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13_copcar.sc
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13_copcar.sc
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// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *********************************** Cop Car Mission *************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// Mission start stuff
:M13_VIGILANTE
gosub @MISSION_START_COP_CAR
gosub @COP_CAR_FAILED
:MISSION_END_COP_CAR
end_thread
// ****************************************Mission Start************************************
:MISSION_START_COP_CAR
0004: $ONMISSION = 1
0004: $ON_VIGILANTE_MISSION = 1
0004: $VIGILANTE_BONUS_KILLS = 5
03A4: name_thread 'COPCAR'
0004: $TOTAL_CRIMINALS_KILLED = 0
0004: $GOT_COP_BREIF = 0
0001: wait 0 ms
:NEXT_COP_CAR
if
0038: $UNLOCKEXTRAS1 == 1
then
0004: $GOT_RANGE_MESSAGE = 0
0004: $PLAYER_IN_RANGE = 0
end
0004: $CAR_MODEL = 0
0004: $CRIMINAL_CAR = 0
0004: $CRIMINAL_CREATED_FLAG = 0
0004: $CRIMINAL = 0
0004: $CRIMINAL_BLIP = 0
0004: $RANDOM_GUN = 0
0004: $COP_TIME_LIMIT = 0
0004: $GOT_CAR_CRIM_IS_IN = 0
0004: $TIMER_RESET_FLAG = 0
0004: $GAME_TIME_FLAG = 0
0004: $MISSION_END_BUTTON = 0
0004: $LOCATION = 0
0004: $COPCAR_CANCELLED_FLAG = 0
0005: $PLAYER_C_X = 0.0
0005: $PLAYER_C_Y = 0.0
0005: $PLAYER_C_Z = 0.0
0005: $RANDOM_CRIM_X = 0.0
0005: $RANDOM_CRIM_Y = 0.0
0005: $CRIMINAL_COORD_X = 0.0
0005: $CRIMINAL_COORD_Y = 0.0
0005: $CRIMINAL_COORD_Z = 0.0
0005: $DIFF_X_FLOAT = 0.0
0005: $DIFF_Y_FLOAT = 0.0
0005: $SUM_OF_DIFF_XY = 0.0
0005: $PLAYERS_DISTANCE_FROM_CRIMINAL = 0.0
0005: $COP_TIME_LIMIT_FLOAT = 0.0
0005: $CRIMINAL_HEADING = 0.0
0054: get_player_coordinates $PLAYER_CHAR store_to $PLAYER_C_X $PLAYER_C_Y $PLAYER_C_Z
0247: request_model #SENTINEL
:CRIMINAL_IN_CAR
wait 0 ms
if
0038: $GOT_COP_BREIF == 0
then
00BC: print_now 'LEGAL' duration 3000 ms flag 1 // ~g~Eliminate the criminal threat!
0006: 17@ = 0
0004: $GOT_COP_BREIF = 1
else
0006: 17@ = 3000
end
if
03C6: current_island == LEVEL_INDUSTRIAL
then
0208: $RANDOM_CRIM_X = random_float 778.0 1540.0
0208: $RANDOM_CRIM_Y = random_float -1110.0 190.0
0004: $LOCATION = 1
end
if
03C6: current_island == LEVEL_COMMERCIAL
then
0208: $RANDOM_CRIM_X = random_float -192.0 545.0
0208: $RANDOM_CRIM_Y = random_float -1626.0 98.0
0004: $LOCATION = 2
end
if
03C6: current_island == LEVEL_SUBURBAN
then
0208: $RANDOM_CRIM_X = random_float -1300.0 -414.0
0208: $RANDOM_CRIM_Y = random_float -608.75 380.0
0004: $LOCATION = 3
end
if
0038: $UNLOCKEXTRAS1 == 1
then
0004: $GOT_RANGE_MESSAGE = 0
0004: $PLAYER_IN_RANGE = 1
end
if and
0038: $UNLOCKEXTRAS1 == 1
0038: $UNLOCK_OUTOFRANGE_MECHANIC == 1
then
gosub @COP_CAR_CHECK_RANGE
end
gosub @COPCAR_CANCELLED_CHECKS
02C1: set $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z to_car_path_coords_closest_to $RANDOM_CRIM_X $RANDOM_CRIM_Y $PLAYER_C_Z
if and // COLOMBIAN BOAT
0020: $CRIMINAL_COORD_X > 1398.0
0022: 1615.0 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -965.0
0022: -902.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // BACK OF LUIGI'S
0020: $CRIMINAL_COORD_X > 879.0
0022: 892.0 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -427.0
0022: -407.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // FISH FACTORY
0020: $CRIMINAL_COORD_X > 944.75
0022: 1017.063 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -1148.75
0022: -1076.563 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // CHINATOWN MARKET
0020: $CRIMINAL_COORD_X > 920.75
0022: 1004.0 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -754.1875
0022: -670.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // CALAHAN BRIDGE
0020: $CRIMINAL_COORD_X > 670.0
0022: 1035.0 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -953.0
0022: -912.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // DOCKS INDUSTRIAL
0020: $CRIMINAL_COORD_X > 1364.0
0022: 1641.0 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -1165.0
0022: -617.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // TUNNEL ENTRANCE INDUSTRIAL
0020: $CRIMINAL_COORD_X > 649.0
0022: 1066.0 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > 25.0
0022: 217.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // AIRPORT SUBURBAN
0020: $CRIMINAL_COORD_X > -1611.5
0022: -745.25 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -1001.875
0022: -371.1875 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // OLD SCHOOL HALL AND PARK AREA
0020: $CRIMINAL_COORD_X > 939.75
0022: 1035.563 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -901.25
0022: -828.1875 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // DOG FOOD FACTORY
0020: $CRIMINAL_COORD_X > 1215.25
0022: 1223.688 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -839.375
0022: -763.5625 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // INDUSTRIAL SAFEHOUSE
0020: $CRIMINAL_COORD_X > 845.25
0022: 899.5625 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -312.5625
0022: -295.6875 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // DOJO COMMERCIAL
0020: $CRIMINAL_COORD_X > 113.25
0022: 99.6875 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -1284.75
0022: -1273.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // COLOMBIAN OJG COMPOUND
0020: $CRIMINAL_COORD_X > 18.3125
0022: 92.0 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -388.6875
0022: -312.375 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // BAIT WAREHOUSE CARPARK SUBURBIA
0020: $CRIMINAL_COORD_X > -1255.375
0022: -1187.875 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > 80.5625
0022: 123.375 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if and // FRANKIES HOUSE
0020: $CRIMINAL_COORD_X > 1386.375
0022: 1475.75 > $CRIMINAL_COORD_X
0020: $CRIMINAL_COORD_Y > -292.0625
0022: -168.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
if
0038: $LOCATION == 1
then
if or // INDUSTRIAL
8020: not $CRIMINAL_COORD_X > 778.0
8022: not 1540.0 > $CRIMINAL_COORD_X
8020: not $CRIMINAL_COORD_Y > -1110.0
8022: not 190.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
end
if
0038: $LOCATION == 2
then
if or // COMMERCIAL
8020: not $CRIMINAL_COORD_X > -192.0
8022: not 545.0 > $CRIMINAL_COORD_X
8020: not $CRIMINAL_COORD_Y > -1626.0
8022: not 98.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
end
if
0038: $LOCATION == 3
then
if or // SUBURBIA
8020: not $CRIMINAL_COORD_X > -1300.0
8022: not -414.0 > $CRIMINAL_COORD_X
8020: not $CRIMINAL_COORD_Y > -608.75
8022: not 380.0 > $CRIMINAL_COORD_Y
then
goto @CRIMINAL_IN_CAR
end
end
if
0022: -1.0 > $CRIMINAL_COORD_Z
then
goto @CRIMINAL_IN_CAR
end
0086: $DIFF_X_FLOAT = $PLAYER_C_X
0061: $DIFF_X_FLOAT -= $CRIMINAL_COORD_X
0086: $DIFF_Y_FLOAT = $PLAYER_C_Y
0061: $DIFF_Y_FLOAT -= $CRIMINAL_COORD_Y
0069: $DIFF_X_FLOAT *= $DIFF_X_FLOAT
0069: $DIFF_Y_FLOAT *= $DIFF_Y_FLOAT
0086: $SUM_OF_DIFF_XY = $DIFF_X_FLOAT
0059: $SUM_OF_DIFF_XY += $DIFF_Y_FLOAT
01FB: $PLAYERS_DISTANCE_FROM_CRIMINAL = square_root $SUM_OF_DIFF_XY
if
0022: 150.0 > $PLAYERS_DISTANCE_FROM_CRIMINAL
then
goto @CRIMINAL_IN_CAR
end
0086: $COP_TIME_LIMIT_FLOAT = $PLAYERS_DISTANCE_FROM_CRIMINAL
0015: $COP_TIME_LIMIT_FLOAT /= 4.0
0011: $COP_TIME_LIMIT_FLOAT *= 1000.0
008C: $COP_TIME_LIMIT = float_to_integer $COP_TIME_LIMIT_FLOAT
if
001A: 120000 > $COP_TIME_LIMIT
then
0004: $COP_TIME_LIMIT = 120000
end
:GENERATE_CAR_MODEL
0209: $CAR_MODEL = random_int_in_ranges 90 140 //INC 90 NOT INC 140
if and
0018: $CAR_MODEL > 113 // CAR_BFINJECTION CAR_CORPSE CAR_POLICE CAR_ENFORCER CAR_SECURICAR CAR_BANSHEE BOAT_PREDATOR CAR_BUS
001A: 128 > $CAR_MODEL // CAR_RHINO CAR_BARRACKS TRAIN_SUBWAY HELI_POLICE PLANE_DODO CAR_COACH
then
goto @GENERATE_CAR_MODEL
end
if or
0038: $CAR_MODEL == CAR_FIRETRUCK
0038: $CAR_MODEL == CAR_AMBULANCE
0038: $CAR_MODEL == CAR_FBI
0038: $CAR_MODEL == CAR_RCBANDIT
0038: $CAR_MODEL == PLANE_AIRTRAIN
then
goto @GENERATE_CAR_MODEL
end
0247: request_model $CAR_MODEL
while 8248: not model $CAR_MODEL available
wait 0 ms
gosub @COPCAR_CANCELLED_CHECKS
end
0208: $CRIMINAL_HEADING = random_float 0.0 359.875
while 8019: not 17@ > 3000
wait 0 ms
gosub @COPCAR_CANCELLED_CHECKS
end
00A5: $CRIMINAL_CAR = create_car $CAR_MODEL at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
0428: set_car $CRIMINAL_CAR avoid_level_transitions 1
0224: set_car $CRIMINAL_CAR health_to 800
0249: release_model $CAR_MODEL
0175: set_car $CRIMINAL_CAR z_angle_to $CRIMINAL_HEADING
02C0: set $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z to_ped_path_coords_closest_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
0376: $CRIMINAL = create_random_actor $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
0433: set_actor $CRIMINAL criminal_flag 1
036A: put_actor $CRIMINAL in_car $CRIMINAL_CAR
0319: set_actor $CRIMINAL running 1
02A9: set_char_only_damaged_by_player $CRIMINAL to 1
01ED: clear_actor $CRIMINAL threat_search
0243: set_actor $CRIMINAL ped_stats_to PEDSTAT_TOUGH_GUY
011A: set_actor $CRIMINAL search_threat THREAT_PLAYER1
011A: set_actor $CRIMINAL search_threat THREAT_PLAYER2
011A: set_actor $CRIMINAL search_threat THREAT_PLAYER3
011A: set_actor $CRIMINAL search_threat THREAT_PLAYER4
011A: set_actor $CRIMINAL search_threat THREAT_CIVMALE
011A: set_actor $CRIMINAL search_threat THREAT_CIVFEMALE
011A: set_actor $CRIMINAL search_threat THREAT_COP
011A: set_actor $CRIMINAL search_threat THREAT_GANG_MAFIA
011A: set_actor $CRIMINAL search_threat THREAT_GANG_TRIAD
011A: set_actor $CRIMINAL search_threat THREAT_GANG_DIABLO
011A: set_actor $CRIMINAL search_threat THREAT_GANG_YAKUZA
011A: set_actor $CRIMINAL search_threat THREAT_GANG_YARDIE
011A: set_actor $CRIMINAL search_threat THREAT_GANG_COLOMBIAN
011A: set_actor $CRIMINAL search_threat THREAT_GANG_HOOD
011A: set_actor $CRIMINAL search_threat THREAT_EMERGENCY
011A: set_actor $CRIMINAL search_threat THREAT_PROSTITUTE
011A: set_actor $CRIMINAL search_threat THREAT_CRIMINAL
011A: set_actor $CRIMINAL search_threat THREAT_GUN
011A: set_actor $CRIMINAL search_threat THREAT_COP_CAR
011A: set_actor $CRIMINAL search_threat THREAT_FAST_CAR
011A: set_actor $CRIMINAL search_threat THREAT_FIREMAN
0291: set_actor $CRIMINAL attack_when_provoked 1
01C3: remove_references_to_car $CRIMINAL_CAR
if
0038: $FLAG_SHORESIDE_OPEN == 1
then
0209: $RANDOM_GUN = random_int_in_ranges 3 10
else
if
0038: $FLAG_STAUNTON_OPEN == 0
then
0209: $RANDOM_GUN = random_int_in_ranges 0 5
else
0209: $RANDOM_GUN = random_int_in_ranges 2 6
end
end
01B2: give_actor $CRIMINAL weapon $RANDOM_GUN ammo 1000
0187: $CRIMINAL_BLIP = create_marker_above_actor $CRIMINAL
03E6: remove_text_box
if
0038: $GOT_SIREN_HELP_BEFORE == 0
then
03E5: text_box 'SIREN_1' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.
0004: $GOT_SIREN_HELP_BEFORE = 1
end
if
0154: actor $CRIMINAL in_zone 'PORT_W' // Callahan Point
then
0384: text_1string 'C_BREIF' string 'PORT_W' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Callahan Point
end
if
0154: actor $CRIMINAL in_zone 'PORT_S' // Atlantic Quays
then
0384: text_1string 'C_BREIF' string 'PORT_S' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Atlantic Quays
end
if
0154: actor $CRIMINAL in_zone 'PORT_E' // Portland Harbor
then
0384: text_1string 'C_BREIF' string 'PORT_E' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Portland Harbor
end
if
0154: actor $CRIMINAL in_zone 'PORT_I' // Trenton
then
0384: text_1string 'C_BREIF' string 'PORT_I' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Trenton
end
if
0154: actor $CRIMINAL in_zone 'S_VIEW' // Portland View
then
0384: text_1string 'C_BREIF' string 'S_VIEW' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Portland View
end
if
0154: actor $CRIMINAL in_zone 'CHINA' // Chinatown
then
0384: text_1string 'C_BREIF' string 'CHINA' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Chinatown
end
if
0154: actor $CRIMINAL in_zone 'EASTBAY' // Portland Beach
then
0384: text_1string 'C_BREIF' string 'EASTBAY' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Portland Beach
end
if
0154: actor $CRIMINAL in_zone 'LITTLEI' // Saint Mark's
then
0384: text_1string 'C_BREIF' string 'LITTLEI' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Saint Mark's
end
if
0154: actor $CRIMINAL in_zone 'REDLIGH' // Red Light District
then
0384: text_1string 'C_BREIF' string 'REDLIGH' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Red Light District
end
if
0154: actor $CRIMINAL in_zone 'TOWERS' // Hepburn Heights
then
0384: text_1string 'C_BREIF' string 'TOWERS' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Hepburn Heights
end
if
0154: actor $CRIMINAL in_zone 'HARWOOD' // Harwood
then
0384: text_1string 'C_BREIF' string 'HARWOOD' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Harwood
end
if
0154: actor $CRIMINAL in_zone 'ROADBR1' // Callahan Bridge
then
0384: text_1string 'C_BREIF' string 'ROADBR1' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Callahan Bridge
end
if
0154: actor $CRIMINAL in_zone 'ROADBR2' // Callahan Bridge
then
0384: text_1string 'C_BREIF' string 'ROADBR2' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Callahan Bridge
end
if
0154: actor $CRIMINAL in_zone 'STADIUM' // Aspatria
then
0384: text_1string 'C_BREIF' string 'STADIUM' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Aspatria
end
if
0154: actor $CRIMINAL in_zone 'HOSPI_2' // Rockford
then
0384: text_1string 'C_BREIF' string 'HOSPI_2' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Rockford
end
if
0154: actor $CRIMINAL in_zone 'UNIVERS' // Liberty Campus
then
0384: text_1string 'C_BREIF' string 'UNIVERS' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Liberty Campus
end
if
0154: actor $CRIMINAL in_zone 'CONSTRU' // Fort Staunton
then
0384: text_1string 'C_BREIF' string 'CONSTRU' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Fort Staunton
end
if
0154: actor $CRIMINAL in_zone 'PARK' // Belleville Park
then
0384: text_1string 'C_BREIF' string 'PARK' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Belleville Park
end
if
0154: actor $CRIMINAL in_zone 'COM_EAS' // Newport
then
0384: text_1string 'C_BREIF' string 'COM_EAS' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Newport
end
if
0154: actor $CRIMINAL in_zone 'SHOPING' // Bedford Point
then
0384: text_1string 'C_BREIF' string 'SHOPING' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Bedford Point
end
if
0154: actor $CRIMINAL in_zone 'YAKUSA' // Torrington
then
0384: text_1string 'C_BREIF' string 'YAKUSA' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Torrington
end
if
0154: actor $CRIMINAL in_zone 'AIRPORT' // Francis Intl. Airport
then
0384: text_1string 'C_BREIF' string 'AIRPORT' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Francis Intl. Airport
end
if
0154: actor $CRIMINAL in_zone 'PROJECT' // Wichita Gardens
then
0384: text_1string 'C_BREIF' string 'PROJECT' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Wichita Gardens
end
if
0154: actor $CRIMINAL in_zone 'SUB_IND' // Pike Creek
then
0384: text_1string 'C_BREIF' string 'SUB_IND' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Pike Creek
end
if
0154: actor $CRIMINAL in_zone 'SWANKS' // Cedar Grove
then
0384: text_1string 'C_BREIF' string 'SWANKS' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Cedar Grove
end
if
0154: actor $CRIMINAL in_zone 'BIG_DAM' // Cochrane Dam
then
0384: text_1string 'C_BREIF' string 'BIG_DAM' duration 5000 ms flag 1 // ~g~Suspect last seen in the ~a~ area. // Cochrane Dam
end
00A0: get_char_coordinates $CRIMINAL store_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
03AA: play_suspect_last_seen_at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
0006: 17@ = 0
014E: start_timer_at $COP_TIME_LIMIT
while 8118: not actor $CRIMINAL dead
if
001A: 1 > $COP_TIME_LIMIT
then
if
80E9: not player $PLAYER_CHAR 0 $CRIMINAL radius 100.0 100.0
then
0164: disable_marker $CRIMINAL_BLIP
009B: delete_char $CRIMINAL
0004: $CRIMINAL_CREATED_FLAG = 0
00BC: print_now 'C_ESCP' duration 3000 ms flag 1 // ~r~The suspect has escaped!
else
00BC: print_now 'C_TIME' duration 3000 ms flag 1 // ~r~Your time as a law enforcer is over!
end
goto @COP_CAR_FAILED
end
gosub @COPCAR_CANCELLED_CHECKS
if and
0038: $GOT_CAR_CRIM_IS_IN == 0
8184: not actor $CRIMINAL health >= 70
then
0377: set_actor $CRIMINAL steal_any_car
end
if and
00DF: is_char_in_any_car $CRIMINAL
0038: $GOT_CAR_CRIM_IS_IN == 0
then
01C3: remove_references_to_car $CRIMINAL_CAR
00D9: $CRIMINAL_CAR = store_car_char_is_in $CRIMINAL
03ED: set_car $CRIMINAL_CAR not_damaged_when_upside_down 1
00AE: set_car_driving_style $CRIMINAL_CAR to DRIVINGMODE_AVOIDCARS
00AD: set_car_cruise_speed $CRIMINAL_CAR to 42.0
00A8: car_wander_randomly $CRIMINAL_CAR
0428: set_car $CRIMINAL_CAR avoid_level_transitions 1
0004: $GOT_CAR_CRIM_IS_IN = 1
end
if and
0038: $GOT_CAR_CRIM_IS_IN == 1
80DF: not is_char_in_any_car $CRIMINAL
then
0209: $RANGE_INT = random_int_in_ranges 0 5
if
0038: $RANGE_INT == 0
then
01CE: actor $CRIMINAL avoid_player $PLAYER_CHAR
end
if
0038: $RANGE_INT == 1
then
if
00E9: player $PLAYER_CHAR 0 $CRIMINAL radius 150.0 150.0
then
0377: set_actor $CRIMINAL steal_any_car
else
if
0248: model #SENTINEL available
then
00A0: get_char_coordinates $CRIMINAL store_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
03D3: get_closest_car_node_at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z store_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z heading $WARP_HEADING_COP
01C3: remove_references_to_car $CRIMINAL_CAR
00A5: $CRIMINAL_CAR = create_car #SENTINEL at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
0175: set_car $CRIMINAL_CAR z_angle_to $WARP_HEADING_COP
01D5: actor $CRIMINAL go_to_and_drive_car $CRIMINAL_CAR
else
0377: set_actor $CRIMINAL steal_any_car
end
end
end
if
0038: $RANGE_INT == 2
then
01CC: actor $CRIMINAL kill_player $PLAYER_CHAR
end
if
0038: $RANGE_INT == 3
then
if
00E0: is_player_in_any_car $PLAYER_CHAR
then
00DA: $PLAYERS_COP_CAR = store_car_player_is_in $PLAYER_CHAR
01D9: actor $CRIMINAL destroy_car $PLAYERS_COP_CAR
else
01CC: actor $CRIMINAL kill_player $PLAYER_CHAR
end
end
if
0038: $RANGE_INT == 4
then
0209: $RANGE_INT = random_int_in_ranges 0 8
009C: char_wander_dir $CRIMINAL to -1
end
0004: $GOT_CAR_CRIM_IS_IN = 0
end
if and
0038: $GOT_CAR_CRIM_IS_IN == 1
8119: not car $CRIMINAL_CAR wrecked
then
if
0019: 17@ > 1000
then
0006: 17@ = 0
if
00E9: player $PLAYER_CHAR 0 $CRIMINAL radius 20.0 20.0
then
00AD: set_car_cruise_speed $CRIMINAL_CAR to 46.0
else
if
00E9: player $PLAYER_CHAR 0 $CRIMINAL radius 50.0 50.0
then
00AD: set_car_cruise_speed $CRIMINAL_CAR to 39.0
else
if
00E9: player $PLAYER_CHAR 0 $CRIMINAL radius 90.0 90.0
then
00AD: set_car_cruise_speed $CRIMINAL_CAR to 32.0
else
if
00E9: player $PLAYER_CHAR 0 $CRIMINAL radius 130.0 130.0
then
00AD: set_car_cruise_speed $CRIMINAL_CAR to 26.0
else
00AD: set_car_cruise_speed $CRIMINAL_CAR to 18.0
end
end
end
end
end
if
01C1: car $CRIMINAL_CAR stopped
then
if
0038: $TIMER_RESET_FLAG == 0
then
0006: 16@ = 0
0004: $TIMER_RESET_FLAG = 1
end
if and
0019: 16@ > 8000
0038: $TIMER_RESET_FLAG == 1
then
if
00E9: player $PLAYER_CHAR 0 $CRIMINAL radius 90.0 90.0
then
01D3: actor $CRIMINAL leave_car $CRIMINAL_CAR
0004: $TIMER_RESET_FLAG = 0
else
if
82CA: not is_car_on_screen $CRIMINAL_CAR
then
00AA: get_car_coordinates $CRIMINAL_CAR store_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
03D3: get_closest_car_node_at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z store_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z heading $WARP_HEADING_COP
if
80C2: not is_point_on_screen $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 4.0
then
00AB: set_car_coordinates $CRIMINAL_CAR to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
0175: set_car $CRIMINAL_CAR z_angle_to $WARP_HEADING_COP
0004: $TIMER_RESET_FLAG = 0
end
end
end
end
end
if and
01F4: car $CRIMINAL_CAR flipped
01C1: car $CRIMINAL_CAR stopped
then
if
00E9: player $PLAYER_CHAR 0 $CRIMINAL radius 90.0 90.0
then
01D3: actor $CRIMINAL leave_car $CRIMINAL_CAR
03ED: set_car $CRIMINAL_CAR not_damaged_when_upside_down 0
else
if
82CA: not is_car_on_screen $CRIMINAL_CAR
then
00AA: get_car_coordinates $CRIMINAL_CAR store_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
03D3: get_closest_car_node_at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z store_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z heading $WARP_HEADING_COP
if
80C2: not is_point_on_screen $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 4.0
then
00AB: set_car_coordinates $CRIMINAL_CAR to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z
0175: set_car $CRIMINAL_CAR z_angle_to $WARP_HEADING_COP
end
end
end
end
if
8185: not car $CRIMINAL_CAR health >= 250
then
01D3: actor $CRIMINAL leave_car $CRIMINAL_CAR
end
end
wait 0 ms
end // while
01C2: remove_references_to_actor $CRIMINAL
01C3: remove_references_to_car $CRIMINAL_CAR
0008: $TOTAL_CRIMINALS_KILLED += 1
0402: increment_criminals_stopped
018C: play_sound SOUND_PART_MISSION_COMPLETE at 0.0 0.0 0.0
if
0038: $TOTAL_CRIMINALS_KILLED == 1
then
03C4: set_status_text_to $TOTAL_CRIMINALS_KILLED COUNTER_DISPLAY_NUMBER 'KILLS' // KILLS:
end
0164: disable_marker $CRIMINAL_BLIP
0084: $VIGILANTE_SCORE = $TOTAL_CRIMINALS_KILLED
0010: $VIGILANTE_SCORE *= 500
00BA: print_big 'C_PASS' duration 5000 ms style 5 // THREAT ELIMINATED!
01E3: text_1number_styled 'REWARD' number $VIGILANTE_SCORE duration 5000 ms style 6 // REWARD $~1~
0109: player $PLAYER_CHAR money += $VIGILANTE_SCORE
if
003A: $TOTAL_CRIMINALS_KILLED == $VIGILANTE_BONUS_KILLS
then
0084: $VIGILANTE = $TOTAL_CRIMINALS_KILLED
0010: $VIGILANTE *= 2
0010: $VIGILANTE *= 500
0217: text_styled 'C_VIGIL' duration 5000 ms style 5 // VIGILANTE BONUS!!
0218: text_1number_styled 'REWARD' number $VIGILANTE duration 6000 ms flag 6 // REWARD $~1~
0109: player $PLAYER_CHAR money += $VIGILANTE
if
0038: $VIGILANTE_BONUS_KILLS == 10
then
0413: enable $PLAYER_CHAR get_out_of_jail_free 1
end
0008: $VIGILANTE_BONUS_KILLS += 5
end
if
0038: $LOCATION == 1
then
0008: $IND_COPCAR_KILLS += 1
end
if
0038: $LOCATION == 2
then
0008: $COM_COPCAR_KILLS += 1
end
if
0038: $LOCATION == 3
then
0008: $SUB_COPCAR_KILLS += 1
end
if and
0038: $PLAY_PAGER_MESSAGE1 == 0
0038: $IND_COPCAR_KILLS == 10
then
014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout
030C: set_mission_points += 1
0004: $PLAY_PAGER_MESSAGE1 = 1
end
if and
0038: $PLAY_PAGER_MESSAGE1 == 1
0038: $IND_COPCAR_KILLS == 20
then
014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout
030C: set_mission_points += 1
0004: $PLAY_PAGER_MESSAGE1 = 2
end
if and
0038: $PLAY_PAGER_MESSAGE2 == 0
0038: $COM_COPCAR_KILLS == 10
then
014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout
030C: set_mission_points += 1
0004: $PLAY_PAGER_MESSAGE2 = 1
end
if and
0038: $PLAY_PAGER_MESSAGE2 == 1
0038: $COM_COPCAR_KILLS == 20
then
014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout
030C: set_mission_points += 1
0004: $PLAY_PAGER_MESSAGE2 = 2
end
if and
0038: $PLAY_PAGER_MESSAGE3 == 0
0038: $SUB_COPCAR_KILLS == 10
then
014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout
030C: set_mission_points += 1
0004: $PLAY_PAGER_MESSAGE3 = 1
end
if and
0038: $PLAY_PAGER_MESSAGE3 == 1
0038: $SUB_COPCAR_KILLS == 20
then
014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout
030C: set_mission_points += 1
0004: $PLAY_PAGER_MESSAGE3 = 2
end
while true
if and
80DE: not is_player_in_model $PLAYER_CHAR model #POLICE
80DE: not is_player_in_model $PLAYER_CHAR model #ENFORCER
80DE: not is_player_in_model $PLAYER_CHAR model #RHINO
80DE: not is_player_in_model $PLAYER_CHAR model #FBICAR
jf break
if
0038: $GAME_TIME_FLAG == 0
then
01BD: $GAME_TIMER_START = current_time_in_ms
if
0018: $COP_TIME_LIMIT > 60000
then
0004: $COPCAR_TIMER = 60000
else
0084: $COPCAR_TIMER = $COP_TIME_LIMIT
end
0004: $GAME_TIME_FLAG = 1
end
01BD: $GAME_TIME_PRESENT = current_time_in_ms
0084: $GAME_TIME_DIFFERENCE = $GAME_TIME_PRESENT
0060: $GAME_TIME_DIFFERENCE -= $GAME_TIMER_START
0060: $COPCAR_TIMER -= $GAME_TIME_DIFFERENCE
0084: $GAME_TIMER_START = $GAME_TIME_PRESENT
0084: $TIMER_IN_SECS = $COPCAR_TIMER
0014: $TIMER_IN_SECS /= 1000
01E5: text_1number_highpriority 'COPCART' number $TIMER_IN_SECS duration 200 ms flag 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
if
001A: 1 > $TIMER_IN_SECS
then
00BC: print_now 'C_TIME' duration 3000 ms flag 1 // ~r~Your time as a law enforcer is over!
goto @COP_CAR_FAILED
end
wait 0 ms
end
if
00E0: is_player_in_any_car $PLAYER_CHAR
then
00DA: $PLAYERS_COP_CAR = store_car_player_is_in $PLAYER_CHAR
0227: $PLAYERS_COP_CAR_HEALTH = car $PLAYERS_COP_CAR health
0008: $PLAYERS_COP_CAR_HEALTH += 100
0224: set_car $PLAYERS_COP_CAR health_to $PLAYERS_COP_CAR_HEALTH
end
goto @COP_CAR_PASSED
///////////////////////////
:COP_CAR_PASSED
014F: stop_timer $COP_TIME_LIMIT
0164: disable_marker $CRIMINAL_BLIP
if
0038: $CRIMINAL_CREATED_FLAG == 1
then
01C2: remove_references_to_actor $CRIMINAL
0004: $CRIMINAL_CREATED_FLAG = 0
end
goto @NEXT_COP_CAR
///////////////////////////
:COP_CAR_FAILED
00BA: print_big 'C_FAIL' duration 5000 ms style 5 // Vigilante mission ended!
01E3: text_1number_styled 'C_KILLS' number $TOTAL_CRIMINALS_KILLED duration 6000 ms style 6 // CRIMINALS KILLED: ~1~
014F: stop_timer $COP_TIME_LIMIT
0151: remove_status_text $TOTAL_CRIMINALS_KILLED
0164: disable_marker $CRIMINAL_BLIP
03E6: remove_text_box
0249: release_model #SENTINEL
0249: release_model $CAR_MODEL
if
0038: $CRIMINAL_CREATED_FLAG == 1
then
01C2: remove_references_to_actor $CRIMINAL
0004: $CRIMINAL_CREATED_FLAG = 0
end
0004: $ONMISSION = 0
0004: $ON_VIGILANTE_MISSION = 0
00D8: mission_has_finished
goto @MISSION_END_COP_CAR
///////////////////////////
:COPCAR_CANCELLED_CHECKS
if and
80DE: not is_player_in_model $PLAYER_CHAR model #POLICE
80DE: not is_player_in_model $PLAYER_CHAR model #ENFORCER
80DE: not is_player_in_model $PLAYER_CHAR model #RHINO
80DE: not is_player_in_model $PLAYER_CHAR model #FBICAR
then
if
0038: $GAME_TIME_FLAG == 0
then
01BD: $GAME_TIMER_START = current_time_in_ms
if
0018: $COP_TIME_LIMIT > 60000
then
0004: $COPCAR_TIMER = 60000
else
0084: $COPCAR_TIMER = $COP_TIME_LIMIT
end
0004: $GAME_TIME_FLAG = 1
end
01BD: $GAME_TIME_PRESENT = current_time_in_ms
0084: $GAME_TIME_DIFFERENCE = $GAME_TIME_PRESENT
0060: $GAME_TIME_DIFFERENCE -= $GAME_TIMER_START
0060: $COPCAR_TIMER -= $GAME_TIME_DIFFERENCE
0084: $GAME_TIMER_START = $GAME_TIME_PRESENT
0084: $TIMER_IN_SECS = $COPCAR_TIMER
0014: $TIMER_IN_SECS /= 1000
01E5: text_1number_highpriority 'COPCART' number $TIMER_IN_SECS duration 200 ms flag 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
if
001A: 1 > $TIMER_IN_SECS
then
00BC: print_now 'C_TIME' duration 3000 ms flag 1 // ~r~Your time as a law enforcer is over!
goto @COP_CAR_FAILED
end
end
0293: $CONTROLMODE = get_controller_mode
if or
00DE: is_player_in_model $PLAYER_CHAR model #POLICE
00DE: is_player_in_model $PLAYER_CHAR model #ENFORCER
00DE: is_player_in_model $PLAYER_CHAR model #RHINO
00DE: is_player_in_model $PLAYER_CHAR model #FBICAR
then
if
8038: not $CONTROLMODE == 3
then
if
00E1: is_button_pressed PAD1 button RIGHTSHOCK
then
0004: $MISSION_END_BUTTON = 1
end
else
if
00E1: is_button_pressed PAD1 button SQUARE
then
0004: $MISSION_END_BUTTON = 1
end
end
if
0038: $MISSION_END_BUTTON == 1
then
if
8038: not $CONTROLMODE == 3
then
if
80E1: not is_button_pressed PAD1 button RIGHTSHOCK
then
00BC: print_now 'C_CANC' duration 3000 ms flag 1 // ~r~Vigilante mission cancelled!
goto @COP_CAR_FAILED
end
else
if
80E1: not is_button_pressed PAD1 button SQUARE
then
00BC: print_now 'C_CANC' duration 3000 ms flag 1 // ~r~Vigilante mission cancelled!
goto @COP_CAR_FAILED
end
end
end
end
return
///////////////////////////
:COP_CAR_CHECK_RANGE
return