deltaCJ Posted February 25, 2019 Share Posted February 25, 2019 (edited) So now, that I was able to make it work, now I made it that if you blow up all the trucks the missions fails, but now the mission fails if I only have 2 trucks blown up. But I made sure the script was checking more than 2 trucks were destroyed not only 2 (I used $TRUCKS_WRECKED > 2 instead of $TRUCKS_WRECKED == 2) But it for some reason still continues? Help? DEFINE OBJECTS 174 DEFINE OBJECT SANNY BUILDER 3.2.2 DEFINE OBJECT LINE // Object number -1 DEFINE OBJECT BONUS // Object number -2 DEFINE OBJECT PLAYERSDOOR // Object number -3 DEFINE OBJECT FAKETARGET // Object number -4 DEFINE OBJECT MISTYDOOR // Object number -5 DEFINE OBJECT LAUNDRTDOOR1 // Object number -6 DEFINE OBJECT JOEY_DOOR1 // Object number -7 DEFINE OBJECT JOEY_DOOR2 // Object number -8 DEFINE OBJECT ELECTRICGATE // Object number -9 DEFINE OBJECT DOGFOODOOR01 // Object number -10 DEFINE OBJECT BANKJOBDOOR // Object number -11 DEFINE OBJECT CHNABANKDOOR // Object number -12 DEFINE OBJECT BACKDOOR // Object number -13 DEFINE OBJECT FUZBALLDOOR // Object number -14 DEFINE OBJECT PLYSAV_LFTDR_LFT // Object number -15 DEFINE OBJECT PLYSAV_LFTDR_RGHT // Object number -16 DEFINE OBJECT NEWTOWERDOOR1 // Object number -17 DEFINE OBJECT COLUMBIANGATE // Object number -18 DEFINE OBJECT AIRPORTDOOR1 // Object number -19 DEFINE OBJECT AIRPORTDOOR2 // Object number -20 DEFINE OBJECT SUBWAYGATE // Object number -21 DEFINE OBJECT TUNNELENTRANCE // Object number -22 DEFINE OBJECT HELIX_BARRIER // Object number -23 DEFINE OBJECT FIXED_INSIDE // Object number -24 DEFINE OBJECT FIXED_OUTSIDE // Object number -25 DEFINE OBJECT INDHELIX_BARRIER // Object number -26 DEFINE OBJECT LOD_LAND014 // Object number -27 DEFINE OBJECT HEALTH // Object number -28 DEFINE OBJECT BODYARMOUR // Object number -29 DEFINE OBJECT ADRENALINE // Object number -30 DEFINE OBJECT BRIBE // Object number -31 DEFINE OBJECT INFO // Object number -32 DEFINE OBJECT KILLFRENZY // Object number -33 DEFINE OBJECT BRIDGEFUKA // Object number -34 DEFINE OBJECT BRIDGEFUKB // Object number -35 DEFINE OBJECT TRAFFICLIGHT1 // Object number -36 DEFINE OBJECT RD_SRROAD2A50 // Object number -37 DEFINE OBJECT RD_SRROAD2A20 // Object number -38 DEFINE OBJECT RD_SRROAD2A10 // Object number -39 DEFINE OBJECT RD_CROSSRDA1RW22 // Object number -40 DEFINE OBJECT RD_CROSSROADSA24 // Object number -41 DEFINE OBJECT COM_CUST_ROADS25 // Object number -42 DEFINE OBJECT VEG_TREE3 // Object number -43 DEFINE OBJECT DOUBLESTREETLGHT1 // Object number -44 DEFINE OBJECT VEG_TREEA3 // Object number -45 DEFINE OBJECT VEG_TREENEW17 // Object number -46 DEFINE OBJECT STREETLAMP1 // Object number -47 DEFINE OBJECT BOLLARDLIGHT // Object number -48 DEFINE OBJECT KB_SCRAP_5 // Object number -49 DEFINE OBJECT POLICETENKB1 // Object number -50 DEFINE OBJECT SCRAPERKB3_NIT // Object number -51 DEFINE OBJECT CHUNK5LAND // Object number -52 DEFINE OBJECT POLICEALLY // Object number -53 DEFINE OBJECT POLICE_COM // Object number -54 DEFINE OBJECT RD_CROSSRDA1W22 // Object number -55 DEFINE OBJECT TREEPATCHKB7 // Object number -56 DEFINE OBJECT ROADPLANTERKB3 // Object number -57 DEFINE OBJECT ROADPLANTERKB1 // Object number -58 DEFINE OBJECT RD_ROAD3A50 // Object number -59 DEFINE OBJECT AMCO_FLOOR // Object number -60 DEFINE OBJECT RD_ROAD2A20 // Object number -61 DEFINE OBJECT BROADWAYBUILD2 // Object number -62 DEFINE OBJECT BROADWAYBUILD // Object number -63 DEFINE OBJECT AREA5BUILD2 // Object number -64 DEFINE OBJECT COMSWCENTRALBLD7 // Object number -65 DEFINE OBJECT PAPERMACHN01 // Object number -66 DEFINE OBJECT COMSWCENTRALBLD6 // Object number -67 DEFINE OBJECT COM_21WAY5 // Object number -68 DEFINE OBJECT COM_21WAY50 // Object number -69 DEFINE OBJECT COM_21WAY10 // Object number -70 DEFINE OBJECT CM1WAYCROSSCOM // Object number -71 DEFINE OBJECT COM_21WAY20 // Object number -72 DEFINE OBJECT [email protected]_CAFE // Object number -73 DEFINE OBJECT VEG_BUSH14 // Object number -74 DEFINE OBJECT TREEPATCHTTWRS // Object number -75 DEFINE OBJECT FLATIRON1 // Object number -76 DEFINE OBJECT BLOCK4_GROUND01 // Object number -77 DEFINE OBJECT PLANTER_SHORT // Object number -78 DEFINE OBJECT COM_RVROADS52 // Object number -79 DEFINE OBJECT ROAD_BROADWAY04 // Object number -80 DEFINE OBJECT COM_ROADSRV // Object number -81 DEFINE OBJECT RD_ROAD1A20 // Object number -82 DEFINE OBJECT RD_CROSSROADS11 // Object number -83 DEFINE OBJECT OFIS_BILDKB_4 // Object number -84 DEFINE OBJECT RD_ROAD1A10 // Object number -85 DEFINE OBJECT COM_ROADKB23 // Object number -86 DEFINE OBJECT COM_CUST_ROADS57 // Object number -87 DEFINE OBJECT COM_ROADKB22 // Object number -88 DEFINE OBJECT KB_UNDERPASS // Object number -89 DEFINE OBJECT MUSEUM // Object number -90 DEFINE OBJECT NBCOM_ROADKB01 // Object number -91 DEFINE OBJECT BVBRIDGSPPRT01 // Object number -92 DEFINE OBJECT FLATIRON1B // Object number -93 DEFINE OBJECT NBBRIDGCABLS01 // Object number -94 DEFINE OBJECT NBBRIDGERDB // Object number -95 DEFINE OBJECT NBBRIDGERDA // Object number -96 DEFINE OBJECT OVERPASS_COMSE // Object number -97 DEFINE OBJECT COM_LANDNEW221B // Object number -98 DEFINE OBJECT COM_LANDNEW221 // Object number -99 DEFINE OBJECT LODTIRON1B // Object number -100 DEFINE OBJECT KB_OFIS1 // Object number -101 DEFINE OBJECT COMTREEPATCHPRK // Object number -102 DEFINE OBJECT HOTEL2 // Object number -103 DEFINE OBJECT UNDERGROUND_OVER7 // Object number -104 DEFINE OBJECT RD_ROAD1A50 // Object number -105 DEFINE OBJECT KBPLANTER4 // Object number -106 DEFINE OBJECT BLOCK4_SCRAPERL0 // Object number -107 DEFINE OBJECT COM_ROADKB12 // Object number -108 DEFINE OBJECT PLANTERBTM_1 // Object number -109 DEFINE OBJECT LODRIDGSPPRT01 // Object number -110 DEFINE OBJECT LODOM_ROADKB01 // Object number -111 DEFINE OBJECT LODRIDGERDA // Object number -112 DEFINE OBJECT LODRIDGERDB // Object number -113 DEFINE OBJECT LODRIDGCABLS01 // Object number -114 DEFINE OBJECT IND_CUSTOMROAD003 // Object number -115 DEFINE OBJECT KMRICNDO01 // Object number -116 DEFINE OBJECT KMRICNDO02 // Object number -117 DEFINE OBJECT COM_DOCKSAA // Object number -118 DEFINE OBJECT COM_PIER3 // Object number -119 DEFINE OBJECT GRD_OVERPASS19KB // Object number -120 DEFINE OBJECT GRD_OVERPASS19BKB // Object number -121 DEFINE OBJECT COM_DOCKSB // Object number -122 DEFINE OBJECT NEWDOCKBUILDING2 // Object number -123 DEFINE OBJECT NEWDOCKBUILDING // Object number -124 DEFINE OBJECT NBBRIDGFK2 // Object number -125 DEFINE OBJECT DAMGBRIDGERDB // Object number -126 DEFINE OBJECT DAMGBBRIDGERDA // Object number -127 DEFINE OBJECT LODRIDGFK2 // Object number -128 DEFINE OBJECT LODGBRIDGERDB // Object number -129 DEFINE OBJECT LODGBBRIDGERDA // Object number -130 DEFINE OBJECT INDHIBUILD3 // Object number -131 DEFINE OBJECT LUIGICLUBOUT // Object number -132 DEFINE OBJECT LUIGIINEERCLUB // Object number -133 DEFINE OBJECT JOGARAGEEXT // Object number -134 DEFINE OBJECT JOGARAGEINT // Object number -135 DEFINE OBJECT NOODLESBOX // Object number -136 DEFINE OBJECT IND_NEWRIZZOS // Object number -137 DEFINE OBJECT BRIEFCASE // Object number -138 DEFINE OBJECT SALVSDETAIL // Object number -139 DEFINE OBJECT SWANK_INSIDE // Object number -140 DEFINE OBJECT FRANKSCLB02 // Object number -141 DEFINE OBJECT FSHFCTRY_DSTRYD // Object number -142 DEFINE OBJECT FISH01 // Object number -143 DEFINE OBJECT FISHFCTORY // Object number -144 DEFINE OBJECT IND_LAND089C // Object number -145 DEFINE OBJECT MAK_SEMTECH // Object number -146 DEFINE OBJECT MAK_BOMB01 // Object number -147 DEFINE OBJECT CS8_DOOR // Object number -148 DEFINE OBJECT BARREL4 // Object number -149 DEFINE OBJECT RUSTSHIP_STRUCTURE // Object number -150 DEFINE OBJECT LODTSHIP_STRUCTURE // Object number -151 DEFINE OBJECT BOATRAMP1 // Object number -152 DEFINE OBJECT CONDO_IVY // Object number -153 DEFINE OBJECT IND_CUSTOMROAD016 // Object number -154 DEFINE OBJECT TOILET // Object number -155 DEFINE OBJECT SAFEHOUSE // Object number -156 DEFINE OBJECT FILES // Object number -157 DEFINE OBJECT DONKEYMAG // Object number -158 DEFINE OBJECT TSHRORCKGRDN // Object number -159 DEFINE OBJECT TSHRORCKGRDN_ALFAS // Object number -160 DEFINE OBJECT DEADMAN1 // Object number -161 DEFINE OBJECT DEADMANOBLOOD // Object number -162 DEFINE OBJECT CSITECUTSCENE // Object number -163 DEFINE OBJECT SCAFFOLDLIFT // Object number -164 DEFINE OBJECT BROKEN_INSIDE // Object number -165 DEFINE OBJECT BROKEN_OUTSIDE // Object number -166 DEFINE OBJECT COFFEE // Object number -167 DEFINE OBJECT PACKAGELARGE // Object number -168 DEFINE OBJECT BOUY // Object number -169 DEFINE OBJECT NEW_COLMANSN // Object number -170 DEFINE OBJECT LANDPART15 // Object number -171 DEFINE OBJECT SECURITY_HUT // Object number -172 DEFINE OBJECT COLUMANSION_WALL // Object number -173 // Object number -2 //DEFINE MISSIONS 0 DEFINE MISSIONS 2 DEFINE MISSION 0 AT @WONG_START DEFINE MISSION 1 AT @WG_2 //-------------MAIN--------------- 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 00C0: set_current_time 12 0 03F7: load_island_data 0 0169: set_fade_color 1 1 1 fade 0 0 0053: $PLAYER_CHAR = create_player #NULL at 850.3007 -691.3043 14.9727 //SAFE HOUSE 855.415 -681.734 22.008 0171: set_player $PLAYER_CHAR z_angle_to 180.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0373: set_camera_directly_behind_player 0363: toggle_model_render_at -714.7869 -746.3488 9.8519 radius 50.0 object #INDHELIX_BARRIER 0 03B6: replace_model_at -714.7869 -746.3488 9.8519 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 01B6: set_weather 0 034B: staunton_complete 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 0353: refresh_actor $PLAYER_ACTOR 01B4: set_player $PLAYER_CHAR frozen_state 1 01B7: release_weather 0109: player $PLAYER_CHAR money += $PLAYER_CHAR 0054: store_player $PLAYER_CHAR position_to $var1 $var2 $var3 0180: set_on_mission_flag_to $ONMISSION 00BF: $CURRENT_TIME_HOURS = current_time_hours, $CURRENT_TIME_MINUTES = current_time_minutes 0004: $DEFAULT_WAIT_TIME = 250 // integer values 0247: request_model #DODO 038B: load_requested_models fade 1 1000 create_thread @SETUP create_thread @WNGZ_SNF //start_mission 0 :MAIN_138 0001: wait 250 ms 0002: jump @MAIN_138 :SETUP wait 0 if and $CAR_GEN_STARTED == 0 0256: player $PLAYER_CHAR defined jf @SETUP gosub @SETUP_11 :SETUP_11 wait 0 014B: $DODO = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1268.3865 -519.3335 11.1182 angle 162.8609 014B: $JOEY_BFINJECTION = init_parked_car_generator #BFINJECT -1 -1 0 alarm 100 door_lock 0 0 10000 at 930.875 -267.625 -100.0 angle 340.0 014C: set_parked_car_generator $JOEY_BFINJECTION cars_to_generate_to 0 014B: $SWANK_TAXI = init_parked_car_generator #BORGNINE -1 -1 0 alarm 50 door_lock 0 0 10000 at 933.6875 -65.5625 -100.0 angle 0.0 014B: $GEN_CAR1 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 30 0 10000 at 1140.688 -630.1875 -100.0 angle 0.0 014B: $GEN_CAR2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 60 0 10000 at 1139.0 -646.0 -100.0 angle 90.0 014B: $PORTLAND_POLICE2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 70 0 10000 at 1139.688 -684.6875 -100.0 angle 270.0 014B: $GEN_CAR4 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1284.25 -620.5 11.6875 angle 0.0 014B: $GEN_CAR5 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1299.0 -641.75 11.6875 angle 0.0 014B: $GEN_CAR6 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1265.875 -620.75 11.6875 angle 180.0 014B: $GEN_CAR6 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1378.375 -607.1875 -100.0 angle 180.0 014B: $GEN_CAR9 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 90 door_lock 0 0 10000 at 1208.625 -258.25 24.5 angle 270.0 014B: $GEN_CAR10 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1347.0 -448.4375 49.5 angle 0.0 014B: $GEN_CAR11 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 90 door_lock 0 0 10000 at 1336.0 -452.1875 49.25 angle 270.0 014B: $GEN_CAR14 = init_parked_car_generator #KURUMA -1 -1 0 alarm 10 door_lock 0 0 10000 at 1223.125 -325.25 25.5625 angle 180.0 014B: $GEN_CAR13 = init_parked_car_generator #MAFIA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1285.375 -306.125 39.375 angle 270.0 014B: $GEN_CAR15 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1142.125 -95.5625 7.0 angle 180.0 014B: $GEN_CAR16 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1147.313 -95.4375 7.0 angle 0.0 014B: $GEN_CAR17 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1233.063 -127.1875 15.0 angle 38.0 014B: $GEN_CAR18 = init_parked_car_generator #TAXI -1 -1 0 alarm 0 door_lock 0 0 10000 at 1338.125 -257.0625 49.25 angle 270.0 014B: $GEN_CAR57 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1407.563 -176.0625 -100.0 angle 140.0 014B: $GEN_CAR58 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1405.0 -163.375 -100.0 angle 280.0 014B: $GEN_CAR19 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1217.0 -70.0 -100.0 angle 0.0 014B: $GEN_CAR20 = init_parked_car_generator #PEREN -1 -1 0 alarm 60 door_lock 0 0 10000 at 1234.0 -97.0 -100.0 angle 0.0 014B: $GEN_CAR21 = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at 1107.5 -58.0 -100.0 angle 270.0 014B: $GEN_CAR22 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1226.688 -68.0 -100.0 angle 0.0 014B: $GEN_CAR24 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 40 door_lock 0 0 10000 at 973.25 -55.0625 -100.0 angle 270.0 014B: $GEN_CAR25 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 982.125 -36.5625 -100.0 angle 90.0 014B: $GEN_CAR59 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0 10000 at 1263.5 -69.5 -100.0 angle 270.0 014B: $GEN_CAR23 = init_parked_car_generator #STALLION -1 -1 0 alarm 10 door_lock 0 0 10000 at 986.1875 -146.25 4.5 angle 270.0 014B: $GEN_CAR28 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1027.5 -873.0625 14.5 angle 270.0 014B: $GEN_CAR29 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1006.125 -838.4375 14.5 angle 90.0 014B: $GEN_CAR30 = init_parked_car_generator #PONY -1 -1 0 alarm 90 door_lock 0 0 10000 at 857.0625 -790.1875 14.5 angle 0.0 014B: $GEN_CAR31 = init_parked_car_generator #MRWONGS -1 -1 0 alarm 100 door_lock 0 0 10000 at 866.875 -663.6875 -100.0 angle 270.0 014B: $GEN_CAR53 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 861.875 -546.0 -100.0 angle 177.0 014B: $GEN_CAR8 = init_parked_car_generator #PEREN -1 -1 0 alarm 10 door_lock 0 0 10000 at 1119.0 -770.4375 14.25 angle 180.0 014B: $GEN_CAR32 = init_parked_car_generator #RUMPO -1 -1 0 alarm 90 door_lock 0 0 10000 at 1102.813 -983.5 14.5625 angle 270.0 014B: $GEN_CAR34 = init_parked_car_generator #CABBIE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1242.875 -730.5 14.75 angle 311.0 014B: $GEN_CAR36 = init_parked_car_generator #STALLION -1 -1 0 alarm 80 door_lock 0 0 10000 at 1220.875 -899.0 -100.0 angle 177.375 014B: $GEN_CAR37 = init_parked_car_generator #PONY -1 -1 0 alarm 10 door_lock 0 0 10000 at 1226.375 -882.0625 -100.0 angle 314.875 014B: $GEN_CAR38 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1277.5 -990.0 14.1875 angle 225.0 014B: $GEN_CAR40 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1278.0 -973.25 14.1875 angle 45.0 014B: $GEN_CAR41 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1427.0 -786.75 -100.0 angle 90.0 014B: $GEN_CAR42 = init_parked_car_generator #MULE -1 -1 0 alarm 20 door_lock 0 0 10000 at 1407.563 -791.1875 -100.0 angle 270.0 014B: $GEN_CAR43 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1427.375 -799.6875 -100.0 angle 270.0 014B: $GEN_CAR54 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1545.063 -845.5625 -100.0 angle 269.875 014B: $GEN_CAR55 = init_parked_car_generator #MULE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1495.063 -810.875 11.875 angle 182.375 014B: $GEN_CAR56 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1576.75 -715.0625 -100.0 angle 93.0 014B: $GEN_CAR33 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1368.063 -1026.0 -100.0 angle 0.0 014B: $GEN_CAR44 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 856.375 -993.75 4.5625 angle 0.0 014B: $GEN_CAR45 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 898.1875 -996.8125 4.5625 angle 90.0 014B: $GEN_CAR46 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 0 door_lock 0 0 10000 at 874.25 -983.6875 4.5625 angle 90.0 014B: $GEN_CAR47 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 978.5625 -1093.0 13.25 angle 0.0 014B: $GEN_CAR48 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 100 door_lock 0 0 10000 at 996.25 -1127.5 13.25 angle 270.0 014B: $GEN_CAR49 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 1012.5 -1141.0 13.25 angle 180.0 014B: $GEN_CAR51 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 973.0 -420.0 14.5 angle 0.0 014B: $GEN_CAR52 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1111.75 45.0 -100.0 angle 266.0 014B: $GEN_CAR64 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 0 door_lock 0 0 10000 at 1460.5 -345.0 -100.0 angle 270.0 014B: $STAUNTON_POLICE1 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 354.1875 -1055.875 -100.0 angle 0.0 014B: $STAUNTON_SWAT = init_parked_car_generator #ENFORCER -1 -1 0 alarm 0 door_lock 0 0 10000 at 340.0625 -1055.875 -100.0 angle 90.0 014B: $COM_CAR25 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 356.5 -1170.25 22.0 angle 0.0 014B: $COM_CAR26 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 70 door_lock 0 0 10000 at 334.375 -1151.0 22.0 angle 90.0 014B: $STAUNTON_AMBULANCE1 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 194.6875 -41.0625 -100.0 angle 0.0 014B: $COM_CAR4 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0 014B: $COM_CAR5 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625 014B: $COM_CAR6 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0 014B: $COM_CAR7 = init_parked_car_generator #KURUMA -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625 014B: $COM_CAR8 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 299.25 10.75 -100.0 angle 35.5 014B: $COM_CAR9 = init_parked_car_generator #STALLION -1 -1 0 alarm 50 door_lock 0 0 10000 at 338.6875 -4.5625 -100.0 angle 267.6875 014B: $COM_CAR10 = init_parked_car_generator #RUMPO -1 -1 0 alarm 50 door_lock 0 0 10000 at 358.6875 11.6875 -100.0 angle 272.6875 014B: $COM_CAR11 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 500.0 -659.375 -100.0 angle 0.0 014B: $COM_CAR12 = init_parked_car_generator #BLISTA -1 -1 0 alarm 40 door_lock 0 0 10000 at 486.5 -643.5625 -100.0 angle 180.0 014B: $COM_CAR20 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 475.5 -617.375 15.1875 angle 0.0 014B: $COM_CAR21 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 60 door_lock 0 0 10000 at 485.0 -710.0 -100.0 angle 270.0 014B: $COM_CAR27 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 477.5625 -731.375 -100.0 angle 90.0 014B: $COM_CAR28 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0 10000 at 63.375 -591.25 25.875 angle 90.0 014B: $COM_CAR29 = init_parked_car_generator #MANANA -1 -1 0 alarm 20 door_lock 0 0 10000 at 233.5 -1236.688 20.5 angle 0.0 014B: $COM_CAR30 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 60 door_lock 40 0 10000 at 259.1875 -1196.688 20.5 angle 90.0 014B: $COM_CAR31 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 40 0 10000 at 228.75 -1205.688 20.5 angle 180.0 014B: $COM_CAR32 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 70 0 10000 at 211.5 -1213.5 20.5 angle 90.0 014B: $COM_CAR33 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 20 door_lock 70 0 10000 at 458.875 -1503.375 -100.0 angle 0.0 014B: $COM_CAR34 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 50 door_lock 50 0 10000 at 442.6875 -1465.688 18.375 angle 180.0 014B: $COM_CAR35 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at 424.375 -1501.0 -100.0 angle 90.0 014B: $COM_CAR36 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 476.0625 -1496.375 -100.0 angle 220.0 014B: $COM_CAR37 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 30 0 10000 at 352.375 -345.5 -100.0 angle 180.0 014B: $COM_CAR38 = init_parked_car_generator #COLUMB -1 -1 0 alarm 20 door_lock 30 0 10000 at 394.6875 -171.375 -100.0 angle 295.0 014B: $COM_CAR39 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 388.0 -95.0 -100.0 angle 65.0 014B: $COM_CAR40 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 302.875 -245.1875 -100.0 angle 270.0 014B: $GEN_CAR60 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 339.8125 -290.625 16.0 angle 158.1875 014B: $GEN_CAR61 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 359.0625 -291.0625 16.0 angle 146.8125 014B: $GEN_CAR62 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 361.875 -339.0625 16.0 angle 339.3125 014B: $COM_CAR41 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 30 door_lock 30 0 10000 at -51.5625 -324.0 -100.0 angle 90.0 014B: $COM_CAR42 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at -40.5 -346.75 -100.0 angle 270.0 014B: $COM_CAR43 = init_parked_car_generator #MULE -1 -1 0 alarm 30 door_lock 30 0 10000 at -30.0 -366.875 -100.0 angle 270.0 014B: $COM_CAR44 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 30 0 10000 at -62.25 -344.0625 -100.0 angle 90.0 014B: $COM_CAR45 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 30 0 10000 at -72.1875 -332.5 -100.0 angle 270.0 014B: $STAUNTON_FIRETRUCK = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -83.875 -443.5625 -100.0 angle 90.0 014B: $SHORESIDE_POLICE1 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 70 door_lock 0 0 10000 at 301.6875 -582.5 25.875 angle 270.6875 014B: $COM_CAR16 = init_parked_car_generator #RUMPO -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.375 -562.5 25.875 angle 88.1875 014B: $COM_CAR17 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 0 0 10000 at 283.1875 -566.4375 25.875 angle 91.8125 014B: $COM_CAR19 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.1875 -510.375 25.875 angle 269.5 014B: $COM_CAR24 = init_parked_car_generator #BLISTA -1 -1 0 alarm 50 door_lock 0 0 10000 at 324.5 -455.875 22.5 angle 90.0 014B: $COM_CAR13 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at 593.25 -664.0 0.0 angle 0.0 014B: $COM_CAR23 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 568.0 -686.0 0.0 angle 180.0 014B: $COM_CAR14 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 592.375 -766.6875 0.0 angle 0.0 014B: $COM_CAR22 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at 554.75 -767.5625 0.0 angle 0.0 014B: $PHIL_CAR = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 0 10000 40000 at 133.5 208.75 11.875 angle 180.0 014B: $COM_CAR46 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 20 door_lock 20 0 10000 at -52.25 -1458.25 26.125 angle 90.0 014B: $COM_CAR47 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 20 0 10000 at -77.5 -1485.0 26.0 angle 90.0 014B: $COM_CAR48 = init_parked_car_generator #STINGER -1 -1 0 alarm 40 door_lock 40 0 10000 at -70.875 -1443.563 25.75 angle 180.0 014B: $COM_CAR49 = init_parked_car_generator #RUMPO -1 -1 0 alarm 40 door_lock 40 0 10000 at 9.5 -1475.688 19.6875 angle 0.0 014B: $SPECIAL_TANK = init_parked_car_generator #RHINO -1 -1 0 alarm 0 door_lock 0 0 10000 at 132.0 173.875 11.5625 angle 0.0 014B: $SUB_CAR1 = init_parked_car_generator #CHEETAH -1 -1 0 alarm 100 door_lock 0 0 10000 at -458.375 268.0 -100.0 angle 180.0 014B: $SUB_CAR2 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 100 door_lock 0 0 10000 at -585.0625 265.0 -100.0 angle 0.0 014B: $SUB_CAR3 = init_parked_car_generator #STINGER -1 -1 0 alarm 100 door_lock 0 0 10000 at -712.0625 263.5625 -100.0 angle 180.0 014B: $SHORESIDE_AMBULANCE = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at -1249.063 -92.5 -100.0 angle 90.0 014B: $SUB_CAR5 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 50 0 10000 at -1266.0 -37.6875 -100.0 angle 160.0 014B: $SUB_CAR6 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 0 0 10000 at -402.0 291.5625 -100.0 angle 252.0 014B: $SUB_CAR7 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0 10000 at -218.5 263.6875 3.5 angle 90.0 014B: $SHORESIDE_FIRETRUCK = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -839.375 -463.75 -100.0 angle 90.0 014B: $DODO1 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1268.438 -528.625 10.1875 angle 180.0 014B: $SUB_CAR40 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at -755.0 204.25 27.6875 angle 179.8125 014B: $SUB_CAR41 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 5 0 10000 at -724.75 180.1875 27.6875 angle 182.0 014B: $SUB_CAR42 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 5 0 10000 at -668.25 99.25 17.75 angle 359.5625 014B: $SUB_CAR43 = init_parked_car_generator #COLUMB -1 -1 0 alarm 70 door_lock 5 0 10000 at -449.9375 -13.1875 2.875 angle 0.625 014B: $SUB_CAR44 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 70 door_lock 5 0 10000 at -510.8125 74.5 2.875 angle 0.25 014B: $SUB_CAR45 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 70 door_lock 2 0 10000 at -217.625 318.75 2.5 angle 358.8125 014B: $SUB_CAR46 = init_parked_car_generator #KURUMA -1 -1 0 alarm 70 door_lock 1 0 10000 at -561.3125 -6.3125 2.875 angle 91.0 014B: $SUB_CAR8 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 20 door_lock 20 0 10000 at -896.625 -414.1875 11.25 angle 90.0 014B: $SUB_CAR9 = init_parked_car_generator #BLISTA -1 -1 0 alarm 20 door_lock 40 0 10000 at -896.625 -395.1875 11.25 angle 270.0 014B: $SUB_CAR10 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 20 0 10000 at -882.0625 -391.6875 11.0 angle 0.0 014B: $SUB_CAR11 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 60 door_lock 20 0 10000 at -862.875 -404.375 11.0 angle 180.0 014B: $SUB_CAR12 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 30 door_lock 40 0 10000 at -846.625 -413.5625 11.0 angle 180.0 014B: $SUB_CAR13 = init_parked_car_generator #MANANA -1 -1 0 alarm 10 door_lock 20 0 10000 at -814.8125 -372.375 11.0 angle 180.0 014B: $SUB_CAR14 = init_parked_car_generator #RUMPO -1 -1 0 alarm 10 door_lock 10 0 10000 at -821.1875 -404.6875 11.0 angle 180.0 014B: $SUB_CAR15 = init_parked_car_generator #TAXI -1 -1 0 alarm 10 door_lock 20 0 10000 at -767.875 -404.625 11.0 angle 0.0 014B: $SUB_CAR16 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 20 door_lock 20 0 10000 at -773.375 -373.125 11.0 angle 180.0 014B: $SUB_CAR19 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -603.125 11.0 angle 270.0 014B: $SUB_CAR20 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -567.125 11.0 angle 270.0 014B: $SUB_CAR17 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at -856.375 -1228.125 1.0 angle 250.0 014B: $SUB_CAR18 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at -1126.375 -1034.125 1.0 angle 270.0 014B: $SHORESIDE_POLICE2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1574.0 -873.0 11.0 angle 90.0 014B: $SUB_CAR22 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1073.0 -753.0 11.0 angle 360.0 014B: $SUB_CAR23 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1088.0 -753.0 11.0 angle 360.0 014B: $SUB_CAR24 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -848.0 -657.0 11.0 angle 90.0 014B: $DODO2 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -847.5625 -753.1875 10.1875 angle 143.6875 014B: $DODO3 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1525.313 -924.25 10.1875 angle 246.75 014B: $TOYZ1 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1014.0 -120.0 5.0 angle 270.0 014B: $TOYZ2 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1158.0 -309.0 23.0 angle 180.0 014B: $TOYZ3 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at -633.75 64.5625 19.0 angle 175.0 014B: $RC_VAN4 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 366.0 -1312.0 26.0 angle 180.0 $CAR_GEN_STARTED = 1 $WONG_INTRO_DONE = 1 $WONG_PROGRESS = 1 $WONG_LAUNCHED = 0 end_thread :WNGZ_PLC wait 0 if $WONG_INTRO_DONE == 1 jf @WNGZ_PLC if $ONMISSION == 0 jf @WNGZ_PLC if 0256: player $PLAYER_CHAR defined jf @WNGZ_PLC 0247: request_model #BRIBE 0247: request_model #HEALTH 038B: load_requested_models :WNGZ_PLC2 wait $DEFAULT_WAIT_TIME 0213: $WNGZ_HEALTH = create_pickup #HEALTH type 2 at 859.3395 -666.7268 15.6651 0213: $WNGZ_BRIBE = create_pickup #BRIBE type 2 at 857.7664 -666.6279 15.66 //0213: $WNGZ_SAVE = create_pickup #DEGNT type 6 at 1068.5 -400.7499 15.1875 end_thread :WNGZ_SNF wait 0 if 03EE: player $PLAYER_CHAR controllable jf @WNGZ_SNF2 end_thread :WNGZ_SNF2 wait 0 if and $WONG_PROGRESS == 1 $WONG_INTRO_DONE == 1 jf @WNGZ_SNF3 end_thread :WNGZ_SNF3 wait 0 if $WONG_LAUNCHED == 0 jf @WNGZ_SNF2 if $ONMISSION == 0 jf @WNGZ_SNF2 02A7: $WONG_MISSION_MARKER = create_icon_marker_and_sphere 13 at 845.0267 -663.9166 14.9727 :WNGZ_SNF4 wait 0 if 00FF: actor $PLAYER_ACTOR 0 845.0267 -663.9166 14.9727 radius 2.0 2.0 2.0 jf @WNGZ_SNF4 wait 1000 0169: set_fade_color 1 1 1 0164: disable_marker $WONG_MISSION_MARKER 01B4: set_player $PLAYER_CHAR frozen_state 0 015F: set_camera_position 837.9082 -663.9061 14.2127 0.0 0.0 0.0 0160: point_camera 844.1275 -663.7095 16.9727 2 02A3: toggle_widescreen 1 0211: actor $PLAYER_ACTOR walk_to 845.2851 -663.8275 00BA: text_styled 'DIAB2' 15000 ms 2 fade 0 2000 wait 2000 start_mission 1 $WONG_LAUNCHED = 1 end_thread :WONG_START 03A4: name_thread 'WONG1' 0050: gosub @WONG_BEGIN if 0112: wasted_or_busted then 0050: gosub @WONG_FAIL end 0050: gosub @WONG_CLEANUP 004E: end_thread :WONG_BEGIN wait $DEFAULT_WAIT_TIME $ONMISSION =1 0169: set_fade_color 1 1 1 fade 0 0 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 01EB: set_car_density_to 0.1 0247: request_model #BAT 0247: request_model #CT_MAN1 0247: request_model #KURUMA 038B: load_requested_models 0055: put_player $PLAYER_CHAR at 850.4617 -609.7527 14.9727 0171: set_player $PLAYER_CHAR z_angle_to 180.0 015F: set_camera_position 856.3535 -619.0802 17.8227 0.0 0.0 0.0 0160: point_camera 851.2985 -610.4858 15.7329 2 wait 3000 //setup :WONG_10 wait 10 if and 0248: model #BAT available 0248: model #CT_MAN1 available 0248: model #KURUMA available jf @WONG_10 009A: 0@ = create_actor 4 #CT_MAN1 at 848.7906 -663.8657 14.9527 0249: release_model #CT_MAN1 0173: set_actor 0@ z_angle_to 87.3952 //chinaman wait 1000 fade 1 1000 //Clay's Dirty Laundery TEXT 00BA: text_styled 'DIAB1' 5000 ms 6 wait 3500 0211: actor $PLAYER_ACTOR walk_to 842.9902 -610.9809 14.9727 wait 10 :WONG_11 wait $DEFAULT_WAIT_TIME if 00FF: actor $PLAYER_ACTOR 0 842.9902 -610.9809 14.9727 radius 1.0 1.0 1.0 jf @WONG_11 015F: set_camera_position 837.5541 -606.2405 14.8227 0.0 0.0 0.0 0160: point_camera 842.9902 -610.9809 15.7727 2 0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms 0171: set_player $PLAYER_CHAR z_angle_to 180.6808 wait 2000 0211: actor $PLAYER_ACTOR walk_to 842.9655 -662.1681 14.9727 wait 4500 00BA: text_styled 'CRED001' 4000 ms 6 wait 5500 015F: set_camera_position 840.3046 -640.6244 14.8227 0.0 0.0 0.0 0160: point_camera 844.681 -625.6532 15.0418 2 00BA: text_styled 'CRED002' 4000 ms 6 wait 4500 00BA: text_styled 'CRED003' 4000 ms 6 wait 4500 00BA: text_styled 'CRED004' 4000 ms 6 015F: set_camera_position 830.6932 -639.5519 14.9727 0.0 0.0 0.0 0160: point_camera 842.7983 -654.7181 15.782 2 wait 4500 00BA: text_styled 'CRED005' 4000 ms 6 wait 4500 00BA: text_styled 'CRED006' 4000 ms 6 wait 4500 00BA: text_styled 'CRED007' 4000 ms 6 wait 4500 00BA: text_styled 'CRED008' 4000 ms 6 wait 5500 00BA: text_styled 'CRED009' 4000 ms 6 :WONG_13 wait 0 if 00FF: actor $PLAYER_ACTOR 0 842.9655 -662.1681 14.9727 radius 1.0 1.0 1.0 jf @WONG_13 fade 0 1000 wait 1000 0210: player $PLAYER_CHAR look_at_actor 0@ 015F: set_camera_position 841.8357 -667.4822 14.9727 0.0 0.0 0.0 0160: point_camera 846.2823 -663.6739 15.3213 2 0055: put_player $PLAYER_CHAR at 844.407 -663.3967 14.9727 0171: set_player $PLAYER_CHAR z_angle_to 269.7571 042B: clear_peds_from_cube 837.5435 -638.3148 14.8227 857.9701 -695.1691 14.8227 wait 2000 fade 1 1000 wait 1000 0211: actor 0@ walk_to 846.104 -663.5982 14.9512 wait 2000 :WONG_14 wait 0 0372: set_actor 0@ anim 19 wait_state_time 2000 ms 020F: actor 0@ look_at_player $PLAYER_CHAR 00BC: text_highpriority 'DIAB1_1' 3000 ms 1 if 80E1: not pad 0 key_pressed 15 jf @WONG_CUTEND wait 3500 00BC: text_highpriority 'DIAB1_2' 3000 ms 1 if 80E1: not pad 0 key_pressed 15 jf @WONG_CUTEND wait 3450 00BC: text_highpriority 'DIAB1_3' 3000 ms 1 if 80E1: not pad 0 key_pressed 15 jf @WONG_CUTEND wait 3250 if 80E1: not pad 0 key_pressed 15 jf @WONG_CUTEND 015F: set_camera_position 841.2303 -660.1683 14.9727 0.0 0.0 0.0 0160: point_camera 846.2823 -663.6739 15.3213 1 00BC: text_highpriority 'DIAB1_4' 5500 ms 1 0372: set_actor 0@ anim 8 wait_state_time 1000 ms wait 6500 if 80E1: not pad 0 key_pressed 15 jf @WONG_CUTEND 00BC: text_highpriority 'DIAB1_5' 3500 ms 1 0372: set_actor 0@ anim 2 wait_state_time 4000 ms wait 4500 if 80E1: not pad 0 key_pressed 15 jf @WONG_CUTEND jump @WONG_CUTEND :WONG_CUTEND 00BE: text_clear_all fade 0 1000 wait 1000 0171: set_player $PLAYER_CHAR z_angle_to 89.3415 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 00A5: 1@ = create_car #KURUMA at 868.5852 -664.9392 14.5659 0175: set_car 1@ z_angle_to 358.4527 0186: 3@ = create_marker_above_car 1@ 0165: set_marker 3@ color_to 0 wait 1000 fade 1 1000 wait 1000 00BC: text_highpriority 'DIAB1_B' 3500 ms 1 :WONG_CARCHK wait 10 if 00DC: player $PLAYER_CHAR driving 1@ jf @WONG_CARCHK 018A: 2@ = create_checkpoint_at 949.2166 -446.8219 14.8391 00BC: text_highpriority 'DIAB1_A' 3500 ms 1 0164: disable_marker 3@ :WONG_15 wait 0 if 00FA: player $PLAYER_CHAR stopped 1 947.2196 -446.238 14.794 radius 4.0 4.0 4.0 jf @WONG_15 0164: disable_marker 2@ 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 wait 1000 fade 0 1000 wait 1000 034F: destroy_actor_with_fade #CT_MAN1 // The actor fades away like a ghost 0249: release_model #KURUMA 01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian wait 25 0247: request_model #LI_MAN2 038B: load_requested_models :WONG_16 wait 0 if 0248: model #LI_MAN2 available jf @WONG_16 wait 25 0213: 4@ = create_pickup #BAT type 3 at 958.9661 -430.5209 15.114 009A: 5@ = create_actor 4 #LI_MAN2 at 948.6718 -408.621 25.5452 0173: set_actor 5@ z_angle_to 180.6809 0223: set_actor 5@ health_to 125 012A: put_player $PLAYER_CHAR at 948.309 -433.7747 14.9813 and_remove_from_car 0171: set_player $PLAYER_CHAR z_angle_to 180.0 015F: set_camera_position 956.5571 -424.8819 15.0723 0.0 0.0 0.0 0160: point_camera 948.309 -433.7747 15.3813 2 wait 1000 fade 1 1000 0211: actor $PLAYER_ACTOR walk_to 949.3015 -425.6812 15.0848 :WONG_17 wait 0 if 00FF: actor $PLAYER_ACTOR 0 949.3015 -425.6812 15.0848 radius 1.0 1.0 1.0 jf @WONG_17 015F: set_camera_position 956.9821 -432.2414 15.0256 0.0 0.0 0.0 0160: point_camera 949.9911 -416.8059 19.1723 2 0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms wait 3500 00BC: text_highpriority 'DIAB1_C' 3500 ms 1 0372: set_actor 5@ anim 11 wait_state_time 1000 ms 015F: set_camera_position 952.0408 -417.3457 24.3007 0.0 0.0 0.0 0159: camera_on_ped 5@ 15 2 wait 2500 0239: actor 5@ run_to 923.3182 -402.8739 wait 2000 fade 0 1000 wait 1000 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 0187: 6@ = create_marker_above_actor 5@ 03DC: 7@ = create_marker_above_pickup 4@ 0165: set_marker 6@ color_to 0 00A1: put_actor 5@ at 923.3182 -402.8739 29.1318 fade 1 1000 wait 1000 00BC: text_highpriority 'DIAB1_D' 3500 ms 1 wait 250 :WONG_SEE wait 0 if 0123: actor 5@ spotted_player $PLAYER_CHAR jf @WONG_SEE 01CA: actor 5@ kill_player $PLAYER_CHAR :WONG_18 wait 20 00A0: store_actor 5@ position_to 8@ 9@ 10@ if 0118: actor 5@ dead jf @WONG_18 0164: disable_marker 6@ 0213: 11@ = create_pickup #BRIEFCASE type 3 at [email protected] [email protected] [email protected] 03DC: 12@ = create_marker_above_pickup 11@ 0165: set_marker 12@ color_to 0 :WONG_19 wait 0 if 0214: pickup 11@ picked_up jf @WONG_19 0164: disable_marker 11@ 00BC: text_highpriority 'DIAB1_E' 3500 ms 1 018A: 13@ = create_checkpoint_at 840.0591 -662.7009 14.4145 :WONG_20 wait 0 if 00FA: player $PLAYER_CHAR stopped 1 840.0591 -662.7009 14.4145 radius 4.0 4.0 4.0 jf @WONG_20 0164: disable_marker 13@ fade 0 1000 wait 1000 009A: 14@ = create_actor 4 #CT_MAN1 at 861.9424 -663.6841 15.6437 0249: release_model #CT_MAN1 0173: set_actor 14@ z_angle_to 271.0709 015F: set_camera_position 872.9787 -668.7784 14.9727 0.0 0.0 0.0 0160: point_camera 863.8805 -662.3708 16.9727 2 01B4: set_player $PLAYER_CHAR frozen_state 0 wait 1000 fade 1 1000 wait 2500 00BC: text_highpriority 'DIAB1_F' 5500 ms 1 0372: set_actor 14@ anim 8 wait_state_time 2000 ms wait 6500 00BC: text_highpriority 'DIAB1_G' 5500 ms 1 wait 6500 fade 0 1000 wait 1000 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 012A: put_player $PLAYER_CHAR at 842.7062 -660.2661 14.9727 and_remove_from_car 00A6: destroy_car 1@ 01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian 01C3: remove_references_to_car 1@ // Like turning a car into any random car wait 1000 fade 1 1000 wait 1000 :WONG_END wait 0 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 500 4000 ms 1 0109: player $PLAYER_CHAR money += 500 $ONMISSION = 0 $WONG_INTRO_DONE = 1 $WONG_PROGRESS = 1 0249: release_model #KURUMA 0249: release_model #BAT 0249: release_model #CT_MAN1 0249: release_model #LI_MAN2 009B: destroy_actor_instantly 14@ create_thread @WNGZ_PLC create_thread @WNGZ_SNF mission_cleanup 0051: return :WONG_FAIL // Died or got busted during your mission 02EB: restore_camera_with_jumpcut 0249: release_model #KURUMA 0249: release_model #BAT 0249: release_model #CT_MAN1 0249: release_model #LI_MAN2 009B: destroy_actor_instantly 14@ 00A6: destroy_car 1@ 0051: return :WONG_CLEANUP // Clean up the contents of your mission so you can end it $ONMISSION = 0 02EB: restore_camera_with_jumpcut 0249: release_model #KURUMA 0249: release_model #BAT 0249: release_model #CT_MAN1 0249: release_model #LI_MAN2 009B: destroy_actor_instantly 14@ 00A6: destroy_car 1@ 00D8: mission_cleanup 0051: return :WG_2 thread 'WG2' 0050: gosub @WG2_START if 0112: wasted_or_busted then 0050: gosub @WG2_FAIL end 0050: gosub @WG2_CLEAN 004E: end_thread :WG2_START wait $DEFAULT_WAIT_TIME $ONMISSION = 1 0169: set_fade_color 1 1 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F0: set_max_wanted_level_to 1 wait 1000 0247: request_model #CT_MAN1 0247: request_model #YANKEE 0247: request_model #WORKER1 0247: request_model #WORKER2 0247: request_model #DOCKER1 0247: request_model #DOCKER2 0247: request_model #COLT45 038B: load_requested_models 02A3: toggle_widescreen 1 :WG2_10 wait 0 if and 0248: model #CT_MAN1 available 0248: model #YANKEE available 0248: model #WORKER1 available 0248: model #WORKER2 available 0248: model #DOCKER1 available 0248: model #DOCKER2 available 0248: model #COLT45 available jf @WG2_10 009A: $WONG = create_actor 21 #CT_MAN1 at 861.7382 -663.8361 15.6437 0249: release_model #CT_MAN1 0173: set_actor $WONG z_angle_to 177.8419 0055: put_player $PLAYER_CHAR at 868.1497 -674.2183 14.9727 0171: set_player $PLAYER_CHAR z_angle_to 359.6815 015F: set_camera_position 873.0884 -669.4424 14.9727 0.0 0.0 0.0 0159: camera_on_ped $PLAYER_ACTOR 15 2 wait 2000 0211: actor $WONG walk_to 861.5823 -668.4467 0211: actor $PLAYER_ACTOR walk_to 867.7177 -668.2227 wait 100 fade 1 1000 wait 1000 03AD: set_rubbish 0 03AF: set_streaming 1 wait 0 :WG2_11 wait 0 if 8118: not actor $WONG dead jf @WG2_FAIL if 00FF: actor $WONG 0 861.5823 -668.4467 15.6437 radius 1.0 1.0 1.0 jf @WG2_11 0211: actor $WONG walk_to 865.4109 -668.3923 wait 2600 00BC: text_highpriority 'DIAB2_1' 3400 ms 1 :WG2_12 wait 0 if 8118: not actor $WONG dead jf @WG2_FAIL if 00FF: actor $PLAYER_ACTOR 0 867.7177 -668.2227 14.9727 radius 1.0 1.0 1.0 jf @WG2_12 0210: player $PLAYER_CHAR look_at_actor $WONG 022E: set_player $PLAYER_CHAR to_look_at_actor $WONG wait 4000 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_2' 3400 ms 1 wait 4250 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_3' 3400 ms 1 015F: set_camera_position 862.684 -660.9164 14.9727 0.0 0.0 0.0 0159: camera_on_ped $WONG 15 2 0372: set_actor $WONG anim 19 wait_state_time 2000 ms 022D: set_actor $WONG to_look_at_player $PLAYER_CHAR 020F: actor $WONG look_at_player $PLAYER_CHAR wait 4250 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_4' 3400 ms 1 wait 4250 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 015F: set_camera_position 861.4431 -664.6551 15.6437 0.0 0.0 0.0 0159: camera_on_ped $WONG 15 2 00BC: text_highpriority 'DIAB2_5' 3400 ms 1 0372: set_actor $WONG anim 19 wait_state_time 2500 ms wait 4250 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_6' 4000 ms 1 wait 4550 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_7' 4000 ms 1 wait 4550 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_8' 4000 ms 1 wait 4550 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_9' 4000 ms 1 0372: set_actor $WONG anim 19 wait_state_time 2500 ms wait 4550 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_A' 4000 ms 1 wait 4550 if 80E1: not pad 0 key_pressed 15 jf @WG2_CUTEND 00BC: text_highpriority 'DIAB2_B' 4000 ms 1 015F: set_camera_position 868.2049 -661.7313 14.973 0.0 0.0 0.0 0159: camera_on_ped $WONG 15 2 wait 4500 :WG2_CUTEND 00BE: text_clear_all fade 0 1000 wait 1000 03AD: set_rubbish 1 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 00A5: $TEMP_CAR1 = create_car #YANKEE at 1166.9662 -943.1447 15.3371 0175: set_car $TEMP_CAR1 z_angle_to 318.9096 00A5: $TEMP_CAR2 = create_car #YANKEE at 1214.2787 -971.9693 15.279 0175: set_car $TEMP_CAR2 z_angle_to 220.3879 00A5: $TEMP_CAR3 = create_car #YANKEE at 1131.5089 -976.8867 14.8664 0175: set_car $TEMP_CAR3 z_angle_to 359.1964 032B: $1 = create_weapon_pickup #COLT45 2 ammo 35 at 864.4614 -659.4612 15.6437 018A: $2 = create_checkpoint_at 1132.8865 -946.4482 14.8227 wait 2000 fade 1 1000 wait 1000 00BC: text_highpriority 'DIAB2_F' 4000 ms 1 wait 4500 :WG2_13 wait 0 if 8118: not actor $WONG dead jf @WG2_FAIL if 00FA: player $PLAYER_CHAR stopped 1 1132.8865 -946.4482 14.8227 radius 6.0 6.0 2.0 jf @WG2_13 01B4: set_player $PLAYER_CHAR frozen_state 0 fade 0 1000 wait 1000 0164: disable_marker $2 009A: $10 = create_actor 21 #WORKER1 at 1163.4467 -946.9119 15.1072 009A: $11 = create_actor 21 #WORKER2 at 1171.7148 -938.058 15.1072 009A: $12 = create_actor 21 #DOCKER1 at 1137.2382 -971.7172 14.8992 009A: $13 = create_actor 21 #DOCKER2 at 1126.908 -964.9676 14.9394 009A: $14 = create_actor 21 #WORKER2 at 1219.8732 -973.4395 14.9911 009A: $15 = create_actor 21 #DOCKER1 at 1208.079 -964.3701 15.0922 0249: release_model #DOCKER1 0249: release_model #DOCKER2 0249: release_model #WORKER2 0249: release_model #WORKER1 01B2: give_actor $10 weapon 2 ammo 999 01B2: give_actor $11 weapon 2 ammo 999 01B2: give_actor $12 weapon 2 ammo 999 01B2: give_actor $13 weapon 2 ammo 999 01B2: give_actor $14 weapon 2 ammo 999 01B2: give_actor $15 weapon 2 ammo 999 02E2: set_actor $10 weapon_accuracy_to 30 02E2: set_actor $11 weapon_accuracy_to 30 02E2: set_actor $12 weapon_accuracy_to 30 02E2: set_actor $13 weapon_accuracy_to 30 02E2: set_actor $14 weapon_accuracy_to 30 02E2: set_actor $15 weapon_accuracy_to 30 011A: set_actor $10 flags 1 011A: set_actor $11 flags 1 011A: set_actor $12 flags 1 011A: set_actor $13 flags 1 011A: set_actor $14 flags 1 011A: set_actor $15 flags 1 0243: set_actor $10 ped_stats_to 16 0243: set_actor $11 ped_stats_to 16 0243: set_actor $12 ped_stats_to 16 0243: set_actor $13 ped_stats_to 16 0243: set_actor $14 ped_stats_to 16 0243: set_actor $15 ped_stats_to 16 0350: unknown_actor $10 not_scared_flag 1 0350: unknown_actor $11 not_scared_flag 1 0350: unknown_actor $12 not_scared_flag 1 0350: unknown_actor $13 not_scared_flag 1 0350: unknown_actor $14 not_scared_flag 1 0350: unknown_actor $15 not_scared_flag 1 015F: set_camera_position 1116.6379 -940.0818 18.9727 0.0 0.0 0.0 0160: point_camera 1140.8116 -962.9453 16.492 2 wait 1000 fade 1 1000 00BC: text_highpriority 'DIAB2_G' 6500 ms 1 wait 2500 015F: set_camera_position 1151.157 -954.5894 17.8227 0.0 0.0 0.0 0160: point_camera 1162.9115 -951.4281 15.8837 2 wait 2500 015F: set_camera_position 1140.6185 -961.9933 18.9727 0.0 0.0 0.0 0160: point_camera 1127.5525 -965.3035 15.7438 2 wait 1500 fade 0 1000 wait 1000 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 0186: $3 = create_marker_above_car $TEMP_CAR1 0186: $4 = create_marker_above_car $TEMP_CAR2 0186: $5 = create_marker_above_car $TEMP_CAR3 0187: $TEMP_VAR1 = create_marker_above_actor $10 0187: $TEMP_VAR2 = create_marker_above_actor $11 0187: $TEMP_VAR3 = create_marker_above_actor $12 0187: $TEMP_VAR4 = create_marker_above_actor $13 0187: $TEMP_VAR5 = create_marker_above_actor $14 0187: $TEMP_VAR6 = create_marker_above_actor $15 0165: set_marker $TEMP_VAR1 color_to 0 0165: set_marker $TEMP_VAR2 color_to 0 0165: set_marker $TEMP_VAR3 color_to 0 0165: set_marker $TEMP_VAR4 color_to 0 0165: set_marker $TEMP_VAR5 color_to 0 0165: set_marker $TEMP_VAR6 color_to 0 0165: set_marker $3 color_to 0 0165: set_marker $4 color_to 0 0165: set_marker $5 color_to 0 011A: set_actor $10 flags 1048576 011A: set_actor $10 flags 4194304 011A: set_actor $10 flags 1 011A: set_actor $10 flags 2 011A: set_actor $10 flags 4 011A: set_actor $10 flags 8 02A9: set_actor $10 immune_to_nonplayer 1 011A: set_actor $11 flags 1048576 011A: set_actor $11 flags 4194304 011A: set_actor $11 flags 1 011A: set_actor $11 flags 2 011A: set_actor $11 flags 4 011A: set_actor $11 flags 8 02A9: set_actor $11 immune_to_nonplayer 1 011A: set_actor $12 flags 1048576 011A: set_actor $12 flags 4194304 011A: set_actor $12 flags 1 011A: set_actor $12 flags 2 011A: set_actor $12 flags 4 011A: set_actor $12 flags 8 02A9: set_actor $12 immune_to_nonplayer 1 011A: set_actor $13 flags 1048576 011A: set_actor $13 flags 4194304 011A: set_actor $13 flags 1 011A: set_actor $13 flags 2 011A: set_actor $13 flags 4 011A: set_actor $13 flags 8 02A9: set_actor $13 immune_to_nonplayer 1 011A: set_actor $14 flags 1048576 011A: set_actor $14 flags 4194304 011A: set_actor $14 flags 1 011A: set_actor $14 flags 2 011A: set_actor $14 flags 4 011A: set_actor $14 flags 8 02A9: set_actor $14 immune_to_nonplayer 1 011A: set_actor $15 flags 1048576 011A: set_actor $15 flags 4194304 011A: set_actor $15 flags 1 011A: set_actor $15 flags 2 011A: set_actor $15 flags 4 011A: set_actor $15 flags 8 02A9: set_actor $15 immune_to_nonplayer 1 $TRUCKS_DESTROYED = 0 $ALL_TRUCKS_WRECKED = 0 wait 1000 fade 1 1000 :WG2_CHECK wait 0 if and 8018: not $TRUCKS_DESTROYED > 2 // integer values 0119: car $TEMP_CAR1 wrecked $FLAGTRUCK_DESTROYED == 0 $ALL_TRUCKS_WRECKED == 0 jf @WG2_CHECK2 0164: disable_marker $3 0008: $TRUCKS_DESTROYED += 1 // integer values $FLAGTRUCK_DESTROYED = 1 jump @WG2_CHECk2 :WG2_CHECK2 wait 0 if and 8018: not $TRUCKS_DESTROYED > 2 // integer values 0119: car $TEMP_CAR2 wrecked $FLAGTRUCK2_DESTROYED == 0 $ALL_TRUCKS_WRECKED == 0 jf @WG2_CHECK3 0164: disable_marker $4 0008: $TRUCKS_DESTROYED += 1 // integer values $FLAGTRUCK2_DESTROYED = 1 jump @WG2_CHECK3 :WG2_CHECK3 wait 0 if and 8018: not $TRUCKS_DESTROYED > 2 // integer values 0119: car $TEMP_CAR3 wrecked $FLAGTRUCK3_DESTROYED == 0 $ALL_TRUCKS_WRECKED == 0 jf @WG2_CHECK4 0164: disable_marker $5 0008: $TRUCKS_DESTROYED += 1 // integer values $FLAGTRUCK3_DESTROYED = 1 jump @WG2_CHECK4 :WG2_CHECK4 wait 0 if and 0118: actor $10 dead $ACTORDEAD1 == 0 jf @WG2_CHECK5 0164: disable_marker $TEMP_VAR1 $ACTORDEAD1 = 0 jump @WG2_CHECK5 :WG2_CHECK5 wait 0 if and 0118: actor $11 dead $ACTORDEAD2 == 0 jf @WG2_CHECK6 0164: disable_marker $TEMP_VAR2 $ACTORDEAD2 = 1 jump @WG2_CHECK6 :WG2_CHECK6 wait 0 if and 0118: actor $12 dead $ACTORDEAD3 == 0 jf @WG2_CHECK7 0164: disable_marker $TEMP_VAR3 $ACTORDEAD3 = 1 jump @WG2_CHECK7 :WG2_CHECK7 wait 0 if and 0118: actor $13 dead $ACTORDEAD4 == 0 jf @WG2_CHECK8 0164: disable_marker $TEMP_VAR4 $ACTORDEAD4 = 1 jump @WG2_CHECK8 :WG2_CHECK8 wait 0 if and 0118: actor $14 dead $ACTORDEAD5 == 0 jf @WG2_CHECK9 0164: disable_marker $TEMP_VAR5 $ACTORDEAD5 = 1 jump @WG2_CHECK9 :WG2_CHECK9 wait 0 if and 0118: actor $15 dead $ACTORDEAD6 == 0 jf @WG2_TRKCHK 0164: disable_marker $TEMP_VAR6 $ACTORDEAD6 = 1 jump @WG2_TRKCHK :WG2_TRKCHK wait 0 if $TRUCKS_DESTROYED > 2 // integer values jf @WG2_14 $ALL_TRUCKS_WRECKED = 1 jump @WG2_FAIL :WG2_14 wait 0 if and $FLAGTRUCKS_DESTROYED == 0 0038: $TRUCKS_DESTROYED == 2 // integer values jf @WG2_CHECK $FLAGTRUCKS_DESTROYED = 1 jump @WG2_CHECK21 :WG2_CHECK21 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @WG2_FAIL if and $FLAGTRUCKS_DESTROYED = 1 00DC: player $PLAYER_CHAR driving $TEMP_CAR1 jf @WG2_CHECK22 0164: disable_marker $3 Jump @WG2_15 :WG2_CHECK22 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @WG2_FAIL if and $FLAGTRUCKS_DESTROYED = 1 00DC: player $PLAYER_CHAR driving $TEMP_CAR2 jf @WG2_CHECK23 0164: disable_marker $4 Jump @WG2_15 :WG2_CHECK23 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @WG2_FAIL if and $FLAGTRUCKS_DESTROYED = 1 00DC: player $PLAYER_CHAR driving $TEMP_CAR3 jf @WG2_CHECK21 0164: disable_marker $5 Jump @WG2_15 :WG2_15 wait 1000 00BC: text_highpriority 'DIAB2_I' 5500 ms 1 018A: $16 = create_checkpoint_at 895.1507 -664.909 15.151 0165: set_marker $16 color_to 4 :WG2_16 wait 0 if 8118: not actor $WONG dead jf @WG2_FAIL if 00FA: player $PLAYER_CHAR stopped 1 895.1507 -664.909 15.151 radius 6.0 6.0 2.0 jf @WG2_16 wait 500 015F: set_camera_position 892.4314 -656.3128 14.9727 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 2 01B4: set_player $PLAYER_CHAR frozen_state 0 03E2: actor $PLAYER_ACTOR exit_car wait 3500 fade 0 1000 wait 1000 0055: put_player $PLAYER_CHAR at 864.8276 -665.3434 14.973 0171: set_player $PLAYER_CHAR z_angle_to 0.6651 00A1: put_actor $WONG at 864.8453 -661.9869 14.973 0173: set_actor $WONG z_angle_to 181.9015 0210: player $PLAYER_CHAR look_at_actor $WONG 022D: set_actor $WONG to_look_at_player $PLAYER_CHAR 015F: set_camera_position 869.2096 -668.6082 14.973 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 2 wait 1000 fade 1 1000 wait 2000 00BC: text_highpriority 'DIAB2_J' 3500 ms 1 wait 4000 00BC: text_highpriority 'DIAB2_K' 3500 ms 1 0211: actor $WOGs walk_to 868.0038 -655.972 14.973 wait 4000 00BC: text_highpriority 'DIAB2_L' 8000 ms 1 015F: set_camera_position 873.1763 -661.0236 17.9687 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 2 wait 3500 015F: set_camera_position 871.8605 -670.0513 16.973 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 1 wait 3000 fade 0 1000 wait 1000 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 011C: actor $PLAYER_ACTOR clear_objective 00BE: text_clear_all 0055: put_player $PLAYER_CHAR at 891.9941 -666.118 14.9727 0171: set_player $PLAYER_CHAR z_angle_to 269.1363 wait 1000 fade 1 1000 wait 1000 :WG2_PASS wait 0 01C2: remove_references_to_actor $WONG 01C2: remove_references_to_actor $10 01C2: remove_references_to_actor $11 01C2: remove_references_to_actor $12 01C2: remove_references_to_actor $13 01C2: remove_references_to_actor $14 01C2: remove_references_to_actor $15 01C3: remove_references_to_car $TEMP_CAR1 01C3: remove_references_to_car $TEMP_CAR2 01C3: remove_references_to_car $TEMP_CAR3 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 1500 4000 ms 1 0109: player $PLAYER_CHAR money += 1500 02A7: $WONG_MISSION_MARKER = create_icon_marker_and_sphere 13 at 841.316 -664.0244 14.9727 $ONMISSION = 0 $WONG_PROGRESS = 2 01F0: set_max_wanted_level_to 6 return :WG2_FAIL // Died or got busted during your mission 0249: release_model #DOCKER1 0249: release_model #DOCKER2 0249: release_model #WORKER1 0249: release_model #WORKER2 0249: release_model #YANKEE 0249: release_model #COLT45 01C2: remove_references_to_actor $WONG 01C2: remove_references_to_actor $10 01C2: remove_references_to_actor $11 01C2: remove_references_to_actor $12 01C2: remove_references_to_actor $13 01C2: remove_references_to_actor $14 01C2: remove_references_to_actor $15 0164: disable_marker $3 0164: disable_marker $4 0164: disable_marker $5 0164: disable_marker $TEMP_VAR1 0164: disable_marker $TEMP_VAR2 0164: disable_marker $TEMP_VAR3 0164: disable_marker $TEMP_VAR4 0164: disable_marker $TEMP_VAR5 0164: disable_marker $TEMP_VAR6 011C: actor $PLAYER_ACTOR clear_objective 01C3: remove_references_to_car $TEMP_CAR1 01C3: remove_references_to_car $TEMP_CAR2 01C3: remove_references_to_car $TEMP_CAR3 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! $ONMISSION = 0 0051: return :WG2_CLEAN // Clean up the contents of your mission so you can end it 01C2: remove_references_to_actor $WONG 01C2: remove_references_to_actor $10 01C2: remove_references_to_actor $11 01C2: remove_references_to_actor $12 01C2: remove_references_to_actor $13 01C2: remove_references_to_actor $14 01C2: remove_references_to_actor $15 0164: disable_marker $3 0164: disable_marker $4 0164: disable_marker $5 0164: disable_marker $TEMP_VAR1 0164: disable_marker $TEMP_VAR2 0164: disable_marker $TEMP_VAR3 0164: disable_marker $TEMP_VAR4 0164: disable_marker $TEMP_VAR5 0164: disable_marker $TEMP_VAR6 011C: actor $PLAYER_ACTOR clear_objective 01C3: remove_references_to_car $TEMP_CAR1 01C3: remove_references_to_car $TEMP_CAR2 01C3: remove_references_to_car $TEMP_CAR3 $ONMISSION = 0 00D8: mission_cleanup 0051: return Edited February 25, 2019 by deltaCJ Link to comment Share on other sites More sharing options...
ceedj Posted February 25, 2019 Share Posted February 25, 2019 First thing, take that giant block of code and slug it into a spoiler. OR just post the relevant bits. This is too much to look through at once. I gave up after the 3rd full page scrolls. 2nd, explain what all the different truck destroyed flags do. This is why commenting code is good, so other people can at least have an idea of what your doing. deltaCJ 1 I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets Link to comment Share on other sites More sharing options...
ZAZ Posted February 25, 2019 Share Posted February 25, 2019 1. conditional checks this isn't a condition $FLAGTRUCKS_DESTROYED = 1 equal signe is missing $FLAGTRUCKS_DESTROYED == 1 also this part is weird :WG2_14 wait 0 if and $FLAGTRUCKS_DESTROYED == 0 0038: $TRUCKS_DESTROYED == 2 // integer values jf @WG2_CHECK $FLAGTRUCKS_DESTROYED = 1 jump @WG2_CHECK21 :WG2_CHECK21 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @WG2_FAIL if and $FLAGTRUCKS_DESTROYED = 1 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< it's not a condition 00DC: player $PLAYER_CHAR driving $TEMP_CAR1 jf @WG2_CHECK22 0164: disable_marker $3 Jump @WG2_15 :WG2_CHECK22 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @WG2_FAIL if and $FLAGTRUCKS_DESTROYED = 1 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< it's not a condition 00DC: player $PLAYER_CHAR driving $TEMP_CAR2 jf @WG2_CHECK23 0164: disable_marker $4 Jump @WG2_15 :WG2_CHECK23 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @WG2_FAIL if and $FLAGTRUCKS_DESTROYED = 1 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< it's not a condition 00DC: player $PLAYER_CHAR driving $TEMP_CAR3 jf @WG2_CHECK21 0164: disable_marker $5 Jump @WG2_15 :WG2_15 you made following variables $FLAGTRUCKS_DESTROYED - additional var to check what?$FLAGTRUCK_DESTROYED - to check if $TEMP_CAR1 is wrecked and disable marker$FLAGTRUCK2_DESTROYED - to check if $TEMP_CAR2 is wrecked and disable marker$FLAGTRUCK3_DESTROYED - to check if $TEMP_CAR3 is wrecked and disable marker $FLAGTRUCKS_DESTROYED - additional var to avoid that checks will be read again, which checks if player drives one of the trucks? also these check can only be read in case if 2 trucks are wrecked that's hard to understand :WG2_14 wait 0 if and $FLAGTRUCKS_DESTROYED == 0 0038: $TRUCKS_DESTROYED == 2 // integer values jf @WG2_CHECK $FLAGTRUCKS_DESTROYED = 1 jump @WG2_CHECK21 anway, i think the checks which checks if player drives one of the trucks should look like that :WG2_CHECK21 if and $FLAGTRUCK_DESTROYED == 0 00DC: player $PLAYER_CHAR driving $TEMP_CAR1 jf @WG2_CHECK22 0164: disable_marker $3 $FLAGTRUCK_DESTROYED = 1 Jump @WG2_15 :WG2_CHECK22 if and $FLAGTRUCK2_DESTROYED == 0 00DC: player $PLAYER_CHAR driving $TEMP_CAR2 jf @WG2_CHECK23 $FLAGTRUCK2_DESTROYED = 1 0164: disable_marker $4 Jump @WG2_15 :WG2_CHECK23 if and $FLAGTRUCK3_DESTROYED == 0 00DC: player $PLAYER_CHAR driving $TEMP_CAR3 jf @WG2_CHECK21 $FLAGTRUCK3_DESTROYED = 1 0164: disable_marker $5 Jump @WG2_15 :WG2_15 about that :WG2_14 wait 0 if and $FLAGTRUCKS_DESTROYED == 0 0038: $TRUCKS_DESTROYED == 2 // integer values jf @WG2_CHECK $FLAGTRUCKS_DESTROYED = 1 jump @WG2_CHECK21 i don't know the sense 2. declare variables If mission fail, then the user will start the mission again without restart or reload game For this case it needs to reset the variables That means, it needs to declare the variables at missionstart $FLAGTRUCKS_DESTROYED = 0 $FLAGTRUCK_DESTROYED = 0 $FLAGTRUCK2_DESTROYED = 0 $FLAGTRUCK3_DESTROYED = 0 $ACTORDEAD1 = 0 $ACTORDEAD2 = 0 $ACTORDEAD3 = 0 $ACTORDEAD4 = 0 $ACTORDEAD5 = 0 $ACTORDEAD6 = 0 $TRUCKS_DESTROYED = 0 $ALL_TRUCKS_WRECKED = 0 wait 1000 fade 1 1000 3. tiny mistake :WG2_CHECK4 wait 0 if and 0118: actor $10 dead $ACTORDEAD1 == 0 jf @WG2_CHECK5 0164: disable_marker $TEMP_VAR1 $ACTORDEAD1 = 0 <<<<<<<<<<<<<<<<<<<<<<<<<< must be 1 jump @WG2_CHECK5 I don't know if this will fix your issue, i didn't test it because gta3 don't works on my win10 pc But i can test it on my notbook but please fix the mistakes first deltaCJ 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
deltaCJ Posted February 25, 2019 Author Share Posted February 25, 2019 2 hours ago, ceedj said: First thing, take that giant block of code and slug it into a spoiler. OR just post the relevant bits. This is too much to look through at once. I gave up after the 3rd full page scrolls. 2nd, explain what all the different truck destroyed flags do. This is why commenting code is good, so other people can at least have an idea of what your doing. Haha, sorry about that, for some reason if I put code in a spoiler is makes it into a quote. it's weird. 2 hours ago, ZAZ said: You made following variables $FLAGTRUCKS_DESTROYED - additional var to check what?$FLAGTRUCK_DESTROYED - to check if $TEMP_CAR1 is wrecked and disable marker$FLAGTRUCK2_DESTROYED - to check if $TEMP_CAR2 is wrecked and disable marker$FLAGTRUCK3_DESTROYED - to check if $TEMP_CAR3 is wrecked and disable marker $FLAGTRUCKS_DESTROYED - additional var to avoid that checks will be read again, which checks if player drives one of the trucks? also these check can only be read in case if 2 trucks are wrecked about that :WG2_14 wait 0 if and $FLAGTRUCKS_DESTROYED == 0 0038: $TRUCKS_DESTROYED == 2 // integer values jf @WG2_CHECK $FLAGTRUCKS_DESTROYED = 1 jump @WG2_CHECK21 i don't know the sense $FLAGTRUCKS_DESTROYED is a flag to make sure 2 are destroyed. But I will change the script now And thanks to ZAZ for the help! Link to comment Share on other sites More sharing options...