//This is all level initialization stuff.. //Anything here is persistent across the entire level. EnableTutorialMode( false ); InitLevelPlayerVehicle("frink_v","level7_carstart","DEFAULT"); SetPostLevelFMV("fmv7.rmv"); PreallocateActors( "spaceship", "1" ); AddFlyingActorByLocator("spaceship","Planet Express Ship","l7_spaceship","NEVER_DESPAWN"); AddBehaviour( "Planet Express Ship", "UFO_BEAM_ALWAYS_ON", "UfoBeam" ); CreateChaseManager("cHears","Pursuit\L7cop.con",1); SetNumChaseCars("3"); AddCharacter("homer","homer"); AddNPCCharacterBonusMission("milhouse", "npd", "sr1_mhouse_sd", "sr1", "checkered", "intro", 0 ); //switch to zombie AddNPCCharacterBonusMission("nelson", "npd", "sr2_nelson_sd", "sr2", "checkered", "intro", 0 ); //switch to zombie AddNPCCharacterBonusMission("ralph", "npd", "sr3_ralph_sd", "sr3", "checkered", "intro", 0 ); //switch to zombie AddNPCCharacterBonusMission("louie", "npd", "sr4_louie_sd", "gr1", "dice", "intro", 0 ); AddNPCCharacterBonusMission("smithers", "npd", "bm1_smithers_sd", "bm1", "exclamation", "errands", 0 ); AddBonusMissionNPCWaypoint( "smithers", "bm1_smithers_walk1" ); AddBonusMissionNPCWaypoint( "smithers", "bm1_smithers_walk2" ); AddBonusMissionNPCWaypoint( "smithers", "bm1_smithers_walk1" ); //ADDING PURCHASE POINTS FOR VEHICLES AND SKINS // AddPurchaseCarReward( "gil", "gil", "npd", "gil_loc", 1.3, "gil_car" ); AddPurchaseCarNPCWaypoint("gil", "gil_walk1"); AddPurchaseCarReward( "simpson", "zmale1", "npd", "zmale1_loc", 1.3, "zmale1_car" ); AddPurchaseCarNPCWaypoint("zmale1", "zmale1_walk1"); //ADDING TRAFFIC GROUP FOR LEVEL 07// // CreateTrafficGroup( 0 ); AddTrafficModel( "coffin",2 ); AddTrafficModel( "hallo",1 ); AddTrafficModel( "ship",1 ); AddTrafficModel( "witchcar",1 ); CloseTrafficGroup( ); //ADDING AMBIENT CHARACTERS // AddAmbientCharacter("apu", "ambient_apu", 2.0); //Kwik-E-Mart Interior AddAmbientCharacter("wiggum", "ambient_wiggum", 1.3); //zone 1 AddAmbientNPCWaypoint( "wiggum", "ambient_wiggum" ); AddAmbientNPCWaypoint( "wiggum", "wiggum_walk1" ); AddAmbientNPCWaypoint( "wiggum", "wiggum_walk2" ); AddAmbientNPCWaypoint( "wiggum", "wiggum_walk1" ); AddAmbientNPCWaypoint( "wiggum", "ambient_wiggum" ); AddAmbientCharacter("beeman", "ambient_beeman", 1.3); //rail 1 AddAmbientNPCWaypoint( "beeman", "ambient_beeman" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk1" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk2" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk3" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk4" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk3" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk2" ); AddAmbientNPCWaypoint( "beeman", "beeman_walk1" ); AddAmbientNPCWaypoint( "beeman", "ambient_beeman" ); AddAmbientCharacter("teen", "ambient_svt", 1.3); //rail 2 AddAmbientNPCWaypoint( "teen", "ambient_svt" ); AddAmbientNPCWaypoint( "teen", "svt_walk1" ); AddAmbientNPCWaypoint( "teen", "svt_walk2" ); AddAmbientNPCWaypoint( "teen", "svt_walk3" ); AddAmbientNPCWaypoint( "teen", "svt_walk2" ); AddAmbientNPCWaypoint( "teen", "svt_walk1" ); AddAmbientNPCWaypoint( "teen", "ambient_svt" ); AddAmbientCharacter("skinner", "ambient_skinner", 1.3); //zone 3 AddAmbientNPCWaypoint( "skinner", "ambient_skinner" ); AddAmbientNPCWaypoint( "skinner", "skinner_walk1" ); AddAmbientNPCWaypoint( "skinner", "skinner_walk2" ); AddAmbientNPCWaypoint( "skinner", "skinner_walk3" ); AddAmbientNPCWaypoint( "skinner", "skinner_walk2" ); AddAmbientNPCWaypoint( "skinner", "skinner_walk1" ); AddAmbientNPCWaypoint( "skinner", "ambient_skinner" ); AddAmbientCharacter("cletus", "ambient_cletus", 1.3); //rail 6 AddAmbientNPCWaypoint( "cletus", "ambient_cletus" ); AddAmbientNPCWaypoint( "cletus", "cletus_walk1" ); AddAmbientNPCWaypoint( "cletus", "ambient_cletus" ); AddAmbientCharacter("carl", "ambient_carl", 1.3); //rail 7 AddAmbientNPCWaypoint( "carl", "ambient_carl" ); AddAmbientNPCWaypoint( "carl", "carl_walk1" ); AddAmbientNPCWaypoint( "carl", "carl_walk2" ); AddAmbientNPCWaypoint( "carl", "carl_walk1" ); AddAmbientNPCWaypoint( "carl", "ambient_carl" ); //ADDING OED GROUP FOR LEVEL 07// // CreatePedGroup( 0 ); AddPed( "zfem1", 3 ); AddPed( "zmale1", 3 ); //AddPed( "frankenstein", 3 ); AddPed( "witch", 3 ); ClosePedGroup( ); CreatePedGroup( 1 ); AddPed( "zfem1", 3 ); AddPed( "zmale1", 3 ); //AddPed( "frankenstein", 3 ); AddPed( "witch", 3 ); ClosePedGroup( ); CreatePedGroup( 2 ); AddPed( "zfem1", 3 ); AddPed( "zmale1", 3 ); //AddPed( "frankenstein", 3 ); AddPed( "witch", 3 ); ClosePedGroup( ); CreatePedGroup( 3 ); AddPed( "zfem1", 3 ); AddPed( "zmale1", 3 ); //AddPed( "frankenstein", 3 ); AddPed( "witch", 3 ); ClosePedGroup( ); CreatePedGroup( 4 ); AddPed( "zfem1", 3 ); AddPed( "zmale1", 3 ); //AddPed( "frankenstein", 3 ); AddPed( "witch", 3 ); ClosePedGroup( ); CreatePedGroup( 5 ); AddPed( "zfem1", 3 ); AddPed( "zmale1", 3 ); //AddPed( "frankenstein", 3 ); AddPed( "witch", 3 ); ClosePedGroup( ); CreatePedGroup( 6 ); AddPed( "zfem1", 3 ); AddPed( "zmale1", 3 ); //AddPed( "frankenstein", 3 ); AddPed( "witch", 3 ); ClosePedGroup( ); //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. PreallocateActors( "beecamera", "2" ); SetProjectileStats( "waspray", "150.0", "3" ); //AddSpawnPoint( "SimpsonsHouse", "beecamera", "Shelly","222.041","4.5","-169.169","50.0","20" ); AddSpawnPointByLocatorScript("w_simpsons","beecamera","Shelley","w_simpsons","15.0","20"); AddSpawnPointByLocatorScript("w_simpsons2","beecamera","Shelley","w_simpsons2","15.0","20"); AddSpawnPointByLocatorScript("w_flanders","beecamera","Shelley","w_flanders","15.0","20"); AddSpawnPointByLocatorScript("w_wiggum","beecamera","Shelley","w_wiggum","15.0","20"); AddSpawnPointByLocatorScript("w_lemon","beecamera","Shelley","w_lemon","15.0","20"); AddSpawnPointByLocatorScript("w_kwickemart","beecamera","Shelley","w_kwickemart","15.0","20"); AddSpawnPointByLocatorScript("w_gasroof","beecamera","Shelley","w_gasroof","15.0","20"); AddSpawnPointByLocatorScript("w_lardlads","beecamera","Shelley","w_lardlads","15.0","20"); AddSpawnPointByLocatorScript("w_playground","beecamera","Shelley","w_playground","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_schoolroof3","beecamera","Shelley","w_schoolroof3","15.0","20"); AddSpawnPointByLocatorScript("w_tower","beecamera","Shelley","w_tower","15.0","20"); AddSpawnPointByLocatorScript("w_barn","beecamera","Shelley","w_barn","15.0","20"); 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"); AddSpawnPointByLocatorScript("w_cemetary","beecamera","Shelley","w_cemetary","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", "3.0", "15.5", "1.0", "2.0", "3" ); //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", "2.0","20","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 // 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", "20.0", "2.0" , "1.0"); SetActorRotationSpeed( "beecamera", "160.0" ); AddShield( "beecamera", "beeshield" );