-- SR3 City Lua file for Sandbox+ - Things To Do In Dominatrix Edition V3.9 -- **************************************************************************************************** -- CREATED BY: -- * Fan of Saints - leader of this project, creator of this completely reworked version of Sandbox+. -- * IdolNinja - creator of original Sandbox+. -- * Quantum - creator of Working Elevators Mod, he helped me a lot with Three Count crib functions. -- **************************************************************************************************** -- CREDITS: -- * Admixon - I used his Blue Hell TOD as example in custom TOD cycle and he sent me few commands (such as superpower attacks in vehicles or vehicle lights toggle). -- * Erza Scarlet - I included his Hotspot reset commands, Image as Design fix and Wear simulation clothing while on ship (HTSSC patch). -- * flow754 - for giving me idea to add unique scripts for Expanded Arsenal Mod weapons and testing co-op features with me. -- * shitface - I used parts of his NPC Behaviour (weather files and lowered glitch effect frequency), his less TODs add-on from SR4 Ultimate Mod Compilation helped me with removing broken TODs from the cycle (though I didn't remove ugly TODs, I deleted just those completely useless ones). -- * SkaterSaints - I used some stuff from his version of Sandbox+ (new animations for Playa dance party, Ghost Town modes cycle, break the mission command). -- * ThatsMe - for giving me plenty of suggestions for enhancing Three Count crib and testing co-op features with me. -- **************************************************************************************************** -- TRANSLATION TEAM (IN-GAME SUBTITLES): -- * Singa - German translation. -- * -Iker- - Spanish translation. -- * rastaman289 - French translation. -- * Arondight - Italian translation. -- * {JP}OchreHomo Mixer - Japanese translation. -- * Fan of Saints - Polish translation. -- * P610 - Russian translation. -- **************************************************************************************************** -- IN MEMORY OF JAREK KLOFTA (AKA BADMADSCIENTIST) - REST IN PEACE, WE WILL NEVER FORGET YOU -- **************************************************************************************************** -- **************************************************************************************************** -- BROKEN STUFF AND OTHER NOTES (HELP APPRECIATED): -- * Parachuting doesn't work properly (parachute and animations aren't preloaded). -- * Hopefully there's a way to add more hotkeys... -- **************************************************************************************************** -- **************************************************************************************************** -- MODDING PATCH SETTINGS -- DO NOT TOUCH THOSE IF YOU DON'T HAVE MODDING PATCH! -- **************************************************************************************************** -- *** MODDING PATCH *** -- MODDING_PATCH = false (default) - go with this setting if you don't have modding patch installed. -- MODDING_PATCH = true enables all commands which require modding patch. Currently it's just VEHICLE_EXPLODE, more to come once Knobby adds something cool. MODDING_PATCH = false -- *** VEHICLES EXPLODE WHEN UPSIDE DOWN *** -- VEHICLE_EXPLODE = false (default) prevents vehicles from catching fire and exploding when upside down. Works only if you have modding patch! -- VEHICLE_EXPLODE = true makes vehicles explode when upside down. VEHICLE_EXPLODE = false -- **************************************************************************************************** -- MISC SETTINGS -- **************************************************************************************************** -- *** GLITCH EFFECT *** -- GLITCH = false (default) disables simulation on-screen glitch effect. -- GLITCH = true restores the glitch effect so it's just like in the vanilla game. GLITCH = false -- *** POLICE SHOOT FROM VEHICLES (AT SECOND NOTORIETY LEVEL OR HIGHER) *** -- POLICE_DRIVEBY = true (default) allows cops to start shooting at you from their vehicles at second notoriety level or higher. -- POLICE_DRIVEBY = false prevents them from shooting at you from their cars. This is the original behavior of the vanilla game. POLICE_DRIVEBY = true -- *** TUTORIAL POPUPS - DOES NOT AFFECT MISSIONS! *** -- SHOW_TUTORIAL = false (default) disables all open world tutorial messages (does not affect missions). -- SHOW_TUTORIAL = true enables tutorial messages. SHOW_TUTORIAL = false -- *** SUPERPOWER ATTACKS IN VEHICLES *** -- VEHICLE_SUPERPOWERS = true (default) allows you to use superpower attacks in vehicles. It's a bit buggy but fun. -- VEHICLE_SUPERPOWERS = false locks superpower attacks in vehicles. VEHICLE_SUPERPOWERS = true -- **************************************************************************************************** -- SANDBOX+ SETTINGS -- **************************************************************************************************** -- *** SANDBOX+ HOTKEYS *** -- KEYCOMBO_THREAD_ON = 1 (default) enables Sandbox+ hotkeys. You can use them whenever you want, even during missions. -- KEYCOMBO_THREAD_ON = 0 disables all Sandbox+ hotkeys. Use this setting if you would like to start a new game and those hotkeys are too tempting for you. local KEYCOMBO_THREAD_ON = 1 -- *** CO-OP COMMANDS *** -- COOP_COMMANDS = true (default) makes all Sandbox+ commands affect your co-op partner (if co-op is active). -- COOP_COMMANDS = false makes Sandbox+ commands affect the host only. COOP_COMMANDS = true -- *** HUD MESSAGES AND SOUND EFFECTS *** -- HUD_MSG = true (default) displays Sandbox+ messages every time you use a hotkey. Some hotkeys have unique sound effects too. -- HUD_MSG = false disables all Sandbox+ messages and sound effects (except error alerts). HUD_MSG = true -- *** LOCK NOTORIETY (AFFECTS JUST NOTORIETY CYCLE!) *** -- LOCK_NOTORIETY = true (default) locks notoriety at specified level so it can't be decreased nor increased as long as notoriety cycle is active. -- LOCK_NOTORIETY = false allows notoriety to be decreased/increased depending on player's actions, despite notoriety cycle being active. LOCK_NOTORIETY = false -- **************************************************************************************************** -- EXPANDED ARSENAL MOD SETTINGS -- THOSE WON'T AFFECT THE GAME IF EXPANDED ARSENAL MOD ISN'T INSTALLED -- **************************************************************************************************** -- *** ENHANCED WEAPONS SCRIPT *** -- EAM_WEAPONS = true (default) enables unique scripts for Expanded Arsenal Mod weapons (currently there are scripts for Fear Gun, Micronizer, Glitch Gun and Lazarus Rifle). -- EAM_WEAPONS = false disables scripts for Expanded Arsenal Mod weapons. EAM_WEAPONS = true -- *** SATCHEL CHARGES FIX *** -- EAM_SATCHEL = true (default) disables superpower attacks if satchel charges are equipped. This way you can detonate them without throwing an attack. -- EAM_SATCHEL = false leaves superpower attacks enabled if satchel charges are equipped. EAM_SATCHEL = true -- **************************************************************************************************** -- CRIB SETTINGS -- THOSE WORK ONLY ONCE YOU COMPLETE THE STORYLINE! OTHERWISE THEY WILL BE IGNORED -- **************************************************************************************************** -- *** MENU PROMPTS INSIDE CRIBS *** -- CRIB_PROMPTS = true (default) enables menu prompts inside cribs. You can activate Gateway, Terminal Z-01, character creation and Friendly Fire menus in most of cribs. -- CRIB_PROMPTS = false disables all menu prompts inside cribs. CRIB_PROMPTS = true -- *** NOTORIETY INSIDE THE CRIB *** -- CRIB_NOTORIETY = true (default) leaves notoriety at current level inside cribs. Zin portals spawn inside and it's quite fun to fight them. -- CRIB_NOTORIETY = false resets notoriety inside cribs. That's how cribs worked in Saints Row: The Third but I don't think it was a good idea. CRIB_NOTORIETY = true -- *** TELEPORT TO CRIB AT STARTUP *** -- CRIB_STARTUP = "threecount" (default) teleports the player to Three Count crib right after loading a save. -- CRIB_STARTUP = "brokenshillelagh" teleports the player to Broken Shillelagh right after loading a save. -- CRIB_STARTUP = "kinziewarehouse" teleports the player to Kinzie's Warehouse right after loading a save. -- CRIB_STARTUP = "saintshq" teleports the player to Saints HQ right after loading a save. -- CRIB_STARTUP = false disables teleport to crib at startup feature. -- WARNING! THIS FEATURE WON'T WORK PROPERLY IF YOU SAVED THE GAME ON THE SHIP! MAKE SURE TO SAVE IN THE SIMULATION FIRST! CRIB_STARTUP = "brokenshillelagh" -- *** BROKEN SHILLELAGH CRIB *** -- BROKEN_SHILLELAGH = true (default) enables menu prompts inside Broken Shillelagh so it works just like Saints HQ and Three Count. It also resets your notoriety once you go inside (if CRIB_NOTORIETY is set to false). -- BROKEN_SHILLELAGH = false disables all crib functions inside Broken Shillelagh. BROKEN_SHILLELAGH = true -- *** KINZIE'S WAREHOUSE CRIB *** -- KINZIE_WAREHOUSE = true (default) enables menu prompts inside Kinzie's Warehouse so it works just like Saints HQ and Three Count. It also resets your notoriety once you go inside (if CRIB_NOTORIETY is set to false). -- KINZIE_WAREHOUSE = false disables all crib functions inside Kinzie's Warehouse. KINZIE_WAREHOUSE = true -- **************************************************************************************************** -- SAINTS HQ SETTINGS -- THOSE WORK ONLY ONCE YOU COMPLETE THE STORYLINE! OTHERWISE THEY WILL BE IGNORED -- **************************************************************************************************** -- *** MAGARAC ISLAND STATE *** -- SAINTSHQ_JOE = true (default) puts statue of Joe Magarac on the Magarac Island. -- SAINTSHQ_JOE = false removes statue of Joe Magarac from the Magarac Island. SAINTSHQ_JOE = true -- *** SUPERPOWERS INSIDE SAINTS HQ *** -- SAINTSHQ_SUPERPOWERS = false (default) disables superpower movement inside Saints HQ by default. This way you won't destroy whole crib by just running but you also won't be able to explore locations outside. -- SAINTSHQ_SUPERPOWERS = true enables superpower movement inside Saints HQ by default. It's useful if you'd like to go sightseeing but might be annoying inside the interior. It's also toggleable via prompt. SAINTSHQ_SUPERPOWERS = false -- *** TIME OF DAY INSIDE SAINTS HQ *** -- SAINTSHQ_TOD = "nm_dark_tod_override" (default) forces The Saints Flow time of day once you enter Saints HQ. You can type any other TODX filename there if you want. -- SAINTSHQ_TOD = false disables Saints HQ time of day override. SAINTSHQ_TOD = "nm_dark_tod_override" -- **************************************************************************************************** -- THREE COUNT SETTINGS -- THOSE WORK ONLY ONCE YOU COMPLETE THE STORYLINE! OTHERWISE THEY WILL BE IGNORED -- **************************************************************************************************** -- *** AMBIENT MUSIC INSIDE THREE COUNT INTERIOR *** -- THREECOUNT_MUSIC = true (default) enables ambient music inside Three Count interior. It will mute automatically once you enable on-foot radio. -- THREECOUNT_MUSIC = false disables ambient music inside Three Count interior. -- WARNING! THIS MIGHT CAUSE AUDIO ISSUES IF YOU RELOAD A SAVE WHEN INSIDE THREE COUNT INTERIOR! THREECOUNT_MUSIC = false -- *** CHANGE THREE COUNT STATE TO SAINTS CRIB *** -- THREECOUNT_SAINTS = true (default) turns Three Count into Saints crib. -- THREECOUNT_SAINTS = false resets Three Count to its original state. THREECOUNT_SAINTS = true -- *** TIME OF DAY INSIDE THREE COUNT CRIB *** -- THREECOUNT_TOD = "dlc1_m01_tod_override" (default) forces Enter the Dominatrix time of day once you enter Three Count crib. You can type any other TODX filename there if you want. -- THREECOUNT_TOD = false disables Three Count time of day override. THREECOUNT_TOD = "dlc1_m01_tod_override" -- **************************************************************************************************** -- QUANTUM'S WORKING ELEVATORS MOD SETTINGS -- THIS MOD IS ALREADY INCLUDED IN SANDBOX+, YOU DON'T HAVE TO INSTALL ANY EXTERNAL MODS! -- **************************************************************************************************** -- *** QUANTUM'S WORKING ELEVATORS MOD *** -- ELEVATOR_MOD = true (default) enables elevator functions from Quantum's Working Elevators Mod. It enables plenty of unusable elevators, it's also required for functional cribs. -- ELEVATOR_MOD = false disables all elevator functions from Quantum's Working Elevators Mod. There's hardly a reason to disable them. ELEVATOR_MOD = true -- **************************************************************************************************** -- SANDBOX+ ON-FOOT RADIO SETTINGS -- **************************************************************************************************** -- *** RANDOMIZE MUSIC *** -- randomize_music = "off" (default) puts all tracks in the order you see them below in the RadioData table. -- randomize_music = "on" forces all playlists to reshuffle automatically. local randomize_music = "off" -- *** MIXTAPE PLAYLIST *** -- NOTE: This applies to each entry in the following RadioData table. -- mixtape = true will add the track to your on-foot custom playlist. -- mixtape = false (default) will exclude that track from your on-foot custom playlist. local RadioData = { -- MISSION MUSIC { mixtape = false ,SongString = "Misc - Loading Screen", SongData = "LOAD_MUSIC", station = "MISSION" }, { mixtape = false ,SongString = "Misc - Romance Music", SongData = "CS_FUCKBUDDY_MUSIC", station = "MISSION" }, { mixtape = false ,SongString = "Misc - Sleazy Music", SongData = "AMB_DT_SLEAZYMUSIC", station = "MISSION" }, { mixtape = false ,SongString = "Misc - Warden Music", SongData = "WARDEN_MUSIC_START", station = "MISSION" }, { mixtape = false ,SongString = "A Pleasant Day - Pleasantville Music", SongData = "M02_MUSIC", station = "MISSION" }, { mixtape = false ,SongString = "A Pleasant Day - Leave it to the Saints", SongData = "M02_TITLEMUSIC", station = "MISSION" }, { mixtape = false ,SongString = "A Pleasant Day - Dreamin' Skeemen", SongData = "M02_MUSIC_DRIVING_01", station = "MISSION" }, { mixtape = false ,SongString = "The Saints Flow - Intro", SongData = "M09_MUSIC_PH_INTRO", station = "MISSION" }, { mixtape = false ,SongString = "The Saints Flow - Penthouse", SongData = "M09_MUSIC_CP_PENTHOUSE", station = "MISSION" }, { mixtape = false ,SongString = "The Saints Flow - Rooftop", SongData = "M09_MUSIC_CP_ROOFTOP", station = "MISSION" }, { mixtape = false ,SongString = "The Saints Flow - Final Battle", SongData = "M09_MUISIC_FINAL_BATTLE_CP", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Winners Don't Use Drugs", SongData = "SAINTS_OF_RAGE_MENU_START", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 1", SongData = "M15_MUSIC_S1_A_START", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 1 Boss (Warren's Bodyguards)", SongData = "M15_MUSIC_S1_BOSS_START", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 1 Clear", SongData = "M15_MUSIC_S1_STAGE_CLEAR", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 2", SongData = "M15_MUSIC_S2_A_START", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 2 Boss (Warren Williams)", SongData = "M15_MUSIC_S2_BOSS_START", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 2 Clear", SongData = "M15_MUSIC_S2_STAGE_CLEAR", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 3", SongData = "M15_MUSIC_S3_A", station = "MISSION" }, { mixtape = false ,SongString = "Saints of Rage - Stage 3 Boss (Jyunichi)", SongData = "M15_MUSIC_S3_BOSS_START", station = "MISSION" } } -- **************************************************************************************************** -- END OF THE SETTINGS - DO NOT CHANGE ANYTHING BELOW IF YOU AREN'T FAMILIAR WITH LUA! -- **************************************************************************************************** -- Sandbox+ on-foot radio thread vars local MixtapeData = {} local MissionData = {} local radio_song_status = "off" local current_radio_song = "" local Custom_Radio_Handle = INVALID_THREAD_HANDLE local CUSTOM_RADIO_THREAD_ON = 1 local Mixtape_Counter = 1 local Mission_Counter = 1 -- Buttons: B_INSERT = "CBA_VDC_OFFHAND_GRENADE" B_HOME = "CBA_WRECKER_EXTEND_CORD" B_PGUP = "CBA_WRECKER_RETRACT_CORD" B_DELETE = "CBA_GAC_CANCEL_ACTIVITY" B_END = "CBA_VDC_WATERCRAFT_FIRE_SECONDARY" B_PGDWN = "CBA_OFC_DEBUG_PRATFALL" B_RIGHT = "CBA_SKYDIVE_DIVE" B_DOWN = "CBA_TOW_TRUCK_TOWING_RIGHT" B_LEFT = "CBA_TOW_TRUCK_TOWING_LEFT" B_UP = "CBA_TOW_TRUCK_RELEASE_VEHICLE" B_LBRACKET = "CBA_FIGHT_CLUB_BLOCK" B_RBRACKET = "CBA_MP_SCOREBOARD" -- Misc thread vars Misc_Handle = INVALID_THREAD_HANDLE MISC_THREAD_ON = 1 SCRIPTED_ACTIONS = 1 PROMPT_CLEANUP = true SANDBOX_COP_NOTORIETY_CHECK = 0.0 -- Keycombo thread vars local Keycombo_Handle = INVALID_THREAD_HANDLE TEST_TEAM = 1 SUPERPOWER_MOVEMENT = 1 SUPERPOWER_ATTACKS = true SUPERPOWER_COOLDOWN = true GOD_MODE = 1 GHOST_TOWN = 1 CIV_GLITCHED = false GRAVITY = true ANIM_SWAP = 1 DRUNK = 1 DRUNK_DRIVING = 0 DRUGS = 1 VIRTUAL_REALITY = false HEIGHT_DOWN = 1 HEIGHT_UP = 1 TEAM = 1 FLWR_WEAPS = 4 CUSTOM_SPAWNING = 1 CUSTOM_NOTORIETY = 1 NOTORIETY_ZIN = 1 WARDEN_INSTANT = false SLEW_MODE = 1 TOD_COUNTER = 1 TOD_COUNTER_GOOH = 1 TOD_COUNTER_SRTT = 1 TOD_COUNTER_CUSTOM = 1 WARDEN_NOTORIETY = true RESTRICTED_ZONES = true ASCII_MODE = false RETICLE_OVERRIDE = 1 FOLLOWERS_INSANE = false VEHICLE_INVULNERABLE = false VEHICLE_MASS = false VEHICLE_KNEECAPPERS = false VEHICLE_LIGHTS = false VEHICLE_LOCKED = false VEHICLE_NOFLIP = false VEHICLE_FIRE = false PASSENGER_MODE = 0 PLAYA_DANCE_PARTY = 1 GOD_MODE_FOLLOWERS = 1 TRAFFIC_DENSITY = 1 PHONE_ON = false PED = 1 GENDER = true FOLLOWER_TEAM = 1 FOLLOWERS_PSYCHO = true DRUNK_ANIMS = false PLAYER_VISIBLE = false PLAYA_DANCE_COUNTER = 1 GOD_MODE_FOLLOWERS = 1 passenger_activated = 0 COMBAT_READY = false TEAM_CIVILIAN = 1 TEAM_FIRE = 1 FOLLOWER_WEAPONS = 1 PED = 1 NOTORIETY_ZERO = false FOLLOWERS_INVULNERABLE = true DRUNK_COUNTER = 1 UNDERCOVER_TEAM = 7 FOLLOWER_WEAPONS = 1 PLAYA_DANCE_COUNTER = 1 MISSION_WEAPONS = 1 PLAYA_DANCE_COUNTER_B = 1 SEATS = 1 MISSION_WEAPONS2 = 1 PICKUP = true AMBIENT_COPS = true HOSTILE_GANGS = 1 RANDOM_TEAM = 0 FLEES = 1 CHANCE_TIME = 0 CHANCE_TIME_COUNTER = 0 FOLLOWER_WEAPONS3 = 1 SET_CHANCE = 1 -- Attach effects thread vars Effects_Handle = INVALID_THREAD_HANDLE EFFECTS_THREAD_ON = 1 effects_count = 1 effects_current = "" effects_delay = 0.5 effects_toggle = false -- Expanded Arsenal Mod thread vars EAM_Handle = INVALID_THREAD_HANDLE EAM_THREAD_ON = 1 EAM_FEARGUN = false EAM_MICRONIZER = false EAM_GLITCHGUN = false EAM_SATCHEL_TEMP = false -- Crib thread vars Crib_Handle = INVALID_THREAD_HANDLE CRIB_THREAD_ON = 1 AMBIENT_MUSIC = "" CRIB_DRUG = false INSIDE_SAINTSHQ = false INSIDE_THREECOUNT = false THREECOUNT_SAINTS_ALT = false THREECOUNT_SAINTS_REPLAY = false THREECOUNT_SAINTS_TEMP = false -- Working Elevators Mod thread vars Elevator_Handle = INVALID_THREAD_HANDLE ELEVATOR_THREAD_ON = 1 --2019 Ports from SR3 BROUGHT_SOMETHING = 0 BURN_STUPID = 1 CRIME_LEVELS = 1 CRIME_ENABLE = 0 DEAD_TOO_MANY_TIMES_FRUAD = 1 KILLED_PIERCE = 1 TAUNTING_TOO_MANY_TIMES = 1 ENABLE_ACTIONS = 1 HATED_FOREVER = 0 INSANE_CITY = 0 BROKEN_FLAG = 0 NEVER_WANTED = 0 SHOP_ALARM = 0 NPC_SUPERPOWERS = 0 NPC_SUPERPOWERS_ENABLE = true NOTORIETY_CHECK = 0.0 MISSION_START = 0 START_TRIGGER = 0 AI_PERSONALITY = 0 M16_TEAM = 1 M16_TEAM_KILL_A = 1 M16_TEAM_KILL_B = 1 M16_SUPERPOWERS = true M16_BULLY_ASHA = 1 M18_PED_TEAM = 1 M18_CHASE = true M16_WEAPON_LOADUPS = 1 M17_TEAMSETUPS = 0 KILL_DONE = 0 NO_HIT_GIRLS = 0 BEING_DRUNK = 0 DESTROYED_CAR = 0 CAN_DECAY = true SHOP_ALARM_LEVELS = 0 UNDERCOVER_SET = 0 WANTED_START = 0 LEVEL_COVER = 1 --GTAV Like (it didnt work) WANTED_COUNTDOWN = 0 WANTED_RATE = 0 -- HUD stuff local Openworld_hud_state = { hide_minimap = -1, hide_everything = -1 } HUD_NORMAL = true -- Pivot states for key combos CROUCH_PUSHED = false RECRUIT_PUSHED = false TAUNT_PUSHED = false COMPLIMENT_PUSHED = false USE_PUSHED = false GRENADE_PUSHED = false RELOAD_PUSHED = false MELEE_PUSHED = false ONE_PUSHED = false TWO_PUSHED = false THREE_PUSHED = false FOUR_PUSHED = false FIVE_PUSHED = false SIX_PUSHED = false SEVEN_PUSHED = false EIGHT_PUSHED = false -- Used for custom teleports ctele_Posx = 1361.8412 ctele_Posy = -818.131 ctele_Posz = 32.8916 -- **************************************************************************************************** -- BEGIN SANDBOX+ ON-FOOT RADIO THREAD -- **************************************************************************************************** function Create_Radio_Station_Tables(randomize) -- This function is for the on foot radio. It loops through the big RadioData table and populates a bunch of individual station tables with specfic songs. This is so the player can remove lines or change mixtape to true/false for his playlist in RadioData and still have it dynamically build everything correctly. local MissionIndex = 1 local MixtapeIndex = 1 local entries = {} kill_radio_music() if randomize == "on" then shuffle(RadioData) end for idx, song in pairs(RadioData) do if song.station == "MISSION" then local entry = { playnumber = MissionIndex, SongString = song.SongString, SongData = song.SongData, station = song.station } MissionData[MissionIndex] = entry MissionIndex = MissionIndex + 1 end -- Any RadioData table entry with mixtape set to true will add that song to the on-foot mixtape table if song.mixtape then local entry = { playnumber = MixtapeIndex, SongString = song.SongString, SongData = song.SongData, station = song.station } MixtapeData[MixtapeIndex] = entry MixtapeIndex = MixtapeIndex + 1 end end end function shuffle(table) local tmpCounter = #table while tmpCounter >= 2 do local random_pos = rand_int(1,tmpCounter) table[tmpCounter], table[random_pos] = table[random_pos], table[tmpCounter] tmpCounter = tmpCounter - 1 end return table end function advance_next_song(station) radio_on_foot_enable(false) if station == "Mission" then for idx, song in pairs(MissionData) do if song.playnumber == Mission_Counter then current_radio_song = audio_object_post_event(song.SongData) sandbox_message(" NOW PLAYING:".."\n"..song.SongString) end end if Mission_Counter == #MissionData then Mission_Counter = 1 else Mission_Counter = Mission_Counter + 1 end radio_song_status = "Mission" elseif station == "Mixtape" then for idx, song in pairs(MixtapeData) do if song.playnumber == Mixtape_Counter then current_radio_song = audio_object_post_event(song.SongData) sandbox_message("NOW PLAYING:".."\n"..song.SongString) end end if Mixtape_Counter == #MixtapeData then Mixtape_Counter = 1 else Mixtape_Counter = Mixtape_Counter + 1 end radio_song_status = "Mixtape" end end function custom_radio_monitor() local playtest while CUSTOM_RADIO_THREAD_ON == 1 do if radio_song_status == "off" then else playtest = audio_is_playing(current_radio_song) if not playtest then advance_next_song(radio_song_status) end end delay(4.0) end end function kill_radio_music() audio_stop(current_radio_song) radio_song_status = "off" radio_on_foot_enable(true) end -- **************************************************************************************************** -- END SANDBOX+ ON-FOOT RADIO THREAD -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN MISC THREAD -- THIS IS THE MOST IMPORTANT THREAD, EVERYTHING WILL FALL APART IF IT'S DISABLED! -- **************************************************************************************************** function misc_thread() while MISC_THREAD_ON == 1 do if DRUNK_DRIVING == 1 and character_is_in_vehicle(LOCAL_PLAYER) then notoriety_set("police", 1) end --[[ if TEST_TEAM == 1 then set_team(LOCAL_PLAYER,"playas") TEST_TEAM = 2 elseif TEST_TEAM == 2 then set_team(LOCAL_PLAYER,"morningstar") TEST_TEAM = 3 elseif TEST_TEAM == 3 then set_team(LOCAL_PLAYER,"luchadores") TEST_TEAM = 4 elseif TEST_TEAM == 4 then set_team(LOCAL_PLAYER,"deckers") TEST_TEAM = 5 elseif TEST_TEAM == 5 then set_team(LOCAL_PLAYER,"police") TEST_TEAM = 6 elseif TEST_TEAM == 6 then TEST_TEAM = 7 set_team(LOCAL_PLAYER,"stag") elseif TEST_TEAM == 7 then TEST_TEAM = 8 set_team(LOCAL_PLAYER,"civilian") elseif TEST_TEAM == 8 then TEST_TEAM = 1 set_team(LOCAL_PLAYER,"neutral gang") end if TEST_TEAM == 8 then TEST_TEAM = 1 else TEST_TEAM = TEST_TEAM + 1 end]] -- ALWAYS CLEAR HUD PROMPTS BEFORE GOING TO OTHER THREADS if not mission_is_active() then -- This is to prevent any mission-related issues hud_prompt_clear(LOCAL_PLAYER) PROMPT_CLEANUP = true else if PROMPT_CLEANUP then hud_prompt_clear(LOCAL_PLAYER) PROMPT_CLEANUP = false end end -- RESET CRIBS IF PLAYER DIES INSIDE if character_is_dead(LOCAL_PLAYER) then reset_crib_interior() end if CRIME_ENABLE == 1 then local bar_count = notoriety_get_decimal("police") sandbox_message("[format][color:red]Crime Senseitvity[/format]\n"..bar_count.."\n") end if CHANCE_TIME_COUNTER >= 50 and CHANCE_TIME == 1 then BROUGHT_SOMETHING = 500 else BROUGHT_SOMETHING = 0 end if CHANCE_TIME == 1 and SANDBOX_COP_NOTORIETY_CHECK >= 0.01 then --- local PLAYERS_TEAM = get_team(LOCAL_PLAYER) --- set_team("#FOLLOWER2#","deckers") -- set_team("#FOLLOWER1#","deckers") ----- set_team("#FOLLOWER3#","deckers") team_make_hostile("deckers", "police") team_make_hostile("deckers", "stag") team_make_hostile("deckers", "civilian") CHANCE_TIME = 0 CHANCE_TIME_COUNTER = CHANCE_TIME_COUNTER + 1 SET_CHANCE = 1 if WANTED_START == 1 then notoriety_set("police", 1) elseif WANTED_START == 2 then notoriety_set("police", 2) elseif WANTED_START == 3 then notoriety_set("police", 3) elseif WANTED_START == 4 then notoriety_set("police", 4) elseif WANTED_START == 5 then notoriety_set("police", 5) end end if CHANCE_TIME == 2 and SANDBOX_COP_NOTORIETY_CHECK >= 0.1 then --- local PLAYERS_TEAM = get_team(LOCAL_PLAYER) --- set_team("#FOLLOWER2#","deckers") -- set_team("#FOLLOWER1#","deckers") ----- set_team("#FOLLOWER3#","deckers") team_make_hostile("deckers", "police") team_make_hostile("deckers", "stag") team_make_hostile("deckers", "civilian") CHANCE_TIME = 0 CHANCE_TIME_COUNTER = CHANCE_TIME_COUNTER + 1 SET_CHANCE = 1 if WANTED_START == 1 then notoriety_set("police", 1) elseif WANTED_START == 2 then notoriety_set("police", 2) elseif WANTED_START == 3 then notoriety_set("police", 3) elseif WANTED_START == 4 then notoriety_set("police", 4) elseif WANTED_START == 5 then notoriety_set("police", 5) end end if CHANCE_TIME == 3 and SANDBOX_COP_NOTORIETY_CHECK >= 1.0 then --- local PLAYERS_TEAM = get_team(LOCAL_PLAYER) --- set_team("#FOLLOWER2#","deckers") -- set_team("#FOLLOWER1#","deckers") ----- set_team("#FOLLOWER3#","deckers") team_make_hostile("deckers", "police") team_make_hostile("deckers", "stag") team_make_hostile("deckers", "civilian") CHANCE_TIME = 0 SET_CHANCE = 1 CHANCE_TIME_COUNTER = CHANCE_TIME_COUNTER + 1 if WANTED_START == 1 then notoriety_set("police", 1) elseif WANTED_START == 2 then notoriety_set("police", 2) elseif WANTED_START == 3 then notoriety_set("police", 3) elseif WANTED_START == 4 then notoriety_set("police", 4) elseif WANTED_START == 5 then notoriety_set("police", 5) end end --M --GET SPEED TEST local PLAYERS_TEAM = get_team(LOCAL_PLAYER) --[[if BEING_DRUNK == 1 then get_char_vehicle_name(LOCAL_PLAYER) -- local driver = vehicle_get_driver(myride) local PLAYER_CAR = vehicle_get_max_speed(LOCAL_PLAYER) if PLAYER_CAR > 20.0 then vehicle_set_allow_ram_ped(PLAYER_CAR, true) vehicle_set_drunk(PLAYER_CAR, true) --vehicle_set_team(PLAYER_CAR, "civilian") notoriety_set("police", 1) end end if BEING_DRUNK == 2 then local PLAYER_CAR = vehicle_get_max_speed(LOCAL_PLAYER) if PLAYER_CAR > 20.0 then notoriety_set("police", 2) vehicle_set_allow_ram_ped(PLAYER_CAR, true) vehicle_set_drunk(PLAYER_CAR, true) end end ]] --2019 mission but single for now if not mission_is_active() then --MISSION_START = 1 START_TRIGGER = 0 CHANCE_TIME_COUNTER = 0 --sandbox_message("Homie sense of crime trigger disactivated") end if SANDBOX_COP_NOTORIETY_CHECK >= 6.0 and mission_is_active() then BROUGHT_SOMETHING = 500 --BROKEN_FLAG = 1 end ----ASHA!!!! if START_TRIGGER == 1 then if mission_is_active("mol_kz_01") then npc_weapon_spread(MOL_KZ_01_homie.kinzie,0.0) npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 0.0) end end if START_TRIGGER == 1 then if mission_is_active("m18") then npc_refire_rate_override( M18_group.alley_vp.julius, 0.1) npc_refire_rate_override( M18_group.alley_vp.roddy, 0.25) turn_invulnerable(M18_group.alley_vp.julius) turn_invulnerable( M18_group.alley_vp.roddy) set_never_turn_on_player(M18_group.alley_vp.roddy, false) set_never_turn_on_player( M18_group.alley_vp.julius, false) npc_weapon_spread(M18_group.alley_vp.roddy,0.24) npc_weapon_spread( M18_group.alley_vp.julius,0.1) character_set_persona( M18_group.alley_vp.julius, "maero") character_set_persona( M18_group.alley_vp.roddy, "tanya") end end if START_TRIGGER == 1 then if mission_is_active("m16") and BROUGHT_SOMETHING >= 240 and DESTROYED_CAR == 0 then character_set_counter_on_grabbed(M16_group.esc_homies.npcs.asha.name , true ) character_set_only_scripted_grabs( M16_group.esc_homies.npcs.asha.name,false) character_set_only_scripted_grabs( LOCAL_PLAYER,false) turn_vulnerable(M16_group.esc_heli.vehicle) turn_vulnerable(M16_group.esc_car.vehicle) turn_vulnerable(M16_group.esc_asha_car.vehicle) set_unenterable_for_player(M16_group.esc_heli.vehicle, false) set_unenterable_for_player(M16_group.esc_asha_car.vehicle, false) set_unenterable_for_player(M16_group.esc_car.vehicle, false) set_unjackable_flag(M16_group.esc_car.vehicle, false) set_unjackable_flag(M16_group.esc_asha_car.vehicle, false) set_unjackable_flag(M16_group.esc_heli.vehicle, false) if vehicle_is_destroyed(M16_group.esc_asha_car.vehicle) or vehicle_is_destroyed(M16_group.esc_car.vehicle) then --BROKEN_FLAG = 1 DESTROYED_CAR = 1 START_TRIGGER = 0 BROUGHT_SOMETHING = 500 set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_ignore_ai_flag( M16_group.esc_homies.npcs.asha.name, false) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) --BROUGHT_SOMETHING = 0 end ---- set_unenterable_for_player(M16_group.esc_heli.vehicle, false) ---- set_unenterable_for_player(M16_group.esc_asha_car.vehicle, false) -- set_unenterable_for_player(M16_group.esc_car.vehicle, false) end end if START_TRIGGER == 1 and DESTROYED_CAR == 1 then DESTROYED_CAR = 0 BROUGHT_SOMETHING = 0 START_TRIGGER = 0 end --not need notoriety_set_min_and_max("deckers", 0, 0) notoriety_set_min_and_max("luchadores", 0, 0) notoriety_set_min_and_max("morningstar", 0, 0) if START_TRIGGER == 1 then if mission_is_active("m17") then npc_suppress_persona(M17_group.shaundi.shaundi, false) npc_suppress_persona(M17_group.cid.cid, false) npc_suppress_persona(M17_group.kinzie.kinzie, false) npc_suppress_persona(M17_group.shaundi.shaundi, false) npc_suppress_persona(M17_group.cid.cid, false) npc_suppress_persona(M17_group.kinzie.kinzie, false) npc_suppress_persona(M17_group.gat.gat, false) npc_weapon_pickup_override(M17_group.gat.gat, true) npc_weapon_pickup_override(M17_group.kinzie.kinzie, false) npc_weapon_pickup_override(M17_group.shaundi.shaundi, false) turn_vulnerable(M17_group.gat.gat) turn_vulnerable(M17_group.cid.cid) npc_never_die(M17_group.cid.cid, false) npc_never_die(M17_group.gat.gat, true) turn_invulnerable( M17_group.shaundi.shaundi) --npc_use_closest_action_node_of_type( M17_group.kinzie.kinzie, "kinzie_nemo", 200, false) character_allow_ragdoll( M17_group.kinzie.kinzie, true ) character_prevent_bumping( M17_group.kinzie.kinzie, false ) character_prevent_flinching( M17_group.kinzie.kinzie, false ) turn_invulnerable( M17_group.kinzie.kinzie ) character_prevent_explosion_fling( M17_group.kinzie.kinzie, true ) character_prevent_explosion_fling( M17_group.shaundi.shaundi, true ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true ) character_set_never_fall( M17_group.kinzie.kinzie, false ) character_set_only_scripted_grabs( M17_group.kinzie.kinzie, false ) set_ignore_ai_flag( M17_group.kinzie.kinzie, false ) set_ignore_ai_flag( M17_group.gat.gat, false ) set_ignore_ai_flag( M17_group.gat.gat, false ) set_ignore_ai_flag( M17_group.shaundi.shaundi, false ) set_never_turn_on_player( M17_group.kinzie.kinzie, false ) set_never_turn_on_player(M17_group.shaundi.shaundi, false ) set_never_turn_on_player(M17_group.cid.cid, false ) --set_never_turn_on_player( M17_group.kinzie.kinzie, false ) --npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) --npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) character_set_only_scripted_grabs( M17_group.kinzie.kinzie, false ) character_set_only_scripted_grabs( M17_group.shaundi.shaundi, false ) character_set_only_scripted_grabs( M17_group.gat.gat, false ) character_set_only_scripted_grabs(M17_group.cid.cid, false ) if KILL_DONE == 0 and START_TRIGGER == 1 then if character_is_dead(M17_group.cid.cid) and BROUGHT_SOMETHING < 30 then BROUGHT_SOMETHING = 500 KILL_DONE = 1 --sandbox_message("[format][color:red]You kill CID! Now what are you going to do now without him?[/format]") set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) --npc_refire_rate_override( M17_group.kinzie.kinzie, 60000) turn_invulnerable( M17_group.kinzie.kinzie) set_ignore_ai_flag( M17_group.kinzie.kinzie, false) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) turn_invulnerable( M17_group.kinzie.kinzie) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) --set_never_turn_on_player( M17_group.kinzie.kinzie, false) -- set_attack_enemies_flag( M17_group.kinzie.kinzie, true) --set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) npc_weapon_pickup_override( M17_group.kinzie.kinzie, false) set_always_sees_player_flag( M17_group.kinzie.kinzie, true ) character_set_always_combat_ready(M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) --npc_refire_rate_override( M17_group.shaundi.shaundi, 60000) turn_invulnerable( M17_group.shaundi.shaundi) set_ignore_ai_flag( M17_group.shaundi.shaundi, false) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) turn_invulnerable( M17_group.shaundi.shaundi) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) --set_never_turn_on_player( M17_group.shaundi.shaundi, false) -- set_attack_enemies_flag( M17_group.shaundi.shaundi, true) --set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) npc_weapon_pickup_override( M17_group.shaundi.shaundi, false) set_always_sees_player_flag( M17_group.shaundi.shaundi, true ) character_set_always_combat_ready(M17_group.shaundi.shaundi, true) end end end end --[[ -- sandbox_message("[format][color:yellow]All 3 escape vehicles are now enterable.[/format]") turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_suppress_persona(M17_group.shaundi.shaundi, false) npc_suppress_persona(M17_group.cid.cid, false) npc_suppress_persona(M17_group.kinzie.kinzie, false) human_all_stop_dropping_cash(false) notoriety_force_no_air_spawn(false) notoriety_force_no_spawn(false) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.base) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.music) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.computer) audio_ambient_emitter_start(M17_audio_emitters_restart.city.dt_base) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.gameroom) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.sexyroom) npc_use_closest_action_node_of_type( M17_group.kinzie.kinzie, "kinzie_nemo", 200, true) character_allow_ragdoll( M17_group.kinzie.kinzie, false ) character_prevent_bumping( M17_group.kinzie.kinzie, true ) character_prevent_flinching( M17_group.kinzie.kinzie, true ) turn_invulnerable( M17_group.kinzie.kinzie ) character_prevent_explosion_fling( M17_group.kinzie.kinzie, true ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true ) character_set_never_fall( M17_group.kinzie.kinzie, true ) character_set_only_scripted_grabs( M17_group.kinzie.kinzie, true ) set_ignore_ai_flag( M17_group.kinzie.kinzie, true ) set_never_turn_on_player( M17_group.kinzie.kinzie, true ) npc_combat_enable(M17_group.cid.cid, false) M17_group.gat.gat M17_group.gat.gat npc_weapon_pickup_override(M17_group.gat.gat, false) --Stop Audio Emitters .Crib Ship m17_cleanup_audio_emitters() --Audio Stop Music and reset states audio_object_post_event("m17_music_Stop",nil,nil,LOCAL_PLAYER) --Audio -> restart crib ship base emitters --There is a bug in for this restarting emitters via script. audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.base) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.music) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.computer) audio_ambient_emitter_start(M17_audio_emitters_restart.city.dt_base) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.gameroom) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.sexyroom) audio_multi_emitter_start(M17_audio_emitters.multi_emitters.alarm_cribship) audio_multi_emitter_stop(M17_audio_emitters.multi_emitters.alarm_cribship) audio_object_post_event("m17_mus_set_breach_state") audio_object_post_event("m17_mus_set_breach_wait") audio_ambient_emitter_start(M17_audio_emitters.alien_ship_sounds.alien_ship_walkway_right) audio_multi_emitter_stop(M17_audio_emitters.multi_emitters.alarm_cribship) audio_object_post_event("m17_mus_set_alien_ship_state") audio_object_post_event("m17_mus_set_as_enter") audio_ambient_emitter_start(M17_audio_emitters.alien_ship_sounds.alien_ship_walkway_right) audio_multi_emitter_stop(M17_audio_emitters.multi_emitters.alarm_cribship) audio_object_post_event("m17_AlienShip_Klaxon",nil,nil,LOCAL_PLAYER) m17_setup_distro_alien_ship_audio_emiiters() audio_object_post_event("m17_AlienShip_Klaxon_Stop",nil,nil,LOCAL_PLAYER) audio_ambient_emitter_start(M17_audio_emitters.crib_ship_sounds.boarded_ambi_01) audio_multi_emitter_start(M17_audio_emitters.multi_emitters.alarm_cribship) ]] if START_TRIGGER == 1 then --zimos --party_add(M17_group.kinzie.kinzie, LOCAL_PLAYER) if mission_is_active("m17") then set_ignore_ai_flag( M17_group.cid.cid, false ) -- turn_invulnerable( M17_group.kinzie.kinzie) set_never_turn_on_player(M17_group.kinzie.kinzie, false) set_never_turn_on_player(M17_group.shaundi.shaundi, false) human_set_invulnerable_to_telekinesis( M17_group.kinzie.kinzie, true) human_set_invulnerable_to_freeze( M17_group.kinzie.kinzie, true) human_set_invulnerable_to_telekinesis( M17_group.shaundi.shaundi, true) human_set_invulnerable_to_freeze( M17_group.shaundi.shaundi, true) if SHOP_ALARM == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) --npc_refire_rate_override( M17_group.kinzie.kinzie, 60000) turn_invulnerable( M17_group.kinzie.kinzie) set_ignore_ai_flag( M17_group.kinzie.kinzie, false) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) turn_invulnerable( M17_group.kinzie.kinzie) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) --set_never_turn_on_player( M17_group.kinzie.kinzie, false) -- set_attack_enemies_flag( M17_group.kinzie.kinzie, true) --set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) npc_weapon_pickup_override( M17_group.kinzie.kinzie, false) set_always_sees_player_flag( M17_group.kinzie.kinzie, true ) character_set_always_combat_ready(M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) --npc_refire_rate_override( M17_group.shaundi.shaundi, 60000) turn_invulnerable( M17_group.shaundi.shaundi) set_ignore_ai_flag( M17_group.shaundi.shaundi, false) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) turn_invulnerable( M17_group.shaundi.shaundi) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) --set_never_turn_on_player( M17_group.shaundi.shaundi, false) -- set_attack_enemies_flag( M17_group.shaundi.shaundi, true) --set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) npc_weapon_pickup_override( M17_group.shaundi.shaundi, false) set_always_sees_player_flag( M17_group.shaundi.shaundi, true ) character_set_always_combat_ready(M17_group.shaundi.shaundi, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( M17_group.kinzie.kinzie, 60000) turn_invulnerable( M17_group.kinzie.kinzie) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) turn_invulnerable( M17_group.kinzie.kinzie) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) --set_never_turn_on_player( M17_group.kinzie.kinzie, true) --set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.kinzie.kinzie, false) set_cant_cower_flag( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) ai_clear_priority_target( M17_group.kinzie.kinzie) npc_weapon_pickup_override( M17_group.kinzie.kinzie, false) set_always_sees_player_flag( M17_group.kinzie.kinzie, false ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) character_set_no_satchel_panic( M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, false) set_attack_enemies_flag( M17_group.kinzie.kinzie, false) character_set_no_explosive_panic( M17_group.kinzie.kinzie,true) character_set_always_combat_ready(M17_group.kinzie.kinzie, false) -------------------- --npc_refire_rate_override( M17_group.shaundi.shaundi, 60000) turn_invulnerable( M17_group.shaundi.shaundi) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) turn_invulnerable( M17_group.shaundi.shaundi) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) --set_never_turn_on_player( M17_group.shaundi.shaundi, true) --set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.shaundi.shaundi, false) set_cant_cower_flag( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) ai_clear_priority_target( M17_group.shaundi.shaundi) npc_weapon_pickup_override( M17_group.shaundi.shaundi, false) set_always_sees_player_flag( M17_group.shaundi.shaundi, false ) character_set_never_catch_fire( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) character_set_no_satchel_panic( M17_group.shaundi.shaundi, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, false) set_attack_enemies_flag( M17_group.shaundi.shaundi, false) character_set_no_explosive_panic( M17_group.shaundi.shaundi,true) character_set_always_combat_ready(M17_group.shaundi.shaundi, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M17_group.kinzie.kinzie, 60000) --set_never_turn_on_player( M17_group.kinzie.kinzie, false) --set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) ai_clear_priority_target( M17_group.kinzie.kinzie) npc_weapon_pickup_override( M17_group.kinzie.kinzie, false) -- set_always_sees_player_flag( M17_group.kinzie.kinzie, true ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) character_set_no_satchel_panic( M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) character_set_no_explosive_panic( M17_group.kinzie.kinzie,true) character_set_always_combat_ready(M17_group.kinzie.kinzie, true) --npc_refire_rate_override( M17_group.shaundi.shaundi, 60000) --set_never_turn_on_player( M17_group.shaundi.shaundi, false) --set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) ai_clear_priority_target( M17_group.shaundi.shaundi) npc_weapon_pickup_override( M17_group.shaundi.shaundi, false) -- set_always_sees_player_flag( M17_group.shaundi.shaundi, true ) character_set_never_catch_fire( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) character_set_no_satchel_panic( M17_group.shaundi.shaundi, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) character_set_no_explosive_panic( M17_group.shaundi.shaundi,true) character_set_always_combat_ready(M17_group.shaundi.shaundi, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M17_group.kinzie.kinzie, false) set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.kinzie.kinzie, true) set_always_sees_player_flag( M17_group.kinzie.kinzie, true ) character_set_always_combat_ready(M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.shaundi.shaundi, true) set_always_sees_player_flag( M17_group.shaundi.shaundi, true ) character_set_always_combat_ready(M17_group.shaundi.shaundi, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end end if START_TRIGGER == 1 then if mission_is_active("m16") and BROKEN_FLAG == 0 then character_set_only_scripted_grabs( M16_group.esc_homies.npcs.asha.name,false) -- turn_vulnerable(M16_group.esc_heli.vehicle) -- turn_vulnerable(M16_group.esc_car.vehicle) -- turn_vulnerable(M16_group.esc_asha_car.vehicle) set_unenterable_for_player(M16_group.esc_heli.vehicle, false) set_unenterable_for_player(M16_group.esc_asha_car.vehicle, false) set_unenterable_for_player(M16_group.esc_car.vehicle, false) set_unjackable_flag(M16_group.esc_car.vehicle, false) set_unjackable_flag(M16_group.esc_asha_car.vehicle, false) set_unjackable_flag(M16_group.esc_heli.vehicle, false) if vehicle_in_air(M16_group.esc_heli.vehicle) or vehicle_in_air(M16_group.esc_asha_car.vehicle) or vehicle_in_air(M16_group.esc_car.vehicle) then BROUGHT_SOMETHING = 500 set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_ignore_ai_flag( M16_group.esc_homies.npcs.asha.name, false) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) else -- BROUGHT_SOMETHING = 0 end if vehicle_in_water(M16_group.esc_heli.vehicle) or vehicle_in_water(M16_group.esc_asha_car.vehicle) or vehicle_in_water(M16_group.esc_car.vehicle) then -- BROKEN_FLAG = 1 BROUGHT_SOMETHING = 500 set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_ignore_ai_flag( M16_group.esc_homies.npcs.asha.name, false) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) else --BROUGHT_SOMETHING = 0 end if vehicle_is_destroyed(M16_group.esc_heli.vehicle) or vehicle_is_destroyed(M16_group.esc_asha_car.vehicle) or vehicle_is_destroyed(M16_group.esc_car.vehicle) then --BROKEN_FLAG = 1 BROUGHT_SOMETHING = 500 set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_ignore_ai_flag( M16_group.esc_homies.npcs.asha.name, false) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) else --BROUGHT_SOMETHING = 0 end ---- set_unenterable_for_player(M16_group.esc_heli.vehicle, false) ---- set_unenterable_for_player(M16_group.esc_asha_car.vehicle, false) -- set_unenterable_for_player(M16_group.esc_car.vehicle, false) end end if START_TRIGGER == 1 then --zimos --party_add(M17_group.kinzie.kinzie, LOCAL_PLAYER) if mission_is_active("m17") then -- turn_invulnerable( M17_group.kinzie.kinzie) set_never_turn_on_player(M17_group.kinzie.kinzie, false) set_never_turn_on_player(M17_group.shaundi.shaundi, false) human_set_invulnerable_to_telekinesis( M17_group.kinzie.kinzie, true) human_set_invulnerable_to_freeze( M17_group.kinzie.kinzie, true) human_set_invulnerable_to_telekinesis( M17_group.shaundi.shaundi, true) human_set_invulnerable_to_freeze( M17_group.shaundi.shaundi, true) if SHOP_ALARM == 1 then if SANDBOX_COP_NOTORIETY_CHECK >= 2.0 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) --npc_refire_rate_override( M17_group.kinzie.kinzie, 60000) turn_invulnerable( M17_group.kinzie.kinzie) set_ignore_ai_flag( M17_group.kinzie.kinzie, false) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) turn_invulnerable( M17_group.kinzie.kinzie) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) --set_never_turn_on_player( M17_group.kinzie.kinzie, false) -- set_attack_enemies_flag( M17_group.kinzie.kinzie, true) --set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) npc_weapon_pickup_override( M17_group.kinzie.kinzie, false) set_always_sees_player_flag( M17_group.kinzie.kinzie, true ) character_set_always_combat_ready(M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) --npc_refire_rate_override( M17_group.shaundi.shaundi, 60000) turn_invulnerable( M17_group.shaundi.shaundi) set_ignore_ai_flag( M17_group.shaundi.shaundi, false) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) turn_invulnerable( M17_group.shaundi.shaundi) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) --set_never_turn_on_player( M17_group.shaundi.shaundi, false) -- set_attack_enemies_flag( M17_group.shaundi.shaundi, true) --set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) npc_weapon_pickup_override( M17_group.shaundi.shaundi, false) set_always_sees_player_flag( M17_group.shaundi.shaundi, true ) character_set_always_combat_ready(M17_group.shaundi.shaundi, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( M17_group.kinzie.kinzie, 60000) turn_invulnerable( M17_group.kinzie.kinzie) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) turn_invulnerable( M17_group.kinzie.kinzie) follower_set_can_abandon( M17_group.kinzie.kinzie, false ) --set_never_turn_on_player( M17_group.kinzie.kinzie, true) --set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.kinzie.kinzie, false) set_cant_cower_flag( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) ai_clear_priority_target( M17_group.kinzie.kinzie) npc_weapon_pickup_override( M17_group.kinzie.kinzie, false) set_always_sees_player_flag( M17_group.kinzie.kinzie, false ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) character_set_no_satchel_panic( M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, false) set_attack_enemies_flag( M17_group.kinzie.kinzie, false) character_set_no_explosive_panic( M17_group.kinzie.kinzie,true) character_set_always_combat_ready(M17_group.kinzie.kinzie, false) -------------------- --npc_refire_rate_override( M17_group.shaundi.shaundi, 60000) turn_invulnerable( M17_group.shaundi.shaundi) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) turn_invulnerable( M17_group.shaundi.shaundi) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) --set_never_turn_on_player( M17_group.shaundi.shaundi, true) --set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.shaundi.shaundi, false) set_cant_cower_flag( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) ai_clear_priority_target( M17_group.shaundi.shaundi) npc_weapon_pickup_override( M17_group.shaundi.shaundi, false) set_always_sees_player_flag( M17_group.shaundi.shaundi, false ) character_set_never_catch_fire( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) character_set_no_satchel_panic( M17_group.shaundi.shaundi, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, false) set_attack_enemies_flag( M17_group.shaundi.shaundi, false) character_set_no_explosive_panic( M17_group.shaundi.shaundi,true) character_set_always_combat_ready(M17_group.shaundi.shaundi, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M17_group.kinzie.kinzie, 60000) --set_never_turn_on_player( M17_group.kinzie.kinzie, false) --set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) ai_clear_priority_target( M17_group.kinzie.kinzie) npc_weapon_pickup_override( M17_group.kinzie.kinzie, false) -- set_always_sees_player_flag( M17_group.kinzie.kinzie, true ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true) set_cant_flee_flag( M17_group.kinzie.kinzie, true) set_cant_cower_flag( M17_group.kinzie.kinzie, true) character_set_no_satchel_panic( M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) character_set_no_explosive_panic( M17_group.kinzie.kinzie,true) character_set_always_combat_ready(M17_group.kinzie.kinzie, true) --npc_refire_rate_override( M17_group.shaundi.shaundi, 60000) --set_never_turn_on_player( M17_group.shaundi.shaundi, false) --set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) ai_clear_priority_target( M17_group.shaundi.shaundi) npc_weapon_pickup_override( M17_group.shaundi.shaundi, false) -- set_always_sees_player_flag( M17_group.shaundi.shaundi, true ) character_set_never_catch_fire( M17_group.shaundi.shaundi, true) set_cant_flee_flag( M17_group.shaundi.shaundi, true) set_cant_cower_flag( M17_group.shaundi.shaundi, true) character_set_no_satchel_panic( M17_group.shaundi.shaundi, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) character_set_no_explosive_panic( M17_group.shaundi.shaundi,true) character_set_always_combat_ready(M17_group.shaundi.shaundi, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M17_group.kinzie.kinzie, false) set_attack_enemies_flag( M17_group.kinzie.kinzie, true) set_attack_peds_flag( M17_group.kinzie.kinzie, true) ai_add_enemy_target( M17_group.kinzie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.kinzie.kinzie, true) set_always_sees_player_flag( M17_group.kinzie.kinzie, true ) character_set_always_combat_ready(M17_group.kinzie.kinzie, true) set_attack_enemies_flag( M17_group.shaundi.shaundi, true) set_attack_peds_flag( M17_group.shaundi.shaundi, true) ai_add_enemy_target( M17_group.shaundi.shaundi, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M17_group.shaundi.shaundi, true) set_always_sees_player_flag( M17_group.shaundi.shaundi, true ) character_set_always_combat_ready(M17_group.shaundi.shaundi, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end end if START_TRIGGER == 1 then --zimos --party_add(M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER) if mission_is_active("m16") then -- character_set_counter_on_grabbed( M16_group.esc_homies.npcs.old_shaundi.name, true ) set_attack_enemies_flag( M16_group.esc_homies.npcs.shaundi.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.king.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.old_shaundi.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.matt.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.gat.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.kinzie.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.pierce.name, false) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) character_set_only_scripted_grabs( M16_group.esc_homies.npcs.asha.name,false) character_set_always_combat_ready( M16_group.esc_homies.npcs.shaundi.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.king.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.old_shaundi.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.matt.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.gat.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.kinzie.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.pierce.name, false) npc_leash_remove(M16_group.esc_homies.npcs.asha.name) npc_leash_remove(M16_group.esc_homies.npcs.shaundi.name) npc_leash_remove(M16_group.esc_homies.npcs.old_shaundi.name) npc_leash_remove(M16_group.esc_homies.npcs.king.name) npc_leash_remove(M16_group.esc_homies.npcs.gat.name) npc_leash_remove(M16_group.esc_homies.npcs.matt.name) npc_leash_remove(M16_group.esc_homies.npcs.kinzie.name) npc_leash_remove(M16_group.esc_homies.npcs.pierce.name) npc_leash_remove(M16_group.esc_homies.npcs.asha.name, false) follower_make_independent(M16_group.esc_homies.npcs.shaundi.name, false) follower_make_independent(M16_group.esc_homies.npcs.old_shaundi.name, false) follower_make_independent(M16_group.esc_homies.npcs.king.name, false) follower_make_independent(M16_group.esc_homies.npcs.gat.name, false) follower_make_independent(M16_group.esc_homies.npcs.gat.name, false) follower_make_independent(M16_group.esc_homies.npcs.kinzie.name, false) follower_make_independent(M16_group.esc_homies.npcs.pierce.name, false) npc_leash_remove(M16_group.esc_homies.npcs.asha.name) --- follower_make_independent(M11_homie.asha, false) --- clear_animation_state(M11_homie.asha) set_never_turn_on_player(M16_group.esc_homies.npcs.shaundi.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.old_shaundi.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.shaundi, false) set_never_turn_on_player(M16_group.esc_homies.npcs.king.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.gat.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.pierce.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.kinzie.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.matt.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) human_set_invulnerable_to_telekinesis( M16_group.esc_homies.npcs.asha.name, true) human_set_invulnerable_to_freeze( M16_group.esc_homies.npcs.asha.name, true) if SHOP_ALARM == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_ignore_ai_flag( M16_group.esc_homies.npcs.asha.name, false) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, false) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) ai_clear_priority_target( M16_group.esc_homies.npcs.asha.name) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, false ) character_set_never_catch_fire( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) character_set_no_satchel_panic( M16_group.esc_homies.npcs.asha.name, true) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, false) character_set_no_explosive_panic( M16_group.esc_homies.npcs.asha.name,true) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) --set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, false) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) ai_clear_priority_target( M16_group.esc_homies.npcs.asha.name) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) -- set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_never_catch_fire( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) character_set_no_satchel_panic( M16_group.esc_homies.npcs.asha.name, true) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) character_set_no_explosive_panic( M16_group.esc_homies.npcs.asha.name,true) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end if mission_is_active("m16") then -- turn_invulnerable( M16_group.esc_homies.npcs.asha.name) human_set_invulnerable_to_telekinesis( M16_group.esc_homies.npcs.asha.name, true) human_set_invulnerable_to_freeze( M16_group.esc_homies.npcs.asha.name, true) if SHOP_ALARM == 1 then if SANDBOX_COP_NOTORIETY_CHECK >= 2.0 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_ignore_ai_flag( M16_group.esc_homies.npcs.asha.name, false) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, false) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) ai_clear_priority_target( M16_group.esc_homies.npcs.asha.name) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, false ) character_set_never_catch_fire( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) character_set_no_satchel_panic( M16_group.esc_homies.npcs.asha.name, true) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, false) character_set_no_explosive_panic( M16_group.esc_homies.npcs.asha.name,true) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) ai_clear_priority_target( M16_group.esc_homies.npcs.asha.name) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) -- set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_never_catch_fire( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) character_set_no_satchel_panic( M16_group.esc_homies.npcs.asha.name, true) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) character_set_no_explosive_panic( M16_group.esc_homies.npcs.asha.name,true) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) end --set_gibbable(LOCAL_PLAYER, false) end end end --END ASGA --MATT if START_TRIGGER == 1 then --zimos --party_add(MOL_MM_01_group.start.matt, LOCAL_PLAYER) if mission_is_active("mol_mm_01") then set_never_turn_on_player( MOL_MM_01_group.start.matt, false) character_set_only_scripted_grabs( MOL_MM_01_group.start.matt,false) turn_invulnerable( MOL_MM_01_group.start.matt) -- set_never_turn_on_player(MOL_MM_01_group.start.matt, false) human_set_invulnerable_to_telekinesis( MOL_MM_01_group.start.matt, true) human_set_invulnerable_to_freeze( MOL_MM_01_group.start.matt, true) if SHOP_ALARM == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) set_ignore_ai_flag( MOL_MM_01_group.start.matt, false) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) -- set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, false) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, false ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, false) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) --set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) -- set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end if mission_is_active("mol_mm_01") then -- turn_invulnerable( MOL_MM_01_group.start.matt) human_set_invulnerable_to_telekinesis( MOL_MM_01_group.start.matt, true) human_set_invulnerable_to_freeze( MOL_MM_01_group.start.matt, true) if SHOP_ALARM == 1 then if SANDBOX_COP_NOTORIETY_CHECK >= 2.0 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) set_ignore_ai_flag( MOL_MM_01_group.start.matt, false) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) -- set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, false) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, false ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, false) -- set_attack_enemies_flag( MOL_MM_01_group.start.matt, false) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) -- set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) end --set_gibbable(LOCAL_PLAYER, false) end end if mission_is_active("mol_mm_01") then -- turn_invulnerable( MOL_MM_01_group.start.matt) human_set_invulnerable_to_telekinesis( MOL_MM_01_group.start.matt, true) human_set_invulnerable_to_freeze( MOL_MM_01_group.start.matt, true) if SHOP_ALARM == 2 then if SANDBOX_COP_NOTORIETY_CHECK >= 1.3 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) set_ignore_ai_flag( MOL_MM_01_group.start.matt, false) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) -- set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 1.3 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, false) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, false ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 1.3 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) -- set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end if mission_is_active("mol_mm_01") then -- turn_invulnerable( MOL_MM_01_group.start.matt) human_set_invulnerable_to_telekinesis( MOL_MM_01_group.start.matt, true) human_set_invulnerable_to_freeze( MOL_MM_01_group.start.matt, true) if SHOP_ALARM == 3 then if SANDBOX_COP_NOTORIETY_CHECK >= 1.0 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) set_ignore_ai_flag( MOL_MM_01_group.start.matt, false) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) -- set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 1.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) turn_invulnerable( MOL_MM_01_group.start.matt) follower_set_can_abandon( MOL_MM_01_group.start.matt, false ) --set_never_turn_on_player( MOL_MM_01_group.start.matt, true) --set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, false) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) set_always_sees_player_flag( MOL_MM_01_group.start.matt, false ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 1.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_MM_01_group.start.matt, 60000) --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) ai_clear_priority_target( MOL_MM_01_group.start.matt) npc_weapon_pickup_override( MOL_MM_01_group.start.matt, false) -- set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_never_catch_fire( MOL_MM_01_group.start.matt, true) set_cant_flee_flag( MOL_MM_01_group.start.matt, true) set_cant_cower_flag( MOL_MM_01_group.start.matt, true) character_set_no_satchel_panic( MOL_MM_01_group.start.matt, true) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic( MOL_MM_01_group.start.matt,true) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_MM_01_group.start.matt, false) set_attack_enemies_flag( MOL_MM_01_group.start.matt, true) set_attack_peds_flag( MOL_MM_01_group.start.matt, true) ai_add_enemy_target( MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_MM_01_group.start.matt, true) set_always_sees_player_flag( MOL_MM_01_group.start.matt, true ) character_set_always_combat_ready(MOL_MM_01_group.start.matt, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end end if START_TRIGGER == 1 then --zimos --party_add(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER) if mission_is_active("mol_kz_01") then set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) character_set_only_scripted_grabs( MOL_KZ_01_homie.kinzie,false) -- turn_invulnerable( MOL_KZ_01_homie.kinzie) -- set_never_turn_on_player(MOL_KZ_01_homie.kinzie, false) human_set_invulnerable_to_telekinesis( MOL_KZ_01_homie.kinzie, true) human_set_invulnerable_to_freeze( MOL_KZ_01_homie.kinzie, true) if SHOP_ALARM == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) set_ignore_ai_flag( MOL_KZ_01_homie.kinzie, false) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) -- set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, false) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, false ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, false) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) --set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) -- set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end if mission_is_active("mol_kz_01") then -- turn_invulnerable( MOL_KZ_01_homie.kinzie) human_set_invulnerable_to_telekinesis( MOL_KZ_01_homie.kinzie, true) human_set_invulnerable_to_freeze( MOL_KZ_01_homie.kinzie, true) if SHOP_ALARM == 1 then if SANDBOX_COP_NOTORIETY_CHECK >= 2.0 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) set_ignore_ai_flag( MOL_KZ_01_homie.kinzie, false) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) -- set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, false) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, false ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, false) -- set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, false) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) -- set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) end --set_gibbable(LOCAL_PLAYER, false) end end if mission_is_active("mol_kz_01") then -- turn_invulnerable( MOL_KZ_01_homie.kinzie) human_set_invulnerable_to_telekinesis( MOL_KZ_01_homie.kinzie, true) human_set_invulnerable_to_freeze( MOL_KZ_01_homie.kinzie, true) if SHOP_ALARM == 2 then if SANDBOX_COP_NOTORIETY_CHECK >= 1.3 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) set_ignore_ai_flag( MOL_KZ_01_homie.kinzie, false) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) -- set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 1.3 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, false) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, false ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 1.3 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) -- set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end if mission_is_active("mol_kz_01") then -- turn_invulnerable( MOL_KZ_01_homie.kinzie) human_set_invulnerable_to_telekinesis( MOL_KZ_01_homie.kinzie, true) human_set_invulnerable_to_freeze( MOL_KZ_01_homie.kinzie, true) if SHOP_ALARM == 3 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.01 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) set_ignore_ai_flag( MOL_KZ_01_homie.kinzie, false) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) -- set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.01 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) turn_invulnerable( MOL_KZ_01_homie.kinzie) follower_set_can_abandon( MOL_KZ_01_homie.kinzie, false ) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, true) --set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, false) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, false ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.01 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( MOL_KZ_01_homie.kinzie, 60000) --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target( MOL_KZ_01_homie.kinzie) npc_weapon_pickup_override( MOL_KZ_01_homie.kinzie, false) -- set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_never_catch_fire( MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag( MOL_KZ_01_homie.kinzie, true) set_cant_cower_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_satchel_panic( MOL_KZ_01_homie.kinzie, true) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic( MOL_KZ_01_homie.kinzie,true) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag( MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag( MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target( MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( MOL_KZ_01_homie.kinzie, true) set_always_sees_player_flag( MOL_KZ_01_homie.kinzie, true ) character_set_always_combat_ready(MOL_KZ_01_homie.kinzie, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end end if START_TRIGGER == 1 then if mission_is_active("m18") then turn_invulnerable(M18_group.alley_vp.julius) turn_invulnerable( M18_group.alley_vp.roddy) set_never_turn_on_player(M18_group.alley_vp.roddy, false) set_never_turn_on_player( M18_group.alley_vp.julius, false) character_set_only_scripted_grabs( M18_group.alley_vp.julius,false) character_set_only_scripted_grabs( M18_group.alley_vp.roddy,false) end end if START_TRIGGER == 933 then --zimos --party_add( M18_group.alley_vp.roddy, LOCAL_PLAYER) if mission_is_active("m18") then set_never_turn_on_player(M18_group.alley_vp.roddy, false) --set_never_turn_on_player( M18_group.alley_vp.julius, true) --npc_never_die( M18_group.alley_vp.julius, true) character_set_only_scripted_grabs( M18_group.alley_vp.julius,false) character_set_only_scripted_grabs( M18_group.alley_vp.roddy,false) turn_invulnerable(M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, true) set_ignore_ai_flag( M18_group.alley_vp.julius, false) turn_invulnerable( M18_group.alley_vp.roddy) turn_invulnerable( M18_group.alley_vp.roddy) set_never_turn_on_player( M18_group.alley_vp.roddy, false) human_set_invulnerable_to_telekinesis( M18_group.alley_vp.roddy, true) human_set_invulnerable_to_freeze( M18_group.alley_vp.roddy, true) set_never_turn_on_player( M18_group.alley_vp.julius, false) human_set_invulnerable_to_telekinesis( M18_group.alley_vp.julius, true) human_set_invulnerable_to_freeze( M18_group.alley_vp.julius, true) if SHOP_ALARM == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) set_ignore_ai_flag( M18_group.alley_vp.roddy, false) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) --set_never_turn_on_player( M18_group.alley_vp.roddy, false) -- set_attack_enemies_flag( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) character_set_always_combat_ready( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) --npc_refire_rate_override( M18_group.alley_vp.julius, 1) turn_invulnerable( M18_group.alley_vp.julius) set_ignore_ai_flag( M18_group.alley_vp.julius, false) follower_set_can_abandon( M18_group.alley_vp.julius, false ) turn_invulnerable( M18_group.alley_vp.julius) follower_set_can_abandon( M18_group.alley_vp.julius, false ) --set_never_turn_on_player( M18_group.alley_vp.julius, false) -- set_attack_enemies_flag( M18_group.alley_vp.julius, true) --set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_always_combat_ready( M18_group.alley_vp.julius, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) --set_never_turn_on_player( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) -- ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.roddy, false) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, false ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, false) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) character_set_always_combat_ready( M18_group.alley_vp.roddy, false) --npc_refire_rate_override( M18_group.alley_vp.julius, 1) turn_invulnerable( M18_group.alley_vp.julius) follower_set_can_abandon( M18_group.alley_vp.julius, false ) turn_invulnerable( M18_group.alley_vp.julius) follower_set_can_abandon( M18_group.alley_vp.julius, false ) --set_never_turn_on_player( M18_group.alley_vp.julius, true) --set_attack_peds_flag( M18_group.alley_vp.julius, true) ---- ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.julius, false) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, false ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, false) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) character_set_always_combat_ready( M18_group.alley_vp.julius, false) ai_clear_priority_target( M18_group.alley_vp.julius) ai_clear_priority_target(M18_group.alley_vp.roddy) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) --set_never_turn_on_player( M18_group.alley_vp.roddy, false) --set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) ---- ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) -- set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) character_set_always_combat_ready( M18_group.alley_vp.roddy, true) --npc_refire_rate_override( M18_group.alley_vp.julius, 1) --set_never_turn_on_player( M18_group.alley_vp.julius, false) --set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) --- ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) ai_clear_priority_target( M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) -- set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) character_set_always_combat_ready( M18_group.alley_vp.julius, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) character_set_always_combat_ready( M18_group.alley_vp.roddy, true) --set_never_turn_on_player( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_always_combat_ready( M18_group.alley_vp.julius, true) --set_gibbable(LOCAL_PLAYER, false) end --set_gibbable(LOCAL_PLAYER, false) end end end if START_TRIGGER == 1 then --zimos --party_add(M18_group.alley_vp.roddy, LOCAL_PLAYER) if mission_is_active("m18") then -- turn_invulnerable( M18_group.alley_vp.roddy) human_set_invulnerable_to_telekinesis( M18_group.alley_vp.roddy, true) human_set_invulnerable_to_freeze( M18_group.alley_vp.roddy, true) human_set_invulnerable_to_telekinesis( M18_group.alley_vp.julius, true) human_set_invulnerable_to_freeze( M18_group.alley_vp.julius, true) set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_never_turn_on_player(M18_group.alley_vp.julius, false) if SHOP_ALARM == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) set_ignore_ai_flag( M18_group.alley_vp.roddy, false) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) -- set_attack_enemies_flag( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) --npc_refire_rate_override( M18_group.alley_vp.julius,1) turn_invulnerable( M18_group.alley_vp.julius) set_ignore_ai_flag( M18_group.alley_vp.julius, false) follower_set_can_abandon( M18_group.alley_vp.julius, false ) turn_invulnerable( M18_group.alley_vp.julius) follower_set_can_abandon( M18_group.alley_vp.julius, false ) --set_never_turn_on_player( M18_group.alley_vp.julius, false) -- set_attack_enemies_flag( M18_group.alley_vp.julius, true) --set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) ai_clear_priority_target(M18_group.alley_vp.roddy) ai_clear_priority_target( M18_group.alley_vp.julius) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) --set_never_turn_on_player( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) ----- ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.roddy, false) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, false ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, false) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) ---- ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.julius, false) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) ai_clear_priority_target( M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, false ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, false) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) character_set_always_combat_ready( M18_group.alley_vp.julius, false) character_set_always_combat_ready(M18_group.alley_vp.roddy, false) -- ai_clear_priority_target(M18_group.alley_vp.roddy) --ai_clear_priority_target( M18_group.alley_vp.julius) ai_clear_priority_target(M18_group.alley_vp.roddy) ai_clear_priority_target( M18_group.alley_vp.julius) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) --set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) -- set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) --npc_refire_rate_override( M18_group.alley_vp.julius, 1) --set_never_turn_on_player( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) ai_clear_priority_target( M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) -- set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) --set_never_turn_on_player( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) end --set_gibbable(LOCAL_PLAYER, false) end if SHOP_ALARM == 1 then if SANDBOX_COP_NOTORIETY_CHECK >= 3.0 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) set_ignore_ai_flag( M18_group.alley_vp.roddy, false) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) --set_never_turn_on_player( M18_group.alley_vp.roddy, false) -- set_attack_enemies_flag( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) --npc_refire_rate_override( M18_group.alley_vp.julius,1) turn_invulnerable( M18_group.alley_vp.julius) set_ignore_ai_flag( M18_group.alley_vp.julius, false) follower_set_can_abandon( M18_group.alley_vp.julius, false ) turn_invulnerable( M18_group.alley_vp.julius) follower_set_can_abandon( M18_group.alley_vp.julius, false ) --set_never_turn_on_player( M18_group.alley_vp.julius, false) -- set_attack_enemies_flag( M18_group.alley_vp.julius, true) --set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 3.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) --set_never_turn_on_player( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) set_attack_player_flag( M18_group.alley_vp.roddy, false) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, false ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, false) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) set_attack_player_flag( M18_group.alley_vp.julius, false) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) ai_clear_priority_target( M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, false ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, false) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) character_set_always_combat_ready( M18_group.alley_vp.julius, false) character_set_always_combat_ready(M18_group.alley_vp.roddy, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 3.0 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) --set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) -- set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) --npc_refire_rate_override( M18_group.alley_vp.julius, 1) --set_never_turn_on_player( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) ai_clear_priority_target( M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) --set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) --set_never_turn_on_player( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) end --set_gibbable(LOCAL_PLAYER, false) end if SHOP_ALARM == 2 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.01 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) set_ignore_ai_flag( M18_group.alley_vp.roddy, false) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) --set_never_turn_on_player( M18_group.alley_vp.roddy, false) -- set_attack_enemies_flag( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) --npc_refire_rate_override( M18_group.alley_vp.julius,1) turn_invulnerable( M18_group.alley_vp.julius) set_ignore_ai_flag( M18_group.alley_vp.julius, false) follower_set_can_abandon( M18_group.alley_vp.julius, false ) turn_invulnerable( M18_group.alley_vp.julius) follower_set_can_abandon( M18_group.alley_vp.julius, false ) --set_never_turn_on_player( M18_group.alley_vp.julius, false) -- set_attack_enemies_flag( M18_group.alley_vp.julius, true) --set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.01 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) turn_invulnerable( M18_group.alley_vp.roddy) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) --set_never_turn_on_player( M18_group.alley_vp.roddy, true) --set_attack_peds_flag( M18_group.alley_vp.roddy, true) ---- ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.roddy, false) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) set_always_sees_player_flag( M18_group.alley_vp.roddy, false ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, false) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) ----- ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.julius, false) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) ai_clear_priority_target( M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) set_always_sees_player_flag( M18_group.alley_vp.julius, false ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, false) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) ai_clear_priority_target(M18_group.alley_vp.roddy) ai_clear_priority_target( M18_group.alley_vp.julius) character_set_always_combat_ready( M18_group.alley_vp.julius, false) character_set_always_combat_ready(M18_group.alley_vp.roddy, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.01 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then --npc_refire_rate_override( M18_group.alley_vp.roddy, 1) --set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) ----- ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) ai_clear_priority_target( M18_group.alley_vp.roddy) npc_weapon_pickup_override( M18_group.alley_vp.roddy, false) -- set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) character_set_never_catch_fire( M18_group.alley_vp.roddy, true) set_cant_flee_flag( M18_group.alley_vp.roddy, true) set_cant_cower_flag( M18_group.alley_vp.roddy, true) character_set_no_satchel_panic( M18_group.alley_vp.roddy, true) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) character_set_no_explosive_panic( M18_group.alley_vp.roddy,true) --npc_refire_rate_override( M18_group.alley_vp.julius, 1) --set_never_turn_on_player( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) ------ ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) ai_clear_priority_target( M18_group.alley_vp.julius) npc_weapon_pickup_override( M18_group.alley_vp.julius, false) --set_always_sees_player_flag( M18_group.alley_vp.julius, true ) character_set_never_catch_fire( M18_group.alley_vp.julius, true) set_cant_flee_flag( M18_group.alley_vp.julius, true) set_cant_cower_flag( M18_group.alley_vp.julius, true) character_set_no_satchel_panic( M18_group.alley_vp.julius, true) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) character_set_no_explosive_panic( M18_group.alley_vp.julius,true) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( M18_group.alley_vp.roddy, false) set_attack_enemies_flag( M18_group.alley_vp.roddy, true) set_attack_peds_flag( M18_group.alley_vp.roddy, true) ai_add_enemy_target( M18_group.alley_vp.roddy, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.roddy, true) set_always_sees_player_flag( M18_group.alley_vp.roddy, true ) --set_never_turn_on_player( M18_group.alley_vp.julius, false) set_attack_enemies_flag( M18_group.alley_vp.julius, true) set_attack_peds_flag( M18_group.alley_vp.julius, true) ai_add_enemy_target( M18_group.alley_vp.julius, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M18_group.alley_vp.julius, true) set_always_sees_player_flag( M18_group.alley_vp.julius, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( M18_group.alley_vp.julius, true) character_set_always_combat_ready(M18_group.alley_vp.roddy, true) end --set_gibbable(LOCAL_PLAYER, false) end end end --party_add(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER) --if mission_is_active("mol_kz_01") then -- CHECK NOTORIETY LEVEL SANDBOX_COP_NOTORIETY_CHECK = notoriety_get_decimal("police") -- Used by POLICE_DRIVEBY and WARDEN_INSTANT -- NOTORIETY_CHECK = notoriety_get_decimal("police") -- KILL SANDBOX+ ON-FOOT RADIO IF STORE INTERFACE IS ACTIVE if store_interface_is_active() then kill_radio_music() end -- SET GLITCH if not GLITCH then set_glitch_override(-1.0, true) -- Disable glitch effect at startup (default setting) else set_glitch_override(0.0, false) -- Revert glitch effect to vanilla end -- SET POLICE_DRIVEBY if POLICE_DRIVEBY then if SANDBOX_COP_NOTORIETY_CHECK >= 2.0 then set_cops_shooting_from_vehicles(true) -- Enable police shooting from vehicles (default setting) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.0 then set_cops_shooting_from_vehicles(false) -- Revert police behavior to vanilla (if notoriety level is lower than 2) end else set_cops_shooting_from_vehicles(false) -- Revert police behavior to vanilla (if POLICE_DRIVEBY is set to false) end -- SET SHOW_TUTORIAL if not mission_is_active() and not SHOW_TUTORIAL then tutorial_suspend_all(true) -- Disable tutorial popups if mission is not active (default setting) else tutorial_suspend_all(false) -- Revert tutorial popups to vanilla end -- SET VEHICLE_EXPLODE if MODDING_PATCH then if not VEHICLE_EXPLODE then vehicle_disable_fire_when_upside_down(true) -- Disable vehicles exploding when upside down (only if modding patch is installed) else vehicle_disable_fire_when_upside_down(false) -- Revert vehicle behavior to vanilla end end -- SET VEHICLE_SUPERPOWERS if VEHICLE_SUPERPOWERS and SUPERPOWER_ATTACKS then player_can_use_super_powers_in_vehicle(LOCAL_PLAYER, true) -- Enable superpower attacks in vehicles (default setting) if coop_is_active() then player_can_use_super_powers_in_vehicle(REMOTE_PLAYER, true) -- Enable superpower attacks in vehicles for co-op partner (if co-op is active) end else player_can_use_super_powers_in_vehicle(LOCAL_PLAYER, false) -- Revert superpower attacks to vanilla (if SUPERPOWER_ATTACKS is set to false) if coop_is_active() then player_can_use_super_powers_in_vehicle(REMOTE_PLAYER, false) -- Revert superpower attacks to vanilla for co-op partner (if co-op is active) end end delay(0.5) end end -- **************************************************************************************************** -- END MISC THREAD -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN KEYCOMBO THREAD -- **************************************************************************************************** function keycombo_thread() while KEYCOMBO_THREAD_ON == 1 do if player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") then -- Z (recruit/dismiss) - TELEPORTS if player_action_is_pressed(B_INSERT) and not RECRUIT_PUSHED then -- TELEPORT TO SAINTS ZERO THIRTY INSIDE BASE reset_crib_interior() reset_all_zones() city_zone_swap("M_00", true) local tposx,tposy,tposz = (2760.611 - ctele_Posx), (-304.804 - ctele_Posy), (445.112 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Zero Saints Thirty") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_HOME) and not RECRUIT_PUSHED then -- TELEPORT TO SAINTS ZERO THIRTY CUTSCENE (OUTSIDE) reset_crib_interior() reset_all_zones() city_zone_swap("M_00", true) local tposx,tposy,tposz = (2051.361 - ctele_Posx), (-2492.004 - ctele_Posy), (545.961 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Zero Saints Thirty - Outside base") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not RECRUIT_PUSHED then -- TELEPORT TO WHITE HOUSE - CUTSCENE FLOOR reset_crib_interior() reset_all_zones() city_zone_swap("wh", true) local tposx,tposy,tposz = (589.623 - ctele_Posx), (2014.219 - ctele_Posy), (317.826 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to White House - Cutscene Floor") -- Found By Pliskin Hunter if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not RECRUIT_PUSHED then -- TELEPORT TO WHITE HOUSE PRESS CONFERENCE reset_crib_interior() reset_all_zones() city_zone_swap("wh", true) local tposx,tposy,tposz = (633.256 - ctele_Posx), (1960.711 - ctele_Posy), (326.396 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to White House - Press conference") -- Found By Pliskin Hunter if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_END) and not RECRUIT_PUSHED then -- TELEPORT TO WHITE CRIB 1 reset_crib_interior() reset_all_zones() city_zone_swap("wh", true) local tposx,tposy,tposz = (681.894 - ctele_Posx), (1961.763 - ctele_Posy), (340.132 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to White House 1 destroyed") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not RECRUIT_PUSHED then -- TELEPORT TO WHITE CRIB 2 reset_crib_interior() reset_all_zones() city_zone_swap("wh", true) local tposx,tposy,tposz = (683.452 - ctele_Posx), (1978.624 - ctele_Posy), (340.132 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to White House 2 destroyed") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not RECRUIT_PUSHED then -- TELEPORT TO PLEASANTVILLE reset_crib_interior() reset_all_zones() city_zone_swap("pv", true) local tposx,tposy,tposz = (242.062 - ctele_Posx), (-2288.013 - ctele_Posy), (5.606 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Pleasantville") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not RECRUIT_PUSHED then -- TELEPORT TO ZIN SHIP - THE ESCAPE reset_crib_interior() reset_all_zones() city_zone_swap("m3_escape", true) local tposx,tposy,tposz = (-2184.858 - ctele_Posx), (-2441.276 - ctele_Posy), (351.005 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to The Escape - Zin ship") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not RECRUIT_PUSHED then -- TELEPORT TO ZIN SHIP - FYING SECTION reset_crib_interior() reset_all_zones() city_zone_swap("m3_fox", true) local tposx,tposy,tposz = (-1681.257 - ctele_Posx), (-1243.657 - ctele_Posy), (1094.517 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to The Escape - Flying section") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_UP) and not RECRUIT_PUSHED then -- TELEPORT TO MILLER SPACE VIRTUAL PRISON reset_crib_interior() reset_all_zones() city_zone_swap("vr", true) local tposx,tposy,tposz = (-2326.832 - ctele_Posx), (1035.341 - ctele_Posy), (1183.765 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Miller Space - Virtual Prison") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not RECRUIT_PUSHED then -- TELEPORT TO MILLER SPACE CHOOSE DOOR reset_crib_interior() reset_all_zones() city_zone_swap("vr", true) local tposx,tposy,tposz = (-1793.410 - ctele_Posx), (1580.336 - ctele_Posy), (1020.260 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Miller Space - Virtual Prison") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not RECRUIT_PUSHED then -- TELEPORT TO MATT MILLER RESCUE reset_crib_interior() reset_all_zones() city_zone_swap("m7_matt", true) local tposx,tposy,tposz = (2094.197 - ctele_Posx), (-2327.994 - ctele_Posy), (387.246 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Matt Miller rescue") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end RECRUIT_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_TAUNT_TWO") then -- X (taunt) - TELEPORTS if player_action_is_pressed(B_INSERT) and not TAUNT_PUSHED then -- TELEPORT TO DE PLANE 1 reset_crib_interior() reset_all_zones() city_zone_swap("m3", true) city_zone_swap("int_m2", true) local tposx,tposy,tposz = (1885.904 - ctele_Posx), (1508.658 - ctele_Posy), (1422.657 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to De Plane 1") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_HOME) and not TAUNT_PUSHED then -- TELEPORT TO DE PLANE 2 reset_crib_interior() reset_all_zones() city_zone_swap("m3", true) city_zone_swap("int_m2", true) local tposx,tposy,tposz = (1835.632 - ctele_Posx), (1433.058 - ctele_Posy), (1416.290 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to De Plane 2") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not TAUNT_PUSHED then -- TELEPORT TO ON TRACK NIGHT CLUB reset_crib_interior() reset_all_zones() city_zone_swap("m3", true) city_zone_swap("int_m2", true) local tposx,tposy,tposz = (-536.369 - ctele_Posx), (1908.538 - ctele_Posy), (73.901 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to De Plane - On Track Night Club") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not TAUNT_PUSHED then -- TELEPORT TO STILWATER reset_crib_interior() reset_all_zones() city_zone_swap("m3", true) local tposx,tposy,tposz = (-725.875 - ctele_Posx), (2048.167 - ctele_Posy), (61.127 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Stilwater") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_END) and not TAUNT_PUSHED then -- TELEPORT TO FROM ASHA WITH LOVE reset_crib_interior() reset_all_zones() city_zone_swap("m11", true) local tposx,tposy,tposz = (357.622 - ctele_Posx), (-940.384 - ctele_Posy), (279.261 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to From Asha with Love") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not TAUNT_PUSHED then -- TELEPORT TO GAT SIDESCROLLER reset_crib_interior() reset_all_zones() city_zone_swap("2D", true) local tposx,tposy,tposz = (1245.076 - ctele_Posx), (2099.174 - ctele_Posy), (7.705 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to 2D Sidescroller") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not TAUNT_PUSHED then -- TELEPORT TO GAT RESCUE reset_crib_interior() reset_all_zones() city_zone_swap("m15_gat", true) local tposx,tposy,tposz = (2038.271 - ctele_Posx), (-2283.120 - ctele_Posy), (405.005 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gat rescue") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not TAUNT_PUSHED then -- TELEPORT TO KINZIE GAMIT GENKI AREA TURRETS reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (492.145 - ctele_Posx), (108.695 - ctele_Posy), (-313.874 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Kinzie Gambit - Genki area turrets") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not TAUNT_PUSHED then -- TELEPORT TO KINZIE GAMBIT GENKI AREA KILLING FLOOR reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (470.699 - ctele_Posx), (107.970 - ctele_Posy), (-313.979 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Kinzie Gambit - Genki area killing floor") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_UP) and not TAUNT_PUSHED then -- TELEPORT TO ALL HANDS ON DECK reset_crib_interior() reset_all_zones() city_zone_swap("m17", true) local tposx,tposy,tposz = (108.406 - ctele_Posx), (1096.709 - ctele_Posy), (-209.037 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to All Hands on Deck - Zin Ship") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not TAUNT_PUSHED then -- TELEPORT TO HE LIVES - OFFICE reset_crib_interior() reset_all_zones() city_zone_swap("m18_tv", true) local tposx,tposy,tposz = (-25.826 - ctele_Posx), (-153.637 - ctele_Posy), (14.444 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to He Lives - Office") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not TAUNT_PUSHED then -- TELEPORT TO HE LIVES - NIGHTMARE reset_crib_interior() reset_all_zones() city_zone_swap("m18_tv", true) local tposx,tposy,tposz = (825.227 - ctele_Posx), (-2552.652 - ctele_Posy), (26.037 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to He Lives - Nightmare") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_TAUNT_THREE") then -- C (compliment) - TELEPORTS if player_action_is_pressed(B_INSERT) and not COMPLIMENT_PUSHED then -- TELEPORT TO GRAND FINALE - KEY ESCORT reset_crib_interior() reset_all_zones() city_zone_swap("m5", true) local tposx,tposy,tposz = (-2501.221 - ctele_Posx), (1559.409 - ctele_Posy), (618.120 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Grand Finale - Key Escort") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_HOME) and not COMPLIMENT_PUSHED then -- TELEPORT TO GRAND FINALE - ARMORY reset_crib_interior() reset_all_zones() city_zone_swap("m22_3_ship", true) city_zone_swap("m22_3_dive", true) local tposx,tposy,tposz = (0.939 - ctele_Posx), (-1578.150 - ctele_Posy), (799.945 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Grand Finale - Armory") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not COMPLIMENT_PUSHED then -- TELEPORT TO GRAND FINALE - SHAFT reset_crib_interior() reset_all_zones() city_zone_swap("m22_3_ship", true) city_zone_swap("m22_3_dive", true) local tposx,tposy,tposz = (-1568.2395 - ctele_Posx), (-2234.990 - ctele_Posy), (2512.079 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Grand Finale - Shaft") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not COMPLIMENT_PUSHED then -- TELEPORT TO GRAND FINALE - THRONE ROOM reset_crib_interior() reset_all_zones() city_zone_swap("arena", true) local tposx,tposy,tposz = (-2452.131 - ctele_Posx), (2401.561 - ctele_Posy), (22.626 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Grand Finale - Throne Room") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_END) and not COMPLIMENT_PUSHED then -- TELEPORT TO GAT LOYALTY 1 reset_crib_interior() reset_all_zones() city_zone_swap("gat_loyalty", true) local tposx,tposy,tposz = (-78.600 - ctele_Posx), (2329.628 - ctele_Posy), (-299.193 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gat Loyalty - Genki SERC") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not COMPLIMENT_PUSHED then -- TELEPORT TO GAT LOYALTY 2 reset_crib_interior() reset_all_zones() city_zone_swap("gat_loyalty", true) local tposx,tposy,tposz = (28.512 - ctele_Posx), (2215.292 - ctele_Posy), (-298.9195 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gat Loyalty - Apocalypse Genki") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not COMPLIMENT_PUSHED then -- TELEPORT TO TRAINING AREA reset_crib_interior() reset_all_zones() city_zone_swap("training", true) local tposx,tposy,tposz = (2232.040 - ctele_Posx), (-1424.475 - ctele_Posy), (144.102 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Training area") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not COMPLIMENT_PUSHED then -- TELEPORT TO SUPER POWERED FIGHT CLUB reset_crib_interior() reset_all_zones() city_zone_swap("spfc", true) city_zone_swap("layout01", true) local tposx,tposy,tposz = (1989.319 - ctele_Posx), (1157.757 - ctele_Posy), (61.024 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Super Powered Fight Club") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not COMPLIMENT_PUSHED then -- TELEPORT TO PLATFORMING RIFT reset_crib_interior() reset_all_zones() city_zone_swap("leap_1", true) city_zone_swap("leap_2_swap", true) local tposx,tposy,tposz = (-2163.471 - ctele_Posx), (264.569 - ctele_Posy), (229.531 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Platforming Rift") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_UP) and not COMPLIMENT_PUSHED then -- TELEPORT TO SPEED RIFT reset_crib_interior() reset_all_zones() city_zone_swap("sprint_1", true) city_zone_swap("sprint_2", true) city_zone_swap("sprint_3", true) local tposx,tposy,tposz = (-1312.139 - ctele_Posx), (2146.673 - ctele_Posy), (488.989 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Speed Rift") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not COMPLIMENT_PUSHED then -- TELEPORT TO TK RIFT reset_crib_interior() reset_all_zones() city_zone_swap("tk_1_swap", true) city_zone_swap("tk_2", true) local tposx,tposy,tposz = (-139.698 - ctele_Posx), (2164.676 - ctele_Posy), (496.015 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to TK Rift") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not COMPLIMENT_PUSHED then -- TELEPORT TO PENETRATOR CAVE reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (1188.403 - ctele_Posx), (81.164 - ctele_Posy), (7.770 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Penetrator cave") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") then -- F (melee/horn) - TELEPORTS if player_action_is_pressed(B_INSERT) and not MELEE_PUSHED then -- TELEPORT TO SIGN TEXTURES reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (-115.949 - ctele_Posx), (-148.183 - ctele_Posy), (-68.661 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to sign textures") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not MELEE_PUSHED then -- TELEPORT TO SHIP reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (104.3626 - ctele_Posx), (1074.9542 - ctele_Posy), (-201.839 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Crib Ship") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY CAMANO PLACE reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (-1554.136 - ctele_Posx), (-869.053 - ctele_Posy), (8.332 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Camano Place") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY ESPINA reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (-1217.657 - ctele_Posx), (102.067 - ctele_Posy), (21.222 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Espina") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_END) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY HENRY STEEL MILLS reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (-303.231 - ctele_Posx), (-887.995 - ctele_Posy), (4.790 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Henry Steel Mills") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY LOREN SQUARE reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (45.482 - ctele_Posx), (-42.570 - ctele_Posy), (11.900 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Loren Square") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY SUNSET PARK reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (40.008 - ctele_Posx), (673.332 - ctele_Posy), (7.833 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Sunset Park") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY ASHWOOD reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (949.493 - ctele_Posx), (-968.512 - ctele_Posy), (14.141 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Ashwood") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY BRICKSTON reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (1427.560 - ctele_Posx), (-158.404 - ctele_Posy), (24.921 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Brickston") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_UP) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY ARAPICE ISLAND reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (952.741 - ctele_Posx), (-115.701 - ctele_Posy), (8.175 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Arapice Island") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY YEARWOOD reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (1498.986 - ctele_Posx), (590.451 - ctele_Posy), (40.213 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Yearwood") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not MELEE_PUSHED then -- TELEPORT TO GATEWAY BRIDGEPORT reset_crib_interior() reset_all_zones() local tposx,tposy,tposz = (754.792 - ctele_Posx), (891.596 - ctele_Posy), (6.057 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Gateway - Bridgeport") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") then -- G (grenade switch) - TELEPORTS if player_action_is_pressed(B_INSERT) and not GRENADE_PUSHED then -- TELEPORT TO ETD INSIDE PAUL reset_crib_interior() reset_all_zones() city_zone_swap("dlc1_4p", true) local tposx,tposy,tposz = (2460.130 - ctele_Posx), (-2150.197 - ctele_Posy), (499.316 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to inside Paul") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not GRENADE_PUSHED then -- TELEPORT TO ETD DOMINATRIX CLUB reset_crib_interior() reset_all_zones() city_zone_swap("dlc1_bdclub", true) local tposx,tposy,tposz = (1962.042 - ctele_Posx), (48.175 - ctele_Posy), (320.802 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Dominatrix Club") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not GRENADE_PUSHED then -- TELEPORT TO HTSSC PLEASANTVILLE reset_crib_interior() reset_all_zones() city_zone_swap("dlc2_wpv", true) local tposx,tposy,tposz = (38.010 - ctele_Posx), (-2092.464 - ctele_Posy), (0.225 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Winter Pleasantville") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not GRENADE_PUSHED then -- TELEPORT TO HTSSC NORTH POLE reset_crib_interior() reset_all_zones() city_zone_swap("dlc2_nps", true) local tposx,tposy,tposz = (-1495.037 - ctele_Posx), (-1780.043 - ctele_Posy), (686.521 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to North Pole") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_END) and not GRENADE_PUSHED then -- TELEPORT TO HTSSC SANTA'S WORKSHOP reset_crib_interior() reset_all_zones() city_zone_swap("dlc2_nps", true) local tposx,tposy,tposz = (-1608.141 - ctele_Posx), (-2202.854 - ctele_Posy), (745.005 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Santa's Workshop") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not GRENADE_PUSHED then -- TELEPORT TO HTSSC LOREN SQUARE reset_crib_interior() reset_all_zones() city_zone_swap("dlc2_r", true) local tposx,tposy,tposz = (-251.028 - ctele_Posx), (-550.206 - ctele_Posy), (14.159 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Winter Steelport - Loren Square") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not GRENADE_PUSHED then -- TELEPORT TO SAINTS HQ if not mission_is_active("m09") then reset_crib_interior() reset_all_zones() arrive_saintshq_int() local tposx,tposy,tposz = (-1478.377 - ctele_Posx), (1098.159 - ctele_Posy), (145.782 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Saints HQ") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end else alert_message(" You cannot use this command during this mission!") end GRENADE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not GRENADE_PUSHED then -- TELEPORT TO THREE COUNT CRIB if not mission_is_active("mol_mm_01") and not mission_is_active("dlc1_m01") then reset_crib_interior() reset_all_zones() arrive_threecount_int() local tposx,tposy,tposz = (1203.540 - ctele_Posx), (1450.141 - ctele_Posy), (228.156 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to Three Count crib") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end else alert_message(" You cannot use this command during this mission!") end GRENADE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not GRENADE_PUSHED then -- TELEPORT TO THE SAINTS FLOW - MAGARAC ISLAND if not mission_is_active("m09") then reset_crib_interior() reset_all_zones() arrive_saintshq_int() local tposx,tposy,tposz = (-2169.375 - ctele_Posx), (1072.984 - ctele_Posy), (7.913 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandbox_message(" Teleported to The Saints Flow - Magarac Island") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end else alert_message(" You cannot use this command during this mission!") end GRENADE_PUSHED = true elseif player_action_is_pressed(B_UP) and not GRENADE_PUSHED then -- TOGGLE MAGARAC ISLAND STATE (THE SAINTS FLOW) GTA3 --ding_finish_audio() if START_TRIGGER == 0 then --MISSION_START = 1 START_TRIGGER = 1 sandbox_message("Homie sense of crime trigger activated - make sure disactivate it upon restarting or quiting a mission or else it will not work.") elseif START_TRIGGER == 1 then START_TRIGGER = 0 KILL_DONE = 0 sandbox_message("Homie sense of crime trigger disactivated") --sandbox_message("Homie sense of crime trigger disactivated") end delay(0.75) elseif player_action_is_pressed(B_LBRACKET) and not GRENADE_PUSHED then -- TELEPORT YOUR CO-OP PARTNER TO YOUR LOCATION FWIP if mission_is_active("m18") then --remove this combat not use for no reason not 2016 if FOLLOWERS_INVULNERABLE then --zimos camera_set_target(M18_group.alley_vp.roddy, true, SYNC_ALL) sandbox_message("camera switch to Roddy Piper") else camera_set_target(M18_group.alley_vp.julius, true, SYNC_ALL) sandbox_message("camera switch to Keith David") end end if mission_is_active("mol_kz_01") then --remove this combat not use for no reason not 2016 camera_set_target(MOL_KZ_01_homie.kinzie, true, SYNC_ALL) sandbox_message("camera switch to kinzie") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE delay(0.75) --GRENADE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not GRENADE_PUSHED then -- TELEPORT YOURSELF TO YOUR CO-OP PARTNER LOCATION GTA3 if NEVER_WANTED == 0 then notoriety_reset("police") notoriety_set_max("police", 0.9) ambient_cop_spawn_enable(false) spawning_allow_cop_ambient_spawns(false) sandbox_message("Never Wanted is on!") elseif NEVER_WANTED == 1 then notoriety_set_max("police",6) ambient_cop_spawn_enable(true) spawning_allow_cop_ambient_spawns(true) sandbox_message("Never Wanted is off!") end if NEVER_WANTED == 1 then NEVER_WANTED = 0 else NEVER_WANTED = NEVER_WANTED + 1 end delay(0.75) --GRENADE_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_CROUCH") then -- CTRL (crouch) - SPECIAL COMMANDS if player_action_is_pressed(B_INSERT) and not CROUCH_PUSHED then -- TOGGLE SUPERPOWER MOVEMENT -- PARACHUTING DOESN'T WORK PROPERLY (MISSING PARACHUTE, BROKEN ANIMATIONS) if SUPERPOWER_MOVEMENT == 1 then SAINTSHQ_SUPERPOWERS = false player_super_movement_enable(false) sandbox_message(" Superpower movement deactivated") elseif SUPERPOWER_MOVEMENT == 2 then human_allow_freefall(true) player_super_movement_enable(false) sandbox_message(" Freefall enabled") elseif SUPERPOWER_MOVEMENT == 3 then human_allow_parachute(true) player_super_movement_enable(false) sandbox_message(" Parachuting enabled") elseif SUPERPOWER_MOVEMENT == 4 then SAINTSHQ_SUPERPOWERS = true player_super_movement_enable(true) human_allow_freefall(false) human_allow_parachute(false) sandbox_message(" Superpower movement activated") end if SUPERPOWER_MOVEMENT == 4 then SUPERPOWER_MOVEMENT = 1 else SUPERPOWER_MOVEMENT = SUPERPOWER_MOVEMENT + 1 end delay(0.75) elseif player_action_is_pressed(B_HOME) and not CROUCH_PUSHED then -- TOGGLE SUPERPOWER ATTACKS if SUPERPOWER_ATTACKS then player_super_attacks_enable(false) sandbox_message(" Superpower attacks deactivated") else player_super_attacks_enable(true) sandbox_message(" Superpower attacks activated") end SUPERPOWER_ATTACKS = not SUPERPOWER_ATTACKS delay(0.75) elseif player_action_is_pressed(B_PGUP) and not CROUCH_PUSHED then -- TOGGLE SUPERPOWER ATTACKS IN VEHICLES if VEHICLE_SUPERPOWERS then sandbox_message(" You can't use superpower attacks in vehicles anymore") else sandbox_message(" You can now use superpower attacks in vehicles") end VEHICLE_SUPERPOWERS = not VEHICLE_SUPERPOWERS delay(0.75) elseif player_action_is_pressed(B_DELETE) and not CROUCH_PUSHED then -- TOGGLE SUPERPOWER COOLDOWN if SUPERPOWER_COOLDOWN then player_super_power_set_temp_charge(1.0) heaven_audio() sandbox_message(" Superpower cooldown disabled") else player_super_power_set_temp_charge(-1.0) sandbox_message(" Superpower cooldown restored") end SUPERPOWER_COOLDOWN = not SUPERPOWER_COOLDOWN delay(0.75) elseif player_action_is_pressed(B_END) and not CROUCH_PUSHED then -- TOGGLE INVULNERABLE MODE AND GOD MODE if GOD_MODE == 1 then player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) turn_invulnerable(LOCAL_PLAYER) character_set_damage_multiplier(LOCAL_PLAYER, 0.00) sandbox_message(" Player is now invulnerable") if COOP_COMMANDS and coop_is_active() then character_set_damage_multiplier(REMOTE_PLAYER, 0.00) turn_invulnerable(REMOTE_PLAYER) end elseif GOD_MODE == 2 then turn_invulnerable(LOCAL_PLAYER) character_set_damage_multiplier(LOCAL_PLAYER, 0.00) character_prevent_explosion_fling(LOCAL_PLAYER, true) character_set_never_catch_fire(LOCAL_PLAYER, true) character_set_never_fall(LOCAL_PLAYER, true) character_allow_ragdoll(LOCAL_PLAYER, false) character_prevent_bumping(LOCAL_PLAYER, true) player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) human_set_invulnerable_to_telekinesis(LOCAL_PLAYER, true) human_set_invulnerable_to_freeze(LOCAL_PLAYER, true) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, true) character_prevent_flinching(LOCAL_PLAYER, true) heaven_audio() sandbox_message(" No one man should have all that power...") if COOP_COMMANDS and coop_is_active() then character_allow_ragdoll(REMOTE_PLAYER, false) character_prevent_bumping(REMOTE_PLAYER, true) character_prevent_explosion_fling(REMOTE_PLAYER, true) character_prevent_flinching(REMOTE_PLAYER, true) character_prevent_kneecapping(REMOTE_PLAYER, true) character_set_never_catch_fire(REMOTE_PLAYER, true) character_set_never_fall(REMOTE_PLAYER, true) human_set_invulnerable_to_telekinesis(REMOTE_PLAYER, true) human_set_invulnerable_to_freeze(REMOTE_PLAYER, true) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, true) character_set_damage_multiplier(REMOTE_PLAYER, 0.00) end elseif GOD_MODE == 3 then player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) character_allow_ragdoll(LOCAL_PLAYER, true) character_prevent_bumping(LOCAL_PLAYER, false) character_prevent_explosion_fling(LOCAL_PLAYER, false) character_prevent_flinching(LOCAL_PLAYER, false) character_prevent_kneecapping(LOCAL_PLAYER, false) character_set_never_catch_fire(LOCAL_PLAYER, false) character_set_never_fall(LOCAL_PLAYER, false) human_set_invulnerable_to_telekinesis(LOCAL_PLAYER, false) human_set_invulnerable_to_freeze(LOCAL_PLAYER, false) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, false) turn_vulnerable(LOCAL_PLAYER) character_set_damage_multiplier(LOCAL_PLAYER, 1.00) sandbox_message(" Player is now vulnerable") if COOP_COMMANDS and coop_is_active() then human_set_invulnerable_to_telekinesis(REMOTE_PLAYER, false) human_set_invulnerable_to_freeze(REMOTE_PLAYER, false) character_allow_ragdoll(REMOTE_PLAYER, true) character_prevent_bumping(REMOTE_PLAYER, false) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, false) character_prevent_explosion_fling(REMOTE_PLAYER, false) character_prevent_flinching(REMOTE_PLAYER, false) character_prevent_kneecapping(REMOTE_PLAYER, false) character_set_never_catch_fire(REMOTE_PLAYER, false) character_set_never_fall(REMOTE_PLAYER, false) turn_vulnerable(REMOTE_PLAYER) character_set_damage_multiplier(REMOTE_PLAYER, 1.00) end end if GOD_MODE == 3 then GOD_MODE = 1 else GOD_MODE = GOD_MODE + 1 end delay(0.75) elseif player_action_is_pressed(B_PGDWN) and not CROUCH_PUSHED then -- CYCLE GHOST TOWN MODES if GHOST_TOWN == 1 then spawning_pedestrians(false) spawning_vehicles(false) action_nodes_enable(false) parking_spot_disable_all(true) sandbox_message(" Ghost Town - no traffic") elseif GHOST_TOWN == 2 then spawning_pedestrians(false) spawning_vehicles(false) spawning_distant_vehicles(false) action_nodes_enable(true) parking_spot_disable_all(false) sandbox_message(" Ghost Town - parked cars only") elseif GHOST_TOWN == 3 then spawning_pedestrians(true) spawning_vehicles(false) spawning_distant_vehicles(false) action_nodes_enable(true) parking_spot_disable_all(true) sandbox_message(" Ghost Town - peds only") elseif GHOST_TOWN == 4 then spawning_pedestrians(false) spawning_vehicles(true) spawning_distant_vehicles(false) action_nodes_enable(false) parking_spot_disable_all(true) sandbox_message(" Ghost Town - vehicles only") elseif GHOST_TOWN == 5 then spawning_pedestrians(false) spawning_vehicles(true) spawning_distant_vehicles(false) action_nodes_enable(true) parking_spot_disable_all(false) sandbox_message(" Ghost Town - vehicles only with few peds in hiding spots") elseif GHOST_TOWN == 6 then spawning_distant_vehicles(true) spawning_pedestrians(true) spawning_vehicles(true) action_nodes_enable(true) parking_spot_disable_all(false) sandbox_message(" Traffic enabled") end if GHOST_TOWN == 6 then GHOST_TOWN = 1 else GHOST_TOWN = GHOST_TOWN + 1 end delay(0.75) elseif player_action_is_pressed(B_RIGHT) and not CROUCH_PUSHED then if mission_is_active("mol_kz_01") then --CTRL+RIGHT = Cycles kinzie's superpower behaviour if NPC_SUPERPOWERS == 0 then set_behavior_set(MOL_KZ_01_homie.kinzie, "Super Saint" ) sandbox_message("Kinzie's superpower behaviour is super saints") elseif NPC_SUPERPOWERS == 1 then set_behavior_set(MOL_KZ_01_homie.kinzie, "Super Jump Only" ) sandbox_message("Kinzie's superpower behaviour is Super Jump Only") elseif NPC_SUPERPOWERS == 2 then set_behavior_set(MOL_KZ_01_homie.kinzie, "Saint Melee" ) sandbox_message("Kinzie's superpower behaviour is Saint Melee") elseif NPC_SUPERPOWERS == 3 then set_behavior_set(MOL_KZ_01_homie.kinzie, "Super Enemy Boss" ) sandbox_message("Kinzie's superpower behaviour is Super Enemy Boss") elseif NPC_SUPERPOWERS == 4 then set_behavior_set(MOL_KZ_01_homie.kinzie,"Genki - melee" ) sandbox_message("Kinzie's superpower behaviour is Genki - Melee") end if NPC_SUPERPOWERS == 4 then NPC_SUPERPOWERS = 0 else NPC_SUPERPOWERS = NPC_SUPERPOWERS + 1 end else end --human_set_invulnerable_to_telekinesis( MOL_KZ_01_homie.kinzie, true) -- npc_super_powers_enable(MOL_SH01_homie.shaundi2) --npc_super_powers_enable(MOL_SH01_homie.shaundi3) if mission_is_active("m18") then --CTRL+RIGHT = Cycles kinzie's superpower behaviour if NPC_SUPERPOWERS == 0 then set_behavior_set(M18_group.alley_vp.roddy, "Super Saint" ) set_behavior_set(M18_group.alley_vp.julius, "Super Saint" ) sandbox_message("Homies superpower behaviour is super saints") elseif NPC_SUPERPOWERS == 1 then set_behavior_set(M18_group.alley_vp.roddy, "super jump only" ) set_behavior_set(M18_group.alley_vp.julius, "super jump only" ) sandbox_message("Homies superpower behaviour is Super Jump Only") elseif NPC_SUPERPOWERS == 2 then set_behavior_set(M18_group.alley_vp.roddy, "Saint Melee" ) set_behavior_set(M18_group.alley_vp.julius, "Saint Melee" ) sandbox_message("Homies superpower behaviour is Saint Melee") elseif NPC_SUPERPOWERS == 3 then set_behavior_set(M18_group.alley_vp.roddy, "Super Enemy Boss" ) set_behavior_set(M18_group.alley_vp.julius, "Super Enemy Boss" ) sandbox_message("Homies superpower behaviour is Super Enemy Boss") elseif NPC_SUPERPOWERS == 4 then set_behavior_set(M18_group.alley_vp.roddy, "Genki - melee" ) set_behavior_set(M18_group.alley_vp.julius, "Genki - melee" ) sandbox_message("Homies superpower behaviour is Genki - Melee") end if NPC_SUPERPOWERS >= 4 then NPC_SUPERPOWERS = 0 else NPC_SUPERPOWERS = NPC_SUPERPOWERS + 1 end else end if mission_is_active("m16") then --CTRL+RIGHT = Cycles kinzie's superpower behaviour if NPC_SUPERPOWERS == 0 then set_behavior_set(M16_group.esc_homies.npcs.asha.name, "Super Saint" ) -- set_behavior_set(M18_group.alley_vp.julius, "Super Saint" ) sandbox_message("ASHA superpower behaviour is super saints") elseif NPC_SUPERPOWERS == 1 then set_behavior_set(M16_group.esc_homies.npcs.asha.name, "super jump only" ) -- set_behavior_set(M18_group.alley_vp.julius, "super jump only" ) sandbox_message("ASHA superpower behaviour is Super Jump Only") elseif NPC_SUPERPOWERS == 2 then set_behavior_set(M16_group.esc_homies.npcs.asha.name, "Saint Melee" ) -- set_behavior_set(M18_group.alley_vp.julius, "Saint Melee" ) sandbox_message("ASHA superpower behaviour is Saint Melee") elseif NPC_SUPERPOWERS == 3 then set_behavior_set(M16_group.esc_homies.npcs.asha.name, "Super Enemy Boss" ) -- set_behavior_set(M18_group.alley_vp.julius, "Super Enemy Boss" ) sandbox_message("ASHA superpower behaviour is Super Enemy Boss") elseif NPC_SUPERPOWERS == 4 then set_behavior_set(M16_group.esc_homies.npcs.asha.name, "Genki - melee" ) -- set_behavior_set(M18_group.alley_vp.julius, "Genki - melee" ) sandbox_message("ASHA superpower behaviour is Genki - Melee") end if NPC_SUPERPOWERS >= 4 then NPC_SUPERPOWERS = 0 else NPC_SUPERPOWERS = NPC_SUPERPOWERS + 1 end else end if mission_is_active("m17") then --CTRL+RIGHT = Cycles kinzie's superpower behaviour if NPC_SUPERPOWERS == 0 then set_behavior_set(M17_group.kinzie.kinzie, "Super Saint" ) set_behavior_set(M17_group.shaundi.shaundi, "Super Saint" ) sandbox_message("kinzie and shaundi's behaviour is super saints") elseif NPC_SUPERPOWERS == 1 then set_behavior_set(M17_group.kinzie.kinzie, "super jump only" ) set_behavior_set(M17_group.shaundi.shaundi, "super jump only" ) sandbox_message("kinzie and shaundi's behaviour is Super Jump Only") elseif NPC_SUPERPOWERS == 2 then set_behavior_set(M17_group.kinzie.kinzie, "Saint Melee" ) set_behavior_set(M17_group.shaundi.shaundi, "Saint Melee" ) sandbox_message("kinzie and shaundi's superpower behaviour is Saint Melee") elseif NPC_SUPERPOWERS == 3 then set_behavior_set(M17_group.kinzie.kinzie, "Super Enemy Boss" ) set_behavior_set(M17_group.shaundi.shaundi, "Super Enemy Boss" ) sandbox_message("kinzie and shaundi's behaviour is Super Enemy Boss") elseif NPC_SUPERPOWERS == 4 then set_behavior_set(M17_group.kinzie.kinzie, "Genki - melee" ) set_behavior_set(M17_group.shaundi.shaundi, "Genki - melee" ) sandbox_message("kinzie and shaundi's superpower behaviour is Genki - Melee") end if NPC_SUPERPOWERS >= 4 then NPC_SUPERPOWERS = 0 else NPC_SUPERPOWERS = NPC_SUPERPOWERS + 1 end else end delay(0.75) elseif player_action_is_pressed(B_LEFT) and not CROUCH_PUSHED then if mission_is_active("mol_kz_01") then --CTRL+left = Cycles kinzie's superpowers enabled if NPC_SUPERPOWERS_ENABLE then npc_super_powers_enable(MOL_KZ_01_homie.kinzie,true) -- set_behavior_set(MOL_KZ_01_homie.kinzie, "Super Saint" ) sandbox_message("Kinzie's superpowers ENABLED") else -- set_behavior_set(MOL_KZ_01_homie.kinzie, "Gang Offensive" ) npc_super_powers_disable(MOL_KZ_01_homie.kinzie ) sandbox_message("Kinzie's superpowers DISABLED") end end if mission_is_active("m18") then --CTRL+left = Cycles kinzie's superpowers enabled if NPC_SUPERPOWERS_ENABLE then npc_super_powers_enable(M18_group.alley_vp.julius,true) npc_super_powers_enable(M18_group.alley_vp.roddy,true) --npc_super_powers_enable(M18_group.alley_vp.roddy) sandbox_message("Homies superpowers ENABLED") else -- set_behavior_set(M18_group.alley_vp.roddy, "Gang Defensive" ) -- set_behavior_set(M18_group.alley_vp.julius , "Gang Offensive" ) npc_super_powers_disable(M18_group.alley_vp.roddy) npc_super_powers_disable(M18_group.alley_vp.julius ) sandbox_message("Homies superpowers DISABLED") end end if mission_is_active("m16") then --CTRL+left = Cycles kinzie's superpowers enabled if NPC_SUPERPOWERS_ENABLE then -- npc_super_powers_enable(M18_group.alley_vp.julius) npc_super_powers_enable(M16_group.esc_homies.npcs.asha.name,true) --npc_super_powers_enable(M18_group.alley_vp.roddy) sandbox_message("asha superpowers ENABLED") else -- set_behavior_set(M16_group.esc_homies.npcs.asha.name, "Gang Defensive" ) -- set_behavior_set(M18_group.alley_vp.julius , "Gang Offensive" ) npc_super_powers_disable(M16_group.esc_homies.npcs.asha.name) -- npc_super_powers_disable(M18_group.alley_vp.julius ) sandbox_message("asha superpowers DISABLED") end end if mission_is_active("m17") then --CTRL+left = Cycles kinzie's superpowers enabled if NPC_SUPERPOWERS_ENABLE then npc_super_powers_enable(M17_group.shaundi.shaundi) npc_super_powers_enable(M17_group.kinzie.kinzie) --npc_super_powers_enable(M18_group.alley_vp.roddy) sandbox_message("kinzie and shaundi's superpowers ENABLED") else -- set_behavior_set(M17_group.shaundi.shaundi, "Gang Defensive" ) -- set_behavior_set(M17_group.kinzie.kinzie, "Gang Defensive" ) npc_super_powers_disable(M17_group.kinzie.kinzie) npc_super_powers_disable(M17_group.shaundi.shaundi) sandbox_message("kinzie and shaundi's superpowers DISABLED") end end NPC_SUPERPOWERS_ENABLE = not NPC_SUPERPOWERS_ENABLE delay(0.75) elseif player_action_is_pressed(B_DOWN) and not CROUCH_PUSHED then -- TURN OFF SANDBOX+ ON-FOOT RADIO kill_radio_music() current_radio_song = "" sandbox_message(" Sandbox+ on-foot radio turned off") CROUCH_PUSHED = true elseif player_action_is_pressed(B_UP) and not CROUCH_PUSHED then -- RESHUFFLE MUSIC FOR SANDBOX+ ON-FOOT RADIO if not CIV_GLITCHED then character_set_only_scripted_grabs(LOCAL_PLAYER, false) sandbox_message(" [format][color:red]player is now grabbable enabled[/format]") else character_set_only_scripted_grabs(LOCAL_PLAYER, true) sandbox_message(" [format][color:yellow]player is now grabbable disabled[/format]") end -- sandbox_message("[format][color:yellow]All 3 escape vehicles are now enterable.[/format]") CIV_GLITCHED = not CIV_GLITCHED CROUCH_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not CROUCH_PUSHED then -- TOGGLE GLITCHED PEDESTRIANS if not CIV_GLITCHED then set_civilians_glitching(true) sandbox_message(" Glitched pedestrians enabled") else set_civilians_glitching(false) sandbox_message(" Glitched pedestrians disabled") end CIV_GLITCHED = not CIV_GLITCHED delay(0.75) elseif player_action_is_pressed(B_RBRACKET) and not CROUCH_PUSHED then -- TOGGLE GRAVITY FOR THE PLAYER if GRAVITY then human_gravity_enable(LOCAL_PLAYER, false) heaven_audio() sandbox_message(" Gravity disabled for the player") if COOP_COMMANDS and coop_is_active() then human_gravity_enable(REMOTE_PLAYER, false) end else human_gravity_enable(LOCAL_PLAYER, true) sandbox_message(" Gravity enabled for the player") if COOP_COMMANDS and coop_is_active() then human_gravity_enable(REMOTE_PLAYER, true) end end GRAVITY = not GRAVITY delay(0.75) end elseif player_action_is_pressed("CBA_GAC_ACTION") then -- E (action/use) - SPECIAL COMMANDS if player_action_is_pressed(B_INSERT) and not USE_PUSHED then -- ENABLE ALL WEAPON SLOTS AND DISMISSING/RECRUITING HOMIES (BREAK THE MISSION) -- if PHONE_ON then camera_revert_target() hud_display_set_element(1, HUD_ELEM_MINIMAP, HUD_FADE_VISIBLE) crib_disable_interface(false) portals_enable(true) --portals_enable(false) hud_inventory_disable(false) --character_set_only_player_grabs(LOCAL_PLAYER, false) --character_set_only_scripted_grabs(LOCAL_PLAYER, true) player_force_vehicle_seat(LOCAL_PLAYER, 0) character_show(LOCAL_PLAYER) slew_mode(false) mission_set_real_world(false) camera_script_disable() clear_all_personas() -- player_force_vehicle_seat(LOCAL_PLAYER, -1) player_controls_enable(LOCAL_PLAYER) player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) audio_suppress_ambient_player_lines(false) persona_suppress_ambient_lines(false) cell_menu_disable_map(false) cell_menu_disable_phone(false) player_force_vehicle_seat(LOCAL_PLAYER, 0) crib_disable_simulation_exit(false) player_inventory_restore_on_mission_exit(LOCAL_PLAYER) set_player_can_exit_vehicles(LOCAL_PLAYER, true) set_player_can_exit_vehicles(REMOTE_PLAYER, true) party_set_recruitable(true) cellphone_lock(false) character_dont_regenerate(LOCAL_PLAYER, false) player_controls_enable(LOCAL_PLAYER) customization_item_revert(SYNC_ALL) customization_restore_player_rig(SYNC_ALL) party_allow_max_followers(true) -- set_never_turn_on_player("#Follower1#", true) -- set_never_turn_on_player("#Follower2#", true) -- set_never_turn_on_player("#Follower3#", true) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) inv_weapon_disable_all_slots(false) golden_cid_enable(false) radio_on_foot_enable(true) player_warp_to_shore_enable(LOCAL_PLAYER) party_set_recruitable(true) auto_pickup_weapons(true) player_super_power_set_wall_jump_and_sprint_disabled(false, false) crib_disable_simulation_exit(false) player_human_shield_lock(LOCAL_PLAYER, false) camera_shake_stop() set_never_crouch_flag(LOCAL_PLAYER, false) spawn_global_override_clear_category() --local dual_wielding = false clear_animation_state(LOCAL_PLAYER) m00_character_combat_movement_enable(LOCAL_PLAYER, false) character_set_always_combat_ready(LOCAL_PLAYER, false) set_never_crouch_flag(LOCAL_PLAYER, false) hdr_bloom_set_multiplier(1) refraction_situation_clear() player_can_sprint(true) party_set_dismissable(true) player_force_walk(LOCAL_PLAYER, false) set_player_can_take_human_shields(LOCAL_PLAYER, true) persona_clear_global_situation_override() audio_suppress_ambient_player_lines(false) persona_clear_global_situation_override() audio_suppress_ambient_player_lines(false) ---- sandbox_message("Breaking the Mission for the Player's Settings and never turn on the player is on") --else player_force_vehicle_seat(LOCAL_PLAYER, -1) camera_script_disable() player_controls_enable(LOCAL_PLAYER) player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) audio_suppress_ambient_player_lines(false) persona_suppress_ambient_lines(false) player_force_walk(LOCAL_PLAYER, false) clear_all_personas() player_can_sprint(true) party_set_recruitable(true) radio_on_foot_enable(true) cell_menu_disable_map(false) cell_menu_disable_phone(false) player_force_vehicle_seat(LOCAL_PLAYER, 0) player_human_shield_lock(LOCAL_PLAYER, false) player_inventory_restore_on_mission_exit(LOCAL_PLAYER) --auto_pickup_weapons(false) player_warp_to_shore_enable(LOCAL_PLAYER) cellphone_lock(false) party_set_dismissable(true) -- set_never_turn_on_player("#Follower1#", false) -- set_never_turn_on_player("#Follower2#", false) -- set_never_turn_on_player("#Follower3#", false) player_super_power_set_wall_jump_and_sprint_disabled(false, false) camera_shake_stop() player_can_sprint(true) spawn_global_override_clear_category() character_dont_regenerate(LOCAL_PLAYER, false) crib_disable_simulation_exit(false) party_allow_max_followers(true) player_warp_to_shore_enable(LOCAL_PLAYER) player_controls_enable(LOCAL_PLAYER) set_player_can_take_human_shields(LOCAL_PLAYER, true) set_never_crouch_flag(LOCAL_PLAYER, false) set_player_can_exit_vehicles(LOCAL_PLAYER, true) set_player_can_exit_vehicles(REMOTE_PLAYER, true) player_inventory_restore_on_mission_exit(LOCAL_PLAYER) party_set_recruitable(true) golden_cid_enable(false) --local dual_wielding = true player_can_sprint(true) hdr_bloom_set_multiplier(1) refraction_situation_clear() m00_character_combat_movement_enable(LOCAL_PLAYER, false) inv_weapon_disable_all_slots(false) clear_animation_state(LOCAL_PLAYER) sandbox_message("Break the Mission! This is giving you a hard time?") -- end -- PHONE_ON = not PHONE_ON hud_critical_timer_stop() if mission_is_active("m18") then minimap_icon_remove_radius(M18_navpoints.speech_radius) hud_critical_timer_stop() marker_remove(M18_navpoints.speech_radius) end USE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not USE_PUSHED then -- CYCLE ANIMATION SWAPS if ANIM_SWAP == 1 then set_animation_set(LOCAL_PLAYER, "Sidescroll_PLYM") player_super_attacks_enable(false) player_super_movement_enable(false) sandbox_message(" 2D Sidescroller animations activated") if COOP_COMMANDS and coop_is_active() then set_animation_set(REMOTE_PLAYER, "Sidescroll_PLYM") end elseif ANIM_SWAP == 2 then set_animation_set(LOCAL_PLAYER, "Terminator") player_can_sprint(false) character_allow_ragdoll(LOCAL_PLAYER, false) sandbox_message(" Murderbot animations activated") if COOP_COMMANDS and coop_is_active() then set_animation_set(REMOTE_PLAYER, "Terminator") character_allow_ragdoll(REMOTE_PLAYER, false) end elseif ANIM_SWAP == 3 then set_animation_for_gender(LOCAL_PLAYER) character_set_animation_overrides(LOCAL_PLAYER, "M02 confused stand", "M02 confused walk", "M02 confused walk") hud_unarmed_icon_override_set("ui_hud_inv_thumbs_up") player_can_sprint(true) character_allow_ragdoll(LOCAL_PLAYER, true) set_player_can_take_human_shields(LOCAL_PLAYER, true) sandbox_message(" Pleasantville walk activated") if COOP_COMMANDS and coop_is_active() then set_animation_for_gender(REMOTE_PLAYER) character_set_animation_overrides(REMOTE_PLAYER, "M02 confused stand", "M02 confused walk", "M02 confused walk") character_allow_ragdoll(REMOTE_PLAYER, true) set_player_can_take_human_shields(REMOTE_PLAYER, true) end elseif ANIM_SWAP == 4 then character_set_animation_overrides(LOCAL_PLAYER, "streaking stand", "streaking run", "streaking run") hud_unarmed_icon_override_set("ui_rm_unethical_sm") sandbox_message(" Streaking animations activated") if COOP_COMMANDS and coop_is_active() then character_set_animation_overrides(REMOTE_PLAYER, "streaking stand", "streaking run", "streaking run") end elseif ANIM_SWAP == 5 then character_set_animation_overrides(LOCAL_PLAYER, nil, nil, nil) set_animation_set(LOCAL_PLAYER, "zombie") hud_unarmed_icon_override_set("ui_homie_35_lin") character_allow_ragdoll(LOCAL_PLAYER, true) sandbox_message(" Zombie animations activated") if COOP_COMMANDS and coop_is_active() then character_set_animation_overrides(REMOTE_PLAYER, nil, nil, nil) set_animation_set(REMOTE_PLAYER, "zombie") character_allow_ragdoll(REMOTE_PLAYER, true) end elseif ANIM_SWAP == 6 then set_animation_set(LOCAL_PLAYER, "drunk") hud_unarmed_icon_override_set("ui_weap_beer") character_allow_ragdoll(LOCAL_PLAYER, true) set_player_can_take_human_shields(LOCAL_PLAYER, true) sandbox_message(" Drunk animations activated") if COOP_COMMANDS and coop_is_active() then set_animation_set(REMOTE_PLAYER, "drunk") character_allow_ragdoll(REMOTE_PLAYER, true) set_player_can_take_human_shields(REMOTE_PLAYER, true) end elseif ANIM_SWAP == 7 then set_animation_for_gender(LOCAL_PLAYER) hud_unarmed_icon_override_clear() inv_weapon_disable_all_slots(false) sandbox_message(" Animation swaps deactivated") if COOP_COMMANDS and coop_is_active() then set_animation_for_gender(REMOTE_PLAYER) end end if ANIM_SWAP == 7 then ANIM_SWAP = 1 else ANIM_SWAP = ANIM_SWAP + 1 end delay(0.75) elseif player_action_is_pressed(B_PGUP) and not USE_PUSHED then -- CYCLE DRUNK STATES if DRUNK == 1 then BEING_DRUNK = 1 DRUNK_DRIVING = 0 drug_effect_set_override_values(1,0) character_set_animation_overrides(LOCAL_PLAYER, "M02 confused stand", "", "") hud_unarmed_icon_override_set("ui_weap_beer") sandbox_message(" Player is drunk") if COOP_COMMANDS and coop_is_active() then character_set_animation_overrides(REMOTE_PLAYER, "M02 confused stand", "", "") end elseif DRUNK == 2 then BEING_DRUNK = 2 DRUNK_DRIVING = 1 drug_effect_set_override_values(3,0) character_set_animation_overrides(LOCAL_PLAYER, nil, nil, nil) set_animation_set(LOCAL_PLAYER, "drunk") player_super_attacks_enable(false) sandbox_message(" Player is really drunk") if COOP_COMMANDS and coop_is_active() then character_set_animation_overrides(REMOTE_PLAYER, nil, nil, nil) set_animation_set(REMOTE_PLAYER, "drunk") end elseif DRUNK == 3 then BEING_DRUNK = 2 DRUNK_DRIVING = 1 drug_effect_set_override_values(5,0) refraction_situation_set("drug weakest") sandbox_message(" What button do I press to talk to the animals?") elseif DRUNK == 4 then BEING_DRUNK = 0 DRUNK_DRIVING = 0 drug_effect_set_override_values(0,0) set_animation_for_gender(LOCAL_PLAYER) refraction_situation_clear() hud_unarmed_icon_override_clear() inv_weapon_disable_all_slots(false) sandbox_message(" Player sobriety restored") if COOP_COMMANDS and coop_is_active() then set_animation_for_gender(REMOTE_PLAYER) end end if DRUNK == 4 then DRUNK = 1 else DRUNK = DRUNK + 1 end delay(0.75) elseif player_action_is_pressed(B_DELETE) and not USE_PUSHED then -- CYCLE DRUG EFFECTS if DRUGS == 1 then get_fucking_high_bitches(0.25) sandbox_message(" Drug effect - weak") elseif DRUGS == 2 then get_fucking_high_bitches(0.5) sandbox_message(" Drug effect - medium") elseif DRUGS == 3 then get_fucking_high_bitches(0.75) sandbox_message(" Drug effect - strong") elseif DRUGS == 4 then get_fucking_high_bitches(1.0) sandbox_message(" Player is one with the universe") elseif DRUGS == 5 then get_fucking_high_bitches(0) sandbox_message(" Drug effect deactivated") end if DRUGS == 5 then DRUGS = 1 else DRUGS = DRUGS + 1 end delay(0.75) elseif player_action_is_pressed(B_END) and not USE_PUSHED then -- TOGGLE GLITCH EFFECT if not GLITCH then set_seatbelt_flag(LOCAL_PLAYER,true) -- m00_character_combat_movement_enable(LOCAL_PLAYER, true) sandbox_message(" seatbelt is strap on you.") else set_seatbelt_flag(LOCAL_PLAYER,false) -- m00_character_combat_movement_enable(LOCAL_PLAYER, false) sandbox_message(" you took off your seatbelt, bro!") end GLITCH = not GLITCH delay(0.75) elseif player_action_is_pressed(B_PGDWN) and not USE_PUSHED then -- TOGGLE VR EFFECT -- Sit in Seats local bar_count = notoriety_get_decimal("police") sandbox_message("[format][color:red]your Crime levels[/format]\n"..bar_count.."\n") delay(0.75) elseif player_action_is_pressed(B_RIGHT) and not USE_PUSHED then -- ATTACH EXPLOSIONS TO THE PLAYER trash v if FOLLOWERS_INVULNERABLE then character_allow_ragdoll(LOCAL_PLAYER, false) sandbox_message("Player won't get ragdolled by stomps") else character_allow_ragdoll(LOCAL_PLAYER, true) sandbox_message("Player is now ragdollable by stomps") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE delay(0.75) elseif player_action_is_pressed(B_LEFT) and not USE_PUSHED then if mission_is_active("m17") then ---bomb -- REVIVE ALL DOWNED FOLLOWERS --set_team( M17_group.kinzie.kinzie, "STAG") -- set_team( M17_group.shaundi.shaundi, "STAG") --set_team( M17_group.gat.gat, "Police") inv_item_remove_all(M17_group.kinzie.kinzie) inv_item_remove_all(M17_group.shaundi.shaundi) --inv_item_remove_all(M17_group.gat.gat) ding_finish_audio() if FLWR_WEAPS == 1 then inv_item_add("Pistol-Laser",10,M17_group.kinzie.kinzie,true) inv_item_add("Pistol-Laser",10,M17_group.shaundi.shaundi,true) sandbox_message(" Shaundi and kinzie hold laser pistols") -- Back in the hood elseif FLWR_WEAPS == 2 then inv_item_add("Rifle-Laser",10,M17_group.kinzie.kinzie,true) inv_item_add("Rifle-Thumpgun",10,M17_group.shaundi.shaundi,true) sandbox_message(" Shaundi and kinzie hold laser shotgun and rifles") -- Roger that! elseif FLWR_WEAPS == 3 then inv_item_add("Rifle-Laser",10,M17_group.kinzie.kinzie,true) inv_item_add("Rifle-Laser",10,M17_group.shaundi.shaundi,true) sandbox_message(" Shaundi and kinzie hold laser rifles") -- Pew, pew! elseif FLWR_WEAPS == 4 then inv_item_add("baseball_bat",10,M17_group.kinzie.kinzie,true) inv_item_add("baseball_bat",10,M17_group.shaundi.shaundi,true) sandbox_message(" Shaundi and kinzie hold baseball bats") -- Pew, pew! elseif FLWR_WEAPS == 5 then inv_item_add("Tentacle_Bat",10,M17_group.kinzie.kinzie,true) inv_item_add("Tentacle_Bat",10,M17_group.shaundi.shaundi,true) sandbox_message(" Shaundi and kinzie hold light swords") -- Pew, pew! elseif FLWR_WEAPS == 6 then sandbox_message("Shaundi and kinzie fights with bare fists") -- Bare knuckles end if FLWR_WEAPS == 6 then FLWR_WEAPS = 1 else FLWR_WEAPS = FLWR_WEAPS + 1 end delay(0.75) end USE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not USE_PUSHED then -- DECREASE PLAYER HEIGHT if HEIGHT_DOWN == 1 then player_change_default_size(LOCAL_PLAYER, 0.9, false) sandbox_message(" Player height decreased to 0.9") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 0.9, false) end elseif HEIGHT_DOWN == 2 then player_change_default_size(LOCAL_PLAYER, 0.8, false) sandbox_message(" Player height decreased to 0.8") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 0.8, false) end elseif HEIGHT_DOWN == 3 then player_change_default_size(LOCAL_PLAYER, 0.7, false) sandbox_message(" Player height decreased to 0.7") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 0.7, false) end elseif HEIGHT_DOWN == 4 then player_change_default_size(LOCAL_PLAYER, 0.6, false) sandbox_message(" Player height decreased to 0.6") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 0.6, false) end elseif HEIGHT_DOWN == 5 then player_change_default_size(LOCAL_PLAYER, 0.5, false) sandbox_message(" Player height decreased to 0.5") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 0.5, false) end elseif HEIGHT_DOWN == 6 then player_change_default_size(LOCAL_PLAYER, 0.1, false) sandbox_message(" Player height decreased to 0.1") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 0.1, false) end elseif HEIGHT_DOWN == 7 then player_change_default_size(LOCAL_PLAYER, 1.0, false) sandbox_message(" Player height restored to default") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.0, false) end end if HEIGHT_DOWN == 7 then HEIGHT_DOWN = 1 else HEIGHT_DOWN = HEIGHT_DOWN + 1 end delay(0.75) elseif player_action_is_pressed(B_UP) and not USE_PUSHED then -- INCREASE PLAYER HEIGHT if HEIGHT_UP == 1 then player_change_default_size(LOCAL_PLAYER, 1.1, false) sandbox_message(" Player height increased to 1.1") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.1, true) end elseif HEIGHT_UP == 2 then player_change_default_size(LOCAL_PLAYER, 1.2, false) sandbox_message(" Player height increased to 1.2") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.2, true) end elseif HEIGHT_UP == 3 then player_change_default_size(LOCAL_PLAYER, 1.3, false) sandbox_message(" Player height increased to 1.3") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.3, true) end elseif HEIGHT_UP == 4 then player_change_default_size(LOCAL_PLAYER, 1.4, false) sandbox_message(" Player height increased to 1.4") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.4, true) end elseif HEIGHT_UP == 5 then player_change_default_size(LOCAL_PLAYER, 1.5, false) sandbox_message(" Player height increased to 1.5") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.5, false) end elseif HEIGHT_UP == 6 then player_change_default_size(LOCAL_PLAYER, 1.6, false) sandbox_message(" Player height increased to 1.6") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.6, false) end elseif HEIGHT_UP == 7 then player_change_default_size(LOCAL_PLAYER, 1.7, false) sandbox_message(" Player height increased to 1.7") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.7, false) end elseif HEIGHT_UP == 8 then player_change_default_size(LOCAL_PLAYER, 1.8, false) sandbox_message(" Player height increased to 1.8") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.8, false) end elseif HEIGHT_UP == 9 then player_change_default_size(LOCAL_PLAYER, 1.9, false) sandbox_message(" Player height increased to 1.9") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.9, false) end elseif HEIGHT_UP == 10 then player_change_default_size(LOCAL_PLAYER, 2.0, false) sandbox_message(" Player height increased to 2.0") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 2.0, false) end elseif HEIGHT_UP == 11 then player_change_default_size(LOCAL_PLAYER, 10.0, false) sandbox_message(" Player height increased to 10.0") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 10.0, false) end elseif HEIGHT_UP == 12 then player_change_default_size(LOCAL_PLAYER, 30.0, false) sandbox_message(" Player height increased to 30.0") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 30.0, false) end elseif HEIGHT_UP == 13 then player_change_default_size(LOCAL_PLAYER, 1.0, false) sandbox_message(" Player height restored to default") if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.0, false) end end if HEIGHT_UP == 14 then HEIGHT_UP = 1 else HEIGHT_UP = HEIGHT_UP + 1 end delay(0.75) elseif player_action_is_pressed(B_LBRACKET) and not USE_PUSHED then -- CYCLE TEAMS (POLICE, ZIN, SAINTS, or etc.) if TEAM == 1 then set_team(LOCAL_PLAYER, "Police") sandbox_message(" Team switched to police") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Police") end elseif TEAM == 2 then set_team(LOCAL_PLAYER, "Luchadores") sandbox_message(" Team switched to Luchadores") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Luchadores") end elseif TEAM == 3 then set_team(LOCAL_PLAYER, "Deckers") sandbox_message(" Team switched to Deckers") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Luchadores") end elseif TEAM == 4 then set_team(LOCAL_PLAYER, "Morningstar") sandbox_message(" Team switched to Morningstar") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Morningstar") end elseif TEAM == 5 then set_team(LOCAL_PLAYER, "STAG") sandbox_message(" Team switched to STAG") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "STAG") end elseif TEAM == 6 then set_team(LOCAL_PLAYER, "Neutral Gang") sandbox_message(" Team switched to Neutral Gang") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Neutral Gang") end elseif TEAM == 7 then set_team(LOCAL_PLAYER, "Civilian") sandbox_message(" Team switched to Civilian") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Civilian") end elseif TEAM == 8 then set_team(LOCAL_PLAYER, "Playas") heaven_audio() sandbox_message(" Team switched to Saints") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Playas") end end if TEAM == 9 then TEAM = 1 else TEAM = TEAM + 1 end delay(0.75) elseif player_action_is_pressed(B_RBRACKET) and not USE_PUSHED then -- CYCLE WEAPON SETS FOR FOLLOWERS inv_item_remove_all("#FOLLOWER1#") inv_item_remove_all("#FOLLOWER2#") inv_item_remove_all("#FOLLOWER3#") ding_finish_audio() if FLWR_WEAPS == 1 then inv_item_add("SMG-Storm",10,"#FOLLOWER1#",true) inv_item_add("Shotgun-Gang",10,"#FOLLOWER2#",true) inv_item_add("Rifle-Gang",10,"#FOLLOWER3#",true) sandbox_message(" Followers armed with gang weapons") -- Back in the hood elseif FLWR_WEAPS == 2 then inv_item_add("SMG-Gang",10,"#FOLLOWER1#",true) inv_item_add("Shotgun-Police",10,"#FOLLOWER2#",true) inv_item_add("Rifle-NG",10,"#FOLLOWER3#",true) sandbox_message(" Followers armed with police weapons") -- Roger that! elseif FLWR_WEAPS == 3 then inv_item_add("Pistol-Laser",10,"#FOLLOWER1#",true) inv_item_add("Rifle-Thumpgun",10,"#FOLLOWER2#",true) inv_item_add("Rifle-Laser",10,"#FOLLOWER3#",true) sandbox_message(" Followers armed with laser weapons") -- Pew, pew! elseif FLWR_WEAPS == 4 then inv_item_add("Tentacle_Bat",10,"#FOLLOWER1#",true) inv_item_add("Tentacle_Bat",10,"#FOLLOWER2#",true) inv_item_add("Tentacle_Bat",10,"#FOLLOWER3#",true) sandbox_message(" Followers fight with Tentacle Bats") -- Bare knuckles elseif FLWR_WEAPS == 5 then inv_item_remove_all("#FOLLOWER1#") inv_item_remove_all("#FOLLOWER2#") inv_item_remove_all("#FOLLOWER3#") sandbox_message(" Followers fight with bare fists") -- Bare knuckles end if FLWR_WEAPS == 5 then FLWR_WEAPS = 1 else FLWR_WEAPS = FLWR_WEAPS + 1 end delay(0.75) end elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") then -- R (reload) - SPECIAL COMMANDS if player_action_is_pressed(B_INSERT) and not RELOAD_PUSHED then -- CYCLE CUSTOM SPAWNING if CUSTOM_SPAWNING == 1 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Arapice_Zombies") sandbox_message(" Zombie spawning enabled") elseif CUSTOM_SPAWNING == 2 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Cheat_Ho") sandbox_message(" Pimps and Hos spawning enabled") elseif CUSTOM_SPAWNING == 3 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Cheat_Mascot") sandbox_message(" Mascot spawning enabled") elseif CUSTOM_SPAWNING == 4 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_ForbiddenZone") sandbox_message(" Rift Glitch spawning enabled") elseif CUSTOM_SPAWNING == 5 then spawn_global_override_clear_category() spawn_global_override_set_category("m14_clonearmy") sandbox_message(" Clone army spawning enabled") elseif CUSTOM_SPAWNING == 6 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Pleasantville") sandbox_message(" Pleasantville spawning enabled") elseif CUSTOM_SPAWNING == 7 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_SierraPoint") sandbox_message(" Army Soldiers spawning enabled") elseif CUSTOM_SPAWNING == 8 then spawn_global_override_clear_category() sandbox_message(" Custom spawning disabled") end if CUSTOM_SPAWNING == 8 then CUSTOM_SPAWNING = 1 else CUSTOM_SPAWNING = CUSTOM_SPAWNING + 1 end delay(0.75) elseif player_action_is_pressed(B_HOME) and not RELOAD_PUSHED then -- CYCLE CUSTOM NOTORIETY if CUSTOM_NOTORIETY == 1 then notoriety_reset("police") notoriety_enable_custom_spawning("m02 Pleasant Police") notoriety_set_min_and_max("police", 0, 5) golden_cid_enable(false) sandbox_message(" Pleasantville police notoriety enabled") elseif CUSTOM_NOTORIETY == 2 then notoriety_reset("police") notoriety_enable_custom_spawning("m14 Clone Army") notoriety_set_min_and_max("police", 0, 5) golden_cid_enable(false) sandbox_message(" Clone army notoriety enabled") elseif CUSTOM_NOTORIETY == 3 then notoriety_reset("police") notoriety_enable_custom_spawning("mascots") notoriety_set_min_and_max("police", 0, 5) golden_cid_enable(false) sandbox_message(" Mascots notoriety enabled") elseif CUSTOM_NOTORIETY == 4 then notoriety_reset("police") notoriety_enable_custom_spawning("mol_p01_brotherhood") notoriety_set_min_and_max("police",0, 5) golden_cid_enable(false) sandbox_message(" Brotherhood notoriety enabled") elseif CUSTOM_NOTORIETY == 5 then notoriety_reset("police") notoriety_enable_custom_spawning("survival_glitched") notoriety_set_min_and_max("police",0, 5) golden_cid_enable(false) sandbox_message(" Survival glitched notoriety enabled") elseif CUSTOM_NOTORIETY == 6 then notoriety_reset("police") notoriety_enable_custom_spawning("survival_mascots") notoriety_set_min_and_max("police", 0, 5) golden_cid_enable(false) sandbox_message(" Survival mascots notoriety enabled") elseif CUSTOM_NOTORIETY == 7 then notoriety_reset("police") notoriety_enable_custom_spawning("survival_bikers") notoriety_set_min_and_max("police", 0, 5) golden_cid_enable(false) sandbox_message(" Survival bikers notoriety enabled") elseif CUSTOM_NOTORIETY == 8 then notoriety_reset("police") notoriety_enable_custom_spawning("survival_strippers") notoriety_set_min_and_max("police", 0, 5) golden_cid_enable(false) sandbox_message(" Survival strippers notoriety enabled") elseif CUSTOM_NOTORIETY == 9 then notoriety_reset("police") golden_cid_enable(true) sandbox_message(" Custom notoriety disabled") end if CUSTOM_NOTORIETY == 9 then CUSTOM_NOTORIETY = 1 else CUSTOM_NOTORIETY = CUSTOM_NOTORIETY + 1 end delay(0.75) elseif player_action_is_pressed(B_PGUP) and not RELOAD_PUSHED then -- CYCLE ZIN NOTORIETY LOCKS (INCREASE ZIN NOTORIETY) if NOTORIETY_ZIN == 1 then notoriety_set_min_and_max("police", 0, 0) sandbox_message(" Zin notoriety locked at 0") elseif NOTORIETY_ZIN == 2 then if LOCK_NOTORIETY then notoriety_set_min_and_max("police", 1, 1) golden_cid_enable(false) sandbox_message(" Zin notoriety locked at 1") else notoriety_set_min_and_max("police", 0, 6) notoriety_set("police", 1) sandbox_message(" Zin notoriety lock removed and notoriety set to 1") end elseif NOTORIETY_ZIN == 3 then if LOCK_NOTORIETY then notoriety_set_min_and_max("police", 2, 2) golden_cid_enable(false) sandbox_message(" Zin notoriety locked at 2") else notoriety_set("police", 2) sandbox_message(" Zin notoriety set to 2") end elseif NOTORIETY_ZIN == 4 then if LOCK_NOTORIETY then notoriety_set_min_and_max("police", 3, 3) golden_cid_enable(false) sandbox_message(" Zin notoriety locked at 3") else notoriety_set("police", 3) sandbox_message(" Zin notoriety set to 3") end elseif NOTORIETY_ZIN == 5 then if LOCK_NOTORIETY then notoriety_set_min_and_max("police", 4, 4) golden_cid_enable(false) sandbox_message(" Zin notoriety locked at 4") else notoriety_set("police", 4) sandbox_message(" Zin notoriety set to 4") end elseif NOTORIETY_ZIN == 6 then if LOCK_NOTORIETY then notoriety_set_min_and_max("police", 5, 5) golden_cid_enable(false) sandbox_message(" Zin notoriety locked at 5") else notoriety_set("police", 5) sandbox_message(" Zin notoriety set to 5") end elseif NOTORIETY_ZIN == 7 then notoriety_reset("police") if LOCK_NOTORIETY then golden_cid_enable(true) end sandbox_message(" Zin notoriety reset") end if NOTORIETY_ZIN == 7 then NOTORIETY_ZIN = 1 else NOTORIETY_ZIN = NOTORIETY_ZIN + 1 end delay(0.75) elseif player_action_is_pressed(B_DELETE) and not RELOAD_PUSHED then -- SPAWN WARDEN INSTANTLY (CLEAR WARDEN NOTORIETY) if SANDBOX_COP_NOTORIETY_CHECK < 6.0 then WARDEN_INSTANT = false else WARDEN_INSTANT = true end if not WARDEN_INSTANT then notoriety_set("police", 6) --delay(7.7) -- Make the message show up after the cutscene (and prevent disabling Warden notoriety during the cutscene) sandbox_message(" Here comes the Warden!") else notoriety_reset("police") sandbox_message(" Yeah, sure, hide like a pussy cat and tell everyone how badass you are!") end delay(0.75) elseif player_action_is_pressed(B_END) and not RELOAD_PUSHED then -- SLEW MODE (FREE CAMERA) character_is_in_vehicle(LOCAL_PLAYER) -- SLEW MODE (FREE CAMERA) if SLEW_MODE == 1 then slew_mode(true) sandbox_message(" Slew mode activated") SLEW_MODE = 2 elseif SLEW_MODE == 2 then character_hide(LOCAL_PLAYER) sandbox_message(" Player hidden") if COOP_COMMANDS and coop_is_active() then character_hide(REMOTE_PLAYER) end if character_is_in_vehicle(LOCAL_PLAYER) then SLEW_MODE = 3 else SLEW_MODE = 4 end elseif SLEW_MODE == 3 then vehicle_hide(LOCAL_PLAYER) sandbox_message(" Player vehicle hidden") if COOP_COMMANDS and coop_is_active() then vehicle_hide(REMOTE_PLAYER) end SLEW_MODE = 4 elseif SLEW_MODE == 4 then character_show(LOCAL_PLAYER) vehicle_show(LOCAL_PLAYER) slew_mode(false) sandbox_message(" Slew mode deactivated") if COOP_COMMANDS and coop_is_active() then character_show(REMOTE_PLAYER) vehicle_show(REMOTE_PLAYER) end SLEW_MODE = 1 end --lll delay(0.75) elseif player_action_is_pressed(B_PGDWN) and not RELOAD_PUSHED then -- RESET ALL TIME OF DAY CYCLES (TOGGLE TIME OF DAY AUTOMATIC TRANSITION) vehicle_car_alarm_enable(LOCAL_PLAYER, true) sandbox_message("Vehicle alarm enabled") RELOAD_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not RELOAD_PUSHED then -- CYCLE SAINTS ROW IV TIMES OF DAY mission_override_clear_all_temp() if TOD_COUNTER == 1 then mission_override_push_temp("blue_pd_tod_override.todx") --(" Time of day set to blue_pd") elseif TOD_COUNTER == 2 then mission_override_push_temp("blue_predawn_tod_override.todx") --(" Time of day set to blue_predawn") elseif TOD_COUNTER == 3 then mission_override_push_temp("blue_tod_override.todx") --(" Time of day set to blue") elseif TOD_COUNTER == 4 then mission_override_push_temp("classic_tod_override.todx") --(" Time of day set to classic") elseif TOD_COUNTER == 5 then mission_override_push_temp("day_tod_override.todx") --(" Time of day set to day") elseif TOD_COUNTER == 6 then mission_override_push_temp("dlc1_m01_tod_override.todx") --(" Time of day set to dlc1_m01") elseif TOD_COUNTER == 7 then mission_override_push_temp("dlc1_m02_tod_override.todx") --(" Time of day set to dlc1_m02") elseif TOD_COUNTER == 8 then mission_override_push_temp("dlc1_m03_tod_override.todx") --(" Time of day set to dlc1_m03") elseif TOD_COUNTER == 9 then mission_override_push_temp("dlc1_m04_tod_override.todx") --(" Time of day set to dlc1_m04") elseif TOD_COUNTER == 10 then mission_override_push_temp("dlc1_m05_tod_override.todx") --(" Time of day set to dlc1_m05") elseif TOD_COUNTER == 11 then mission_override_push_temp("dlc2_gnw_tod_override.todx") --(" Time of day set to dlc2_gnw") elseif TOD_COUNTER == 12 then mission_override_push_temp("dlc2_m01_tod_override.todx") --(" Time of day set to dlc2_m01") elseif TOD_COUNTER == 13 then mission_override_push_temp("dlc2_m01day_tod_override.todx") --(" Time of day set to dlc2_m01day") elseif TOD_COUNTER == 14 then mission_override_push_temp("dlc2_m03_tod_override.todx") --(" Time of day set to dlc2_m03") elseif TOD_COUNTER == 15 then mission_override_push_temp("dlc2_m03b_tod_override.todx") --(" Time of day set to dlc2_m03b") elseif TOD_COUNTER == 16 then mission_override_push_temp("dlc2_m03cin_tod_override.todx") --(" Time of day set to dlc2_m03cin") elseif TOD_COUNTER == 17 then mission_override_push_temp("infrared_tod_override.todx") --(" Time of day set to infrared") elseif TOD_COUNTER == 18 then mission_override_push_temp("m00_n_tod_override.todx") --(" Time of day set to m00_n") elseif TOD_COUNTER == 19 then mission_override_push_temp("m00_out_tod_override.todx") --(" Time of day set to m00_out") elseif TOD_COUNTER == 20 then mission_override_push_temp("m00_tod_override.todx") --(" Time of day set to m00") elseif TOD_COUNTER == 21 then mission_override_push_temp("m01test_tod_override.todx") --(" Time of day set to m01test") elseif TOD_COUNTER == 22 then mission_override_push_temp("m02_tod_override.todx") --(" Time of day set to m02") elseif TOD_COUNTER == 23 then mission_override_push_temp("m03_spacefox.todx") --(" Time of day set to m03_spacefox") elseif TOD_COUNTER == 24 then mission_override_push_temp("m08_tod_override.todx") --(" Time of day set to m08") elseif TOD_COUNTER == 25 then mission_override_push_temp("m15_tod_override.todx") --(" Time of day set to m15") elseif TOD_COUNTER == 26 then mission_override_push_temp("m16_tod_override.todx") --(" Time of day set to m16") elseif TOD_COUNTER == 27 then mission_override_push_temp("modern_tod_override.todx") --(" Time of day set to modern") elseif TOD_COUNTER == 28 then mission_override_push_temp("mothership_tod_override.todx") --(" Time of day set to mothership") elseif TOD_COUNTER == 29 then mission_override_push_temp("neutral_light.todx") --(" Time of day set to neutral_light") elseif TOD_COUNTER == 30 then mission_override_push_temp("nightmare_dark_tod_override.todx") --(" Time of day set to nightmare_dark") elseif TOD_COUNTER == 31 then mission_override_push_temp("nm_02out_tod_override.todx") --(" Time of day set to nm_02out") elseif TOD_COUNTER == 32 then mission_override_push_temp("nm_cheat_tod_override.todx") --(" Time of day set to nm_cheat") elseif TOD_COUNTER == 33 then mission_override_push_temp("nm_dark_tod_override.todx") --(" Time of day set to nm_dark") elseif TOD_COUNTER == 34 then mission_override_push_temp("nm_noon_tod_override.todx") --(" Time of day set to nm_noon") elseif TOD_COUNTER == 35 then mission_override_push_temp("nm_noonb_tod_override.todx") --(" Time of day set to nm_noonb") elseif TOD_COUNTER == 36 then mission_override_push_temp("noir_tod_override.todx") --(" Time of day set to noir") elseif TOD_COUNTER == 37 then mission_override_push_temp("orange_tod_override.todx") --(" Time of day set to orange") elseif TOD_COUNTER == 38 then mission_override_push_temp("r_leap01_tod_override.todx") --(" Time of day set to r_leap01") elseif TOD_COUNTER == 39 then mission_override_push_temp("red_tod_override.todx") --(" Time of day set to red") elseif TOD_COUNTER == 40 then mission_override_push_temp("space_tod_override.todx") --(" Time of day set to space") elseif TOD_COUNTER == 41 then mission_override_push_temp("spacelit_tod_override.todx") --(" Time of day set to spacelit") elseif TOD_COUNTER == 42 then mission_override_push_temp("suburbia_tod_override.todx") --(" Time of day set to suburbia") elseif TOD_COUNTER == 43 then mission_override_push_temp("sunrise_tod_override.todx") --(" Time of day set to sunrise") elseif TOD_COUNTER == 44 then mission_override_push_temp("sunset_tod_override.todx") --(" Time of day set to sunset") elseif TOD_COUNTER == 45 then mission_override_push_temp("training_tod_override.todx") --(" Time of day set to training") elseif TOD_COUNTER == 46 then mission_override_push_temp("vintage_tod_override.todx") --(" Time of day set to vintage") elseif TOD_COUNTER == 47 then mission_override_push_temp("violet_tod_override.todx") --(" Time of day set to violet") elseif TOD_COUNTER == 48 then mission_override_push_temp("warden_tod_override_noon.todx") --(" Time of day set to warden") elseif TOD_COUNTER == 49 then --(" Restored original time of day") end if TOD_COUNTER == 49 then TOD_COUNTER = 1 else TOD_COUNTER = TOD_COUNTER + 1 end -- delay(0.10) elseif player_action_is_pressed(B_LEFT) and not RELOAD_PUSHED then -- CYCLE SAINTS ROW: GAT OUT OF HELL TIMES OF DAY mission_override_clear_all_temp() if TOD_COUNTER_GOOH == 1 then mission_override_push_temp("gooh_crags_cave.todx") --(" Time of day set to gooh_crags_cave") elseif TOD_COUNTER_GOOH == 2 then mission_override_push_temp("gooh_crags_cave_tod_ovr.todx") --(" Time of day set to gooh_crags_cave_tod_ovr") elseif TOD_COUNTER_GOOH == 3 then mission_override_push_temp("gooh_crags_tod_ovr.todx") --(" Time of day set to gooh_crags_tod_ovr") elseif TOD_COUNTER_GOOH == 4 then mission_override_push_temp("gooh_downtown_tod_ovr.todx") --(" Time of day set to gooh_downtown_tod_ovr") elseif TOD_COUNTER_GOOH == 5 then mission_override_push_temp("gooh_dwellings_tod_ovr.todx") --(" Time of day set to gooh_dwellings_tod_ovr") elseif TOD_COUNTER_GOOH == 6 then mission_override_push_temp("gooh_dwellings_tunnels_tod.todx") --(" Time of day set to gooh_dwellings_tunnels") elseif TOD_COUNTER_GOOH == 7 then mission_override_push_temp("gooh_ent_bs_tod_ovr.todx") --(" Time of day set to gooh_ent_bs_tod_ovr") elseif TOD_COUNTER_GOOH == 8 then mission_override_push_temp("gooh_factories_tod_ovr.todx") --(" Time of day set to gooh_factories_tod_ovr") elseif TOD_COUNTER_GOOH == 9 then mission_override_push_temp("gooh_hell_base.todx") --(" Time of day set to gooh_hell_base") elseif TOD_COUNTER_GOOH == 10 then mission_override_push_temp("gooh_hell_night_override2.todx") --(" Time of day set to gooh_hell_night_override2") elseif TOD_COUNTER_GOOH == 11 then mission_override_push_temp("gooh_intro_tod.todx") --(" Time of day set to gooh_intro_tod") elseif TOD_COUNTER_GOOH == 12 then mission_override_push_temp("gooh_test.todx") --(" Time of day set to gooh_test") elseif TOD_COUNTER_GOOH == 13 then --(" Restored original time of day") end if TOD_COUNTER_GOOH == 13 then TOD_COUNTER_GOOH = 1 else TOD_COUNTER_GOOH = TOD_COUNTER_GOOH + 1 end -- delay(0.10) elseif player_action_is_pressed(B_DOWN) and not RELOAD_PUSHED then -- CYCLE SAINTS ROW: THE THIRD TIMES OF DAY --gta3 hack mission_override_clear_all_temp() if TOD_COUNTER_SRTT == 1 then mission_override_push_temp("srtt_dlc1_genki_tod_override.todx") --(" Time of day set to srtt_dlc1_genki") elseif TOD_COUNTER_SRTT == 2 then mission_override_push_temp("srtt_dlc2_m01_tod_override.todx") --(" Time of day set to srtt_dlc2_m01") elseif TOD_COUNTER_SRTT == 3 then mission_override_push_temp("srtt_dlc2_m02_tod_override.todx") --(" Time of day set to srtt_dlc2_m02") elseif TOD_COUNTER_SRTT == 4 then mission_override_push_temp("srtt_dlc2_m03_tod_override.todx") --(" Time of day set to srtt_dlc2_m03") elseif TOD_COUNTER_SRTT == 5 then mission_override_push_temp("srtt_dlc3_m01_tod_override.todx") --(" Time of day set to srtt_dlc3_m01") elseif TOD_COUNTER_SRTT == 6 then mission_override_push_temp("srtt_dlc3_m02_tod_override.todx") --(" Time of day set to srtt_dlc3_m02") elseif TOD_COUNTER_SRTT == 7 then mission_override_push_temp("srtt_dlc3_m03_tod_override.todx") --(" Time of day set to srtt_dlc3_m03") elseif TOD_COUNTER_SRTT == 8 then mission_override_push_temp("srtt_m01_tod_override.todx") --(" Time of day set to srtt_m01") elseif TOD_COUNTER_SRTT == 9 then mission_override_push_temp("srtt_m02_tod_override.todx") --(" Time of day set to srtt_m02") elseif TOD_COUNTER_SRTT == 10 then mission_override_push_temp("srtt_m03_tod_override.todx") --(" Time of day set to srtt_m03") elseif TOD_COUNTER_SRTT == 11 then mission_override_push_temp("srtt_m05_tod_override.todx") --(" Time of day set to srtt_m05") elseif TOD_COUNTER_SRTT == 12 then mission_override_push_temp("srtt_m06_tod_override.todx") --(" Time of day set to srtt_m06") elseif TOD_COUNTER_SRTT == 13 then mission_override_push_temp("srtt_m07_tod_override.todx") --(" Time of day set to srtt_m07") elseif TOD_COUNTER_SRTT == 14 then mission_override_push_temp("srtt_m07in_tod_override.todx") --(" Time of day set to srtt_m07in") elseif TOD_COUNTER_SRTT == 15 then mission_override_push_temp("srtt_m08_tod_override.todx") --(" Time of day set to srtt_m08") elseif TOD_COUNTER_SRTT == 16 then mission_override_push_temp("srtt_m09_tod_override.todx") --(" Time of day set to srtt_m09") elseif TOD_COUNTER_SRTT == 17 then mission_override_push_temp("srtt_m10_tod_override.todx") --(" Time of day set to srtt_m10") elseif TOD_COUNTER_SRTT == 18 then mission_override_push_temp("srtt_m11_tod_override.todx") --(" Time of day set to srtt_m11") elseif TOD_COUNTER_SRTT == 19 then mission_override_push_temp("srtt_m11out_tod_override.todx") --(" Time of day set to srtt_m11out") elseif TOD_COUNTER_SRTT == 20 then mission_override_push_temp("srtt_m12_tod_override.todx") --(" Time of day set to srtt_m12") elseif TOD_COUNTER_SRTT == 21 then mission_override_push_temp("srtt_m13_tod_override.todx") --(" Time of day set to srtt_m13") elseif TOD_COUNTER_SRTT == 22 then mission_override_push_temp("srtt_m14_tod_override.todx") --(" Time of day set to srtt_m14") elseif TOD_COUNTER_SRTT == 23 then mission_override_push_temp("srtt_m15_tod_override.todx") --(" Time of day set to srtt_m15") elseif TOD_COUNTER_SRTT == 24 then mission_override_push_temp("srtt_m16_tod_override.todx") --(" Time of day set to srtt_m16") elseif TOD_COUNTER_SRTT == 25 then mission_override_push_temp("srtt_m17_tod_override.todx") --(" Time of day set to srtt_m17") elseif TOD_COUNTER_SRTT == 26 then mission_override_push_temp("srtt_m18_tod_override.todx") --(" Time of day set to srtt_m18") elseif TOD_COUNTER_SRTT == 27 then mission_override_push_temp("srtt_m19_tod_override.todx") --(" Time of day set to srtt_m19") elseif TOD_COUNTER_SRTT == 28 then mission_override_push_temp("srtt_m20_tod_override.todx") --(" Time of day set to srtt_m20") elseif TOD_COUNTER_SRTT == 29 then mission_override_push_temp("srtt_m22_tod_override.todx") --(" Time of day set to srtt_m22") elseif TOD_COUNTER_SRTT == 30 then mission_override_push_temp("srtt_m23_tod_override.todx") --(" Time of day set to srtt_m23") elseif TOD_COUNTER_SRTT == 31 then mission_override_push_temp("srtt_m24_tod_override.todx") --(" Time of day set to srtt_m24") elseif TOD_COUNTER_SRTT == 32 then mission_override_push_temp("srtt_sh01_tod_override.todx") --(" Time of day set to srtt_sh01") elseif TOD_COUNTER_SRTT == 33 then mission_override_push_temp("srtt_sh02_tod_override.todx") --(" Time of day set to srtt_sh02") elseif TOD_COUNTER_SRTT == 34 then mission_override_push_temp("srtt_sh03_tod_override.todx") --(" Time of day set to srtt_sh03") elseif TOD_COUNTER_SRTT == 35 then --(" Restored original time of day") end if TOD_COUNTER_SRTT == 35 then TOD_COUNTER_SRTT = 1 else TOD_COUNTER_SRTT = TOD_COUNTER_SRTT + 1 end --delay(0.10) elseif player_action_is_pressed(B_UP) and not RELOAD_PUSHED then -- CYCLE CUSTOM TIMES OF DAY -- Welcome to custom TOD cycle! Here's Fan of Saints, I'll do my best to explain how it works. mission_override_clear_all_temp() -- ^This command cleans up any other TOD overrides. if TOD_COUNTER_CUSTOM == 1 then mission_override_push_temp("custom01.todx") -- ^The most important part - TOD override. It swaps current TOD with the one you would like to see. -- ^All TODs are stored in TODX files - you can create your own one and just put it in the main folder. I used Admixon's Blue Hell TOD as an example, it's called custom01.todx. Duplicate it and change filename to custom02. -- ^You can now open the file and change whatever you want - everything is smartly arranged so you shouldn't have problems to find what you want. Your TOD will be displayed right after Admixon's one. sandbox_message(" Time of day set to custom01 (Admixon's Blue Hell)") -- ^This is a message which will be displayed every time you go to this TOD. You can write whatever you want, just don't forget about quotes. elseif TOD_COUNTER_CUSTOM == 2 then mission_override_push_temp("custom02.todx") -- ^Here's your new TOD. If you can see it in-game, well done, you got it! -- ^If TOD reverts to the original one, you either named your file wrong or just did some stupid mistake. If you're sure that you did everything right and it still doesn't work, post your TOD in my thread and I'll check it myself. sandbox_message(" Time of day set to custom02 (Snowy Sky)") -- ^Write your own name in the message once your TOD is ready. :) elseif TOD_COUNTER_CUSTOM == 3 then mission_override_push_temp("custom03.todx") -- ^If you would like to add more TODs, just duplicate Admixon's file again and call it custom03, custom04, etc. This cycle allows you to load 60 TODs - if that's too few, write me a message and I'll add more entries. sandbox_message(" Time of day set to custom03") -- That's it, have fun! elseif TOD_COUNTER_CUSTOM == 4 then mission_override_push_temp("custom04.todx") sandbox_message(" Time of day set to custom04") elseif TOD_COUNTER_CUSTOM == 5 then mission_override_push_temp("custom05.todx") sandbox_message(" Time of day set to custom05") elseif TOD_COUNTER_CUSTOM == 6 then mission_override_push_temp("custom06.todx") sandbox_message(" Time of day set to custom06") elseif TOD_COUNTER_CUSTOM == 7 then mission_override_push_temp("custom07.todx") sandbox_message(" Time of day set to custom07") elseif TOD_COUNTER_CUSTOM == 8 then mission_override_push_temp("custom08.todx") sandbox_message(" Time of day set to custom08") elseif TOD_COUNTER_CUSTOM == 9 then mission_override_push_temp("custom09.todx") sandbox_message(" Time of day set to custom09") elseif TOD_COUNTER_CUSTOM == 10 then mission_override_push_temp("custom10.todx") sandbox_message(" Time of day set to custom10") elseif TOD_COUNTER_CUSTOM == 11 then mission_override_push_temp("custom11.todx") sandbox_message(" Time of day set to custom11") elseif TOD_COUNTER_CUSTOM == 12 then mission_override_push_temp("custom12.todx") sandbox_message(" Time of day set to custom12") elseif TOD_COUNTER_CUSTOM == 13 then mission_override_push_temp("custom13.todx") sandbox_message(" Time of day set to custom13") elseif TOD_COUNTER_CUSTOM == 14 then mission_override_push_temp("custom14.todx") sandbox_message(" Time of day set to custom14") elseif TOD_COUNTER_CUSTOM == 15 then mission_override_push_temp("custom15.todx") sandbox_message(" Time of day set to custom15") elseif TOD_COUNTER_CUSTOM == 16 then mission_override_push_temp("custom16.todx") sandbox_message(" Time of day set to custom16") elseif TOD_COUNTER_CUSTOM == 17 then mission_override_push_temp("custom17.todx") sandbox_message(" Time of day set to custom17") elseif TOD_COUNTER_CUSTOM == 18 then mission_override_push_temp("custom18.todx") sandbox_message(" Time of day set to custom18") elseif TOD_COUNTER_CUSTOM == 19 then mission_override_push_temp("custom19.todx") sandbox_message(" Time of day set to custom19") elseif TOD_COUNTER_CUSTOM == 20 then mission_override_push_temp("custom20.todx") sandbox_message(" Time of day set to custom20") elseif TOD_COUNTER_CUSTOM == 21 then mission_override_push_temp("custom21.todx") sandbox_message(" Time of day set to custom21") elseif TOD_COUNTER_CUSTOM == 22 then mission_override_push_temp("custom22.todx") sandbox_message(" Time of day set to custom22") elseif TOD_COUNTER_CUSTOM == 23 then mission_override_push_temp("custom23.todx") sandbox_message(" Time of day set to custom23") elseif TOD_COUNTER_CUSTOM == 24 then mission_override_push_temp("custom24.todx") sandbox_message(" Time of day set to custom24") elseif TOD_COUNTER_CUSTOM == 25 then mission_override_push_temp("custom25.todx") sandbox_message(" Time of day set to custom25") elseif TOD_COUNTER_CUSTOM == 26 then mission_override_push_temp("custom26.todx") sandbox_message(" Time of day set to custom26") elseif TOD_COUNTER_CUSTOM == 27 then mission_override_push_temp("custom27.todx") sandbox_message(" Time of day set to custom27") elseif TOD_COUNTER_CUSTOM == 28 then mission_override_push_temp("custom28.todx") sandbox_message(" Time of day set to custom28") elseif TOD_COUNTER_CUSTOM == 29 then mission_override_push_temp("custom29.todx") sandbox_message(" Time of day set to custom29") elseif TOD_COUNTER_CUSTOM == 30 then mission_override_push_temp("custom30.todx") sandbox_message(" Time of day set to custom30") elseif TOD_COUNTER_CUSTOM == 31 then mission_override_push_temp("custom31.todx") sandbox_message(" Time of day set to custom31") elseif TOD_COUNTER_CUSTOM == 32 then mission_override_push_temp("custom32.todx") sandbox_message(" Time of day set to custom32") elseif TOD_COUNTER_CUSTOM == 33 then mission_override_push_temp("custom33.todx") sandbox_message(" Time of day set to custom33") elseif TOD_COUNTER_CUSTOM == 34 then mission_override_push_temp("custom34.todx") sandbox_message(" Time of day set to custom34") elseif TOD_COUNTER_CUSTOM == 35 then mission_override_push_temp("custom35.todx") sandbox_message(" Time of day set to custom35") elseif TOD_COUNTER_CUSTOM == 36 then mission_override_push_temp("custom36.todx") sandbox_message(" Time of day set to custom36") elseif TOD_COUNTER_CUSTOM == 37 then mission_override_push_temp("custom37.todx") sandbox_message(" Time of day set to custom37") elseif TOD_COUNTER_CUSTOM == 38 then mission_override_push_temp("custom38.todx") sandbox_message(" Time of day set to custom38") elseif TOD_COUNTER_CUSTOM == 39 then mission_override_push_temp("custom39.todx") sandbox_message(" Time of day set to custom39") elseif TOD_COUNTER_CUSTOM == 40 then mission_override_push_temp("custom40.todx") sandbox_message(" Time of day set to custom40") elseif TOD_COUNTER_CUSTOM == 41 then mission_override_push_temp("custom41.todx") sandbox_message(" Time of day set to custom41") elseif TOD_COUNTER_CUSTOM == 42 then mission_override_push_temp("custom42.todx") sandbox_message(" Time of day set to custom42") elseif TOD_COUNTER_CUSTOM == 43 then mission_override_push_temp("custom43.todx") sandbox_message(" Time of day set to custom43") elseif TOD_COUNTER_CUSTOM == 44 then mission_override_push_temp("custom44.todx") sandbox_message(" Time of day set to custom44") elseif TOD_COUNTER_CUSTOM == 45 then mission_override_push_temp("custom45.todx") sandbox_message(" Time of day set to custom45") elseif TOD_COUNTER_CUSTOM == 46 then mission_override_push_temp("custom46.todx") sandbox_message(" Time of day set to custom46") elseif TOD_COUNTER_CUSTOM == 47 then mission_override_push_temp("custom47.todx") sandbox_message(" Time of day set to custom47") elseif TOD_COUNTER_CUSTOM == 48 then mission_override_push_temp("custom48.todx") sandbox_message(" Time of day set to custom48") elseif TOD_COUNTER_CUSTOM == 49 then mission_override_push_temp("custom49.todx") sandbox_message(" Time of day set to custom49") elseif TOD_COUNTER_CUSTOM == 50 then mission_override_push_temp("custom50.todx") sandbox_message(" Time of day set to custom50") elseif TOD_COUNTER_CUSTOM == 51 then mission_override_push_temp("custom51.todx") sandbox_message(" Time of day set to custom51") elseif TOD_COUNTER_CUSTOM == 52 then mission_override_push_temp("custom52.todx") sandbox_message(" Time of day set to custom52") elseif TOD_COUNTER_CUSTOM == 53 then mission_override_push_temp("custom53.todx") sandbox_message(" Time of day set to custom53") elseif TOD_COUNTER_CUSTOM == 54 then mission_override_push_temp("custom54.todx") sandbox_message(" Time of day set to custom54") elseif TOD_COUNTER_CUSTOM == 55 then mission_override_push_temp("custom55.todx") sandbox_message(" Time of day set to custom55") elseif TOD_COUNTER_CUSTOM == 56 then mission_override_push_temp("custom56.todx") sandbox_message(" Time of day set to custom56") elseif TOD_COUNTER_CUSTOM == 57 then mission_override_push_temp("custom57.todx") sandbox_message(" Time of day set to custom57") elseif TOD_COUNTER_CUSTOM == 58 then mission_override_push_temp("custom58.todx") sandbox_message(" Time of day set to custom58") elseif TOD_COUNTER_CUSTOM == 59 then mission_override_push_temp("custom59.todx") sandbox_message(" Time of day set to custom59") elseif TOD_COUNTER_CUSTOM == 60 then mission_override_push_temp("custom60.todx") sandbox_message(" Time of day set to custom60") elseif TOD_COUNTER_CUSTOM == 61 then sandbox_message(" Restored original time of day") end if TOD_COUNTER_CUSTOM == 61 then TOD_COUNTER_CUSTOM = 1 else TOD_COUNTER_CUSTOM = TOD_COUNTER_CUSTOM + 1 end delay(0.75) elseif player_action_is_pressed(B_LBRACKET) and not RELOAD_PUSHED then -- TOGGLE POLICE SHOOTING FROM VEHICLES if POLICE_DRIVEBY then sandbox_message(" Police shooting from vehicles disabled") else sandbox_message(" Police will now shoot from vehicles at second notoriety level or higher") end POLICE_DRIVEBY = not POLICE_DRIVEBY delay(0.75) elseif player_action_is_pressed(B_RBRACKET) and not RELOAD_PUSHED then if mission_is_active("m16") then set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.old_shaundi.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.shaundi, false) set_never_turn_on_player(M16_group.esc_homies.npcs.king.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.gat.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.pierce.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.kinzie.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.matt.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) if M16_WEAPON_LOADUPS == 1 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) -- inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.old_shaundi.name,true) --inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Tentacle_Bat",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("baseball_bat",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Light_Sword",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("dildo_bat",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Light_Sword",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is melee weapons.") elseif M16_WEAPON_LOADUPS == 2 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Pistol-Gang",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Pistol-Police",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Pistol-Laser",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Pistol-Gang",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Pistol-Police",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Pistol-Laser",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Pistol-Laser",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is pistols.") elseif M16_WEAPON_LOADUPS == 3 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Shotgun-Gang",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Shotgun-Gang",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("SMG-Storm",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Shotgun-Police",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("SMG-StormM00",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is sub-machine guns and shotguns.") elseif M16_WEAPON_LOADUPS == 4 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is alien shotguns.") elseif M16_WEAPON_LOADUPS == 5 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Rifle-Gang",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Rifle-Gang",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Rifle-NG",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Rifle-Gang",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Rifle-NG",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is rifles.") elseif M16_WEAPON_LOADUPS == 6 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is alien rifles.") elseif M16_WEAPON_LOADUPS == 7 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Rifle-Commander",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Pistol-Laser",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Rifle-Laser",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Pistol-Laser",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is alien weapons.") elseif M16_WEAPON_LOADUPS == 8 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Special-SniperRifle",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is snipers.") elseif M16_WEAPON_LOADUPS == 9 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Explosive-RocketLauncher",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Explosive-RocketLauncher",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Explosive-RocketLauncher",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Explosive-RocketLauncher",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Explosive-RocketLauncher",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Explosive-RocketLauncher",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Explosive-RocketLauncher",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is RPGs.") elseif M16_WEAPON_LOADUPS == 10 then inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.old_shaundi.name,true) inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.shaundi.name,true) inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.king.name,true) inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.gat.name,true) inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.kinzie.name,true) inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.pierce.name,true) inv_item_add("Explosive-PlasmaCannon",10,M16_group.esc_homies.npcs.matt.name,true) sandbox_message("Homies loadout is Alien RPGs.") elseif M16_WEAPON_LOADUPS == 11 then sandbox_message("All homies weapons removed - fight with bare fists.") inv_item_remove_all(M16_group.esc_homies.npcs.old_shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.shaundi.name) inv_item_remove_all(M16_group.esc_homies.npcs.king.name) inv_item_remove_all(M16_group.esc_homies.npcs.gat.name) inv_item_remove_all(M16_group.esc_homies.npcs.kinzie.name) inv_item_remove_all(M16_group.esc_homies.npcs.pierce.name) inv_item_remove_all(M16_group.esc_homies.npcs.matt.name) ----inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) end if M16_WEAPON_LOADUPS == 11 then M16_WEAPON_LOADUPS = 1 else M16_WEAPON_LOADUPS = M16_WEAPON_LOADUPS + 1 end end delay(0.75) end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then -- 1 - CUTSCENES if player_action_is_pressed(B_INSERT) and not ONE_PUSHED then if mission_is_active("mol_mm_01") then if FOLLOWERS_INVULNERABLE then ding_finish_audio() turn_invulnerable(MOL_MM_01_group.start.matt) set_attack_enemies_flag(MOL_MM_01_group.start.matt, true) set_always_sees_player_flag(MOL_MM_01_group.start.matt, false) set_never_turn_on_player(MOL_MM_01_group.start.matt, true) set_attack_peds_flag(MOL_MM_01_group.start.matt, true) set_attack_player_flag(MOL_MM_01_group.start.matt, true) ai_clear_priority_target(MOL_MM_01_group.start.matt) ai_add_enemy_target(MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) sandbox_message("Matt Miller randomly attack random peds and gangs and be nice to you") else ding_finish_audio() turn_invulnerable(MOL_MM_01_group.start.matt) set_never_turn_on_player(MOL_MM_01_group.start.matt, false) set_attack_enemies_flag(MOL_MM_01_group.start.matt, false ) set_always_sees_player_flag(MOL_MM_01_group.start.matt, true ) set_never_turn_on_player(MOL_MM_01_group.start.matt, true) ai_clear_priority_target(MOL_MM_01_group.start.matt) set_attack_peds_flag(MOL_MM_01_group.start.matt, false) set_attack_player_flag(MOL_MM_01_group.start.matt, false) ai_add_enemy_target(MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) sandbox_message("Matt Miller turns back to normal and be nice to you") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE ONE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not ONE_PUSHED then if mission_is_active("mol_mm_01") then if FOLLOWERS_INVULNERABLE then ding_finish_audio() turn_invulnerable(MOL_MM_01_group.start.matt) set_attack_enemies_flag(MOL_MM_01_group.start.matt, true) set_always_sees_player_flag(MOL_MM_01_group.start.matt, false) set_never_turn_on_player(MOL_MM_01_group.start.matt, false) set_attack_peds_flag(MOL_MM_01_group.start.matt, true) set_attack_player_flag(MOL_MM_01_group.start.matt, true) ai_clear_priority_target(MOL_MM_01_group.start.matt) ai_add_enemy_target(MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) sandbox_message("Matt Miller disliked you and your little gangs!") else turn_invulnerable(MOL_MM_01_group.start.matt) set_never_turn_on_player(MOL_MM_01_group.start.matt, false) set_attack_enemies_flag(MOL_MM_01_group.start.matt, false ) set_always_sees_player_flag(MOL_MM_01_group.start.matt, true ) set_attack_peds_flag(MOL_MM_01_group.start.matt, false) set_attack_player_flag(MOL_MM_01_group.start.matt, true) ai_add_enemy_target(MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) alert_message("Matt Miller is turns on you!") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE ONE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not ONE_PUSHED then if mission_is_active("mol_mm_01") then if PLAYA_DANCE_COUNTER_B == 1 then character_set_only_scripted_grabs(MOL_MM_01_group.start.matt, false) set_team(MOL_MM_01_group.start.matt, "Playas") sandbox_message(" Matt Miller teams on Saints") elseif PLAYA_DANCE_COUNTER_B == 2 then set_team(MOL_MM_01_group.start.matt, "STAG") sandbox_message(" Matt Miller teams on STAG") elseif PLAYA_DANCE_COUNTER_B == 3 then set_team(MOL_MM_01_group.start.matt, "Luchadores") sandbox_message(" Matt Miller teams on Zin") elseif PLAYA_DANCE_COUNTER_B == 4 then set_team(MOL_MM_01_group.start.matt, "Deckers") sandbox_message(" Matt Miller teams on Deckers") elseif PLAYA_DANCE_COUNTER_B == 5 then set_team(MOL_MM_01_group.start.matt, "Neutral Gang") sandbox_message(" Matt Miller teams on Neutral Gang") end if PLAYA_DANCE_COUNTER_B == 5 then PLAYA_DANCE_COUNTER_B = 1 else PLAYA_DANCE_COUNTER_B = PLAYA_DANCE_COUNTER_B + 1 end else alert_message("Your not in the current mission right now because your just free-roaming right now") end ONE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not ONE_PUSHED then if mission_is_active("mol_mm_01") then if FOLLOWERS_INVULNERABLE then ding_finish_audio() turn_invulnerable(MOL_MM_01_group.start.matt) set_attack_enemies_flag(MOL_MM_01_group.start.matt, true) set_always_sees_player_flag(MOL_MM_01_group.start.matt, false) set_never_turn_on_player(MOL_MM_01_group.start.matt, false) set_attack_peds_flag(MOL_MM_01_group.start.matt, true) set_attack_player_flag(MOL_MM_01_group.start.matt, true) ai_clear_priority_target(MOL_MM_01_group.start.matt) ai_add_enemy_target(MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) sandbox_message("Matt Miller is normal and attacking peds and gangs don't shoot him!") else ding_finish_audio() turn_invulnerable(MOL_MM_01_group.start.matt) set_never_turn_on_player(MOL_MM_01_group.start.matt, false) set_always_sees_player_flag(MOL_MM_01_group.start.matt, false ) set_attack_peds_flag(MOL_MM_01_group.start.matt, false) set_attack_enemies_flag(MOL_MM_01_group.start.matt, false ) set_attack_player_flag(MOL_MM_01_group.start.matt, false) ai_add_enemy_target(MOL_MM_01_group.start.matt, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) sandbox_message("Matt Miller is normal but don't shoot him!") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE ONE_PUSHED = true elseif player_action_is_pressed(B_END) and not ONE_PUSHED then if FOLLOWERS_INVULNERABLE then if mission_is_active("mol_mm_01") then ding_finish_audio() character_prevent_explosion_fling(MOL_MM_01_group.start.matt, true) character_prevent_kneecapping(MOL_MM_01_group.start.matt, true) character_set_never_catch_fire(MOL_MM_01_group.start.matt, true) character_set_damage_multiplier(MOL_MM_01_group.start.matt, 0.00) turn_invulnerable(MOL_MM_01_group.start.matt) character_set_never_fall(MOL_MM_01_group.start.matt, true) character_allow_ragdoll(MOL_MM_01_group.start.matt, false) character_prevent_bumping(MOL_MM_01_group.start.matt, true) character_set_counter_on_grabbed( MOL_MM_01_group.start.matt, true ) human_set_invulnerable_to_telekinesis(MOL_MM_01_group.start.matt, true) human_set_invulnerable_to_freeze(MOL_MM_01_group.start.matt, true) character_set_immune_to_explosion_vomit(MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic(MOL_MM_01_group.start.matt, true) character_prevent_flinching(MOL_MM_01_group.start.matt, true) sandbox_message("Matt Miller is in god mode") else ding_finish_audio() character_prevent_explosion_fling(MOL_MM_01_group.start.matt, false) character_prevent_kneecapping(MOL_MM_01_group.start.matt, false) character_set_never_catch_fire(MOL_MM_01_group.start.matt, false) character_set_damage_multiplier(MOL_MM_01_group.start.matt, 0.00) turn_invulnerable(MOL_MM_01_group.start.matt) character_set_never_fall(MOL_MM_01_group.start.matt, false) character_allow_ragdoll(MOL_MM_01_group.start.matt, false) character_prevent_bumping(MOL_MM_01_group.start.matt, false) character_set_counter_on_grabbed( MOL_MM_01_group.start.matt, true ) human_set_invulnerable_to_telekinesis(MOL_MM_01_group.start.matt, false) human_set_invulnerable_to_freeze(MOL_MM_01_group.start.matt, false) character_set_immune_to_explosion_vomit(MOL_MM_01_group.start.matt, true) character_set_no_explosive_panic(MOL_MM_01_group.start.matt, true) character_prevent_flinching(MOL_MM_01_group.start.matt, false) sandbox_message("Matt Miller restored back to normal") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE ONE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not ONE_PUSHED then if mission_is_active("mol_mm_01") then teleport_to_object(MOL_MM_01_group.start.matt, LOCAL_PLAYER, false, nil, 0.5) --vehicle_enter_teleport(MOL_MM_01_group.start.matt, get_char_vehicle_name(LOCAL_PLAYER), 1) sandbox_message("Matt Miller teleports to your vehicle") else alert_message("Your not in the current mission right now because your just free-roaming right now") end ONE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not ONE_PUSHED then if mission_is_active("mol_kz_01") then if FOLLOWERS_INVULNERABLE then --zimos party_add(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER) sandbox_message("Kinzie is added to your party as long as Kinzie is not mad at you!") else on_dismiss( "", MOL_KZ_01_homie.kinzie ) party_dismiss( MOL_KZ_01_homie.kinzie ) sandbox_message("Kinzie is dismiss from your party") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE ONE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not ONE_PUSHED then -- if FOLLOWERS_PSYCHO then set_civilians_invulnerable(true) sandbox_message("All Civilians are invulnerable") else set_civilians_invulnerable(false) sandbox_message("All civilians are vulnerable") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO ONE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not ONE_PUSHED then if mission_is_active("m16") then set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.old_shaundi.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.shaundi, false) set_never_turn_on_player(M16_group.esc_homies.npcs.king.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.gat.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.pierce.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.kinzie.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.matt.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) character_set_counter_on_grabbed_by_player( M16_group.esc_homies.npcs.asha.name, true) teleport_to_object(M16_group.esc_homies.npcs.shaundi.name, LOCAL_PLAYER, false, nil, 0.5) teleport_to_object(M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, false, nil, 0.3) teleport_to_object(M16_group.esc_homies.npcs.old_shaundi.name, LOCAL_PLAYER, false, nil, 0.1) teleport_to_object(M16_group.esc_homies.npcs.pierce.name, LOCAL_PLAYER, false, nil, -0.5) teleport_to_object(M16_group.esc_homies.npcs.matt.name, LOCAL_PLAYER, false, nil, -0.2) teleport_to_object(M16_group.esc_homies.npcs.kinzie.name, LOCAL_PLAYER, false, nil, -0.7) teleport_to_object(M16_group.esc_homies.npcs.gat.name, LOCAL_PLAYER, false, nil, -0.1) teleport_to_object(M16_group.esc_homies.npcs.king.name, LOCAL_PLAYER, false, nil, 0.4) vehicle_enter_teleport(M16_group.esc_homies.npcs.shaundi.name, get_char_vehicle_name(LOCAL_PLAYER), 1) vehicle_enter_teleport(M16_group.esc_homies.npcs.old_shaundi.name, get_char_vehicle_name(LOCAL_PLAYER), 7) vehicle_enter_teleport( M16_group.esc_homies.npcs.asha.name, get_char_vehicle_name(LOCAL_PLAYER), 2) vehicle_enter_teleport(M16_group.esc_homies.npcs.matt, get_char_vehicle_name(LOCAL_PLAYER), 3) vehicle_enter_teleport( M16_group.esc_homies.npcs.pierce.name, get_char_vehicle_name(LOCAL_PLAYER), 4) vehicle_enter_teleport(M16_group.esc_homies.npcs.kinzie.name, get_char_vehicle_name(LOCAL_PLAYER), 5) vehicle_enter_teleport( M16_group.esc_homies.npcs.king.name, get_char_vehicle_name(LOCAL_PLAYER), 6) vehicle_enter_teleport( M16_group.esc_homies.npcs.gat.name, get_char_vehicle_name(LOCAL_PLAYER), 0) sandbox_message("All homies teleport in your vehicle") else alert_message("Your not in the current mission right now because your just free-roaming right now") end ONE_PUSHED = true elseif player_action_is_pressed(B_UP) and not ONE_PUSHED then if mission_is_active("m16") then set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.old_shaundi.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.shaundi, false) set_never_turn_on_player(M16_group.esc_homies.npcs.king.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.gat.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.pierce.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.kinzie.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.matt.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) if FOLLOWERS_PSYCHO then --M06 party_add(M16_group.esc_homies.npcs.shaundi.name, LOCAL_PLAYER) party_add( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER) party_add(M16_group.esc_homies.npcs.old_shaundi.name, LOCAL_PLAYER) party_add( M16_group.esc_homies.npcs.king.name, LOCAL_PLAYER) party_add(M16_group.esc_homies.npcs.gat.name, LOCAL_PLAYER) party_add(M16_group.esc_homies.npcs.kinzie.name, LOCAL_PLAYER) party_add( M16_group.esc_homies.npcs.pierce.name, LOCAL_PLAYER) party_add(M16_group.esc_homies.npcs.matt.name, LOCAL_PLAYER) sandbox_message("All homies is added to your party") else party_dismiss(M16_group.esc_homies.npcs.shaundi.name) party_dismiss( M16_group.esc_homies.npcs.asha.name) party_dismiss(M16_group.esc_homies.npcs.old_shaundi.name) party_dismiss( M16_group.esc_homies.npcs.king.name) party_dismiss(M16_group.esc_homies.npcs.gat.name) party_dismiss(M16_group.esc_homies.npcs.kinzie.name) party_dismiss( M16_group.esc_homies.npcs.pierce.name) party_dismiss(M16_group.esc_homies.npcs.matt.name) sandbox_message("All homies is dismiss from your party") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO ONE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not ONE_PUSHED then teleport_to_object("#FOLLOWER1#", LOCAL_PLAYER, false, nil, 0.5) teleport_to_object("#FOLLOWER2#", LOCAL_PLAYER, false, nil, -0.3) teleport_to_object("#FOLLOWER3#", LOCAL_PLAYER, false, nil, 0.3) sandbox_message(" All your followers teleport to you") ONE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not ONE_PUSHED then if mission_is_active("m16") then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) sandbox_message("Asha's weapons are removed") end ONE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then -- 2 - CUTSCENES if player_action_is_pressed(B_INSERT) and not TWO_PUSHED then --REMOVE THIS if mission_is_active("m16") then turn_invulnerable( M16_group.esc_homies.npcs.asha.name) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) -- ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) -- set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) -- set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) --character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) --npc_refire_rate_override( M16_group.esc_homies.npcs.asha.name, 60000) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_ignore_ai_flag( M16_group.esc_homies.npcs.asha.name, false) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) follower_set_can_abandon( M16_group.esc_homies.npcs.asha.name, false ) --set_never_turn_on_player( M16_group.esc_homies.npcs.asha.name, false) -- set_attack_enemies_flag( M16_group.esc_homies.npcs.asha.name, true) --set_attack_peds_flag( M16_group.esc_homies.npcs.asha.name, true) ai_add_enemy_target( M16_group.esc_homies.npcs.asha.name, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_cower_flag( M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag( M16_group.esc_homies.npcs.asha.name, true) npc_weapon_pickup_override( M16_group.esc_homies.npcs.asha.name, false) set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) if M16_BULLY_ASHA == 1 then BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 set_team(M16_group.esc_homies.npcs.shaundi.name, "playas") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "playas") set_team(M16_group.esc_homies.npcs.king.name, "playas") set_team(M16_group.esc_homies.npcs.king.name, "playas") set_team(M16_group.esc_homies.npcs.gat.name, "playas") set_team(M16_group.esc_homies.npcs.kinzie.name, "playas") set_team(M16_group.esc_homies.npcs.pierce.name, "playas") set_team(M16_group.esc_homies.npcs.matt.name, "playas") set_team(M16_group.esc_homies.npcs.asha.name, "neutral gang") sandbox_message(" All saints bully Asha - neutral gang") elseif M16_BULLY_ASHA == 2 then BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 set_team(M16_group.esc_homies.npcs.shaundi.name, "luchadores") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "luchadores") set_team(M16_group.esc_homies.npcs.king.name, "luchadores") set_team(M16_group.esc_homies.npcs.king.name, "luchadores") set_team(M16_group.esc_homies.npcs.gat.name, "luchadores") set_team(M16_group.esc_homies.npcs.kinzie.name, "luchadores") set_team(M16_group.esc_homies.npcs.pierce.name, "luchadores") set_team(M16_group.esc_homies.npcs.matt.name, "luchadores") set_team(M16_group.esc_homies.npcs.asha.name, "stag") sandbox_message(" All luchadores bully Asha - stag") elseif M16_BULLY_ASHA == 3 then BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 set_team(M16_group.esc_homies.npcs.shaundi.name, "police") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "police") set_team(M16_group.esc_homies.npcs.king.name, "police") set_team(M16_group.esc_homies.npcs.king.name, "police") set_team(M16_group.esc_homies.npcs.gat.name, "police") set_team(M16_group.esc_homies.npcs.kinzie.name, "police") set_team(M16_group.esc_homies.npcs.pierce.name, "police") set_team(M16_group.esc_homies.npcs.matt.name, "police") set_team(M16_group.esc_homies.npcs.asha.name, "stag") sandbox_message(" All police team and Asha - stag but zin will bully her when notoriety is higher") elseif M16_BULLY_ASHA == 4 then BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 set_team(M16_group.esc_homies.npcs.shaundi.name, "stag") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "stag") set_team(M16_group.esc_homies.npcs.king.name, "stag") set_team(M16_group.esc_homies.npcs.king.name, "stag") set_team(M16_group.esc_homies.npcs.gat.name, "stag") set_team(M16_group.esc_homies.npcs.kinzie.name, "stag") set_team(M16_group.esc_homies.npcs.pierce.name, "stag") set_team(M16_group.esc_homies.npcs.matt.name, "stag") set_team(M16_group.esc_homies.npcs.asha.name, "luchadores") sandbox_message(" All stag bully Asha - luchadores but zins take take when notoriety is higher") end if M16_BULLY_ASHA == 4 then M16_BULLY_ASHA = 1 else M16_BULLY_ASHA = M16_BULLY_ASHA + 1 end end delay(0.75) TWO_PUSHED = true elseif player_action_is_pressed(B_HOME) and not TWO_PUSHED then if mission_is_active("m16") then if FOLLOWERS_PSYCHO then ding_finish_audio() npc_weapon_pickup_override(M16_group.esc_homies.npcs.asha.name, false) set_cant_cower_flag(M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag(M16_group.esc_homies.npcs.asha.name, true) character_prevent_explosion_fling(M16_group.esc_homies.npcs.asha.name, true) character_prevent_kneecapping(M16_group.esc_homies.npcs.asha.name, true) character_set_never_catch_fire(M16_group.esc_homies.npcs.asha.name, true) character_set_damage_multiplier(M16_group.esc_homies.npcs.asha.name, 0.00) character_set_never_fall(M16_group.esc_homies.npcs.asha.name, true) character_allow_ragdoll(M16_group.esc_homies.npcs.asha.name, false) character_prevent_bumping(M16_group.esc_homies.npcs.asha.name, true) character_set_counter_on_grabbed( M16_group.esc_homies.npcs.asha.name , true ) human_set_invulnerable_to_telekinesis(M16_group.esc_homies.npcs.asha.name, true) human_set_invulnerable_to_freeze(M16_group.esc_homies.npcs.asha.name, true) character_set_immune_to_explosion_vomit(M16_group.esc_homies.npcs.asha.name, true) character_set_no_explosive_panic(M16_group.esc_homies.npcs.asha.name, true) character_prevent_flinching(M16_group.esc_homies.npcs.asha.name, true) sandbox_message("Asha is in god mode") else ding_finish_audio() npc_weapon_pickup_override(M16_group.esc_homies.npcs.asha.name, false) set_cant_cower_flag(M16_group.esc_homies.npcs.asha.name, true) set_cant_flee_flag(M16_group.esc_homies.npcs.asha.name, true) character_prevent_explosion_fling(M16_group.esc_homies.npcs.asha.name, false) character_prevent_kneecapping(M16_group.esc_homies.npcs.asha.name, true) character_set_never_catch_fire(M16_group.esc_homies.npcs.asha.name, true) character_set_damage_multiplier(M16_group.esc_homies.npcs.asha.name, 0.00) character_set_never_fall(M16_group.esc_homies.npcs.asha.name, false) character_allow_ragdoll(M16_group.esc_homies.npcs.asha.name, true) character_prevent_bumping(M16_group.esc_homies.npcs.asha.name, true) character_set_counter_on_grabbed( M16_group.esc_homies.npcs.asha.name , true ) human_set_invulnerable_to_telekinesis(M16_group.esc_homies.npcs.asha.name, true) human_set_invulnerable_to_freeze(M16_group.esc_homies.npcs.asha.name, true) character_set_immune_to_explosion_vomit(M16_group.esc_homies.npcs.asha.name, true) character_set_no_explosive_panic(M16_group.esc_homies.npcs.asha.name, true) character_prevent_flinching(M16_group.esc_homies.npcs.asha.name, false) sandbox_message("Asha is restore back to normal") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO TWO_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not TWO_PUSHED then if FOLLOWERS_INVULNERABLE then human_all_stop_dropping_cash(true) human_all_stop_dropping_weapons(true) sandbox_message("No One Drops Any Weapons") else human_all_stop_dropping_cash(false) human_all_stop_dropping_weapons(false) sandbox_message("Now Anyone Drops Weapons Now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE TWO_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not TWO_PUSHED then if mission_is_active("m16") then -- set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) -- set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) -- set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) if M16_TEAM_KILL_B == 1 then set_team(M16_group.esc_homies.npcs.shaundi.name, "neutral gang") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "neutral gang") set_team(M16_group.esc_homies.npcs.king.name, "neutral gang") set_team(M16_group.esc_homies.npcs.king.name, "neutral gang") set_team(M16_group.esc_homies.npcs.gat.name, "neutral gang") set_team(M16_group.esc_homies.npcs.kinzie.name, "neutral gang") set_team(M16_group.esc_homies.npcs.pierce.name, "neutral gang") set_team(M16_group.esc_homies.npcs.matt.name, "neutral gang") set_team(M16_group.esc_homies.npcs.asha.name, "neutral gang") sandbox_message("All homies are neutral gang") elseif M16_TEAM_KILL_B == 2 then set_team(M16_group.esc_homies.npcs.shaundi.name, "playas") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "playas") set_team(M16_group.esc_homies.npcs.king.name, "playas") set_team(M16_group.esc_homies.npcs.king.name, "playas") set_team(M16_group.esc_homies.npcs.gat.name, "playas") set_team(M16_group.esc_homies.npcs.kinzie.name, "playas") set_team(M16_group.esc_homies.npcs.pierce.name, "playas") set_team(M16_group.esc_homies.npcs.matt.name, "playas") set_team(M16_group.esc_homies.npcs.asha.name, "playas") sandbox_message("All homies are saints") elseif M16_TEAM_KILL_B == 3 then set_team(M16_group.esc_homies.npcs.shaundi.name, "playas") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "morningstar") set_team(M16_group.esc_homies.npcs.king.name, "neutral gang") set_team(M16_group.esc_homies.npcs.gat.name, "luchadores") set_team(M16_group.esc_homies.npcs.kinzie.name, "police") set_team(M16_group.esc_homies.npcs.pierce.name, "stag") set_team(M16_group.esc_homies.npcs.matt.name, "deckers") set_team(M16_group.esc_homies.npcs.asha.name, "neutral gang") sandbox_message("All homies are in seperate 8 teams, free for all kinda... Notoriety will automatically active.") elseif M16_TEAM_KILL_B == 4 then set_team(M16_group.esc_homies.npcs.shaundi.name, "playas") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "playas") set_team(M16_group.esc_homies.npcs.king.name, "neutral gang") set_team(M16_group.esc_homies.npcs.gat.name, "playas") set_team(M16_group.esc_homies.npcs.kinzie.name, "playas") set_team(M16_group.esc_homies.npcs.pierce.name, "neutral gang") set_team(M16_group.esc_homies.npcs.matt.name, "neutral gang") set_team(M16_group.esc_homies.npcs.asha.name, "neutral gang") sandbox_message("shaundi,fun shaundi, kinzie and johnny gat - saints\n Pierce,Ben King,Matt miller and asha - neutral gang") elseif M16_TEAM_KILL_B == 5 then set_team(M16_group.esc_homies.npcs.shaundi.name, "deckers") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "deckers") set_team(M16_group.esc_homies.npcs.king.name, "morningstar") set_team(M16_group.esc_homies.npcs.gat.name, "playas") set_team(M16_group.esc_homies.npcs.kinzie.name, "playas") set_team(M16_group.esc_homies.npcs.pierce.name, "morningstar") set_team(M16_group.esc_homies.npcs.matt.name, "neutral gang") set_team(M16_group.esc_homies.npcs.asha.name, "neutral gang") sandbox_message("shaundi and fun shaundi - deckers\n kinzie and johnny gat - morningstar\n Pierce and Ben King - saints\n Matt miller and asha - neutral gang") end if M16_TEAM_KILL_B == 5 then M16_TEAM_KILL_B = 1 else M16_TEAM_KILL_B = M16_TEAM_KILL_B + 1 end end TWO_PUSHED = true elseif player_action_is_pressed(B_END) and not TWO_PUSHED then if mission_is_active("m16") then -- set_attack_player_flag( M16_group.esc_homies.npcs.asha.name, true) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) -- set_always_sees_player_flag( M16_group.esc_homies.npcs.asha.name, true ) turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) if M16_TEAM_KILL_A == 1 then set_team(M16_group.esc_homies.npcs.shaundi.name, "morningstar") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "morningstar") set_team(M16_group.esc_homies.npcs.king.name, "morningstar") set_team(M16_group.esc_homies.npcs.king.name, "morningstar") set_team(M16_group.esc_homies.npcs.gat.name, "morningstar") set_team(M16_group.esc_homies.npcs.kinzie.name, "morningstar") set_team(M16_group.esc_homies.npcs.pierce.name, "morningstar") set_team(M16_group.esc_homies.npcs.matt.name, "morningstar") set_team(M16_group.esc_homies.npcs.asha.name, "morningstar") sandbox_message("All homies are morningstar but not allies to luchadores aka zin, but they don't react why they shoot when they fire - rival gangs only including neutral gang") elseif M16_TEAM_KILL_A == 2 then set_team(M16_group.esc_homies.npcs.shaundi.name, "luchadores") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "luchadores") set_team(M16_group.esc_homies.npcs.king.name, "luchadores") set_team(M16_group.esc_homies.npcs.king.name, "luchadores") set_team(M16_group.esc_homies.npcs.gat.name, "luchadores") set_team(M16_group.esc_homies.npcs.kinzie.name, "luchadores") set_team(M16_group.esc_homies.npcs.pierce.name, "luchadores") set_team(M16_group.esc_homies.npcs.matt.name, "luchadores") set_team(M16_group.esc_homies.npcs.asha.name, "luchadores") sandbox_message("All homies are luchadores are refered to the zin - allies with police not stag") elseif M16_TEAM_KILL_A == 3 then set_team(M16_group.esc_homies.npcs.shaundi.name, "police") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "police") set_team(M16_group.esc_homies.npcs.king.name, "police") set_team(M16_group.esc_homies.npcs.king.name, "police") set_team(M16_group.esc_homies.npcs.gat.name, "police") set_team(M16_group.esc_homies.npcs.kinzie.name, "police") set_team(M16_group.esc_homies.npcs.pierce.name, "police") set_team(M16_group.esc_homies.npcs.matt.name, "police") set_team(M16_group.esc_homies.npcs.asha.name, "police") sandbox_message("All homies are police and they also get along with the zin") elseif M16_TEAM_KILL_A == 4 then set_team(M16_group.esc_homies.npcs.shaundi.name, "stag") set_team(M16_group.esc_homies.npcs.old_shaundi.name, "stag") set_team(M16_group.esc_homies.npcs.king.name, "stag") set_team(M16_group.esc_homies.npcs.king.name, "stag") set_team(M16_group.esc_homies.npcs.gat.name, "stag") set_team(M16_group.esc_homies.npcs.kinzie.name, "stag") set_team(M16_group.esc_homies.npcs.pierce.name, "stag") set_team(M16_group.esc_homies.npcs.matt.name, "stag") set_team(M16_group.esc_homies.npcs.asha.name, "stag") sandbox_message("All homies are stag but they really hate enemy gangs killing peds and they don't get along with the zin") end if M16_TEAM_KILL_A == 4 then M16_TEAM_KILL_A = 1 else M16_TEAM_KILL_A = M16_TEAM_KILL_A + 1 end end TWO_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not TWO_PUSHED then --if mission_is_active("m18") then if M18_CHASE then --zimos team_make_hostile("stag", "police") --team_make_allies("stag", "luchadores") sandbox_message("Police rejected - STAG works with Luchadores") else team_make_allies("stag", "police") --team_make_hostile("luchadores", "stag") sandbox_message("Luchadores rejected - STAG works with Police") end -- else -- alert_message("Your not in the current mission right now because your just free-roaming right now") -- end M18_CHASE = not M18_CHASE delay(0.75) TWO_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not TWO_PUSHED then if FOLLOWERS_INVULNERABLE then if npc_is_in_party("#FOLLOWER1#") then camera_set_target("#FOLLOWER1#", true, SYNC_ALL) sandbox_message("Camera targets to your 1st follower") end else if npc_is_in_party("#FOLLOWER1#") then camera_set_target("#FOLLOWER2#", true, SYNC_ALL) sandbox_message("Camera targets to your 2nd follower") end end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE TWO_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not TWO_PUSHED then if mission_is_active("m18") then if FOLLOWERS_PSYCHO then ding_finish_audio() set_cant_cower_flag(M18_group.alley_vp.roddy, true) set_cant_flee_flag(M18_group.alley_vp.roddy, true) character_prevent_explosion_fling(M18_group.alley_vp.roddy, true) character_prevent_kneecapping(M18_group.alley_vp.roddy, true) character_set_never_catch_fire(M18_group.alley_vp.roddy, true) character_set_damage_multiplier(M18_group.alley_vp.roddy, 0.00) character_set_never_fall(M18_group.alley_vp.roddy, true) character_allow_ragdoll(M18_group.alley_vp.roddy, false) character_prevent_bumping(M18_group.alley_vp.roddy, true) character_set_counter_on_grabbed( M18_group.alley_vp.roddy , true ) human_set_invulnerable_to_telekinesis(M18_group.alley_vp.roddy, true) human_set_invulnerable_to_freeze(M18_group.alley_vp.roddy, true) character_set_immune_to_explosion_vomit(M18_group.alley_vp.roddy, true) character_set_no_explosive_panic(M18_group.alley_vp.roddy, true) character_prevent_flinching(M18_group.alley_vp.roddy, true) sandbox_message("Roddy and Keith are in god mode") else ding_finish_audio() set_cant_cower_flag(M18_group.alley_vp.roddy, true) set_cant_flee_flag(M18_group.alley_vp.roddy, true) character_prevent_explosion_fling(M18_group.alley_vp.roddy, false) character_prevent_kneecapping(M18_group.alley_vp.roddy, true) character_set_never_catch_fire(M18_group.alley_vp.roddy, true) character_set_damage_multiplier(M18_group.alley_vp.roddy, 0.00) character_set_never_fall(M18_group.alley_vp.roddy, false) character_allow_ragdoll(M18_group.alley_vp.roddy, true) character_prevent_bumping(M18_group.alley_vp.roddy, true) character_set_counter_on_grabbed( M18_group.alley_vp.roddy , true ) human_set_invulnerable_to_telekinesis(M18_group.alley_vp.roddy, false) human_set_invulnerable_to_freeze(M18_group.alley_vp.roddy, true) character_set_immune_to_explosion_vomit(M18_group.alley_vp.roddy, true) character_set_no_explosive_panic(M18_group.alley_vp.roddy, true) character_prevent_flinching(M18_group.alley_vp.roddy, false) sandbox_message("Roddy and Keith are restore back to normal") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO TWO_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not TWO_PUSHED then --UNUSED Ben Kingturn_+ if mission_is_active("m16") then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) if MISSION_WEAPONS == 1 then --M02 npc_weapon_pickup_override(M16_group.esc_homies.npcs.asha.name, false) inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("baseball_bat",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("Asha armed with baseball bat.") elseif MISSION_WEAPONS == 2 then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("light_sword",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("asha armed with light sword.") elseif MISSION_WEAPONS == 3 then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("Pistol-Gang",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("asha armed with pistol.") elseif MISSION_WEAPONS == 4 then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("SMG-Gang",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("asha armed with sub-machine gun.") elseif MISSION_WEAPONS == 5 then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("Shotgun-Police",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("asha armed with shotgun.") elseif MISSION_WEAPONS == 6 then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("Rifle-Gang",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("asha armed with rifle.") elseif MISSION_WEAPONS == 7 then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("Special-SniperRifle",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("asha armed with sniper") elseif MISSION_WEAPONS == 8 then inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) delay(0.20) inv_item_add("Tentacle_Bat",10, M16_group.esc_homies.npcs.asha.name,true) sandbox_message("asha armed with Tentacle Bat.") elseif MISSION_WEAPONS == 9 then sandbox_message("asha fight with bare fists.") inv_item_remove_all(M16_group.esc_homies.npcs.asha.name) end if MISSION_WEAPONS == 9 then MISSION_WEAPONS = 1 else MISSION_WEAPONS = MISSION_WEAPONS + 1 end else alert_message("Your not in the current mission right now because your just free-roaming right now") end TWO_PUSHED = true elseif player_action_is_pressed(B_UP) and not TWO_PUSHED then if mission_is_active("m16") then if M16_SUPERPOWERS then --zimos ding_finish_audio() turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.shaundi.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.king.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.gat.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.kinzie.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.pierce.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.shaundi, true) npc_super_powers_enable(M16_group.esc_homies.npcs.matt.name, true) npc_super_powers_enable(M16_group.esc_homies.npcs.asha.name, true) set_behavior_set(M16_group.esc_homies.npcs.shaundi.name, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.old_shaundi.name, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.king.name, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.gat.name, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.kinzie.name, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.pierce.name, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.shaundi, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.matt.name, "Super Enemy Boss") set_behavior_set(M16_group.esc_homies.npcs.asha.name, "super jump only") sandbox_message("all homies have super powers execpt ASHA") else npc_super_powers_enable(M16_group.esc_homies.npcs.old_shaundi.name,false) npc_super_powers_enable(M16_group.esc_homies.npcs.shaundi.name,false) npc_super_powers_enable(M16_group.esc_homies.npcs.king.name,false) npc_super_powers_enable(M16_group.esc_homies.npcs.gat.name,false) npc_super_powers_enable(M16_group.esc_homies.npcs.pierce.name,false) npc_super_powers_enable(M16_group.esc_homies.npcs.kinzie.name,false) npc_super_powers_enable(M16_group.esc_homies.npcs.matt.name,false) npc_super_powers_enable(M16_group.esc_homies.npcs.asha.name,false) set_behavior_set(M16_group.esc_homies.npcs.shaundi.name, "Saint Melee") set_behavior_set(M16_group.esc_homies.npcs.old_shaundi.name, "Saint Melee") set_behavior_set(M16_group.esc_homies.npcs.king.name, "Saint Melee") set_behavior_set(M16_group.esc_homies.npcs.gat.name, "Saint Melee") set_behavior_set(M16_group.esc_homies.npcs.kinzie.name, "Saint Melee") set_behavior_set(M16_group.esc_homies.npcs.pierce.name, "Saint Melee") set_behavior_set(M16_group.esc_homies.npcs.shaundi, "Saint Melee") set_behavior_set(M16_group.esc_homies.npcs.matt.name, "Saint Melee") --set_behavior_set(M16_group.esc_homies.npcs.asha.name, "Saint Melee") sandbox_message("all homies have super powers are worn out") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end M16_SUPERPOWERS = not M16_SUPERPOWERS TWO_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not TWO_PUSHED then if mission_is_active("mol_kz_01") then if FOLLOWERS_PSYCHO then -- hostile Kinzie Mission ding_finish_audio() set_attack_enemies_flag(MOL_KZ_01_homie.kinzie, false) set_always_sees_player_flag(MOL_KZ_01_homie.kinzie, false) set_never_turn_on_player(MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag(MOL_KZ_01_homie.kinzie,false) set_attack_player_flag(MOL_KZ_01_homie.kinzie, false) ai_clear_priority_target(MOL_KZ_01_homie.kinzie) ai_add_enemy_target(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) sandbox_message("Kinzie is back to normal as she is") else ding_finish_audio() set_attack_enemies_flag(MOL_KZ_01_homie.kinzie, true) set_always_sees_player_flag(MOL_KZ_01_homie.kinzie, false) set_never_turn_on_player(MOL_KZ_01_homie.kinzie, true) set_attack_peds_flag(MOL_KZ_01_homie.kinzie, true) set_attack_player_flag(MOL_KZ_01_homie.kinzie, false) ai_clear_priority_target(MOL_KZ_01_homie.kinzie) ai_add_enemy_target(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) sandbox_message("Kinzie attacks random peds and gangs") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO TWO_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not TWO_PUSHED then if mission_is_active("mol_kz_01") then if FOLLOWERS_INVULNERABLE then ding_finish_audio() set_attack_enemies_flag(MOL_KZ_01_homie.kinzie, true) set_always_sees_player_flag(MOL_KZ_01_homie.kinzie, false) set_never_turn_on_player(MOL_KZ_01_homie.kinzie, false) set_attack_peds_flag(MOL_KZ_01_homie.kinzie, true) set_attack_player_flag(MOL_KZ_01_homie.kinzie, true) ai_clear_priority_target(MOL_KZ_01_homie.kinzie) ai_add_enemy_target(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) sandbox_message("That fix her problem but she still dislike you, okay and don't screw this up, alright?") else set_never_turn_on_player(MOL_KZ_01_homie.kinzie, false) set_attack_enemies_flag(MOL_KZ_01_homie.kinzie, true ) set_always_sees_player_flag(MOL_KZ_01_homie.kinzie, true ) set_attack_peds_flag(MOL_KZ_01_homie.kinzie, true) set_attack_player_flag(MOL_KZ_01_homie.kinzie, true) ai_add_enemy_target(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) alert_message("Kinzie is gonna find you and she's breaking up and also you screw this up!") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE TWO_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then -- 3 - CUTSCENES if player_action_is_pressed(B_INSERT) and not THREE_PUSHED then --add here if LEVEL_COVER == 1 then --M02 WANTED_START = 1 sandbox_message("Wanted lists will start level 1 from playing civil") elseif LEVEL_COVER == 2 then WANTED_START = 2 sandbox_message("Wanted lists will start level 2 from playing civil") elseif LEVEL_COVER == 3 then WANTED_START = 3 sandbox_message("Wanted lists will start level 3 from playing civil") elseif LEVEL_COVER == 4 then WANTED_START = 4 sandbox_message("Wanted lists will start level 4 from playing civil") elseif LEVEL_COVER == 5 then WANTED_START = 5 sandbox_message("Wanted lists will start level 5 from playing civil") elseif LEVEL_COVER == 6 then WANTED_START = 0 sandbox_message("Wanted lists will start level 0 from playing civil") end if LEVEL_COVER == 6 then LEVEL_COVER = 1 else LEVEL_COVER = LEVEL_COVER + 1 end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO THREE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not THREE_PUSHED then if mission_is_active("mol_kz_01") then if FOLLOWERS_PSYCHO then ding_finish_audio() set_cant_cower_flag(MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag(MOL_KZ_01_homie.kinzie, true) character_prevent_explosion_fling(MOL_KZ_01_homie.kinzie, true) character_prevent_kneecapping(MOL_KZ_01_homie.kinzie, true) character_set_never_catch_fire(MOL_KZ_01_homie.kinzie, true) character_set_damage_multiplier(MOL_KZ_01_homie.kinzie, 0.00) character_set_never_fall(MOL_KZ_01_homie.kinzie, true) character_allow_ragdoll(MOL_KZ_01_homie.kinzie, false) character_prevent_bumping(MOL_KZ_01_homie.kinzie, true) character_set_counter_on_grabbed( MOL_KZ_01_homie.kinzie , true ) human_set_invulnerable_to_telekinesis(MOL_KZ_01_homie.kinzie, true) human_set_invulnerable_to_freeze(MOL_KZ_01_homie.kinzie, true) character_set_immune_to_explosion_vomit(MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic(MOL_KZ_01_homie.kinzie, true) character_prevent_flinching(MOL_KZ_01_homie.kinzie, true) sandbox_message("Kinzie is in god mode") else ding_finish_audio() set_cant_cower_flag(MOL_KZ_01_homie.kinzie, true) set_cant_flee_flag(MOL_KZ_01_homie.kinzie, true) character_prevent_explosion_fling(MOL_KZ_01_homie.kinzie, false) character_prevent_kneecapping(MOL_KZ_01_homie.kinzie, true) character_set_never_catch_fire(MOL_KZ_01_homie.kinzie, true) character_set_damage_multiplier(MOL_KZ_01_homie.kinzie, 0.00) character_set_never_fall(MOL_KZ_01_homie.kinzie, false) character_allow_ragdoll(MOL_KZ_01_homie.kinzie, true) character_prevent_bumping(MOL_KZ_01_homie.kinzie, true) character_set_counter_on_grabbed( MOL_KZ_01_homie.kinzie , true ) human_set_invulnerable_to_telekinesis(MOL_KZ_01_homie.kinzie, true) human_set_invulnerable_to_freeze(MOL_KZ_01_homie.kinzie, true) character_set_immune_to_explosion_vomit(MOL_KZ_01_homie.kinzie, true) character_set_no_explosive_panic(MOL_KZ_01_homie.kinzie, true) character_prevent_flinching(MOL_KZ_01_homie.kinzie, false) sandbox_message("Kinzie is restore back to normal") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO THREE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not THREE_PUSHED then --edited later --TELEPORT TO 3 COUNT CASINO local PLAYERS_TEAM = get_team(LOCAL_PLAYER) set_team("#FOLLOWER2#",PLAYERS_TEAM) set_team("#FOLLOWER1#",PLAYERS_TEAM) set_team("#FOLLOWER3#",PLAYERS_TEAM) sandbox_message("Followers are set in your current team.") THREE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not THREE_PUSHED then if mission_is_active("mol_kz_01") then if PLAYA_DANCE_COUNTER_B == 1 then -- character_set_only_scripted_grabs(MOL_KZ_01_homie.kinzie, false) set_team(MOL_KZ_01_homie.kinzie, "Playas") sandbox_message(" Kinzie teams on Saints") elseif PLAYA_DANCE_COUNTER_B == 2 then set_team(MOL_KZ_01_homie.kinzie, "STAG") sandbox_message(" Kinzie teams on STAG") elseif PLAYA_DANCE_COUNTER_B == 3 then set_team(MOL_KZ_01_homie.kinzie, "Luchadores") sandbox_message(" Kinzie teams on Luchadores") elseif PLAYA_DANCE_COUNTER_B == 4 then set_team(MOL_KZ_01_homie.kinzie, "Morningstar") sandbox_message(" Kinzie teams on Morningstar") elseif PLAYA_DANCE_COUNTER_B == 5 then set_team(MOL_KZ_01_homie.kinzie, "Neutral Gang") sandbox_message(" Kinzie teams on Neutral Gang") elseif PLAYA_DANCE_COUNTER_B == 6 then set_team(MOL_KZ_01_homie.kinzie, "Police") sandbox_message(" Kinzie teams on Police") elseif PLAYA_DANCE_COUNTER_B == 7 then set_team(MOL_KZ_01_homie.kinzie, "Deckers") sandbox_message(" Kinzie teams on Deckers") elseif PLAYA_DANCE_COUNTER_B == 8 then set_team(MOL_KZ_01_homie.kinzie, "Civilian") sandbox_message(" Kinzie teams on Civilian") end if PLAYA_DANCE_COUNTER_B == 8 then PLAYA_DANCE_COUNTER_B = 1 else PLAYA_DANCE_COUNTER_B = PLAYA_DANCE_COUNTER_B + 1 end else alert_message("Your not in the current mission right now because your just free-roaming right now") end THREE_PUSHED = true elseif player_action_is_pressed(B_END) and not THREE_PUSHED then if mission_is_active("m16") then if PLAYA_DANCE_COUNTER_B == 1 then -- --REMOVE THIS character_set_only_scripted_grabs(M16_group.esc_homies.npcs.asha.name, false) set_team(M16_group.esc_homies.npcs.asha.name, "Playas") set_team(M16_group.esc_homies.npcs.asha.name, "Playas") sandbox_message(" Asha teams on Saints") elseif PLAYA_DANCE_COUNTER_B == 2 then set_team(M16_group.esc_homies.npcs.asha.name, "Police") set_team(M16_group.esc_homies.npcs.asha.name, "Police") sandbox_message(" Asha teams on Police") elseif PLAYA_DANCE_COUNTER_B == 3 then set_team(M16_group.esc_homies.npcs.asha.name, "STAG") set_team(M16_group.esc_homies.npcs.asha.name, "STAG") sandbox_message(" Asha teams on STAG") elseif PLAYA_DANCE_COUNTER_B == 4 then set_team(M16_group.esc_homies.npcs.asha.name, "Luchadores") set_team(M16_group.esc_homies.npcs.asha.name, "Luchadores") sandbox_message(" Asha teams on Luchadores") elseif PLAYA_DANCE_COUNTER_B == 5 then set_team(M16_group.esc_homies.npcs.asha.name, "Morningstar") set_team(M16_group.esc_homies.npcs.asha.name, "Morningstar") sandbox_message(" Asha teams on morningstar") elseif PLAYA_DANCE_COUNTER_B == 6 then set_team(M16_group.esc_homies.npcs.asha.name, "Neutral Gang") set_team(M16_group.esc_homies.npcs.asha.name, "Neutral Gang") sandbox_message(" Asha teams on Neutral Gang") elseif PLAYA_DANCE_COUNTER_B == 7 then set_team(M16_group.esc_homies.npcs.asha.name, "deckers") set_team(M16_group.esc_homies.npcs.asha.name, "deckers") sandbox_message(" Asha teams on deckers") end if PLAYA_DANCE_COUNTER_B == 7 then PLAYA_DANCE_COUNTER_B = 1 else PLAYA_DANCE_COUNTER_B = PLAYA_DANCE_COUNTER_B + 1 end else alert_message("Your not in the current mission right now because your just free-roaming right now") end THREE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not THREE_PUSHED then if mission_is_active("m16") then if FOLLOWERS_PSYCHO then --REMOVE THIS npc_weapon_pickup_override(M16_group.esc_homies.npcs.asha.name, false) ding_finish_audio() set_ignore_ai_flag(M16_group.esc_homies.npcs.asha.name, true) set_ignore_ai_flag(M16_group.esc_homies.npcs.asha.name, true) sandbox_message("Asha Ingores You!") else npc_weapon_pickup_override(M16_group.esc_homies.npcs.asha.name, false) ding_finish_audio() set_ignore_ai_flag(M16_group.esc_homies.npcs.asha.name, false) set_ignore_ai_flag(M16_group.esc_homies.npcs.asha.name, false) sandbox_message("Asha Don't Ingores You!") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO THREE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not THREE_PUSHED then --UNUSED if mission_is_active("mol_kz_01") then --vehicle_enter_teleport(MOL_KZ_01_homie.kinzie, get_char_vehicle_name(LOCAL_PLAYER), 1) teleport_to_object(MOL_KZ_01_homie.kinzie, LOCAL_PLAYER, false, nil, 0.5) sandbox_message("Kinzie teleports to your vehicle") else alert_message("Your not in the current mission right now because your just free-roaming right now") end THREE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not THREE_PUSHED then if mission_is_active("m18") then -- hostile Kinzie Mission ai_add_enemy_target("#FOLLOWER1#", M18_group.alley_vp.roddy, ATTACK_NOW_NEVER_LOSE, true) ai_add_enemy_target("#FOLLOWER2#", M18_group.alley_vp.roddy, ATTACK_NOW_NEVER_LOSE, true) ai_add_enemy_target("#FOLLOWER3#",M18_group.alley_vp.julius, ATTACK_NOW_NEVER_LOSE, true) sandbox_message("Your followers will target Roddy and Kieth.") end if mission_is_active("mol_kz_01") then -- hostile Kinzie Mission ai_add_enemy_target("#FOLLOWER1#", MOL_KZ_01_homie.kinzie, ATTACK_NOW_NEVER_LOSE, true) ai_add_enemy_target("#FOLLOWER2#",MOL_KZ_01_homie.kinzie, ATTACK_NOW_NEVER_LOSE, true) ai_add_enemy_target("#FOLLOWER3#",MOL_KZ_01_homie.kinzie, ATTACK_NOW_NEVER_LOSE, true) sandbox_message("Your followers will target Kinzie.") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO THREE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not THREE_PUSHED then if mission_is_active("mol_kz_01") then if MISSION_WEAPONS == 1 then --M02 inv_item_add("baseball_bat",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with baseball bat.") elseif MISSION_WEAPONS == 2 then inv_item_add("Light_sword",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with light sword bat.") elseif MISSION_WEAPONS == 3 then inv_item_add("Pistol-Gang",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with pistol.") elseif MISSION_WEAPONS == 4 then inv_item_add("SMG-Gang",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with sub-machine gun.") elseif MISSION_WEAPONS == 5 then inv_item_add("Shotgun-Police",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with shotgun police.") elseif MISSION_WEAPONS == 6 then inv_item_add("Shotgun-Gang",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with shotgun gang.") elseif MISSION_WEAPONS == 7 then inv_item_add("Rifle-Gang",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with rifle.") elseif MISSION_WEAPONS == 8 then inv_item_add("Special-SniperRifle",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with sniper") elseif MISSION_WEAPONS == 9 then inv_item_add("Tentacle_Bat",10, MOL_KZ_01_homie.kinzie,true) sandbox_message("Kinzie is armed with Tentacle Bat.") elseif MISSION_WEAPONS == 10 then sandbox_message("Kinzie is fight with bare fists.") inv_item_remove_all(MOL_KZ_01_homie.kinzie) end if MISSION_WEAPONS == 10 then MISSION_WEAPONS = 1 else MISSION_WEAPONS = MISSION_WEAPONS + 1 end else alert_message("Your not in the current mission right now because your just free-roaming right now") end THREE_PUSHED = true elseif player_action_is_pressed(B_UP) and not THREE_PUSHED then -- ai add enemy target HOT2 if INSANE_CITY == 0 then ding_finish_audio() sandbox_message("Homies set insane!") elseif INSANE_CITY == 1 then ding_finish_audio() sandbox_message("Homies set normal.") end if INSANE_CITY == 1 then INSANE_CITY = 0 else INSANE_CITY = INSANE_CITY + 1 end delay(0.75) THREE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not THREE_PUSHED then -- ai add enemy target BROUGHT_SOMETHING = 0 BURN_STUPID = 0 CRIME_LEVELS = 0 DEAD_TOO_MANY_TIMES_FRUAD = 0 KILLED_PIERCE = 0 TAUNTING_TOO_MANY_TIMES = 0 BROKEN_FLAG = 0 --SHOP_ALARM = 0 --INSANE_CITY = 0 sandbox_message("Cheats:\nG+UP Enable sense of crime to homies\nR+RBRACKET = Never Wanted\n4+HOME = cops dont shoot peds in shields\n3+UP = insane mission homies\n4+PGDOWN = Hack the city/Set the car to blow up the city\n4+right = player set busted by cops\n8+RBracket = Toggle homies behaviours on wanted levels\nCTRL+RIGHT = cycle kinzie's superpower behaviour\nCTRL+LEFT = enable kinzie's superpowers") delay(0.75) THREE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not THREE_PUSHED then -- combat ready if COMBAT_READY then set_player_undercover_team(LOCAL_PLAYER, "Playas") sandbox_message("quick undercover set to saints - steal some homies to turn into your current team\n Press 3+PGUP to steal your homies") character_set_always_combat_ready(LOCAL_PLAYER, false) else character_set_always_combat_ready(LOCAL_PLAYER, false) set_player_undercover_team(LOCAL_PLAYER, "none") sandbox_message("quick undercover set to none") end COMBAT_READY = not COMBAT_READY THREE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then -- 4 - CUTSCENES if player_action_is_pressed(B_INSERT) and not FOUR_PUSHED then --UNUSED FWIP ADD SHIT if SET_CHANCE == 1 then ding_finish_audio() notoriety_reset("deckers") notoriety_reset("luchadores") notoriety_reset("morningstar") notoriety_reset("stag") notoriety_reset("police") notoriety_set_can_decay(true) ai_force_team_idle("None") team_make_allies("stag", "police") team_make_allies("police", "police") team_make_allies("stag", "stag") ai_force_team_idle("Police") ai_force_team_idle("neutral gang") ai_force_team_idle("playas") ai_force_team_idle("deckers") ai_force_team_idle("morningstar") ai_force_team_idle("luchadores") ai_force_team_idle("civilian") ai_force_team_idle("stag") ai_force_team_idle("None") idle_all_npcs() -- local PLAYERS_TEAM = get_team("deckers") --- set_team("#FOLLOWER2#","deckers") --- set_team("#FOLLOWER1#","deckers") --- set_team("#FOLLOWER3#","deckers") team_make_allies("deckers", "police") team_make_allies("deckers", "stag") team_make_allies("deckers", "civilian") CHANCE_TIME = 1 elseif SET_CHANCE == 2 then CHANCE_TIME = 2 ding_finish_audio() delay(0.30) ding_finish_audio() notoriety_reset("deckers") notoriety_reset("luchadores") notoriety_reset("morningstar") notoriety_reset("stag") notoriety_reset("police") notoriety_set_can_decay(true) ai_force_team_idle("None") team_make_allies("stag", "police") team_make_allies("police", "police") team_make_allies("stag", "stag") ai_force_team_idle("Police") ai_force_team_idle("neutral gang") ai_force_team_idle("playas") ai_force_team_idle("deckers") ai_force_team_idle("morningstar") ai_force_team_idle("luchadores") ai_force_team_idle("civilian") ai_force_team_idle("stag") ai_force_team_idle("None") idle_all_npcs() team_make_allies("deckers", "police") team_make_allies("deckers", "stag") team_make_allies("deckers", "civilian") --sandbox_message("Civil deckers is cancelled.") elseif SET_CHANCE == 3 then ding_finish_audio() delay(0.30) ding_finish_audio() delay(0.30) ding_finish_audio() CHANCE_TIME = 3 notoriety_reset("deckers") notoriety_reset("luchadores") notoriety_reset("morningstar") notoriety_reset("stag") notoriety_reset("police") notoriety_set_can_decay(true) ai_force_team_idle("None") team_make_allies("stag", "police") team_make_allies("police", "police") team_make_allies("stag", "stag") ai_force_team_idle("Police") ai_force_team_idle("neutral gang") ai_force_team_idle("playas") ai_force_team_idle("deckers") ai_force_team_idle("morningstar") ai_force_team_idle("luchadores") ai_force_team_idle("civilian") ai_force_team_idle("stag") ai_force_team_idle("None") idle_all_npcs() team_make_allies("deckers", "police") team_make_allies("deckers", "stag") team_make_allies("deckers", "civilian") --sandbox_message("Civil deckers is cancelled.") elseif SET_CHANCE == 4 then audio_object_post_event("UI_TOD_TOGGLE") CHANCE_TIME = 0 notoriety_reset("deckers") notoriety_reset("luchadores") notoriety_reset("morningstar") notoriety_reset("stag") notoriety_reset("police") notoriety_set_can_decay(true) ai_force_team_idle("None") team_make_allies("stag", "police") team_make_allies("police", "police") team_make_allies("stag", "stag") ai_force_team_idle("Police") ai_force_team_idle("neutral gang") ai_force_team_idle("playas") ai_force_team_idle("deckers") ai_force_team_idle("morningstar") ai_force_team_idle("luchadores") ai_force_team_idle("civilian") ai_force_team_idle("stag") ai_force_team_idle("None") idle_all_npcs() team_make_hostile("deckers", "police") team_make_hostile("deckers", "stag") team_make_hostile("deckers", "civilian") --sandbox_message("Civil deckers is cancelled.") -- sandbox_message("Followers armed with sub-machine guns.") end if SET_CHANCE == 4 then SET_CHANCE = 1 else SET_CHANCE = SET_CHANCE + 1 end FOUR_PUSHED = true elseif player_action_is_pressed(B_HOME) and not FOUR_PUSHED then if NEVER_WANTED == 0 then --GTA3 set_police_never_fire_at_civilian_human_shields(true) sandbox_message("Cops will not fire at human shield civilians") elseif NEVER_WANTED == 1 then set_police_never_fire_at_civilian_human_shields(false) sandbox_message("Cops will fire at human shield civilians") end if NEVER_WANTED == 1 then NEVER_WANTED = 0 else NEVER_WANTED = NEVER_WANTED + 1 end FOUR_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not FOUR_PUSHED then if COMBAT_READY then health_pickups_enable(true) sandbox_message("Health Pickups Enabled") else health_pickups_enable(false) sandbox_message("Health Pickups Disabled") end COMBAT_READY = not COMBAT_READY FOUR_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not FOUR_PUSHED then if mission_is_active("mol_kz_01") then audio_object_post_event("mol_kz_00_STOP") radio_on_foot_enable(true) objective_text_clear(0) mission_shutdown() sandbox_message("Mission Shutdown + getting rid the annoying music and objective text and on-radio working again. Diversions still won't be active still.") elseif mission_is_active("m18") then objective_text_clear(0) audio_object_post_event("M18_audio_event.music_kill") audio_object_post_event("M18_audio_event.go_in_office") audio_object_post_event("M18_audio_event.alley_piper_fight_stop") mission_shutdown() hud_display_remove_state(M18_hud_states.hide_minimap) M18_hud_states.hide_minimap = -1 mission_shutdown() radio_on_foot_enable(true) sandbox_message("Mission Shutdown + getting rid the annoying music and objective text and on-radio working again. Diversions still won't be active still.") -- alert_message("Your not in the current mission right now because your just free-roaming right now") end -- if mission_is_active("m18") then if mission_is_active("m17") then --[[objective_text_clear(0) audio_object_post_event("M18_audio_event.music_kill") audio_object_post_event("M18_audio_event.go_in_office") audio_object_post_event("M18_audio_event.alley_piper_fight_stop") mission_shutdown() hud_display_remove_state(M18_hud_states.hide_minimap) M18_hud_states.hide_minimap = -1 mission_shutdown() ]] objective_text_clear(0) hud_display_remove_state(M17_hide_minimap) M17_hide_minimap = -1 -- audio_object_post_event("M18_audio_event.music_kill") -- audio_object_post_event("M18_audio_event.go_in_office") -- audio_object_post_event("M18_audio_event.alley_piper_fight_stop") mission_shutdown() -- hud_display_remove_state(M18_hud_states.hide_minimap) -- M18_hud_states.hide_minimap = -1 radio_on_foot_enable(true) -- alert_message("Your not in the current mission right now because your just free-roaming right now") end if mission_is_active("m16") then --[[objective_text_clear(0) audio_object_post_event("M18_audio_event.music_kill") audio_object_post_event("M18_audio_event.go_in_office") audio_object_post_event("M18_audio_event.alley_piper_fight_stop") mission_shutdown() hud_display_remove_state(M18_hud_states.hide_minimap) M18_hud_states.hide_minimap = -1 mission_shutdown() ]] objective_text_clear(0) m16_post_audio_event(M16_audio_event.part4_fade) m16_post_audio_event(M16_audio_event.music_kill) mission_shutdown() radio_on_foot_enable(true) sandbox_message("music is removed") -- alert_message("Your not in the current mission right now because your just free-roaming right now") end --end sandbox_message("Mission Shutdown + getting rid the annoying music and objective text and on-radio working again. Diversions still won't be active still.") mission_shutdown() FOUR_PUSHED = true elseif player_action_is_pressed(B_END) and not FOUR_PUSHED then --UNDERCOVER UNUSED if mission_is_active("mol_mm_01") then if FOLLOWERS_INVULNERABLE then --zimos party_add(MOL_MM_01_group.start.matt, LOCAL_PLAYER) sandbox_message("Matt Miller is added to your party") else on_dismiss( "", MOL_MM_01_group.start.matt ) party_dismiss( MOL_MM_01_group.start.matt ) sandbox_message("Matt Miller is dismissed") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE FOUR_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not FOUR_PUSHED then --gta3 HACK if M18_CHASE then --zimos team_make_hostile("Playas", "Playas") -- team_make_hostile("Neutral gang", "Neutral gang") --idle_all_npcs() --ai_force_team_idle("None") sandbox_message("both Team makes hostile to each other") else -- team_make_allies("civilian", "neutral gang") team_make_allies("playas", "playas") -- team_make_allies("Neutral gang", "Neutral gang") sandbox_message("both team are allies") end M18_CHASE = not M18_CHASE delay(0.75) FOUR_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not FOUR_PUSHED then -- bums if NEVER_WANTED == 0 then set_player_can_be_busted(LOCAL_PLAYER, true) sandbox_message("ENABLED\nPlayer can be busted by the cops.") elseif NEVER_WANTED == 1 then set_player_can_be_busted(LOCAL_PLAYER, false) sandbox_message("DISABLED\nPlayer can be busted by the cops.") end if NEVER_WANTED == 1 then NEVER_WANTED = 0 else NEVER_WANTED = NEVER_WANTED + 1 end FOUR_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not FOUR_PUSHED then npc_never_die("#FOLLOWER1#", true) npc_never_die("#FOLLOWER2#", true) npc_never_die("#FOLLOWER3#", true) sandbox_message("your Followers will never die.") FOUR_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not FOUR_PUSHED then -- if PLAYER_VISIBLE then character_hide(LOCAL_PLAYER) vehicle_hide(LOCAL_PLAYER) sandbox_message("Player is now invisible") else character_show(LOCAL_PLAYER) vehicle_show(LOCAL_PLAYER) sandbox_message("Player is now visible") end PLAYER_VISIBLE = not PLAYER_VISIBLE FOUR_PUSHED = true elseif player_action_is_pressed(B_UP) and not FOUR_PUSHED then ambient_cop_spawn_enable(true) ambient_gang_spawn_enable(true) notoriety_reset("deckers") notoriety_reset("luchadores") notoriety_reset("morningstar") notoriety_reset("stag") notoriety_reset("police") notoriety_set_can_decay(true) ai_force_team_idle("None") ai_force_team_idle("Police") ai_force_team_idle("neutral gang") ai_force_team_idle("playas") ai_force_team_idle("deckers") ai_force_team_idle("morningstar") ai_force_team_idle("luchadores") ai_force_team_idle("civilian") ai_force_team_idle("stag") ai_force_team_idle("None") idle_all_npcs() sandbox_message("Every actions is reseted and your notoriety is forgiven.") FOUR_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not FOUR_PUSHED then -- Very own sets of weapon types Tentacle_Bat inv_item_remove_all("#FOLLOWER1#") inv_item_remove_all("#FOLLOWER2#") inv_item_remove_all("#FOLLOWER3#") if FOLLOWER_WEAPONS3 == 1 then inv_item_add("baseball_bat",10,"#FOLLOWER1#",true) inv_item_add("dildo_bat",10,"#FOLLOWER2#",true) inv_item_add("Light_Sword",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with melee weapons.") elseif FOLLOWER_WEAPONS3 == 2 then inv_item_add("Tentacle_Bat",10,"#FOLLOWER1#",true) inv_item_add("Tentacle_Bat",10,"#FOLLOWER2#",true) inv_item_add("Tentacle_Bat",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with Tentacle Bats.") elseif FOLLOWER_WEAPONS3 == 3 then inv_item_add("Pistol-Gang",10,"#FOLLOWER1#",true) inv_item_add("Pistol-Police",10,"#FOLLOWER2#",true) inv_item_add("Pistol-Laser",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with pistols.") elseif FOLLOWER_WEAPONS3 == 4 then inv_item_add("SMG-Gang",10,"#FOLLOWER1#",true) inv_item_add("SMG-Storm",10,"#FOLLOWER2#",true) inv_item_add("SMG-StormM00",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with sub-machine guns.") elseif FOLLOWER_WEAPONS3 == 5 then inv_item_add("Shotgun-Gang",10,"#FOLLOWER1#",true) inv_item_add("Shotgun-Police",10,"#FOLLOWER2#",true) inv_item_add("Rifle-Commander",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with shotguns.") elseif FOLLOWER_WEAPONS3 == 6 then inv_item_add("Rifle-Gang",10,"#FOLLOWER1#",true) inv_item_add("Rifle-Laser",10,"#FOLLOWER2#",true) inv_item_add("Rifle-NG",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with rifles.") elseif FOLLOWER_WEAPONS3 == 7 then inv_item_add("EAM-GlitchGun",10,"#FOLLOWER1#",true) inv_item_add("EAM-GlitchGun",10,"#FOLLOWER2#",true) inv_item_add("EAM-GlitchGun",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with glitch guns.") elseif FOLLOWER_WEAPONS3 == 8 then inv_item_add("EAM-IceBeam",10,"#FOLLOWER1#",true) inv_item_add("EAM-Micronizer",10,"#FOLLOWER2#",true) inv_item_add("Special-InflatoRay",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with inflato rays.") elseif FOLLOWER_WEAPONS3 == 9 then inv_item_add("EAM-LazarusRifle",10,"#FOLLOWER1#",true) inv_item_add("EAM-LazarusRifle",10,"#FOLLOWER2#",true) inv_item_add("EAM-LazarusRifle",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with lazarus rifles.") elseif FOLLOWER_WEAPONS3 == 10 then inv_item_add("Special-SniperRifle",10,"#FOLLOWER1#",true) inv_item_add("Explosive-PlasmaCannon",10,"#FOLLOWER2#",true) inv_item_add("Explosive-RocketLauncher",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with explosives.") elseif FOLLOWER_WEAPONS3 == 11 then inv_item_add("EAM-PresentLauncher",10,"#FOLLOWER1#",true) inv_item_add("EAM-IceBeam",10,"#FOLLOWER2#",true) inv_item_add("EAM-GlitchGun",10,"#FOLLOWER3#",true) sandbox_message("Followers armed with crazy villain-ish weapons.") elseif FOLLOWER_WEAPONS3 == 12 then sandbox_message("Followers fight with bare fists.") inv_item_remove_all("#FOLLOWER1#") inv_item_remove_all("#FOLLOWER2#") inv_item_remove_all("#FOLLOWER3#") end if FOLLOWER_WEAPONS3 == 12 then FOLLOWER_WEAPONS3 = 1 else FOLLOWER_WEAPONS3 = FOLLOWER_WEAPONS3 + 1 end FOUR_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not FOUR_PUSHED then if GOD_MODE_FOLLOWERS == 1 then --Fixed heaven_audio() character_set_counter_on_grabbed( "#FOLLOWER3#" , true ) character_set_counter_on_grabbed( "#FOLLOWER2#" , true ) character_set_counter_on_grabbed( "#FOLLOWER1#" , true ) character_prevent_explosion_fling("#FOLLOWER1#", true) character_prevent_explosion_fling("#FOLLOWER2#", true) character_prevent_explosion_fling("#FOLLOWER3#", true) character_prevent_kneecapping("#FOLLOWER3#", true) character_prevent_kneecapping("#FOLLOWER2#", true) character_prevent_kneecapping("#FOLLOWER1#", true) character_ragdoll_stop("#FOLLOWER3#") character_ragdoll_stop("#FOLLOWER2#") character_ragdoll_stop("#FOLLOWER1#") character_set_never_catch_fire("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER3#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", true) character_set_never_fall("#FOLLOWER2#", true) character_set_never_fall("#FOLLOWER3#", true) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_counter_on_grabbed( "#FOLLOWER1#" , true ) character_set_counter_on_grabbed( "#FOLLOWER2#" , true ) character_set_counter_on_grabbed( "#FOLLOWER3#" , true ) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", true) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", true) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", true) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", true) character_set_immune_to_explosion_vomit("#FOLLOWER2#", true) character_set_immune_to_explosion_vomit("#FOLLOWER3#", true) character_set_no_explosive_panic("#FOLLOWER1#", true) character_set_no_explosive_panic("#FOLLOWER2#", true) character_set_no_explosive_panic("#FOLLOWER3#", true) turn_invulnerable(FOLLOWER1) turn_invulnerable(FOLLOWER2) turn_invulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", true) character_prevent_flinching("#FOLLOWER2#", true) character_prevent_flinching("#FOLLOWER3#", true) sandbox_message(" Followers are now very tougher") elseif GOD_MODE_FOLLOWERS == 2 then heaven_audio() character_prevent_explosion_fling("#FOLLOWER1#", true) character_prevent_explosion_fling("#FOLLOWER2#", true) character_prevent_explosion_fling("#FOLLOWER3#", true) character_prevent_kneecapping("#FOLLOWER3#", false) character_prevent_kneecapping("#FOLLOWER2#", false) character_prevent_kneecapping("#FOLLOWER1#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", true) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", true) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", true) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER3#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", true) character_set_immune_to_explosion_vomit("#FOLLOWER2#", true) character_set_immune_to_explosion_vomit("#FOLLOWER3#", true) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_invulnerable("#FOLLOWER1#") turn_invulnerable("#FOLLOWER2#") turn_invulnerable("#FOLLOWER3#") character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) sandbox_message(" Followers are now tougher") elseif GOD_MODE_FOLLOWERS == 3 then heaven_audio() character_prevent_explosion_fling("#FOLLOWER1#", true) character_prevent_explosion_fling("#FOLLOWER2#", true) character_prevent_explosion_fling("#FOLLOWER3#", true) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER3#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", false) character_set_immune_to_explosion_vomit("#FOLLOWER2#", false) character_set_immune_to_explosion_vomit("#FOLLOWER3#", false) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_invulnerable(FOLLOWER1) turn_invulnerable(FOLLOWER2) turn_invulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", true) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", true) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", true) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) sandbox_message(" Followers are now tough") elseif GOD_MODE_FOLLOWERS == 4 then heaven_audio() character_prevent_explosion_fling("#FOLLOWER1#", false) character_prevent_explosion_fling("#FOLLOWER2#", false) character_prevent_explosion_fling("#FOLLOWER3#", false) character_set_never_catch_fire("#FOLLOWER1#", false) character_set_never_catch_fire("#FOLLOWER2#", false) character_set_never_catch_fire("#FOLLOWER3#", false) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", false) character_set_immune_to_explosion_vomit("#FOLLOWER2#", false) character_set_immune_to_explosion_vomit("#FOLLOWER3#", false) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_invulnerable(FOLLOWER1) turn_invulnerable(FOLLOWER2) turn_invulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", false) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", false) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", false) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) sandbox_message(" Followers are less tough") elseif GOD_MODE_FOLLOWERS == 5 then heaven_audio() character_prevent_explosion_fling("#FOLLOWER1#", false) character_prevent_explosion_fling("#FOLLOWER2#", false) character_prevent_explosion_fling("#FOLLOWER3#", false) character_set_never_catch_fire("#FOLLOWER1#", false) character_set_never_catch_fire("#FOLLOWER2#", false) character_set_never_catch_fire("#FOLLOWER3#", false) character_set_damage_multiplier("#FOLLOWER1#", 1.00) character_set_damage_multiplier("#FOLLOWER2#", 1.00) character_set_damage_multiplier("#FOLLOWER3#", 1.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", true) character_allow_ragdoll("#FOLLOWER2#", true) character_allow_ragdoll("#FOLLOWER3#", true) character_prevent_bumping("#FOLLOWER1#", false) character_prevent_bumping("#FOLLOWER2#", false) character_prevent_bumping("#FOLLOWER3#", false) character_set_immune_to_explosion_vomit("#FOLLOWER1#", false) character_set_immune_to_explosion_vomit("#FOLLOWER2#", false) character_set_immune_to_explosion_vomit("#FOLLOWER3#", false) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_vulnerable(FOLLOWER1) turn_vulnerable(FOLLOWER2) turn_vulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", false) human_set_invulnerable_to_freeze("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", false) human_set_invulnerable_to_freeze("#FOLLOWER1#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", false) human_set_invulnerable_to_freeze("#FOLLOWER2#", false) sandbox_message(" Followers are restored back to normal") end if GOD_MODE_FOLLOWERS == 5 then GOD_MODE_FOLLOWERS = 1 else GOD_MODE_FOLLOWERS = GOD_MODE_FOLLOWERS + 1 end FOUR_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then -- 5 - CUTSCENES, UTILITIES if player_action_is_pressed(B_INSERT) and not FIVE_PUSHED then -- local myride = get_char_vehicle_name(LOCAL_PLAYER) local driver = vehicle_get_driver(myride) if (passenger_activated == 0) then --if (1) passenger mode is disabled and (2) you're on foot... enable passenger mode. set_unjackable_flag( myride, false ) -- Useful when you're entering the same car for the second time and keybind is tapped inside a vehicle. vehicle_set_crazy(myride, false) vehicle_suppress_npc_exit(myride, false) player_force_vehicle_seat(LOCAL_PLAYER, 1) -- Force the player take passenger seat. sandbox_message("Passenger mode ENABLED (1).\nFind a vehicle, enter it and wait for your followers. Then tap this keybind again.") set_ignore_ai_flag("#FOLLOWER1#", true) vehicle_suppress_npc_exit(myride, false) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) set_dont_attack_me_on_sight_flag("#FOLLOWER1#", true) passenger_activated = 1 -- Prepare your car for riding as a passenger in a proper mode. Your current one is very buggy. -- IMPROVEMENT IDEA NO 1: maybe make the function automatically enter "drive calmly" mode after all followers are in? -- And clear "no npc exit", "vehicle crazy" mode automatically? elseif (passenger_activated == 1) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == "#FOLLOWER#") then --if (1) passenger mode is enabled and (2) you're in a car and (3)you're driver is your follower ... activate riding as a passenger. ai_force_team_idle("None") -- Helps in a runaways. set_unjackable_flag( myride, false ) -- I decided to turn it on. vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! vehicle_suppress_npc_exit(myride, true) -- Prevents player and his followers from forced exiting the vehicle set_ignore_ai_flag("#FOLLOWER2#", false) -- Make followers careless about enemies attacks and drive calmly set_ignore_ai_flag("#FOLLOWER3#", false) set_ignore_ai_flag("#FOLLOWER1#", true) vehicle_set_crazy(myride, true) -- We have to be in a rush! Driver doesn't obey to traffic law. vehicle_max_speed(myride, 200.0) -- Caps the top-speed of car. Prevents windshield cannons and going so fast so you can't aim at anything. sandbox_message("SMOOTH RIDE mode.") passenger_activated = 2 -- Next time player taps passenger mode combination he's gonna activate "drive aggresively" mode. elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == LOCAL_PLAYER) then -- if (1) passenger mode is enabled (2) you're in a car and (3) you're a driver.... don't let it execute the instruction below ;) sandbox_message("Exit the vehicle, enter it again and wait for your followers. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver ~= "#FOLLOWER#") and (driver ~= LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) you're in a car and (3) you DON'T have a follower as a driver and (4) you're not a driver ... force followers to appear in player's car. -- This piece of code is used for situation when - for whatever reason - your driver (or some of your followers) didn't find their ways -- to player's vehicle. It might be because they decided to take another car or are just too far away for you to wait. vehicle_suppress_npc_exit(myride, false) --Temporary lock. Maybe it's useless, maybe it's not. set_player_can_enter_exit_vehicles(LOCAL_PLAYER, false) -- Locking players ability to get out of the car. This is just temporary. vehicle_exit_teleport(driver) -- Two things to describe here. As I still don't get the difference between "#FOLLOWER#" and "#FOLLOWER1#" vehicle_exit_teleport("#FOLLOWER#") -- and this function is kinda crucial for the whole passenger-thing, I decided to make it as as safe as it gets. vehicle_exit_teleport("#FOLLOWER1#") -- Second: it's purpose is to make followers exit any car they're currently in and rearrange their appearance vehicle_exit_teleport("#FOLLOWER2#") -- in player's car. It takes a tic to do that and I think it works very well! We're forcing evey one of vehicle_exit_teleport("#FOLLOWER3#") -- them - even those still sitting in your car as they should - to prevent seat-blocking. --delay(1.0) -- You may want to enable that line to see if homies really exit their cars before appearing in player's one. Useful for hunting down "#FOLLOWER#" stuff! vehicle_enter_teleport("#FOLLOWER#", myride,0) -- Here we're forcing - already on-foot - followers to enter player's car. vehicle_enter_teleport("#FOLLOWER2#", myride,2) -- Also: #FOLLOWER# works fine so MAYBE there's no need for "#FOLLOWER1#? vehicle_enter_teleport("#FOLLOWER3#", myride,3) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) -- If player could exit the car before teleporting homies, function might flopped! vehicle_suppress_npc_exit(myride, true) -- Force the followers to stay in car. passenger_activated = 1 -- Again we're in that weird mode where followers drive the car for you but it's a mode that isn't fun even for a bit. -- IMPROVEMENT IDEA NO 1 for the second time! sandbox_message("Followers teleported to your car. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and not character_is_in_vehicle(LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) player is in foot then... quit the passenger mode and become a driver again! set_ignore_ai_flag("#FOLLOWER2#", false) -- If player want to leave the passenger mode during "drive calmly" phase, set_ignore_ai_flag("#FOLLOWER3#", false) -- we have to give them back their original behavior. set_ignore_ai_flag("#FOLLOWER1#", false) set_ignore_ai_flag("#FOLLOWER#", false) -- Once again: difference between "#FOLLOWER1#" and "#FOLLOWER#" is a big mystery for me. Sometimes it works, sometime don't. player_force_vehicle_seat(LOCAL_PLAYER, 0) -- Make the player to take the driver's seat. vehicle_exit_teleport(driver) -- Another longer description. As you might remember, we made the car "unexitable" (via vehicle_suppress_npc_exit()). vehicle_exit_teleport("#FOLLOWER#") -- If those lines over here didn't exists, player who quits passenger mode wouldn't have his followers back vehicle_exit_teleport("#FOLLOWER1#") -- because it's impossible to clear "unexitable" flag while on-foot: we can only adress a function to a named vehicle_exit_teleport("#FOLLOWER2#") -- vehicle - it means player's current - and there's nothing like "#PLAYERS_LAST_CAR#. So here we're vehicle_exit_teleport("#FOLLOWER3#") -- forcing followers to leave via teleporting them. Unexitable flag will be activated when player enters the car again as a passenger. passenger_activated = 0 sandbox_message("Passenger mode DISABLED.\nIf something is wrong with your followers AI - press this keybind again. If that doesn't help, dismiss and recruit followers again.") elseif (passenger_activated == 2) and character_is_in_vehicle(LOCAL_PLAYER) then passenger_activated = 1 vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! set_ignore_ai_flag("#FOLLOWER2#", false) -- Make the followers use their "gang deffensive" AI again. Now they will return fire, pull over set_ignore_ai_flag("#FOLLOWER3#", false) -- attacking enemies but - since "vehicle_surpress_npc_exit()" is still on - they won't leave set_ignore_ai_flag("#FOLLOWER1#", false) -- the player's car. Drive-by, baby. vehicle_set_crazy(myride,true) -- It *should* help a bit, but no guaranty on that! sandbox_message("DRIVE-BY mode.") else sandbox_message("You're not in a car, you don't have a driver yet, or something else went wrong.") -- Player shouldn't see this message too often. end FIVE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not FIVE_PUSHED then -- local myride = get_char_vehicle_name(LOCAL_PLAYER) local driver = vehicle_get_driver(myride) if (passenger_activated == 0) then --if (1) passenger mode is disabled and (2) you're on foot... enable passenger mode. set_unjackable_flag( myride, false ) -- Useful when you're entering the same car for the second time and keybind is tapped inside a vehicle. vehicle_set_crazy(myride, false) vehicle_suppress_npc_exit(myride, false) player_force_vehicle_seat(LOCAL_PLAYER, 3) -- Force the player take passenger seat. sandbox_message("Passenger mode ENABLED (2).\nFind a vehicle, enter it and wait for your followers. Then tap this keybind again.") vehicle_suppress_npc_exit(myride, false) set_ignore_ai_flag("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) set_dont_attack_me_on_sight_flag("#FOLLOWER1#", true) passenger_activated = 1 -- Prepare your car for riding as a passenger in a proper mode. Your current one is very buggy. -- IMPROVEMENT IDEA NO 1: maybe make the function automatically enter "drive calmly" mode after all followers are in? -- And clear "no npc exit", "vehicle crazy" mode automatically? elseif (passenger_activated == 1) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == "#FOLLOWER#") then --if (1) passenger mode is enabled and (2) you're in a car and (3)you're driver is your follower ... activate riding as a passenger. ai_force_team_idle("None") -- Helps in a runaways. set_unjackable_flag( myride, false ) -- I decided to turn it on. vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! vehicle_suppress_npc_exit(myride, true) -- Prevents player and his followers from forced exiting the vehicle set_ignore_ai_flag("#FOLLOWER2#", false) -- Make followers careless about enemies attacks and drive calmly set_ignore_ai_flag("#FOLLOWER3#", false) set_ignore_ai_flag("#FOLLOWER1#", true) vehicle_set_crazy(myride, true) -- We have to be in a rush! Driver doesn't obey to traffic law. vehicle_max_speed(myride, 500.0) -- Caps the top-speed of car. Prevents windshield cannons and going so fast so you can't aim at anything. sandbox_message("SMOOTH RIDE mode.") passenger_activated = 2 -- Next time player taps passenger mode combination he's gonna activate "drive aggresively" mode. elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == LOCAL_PLAYER) then -- if (1) passenger mode is enabled (2) you're in a car and (3) you're a driver.... don't let it execute the instruction below ;) sandbox_message("Exit the vehicle, enter it again and wait for your followers. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver ~= "#FOLLOWER#") and (driver ~= LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) you're in a car and (3) you DON'T have a follower as a driver and (4) you're not a driver ... force followers to appear in player's car. -- This piece of code is used for situation when - for whatever reason - your driver (or some of your followers) didn't find their ways -- to player's vehicle. It might be because they decided to take another car or are just too far away for you to wait. vehicle_suppress_npc_exit(myride, false) --Temporary lock. Maybe it's useless, maybe it's not. set_player_can_enter_exit_vehicles(LOCAL_PLAYER, false) -- Locking players ability to get out of the car. This is just temporary. vehicle_exit_teleport(driver) -- Two things to describe here. As I still don't get the difference between "#FOLLOWER#" and "#FOLLOWER1#" vehicle_exit_teleport("#FOLLOWER#") -- and this function is kinda crucial for the whole passenger-thing, I decided to make it as as safe as it gets. vehicle_exit_teleport("#FOLLOWER1#") -- Second: it's purpose is to make followers exit any car they're currently in and rearrange their appearance vehicle_exit_teleport("#FOLLOWER2#") -- in player's car. It takes a tic to do that and I think it works very well! We're forcing evey one of vehicle_exit_teleport("#FOLLOWER3#") -- them - even those still sitting in your car as they should - to prevent seat-blocking. --delay(1.0) -- You may want to enable that line to see if homies really exit their cars before appearing in player's one. Useful for hunting down "#FOLLOWER#" stuff! vehicle_enter_teleport("#FOLLOWER#", myride,0) -- Here we're forcing - already on-foot - followers to enter player's car. vehicle_enter_teleport("#FOLLOWER2#", myride,2) -- Also: #FOLLOWER# works fine so MAYBE there's no need for "#FOLLOWER1#? vehicle_enter_teleport("#FOLLOWER3#", myride,1) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) -- If player could exit the car before teleporting homies, function might flopped! vehicle_suppress_npc_exit(myride, true) -- Force the followers to stay in car. passenger_activated = 1 -- Again we're in that weird mode where followers drive the car for you but it's a mode that isn't fun even for a bit. -- IMPROVEMENT IDEA NO 1 for the second time! sandbox_message("Followers teleported to your car. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and not character_is_in_vehicle(LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) player is in foot then... quit the passenger mode and become a driver again! set_ignore_ai_flag("#FOLLOWER2#", false) -- If player want to leave the passenger mode during "drive calmly" phase, set_ignore_ai_flag("#FOLLOWER3#", false) -- we have to give them back their original behavior. set_ignore_ai_flag("#FOLLOWER1#", false) set_ignore_ai_flag("#FOLLOWER#", false) -- Once again: difference between "#FOLLOWER1#" and "#FOLLOWER#" is a big mystery for me. Sometimes it works, sometime don't. player_force_vehicle_seat(LOCAL_PLAYER, 0) -- Make the player to take the driver's seat. vehicle_exit_teleport(driver) -- Another longer description. As you might remember, we made the car "unexitable" (via vehicle_suppress_npc_exit()). vehicle_exit_teleport("#FOLLOWER#") -- If those lines over here didn't exists, player who quits passenger mode wouldn't have his followers back vehicle_exit_teleport("#FOLLOWER1#") -- because it's impossible to clear "unexitable" flag while on-foot: we can only adress a function to a named vehicle_exit_teleport("#FOLLOWER2#") -- vehicle - it means player's current - and there's nothing like "#PLAYERS_LAST_CAR#. So here we're vehicle_exit_teleport("#FOLLOWER3#") -- forcing followers to leave via teleporting them. Unexitable flag will be activated when player enters the car again as a passenger. passenger_activated = 0 sandbox_message("Passenger mode DISABLED.\nIf something is wrong with your followers AI - press this keybind again. If that doesn't help, dismiss and recruit followers again.") elseif (passenger_activated == 2) and character_is_in_vehicle(LOCAL_PLAYER) then passenger_activated = 1 vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! set_ignore_ai_flag("#FOLLOWER2#", false) -- Make the followers use their "gang deffensive" AI again. Now they will return fire, pull over set_ignore_ai_flag("#FOLLOWER3#", false) -- attacking enemies but - since "vehicle_surpress_npc_exit()" is still on - they won't leave set_ignore_ai_flag("#FOLLOWER1#", false) -- the player's car. Drive-by, baby. vehicle_set_crazy(myride,true) -- It *should* help a bit, but no guaranty on that! sandbox_message("DRIVE-BY mode.") else sandbox_message("You're not in a car, you don't have a driver yet, or something else went wrong.") -- Player shouldn't see this message too often. end FIVE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not FIVE_PUSHED then -- local myride = get_char_vehicle_name(LOCAL_PLAYER) local driver = vehicle_get_driver(myride) if (passenger_activated == 0) then --if (1) passenger mode is disabled and (2) you're on foot... enable passenger mode. set_unjackable_flag( myride, false ) -- Useful when you're entering the same car for the second time and keybind is tapped inside a vehicle. vehicle_set_crazy(myride, false) vehicle_suppress_npc_exit(myride, false) player_force_vehicle_seat(LOCAL_PLAYER, 2) -- Force the player take passenger seat. sandbox_message("Passenger mode ENABLED (3).\nFind a vehicle, enter it and wait for your followers. Then tap this keybind again.") passenger_activated = 1 -- Prepare your car for riding as a passenger in a proper mode. Your current one is very buggy. vehicle_suppress_npc_exit(myride, false) set_ignore_ai_flag("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) set_dont_attack_me_on_sight_flag("#FOLLOWER1#", true) -- IMPROVEMENT IDEA NO 1: maybe make the function automatically enter "drive calmly" mode after all followers are in? -- And clear "no npc exit", "vehicle crazy" mode automatically? elseif (passenger_activated == 1) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == "#FOLLOWER#") then --if (1) passenger mode is enabled and (2) you're in a car and (3)you're driver is your follower ... activate riding as a passenger. ai_force_team_idle("None") -- Helps in a runaways. set_unjackable_flag( myride, false ) -- I decided to turn it on. vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! vehicle_suppress_npc_exit(myride, true) -- Prevents player and his followers from forced exiting the vehicle set_ignore_ai_flag("#FOLLOWER2#", false) -- Make followers careless about enemies attacks and drive calmly set_ignore_ai_flag("#FOLLOWER3#", false) set_ignore_ai_flag("#FOLLOWER1#", true) vehicle_set_crazy(myride, true) -- We have to be in a rush! Driver doesn't obey to traffic law. vehicle_max_speed(myride, 300.0) -- Caps the top-speed of car. Prevents windshield cannons and going so fast so you can't aim at anything. sandbox_message("SMOOTH RIDE mode.") passenger_activated = 2 -- Next time player taps passenger mode combination he's gonna activate "drive aggresively" mode. elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == LOCAL_PLAYER) then -- if (1) passenger mode is enabled (2) you're in a car and (3) you're a driver.... don't let it execute the instruction below ;) sandbox_message("Exit the vehicle, enter it again and wait for your followers. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver ~= "#FOLLOWER#") and (driver ~= LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) you're in a car and (3) you DON'T have a follower as a driver and (4) you're not a driver ... force followers to appear in player's car. -- This piece of code is used for situation when - for whatever reason - your driver (or some of your followers) didn't find their ways -- to player's vehicle. It might be because they decided to take another car or are just too far away for you to wait. vehicle_suppress_npc_exit(myride, false) --Temporary lock. Maybe it's useless, maybe it's not. set_player_can_enter_exit_vehicles(LOCAL_PLAYER, false) -- Locking players ability to get out of the car. This is just temporary. vehicle_exit_teleport(driver) -- Two things to describe here. As I still don't get the difference between "#FOLLOWER#" and "#FOLLOWER1#" vehicle_exit_teleport("#FOLLOWER#") -- and this function is kinda crucial for the whole passenger-thing, I decided to make it as as safe as it gets. vehicle_exit_teleport("#FOLLOWER1#") -- Second: it's purpose is to make followers exit any car they're currently in and rearrange their appearance vehicle_exit_teleport("#FOLLOWER2#") -- in player's car. It takes a tic to do that and I think it works very well! We're forcing evey one of vehicle_exit_teleport("#FOLLOWER3#") -- them - even those still sitting in your car as they should - to prevent seat-blocking. --delay(1.0) -- You may want to enable that line to see if homies really exit their cars before appearing in player's one. Useful for hunting down "#FOLLOWER#" stuff! vehicle_enter_teleport("#FOLLOWER#", myride,0) -- Here we're forcing - already on-foot - followers to enter player's car. vehicle_enter_teleport("#FOLLOWER2#", myride,1) -- Also: #FOLLOWER# works fine so MAYBE there's no need for "#FOLLOWER1#? vehicle_enter_teleport("#FOLLOWER3#", myride,3) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) -- If player could exit the car before teleporting homies, function might flopped! vehicle_suppress_npc_exit(myride, true) -- Force the followers to stay in car. passenger_activated = 1 -- Again we're in that weird mode where followers drive the car for you but it's a mode that isn't fun even for a bit. -- IMPROVEMENT IDEA NO 1 for the second time! sandbox_message("Followers teleported to your car. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and not character_is_in_vehicle(LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) player is in foot then... quit the passenger mode and become a driver again! set_ignore_ai_flag("#FOLLOWER2#", false) -- If player want to leave the passenger mode during "drive calmly" phase, set_ignore_ai_flag("#FOLLOWER3#", false) -- we have to give them back their original behavior. set_ignore_ai_flag("#FOLLOWER1#", false) set_ignore_ai_flag("#FOLLOWER#", false) -- Once again: difference between "#FOLLOWER1#" and "#FOLLOWER#" is a big mystery for me. Sometimes it works, sometime don't. player_force_vehicle_seat(LOCAL_PLAYER, 0) -- Make the player to take the driver's seat. vehicle_exit_teleport(driver) -- Another longer description. As you might remember, we made the car "unexitable" (via vehicle_suppress_npc_exit()). vehicle_exit_teleport("#FOLLOWER#") -- If those lines over here didn't exists, player who quits passenger mode wouldn't have his followers back vehicle_exit_teleport("#FOLLOWER1#") -- because it's impossible to clear "unexitable" flag while on-foot: we can only adress a function to a named vehicle_exit_teleport("#FOLLOWER2#") -- vehicle - it means player's current - and there's nothing like "#PLAYERS_LAST_CAR#. So here we're vehicle_exit_teleport("#FOLLOWER3#") -- forcing followers to leave via teleporting them. Unexitable flag will be activated when player enters the car again as a passenger. passenger_activated = 0 sandbox_message("Passenger mode DISABLED.\nIf something is wrong with your followers AI - press this keybind again. If that doesn't help, dismiss and recruit followers again.") elseif (passenger_activated == 2) and character_is_in_vehicle(LOCAL_PLAYER) then passenger_activated = 1 vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! set_ignore_ai_flag("#FOLLOWER2#", false) -- Make the followers use their "gang deffensive" AI again. Now they will return fire, pull over set_ignore_ai_flag("#FOLLOWER3#", false) -- attacking enemies but - since "vehicle_surpress_npc_exit()" is still on - they won't leave set_ignore_ai_flag("#FOLLOWER1#", false) -- the player's car. Drive-by, baby. vehicle_set_crazy(myride,true) -- It *should* help a bit, but no guaranty on that! sandbox_message("DRIVE-BY mode.") else sandbox_message("You're not in a car, you don't have a driver yet, or something else went wrong.") -- Player shouldn't see this message too often. end FIVE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not FIVE_PUSHED then -- player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) clear_animation_state(LOCAL_PLAYER) player_controls_enable(LOCAL_PLAYER) party_set_dismissable(true) set_civilians_glitching(false) -- set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) portals_enable(true) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) -- sandbox_message(" Player Controls Enabled and Civilians Stop Fleeing") if FLEES == 1 then set_civilians_flee(true, false) sandbox_message("Civilians flees") elseif FLEES == 2 then set_civilians_flee(true, true) sandbox_message("Civilians flees like crazier") elseif FLEES == 3 then set_civilians_flee(true, false) sandbox_message(" Civilians flees like crazier 2") elseif FLEES == 4 then set_civilians_flee(false, true) sandbox_message("Civilians false flees") elseif FLEES == 5 then set_civilians_flee(false, false) sandbox_message("Civilians stops fleeing") end if FLEES == 5 then FLEES = 1 else FLEES = FLEES + 1 end FIVE_PUSHED = true elseif player_action_is_pressed(B_END) and not FIVE_PUSHED then if FOLLOWERS_PSYCHO then --trash fixed set_behavior_set("#FOLLOWER2#", "Super Saint" ) set_behavior_set("#FOLLOWER1#", "Super Saint" ) set_behavior_set("#FOLLOWER3#", "Super Saint" ) npc_super_powers_enable("#FOLLOWER2#") npc_super_powers_enable("#FOLLOWER1#") npc_super_powers_enable("#FOLLOWER3#") sandbox_message("Followers superpowers ENABLED") else npc_super_powers_disable("#FOLLOWER3#") npc_super_powers_disable("#FOLLOWER1#") npc_super_powers_disable("#FOLLOWER2#") set_behavior_set("#FOLLOWER1#", "Gang Offensive" ) set_behavior_set("#FOLLOWER2#", "Gang Offensive" ) set_behavior_set("#FOLLOWER3#", "Gang Offensive" ) -- set_behavior_set("#FOLLOWER2#", "gang offensive" ) -- set_behavior_set("#FOLLOWER1#", "gang offensive" ) -- set_behavior_set("#FOLLOWER3#", "gang offensive" ) sandbox_message("Followers superpowers DISABLED") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO FIVE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not FIVE_PUSHED then -- target bink if FOLLOWER_TEAM == 1 then set_team("#FOLLOWER2#", "Police") set_team("#FOLLOWER1#", "Police") set_team("#FOLLOWER3#", "Police") sandbox_message("Followers are teamed police") elseif FOLLOWER_TEAM == 2 then set_team("#FOLLOWER2#", "Luchadores") set_team("#FOLLOWER1#", "Luchadores") set_team("#FOLLOWER3#", "Luchadores") sandbox_message("Followers are teamed luchadores") elseif FOLLOWER_TEAM == 3 then set_team("#FOLLOWER2#", "Deckers") set_team("#FOLLOWER1#", "Deckers") set_team("#FOLLOWER3#", "Deckers") sandbox_message("Followers are teamed deckers") elseif FOLLOWER_TEAM == 4 then set_team("#FOLLOWER2#", "Morningstar") set_team("#FOLLOWER1#", "Morningstar") set_team("#FOLLOWER3#", "Morningstar") sandbox_message("Followers are teamed morningstar") elseif FOLLOWER_TEAM == 5 then set_team("#FOLLOWER2#", "Stag") set_team("#FOLLOWER1#", "Stag") set_team("#FOLLOWER3#", "Stag") sandbox_message("Followers are teamed stag") elseif FOLLOWER_TEAM == 6 then set_team("#FOLLOWER2#", "Neutral Gang") set_team("#FOLLOWER1#", "Neutral Gang") set_team("#FOLLOWER3#", "Neutral Gang") sandbox_message("Followers are teamed neutral gang") elseif FOLLOWER_TEAM == 7 then set_team("#FOLLOWER2#", "Civilian") set_team("#FOLLOWER1#", "Civilian") set_team("#FOLLOWER3#", "Civilian") sandbox_message("Followers are teamed civilian") elseif FOLLOWER_TEAM == 8 then set_team("#FOLLOWER2#", "Playas") set_team("#FOLLOWER1#", "Playas") set_team("#FOLLOWER3#", "Playas") sandbox_message("Followers are teamed saints") end if FOLLOWER_TEAM == 8 then FOLLOWER_TEAM = 1 else FOLLOWER_TEAM = FOLLOWER_TEAM + 1 end FIVE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not FIVE_PUSHED then if mission_is_active("m17") then if not character_is_dead(M17_group.cid.cid) then party_add(M17_group.shaundi.shaundi, LOCAL_PLAYER) party_add(M17_group.kinzie.kinzie, LOCAL_PLAYER) party_add(M17_group.gat.gat, LOCAL_PLAYER) party_add(M17_group.cid.cid, LOCAL_PLAYER) teleport_to_object(M17_group.kinzie.kinzie, LOCAL_PLAYER, false, nil, 0.4) teleport_to_object(M17_group.gat.gat, LOCAL_PLAYER, false, nil, 0.2) teleport_to_object(M17_group.shaundi.shaundi, LOCAL_PLAYER, false, nil, -0.2) teleport_to_object(M17_group.cid.cid, LOCAL_PLAYER, false, nil, -0.3) follower_set_can_abandon( M17_group.gat.gat, false ) sandbox_message("your homies are added to your party + teleport to your car") follower_set_can_abandon( M17_group.kinzie.kinzie, false ) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) elseif character_is_dead(M17_group.cid.cid) then -- on_dismiss( "", M17_group.gat.gat) --party_dismiss( M17_group.gat.gat) -- on_dismiss( "",M17_group.shaundi.shaundi ) --party_dismiss(M17_group.shaundi.shaundi) party_add(M17_group.shaundi.shaundi, LOCAL_PLAYER) party_add(M17_group.kinzie.kinzie, LOCAL_PLAYER) party_add(M17_group.gat.gat, LOCAL_PLAYER) teleport_to_object(M17_group.kinzie.kinzie, LOCAL_PLAYER, false, nil, 0.4) teleport_to_object(M17_group.gat.gat, LOCAL_PLAYER, false, nil, 0.2) teleport_to_object(M17_group.shaundi.shaundi, LOCAL_PLAYER, false, nil, -0.2) follower_set_can_abandon( M17_group.gat.gat, false ) sandbox_message("your homies are added to your party + teleport to your car without [format][color:red]CID that you already destroyed him![/format]") follower_set_can_abandon( M17_group.kinzie.kinzie, false ) follower_set_can_abandon( M17_group.shaundi.shaundi, false ) end end --GENDER = not GENDER FIVE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not FIVE_PUSHED then -- TOGGLE AMBIENT GANG SPAWN if AMBIENT_COPS then ambient_gang_spawn_enable(false) notoriety_force_no_spawn(true) ambient_cop_spawn_enable(false) sandbox_message("Ambient cops spawn disabled") else ambient_gang_spawn_enable(true) notoriety_force_no_spawn(false) ambient_cop_spawn_enable(true) sandbox_message("Ambient cops spawn enabled") end AMBIENT_COPS = not AMBIENT_COPS delay(0.75) FIVE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not FIVE_PUSHED then -- target useless if mission_is_active("m18") then if TEAM_FIRE == 1 then set_behavior_set(M18_group.alley_vp.julius, "Super Enemy Boss" ) sandbox_message("Keith have super powers no sprint") elseif TEAM_FIRE == 2 then set_behavior_set(M18_group.alley_vp.julius, "Saint Melee" ) sandbox_message("Keith reverted back to normal state") end if TEAM_FIRE < 2 then TEAM_FIRE = TEAM_FIRE + 1 else TEAM_FIRE = 1 end end FIVE_PUSHED = true elseif player_action_is_pressed(B_UP) and not FIVE_PUSHED then -- TOGGLE SANDBOX+ MESSAGES AND SOUND EFFECTS if character_is_in_vehicle(LOCAL_PLAYER) then if not VEHICLE_INVULNERABLE then heaven_audio() sandbox_message("Player vehicle is now invulnerable") vehicle_set_invulnerable( get_char_vehicle_name(LOCAL_PLAYER) ) vehicle_set_prevent_freeze( get_char_vehicle_name(LOCAL_PLAYER, true) ) vehicle_prevent_explosion_fling( get_char_vehicle_name(LOCAL_PLAYER, true) ) vehicle_disable_fire_from_vehicle( get_char_vehicle_name(LOCAL_PLAYER, true) ) vehicle_set_bulletproof_glass( get_char_vehicle_name(LOCAL_PLAYER, true) ) vehicle_set_prevent_supersprint_push( get_char_vehicle_name(LOCAL_PLAYER, true) ) if character_is_in_vehicle(REMOTE_PLAYER) then if COOP_COMMANDS and coop_is_active() then vehicle_set_invulnerable( get_char_vehicle_name(REMOTE_PLAYER) ) vehicle_set_prevent_freeze( get_char_vehicle_name(REMOTE_PLAYER, true) ) vehicle_prevent_explosion_fling( get_char_vehicle_name(REMOTE_PLAYER, true) ) vehicle_disable_fire_from_vehicle( get_char_vehicle_name(REMOTE_PLAYER, true) ) vehicle_set_bulletproof_glass( get_char_vehicle_name(REMOTE_PLAYER, true) ) vehicle_set_prevent_supersprint_push( get_char_vehicle_name(REMOTE_PLAYER, true) ) end end else sandbox_message("Player vehicle is now vulnerable") vehicle_set_vulnerable( get_char_vehicle_name(LOCAL_PLAYER) ) vehicle_set_prevent_freeze( get_char_vehicle_name(LOCAL_PLAYER, false) ) vehicle_prevent_explosion_fling( get_char_vehicle_name(LOCAL_PLAYER, false) ) vehicle_disable_fire_from_vehicle( get_char_vehicle_name(LOCAL_PLAYER, false) ) vehicle_set_bulletproof_glass( get_char_vehicle_name(LOCAL_PLAYER, false) ) vehicle_set_prevent_supersprint_push( get_char_vehicle_name(LOCAL_PLAYER, false) ) if character_is_in_vehicle(REMOTE_PLAYER) then if COOP_COMMANDS and coop_is_active() then vehicle_set_vulnerable( get_char_vehicle_name(REMOTE_PLAYER) ) vehicle_set_prevent_freeze( get_char_vehicle_name(REMOTE_PLAYER, false) ) vehicle_prevent_explosion_fling( get_char_vehicle_name(REMOTE_PLAYER, false) ) vehicle_disable_fire_from_vehicle( get_char_vehicle_name(REMOTE_PLAYER, false) ) vehicle_set_bulletproof_glass( get_char_vehicle_name(REMOTE_PLAYER, false) ) vehicle_set_prevent_supersprint_push( get_char_vehicle_name(REMOTE_PLAYER, false) ) end end end VEHICLE_INVULNERABLE = not VEHICLE_INVULNERABLE else --mgs_alert_audio() sandbox_message("Toggle vehicle invulnerability FAILED") end delay(0.75) elseif player_action_is_pressed(B_LBRACKET) and not FIVE_PUSHED then -- TOGGLE HUD if HUD_NORMAL then Openworld_hud_state.hide_everything = hud_display_create_state() hud_display_set_element(Openworld_hud_state.hide_everything, HUD_ALL_ELEM, HUD_FADE_HIDDEN) hud_display_commit_state(Openworld_hud_state.hide_everything) else for i, hud_state in pairs(Openworld_hud_state) do if (hud_state ~= -1) then hud_display_remove_state(hud_state) hud_state = -1 end end sandbox_message(" HUD restored") end HUD_NORMAL = not HUD_NORMAL delay(0.75) elseif player_action_is_pressed(B_RBRACKET) and not FIVE_PUSHED then -- SHOW PLAYER POSITION (XYZ) local posx,posz,posy = get_object_pos(LOCAL_PLAYER) sandbox_message(" Player Pos:".."\n".."X: "..posx .."\n".."Y: "..posy.."\n".."Z: "..posz.."\n") FIVE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then -- 6 - SPECIAL COMMANDS if player_action_is_pressed(B_INSERT) and not SIX_PUSHED then -- RESET KINZIE'S WAREHOUSE HOTSPOT --Player undercover if UNDERCOVER_TEAM == 1 then set_player_undercover_team(LOCAL_PLAYER, "Morningstar") sandbox_message("Player is undercover team with morningstar") elseif UNDERCOVER_TEAM == 2 then set_player_undercover_team(LOCAL_PLAYER, "Luchadores") sandbox_message("Player is undercover team with luchadores") elseif UNDERCOVER_TEAM == 3 then set_player_undercover_team(LOCAL_PLAYER, "Deckers") sandbox_message("Player is undercover team with deckers") elseif UNDERCOVER_TEAM == 4 then set_player_undercover_team(LOCAL_PLAYER, "Police") sandbox_message("Player is undercover team with police") elseif UNDERCOVER_TEAM == 5 then set_player_undercover_team(LOCAL_PLAYER, "Stag") sandbox_message("Player is undercover team with stag") elseif UNDERCOVER_TEAM == 6 then set_player_undercover_team(LOCAL_PLAYER, "Neutral Gang") sandbox_message("Player is undercover team with neutral gang") elseif UNDERCOVER_TEAM == 7 then set_player_undercover_team(LOCAL_PLAYER, "Playas") sandbox_message("Player is undercover team with saints") elseif UNDERCOVER_TEAM == 8 then set_player_undercover_team(LOCAL_PLAYER, "Civilian") sandbox_message("Player is undercover team with civilian") elseif UNDERCOVER_TEAM == 9 then set_player_undercover_team(LOCAL_PLAYER, "None") sandbox_message("Player is a no undercover team") end if UNDERCOVER_TEAM == 9 then UNDERCOVER_TEAM = 1 else UNDERCOVER_TEAM = UNDERCOVER_TEAM + 1 end SIX_PUSHED = true elseif player_action_is_pressed(B_HOME) and not SIX_PUSHED then if FOLLOWERS_INVULNERABLE then -- team_make_allies("civilian", "playas") -- team_make_allies("civilian", "police") -- team_make_allies("civilian", "stag") -- team_make_allies("civilian", "playas") team_make_allies("morningstar", "playas") team_make_allies("deckers", "neutral gang") --team_make_allies("luchadores", "neutral gang") --team_make_hostile("neutral gang", "morningstar") team_make_hostile("STAG", "morningstar") team_make_hostile("civilian", "luchadores") team_make_hostile("civilian", "morningstar") -- team_make_hostile("neutral gang", "playas") -- team_make_hostile("civilian", "neutral gang") -- team_make_allies("morningstar", "neutral gang") -- team_make_allies("luchadores", "neutral gang") team_make_hostile("civilian", "deckers") team_make_hostile("police", "deckers") team_make_hostile("stag", "deckers") -- team_make_allies("morningstar", "neutral gang") -- team_make_allies("luchadores", "neutral gang") team_make_allies("morningstar", "luchadores") team_make_allies("luchadores", "morningstar") team_make_allies("deckers", "luchadores") team_make_allies("luchadores", "deckers") team_make_allies("luchadores", "luchadores") sandbox_message("Hostile to Deckers and reunited") else team_make_hostile("morningstar", "luchadores") team_make_hostile("luchadores", "luchadores") team_make_hostile("deckers", "luchadores") team_make_hostile("luchadores", "morningstar") team_make_hostile("deckers", "morningstar") sandbox_message("Rival gangs are hostile") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE SIX_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not SIX_PUSHED then -- RESET ANGEL'S GYM HOTSPOT if FOLLOWERS_INVULNERABLE then set_never_turn_on_player("#FOLLOWER2#", true) set_never_turn_on_player("#FOLLOWER1#", true) set_never_turn_on_player("#FOLLOWER3#", true) sandbox_message("Followers will nolonger turn on the player") else set_never_turn_on_player("#FOLLOWER2#", false) set_never_turn_on_player("#FOLLOWER1#", false) set_never_turn_on_player("#FOLLOWER3#", false) sandbox_message("Followers will now turn on the player") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE SIX_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not SIX_PUSHED then if mission_is_active("m18") then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all( M18_group.alley_vp.julius) if MISSION_WEAPONS2 == 1 then --M02 delay(0.20) -- inv_item_add("baseball_bat",10, M18_group.alley_vp.roddy,true) inv_item_add("baseball_bat",10, M18_group.alley_vp.julius,true) inv_item_add("baseball_bat",10, M18_group.alley_vp.roddy,true) -- inv_item_add("baseball_bat",10, M18_group.alley_vp.julius,true) sandbox_message("Roddy and Keith are armed with baseball bat.") elseif MISSION_WEAPONS2 == 2 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) inv_item_add("Tentacle_Bat",10, M18_group.alley_vp.roddy,true) inv_item_add("Tentacle_Bat",10, M18_group.alley_vp.julius,true) sandbox_message("Roddy and Keith are armed with Tentacle Bats.") elseif MISSION_WEAPONS2 == 3 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) --inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_add("Pistol-Gang",10,M18_group.alley_vp.roddy,true) inv_item_add("Pistol-Gang",10, M18_group.alley_vp.julius,true) sandbox_message("Keith armed with pistol.") elseif MISSION_WEAPONS2 == 4 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) inv_item_add("Shotgun-Gang",10, M18_group.alley_vp.julius,true) sandbox_message("Keith armed with Shotgun.") elseif MISSION_WEAPONS2 == 5 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) inv_item_add("Tentacle_Bat",10, M18_group.alley_vp.roddy,true) inv_item_add("Rifle-Gang",10, M18_group.alley_vp.julius,true) sandbox_message("Keith armed with rifle.") elseif MISSION_WEAPONS2 == 6 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) inv_item_add("Tentacle_Bat",10, M18_group.alley_vp.roddy,true) inv_item_add("Special-SniperRifle",10, M18_group.alley_vp.julius,true) sandbox_message("Keith armed with sniper") elseif MISSION_WEAPONS2 == 7 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_add("Special-SniperRifle",10, M18_group.alley_vp.julius,true) sandbox_message("Keith is still armed with sniper and Roddy fights with barefist") elseif MISSION_WEAPONS2 == 8 then --- inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_add("Rifle-Gang",10,M18_group.alley_vp.roddy,true) inv_item_add("Rifle-Gang",10, M18_group.alley_vp.julius,true) sandbox_message("Keith is still armed with rifle groups") elseif MISSION_WEAPONS2 == 9 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) inv_item_add("Rifle-Gang",10, M18_group.alley_vp.julius,true) inv_item_add("Pistol-Gang",10, M18_group.alley_vp.roddy,true) sandbox_message("Keith and Roddy are still armed with pistol and rifle") elseif MISSION_WEAPONS2 == 10 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) inv_item_add("Shotgun-Gang",10, M18_group.alley_vp.julius,true) inv_item_add("Rifle-Gang",10, M18_group.alley_vp.roddy,true) sandbox_message("Keith and Roddy are still armed with shotgun and rifle") elseif MISSION_WEAPONS2 == 11 then inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) delay(0.20) inv_item_add("Rifle-Gang",10, M18_group.alley_vp.julius,true) inv_item_add("SMG-Storm",10, M18_group.alley_vp.roddy,true) sandbox_message("Keith and Roddy are still armed with rifles") elseif MISSION_WEAPONS2 == 12 then sandbox_message("Roddy and Keith fight with bare fists.") inv_item_remove_all(M18_group.alley_vp.roddy) inv_item_remove_all(M18_group.alley_vp.julius) end if MISSION_WEAPONS2 == 12 then MISSION_WEAPONS2 = 1 else MISSION_WEAPONS2 = MISSION_WEAPONS2 + 1 end else alert_message("Your not in the current mission right now because your just free-roaming right now") end SIX_PUSHED = true elseif player_action_is_pressed(B_END) and not SIX_PUSHED then -- RESET DECKERS' TOWER HOTSPOT -- RESET ANGEL'S GYM HOTSPOT if mission_is_active("m18") then if FOLLOWERS_PSYCHO then --M06 party_add(M18_group.alley_vp.roddy, LOCAL_PLAYER) party_add(M18_group.alley_vp.julius, LOCAL_PLAYER) follower_set_can_abandon( M18_group.alley_vp.roddy, false ) follower_set_can_abandon( M18_group.alley_vp.julius, false ) sandbox_message("Roddy and Keith are added to your party") else follower_set_can_abandon( M18_group.alley_vp.roddy, false ) follower_set_can_abandon( M18_group.alley_vp.julius, false ) -- on_dismiss( "", M18_group.alley_vp.roddy ) party_dismiss( M18_group.alley_vp.roddy ) -- on_dismiss( "", M18_group.alley_vp.julius ) party_dismiss( M18_group.alley_vp.julius ) sandbox_message("Roddy and Keith are dismissed from your party") end else alert_message("Your not in the current mission right now because your just free-roaming right now") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO SIX_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not SIX_PUSHED then -- RESET SAFEWORD HOTSPOT if DRUNK_COUNTER == 0 then sandbox_message("Ped Density 0.1 - way too low aka almost ghost town.") set_ped_density(0.1) set_traffic_density(0.1) traffic_set_multiplier(0.1) set_ped_override_density() elseif DRUNK_COUNTER == 1 then set_ped_density(0.5) set_traffic_density(0.5) traffic_set_multiplier(0.5) sandbox_message("ped density 0.5 - lower") set_ped_override_density() elseif DRUNK_COUNTER == 2 then set_ped_density(1.0) set_traffic_density(1.0) traffic_set_multiplier(1.0) sandbox_message("ped density 1.0 - normal") set_ped_override_density() elseif DRUNK_COUNTER == 3 then sandbox_message("ped density 1.5 - the greater") set_traffic_density(1.5) set_ped_density(1.5) traffic_set_multiplier(2.0) set_ped_override_density() elseif DRUNK_COUNTER == 4 then set_traffic_density(2.0) set_ped_density(2.0) traffic_set_multiplier(3.0) sandbox_message("ped density 2.0 - heavyier?") set_ped_override_density() end if DRUNK_COUNTER == 4 then DRUNK_COUNTER = 0 else DRUNK_COUNTER = DRUNK_COUNTER + 1 end SIX_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not SIX_PUSHED then -- RESET ALL ZONES TO DEFAULT reset_all_zones() ding_finish_audio() sandbox_message(" All zones reset to default") SIX_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not SIX_PUSHED then -- TOGGLE THREE COUNT STATE if not INSIDE_THREECOUNT and not mission_is_active("mol_mm_01") and not mission_is_active("dlc1_m01") then ding_finish_audio() if THREECOUNT_SAINTS_ALT then THREECOUNT_SAINTS = false city_zone_swap("dlc1_3c", false) sandbox_message(" Three Count state changed to Luchadores casino") else THREECOUNT_SAINTS = true city_zone_swap("dlc1_3c", true) sandbox_message(" Three Count state changed to Saints crib") end THREECOUNT_SAINTS_ALT = not THREECOUNT_SAINTS_ALT delay(0.75) else alert_message(" You cannot use this command inside Three Count interior!") SIX_PUSHED = true end elseif player_action_is_pressed(B_DOWN) and not SIX_PUSHED then -- TOGGLE RESTRICTED ZONES ding_finish_audio() if RESTRICTED_ZONES then notoriety_restricted_zones_enable(false) sandbox_message(" Restricted zones disabled") else notoriety_restricted_zones_enable(true) sandbox_message(" Restricted zones enabled") end RESTRICTED_ZONES = not RESTRICTED_ZONES delay(0.75) elseif player_action_is_pressed(B_UP) and not SIX_PUSHED then -- SWITCH NOTORIETY CYCLE MODE NOTORIETY_ZIN = 1 notoriety_reset("police") if RESTRICTED_ZONES then hud_set_fake_notoriety("police", true, 0.0) -- golden_cid_enable(true) -- sandbox_message(" From now on notoriety cycle won't lock notoriety (except notoriety zero)") sandbox_message(" Fake notoriety enabled") else hud_set_fake_notoriety("police", false, 0.0) sandbox_message(" Fake notoriety disabled") -- sandbox_message(" From now on notoriety cycle will lock notoriety") end RESTRICTED_ZONES = not RESTRICTED_ZONES delay(0.75) elseif player_action_is_pressed(B_LBRACKET) and not SIX_PUSHED then -- TOGGLE CO-OP COMMANDS if mission_is_active("m18") then if PLAYA_DANCE_COUNTER_B == 1 then -- set_team(M18_group.alley_vp.roddy, "Playas") set_team(M18_group.alley_vp.julius, "Playas") sandbox_message(" Roddy and Keith teams on Saints") elseif PLAYA_DANCE_COUNTER_B == 2 then set_team(M18_group.alley_vp.roddy, "STAG") set_team(M18_group.alley_vp.julius, "STAG") sandbox_message(" Roddy and Keith teams on STAG") elseif PLAYA_DANCE_COUNTER_B == 3 then set_team(M18_group.alley_vp.roddy, "Luchadores") set_team(M18_group.alley_vp.julius, "Luchadores") sandbox_message(" Roddy and Keith teams on Luchadores") elseif PLAYA_DANCE_COUNTER_B == 4 then set_team(M18_group.alley_vp.roddy, "Morningstar") set_team(M18_group.alley_vp.julius, "Morningstar") sandbox_message(" Roddy and Keith teams on Morningstar") elseif PLAYA_DANCE_COUNTER_B == 5 then set_team(M18_group.alley_vp.roddy, "Neutral Gang") set_team(M18_group.alley_vp.julius, "Neutral Gang") sandbox_message(" Roddy and Keith teams on Neutral Gang") elseif PLAYA_DANCE_COUNTER_B == 6 then set_team(M18_group.alley_vp.roddy, "deckers") set_team(M18_group.alley_vp.julius, "deckers") sandbox_message(" Roddy and Keith teams on deckers") elseif PLAYA_DANCE_COUNTER_B == 7 then set_team(M18_group.alley_vp.roddy, "Police") set_team(M18_group.alley_vp.julius, "Police") sandbox_message(" Roddy and Keith teams on Police") elseif PLAYA_DANCE_COUNTER_B == 8 then end if PLAYA_DANCE_COUNTER_B == 8 then PLAYA_DANCE_COUNTER_B = 1 else PLAYA_DANCE_COUNTER_B = PLAYA_DANCE_COUNTER_B + 1 end else alert_message("Your not in the current mission right now because your just free-roaming right now") end delay(0.75) elseif player_action_is_pressed(B_RBRACKET) and not SIX_PUSHED then -- TOGGLE TUTORIAL POPUPS if mission_is_active("m18") then teleport_to_object(M18_group.alley_vp.roddy, LOCAL_PLAYER, false, nil, -0.4) teleport_to_object(M18_group.alley_vp.julius, LOCAL_PLAYER, false, nil, 0.4) sandbox_message("Roddy and Keith are teleported to your vehicle") else alert_message("Your not in the current mission right now because your just free-roaming right now") end delay(0.75) end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then -- 7 - SPECIAL COMMANDS if player_action_is_pressed(B_INSERT) and not SEVEN_PUSHED then -- ACTIVATE TERMINAL Z-01 MENU if FOLLOWERS_PSYCHO then character_set_damage_multiplier(LOCAL_PLAYER, 0.00) -- set_attack_enemies_flag(LOCAL_PLAYER, true) -- set_attack_peds_flag(LOCAL_PLAYER, true) sandbox_message("Now, the player should no longer dies in the DANGER ZONER during missions and no timer kills the player!") else -- set_attack_enemies_flag(LOCAL_PLAYER, false) -- set_attack_peds_flag(LOCAL_PLAYER, false) character_set_damage_multiplier(LOCAL_PLAYER,0.01) sandbox_message("Oh, yeah your damage should be restored by now, sorry but be careful!") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO SEVEN_PUSHED = true elseif player_action_is_pressed(B_HOME) and not SEVEN_PUSHED then if mission_is_active("m16") then ---bomb ----M16_group.esc_outside.vehicles_1[1].vehicle ---M16_group.esc_outside.vehicles_1[2].vehicle turn_vulnerable(M16_group.esc_heli.vehicle) turn_vulnerable(M16_group.esc_car.vehicle) turn_vulnerable(M16_group.esc_asha_car.vehicle) set_unenterable_for_player(M16_group.esc_heli.vehicle, false) set_unenterable_for_player(M16_group.esc_asha_car.vehicle, false) set_unenterable_for_player(M16_group.esc_car.vehicle, false) set_unjackable_flag(M16_group.esc_car.vehicle, false) set_unjackable_flag(M16_group.esc_asha_car.vehicle, false) set_unjackable_flag(M16_group.esc_heli.vehicle, false) ---get rid off this crap set_attack_enemies_flag( M16_group.esc_homies.npcs.shaundi.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.king.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.old_shaundi.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.matt.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.gat.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.kinzie.name, false) set_attack_enemies_flag( M16_group.esc_homies.npcs.pierce.name, false) character_set_always_combat_ready(M16_group.esc_homies.npcs.asha.name, true) character_set_always_combat_ready( M16_group.esc_homies.npcs.shaundi.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.king.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.old_shaundi.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.matt.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.gat.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.kinzie.name, false) character_set_always_combat_ready( M16_group.esc_homies.npcs.pierce.name, false) npc_leash_remove(M16_group.esc_homies.npcs.asha.name) npc_leash_remove(M16_group.esc_homies.npcs.shaundi.name) npc_leash_remove(M16_group.esc_homies.npcs.old_shaundi.name) npc_leash_remove(M16_group.esc_homies.npcs.king.name) npc_leash_remove(M16_group.esc_homies.npcs.gat.name) npc_leash_remove(M16_group.esc_homies.npcs.matt.name) npc_leash_remove(M16_group.esc_homies.npcs.kinzie.name) npc_leash_remove(M16_group.esc_homies.npcs.pierce.name) npc_leash_remove(M16_group.esc_homies.npcs.asha.name, false) follower_make_independent(M16_group.esc_homies.npcs.shaundi.name, false) follower_make_independent(M16_group.esc_homies.npcs.old_shaundi.name, false) follower_make_independent(M16_group.esc_homies.npcs.king.name, false) follower_make_independent(M16_group.esc_homies.npcs.gat.name, false) follower_make_independent(M16_group.esc_homies.npcs.gat.name, false) follower_make_independent(M16_group.esc_homies.npcs.kinzie.name, false) follower_make_independent(M16_group.esc_homies.npcs.pierce.name, false) npc_leash_remove(M16_group.esc_homies.npcs.asha.name) --- follower_make_independent(M11_homie.asha, false) --- clear_animation_state(M11_homie.asha) set_never_turn_on_player(M16_group.esc_homies.npcs.shaundi.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.old_shaundi.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.shaundi, false) set_never_turn_on_player(M16_group.esc_homies.npcs.king.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.gat.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.pierce.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.kinzie.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.matt.name, false) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) turn_vulnerable(M16_group.esc_homies.npcs.shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.old_shaundi.name) turn_vulnerable(M16_group.esc_homies.npcs.king.name) turn_vulnerable(M16_group.esc_homies.npcs.gat.name) turn_vulnerable( M16_group.esc_homies.npcs.kinzie.name) turn_vulnerable(M16_group.esc_homies.npcs.pierce.name) turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.king.name, true) npc_never_die(M16_group.esc_homies.npcs.gat.name, true) npc_never_die(M16_group.esc_homies.npcs.kinzie.name, true) npc_never_die(M16_group.esc_homies.npcs.pierce.name, true) npc_never_die( M16_group.esc_homies.npcs.matt.name, true) turn_invulnerable( M16_group.esc_homies.npcs.asha.name) set_never_turn_on_player(M16_group.esc_homies.npcs.asha.name, false) sandbox_message("[format][color:yellow]All 3 escape vehicles are now enterable.[/format]") --[[ M16_group.esc_asha_car.vehicle M16_group.esc_heli.vehicle M16_group.esc_heli.vehicle M16_group.esc_car.vehicle M16_group.esc_car.vehicle ]] end -- set_max_hit_points(escape_car, M16_tweak_values.esc_car_hp, full_hp) -- vehicle_set_explosion_damage_multiplier(escape_car, M16_tweak_values.esc_car_exp_mult) --[[ set_unenterable_for_player(escape_car, true) set_unjackable_flag(escape_car, true) vehicle_disable_chase(escape_car, true) vehicle_disable_flee(escape_car, true) vehicle_ignore_repulsors(escape_car, true) vehicle_infinite_mass(escape_car, true) vehicle_max_speed(escape_car, M16_tweak_values.esc_car_max_speed) vehicle_prevent_explosion_fling(escape_car, true) vehicle_prevent_transition_to_ambient(escape_car, true) vehicle_set_allow_ram_ped(escape_car, true) vehicle_set_ignore_rail_obstacles(escape_car, true) vehicle_set_obey_traffic_lights(escape_car, false) vehicle_set_use_short_cuts(escape_car, true) vehicle_suppress_flipping(escape_car, true) ]] SEVEN_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not SEVEN_PUSHED then -- ACTIVATE IMAGINED AS EDGES MENU hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_character", SYNC_LOCAL) if COOP_COMMANDS and coop_is_active() then hud_push_screen("store_common", SYNC_REMOTE) hud_push_screen("store_character", SYNC_REMOTE) end SEVEN_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not SEVEN_PUSHED then -- ACTIVATE LET'S PRETEND MENU hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_clothing", SYNC_LOCAL) if COOP_COMMANDS and coop_is_active() then hud_push_screen("store_common", SYNC_REMOTE) hud_push_screen("store_clothing", SYNC_REMOTE) end SEVEN_PUSHED = true elseif player_action_is_pressed(B_END) and not SEVEN_PUSHED then -- ACTIVATE GATEWAY MENU hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_crib", SYNC_LOCAL) if COOP_COMMANDS and coop_is_active() then hud_push_screen("store_common", SYNC_REMOTE) hud_push_screen("store_crib", SYNC_REMOTE) end SEVEN_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not SEVEN_PUSHED then -- ACTIVATE RUSTY'S NEEDLE MENU hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_tattoo", SYNC_LOCAL) if COOP_COMMANDS and coop_is_active() then hud_push_screen("store_common", SYNC_REMOTE) hud_push_screen("store_tattoo", SYNC_REMOTE) end SEVEN_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not SEVEN_PUSHED then -- ACTIVATE VENDOR MENU if INSIDE_THREECOUNT then -- TELEPORT TO THREE COUNT EXTERIOR arrive_threecount_ext() local tposx,tposy,tposz = (1200.829 - ctele_Posx), (1342.975 - ctele_Posy), (24.193 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end end hud_push_screen("store_vendor", SYNC_LOCAL) if COOP_COMMANDS and coop_is_active() then hud_push_screen("store_vendor", SYNC_REMOTE) end SEVEN_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not SEVEN_PUSHED then -- ACTIVATE FRIENDLY FIRE MENU hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_weapon", SYNC_LOCAL) if COOP_COMMANDS and coop_is_active() then hud_push_screen("store_common", SYNC_REMOTE) hud_push_screen("store_weapon", SYNC_REMOTE) end SEVEN_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not SEVEN_PUSHED then -- TOGGLE ASCII MODE trash if RANDOM_TEAM == 0 then -- follower_make_independent( "#FOLLOWER1#", true ) -- follower_make_independent( "#FOLLOWER2#", true ) -- follower_make_independent( "#FOLLOWER3#", true ) set_team("#FOLLOWER2#", "Deckers") set_team("#FOLLOWER1#", "Morningstar") set_team("#FOLLOWER3#", "Luchadores") sandbox_message("Follwers are seperate to rival gangs - notoriety takes effect to the police") elseif RANDOM_TEAM == 1 then -- follower_make_independent( "#FOLLOWER1#", false ) -- follower_make_independent( "#FOLLOWER2#", false ) -- follower_make_independent( "#FOLLOWER3#", false ) set_team("#FOLLOWER2#", "neutral gang") set_team("#FOLLOWER1#", "stag") set_team("#FOLLOWER3#", "police") sandbox_message("Follwers are seperate to Neutral Gang with STAG & Police") elseif RANDOM_TEAM == 2 then set_team("#FOLLOWER2#", "playas") set_team("#FOLLOWER1#", "neutral gang") set_team("#FOLLOWER3#", "deckers") sandbox_message("Follwers are seperate to Neutral Gang, Saints & Deckers") elseif RANDOM_TEAM == 3 then set_team("#FOLLOWER2#", "morningstar") set_team("#FOLLOWER1#", "civilian") set_team("#FOLLOWER3#", "luchadores") sandbox_message("Shhhhh!!! One of them are civilian don't let STAG see you attack a civilian team") elseif RANDOM_TEAM == 4 then set_team("#FOLLOWER2#", "civilian") set_team("#FOLLOWER1#", "civilian") set_team("#FOLLOWER3#", "stag") sandbox_message("Now we are watching YOU!!!") elseif RANDOM_TEAM == 5 then set_team("#FOLLOWER2#", "police") set_team("#FOLLOWER1#", "luchadores") set_team("#FOLLOWER3#", "police") sandbox_message("Police protects the luchadores? ...or I say Zin") elseif RANDOM_TEAM == 6 then set_team("#FOLLOWER2#", "morningstar") set_team("#FOLLOWER1#", "luchadores") set_team("#FOLLOWER3#", "police") sandbox_message("This is the enemy team use in missions") elseif RANDOM_TEAM == 7 then set_team("#FOLLOWER2#", "deckers") set_team("#FOLLOWER1#", "playas") set_team("#FOLLOWER3#", "playas") sandbox_message("2 Saints vs. 1 Deckers team") elseif RANDOM_TEAM == 8 then set_team("#FOLLOWER2#", "luchadores") set_team("#FOLLOWER1#", "neutral gang") set_team("#FOLLOWER3#", "stag") sandbox_message("No gang bangers - by stag") elseif RANDOM_TEAM == 9 then set_team("#FOLLOWER2#", "luchadores") set_team("#FOLLOWER1#", "police") set_team("#FOLLOWER3#", "stag") sandbox_message("STAG really hates the luchadores of zin gang type") end if RANDOM_TEAM == 9 then RANDOM_TEAM = 1 else RANDOM_TEAM = RANDOM_TEAM + 1 end delay(0.01) elseif player_action_is_pressed(B_UP) and not SEVEN_PUSHED then -- CYCLE RETICLE OVERRIDES kill_team("police") --kill_team("playas", true) --kill_team("stag") kill_team("morningstar") kill_team("luchadores") --kill_team("deckers") -- if mission_is_active("m18") then --kill_team("luchadores",true) -- end sandbox_message("Unwanted Police and luchadores even morningstar teams are killed in missions!") delay(0.75) elseif player_action_is_pressed(B_LBRACKET) and not SEVEN_PUSHED then --shit new --[ + 7 = homies m17 switches team if mission_is_active("m17") then ---- human_all_stop_dropping_cash(false) notoriety_force_no_air_spawn(false) notoriety_force_no_spawn(false) npc_suppress_persona(M17_group.shaundi.shaundi, false) npc_suppress_persona(M17_group.cid.cid, false) npc_suppress_persona(M17_group.kinzie.kinzie, false) npc_suppress_persona(M17_group.gat.gat, false) npc_weapon_pickup_override(M17_group.gat.gat, true) npc_weapon_pickup_override(M17_group.kinzie.kinzie, false) npc_weapon_pickup_override(M17_group.shaundi.shaundi, false) turn_vulnerable(M17_group.gat.gat) turn_vulnerable(M17_group.cid.cid) npc_never_die(M17_group.cid.cid, false) npc_never_die(M17_group.gat.gat, true) turn_invulnerable( M17_group.shaundi.shaundi) --npc_use_closest_action_node_of_type( M17_group.kinzie.kinzie, "kinzie_nemo", 200, false) character_allow_ragdoll( M17_group.kinzie.kinzie, true ) character_prevent_bumping( M17_group.kinzie.kinzie, false ) character_prevent_flinching( M17_group.kinzie.kinzie, false ) turn_invulnerable( M17_group.kinzie.kinzie ) character_prevent_explosion_fling( M17_group.kinzie.kinzie, true ) character_prevent_explosion_fling( M17_group.shaundi.shaundi, true ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true ) character_set_never_catch_fire( M17_group.shaundi.shaundi, true ) --character_set_never_catch_fire( M17_group.gat.gat, true ) character_set_never_fall( M17_group.kinzie.kinzie, false ) character_set_only_scripted_grabs( M17_group.kinzie.kinzie, false ) set_ignore_ai_flag( M17_group.kinzie.kinzie, false ) set_ignore_ai_flag( M17_group.gat.gat, false ) set_ignore_ai_flag( M17_group.gat.gat, false ) set_ignore_ai_flag( M17_group.shaundi.shaundi, false ) set_never_turn_on_player( M17_group.kinzie.kinzie, false ) set_never_turn_on_player(M17_group.shaundi.shaundi, false ) set_never_turn_on_player(M17_group.cid.cid, false ) --set_never_turn_on_player( M17_group.kinzie.kinzie, false ) --npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) --npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) character_set_only_scripted_grabs( M17_group.kinzie.kinzie, false ) character_set_only_scripted_grabs( M17_group.shaundi.shaundi, false ) character_set_only_scripted_grabs( M17_group.gat.gat, false ) if M17_TEAMSETUPS == 0 then set_team( M17_group.cid.cid, "STAG") set_team( M17_group.kinzie.kinzie, "STAG") set_team( M17_group.shaundi.shaundi, "STAG") set_team( M17_group.gat.gat, "Police") sandbox_message("[format][color:blue]Gat is Police\n[color:white]Shaund and Kinzie are STAG[/format]") elseif M17_TEAMSETUPS == 1 then set_team( M17_group.cid.cid, "stag") set_team( M17_group.kinzie.kinzie, "police") set_team( M17_group.shaundi.shaundi, "police") set_team( M17_group.gat.gat, "luchadores") sandbox_message("[format][color:green]Gat is luchadores\n[color:blue]Shaund and Kinzie are police[/format]") elseif M17_TEAMSETUPS == 2 then set_team( M17_group.cid.cid, "luchadores") set_team( M17_group.kinzie.kinzie, "luchadores") set_team( M17_group.shaundi.shaundi, "luchadores") set_team( M17_group.gat.gat, "stag") sandbox_message("[format][color:white]Gat is stag\n[color:green]Shaund and Kinzie are luchadores[/format]") elseif M17_TEAMSETUPS == 3 then set_team( M17_group.cid.cid, "luchadores") set_team( M17_group.kinzie.kinzie, "luchadores") set_team( M17_group.shaundi.shaundi, "luchadores") set_team( M17_group.gat.gat, "police") sandbox_message("[format][color:blue]Gat is police\n[color:green]Shaund and Kinzie are luchadores[/format]") elseif M17_TEAMSETUPS == 4 then set_team( M17_group.cid.cid, "neutral gang") set_team( M17_group.kinzie.kinzie, "neutral gang") set_team( M17_group.shaundi.shaundi, "neutral gang") set_team( M17_group.gat.gat, "neutral gang") sandbox_message("[format][color:pink]Gat is neutral gang\n[color:pink]Shaund and Kinzie are neutral gang[/format]") elseif M17_TEAMSETUPS == 5 then set_team( M17_group.cid.cid, "playas") set_team( M17_group.kinzie.kinzie, "playas") set_team( M17_group.shaundi.shaundi, "playas") set_team( M17_group.gat.gat, "playas") sandbox_message("[format][color:saints]Gat is saints\n[color:saints]Shaund and Kinzie are saints[/format]") elseif M17_TEAMSETUPS == 6 then set_team( M17_group.cid.cid, "morningstar") set_team( M17_group.kinzie.kinzie, "morningstar") set_team( M17_group.shaundi.shaundi, "morningstar") set_team( M17_group.gat.gat, "deckers") sandbox_message("[format][color:blue]Gat is deckers\n[color:red]Shaund and Kinzie are morningstar[/format]") end if M17_TEAMSETUPS == 6 then M17_TEAMSETUPS = 0 else M17_TEAMSETUPS = M17_TEAMSETUPS + 1 end end --[[ -- sandbox_message("[format][color:yellow]All 3 escape vehicles are now enterable.[/format]") turn_vulnerable( M16_group.esc_homies.npcs.matt.name) npc_never_die(M16_group.esc_homies.npcs.shaundi.name, true) npc_never_die(M16_group.esc_homies.npcs.old_shaundi.name, true) npc_suppress_persona(M17_group.shaundi.shaundi, false) npc_suppress_persona(M17_group.cid.cid, false) npc_suppress_persona(M17_group.kinzie.kinzie, false) human_all_stop_dropping_cash(false) notoriety_force_no_air_spawn(false) notoriety_force_no_spawn(false) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.base) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.music) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.computer) audio_ambient_emitter_start(M17_audio_emitters_restart.city.dt_base) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.gameroom) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.sexyroom) npc_use_closest_action_node_of_type( M17_group.kinzie.kinzie, "kinzie_nemo", 200, true) character_allow_ragdoll( M17_group.kinzie.kinzie, false ) character_prevent_bumping( M17_group.kinzie.kinzie, true ) character_prevent_flinching( M17_group.kinzie.kinzie, true ) turn_invulnerable( M17_group.kinzie.kinzie ) character_prevent_explosion_fling( M17_group.kinzie.kinzie, true ) character_set_never_catch_fire( M17_group.kinzie.kinzie, true ) character_set_never_fall( M17_group.kinzie.kinzie, true ) character_set_only_scripted_grabs( M17_group.kinzie.kinzie, true ) set_ignore_ai_flag( M17_group.kinzie.kinzie, true ) set_never_turn_on_player( M17_group.kinzie.kinzie, true ) npc_combat_enable(M17_group.cid.cid, false) M17_group.gat.gat M17_group.gat.gat npc_weapon_pickup_override(M17_group.gat.gat, false) --Stop Audio Emitters .Crib Ship m17_cleanup_audio_emitters() --Audio Stop Music and reset states audio_object_post_event("m17_music_Stop",nil,nil,LOCAL_PLAYER) --Audio -> restart crib ship base emitters --There is a bug in for this restarting emitters via script. audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.base) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.music) audio_ambient_emitter_start(M17_audio_emitters_restart.crib_ship.computer) audio_ambient_emitter_start(M17_audio_emitters_restart.city.dt_base) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.gameroom) audio_multi_emitter_start(M17_audio_emitters_restart.crib_ship.sexyroom) audio_object_post_event("m17_mus_set_breach_state") audio_object_post_event("m17_mus_set_breach_wait") audio_ambient_emitter_start(M17_audio_emitters.alien_ship_sounds.alien_ship_walkway_right) audio_multi_emitter_stop(M17_audio_emitters.multi_emitters.alarm_cribship) audio_object_post_event("m17_mus_set_alien_ship_state") audio_object_post_event("m17_mus_set_as_enter") audio_ambient_emitter_start(M17_audio_emitters.alien_ship_sounds.alien_ship_walkway_right) audio_multi_emitter_stop(M17_audio_emitters.multi_emitters.alarm_cribship) audio_object_post_event("m17_AlienShip_Klaxon",nil,nil,LOCAL_PLAYER) m17_setup_distro_alien_ship_audio_emiiters() audio_object_post_event("m17_AlienShip_Klaxon_Stop",nil,nil,LOCAL_PLAYER) audio_ambient_emitter_start(M17_audio_emitters.crib_ship_sounds.boarded_ambi_01) audio_multi_emitter_start(M17_audio_emitters.multi_emitters.alarm_cribship) ]] delay(0.75) elseif player_action_is_pressed(B_RBRACKET) and not SEVEN_PUSHED then -- TOGGLE INSANE FOLLOWERS this one is old i'll keep that. if not FOLLOWERS_INSANE then ai_set_personality("#FOLLOWER1#", "Gang offensive") ai_set_personality("#FOLLOWER2#", "Gang offensive") ai_set_personality("#FOLLOWER3#", "Gang offensive") set_attack_peds_flag("#FOLLOWER1#", true) set_attack_peds_flag("#FOLLOWER2#", true) set_attack_peds_flag("#FOLLOWER3#", true) sandbox_message(" Followers will aggressively attack all pedestrians") else set_attack_peds_flag("#FOLLOWER1#", false) set_attack_peds_flag("#FOLLOWER2#", false) set_attack_peds_flag("#FOLLOWER3#", false) ai_clear_priority_target("#FOLLOWER1#") ai_clear_priority_target("#FOLLOWER2#") ai_clear_priority_target("#FOLLOWER3#") ai_set_personality("#FOLLOWER1#", "Gang defensive") ai_set_personality("#FOLLOWER2#", "Gang defensive") ai_set_personality("#FOLLOWER3#", "Gang defensive") ai_force_team_idle("None") sandbox_message(" Follower behavior restored to normal") end FOLLOWERS_INSANE = not FOLLOWERS_INSANE delay(0.75) end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then -- 8 - SPECIAL COMMANDS if player_action_is_pressed(B_INSERT) and not EIGHT_PUSHED then -- REPAIR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then vehicle_repair(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle repaired") end end if character_is_in_vehicle(REMOTE_PLAYER) then vehicle_repair(REMOTE_PLAYER) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle repaired") else sandbox_message(" Host and co-op client vehicles repaired") end end delay(0.75) elseif player_action_is_pressed(B_HOME) and not EIGHT_PUSHED then -- TOGGLE INVULNERABILITY FOR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then if not VEHICLE_INVULNERABLE then vehicle_set_invulnerable(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then heaven_audio() sandbox_message(" Player vehicle is now invulnerable") end else vehicle_set_vulnerable(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle is now vulnerable") end end end if character_is_in_vehicle(REMOTE_PLAYER) then if not VEHICLE_INVULNERABLE then vehicle_set_invulnerable(REMOTE_PLAYER) heaven_audio() if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle is now invulnerable") else sandbox_message(" Host and co-op client vehicles are now invulnerable") end else vehicle_set_vulnerable(REMOTE_PLAYER) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle is now vulnerable") else sandbox_message(" Host and co-op client vehicles are now vulnerable") end end end if character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER) then VEHICLE_INVULNERABLE = not VEHICLE_INVULNERABLE end delay(0.75) elseif player_action_is_pressed(B_PGUP) and not EIGHT_PUSHED then -- TOGGLE INFINITE MASS FOR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then if not VEHICLE_MASS then vehicle_infinite_mass(LOCAL_PLAYER, true) if not character_is_in_vehicle(REMOTE_PLAYER) then heaven_audio() sandbox_message(" Player vehicle now has infinite mass") end else vehicle_infinite_mass(LOCAL_PLAYER, false) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle mass is now normal") end end end if character_is_in_vehicle(REMOTE_PLAYER) then if not VEHICLE_MASS then vehicle_infinite_mass(REMOTE_PLAYER, true) heaven_audio() if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle now has infinite mass") else sandbox_message(" Host and co-op client vehicles now have infinite mass") end else vehicle_infinite_mass(REMOTE_PLAYER, false) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle mass is now normal") else sandbox_message(" Host and co-op client vehicle mass is now normal") end end end if character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER) then VEHICLE_MASS = not VEHICLE_MASS end delay(0.75) elseif player_action_is_pressed(B_DELETE) and not EIGHT_PUSHED then -- TOGGLE KNEECAPPERS FOR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then ding_finish_audio() if not VEHICLE_KNEECAPPERS then vehicle_set_kneecappers(LOCAL_PLAYER, true) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Kneecappers equipped on player vehicle") end else vehicle_set_kneecappers(LOCAL_PLAYER, false) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Kneecappers unequipped on player vehicle") end end end if character_is_in_vehicle(REMOTE_PLAYER) then ding_finish_audio() if not VEHICLE_KNEECAPPERS then vehicle_set_kneecappers(REMOTE_PLAYER, true) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Kneecappers equipped on co-op client vehicle") else sandbox_message(" Kneecappers equipped on host and co-op client vehicles") end else vehicle_set_kneecappers(REMOTE_PLAYER, false) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Kneecappers unequipped on co-op client vehicle") else sandbox_message(" Kneecappers unequipped on host and co-op client vehicles") end end end if character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER) then VEHICLE_KNEECAPPERS = not VEHICLE_KNEECAPPERS end delay(0.75) elseif player_action_is_pressed(B_END) and not EIGHT_PUSHED then -- TOGGLE LIGHTS FOR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then if not VEHICLE_LIGHTS then vehicle_lights_on(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle lights turned on") end else vehicle_lights_off(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle lights turned off") end end end if character_is_in_vehicle(REMOTE_PLAYER) then if not VEHICLE_LIGHTS then vehicle_lights_on(REMOTE_PLAYER) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle lights turned on") else sandbox_message(" Host and co-op client vehicle lights turned on") end else vehicle_lights_off(REMOTE_PLAYER) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle lights turned off") else sandbox_message(" Host and co-op client vehicle lights turned off") end end end if character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER) then VEHICLE_LIGHTS = not VEHICLE_LIGHTS end delay(0.75) elseif player_action_is_pressed(B_PGDWN) and not EIGHT_PUSHED then -- TOGGLE UNJACKABLE STATUS FOR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then if not VEHICLE_LOCKED then set_unjackable_flag(LOCAL_PLAYER, true) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle can no longer be car jacked") end else set_unjackable_flag(LOCAL_PLAYER, false) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle can now be car jacked") end end end if character_is_in_vehicle(REMOTE_PLAYER) then if not VEHICLE_LOCKED then set_unjackable_flag(REMOTE_PLAYER, true) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle can no longer be car jacked") else sandbox_message(" Host and co-op client vehicles can no longer be car jacked") end else set_unjackable_flag(REMOTE_PLAYER, false) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle can now be car jacked") else sandbox_message(" Host and co-op client vehicles can now be car jacked") end end end if character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER) then VEHICLE_LOCKED = not VEHICLE_LOCKED end delay(0.75) elseif player_action_is_pressed(B_RIGHT) and not EIGHT_PUSHED then -- TOGGLE NO-FLIP MODE FOR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then if not VEHICLE_NOFLIP then vehicle_suppress_flipping(LOCAL_PLAYER, true) if not character_is_in_vehicle(REMOTE_PLAYER) then heaven_audio() sandbox_message(" Player vehicle can no longer be flipped") end else vehicle_suppress_flipping(LOCAL_PLAYER, false) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle can now be flipped") end end end if character_is_in_vehicle(REMOTE_PLAYER) then if not VEHICLE_NOFLIP then vehicle_suppress_flipping(REMOTE_PLAYER, true) heaven_audio() if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle can no longer be flipped") else sandbox_message(" Host and co-op client vehicles can no longer be flipped") end else vehicle_suppress_flipping(REMOTE_PLAYER, false) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle can now be flipped") else sandbox_message(" Host and co-op client vehicles can now be flipped") end end end if character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER) then VEHICLE_NOFLIP = not VEHICLE_NOFLIP end delay(0.75) elseif player_action_is_pressed(B_LEFT) and not EIGHT_PUSHED then -- TOGGLE VEHICLES EXPLODING WHEN UPSIDE DOWN (REQUIRES MODDING PATCH!) if MODDING_PATCH then if not VEHICLE_EXPLODE then sandbox_message(" Vehicles will explode when upside down") else sandbox_message(" Vehicles won't explode when upside down") end VEHICLE_EXPLODE = not VEHICLE_EXPLODE delay(0.75) else alert_message(" This command requires modding patch, sorry my friend.") EIGHT_PUSHED = true end elseif player_action_is_pressed(B_DOWN) and not EIGHT_PUSHED then -- TOGGLE TRAIL BLAZING MODE FOR PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") EIGHT_PUSHED = true end if character_is_in_vehicle(LOCAL_PLAYER) then if not VEHICLE_FIRE then vehicle_set_smoke_and_fire_state(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Trail Blazing mode enabled on player vehicle") end else vehicle_repair(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Trail Blazing mode disabled on player vehicle") end end end if character_is_in_vehicle(REMOTE_PLAYER) then if not VEHICLE_FIRE then vehicle_set_smoke_and_fire_state(REMOTE_PLAYER) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Trail Blazing mode enabled on co-op client vehicle") else sandbox_message(" Trail Blazing mode enabled on host and co-op client vehicles") end else vehicle_repair(REMOTE_PLAYER) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Trail Blazing mode disabled on co-op client vehicle") else sandbox_message(" Trail Blazing mode disabled on host and co-op client vehicles") end end end if character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER) then VEHICLE_FIRE = not VEHICLE_FIRE end delay(0.75) elseif player_action_is_pressed(B_UP) and not EIGHT_PUSHED then -- DETONATE PLAYER VEHICLE if not character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) then alert_message(" Player is not in a vehicle!") end if character_is_in_vehicle(LOCAL_PLAYER) then vehicle_detonate(LOCAL_PLAYER) if not character_is_in_vehicle(REMOTE_PLAYER) then sandbox_message(" Player vehicle goes BOOM!") end end if character_is_in_vehicle(REMOTE_PLAYER) then vehicle_detonate(REMOTE_PLAYER) if not character_is_in_vehicle(LOCAL_PLAYER) then sandbox_message(" Co-op client vehicle goes BOOM!") else sandbox_message(" Host and co-op client vehicles go BOOM!") end end EIGHT_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not EIGHT_PUSHED then if mission_is_active("mol_kz_01") then if AI_PERSONALITY == 0 then ai_set_personality(MOL_KZ_01_homie.kinzie, "gang defensive") sandbox_message("Kinzie is set gang defensive") elseif AI_PERSONALITY == 1 then ai_set_personality(MOL_KZ_01_homie.kinzie, "Gang offensive") sandbox_message("Kinzie is set gang offensive") elseif AI_PERSONALITY == 2 then ai_set_personality(MOL_KZ_01_homie.kinzie, "civilian tough") sandbox_message("Kinzie is set civilian tough") elseif AI_PERSONALITY == 3 then ai_set_personality(MOL_KZ_01_homie.kinzie, "Genki") sandbox_message("Kinzie is set Genki mode") end if AI_PERSONALITY == 3 then AI_PERSONALITY = 0 else AI_PERSONALITY = AI_PERSONALITY + 1 end end if mission_is_active("m18") then if AI_PERSONALITY == 0 then ai_set_personality(M18_group.alley_vp.julius, "gang defensive") ai_set_personality(M18_group.alley_vp.roddy, "gang defensive") sandbox_message("Homies is set gang defensive") elseif AI_PERSONALITY == 1 then ai_set_personality( M18_group.alley_vp.julius, "Gang offensive") ai_set_personality(M18_group.alley_vp.roddy, "Gang offensive") sandbox_message("Homies is set gang offensive") elseif AI_PERSONALITY == 2 then ai_set_personality( M18_group.alley_vp.julius, "civilian tough") ai_set_personality(M18_group.alley_vp.roddy, "civilian tough") sandbox_message("Homies is set civilian tough") elseif AI_PERSONALITY == 3 then ai_set_personality(M18_group.alley_vp.julius, "Genki") ai_set_personality(M18_group.alley_vp.roddy, "Genki") sandbox_message("Homies is set Genki mode") end if AI_PERSONALITY == 3 then AI_PERSONALITY = 0 else AI_PERSONALITY = AI_PERSONALITY + 1 end end if mission_is_active("m18") or mission_is_active("mol_kz_01") then else alert_message("Wrong mission!") end delay(0.75) elseif player_action_is_pressed(B_RBRACKET) and not EIGHT_PUSHED then -- PLAYA DANCE PARTY --GTA3 if SHOP_ALARM_LEVELS == 0 then alert_message("3.0 aet") SHOP_ALARM = 1 elseif SHOP_ALARM_LEVELS == 1 then alert_message("0.01/3.0/1.3 set") SHOP_ALARM = 2 elseif SHOP_ALARM_LEVELS == 2 then alert_message("0.1/0.01 set") SHOP_ALARM = 3 elseif SHOP_ALARM_LEVELS == 3 then --SHOP_ALARM = 0 alert_message("0.1 set") SHOP_ALARM = 0 end if SHOP_ALARM_LEVELS == 3 then SHOP_ALARM_LEVELS = 0 else SHOP_ALARM_LEVELS = SHOP_ALARM_LEVELS + 1 end delay(0.75) end end --alq if not player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") then RECRUIT_PUSHED = false end if not player_action_is_pressed("CBA_OFC_TAUNT_TWO") then TAUNT_PUSHED = false end if not player_action_is_pressed("CBA_OFC_TAUNT_THREE") then COMPLIMENT_PUSHED = false end if not player_action_is_pressed("CBA_OFC_CROUCH") then CROUCH_PUSHED = false end if not player_action_is_pressed("CBA_GAC_ACTION") then USE_PUSHED = false end if not player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") then RELOAD_PUSHED = false end if not player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") then MELEE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") then GRENADE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then ONE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then TWO_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then THREE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then FOUR_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then FIVE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then SIX_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then SEVEN_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then EIGHT_PUSHED = false end delay(0.5) end end function ding_finish_audio() if HUD_MSG then audio_object_post_event("WEAPON_PURCHASE") end end function heaven_audio() if HUD_MSG then audio_object_post_event("M02_GENKI_STINGER") end end function alert_message(hud_text_msg) -- HIGH PRIORITY MESSAGES WITH ALERT SOUND EFFECT -- THEY CANNOT BE TURNED OFF audio_object_post_event("UI_TOD_TOGGLE") mission_help_table(hud_text_msg, SYNC_LOCAL) end function sandbox_message(hud_text_msg) -- LOW PRIORITY MESSAGES -- THEY DON'T HAVE SPECIFIC SOUND EFFECT, YOU CAN SET YOUR CUSTOM ONE if HUD_MSG then mission_help_table(hud_text_msg, SYNC_LOCAL) end end function get_fucking_high_bitches(scalar) drug_effect_set_override_values(scalar, scalar) if scalar >= 1.0 then refraction_situation_set("drug strong") elseif scalar >= 0.75 and scalar < 1.0 then refraction_situation_set("drug weak") elseif scalar >= 0.5 and scalar < 0.75 then refraction_situation_set("drug weakest") else refraction_situation_clear() end end function sandbox_cutscene(cutscene) local locx,locz,locy = get_object_pos(LOCAL_PLAYER) local tlocx,tlocy,tlocz = (locx - ctele_Posx), (locy - ctele_Posy), (locz - ctele_Posz) if coop_is_active() then local remx,remz,remy = get_object_pos(REMOTE_PLAYER) local tremx,tremy,tremz = (remx - ctele_Posx), (remy - ctele_Posy), (remz - ctele_Posz) end cutscene_play(cutscene) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tlocx, tlocz, tlocy, false) if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tremx, tremz, tremy, false) end end function set_animation_for_gender(player) if character_get_gender(player) == GENDER_TYPE_MALE then set_animation_set(player, "PLYM") else set_animation_set(player, "PLYF") end end function reset_all_zones() city_zone_swap("M_00", false) city_zone_swap("wh", false) city_zone_swap("pv", false) city_zone_swap("m11", false) city_zone_swap("m3", false) city_zone_swap("2D", false) city_zone_swap("training", false) city_zone_swap("m3_escape", false) city_zone_swap("m3_fox", false) city_zone_swap("m7_matt", false) city_zone_swap("m3", false) city_zone_swap("int_m2", false) city_zone_swap("sprint_1", false) city_zone_swap("sprint_2", false) city_zone_swap("sprint_3", false) city_zone_swap("tk_1_swap", false) city_zone_swap("tk_2", false) city_zone_swap("spfc", false) city_zone_swap("m15_gat", false) city_zone_swap("gat_loyalty", false) city_zone_swap("m17", false) city_zone_swap("m18_tv", false) city_zone_swap("m5", false) city_zone_swap("m22_3_ship", false) city_zone_swap("m22_3_dive", false) city_zone_swap("arena", false) city_zone_swap("leap_1", false) city_zone_swap("leap_2_swap", false) city_zone_swap("vr", false) city_zone_swap("dlc1_bdclub", false) city_zone_swap("dlc1_4p", false) city_zone_swap("dlc2_wpv", false) city_zone_swap("dlc2_nps", false) city_zone_swap("dlc2_r", false) end function reset_crib_interior() if INSIDE_SAINTSHQ then arrive_saintshq_ext() elseif INSIDE_THREECOUNT then arrive_threecount_ext() end end -- **************************************************************************************************** -- END KEYCOMBO THREAD -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN ATTACH EFFECTS THREAD -- **************************************************************************************************** function effects_thread() while EFFECTS_THREAD_ON == 1 do if effects_toggle then explosion_create(effects_current, LOCAL_PLAYER) if COOP_COMMANDS and coop_is_active() then explosion_create(effects_current, REMOTE_PLAYER) end end delay(effects_delay) end end -- **************************************************************************************************** -- END ATTACH EFFECTS THREAD -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN EXPANDED ARSENAL MOD THREAD -- THIS THREAD COOPERATES WITH EXPANDED ARSENAL MOD AND WON'T AFFECT GAMEPLAY IF IT ISN'T INSTALLED -- **************************************************************************************************** -- HUD PROMPT PRIORITY: LOW -- MIGHT BE OVERRIDDEN BY CRIB THREAD AND WORKING ELEVATORS MOD THREAD -- **************************************************************************************************** function eam_thread() while EAM_THREAD_ON == 1 do -- ENHANCED WEAPONS SCRIPT if EAM_WEAPONS then -- MELEE - FEAR GUN if inv_item_is_equipped("EAM-FearGun", LOCAL_PLAYER) then if not EAM_FEARGUN then hud_prompt(LOCAL_PLAYER, "EAM_FEARGUN_DISABLED", "EAM_FearGun_enable") else hud_prompt(LOCAL_PLAYER, "EAM_FEARGUN_ENABLED", "EAM_FearGun_disable") end else if EAM_FEARGUN then EAM_FearGun_disable() EAM_FEARGUN = false end end -- SHOTGUN - MICRONIZER if inv_item_is_equipped("EAM-Micronizer", LOCAL_PLAYER) then if not EAM_MICRONIZER then hud_prompt(LOCAL_PLAYER, "EAM_MICRONIZER_DISABLED", "EAM_Micronizer_enable") else hud_prompt(LOCAL_PLAYER, "EAM_MICRONIZER_ENABLED", "EAM_Micronizer_disable") end else if EAM_MICRONIZER then EAM_Micronizer_disable() EAM_MICRONIZER = false end end -- RIFLE - GLITCHMASTER 3000 if inv_item_is_equipped("EAM-GlitchGun", LOCAL_PLAYER) then if not EAM_GLITCHGUN then hud_prompt(LOCAL_PLAYER, "EAM_GLITCHGUN_DISABLED", "EAM_GlitchGun_enable") else hud_prompt(LOCAL_PLAYER, "EAM_GLITCHGUN_ENABLED", "EAM_GlitchGun_disable") end else if EAM_GLITCHGUN then EAM_GlitchGun_disable() EAM_GLITCHGUN = false end end -- RIFLE - LAZARUS RIFLE if inv_item_is_equipped("EAM-LazarusRifle", LOCAL_PLAYER) then if human_is_downed("#FOLLOWER1#") or human_is_downed("#FOLLOWER2#") or human_is_downed("#FOLLOWER3#") then hud_prompt(LOCAL_PLAYER, "HUD_DOWNED_REVIVE", "EAM_LazarusRifle") end end end -- SATCHEL CHARGES FIX if EAM_SATCHEL then if inv_item_is_equipped("satchel", LOCAL_PLAYER) or inv_item_is_equipped("satchel", REMOTE_PLAYER) then if SUPERPOWER_ATTACKS then EAM_SATCHEL_TEMP = true end SUPERPOWER_ATTACKS = false player_super_attacks_enable(false) else if EAM_SATCHEL_TEMP then SUPERPOWER_ATTACKS = true player_super_attacks_enable(true) EAM_SATCHEL_TEMP = false end end end delay(0.5) end end function EAM_FearGun_enable() EAM_FEARGUN = true set_civilians_flee(true) end function EAM_FearGun_disable() EAM_FEARGUN = false set_civilians_flee(false) end function EAM_Micronizer_enable() EAM_MICRONIZER = true player_change_default_size(LOCAL_PLAYER, 0.5, false) if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 0.5, false) end end function EAM_Micronizer_disable() EAM_MICRONIZER = false player_change_default_size(LOCAL_PLAYER, 1.0, false) if COOP_COMMANDS and coop_is_active() then player_change_default_size(REMOTE_PLAYER, 1.0, false) end end function EAM_GlitchGun_enable() EAM_GLITCHGUN = true VIRTUAL_REALITY = true hdr_bloom_set_multiplier(1.5) refraction_situation_set("cyber_m16") CIV_GLITCHED = true set_civilians_glitching(true) end function EAM_GlitchGun_disable() EAM_GLITCHGUN = false VIRTUAL_REALITY = false hdr_bloom_set_multiplier(1) refraction_situation_clear() CIV_GLITCHED = false set_civilians_glitching(false) end function EAM_LazarusRifle() if human_is_downed("#FOLLOWER1#") then npc_revive("#FOLLOWER1#") elseif human_is_downed("#FOLLOWER2#") then npc_revive("#FOLLOWER2#") elseif human_is_downed("#FOLLOWER3#") then npc_revive("#FOLLOWER3#") end end -- **************************************************************************************************** -- END EXPANDED ARSENAL MOD THREAD -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN CRIB THREAD -- IT COOPERATES WITH WORKING ELEVATORS MOD THREAD -- **************************************************************************************************** -- HUD PROMPT PRIORITY: MEDIUM -- MIGHT BE OVERRIDDEN BY WORKING ELEVATORS MOD THREAD -- **************************************************************************************************** function crib_thread() while CRIB_THREAD_ON == 1 do -- SET THREECOUNT_SAINTS if not mission_is_active("dlc1_m01") and mission_is_complete("m23") then if THREECOUNT_SAINTS then THREECOUNT_SAINTS_ALT = true -- Sync THREECOUNT_SAINTS_ALT var city_zone_swap("dlc1_3c", true) -- Change Three Count state to Saints crib (only if the storyline is completed) else THREECOUNT_SAINTS_ALT = false city_zone_swap("dlc1_3c", false) -- Revert Three Count state to vanilla end end -- SET CRIB_STARTUP if mission_is_complete("m23") then if CRIB_STARTUP == "brokenshillelagh" then local tposx,tposy,tposz = (-286.297 - ctele_Posx), (348.463 - ctele_Posy), (12.197 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) elseif CRIB_STARTUP == "kinziewarehouse" then local tposx,tposy,tposz = (2142.167 - ctele_Posx), (-268.511 - ctele_Posy), (4.125 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) elseif CRIB_STARTUP == "saintshq" then arrive_saintshq_int() local tposx,tposy,tposz = (-1478.377 - ctele_Posx), (1098.159 - ctele_Posy), (145.782 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) elseif CRIB_STARTUP == "threecount" then arrive_threecount_int() local tposx,tposy,tposz = (1203.540 - ctele_Posx), (1450.141 - ctele_Posy), (228.156 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end CRIB_STARTUP = false end -- REVERT THREE COUNT TO VANILLA IF NYTEFALL MISSION IS ACTIVE -- THIS IS TO PREVENT MISSION REPLAY ISSUES if mission_is_active("mol_mm_01") then if THREECOUNT_SAINTS_ALT then THREECOUNT_SAINTS_REPLAY = true end THREECOUNT_SAINTS = false city_zone_swap("dlc1_3c", false) else if THREECOUNT_SAINTS_REPLAY then THREECOUNT_SAINTS = true city_zone_swap("dlc1_3c", true) -- TELEPORT TO THREE COUNT EXTERIOR local tposx,tposy,tposz = (1200.829 - ctele_Posx), (1342.975 - ctele_Posy), (24.193 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end THREECOUNT_SAINTS_REPLAY = false end end -- CHECK IF PLAYER IS INSIDE THE CRIB AND ENABLE FUNCTIONAL CRIB FUNCTIONS if mission_is_complete("m23") then -- SAINTS HQ INTERIOR PROMPTS if INSIDE_SAINTSHQ then local x, z, y = get_object_pos(LOCAL_PLAYER) if x > -1507 and x < -1450 and y > 1044 and y < 1107 and z > 144 and z < 151 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_GATEWAY", "crib_gateway") end if not CRIB_NOTORIETY then notoriety_reset("police") end end if (x > -1463 and x < -1449 and y > 1079 and y < 1087 and z > 144 and z < 148) or (x > -1460 and x < -1453 and y > 1080 and y < 1087 and z > 149 and z < 151) then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_TERMINAL", "crib_terminal") end end if (x > -1463 and x < -1452 and y > 1096 and y < 1102 and z > 144 and z < 148) or (x > -1461 and x < -1457 and y > 1087 and y < 1099 and z > 149 and z < 151) then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_CHARACTER", "crib_character") end end if x > -1491 and x < -1467 and y > 1014 and y < 1037 and z > 141 and z < 144 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_WEAPON", "crib_weapon") end end if x > -1501 and x < -1489 and y > 1096 and y < 1106 and z > 144 and z < 151 then if CRIB_PROMPTS then if CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_CURE", "crib_drug_disable") end end end if x > -1500 and x < -1495 and y > 1080 and y < 1094 and z > 149 and z < 151 then if CRIB_PROMPTS then if not CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_FREE", "crib_drug_begin") elseif CRIB_DRUG >= 0.05 and CRIB_DRUG < 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_increase") elseif CRIB_DRUG >= 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_overkill") end end end if (x > -1510 and x < -1443 and y > 1049 and y < 1105 and z > 25 and z < 33) or (x > -1481 and x < -1475 and y > 1073 and y < 1078 and z > 144 and z < 148) or (x > -1480 and x < -1476 and y > 1078 and y < 1082 and z > 144 and z < 148) then if CRIB_PROMPTS then if not SAINTSHQ_SUPERPOWERS then hud_prompt(LOCAL_PLAYER, "CRIB_SUPERPOWERS_DEACTIVATED", "crib_superpowers_activate") else hud_prompt(LOCAL_PLAYER, "CRIB_SUPERPOWERS_ACTIVATED", "crib_superpowers_deactivate") end end end -- THREE COUNT INTERIOR PROMPTS elseif INSIDE_THREECOUNT then local x, z, y = get_object_pos(LOCAL_PLAYER) if x > 1187 and x < 1215 and y > 1431 and y < 1465 and z > 227 and z < 234 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_GATEWAY", "crib_gateway") end if not CRIB_NOTORIETY then notoriety_reset("police") end end if x > 1187 and x < 1192 and y > 1437 and y < 1442 and z > 227 and z < 229 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_TERMINAL", "crib_terminal") end end if x > 1195 and x < 1206 and y > 1459 and y < 1464 and z > 230 and z < 234 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_CHARACTER", "crib_character") end end if x > 1210 and x < 1213 and y > 1435 and y < 1442 and z > 227 and z < 229 then if CRIB_PROMPTS then if CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_CURE", "crib_drug_disable") end end end if x > 1201 and x < 1205 and y > 1441 and y < 1444 and z > 227 and z < 229 then if CRIB_PROMPTS then if not CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_FREE", "crib_drug_begin") elseif CRIB_DRUG >= 0.05 and CRIB_DRUG < 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_increase") elseif CRIB_DRUG >= 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_overkill") end end end -- THREE COUNT HELIPAD PROMPTS elseif THREECOUNT_SAINTS_ALT then local x, z, y = get_object_pos(LOCAL_PLAYER) if x > 1190 and x < 1214 and y > 1397 and y < 1420 and z > 440 and z < 444 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_WEAPON", "crib_weapon") end end end -- BROKEN SHILLELAGH INTERIOR PROMPTS if BROKEN_SHILLELAGH then local x, z, y = get_object_pos(LOCAL_PLAYER) if x > -293 and x < -279 and y > 341 and y < 355 and z > 12 and z < 13 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_GATEWAY", "crib_gateway") end if not CRIB_NOTORIETY then notoriety_reset("police") end end if x > -293 and x < -290 and y > 350 and y < 355 and z > 12 and z < 13 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_TEXT_ADVENTURE", "crib_text_adventure") end end if x > -300 and x < -293 and y > 347 and y < 350 and z > 12 and z < 13 then if CRIB_PROMPTS then if CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_CURE", "crib_drug_disable") else hud_prompt(LOCAL_PLAYER, "CRIB_GATEWAY", "crib_gateway") end end end if x > -293 and x < -280 and y > 341 and y < 345 and z > 12 and z < 13 then if CRIB_PROMPTS then if not CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_FREE", "crib_drug_begin") elseif CRIB_DRUG >= 0.05 and CRIB_DRUG < 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_increase") elseif CRIB_DRUG >= 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_overkill") end end end end end -- KINZIE'S WAREHOUSE INTERIOR PROMPTS if KINZIE_WAREHOUSE then local x, z, y = get_object_pos(LOCAL_PLAYER) if (x > 2096 and x < 2156 and y > -291 and y < -264 and z > 4 and z < 11) or (x > 2132 and x < 2156 and y > -264 and y < -256 and z > 4 and z < 11) then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_GATEWAY", "crib_gateway") end if not CRIB_NOTORIETY then notoriety_reset("police") end end if x > 2100 and x < 2116 and y > -290 and y < -284 and z > 9 and z < 11 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_TERMINAL", "crib_terminal") end end if x > 2097 and x < 2099 and y > -275 and y < -273 and z > 9 and z < 11 then if CRIB_PROMPTS then hud_prompt(LOCAL_PLAYER, "CRIB_TEXT_ADVENTURE", "crib_text_adventure") end end if x > 2104 and x < 2111 and y > -269 and y < -263 and z > 9 and z < 11 then if CRIB_PROMPTS then if CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_CURE", "crib_drug_disable") end end end if (x > 2109 and x < 2112 and y > -271 and y < -267 and z > 9 and z < 11) or (x > 2106 and x < 2110 and y > -278 and y < -276 and z > 9 and z < 11) then if CRIB_PROMPTS then if not CRIB_DRUG then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_FREE", "crib_drug_begin") elseif CRIB_DRUG >= 0.05 and CRIB_DRUG < 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_increase") elseif CRIB_DRUG >= 1.0 then hud_prompt(LOCAL_PLAYER, "CRIB_DRUG_PAID", "crib_drug_overkill") end end end end delay(0.5) end end function crib_gateway() hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_crib", SYNC_LOCAL) end function crib_terminal() hud_push_screen("col_main", SYNC_LOCAL) end function crib_text_adventure() hud_push_screen("msn_text_adventure", SYNC_LOCAL) end function crib_character() cash_remove(250, LOCAL_PLAYER) hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_character", SYNC_LOCAL) end function crib_weapon() hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_weapon", SYNC_LOCAL) end function crib_drug_begin() CRIB_DRUG = 0.05 get_fucking_high_bitches(CRIB_DRUG) end function crib_drug_increase() CRIB_DRUG = CRIB_DRUG + 0.05 cash_remove(125, LOCAL_PLAYER) get_fucking_high_bitches(CRIB_DRUG) end function crib_drug_overkill() character_kill(LOCAL_PLAYER, true, "vomitting", false) crib_drug_disable() end function crib_drug_disable() CRIB_DRUG = false if not character_is_dead(LOCAL_PLAYER) then cash_remove(1500, LOCAL_PLAYER) end get_fucking_high_bitches(0) end function crib_superpowers_activate() SAINTSHQ_SUPERPOWERS = true SUPERPOWER_MOVEMENT = 1 player_super_movement_enable(true) human_allow_freefall(false) human_allow_parachute(false) end function crib_superpowers_deactivate() SAINTSHQ_SUPERPOWERS = false SUPERPOWER_MOVEMENT = 4 player_super_movement_enable(false) human_allow_freefall(true) human_allow_parachute(true) end -- **************************************************************************************************** -- END CRIB THREAD -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN WORKING ELEVATORS MOD THREAD -- IT COOPERATES WITH CRIB THREAD -- **************************************************************************************************** -- HUD PROMPT PRIORITY: HIGH -- CANNOT BE OVERRIDDEN BY ANY OTHER THREAD -- **************************************************************************************************** function elevator_thread() while ELEVATOR_THREAD_ON == 1 do if ELEVATOR_MOD then local x, z, y = get_object_pos(LOCAL_PLAYER) for name, stop in pairs(elevator_stops) do if x > stop.x0 and x < stop.x1 and y > stop.y0 and y < stop.y1 and z > stop.z0 and z < stop.z1 then local next_stop if stop.depart_func then next_stop = _G[stop.depart_func]() if next_stop then hud_prompt(LOCAL_PLAYER, stop.message, "teleport_if_at_elevator") end else hud_prompt(LOCAL_PLAYER, stop.message, "teleport_if_at_elevator") end end end end delay(0.5) end end function depart_storyline_check() return mission_is_complete("m23") == true end function arrive_saintshq_ext() INSIDE_SAINTSHQ = false if SAINTSHQ_JOE then city_zone_swap("molp1_joe", false) else city_zone_swap("molp1_no", false) end if not SAINTSHQ_SUPERPOWERS then SUPERPOWER_MOVEMENT = 1 player_super_movement_enable(true) human_allow_freefall(false) human_allow_parachute(false) end if CRIB_PROMPTS and mission_is_complete("m23") and not mission_is_active() then set_player_can_take_human_shields(LOCAL_PLAYER, true) end if SAINTSHQ_TOD then mission_override_clear_all_temp() end end function arrive_saintshq_int() INSIDE_SAINTSHQ = true if SAINTSHQ_JOE then city_zone_swap("molp1_joe", true) else city_zone_swap("molp1_no", true) end if not SAINTSHQ_SUPERPOWERS then SUPERPOWER_MOVEMENT = 4 player_super_movement_enable(false) human_allow_freefall(true) human_allow_parachute(true) end if CRIB_PROMPTS and mission_is_complete("m23") and not mission_is_active() then set_player_can_take_human_shields(LOCAL_PLAYER, true) end if SAINTSHQ_TOD then mission_override_push_temp(SAINTSHQ_TOD..".todx") end end function depart_threecount_ext() return THREECOUNT_SAINTS_ALT == true end function arrive_threecount_ext() INSIDE_THREECOUNT = false if THREECOUNT_SAINTS_TEMP then THREECOUNT_SAINTS = true city_zone_swap("dlc1_3c", true) end city_zone_swap("dlc1_3s", false) spawning_pedestrians(false) SUPERPOWER_MOVEMENT = 1 player_super_movement_enable(true) if CRIB_PROMPTS and mission_is_complete("m23") and not mission_is_active() then set_player_can_take_human_shields(LOCAL_PLAYER, true) end if THREECOUNT_MUSIC then audio_stop(AMBIENT_MUSIC) end if THREECOUNT_TOD then mission_override_clear_all_temp() end spawning_pedestrians(true) end function depart_threecount_int() if THREECOUNT_SAINTS_TEMP then return "threecount_ext" else return "threecount_lobby" end end function arrive_threecount_int() INSIDE_THREECOUNT = true if THREECOUNT_SAINTS_ALT then THREECOUNT_SAINTS_TEMP = true else THREECOUNT_SAINTS_TEMP = false end THREECOUNT_SAINTS = false city_zone_swap("dlc1_3c", false) city_zone_swap("dlc1_3s", true) SUPERPOWER_MOVEMENT = 4 player_super_movement_enable(false) if CRIB_PROMPTS and mission_is_complete("m23") and not mission_is_active() then set_player_can_take_human_shields(LOCAL_PLAYER, true) end if THREECOUNT_MUSIC then AMBIENT_MUSIC = audio_object_post_event("AMB_DT_SLEAZYMUSIC") end if THREECOUNT_TOD then mission_override_push_temp(THREECOUNT_TOD..".todx") end end function arrive_threecount_lobby() arrive_threecount_ext() -- Teleport to the Three Count lobby to trigger loading the interior teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, 1200.0 - ctele_Posx, 25.79 - ctele_Posz, 1384.0 - ctele_Posy) while teleport_check_done(LOCAL_PLAYER) == false do thread_yield() end end function depart_threecount_heli_int() if THREECOUNT_SAINTS_TEMP then return "threecount_heli_pad" else return "threecount_heli_roof" end end elevator_stops = { -- TECHNICALLY LEGAL ELEVATORS tech_legal_int = { x0= 992.62, y0=-627.91, z0= 12.50, x1= 996.57, y1=-623.97, z1= 12.60, next="tech_legal_roof" , r=1, message="USE_TRIGGER_HE_CRIB_ENTER" }, tech_legal_roof = { x0= 992.74, y0=-627.92, z0= 32.50, x1= 996.69, y1=-623.98, z1= 32.60, next="tech_legal_int" , r=1, message="USE_TRIGGER_HE_CRIB_EXIT" }, -- MAGARAC ISLAND ELEVATORS -- MISSION ZONE (THE SAINTS FLOW) magarac_down = { x0=-2210.79, y0=1085.77, z0= 12.30, x1=-2207.93, y1=1088.70, z1= 12.40, next="magarac_up" , r=2, message="USE_TRIGGER_HE_CRIB_ENTER" }, magarac_up = { x0=-2207.55, y0=1070.96, z0= 88.50, x1=-2202.35, y1=1077.29, z1= 88.60, next="magarac_down" , r=8, message="USE_TRIGGER_HE_CRIB_EXIT" }, -- SAINTS HQ INTERIOR ELEVATORS -- FUNCTIONAL CRIB saintshq_ext = { x0= 90.44, y0=1006.09, z0= 8.15, x1= 102.52, y1=1031.49, z1= 10.25, next="saintshq_int" , r=4, depart_func="depart_storyline_check", arrive_func="arrive_saintshq_ext", message="USE_TRIGGER_PENTHOUSE" }, saintshq_int = { x0=-1479.53, y0=1107.81, z0=145.70, x1=-1476.60, y1=1110.67, z1=145.80, next="saintshq_ext" , r=4, arrive_func="arrive_saintshq_int", message="USE_TRIGGER_LOBBY" }, saintshq_lobby = { x0=-1492.73, y0=1015.08, z0= 8.00, x1=-1466.58, y1=1049.67, z1=8.70, next="saintshq_int" , r=4, message="VCUST_RETURN_TO_CRIB" }, -- SAINTS HQ FOYER ELEVATORS -- FUNCTIONAL CRIB saintshq_foyer_down = { x0=-1479.97, y0=1051.45, z0= 32.13, x1=-1472.18, y1=1058.65, z1= 32.23, next="saintshq_foyer_up" , r=4, message="USE_TRIGGER_HE_CRIB_ENTER" }, saintshq_foyer_up = { x0=-1479.06, y0=1107.23, z0=149.70, x1=-1476.60, y1=1110.67, z1=149.80, next="saintshq_foyer_down" , r=4, message="USE_TRIGGER_HE_CRIB_EXIT" }, -- THREE COUNT INTERIOR ELEVATORS -- FUNCTIONAL CRIB threecount_ext = { x0= 1195.14, y0=1364.56, z0= 25.10, x1= 1206.17, y1=1366.47, z1= 25.90, next="threecount_int" , r=4, x = 1200.64, y =1364.73, z = 25.15, r = 4, depart_func="depart_threecount_ext", arrive_func="arrive_threecount_ext", message="USE_TRIGGER_PENTHOUSE" }, threecount_int = { x0= 1195.12, y0=1460.95, z0=228.15, x1= 1198.00, y1=1463.88, z1=228.25, r=2, depart_func="depart_threecount_int", arrive_func="arrive_threecount_int", message="USE_TRIGGER_LOBBY" }, threecount_lobby = { x0= 1166.22, y0=1419.70, z0= 31.77, x1 =1169.10, y1=1427.40, z1= 31.87, next="threecount_int" , r=2, depart_func="depart_storyline_check", arrive_func="arrive_threecount_lobby", message="USE_TRIGGER_PENTHOUSE" }, -- THREE COUNT HELIPAD ELEVATORS -- FUNCTIONAL CRIB threecount_heli_int = { x0= 1203.65, y0=1460.95, z0=228.15, x1= 1206.51, y1=1463.89, z1=228.25, r=6, depart_func="depart_threecount_heli_int", arrive_func="arrive_threecount_int", message="USE_TRIGGER_HELI" }, threecount_heli_pad = { x0= 1198.59, y0=1437.70, z0=443.40, x1= 1202.59, y1=1442.30, z1=444.25, next="threecount_heli_int" , r=4, arrive_func="arrive_threecount_ext", message="VCUST_RETURN_TO_CRIB" }, threecount_heli_roof = { x0= 1169.88, y0=1453.66, z0= 99.15, x1= 1172.88, y1=1456.66, z1= 99.25, next="threecount_heli_int" , r=4, depart_func="depart_storyline_check", arrive_func="arrive_threecount_ext", message="VCUST_RETURN_TO_CRIB" } } function teleport_if_at_elevator() for name, stop in pairs(elevator_stops) do local x, z, y = get_object_pos(LOCAL_PLAYER) if x > stop.x0 and x < stop.x1 and y > stop.y0 and y < stop.y1 and z > stop.z0 and z < stop.z1 then local next_stop -- Figure out if and where to go next if stop.depart_func then next_stop = _G[stop.depart_func]() if not next_stop then return false elseif next_stop == true then next_stop = stop.next end else next_stop = stop.next end local next = elevator_stops[next_stop] -- Determine the target coordinates local tx, ty, tz = (next.x0 + next.x1) / 2, (next.y0 + next.y1) / 2, (next.z0 + next.z1) / 2 if next.x and next.y and next.z then tx, ty, tz = next.x, next.y, next.z end -- Do the teleport mission_start_fade_out() if next.arrive_func then _G[next.arrive_func]() end teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, true, tx - ctele_Posx, tz - ctele_Posz, ty - ctele_Posy, false, next.r) while teleport_check_done(LOCAL_PLAYER) == false do thread_yield() end mission_start_fade_in() return true end end return false end -- **************************************************************************************************** -- END WORKING ELEVATORS MOD THREAD -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN VANILLA VARS -- **************************************************************************************************** -- Gameplay Choice IDs - -- these should match values from level_scripts.cpp MISSION_06_CHOICE = 0 MISSION_22_CHOICE = 1 MISSION_21_CHOICE = 2 M06_CHOICE_BLOWN_TOWER = true; M06_CHOICE_BRANDED_TOWER = false; M22_CHOICE_KILLBANE_KILL = true; M22_CHOICE_KILLBANE_ESCAPE = false; M21_CHOICE_KILLBANE_UNMASKED = true; M21_CHOICE_KILLBANE_NOT_UNMASKED = false; QOC_ASHA = 0 QOC_BEN_KING = 1 QOC_CID = 2 QOC_JOHNNY_GAT = 3 QOC_KINZIE = 4 QOC_MATT_MILLER = 5 QOC_PIERCE = 6 QOC_VP = 7 QOC_SHAUNDI = 8 QOC_SR2_SHAUNDI = 9 SR3_CITY_CONTACTS = { { type = QOC_ASHA, npc = "Asha_01", trigger = "asha_trigger" }, { type = QOC_BEN_KING, npc = "Ben_King_01", trigger = "ben_king_trigger" }, { type = QOC_CID, npc = "CID_01", trigger = "cid_trigger" }, { type = QOC_JOHNNY_GAT, npc = "Johnny_Gat_01", trigger = "johnny_gat_trigger" }, { type = QOC_KINZIE, npc = "Kinzie_01", trigger = "kinzie_trigger" }, { type = QOC_MATT_MILLER, npc = "Matt_Miller_01", trigger = "matt_miller_trigger" }, { type = QOC_PIERCE, npc = "Pierce_01", trigger = "pierce_trigger" }, { type = QOC_SHAUNDI, npc = "Shaundi_01", trigger = "shaundi_trigger" }, { type = QOC_VP, npc = "VP_01", trigger = "vp_trigger" }, { type = QOC_SR2_SHAUNDI, trigger = "shaduni_sr2_trigger" }, } -- **************************************************************************************************** -- END VANILLA VARS -- **************************************************************************************************** -- **************************************************************************************************** -- BEGIN SR3_CITY FUNCTIONS -- THOSE ARE RESPONSIBLE FOR LOADING ALL THREADS, BE CAREFUL WITH THOSE! -- **************************************************************************************************** function sr3_city_init() group_create( "sr3_weapons", false) quest_log_configure_contact_triggers( SR3_CITY_CONTACTS ) end function sr3_city_main() reset_all_zones() --Time_Ticking = thread_new("wanted_level_ticking") --Wanted_Level = thread_new("wanted_level") --new Misc_Handle = thread_new("misc_thread") Keycombo_Handle = thread_new("keycombo_thread") Effects_Handle = thread_new("effects_thread") EAM_Handle = thread_new("eam_thread") Crib_Handle = thread_new("crib_thread") Elevator_Handle = thread_new("elevator_thread") Custom_Radio_Handle = thread_new("custom_radio_monitor") pcall(Create_Radio_Station_Tables(randomize_music)) end -- **************************************************************************************************** -- END SR3_CITY FUNCTIONS -- **************************************************************************************************** -- **************************************************************************************************** -- EVERYTHING BELOW IS FROM VANILLA GAME -- **************************************************************************************************** function sr3_city_init_client() quest_log_configure_contact_triggers( SR3_CITY_CONTACTS ) end function sr3_city_main_client() end function mm_1_2_coop_skip( from_gamesave ) player_unlock_super_power(6) -- Jump player_unlock_super_power(5) -- Sprint end function mm_1_3_coop_skip( from_gamesave ) player_unlock_super_power(3) -- Blast unlockable_unlock("ragdoll_recovery") -- Air Recovery end function m05_coop_skip( from_gamesave ) player_unlock_super_power(0) -- Telekinesis end function mm_4_1_coop_skip( from_gamesave ) player_unlock_super_power(1) -- Stomp end function m14_coop_skip( from_gamesave ) player_unlock_super_power(2) -- Buff end function m15_3_coop_skip( from_gamesave ) player_unlock_super_power(4) -- Shield player_unlock_super_power(7) -- DFA end function mm_1_3_setup() -- NZ: Reset hotspot in case player abandons mission hotspot_reset("Hotspot_NW") end --===========================GLOBALS==================================== -- tables of 'line played' flags for each homie dialogue line --====================================================================== SR3_CITY_globals = { -- the max number of times you'll get a modal dialogue scene with someone within the same ship visit num_talks_allowed = 3, --ship dialogue flags; table of flags for each line situation said_asha_line = { benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_cid_line = { asha = false, benking = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_johnny_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = true, }, said_king_line = { asha = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_kinzie_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = true, pierce = false, shaundi = false, matt = false, gat = false, }, said_matt_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = true, gat = false, }, said_pierce_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, shaundi = false, matt = false, gat = false, }, said_shaundi_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, matt = false, gat = false, }, said_shaundi_sr2_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_vp_line = { asha = false, benking = false, cid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_earth_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_key_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_kinzie_kidnapped_line = { asha = false, benking = false, cid = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_kinzie_rescued_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_loyalty_complete_line = { asha = false, benking = false, keithdavid = false, kinzie = false, matt = false, pierce = false, shaundi = false, cid = true, gat = true, }, said_mech_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_ship_name_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_working_on_mech_line = { kinzie = false, asha = true, benking = true, cid = true, keithdavid = true, pierce = true, shaundi = true, matt = true, gat = false, }, } SR3_CITY_CRIBSHIP_num_talks = { -- number of times you talked to an NPC (in a modal sequence) on a given ship visit num_benking_talks = 0, num_cid_talks = 0, num_keithdavid_talks = 0, num_kinzie_talks = 0, num_pierce_talks = 0, num_shaundi_talks = 0, num_matt_talks = 0, num_gat_talks = 0, num_asha_talks = 0, } SR3_CITY_CRIBSHIP_sex_flags = { -- sex flags flag_benking_sex = false, flag_cid_sex = false, flag_keithdavid_sex = false, flag_kinzie_sex = false, flag_pierce_sex = false, flag_shaundi_sex = false, flag_matt_sex = false, flag_gat_sex = false, flag_asha_sex = false, } --===========================TRIGGERS=================================== -- --====================================================================== SR3_CITY_trigger = { -- = { -- name = "johnnygat_con_trig_lean", -- hit = false, -- (optional)callback = "sr3_city_function_name_cb" --(optional)marker = TRIGGER_LOCATION or TRIGGER_USE or custom or don't include for no marker -- (optional)waypoint = true, -- (optional)teleport_to = { -- host = "host_nav", -- client = "client_nav" --}, --(optional)conversation = M_RAIL_convo.convo_name -- play a conversation --}, talk_to_gat_lean = { name = "johnnygat_con_trig_lean", hit = false, callback = "sr3_city_talk_to_gat", }, talk_to_gat_crates = { name = "johnnygat_con_trig_crates", hit = false, callback = "sr3_city_talk_to_gat", }, talk_to_gat_chair = { name = "johnnygat_con_trig_purplechair", hit = false, callback = "sr3_city_talk_to_gat", }, talk_to_shaundi_stand = { name = "shaundi_con_trig_stand", hit = false, callback = "sr3_city_talk_to_shaundi", }, talk_to_shaundi_catwalk = { name = "shaundi_con_trig_catwalk", hit = false, callback = "sr3_city_talk_to_shaundi", }, talk_to_shaundi_ctrl = { name = "shaundi_con_trig_controlroom", hit = false, callback = "sr3_city_talk_to_shaundi", }, talk_to_shaundi_sit = { name = "shaundi_con_trig_sit", hit = false, callback = "sr3_city_talk_to_shaundi", }, talk_to_kinzie_bag = { name = "kinzie_con_trig_beanbag", hit = false, callback = "sr3_city_talk_to_kinzie", }, talk_to_kinzie_control = { name = "kinzie_con_trig_controlroom", hit = false, callback = "sr3_city_talk_to_kinzie", }, talk_to_kinzie_mech = { name = "kinzie_con_trig_mech", hit = false, callback = "sr3_city_talk_to_kinzie", }, talk_to_asha_bag = { name = "asha_con_trig_gymbag", hit = false, callback = "sr3_city_talk_to_asha", }, talk_to_asha_bench = { name = "asha_con_trig_benchpress", hit = false, callback = "sr3_city_talk_to_asha", }, talk_to_asha_stretch = { name = "asha_con_trig_stretching", hit = false, callback = "sr3_city_talk_to_asha", }, talk_to_ben_lean = { name = "benking_con_trig_lean", hit = false, callback = "sr3_city_talk_to_benking", }, talk_to_ben_chair = { name = "benking_con_trig_chair", hit = false, callback = "sr3_city_talk_to_benking", }, talk_to_ben_toilet = { name = "benking_con_trig_toilet", hit = false, callback = "sr3_city_talk_to_benking", }, talk_to_cid = { name = "cid_con_trig_sexroom", hit = false, callback = "sr3_city_talk_to_cid", }, talk_to_matt_couch = { name = "mattmiller_con_trig_couch", hit = false, callback = "sr3_city_talk_to_matt", }, talk_to_matt_tv = { name = "mattmiller_con_trig_tv", hit = false, callback = "sr3_city_talk_to_matt", }, talk_to_matt_crates = { name = "mattmiller_con_trig_crates", hit = false, callback = "sr3_city_talk_to_matt", }, talk_to_matt_dep = { name = "mattmiller_con_trig_depressed", hit = false, callback = "sr3_city_talk_to_matt", }, talk_to_pierce = { name = "pierce_con_trig_couch", hit = false, callback = "sr3_city_talk_to_pierce", }, talk_to_pierce_egg = { name = "pierce_con_trig_eggchair", hit = false, callback = "sr3_city_talk_to_pierce", }, talk_to_pierce_pool = { name = "pierce_con_trig_pooltable", hit = false, callback = "sr3_city_talk_to_pierce", }, talk_to_vp_vport = { name = "vp_con_trig_stand", hit = false, callback = "sr3_city_talk_to_vp", }, talk_to_vp_cat = { name = "vp_con_trig_catwalk", hit = false, callback = "sr3_city_talk_to_vp", }, talk_to_vp_chair = { name = "vp_con_trig_chair", hit = false, callback = "sr3_city_talk_to_vp", }, --sex triggers asha_sex = { name = "asha_sex_trigger", hit = false, callback = "sr3_city_asha_sex", }, ben_king_sex = { name = "ben_king_sex_trigger", hit = false, callback = "sr3_city_benking_sex", }, cid_sex = { name = "cid_sex_trigger", hit = false, callback = "sr3_city_cid_sex", }, gat_sex = { name = "johnny_gat_sex_trigger", hit = false, callback = "sr3_city_gat_sex", }, kinzie_sex = { name = "kinzie_sex_trigger", hit = false, callback = "sr3_city_kinzie_sex", }, matt_sex = { name = "matt_miller_sex_trigger", hit = false, callback = "sr3_city_matt_sex", }, pierce_sex = { name = "pierce_sex_trigger", hit = false, callback = "sr3_city_pierce_sex", }, shaundi_sex = { name = "shaundi_sex_trigger", hit = false, callback = "sr3_city_shaundi_sex", }, vp_sex = { name = "vp_sex_trigger", hit = false, callback = "sr3_city_vp_sex", }, --[[ hack_cargo = { name = "hack_sim1_trig", hit = false, use_nav = "hack_sim1_nav", use_anim = "m24 computer hack", callback = "sr3_city_do_hack", }, ]] -- txt adventure computer start_txt_adventure = { name = "Text_Adventure_Trigger", hit = false, use_nav = "txt_adventure_nav", use_anim = "m24 computer hack", callback = "ship_start_text_adventure_cb", --conversation = SR3_CITY_convo.Matt_Talk_01 }, } SR3_CITY_ship_action_nodes = { asha = { { -- bag lean name = "asha_baglean", -- "asha_baglean" talk_trig = "asha_con_trig_gymbag", sex_trig = "asha_sex_trigger", contact_trig = "asha_trigger", sex_nav = "asha_sex_nav", }, { -- bench press name = "asha_benchsit", -- "asha_benchsit" "asha_bench_shp" talk_trig = "asha_con_trig_benchpress", -- "asha_con_trig_benchpress" sex_trig = "asha_sex_trigger", contact_trig = "asha_trigger", sex_nav = "asha_sex_nav", }, { -- on floor stretching name = "asha_shp_stretch", -- "asha_shp_stretch" "asha_stretch_ship" "Situps_Asha" talk_trig = "asha_con_trig_stretching", -- "asha_con_trig_stretching" sex_trig = "asha_sex_trigger", contact_trig = "asha_trigger", sex_nav = "asha_sex_nav", }, }, benking = { { -- leaning on table name = "King_leaning", -- "King_leaning" talk_trig = "benking_con_trig_lean", sex_trig = "ben_king_sex_trigger", contact_trig = "ben_king_trigger", sex_nav = "ben_king_sex_nav", }, { -- sitting in purple chair name = "King_ship_pchair", -- "King_ship_pchair" talk_trig = "benking_con_trig_chair", sex_trig = "ben_king_sex_trigger", contact_trig = "ben_king_trigger", sex_nav = "ben_king_sex_nav", }, { -- space toilet name = "pierce_shp_toilet", -- "pierce_shp_toilet" talk_trig = "benking_con_trig_toilet", sex_trig = "ben_king_sex_trigger", contact_trig = "ben_king_trigger", sex_nav = "benking_sex_nav_toilet", }, }, cid = { { -- sex room name = "Ship_Cid_Float", talk_trig = "cid_con_trig_sexroom", sex_trig = "cid_sex_trigger", contact_trig = "cid_trigger", sex_nav = "cid_sex_nav", }, }, gat = { { -- leaning on locker w/knife name = "Ship_Gat_Locker", -- "Ship_Gat_Locker" talk_trig = "johnnygat_con_trig_lean", -- "johnnygat_con_trig_lean" sex_trig = "johnny_gat_sex_trigger", contact_trig = "johnny_gat_trigger", sex_nav = "johnny_gat_sex_nav", }, { -- sitting on crate cleaning gun name = "gat ship gunclean", -- "gat ship gunclean" talk_trig = "johnnygat_con_trig_crates", -- johnnygat_con_trig_crates sex_trig = "johnny_gat_sex_trigger", contact_trig = "johnny_gat_trigger", sex_nav = "johnny_gat_sex_nav", }, { -- sitting in purple chair name = "Ship_Gat_sit", -- "Ship_Gat_sit" talk_trig = "johnnygat_con_trig_purplechair", -- johnnygat_con_trig_purplechair sex_trig = "johnny_gat_sex_trigger", contact_trig = "johnny_gat_trigger", sex_nav = "johnny_gat_sex_nav", }, }, kinzie = { { -- working on mech name = "shp_kinz_mchbox", -- "shp_kinz_mchbox" talk_trig = "kinzie_con_trig_mech", -- "kinzie_con_trig_mech", sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav_mech", -- "kinzie_sex_nav_mech", }, { -- nemo chair name = "kinzie_nemo", -- "kinzie_nemo" talk_trig = nil, sex_trig = nil, contact_trig = nil, sex_nav = nil, }, { -- control room name = "Kinz_shp_computer", -- "Kinz_shp_computer" talk_trig = "kinzie_con_trig_controlroom", -- "kinzie_con_trig_controlroom" sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav_controlroom", -- "kinzie_sex_nav_controlroom" }, { -- typing in beanbag chair name = "kinzie_typing", -- "kinzie_typing" talk_trig = "kinzie_con_trig_beanbag", -- "kinzie_con_trig_beanbag", sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav", -- "kinzie_sex_nav" }, { -- tube name = "shp_kinzie_tiptoe", -- "shp_kinzie_tiptoe" talk_trig = "kinzie_con_trig_beanbag", -- "kinzie_con_trig_beanbag", sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav", -- "kinzie_sex_nav" }, }, matt = { { -- depressed sitting at computer name = "shp_matt_computer", -- "shp_matt_computer" talk_trig = "mattmiller_con_trig_depressed", -- "mattmiller_con_trig_depressed", sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "mattmiller_sex_nav_depressed", -- "mattmiller_sex_nav_depressed", }, { -- couch w/game name = "Matt_ship_couch", -- "Matt_ship_couch" talk_trig = "mattmiller_con_trig_couch", -- mattmiller_con_trig_couch sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "matt_miller_sex_nav", -- matt_miller_sex_nav }, { -- standing at tv name = "Matt_tv", --"Matt_tv" talk_trig = "mattmiller_con_trig_tv", -- "mattmiller_con_trig_tv" sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "matt_miller_sex_nav", -- matt_miller_sex_nav }, { -- sitting on crates fixing electronics name = "Matt_shp_crates", --"Matt_shp_crates" talk_trig = "mattmiller_con_trig_crates", -- mattmiller_con_trig_crates sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "mattmiller_sex_nav_crates", -- mattmiller_sex_nav_crates }, }, pierce = { { -- laying on couch name = "Pierce_couch", -- "Pierce_couch" talk_trig = "pierce_con_trig_couch", -- pierce_con_trig_couch sex_trig = "pierce_sex_trigger", contact_trig = "pierce_trigger", sex_nav = "pierce_sex_nav", }, { -- pool table name = "Pirc_ship_pltable", -- "Pirc_ship_pltable" talk_trig = "pierce_con_trig_pooltable", -- pierce_con_trig_pooltable sex_trig = "pierce_sex_trigger", contact_trig = "pierce_trigger", sex_nav = "pierce_sex_nav", }, { -- egg chair name = "Peirce_reading", -- "Peirce_reading" talk_trig = "pierce_con_trig_eggchair", -- pierce_con_trig_eggchair sex_trig = "pierce_sex_trigger", contact_trig = "pierce_trigger", sex_nav = "pierce_sex_nav", }, }, shaundi = { { -- control room name = "Shp_shndi_pTble", -- "Shp_shndi_pTble" talk_trig = "shaundi_con_trig_controlroom", -- "shaundi_con_trig_controlroom", sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav_controlroom", -- "shaundi_sex_nav_controlroom", }, { -- depressed sitting on catwalk name = "Shndi_railsit", -- "Shndi_railsit" talk_trig = "shaundi_con_trig_catwalk", -- "shaundi_con_trig_catwalk", sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav_catwalk", -- "shaundi_sex_nav_catwalk", }, { -- standing on bridge name = "shaundi_shp_stnd", -- "shaundi_shp_stnd" talk_trig = "shaundi_con_trig_stand", -- shaundi_con_trig_stand sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav", }, { -- in/near chair on bridge name = "Shandi_bridge_sit", -- "Shandi_bridge_sit" talk_trig = "shaundi_con_trig_sit", -- shaundi_con_trig_sit sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav", }, }, vp = { { -- standing on catwalk name = "kiethD_shp_catwlk", -- "kiethD_shp_catwlk" talk_trig = "vp_con_trig_catwalk", -- "vp_con_trig_catwalk" sex_trig = "vp_sex_trigger", contact_trig = "vp_trigger", sex_nav = nil, }, { -- sitting in chair on bridge name = "Keith_cmpter_shp", -- "Keith_cmpter_shp" talk_trig = "vp_con_trig_chair", -- vp_con_trig_chair sex_trig = "vp_sex_trigger", contact_trig = "vp_trigger", sex_nav = nil, }, { -- standing in bridge looking thru viewfinder name = "shp_keith_vport", -- "shp_keith_vport" talk_trig = "vp_con_trig_stand", -- vp_con_trig_stand sex_trig = "vp_sex_trigger", contact_trig = "vp_trigger", sex_nav = nil, }, }, } --========================CONVERSATIONS================================= -- have around 200 lines, all of which play outside a mission context and mostly in modal sequences, so no convo table currently -- lines play as individual persona lines -- however if we find we need a convo table added let me (alvan) know -- --====================================================================== SR3_CITY_convo = {} --called from do_dialogue; decides what line to play based on player progression and returns string for that line situation function get_line_situation( npc ) if ( ( npc == "asha" and mission_is_complete( "mol_jb_01" ) and SR3_CITY_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "benking" and mission_is_complete( "mol_bk_01" ) and SR3_CITY_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "gat" and mission_is_complete( "mol_jg_01" ) and SR3_CITY_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "kinzie" and mission_is_complete( "mol_kz_01" ) and SR3_CITY_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "matt" and mission_is_complete( "mol_mm_01" ) and SR3_CITY_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "pierce" and mission_is_complete( "mol_p01" ) and SR3_CITY_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "shaundi" and mission_is_complete( "mol_sh01" ) and SR3_CITY_globals.said_loyalty_complete_line[npc] == false ) ) then SR3_CITY_globals.said_loyalty_complete_line[npc] = true return "ship_loyalty_complete" elseif mission_is_complete( "m19" ) and not mission_is_complete( "m22-1" ) and (SR3_CITY_globals.said_key_line[npc] == false) then --message("key line", 2.0, false) SR3_CITY_globals.said_key_line[npc] = true return "ship_getting_key_ready" elseif mission_is_complete( "m19" ) and (SR3_CITY_globals.said_kinzie_rescued_line[npc] == false) then --message("kinzie rescued line", 2.0, false) SR3_CITY_globals.said_kinzie_rescued_line[npc] = true return "ship_kinzie_rescued" elseif mission_is_complete( "m16" ) and not mission_is_complete( "m19" ) and (SR3_CITY_globals.said_kinzie_kidnapped_line[npc] == false) then --message("kinzie kidnapped line", 2.0, false) SR3_CITY_globals.said_kinzie_kidnapped_line[npc] = true return "ship_kinzie_kidnapped" elseif mission_is_complete( "m15_3" ) and (SR3_CITY_globals.said_johnny_line[npc] == false) then --message("johnny line", 2.0, false) SR3_CITY_globals.said_johnny_line[npc] = true return "ship_comment_on_johnny" elseif mission_is_complete( "m11" ) and (SR3_CITY_globals.said_asha_line[npc] == false) then --message("asha line", 2.0, false) SR3_CITY_globals.said_asha_line[npc] = true return "ship_comment_on_asha" elseif mission_is_complete( "m10" ) and (SR3_CITY_globals.said_king_line[npc] == false) then --message("king line", 2.0, false) SR3_CITY_globals.said_king_line[npc] = true return "ship_comment_on_king" elseif mission_is_complete( "m09" ) and (SR3_CITY_globals.said_pierce_line[npc] == false) then --message("pierce line", 2.0, false) SR3_CITY_globals.said_pierce_line[npc] = true return "ship_comment_on_pierce" elseif mission_is_complete( "m08" ) and (SR3_CITY_globals.said_shaundi_line[npc] == false) then --message("shaundi line", 2.0, false) SR3_CITY_globals.said_shaundi_line[npc] = true return "ship_comment_on_shaundi" elseif mission_is_complete( "m08" ) and (SR3_CITY_globals.said_shaundi_sr2_line[npc] == false) then --message("shaundi sr2 line", 2.0, false) SR3_CITY_globals.said_shaundi_sr2_line[npc] = true return "ship_comment_on_shaundi_sr2" elseif mission_is_complete( "m08" ) and (SR3_CITY_globals.said_cid_line[npc] == false) then --message("cid line", 2.0, false) SR3_CITY_globals.said_cid_line[npc] = true return "ship_comment_on_cid" elseif mission_is_complete( "m07" ) and (SR3_CITY_globals.said_mech_line[npc] == false) then --message("mech line", 2.0, false) SR3_CITY_globals.said_mech_line[npc] = true return "ship_mech_comment" elseif mission_is_complete( "m03" ) and (SR3_CITY_globals.said_earth_line[npc] == false) then --message("earth line", 2.0, false) SR3_CITY_globals.said_earth_line[npc] = true return "ship_earth_blew_up" elseif mission_is_complete( "m03" ) and (SR3_CITY_globals.said_vp_line[npc] == false) then --message("vp line", 2.0, false) SR3_CITY_globals.said_vp_line[npc] = true return "ship_comment_on_vp" elseif mission_is_complete( "m03" ) and (SR3_CITY_globals.said_kinzie_line[npc] == false) then --message("kinzie line", 2.0, false) SR3_CITY_globals.said_kinzie_line[npc] = true return "ship_comment_on_kinzie" else --message("generic line", 2.0, false) return "ship_generic_comment" end end --do modal dialogue sequence w/camera cut; selects line to play, sets camera, plays line etc. function do_dialogue( npc_flag, npc_name ) local count = 0 local situation --figure out which line to play situation = get_line_situation( npc_flag ) --setup, play player_controls_disable( LOCAL_PLAYER ) camera_set_target( npc_name, true, SYNC_LOCAL ) audio_play_persona_line( npc_name, situation ) --wait till line is done playing or 20 seconds have passed while ( audio_persona_line_playing( npc_name ) and count <= 80 ) do delay(0.25) count = count + 1 end --cleanup player_controls_enable( LOCAL_PLAYER ) camera_revert_target( true, SYNC_LOCAL ) end --dialogue wrapper function function do_dialogue_wrapper( talk_trig, sex_trig, num_talks, npc_flag, npc_name ) local count = 0 SR3_CITY_CRIBSHIP_num_talks[num_talks] = SR3_CITY_CRIBSHIP_num_talks[num_talks] + 1 trigger_enable( talk_trig, false ) trigger_enable( sex_trig, false ) if ( SR3_CITY_CRIBSHIP_num_talks[num_talks] <= SR3_CITY_globals.num_talks_allowed) then --do modal dialogue sequence character_hide( LOCAL_PLAYER ) do_dialogue( npc_flag, npc_name ) character_show( LOCAL_PLAYER ) else --do non-modal busy line audio_play_persona_line( npc_name, "ship_generic_comment" ) --audio_play_persona_line( npc_name, "ship_busy" ) while ( audio_persona_line_playing( npc_name ) and count <= 50 ) do delay(0.25) count = count + 1 end end trigger_enable( talk_trig, true ) trigger_enable( sex_trig, true ) end --dialogue trigger callbacks function sr3_city_talk_to_kinzie( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.kinzie_sex.name, "num_kinzie_talks", "kinzie", "Kinzie_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_kinzie.name, SR3_CITY_trigger.kinzie_sex.name, "num_kinzie_talks", "kinzie", "Kinzie_01", "kinzie_dlg_aft_player01", "kinzie_dlg_aft_cam02a", "kinzie_dlg_aft_cam02b") end function sr3_city_talk_to_pierce( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.pierce_sex.name, "num_pierce_talks", "pierce", "Pierce_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_pierce.name, SR3_CITY_trigger.pierce_sex.name, "num_pierce_talks", "pierce", "Pierce_01", "pierce_dlg_pool_player01", "pierce_dlg_pool_cam01a", "pierce_dlg_pool_cam01b") end function sr3_city_talk_to_shaundi( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.shaundi_sex.name, "num_shaundi_talks", "shaundi", "Shaundi_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_shaundi.name, SR3_CITY_trigger.shaundi_sex.name, "num_shaundi_talks", "shaundi", "Shaundi_01", "shaundi_dlg_brdg_player01", "shaundi_dlg_brdg_cam02a", "shaundi_dlg_brdg_cam02b") end function sr3_city_talk_to_asha( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.asha_sex.name, "num_asha_talks", "asha", "Asha_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_asha.name, SR3_CITY_trigger.asha_sex.name, "num_asha_talks", "asha", "Asha_01", "asha_dlg_bag_player01", "asha_dlg_bag_cam01a", "asha_dlg_bag_cam01b") end function sr3_city_talk_to_benking( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.ben_king_sex.name, "num_benking_talks", "benking", "Ben_King_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_ben.name, SR3_CITY_trigger.ben_king_sex.name, "num_benking_talks", "benking", "Ben_King_01", "benking_dlg_messhall_player01", "benking_dlg_messhall_cam01a", "benking_dlg_messhall_cam01b") end function sr3_city_talk_to_cid( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.cid_sex.name, "num_cid_talks", "cid", "CID_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_cid.name, SR3_CITY_trigger.cid_sex.name, "num_cid_talks", "cid", "CID_01", "cid_dlg_storage_player01", "cid_dlg_storage_cam01a", "cid_dlg_storage_cam01b") end function sr3_city_talk_to_vp( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.vp_sex.name, "num_keithdavid_talks", "keithdavid", "VP_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_vp.name, SR3_CITY_trigger.vp_sex.name, "num_keithdavid_talks", "keithdavid", "VP_01", "vp_dlg_brdg_player01", "vp_dlg_brdg_cam01a", "vp_dlg_brdg_cam01b") end function sr3_city_talk_to_matt( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.matt_sex.name, "num_matt_talks", "matt", "Matt_Miller_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_matt.name, SR3_CITY_trigger.matt_sex.name, "num_matt_talks", "matt", "Matt_Miller_01", "matt_dlg_storage_player", "matt_dlg_storage_cam01a", "matt_dlg_storage_cam01b") end function sr3_city_talk_to_gat( human, talk_trig ) do_dialogue_wrapper( talk_trig, SR3_CITY_trigger.gat_sex.name, "num_gat_talks", "gat", "Johnny_Gat_01" ) --do_dialogue_wrapper( SR3_CITY_trigger.talk_to_gat.name, SR3_CITY_trigger.gat_sex.name, "num_gat_talks", "gat", "Johnny_Gat_01", "gat_dlg_deck_player01", "gat_dlg_deck_cam01a", "gat_dlg_deck_cam01b") end --====================SEX CALLBACKS AND DO_SEX FUNCTION==================== -- -- -- --========================================================================= --do modal sex sequence OR play no sex line function do_sex( node_table, msn_trig, npc, npc_flag, anim, length ) local msn_trig_was_active = false local active_node = nil local active_talk_trig = nil local active_sex_trig = nil local sex_nav = nil local count = 0 -- figure out which action node is active for i = 1, #node_table do if ( node_table[i].talk_trig ~= nil and trigger_is_enabled( node_table[i].talk_trig ) ) then active_node = node_table[i].name active_talk_trig = node_table[i].talk_trig active_sex_trig = node_table[i].sex_trig sex_nav = node_table[i].sex_nav break end end -- disable triggers if ( active_sex_trig ~= nil ) then trigger_enable( active_sex_trig, false ) end if ( active_talk_trig ~= nil ) then trigger_enable( active_talk_trig, false ) end if ( trigger_is_enabled( msn_trig ) == true ) then msn_trig_was_active = true trigger_enable( msn_trig, false ) end if ( npc == "VP_01" ) then -- vp audio_play_persona_line( npc, "ship_no_sex_ever" ) -- wait until line finishes, or 20 seconds have passed (whichever comes first) while ( audio_persona_line_playing( "VP_01" ) and count <= 80 ) do delay(0.25) count = count + 1 end delay(0.25) else -- all other homies if ( SR3_CITY_CRIBSHIP_sex_flags[npc_flag] == false ) then --start modal sex sequence SR3_CITY_CRIBSHIP_sex_flags[npc_flag] = true fade_out(0.5, SFX_FADE_ALPHA_FADE, SYNC_LOCAL) delay(0.5) --teleport to sex nav if ( sex_nav ~= nil ) then teleport( npc, sex_nav ) end player_controls_disable( LOCAL_PLAYER ) action_play_synced_non_blocking( LOCAL_PLAYER, npc, anim, sex_nav, SYNC_LOCAL ) if (npc == "Shaundi_01") then character_hide( "VP_01" ) end delay(0.75) fade_in(0.5, SFX_FADE_ALPHA_FADE, SYNC_LOCAL, {0,0,0} ) delay( length ) fade_out(0.75, SFX_FADE_ALPHA_FADE, SYNC_LOCAL) delay(6) if (active_node ~= nil) then npc_use_closest_action_node_of_type(npc, active_node, 200, true ) end delay(0.5) player_controls_enable( LOCAL_PLAYER ) if (npc == "Shaundi_01") then character_show( "VP_01" ) end fade_in(0.75, SFX_FADE_ALPHA_FADE, SYNC_LOCAL, {0,0,0} ) else --play no sex line audio_play_persona_line( npc, "ship_no_sex_right_now" ) -- wait until line finishes, or 20 seconds have passed (whichever comes first) while ( audio_persona_line_playing( npc ) and count <= 80 ) do delay(0.25) count = count + 1 end delay(0.25) end end -- reactivate triggers if necessary if ( active_sex_trig ~= nil ) then trigger_enable( active_sex_trig, true ) end if ( active_talk_trig ~= nil ) then trigger_enable( active_talk_trig, true ) end if ( msn_trig_was_active == true ) then trigger_enable( msn_trig, true ) end end --sex trigger callbacks function sr3_city_asha_sex() local node_table = SR3_CITY_ship_action_nodes.asha local contact_trig = "asha_trigger" local npc = "Asha_01" local flag = "flag_asha_sex" local anim = "FuckBuddy Asha" local anim_duration = 13.5 gds_sex("Asha_01", "fb - asha") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - asha") --do_sex( "asha_sex_nav", false, SR3_CITY_trigger.asha_sex.name, SR3_CITY_trigger.talk_to_asha.name, "", "", "", "", 14.0, "asha_baglean", true ) end function sr3_city_benking_sex() local node_table = SR3_CITY_ship_action_nodes.benking local contact_trig = "ben_king_trigger" local npc = "Ben_King_01" local flag = "flag_benking_sex" local anim = "FuckBuddy King" local anim_duration = 32.5 gds_sex("Ben_King_01", "fb - ben") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - ben") --do_sex( "ben_king_sex_nav", true, SR3_CITY_trigger.ben_king_sex.name, SR3_CITY_trigger.talk_to_ben.name, "ben_king_trigger", "Ben_King_01", "flag_benking_sex", "FuckBuddy King", 32.5, "King_leaning", true ) end function sr3_city_cid_sex() local node_table = SR3_CITY_ship_action_nodes.cid local contact_trig = "cid_trigger" local npc = "CID_01" local flag = "flag_cid_sex" local anim = "FuckBuddy Cid" local anim_duration = 10.25 gds_sex("CID_01", "fb - cid") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - cid") --do_sex( "cid_sex_nav", false, SR3_CITY_trigger.cid_sex.name, SR3_CITY_trigger.talk_to_cid.name, "cid_trigger", "CID_01", "flag_cid_sex", "FuckBuddy Cid", 10.25, nil, nil ) end function sr3_city_gat_sex() local node_table = SR3_CITY_ship_action_nodes.gat local contact_trig = "johnny_gat_trigger" local npc = "Johnny_Gat_01" local flag = "flag_gat_sex" local anim = "FuckBuddy Gat" local anim_duration = 32.0 gds_sex("Johnny_Gat_01", "fb - gat") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - gat") --do_sex( "johnny_gat_sex_nav", true, SR3_CITY_trigger.gat_sex.name, SR3_CITY_trigger.talk_to_gat.name, "johnny_gat_trigger", "Johnny_Gat_01", "flag_gat_sex", "FuckBuddy Gat", 33.0, "Ship_Gat_Locker", true ) end function sr3_city_kinzie_sex() local node_table = SR3_CITY_ship_action_nodes.kinzie local contact_trig = "kinzie_trigger" local npc = "Kinzie_01" local flag = "flag_kinzie_sex" local anim = "FuckBuddy Kinzie" local anim_duration = 5.5 gds_sex("Kinzie_01", "fb - kinzie") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - kinzie") --do_sex( "kinzie_sex_nav", false, SR3_CITY_trigger.kinzie_sex.name, SR3_CITY_trigger.talk_to_kinzie.name, "kinzie_trigger", "Kinzie_01", "flag_kinzie_sex", "FuckBuddy Kinzie", 5.5, "kinzie_typing", true ) end function sr3_city_matt_sex() local node_table = SR3_CITY_ship_action_nodes.matt local contact_trig = "matt_miller_trigger" local npc = "Matt_Miller_01" local flag = "flag_matt_sex" local anim = "FuckBuddy Matt" local anim_duration = 20.5 gds_sex("Matt_Miller_01", "fb - matt") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - matt") --do_sex( "matt_miller_sex_nav", false, SR3_CITY_trigger.matt_sex.name, SR3_CITY_trigger.talk_to_matt.name, "matt_miller_trigger", "Matt_Miller_01", "flag_matt_sex", "FuckBuddy Matt", 20.5, "Matt_ship_couch", true ) end function sr3_city_pierce_sex() local node_table = SR3_CITY_ship_action_nodes.pierce local contact_trig = "pierce_trigger" local npc = "Pierce_01" local flag = "flag_pierce_sex" local anim = "FuckBuddy Pierce" local anim_duration = 13.25 gds_sex("Pierce_01", "fb - pierce") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - pierce") --do_sex( "pierce_sex_nav", false, SR3_CITY_trigger.pierce_sex.name, SR3_CITY_trigger.talk_to_pierce.name, "pierce_trigger", "Pierce_01", "flag_pierce_sex", "FuckBuddy Pierce", 13.75, "Pierce_couch", true ) end function sr3_city_shaundi_sex() local node_table = SR3_CITY_ship_action_nodes.shaundi local contact_trig = "shaundi_trigger" local npc = "Shaundi_01" local flag = "flag_shaundi_sex" local anim = "FuckBuddy Shaundi" local anim_duration = 32.0 gds_sex("Shaundi_01", "fb - shaundi") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - shaundi") --do_sex( "shaundi_sex_nav", false, SR3_CITY_trigger.shaundi_sex.name, SR3_CITY_trigger.talk_to_shaundi.name, "shaundi_trigger", "Shaundi_01", "flag_shaundi_sex", "FuckBuddy Shaundi", 32.0, nil, nil ) end function sr3_city_vp_sex() local node_table = SR3_CITY_ship_action_nodes.vp local contact_trig = "vp_trigger" local npc = "VP_01" local flag = nil local anim = nil local anim_duration = nil gds_sex("VP_01", "fb - veep") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) end -- text adventure completion variable Ship_UI_completion = {} -- get the trigger table from the trigger name -- -- trigger: (string) trigger name -- function crib_ship_trigger_get_table(trigger) local trigger_table for i,trig in pairs(SR3_CITY_trigger) do if trig.name == trigger then trigger_table = trig end end return trigger_table end function crib_ship_trigger_cb( human, trigger ) -- This may be called multiple times in the same frame. Never create groups in a trigger callback. Use show group instead. -- find this trigger local table_entry = crib_ship_trigger_get_table( trigger ) if table_entry ~= nil then if table_entry.hit == true then return end table_entry.hit = true table_entry.last_hit_by = human on_trigger( "", table_entry.name ) trigger_enable( table_entry.name, false ) -- Conversation system link if table_entry.conversation ~= nil and table_entry.conversation ~= "" then convo_start(table_entry.conversation) end end end -- CALLED FROM CODE (+++MUST RETURN IMMEDIATLY+++) function hub_loaded( ) mission_apply_ship_suit_to_players() convo_startup(SR3_CITY_convo) for i, trig in pairs(SR3_CITY_trigger) do if trig.callback == nil or trig.callback == "" then on_trigger( "crib_ship_trigger_cb", trig.name ) else on_trigger( trig.callback, trig.name ) end trig.hit = false trig.last_hit_by = nil end trigger_enable (SR3_CITY_trigger.start_txt_adventure.name, true) --trigger_enable (SR3_CITY_trigger.hack_cargo.name, true) -- reset global vars needed for each crib ship visit for i, num_talks in pairs(SR3_CITY_CRIBSHIP_num_talks) do SR3_CITY_CRIBSHIP_num_talks[i] = 0 end for i, sex_flag in pairs(SR3_CITY_CRIBSHIP_sex_flags) do SR3_CITY_CRIBSHIP_sex_flags[i] = false end sr3_city_homie_setup_wrapper() end --set up homies wrapper function; decide which action nodes to use function sr3_city_homie_setup_wrapper() ------ KINZIE ------ local kinzie_node = nil if mission_is_complete( "m05" ) and not mission_is_complete( "m07" ) then -- working on mech node kinzie_node = SR3_CITY_ship_action_nodes.kinzie[1] elseif mission_is_complete( "m07" ) and not mission_is_complete( "m10" ) then -- beanbag, tube, or control room local kinzie_idx = rand_int( 3, #SR3_CITY_ship_action_nodes.kinzie ) kinzie_node = SR3_CITY_ship_action_nodes.kinzie[kinzie_idx] elseif mission_is_complete( "m17" ) and not mission_is_complete( "m19" ) then -- nemo chair node kinzie_node = SR3_CITY_ship_action_nodes.kinzie[2] --mesh_mover_update_control( "nemo_rig_kinzie", "is nemo open", true ) --mesh_mover_update_control( "nemo_rig_kinzie", "closed restart", true ) else -- beanbag or tube (NOT control room) local kinzie_idx = rand_int( 4, #SR3_CITY_ship_action_nodes.kinzie ) kinzie_node = SR3_CITY_ship_action_nodes.kinzie[kinzie_idx] end sr3_city_homie_setup( "Kinzie_Group_001", "Kinzie_01", kinzie_node.talk_trig, kinzie_node.sex_trig, kinzie_node.contact_trig, kinzie_node.name, true ) ------ VP ------ local vp_idx = nil local vp_node = nil if not mission_is_complete ( "m08" ) then -- catwalk, bridge seat, or bridge stand vp_idx = rand_int( 1 , #SR3_CITY_ship_action_nodes.vp ) vp_node = SR3_CITY_ship_action_nodes.vp[vp_idx] sr3_city_homie_setup( "VP_Group_001", "VP_01", vp_node.talk_trig, vp_node.sex_trig, vp_node.contact_trig, vp_node.name, true ) elseif not mission_is_complete ( "m17" ) or mission_is_complete ( "m18" ) then -- bridge seat or bridge stand (NOT catwalk) vp_idx = rand_int( 2 , #SR3_CITY_ship_action_nodes.vp ) vp_node = SR3_CITY_ship_action_nodes.vp[vp_idx] sr3_city_homie_setup( "VP_Group_001", "VP_01", vp_node.talk_trig, vp_node.sex_trig, vp_node.contact_trig, vp_node.name, true ) end ------ CID ------ if mission_is_complete( "m05" ) then local cid_node = SR3_CITY_ship_action_nodes.cid[1] sr3_city_homie_setup( "CID_Group_001", "CID_01", cid_node.talk_trig, cid_node.sex_trig, cid_node.contact_trig, cid_node.name, true ) end ------ MATT MILLER ------ if mission_is_complete( "m07" ) then local matt_node = nil local matt_idx = nil if not mission_is_complete( "m18" ) or mission_is_complete( "m19" ) then -- anywhere EXCEPT control room matt_idx = rand_int( 2, #SR3_CITY_ship_action_nodes.matt ) matt_node = SR3_CITY_ship_action_nodes.matt[matt_idx] else -- m18 complete, m19 not complete - control room matt_node = SR3_CITY_ship_action_nodes.matt[1] end sr3_city_homie_setup( "Matt_Miller_Group_001", "Matt_Miller_01", matt_node.talk_trig, matt_node.sex_trig, matt_node.contact_trig, matt_node.name, true ) end ------ SHAUNDI ------ if mission_is_complete( "m08" ) then local shaundi_idx = nil local shaundi_node = nil if not mission_is_complete( "m10" ) then -- catwalk shaundi_node = SR3_CITY_ship_action_nodes.shaundi[2] elseif mission_is_complete( "m10" ) and not mission_is_complete( "m14" ) then -- control room shaundi_node = SR3_CITY_ship_action_nodes.shaundi[1] elseif mission_is_complete( "m14" ) and not mission_is_complete( "m19" ) then -- any on bridge shaundi_idx = rand_int( 3 , #SR3_CITY_ship_action_nodes.shaundi ) shaundi_node = SR3_CITY_ship_action_nodes.shaundi[shaundi_idx] elseif mission_is_complete( "m19" ) then -- control room shaundi_node = SR3_CITY_ship_action_nodes.shaundi[1] end sr3_city_homie_setup( "Shaundi_Group_001", "Shaundi_01", shaundi_node.talk_trig, shaundi_node.sex_trig, shaundi_node.contact_trig, shaundi_node.name, true ) end ------ PIERCE ------ if mission_is_complete( "m09" ) then local pierce_idx = rand_int( 1 , #SR3_CITY_ship_action_nodes.pierce ) local pierce_node = SR3_CITY_ship_action_nodes.pierce[pierce_idx] sr3_city_homie_setup( "Pierce_Group_001", "Pierce_01", pierce_node.talk_trig, pierce_node.sex_trig, pierce_node.contact_trig, pierce_node.name, true ) end ------ BEN KING ------ if mission_is_complete( "m10" ) then local benking_idx = rand_int( 1 , #SR3_CITY_ship_action_nodes.benking ) local benking_node = SR3_CITY_ship_action_nodes.benking[benking_idx] sr3_city_homie_setup( "Ben_King_Group_001", "Ben_King_01", benking_node.talk_trig, benking_node.sex_trig, benking_node.contact_trig, benking_node.name, true ) end ------ ASHA ------ if mission_is_complete( "m11" ) then local asha_idx = rand_int( 1 , #SR3_CITY_ship_action_nodes.asha ) local asha_node = SR3_CITY_ship_action_nodes.asha[asha_idx] sr3_city_homie_setup( "Asha_Group_001", "Asha_01", asha_node.talk_trig, asha_node.sex_trig, asha_node.contact_trig, asha_node.name, true ) end ------ GAT ------ if mission_is_complete( "m15_3" ) then local gat_idx = rand_int( 1 , #SR3_CITY_ship_action_nodes.gat ) local gat_node = SR3_CITY_ship_action_nodes.gat[gat_idx] sr3_city_homie_setup( "Johnny_Gat_Group_001", "Johnny_Gat_01", gat_node.talk_trig, gat_node.sex_trig, gat_node.contact_trig, gat_node.name, true ) end end --set up homies for crib ship -- group, triggers, action node function sr3_city_homie_setup( group, npc, talk_trig, sex_trig, contact_trig, action_node, teleport_bool ) if not group_is_loaded(group) then group_create( group ) end if (talk_trig ~= nil) then trigger_enable( talk_trig, true ) end if (sex_trig ~= nil) then trigger_enable( sex_trig, true ) trigger_copy_pos_from( sex_trig, talk_trig ) -- move sex trigger to same position as talk trigger end if (action_node ~= nil) then npc_use_closest_action_node_of_type( npc, action_node, 200, teleport_bool ) end if (contact_trig ~= nil) then trigger_copy_pos_from( contact_trig, talk_trig ) -- move contact trigger to same position as talk trigger end end -- ALL FOLLOWING COOP SKIP FUNCTIONS CALLED FROM CODE (+++MUST RETURN IMMEDIATLY+++) -- Teleport players to a mission start node -- -- mission_name: (string) name of the mission start node (should be same as mission name) -- skip_teleport: (boolean) true to basically skip this whole function, nil or not true will run it -- function sr3_teleport_mission_start(mission_name, skip_teleport) if skip_teleport == nil or skip_teleport ~= true then -- send them to the mission start local vehicle_exit = true local offset_x = 0.5 teleport_to_object(LOCAL_PLAYER, mission_name, vehicle_exit, nil, offset_x) -- remote player not on top of player offset_x = -0.5 teleport_to_object(REMOTE_PLAYER, mission_name, vehicle_exit, nil, offset_x) end end function ship_use_trigger_cb(human, trigger) -- do default trigger behavior -- trigger_cb(human, trigger) local trigger_table = trigger_get_table(trigger) if trigger_table.use_anim ~= nil and trigger_table.use_anim ~= "" then local anim_name = trigger_table.use_anim local morph_name = anim_name local force_play = false local percentage = 0.8 local stand_still = true local zero_movement = true action_play(human, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, trigger_table.use_nav) end end -- start the text adventure -- -- human: (string) name of human that tripped the trigger -- trigger: (string) name of the trigger -- function ship_start_text_adventure_cb(human, trigger) -- find this trigger local table_entry = crib_ship_trigger_get_table( trigger ) if table_entry ~= nil then if table_entry.hit == true then return end table_entry.hit = true table_entry.last_hit_by = LOCAL_PLAYER on_trigger( "", table_entry.name ) trigger_enable( table_entry.name, false ) -- play anim action_play( LOCAL_PLAYER, table_entry.use_anim, table_entry.use_anim, false, 0.9, true, true, table_entry.use_nav ) -- start the text adventure and hook up a callback to know when they're done Ship_UI_completion[ LOCAL_PLAYER ] = false hud_push_screen( "col_main", SYNC_LOCAL ) --on_hud_screen_exit( "ship_UI_text_complete_cb", "col_main" ) player_controls_disable(LOCAL_PLAYER) -- wait until player exits screen while hud_is_screen_on_stack( "col_main" ) do thread_yield() end --[[ while not Ship_UI_completion[ LOCAL_PLAYER ] do thread_yield() end ]] -- re-enable trigger table_entry.hit = false on_trigger( "ship_start_text_adventure_cb", table_entry.name ) trigger_enable( table_entry.name, true ) player_controls_enable( LOCAL_PLAYER ) Ship_UI_completion[ LOCAL_PLAYER ] = true end end --[[ -- callback to handle text adventure being completed -- -- screen_name: (string) screen completed -- player_name: (string) player using the screen -- function ship_UI_text_complete_cb( screen_name, player_name ) if (screen_name ~= "col_main") then return end player_controls_enable( player_name ) -- flag the player as completed Ship_UI_completion[ player_name ] = true end ]]