SelectMission("gr1"); //The TIME TRIAL //Script set up for multiple laps SetAnimatedCameraName( "race4camShape" ); SetAnimCamMulticontName( "race4cam" ); SetMissionResetPlayerInCar("sr4_carstart"); SetDynaLoadData("l2z2.p3d;l2r1.p3d;l2r2.p3d;"); UsePedGroup(2); //Chuck: StreetRace Prop Load and Unload Setup //StreetRacePropsLoad("l2_srr1p.p3d;"); //StreetRacePropsUnload("l2_srr1p.p3d:"); //Pay the Entry Fee AddStage(0); RESET_TO_HERE(); AddObjective("coins"); SetCoinFee(25); //<========sets the races entery fee this could match the Race Payout but doesn't have to CloseObjective(); CloseStage(); AddStage(final); SetHUDIcon( "race" ); PlacePlayerCar("current", "sr4_carstart"); PutMFPlayerInCar( ); // This makes the play auto reset into their car for this stage. StartCountdown(count); AddToCountdownSequence( "3", 1000 ); // duration time in milliseconds AddToCountdownSequence( "2", 1000 ); // duration time in milliseconds AddToCountdownSequence( "1", 1000 ); // duration time in milliseconds AddToCountdownSequence( "GO", 400 ); // duration time in milliseconds SetStageMessageIndex(225); SetMaxTraffic(5); SetStageTime(1); // <===== This sets the in game timer to start at 1 second, you CANNOT start it at 0 UseElapsedTime(); // <===== This tell the timer to count up rather than down SetRaceEnteryFee(25); //<====== sets the Race Payout this vaule is multipled by the a Car's Races odd in the Con File // I can rename the command if its confusing. //RESET_TO_HERE(); AddObjective( "race", "gamble" ); SetParTime(130); //AddCollectible("sr4_waypoint1","carsphere"); //AddCollectible("sr4_waypoint1b","carsphere"); AddCollectible("sr4_waypoint2","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr4_waypoint3","carsphere"); //AddCollectible("sr4_waypoint4","carsphere"); AddCollectible("sr4_waypoint5","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr4_waypoint6","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr4_waypoint7","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr4_waypoint8","carsphere"); AddCollectible("sr4_waypoint9","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr4_waypoint10","carsphere"); //AddCollectible("sr4_waypoint11","carsphere"); AddCollectible("sr4_waypoint12","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr4_waypoint13","carsphere"); //AddCollectible("sr4_waypoint14","carsphere"); //AddCollectible("sr4_waypoint15","carsphere"); AddCollectible("sr4_waypoint16","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr4_waypoint17","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr4_waypoint18","carsphere"); //AddCollectible("sr4_waypoint19","carsphere"); AddCollectible("sr4_waypoint20","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr4_waypoint21","carsphere"); //AddCollectible("sr4_waypoint22","carsphere"); AddCollectible("sr4_waypoint23","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr4_waypoint24","carsphere"); AddCollectible("sr4_waypoint25","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr4_waypoint26","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr4_waypoint27","carsphere"); SetCollectibleEffect("wrench_collect"); CloseObjective(); //AddCondition("timeout"); //CloseCondition(); AddCondition( "damage" ); SetCondMinHealth( 0.0 ); SetCondTargetVehicle( "current"); CloseCondition(); AddCondition("outofvehicle"); SetCondTime( 10000 ); CloseCondition(); CloseStage(); CloseMission();