//This is all level initialization stuff.. //Anything here is persistent across the entire level. EnableTutorialMode( false ); InitLevelPlayerVehicle("snake_v","level2_carstart","DEFAULT"); AddCharacter("bart","bart"); SetPostLevelFMV("fmv3.rmv"); CreateChaseManager("cPolice","Pursuit\L2cop.con",1); SetNumChaseCars("1"); AddNPCCharacterBonusMission("milhouse", "npd", "sr1_mhouse_sd", "sr1", "checkered", "intro", 0 ); AddNPCCharacterBonusMission("nelson", "npd", "sr2_nelson_sd", "sr2", "checkered", "intro", 0 ); AddNPCCharacterBonusMission("ralph", "npd", "sr3_ralph_sd", "sr3", "checkered", "intro", 0 ); AddNPCCharacterBonusMission("louie", "npd", "sr4_louie_sd", "gr1", "dice", "intro", 0 ); AddNPCCharacterBonusMission("grandpa", "npd", "bm1_grampa_sd", "bm1", "exclamation", "incontinent", 1 ); AddBonusMissionNPCWaypoint( "grandpa", "bm1_grampa_walk1" ); AddBonusMissionNPCWaypoint( "grandpa", "bm1_grampa_walk2" ); AddBonusMissionNPCWaypoint( "grandpa", "bm1_grampa_sd" ); //ADDING AMBIENT CHARACTERS AddAmbientCharacter("patty", "ambient_patty", 2.0); //DMV Interior //AddAmbientCharacter("moe", "ambient_moe", 2.0); //Moe's Interior AddAmbientCharacter("moleman", "ambient_moleman", 1.3); //zone 1 AddAmbientNPCWaypoint( "moleman", "moleman_walk1" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk2" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk3" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk4" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk5" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk4" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk3" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk2" ); AddAmbientNPCWaypoint( "moleman", "moleman_walk1" ); AddAmbientCharacter("jasper", "ambient_jasper", 1.3); //rail 1 AddAmbientNPCWaypoint( "jasper", "jasper_walk1" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk2" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk3" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk2" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk1" ); AddAmbientCharacter("lenny", "ambient_lenny", 1.3); //zone 2 AddAmbientNPCWaypoint( "lenny", "lenny_walk1" ); AddAmbientNPCWaypoint( "lenny", "lenny_walk2" ); AddAmbientNPCWaypoint( "lenny", "lenny_walk1" ); AddAmbientCharacter("eddie", "ambient_eddie", 1.3); //zone 3 AddAmbientNPCWaypoint( "eddie", "eddie_walk1" ); AddAmbientNPCWaypoint( "eddie", "eddie_walk2" ); AddAmbientNPCWaypoint( "eddie", "eddie_walk1" ); AddAmbientCharacter("lou", "ambient_lou", 1.3); //zone 4 AddAmbientNPCWaypoint( "lou", "lou_walk1" ); AddAmbientNPCWaypoint( "lou", "lou_walk2" ); AddAmbientNPCWaypoint( "lou", "lou_walk3" ); AddAmbientNPCWaypoint( "lou", "lou_walk4" ); AddAmbientNPCWaypoint( "lou", "lou_walk3" ); AddAmbientNPCWaypoint( "lou", "lou_walk2" ); AddAmbientNPCWaypoint( "lou", "lou_walk1" ); //ADDING PURCHASE POINTS FOR VEHICLES AND SKINS // AddPurchaseCarReward( "gil", "gil", "npd", "gil_loc", 1.3, "gil_car" ); AddPurchaseCarReward( "simpson", "homer", "npd", "homer_loc", 1.3, "homer_car" ); //ADDING TRAFFIC GROUP FOR LEVEL 02// // CreateTrafficGroup( 0 ); AddTrafficModel( "taxiA",2 ); AddTrafficModel( "sedanB",1 ); AddTrafficModel( "sportsA",1,1 ); AddTrafficModel( "pizza",1 ); CloseTrafficGroup( ); // //ADDING PED GROUP FOR LEVEL 02// // //Z1 CreatePedGroup( 0 ); AddPed( "joger1", 2 ); AddPed( "olady1", 2 ); AddPed( "fem3", 2 ); AddPed( "male5", 2 ); AddPed( "olady2", 2 ); ClosePedGroup( ); //R1 CreatePedGroup( 1 ); AddPed( "const1", 2 ); AddPed( "const2", 2 ); AddPed( "male3", 2 ); AddPed( "fem2", 2 ); AddPed( "male2", 2 ); ClosePedGroup( ); //Z2 CreatePedGroup( 2 ); AddPed( "sail1", 2 ); AddPed( "mobstr", 2 ); AddPed( "busm2", 1 ); AddPed( "bum", 2 ); AddPed( "hooker", 3); ClosePedGroup( ); //R2 CreatePedGroup( 3 ); AddPed( "const1", 2 ); AddPed( "bum", 3 ); AddPed( "sail4", 3 ); AddPed( "const2", 2 ); ClosePedGroup( ); //Z3 CreatePedGroup( 4 ); AddPed( "busm1", 1 ); AddPed( "busw1", 1 ); AddPed( "male3", 2 ); AddPed( "fem2", 3 ); AddPed( "male1", 3 ); ClosePedGroup( ); //Z4 CreatePedGroup( 5 ); AddPed( "busm1", 2 ); AddPed( "busw1", 2 ); AddPed( "busm2", 2 ); AddPed( "fem4", 2 ); AddPed( "male5", 2 ); ClosePedGroup( ); //R4 CreatePedGroup( 6 ); AddPed( "busm1", 1 ); AddPed( "busw1", 1 ); AddPed( "joger2", 2 ); AddPed( "fem2", 3 ); AddPed( "male3", 3 ); ClosePedGroup( ); // WASPS /// PreallocateActors( "beecamera", "2" ); SetProjectileStats( "waspray", "60.0", "3" ); // Create a new spawn point called "catapult spawn point" // When within a certain radius, specified by the 4th number, it will retrieve the stateprop // called "beecamera" from memory and create a new instance of it named "Shelly" This prop // will be positioned at (xyz) location specified by the first 3 numbers // Final value is unused at this point (eventually for timeout implementation) //zone1 AddSpawnPointByLocatorScript("w_jeb","beecamera","Shelley","w_jeb","2.0","30"); AddSpawnPointByLocatorScript("w_roof","beecamera","Shelley","w_roof","10.0","30"); AddSpawnPointByLocatorScript("w_gazebo","beecamera","Shelley","w_gazebo","10.0","30"); AddSpawnPointByLocatorScript("w_museum","beecamera","Shelley","w_museum","20.0","30"); AddSpawnPointByLocatorScript("w_townhall","beecamera","Shelley","w_townhall","20.0","30"); //rail1 AddSpawnPointByLocatorScript("w_firehall","beecamera","Shelley","w_firehall","10.0","50"); //zone2 AddSpawnPointByLocatorScript("w_moesroof","beecamera","Shelley","w_moesroof","10.0","30"); AddSpawnPointByLocatorScript("w_legitroof","beecamera","Shelley","w_legitroof","10.0","30"); AddSpawnPointByLocatorScript("w_carwash","beecamera","Shelley","w_carwash","10.0","50"); //rail2 AddSpawnPointByLocatorScript("w_railstair","beecamera","Shelley","w_railstair","10.0","30"); AddSpawnPointByLocatorScript("w_rail1","beecamera","Shelley","w_rail1","10.0","20"); AddSpawnPointByLocatorScript("w_rail2","beecamera","Shelley","w_rail2","10.0","20"); //zone3 //rail3 AddSpawnPointByLocatorScript("w_matt1","beecamera","Shelley","w_matt1","10.0","50"); AddSpawnPointByLocatorScript("w_matt2","beecamera","Shelley","w_matt2","10.0","50"); AddSpawnPointByLocatorScript("w_matt3","beecamera","Shelley","w_matt3","10.0","50"); //zone4 AddSpawnPointByLocatorScript("w_mono1","beecamera","Shelley","w_mono1","10.0","30"); AddSpawnPointByLocatorScript("w_mono2","beecamera","Shelley","w_mono2","10.0","30"); AddSpawnPointByLocatorScript("w_mono3","beecamera","Shelley","w_mono3","10.0","30"); AddSpawnPointByLocatorScript("w_jumproof","beecamera","Shelley","w_jumproof","10.0","30"); AddSpawnPointByLocatorScript("w_popcycle","beecamera","Shelley","w_popcycle","10.0","30"); AddSpawnPointByLocatorScript("w_police","beecamera","Shelley","w_police","10.0","40"); //rail4 AddSpawnPointByLocatorScript("w_fountain","beecamera","Shelley","w_fountain","10.0","50"); // They will evade between a certain distance in the horizontal, specified by the 1st 2 numbers // and will keep a height above the ground somewhere the 3rd and 4th numbers // The final number indicates the speed at which to evade (in KPH) //AddBehaviour( "beecamera", "EVADE_PLAYER", "3.0", "15.5", "1.0", "2.0", "3" ); //First param - min distance ( go closer and attraction mode disabled) //2nd param - max distance ( bee will attempt to move closer ) //3rd param - speed in KPH AddBehaviour( "beecamera", "ATTRACTION", "2.0","20","5.0"); // Tell the wasp to attack the player. First number indicates maximum firing range in meters // 2nd number indicates forward firing arc in degrees // Both conditions have to be satisfied before the actor will fire // 3rd number is the number of second between wasp evasion attempts AddBehaviour( "beecamera", "ATTACK_PLAYER", "20.0", "2.5" , "5.0"); SetActorRotationSpeed( "beecamera", "80.0" ); //AddShield( "beecamera", "beeshield" ); //Bind the coin drawable and textures for various particle/sfx. The art is loaded in the missgen/fx file. SetCoinDrawable( "coinShape_000" ); SetParticleTexture( 0, "scratch2.bmp" ); // sparkles. SetParticleTexture( 1, "spark4.bmp" ); // sparks when vehicle hits. SetParticleTexture( 2, "cloud.tga" ); // dust cloud when running/jumping. SetParticleTexture( 3, "cloud.tga" ); // leaves when hitting shrubs/trees. SetParticleTexture( 4, "star.tga" ); // stars when hitting something static. SetParticleTexture( 5, "cloud.tga" ); // paint chips when vehicle is damaged. SetParticleTexture( 6, "halo.bmp" ); // Ring for shock wave fx.