SelectMission("sr2"); //The CIRCUIT RACE (with AI cars) //Script set up for multipkle laps SetAnimatedCameraName( "race2camShape" ); SetAnimCamMulticontName( "race2cam" ); SetMissionResetPlayerInCar("sr2_carstart"); SetDynaLoadData("l4r3.p3d;l4z4.p3d;l4r4b.p3d;"); UsePedGroup(4); //Chuck: StreetRace Prop Load and Unload Setup StreetRacePropsLoad("l4_sr2p.p3d;"); StreetRacePropsUnload("l4_sr2p.p3d:"); AddStage(0); SetHUDIcon( "race" ); DisableHitAndRun(); PlacePlayerCar("current", "sr2_carstart"); PutMFPlayerInCar( ); // This makes the play auto reset into their car for this stage. StartCountdown("count"); AddToCountdownSequence( "3", 1200 ); // duration time in milliseconds AddToCountdownSequence( "2", 1000 ); // duration time in milliseconds AddToCountdownSequence( "GO", 400 ); // duration time in milliseconds SetStageMessageIndex(223); RESET_TO_HERE(); NoTrafficForStage(); AddStageVehicle("apu_v","sr2_AI_carstart1","race","Missions\level04\sr2_1st.con","apu"); SetVehicleAIParams( "apu_v", 50, 51 ); SetStageAIRaceCatchupParams("apu_v", 80, 0.9, 1.2, 2.5); AddStageVehicle("nuctruck","sr2_AI_carstart2","race","Missions\level04\sr2_2nd.con"); SetVehicleAIParams( "nuctruck", 50, 51 ); SetStageAIRaceCatchupParams("nuctruck", 80, 0.8, 1.0, 2.0); //AddStageVehicle("compactA","sr2_AI_carstart3","race","Missions\level04\sr2_3rd.con"); // SetVehicleAIParams( "compactA", 50, 51 ); // SetStageAIRaceCatchupParams("compactA", 80, 0.8, 1.0, 2.0); AddStageVehicle("garbage","sr2_AI_carstart4","race","Missions\level04\sr2_4th.con"); SetVehicleAIParams( "garbage", 50, 51 ); SetStageAIRaceCatchupParams("garbage", 80, 0.8, 1.0, 2.0); AddStageWaypoint( "sr2_waypoint1" ); AddStageWaypoint( "sr2_waypoint2" ); AddStageWaypoint( "sr2_waypoint3" ); AddStageWaypoint( "sr2_waypoint3b" ); AddStageWaypoint( "sr2_waypoint4" ); AddStageWaypoint( "sr2_waypoint5" ); AddObjective( "race", "neither"); DisableHitAndRun(); AddNPC("patty", "sr2_patty"); AddNPC("selma", "sr2_selma"); AddCollectible("sr2_waypoint1","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint2","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint3","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint3b","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr2_waypoint4","carsphere"); //SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint5","carsphere"); SetCollectibleEffect("wrench_collect"); SetRaceLaps(3); 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", "sr2_patty"); AddNPC("selma", "sr2_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","marge","success",0); SetDialoguePositions("sr2_patty","sr2_marge","sr2_AI_carstart2"); CloseObjective(); CloseStage(); CloseMission();