // Object number -384DEFINE OBJECT BURGER_HEALTHY           // Object number -385DEFINE OBJECT POLICE_BARRIER           // Object number -386DEFINE OBJECT KMB_SHUTTER              // Object number -387DEFINE OBJECT SFCOPDR                  // Object number -388      DEFINE OBJECT PARACHUTE                // Object number -1DEFINE OBJECT PARA_COLLISION           // Object number -2DEFINE MISSIONS 5DEFINE MISSION 0 AT @INITLDEFINE MISSION 1 AT @INTRODEFINE MISSION 2 AT @MIS2DEFINE MISSION 3 AT @MIS3DEFINE MISSION 4 AT @MIS4DEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA scriptDEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0//-------------MAIN---------------                                 thread 'MAIN'01F0: set_max_wanted_level_to 0set_wb_check_to 000C0: set_current_time_hours_to 0 minutes_to 004E4: refresh_game_renderer_at 408.56 2215.87$PLAYER_CHAR = Player.Create(0, 408.56, 2215.87, 42.855)$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)07AF: $PLAYER_GROUP = player $PLAYER_CHAR groupCamera.SetBehindPlayerfade 0 0set_weather 4wait 0model.Load(#WMYBP)038B: load_requested_models09C7: change_player $PLAYER_CHAR model_to #WMYBPselect_interior 001F0: set_max_wanted_level_to 00629: change_integer_stat 181 to 4                                0629: change_integer_stat 164 to 99990629: change_integer_stat 165 to 99990629: change_integer_stat 75 to 99990629: change_integer_stat 76 to 9999016C: restart_if_wasted_at 418.3906 2528.4214 16.6193 angle 137.0 town_number 0016D: restart_if_busted_at 418.3906 2528.4214 16.6193 angle 90.0 town_number 00180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here03E6: remove_text_boxcreate_thread @STARTERcreate_thread @MISSIONS_SNIFFERstart_mission 0wait 250end_thread:STARTER03A4: name_thread 'STARTER'0005: $1500 = 5.00005: $1501 = -5.00005: $1503 = -1.50005: $1504 = -30.00005: $1505 = 32.00005: $1506 = 0.00004: $1512 = 00004: $FreeFall_Stage = 00004: $Parachute_Creation_Stage = 0:STARTER_2920001: wait $DEFAULT_WAIT_TIME ms00D6: if0491:   actor $PLAYER_ACTOR has_weapon 46004D: jump_if_false @STARTER_3710926: $Script_Status = external_script_status 0 (PLAYER_PARACHUTE)00D6: if0038:   $Script_Status == 0004D: jump_if_false @STARTER_36408A9: load_external_script 0 (PLAYER_PARACHUTE)00D6: if08AB:   external_script 0 (PLAYER_PARACHUTE) loaded004D: jump_if_false @STARTER_3640913: run_external_script 0 (PLAYER_PARACHUTE)  :STARTER_3640002: jump @STARTER_375:STARTER_371090F: end_external_script 0 (PLAYER_PARACHUTE):STARTER_3750002: jump @STARTER_292                  :MISSIONS_SNIFFERthread 'SNIFF'$MARKER_1 = Marker.CreateIconAndSphere(42, 419.1756, 2530.0054, 16.6202)repeat wait 250 if and   player.Defined($PLAYER_CHAR)   $ONMISSION == 0 then if and     Player.Controllable($PLAYER_CHAR)     $MISSIONS_PASSED == 0   then     $ONMISSION = 1    start_mission 4      end   if and     00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 419.1756 2530.0054 16.6202 radius 1.0 1.0 2.0 on_foot     Player.Controllable($PLAYER_CHAR)     $MISSIONS_PASSED == 1   then     $ONMISSION = 1     00BA: show_text_styled GXT 'RYDER_1' time 1000 style 2      start_mission 2     end   if and     00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 419.1756 2530.0054 16.6202 radius 1.0 1.0 2.0 on_foot     Player.Controllable($PLAYER_CHAR)     $MISSIONS_PASSED == 2   then     $ONMISSION = 1    start_mission 3     end enduntil $MISSIONS_PASSED == 3marker.Disable($MARKER_1)end_thread//AUDIOL////////////////////////////////////////////////////////////////////////DO NOT MESS WITH:AUDIOLthread 'AUDIOL'[email protected] = 0if  [email protected] == -1else_jump @[email protected] = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0):AUDIOL_60if   not $AUDIO_LINE_IS_ACTIVE == 0else_jump @AUDIOL_169if  [email protected] == 1else_jump @AUDIOL_162040D: unload_wav [email protected]:AUDIOL_101if   not $AUDIO_LINE_IS_ACTIVE == 0else_jump @AUDIOL_155if  $1035 == 1else_jump @AUDIOL_144jump @AUDIOL_737:AUDIOL_144wait 0jump @AUDIOL_101:AUDIOL_155jump @AUDIOL_169:AUDIOL_162jump @AUDIOL_737:AUDIOL_16905AA: [email protected]/*  */ = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short'008B: [email protected] = $ACTOR_SPEECH_WAV_FILE // (int)$AUDIO_LINE_IS_ACTIVE = 1:AUDIOL_192if  $1035 == 1else_jump @AUDIOL_217jump @AUDIOL_662:AUDIOL_2170871: init_jump_table [email protected] total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651:AUDIOL_280if  [email protected] == 0else_jump @AUDIOL_311040D: unload_wav [email protected]: load_wav [email protected] as [email protected]:AUDIOL_311if   not Actor.Dead([email protected])else_jump @AUDIOL_341094E: set_actor [email protected] mute_pain_audio 10A09: set_actor [email protected] muted 1 // versionB:[email protected] = [email protected] += 1jump @AUDIOL_651:AUDIOL_362if03D0:   wav [email protected] loadedelse_jump @AUDIOL_498if   not Actor.Dead([email protected])else_jump @AUDIOL_444if894D:   not actor [email protected] mutally_activeelse_jump @AUDIOL_436if  [email protected] == 1else_jump @AUDIOL_4360949: link_wav [email protected] to_actor [email protected]:AUDIOL_4360967: actor [email protected] move_mouth 10000 ms:AUDIOL_44403D1: play_wav [email protected]:   not  [email protected]/*  */ == 'DUMMY' // @s == 'short'else_jump @AUDIOL_48400BC: show_text_highpriority GXT [email protected]/*  */ time 10000 flag 1:[email protected] += 1jump @AUDIOL_524:AUDIOL_498if  [email protected] > 5000else_jump @[email protected] += 1:AUDIOL_524jump @AUDIOL_651:AUDIOL_531if03D0:   wav [email protected] loadedelse_jump @AUDIOL_623if03D2:   wav [email protected] endedelse_jump @[email protected] += 1jump @AUDIOL_616:AUDIOL_577if056D:   actor [email protected] definedelse_jump @AUDIOL_616if   Actor.Dead([email protected])else_jump @[email protected] += 1:AUDIOL_616jump @AUDIOL_630:[email protected] += 1:AUDIOL_630jump @AUDIOL_651:AUDIOL_637jump @AUDIOL_662jump @AUDIOL_651:AUDIOL_651wait 0jump @AUDIOL_192:AUDIOL_662if   not Actor.Dead([email protected])else_jump @AUDIOL_695094F: enable_actor [email protected] pain_audio0A09: set_actor [email protected] muted 0 // versionB0968: actor [email protected] stop_mouth:AUDIOL_695040D: unload_wav [email protected]:   not  [email protected]/*  */ == 'DUMMY' // @s == 'short'else_jump @AUDIOL_73003D5: remove_text [email protected]/*  */:AUDIOL_730$AUDIO_LINE_IS_ACTIVE = 0:AUDIOL_737end_thread:INITL$CUTSCENE_PASSED = 0$MISSIONS_PASSED = 0$FLCULIX_PASSED = 0$GUN_UNLOCKED = 0$DEAD_COUNT = 0$GARAGE = 0$CAR_SPAWNX = 434.2758$CAR_SPAWNY = 2546.0723$CAR_SPAWNZ = 16.1875$SAVEDISK_X = 420.9578$SAVEDISK_Y = 2532.1719  $SAVEDISK_Z = 16.5974$DEFAULT_LIFT_SPEED = 0.080330: set_player $PLAYER_CHAR infinite_run 1wait 25end_thread//=========================================================//=============== MISSION: INTRO ==========================//=========================================================:INTROthread 'INTRO'gosub @INTRO_40ifwasted_or_bustedjf @INTRO_38gosub @INTRO_18145:INTRO_38$ONMISSION = 0mission_cleanupend_thread:INTRO_40increment_mission_attempts$ONMISSION = 103E6: remove_text_boxfade 0 002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = Falseselect_interior 100860: link_actor $PLAYER_ACTOR to_interior 10Actor.PutAt($PLAYER_ACTOR, 416.8136, 2541.8052, 10.0)Camera.SetPosition(420.2711, 2536.4685, 10.0, 0.0, 0.0, 0.0)camera.OnPed($PLAYER_ACTOR, 15, 2):INTRO_41wait 0023C: load_special_actor 'TRUTH' as 1 // models 290-29904ED: load_animation  "INT_HOUSE"038B: load_requested_models:INTRO_42wait 0if and04EE:   animation "INT_HOUSE" loaded023D:   special_actor 1 loadedelse_jump @INTRO_42:INTRO_43wait [email protected] = Actor.Create(MISSION1, #SPECIAL01, 420.6041, 2540.6785, 10.0)Actor.Angle([email protected]) = 90.00860: link_actor [email protected] to_interior 100812: AS_actor [email protected] perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB0812: AS_actor $PLAYER_ACTOR perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionBactor.Angle($PLAYER_ACTOR)= 275.994054C: use_GXT_table 'AMBULAE'wait 1000fade 1 1000wait 25000707: start_scene_skip_to @INTROSCENESKIP0812: AS_actor $PLAYER_ACTOR perform_animation "SEAT_UP" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionwait 150actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])actor.StorePos([email protected], [email protected], [email protected], [email protected])00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 35000920: point_camera [email protected] [email protected] [email protected] transverse_to [email protected] [email protected] [email protected] time 1500 smooth_transition 1wait 1450fade 0 250wait 1000actor.PutAt([email protected], 413.9705, 2537.0068, 10.0)actor.Angle([email protected]) = 270.4351actor.PutAt($PLAYER_ACTOR, 416.1131, 2536.8411, 10.0)actor.Angle($PLAYER_ACTOR) = 90.00687: clear_actor [email protected] taskwait 0camera.SetPosition(417.1954, 2539.0352, 10.0, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)wait [email protected] = 0:INTRO_51fade 1 250wait 25000812: AS_actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2500  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 55000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 25000812: AS_actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.05D4: AS_actor $PLAYER_ACTOR rotate_angle 270wait 100005D3: AS_actor $PLAYER_ACTOR goto_point 420.624 2536.5713 10.0 mode 4 time 9999999 ms // versionAcamera.OnPed($PLAYER_ACTOR, 15, 2)wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // version00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 1500:INTROSCENESKIP0701: end_scene_skipfade 0 250wait 1000select_interior 00860: link_actor $PLAYER_ACTOR to_interior 0actor.PutAt($PLAYER_ACTOR, 426.899, 2536.6477, 16.5476)actor.Angle($PLAYER_ACTOR) = 269.3115wait 0model.Load(#WINDSOR)model.Load(#BIKERA)model.load(#MICRO_UZI)038B: load_requested_models:INTRO_52wait 21if andmodel.Available(#WINDSOR)model.Available(#BIKERA)model.Available(#MICRO_UZI)else_jump @INTRO_52actor.Health($PLAYER_ACTOR) = 25Player.CanMove($PLAYER_CHAR) = [email protected] = car.Create(#WINDSOR, 424.6194, 2529.2366, 16.0783)car.Angle([email protected]) = 99.3672marker.CreateAboveCar([email protected], [email protected])camera.Restore_WithJumpCut()02A3: enable_widescreen 0fade 1 100000BC: show_text_highpriority GXT '[email protected]/*  */' time 5000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 1000018A: [email protected] = create_checkpoint_at -654.431 2690.8442 72.375marker.SetColor([email protected], 4):INTRO_53wait 0ifactor.InCar($PLAYER_ACTOR, [email protected])else_jump @INTRO_53marker.Disable([email protected]):INTRO_54wait 10if0100:   actor $PLAYER_ACTOR in_sphere -654.431 2690.8442 72.375 radius 2.0 2.0 2.0 sphere 1 in_carelse_jump @INTRO_54marker.Disable([email protected])         :INTRO_5506C7: AS_actor $PLAYER_ACTOR driver_of_car [email protected] perform_action 6 timelimit 2000000fade 0 500wait 1000Player.CanMove($PLAYER_CHAR) = Falseactor.PutAt($PLAYER_ACTOR, -675.8706, 2695.2092, 71.1952)actor.angle($PLAYER_ACTOR) = [email protected] = actor.Create(MISSION1, #BIKERA, -682.9431, 2675.3591, 75.1536)camera.SetPosition(-668.186, 2686.5054, 74.1378, 0.0, 0.0, 0.0)camera.OnPed($PLAYER_ACTOR, 15, 2)05D6: clear_scmpatha05D7: add_point_to_scmpath -681.0874 2698.7783 70.409605D7: add_point_to_scmpath -681.27 2702.4641 70.0825actor.GiveWeaponAndAmmo([email protected], 26, 10)actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 26, 5)02A3: enable_widescreen 105D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0wait 50fade 1 500wait 3000camera.SetPosition(-688.4465, 2701.825, 69.1277, 0.0, 0.0, 0.0)Camera.OnPed($PLAYER_ACTOR, 15, 2)05D3: AS_actor [email protected] goto_point -682.8948 2699.1648 70.209 mode 6 time 6000 ms // versionAwait 50000687: clear_actor [email protected] task0687: clear_actor $PLAYER_ACTOR taskwait 2500635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR -1 ms00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300005C4: AS_actor $PLAYER_ACTOR hands_up -1 mswait 1000074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor [email protected] timelimit -2wait 20000635: AS_actor $PLAYER_ACTOR aim_at_actor [email protected] -1 mswait 8000812: AS_actor [email protected] perform_animation "EV_DIVE" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionfade 0 250wait 10000687: clear_actor $PLAYER_ACTOR task05E2: AS_actor [email protected] kill_actor [email protected] = marker.CreateAboveActor([email protected])marker.SetColor([email protected], 0)camera.Restore_WithJumpCut()02A3: enable_widescreen 0wait 20fade 1 1000Player.CanMove($PLAYER_CHAR) = Truewait 1000:INTRO_56wait 10ifactor.Dead([email protected])else_jump @INTRO_56marker.Disable([email protected])actor.StoreDeadActorPos([email protected], [email protected], [email protected], [email protected])[email protected] = pickup.Create(#BRIEFCASE, 15, [email protected], [email protected], [email protected]):INTRO_57wait 25ifpickup.Picked_up([email protected])else_jump @INTRO_57pickup.Destroy([email protected])00BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.018A: [email protected] = create_checkpoint_at 434.4991 2525.8918 16.7395wait 50:INTRO_60wait 25if0100:   actor $PLAYER_ACTOR in_sphere 434.4991 2525.8918 16.7395 radius 4.0 4.0 4.0 sphere 1 in_carelse_jump @INTRO_60fade 0 1000wait 2000camera.SetPosition(425.8369, 2530.0347, 18.2999, 0.0, 0.0, 0.0)camera.PointAt(420.0558, 2532.187, 16.933, 2)wait 2502A3: enable_widescreen 1actor.DestroyInstantly([email protected])actor.Create([email protected], MISSION8, #SPECIAL01, 0.0, 0.0, 0.0)wait 100actor.PutAt([email protected], 419.0246, 2534.1565, 16.5572)actor.Angle([email protected]) = 180.0wait 1000wait 150362: remove_actor $PLAYER_ACTOR from_car_and_place_at 419.0588 2527.7622 16.592actor.Angle($PLAYER_ACTOR) = 0.005D3: AS_actor $PLAYER_ACTOR goto_point 419.1297 2531.802 16.6012 mode 4 time 6000 ms // versionAwait 0fade 1 2000wait 2000fade 0 1000wait 2000camera.Restore()02A3: enable_widescreen 0fade 1 100:INTRO_181000318: set_latest_mission_passed 'INTRO_1'00BA: show_text_styled GXT "M_PASSED" time 1000 style 2  // Beefy BaronPlayer.ClearWantedLevel($PLAYER_CHAR)marker.Disable([email protected])0394: play_music 2$ONMISSION == 0$MISSIONS_PASSED += 1actor.DestroyInstantly([email protected])return:INTRO_18140 //if PLAYER_ACTOR wasted or busted00BA: text_styled 'M_FAIL' 5000 ms 100BC: show_text_highpriority GXT 'AMCFAIL1' time 5000 flag 1   // ~s~Come back between 9:00 and 17:00]$MISSIONS_PASSED == 0return:INTRO_1814500BA: text_styled 'M_FAIL' 5000 ms 100BC: show_text_highpriority GXT 'AMCFAIL1' time 5000 flag 1   // ~s~Come back between 9:00 and 17:00$MISSIONS_PASSED == 0return//============================================================================================================//=============================  MISSION 2 ===================================================================//============================================================================================================//Dev-Name: f*ck you dude, for not thinking im good enough :MIS2thread 'MIS2'gosub @MIS2_40ifwasted_or_bustedjf @MIS2_38gosub @MIS2_18145:MIS2_38$ONMISSION = 0mission_cleanupend_thread:MIS2_40increment_mission_attempts$ONMISSION = 1fade 0 100002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = False054C: use_GXT_table 'BCESAR2'wait 1000023C: load_special_actor 'TRUTH' as 1 // models 290-299model.Load(#AK47)model.Load(#SANCHEZ)model.Load(#BIKERA)model.Load(#BIKERB)model.Load(#BMYPIMP)model.Load(#MICRO_UZI)04ED: load_animation  "GANGS"04ED: load_animation  "BOMBER"038B: load_requested_models:MIS2_45wait 15if andmodel.Available(#AK47)model.Available(#BIKERA)model.Available(#BIKERB)model.Available(#BMYPIMP)model.Available(#MICRO_UZI)023D:   special_actor 1 loaded04EE:   animation "GANGS" loaded04EE:   animation "BOMBER" loadedelse_jump @MIS2_45:MIS2_455wait 0ifmodel.Available(#SANCHEZ)else_jump @[email protected] = actor.Create(MISSION8, #SPECIAL01, 397.5979, 2543.8606, 16.5442)actor.angle([email protected]) = 237.2409actor.PutAt($PLAYER_ACTOR, 391.8654, 2546.8306, 16.5428)actor.Angle($PLAYER_ACTOR) = 238.8494wait 0camera.SetPosition(393.6725, 2538.3281, 17.4553, 0.0, 0.0, 0.0)camera.PointAt(394.673, 2544.2312, 16.5435, 2)0812: AS_actor [email protected] perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionBwait 2500707: start_scene_skip_to @MIS2_SCENESKIP05D3: AS_actor $PLAYER_ACTOR goto_point 395.7048 2544.6331 16.5438 mode 4 time 99999 ms // versionAfade 1 1500wait 3575wait 5000812: AS_actor [email protected] perform_animation "BOM_PLANT_CROUCH_OUT" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionBwait 10500A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTORwait 9000812: AS_actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]/*  */' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 35000812: AS_actor [email protected] perform_animation "ENDCHAT_02" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]/*  */' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 350000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:0wait 30000812: AS_actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]/*  */' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 250000BC: show_text_highpriority GXT '[email protected]/*  */' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 250000BC: show_text_highpriority GXT '[email protected]/*  */' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 25000812: AS_actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]/*  */' time 2000 flag 1  // ~s~Come back between 9:00 and 17:0wait 25000812: AS_actor $PLAYER_ACTOR perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB00BC: show_text_highpriority GXT '[email protected]/*  */' time 3000 flag 1  // ~s~Come back between 9:00 and 17:0wait 350005D3: AS_actor $PLAYER_ACTOR goto_point 386.1776 2543.0637 16.5391 mode 4 time 3000000 ms // versionAwait 3500:MIS2_SCENESKIP0701: end_scene_skipfade 0 1000wait 1000actor.PutAt($PLAYER_ACTOR, 386.1776, 2543.0637, 16.5391)actor.Angle($PLAYER_ACTOR) = 70.0actor.DestroyInstantly([email protected])04EF: release_animation "BOMBER"wait [email protected] = car.Create(#SANCHEZ, 386.3983, 2544.2458, 16.5391)car.Angle([email protected]) = 74.8086wait 0marker.CreateAboveCar([email protected], [email protected])marker.SetColor([email protected], 4)0687: clear_actor $PLAYER_ACTOR taskwait 0player.CanMove($PLAYER_CHAR) = True02A3: enable_widescreen 0camera.Restore()fade 1 1000wait 1000:MIS2_66wait 15ifactor.InCar($PLAYER_ACTOR, [email protected])else_jump @MIS2_66marker.Disable([email protected])018A: [email protected] = create_checkpoint_at -711.86 972.0908 12.4marker.SetColor([email protected], 2):MIS2_86wait 25if0100:   actor $PLAYER_ACTOR in_sphere -711.86 972.0908 12.4 radius 4.0 4.0 4.0 sphere 1 in_carelse_jump @MIS2_86wait 690fade 0 1000wait 1000marker.Disable([email protected])actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 30 , 300)$TEMP_ENEM1 = actor.Create(GANG1, #BIKERA, -694.7586, 954.9787, 12.256)actor.Angle($TEMP_ENEM1) = 226.6213$TEMP_ENEM2 = actor.Create(GANG1, #BIKERB, -692.0514, 952.9001, 12.2137)actor.Angle($TEMP_ENEM2) = 31.321$TEMP_ENEM3 = actor.Create(GANG1, #BIKERA, -685.5447, 935.689, 13.6328)actor.Angle($TEMP_ENEM3) = 271.2195$TEMP_ENEM4 = actor.Create(GANG1, #BIKERB, -688.8178, 926.8177, 13.6293)actor.Angle($TEMP_ENEM4) = 226.6213$TEMP_ENEM5 = actor.Create(GANG1, #BMYPIMP, -700.9672, 921.2878, 12.357)actor.Angle($TEMP_ENEM5) = 226.62130812: AS_actor $TEMP_ENEM3 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB060A: create_decision_maker_type 2 store_to [email protected]: set_decision_maker [email protected] on_event 31 task 1000 respect 0.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1060B: set_actor $TEMP_ENEM1 decision_maker_to [email protected]: set_actor $TEMP_ENEM2 decision_maker_to [email protected]: set_actor $TEMP_ENEM3 decision_maker_to [email protected]: set_actor $TEMP_ENEM4 decision_maker_to [email protected]: set_actor $TEMP_ENEM5 decision_maker_to [email protected]($TEMP_ENEM1, 30 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM2, 28 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM3, 28 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM4, 28 , 100)actor.GiveWeaponAndAmmo($TEMP_ENEM5, 30 , 100)02A3: enable_widescreen 10362: remove_actor $PLAYER_ACTOR from_car_and_place_at -713.9263 968.3206 12.2638camera.SetPosition(-723.4546, 970.5355, 12.2749, 0.0, 0.0, 0.0)camera.OnPed($PLAYER_ACTOR, 15, 2)marker.CreateAboveActor([email protected], $TEMP_ENEM1)marker.CreateAboveActor([email protected], $TEMP_ENEM2)marker.CreateAboveActor([email protected], $TEMP_ENEM3)marker.CreateAboveActor([email protected], $TEMP_ENEM4)marker.CreateAboveActor([email protected], $TEMP_ENEM5)wait 0marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)marker.SetColor([email protected], 0)wait 0fade 1 1000wait 100005D3: AS_actor $PLAYER_ACTOR goto_point -708.3865 964.6874 12.4799 mode 6 time 5000 ms // versionAwait 1000camera.Restore()camera.SetBehindPlayer()02A3: enable_widescreen 005E2: AS_actor $TEMP_ENEM1 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM2 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM3 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM4 kill_actor $PLAYER_ACTOR05E2: AS_actor $TEMP_ENEM5 kill_actor $PLAYER_ACTOR:MIS2_89wait 10ifactor.Dead($TEMP_ENEM1)else_jump @MIS2_89marker.Disable([email protected]):MIS2_90wait 10ifactor.Dead($TEMP_ENEM2)else_jump @MIS2_90marker.Disable([email protected]):MIS2_91wait 10ifactor.Dead($TEMP_ENEM3)else_jump @MIS2_91marker.Disable([email protected]):MIS2_92wait 10ifactor.Dead($TEMP_ENEM4)else_jump @MIS2_92marker.Disable([email protected]):MIS2_93wait 0ifactor.Dead($TEMP_ENEM5)else_jump @MIS2_93marker.Disable([email protected])actor.StoreDeadActorPos($TEMP_ENEM5, [email protected], [email protected], [email protected])wait [email protected] = pickup.Create(#BRIEFCASE, 15, [email protected], [email protected], [email protected])wait 0:MIS2_94wait 0ifpickup.Picked_up([email protected])else_jump @MIS2_94pickup.Destroy([email protected])wait 250fade 0 1000wait 2000camera.SetPosition(425.8369, 2530.0347, 18.2999, 0.0, 0.0, 0.0)camera.PointAt(420.0558, 2532.187, 16.933, 2)wait 2502A3: enable_widescreen 1actor.Create([email protected], MISSION8, #SPECIAL01, 0.0, 0.0, 0.0)wait 100actor.PutAt([email protected], 419.0246, 2534.1565, 16.5572)actor.Angle([email protected]) = 180.0wait 1000wait 150362: remove_actor $PLAYER_ACTOR from_car_and_place_at 419.0588 2527.7622 16.592actor.Angle($PLAYER_ACTOR) = 0.005D3: AS_actor $PLAYER_ACTOR goto_point 419.1297 2531.802 16.6012 mode 4 time 6000 ms // versionAwait 0fade 1 2000wait 2000fade 0 1000wait 2000camera.Restore()02A3: enable_widescreen 0:MIS2_181000318: set_latest_mission_passed 'INTRO_2'Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 2$ONMISSION == 0$MISSIONS_PASSED += 1ACTOR.DestroyInstantly([email protected])return:MIS2_18140 //if PLAYER_ACTOR wasted or bustedreturn:MIS2_1814500BA: text_styled 'M_FAIL' 5000 ms 1return//============================================================================================================//=============================  MISSION 3 ===================================================================//============================================================================================================//Dev-Name: What is the point of this?:MIS3thread 'MIS3'gosub @MIS3_40ifwasted_or_bustedjf @MIS3_38gosub @MIS3_18145:MIS3_38$ONMISSION = 0mission_cleanupend_thread:MIS3_40increment_mission_attempts$ONMISSION = 1fade 0 100002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = False054C: use_GXT_table 'BCESAR4'wait 1000023C: load_special_actor 'TRUTH' as 1 // models 290-299:MIS3_41wait 0if023D:   special_actor 1 loadedelse_jump @[email protected] = actor.Create(MISSION8, #SPECIAL01, 382.7012, 2605.2837, 16.4844)actor.PutAt($PLAYER_ACTOR, 382.7982, 2603.5337, 16.4844)actor.angle($PLAYER_ACTOR) = 0.0actor.angle([email protected]) = 180.0camera.SetPosition(385.593, 2603.3201, 16.9886, 0.0, 0.0, 0.0)camera.OnPed([email protected], 15, 2)wait 0fade 1 10000707: start_scene_skip_to @MIS3SCENESKIPwait 100000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.0605: actor [email protected] perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1wait 267500BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.0605: actor [email protected] perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 10000605: actor [email protected] perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -100BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT '[email protected]/*  */' time 2500 flag 1  // ~s~Come back between 9:00 and 17:00.wait 300000BC: show_text_highpriority GXT 'JOKE1' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 100000BC: show_text_highpriority GXT 'JOKE2' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.wait 100000BC: show_text_highpriority GXT 'JOKEEND' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.:MIS3SCENESKIPfade 1 10000701: end_scene_skipcamera.Restore_WithJumpCut()02A3: enable_widescreen 0wait 1000:MIS3_18100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1$MISSIONS_PASSED += 1actor.DestroyInstantly([email protected])return:MIS3_18140 //if PLAYER_ACTOR wasted or bustedreturn:MIS3_1814500BA: text_styled 'M_FAIL' 5000 ms 1return//============================================================================================================//=============================  MISSION 4 ===================================================================//============================================================================================================//Dev-Name: Took me too long to make.:MIS4thread 'MIS4'gosub @MIS4_40ifwasted_or_bustedjf @MIS4_38gosub @MIS4_18145:MIS4_38$ONMISSION = 0mission_cleanupend_thread:MIS4_40increment_mission_attempts$ONMISSION = 1fade 0 100002A3: enable_widescreen 1Player.CanMove($PLAYER_CHAR) = False054C: use_GXT_table 'BCESAR4'wait 1000camera.SetBehindPlayer()wait 1000812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'BCE4W00' // s$04AE: $ACTOR_SPEECH_WAV_FILE = 7020 // = constantcreate_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 :MIS4_181000318: set_latest_mission_passed 'MIS4'01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 10998: add_respect 3Player.Money($PLAYER_CHAR) += 100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1$MISSIONS_PASSED += 1return:MIS4_18140 //if PLAYER_ACTOR wasted or busted00BA: text_styled 'M_FAIL' 5000 ms 1return:MIS4_1814500BA: text_styled 'M_FAIL' 5000 ms 1return//-------------External script 0 (PLAYER_PARACHUTE)---------------:PLCHUTE03A4: name_thread 'PLCHUTE'0247: load_model #GUN_PARA:PLCHUTE_1600D6: if8248:   not model #GUN_PARA available004D: jump_if_false @PLCHUTE_430001: wait 0 ms0002: jump @PLCHUTE_16:PLCHUTE_4300D6: if8118:   not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTE_59:PLCHUTE_590004: $1498 = 00004: $FreeFall_Stage = 00004: $Parachute_Creation_Stage = 000D6: if0038:   $1498 == 999004D: jump_if_false @PLCHUTE_1180213: $Pickup_Parachute = create_pickup #GUN_PARA type 3 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord:PLCHUTE_1180001: wait 0 ms00D6: if8118:   not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTE_545100D6: if8800:   not in_two_players_mode004D: jump_if_false @PLCHUTE_545100D6: if8038:   not  $FreeFall_Stage == 0004D: jump_if_false @PLCHUTE_1760992: set_player $PLAYER_CHAR weapons_scrollable 0:PLCHUTE_17600D6: if0018:   $Parachute_Creation_Stage > 0004D: jump_if_false @PLCHUTE_21900D6: if8491:   not actor $PLAYER_ACTOR has_weapon 46004D: jump_if_false @PLCHUTE_2190050: gosub @PLCHUTE_5516:PLCHUTE_21900D6: if0038:   $Parachute_Creation_Stage == 0004D: jump_if_false @PLCHUTE_27300D6: if0491:   actor $PLAYER_ACTOR has_weapon 46004D: jump_if_false @PLCHUTE_2730247: load_model #PARACHUTE0004: $Parachute_Creation_Stage = 10004: $1498 = 0:PLCHUTE_27300D6: if0038:   $Parachute_Creation_Stage == 1004D: jump_if_false @PLCHUTE_37400D6: if0248:   model #PARACHUTE available004D: jump_if_false @PLCHUTE_3740107: [email protected] = create_object #PARACHUTE at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.00750: set_object [email protected] visibility 00004: $Parachute_Creation_Stage = 2:PLCHUTE_37400D6: if and0038:   $Parachute_Creation_Stage == 20038:   $FreeFall_Stage == 1004D: jump_if_false @PLCHUTE_4060004: $Parachute_Creation_Stage = 3:PLCHUTE_40600D6: if and0038:   $FreeFall_Stage == 00018:   $Parachute_Creation_Stage > 0004D: jump_if_false @PLCHUTE_56200D6: if0818:   actor $PLAYER_ACTOR in_air004D: jump_if_false @PLCHUTE_562083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $150900D6: if0022:   -10.0 > $1509004D: jump_if_false @PLCHUTE_5620819: [email protected] = actor $PLAYER_ACTOR distance_from_ground00D6: if0021:   [email protected] > 20.0004D: jump_if_false @PLCHUTE_562097A: play_audio_at -1000.0 -1000.0 -1000.0 event 10370004: $FreeFall_Stage = 101B9: set_actor $PLAYER_ACTOR armed_weapon_to 460006: [email protected] = 00005: $8268 = 0.0:PLCHUTE_56200D6: if0038:   $FreeFall_Stage == 1004D: jump_if_false @PLCHUTE_238300D6: if0039:   [email protected] == 0004D: jump_if_false @PLCHUTE_6050006: [email protected] = 2:PLCHUTE_60500D6: if0039:   [email protected] == 2004D: jump_if_false @PLCHUTE_726062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found00D6: if04A4:   [email protected] == 7 // @ == any004D: jump_if_false @PLCHUTE_7260812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB04ED: load_animation "PARACHUTE"0006: [email protected] = 10172: [email protected] = actor $PLAYER_ACTOR Z_angle0006: [email protected] = 3:PLCHUTE_72600D6: if0039:   [email protected] == 3004D: jump_if_false @PLCHUTE_2383062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found00D6: if04A4:   [email protected] == 7 // @ == any004D: jump_if_false @PLCHUTE_8120812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB:PLCHUTE_8120819: [email protected] = actor $PLAYER_ACTOR distance_from_ground00D6: if and0023:   100.0 > [email protected]:   [email protected] > 60.0004D: jump_if_false @PLCHUTE_90900D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_90900D6: if0038:   $ONMISSION == 0004D: jump_if_false @PLCHUTE_90900BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~OTKPƒTˆ BA ’APA‘T!:PLCHUTE_9090494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected]: if0038:   $1511 == 1004D: jump_if_false @PLCHUTE_9570006: [email protected] = 00006: [email protected] = 0:PLCHUTE_9570093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)0087: [email protected] = [email protected] // (float)0017: [email protected] /= 5.00063: [email protected] -= [email protected] // (float)00D6: if0021:   [email protected] > 180.0004D: jump_if_false @PLCHUTE_1058000F: [email protected] -= 360.0:PLCHUTE_105800D6: if0023:   -180.0 > [email protected]: jump_if_false @PLCHUTE_1089000B: [email protected] += 360.0:PLCHUTE_10890093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $150900D6: if0024:   $1504 > $1509 // (float)004D: jump_if_false @PLCHUTE_11740086: $1509 = $1504 // (float):PLCHUTE_117400D6: if0024:   $8268 > $1509 // (float)004D: jump_if_false @PLCHUTE_12010086: $8268 = $1509 // (float):PLCHUTE_120100D6: if0024:   $1504 > $8268 // (float)004D: jump_if_false @PLCHUTE_12280086: $8268 = $1504 // (float):PLCHUTE_122800D6: if and0024:   $1509 > $8268 // (float)8038:   not  $1902 == 1004D: jump_if_false @PLCHUTE_140400D6: if84AD:   not actor $PLAYER_ACTOR in_water004D: jump_if_false @PLCHUTE_135800D6: if0022:   -20.0 > $8268004D: jump_if_false @PLCHUTE_13050004: $FreeFall_Stage = 20002: jump @PLCHUTE_1351:PLCHUTE_13050812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB0004: $FreeFall_Stage = 7:PLCHUTE_13510002: jump @PLCHUTE_1404:PLCHUTE_13580812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB0004: $FreeFall_Stage = 7:PLCHUTE_14040087: [email protected] = [email protected] // (float)0017: [email protected] /= 30.0006F: [email protected] *= $1505 // (float)02F6: $1507 = cosine 1@ // (float)02F7: $1508 = sine [email protected] // (float)006D: $1507 *= [email protected] // (float)006D: $1508 *= [email protected] // (float)0011: $1508 *= -1.00059: $1508 += $1506 // (float)0087: [email protected] = [email protected] // (float)0065: [email protected] -= $1507 // (float)0013: [email protected] *= 0.010088: $1507 = [email protected] // (float)0067: $1507 -= [email protected] // (float)0087: [email protected] = [email protected] // (float)0065: [email protected] -= $1508 // (float)0013: [email protected] *= 0.010088: $1508 = [email protected] // (float)0067: $1508 -= [email protected] // (float)0085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0095: make [email protected] absolute_integer0095: make [email protected] absolute_integer00D6: if or0019:   [email protected] > 400019:   [email protected] > 40004D: jump_if_false @PLCHUTE_210600D6: if001D:   [email protected] > [email protected] // (int)004D: jump_if_false @PLCHUTE_186900D6: if0029:   [email protected] >= 0004D: jump_if_false @PLCHUTE_174800D6: if8039:   not  [email protected] == 2004D: jump_if_false @PLCHUTE_174800D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_17410812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTE_17410006: [email protected] = 2:PLCHUTE_174800D6: if001B:   0 > [email protected]: jump_if_false @PLCHUTE_186200D6: if8039:   not  [email protected] == 3004D: jump_if_false @PLCHUTE_186200D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_18550812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTE_18550006: [email protected] = 3:PLCHUTE_18620002: jump @PLCHUTE_2099:PLCHUTE_186900D6: if0029:   [email protected] >= 0004D: jump_if_false @PLCHUTE_198100D6: if8039:   not  [email protected] == 4004D: jump_if_false @PLCHUTE_198100D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_19740812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTE_19740006: [email protected] = 4:PLCHUTE_198100D6: if001B:   0 > [email protected]: jump_if_false @PLCHUTE_209900D6: if8039:   not  [email protected] == 5004D: jump_if_false @PLCHUTE_209900D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_20920812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB:PLCHUTE_20920006: [email protected] = 5:PLCHUTE_20990002: jump @PLCHUTE_2200:PLCHUTE_210600D6: if8039:   not  [email protected] == 1004D: jump_if_false @PLCHUTE_220000D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_22000812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB0006: [email protected] = 1:PLCHUTE_220000D6: if or00E1:   player 0 pressed_key 170038:   $1512 == 1004D: jump_if_false @PLCHUTE_238300D6: if8038:   not  $1902 == 1004D: jump_if_false @PLCHUTE_238300D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_238300D6: if and0038:   $Parachute_Creation_Stage == 30038:   $1511 == 0004D: jump_if_false @PLCHUTE_23830812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038008A: $8270 = [email protected] // (int)0008: $8270 += 11000004: $FreeFall_Stage = 30006: [email protected] = 0:PLCHUTE_238300D6: if0038:   $FreeFall_Stage == 2004D: jump_if_false @PLCHUTE_250100D6: if04EE:   animation "PARACHUTE" loaded004D: jump_if_false @PLCHUTE_24890173: set_actor $PLAYER_ACTOR Z_angle_to [email protected]: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies09F1: play_audio_at_actor $PLAYER_ACTOR event 11890002: jump @PLCHUTE_2494:PLCHUTE_248905BE: AS_kill_actor $PLAYER_ACTOR:PLCHUTE_24940050: gosub @PLCHUTE_5516:PLCHUTE_250100D6: if0038:   $FreeFall_Stage == 3004D: jump_if_false @PLCHUTE_477700D6: if0018:   $8270 > 0004D: jump_if_false @PLCHUTE_258300D6: if001F:   [email protected] > $8270 // (int)004D: jump_if_false @PLCHUTE_2583097A: play_audio_at -1000.0 -1000.0 -1000.0 event 10390004: $8270 = 0:PLCHUTE_258300D6: if0039:   [email protected] == 0004D: jump_if_false @PLCHUTE_26860087: [email protected] = [email protected] // (float)0017: [email protected] /= 500.00087: [email protected] = [email protected] // (float)0017: [email protected] /= 500.00085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0087: [email protected] = [email protected] // (float)0013: [email protected] *= -1.00089: [email protected] = $1509 // (float)0006: [email protected] = 1:PLCHUTE_268600D6: if0039:   [email protected] == 1004D: jump_if_false @PLCHUTE_28530085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)00D6: if001B:   500 > [email protected]: jump_if_false @PLCHUTE_28260085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)0085: [email protected] = [email protected] // (int)0093: [email protected] = integer [email protected] to_float0087: [email protected] = [email protected] // (float)006B: [email protected] *= [email protected] // (float)0087: [email protected] = [email protected] // (float)006B: [email protected] *= [email protected] // (float)0063: [email protected] -= [email protected] // (float)0063: [email protected] -= [email protected] // (float)0002: jump @PLCHUTE_2853:PLCHUTE_28260007: [email protected] = 0.00007: [email protected] = 0.00006: [email protected] = 2:PLCHUTE_285300D6: if0039:   [email protected] == 2004D: jump_if_false @PLCHUTE_296100D6: if03CA:   object [email protected] exists004D: jump_if_false @PLCHUTE_29610750: set_object [email protected] visibility 108D2: object [email protected] scale_model 0.00085: [email protected] = [email protected] // (int)0001: wait 0 ms075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0006: [email protected] = 3:PLCHUTE_296100D6: if0039:   [email protected] == 3004D: jump_if_false @PLCHUTE_30640085: [email protected] = [email protected] // (int)0062: [email protected] -= [email protected] // (int)00D6: if001B:   500 > [email protected]: jump_if_false @PLCHUTE_30470093: [email protected] = integer [email protected] to_float0017: [email protected] /= 500.008D2: object [email protected] scale_model [email protected]: jump @PLCHUTE_3064:PLCHUTE_304708D2: object [email protected] scale_model 1.00006: [email protected] = 4:PLCHUTE_306400D6: if0039:   [email protected] == 5004D: jump_if_false @PLCHUTE_31320107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.00750: set_object [email protected] visibility 00392: make_object [email protected] moveable 104D9: object [email protected] set_scripted_collision_check 10006: [email protected] = 6:PLCHUTE_313200D6: if0039:   [email protected] == 6004D: jump_if_false @PLCHUTE_43500494: get_joystick 0 data_to [email protected] [email protected] [email protected] [email protected]: if0038:   $1511 == 1004D: jump_if_false @PLCHUTE_31980006: [email protected] = 00006: [email protected] = 0:PLCHUTE_31980093: [email protected] = integer [email protected] to_float0017: [email protected] /= 4.2670063: [email protected] -= [email protected] // (float)0017: [email protected] /= 20.0005B: [email protected] += [email protected] // (float)0087: [email protected] = [email protected] // (float)0017: [email protected] /= 15.00063: [email protected] -= [email protected] // (float)00D6: if0021:   [email protected] > 180.0004D: jump_if_false @PLCHUTE_3299000F: [email protected] -= 360.0:PLCHUTE_329900D6: if0023:   -180.0 > [email protected]: jump_if_false @PLCHUTE_3330000B: [email protected] += 360.0:PLCHUTE_333002F6: $1507 = cosine [email protected] // (float)02F7: $1508 = sine [email protected] // (float)0069: $1507 *= $1500 // (float)0069: $1508 *= $1500 // (float)0011: $1507 *= -1.00085: [email protected] = [email protected] // (int)0085: [email protected] = [email protected] // (int)0095: make [email protected] absolute_integer0095: make [email protected] absolute_integer00D6: if or0019:   [email protected] > 400019:   [email protected] > 40004D: jump_if_false @PLCHUTE_406200D6: if001D:   [email protected] > [email protected] // (int)004D: jump_if_false @PLCHUTE_37370089: [email protected] = $1501 // (float)0065: [email protected] -= $1509 // (float)0017: [email protected] /= 20.0005F: $1509 += [email protected] // (float)00D6: if0029:   [email protected] >= 0004D: jump_if_false @PLCHUTE_360300D6: if8039:   not  [email protected] == 2004D: jump_if_false @PLCHUTE_36030812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 2:PLCHUTE_360300D6: if001B:   0 > [email protected]: jump_if_false @PLCHUTE_373000D6: if8039:   not  [email protected] == 3004D: jump_if_false @PLCHUTE_37300812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 3:PLCHUTE_37300002: jump @PLCHUTE_4055:PLCHUTE_373700D6: if0029:   [email protected] >= 0004D: jump_if_false @PLCHUTE_38960089: [email protected] = $1503 // (float)0065: [email protected] -= $1509 // (float)0017: [email protected] /= 20.0005F: $1509 += [email protected] // (float)00D6: if8039:   not  [email protected] == 4004D: jump_if_false @PLCHUTE_38960812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 4:PLCHUTE_389600D6: if001B:   0 > [email protected]: jump_if_false @PLCHUTE_40550089: [email protected] = $1501 // (float)0065: [email protected] -= $1509 // (float)0017: [email protected] /= 20.0005F: $1509 += 21@ // (float)00D6: if8039:   not  [email protected] == 5004D: jump_if_false @PLCHUTE_40550812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 5:PLCHUTE_40550002: jump @PLCHUTE_4221:PLCHUTE_40620089: [email protected] = $1501 // (float)0065: [email protected] -= $1509 // (float)0017: [email protected] /= 20.0005F: $1509 += [email protected] // (float)00D6: if8039:   not  [email protected] == 5004D: jump_if_false @PLCHUTE_422100D6: if8039:   not  [email protected] == 1004D: jump_if_false @PLCHUTE_42210812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 1:PLCHUTE_422101BB: store_object [email protected] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_30815: put_object [email protected] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation00D6: if04DA:   has_object [email protected] collided004D: jump_if_false @PLCHUTE_4314075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET0006: [email protected] = 7:PLCHUTE_431400D6: if00E1:   player 0 pressed_key 15004D: jump_if_false @PLCHUTE_43500792: disembark_instantly_actor $PLAYER_ACTOR0004: $FreeFall_Stage = 60004: $1498 = 3:PLCHUTE_435000D6: if03CA:   object [email protected] exists004D: jump_if_false @PLCHUTE_458900D6: if0837:   object [email protected] animation == "PARA_OPEN_O"004D: jump_if_false @PLCHUTE_45890839: get_object [email protected] animation "PARA_OPEN_O" progress_to [email protected]: [email protected] = [email protected] // (float)0065: [email protected] -= $1501 // (float)0087: [email protected] = [email protected] // (float)006B: [email protected] *= [email protected] // (float)0088: $1509 = [email protected] // (float)0067: $1509 -= [email protected] // (float)0087: [email protected] = [email protected] // (float)0065: [email protected] -= $1500 // (float)0087: [email protected] = [email protected] // (float)006B: [email protected] *= [email protected] // (float)0087: [email protected] = [email protected] // (float)0063: [email protected] -= [email protected] // (float)02F6: $1507 = cosine [email protected] // (float)02F7: $1508 = sine [email protected] // (float)006D: $1507 *= [email protected] // (float)006D: $1508 *= [email protected] // (float)0011: $1507 *= -1.000D6: if and0043:   [email protected] == 1.00039:   [email protected] == 4004D: jump_if_false @PLCHUTE_45890006: [email protected] = 5:PLCHUTE_458900D6: if8118:   not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTE_477700D6: if04AD:   actor $PLAYER_ACTOR in_water004D: jump_if_false @PLCHUTE_47280812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0004: $FreeFall_Stage = 50006: [email protected] = 0:PLCHUTE_4728083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected]: if0021:   [email protected] > -0.1004D: jump_if_false @PLCHUTE_47770004: $FreeFall_Stage = 40006: [email protected] = 0:PLCHUTE_477700D6: if0038:   $FreeFall_Stage == 4004D: jump_if_false @PLCHUTE_526700D6: if0039:   [email protected] == 0004D: jump_if_false @PLCHUTE_51640004: $1498 = 100A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord000D: $tempvar_Z_coord -= 0.0700A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air00D6: if0022:   -10.0 > $1509004D: jump_if_false @PLCHUTE_49180004: $FreeFall_Stage = 20006: [email protected] = 00002: jump @PLCHUTE_5088:PLCHUTE_491800D6: if0022:   -4.0 > $1509004D: jump_if_false @PLCHUTE_50430615: define_AS_pack_begin [email protected]: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB0616: define_AS_pack_end [email protected]: assign_actor $PLAYER_ACTOR to_AS_pack [email protected]: remove_references_to_AS_pack [email protected]: jump @PLCHUTE_5081:PLCHUTE_50430812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB:PLCHUTE_50810006: [email protected] = 1:PLCHUTE_5088075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 00085: [email protected] = [email protected] // (int)000A: [email protected] += 1000:PLCHUTE_516400D6: if0039:   [email protected] == 1004D: jump_if_false @PLCHUTE_526700D6: if0837:   object [email protected] animation == "PARA_LAND_O"004D: jump_if_false @PLCHUTE_52670839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected]: if0043:   [email protected] == 1.0004D: jump_if_false @PLCHUTE_52670004: $1498 = 20050: gosub @PLCHUTE_5516:PLCHUTE_526700D6: if0038:   $FreeFall_Stage == 5004D: jump_if_false @PLCHUTE_53240004: $1498 = 100D6: if0039:   [email protected] == 0004D: jump_if_false @PLCHUTE_53240004: $1498 = 20050: gosub @PLCHUTE_5516:PLCHUTE_532400D6: if and0018:   $FreeFall_Stage > 0001A:   4 > $FreeFall_Stage004D: jump_if_false @PLCHUTE_540100D6: if8118:   not actor $PLAYER_ACTOR dead004D: jump_if_false @PLCHUTE_5401083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $15090173: set_actor $PLAYER_ACTOR Z_angle_to [email protected]: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air:PLCHUTE_540100D6: if0038:   $FreeFall_Stage == 6004D: jump_if_false @PLCHUTE_54260050: gosub @PLCHUTE_5516:PLCHUTE_542600D6: if0038:   $FreeFall_Stage == 7004D: jump_if_false @PLCHUTE_54510050: gosub @PLCHUTE_5458:PLCHUTE_54510002: jump @PLCHUTE_118:PLCHUTE_54580004: $FreeFall_Stage = 00006: [email protected] = 00249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air0992: set_player $PLAYER_CHAR weapons_scrollable 10051: return:PLCHUTE_55160682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 009A2: destroy_object_with_fade [email protected]: destroy_object [email protected]: remove_weapon 46 from_actor $PLAYER_ACTOR0004: $FreeFall_Stage = 00004: $Parachute_Creation_Stage = 00006: [email protected] = 00249: release_model #PARACHUTE04EF: release_animation "PARACHUTE"0249: release_model #GUN_PARA083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air0992: set_player $PLAYER_CHAR weapons_scrollable 1004E: end_thread

 

 

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