DEFINE OBJECT KILLFRENZY DEFINE MISSION 1 AT @KILLFR
create_thread @FRANZY
Code
:FRANZY
wait 0
Model.Load(#KILLFRENZY)
038B: load_requested_models
:FRANZY_2
wait 0
if
Model.Available(#KILLFRENZY)
jf @FRANZY_2
Pickup.Create(0@, #KILLFRENZY, 2, 2492.7808, -1665.8071, 13.3438)
:FRANZY_3
wait 0
if
Pickup.Picked_up(0@)
jf @FRANZY_3
0417: start_mission KILLFR // Initial 1
end_thread
Code
//-------------Mission 1---------------
// Originally: Ubei suku!
:KILLFR1
gosub @KILLFR
if
wasted_or_busted
jf @KILLFR_CLEAR
gosub @KILLFR_FAIL
:KILLFR_CLEAR
wait 5000
gosub @KILLFR_DEL
end_thread
:KILLFR
increment_mission_attempts
$ONMISSION = 1
0110: clear_player $PLAYER_CHAR wanted_level
//01F7: toggle_player $PLAYER_CHAR ignored_by_cops 0
model.Load(#AK47)
model.Load(#M4)
038B: load_requested_models
:KILLFR_MODEL_CHECK
wait 0
if and
model.Available(#AK47)
model.Available(#M4)
jf @KILLFR_MODEL_CHECK
04C4: store_coords $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 10.0 10.0 2.0
04C4: store_coords $TEMPVAR_FLOAT_4 $TEMPVAR_FLOAT_5 $TEMPVAR_FLOAT_6 from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 1.0
02C0: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 ped_path_coords_closest_to $TEMPVAR_FLOAT_4 $TEMPVAR_FLOAT_5 $TEMPVAR_FLOAT_6
0376: 0@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
//$TEMPVAR_FLOAT_2 += 10.0
//0376: 1@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 60000 // Load the weapon model before using this
//0992: set_player $PLAYER_CHAR weapons_scrollable 0
marker.CreateAboveActor(1@,0@)
//marker.CreateAboveActor(4@,1@)
054C: use_GXT_table 'ZERO2'
$time_for_end_mission_2 = 60000
03C3: set_timer_to $time_for_end_mission_2 type 1 GXT 'ZER2_5' // global_variable // BPEM• ~1~
:KILLFR_ARMY_DEAD_CHECK
wait 0
if
actor.Dead(0@)
jf @KILLFR_TIME_CHECK
Marker.Disable(1@)
Actor.DestroyWithFade(0@)
Actor.RemoveReferences(0@)
$TEMPVAR_FLOAT_2 += 10.0
0376: 0@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
marker.CreateAboveActor(1@,0@)
$time_for_end_mission_2 += 10000
:KILLFR_ARMY_DEAD_CHECK_2
wait 0
if and
actor.Dead(0@)
NOT $time_for_end_mission_2 == 0
jf @KILLFR_ARMY_DEAD_CHECK_2
Marker.Disable(1@)
Actor.DestroyWithFade(0@)
Actor.RemoveReferences(0@)
014F: stop_timer $time_for_end_mission_2
jump @KILLFR_PASS
:KILLFR_TIME_CHECK
wait 0
if
$time_for_end_mission_2 == 0
jf @KILLFR_ARMY_DEAD_CHECK
Marker.Disable(1@)
Actor.RemoveReferences(0@)
014F: stop_timer $time_for_end_mission_2
jump @KILLFR_FAIL
:KILLFR_PASS
wait 1000
01E3: text_1number_styled 'M_PASS' 100 5000 ms 4
Player.Money($PLAYER_CHAR) += 100
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music 1
0992: set_player $PLAYER_CHAR weapons_scrollable 1
gosub @KILLFR_CLEAR
return
:KILLFR_FAIL
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1
$ONMISSION = 0
0992: set_player $PLAYER_CHAR weapons_scrollable 1
mission_cleanup
create_thread @FRANZY
return
:KILLFR_DEL
$ONMISSION = 0
mission_cleanup
return