SelectMission("m2sd"); SetMissionStartCameraName( "mission2camShape" ); SetMissionStartMulticontName( "mission2cam" ); SetAnimatedCameraName( "mission2camShape" ); SetAnimCamMulticontName( "mission2cam" ); SetMissionResetPlayerOutCar("homer_start_alt", "level1_carstart"); SetDynaLoadData("l1z1.p3d;l1r1.p3d;l1r7.p3d;"); UsePedGroup( 0 ); AddStage(0); SetMaxTraffic(2); SetStageMessageIndex(217); SetHUDIcon("simpsons"); AddObjective( "goto" ); AddNPC("marge", "m2_marge_sd"); SetDestination( "m2_simpsonhouse_sd", "carsphere"); SetCollectibleEffect("wrench_collect"); CloseObjective(); CloseStage(); AddStage(1); RESET_TO_HERE(); // skips first stage when loading the mission from pause menu. SetStageMessageIndex(155); SetHUDIcon("simpsons"); AddObjective("interior"); AddNPC("marge", "m2_marge_sd"); SetDestination("SimpsonsHouse", "simp_mission_doorstar"); // use name of interiors entry locator CloseObjective(); CloseStage(); AddStage(0); SetStageMessageIndex(00); SetHUDIcon("marage"); AddObjective("talkto"); AddNPC("marge", "m2_marge_sd"); SetTalkToTarget("marge", 0, 0); CloseObjective(); CloseStage(); AddStage(0); AddObjective("dialogue"); SetPresentationBitmap( "art/frontend/dynaload/images/mis01_02.p3d" ); AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1) AmbientAnimationRandomize( 0, 0 ); AddAmbientNpcAnimation( "dialogue_open_arm_hand_gesture" ); AddAmbientNpcAnimation( "none" ); AddAmbientNpcAnimation( "dialogue_thinking" ); AddAmbientPcAnimation( "none" ); AddAmbientPcAnimation( "dialogue_yes" ); AddAmbientPcAnimation( "none" ); AddAmbientPcAnimation( "dialogue_hands_in_air" ); SetDialogueInfo("homer","marge","neighbor",0); CloseObjective(); CloseStage(); AddStage(0); SetStageMessageIndex(250); AddObjective("gooutside"); TurnGotoDialogOff(); SetDestination("outside_Simpsons_house_locator"); CloseObjective(); CloseStage(); AddStage(4); SetStageMessageIndex(3); SetHUDIcon( "ned" ); AddObjective("talkto","neither"); AddNPC("ned", "m2_ned_sd"); //ned at his house AddObjectiveNPCWaypoint( "ned", "ned_walk_1" ); AddObjectiveNPCWaypoint( "ned", "ned_walk_2" ); AddObjectiveNPCWaypoint( "ned", "ned_walk_3" ); AddObjectiveNPCWaypoint( "ned", "ned_walk_2" ); AddObjectiveNPCWaypoint( "ned", "ned_walk_1" ); SetTalkToTarget("ned", 0, 0); CloseObjective(); CloseStage(); AddStage(0); AddObjective("dialogue"); AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1) AmbientAnimationRandomize( 0, 0 ); SetConversationCam( 0, "npc_far" ); SetConversationCam( 1, "pc_near" ); SetConversationCam( 2, "npc_far" ); SetConversationCam( 3, "pc_near" ); 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" ); SetCamBestSide("bestside_m2"); SetDialogueInfo("homer","ned","culprit",0); SetDialoguePositions("m2_homer_ned","m2_ned_sd","mission2_carstart"); CloseObjective(); CloseStage(); CloseMission();