SelectMission("sr1"); //The TIME TRIAL //Script set up for multiple laps SetAnimatedCameraName( "race1camShape" ); SetAnimCamMulticontName( "race1cam" ); SetMissionResetPlayerInCar("sr1_carstart"); SetDynaLoadData("l1z7.p3d;l1r7.p3d;l1r6.p3d;"); UsePedGroup(5); //Chuck: StreetRace Prop Load and Unload Setup StreetRacePropsLoad("l1_sr1p.p3d;"); StreetRacePropsUnload("l1_sr1p.p3d:"); AddStage(0); DisableHitAndRun(); SetHUDIcon( "race" ); PlacePlayerCar("current", "sr1_carstart"); PutMFPlayerInCar( ); // This makes the play auto reset into their car for this stage. StartCountdown("count"); AddToCountdownSequence( "3", 1500 ); // duration time in milliseconds AddToCountdownSequence( "2", 900 ); // duration time in milliseconds AddToCountdownSequence( "1", 1000 ); // duration time in milliseconds AddToCountdownSequence( "GO", 400 ); // duration time in milliseconds SetStageTime(95); SetStageMessageIndex(222); //SetStageTime(150); RESET_TO_HERE(); NoTrafficForStage(); AddObjective( "race","neither"); // SetParTime(150); AddNPC("patty", "sr1_patty"); AddNPC("selma", "sr1_selma"); AddCollectible("sr1_waypoint1","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr1_waypoint2a","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr1_waypoint2b","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr1_waypoint3","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr1_waypoint4","carsphere"); SetCollectibleEffect("wrench_collect"); SetRaceLaps(5); CloseObjective(); AddCondition("timeout"); CloseCondition(); AddCondition( "damage" ); SetCondMinHealth( 0.0 ); SetCondTargetVehicle( "current"); CloseCondition(); AddCondition("outofvehicle"); SetCondTime( 10000 ); CloseCondition(); CloseStage(); AddStage(1,"final"); AddObjective("dialogue"); AddNPC("patty", "sr1_patty"); AddNPC("selma", "sr1_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. SetDialogueInfo("patty","homer","success",0); SetDialoguePositions("sr1_patty","sr1_homer","sr1_carstart"); CloseObjective(); CloseStage(); CloseMission();