deltaCJ Posted August 28, 2016 Share Posted August 28, 2016 (edited) What is going on guys? Doing good? Good. Looking on how to make a nice mission where you chase some dude through a city like the mission OG Loc? Well now I will simplify EVERY part of the mission for you. I made a nice mission for my mod GTA Ghosttown like the OG Loc using Seeman's CARREC script (Link is more down...) Things I used: -Sanny Builder 3 -Seemans CARREC Script _____________________________________________________________________________________________ So i made a nice script (You'll need to download my Carrec.img though) and It's buggy yeah, but you can play with it, and make it spawn your own models. In order to understand this script you must be at least be able to understand: -Simple IF scripts.... -Simple else_jump scripts -Loading Car Paths -Making Car Paths _____________________________________________________________________________________________ So I made a basic Mission script first. With the go sub and stuff and I went ahead and made a crappy cutscene to start it off. After that I made the "OG Loc" on the bike, and set his temper to 90 (u mad br0?) I gave the actor permission to do drive by's and then gave them a path to follow when the cutscene ends. _____________________________________________________________________________________________ HOW TO FAIL: -Fall off the bike. -Let them get to their house _____________________________________________________________________________________________ HOW TO WIN: -Kill the person IN THE BACK (Killing the driver won't work for some reason...) _____________________________________________________________________________________________ SCRIPT: In order for this to work, you either do: create_thread @MIS4 or Put it in the missions DEFINE MISSION 0 AT @MIS4 _____________________________________________________________________________________________ :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($PLAYER_CHAR) = False054C: use_GXT_table 'BCRASH1'wait 1000wait 50actor.PutAt($PLAYER_ACTOR,-296.9961, 1545.0131, 75.5625)actor.Angle($PLAYER_ACTOR) = 46.296904EB: AS_actor $PLAYER_ACTOR crouch 1model.Load(#WMOSCI)model.Load(#BMYPIMP)model.Load(#MICRO_UZI)model.Load(#WMYBAR)model.Load(#FCR900)038B: load_requested_models :MIS4_404wait 0 if andmodel.Available(#WMOSCI)model.Available(#BMYPIMP)model.Available(#MICRO_UZI)model.Available(#WMYBAR)model.Available(#FCR900)else_jump @MIS4_40400BE: [email protected] = car.Create(#FCR900, -327.4951, 1507.6595, 75.5988)[email protected] = actor.CreateAsDriver(MISSION2, #WMOSCI, [email protected])[email protected] = actor.Create(MISSION2, #BMYPIMP, -310.0453, 1559.2704, 75.3594)actor.Angle([email protected]) = [email protected] = car.Create(#FCR900, -290.5392, 1568.5543, 75.3594)car.Angle([email protected]) = 70.1042$PARTNER = actor.CreateAsPassenger(MISSION8, #WMYBAR, [email protected], 0)actor.GiveWeaponAndAmmo($PARTNER, 28, 1000)actor.weaponaccuracy($PARTNER) = 85$PLAYER_CAR = car.Create(#FCR900, -293.5732, 1566.3785, 75.3993)car.Angle($PLAYER_CAR) = 59.5183camera.SetPosition(-284.465, 1545.5874, 75.3594, 0.0, 0.0, 0.0)camera.OnPed($PLAYER_ACTOR, 15, 2)wait 100fade 1 100007C0: load_path 207C0: load_path 3wait 1000:MIS4_405wait 0if and07C1: path 2 available07C1: path 3 availableelse_jump @MIS4_40505EB: assign_car [email protected] to_path 3camera.OnVehicle([email protected], 15, 2):MIS4_406wait 0if00EE: actor [email protected] sphere 0 near_point -307.6805 1559.8451 radius 2.0 2.0 in_carelse_jump @MIS4_40605CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 time 10000:MIS4_407wait 0if00DB: actor [email protected] in_car [email protected]_jump @MIS4_407fade 1 100005EB: assign_car [email protected] to_path 2Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)camera.Restore_WithJumpCut()02A3: enable_widescreen 0036A: put_actor $PLAYER_ACTOR in_car [email protected]($PARTNER, 28, 99999)01B9: set_actor $PARTNER armed_weapon_to 28wait 1000marker.CreateAboveActor([email protected], [email protected])actor.Health([email protected]) = 275actor.Health([email protected]) = 275000Player.CanMove($PLAYER_CHAR) = True07DD: set_actor $PARTNER attack_rate 90 // previously known as temper_to0615: define_AS_pack_begin [email protected] 0713: actor -1 driveby_actor [email protected] car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 0616: define_AS_pack_end [email protected]: assign_actor $PARTNER to_AS_pack [email protected]:MIS4_408wait 0ifactor.Dead([email protected])else_jump @MIS4_409marker.Disable([email protected])fade 0 1000wait 1000actor.DestroyInstantly($PARTNER)actor.DestroyWithFade([email protected])actor.DestroyInstantly([email protected])car.Destroy([email protected])fade 1 1000wait 1000jump @MIS4_18100:MIS4_409wait 0if ornot actor.InCar($PARTNER, [email protected])actor.Dead($PARTNER)actor.Dead($PLAYER_ACTOR)00EE: actor [email protected] sphere 0 near_point -754.3109 2689.524 radius 15.0 15.0 in_car00EE: actor [email protected] sphere 0 near_point -754.3109 2689.524 radius 15.0 15.0 in_carelse_jump @MIS4_408jump @MIS4_18145:MIS4_181000318: set_latest_mission_passed 'MIS4'01E3: show_text_1number_styled GXT 'M_PASSR' number 200 time 5000 style 10998: add_respect 3Player.Money($PLAYER_CHAR) += 100Player.ClearWantedLevel($PLAYER_CHAR)0394: play_music 1$MISSIONS_PASSED += 1return:MIS4_18140 //if PLAYER_ACTOR wasted or busted01E3: show_text_1number_styled GXT 'M_PASSR' number 0 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT +return:MIS4_1814500BA: text_styled 'M_FAIL' 5000 ms 1return _____________________________________________________________________________________________ Downloads: Carrec: https://www.sendspace.com/file/efo4m9 http://cleo.sannybuilder.com/scripts/carrec.rar Edited August 30, 2016 by deltaCJ Link to comment Share on other sites More sharing options...
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