SelectMission("sr2"); //The CIRCUIT RACE (with AI cars) //Script set up for multipkle laps SetMissionResetPlayerInCar("sr2_carstart"); SetDynaLoadData("l7z3.p3d;l7r2.p3d;l7r3.p3d;"); UsePedGroup(2); SetMissionStartCameraName( "race2camShape" ); SetMissionStartMulticontName( "race2cam" ); SetAnimatedCameraName( "race2camShape" ); SetAnimCamMulticontName( "race2cam" ); //Chuck: StreetRace Prop Load and Unload Setup StreetRacePropsLoad("l7_sr2p.p3d;"); StreetRacePropsUnload("l7_sr2p.p3d:"); AddStage(1); SetHUDIcon( "race" ); DisableHitAndRun(); PlacePlayerCar("current", "sr2_carstart"); PutMFPlayerInCar( ); // This makes the play auto reset into their car for this stage. StartCountdown("count"); AddToCountdownSequence( "3", 2000 ); // duration time in milliseconds AddToCountdownSequence( "2", 2000 ); // duration time in milliseconds AddToCountdownSequence( "1", 2000 ); // duration time in milliseconds AddToCountdownSequence( "GO", 500 ); // duration time in milliseconds SetStageMessageIndex(223); RESET_TO_HERE(); NoTrafficForStage(); AddStageVehicle("cHears","sr2_AI_carstart1","race","Missions/level07/sr2_1st.con"); SetVehicleAIParams( "cHears", -49, -50 ); SetStageAIRaceCatchupParams("cHears", 80, 0.8, 1.11, 1.75); AddStageVehicle("ship","sr2_AI_carstart2","race","Missions/level07/sr2_2nd.con"); SetVehicleAIParams( "ship", -49, -50 ); SetStageAIRaceCatchupParams("ship", 80, 0.75, 1.1, 1.5); AddStageVehicle("coffin","sr2_AI_carstart3","race","Missions/level07/sr2_3rd.con"); SetVehicleAIParams( "coffin", -49, -50 ); SetStageAIRaceCatchupParams("coffin", 80, 0.75, 1.1, 1.5); //AddStageVehicle("hallo","sr2_AI_carstart4","race","Missions/level07/sr2_4th.con"); //SetVehicleAIParams( "hallo", -49, -50 ); //SetStageAIRaceCatchupParams("hallo", 80, 0.75, 1.1, 1.5); AddStageWaypoint( "sr2_waypoint0" ); AddStageWaypoint( "sr2_waypoint4" ); AddStageWaypoint( "sr2_waypoint3" ); AddStageWaypoint( "sr2_waypoint3a" ); AddStageWaypoint( "sr2_waypoint3b" ); //AddStageWaypoint( "sr2_waypoint3c" ); //AddStageWaypoint( "sr2_waypoint5" ); AddStageWaypoint( "sr2_waypoint6" ); AddStageWaypoint( "sr2_waypoint7" ); AddObjective( "race",neither ); AddNPC("zfem1", "sr2_patty"); AddCollectible("sr2_waypoint1","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint2","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr2_waypoint3","carsphere"); AddCollectible("sr2_waypoint4","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint4a","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint4b","carsphere"); SetCollectibleEffect("wrench_collect"); //AddCollectible("sr2_waypoint3","carsphere"); //AddCollectible("sr2_waypoint2","carsphere"); //AddCollectible("sr2_waypoint1","carsphere"); AddCollectible("sr2_waypoint5","carsphere"); SetCollectibleEffect("wrench_collect"); AddCollectible("sr2_waypoint6","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(); GoToPsScreenWhenDone(); CloseStage(); AddStage(2,"final"); AddObjective("dialogue"); AddNPC("zfem1", "sr2_patty"); //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( 0, "pc_far" ); SetDialogueInfo("zfem1","homer","success",0); SetDialoguePositions("sr2_patty","sr2_homer_end","sr2_carstart"); CloseObjective(); CloseStage(); CloseMission();