//This is all level initialization stuff.. //Anything here is persistent across the entire level. EnableTutorialMode( false ); InitLevelPlayerVehicle("lisa_v","level3_carstart","DEFAULT"); AddCharacter("lisa","lisa"); //Adding Harass Vehicles for the second half of Mission 1 CreateChaseManager( "cPolice","Pursuit\L3cop.con",1); SetHitAndRunDecay(1.0); SetNumChaseCars("1"); ClearAmbientAnimations( "sr1" ); ClearAmbientAnimations( "sr2" ); ClearAmbientAnimations( "sr3" ); ClearAmbientAnimations( "bm1" ); AddNPCCharacterBonusMission("milhouse", "npd", "sr1_mhouse_sd", "sr1", "checkered", "intro", 0, "checkeredfinish" ); //time trial SetBonusMissionDialoguePos("sr1","sr1_lisa","sr1_mhouse_sd","gil_car"); SetConversationCam( 0, "pc_far", "sr1" ); SetConversationCam( 1, "npc_far", "sr1" ); AddAmbientNpcAnimation( "none", "sr1" ); AddAmbientNpcAnimation( "dialogue_no", "sr1" ); AddAmbientPcAnimation( "dialogue_hands_on_hips", "sr1" ); AddAmbientPcAnimation( "none", "sr1" ); SetCamBestSide("sr1_bestside", "sr1" ); AddNPCCharacterBonusMission("nelson", "npd", "sr2_nelson_sd", "sr2", "checkered", "intro", 0, "checkeredfinish" ); //circuit race SetBonusMissionDialoguePos("sr2","sr2_lisa","sr2_nelson_sd","sr2_lisacar"); SetConversationCam( 0, "pc_far", "sr2" ); SetConversationCam( 1, "npc_far", "sr2" ); AddAmbientNpcAnimation( "none", "sr2" ); AddAmbientNpcAnimation( "dialogue_hands_on_hips", "sr2" ); AddAmbientPcAnimation( "dialogue_scratch_head", "sr2" ); AddAmbientPcAnimation( "none", "sr2" ); SetCamBestSide("sr2_bestside", "sr2" ); AddNPCCharacterBonusMission("ralph", "npd", "sr3_ralph_sd", "sr3", "checkered", "intro", 0, "checkeredfinish" ); //checkpoint SetBonusMissionDialoguePos("sr3","sr3_lisa","sr3_ralph_sd","sr3_lisacar"); SetConversationCam( 1, "pc_far", "sr3" ); SetConversationCam( 0, "npc_far", "sr3" ); SetConversationCam( 1, "pc_far", "sr3" ); AddAmbientNpcAnimation( "none", "sr3" ); AddAmbientNpcAnimation( "dialogue_open_arm_hand_gesture", "sr3" ); AddAmbientNpcAnimation( "none", "sr3" ); AddAmbientPcAnimation( "dialogue_thinking", "sr3" ); AddAmbientPcAnimation( "none", "sr3" ); AddAmbientPcAnimation( "dialogue_yes", "sr3" ); SetCamBestSide("sr3_bestside", "sr3" ); AddNPCCharacterBonusMission("louie", "npd", "sr4_louie_sd", "gr1", "dice", "intro", 0 ); AddNPCCharacterBonusMission("skinner", "npd", "bm1_skinner_sd", "bm1", "exclamation", "tragedy", 1 ); AddBonusMissionNPCWaypoint("skinner", "bm_skinner_walk_1"); SetBonusMissionDialoguePos("bm1","bm_lisa","bm_skinner_walk_1","bm_lisacar"); SetConversationCam( 0, "pc_far", "bm1" ); SetConversationCam( 1, "npc_near", "bm1" ); SetConversationCam( 2, "pc_far", "bm1" ); SetConversationCam( 3, "npc_near", "bm1" ); AddAmbientNpcAnimation( "none", "bm1" ); AddAmbientNpcAnimation( "dialogue_shaking_fist", "bm1" ); AddAmbientNpcAnimation( "none", "bm1" ); AddAmbientNpcAnimation( "dialogue_cross_arms", "bm1" ); AddAmbientPcAnimation( "dialogue_hands_in_air", "bm1" ); AddAmbientPcAnimation( "none", "bm1" ); AddAmbientPcAnimation( "dialogue_hands_on_hips", "bm1" ); AddAmbientPcAnimation( "none", "bm1" ); SetCamBestSide("bm1_bestside", "bm1" ); AddAmbientCharacter("teen", "ismovie_cbg_sd", 0); //ADDING AMBIENT CHARACTERS AddAmbientCharacter("cbg", "m1_cbg_sd", 0); //Android Interior //AddAmbientCharacter("teen", "bm1_svt", 2.0); // zone 1 - Krusty Burger AddAmbientCharacter("dolph", "ambient_dolph", 0); // zone 2 AddAmbientNPCWaypoint( "dolph", "dolph_walk1" ); AddAmbientNPCWaypoint( "dolph", "dolph_walk2" ); AddAmbientNPCWaypoint( "dolph", "dolph_walk1" ); AddAmbientCharacter("smithers", "ambient_smithers", 0); // rail 2 AddAmbientNPCWaypoint( "smithers", "smithers_walk1" ); AddAmbientNPCWaypoint( "smithers", "smithers_walk2" ); AddAmbientNPCWaypoint( "smithers", "smithers_walk3" ); AddAmbientNPCWaypoint( "smithers", "smithers_walk2" ); AddAmbientNPCWaypoint( "smithers", "smithers_walk1" ); AddAmbientCharacter("captain", "m6_captain_sd", 1.3); // zone 3 AddAmbientNPCWaypoint( "captain", "m6_captain_walk1_sd" ); AddAmbientCharacter("jimbo", "ambient_jimbo", 0); // rail 3 AddAmbientNPCWaypoint( "jimbo", "jimbo_walk1" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk2" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk3" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk4" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk5" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk4" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk3" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk2" ); AddAmbientNPCWaypoint( "jimbo", "jimbo_walk1" ); AddAmbientCharacter("barney", "ambient_barney", 0); // zone 4 AddAmbientNPCWaypoint( "barney", "barney_walk1" ); AddAmbientNPCWaypoint( "barney", "barney_walk2" ); AddAmbientNPCWaypoint( "barney", "barney_walk1" ); //ADDING PURCHASE POINTS FOR VEHICLES AND SKINS // AddPurchaseCarReward( "gil", "gil", "npd", "gil_loc", 1.3, "gil_car" ); AddPurchaseCarNPCWaypoint("gil", "gil_walk"); AddPurchaseCarReward( "simpson", "otto", "npd", "otto_loc", 1.3, "otto_car" ); AddPurchaseCarNPCWaypoint("otto", "otto_walk"); //ADDING TRAFFIC GROUP FOR LEVEL 03// // CreateTrafficGroup( 0 ); AddTrafficModel( "compactA",2 ); AddTrafficModel( "pickupA",1 ); AddTrafficModel( "sportsA",1 ); AddTrafficModel( "fishtruc",1,1 ); CloseTrafficGroup( ); // //ADDING PED GROUP FOR LEVEL 03// // //Z1 CreatePedGroup( 0 ); AddPed( "girl3", 2 ); AddPed( "fem1", 2 ); AddPed( "boy3", 2 ); AddPed( "male6", 2 ); ClosePedGroup( ); //R1 CreatePedGroup( 1 ); AddPed( "girl2", 2 ); AddPed( "boy2", 1 ); AddPed( "fem3", 2 ); AddPed( "male2", 2 ); ClosePedGroup( ); //Z2 CreatePedGroup( 2 ); AddPed( "boy1", 1 ); AddPed( "boy4", 2 ); AddPed( "fem2", 2 ); AddPed( "male5", 2 ); ClosePedGroup( ); //R2 CreatePedGroup( 3 ); AddPed( "olady2", 1 ); AddPed( "sail2", 2 ); AddPed( "hooker", 2 ); AddPed( "male4", 2 ); ClosePedGroup( ); //Z3 CreatePedGroup( 4 ); AddPed( "boy2", 2 ); AddPed( "fem4", 2 ); AddPed( "girl1", 1 ); AddPed( "male6", 2 ); ClosePedGroup( ); //R3 CreatePedGroup( 5 ); AddPed( "sail1", 2 ); AddPed( "sail3", 2 ); AddPed( "sail4", 2 ); AddPed( "bum", 1 ); ClosePedGroup( ); //Z4 CreatePedGroup( 6 ); AddPed( "sail4", 2 ); AddPed( "fem2", 2 ); AddPed( "boy2", 1 ); AddPed( "const2", 2 ); ClosePedGroup( ); // WASPS /// PreallocateActors( "beecamera", "3" ); SetProjectileStats( "waspray", "80.0", "5" ); //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_lighthouse","beecamera","Shelley","w_lighthouse","10.0","30"); //R3 AddSpawnPointByLocatorScript("w_shipcrane","beecamera","Shelley","w_shipcrane","10.0","50"); AddSpawnPointByLocatorScript("w_dockcrane","beecamera","Shelley","w_dockcrane","20.0","30"); //AddSpawnPointByLocatorScript("w_davey","beecamera","Shelley","w_davey","10.0","50"); //Z4 AddSpawnPointByLocatorScript("w_duff2","beecamera","Shelley","w_duff2","20.0","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_dam1","beecamera","Shelley","w_dam1","10.0","50"); // 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", "2.0", "1.0", "2.0", "10" ); //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", "5.0","10","7.0"); // 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", "10.0", "4.0", "3.0" ); SetActorRotationSpeed( "beecamera", "100.0" ); //Bind the coin drawable, sparkle, and spark 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. //STATIC wasps - these ones never move //AddBehaviour( "static_bee", "ATTRACTION", "2.0","20","10.0"); //Zone 1 //Zone 2 //Zone 3 AddSpawnPointByLocatorScript("w_hype","beecamera","Shelley","w_hype","20.0","30"); //Rail 3 AddSpawnPointByLocatorScript("w_shipstairs","beecamera","Shelley","w_shipstairs","30.0","30"); //Zone 4 AddSpawnPointByLocatorScript("w_duff1","beecamera","Shelley","w_duff1","25.0","50"); AddSpawnPointByLocatorScript("w_duff3","beecamera","Shelley","w_duff3","25.0","50"); //Rail 4 AddSpawnPointByLocatorScript("w_dam2","beecamera","Shelley","w_dam2","10.0","50"); AddSpawnPointByLocatorScript("w_observatory","beecamera","Shelley","w_observatory","10.0","40"); AddSpawnPointByLocatorScript("w_kamp1","beecamera","Shelley","w_kamp1","20.0","40"); AddSpawnPointByLocatorScript("w_kamp2","beecamera","Shelley","w_kamp2","20.0","40"); //Zone 5 //Zone 6 //Zone 7 AddBehaviour( "w_hype", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_hype", "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_duff1", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_duff1", "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_dam2", "ATTACK_PLAYER", "10.0", "3.0" , "-1.0"); AddBehaviour( "w_dam2", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_observatory", "ATTACK_PLAYER", "10.0", "3.0" , "-1.0"); AddBehaviour( "w_observatory", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_kamp1", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_kamp1", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_kamp2", "ATTACK_PLAYER", "10.0", "5.0" , "-1.0"); AddBehaviour( "w_kamp2", "ATTRACTION", "2.0","20","-1");