SelectMission("sr3"); //The CIRCUIT RACE (with AI cars) //Script set up for multipkle laps SetAnimatedCameraName( "race3camShape" ); SetAnimCamMulticontName( "race3cam" ); SetMissionResetPlayerInCar("sr3_carstart"); SetDynaLoadData("l3z4.p3d;l3r3.p3d;l3r4.p3d"); UsePedGroup(6); //Chuck: StreetRace Prop Load and Unload Setup StreetRacePropsLoad("l3_sr3p.p3d;"); StreetRacePropsUnload("l3_sr3p.p3d:"); AddStage(0); SetHUDIcon( "race" ); DisableHitAndRun(); PlacePlayerCar("current", "sr3_carstart"); PutMFPlayerInCar( ); // This makes the play auto reset into their car for this stage. StartCountdown("count"); AddToCountdownSequence( "1", 1000 ); // duration time in milliseconds AddToCountdownSequence( "1", 1000 ); // duration time in milliseconds AddToCountdownSequence( "1", 900 ); // duration time in milliseconds AddToCountdownSequence( "GO", 400 ); // duration time in milliseconds SetStageMessageIndex(224); RESET_TO_HERE(); NoTrafficForStage(); AddStageVehicle("marge_v","sr3_AI_carstart1","waypoint","Missions\level03\sr3_1st.con","marge"); SetVehicleAIParams( "marge_v", 50, 51 ); SetStageAIRaceCatchupParams("marge_v", 80, 0.9, 1.1, 2.2); AddStageVehicle("sportsA","sr3_AI_carstart2","waypoint","Missions\level03\sr3_2nd.con"); SetVehicleAIParams( "sportsA", 50, 51 ); SetStageAIRaceCatchupParams("sportsA", 80, 0.8, 1.0, 2.0); //AddStageVehicle("compactA","sr3_AI_carstart3","waypoint","Missions\level03\sr3_3rd.con"); // SetVehicleAIParams( "compactA", 50, 51 ); // SetStageAIRaceCatchupParams("compactA", 80, 0.8, 1.0, 2.0); AddStageVehicle("pickupA","sr3_AI_carstart4","waypoint","Missions\level03\sr3_4th.con"); SetVehicleAIParams( "pickupA", 50, 51 ); SetStageAIRaceCatchupParams("pickupA", 80, 0.8, 1.0, 2.0); AddStageWaypoint( "sr3_waypoint1" ); AddStageWaypoint( "sr3_navpoint1" ); //AddStageWaypoint( "sr3_stairs" ); //AddStageWaypoint( "sr3_topstairs" ); AddStageWaypoint( "sr3_navpoint2" ); AddObjective( "race", neither ); AddNPC("patty", "sr3_patty"); AddNPC("selma", "sr3_selma"); AddCollectible("sr3_waypoint1","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint2","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint3","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint4","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint5","finish_line"); SetCollectibleEffect("wrench_collect"); CloseObjective(); AddCondition( "damage" ); SetCondMinHealth( 0.0 ); SetCondTargetVehicle( "current"); CloseCondition(); AddCondition("outofvehicle"); SetCondTime( 10000 ); CloseCondition(); AddCondition("position"); SetConditionPosition(1); CloseCondition(); CloseStage(); AddStage(1,"final"); AddObjective("dialogue"); AddNPC("patty", "sr3_patty"); AddNPC("selma", "sr3_selma"); //AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1) //AmbientAnimationRandomize( 0, 0 ); <<<===--- ASK IAN ABOUT THIS COMMAND //AddAmbientNpcAnimation( "dialogue_open_arm_hand_gesture" ); //AddAmbientNpcAnimation( "none" ); //AddAmbientNpcAnimation( "dialogue_thinking" ); //AddAmbientPcAnimation( "none" ); //AddAmbientPcAnimation( "dialogue_yes" ); //AddAmbientPcAnimation( "none" ); //AddAmbientPcAnimation( "dialogue_hands_in_air" ); //SetConversationCam( 3, "pc_far" ); //SetConversationCamNpcName("npc_near"); //SetConversationCamPcName("pc_near"); <<<===--- ASK IAN ABOUT THIS COMMAND. SetConversationCam( 0, "npc_far" ); SetDialogueInfo("patty","lisa","success",0); SetDialoguePositions("sr3_patty","sr3_lisa_end","sr3_carstart"); CloseObjective(); CloseStage(); CloseMission();