SelectMission("sr3"); //The CIRCUIT RACE (with AI cars) //Script set up for multiple laps SetAnimatedCameraName( "race3camShape" ); SetAnimCamMulticontName( "race3cam" ); SetMissionResetPlayerInCar("sr3_carstart"); SetDynaLoadData("l2z1.p3d;l2r1.p3d;l2r4.p3d;"); UsePedGroup(0); //Chuck: StreetRace Prop Load and Unload Setup StreetRacePropsLoad("l2_sr3p.p3d;"); StreetRacePropsUnload("l2_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( "5", 800 ); // duration time in milliseconds AddToCountdownSequence( "5", 800 ); // duration time in milliseconds AddToCountdownSequence( "5", 800 ); // duration time in milliseconds AddToCountdownSequence( "4", 400 ); // duration time in milliseconds SetStageMessageIndex(224); RESET_TO_HERE(); NoTrafficForStage(); AddStageVehicle("lisa_v","sr3_lisa_carstart1","race","Missions\level02\sr3_1st.con","lisa"); SetVehicleAIParams( "lisa_v", 50, 51 ); SetStageAIRaceCatchupParams("lisa_v", 80, 1, 1.25, 2.5); AddStageVehicle("sportsA","sr3_AI_carstart2","race","Missions\level02\sr3_2nd.con"); SetVehicleAIParams( "sportsA", 50, 51 ); SetStageAIRaceCatchupParams("sportsA", 80, 0.7, 1.0, 1.5); AddStageVehicle("taxiA","sr3_AI_carstart3","race","Missions\level02\sr3_3rd.con"); SetVehicleAIParams( "taxiA", 50, 51 ); SetStageAIRaceCatchupParams("taxiA", 80, 0.7, 1.0, 1.5); //AddStageVehicle("sedanB","sr3_AI_carstart4","race","Missions\level02\sr3_4th.con"); // SetVehicleAIParams( "sedanB", 50, 51 ); // SetStageAIRaceCatchupParams("sedanB", 80, 0.7, 1.0, 1.5); AddStageWaypoint( "sr3_nav1" ); AddStageWaypoint( "sr3_nav2" ); AddStageWaypoint( "sr3_nav3" ); AddStageWaypoint( "sr3_nav4" ); AddObjective( "race",neither ); 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_waypoint5","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint6","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint7","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint8","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint9","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint10","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint11","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr3_waypoint12","carsphere"); SetCollectibleEffect("wrench_collect"); CloseObjective(); AddCondition( "damage" ); SetCondMinHealth( 0.0 ); SetCondTargetVehicle( "current"); CloseCondition(); AddCondition("outofvehicle"); SetCondTime( 10000 ); CloseCondition(); AddCondition("position"); SetConditionPosition(1); 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","bart","success",0); SetDialoguePositions("sr3_patty","sr3_bart_end","sr3_car_end"); CloseObjective(); CloseStage(); CloseMission();