//This is all level initialization stuff.. //Anything here is persistent across the entire level. EnableTutorialMode( false ); InitLevelPlayerVehicle("marge_v","demo_carstart","DEFAULT", "HardRace\AI_1st.con"); AddCharacter("marge","marge"); CreateChaseManager("cPolice","Pursuit\L4cop.con",1); SetHitAndRunDecay(1.0); SetNumChaseCars("2"); AddNPCCharacterBonusMission("milhouse", "npd", "sr1_mhouse_sd", "sr1", "checkered", "intro", 0 ); AddNPCCharacterBonusMission("nelson", "npd", "sr2_nelson_sd", "sr2", "checkered", "intro", 0 ); AddNPCCharacterBonusMission("ralph", "npd", "sr3_ralph_sd", "sr3", "checkered", "intro", 0 ); AddNPCCharacterBonusMission("louie", "npd", "sr4_louie_sd", "gr1", "dice", "intro", 0 ); AddNPCCharacterBonusMission("cbg", "npd", "bm1_cbg_sd", "bm1", "exclamation", "spherical", 1, "exclamation_shadow" ); AddBonusMissionNPCWaypoint("cbg", "bm_cbg_walk_1"); //ADDING AMBIENT CHARACTERS AddAmbientCharacter("apu", "m7_apu_sd", 2.0); //Kwik-E-Mart Interior AddAmbientCharacter("skinner", "ambient_skinner", 1.3); //school interior AddAmbientCharacter("beeman", "beeman_walk1", 0); //rail 1 AddAmbientNPCWaypoint( "beeman", "beeman_walk2" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk3" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk3a" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk5" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk3a" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk3" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk2" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk1" ); AddAmbientNPCWaypoint( "beeman", "ambient_beeman" ); AddAmbientCharacter("ralph", "ambient_ralph", 1.3); //zone 1 AddAmbientNPCWaypoint( "ralph", "ralph_walk1" ); AddAmbientNPCWaypoint( "ralph", "ralph_walk2" ); AddAmbientNPCWaypoint( "ralph", "ralph_walk3" ); AddAmbientCharacter("selma", "ambient_selma", 0); //rail 2 AddAmbientNPCWaypoint( "selma", "selma_walk1" ); AddAmbientNPCWaypoint( "selma", "selma_walk2" ); AddAmbientNPCWaypoint( "selma", "selma_walk3" ); AddAmbientNPCWaypoint( "selma", "selma_walk4" ); AddAmbientNPCWaypoint( "selma", "selma_walk3" ); AddAmbientNPCWaypoint( "selma", "selma_walk2" ); AddAmbientNPCWaypoint( "selma", "selma_walk1" ); AddAmbientCharacter("kearney", "kearney_walk4", 0); //zone 3 AddAmbientNPCWaypoint( "kearney", "kearney_walk3" ); AddAmbientNPCWaypoint( "kearney", "ambient_kearney" ); AddAmbientNPCWaypoint( "kearney", "kearney_walk1" ); AddAmbientNPCWaypoint( "kearney", "kearney_walk2" ); AddAmbientNPCWaypoint( "kearney", "kearney_walk1" ); AddAmbientNPCWaypoint( "kearney", "ambient_kearney" ); AddAmbientNPCWaypoint( "kearney", "kearney_walk3" ); AddAmbientCharacter("moe", "ambient_moe", 1.3); //zone 3 AddAmbientNPCWaypoint( "moe", "moe_walk1" ); //ADDING PURCHASE POINTS FOR VEHICLES AND SKINS // AddPurchaseCarReward( "gil", "gil", "npd", "gil_loc", 1.3, "gil_car" ); AddPurchaseCarNPCWaypoint("gil", "gil_walk1"); AddPurchaseCarReward( "simpson", "willie", "npd", "willie_loc", 1.3, "willie_car" ); AddPurchaseCarNPCWaypoint("willie", "willie_walk1"); //ADDING TRAFFIC GROUP FOR LEVEL 04// // CreateTrafficGroup( 0 ); AddTrafficModel( "compactA",2 ); AddTrafficModel( "SUVA",1 ); AddTrafficModel( "garbage",1,1 ); AddTrafficModel( "nuctruck",1,1 ); CloseTrafficGroup( ); // //ADDING PED GROUP FOR LEVEL 04// // //z1r1 CreatePedGroup( 0 ); AddPed( "joger1", 2 ); AddPed( "fem1", 1 ); AddPed( "fem2", 2 ); AddPed( "male5", 2 ); ClosePedGroup( ); //z2 CreatePedGroup( 1 ); AddPed( "olady3", 2 ); AddPed( "olady2", 2 ); AddPed( "male3", 2 ); AddPed( "male5", 1 ); ClosePedGroup( ); //R2 CreatePedGroup( 2 ); AddPed( "busw1", 2 ); AddPed( "olady1", 2 ); AddPed( "girl4", 2 ); AddPed( "male3", 1 ); ClosePedGroup( ); //Z3 CreatePedGroup( 3 ); AddPed( "boy1", 2 ); AddPed( "boy4", 1 ); AddPed( "girl1", 2 ); AddPed( "girl4", 2 ); ClosePedGroup( ); //R3Z4 CreatePedGroup( 4 ); AddPed( "fem4", 2 ); AddPed( "male2", 2 ); AddPed( "busw1", 2 ); AddPed( "male6", 1 ); ClosePedGroup( ); //R6Z7 CreatePedGroup( 5 ); AddPed( "farmr1", 2 ); AddPed( "sail3", 1 ); AddPed( "bum", 2 ); AddPed( "hooker", 2 ); ClosePedGroup( ); //R7 CreatePedGroup( 6 ); AddPed( "joger2", 2 ); AddPed( "girl2", 1 ); AddPed( "male1", 2 ); AddPed( "fem4", 2 ); ClosePedGroup( ); //Z6 CreatePedGroup( 7 ); AddPed( "nuclear", 7 ); ClosePedGroup( ); // PreallocateActors( "beecamera", "2" ); SetProjectileStats( "waspray", "70.0", "6" ); //AddSpawnPoint( "SimpsonsHouse", "beecamera", "Shelly","222.041","4.5","-169.169","50.0","20" ); AddSpawnPointByLocatorScript("w_kwickemart","beecamera","Shelley","w_kwickemart","15.0","20"); AddSpawnPointByLocatorScript("w_gasroof","beecamera","Shelley","w_gasroof","15.0","20"); AddSpawnPointByLocatorScript("w_schoolroof1","beecamera","Shelley","w_schoolroof1","15.0","20"); AddSpawnPointByLocatorScript("w_schoolroof2","beecamera","Shelley","w_schoolroof2","15.0","20"); AddSpawnPointByLocatorScript("w_tower","beecamera","Shelley","w_tower","15.0","20"); //AddSpawnPointByLocatorScript("w_bonuscar","beecamera","Shelley","w_bonuscar","50.0","20"); //AddSpawnPointByLocatorScript("w_stonetemple","beecamera","Shelley","w_stonetemple","60.0","30"); AddSpawnPointByLocatorScript("w_burns1","beecamera","Shelley","w_burns1","60.0","30"); AddSpawnPointByLocatorScript("w_chess1","beecamera","Shelley","w_chess1","30.0","20"); AddSpawnPointByLocatorScript("w_chess2","beecamera","Shelley","w_chess2","30.0","10"); AddSpawnPointByLocatorScript("w_trailor1","beecamera","Shelley","w_trailor1","50.0","20"); AddSpawnPointByLocatorScript("w_trailor2","beecamera","Shelley","w_trailor2","50.0","20"); //AddSpawnPointByLocatorScript("w_bridge1","beecamera","Shelley","w_bridge1","30.0","20"); //AddSpawnPointByLocatorScript("w_bridge2","beecamera","Shelley","w_bridge2","30.0","20"); // 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", "5.0", "1.0", "2.0", "5" ); // They will evade between a certa//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", "6.0","12.0","5.0"); // Tell the wasp to attack the player. First number indicates maximum firing range in meters // 2nd number indicates forward firing arc in degrees // 3rd number is the number of second between wasp evasion attempts // Both conditions have to be satisfied before the actor will fire AddBehaviour( "beecamera", "ATTACK_PLAYER", "8.0", "3.5" , "5.0"); SetActorRotationSpeed( "beecamera", "100.0" ); //AddShield( "beecamera", "beeshield" ); //STATIC wasps - these ones never move //AddBehaviour( "static_bee", "ATTRACTION", "2.0","20","10.0"); //Z1 AddSpawnPointByLocatorScript("w_simpsons","beecamera","Shelley","w_simpsons","20.0","20"); AddSpawnPointByLocatorScript("w_flanders","beecamera","Shelley","w_flanders","25.0","20"); AddSpawnPointByLocatorScript("w_neighbor1","beecamera","Shelley","w_neighbor1","15.0","20"); AddSpawnPointByLocatorScript("w_wiggum","beecamera","Shelley","w_wiggum","15.0","20"); AddSpawnPointByLocatorScript("w_wiggum2","beecamera","Shelley","w_wiggum2","20.0","10"); //R1 //Z2 AddSpawnPointByLocatorScript("w_gasroof2","beecamera","Shelley","w_gasroof2","15.0","20"); //R2 //Z3 //AddSpawnPointByLocatorScript("w_playground","beecamera","Shelley","w_playground","15.0","20"); AddSpawnPointByLocatorScript("w_schoolstairs","beecamera","Shelley","w_schoolstairs","15.0","20"); //R3 //Z4 //R4 //Z5 //R5 //Z6 AddSpawnPointByLocatorScript("w_burns2","beecamera","Shelley","w_burns2","60.0","30"); //R6 //Z7 AddSpawnPointByLocatorScript("static_bee2","beecamera","Shelley","w_powerplant2","20.0","10"); //AddSpawnPointByLocatorScript("static_bee3","beecamera","Shelley","w_powerplant3","20.0","10"); //AddSpawnPointByLocatorScript("static_bee4","beecamera","Shelley","w_powerplant4","20.0","10"); AddSpawnPointByLocatorScript("static_bee6","beecamera","Shelley","w_barn","20.0","20"); AddBehaviour( "w_simpsons", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_simpsons", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_flanders", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_flanders", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_neighbor1", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_neighbor1", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_wiggum", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_wiggum", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_wiggum2", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_wiggum2", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_lardlads", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_lardlads", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_schoolstairs", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_schoolstairs", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "static_bee2", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "static_bee2", "ATTRACTION", "2.0","20","-1"); //AddBehaviour( "static_bee3", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "static_bee3", "ATTRACTION", "2.0","20","-1"); //AddBehaviour( "static_bee4", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "static_bee4", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "static_bee6", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "static_bee6", "ATTRACTION", "2.0","20","-1"); //AddBehaviour( "w_playground", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_playground", "ATTRACTION", "2.0","20","-1"); AddBehaviour( "w_burns2", "ATTACK_PLAYER", "20.0", "5.0" , "-1.0"); AddBehaviour( "w_burns2", "ATTRACTION", "2.0","20","-1"); //THESE CAUSE GRAPHICAL GLITCHES //Bind the coin drawable and sparkle 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.