-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathprot1.sc
1019 lines (888 loc) · 28.7 KB
/
prot1.sc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Protection 1************************************
// *****************************************Shakedown****************************************
// *****************************************************************************************
// *****************************************************************************************
SCRIPT_NAME protec1
// Mission start stuff
GOSUB mission_start_protec1
IF HAS_DEATHARREST_BEEN_EXECUTED
GOSUB mission_failed_protec1
ENDIF
GOSUB mission_cleanup_protec1
MISSION_END
// Variables for mission
//people, cars and objects
VAR_INT free_stinger
VAR_INT ram_raid_gun
//blips
VAR_INT glass1_blip
VAR_INT glass2_blip
VAR_INT glass3_blip
VAR_INT glass4_blip
VAR_INT glass5_blip
VAR_INT glass6_blip
VAR_INT glass7_blip
VAR_INT glass8_blip
VAR_INT glass9_blip
VAR_INT glass10_blip
VAR_INT glass11_blip
VAR_INT glass12_blip
VAR_INT glass13_blip
VAR_INT glass14_blip
VAR_INT glass15_blip
VAR_INT glass16_blip
VAR_INT glass17_blip
VAR_INT glass18_blip
VAR_INT glass19_blip
VAR_INT glass20_blip
VAR_INT glass21_blip
VAR_INT glass22_blip
VAR_INT glass23_blip
VAR_INT glass24_blip
VAR_INT glass25_blip
//flags
VAR_INT ram_raid_goals
VAR_INT ram_time
VAR_INT all_shops_rammed
VAR_INT shop1_rammed
VAR_INT shop2_rammed
VAR_INT shop3_rammed
VAR_INT shop4_rammed
VAR_INT shop5_rammed
VAR_INT glass1_smashed
VAR_INT glass2_smashed
VAR_INT glass3_smashed
VAR_INT glass4_smashed
VAR_INT glass5_smashed
VAR_INT glass6_smashed
VAR_INT glass7_smashed
VAR_INT glass8_smashed
VAR_INT glass9_smashed
VAR_INT glass10_smashed
VAR_INT glass11_smashed
VAR_INT glass12_smashed
VAR_INT glass13_smashed
VAR_INT glass14_smashed
VAR_INT glass15_smashed
VAR_INT glass16_smashed
VAR_INT glass17_smashed
VAR_INT glass18_smashed
VAR_INT glass19_smashed
VAR_INT glass20_smashed
VAR_INT glass21_smashed
VAR_INT glass22_smashed
VAR_INT glass23_smashed
VAR_INT glass24_smashed
VAR_INT glass25_smashed
VAR_INT prot1_print_flag
VAR_INT star1
VAR_INT star2
VAR_INT star3
VAR_INT star4
VAR_INT star5
{
// ****************************************Mission Start************************************
mission_start_protec1:
CLEAR_THIS_PRINT M_FAIL
flag_player_on_mission = 1
REGISTER_MISSION_GIVEN
WAIT 0
LOAD_MISSION_TEXT PROT1
SET_SHORTCUT_DROPOFF_POINT_FOR_MISSION -288.2 -487.5 9.8 275.0
// *****************************************Set Flags/variables************************************
ram_raid_goals = 0
ram_time = 301000 //5 mins
all_shops_rammed = 0
shop1_rammed = 0
shop2_rammed = 0
shop3_rammed = 0
shop4_rammed = 0
shop5_rammed = 0
glass1_smashed = 0
glass2_smashed = 0
glass3_smashed = 0
glass4_smashed = 0
glass5_smashed = 0
glass6_smashed = 0
glass7_smashed = 0
glass8_smashed = 0
glass9_smashed = 0
glass10_smashed = 0
glass11_smashed = 0
glass12_smashed = 0
glass13_smashed = 0
glass14_smashed = 0
glass15_smashed = 0
glass16_smashed = 0
glass17_smashed = 0
glass18_smashed = 0
glass19_smashed = 0
glass20_smashed = 0
glass21_smashed = 0
glass22_smashed = 0
glass23_smashed = 0
glass24_smashed = 0
glass25_smashed = 0
prot1_print_flag = 0
star1 = 0
star2 = 0
star3 = 0
star4 = 0
star5 = 0
// ****************************************START OF CUTSCENE********************************
SET_AREA_VISIBLE VIS_MANSION
flag_player_in_mansion = 1
LOAD_SPECIAL_CHARACTER 1 CSplay
LOAD_SPECIAL_CHARACTER 2 CSken
LOAD_SPECIAL_CHARACTER 3 CSbuddy
LOAD_SPECIAL_CHARACTER 4 CSavery
LOAD_SCENE -378.62 -552.676 18.534
LOAD_ALL_MODELS_NOW
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
OR NOT HAS_SPECIAL_CHARACTER_LOADED 4
WAIT 0
ENDWHILE
LOAD_CUTSCENE bud_1
CLEAR_AREA -378.6 -552.6 25.5 15.0 TRUE
CLEAR_AREA -379.0 -564.6 19.8 15.0 TRUE
SET_PED_DENSITY_MULTIPLIER 0.0
SET_CUTSCENE_OFFSET -378.62 -552.676 18.534
SET_NEAR_CLIP 0.1
CREATE_CUTSCENE_OBJECT SPECIAL01 cs_player
SET_CUTSCENE_ANIM cs_player CSplay
CREATE_CUTSCENE_OBJECT SPECIAL02 cs_ken
SET_CUTSCENE_ANIM cs_ken CSken
CREATE_CUTSCENE_OBJECT SPECIAL03 cs_buddy
SET_CUTSCENE_ANIM cs_buddy CSbuddy
CREATE_CUTSCENE_OBJECT SPECIAL04 cs_avery
SET_CUTSCENE_ANIM cs_avery CSavery
DO_FADE 1500 FADE_IN
SWITCH_RUBBISH OFF
SWITCH_STREAMING ON
START_CUTSCENE
// Displays cutscene text
GET_CUTSCENE_TIME cs_time
WHILE cs_time < 498 //FIRST CUTSCENE TIME GOES HERE
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_A 10000 1 // Oh, We gotta redecorate this place - make it look older.
WHILE cs_time < 3470
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_B 10000 1 // I can't stand this look. Tommy, whadaya say? Whadaya say we put a bar in...
WHILE cs_time < 7473
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_C 10000 1 // I think I'm gonna keep you as my Lawyer, not my interior decorator. Got it?
WHILE cs_time < 11644
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_D 10000 1 // Listen to me,
WHILE cs_time < 12448
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_E 10000 1 // The time to take over in this town is now. It’s all out there waiting for us.
WHILE cs_time < 16477
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_F 10000 1 // We need to start seizing territory,
WHILE cs_time < 18657
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_G 10000 1 // let Vice City know we're the new players in town, know what I’m saying?
WHILE cs_time < 21849
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_I 10000 1 // What you need is a legitimate front -real estate Tommy, real estate. Never done me any harm.
WHILE cs_time < 26212
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_J 10000 1 // We need to start using some muscle or we can kiss all that hard work goodbye.
WHILE cs_time < 30323
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_K 10000 1 // Local businesses know Diaz is dead, and they're refusing to pay protection!
WHILE cs_time < 34351
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_L 10000 1 // Oh. We could try bribery...
WHILE cs_time < 36310
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_M 10000 1 // Bribery? Screw bribery! I'll show you how to make 'em scared.
WHILE cs_time < 40077
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW PRO1_N 10000 1 // I'll be back in five minutes...
WHILE cs_time < 41077
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
CLEAR_PRINTS
WHILE cs_time < 42112
WAIT 0
GET_CUTSCENE_TIME cs_time
ENDWHILE
DO_FADE 1500 FADE_OUT
CLEAR_PRINTS
WHILE GET_FADING_STATUS
WAIT 0
ENDWHILE
SWITCH_RUBBISH ON
CLEAR_CUTSCENE
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
UNLOAD_SPECIAL_CHARACTER 3
UNLOAD_SPECIAL_CHARACTER 4
SET_PED_DENSITY_MULTIPLIER 1.0
SET_CAR_DENSITY_MULTIPLIER 1.0
flag_player_in_mansion = 0
SET_AREA_VISIBLE VIS_MAIN_MAP
CLEAR_EXTRA_COLOURS FALSE // SCFIX
// ******************************************END OF CUTSCENE********************************
SET_FADING_COLOUR 0 0 0
WAIT 500
LOAD_SCENE -375.9 -510.6 16.2
SET_PLAYER_COORDINATES player1 -375.9 -544.6 16.2
SET_PLAYER_HEADING player1 360.0
SET_CAMERA_BEHIND_PLAYER
PRINT_BIG ( STARI ) 3000 2 // SCFIX: we are teleported out of the interior
//------------------REQUEST_MODELS ------------------------------
SET_PLAYER_MOOD player1 PLAYER_MOOD_WISECRACKING 60000
REMOVE_BLIP weapon_shop2_blip
REMOVE_BLIP hardware_shop2
REQUEST_MODEL stinger
WHILE NOT HAS_MODEL_LOADED stinger
WAIT 0
ENDWHILE
CREATE_CAR stinger -345.3 -524.6 11.5 free_stinger
CREATE_PICKUP_WITH_AMMO uzi PICKUP_ONCE 250 -347.8 -527.2 12.7 ram_raid_gun
DO_FADE 1500 FADE_IN
PRINT_NOW ( PRO1_11 ) 5000 1 //Get to The North Point Mall in Vice Point.
PRINT ( PRO1_01 ) 5000 1 //Do a hit and run on the shop fronts and the owners will be begging for protection.
PRINT ( PRO1_13 ) 5000 1 //You have five minutes to smash them all.
SET_PLAYER_AUTO_AIM player1 FALSE
//coffee shop
ADD_BLIP_FOR_COORD 459.9 1004.1 18.1 glass1_blip
ADD_BLIP_FOR_COORD 467.2 1012.0 18.1 glass2_blip
//pearl necklace
ADD_BLIP_FOR_COORD 457.5 1197.6 18.1 glass3_blip
ADD_BLIP_FOR_COORD 463.8 1207.4 18.1 glass4_blip
ADD_BLIP_FOR_COORD 466.8 1211.8 18.1 glass5_blip
//book shop
ADD_BLIP_FOR_COORD 369.9 1222.0 18.1 glass6_blip
ADD_BLIP_FOR_COORD 369.9 1212.2 18.1 glass7_blip
//tower records
ADD_BLIP_FOR_COORD 356.5 1120.0 24.5 glass8_blip
ADD_BLIP_FOR_COORD 356.6 1115.5 24.5 glass9_blip
ADD_BLIP_FOR_COORD 361.1 1110.2 24.5 glass10_blip
ADD_BLIP_FOR_COORD 364.2 1107.2 24.5 glass11_blip
ADD_BLIP_FOR_COORD 367.0 1104.2 24.5 glass12_blip
ADD_BLIP_FOR_COORD 369.2 1101.7 24.5 glass13_blip
//gash upstairs
ADD_BLIP_FOR_COORD 403.1 1022.0 24.5 glass14_blip
ADD_BLIP_FOR_COORD 403.1 1033.0 24.5 glass15_blip
ADD_BLIP_FOR_COORD 406.7 1041.0 24.5 glass16_blip
ADD_BLIP_FOR_COORD 421.0 1041.0 24.5 glass17_blip
ADD_BLIP_FOR_COORD 425.1 1035.7 24.5 glass18_blip
ADD_BLIP_FOR_COORD 425.1 1021.8 24.5 glass19_blip
//gash downstairs
ADD_BLIP_FOR_COORD 403.1 1024.6 18.1 glass20_blip
ADD_BLIP_FOR_COORD 403.1 1033.0 18.1 glass21_blip
ADD_BLIP_FOR_COORD 406.7 1041.0 18.1 glass22_blip
ADD_BLIP_FOR_COORD 421.0 1041.0 18.1 glass23_blip
ADD_BLIP_FOR_COORD 425.1 1035.7 18.1 glass24_blip
ADD_BLIP_FOR_COORD 425.1 1021.8 18.1 glass25_blip
DISPLAY_ONSCREEN_TIMER ram_time TIMER_DOWN
ram_raid_loop://////////////////////////////////////////////////////////////////////////////////////
WAIT 0
IF flag_player_in_mall = 1
IF prot1_print_flag = 0
PRINT_NOW ( PRO1_12 ) 5000 1 //Smash the panes of glass in each shop front and the owners will be begging for new protection.
prot1_print_flag = 1
ENDIF
IF all_shops_rammed = 25
ram_raid_goals = 1
ELSE
//coffee shop
IF shop1_rammed < 2
IF glass1_smashed = 0 //right hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 459.9 1004.1 19.7
shop1_rammed ++
glass1_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass1_blip
ENDIF
ENDIF
IF glass2_smashed = 0 //left hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 467.2 1012.0 19.7
shop1_rammed ++
glass2_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass2_blip
ENDIF
ENDIF
ENDIF
IF shop1_rammed = 2
LOAD_MISSION_AUDIO 1 BUD1_1
WHILE NOT HAS_MISSION_AUDIO_LOADED 1
WAIT 0
ENDWHILE
PRINT_NOW PRO1_04 4000 1//My livelihood, destroyed!
PLAY_MISSION_AUDIO 1
WHILE NOT HAS_MISSION_AUDIO_FINISHED 1
WAIT 0
ENDWHILE
CLEAR_MISSION_AUDIO 1
CLEAR_THIS_PRINT PRO1_04
shop1_rammed = 3
ENDIF
IF shop1_rammed = 3
LOAD_MISSION_AUDIO 2 BUD1_9
WHILE NOT HAS_MISSION_AUDIO_LOADED 2
WAIT 0
ENDWHILE
PRINT_NOW PRO1_09 4000 1//My livelihood, destroyed!
PLAY_MISSION_AUDIO 2
WHILE NOT HAS_MISSION_AUDIO_FINISHED 2
WAIT 0
ENDWHILE
CLEAR_MISSION_AUDIO 2
CLEAR_THIS_PRINT PRO1_09
shop1_rammed = 4
ENDIF
//Pearl Necklace
IF shop2_rammed < 3
IF glass3_smashed = 0 //right hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 457.5 1197.6 19.7
shop2_rammed ++
glass3_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass3_blip
ENDIF
ENDIF
IF glass4_smashed = 0 //Centre glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 463.8 1207.4 19.7
shop2_rammed ++
glass4_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass4_blip
ENDIF
ENDIF
IF glass5_smashed = 0 //left glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 466.8 1211.8 19.7
shop2_rammed ++
glass5_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass5_blip
ENDIF
ENDIF
ENDIF
IF shop2_rammed = 3
LOAD_MISSION_AUDIO 1 BUD1_2
WHILE NOT HAS_MISSION_AUDIO_LOADED 1
WAIT 0
ENDWHILE
PRINT_NOW PRO1_05 4000 1//Ruined...RUINED!!
PLAY_MISSION_AUDIO 1
WHILE NOT HAS_MISSION_AUDIO_FINISHED 1
WAIT 0
ENDWHILE
CLEAR_MISSION_AUDIO 1
CLEAR_THIS_PRINT PRO1_05
shop2_rammed = 4
ENDIF
//Book shop
IF shop3_rammed < 2
IF glass6_smashed = 0 //right hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 369.9 1222.0 19.7
shop3_rammed ++
glass6_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass6_blip
ENDIF
ENDIF
IF glass7_smashed = 0 //left hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 369.9 1212.2 19.7
shop3_rammed ++
glass7_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass7_blip
ENDIF
ENDIF
ENDIF
IF shop3_rammed = 2
LOAD_MISSION_AUDIO 1 BUD1_3
WHILE NOT HAS_MISSION_AUDIO_LOADED 1
WAIT 0
ENDWHILE
PRINT_NOW PRO1_06 4000 1//I pay through the ass for protection!
PLAY_MISSION_AUDIO 1
WHILE NOT HAS_MISSION_AUDIO_FINISHED 1
WAIT 0
ENDWHILE
CLEAR_MISSION_AUDIO 1
CLEAR_THIS_PRINT PRO1_06
shop3_rammed = 3
ENDIF
IF shop3_rammed = 3
LOAD_MISSION_AUDIO 2 BUD1_10
WHILE NOT HAS_MISSION_AUDIO_LOADED 2
WAIT 0
ENDWHILE
PRINT_NOW PRO1_10 4000 1//I run this town now. ME!
PLAY_MISSION_AUDIO 2
WHILE NOT HAS_MISSION_AUDIO_FINISHED 2
WAIT 0
ENDWHILE
CLEAR_MISSION_AUDIO 2
CLEAR_THIS_PRINT PRO1_10
shop3_rammed = 4
ENDIF
//Record Shop
IF shop4_rammed < 6
IF glass8_smashed = 0 //right hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 356.5 1120.0 25.7
shop4_rammed ++
glass8_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass8_blip
ENDIF
ENDIF
IF glass9_smashed = 0 //2nd from right glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 356.6 1115.5 25.7
shop4_rammed ++
glass9_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass9_blip
ENDIF
ENDIF
IF glass10_smashed = 0 //3rd from right glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 361.1 1110.2 25.7
shop4_rammed ++
glass10_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass10_blip
ENDIF
ENDIF
IF glass11_smashed = 0 //3rd from left hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 364.2 1107.2 25.7
shop4_rammed ++
glass11_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass11_blip
ENDIF
ENDIF
IF glass12_smashed = 0 //2nd from left glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 367.0 1104.2 25.7
shop4_rammed ++
glass12_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass12_blip
ENDIF
ENDIF
IF glass13_smashed = 0 //left glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 369.2 1101.7 25.7
shop4_rammed ++
glass13_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass13_blip
ENDIF
ENDIF
ENDIF
IF shop4_rammed = 6
LOAD_MISSION_AUDIO 1 BUD1_4
WHILE NOT HAS_MISSION_AUDIO_LOADED 1
WAIT 0
ENDWHILE
PRINT_NOW PRO1_07 4000 1//My beautiful window display!
PLAY_MISSION_AUDIO 1
WHILE NOT HAS_MISSION_AUDIO_FINISHED 1
WAIT 0
ENDWHILE
CLEAR_MISSION_AUDIO 1
CLEAR_THIS_PRINT PRO1_07
shop4_rammed = 7
ENDIF
//GASH Top half
IF shop5_rammed < 12
IF glass14_smashed = 0 //right hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 403.1 1022.0 25.7
shop5_rammed ++
glass14_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass14_blip
ENDIF
ENDIF
IF glass15_smashed = 0 //2nd from right glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 403.1 1033.0 25.7
shop5_rammed ++
glass15_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass15_blip
ENDIF
ENDIF
IF glass16_smashed = 0 //3rd from right glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 406.7 1041.0 25.7
shop5_rammed ++
glass16_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass16_blip
ENDIF
ENDIF
IF glass17_smashed = 0 //3rd from left hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 421.0 1041.0 25.7
shop5_rammed ++
glass17_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass17_blip
ENDIF
ENDIF
IF glass18_smashed = 0 //2nd from left glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 425.1 1035.7 25.7
shop5_rammed ++
glass18_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass18_blip
ENDIF
ENDIF
IF glass19_smashed = 0 //left glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 425.1 1021.8 25.7
shop5_rammed ++
glass19_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass19_blip
ENDIF
ENDIF
//GASH Bottom half
IF glass20_smashed = 0 //right hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 403.1 1024.6 19.7
shop5_rammed ++
glass20_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass20_blip
ENDIF
ENDIF
IF glass21_smashed = 0 //2nd from right glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 403.1 1033.0 19.7
shop5_rammed ++
glass21_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass21_blip
ENDIF
ENDIF
IF glass22_smashed = 0 //3rd from right glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 406.7 1041.0 19.7
shop5_rammed ++
glass22_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass22_blip
ENDIF
ENDIF
IF glass23_smashed = 0 //3rd from left hand glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 421.0 1041.0 19.7
shop5_rammed ++
glass23_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass23_blip
ENDIF
ENDIF
IF glass24_smashed = 0 //2nd from left glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 425.1 1035.7 19.7
shop5_rammed ++
glass24_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass24_blip
ENDIF
ENDIF
IF glass25_smashed = 0 //left glass looking at shop
IF HAS_GLASS_BEEN_SHATTERED_NEARBY 425.1 1021.8 19.7
shop5_rammed ++
glass25_smashed = 1
all_shops_rammed ++
ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
REMOVE_BLIP glass25_blip
ENDIF
ENDIF
ENDIF
IF shop5_rammed = 12
LOAD_MISSION_AUDIO 1 BUD1_5
WHILE NOT HAS_MISSION_AUDIO_LOADED 1
WAIT 0
ENDWHILE
PRINT_NOW PRO1_08 4000 1//My store. My wonderful store.
PLAY_MISSION_AUDIO 1
WHILE NOT HAS_MISSION_AUDIO_FINISHED 1
WAIT 0
ENDWHILE
CLEAR_MISSION_AUDIO 1
CLEAR_THIS_PRINT PRO1_08
shop5_rammed = 13
ENDIF
IF all_shops_rammed > 4
IF star1 = 0
ALTER_WANTED_LEVEL_NO_DROP player1 1
star1 = 1
ENDIF
ENDIF
IF all_shops_rammed > 9
IF star2 = 0
ALTER_WANTED_LEVEL_NO_DROP player1 2
star2 = 1
ENDIF
ENDIF
IF all_shops_rammed > 14
IF star3 = 0
ALTER_WANTED_LEVEL_NO_DROP player1 3
star3 = 1
ENDIF
ENDIF
IF all_shops_rammed > 19
IF star4 = 0
ALTER_WANTED_LEVEL_NO_DROP player1 4
star4 = 1
ENDIF
ENDIF
IF all_shops_rammed > 24 //wont show in debug
IF star5 = 0
ALTER_WANTED_LEVEL_NO_DROP player1 5
star5 = 1
ENDIF
ENDIF
ENDIF
ENDIF
//player1 fails if timer runs out
IF ram_time = 0
PRINT_NOW ( PRO1_03 ) 5000 1 //This was suppose to be a hit and run, not a hit and have a coffee.
GOTO mission_failed_protec1
ENDIF
//player1 must get out of mall
IF ram_raid_goals = 1
// ******************************************END OF CUTSCENE********************************
//PRINTWORKS PURCHASING PICKUP
//REMOVE_BLIP print_works_blip
REMOVE_PICKUP print_works_pickup
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT printbuyX printbuyY printbuyZ RADAR_SPRITE_PROPERTY print_works_blip
CHANGE_BLIP_DISPLAY print_works_blip BLIP_ONLY
CREATE_FORSALE_PROPERTY_PICKUP printbuyX printbuyY printbuyZ printworks_price PRNT_L print_works_pickup//Press R3 to purchase the Print Works for $~1~
START_NEW_SCRIPT print_buy_loop
//CAR SHOWROOM PURCHASING PICKUP
//REMOVE_BLIP carbuy_blip
REMOVE_PICKUP carbuy_pickup
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT carbuyX carbuyY carbuyZ RADAR_SPRITE_PROPERTY carbuy_blip
CHANGE_BLIP_DISPLAY carbuy_blip BLIP_ONLY
CREATE_FORSALE_PROPERTY_PICKUP carbuyX carbuyY carbuyZ carbuy_price CAR_L carbuy_pickup//Press R3 to purchase the Car Showroom for $~1~
START_NEW_SCRIPT property_car_loop
//FILM STUDIO PURCHASING PICKUP
//REMOVE_BLIP pornbuy_blip
REMOVE_PICKUP pornbuy_pickup
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT pornbuyX pornbuyY pornbuyZ RADAR_SPRITE_PROPERTY pornbuy_blip
CHANGE_BLIP_DISPLAY pornbuy_blip BLIP_ONLY
CREATE_FORSALE_PROPERTY_PICKUP pornbuyX pornbuyY pornbuyZ pornbuy_price PORN_L pornbuy_pickup//Press R3 to purchase the Film Studios for $~1~
START_NEW_SCRIPT pornbuy_loop
//ICECREAM FACTORY PURCHASING PICKUP
//REMOVE_BLIP icebuy_blip
REMOVE_PICKUP icebuy_pickup
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT icebuyX icebuyY icebuyZ RADAR_SPRITE_PROPERTY icebuy_blip
CHANGE_BLIP_DISPLAY icebuy_blip BLIP_ONLY
CREATE_FORSALE_PROPERTY_PICKUP icebuyX icebuyY icebuyZ icebuy_price ICE_L icebuy_pickup//Press R3 to purchase the Icecream Factory for $~1~
START_NEW_SCRIPT icebuy_loop
//TAXI FIRM PURCHASING PICKUP
//REMOVE_BLIP taxibuy_blip
REMOVE_PICKUP taxibuy_pickup
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT taxibuyX taxibuyY taxibuyZ RADAR_SPRITE_PROPERTY taxibuy_blip
CHANGE_BLIP_DISPLAY taxibuy_blip BLIP_ONLY
CREATE_FORSALE_PROPERTY_PICKUP taxibuyX taxibuyY taxibuyZ taxibuy_price TAXI_L taxibuy_pickup//Press R3 to purchase the Taxi Company for $~1~
START_NEW_SCRIPT taxibuy_loop
//THE MALIBU PURCHASING PICKUP
//REMOVE_BLIP bankbuy_blip
REMOVE_PICKUP bankbuy_pickup
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT bankbuyX bankbuyY bankbuyZ RADAR_SPRITE_PROPERTY bankbuy_blip
CHANGE_BLIP_DISPLAY bankbuy_blip BLIP_ONLY
CREATE_FORSALE_PROPERTY_PICKUP bankbuyX bankbuyY bankbuyZ bankbuy_price BANK_L bankbuy_pickup//Press R3 to purchase The Malibu for $~1~
START_NEW_SCRIPT bankbuy_loop
//BOAT YARD PURCHASING PICKUP
//REMOVE_BLIP boatbuy_blip
REMOVE_PICKUP boatbuy_pickup
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT boatbuyX boatbuyY boatbuyZ RADAR_SPRITE_PROPERTY boatbuy_blip
CHANGE_BLIP_DISPLAY boatbuy_blip BLIP_ONLY
CREATE_FORSALE_PROPERTY_PICKUP boatbuyX boatbuyY boatbuyZ boatbuy_price BOAT_L boatbuy_pickup//Press R3 to purchase the Boat Yard for $~1~
START_NEW_SCRIPT boatbuy_loop
//STRIP CLUB PURCHASING PICKUP
REMOVE_PICKUP strpbuy_pickup
CREATE_FORSALE_PROPERTY_PICKUP strpbuyX strpbuyY strpbuyZ strpbuy_price STRP_L strpbuy_pickup//Press R3 to purchase the Car Showroom for $~1~
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT strpbuyX strpbuyY strpbuyZ RADAR_SPRITE_PROPERTY strpbuy_blip
CHANGE_BLIP_DISPLAY strpbuy_blip BLIP_ONLY
START_NEW_SCRIPT strpbuy_loop
SET_PLAYER_CONTROL player1 OFF
SET_POLICE_IGNORE_PLAYER player1 ON
SET_EVERYONE_IGNORE_PLAYER player1 ON
DO_FADE 1500 FADE_OUT
WHILE GET_FADING_STATUS
WAIT 0
ENDWHILE
SWITCH_WIDESCREEN ON
SET_TIME_OF_DAY 22 0
IF flag_player_in_mall = 1
SET_AREA_VISIBLE VIS_MAIN_MAP
ENDIF
SET_CAR_DENSITY_MULTIPLIER 0.0
SET_PED_DENSITY_MULTIPLIER 0.0
LOAD_SCENE 475.4 -67.8 19.6
DO_FADE 1500 FADE_IN
SET_FIXED_CAMERA_POSITION 524.9 -88.8 15.6 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 498.2 -74.0 13.6 JUMP_CUT
TIMERB = 0
PRINT_NOW ( BUYP1 ) 8000 1 //You can now buy property in certain areas of the map
WHILE NOT TIMERB > 8000
WAIT 0
IF IS_BUTTON_PRESSED PAD1 cross
GOTO skip_prop_cut
ENDIF
ENDWHILE
TIMERB = 0
SET_FIXED_CAMERA_POSITION 495.7 -79.5 12.6 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 488.6 -79.7 12.3 JUMP_CUT
PRINT_NOW ( BUYP2 ) 8000 1 //If you see a green house pickup, you can buy the property.
WHILE NOT TIMERB > 8000
WAIT 0
IF IS_BUTTON_PRESSED PAD1 cross
GOTO skip_prop_cut
ENDIF
ENDWHILE
TIMERB = 0
PRINT_NOW ( BUYP3 ) 8000 1 //Stand inside the pickup then press L1 to purchase that property.
WHILE NOT TIMERB > 8000
WAIT 0
IF IS_BUTTON_PRESSED PAD1 cross
GOTO skip_prop_cut
ENDIF
ENDWHILE
skip_prop_cut:
DO_FADE 1000 FADE_OUT
WHILE GET_FADING_STATUS
WAIT 0
ENDWHILE
IF flag_player_in_mall = 1
SET_AREA_VISIBLE VIS_MALL
ENDIF
SET_CAR_DENSITY_MULTIPLIER 1.0
SET_PED_DENSITY_MULTIPLIER 1.0
GET_PLAYER_COORDINATES player1 player_x player_y player_z
LOAD_SCENE player_x player_y player_z
SET_CAMERA_BEHIND_PLAYER
RESTORE_CAMERA_JUMPCUT
SET_PLAYER_CONTROL player1 ON
SWITCH_WIDESCREEN OFF
SET_POLICE_IGNORE_PLAYER player1 OFF
SET_EVERYONE_IGNORE_PLAYER player1 OFF
DO_FADE 1000 FADE_IN
CLEAR_WANTED_LEVEL player1
// ******************************************END OF CUTSCENE********************************
GOTO mission_passed_protec1
ENDIF
GOTO ram_raid_loop
// Mission failed
mission_failed_protec1:
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
RETURN
// mission passed
mission_passed_protec1:
CLEAR_PRINTS
PRINT_WITH_NUMBER_BIG ( M_PASS ) 2000 5000 1 //"Mission Passed!"
//START_NEW_SCRIPT cloth7
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player1 2000
PLAYER_MADE_PROGRESS 1
REGISTER_MISSION_PASSED BUD_1
REMOVE_BLIP protect_contact_blip
ADD_SPRITE_BLIP_FOR_CONTACT_POINT -397.4 -561.3 18.7 RADAR_SPRITE_TOMMY protect_contact_blip
START_NEW_SCRIPT protect_mission2_loop
laser_in_stock = 1
flag_protect_mission1_passed = 1
RETURN
// mission cleanup
mission_cleanup_protec1:
flag_player_on_mission = 0
SET_PLAYER_AUTO_AIM player1 TRUE
REMOVE_BLIP weapon_shop2_blip
REMOVE_BLIP hardware_shop2
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_COORD 364.8 1051.5 21.0 RADAR_SPRITE_GUN weapon_shop2_blip
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_COORD 364.8 1086.5 21.0 RADAR_SPRITE_HARDWARE hardware_shop2
REMOVE_BLIP glass1_blip
REMOVE_BLIP glass2_blip
REMOVE_BLIP glass3_blip
REMOVE_BLIP glass4_blip
REMOVE_BLIP glass5_blip
REMOVE_BLIP glass6_blip
REMOVE_BLIP glass7_blip
REMOVE_BLIP glass8_blip
REMOVE_BLIP glass9_blip
REMOVE_BLIP glass10_blip
REMOVE_BLIP glass11_blip
REMOVE_BLIP glass12_blip
REMOVE_BLIP glass13_blip
REMOVE_BLIP glass14_blip
REMOVE_BLIP glass15_blip
REMOVE_BLIP glass16_blip
REMOVE_BLIP glass17_blip
REMOVE_BLIP glass18_blip
REMOVE_BLIP glass19_blip
REMOVE_BLIP glass20_blip
REMOVE_BLIP glass21_blip
REMOVE_BLIP glass22_blip
REMOVE_BLIP glass23_blip