//This is all level initialization stuff.. //Anything here is persistent across the entire level. EnableTutorialMode( false ); InitLevelPlayerVehicle("bart_v","level6_carstart","DEFAULT"); AddCharacter("bart","bart"); CreateChaseManager("cPolice","Pursuit\L6cop.con",1); SetHitAndRunDecay(1.0); SetNumChaseCars("2"); AddNPCCharacterBonusMission("milhouse", "npd", "sr1_mhouse_sd", "sr1", "checkered", "intro", 0 ); //time trial AddNPCCharacterBonusMission("nelson", "npd", "sr2_nelson_sd", "sr2", "checkered", "intro", 0 ); //circuit race AddNPCCharacterBonusMission("ralph", "npd", "sr3_ralph_sd", "sr3", "checkered", "intro", 0 ); //checkpoint AddNPCCharacterBonusMission("louie", "npd", "sr4_louie_sd", "gr1", "dice", "intro", 0 ); AddNPCCharacterBonusMission("snake", "npd", "bm1_snake_sd", "bm1", "exclamation", "wheelman", 1, "exclamation_shadow" ); AddBonusMissionNPCWaypoint("snake", "bm_snake_walk_1"); //ADDING PURCHASE POINTS FOR VEHICLES AND SKINS // AddPurchaseCarReward( "gil", "gil", "npd", "gil_loc", 1.3, "gil_car" ); AddPurchaseCarNPCWaypoint("gil", "gil_walk1"); AddPurchaseCarReward( "simpson", "kearney", "npd", "kearney_loc", 1.3, "kearney_car" ); AddPurchaseCarNPCWaypoint("kearney", "kearney_walk1"); //ADDING TRAFFIC GROUP FOR LEVEL 06// // CreateTrafficGroup( 0 ); AddTrafficModel( "compactA",2 ); AddTrafficModel( "pickupA",1 ); AddTrafficModel( "burnsarm",1,1 ); AddTrafficModel( "IStruck",1,1 ); CloseTrafficGroup( ); //ADDING AMBIENT CHARACTERS AddAmbientCharacter("teen", "ambient_svt", 2.0); // Aztec Theatre AddAmbientCharacter("cbg", "ambient_cbg", 0); // Android Interior AddAmbientCharacter("jimbo", "ambient_jimbo", 0); // zone 2 AddAmbientNPCWaypoint( "jimbo", "jimbo_walk1" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk2" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk1" ); AddAmbientCharacter("nriviera", "ambient_burns", 0); // rail 2 AddAmbientNPCWaypoint( "nriviera", "burns_walk1" ); AddAmbientNPCWaypoint( "nriviera", "burns_walk2" ); AddAmbientNPCWaypoint( "nriviera", "burns_walk1" ); AddAmbientCharacter("captain", "ambient_captain", 1.3); // zone 3 AddAmbientNPCWaypoint( "captain", "captain_walk1" ); AddAmbientNPCWaypoint( "captain", "captain_walk2" ); AddAmbientNPCWaypoint( "captain", "captain_walk1" ); AddAmbientCharacter("carl", "ambient_carl", 0); // zone 4 AddAmbientNPCWaypoint( "carl", "carl_walk1" ); AddAmbientNPCWaypoint( "carl", "carl_walk2" ); AddAmbientNPCWaypoint( "carl", "carl_walk1" ); AddAmbientCharacter("lou", "ambient_lou", 0); // zone 4 AddAmbientNPCWaypoint( "lou", "lou_walk1" ); AddAmbientNPCWaypoint( "lou", "lou_walk2" ); AddAmbientNPCWaypoint( "lou", "lou_walk3" ); AddAmbientNPCWaypoint( "lou", "lou_walk2" ); AddAmbientNPCWaypoint( "lou", "lou_walk1" ); // //ADDING PED GROUP FOR LEVEL 06// // //Z1 CreatePedGroup( 0 ); AddPed( "girl1", 2 ); AddPed( "male1", 2 ); AddPed( "boy2", 2 ); AddPed( "joger2", 2 ); ClosePedGroup( ); //R1 CreatePedGroup( 1 ); AddPed( "girl2", 2 ); AddPed( "boy4", 1 ); AddPed( "fem4", 2 ); AddPed( "male6", 2 ); ClosePedGroup( ); //Z2 CreatePedGroup( 2 ); AddPed( "rednk2", 1 ); AddPed( "girl4", 2 ); AddPed( "fem1", 2 ); AddPed( "male4", 2 ); ClosePedGroup( ); //R2 CreatePedGroup( 3 ); AddPed( "busm2", 1 ); AddPed( "sail1", 2 ); AddPed( "hooker", 2 ); AddPed( "bum", 2 ); ClosePedGroup( ); //Z3 CreatePedGroup( 4 ); AddPed( "boy1", 2 ); AddPed( "male5", 2 ); AddPed( "girl1", 1 ); AddPed( "fem1", 2 ); ClosePedGroup( ); //R3 CreatePedGroup( 5 ); AddPed( "sail2", 2 ); AddPed( "sail4", 2 ); AddPed( "male3", 2 ); AddPed( "bum", 1 ); ClosePedGroup( ); //Z4 CreatePedGroup( 6 ); AddPed( "sail3", 2 ); AddPed( "fem2", 2 ); AddPed( "boy2", 1 ); AddPed( "male1", 2 ); ClosePedGroup( ); //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. PreallocateActors( "beecamera", "2" ); SetProjectileStats( "waspray", "120.0", "6" ); //Z1 AddSpawnPointByLocatorScript("w_comicroof","beecamera","Shelley","w_comicroof","10.0","120"); //R1 //Z2 AddSpawnPointByLocatorScript("w_bowl","beecamera","Shelley","w_bowl","10.0","30"); //R2 //Z3 //AddSpawnPointByLocatorScript("w_hype1","beecamera","Shelley","w_hype1","10.0","30"); AddSpawnPointByLocatorScript("w_lighthouse","beecamera","Shelley","w_lighthouse","10.0","30"); //R3 AddSpawnPointByLocatorScript("w_dockcrane","beecamera","Shelley","w_dockcrane","10.0","30"); //AddSpawnPointByLocatorScript("w_davey","beecamera","Shelley","w_davey","10.0","50"); //Z4 //AddSpawnPointByLocatorScript("w_duff1","beecamera","Shelley","w_duff1","10.0","50"); AddSpawnPointByLocatorScript("w_kstage1","beecamera","Shelley","w_kstage1","10.0","30"); AddSpawnPointByLocatorScript("w_kstage2","beecamera","Shelley","w_kstage2","10.0","30"); AddSpawnPointByLocatorScript("w_night","beecamera","Shelley","w_night","10.0","30"); //R4 //AddSpawnPointByLocatorScript("w_culvert","beecamera","Shelley","w_culvert","10.0","40"); AddSpawnPointByLocatorScript("w_offramp","beecamera","Shelley","w_offramp","10.0","30"); AddSpawnPointByLocatorScript("w_observatory1","beecamera","Shelley","w_observatory1","13.0","40"); AddSpawnPointByLocatorScript("w_observatory2","beecamera","Shelley","w_observatory2","13.0","40"); AddSpawnPointByLocatorScript("w_kamp1","beecamera","Shelley","w_kamp1","15.0","40"); AddSpawnPointByLocatorScript("w_kamp2","beecamera","Shelley","w_kamp2","10.0","40"); // 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", "3.0", "1.0", "2.0", "15" ); //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", "15.0", "2.5" , "2.3"); SetActorRotationSpeed( "beecamera", "140.0" ); AddShield( "beecamera", "beeshield" ); //STATIC wasps - these ones never move //AddBehaviour( "static_bee", "ATTRACTION", "2.0","20","10.0"); //Zone 1 AddSpawnPointByLocatorScript("w_comicroof2","beecamera","Shelley","w_comicroof2","10.0","120"); //Zone 2 //Zone 3 AddSpawnPointByLocatorScript("w_hype2","beecamera","Shelley","w_hype2","10.0","30"); //Rail 3 AddSpawnPointByLocatorScript("w_shipcrane","beecamera","Shelley","w_shipcrane","30.0","50"); AddSpawnPointByLocatorScript("w_shipstairs","beecamera","Shelley","w_shipstairs","30.0","30"); //Zone 4 AddSpawnPointByLocatorScript("w_duff2","beecamera","Shelley","w_duff2","20.0","50"); AddSpawnPointByLocatorScript("w_duff3","beecamera","Shelley","w_duff3","20.0","50"); //Rail 4 AddSpawnPointByLocatorScript("w_dam1","beecamera","Shelley","w_dam1","10.0","50"); AddSpawnPointByLocatorScript("w_dam2","beecamera","Shelley","w_dam2","10.0","50"); //Zone 5 //Zone 6 //Zone 7 AddBehaviour( "w_comicroof2", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_comicroof2", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_hype2", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_hype2", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_shipstairs", "ATTACK_PLAYER", "20.0", "4.0" , "-1.0"); AddBehaviour( "w_shipstairs", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_shipcrane", "ATTACK_PLAYER", "20.0", "4.0" , "-1.0"); AddBehaviour( "w_shipcrane", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_duff2", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_duff2", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_duff3", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_duff3", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_dam1", "ATTACK_PLAYER", "10.0", "3.0" , "-1.0"); AddBehaviour( "w_dam1", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_dam2", "ATTACK_PLAYER", "10.0", "3.0" , "-1.0"); AddBehaviour( "w_dam2", "ATTRACTION", "2.0","20","-1");