//This is all level initialization stuff.. //Anything here is persistent across the entire level. EnableTutorialMode( false ); InitLevelPlayerVehicle("apu_v","level5_carstart","DEFAULT"); AddCharacter("apu","apu"); CreateChaseManager("cPolice","Pursuit\L5cop.con",1); SetHitAndRunDecay(1.0); SetNumChaseCars("2"); 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("frink", "npd", "bm1_frink_sd", "bm1", "exclamation", "hovercar", 1, "exclamation_shadow" ); AddBonusMissionNPCWaypoint("frink", "bm_frink_walk_1"); AddBonusMissionNPCWaypoint("frink", "bm_frink_walk_2"); AddBonusMissionNPCWaypoint("frink", "bm_frink_walk_1"); //ADDING AMBIENT CHARACTERS AddAmbientCharacter("patty", "ambient_patty", 2.0); //DMV AddAmbientCharacter("selma", "ambient_selma", 0); //DMV AddAmbientCharacter("moe", "ambient_moe", 2.5); //Moe's AddAmbientCharacter("jasper", "ambient_jasper", 0); //Zone4 AddAmbientNPCWaypoint( "jasper", "jasper_walk1" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk2" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk3" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk4" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk5" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk6" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk7" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk10" ); AddAmbientNPCWaypoint( "jasper", "jasper_walk1" ); AddAmbientCharacter("lenny", "ambient_lenny", 0); //Zone2 AddAmbientNPCWaypoint( "lenny", "lenny_walk1" ); AddAmbientNPCWaypoint( "lenny", "lenny_walk2" ); AddAmbientNPCWaypoint( "lenny", "lenny_walk1" ); AddAmbientCharacter("grandpa", "ambient_grandpa", 0); //Zone1 AddAmbientNPCWaypoint( "grandpa", "grandpa_walk1" ); AddAmbientNPCWaypoint( "grandpa", "grandpa_walk2" ); AddAmbientNPCWaypoint( "grandpa", "grandpa_walk3" ); AddAmbientNPCWaypoint( "grandpa", "grandpa_walk4" ); AddAmbientNPCWaypoint( "grandpa", "grandpa_walk3" ); AddAmbientNPCWaypoint( "grandpa", "grandpa_walk2" ); AddAmbientNPCWaypoint( "grandpa", "grandpa_walk1" ); AddAmbientCharacter("otto", "ambient_otto", 0); //Zone3 AddAmbientNPCWaypoint( "otto", "ambient_otto" ); AddAmbientNPCWaypoint( "otto", "otto_walk1" ); AddAmbientNPCWaypoint( "otto", "ambient_otto" ); //ADDING PURCHASE POINTS FOR VEHICLES AND SKINS // AddPurchaseCarReward( "gil", "gil", "npd", "gil_loc", 1.3, "gil_car" ); AddPurchaseCarNPCWaypoint("gil", "gil_walk1"); AddPurchaseCarReward( "simpson", "homer", "npd", "homer_loc", 1.3, "homer_car" ); AddPurchaseCarNPCWaypoint("homer", "homer_walk1"); //ADDING TRAFFIC GROUP FOR LEVEL 05// // CreateTrafficGroup( 0 ); AddTrafficModel( "sportsB",2 ); AddTrafficModel( "SUVA",1 ); AddTrafficModel( "ambul",1,1 ); AddTrafficModel( "votetruc",1,1 ); CloseTrafficGroup( ); // //ADDING PED GROUP FOR LEVEL 05// // //Z1 CreatePedGroup( 0 ); AddPed( "olady3", 1 ); AddPed( "boy1", 2 ); AddPed( "male5", 2 ); AddPed( "hooker", 2 ); ClosePedGroup( ); //R1 CreatePedGroup( 1 ); AddPed( "const1", 2 ); AddPed( "const2", 2 ); AddPed( "male3", 2 ); AddPed( "fem2", 1 ); ClosePedGroup( ); //Z2 CreatePedGroup( 2 ); AddPed( "sail2", 2 ); AddPed( "mobstr", 2 ); AddPed( "busm2", 1 ); AddPed( "hooker", 2); ClosePedGroup( ); //R2 CreatePedGroup( 3 ); AddPed( "sail3", 2 ); AddPed( "bum", 2 ); AddPed( "rednk1", 1 ); AddPed( "const2", 2 ); ClosePedGroup( ); //Z3 CreatePedGroup( 4 ); AddPed( "busm1", 1 ); AddPed( "busw1", 2 ); AddPed( "male6", 2 ); AddPed( "bum", 2 ); ClosePedGroup( ); //Z4 CreatePedGroup( 5 ); AddPed( "male2", 1 ); AddPed( "busw1", 2 ); AddPed( "busm2", 2 ); AddPed( "fem3", 2 ); ClosePedGroup( ); //R4 CreatePedGroup( 6 ); AddPed( "busm1", 1 ); AddPed( "busw1", 2 ); AddPed( "fem2", 2 ); AddPed( "joger2", 2 ); ClosePedGroup( ); // WASPS /// PreallocateActors( "beecamera", "2" ); SetProjectileStats( "waspray", "80.0", "6" ); // 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","-1"); AddSpawnPointByLocatorScript("w_hospital","beecamera","Shelley","w_hospital","10.0","30"); AddSpawnPointByLocatorScript("w_museum","beecamera","Shelley","w_museum","20.0","30"); //rail1 //AddSpawnPointByLocatorScript("w_jackass","beecamera","Shelley","w_jackass","10.0","50"); //AddSpawnPointByLocatorScript("w_firehall","beecamera","Shelley","w_firehall","10.0","50"); //zone2 //AddSpawnPointByLocatorScript("w_carwash","beecamera","Shelley","w_carwash","10.0","50"); //rail2 AddSpawnPointByLocatorScript("w_railstair","beecamera","Shelley","w_railstair","10.0","30"); AddSpawnPointByLocatorScript("w_rail2","beecamera","Shelley","w_rail2","10.0","20"); AddSpawnPointByLocatorScript("w_rail3","beecamera","Shelley","w_rail3","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_mono4","beecamera","Shelley","w_mono4","10.0","30"); AddSpawnPointByLocatorScript("w_needle1","beecamera","Shelley","w_needle1","10.0","30"); AddSpawnPointByLocatorScript("w_needle2","beecamera","Shelley","w_needle2","10.0","-1"); //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", "1.0", "5.0", "1.0", "2.0", "10" ); //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", "5","15","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", "3.0" , "3.0"); SetActorRotationSpeed( "beecamera", "120.0" ); AddShield( "beecamera", "beeshield" ); //STATIC wasps - these ones never move //AddBehaviour( "static_bee", "ATTRACTION", "2.0","20","10.0"); //Zone 1 AddSpawnPointByLocatorScript("w_townhall","beecamera","Shelley","w_townhall","20.0","-1"); AddSpawnPointByLocatorScript("w_gazebo","beecamera","Shelley","w_gazebo","15.0","-1"); //Zone 2 AddSpawnPointByLocatorScript("w_legitroof","beecamera","Shelley","w_legitroof","15.0","60"); AddSpawnPointByLocatorScript("w_legitroof2","beecamera","Shelley","w_legitroof2","15.0","60"); AddSpawnPointByLocatorScript("w_moesroof","beecamera","Shelley","w_moesroof","15.0","-1"); //Rail 2 AddSpawnPointByLocatorScript("w_rail1","beecamera","Shelley","w_rail1","13.0","-1"); //Zone 3 //Zone 4 AddSpawnPointByLocatorScript("w_police","beecamera","Shelley","w_police","10.0","-1"); AddSpawnPointByLocatorScript("w_mono2","beecamera","Shelley","w_mono2","12.0","-1"); AddSpawnPointByLocatorScript("w_mono3","beecamera","Shelley","w_mono3","12.0","-1"); AddBehaviour( "w_townhall", "ATTACK_PLAYER", "15.0", "5.0" , "-1.0"); AddBehaviour( "w_townhall", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_gazebo", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_gazebo", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_legitroof", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_legitroof", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_legitroof2", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_legitroof2", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_moesroof", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_moesroof", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_rail1", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_rail1", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_police", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_police", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_mono2", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_mono2", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_mono3", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_mono3", "ATTRACTION", "2.0","20","-1"); //THESE CAUSE GRAPHICAL GLITCHES! //Bind the coin drawable and sparkle texture. The art is loaded in the missgen.p3d file. // Yes the name of the p3d tTexture is scratch2.bmp, thanks to p3dimage. No biggie. //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.