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[III] Truck Script Once again


deltaCJ
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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 by deltaCJ
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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.

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

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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

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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!

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