SelectMission("sr3"); //The CIRCUIT RACE (with AI cars) //Script set up for multipkle laps SetAnimatedCameraName( "race3camShape" ); SetAnimCamMulticontName( "race3cam" ); SetMissionResetPlayerInCar("sr3_carstart"); SetDynaLoadData("l1z2.p3d;l1r2.p3d;l1z3.p3d;"); UsePedGroup(2); //Chuck: StreetRace Prop Load and Unload Setup StreetRacePropsLoad("l1_sr3p.p3d;"); StreetRacePropsUnload("l1_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("honor_v","sr3_AI_carstart2","evade","Missions\level01\sr3_1st.con","bart"); SetStageAIRaceCatchupParams("honor_v", 80, 0.6, 1.0, 1.75); AddStageVehicle("schoolbu","sr3_AI_carstart3","target","Missions\level01\sr3_4th.con"); SetStageAIRaceCatchupParams("schoolbu", 80, 0.6, 0.9, 1.25); AddStageVehicle("minivanA","sr3_AI_carstart1","race","Missions\level01\sr3_2nd.con"); SetStageAIRaceCatchupParams("minivanA", 80, 0.6, 0.9, 1.25); //AddStageVehicle("pickupA","sr3_AI_carstart4","target`","Missions\level01\sr3_2nd.con"); //SetStageAIRaceCatchupParams("pickupA", 80, 0.6, 0.9, 1.25); AddStageWaypoint( "sr3_navpoint1" ); AddStageWaypoint( "sr3_navpoint2" ); AddStageWaypoint( "sr3_navpoint3" ); AddStageWaypoint( "sr3_navpoint4" ); AddObjective( "race","intersection" ); 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_finish","carsphere"); SetCollectibleEffect("wrench_collect"); CloseObjective(); AddCondition("position"); SetConditionPosition(1); CloseCondition(); AddCondition( "damage" ); SetCondMinHealth( 0.0 ); SetCondTargetVehicle( "current"); CloseCondition(); AddCondition("outofvehicle"); SetCondTime( 10000 ); 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. SetDialogueInfo("patty","homer","success",0); SetDialoguePositions("sr3_patty","sr3_homer_end","sr3_car_end"); CloseObjective(); CloseStage(); CloseMission();