SelectMission("sr3"); //The CIRCUIT RACE (with AI cars) //Script set up for multipkle laps SetMissionResetPlayerInCar("sr3_carstart"); SetDynaLoadData("l6z5.p3d;l6r4.p3d;l6r5.p3d;l6r5_dam.p3d;"); UsePedGroup(5); SetMissionStartCameraName( "race3camShape" ); SetMissionStartMulticontName( "race3cam" ); SetAnimatedCameraName( "race3camShape" ); SetAnimCamMulticontName( "race3cam" ); //Chuck: StreetRace Prop Load and Unload Setup StreetRacePropsLoad("l6_sr3p.p3d;"); StreetRacePropsUnload("l6_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( "3", 1000 ); // duration time in milliseconds AddToCountdownSequence( "2", 600 ); // duration time in milliseconds AddToCountdownSequence( "1", 600 ); // duration time in milliseconds AddToCountdownSequence( "!!!", 400 ); // duration time in milliseconds SetStageMessageIndex(224); RESET_TO_HERE(); NoTrafficForStage(); AddStageVehicle("homer_v","sr3_AI_carstart1","race","Missions\level06\sr3_1st.con","homer"); SetVehicleAIParams( "homer_v", 50, 51 ); //AddStageVehicle("burnsarm","sr3_AI_carstart2","race","Missions\level06\sr3_2nd.con"); //AddStageVehicle("compactA","sr3_AI_carstart3","race","Missions\level06\sr3_3rd.con"); //AddStageVehicle("pickupA","sr3_AI_carstart4","race","Missions\level06\sr3_4th.con"); AddStageWaypoint( "sr3_navpoint1" ); AddStageWaypoint( "sr3_navpoint2" ); AddStageWaypoint( "sr3_navpoint3" ); 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"); 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","bart","success",0); SetDialoguePositions("sr3_patty","sr3_bart_end","race_finish"); CloseObjective(); CloseStage(); CloseMission();