--SR3 City Lua file -- Gameplay Choice IDs - -- these should match values from level_scripts.cpp --## 1 by default and will function and you see homies spawned once you selected the mission , script detects active mission and you mess around without walking to the checkpoint if it doesn't get in your path MISC_THREAD_ON = 1 --## 0 is to disable trigger and to play the mission normal still can use keys on homies, some may not function linking to misc thread 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; B_INSERT = "CBA_TOW_TRUCK_TOWING_RIGHT" B_HOME = "CBA_TOW_TRUCK_RELEASE_VEHICLE" B_PGUP = "CBA_WRECKER_RETRACT_CORD" B_DELETE = "CBA_TOW_TRUCK_TOWING_LEFT" B_END = "CBA_OFC_MULTI_PRATFALL" B_PGDWN = "CBA_WRECKER_EXTEND_CORD" B_RIGHT = "CBA_VDC_HYDRAULICS_FULLY_EXTEND_TOGGLE" B_DOWN = "CBA_VDC_HYDRAULICS_TOGGLE" B_LEFT = "CBA_DBNO_SELF_REVIVAL" B_UP = "CBA_FIGHT_CLUB_BLOCK" B_LBRACKET = "CBA_OFC_DEBUG_PRATFALL" B_RBRACKET = "CBA_OFC_TAUNT_ONE" B_SEMICOLON = "CBA_MP_SCOREBOARD" PLAYER_VISIBLE = false CRASH_SITE = 0 TIME_GOES_THREAD = 1 PED = 1 PLAYER_TEAM = 0 COOP_PLAYER_TEAM = 0 PLAYER_UNDEROVER_TEAM = 0 COOP_PLAYER_UNDEROVER_TEAM = 0 MISSION_HOMIE_TEAM = 1 TRIGGER_ENABLE = true TRIGGER_RATE = 0 TRIGGER_RATE2 = 0 GENKI_RUN = 0 TROUBLE_MAKER = 0 LUCHA_TROUBLE_MAN = 0 MISSION_FOLLOWER_WEAPONS = 1 SANDBOX_COP_NOTORIETY_CHECK = 0.0 SANDBOX_LUCHAS_NOTORIETY_CHECK = 0.0 SANDBOX_MORNINGSTAR_NOTORIETY_CHECK = 0.0 SANDBOX_DECKERS_NOTORIETY_CHECK = 0.0 COP_NOTORIETY_SET = 0.1 LUCHAS_NOTORIETY_SET = 0.1 GOD_MISSION_HOMIES_LITE = 0 MALE_VOICE = 0 ENCOUNTER_GRABS = 0 CARRY_JOSH = 0 CARRY_JOSH2 = 0 THE_IDIOT = 0 ANIMATION_STANDS_JOSH = 0 GENDER_SWAP = 0 local Dock_Posx = 431.795 local Dock_Posy = 936.46 local Dock_Posz = 8.105 HUMAN_SHIELD = 0 GOD_RATE_PLAYERS = 0 FOLLOWER_DONT_TURN = 0 --from Sandbox+ RESTRICTED_ZONES = true SAINTS_HATED = true STAG_ACTIVE = true THERMOPYLAE = 1 DAEDALUS = true BRIDGES = true ARAPICE_ISLAND = true CRIB_ON = true NEVER_WANTED = 0 FOLLOWERS_INSANE = true FLWR_WEAPS = 1 GHOST_TOWN = 1 FLEES = 1 HUD_NORMAL = true GOD_MODE = 1 GOD_HOMIES_MISSION = 1 POLICE_DRIVEBY_TRIGGER = 6.0 CYCLE_DRIVE_POLICE = 1 DECKER_HACKER_CRIMES = 2 PLAYERS_TEAM_CRIMES = 1 WANTED_LEVEL_TARGET = 1 ACTIVATE_DECKERS_WITH_PEDS_CHANGE = 0 ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE = 0 TOGGLE_LEVEL_LIGHTS = 0 MUSIC_PLAYING = 0 PIERCE_TEAM = 1 --extras from old sandbox+ CROWD_LIMIT = 0 HORDE_TEAM = 0 ROAR_COUNT = 0 MISSION_SWITCH_MUSICLIGHTS = 0 MUSIC_PLAYING = 0 ALLOW_DRIVERS = 0 MAX_KILLBANE_PLANE_HITS = 20000 MAX_ANGEL_CAR_HITS = 5000 function sr3_city_init() end function sr3_city_main() mission_unlock( "m01" ) mission_unlock( "m02" ) mission_unlock( "m03" ) mission_unlock( "m04" ) mission_unlock( "m05" ) mission_unlock( "m06" ) mission_unlock( "m07" ) mission_unlock( "m08" ) mission_unlock( "m09" ) mission_unlock( "m10" ) mission_unlock( "m11" ) mission_unlock( "m12" ) mission_unlock( "m13" ) mission_unlock( "m14" ) mission_unlock( "m15" ) mission_unlock( "m16" ) mission_unlock( "m17" ) mission_unlock( "m18" ) mission_unlock( "m19" ) mission_unlock( "m20" ) mission_unlock( "m21" ) mission_unlock( "m22" ) mission_unlock( "m23" ) mission_unlock( "m24" ) mission_unlock( "dlc3_m02" ) mission_unlock( "dlc3_m01" ) mission_unlock( "dlc3_m03" ) mission_unlock( "dlc2_m02" ) mission_unlock( "dlc2_m01" ) mission_unlock( "dlc2_m03" ) mission_unlock( "sh01" ) mission_unlock( "sh02" ) mission_unlock( "sh03" ) mission_unlock( "sh04" ) if mission_is_complete( "sh04" ) then city_zone_swap("3count1", true) city_zone_swap("3count2", true) city_zone_swap("int3cc", true) end if mission_is_complete( "sh03" ) then city_zone_swap("nuke1", true) city_zone_swap("nuke2", true) city_zone_swap("int_sh03", true) city_zone_swap("int_sh03c", true) end if mission_is_complete( "sh02" ) then city_zone_swap("megab1", true) city_zone_swap("megab2", true) city_zone_swap("is2", true) end --DOORS UNLOCK instantly, sonic boom useless after patch door_lock( "BDSM Front Door", false) door_lock("Outside_Door1", false) door_lock("Outside_Door2", false) tutorial_suspend_all(true) local Misc_Handle = INVALID_THREAD_HANDLE Misc_Handle = thread_new("misc_thread") local Keypress = thread_new("keypress_player") Keypress = INVALID_THREAD_HANDLE local Time_Goes = thread_new("Time_Days") Time_Goes = INVALID_THREAD_HANDLE local THREAD_WEIRD_STUFF = thread_new("Weird_stuff") THREAD_WEIRD_STUFF = INVALID_THREAD_HANDLE local THREAD_LARGE_ASS_SCRIPT_DLC_M02 = thread_new("LARGE_ASS_SCRIPT_DLC_M02") THREAD_LARGE_ASS_SCRIPT_DLC_M02 = INVALID_THREAD_HANDLE end function Weird_stuff() while MISC_THREAD_ON == 1 do --testing purpose character_set_can_take_human_shield(LOCAL_PLAYER,true) character_set_only_player_grabs(LOCAL_PLAYER, false) character_set_only_scripted_grabs(LOCAL_PLAYER, false) if coop_is_active() then character_set_can_take_human_shield(REMOTE_PLAYER,true) character_set_only_player_grabs(REMOTE_PLAYER, false) character_set_only_scripted_grabs(REMOTE_PLAYER, false) end delay(0.1) if mission_is_active("m07") then team_make_unfriendly("neutral gang", "playas") team_make_unfriendly("neutral gang", "playas") team_make_unfriendly("neutral gang", "civilian") team_make_unfriendly("neutral gang", "decker") team_make_unfriendly("neutral gang", "luchadores") team_make_unfriendly("neutral gang", "morningstar") ai_clear_priority_target("Zimos") set_always_sees_player_flag( "Zimos", false ) set_attack_player_flag( "Zimos", false) set_attack_player_flag("Zimos" , false) set_always_sees_player_flag("Zimos" , false ) set_attack_enemies_flag("Zimos" , false) set_attack_peds_flag("Zimos" , false) set_attack_player_flag("Zimos" , false) level_lights_toggle_all(true) delay(25.0) team_make_hostile("neutral gang", "playas") team_make_hostile("neutral gang", "civilian") team_make_hostile("neutral gang", "decker") team_make_hostile("neutral gang", "luchadores") team_make_hostile("neutral gang", "morningstar") ai_add_enemy_target("Zimos" , LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) set_attack_player_flag("Zimos" , true) set_always_sees_player_flag("Zimos" , true ) set_attack_enemies_flag("Zimos" , true) set_attack_peds_flag("Zimos" , true) set_attack_player_flag("Zimos" , true) set_always_sees_player_flag("Zimos" , true ) level_lights_toggle_all(false) delay(50.0) end end end function misc_thread() while MISC_THREAD_ON == 1 do if not mission_is_active() then team_make_unfriendly("neutral gang", "playas") team_make_unfriendly("neutral gang", "playas") team_make_unfriendly("neutral gang", "civilian") team_make_unfriendly("neutral gang", "decker") team_make_unfriendly("neutral gang", "luchadores") team_make_unfriendly("neutral gang", "morningstar") end SANDBOX_COP_NOTORIETY_CHECK = notoriety_get_decimal("police") -- Used by POLICE_DRIVEBY SANDBOX_LUCHAS_NOTORIETY_CHECK = notoriety_get_decimal("luchadores") -- Used by POLICE_DRIVEBY SANDBOX_DECKERS_NOTORIETY_CHECK = notoriety_get_decimal("deckers") SANDBOX_MORNINGSTAR_NOTORIETY_CHECK = notoriety_get_decimal("morningstar") if get_team("#FOLLOWER2#") == "playas" then character_set_counter_on_grabbed("#FOLLOWER2#", false ) else character_set_counter_on_grabbed("#FOLLOWER2#", true ) end if get_team("#FOLLOWER1#") == "playas" then character_set_counter_on_grabbed("#FOLLOWER1#", false ) else character_set_counter_on_grabbed("#FOLLOWER1#", true ) end if get_team("#FOLLOWER3#") == "playas" then character_set_counter_on_grabbed("#FOLLOWER3#", false ) else character_set_counter_on_grabbed("#FOLLOWER3#", true ) end if mission_is_active("m07") then group_create( "GRP Zimos", true) group_create("GRP Oleg", true) group_create("GRP Angel", true) group_create("GRP Kinzie", true) group_create("GRP Shaundi", true) group_create("GRP Pierce", true) set_dont_attack_me_on_sight_flag("Zimos", false) set_dont_attack_me_on_sight_flag("Kinzie", false) set_dont_attack_me_on_sight_flag("Oleg", false) set_dont_attack_me_on_sight_flag("Angel", false) inv_item_remove_all("Zimos") set_team("Zimos","neutral gang") on_death("", "Shaundi") on_death("", "Pierce") on_death("", "Kinzie") on_death("", "Angel") on_death("", "Oleg") on_death("", "Zimos") follower_set_can_abandon( "Pierce", false ) follower_set_can_abandon( "Shaundi", false ) set_never_turn_on_player("Pierce", false) set_never_turn_on_player("Shaundi", false) character_set_attack_multiplier("Oleg", 30.0) character_set_attack_multiplier("Zimos", 43.0) override_npc_run_and_cower_run("Zimos", "sprint", "Cower Run") set_animation_set("Zimos", "gangf") if coop_is_active() then if SANDBOX_COP_NOTORIETY_CHECK >= COP_NOTORIETY_SET or SANDBOX_LUCHAS_NOTORIETY_CHECK >= LUCHAS_NOTORIETY_SET then set_attack_player_flag("Oleg", true) set_always_sees_player_flag("Oleg", true) ai_add_enemy_target("Oleg",REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else set_attack_player_flag("Oleg", false) set_always_sees_player_flag("Oleg", false) ai_clear_priority_target("Oleg") end end if not coop_is_active() then if SANDBOX_COP_NOTORIETY_CHECK >= COP_NOTORIETY_SET or SANDBOX_LUCHAS_NOTORIETY_CHECK >= LUCHAS_NOTORIETY_SET then set_attack_player_flag("Oleg", true) set_always_sees_player_flag("Oleg", true) ai_add_enemy_target("Oleg",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else set_attack_player_flag("Oleg", false) set_always_sees_player_flag("Oleg", false) ai_clear_priority_target("Oleg") end end if GENKI_RUN == 0 then clear_animation_state("Oleg") end if GENKI_RUN == 1 then override_npc_run_and_cower_run("Oleg", "sprint", "Cower Run") end if GENKI_RUN == 2 then override_npc_run_and_cower_run("Zimos", "sprint", "Cower Run") override_npc_run_and_cower_run("Oleg", "sprint", "Cower Run") end set_ignore_ai_flag("Oleg", false) set_ignore_ai_flag("Zimos", false) -- ai_add_enemy_target("Oleg" , LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) turn_invulnerable("Oleg") npc_combat_enable("Oleg", true) npc_leash_remove("Oleg") turn_invulnerable("Zimos") npc_combat_enable("Zimos", true) npc_leash_remove("Zimos") ---set_attack_player_flag("Oleg" , true) set_always_sees_player_flag("Oleg" , true ) set_attack_enemies_flag("Oleg" , true) set_never_turn_on_player("Oleg", false) set_never_turn_on_player("Zimos", false) character_set_only_scripted_grabs("Zimos", false) character_set_immune_to_explosion_vomit( "Zimos" , true) character_prevent_flinching("Zimos" , true) character_set_no_explosive_panic("Zimos",true) character_set_no_satchel_panic( "Zimos", true) set_cant_cower_flag("Zimos", true) set_cant_flee_flag("Zimos", true) character_set_never_catch_fire("Zimos", true) npc_weapon_pickup_override("Zimos" , false) npc_weapon_pickup_override("Oleg" , false) character_prevent_flinching("Oleg" , true) character_set_no_explosive_panic("Oleg" ,true) character_set_no_satchel_panic( "Oleg" , true) character_set_immune_to_explosion_vomit( "Oleg" , true) character_set_no_explosive_panic("Oleg" , true) end ---end --CIVIL DECKERS if ACTIVATE_DECKERS_WITH_PEDS_CHANGE == 1 then if DECKER_HACKER_CRIMES == 2 or DECKER_HACKER_CRIMES == 3 then if SANDBOX_COP_NOTORIETY_CHECK == 0.0 then team_make_allies("deckers", "civilian") elseif SANDBOX_COP_NOTORIETY_CHECK >= 0.01 then team_make_unfriendly("deckers", "stag") elseif SANDBOX_COP_NOTORIETY_CHECK >= 0.50 then team_make_unfriendly("deckers", "civilian") -- team_make_unfriendly("deckers", "stag") -- team_make_hostile("deckers", "civilian") end end if DECKER_HACKER_CRIMES == 4 then if SANDBOX_COP_NOTORIETY_CHECK == 0.0 then team_make_allies("deckers", "civilian") elseif SANDBOX_COP_NOTORIETY_CHECK >= 0.1 then team_make_unfriendly("deckers", "stag") elseif SANDBOX_COP_NOTORIETY_CHECK >= 0.5 then team_make_unfriendly("deckers", "civilian") -- team_make_unfriendly("deckers", "stag") -- team_make_hostile("deckers", "civilian") end end if DECKER_HACKER_CRIMES == 5 then if SANDBOX_COP_NOTORIETY_CHECK == 0.0 then team_make_allies("deckers", "civilian") elseif SANDBOX_COP_NOTORIETY_CHECK >= 1.0 then team_make_unfriendly("deckers", "stag") elseif SANDBOX_COP_NOTORIETY_CHECK >= 1.5 then team_make_unfriendly("deckers", "civilian") -- team_make_unfriendly("deckers", "stag") -- team_make_hostile("deckers", "civilian") end end if DECKER_HACKER_CRIMES >= 6 then if SANDBOX_COP_NOTORIETY_CHECK < 1.0 then team_make_allies("deckers", "civilian") elseif SANDBOX_COP_NOTORIETY_CHECK >= 2.0 then team_make_unfriendly("deckers", "stag") elseif SANDBOX_COP_NOTORIETY_CHECK >= 2.5 then team_make_unfriendly("deckers", "civilian") -- team_make_unfriendly("deckers", "stag") -- team_make_hostile("deckers", "civilian") end end if SANDBOX_COP_NOTORIETY_CHECK >= WANTED_LEVEL_TARGET then team_make_hostile("deckers", "civilian") team_make_hostile("deckers", "stag") team_make_hostile("deckers", "police") ACTIVATE_DECKERS_WITH_PEDS_CHANGE = 0 ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE = 0 end end --NO PEDS if ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE == 1 then if DECKER_HACKER_CRIMES == 4 then if SANDBOX_COP_NOTORIETY_CHECK == 0.0 then --team_make_allies("deckers", "civilian") elseif SANDBOX_COP_NOTORIETY_CHECK >= 0.1 then team_make_unfriendly("deckers", "stag") elseif SANDBOX_COP_NOTORIETY_CHECK >= 0.5 then -- team_make_unfriendly("deckers", "civilian") -- team_make_unfriendly("deckers", "stag") -- team_make_hostile("deckers", "civilian") end end if DECKER_HACKER_CRIMES == 5 then if SANDBOX_COP_NOTORIETY_CHECK == 0.0 then -- team_make_allies("deckers", "civilian") elseif SANDBOX_COP_NOTORIETY_CHECK >= 1.0 then team_make_unfriendly("deckers", "stag") elseif SANDBOX_COP_NOTORIETY_CHECK >= 1.5 then -- team_make_unfriendly("deckers", "civilian") -- team_make_unfriendly("deckers", "stag") -- team_make_hostile("deckers", "civilian") end end if DECKER_HACKER_CRIMES >= 6 then if SANDBOX_COP_NOTORIETY_CHECK < 1.0 then -- team_make_allies("deckers", "civilian") elseif SANDBOX_COP_NOTORIETY_CHECK >= 2.0 then team_make_unfriendly("deckers", "stag") elseif SANDBOX_COP_NOTORIETY_CHECK >= 2.5 then --team_make_unfriendly("deckers", "civilian") -- team_make_unfriendly("deckers", "stag") -- team_make_hostile("deckers", "civilian") end end if SANDBOX_COP_NOTORIETY_CHECK >= WANTED_LEVEL_TARGET then --team_make_hostile("deckers", "civilian") team_make_hostile("deckers", "stag") team_make_hostile("deckers", "police") ACTIVATE_DECKERS_WITH_PEDS_CHANGE = 0 ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE = 0 end end if SANDBOX_COP_NOTORIETY_CHECK >= POLICE_DRIVEBY_TRIGGER then set_cops_shooting_from_vehicles(true) -- Enable police shooting from vehicles (default setting) elseif SANDBOX_COP_NOTORIETY_CHECK < POLICE_DRIVEBY_TRIGGER then set_cops_shooting_from_vehicles(false) -- Revert police behavior to vanilla (if notoriety level is lower than 2) end if SANDBOX_COP_NOTORIETY_CHECK >= 2.0 then audio_ambient_emitter_start("NG_Island_Siren<001>") else audio_ambient_emitter_stop("NG_Island_Siren<001>") end -- delay(0.5) player_grenades_enable() auto_pickup_enable() set_player_can_take_human_shields(LOCAL_PLAYER, true) inv_weapon_disable_all_slots(false, SYNC_ALL) player_grenades_enable() npc_weapon_pickup_override( LOCAL_PLAYER, true) hud_critical_timer_stop() objective_text_clear(0) objective_text_clear(1) objective_text_clear(2) objective_text_clear(3) --player_force_vehicle_seat(LOCAL_PLAYER, 0) cell_spawns_enable(true) player_can_sprint(true) ----rc_allow_military() player_human_shield_lock(LOCAL_PLAYER, false) player_can_sprint(true) party_set_recruitable(true) party_set_dismissable(true) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) party_allow_max_followers(true) -- crib_disable_interface(false) cellphone_lock(false) player_controls_enable(LOCAL_PLAYER) ---JOSH if not mission_is_active() then THE_IDIOT = 0 end if mission_is_active("m12") then --COPY FROM OLD SANDBOX+ if GENKI_RUN == 0 then clear_animation_state("npc_josh") end if GENKI_RUN == 1 then override_npc_run_and_cower_run("npc_josh", "sprint", "Cower Run") end if GENKI_RUN == 2 then override_npc_run_and_cower_run("npc_josh", "sprint", "Cower Run") end group_create("vehicle_start_group", true) group_create("workers_lobby_group", true) group_create("stag_lobby_group", true) group_create("josh_group", true) group_create("vehicle_start_group", true) group_create("homies_start_group", true) group_create("workers_lobby_group", true) on_death("", "npc_suko_start") on_dismiss("", "npc_suko_start") follower_set_can_abandon( "npc_josh", false ) follower_set_can_abandon( "npc_suko_start", false ) set_team("worker_lobby_001","playas") set_team("worker_lobby_002","playas") set_team("worker_lobby_003","playas") set_team("worker_lobby_004","playas") set_team("worker_lobby_005","civilian") set_team("worker_lobby_006","civilian") set_current_hit_points("worker_lobby_001", 15000000) set_current_hit_points("worker_lobby_002", 15000000) set_current_hit_points("worker_lobby_003", 15000000) set_current_hit_points("worker_lobby_004", 15000000) set_current_hit_points("worker_lobby_005", 12000000) set_current_hit_points("worker_lobby_006", 12999999) ai_set_personality("npc_josh", "gang tough") --set_animation_set("npc_josh", "gangf") set_attack_enemies_flag("npc_josh", true) set_attack_peds_flag("npc_josh", true) set_attack_enemies_flag("npc_josh", true) character_set_attack_multiplier("npc_josh", 25.0) character_set_attack_multiplier("npc_suko_start", 40.0) --V1 -- set_attack_enemies_flag("npc_suko_start", true) --set_attack_peds_flag("npc_suko_start", true) -- set_attack_enemies_flag("npc_suko_start", true) npc_weapon_pickup_override("npc_suko_start", false) set_never_turn_on_player("npc_suko_start", false) npc_weapon_pickup_override("npc_suko_start", false) if GENKI_RUN == 2 or GENKI_RUN == 1 then override_npc_run_and_cower_run("npc_suko_start", "sprint", "Cower Run") end character_set_no_explosive_panic("npc_suko_start",true) character_set_no_satchel_panic( "npc_suko_start", true) set_cant_cower_flag("npc_suko_start", true) set_cant_flee_flag("npc_suko_start", true) --character_set_never_catch_fire("npc_suko_start", true) set_never_turn_on_player("npc_suko_start", false) -- set_attack_enemies_flag("npc_suko_start", true) -- set_attack_peds_flag("npc_suko_start", true) npc_weapon_pickup_override("npc_suko_start", false) -- character_prevent_flinching("npc_suko_start", true) character_set_no_explosive_panic("npc_suko_start",true) character_set_no_satchel_panic( "npc_suko_start", true) character_set_immune_to_explosion_vomit( "npc_suko_start", true) character_set_no_explosive_panic("npc_suko_start", true) -- character_prevent_bumping( "npc_suko_start", true) character_set_no_satchel_panic( "npc_suko_start", true) --set_attack_player_flag("npc_suko_start", true) turn_invulnerable("npc_suko_start") npc_combat_enable("npc_suko_start", true) --npc_leash_remove("npc_suko_start") --ai_clear_scripted_action( "npc_suko_start") --character_prevent_flinching("npc_suko_start", true) npc_combat_enable("npc_josh", true) set_ignore_ai_flag("npc_josh", false) -- Prevent Josh from being attacked set_dont_attack_me_on_sight_flag("npc_josh", false) if SANDBOX_COP_NOTORIETY_CHECK >= COP_NOTORIETY_SET or SANDBOX_LUCHAS_NOTORIETY_CHECK >= LUCHAS_NOTORIETY_SET then ai_add_enemy_target("npc_suko_start", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) set_attack_player_flag("npc_suko_start", true) set_always_sees_player_flag("npc_suko_start", true ) else ai_clear_priority_target("npc_suko_start") set_always_sees_player_flag( "npc_suko_start", false ) set_attack_player_flag( "npc_suko_start", false) end if THE_IDIOT == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 then ai_add_enemy_target("npc_josh", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) set_attack_player_flag("npc_josh", true) set_always_sees_player_flag("npc_josh", true ) set_attack_enemies_flag("npc_josh", true) set_attack_peds_flag("npc_josh", true) set_attack_player_flag("npc_josh", true) set_always_sees_player_flag("npc_josh", true ) else ai_clear_priority_target("npc_josh") set_always_sees_player_flag( "npc_josh", false ) set_attack_player_flag( "npc_josh", false) end end ai_add_enemy_target("worker_lobby_001", "npc_josh", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("worker_lobby_002", "npc_josh", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("worker_lobby_003", "npc_josh", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("worker_lobby_004", "npc_josh", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("worker_lobby_005", "npc_josh", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("worker_lobby_006", "npc_josh", ATTACK_NOW_NEVER_LOSE, true,true) if SANDBOX_COP_NOTORIETY_CHECK >= 3.0 then ai_add_enemy_target("npc_josh", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) set_attack_player_flag("npc_josh", true) set_always_sees_player_flag("npc_josh", true ) set_attack_enemies_flag("npc_josh", true) set_attack_peds_flag("npc_josh", true) set_attack_player_flag("npc_josh", true) set_always_sees_player_flag("npc_josh", true ) THE_IDIOT = 1 end npc_combat_enable("npc_josh", true) set_ignore_ai_flag("npc_josh", false) -- Prevent Josh from being attacked set_dont_attack_me_on_sight_flag("npc_josh", false) set_always_sees_player_flag("npc_josh", true ) character_set_immune_to_explosion_vomit( "npc_josh", true) character_set_no_explosive_panic( "npc_josh", true) -- character_prevent_flinching("npc_josh", true) set_cant_cower_flag( "npc_josh", true) character_set_no_explosive_panic("npc_josh",true) character_set_no_satchel_panic( "npc_josh", true) set_cant_cower_flag("npc_josh", true) set_cant_flee_flag("npc_josh", true) character_set_never_catch_fire("npc_josh", true) ----override_npc_run_and_cower_run("npc_josh", "sprint", "Cower Run") npc_weapon_pickup_override("npc_josh", false) set_team("npc_josh","neutral gang") set_never_turn_on_player("npc_josh", false) set_attack_enemies_flag("npc_josh", true) set_attack_peds_flag("npc_josh", true) npc_weapon_pickup_override("npc_josh", false) -- character_prevent_flinching("npc_josh", true) character_set_no_explosive_panic("npc_josh",true) character_set_no_satchel_panic( "npc_josh", true) character_set_immune_to_explosion_vomit( "npc_josh", true) character_set_no_explosive_panic("npc_josh", true) -- character_prevent_bumping( "npc_josh", true) character_set_no_satchel_panic( "npc_josh", true) --set_attack_player_flag("npc_josh", true) turn_invulnerable("npc_josh") npc_combat_enable("npc_josh", true) npc_leash_remove("npc_josh") ai_clear_scripted_action( "npc_josh") character_prevent_flinching("npc_josh", true) -- character_prevent_explosion_fling( "npc_josh", true) -- character_prevent_kneecapping("npc_josh", true) character_set_never_catch_fire("npc_josh", true) --remove this, but whatever. set_suppress_synced_melee_attacks_flag("npc_josh", false) marker_remove("npc_josh", SYNC_ALL) on_death("", "npc_josh") on_vehicle_enter("", "npc_josh") on_vehicle_exit("", "npc_josh") on_dismiss("", "npc_josh") end -----"Strings" only are Okay, deosn't stop the script from working----------- ---------Some old scripts are copied from my old sandbox+------- ----------------------------------- -----------THREE WAY--------------- --Groups group_create("Group_Start_Vehicle",true) group_create("Vehicle_Courtesy 001",true) group_create("Vehicle_Courtesy 002",true) group_create("Group_Oleg_and_Pierce",true) group_create("Group airport initial",true) group_create("Group_Angel",true) group_create("Group_Kinzie",true) group_create("Group_kia",true) --group_create("m22_cte_plane_01",true) -- group_create("Group_killbane_qte",true) group_create("Group_Hostages",true) group_create("Group_Viola",true) group_create("Group_killbane_qte_nomask",true) set_team("Killbane_qte_nomask","luchadores") set_team("Killbane_qte","civilian") character_set_only_scripted_grabs("Killbane_qte_nomask", false) character_set_counter_on_grabbed("Killbane_qte_nomask", true ) set_cant_cower_flag("Killbane_qte_nomask", true) set_cant_flee_flag("Killbane_qte_nomask", true) character_set_never_catch_fire("Killbane_qte_nomask", true) character_set_immune_to_explosion_vomit("Killbane_qte_nomask", true) character_set_no_explosive_panic("Killbane_qte_nomask", true) character_set_no_satchel_panic("Killbane_qte_nomask", true) character_set_immune_to_explosion_vomit("Killbane_qte_nomask", true) set_ignore_ai_flag("Killbane_qte_nomask", false) character_allow_ragdoll("Killbane_qte_nomask", true) character_prevent_flinching("Killbane_qte_nomask", true) npc_combat_enable("Killbane_qte_nomask", true) set_team("Killbane_qte_nomask","luchadores") turn_invulnerable("Killbane_qte_nomask") set_dont_attack_me_on_sight_flag("Killbane_qte_nomask", false) character_set_damage_multiplier("Killbane_qte_nomask", 32.4) follower_set_can_abandon( "Angel_gameplay", false ) follower_set_can_abandon( "Pierce_gameplay", false ) follower_set_can_abandon( "Kinzie", false ) follower_set_can_abandon( "Oleg_gameplay", false ) character_set_damage_multiplier("Killbane_qte_nomask", 0.1) character_set_damage_multiplier("Killbane_qte", 0.1) set_team("Mayor_Hostage","playas") set_team("Viola_gameplay","morningstar") set_team("Shaundi_Hostage","neutral gang") set_team("Kia_gameplay","neutral gang") npc_weapon_pickup_override("Kinzie", false) npc_weapon_pickup_override("Kia_gameplay", false) npc_weapon_pickup_override("Angel_gameplay", false) npc_weapon_pickup_override("Group_killbane_qte", false) npc_weapon_pickup_override("Group_killbane_qte_nomask", false) turn_invulnerable("Kinzie") turn_invulnerable("Kia_gameplay") turn_vulnerable("Killbane_qte") turn_invulnerable("Killbane_qte_nomask") turn_invulnerable("Angel_gameplay") turn_vulnerable("Mayor_Hostage") turn_vulnerable("Viola_gameplay") turn_vulnerable("Shaundi_Hostage") set_dont_attack_me_on_sight_flag("Viola_gameplay", false) set_dont_attack_me_on_sight_flag("Angel_gameplay", false) set_dont_attack_me_on_sight_flag("Shaundi_Hostage", false) set_dont_attack_me_on_sight_flag("Mayor_Hostage", false) set_dont_attack_me_on_sight_flag("Killbane_qte_nomask", false) set_dont_attack_me_on_sight_flag("Killbane_qte", false) set_dont_attack_me_on_sight_flag("Kia_gameplay", false) set_dont_attack_me_on_sight_flag("Oleg_gameplay", false) set_dont_attack_me_on_sight_flag("Pierce_gameplay", false) set_dont_attack_me_on_sight_flag("Kinzie", false) set_never_turn_on_player("Viola_gameplay", false) set_never_turn_on_player("Angel_gameplay", false) set_never_turn_on_player("Shaundi_Hostage", false) set_never_turn_on_player("Mayor_Hostage", false) set_never_turn_on_player("Killbane_qte_nomask", false) set_never_turn_on_player("Killbane_qte", false) set_never_turn_on_player("Kia_gameplay", false) set_never_turn_on_player("Oleg_gameplay", false) set_never_turn_on_player("Pierce_gameplay", false) set_never_turn_on_player("Kinzie", false) character_set_attack_multiplier("Kinzie", 20.0) character_set_attack_multiplier("Angel_gameplay", 30.0) character_set_attack_multiplier("Kia_gameplay", 60.0) character_set_damage_multiplier("Killbane_qte_nomask", 0.3) character_set_damage_multiplier("Killbane_qte", 0.3) character_set_damage_multiplier("Shaundi_Hostage", 0.3) character_set_damage_multiplier("Viola_gameplay", 0.3) character_set_damage_multiplier("Mayor_Hostage", 0.3) character_set_damage_multiplier("Oleg_gameplay", 0.1) ---Cowardly Killbane ai_add_enemy_target("Viola_gameplay", "Killbane_qte", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("Shaundi_Hostage", "Killbane_qte_nomask", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("Killbane_qte", "Viola_gameplay", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("Killbane_qte_nomask", "Shaundi_Hostage", ATTACK_NOW_NEVER_LOSE, true,true) set_ignore_ai_flag("Kinzie", false) set_ignore_ai_flag("Kia_gameplay", false) set_ignore_ai_flag("Killbane_qte", false) set_ignore_ai_flag("Killbane_qte_nomask", false) set_ignore_ai_flag("Angel_gameplay", false) set_ignore_ai_flag("Shaundi_Hostage", false) set_ignore_ai_flag("Viola_gameplay", false) set_ignore_ai_flag("Mayor_Hostage", false) character_set_only_scripted_grabs("Kinzie", false) character_set_only_scripted_grabs("Angel_gameplay", false) character_set_only_scripted_grabs("Killbane_qte_nomask", false) character_set_only_scripted_grabs("Killbane_qte", false) character_set_only_scripted_grabs("Pierce_gameplay", false) character_set_only_scripted_grabs("Kia_gameplay", false) character_set_only_scripted_grabs("Viola_gameplay", false) character_set_only_scripted_grabs("Mayor_Hostage", false) character_set_only_scripted_grabs("Shaundi_Hostage", false) character_set_only_scripted_grabs("Kia_gameplay", false) character_set_only_scripted_grabs( "Kinzie", false) character_set_counter_on_grabbed( "Kinzie" , true ) set_cant_cower_flag("Kinzie", true) set_cant_flee_flag("Kinzie", true) character_set_never_catch_fire("Kinzie", true) character_set_immune_to_explosion_vomit("Kinzie", true) character_set_no_explosive_panic("Kinzie", true) character_set_no_satchel_panic("Kinzie", true) character_set_immune_to_explosion_vomit("Kinzie", true) --pissed off oleg killing random people set_attack_enemies_flag("Oleg_gameplay", true) set_attack_peds_flag("Oleg_gameplay", true) set_attack_enemies_flag("Kia_gameplay", true) set_attack_peds_flag("Kia_gameplay", true) set_always_sees_player_flag("Kia_gameplay", true ) set_attack_player_flag("Kia_gameplay", true) --When he's see Kia he alway goes towards her ai_add_enemy_target("Kia_gameplay", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("Oleg_gameplay", "Kia_gameplay", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("Mayor_Hostage", "Kia_gameplay", ATTACK_NOW_NEVER_LOSE, true) character_set_only_scripted_grabs("Kia_gameplay", false) character_set_counter_on_grabbed("Kia_gameplay", true ) override_npc_run_and_cower_run("Kia_gameplay", "sprint", "Cower Run") override_npc_run_and_cower_run("Mayor_Hostage", "sprint", "Cower Run") override_npc_run_and_cower_run("Viola_gameplay", "sprint", "Cower Run") override_npc_run_and_cower_run("Shaundi_Hostage", "sprint", "Cower Run") override_npc_run_and_cower_run("Pierce_gameplay", "sprint", "Cower Run") if GENKI_RUN == 2 or GENKI_RUN == 1 then override_npc_run_and_cower_run("Kinzie", "sprint", "Cower Run") end character_prevent_flinching("Kia_gameplay", true) character_set_attack_multiplier("Kia_gameplay", 50.0) npc_weapon_pickup_override("Kia_gameplay", false) npc_weapon_pickup_override("Angel_gameplay", false) character_set_only_scripted_grabs("Kia_gameplay", false) character_set_counter_on_grabbed("Kia_gameplay", true ) character_allow_ragdoll("Kia_gameplay", true) character_allow_ragdoll("Viola_gameplay", true) character_allow_ragdoll("Mayor_Hostage", true) character_allow_ragdoll("Shaundi_Hostage", true) character_allow_ragdoll("Angel_gameplay", true) character_prevent_flinching("Kia_gameplay", true) npc_combat_enable("Viola_gameplay", true) npc_combat_enable("Kia_gameplay", true) npc_combat_enable("Angel_gameplay", true) npc_combat_enable("Shaundi_Hostage", true) npc_combat_enable("Mayor_Hostage", true) npc_combat_enable("Viola_gameplay", true) npc_combat_enable("Kinzie", true) character_set_only_scripted_grabs( "Kia_gameplay", false) character_set_counter_on_grabbed( "Kia_gameplay" , true ) set_cant_cower_flag("Kia_gameplay", true) set_cant_flee_flag("Kia_gameplay", true) character_set_never_catch_fire("Kia_gameplay", true) character_set_immune_to_explosion_vomit("Kia_gameplay", true) character_set_no_explosive_panic("Kia_gameplay", true) character_set_no_satchel_panic("Kia_gameplay", true) character_set_immune_to_explosion_vomit("Kia_gameplay", true) character_set_only_scripted_grabs( "Angel_gameplay", false) character_set_counter_on_grabbed( "Angel_gameplay" , true ) inv_item_remove_all( "Shaundi_Hostage") inv_item_remove_all( "Mayor_Hostage") inv_item_remove_all( "Viola_gameplay") character_set_no_explosive_panic("Angel_gameplay", true) character_set_no_satchel_panic("Angel_gameplay", true) set_cant_cower_flag("Angel_gameplay", true) set_cant_flee_flag("Angel_gameplay", true) set_unjackable_flag("Angel_Car", false) set_unjackable_flag("Killbane_Plane", false) vehicle_set_invulnerable_to_player_explosives("Angel_Car") vehicle_set_vulnerable("Angel_Car") vehicle_set_vulnerable("Angel_Car") vehicle_set_vulnerable("Killbane_Plane") ai_set_personality( "Kia_gameplay", "gang tough") inv_item_remove_all( "Kia_gameplay") npc_leash_remove("Angel_gameplay") npc_leash_remove("Kia_gameplay") npc_weapon_spread("Angel_gameplay",0.1) npc_weapon_spread("Kia_gameplay",0.1) npc_weapon_spread("NPC Zimos",0.0) npc_weapon_spread("NPC Pierce",0.0) npc_weapon_spread("Kinzie",0.0) npc_weapon_spread("Killbane_qte_nomask",0.1) wander_start("Kinzie") --wander_start("Angel_gameplay") wander_start("NPC Zimos") wander_start("NPC Pierce") wander_start("m17_kia") wander_start("npc_josh") wander_start("npc_suko_start") wander_start("Killbane_qte_nomask") --Maker followers into trouble maker vehicle_car_alarm_enable("Angel_Car") vehicle_set_allow_ram_ped("Angel_Car", true) vehicle_set_script_hard_goto("Angel_Car", true) vehicle_set_drunk("Angel_Car",true) override_npc_run_and_cower_run("Oleg_gameplay", "sprint", "Cower Run") vehicle_car_alarm_enable("Killbane_Plane") vehicle_set_allow_ram_ped("Killbane_Plane", true) vehicle_set_script_hard_goto("Killbane_Plane", true) vehicle_car_alarm_enable("Killbane_Plane") vehicle_set_crazy("Killbane_Plane", true) inv_item_remove_all( "Killbane_qte_nomask") --vehicle_set_crazy("Angel_Car", true) npc_weapon_pickup_override( "Killbane_qte_nomask",false) --KILLBANE WILL ATTACK THEM IF THE PLANE IS DAMAGED ONE TIME set_max_hit_points("Killbane_Plane", 20000, false) --test? set_max_hit_points("Angel_Car", 10000, false) local MAX_HITS_2 = get_current_hit_points("Killbane_Plane") if vehicle_is_destroyed("Killbane_Plane") or vehicle_is_flipped("Killbane_Plane") or vehicle_in_water("Killbane_Plane") or MAX_HITS_2 < 19500 or not get_team("Killbane_Plane") == "luchadores" or vehicle_get_total_wheels_hit_points("Killbane_Plane") < 1 then set_animation_set("Killbane_qte_nomask", "gangf") set_attack_enemies_flag("Killbane_qte_nomask", true) set_attack_peds_flag("Killbane_qte_nomask", true) set_always_sees_player_flag("Killbane_qte_nomask", true ) set_attack_player_flag("Killbane_qte_nomask", true) ai_add_enemy_target("Killbane_qte_nomask", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) override_npc_run_and_cower_run("Killbane_qte_nomask", "sprint", "Cower Run") character_set_always_combat_ready("Killbane_qte_nomask", true) else character_set_always_combat_ready("Killbane_qte_nomask", false) set_animation_set("Killbane_qte_nomask", "gang") ai_clear_priority_target("Killbane_qte_nomask") set_always_sees_player_flag("Killbane_qte_nomask", false ) set_attack_player_flag("Killbane_qte_nomask", false) end character_set_attack_multiplier("Killbane_qte_nomask", 45.0) vehicle_car_alarm_enable("Killbane_gameplay") character_kill("Killbane_gameplay", true) character_kill("Killbane_qte", true) --ANGEL GETS PISSED IF ANYONE DRIVE THE CAR OR DESTROYED IT. WHY HE CAN TURN AGAINST THE BOSS FOR DOING SOMETHING STUPID? local poor_tires1 = vehicle_get_wheel_hit_points("Angel_Car", 0) local poor_tires2 = vehicle_get_wheel_hit_points("Angel_Car", 1) local poor_tires3 = vehicle_get_wheel_hit_points("Angel_Car", 2) local poor_tires4 = vehicle_get_wheel_hit_points("Angel_Car", 3) local MAX_HITS_1 = get_current_hit_points("Angel_Car") if coop_is_active() then --COOP if ALLOW_DRIVERS == 0 then if vehicle_is_destroyed("Angel_Car") or vehicle_is_flipped("Angel_Car") or vehicle_in_water("Angel_Car") or character_is_in_vehicle(LOCAL_PLAYER,"Angel_Car") or character_is_in_vehicle(REMOTE_PLAYER,"Angel_Car") or character_is_in_vehicle("#FOLLOWER1#","Angel_Car") or character_is_in_vehicle("#FOLLOWER2#","Angel_Car") or character_is_in_vehicle("#FOLLOWER3#","Angel_Car") or character_is_in_vehicle("Kinzie","Angel_Car") or character_is_in_vehicle("Killbane_qte_nomask","Angel_Car") or character_is_in_vehicle("Shaundi_Hostage","Angel_Car") or character_is_in_vehicle("Viola_gameplay","Angel_Car") or character_is_in_vehicle("Mayor_Hostage","Angel_Car") or character_is_in_vehicle("Kia_gameplay","Angel_Car") or MAX_HITS_1 < 4000 or poor_tires1 < 1 or poor_tires2 < 1 or poor_tires3 < 1 or poor_tires4 < 1 then if not inv_item_is_equipped("baseball_bat", "Angel_gameplay") then inv_item_remove_all( "Angel_gameplay") inv_item_add("baseball_bat",10, "Angel_gameplay",true) end character_set_always_combat_ready("Angel_gameplay", true) set_attack_enemies_flag("Angel_gameplay", true) set_attack_peds_flag("Angel_gameplay", true) set_always_sees_player_flag("Angel_gameplay", true ) set_attack_player_flag("Angel_gameplay", true) override_npc_run_and_cower_run("Angel_gameplay", "sprint", "Cower Run") if coop_is_active() then ai_add_enemy_target("Angel_gameplay", REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else ai_add_enemy_target("Angel_gameplay", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) end else character_set_always_combat_ready("Angel_gameplay", false) ai_clear_priority_target("Angel_gameplay") set_always_sees_player_flag("Angel_gameplay", false ) set_attack_player_flag("Angel_gameplay", false) end elseif ALLOW_DRIVERS == 1 then if vehicle_is_destroyed("Angel_Car") or vehicle_is_flipped("Angel_Car") or vehicle_in_water("Angel_Car") or vehicle_in_air("Angel_Car") or MAX_HITS_1 < 4000 or poor_tires1 < 1 or poor_tires2 < 1 or poor_tires3 < 1 or poor_tires4 < 1 then character_set_always_combat_ready("Angel_gameplay", true) set_attack_enemies_flag("Angel_gameplay", true) set_attack_peds_flag("Angel_gameplay", true) set_always_sees_player_flag("Angel_gameplay", true ) set_attack_player_flag("Angel_gameplay", true) -- ai_add_enemy_target("Angel_gameplay", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) override_npc_run_and_cower_run("Angel_gameplay", "sprint", "Cower Run") if not inv_item_is_equipped("baseball_bat", "Angel_gameplay") then inv_item_remove_all( "Angel_gameplay") inv_item_add("baseball_bat",10, "Angel_gameplay",true) end if coop_is_active() then ai_add_enemy_target("Angel_gameplay", REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else ai_add_enemy_target("Angel_gameplay", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) end else character_set_always_combat_ready("Angel_gameplay", false) ai_clear_priority_target("Angel_gameplay") set_always_sees_player_flag("Angel_gameplay", false ) set_attack_player_flag("Angel_gameplay", false) end end else if ALLOW_DRIVERS == 0 then if vehicle_is_destroyed("Angel_Car") or vehicle_is_flipped("Angel_Car") or vehicle_in_water("Angel_Car") or character_is_in_vehicle(LOCAL_PLAYER,"Angel_Car") or character_is_in_vehicle("#FOLLOWER1#","Angel_Car") or character_is_in_vehicle("#FOLLOWER2#","Angel_Car") or character_is_in_vehicle("#FOLLOWER3#","Angel_Car") or character_is_in_vehicle("Kinzie","Angel_Car") or character_is_in_vehicle("Shaundi_Hostage","Angel_Car") or character_is_in_vehicle("Viola_gameplay","Angel_Car") or character_is_in_vehicle("Mayor_Hostage","Angel_Car") or character_is_in_vehicle("Kia_gameplay","Angel_Car") or character_is_in_vehicle("Killbane_qte_nomask","Angel_Car") or MAX_HITS_1 < 4000 or poor_tires1 < 1 or poor_tires2 < 1 or poor_tires3 < 1 or poor_tires4 < 1 then if not inv_item_is_equipped("baseball_bat", "Angel_gameplay") then inv_item_remove_all( "Angel_gameplay") inv_item_add("baseball_bat",10, "Angel_gameplay",true) end character_set_always_combat_ready("Angel_gameplay", true) set_attack_enemies_flag("Angel_gameplay", true) set_attack_peds_flag("Angel_gameplay", true) set_always_sees_player_flag("Angel_gameplay", true ) set_attack_player_flag("Angel_gameplay", true) override_npc_run_and_cower_run("Angel_gameplay", "sprint", "Cower Run") if coop_is_active() then ai_add_enemy_target("Angel_gameplay", REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else ai_add_enemy_target("Angel_gameplay", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) end else character_set_always_combat_ready("Angel_gameplay", false) ai_clear_priority_target("Angel_gameplay") set_always_sees_player_flag("Angel_gameplay", false ) set_attack_player_flag("Angel_gameplay", false) end elseif ALLOW_DRIVERS == 1 then if vehicle_is_destroyed("Angel_Car") or vehicle_is_flipped("Angel_Car") or vehicle_in_water("Angel_Car") or vehicle_in_air("Angel_Car") or MAX_HITS_1 < 4000 or poor_tires1 < 1 or poor_tires2 < 1 or poor_tires3 < 1 or poor_tires4 < 1 then character_set_always_combat_ready("Angel_gameplay", true) set_attack_enemies_flag("Angel_gameplay", true) set_attack_peds_flag("Angel_gameplay", true) set_always_sees_player_flag("Angel_gameplay", true ) set_attack_player_flag("Angel_gameplay", true) -- ai_add_enemy_target("Angel_gameplay", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) override_npc_run_and_cower_run("Angel_gameplay", "sprint", "Cower Run") if not inv_item_is_equipped("baseball_bat", "Angel_gameplay") then inv_item_remove_all( "Angel_gameplay") inv_item_add("baseball_bat",10, "Angel_gameplay",true) end if coop_is_active() then ai_add_enemy_target("Angel_gameplay", REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else ai_add_enemy_target("Angel_gameplay", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) end else character_set_always_combat_ready("Angel_gameplay", false) ai_clear_priority_target("Angel_gameplay") set_always_sees_player_flag("Angel_gameplay", false ) set_attack_player_flag("Angel_gameplay", false) end end end if not coop_is_active() then if SANDBOX_COP_NOTORIETY_CHECK >= COP_NOTORIETY_SET or SANDBOX_LUCHAS_NOTORIETY_CHECK >= LUCHAS_NOTORIETY_SET then set_attack_player_flag("Kinzie", true) set_always_sees_player_flag("Kinzie", true) ai_add_enemy_target("Kinzie",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else set_attack_player_flag("Kinzie", false) set_always_sees_player_flag("Kinzie", false) ai_clear_priority_target("Kinzie") end end if coop_is_active() then if SANDBOX_COP_NOTORIETY_CHECK >= COP_NOTORIETY_SET or SANDBOX_LUCHAS_NOTORIETY_CHECK >= LUCHAS_NOTORIETY_SET then set_attack_player_flag("Kinzie", true) set_always_sees_player_flag("Kinzie", true) ai_add_enemy_target("Kinzie",REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else set_attack_player_flag("Kinzie", false) set_always_sees_player_flag("Kinzie", false) ai_clear_priority_target("Kinzie") end end --KIA M17 My name is Cyrus Temple ------------------------------ ------------------------------ if mission_is_active("m17") then on_damage("", M17_group.kia.kia) M17_stealh_section = false thread_kill(M17_threads.police_notoriety_monitor) thread_kill(M17_threads.no_notoriety) notoriety_set_can_decay(true) notoriety_force_no_spawn("police", false) notoriety_set_max("police", 5) notoriety_spawn_only_air(false) notoriety_force_no_spawn_group("stag_attack_heli", false) notoriety_force_no_spawn_group("stag_heli", false) hud_critical_timer_stop() group_create(M17_group.kia.name, true) on_damage("", "m17_kia") set_ignore_ai_flag("m17_kia", false) set_ignore_ai_flag("m17_kia", false) character_allow_ragdoll("m17_kia", false) set_dont_attack_me_on_sight_flag("m17_kia", false) npc_combat_enable("m17_kia", true) character_set_only_scripted_grabs( "m17_kia", false) turn_invulnerable("m17_kia") npc_leash_remove("m17_kia") character_set_never_catch_fire( "m17_kia", true) character_set_only_scripted_grabs("m17_kia", false) group_create("m17_group_captive_homies", true) on_death("", "m17_captive_pierce") on_death("", "m17_captive_shaundi") on_death("", "m17_captive_viola") group_create("m17_group_captive_homies", true) character_set_attack_multiplier("m17_kia", 31.0) turn_invulnerable("m17_kia") character_set_no_explosive_panic("m17_kia",true) character_set_no_satchel_panic("m17_kia" , true) set_cant_cower_flag("m17_kia", true) set_cant_flee_flag("m17_kia", true) character_set_immune_to_explosion_vomit("m17_captive_pierce", true) character_set_immune_to_explosion_vomit("m17_captive_viola", true) character_set_immune_to_explosion_vomit("m17_captive_shaundi", true) character_prevent_flinching("m17_kia", true) set_team("m17_kia","stag") --inv_item_remove_all( "m17_kia") if character_get_gender("m17_kia") == GENDER_TYPE_MALE and not inv_item_is_equipped("chainsaw", "m17_kia") then set_animation_set("m17_kia", "COP") elseif character_get_gender("m17_kia") == GENDER_TYPE_FEMALE and not inv_item_is_equipped("chainsaw", "m17_kia") then set_animation_set("m17_kia", "gangf") end if character_get_gender("m17_kia") == GENDER_TYPE_MALE and inv_item_is_equipped("chainsaw","m17_kia") then set_animation_set("m17_kia", "plym") elseif character_get_gender("m17_kia") == GENDER_TYPE_FEMALE and inv_item_is_equipped("chainsaw", "m17_kia") then set_animation_set("m17_kia", "plyf") end set_ignore_ai_flag("m17_kia", false) character_set_only_scripted_grabs("m17_kia", false) character_set_counter_on_grabbed("m17_kia", true ) override_npc_run_and_cower_run("m17_kia", "sprint", "Cower Run") character_prevent_flinching("m17_kia", true) character_set_attack_multiplier("m17_kia", 21.0) npc_weapon_pickup_override("m17_kia", false) if SANDBOX_COP_NOTORIETY_CHECK > COP_NOTORIETY_SET then set_always_sees_player_flag("m17_kia", true ) set_attack_player_flag("m17_kia", true) ai_add_enemy_target("m17_kia", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else ai_clear_priority_target("m17_kia") set_always_sees_player_flag("m17_kia", false ) set_attack_player_flag("m17_kia", false) end end -------------------------------------------------- -------------------------------------------------- --M08 TRAJON WHORES if mission_is_active("m08") then --TRIGGER_ENABLE --remove kill reigons and bugged music from playing outside trigger_enable(M08_trigger.massacre, false) audio_ambient_emitter_stop( M08_audio.walla_emitter ) audio_object_post_event( M08_audio.chaotic_screams_stop_event, nil, nil, LOCAL_PLAYER ) audio_ambient_emitter_stop( M08_audio.walla_emitter ) audio_object_post_event(M08_audio.music_queues.stop, nil, nil, M08_audio.music_emitter) audio_object_post_event(M08_audio.music_queues.stop, nil, nil, M08_audio.music_emitter) group_create("GRP Saints",true) group_create("GRP Zimos",true) group_create("GRP Pierce",true) override_npc_run_and_cower_run("NPC Saint 001", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Saint 002", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Saint 003", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Saint 004", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Saint 006", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Saint 006", "sprint", "Cower Run") character_set_no_satchel_panic( "NPC Saint 005", true) character_set_never_catch_fire( "NPC Saint 005", true) character_set_immune_to_explosion_vomit( "NPC Saint 005", true) character_set_no_explosive_panic("NPC Saint 005", true) character_set_never_catch_fire("NPC Saint 005", true) set_cant_flee_flag("NPC Saint 005", true) set_cant_cower_flag("NPC Saint 005", true) character_prevent_explosion_fling( "NPC Saint 005", true) set_attack_enemies_flag( "NPC Saint 005", true) npc_weapon_pickup_override( "NPC Saint 005", false) character_set_no_satchel_panic( "NPC Saint 005", true) character_set_never_catch_fire( "NPC Saint 005", true) character_set_immune_to_explosion_vomit( "NPC Saint 005", true) character_set_no_explosive_panic("NPC Saint 005", true) character_set_never_catch_fire("NPC Saint 005", true) set_cant_flee_flag("NPC Saint 005", true) set_cant_cower_flag("NPC Saint 005", true) character_prevent_explosion_fling( "NPC Saint 005", true) set_attack_enemies_flag( "NPC Saint 005", true) npc_weapon_pickup_override( "NPC Saint 005", false) set_never_turn_on_player("NPC Saint 005", false) inv_item_remove_all("NPC Saint 005") override_npc_run_and_cower_run("NPC Prostitute 012", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Prostitute 001", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Saint 005", "sprint", "Cower Run") ai_add_enemy_target("NPC Prostitute 012", "NPC Saint 005", ATTACK_ON_SIGHT, true,true) if not coop_is_active() then ai_add_enemy_target( "NPC Saint 005", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) end if coop_is_active() then ai_add_enemy_target( "NPC Saint 005", REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) end set_attack_player_flag("NPC Saint 005", true) set_always_sees_player_flag("NPC Saint 005", true ) set_attack_player_flag("NPC Saint 005", true) ai_add_enemy_target("NPC Saint 005", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("NPC Saint 006", "NPC Prostitute 015", ATTACK_NOW_NEVER_LOSE, true,true) turn_invulnerable("NPC Saint 005") character_set_never_catch_fire( "NPC Saint 005", true) character_set_immune_to_explosion_vomit( "NPC Saint 005", true) character_set_no_explosive_panic( "NPC Saint 005", true) -- character_prevent_flinching("NPC Saint 005", true) set_cant_cower_flag( "NPC Saint 005", true) set_always_sees_player_flag("NPC Saint 005", true ) character_set_no_explosive_panic("NPC Saint 005",true) character_set_no_satchel_panic( "NPC Saint 005", true) set_cant_cower_flag("NPC Saint 005", true) set_cant_flee_flag("NPC Saint 005", true) override_npc_run_and_cower_run("NPC Heli Enemies Respawn 01", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli Enemies Respawn 02", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli Enemies Respawn 03", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli Enemies Respawn 05", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli Enemies Respawn 04", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli Enemies Respawn 06", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli1 Enemy 001", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli2 Enemy 001", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli2 Enemy 002", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Heli1 Enemy 002", "sprint", "Cower Run") --TRAP! RC GUNNING CHOPPERS DOWN TO HELIPAD OR KILL THE GIRLS REACH UP 3 STARS --KEEP SHOOTING THE GIRLS TOO LONG THEN THEY'LL KILL YOU npc_leash_remove("NPC Zimos") npc_leash_remove("NPC Pierce") character_set_counter_on_grabbed( "NPC Heli1 Enemy 001" , true ) set_cant_cower_flag("NPC Heli1 Enemy 001", true) set_cant_flee_flag("NPC Heli1 Enemy 001", true) character_set_never_catch_fire("NPC Heli1 Enemy 001", true) character_set_immune_to_explosion_vomit("NPC Heli1 Enemy 001", true) character_set_no_explosive_panic("NPC Heli1 Enemy 001", true) character_set_no_satchel_panic("NPC Heli1 Enemy 001", true) character_set_immune_to_explosion_vomit("NPC Heli1 Enemy 001", true) character_set_counter_on_grabbed( "NPC Heli2 Enemy 001" , true ) set_cant_cower_flag("NPC Heli2 Enemy 001", true) set_cant_flee_flag("NPC Heli2 Enemy 001", true) character_set_never_catch_fire("NPC Heli2 Enemy 001", true) character_set_immune_to_explosion_vomit("NPC Heli2 Enemy 001", true) character_set_no_explosive_panic("NPC Heli2 Enemy 001", true) character_set_no_satchel_panic("NPC Heli2 Enemy 001", true) character_set_immune_to_explosion_vomit("NPC Heli2 Enemy 001", true) character_set_counter_on_grabbed( "NPC Heli2 Enemy 002" , true ) set_cant_cower_flag("NPC Heli2 Enemy 002", true) set_cant_flee_flag("NPC Heli2 Enemy 002", true) character_set_never_catch_fire("NPC Heli2 Enemy 002", true) character_set_immune_to_explosion_vomit("NPC Heli2 Enemy 002", true) character_set_no_explosive_panic("NPC Heli2 Enemy 002", true) character_set_no_satchel_panic("NPC Heli2 Enemy 002", true) character_set_immune_to_explosion_vomit("NPC Heli2 Enemy 002", true) character_set_counter_on_grabbed( "NPC Heli1 Enemy 002" , true ) set_cant_cower_flag("NPC Heli1 Enemy 002", true) set_cant_flee_flag("NPC Heli1 Enemy 002", true) character_set_never_catch_fire("NPC Heli1 Enemy 002", true) character_set_immune_to_explosion_vomit("NPC Heli1 Enemy 002", true) character_set_no_explosive_panic("NPC Heli1 Enemy 002", true) character_set_no_satchel_panic("NPC Heli1 Enemy 002", true) character_set_immune_to_explosion_vomit("NPC Heli1 Enemy 002", true) set_attack_peds_flag("NPC Heli1 Enemy 002", true) set_attack_peds_flag("NPC Heli2 Enemy 002", true) set_attack_peds_flag("NPC Heli2 Enemy 001", true) set_attack_peds_flag("NPC Heli1 Enemy 001", true) character_prevent_explosion_fling( "NPC Heli1 Enemy 002", true) character_prevent_explosion_fling( "NPC Heli1 Enemy 001", true) character_prevent_explosion_fling( "NPC Heli2 Enemy 001", true) character_prevent_explosion_fling( "NPC Heli2 Enemy 002", true) character_prevent_kneecapping("NPC Heli1 Enemy 002", true) character_prevent_kneecapping("NPC Heli1 Enemy 001", true) character_prevent_kneecapping("NPC Heli2 Enemy 002", true) character_prevent_kneecapping("NPC Heli2 Enemy 001", true) if SANDBOX_MORNINGSTAR_NOTORIETY_CHECK >= 3.0 then set_ignore_ai_flag("NPC Heli1 Enemy 001", false) set_ignore_ai_flag("NPC Heli2 Enemy 001", false) set_ignore_ai_flag("NPC Heli2 Enemy 002", false) set_ignore_ai_flag("NPC Heli1 Enemy 002", false) end if GENKI_RUN == 2 then override_npc_run_and_cower_run("NPC Pierce", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Zimos", "sprint", "Cower Run") end if GENKI_RUN == 1 then override_npc_run_and_cower_run("NPC Pierce", "sprint", "Cower Run") override_npc_run_and_cower_run("NPC Zimos", "sprint", "Cower Run") end if GENKI_RUN == 0 then clear_animation_state("NPC Zimos") clear_animation_state("NPC Pierce") end npc_weapon_pickup_override("NPC Zimos", false) npc_weapon_pickup_override("NPC Pierce", false) -- character_prevent_flinching("NPC Zimos", true) --character_prevent_flinching("NPC Pierce", true) character_set_immune_to_explosion_vomit( "NPC Zimos", true) character_set_immune_to_explosion_vomit( "NPC Pierce", true) set_cant_cower_flag("NPC Zimos", true) set_cant_cower_flag("NPC Pierce", true) character_set_no_satchel_panic( "NPC Zimos", true) character_set_no_satchel_panic( "NPC Pierce", true) character_set_no_explosive_panic("NPC Zimos",true) character_set_no_explosive_panic("NPC Pierce",true) set_cant_flee_flag("NPC Pierce", true) set_cant_flee_flag("NPC Zimos", true) set_never_turn_on_player("NPC Pierce", false) set_never_turn_on_player("NPC Zimos", false) character_set_only_scripted_grabs("NPC Pierce", false) character_set_only_scripted_grabs("NPC Zimos", false) npc_refire_rate_override( "NPC Pierce", 1) npc_refire_rate_override( "NPC Zimos", 1) character_set_attack_multiplier("NPC Zimos", 15.0) character_set_attack_multiplier("NPC Pierce", 15.0) turn_invulnerable("NPC Pierce") turn_invulnerable("NPC Zimos") --Chainsaws --Zimos if character_get_gender("NPC Zimos") == GENDER_TYPE_MALE and not inv_item_is_equipped("chainsaw", "NPC Zimos") and not inv_item_is_equipped("brute_minigun", "NPC Zimos") then set_animation_set("NPC Zimos", "COP") elseif character_get_gender("NPC Zimos") == GENDER_TYPE_FEMALE and not inv_item_is_equipped("chainsaw", "NPC Zimos") and not inv_item_is_equipped("brute_minigun", "NPC Zimos") then set_animation_set("NPC Zimos", "gangf") end if character_get_gender("NPC Zimos") == GENDER_TYPE_MALE and inv_item_is_equipped("chainsaw","NPC Zimos") and inv_item_is_equipped("brute_minigun", "NPC Zimos") then set_animation_set("NPC Zimos", "plym") override_npc_run_and_cower_run("NPC Zimos", "sprint", "Cower Run") elseif character_get_gender("NPC Zimos") == GENDER_TYPE_FEMALE and inv_item_is_equipped("chainsaw", "NPC Zimos") and inv_item_is_equipped("brute_minigun", "NPC Zimos") then set_animation_set("NPC Zimos", "plyf") override_npc_run_and_cower_run("NPC Zimos", "sprint", "Cower Run") end --Pierce if character_get_gender("NPC Pierce") == GENDER_TYPE_MALE and not inv_item_is_equipped("chainsaw", "NPC Pierce") and not inv_item_is_equipped("brute_minigun", "NPC Pierce") then set_animation_set("NPC Pierce", "COP") elseif character_get_gender("NPC Pierce") == GENDER_TYPE_FEMALE and not inv_item_is_equipped("chainsaw", "NPC Pierce") and not inv_item_is_equipped("brute_minigun", "NPC Pierce") then set_animation_set("NPC Pierce", "gangf") end if character_get_gender("NPC Pierce") == GENDER_TYPE_MALE and inv_item_is_equipped("chainsaw","NPC Pierce") and inv_item_is_equipped("brute_minigun", "NPC Pierce") then set_animation_set("NPC Pierce", "plym") override_npc_run_and_cower_run("NPC Pierce", "sprint", "Cower Run") elseif character_get_gender("NPC Pierce") == GENDER_TYPE_FEMALE and inv_item_is_equipped("chainsaw", "NPC Pierce") and inv_item_is_equipped("brute_minigun", "NPC Pierce") then set_animation_set("NPC Pierce", "plyf") override_npc_run_and_cower_run("NPC Pierce", "sprint", "Cower Run") end if character_get_gender("Kinzie") == GENDER_TYPE_MALE and not inv_item_is_equipped("chainsaw", "Kinzie") then set_animation_set("Kinzie", "COP") elseif character_get_gender("Kinzie") == GENDER_TYPE_FEMALE and not inv_item_is_equipped("chainsaw", "Kinzie") then set_animation_set("Kinzie", "gangf") end if character_get_gender("Kinzie") == GENDER_TYPE_MALE and inv_item_is_equipped("chainsaw","Kinzie") then set_animation_set("Kinzie", "plym") override_npc_run_and_cower_run("Kinzie", "sprint", "Cower Run") elseif character_get_gender("Kinzie") == GENDER_TYPE_FEMALE and inv_item_is_equipped("chainsaw", "Kinzie") then set_animation_set("Kinzie", "plyf") override_npc_run_and_cower_run("Kinzie", "sprint", "Cower Run") end if not coop_is_active() then if SANDBOX_COP_NOTORIETY_CHECK >= COP_NOTORIETY_SET or SANDBOX_LUCHAS_NOTORIETY_CHECK >= LUCHAS_NOTORIETY_SET then set_attack_player_flag("NPC Zimos", true) set_always_sees_player_flag("NPC Zimos", true) ai_add_enemy_target("NPC Zimos",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) set_attack_player_flag("NPC Pierce", true) set_always_sees_player_flag("NPC Pierce", true) ai_add_enemy_target("NPC Pierce",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else set_attack_player_flag("NPC Zimos", false) set_always_sees_player_flag("NPC Zimos", false) ai_clear_priority_target("NPC Zimos") set_attack_player_flag("NPC Pierce", false) set_always_sees_player_flag("NPC Pierce", false) ai_clear_priority_target("NPC Pierce") end end if coop_is_active() then if SANDBOX_COP_NOTORIETY_CHECK >= COP_NOTORIETY_SET or SANDBOX_LUCHAS_NOTORIETY_CHECK >= LUCHAS_NOTORIETY_SET then set_attack_player_flag("NPC Zimos", true) set_always_sees_player_flag("NPC Zimos", true) ai_add_enemy_target("NPC Zimos",REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) set_attack_player_flag("NPC Pierce", true) set_always_sees_player_flag("NPC Pierce", true) ai_add_enemy_target("NPC Pierce",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) else set_attack_player_flag("NPC Zimos", false) set_always_sees_player_flag("NPC Zimos", false) ai_clear_priority_target("NPC Zimos") set_attack_player_flag("NPC Pierce", false) set_always_sees_player_flag("NPC Pierce", false) ai_clear_priority_target("NPC Pierce") end end end end delay(0.1) end function Time_Days() while true do delay(0.10) if player_action_is_pressed(B_DOWN) and player_action_is_pressed(B_UP) then --world_force_load_interior(interior_name) character_set_only_scripted_grabs(LOCAL_PLAYER, false) -- local Time_Goes = thread_new("Time_Days") --Time_Goes = INVALID_THREAD_HANDLE if npc_is_in_party("#FOLLOWER1#") then character_take_human_shield("#FOLLOWER1#", LOCAL_PLAYER,true) delay(0.30) end --character_set_over_the_shoulder("#FOLLOWER1#", true) --character_set_over_the_shoulder("#FOLLOWER1#", true) end end end function keypress_player() while true do --Fixed God Mode if not GOD_RATE_PLAYERS == 2 then if character_get_gender(LOCAL_PLAYER) == GENDER_TYPE_MALE then character_set_damage_multiplier(LOCAL_PLAYER, 0.8) elseif character_get_gender(LOCAL_PLAYER) == GENDER_TYPE_FEMALE then character_set_damage_multiplier(LOCAL_PLAYER, 1.0) end end if GOD_RATE_PLAYERS == 1 then turn_invulnerable(LOCAL_PLAYER) character_set_immune_to_explosion_vomit( LOCAL_PLAYER, true) if coop_is_active() then turn_invulnerable(REMOTE_PLAYER) character_set_immune_to_explosion_vomit( REMOTE_PLAYER, true) end elseif GOD_RATE_PLAYERS == 2 then character_set_immune_to_explosion_vomit( LOCAL_PLAYER, true) character_allow_ragdoll(LOCAL_PLAYER, false) character_prevent_bumping(LOCAL_PLAYER, true) character_prevent_explosion_fling(LOCAL_PLAYER, true) character_prevent_flinching(LOCAL_PLAYER, true) character_prevent_kneecapping(LOCAL_PLAYER, true) character_set_never_catch_fire(LOCAL_PLAYER, true) character_set_never_fall(LOCAL_PLAYER, true) character_set_damage_multiplier(LOCAL_PLAYER, 0.0) character_set_no_explosive_panic( LOCAL_PLAYER,true) character_set_no_satchel_panic(LOCAL_PLAYER, true) if 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) character_set_immune_to_explosion_vomit( REMOTE_PLAYER, true) end end --keypress player G if player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_OFC_SPRINT") then -- TELEPORT TO SAINTS HQ --reset_all_zones() teleport_to_object(LOCAL_PLAYER, "Crib_SaintsHQ", false, nil, 0.5) mission_help_table("Teleported to Saints HQ") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Crib_SaintsHQ", false, nil, 0.5) end delay(0.70) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_OFC_SPRINT") then --Self teleport, evade character selection teleport_to_object(LOCAL_PLAYER, LOCAL_PLAYER, false, nil, 0.0) --teleport_to_object(LOCAL_PLAYER, REMOTE_PLAYER, false, nil, 0.0, 1.0, 0.0) delay(0.70) elseif player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_OFC_SPRINT") then team_make_unfriendly("civilian", "police") team_make_unfriendly("civilian", "stag") team_make_unfriendly("civilian", "civilian") mission_help_table("Riot disabled") delay(0.70) elseif player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_OFC_SPRINT") then team_make_hostile("civilian", "police") team_make_hostile("civilian", "stag") team_make_hostile("civilian", "civilian") mission_help_table("Riot enabled") delay(0.70) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_OFC_SPRINT") then if CYCLE_DRIVE_POLICE == 1 then POLICE_DRIVEBY_TRIGGER = 1.0 mission_help_table("Police will driveby shooting at notoriety 1.0") elseif CYCLE_DRIVE_POLICE == 2 then POLICE_DRIVEBY_TRIGGER = 1.5 mission_help_table("Police will driveby shooting at notoriety 1.5") elseif CYCLE_DRIVE_POLICE == 3 then POLICE_DRIVEBY_TRIGGER = 2.0 mission_help_table("Police will driveby shooting at notoriety 2.0") elseif CYCLE_DRIVE_POLICE == 4 then POLICE_DRIVEBY_TRIGGER = 3.0 mission_help_table("Police will driveby shooting at notoriety 3.0") elseif CYCLE_DRIVE_POLICE == 5 then POLICE_DRIVEBY_TRIGGER = 0.5 mission_help_table("Police will driveby shooting at notoriety 0.5") elseif CYCLE_DRIVE_POLICE == 6 then POLICE_DRIVEBY_TRIGGER = 0.0 mission_help_table("Police will driveby shooting at notoriety 0.0") end if CYCLE_DRIVE_POLICE > 6 then CYCLE_DRIVE_POLICE = 1 else CYCLE_DRIVE_POLICE = CYCLE_DRIVE_POLICE + 1 end delay(0.70) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_OFC_SPRINT") then if DECKER_HACKER_CRIMES == 1 then WANTED_LEVEL_TARGET = 0.01 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 0.01") elseif DECKER_HACKER_CRIMES == 2 then WANTED_LEVEL_TARGET = 0.1 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 0.1") elseif DECKER_HACKER_CRIMES == 3 then WANTED_LEVEL_TARGET = 0.5 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 0.5") elseif DECKER_HACKER_CRIMES == 4 then WANTED_LEVEL_TARGET = 1.0 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 1.0") elseif DECKER_HACKER_CRIMES == 5 then WANTED_LEVEL_TARGET = 2.0 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 2.0") elseif DECKER_HACKER_CRIMES == 6 then WANTED_LEVEL_TARGET = 2.5 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 2.5") elseif DECKER_HACKER_CRIMES == 7 then WANTED_LEVEL_TARGET = 3.0 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 3.0") elseif DECKER_HACKER_CRIMES == 8 then WANTED_LEVEL_TARGET = 4.0 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 4.0") elseif DECKER_HACKER_CRIMES == 9 then WANTED_LEVEL_TARGET = 5.0 mission_help_table("Police will mark Deckers as Criminals if notoriety hits 5.0") elseif DECKER_HACKER_CRIMES == 10 then WANTED_LEVEL_TARGET = 6.0 mission_help_table("Deckers hacking the police system, now they're allies") end if DECKER_HACKER_CRIMES > 10 then DECKER_HACKER_CRIMES = 1 else DECKER_HACKER_CRIMES = DECKER_HACKER_CRIMES + 1 end delay(0.50) elseif player_action_is_pressed(B_LBRACKET) and player_action_is_pressed("CBA_OFC_SPRINT") then --WITH PEDS if ACTIVATE_DECKERS_WITH_PEDS_CHANGE == 0 then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) ACTIVATE_DECKERS_WITH_PEDS_CHANGE = 1 mission_help_table("Undercover Civilians for Deckers activated with civilians") team_make_allies("deckers", "stag") team_make_allies("deckers", "civilian") team_make_allies("deckers", "police") ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE = 0 --OFF else audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) ACTIVATE_DECKERS_WITH_PEDS_CHANGE = 0 mission_help_table("Undercover Civilians for Deckers disactivated with civilians") team_make_unfriendly("deckers", "police") team_make_unfriendly("deckers", "civilian") team_make_unfriendly("deckers", "stag") end delay(0.80) elseif player_action_is_pressed(B_RBRACKET) and player_action_is_pressed("CBA_OFC_SPRINT") then --WITHOUT PEDS if ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE == 0 then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE = 1 mission_help_table("Undercover Civilians for Deckers activated without civilians") team_make_allies("deckers", "stag") team_make_unfriendly("deckers", "civilian") team_make_allies("deckers", "police") ACTIVATE_DECKERS_WITH_PEDS_CHANGE = 0 --OFF else audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) ACTIVATE_B_DECKERS_WITH_NO_PEDS_CHANGE = 0 mission_help_table("Undercover Civilians for Deckers disactivated without civilians") team_make_unfriendly("deckers", "police") team_make_unfriendly("deckers", "civilian") team_make_unfriendly("deckers", "stag") end delay(0.80) elseif player_action_is_pressed(B_SEMICOLON) and player_action_is_pressed("CBA_OFC_SPRINT") then if TOGGLE_LEVEL_LIGHTS == 0 then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) level_lights_toggle_all(true) TOGGLE_LEVEL_LIGHTS = 1 mission_help_table("City lights turn on") else audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) TOGGLE_LEVEL_LIGHTS = 0 mission_help_table("City lights turn off") level_lights_toggle_all(false) end delay(0.80) end --Melee F if player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_DELETE) 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) mission_help_table(" Ghost Town - no traffic") elseif GHOST_TOWN == 2 then spawning_pedestrians(false) spawning_vehicles(false) action_nodes_enable(true) parking_spot_disable_all(false) mission_help_table(" Ghost Town - parked cars only") elseif GHOST_TOWN == 3 then spawning_pedestrians(true) spawning_vehicles(false) action_nodes_enable(true) parking_spot_disable_all(true) mission_help_table(" Ghost Town - peds only") elseif GHOST_TOWN == 4 then spawning_pedestrians(true) spawning_vehicles(true) action_nodes_enable(true) parking_spot_disable_all(false) set_ped_density(3.0) set_traffic_density(3.0) traffic_set_multiplier(3.0) mission_help_table(" Traffic enabled") end if GHOST_TOWN == 4 then GHOST_TOWN = 1 else GHOST_TOWN = GHOST_TOWN + 1 end delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_INSERT) then if FLEES == 1 then set_civilians_flee(true, false) mission_help_table("Civilians flees") elseif FLEES == 2 then set_civilians_flee(true, true) mission_help_table("Civilians flees like crazier") elseif FLEES == 3 then set_civilians_flee(true, false) mission_help_table(" Civilians flees like crazier 2") elseif FLEES == 4 then set_civilians_flee(false, true) mission_help_table("Civilians false flees") elseif FLEES == 5 then set_civilians_flee(false, false) mission_help_table("Civilians stops fleeing") end if FLEES == 5 then FLEES = 1 else FLEES = FLEES + 1 end delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_HOME) then if PLAYER_VISIBLE then team_make_hostile("neutral gang", "police") team_make_hostile("neutral gang", "stag") team_make_hostile("neutral gang", "civilian") team_make_hostile("civilian", "deckers") team_make_allies("morningstar", "civilian") mission_help_table("Gangs will be marked as criminals") else team_make_unfriendly("neutral gang", "civilian") team_make_unfriendly("neutral gang", "police") team_make_unfriendly("neutral gang", "stag") team_make_unfriendly("morningstar", "civilian") team_make_unfriendly("civilian", "deckers") --fix if they're bugged I know saints are bugged team_make_allies("neutral gang", "neutral gang") team_make_allies("morningstar", "morningstar") team_make_allies("luchadores", "luchadores") team_make_allies("deckers", "deckers") team_make_allies("playas", "playas") mission_help_table("Gangs nolonger marked") end PLAYER_VISIBLE = not PLAYER_VISIBLE delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_PGUP) then if RESTRICTED_ZONES then notoriety_restricted_zones_enable(false) mission_help_table("Restricted zones disabled") else notoriety_restricted_zones_enable(true) mission_help_table("Restricted zones enabled") end RESTRICTED_ZONES = not RESTRICTED_ZONES delay(0.75) delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_PGDWN) then if not SAINTS_HATED then set_saints_hated(true) mission_help_table("Saints are now hated in Steelport") else set_saints_hated(false) mission_help_table("Saints are now loved in Steelport") end SAINTS_HATED = not SAINTS_HATED delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_END) then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) if CRASH_SITE == 0 then city_zone_swap("planecrash", true) -- Cleanup Killbane plane crash city_zone_swap("burn", true) -- Turn off the city burning mission_help_table("Killbane's plane crash loaded") CRASH_SITE = 1 elseif CRASH_SITE == 1 then city_zone_swap("planecrash", false) -- Cleanup Killbane plane crash city_zone_swap("burn", false) -- Turn off the city burning CRASH_SITE = 0 mission_help_table("Killbane's plane crash unloaded") end delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_LBRACKET) then if PLAYER_VISIBLE then team_make_hostile("deckers", "police") team_make_hostile("deckers", "stag") team_make_hostile("morningstar", "police") team_make_hostile("morningstar", "stag") team_make_hostile("luchadores", "police") team_make_hostile("luchadores", "stag") team_make_hostile("playas", "police") team_make_hostile("playas", "stag") team_make_hostile("neutral gang", "police") team_make_hostile("neutral gang", "stag") mission_help_table("Gangs are not welcome in the streets") else team_make_unfriendly("playas", "police") team_make_unfriendly("playas", "stag") team_make_unfriendly("deckers", "police") team_make_unfriendly("deckers", "stag") team_make_unfriendly("morningstar", "police") team_make_unfriendly("morningstar", "stag") team_make_unfriendly("luchadores", "police") team_make_unfriendly("luchadores", "stag") team_make_unfriendly("neutral gang", "police") team_make_unfriendly("neutral gang", "stag") mission_help_table("Gangs are welcome in the streets") end PLAYER_VISIBLE = not PLAYER_VISIBLE delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_RBRACKET) then if not STAG_ACTIVE then set_stag_active(true) -- set_stag_notoriety_area_active(true) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) city_zone_swap("stag", true) mission_help_table("STAG is now occupying Steelport") else set_stag_active(false) --set_stag_notoriety_area_active(false) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_01", false) city_zone_swap("stag", false) mission_help_table("STAG is no longer in Steelport") end STAG_ACTIVE = not STAG_ACTIVE delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_LEFT) then if not DAEDALUS then city_zone_swap("daedext1", true) mission_help_table("Daedalus zone loaded") else city_zone_swap("daedext1", false) mission_help_table("Daedalus zone removed") end DAEDALUS = not DAEDALUS delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_RIGHT) then if THERMOPYLAE == 1 then city_zone_swap("thermext1", false) city_zone_swap("therm2", false) city_zone_swap("therm3_dst", false) mission_help_table("Thermopylae zone removed") elseif THERMOPYLAE == 2 then city_zone_swap("thermext1", true) city_zone_swap("therm2", true) city_zone_swap("therm3_dst", false) mission_help_table("Thermopylae zone loaded") elseif THERMOPYLAE == 3 then city_zone_swap("thermext1", false) city_zone_swap("therm2", false) city_zone_swap("therm3_dst", true) mission_help_table("Thermopylae state changed to destroyed") end if THERMOPYLAE == 3 then THERMOPYLAE = 1 else THERMOPYLAE = THERMOPYLAE + 1 end delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_DOWN) then if not BRIDGES then city_zone_swap("lockdown", false) city_zone_swap("3count1", true) city_zone_swap("3count2", true) city_zone_swap("int3cc", true) mission_help_table("Bridges are now down") else city_zone_swap("lockdown", true) city_zone_swap("3count1", false) city_zone_swap("3count2", false) city_zone_swap("int3cc", false) mission_help_table("Bridges are now up") end BRIDGES = not BRIDGES delay(0.70) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_UP) then if not ARAPICE_ISLAND then city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) mission_help_table("Arapice Island state changed to intact") else city_zone_swap("chemcrash", true) city_zone_swap("zombies", true) spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) mission_help_table("Arapice Island state changed to destroyed") end ARAPICE_ISLAND = not ARAPICE_ISLAND delay(0.75) elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") and player_action_is_pressed(B_SEMICOLON) then if RESTRICTED_ZONES then hud_set_fake_notoriety("police", true, 0.0) hud_set_fake_notoriety("deckers", true, 0.0) hud_set_fake_notoriety("morningstar", true, 0.0) hud_set_fake_notoriety("luchadores", true, 0.0) hud_set_fake_notoriety("stag", true, 0.0) mission_help_table(" Fake notoriety enabled") else hud_set_fake_notoriety("police", false, 0.0) hud_set_fake_notoriety("deckers", false, 0.0) hud_set_fake_notoriety("morningstar", false, 0.0) hud_set_fake_notoriety("luchadores", false, 0.0) hud_set_fake_notoriety("stag", false, 0.0) mission_help_table(" Fake notoriety disabled") end RESTRICTED_ZONES = not RESTRICTED_ZONES delay(0.70) end --R for Reload if player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_DELETE) then if NEVER_WANTED == 0 then set_police_never_fire_at_civilian_human_shields(true) mission_help_table("Cops will not fire at human shield civilians") elseif NEVER_WANTED == 1 then set_police_never_fire_at_civilian_human_shields(false) mission_help_table("Cops will fire at human shield civilians") end if NEVER_WANTED == 1 then NEVER_WANTED = 0 else NEVER_WANTED = NEVER_WANTED + 1 end delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_INSERT) then 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) mission_help_table("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") mission_help_table("Follower behavior restored to normal") end FOLLOWERS_INSANE = not FOLLOWERS_INSANE delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_HOME) then -- CYCLE WEAPON SETS FOR FOLLOWERS inv_item_remove_all("#FOLLOWER1#") inv_item_remove_all("#FOLLOWER2#") inv_item_remove_all("#FOLLOWER3#") npc_weapon_pickup_override("#FOLLOWER1#", false) npc_weapon_pickup_override("#FOLLOWER2#", false) npc_weapon_pickup_override("#FOLLOWER3#", false) delay(0.01) if FLWR_WEAPS == 1 then inv_item_add("Shotgun-Police",10,"#FOLLOWER1#",true) inv_item_add("SMG-Gang",10,"#FOLLOWER2#",true) inv_item_add("Rifle-Gang",10,"#FOLLOWER3#",true) mission_help_table("Let's play normal rules") -- Back in the hood elseif FLWR_WEAPS == 2 then inv_item_add("Rifle-NG",10,"#FOLLOWER1#",true) inv_item_add("Rifle-NG",10,"#FOLLOWER2#",true) inv_item_add("Rifle-NG",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game of bursts") -- 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) mission_help_table("Let's play a game of laser weapons") -- Pew, pew! elseif FLWR_WEAPS == 4 then inv_item_add("Shotgun-Bling",10,"#FOLLOWER1#",true) inv_item_add("Shotgun-Bling",10,"#FOLLOWER2#",true) inv_item_add("Shotgun-Bling",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game of Shotgun Blings") -- Pew, pew! elseif FLWR_WEAPS == 5 then inv_item_add("Rifle-Killshot",10,"#FOLLOWER1#",true) inv_item_add("Rifle-Killshot",10,"#FOLLOWER2#",true) inv_item_add("Rifle-Killshot",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with killshot snipers") elseif FLWR_WEAPS == 6 then inv_item_add("Pistol-Police",10,"#FOLLOWER1#",true) inv_item_add("Pistol-Police",10,"#FOLLOWER2#",true) inv_item_add("Pistol-Police",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with pistols only") elseif FLWR_WEAPS == 7 then inv_item_add("Shotgun-Chum",10,"#FOLLOWER1#",true) inv_item_add("Shotgun-Chum",10,"#FOLLOWER2#",true) inv_item_add("Shotgun-Chum",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with Shotgun Chums") elseif FLWR_WEAPS == 8 then inv_item_add("Special-CyberCannon",10,"#FOLLOWER1#",true) inv_item_add("Special-CyberCannon",10,"#FOLLOWER2#",true) inv_item_add("Special-CyberCannon",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with Cyber Cannons") elseif FLWR_WEAPS == 9 then inv_item_add("DLC_super_fists",10,"#FOLLOWER1#",true) inv_item_add("DLC_super_fists",10,"#FOLLOWER2#",true) inv_item_add("DLC_super_fists",10,"#FOLLOWER3#",true) mission_help_table("Super Saints - Super Fists") elseif FLWR_WEAPS == 10 then inv_item_add("Special-SniperRifle",10,"#FOLLOWER1#",true) inv_item_add("Special-SniperRifle",10,"#FOLLOWER2#",true) inv_item_add("Special-SniperRifle",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with snipers") elseif FLWR_WEAPS == 11 then inv_item_add("Explosive-RocketLauncher",10,"#FOLLOWER1#",true) inv_item_add("Explosive-RocketLauncher",10,"#FOLLOWER2#",true) inv_item_add("Explosive-RocketLauncher",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with RPGs") elseif FLWR_WEAPS == 12 then inv_item_add("Explosive-Genki",10,"#FOLLOWER1#",true) inv_item_add("Explosive-Genki",10,"#FOLLOWER2#",true) inv_item_add("Explosive-Genki",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with Genki RPGs\nBeware!\nMiss a fire at the enemy or you'll hit one of the ped ands become mind controlled to kill you!") elseif FLWR_WEAPS == 13 then inv_item_add("Explosive-GrenadeLauncher",10,"#FOLLOWER1#",true) inv_item_add("Explosive-GrenadeLauncher",10,"#FOLLOWER2#",true) inv_item_add("Explosive-GrenadeLauncher",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with grenade launchers") elseif FLWR_WEAPS == 14 then inv_item_add("baseball_bat",10,"#FOLLOWER1#",true) inv_item_add("baseball_bat",10,"#FOLLOWER2#",true) inv_item_add("baseball_bat",10,"#FOLLOWER3#",true) mission_help_table("Let's play a game with baseball bats") -- Pew, pew! elseif FLWR_WEAPS == 15 then npc_weapon_pickup_override("#FOLLOWER1#", true) npc_weapon_pickup_override("#FOLLOWER2#", true) npc_weapon_pickup_override("#FOLLOWER3#", true) mission_help_table("The game is over, go pickup your weapons!") -- Bare knuckles end if FLWR_WEAPS == 15 then FLWR_WEAPS = 1 else FLWR_WEAPS = FLWR_WEAPS + 1 end delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_PGUP) then if coop_is_active() then teleport_to_object(LOCAL_PLAYER, REMOTE_PLAYER, false, nil, 0.0, 1.0, 0.0) mission_help_table("You teleport yourself to COOP Player") else mission_help_table("COOP player is required.") end delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_PGDWN) then if coop_is_active() then teleport_to_object(REMOTE_PLAYER, LOCAL_PLAYER, false, nil, 0.0, 1.0, 0.0) mission_help_table("You teleport COOP Player to you") else mission_help_table("COOP player is required.") end delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_END) then --if coop_is_active() then local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("#FOLLOWER2#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER1#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER3#",COPYING_PLAYER_TEAM) teleport_to_object("#FOLLOWER1#", LOCAL_PLAYER, false, nil, 1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER2#", LOCAL_PLAYER, false, nil, -1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER3#", LOCAL_PLAYER, false, nil, 0.0, 1.0, 0.0) party_add_ignore_limits("#FOLLOWER1#", LOCAL_PLAYER) party_add_ignore_limits("#FOLLOWER2#", LOCAL_PLAYER) party_add_ignore_limits("#FOLLOWER3#", LOCAL_PLAYER) mission_help_table("You snag COOP Player's followers") delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_LBRACKET) then if FOLLOWER_DONT_TURN == 0 then set_never_turn_on_player("#FOLLOWER1#", true) set_never_turn_on_player("#FOLLOWER2#", true) set_never_turn_on_player("#FOLLOWER3#", true) mission_help_table("All Followers will not turn on you. They'll nolonger hostile against you for friendly fire.") FOLLOWER_DONT_TURN = 1 else set_never_turn_on_player("#FOLLOWER1#", false) set_never_turn_on_player("#FOLLOWER2#", false) set_never_turn_on_player("#FOLLOWER3#", false) mission_help_table("All Followers will turn on you for friendly fire.") FOLLOWER_DONT_TURN = 0 end delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_RBRACKET) then teleport_to_object("#FOLLOWER1#", LOCAL_PLAYER, false, nil, 1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER2#", LOCAL_PLAYER, false, nil, -1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER3#", LOCAL_PLAYER, false, nil, 0.0, 1.0, 0.0) delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_LEFT) then if coop_is_active() then teleport_to_object("#FOLLOWER1#", REMOTE_PLAYER, false, nil, 1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER2#", REMOTE_PLAYER, false, nil, -1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER3#", REMOTE_PLAYER, false, nil, 0.0, 1.0, 0.0) party_add_ignore_limits("#FOLLOWER1#", REMOTE_PLAYER) party_add_ignore_limits("#FOLLOWER2#", REMOTE_PLAYER) party_add_ignore_limits("#FOLLOWER3#", REMOTE_PLAYER) mission_help_table("All Followers delivered to remote player without team changes") else mission_help_table("COOP player is required.") end delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_RIGHT) then if coop_is_active() then local COPYING_PLAYER_TEAM = get_team(REMOTE_PLAYER) set_team("#FOLLOWER2#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER1#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER3#",COPYING_PLAYER_TEAM) teleport_to_object("#FOLLOWER1#", REMOTE_PLAYER, false, nil, 1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER2#", REMOTE_PLAYER, false, nil, -1.0, 1.0, 0.0) teleport_to_object("#FOLLOWER3#", REMOTE_PLAYER, false, nil, 0.0, 1.0, 0.0) party_add_ignore_limits("#FOLLOWER1#", REMOTE_PLAYER) party_add_ignore_limits("#FOLLOWER2#", REMOTE_PLAYER) party_add_ignore_limits("#FOLLOWER3#", REMOTE_PLAYER) mission_help_table("All Followers delivered to remote player with team changes") else mission_help_table("COOP player is required.") end --mission_help_table("Followers teleported to you.") delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_DOWN) then if coop_is_active() then local COPYING_PLAYER_TEAM = get_team(REMOTE_PLAYER) set_team("#FOLLOWER2#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER1#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER3#",COPYING_PLAYER_TEAM) mission_help_table("All Followers teamed on remote player") else mission_help_table("COOP player is required.") end delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_UP) then local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("#FOLLOWER2#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER1#",COPYING_PLAYER_TEAM) set_team("#FOLLOWER3#",COPYING_PLAYER_TEAM) mission_help_table("All Followers teamed on you") delay(0.80) elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") and player_action_is_pressed(B_SEMICOLON) then delay(0.80) end if player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_DELETE) then -- TOGGLE INVULNERABLE MODE AND GOD MODE if GOD_MODE == 1 then GOD_RATE_PLAYERS = 1 turn_invulnerable(LOCAL_PLAYER) character_set_immune_to_explosion_vomit( LOCAL_PLAYER, true) --character_set_damage_multiplier(LOCAL_PLAYER, 0.00) character_set_no_explosive_panic( LOCAL_PLAYER,true) character_set_no_satchel_panic(LOCAL_PLAYER, true) mission_help_table("Player is now invulnerable") if coop_is_active() then turn_invulnerable(REMOTE_PLAYER) character_set_immune_to_explosion_vomit( REMOTE_PLAYER, true) end elseif GOD_MODE == 2 then GOD_RATE_PLAYERS = 2 --set_suppress_synced_attacks_flag(LOCAL_PLAYER, LOCAL_PLAYER) qqq character_set_immune_to_explosion_vomit( LOCAL_PLAYER, true) character_allow_ragdoll(LOCAL_PLAYER, false) character_prevent_bumping(LOCAL_PLAYER, true) character_prevent_explosion_fling(LOCAL_PLAYER, true) character_prevent_flinching(LOCAL_PLAYER, true) character_prevent_kneecapping(LOCAL_PLAYER, true) character_set_never_catch_fire(LOCAL_PLAYER, true) character_set_never_fall(LOCAL_PLAYER, true) character_set_damage_multiplier(LOCAL_PLAYER, 0.0) character_set_no_explosive_panic( LOCAL_PLAYER,true) character_set_no_satchel_panic(LOCAL_PLAYER, true) mission_help_table("No one man should have all that power...") if 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) character_set_immune_to_explosion_vomit( REMOTE_PLAYER, true) end elseif GOD_MODE == 3 then GOD_RATE_PLAYERS = 0 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) character_set_damage_multiplier(LOCAL_PLAYER, 1.00) -- set_cant_cower_flag( LOCAL_PLAYER, true) --set_cant_flee_flag( LOCAL_PLAYER, true) turn_vulnerable(LOCAL_PLAYER) character_set_immune_to_explosion_vomit( LOCAL_PLAYER, true) mission_help_table("Player is now vulnerable") if coop_is_active() then character_set_immune_to_explosion_vomit( REMOTE_PLAYER, false) character_allow_ragdoll(REMOTE_PLAYER, true) character_prevent_bumping(REMOTE_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) 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("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_HOME) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_PGUP) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_PGDWN) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_END) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_LBRACKET) then if TRIGGER_RATE2 == 1 then LUCHA_TROUBLE_MAN = 1 mission_help_table("Lucha set to 0.01") LUCHAS_NOTORIETY_SET = 0.01 elseif TRIGGER_RATE2 == 2 then LUCHA_TROUBLE_MAN = 2 LUCHAS_NOTORIETY_SET = 0.1 mission_help_table("Lucha Trigger set to 0.1") elseif TRIGGER_RATE2 == 3 then LUCHA_TROUBLE_MAN = 3 LUCHAS_NOTORIETY_SET = 1.2 mission_help_table("Lucha set to 1.2") elseif TRIGGER_RATE2 == 4 then LUCHA_TROUBLE_MAN = 4 LUCHAS_NOTORIETY_SET = 3.0 mission_help_table("Lucha set to 3.0") elseif TRIGGER_RATE2 == 5 then LUCHAS_NOTORIETY_SET = 5.0 mission_help_table("Lucha set to 5.0") LUCHA_TROUBLE_MAN = 5 end if TRIGGER_RATE2 > 5 then TRIGGER_RATE2 = 1 else TRIGGER_RATE2 = TRIGGER_RATE2 + 1 end delay(0.60) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_RBRACKET) then if TRIGGER_RATE == 1 then TROUBLE_MAKER = 1 mission_help_table("Trigger set to 0.01") COP_NOTORIETY_SET = 0.01 elseif TRIGGER_RATE == 2 then TROUBLE_MAKER = 2 COP_NOTORIETY_SET = 0.1 mission_help_table("Trigger set to 0.1") elseif TRIGGER_RATE == 3 then TROUBLE_MAKER = 3 COP_NOTORIETY_SET = 1.0 mission_help_table("Trigger set to 1.0") elseif TRIGGER_RATE == 4 then TROUBLE_MAKER = 4 COP_NOTORIETY_SET = 2.0 mission_help_table("Trigger set to 2.0") elseif TRIGGER_RATE == 5 then COP_NOTORIETY_SET = 3.0 mission_help_table("Trigger set to 3.0") TROUBLE_MAKER = 5 end if TRIGGER_RATE > 5 then TRIGGER_RATE = 1 else TRIGGER_RATE = TRIGGER_RATE + 1 end delay(0.60) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_LEFT) then if not store_interface_is_active() then hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_weapon", SYNC_LOCAL) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_RIGHT) then if not store_interface_is_active() then hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_tattoo", SYNC_LOCAL) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_DOWN) then if not store_interface_is_active() then hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_character", SYNC_LOCAL) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_UP) then if not store_interface_is_active() then hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_clothing", SYNC_LOCAL) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed(B_SEMICOLON) then if not store_interface_is_active() then hud_push_screen("store_common", SYNC_LOCAL) hud_push_screen("store_crib", SYNC_LOCAL) end end ---CROUCH press CTRL exterior teleports if player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_DELETE) then local tposx,tposy,tposz = (-420.021 - Dock_Posx), (-71.462 - Dock_Posy), 26.005 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to STAG PR Center offices") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_INSERT) then local tposx,tposy,tposz = (1350.001 - Dock_Posx), (-1236.288 - Dock_Posy), 26.294 city_zone_swap("nuke1", false) city_zone_swap("nuke2", false) city_zone_swap("int_sh03", false) city_zone_swap("int_sh03c", false) teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Nuke Plant reactor core interior") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_HOME) then city_zone_swap("megab1", false) city_zone_swap("megab2", false) city_zone_swap("is2", false) local tposx,tposy,tposz = (-1170.99 - Dock_Posx), (-514.88 - Dock_Posy), 39.94 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Safeword") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_PGUP) then local tposx,tposy,tposz = (1262.67 - Dock_Posx), (-1090.44 - Dock_Posy), 60.01 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Nuke Plant") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_PGDWN) then city_zone_swap("3count1", false) city_zone_swap("3count2", false) city_zone_swap("int3cc", false) local tposx,tposy,tposz = (1199.26 - Dock_Posx), (1353.83 - Dock_Posy), 24.16 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Three Count") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_END) then local tposx,tposy,tposz = (-638.61 - Dock_Posx), (1016.118 - Dock_Posy), 185.704 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to the top of Joe Magarac statue") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_LBRACKET) then local tposx,tposy,tposz = (468.128 - Dock_Posx), (936.170 - Dock_Posy), -3.678 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Rondini Docks") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.60) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_RBRACKET) then local tposx,tposy,tposz = (-1417.834 - Dock_Posx), (-1227.572 - Dock_Posy), 11.072 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to the airplane hangar") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.60) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_LEFT) then teleport_to_object(LOCAL_PLAYER, "Crib_Shaundis_Ex", false, nil, 0.5) mission_help_table("Teleported to Shaundi's Ex's Loft") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Crib_Shaundis_Ex", false, nil, 0.5) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_RIGHT) then local tposx,tposy,tposz = (2120.85 - Dock_Posx), (-255.69 - Dock_Posy), 4.01 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Kinzie's Warehouse") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_DOWN) then local tposx,tposy,tposz = (804.36 - Dock_Posx), (1001.13 - Dock_Posy), 11.32 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Angel's Gym") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_UP) then local tposx,tposy,tposz = (-1206.83 - Dock_Posx), (145.12 - Dock_Posy), 6.09 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Zimos' Pad") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_OFC_CROUCH") and player_action_is_pressed(B_SEMICOLON) then local tposx,tposy,tposz = (395.538 - Dock_Posx), (69.487 - Dock_Posy), 5.183 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Powder Room") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end end --FORGIVE & FORGET --GRENADES G --- Special teleports and clear notoriety completely if player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_DELETE) then city_zone_swap("vr", true) local tposx,tposy,tposz = (-2029.221 - Dock_Posx), (1935.252 - Dock_Posy), 1087.409 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to deckers.die Virtual Reality") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_INSERT) then city_zone_swap("vr", true) local tposx,tposy,tposz = (-2062.020 - Dock_Posx), (2030.559 - Dock_Posy), 1116.811 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to deckers.die tank battle arena") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_HOME) then city_zone_swap("vrtb", true) local tposx,tposy,tposz = (-2650.303 - Dock_Posx), (-2142.708 - Dock_Posy), 307.727 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Cyber Blazing track") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_PGUP) then city_zone_swap("m21", true) local tposx,tposy,tposz = (2709.856 - Dock_Posx), (-2527.081 - Dock_Posy), 123.097 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Murderbrawl XXXI ring") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_PGDWN) then city_zone_swap("m21", true) local tposx,tposy,tposz = (2709.280 - Dock_Posx), (-2516.698 - Dock_Posy), 121.096 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Murderbrawl XXXI interior") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_END) then city_zone_swap("Mars", true) local tposx,tposy,tposz = (-160.480 - Dock_Posx), (-2515.595 - Dock_Posy), 1073.447 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Mars") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_LBRACKET) then city_zone_swap("cargo", true) local tposx,tposy,tposz = (2496.53 - Dock_Posx), (-1.614 - Dock_Posy), 3.148 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to the Ho Boat") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.60) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_RBRACKET) then city_zone_swap("tower_saints", false) city_zone_swap("tower_dmg", false) city_zone_swap("m6", false) local tposx,tposy,tposz = (-266.593 - Dock_Posx), (-799.387 - Dock_Posy), 70.000 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Syndicate Tower cloning lab") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.60) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_LEFT) then city_zone_swap("tower_saints", false) city_zone_swap("tower_dmg", false) city_zone_swap("m6", false) local tposx,tposy,tposz = (-280.654 - Dock_Posx), (-781.561 - Dock_Posy), 907.506 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Syndicate Tower offices") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_RIGHT) then city_zone_swap("mayoroff", true) local tposx,tposy,tposz = (73.029 - Dock_Posx), (279.050 - Dock_Posy), 236.000 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Mayor's office") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end --[[ local tposx,tposy,tposz = (98.495 - Dock_Posx), (1041.445 - Dock_Posy), 24.131 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Saints HQ Foyer") -- Found By RetroGangster if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end ]] delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_DOWN) then city_zone_swap("ThermInt1", true) local tposx,tposy,tposz = (493.034 - Dock_Posx), (1669.206 - Dock_Posy), 320.755 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Thermopylae interior") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_UP) then local tposx,tposy,tposz = (-2220.056 - Dock_Posx), (-193.106 - Dock_Posy), -391.189 teleport_to_object(LOCAL_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) mission_help_table("Teleported to Apocalypse Genki") if coop_is_active() then teleport_to_object(REMOTE_PLAYER, "Dock_Purchase", false, false, tposx , tposz, tposy , false) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") and player_action_is_pressed(B_SEMICOLON) then message_remove_all() 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") mission_help_table("notoriety cleared") delay(0.60) end --first 3 mission skips but nolonger show in mission replay after completed if mission_is_active("m01") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_DELETE) then mission_end_success("m01") delay(0.80) end if mission_is_active("m02") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_DELETE) then mission_end_success("m02") delay(0.80) end if mission_is_active("m03") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_DELETE) then mission_end_success("m03") delay(0.80) end --##Return to steelport, oleg for now if mission_is_active("m07") then if player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DELETE) then if MISSION_HOMIE_TEAM == 0 then set_team("Oleg", "police") mission_help_table("m17_kia set to Police") elseif MISSION_HOMIE_TEAM == 1 then set_team("Oleg", "Stag") mission_help_table("m17_kia set to Stag") elseif MISSION_HOMIE_TEAM == 2 then set_team("Oleg", "morningstar") mission_help_table("m17_kia set to morningstar") elseif MISSION_HOMIE_TEAM == 3 then set_team("Oleg", "deckers") mission_help_table("m17_kia set to deckers") elseif MISSION_HOMIE_TEAM == 4 then set_team("Oleg", "luchadores") mission_help_table("m17_kia set to luchadores") elseif MISSION_HOMIE_TEAM == 5 then set_team("Oleg", "neutral gang") mission_help_table("m17_kia set to neutral gang") elseif MISSION_HOMIE_TEAM == 6 then set_team("Oleg", "civilian") mission_help_table("m17_kia set to civilian") elseif MISSION_HOMIE_TEAM == 7 then set_team("Oleg", "playas") mission_help_table("m17_kia set to saints") end if MISSION_HOMIE_TEAM > 7 then MISSION_HOMIE_TEAM = 0 else MISSION_HOMIE_TEAM = MISSION_HOMIE_TEAM + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_HOME) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGUP) then if GOD_HOMIES_MISSION == 0 then character_set_never_catch_fire("Oleg", true) character_set_never_catch_fire("Oleg", true) mission_help_table("Kia are now immune to flames") elseif GOD_HOMIES_MISSION == 1 then character_prevent_flinching("Oleg", true) character_prevent_flinching("Oleg", true) mission_help_table("Kia are now immune to flinching") elseif GOD_HOMIES_MISSION == 2 then character_prevent_explosion_fling("Oleg", true) character_prevent_explosion_fling("Oleg", true) mission_help_table("Kia are now immune to explosion flings") elseif GOD_HOMIES_MISSION == 3 then character_allow_ragdoll("Oleg", false) character_allow_ragdoll("Oleg", false) mission_help_table("Kia are now immune to ragdolls") elseif GOD_HOMIES_MISSION == 4 then character_allow_ragdoll("Oleg", true) character_allow_ragdoll("Oleg", true) character_prevent_explosion_fling("Oleg", false) character_prevent_explosion_fling("Oleg", false) character_prevent_flinching("Oleg", false) character_prevent_flinching("Oleg", false) character_set_never_catch_fire("Oleg", false) character_set_never_catch_fire("Oleg", false) mission_help_table("Oleg restored back her original state") end if GOD_HOMIES_MISSION > 4 then GOD_HOMIES_MISSION = 0 else GOD_HOMIES_MISSION = GOD_HOMIES_MISSION + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGDWN) then local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("Oleg", COPYING_PLAYER_TEAM) mission_help_table("Oleg set to your current team") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_END) then teleport_to_object("Oleg", LOCAL_PLAYER, false, nil, 1.0, 0.0, 0.0) delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LBRACKET) then teleport_to_object("Zimos", LOCAL_PLAYER, false, nil, 0.0, 5.0, 0.0) delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LEFT) then mission_help_table("Oleg's weapons removed.") inv_item_remove_all("Oleg") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RIGHT) then if ANIMATION_STANDS_JOSH == 0 then set_animation_set("Zimos", "gangf") mission_help_table("Zimos animation stance is now GANGF") elseif ANIMATION_STANDS_JOSH == 1 then set_animation_set("Zimos", "gang") mission_help_table("Zimos animation stance is now GANG") elseif ANIMATION_STANDS_JOSH == 2 then set_animation_set("Zimos", "cop") mission_help_table("Zimos animation stance is now COP") elseif ANIMATION_STANDS_JOSH == 3 then set_animation_set("Zimos", "PEDM") mission_help_table("Zimos animation stance is now PEDM") elseif ANIMATION_STANDS_JOSH == 4 then set_animation_set("Zimos", "PEDf") mission_help_table("Zimos animation stance is now PEDF") elseif ANIMATION_STANDS_JOSH == 5 then set_animation_set("Zimos", "PLYM") mission_help_table("Zimos animation stance is now PLYM") elseif ANIMATION_STANDS_JOSH == 6 then set_animation_set("Zimos", "PLYf") mission_help_table("Zimos animation stance is now PLYF") end if ANIMATION_STANDS_JOSH > 6 then ANIMATION_STANDS_JOSH = 0 else ANIMATION_STANDS_JOSH = ANIMATION_STANDS_JOSH + 1 end elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DOWN) then --Weapons dont work on brutes inv_item_remove_all("Zimos") delay(0.10) if MISSION_FOLLOWER_WEAPONS == 1 then --M02 inv_item_add("baseball_bat",10, "Zimos",true) mission_help_table("Zimos are armed with baseball bat.") elseif MISSION_FOLLOWER_WEAPONS == 2 then inv_item_remove_all("Zimos") inv_item_add("chainsaw",10, "Zimos",true) mission_help_table("Zimos are armed with chainsaw.") elseif MISSION_FOLLOWER_WEAPONS == 3 then inv_item_add("Killbane_gloves",10, "Zimos",true) mission_help_table("Zimos are armed Killbane gloves") elseif MISSION_FOLLOWER_WEAPONS == 4 then inv_item_add("Pistol-Gang",10, "Zimos",true) mission_help_table("Zimos are armed with pistol.") elseif MISSION_FOLLOWER_WEAPONS == 5 then inv_item_remove_all("Zimos") inv_item_add("DLC_super_fists",10, "Zimos",true) mission_help_table("Zimos are armed with super fists") elseif MISSION_FOLLOWER_WEAPONS == 6 then mission_help_table("Zimos weapons removed") inv_item_remove_all("Zimos") end if MISSION_FOLLOWER_WEAPONS > 6 then MISSION_FOLLOWER_WEAPONS = 1 else MISSION_FOLLOWER_WEAPONS = MISSION_FOLLOWER_WEAPONS + 1 end delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_UP) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_SEMICOLON) then delay(0.80) end end --END of return to steelport m06 --M08 MISSIONS --##Trojan Whores, Pierce and Zimos if mission_is_active("m08") then if player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DELETE) then teleport_to_object("NPC Heli1 Enemy 001", LOCAL_PLAYER, false, nil, 3.0, 5.0, 0.0) teleport_to_object("NPC Heli2 Enemy 001", LOCAL_PLAYER, false, nil, -3.0, 5.0, 0.0) teleport_to_object("NPC Heli1 Enemy 002", LOCAL_PLAYER, false, nil, 2.0, 5.0, 0.0) teleport_to_object("NPC Heli2 Enemy 002", LOCAL_PLAYER, false, nil, -2.0, 5.0, 0.0) delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then teleport_to_object("NPC Saint 001", LOCAL_PLAYER, false, nil, -1.5, 6.0) teleport_to_object("NPC Saint 002", LOCAL_PLAYER, false, nil, -2.5, 6.0) teleport_to_object("NPC Saint 004", LOCAL_PLAYER, false, nil, 3.5, 6.0) teleport_to_object("NPC Saint 003", LOCAL_PLAYER, false, nil, 2.5, 6.0) teleport_to_object("NPC Saint 005", LOCAL_PLAYER, false, nil, 1.5, 6.0) teleport_to_object("NPC Saint 006", LOCAL_PLAYER, false, nil, -3.5, 6.0) delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_HOME) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGUP) then if GOD_MISSION_HOMIES_LITE == 0 then character_set_never_catch_fire("NPC Zimos", true) character_set_never_catch_fire("NPC Pierce", true) mission_help_table("Homies are now immune to flames") elseif GOD_MISSION_HOMIES_LITE == 1 then character_prevent_flinching("NPC Zimos", true) character_prevent_flinching("NPC Pierce", true) mission_help_table("Homies are now immune to flinching") elseif GOD_MISSION_HOMIES_LITE == 2 then character_prevent_explosion_fling("NPC Pierce", true) character_prevent_explosion_fling("NPC Zimos", true) mission_help_table("Homies are now immune to explosion flings") elseif GOD_MISSION_HOMIES_LITE == 3 then character_allow_ragdoll("NPC Pierce", false) character_allow_ragdoll("NPC Zimos", false) mission_help_table("Homies are now immune to ragdolls") elseif GOD_MISSION_HOMIES_LITE == 4 then character_allow_ragdoll("NPC Pierce", true) character_allow_ragdoll("NPC Zimos", true) character_prevent_explosion_fling("NPC Pierce", false) character_prevent_explosion_fling("NPC Zimos", false) character_prevent_flinching("NPC Zimos", false) character_prevent_flinching("NPC Pierce", false) character_set_never_catch_fire("NPC Zimos", false) character_set_never_catch_fire("NPC Pierce", false) mission_help_table("Homies restored back to their state") end if GOD_MISSION_HOMIES_LITE > 4 then GOD_MISSION_HOMIES_LITE = 0 else GOD_MISSION_HOMIES_LITE = GOD_MISSION_HOMIES_LITE + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGDWN) then local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("NPC Pierce", COPYING_PLAYER_TEAM) set_team("NPC Zimos", COPYING_PLAYER_TEAM) mission_help_table("Homies set to your current team") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_END) then teleport_to_object("NPC Pierce", LOCAL_PLAYER, false, nil, 1.0, 1.0, 0.0) teleport_to_object("NPC Zimos", LOCAL_PLAYER, false, nil, 0.0, 1.0, 0.0) delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RBRACKET) then character_kill("NPC Sniper 003", true) character_kill("NPC Sniper 002", true) character_kill("NPC Sniper 001", true) character_kill("NPC Sniper 004", true) character_kill("NPC Sniper 005", true) character_kill("NPC Sniper 006", true) character_kill("NPC Sniper 007", true) delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LEFT) then mission_help_table("Homies weapons removed.") inv_item_remove_all("NPC Zimos") inv_item_remove_all("NPC Pierce") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RIGHT) then --TESTING Purpose --[[ inv_item_remove_all("NPC Pierce") inv_item_remove_all("NPC Zimos") inv_item_add("brute_minigun",10, "NPC Pierce",true) inv_item_add("brute_minigun",10, "NPC Zimos",true) mission_help_table("Homies are armed with minigun.") ]] delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DOWN) then inv_item_remove_all("NPC Pierce") inv_item_remove_all("NPC Zimos") delay(0.10) if MISSION_FOLLOWER_WEAPONS == 1 then --M02 inv_item_add("baseball_bat",10, "NPC Pierce",true) inv_item_add("baseball_bat",10, "NPC Zimos",true) mission_help_table("Homies are armed with baseball bat.") elseif MISSION_FOLLOWER_WEAPONS == 2 then inv_item_remove_all("NPC Pierce") inv_item_add("chainsaw",10, "NPC Zimos",true) inv_item_add("Shotgun-Gang",10, "NPC Pierce",true) mission_help_table("Homies are armed with shotgun and fists.") elseif MISSION_FOLLOWER_WEAPONS == 3 then inv_item_add("SMG-Gang",10, "NPC Pierce",true) inv_item_add("Killbane_gloves",10, "NPC Zimos",true) mission_help_table("Homies are armed SMGs with fists") elseif MISSION_FOLLOWER_WEAPONS == 4 then inv_item_add("Pistol-Gang",10, "NPC Pierce",true) inv_item_add("Pistol-Gang",10, "NPC Zimos",true) mission_help_table("Homies are armed with pistol.") elseif MISSION_FOLLOWER_WEAPONS == 5 then inv_item_add("SMG-Gang",10, "NPC Pierce",true) inv_item_add("SMG-Gang",10, "NPC Zimos",true) mission_help_table("Homies are armed with sub-machine gun.") elseif MISSION_FOLLOWER_WEAPONS == 6 then inv_item_add("Shotgun-Bling",10, "NPC Pierce",true) inv_item_add("Shotgun-Bling",10, "NPC Zimos",true) mission_help_table("Homies are armed with bling shotgun.") elseif MISSION_FOLLOWER_WEAPONS == 7 then inv_item_add("Rifle-NG",10, "NPC Pierce",true) inv_item_add("Rifle-Gang",10, "NPC Zimos",true) mission_help_table("Homies are armed with rifle.") elseif MISSION_FOLLOWER_WEAPONS == 8 then inv_item_add("Shotgun-Police",10, "NPC Pierce",true) inv_item_add("SMG-Gang",10, "NPC Zimos",true) mission_help_table("Homies are armed with SMG and Shotgun Police.") elseif MISSION_FOLLOWER_WEAPONS == 9 then inv_item_add("Rifle-Gang",10, "NPC Pierce",true) inv_item_add("SMG-Gang",10, "NPC Zimos",true) mission_help_table("Homies are armed with SMG and Rifle Gang.") elseif MISSION_FOLLOWER_WEAPONS == 10 then inv_item_remove_all("NPC Pierce") inv_item_remove_all("NPC Zimos") inv_item_add("baseball_bat",10, "NPC Pierce",true) inv_item_add("Rifle-NG",10, "NPC Pierce",true) --- inv_item_add("Explosive-Genki",10, "NPC Pierce",true) mission_help_table("Homies are armed with baseball and rifle.") elseif MISSION_FOLLOWER_WEAPONS == 11 then inv_item_remove_all("NPC Pierce") inv_item_remove_all("NPC Zimos") inv_item_add("Rifle-Killshot",10, "NPC Pierce",true) inv_item_add("Shotgun-Police",10, "NPC Zimos",true) mission_help_table("Homies are armed with Rifle-Killshot and Shotgun") elseif MISSION_FOLLOWER_WEAPONS == 12 then inv_item_add("Rifle-NG",10, "NPC Pierce",true) inv_item_add("baseball_bat",10, "NPC Zimos",true) mission_help_table("Homies are armed with baseball bat and rifle") elseif MISSION_FOLLOWER_WEAPONS == 13 then inv_item_add("DLC_super_fists",10, "NPC Pierce",true) inv_item_add("DLC_super_fists",10, "NPC Zimos",true) mission_help_table("Homies are armed with super fists") elseif MISSION_FOLLOWER_WEAPONS == 14 then inv_item_add("Rifle-Gang",10, "NPC Pierce",true) inv_item_add("DLC_super_fists",10, "NPC Zimos",true) mission_help_table("Homies are armed with rifle and super fists") elseif MISSION_FOLLOWER_WEAPONS == 15 then inv_item_add("chainsaw",10, "NPC Pierce",true) inv_item_add("chainsaw",10, "NPC Zimos",true) mission_help_table("Homies are armed with double chainsaws") elseif MISSION_FOLLOWER_WEAPONS == 16 then mission_help_table("Homies are fight with bare fists.") inv_item_remove_all("NPC Pierce") inv_item_remove_all("NPC Zimos") end if MISSION_FOLLOWER_WEAPONS > 16 then MISSION_FOLLOWER_WEAPONS = 1 else MISSION_FOLLOWER_WEAPONS = MISSION_FOLLOWER_WEAPONS + 1 end delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_UP) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_SEMICOLON) then delay(0.80) end end ---------END OF MISSION M08 KEYS --##M17 my name is cyrus temple, KIA if mission_is_active("m17") then if player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DELETE) then if MISSION_HOMIE_TEAM == 0 then set_team("m17_kia", "police") mission_help_table("m17_kia set to Police") elseif MISSION_HOMIE_TEAM == 1 then set_team("m17_kia", "Stag") mission_help_table("m17_kia set to Stag") elseif MISSION_HOMIE_TEAM == 2 then set_team("m17_kia", "morningstar") mission_help_table("m17_kia set to morningstar") elseif MISSION_HOMIE_TEAM == 3 then set_team("m17_kia", "deckers") mission_help_table("m17_kia set to deckers") elseif MISSION_HOMIE_TEAM == 4 then set_team("m17_kia", "luchadores") mission_help_table("m17_kia set to luchadores") elseif MISSION_HOMIE_TEAM == 5 then set_team("m17_kia", "neutral gang") mission_help_table("m17_kia set to neutral gang") elseif MISSION_HOMIE_TEAM == 6 then set_team("m17_kia", "civilian") mission_help_table("m17_kia set to civilian") elseif MISSION_HOMIE_TEAM == 7 then set_team("m17_kia", "playas") mission_help_table("m17_kia set to saints") end if MISSION_HOMIE_TEAM > 7 then MISSION_HOMIE_TEAM = 0 else MISSION_HOMIE_TEAM = MISSION_HOMIE_TEAM + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then set_team("m17_kia", "Stag") mission_help_table("Kia switch back to STAG") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_HOME) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGUP) then if GOD_HOMIES_MISSION == 0 then character_set_never_catch_fire("m17_kia", true) character_set_never_catch_fire("m17_kia", true) mission_help_table("Kia are now immune to flames") elseif GOD_HOMIES_MISSION == 1 then character_prevent_flinching("m17_kia", true) character_prevent_flinching("m17_kia", true) mission_help_table("Kia are now immune to flinching") elseif GOD_HOMIES_MISSION == 2 then character_prevent_explosion_fling("m17_kia", true) character_prevent_explosion_fling("m17_kia", true) mission_help_table("Kia are now immune to explosion flings") elseif GOD_HOMIES_MISSION == 3 then character_allow_ragdoll("m17_kia", false) character_allow_ragdoll("m17_kia", false) mission_help_table("Kia are now immune to ragdolls") elseif GOD_HOMIES_MISSION == 4 then character_allow_ragdoll("m17_kia", true) character_allow_ragdoll("m17_kia", true) character_prevent_explosion_fling("m17_kia", false) character_prevent_explosion_fling("m17_kia", false) character_prevent_flinching("m17_kia", false) character_prevent_flinching("m17_kia", false) character_set_never_catch_fire("m17_kia", false) character_set_never_catch_fire("m17_kia", false) mission_help_table("Kia restored back to their state") end if GOD_HOMIES_MISSION > 4 then GOD_HOMIES_MISSION = 0 else GOD_HOMIES_MISSION = GOD_HOMIES_MISSION + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGDWN) then local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("m17_kia", COPYING_PLAYER_TEAM) mission_help_table("Kia set to your current team") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_END) then teleport_to_object("m17_kia", LOCAL_PLAYER, false, nil, 1.0, 0.0, 0.0) delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LEFT) then mission_help_table("Kia's weapons removed.") inv_item_remove_all("m17_kia") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RIGHT) then elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DOWN) then inv_item_remove_all("m17_kia") delay(0.10) if MISSION_FOLLOWER_WEAPONS == 1 then --M02 inv_item_add("baseball_bat",10, "m17_kia",true) mission_help_table("Kia are armed with baseball bat.") elseif MISSION_FOLLOWER_WEAPONS == 2 then inv_item_remove_all("m17_kia") inv_item_add("chainsaw",10, "m17_kia",true) mission_help_table("Kia are armed with chainsaw.") elseif MISSION_FOLLOWER_WEAPONS == 3 then inv_item_add("Killbane_gloves",10, "m17_kia",true) mission_help_table("Kia are armed Killbane gloves") elseif MISSION_FOLLOWER_WEAPONS == 4 then inv_item_add("Pistol-Gang",10, "m17_kia",true) mission_help_table("Kia are armed with pistol.") elseif MISSION_FOLLOWER_WEAPONS == 5 then inv_item_add("SMG-Gang",10, "m17_kia",true) inv_item_add("SMG-Gang",10, "m17_kia",true) mission_help_table("Kia are armed with sub-machine gun.") elseif MISSION_FOLLOWER_WEAPONS == 6 then inv_item_add("Shotgun-Bling",10, "m17_kia",true) mission_help_table("Kia are armed with bling shotgun.") elseif MISSION_FOLLOWER_WEAPONS == 7 then inv_item_add("Rifle-Gang",10, "m17_kia",true) mission_help_table("Kia are armed with rifle.") elseif MISSION_FOLLOWER_WEAPONS == 8 then inv_item_add("Shotgun-Police",10, "m17_kia",true) mission_help_table("Kia are armed with Shotgun.") elseif MISSION_FOLLOWER_WEAPONS == 9 then inv_item_add("Rifle-NG",10, "m17_kia",true) mission_help_table("Kia are armed with SMG and Rifle NG.") elseif MISSION_FOLLOWER_WEAPONS == 10 then inv_item_add("DLC_super_fists",10, "m17_kia",true) mission_help_table("Kia are armed with super fists") elseif MISSION_FOLLOWER_WEAPONS == 11 then mission_help_table("Kia weapons removed") inv_item_remove_all("m17_kia") end if MISSION_FOLLOWER_WEAPONS > 11 then MISSION_FOLLOWER_WEAPONS = 1 else MISSION_FOLLOWER_WEAPONS = MISSION_FOLLOWER_WEAPONS + 1 end delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_UP) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_SEMICOLON) then delay(0.80) end end --##NYTE BLADE'S RETURN M12 with Viola if mission_is_active("m12") then if player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DELETE) then if MISSION_HOMIE_TEAM == 0 then set_team("npc_suko_start", "police") mission_help_table("m17_kia set to Police") elseif MISSION_HOMIE_TEAM == 1 then set_team("npc_suko_start", "Stag") mission_help_table("m17_kia set to Stag") elseif MISSION_HOMIE_TEAM == 2 then set_team("npc_suko_start", "morningstar") mission_help_table("m17_kia set to morningstar") elseif MISSION_HOMIE_TEAM == 3 then set_team("npc_suko_start", "deckers") mission_help_table("m17_kia set to deckers") elseif MISSION_HOMIE_TEAM == 4 then set_team("npc_suko_start", "luchadores") mission_help_table("m17_kia set to luchadores") elseif MISSION_HOMIE_TEAM == 5 then set_team("npc_suko_start", "neutral gang") mission_help_table("m17_kia set to neutral gang") elseif MISSION_HOMIE_TEAM == 6 then set_team("npc_suko_start", "civilian") mission_help_table("m17_kia set to civilian") elseif MISSION_HOMIE_TEAM == 7 then set_team("npc_suko_start", "playas") mission_help_table("m17_kia set to saints") end if MISSION_HOMIE_TEAM > 7 then MISSION_HOMIE_TEAM = 0 else MISSION_HOMIE_TEAM = MISSION_HOMIE_TEAM + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_HOME) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGUP) then if GOD_HOMIES_MISSION == 0 then character_set_never_catch_fire("npc_suko_start", true) character_set_never_catch_fire("npc_suko_start", true) mission_help_table("Kia are now immune to flames") elseif GOD_HOMIES_MISSION == 1 then character_prevent_flinching("npc_suko_start", true) character_prevent_flinching("npc_suko_start", true) mission_help_table("Kia are now immune to flinching") elseif GOD_HOMIES_MISSION == 2 then character_prevent_explosion_fling("npc_suko_start", true) character_prevent_explosion_fling("npc_suko_start", true) mission_help_table("Kia are now immune to explosion flings") elseif GOD_HOMIES_MISSION == 3 then character_allow_ragdoll("npc_suko_start", false) character_allow_ragdoll("npc_suko_start", false) mission_help_table("Kia are now immune to ragdolls") elseif GOD_HOMIES_MISSION == 4 then character_allow_ragdoll("npc_suko_start", true) character_allow_ragdoll("npc_suko_start", true) character_prevent_explosion_fling("npc_suko_start", false) character_prevent_explosion_fling("npc_suko_start", false) character_prevent_flinching("npc_suko_start", false) character_prevent_flinching("npc_suko_start", false) character_set_never_catch_fire("npc_suko_start", false) character_set_never_catch_fire("npc_suko_start", false) mission_help_table("Viola restored back her original state") end if GOD_HOMIES_MISSION > 4 then GOD_HOMIES_MISSION = 0 else GOD_HOMIES_MISSION = GOD_HOMIES_MISSION + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGDWN) then local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("npc_suko_start", COPYING_PLAYER_TEAM) mission_help_table("Viola set to your current team") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_END) then teleport_to_object("npc_suko_start", LOCAL_PLAYER, false, nil, 1.0, 0.0, 0.0) delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LEFT) then mission_help_table("Viola's weapons removed.") inv_item_remove_all("npc_suko_start") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RIGHT) then elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DOWN) then inv_item_remove_all("npc_suko_start") delay(0.10) if MISSION_FOLLOWER_WEAPONS == 1 then --M02 inv_item_add("baseball_bat",10, "npc_suko_start",true) mission_help_table("Kia are armed with baseball bat.") elseif MISSION_FOLLOWER_WEAPONS == 2 then inv_item_remove_all("npc_suko_start") inv_item_add("chainsaw",10, "npc_suko_start",true) mission_help_table("Kia are armed with chainsaw.") elseif MISSION_FOLLOWER_WEAPONS == 3 then inv_item_add("Killbane_gloves",10, "npc_suko_start",true) mission_help_table("Kia are armed Killbane gloves") elseif MISSION_FOLLOWER_WEAPONS == 4 then inv_item_add("Pistol-Gang",10, "npc_suko_start",true) mission_help_table("Kia are armed with pistol.") elseif MISSION_FOLLOWER_WEAPONS == 5 then inv_item_add("SMG-Gang",10, "npc_suko_start",true) inv_item_add("SMG-Gang",10, "npc_suko_start",true) mission_help_table("Kia are armed with sub-machine gun.") elseif MISSION_FOLLOWER_WEAPONS == 6 then inv_item_add("Shotgun-Bling",10, "npc_suko_start",true) mission_help_table("Kia are armed with bling shotgun.") elseif MISSION_FOLLOWER_WEAPONS == 7 then inv_item_add("Rifle-Gang",10, "npc_suko_start",true) mission_help_table("Kia are armed with rifle.") elseif MISSION_FOLLOWER_WEAPONS == 8 then inv_item_add("Shotgun-Police",10, "npc_suko_start",true) mission_help_table("Kia are armed with Shotgun.") elseif MISSION_FOLLOWER_WEAPONS == 9 then inv_item_add("Rifle-NG",10, "npc_suko_start",true) mission_help_table("Kia are armed with SMG and Rifle NG.") elseif MISSION_FOLLOWER_WEAPONS == 10 then inv_item_add("DLC_super_fists",10, "npc_suko_start",true) mission_help_table("Kia are armed with super fists") elseif MISSION_FOLLOWER_WEAPONS == 11 then mission_help_table("Kia weapons removed") inv_item_remove_all("npc_suko_start") end if MISSION_FOLLOWER_WEAPONS > 11 then MISSION_FOLLOWER_WEAPONS = 1 else MISSION_FOLLOWER_WEAPONS = MISSION_FOLLOWER_WEAPONS + 1 end delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_UP) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_SEMICOLON) then delay(0.80) end end --END of NYTE BLADE'S RETURN M12 --##end of M17 mission KIA --##M22 MISSIONS --##Three Way, only Target Kinzie for now if mission_is_active("m22") then if player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DELETE) then if MISSION_HOMIE_TEAM == 0 then set_team("Kinzie", "police") mission_help_table("Kinzie set to Police") elseif MISSION_HOMIE_TEAM == 1 then set_team("Kinzie", "Stag") mission_help_table("Kinzie set to Stag") elseif MISSION_HOMIE_TEAM == 2 then set_team("Kinzie", "morningstar") mission_help_table("Kinzie set to morningstar") elseif MISSION_HOMIE_TEAM == 3 then set_team("Kinzie", "deckers") mission_help_table("Kinzie set to deckers") elseif MISSION_HOMIE_TEAM == 4 then set_team("Kinzie", "luchadores") mission_help_table("Kinzie set to luchadores") elseif MISSION_HOMIE_TEAM == 5 then set_team("Kinzie", "neutral gang") mission_help_table("Kinzie set to neutral gang") elseif MISSION_HOMIE_TEAM == 6 then set_team("Kinzie", "civilian") mission_help_table("Kinzie set to civilian") elseif MISSION_HOMIE_TEAM == 7 then set_team("Kinzie", "playas") mission_help_table("Kinzie set to saints") end if MISSION_HOMIE_TEAM > 7 then MISSION_HOMIE_TEAM = 0 else MISSION_HOMIE_TEAM = MISSION_HOMIE_TEAM + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_INSERT) then teleport_to_object("Pierce_gameplay", LOCAL_PLAYER, false, nil, 1.0, 1.0, 0.0) teleport_to_object("Oleg_gameplay", LOCAL_PLAYER, false, nil, -1.0, 1.0, 0.0) teleport_to_object("Shaundi_Hostage", LOCAL_PLAYER, false, nil, 2.0, 2.0, 0.0) teleport_to_object("Mayor_Hostage", LOCAL_PLAYER, false, nil, -2.0, 2.0, 0.0) teleport_to_object("Viola_gameplay", LOCAL_PLAYER, false, nil, 2.0, 1.0, 0.0) -- mission_help_table("Groups #1") teleport_to_object("Killbane_qte", LOCAL_PLAYER, false, nil, 2.0, 4.0, 0.0) teleport_to_object("Kia_gameplay", LOCAL_PLAYER, false, nil, -2.0, 4.0, 0.0) --[[ set_dont_attack_me_on_sight_flag("Viola_gameplay", false) set_dont_attack_me_on_sight_flag("Angel_gameplay", false) set_dont_attack_me_on_sight_flag("Shaundi_Hostage", false) set_dont_attack_me_on_sight_flag("Mayor_Hostage", false) set_dont_attack_me_on_sight_flag("Killbane_qte_nomask", false) set_dont_attack_me_on_sight_flag("Killbane_qte", false) set_dont_attack_me_on_sight_flag("Kia_gameplay", false) set_dont_attack_me_on_sight_flag("Oleg_gameplay", false) set_dont_attack_me_on_sight_flag("Pierce_gameplay", false) set_dont_attack_me_on_sight_flag("Kinzie", false)]] delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_HOME) then --teleport_to_object("Angel_gameplay", LOCAL_PLAYER, false, nil, 3.0, 1.0, 0.0) if ALLOW_DRIVERS == 0 then ALLOW_DRIVERS = 1 mission_help_table("Angel allows anyone to drive his car") else ALLOW_DRIVERS = 0 mission_help_table("Angel disallows anyone to drive his car") end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGUP) then if GOD_HOMIES_MISSION == 0 then character_set_never_catch_fire("Kinzie", true) character_set_never_catch_fire("Kinzie", true) mission_help_table("Target Homie are now immune to flames") elseif GOD_HOMIES_MISSION == 1 then character_prevent_flinching("Kinzie", true) character_prevent_flinching("Kinzie", true) mission_help_table("Target Homie are now immune to flinching") elseif GOD_HOMIES_MISSION == 2 then character_prevent_explosion_fling("Kinzie", true) character_prevent_explosion_fling("Kinzie", true) mission_help_table("Target Homie are now immune to explosion flings") elseif GOD_HOMIES_MISSION == 3 then character_allow_ragdoll("Kinzie", false) character_allow_ragdoll("Kinzie", false) mission_help_table("Target Homie are now immune to ragdolls") elseif GOD_HOMIES_MISSION == 4 then character_allow_ragdoll("Kinzie", true) character_allow_ragdoll("Kinzie", true) character_prevent_explosion_fling("Kinzie", false) character_prevent_explosion_fling("Kinzie", false) character_prevent_flinching("Kinzie", false) character_prevent_flinching("Kinzie", false) character_set_never_catch_fire("Kinzie", false) character_set_never_catch_fire("Kinzie", false) mission_help_table("Target Homie restored back to their state") end if GOD_HOMIES_MISSION > 4 then GOD_HOMIES_MISSION = 0 else GOD_HOMIES_MISSION = GOD_HOMIES_MISSION + 1 end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_PGDWN) then local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("Kinzie", COPYING_PLAYER_TEAM) mission_help_table("Kinzie set to your current team") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_END) then teleport_to_object("Kinzie", LOCAL_PLAYER, false, nil, 1.0, 0.0, 0.0) delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LBRACKET) then teleport_to_object("Angel_gameplay", LOCAL_PLAYER, false, nil, 2.0, 1.0) teleport_vehicle_to_object("Angel_Car", LOCAL_PLAYER, 3.0, 0.0) local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("Angel_gameplay", COPYING_PLAYER_TEAM) delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RBRACKET) then teleport_to_object("Killbane_qte_nomask", LOCAL_PLAYER, false, nil, 1.0, 2.0, 0.0) delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_LEFT) then mission_help_table("Kinzie's weapons removed.") inv_item_remove_all("Kinzie") delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_RIGHT) then -- cash_add(20000, LOCAL_PLAYER) --just in case if vehicle_is_destroyed("Angel_Car") then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) group_destroy("Group_Angel") mission_help_table("You charge for destroying Angel's car costing $35,000.") cash_remove(35000, LOCAL_PLAYER) group_create("Group_Angel",true) local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("Angel_gameplay", COPYING_PLAYER_TEAM) set_current_hit_points("Angel_Car", 10000) vehicle_set_wheel_hit_points("Angel_Car", 0, 2500) set_current_hit_points("Angel_Car", 10000) else audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) vehicle_repair("Angel_Car") set_current_hit_points("Angel_Car", 10000) vehicle_set_wheel_hit_points("Angel_Car", 0, 2500) mission_help_table("Angel's car is repaired costing $10,000.") set_max_hit_points("Angel_Car", 10000, true) cash_remove(10000, LOCAL_PLAYER) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_DOWN) then inv_item_remove_all("Kinzie") inv_item_remove_all("Kinzie") delay(0.10) if MISSION_FOLLOWER_WEAPONS == 1 then --M02 inv_item_add("baseball_bat",10, "Kinzie",true) mission_help_table("Target Homie are armed with baseball bat.") elseif MISSION_FOLLOWER_WEAPONS == 2 then inv_item_remove_all("Kinzie") inv_item_add("chainsaw",10, "Kinzie",true) mission_help_table("Target Homie are armed with chainsaw.") elseif MISSION_FOLLOWER_WEAPONS == 3 then inv_item_add("Killbane_gloves",10, "Kinzie",true) mission_help_table("Target Homie are armed Killbane gloves") elseif MISSION_FOLLOWER_WEAPONS == 4 then inv_item_add("Pistol-Gang",10, "Kinzie",true) mission_help_table("Target Homie are armed with pistol.") elseif MISSION_FOLLOWER_WEAPONS == 5 then inv_item_add("SMG-Gang",10, "Kinzie",true) inv_item_add("SMG-Gang",10, "Kinzie",true) mission_help_table("Target Homie are armed with sub-machine gun.") elseif MISSION_FOLLOWER_WEAPONS == 6 then inv_item_add("Shotgun-Bling",10, "Kinzie",true) mission_help_table("Target Homie are armed with bling shotgun.") elseif MISSION_FOLLOWER_WEAPONS == 7 then inv_item_add("Rifle-Gang",10, "Kinzie",true) mission_help_table("Target Homie are armed with rifle.") elseif MISSION_FOLLOWER_WEAPONS == 8 then inv_item_add("Shotgun-Police",10, "Kinzie",true) mission_help_table("Target Homie are armed with Shotgun.") elseif MISSION_FOLLOWER_WEAPONS == 9 then inv_item_add("Rifle-NG",10, "Kinzie",true) mission_help_table("Target Homie are armed with SMG and Rifle NG.") elseif MISSION_FOLLOWER_WEAPONS == 10 then inv_item_add("DLC_super_fists",10, "Kinzie",true) mission_help_table("Target Homie are armed with super fists") elseif MISSION_FOLLOWER_WEAPONS == 11 then mission_help_table("Target Homie weapons removed") inv_item_remove_all("Kinzie") end if MISSION_FOLLOWER_WEAPONS > 11 then MISSION_FOLLOWER_WEAPONS = 1 else MISSION_FOLLOWER_WEAPONS = MISSION_FOLLOWER_WEAPONS + 1 end delay(0.70) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_UP) then --KILLBANE WRECKED if vehicle_is_destroyed("Killbane_Plane") then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) group_destroy("m22_cte_plane_01") group_destroy("Group airport initial") mission_help_table("You pay the costof $150,000 for destroying Killbane's plane.") vehicle_set_team("Killbane_Plane", "luchadores" ) cash_remove(150000, LOCAL_PLAYER) --group_create("m22_cte_plane_01",true) group_create("Group airport initial",true) local COPYING_PLAYER_TEAM = get_team(LOCAL_PLAYER) set_team("Killbane_Plane", COPYING_PLAYER_TEAM) set_current_hit_points("Killbane_Plane", 20000) vehicle_set_wheel_hit_points("Killbane_Plane", 0, 6000) else set_max_hit_points("Killbane_Plane", 20000, true) vehicle_set_team("Killbane_Plane", "luchadores" ) audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) vehicle_repair("Killbane_Plane") set_current_hit_points("Killbane_Plane", 20000) set_max_hit_points("Killbane_Plane", 20000, true) vehicle_set_wheel_hit_points("Killbane_Plane", 0, 6000) mission_help_table("Killbane's plane is fully for the damage for $60,000.") cash_remove(60000, LOCAL_PLAYER) end delay(0.80) elseif player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") and player_action_is_pressed(B_SEMICOLON) then teleport_vehicle_to_object("Killbane_Plane", LOCAL_PLAYER, 5.0, 0.0) delay(0.80) end end ---------END OF MISSION M22 Three way KEYS --##OUTSIDE MISSIONS if not mission_is_active() then if player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_DELETE) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_HOME) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_PGUP) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_PGDWN) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_END) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_LBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_RBRACKET) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_LEFT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_RIGHT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_DOWN) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_UP) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_INSERT) then delay(0.80) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed(B_SEMICOLON) then delay(0.80) end end -------END OF OUTSIDE MISSIONS if player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") and player_action_is_pressed(B_RBRACKET) then if PED == 1 then GENKI_RUN = 1 mission_help_table("Homies will sprint in notoriety") elseif PED == 2 then GENKI_RUN = 2 mission_help_table("Homies will always sprint") elseif PED == 3 then GENKI_RUN = 0 mission_help_table("Homies will run") end if PED == 3 then PED = 1 else PED = PED + 1 end delay(0.80) end ---#Team select manually numbers PGUP and number 1-8 for Player 1 if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then set_team(LOCAL_PLAYER, "playas") mission_help_table("Local Player team set: Saints") delay(0.50) end if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then set_team(LOCAL_PLAYER, "Police") mission_help_table("Local Player team set: Police") delay(0.50) end if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then set_team(LOCAL_PLAYER, "STAG") mission_help_table("Local Player team set: STAG") delay(0.50) end if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then set_team(LOCAL_PLAYER, "Morningstar") mission_help_table("Local Player team set: Morningstar") delay(0.50) end if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then set_team(LOCAL_PLAYER, "deckers") mission_help_table("Local Player team set: Deckers") delay(0.50) end if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then set_team(LOCAL_PLAYER, "luchadores") mission_help_table("Local Player team set: Luchadores") delay(0.50) end if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then set_team(LOCAL_PLAYER, "Neutral Gang") mission_help_table("Local Player team set: Neutral Gang") delay(0.50) end if player_action_is_pressed(B_PGUP) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then set_team(LOCAL_PLAYER, "Civilian") mission_help_table("Local Player team set: Civilian") end --UNDERCOVER for pagedowns, also known as secondary team if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then set_player_undercover_team(LOCAL_PLAYER, "playas") mission_help_table("Local Player undercover team set: Saints") delay(0.80) end if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then set_player_undercover_team(LOCAL_PLAYER, "police") mission_help_table("Local Player undercover team set: Police") delay(0.80) end if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then set_player_undercover_team(LOCAL_PLAYER, "Stag") mission_help_table("Local Player undercover team set: Stag") delay(0.80) end if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then set_player_undercover_team(LOCAL_PLAYER, "morningstar") mission_help_table("Local Player undercover team set: Morningstar") delay(0.80) end if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then set_player_undercover_team(LOCAL_PLAYER, "Deckers") mission_help_table("Local Player undercover team set: Deckers") delay(0.80) end if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then set_player_undercover_team(LOCAL_PLAYER, "luchadores") mission_help_table("Local Player undercover team set: Luchadores") delay(0.80) end if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then set_player_undercover_team(LOCAL_PLAYER, "neutral gang") mission_help_table("Local Player undercover team set: Neutral Gang") delay(0.80) end if player_action_is_pressed(B_PGDWN) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then set_player_undercover_team(LOCAL_PLAYER, "civilian") mission_help_table("Local Player undercover team set: Civilian") delay(0.80) end --coop player if coop_is_active() then if player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then set_team(REMOTE_PLAYER, "playas") mission_help_table("COOP Player team set: Saints") delay(0.50) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then set_team(REMOTE_PLAYER, "Police") mission_help_table("COOP Player team set: Police") delay(0.50) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then set_team(REMOTE_PLAYER, "STAG") mission_help_table("COOP Player team set: STAG") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then set_team(REMOTE_PLAYER, "Morningstar") mission_help_table("COOP Player team set: Morningstar") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then set_team(REMOTE_PLAYER, "deckers") mission_help_table("COOP Player team set: Deckers") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then set_team(REMOTE_PLAYER, "luchadores") mission_help_table("COOP Player team set: Luchadores") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then set_team(REMOTE_PLAYER, "Neutral Gang") mission_help_table("COOP Player team set: Neutral Gang") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_INSERT) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then set_team(REMOTE_PLAYER, "Civilian") mission_help_table("COOP Player team set: Civilian") --delay(0.60) delay(0.50) end if player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then set_player_undercover_team(REMOTE_PLAYER, "playas") mission_help_table("COOP Player undercover team set: Saints") delay(0.50) elseif player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then set_player_undercover_team(REMOTE_PLAYER, "Police") mission_help_table("COOP Player undercover team set: Police") delay(0.50) elseif player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then set_player_undercover_team(REMOTE_PLAYER, "STAG") mission_help_table("COOP Player undercover team set: STAG") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then set_player_undercover_team(REMOTE_PLAYER, "Morningstar") mission_help_table("COOP Player undercover team set: Morningstar") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then set_player_undercover_team(REMOTE_PLAYER, "deckers") mission_help_table("COOP Player undercover team set: Deckers") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then set_player_undercover_team(REMOTE_PLAYER, "luchadores") mission_help_table("COOP Player undercover team set: Luchadores") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then set_player_undercover_team(REMOTE_PLAYER, "Neutral Gang") mission_help_table("COOP Player undercover team set: Neutral Gang") delay(0.50) --delay(0.60) elseif player_action_is_pressed(B_DELETE) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then set_player_undercover_team(REMOTE_PLAYER, "Civilian") mission_help_table("COOP Player undercover team set: Civilian") delay(0.50) end else delay(0.50) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then --Cheats mission_help_table("[format][color:yellow]KEYS:[/format]\nSHIFT=Crazy & Funny Stuff\nR=Followers\nF=World\nC=Misc\n7=Other\nZ=Mission Homies\nX=Sub Missions Homies\n8=Switch Teams\nCTRL=tTeleports\nG=Mission Teleports\n3+RBRACKET=Mission Homies Sprint") delay(0.60) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then teleport_to_object(LOCAL_PLAYER, LOCAL_PLAYER, false, nil, 0.0,0.0,nil) delay(0.60) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then if GENDER_SWAP == 0 then set_animation_set(LOCAL_PLAYER, "plyf") GENDER_SWAP = 1 elseif GENDER_SWAP == 1 then set_animation_set(LOCAL_PLAYER, "plym") GENDER_SWAP = 0 end delay(0.60) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") and not inv_item_is_equipped("DLC_super_fists", LOCAL_PLAYER) then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) inv_item_add("DLC_super_fists",10,LOCAL_PLAYER,true) inv_item_add("DLC_fireball",10,LOCAL_PLAYER,true) delay(0.60) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") and not inv_item_is_equipped("stun_gun", LOCAL_PLAYER) then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) inv_weapon_add_temporary(LOCAL_PLAYER, "stun_gun", 1, true, true, true, true, true) -- inv_weapon_add_temporary(LOCAL_PLAYER, "Explosive-Genki", 1, true, true, true, true, true) delay(0.60) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") and not inv_item_is_equipped( "Shotgun-Gang", LOCAL_PLAYER) then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) inv_weapon_add_temporary(LOCAL_PLAYER, "Shotgun-Gang", 1, true, true, true, true, WEAPON_LEVEL4) delay(0.60) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and not inv_item_is_equipped("Shotgun-Bling", LOCAL_PLAYER) then audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) inv_weapon_add_temporary(LOCAL_PLAYER, "Shotgun-Bling", 1, true, true, true, true, true) delay(0.60) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then mission_help_table("All Zones clear and restored to it's current state") audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) city_zone_swap("ThermInt1", false) city_zone_swap("mayoroff", false) city_zone_swap("cargo", false) city_zone_swap("Mars", false) city_zone_swap("m21", false) city_zone_swap("m21", false) city_zone_swap("vrtb", false) city_zone_swap("vr", false) if mission_is_complete( "sh04" ) then city_zone_swap("3count1", true) city_zone_swap("3count2", true) city_zone_swap("int3cc", true) end if mission_is_complete( "sh03" ) then city_zone_swap("nuke1", true) city_zone_swap("nuke2", true) city_zone_swap("int_sh03", true) city_zone_swap("int_sh03c", true) end if mission_is_complete( "sh02" ) then city_zone_swap("megab1", true) city_zone_swap("megab2", true) city_zone_swap("is2", true) end delay(0.70) end if player_action_is_pressed("CBA_OFC_TAUNT_THREE") and player_action_is_pressed(B_SEMICOLON) then -- ENABLE ALL WEAPON SLOTS AND DISMISSING/RECRUITING HOMIES (BREAK THE MISSION) --message_remove_all() player_grenades_enable() auto_pickup_enable() set_player_can_take_human_shields(LOCAL_PLAYER, true) if mission_is_active("m15") then --audio_object_post_event("M15_music_truck_chase_End") audio_object_post_event("M15_music_truck_chase_End") end if mission_is_active("m17") then -- audio_ambient_emitter_start("NG_Island_Siren<001>") --- customization_item_revert( SYNC_LOCAL ) -- customization_restore_player_rig( SYNC_LOCAL ) audio_object_post_event( "M17_music_b_stop", nil, nil, LOCAL_PLAYER) audio_object_post_event("M17_music_a_stop", nil, nil, LOCAL_PLAYER) --[[ audio_object_post_event("m17_checkpoint_jailbreak") audio_object_post_event("m17_checkpoint_reactor") audio_object_post_event("m17_checkpoint_escape") audio_stop("m17_checkpoint_escape") audio_stop("m17_checkpoint_reactor") audio_stop("m17_checkpoint_jailbreak") audio_object_post_event("m17_cell_door_terminal_activate") ]] --audio_stop() end if mission_is_active("m22") then set_ped_density(1.3) set_traffic_density(1.3) notoriety_set_override_timer("stag", false, 10000, 15000) notoriety_set_override_timer("police", false, 10000, 15000) notoriety_set_override_timer("luchadores", false, 10000, 15000) notoriety_set_override_timer("deckers", false, 10000, 15000) notoriety_set_override_timer("morningstar", false, 10000, 15000) notoriety_set_override_timer("gang LD", false, 10000, 15000) notoriety_force_no_spawn("stag", false) notoriety_force_no_spawn("luchadores", false) end if mission_is_active("m08") then trigger_enable(M08_trigger.massacre, false) audio_ambient_emitter_stop( M08_audio.walla_emitter ) audio_object_post_event( M08_audio.chaotic_screams_stop_event, nil, nil, LOCAL_PLAYER ) audio_ambient_emitter_stop( M08_audio.walla_emitter ) audio_object_post_event(M08_audio.music_queues.stop, nil, nil, M08_audio.music_emitter) audio_object_post_event(M08_audio.music_queues.stop, nil, nil, M08_audio.music_emitter) end notoriety_set_override_timer("stag", false, 10000, 15000) notoriety_set_override_timer("police", false, 10000, 15000) notoriety_set_override_timer("luchadores", false, 10000, 15000) notoriety_set_override_timer("deckers", false, 10000, 15000) notoriety_set_override_timer("morningstar", false, 10000, 15000) notoriety_spawn_group_set_delay("luchadores", 60000) notoriety_spawn_group_set_delay("stag", 60000) notoriety_spawn_group_set_delay("deckers", 60000) notoriety_spawn_group_set_delay("morningstar", 60000) notoriety_spawn_group_set_delay("police", 60000) notoriety_spawn_group_clear_destination("stag") notoriety_spawn_group_clear_destination("luchadores") notoriety_spawn_group_clear_destination("deckers") notoriety_spawn_group_clear_destination("morningstar") notoriety_spawn_group_clear_destination("police") if CRIB_ON then ----- camera_script_enable() --camera_script_disable() -- drug_effect_set_override_values(0,0) --refraction_situation_clear() spawning_allow_gang_team_ambient_spawns("morningstar", true) spawning_allow_gang_team_ambient_spawns("deckers", true) spawning_allow_gang_team_ambient_spawns("luchadores", true) --customization_restore_player_rig( ) --customization_restore_player_rig( ) camera_shake_stop() objective_text_clear(0) objective_text_clear(1) objective_text_clear(2) objective_text_clear(3) player_force_vehicle_seat(LOCAL_PLAYER, 0) cell_spawns_enable(true) player_can_sprint(true) ----rc_allow_military() player_human_shield_lock(LOCAL_PLAYER, false) player_can_sprint(true) party_set_recruitable(true) party_set_dismissable(true) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) party_allow_max_followers(true) crib_disable_interface(false) cellphone_lock(false) player_controls_enable(LOCAL_PLAYER) --customization_restore_player_rig() --customization_restore_player_rig() base_jumping_enable(true) trigger_type_enable( "warp", true) set_player_can_take_human_shields(LOCAL_PLAYER, true) notoriety_force_no_spawn("luchadores", false) notoriety_force_no_spawn("deckers", false) notoriety_force_no_spawn("morningstar", false) notoriety_force_no_spawn("police", false) notoriety_force_no_spawn("stag", false) notoriety_force_no_spawn("luchadores", false) notoriety_force_no_spawn("deckers", false) notoriety_force_no_spawn("morningstar", false) notoriety_force_no_spawn("police", false) notoriety_set_max("morningstar", 5) notoriety_set_max("deckers", 5) notoriety_set_max("luchadores", 5) notoriety_set_max("police", 5) notoriety_set_max("stag", 5) notoriety_reset("morningstar") notoriety_reset("luchadores") notoriety_reset("deckers") notoriety_reset("police") notoriety_reset("stag") set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) inv_weapon_disable_all_slots(false, SYNC_ALL) flashpoints_enable(true) player_can_sprint(true) player_grenades_enable() hdr_bloom_set_multiplier(0) --refraction_situation_clear() crib_disable_interface( false ) player_warp_to_shore_enable(LOCAL_PLAYER) hud_inventory_disable(false) camera_restrict_set_active(false, LOCAL_PLAYER) player_movement_enable(LOCAL_PLAYER) --customization_restore_player_rig -- mission_help_table("Break the Mission, evevrything is reverted back to normal") else objective_text_clear(0) player_force_vehicle_seat(LOCAL_PLAYER, 0) cell_spawns_enable(true) ----rc_allow_military() player_can_sprint(true) spawning_allow_gang_ambient_spawns(true) flashpoints_enable(true) --crib_disable_interface( false ) camera_restrict_set_active(false, LOCAL_PLAYER) player_movement_enable(LOCAL_PLAYER) player_human_shield_lock(LOCAL_PLAYER, false) set_player_can_take_human_shields(LOCAL_PLAYER, true) player_can_sprint(true) --customization_restore_player_rig notoriety_force_no_spawn("luchadores", false) notoriety_force_no_spawn("deckers", false) notoriety_force_no_spawn("morningstar", false) notoriety_force_no_spawn("police", false) notoriety_force_no_spawn("stag", false) --refraction_situation_clear() player_warp_to_shore_enable(LOCAL_PLAYER) inv_weapon_disable_all_slots(false, SYNC_ALL) player_controls_enable(LOCAL_PLAYER) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) party_allow_max_followers(false) player_can_sprint(true) hud_inventory_disable(false) crib_disable_interface(true) cellphone_lock(false) player_grenades_enable() --customization_restore_player_rig() --customization_restore_player_rig() -- mission_help_table("Able all the weapon slots in-game") end CRIB_ON = not CRIB_ON mission_help_table("Time to break the mission!") delay(0.75) end --FOLLOWER TEAM if player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then set_team("#FOLLOWER2#", "playas") set_team("#FOLLOWER1#", "playas") set_team("#FOLLOWER3#", "playas") mission_help_table("All Followers Team set: Saints") delay(0.80) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then set_team("#FOLLOWER2#", "police") set_team("#FOLLOWER1#", "police") set_team("#FOLLOWER3#", "police") mission_help_table("All Followers Team set: police") delay(0.80) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then set_team("#FOLLOWER2#", "stag") set_team("#FOLLOWER1#", "stag") set_team("#FOLLOWER3#", "stag") mission_help_table("All Followers Team set: stag") delay(0.80) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then set_team("#FOLLOWER2#", "morningstar") set_team("#FOLLOWER1#", "morningstar") set_team("#FOLLOWER3#", "morningstar") mission_help_table("All Followers Team set: morningstar") delay(0.80) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then set_team("#FOLLOWER2#", "deckers") set_team("#FOLLOWER1#", "deckers") set_team("#FOLLOWER3#", "deckers") mission_help_table("All Followers Team set: deckers") delay(0.80) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then set_team("#FOLLOWER2#", "luchadores") set_team("#FOLLOWER1#", "luchadores") set_team("#FOLLOWER3#", "luchadores") mission_help_table("All Followers Team set: luchadores") delay(0.80) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then set_team("#FOLLOWER2#", "neutral gang") set_team("#FOLLOWER1#", "neutral gang") set_team("#FOLLOWER3#", "neutral gang") mission_help_table("All Followers Team set: neutral gang") delay(0.80) elseif player_action_is_pressed(B_HOME) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then set_team("#FOLLOWER2#", "civilian") set_team("#FOLLOWER1#", "civilian") set_team("#FOLLOWER3#", "civilian") mission_help_table("All Followers Team set: civilian") delay(0.80) end --Remixed team for followers if player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then set_team("#FOLLOWER2#", "playas") set_team("#FOLLOWER1#", "deckers") set_team("#FOLLOWER3#", "neutral gang") mission_help_table("Remixed Teams: saints,deckers,neutral gang") delay(0.80) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then set_team("#FOLLOWER2#", "civilian") set_team("#FOLLOWER1#", "luchadores") set_team("#FOLLOWER3#", "stag") mission_help_table("Remixed Teams: civilian,luchadores,stag") delay(0.80) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then set_team("#FOLLOWER2#", "morningstar") set_team("#FOLLOWER1#", "police") set_team("#FOLLOWER3#", "playas") mission_help_table("Remixed Teams: morningstar,saints,police") delay(0.80) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then set_team("#FOLLOWER2#", "morningstar") set_team("#FOLLOWER1#", "luchadores") set_team("#FOLLOWER3#", "deckers") mission_help_table("Remixed Teams: morningstar,deckers,luchadores") delay(0.80) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then set_team("#FOLLOWER2#", "stag") set_team("#FOLLOWER1#", "deckers") set_team("#FOLLOWER3#", "police") mission_help_table("Remixed Teams: stag,police,deckers") delay(0.80) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then set_team("#FOLLOWER2#", "police") set_team("#FOLLOWER1#", "stag") set_team("#FOLLOWER3#", "civilian") mission_help_table("Remixed Teams: stag,police,civilian") delay(0.80) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then set_team("#FOLLOWER2#", "neutral gang") set_team("#FOLLOWER1#", "stag") set_team("#FOLLOWER3#", "morningstar") mission_help_table("Remixed Teams: stag,morningstar,neutral gang") delay(0.80) elseif player_action_is_pressed(B_END) and player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then set_team("#FOLLOWER2#", "neutral gang") set_team("#FOLLOWER1#", "playas") set_team("#FOLLOWER3#", "luchadores") mission_help_table("Remixed Teams: saints,luchadores,neutral gang") delay(0.80) end --COOP Player for insert --END COOP --###Ported from old script if mission_is_active("m12") then --crazy josh if player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then teleport_to_object("npc_josh", LOCAL_PLAYER, false, nil, -2.0, 4.1,nil) teleport_to_object("worker_lobby_003", LOCAL_PLAYER, false, nil, 1.0, 3.0,nil) teleport_to_object("worker_lobby_002", LOCAL_PLAYER, false, nil, -4.0, 3.0, nil) teleport_to_object("worker_lobby_001", LOCAL_PLAYER, false, nil, 1.0, 3.0,nil) teleport_to_object("worker_lobby_004", LOCAL_PLAYER, false, nil, 2.0, 3.0, nil) teleport_to_object("worker_lobby_006", LOCAL_PLAYER, false, nil, -3.0, 3.0,nil) teleport_to_object("worker_lobby_005", LOCAL_PLAYER, false, nil, 5.0, 3.0,nil) delay(0.56) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then if ENCOUNTER_GRABS == 0 then character_set_counter_on_grabbed("npc_josh", true ) ENCOUNTER_GRABS = 1 mission_help_table("josh is ungrabbed") else character_set_counter_on_grabbed("npc_josh", false ) ENCOUNTER_GRABS = 0 mission_help_table("josh is grabbed") end delay(0.55) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then if CARRY_JOSH == 0 then character_set_over_the_shoulder("npc_josh", false) CARRY_JOSH = 1 mission_help_table("josh carry is enabled") else mission_help_table("josh carry is disabled") character_set_over_the_shoulder("npc_josh", true) CARRY_JOSH = 0 end delay(0.55) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then if CARRY_JOSH2 == 0 then character_set_only_player_grabs("npc_josh", true) CARRY_JOSH2 = 1 mission_help_table("grabbing josh is for players only") else mission_help_table("grabbing josh is for everyone") character_set_only_player_grabs("npc_josh", false) CARRY_JOSH2 = 0 end delay(0.75) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then inv_item_add("baseball_bat",10, "npc_josh",true) mission_help_table("Josh is given a bat") delay(0.75) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then -- mission_help_table("Josh is give a pistol") -- inv_item_add("Pistol-Gang",10, "npc_josh",true) inv_item_remove_all("npc_josh") mission_help_table("Josh 's weapons are removed") delay(0.75) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then if ANIMATION_STANDS_JOSH == 0 then set_animation_set("npc_josh", "gangf") mission_help_table("Josh animation stance is now GANGF") elseif ANIMATION_STANDS_JOSH == 1 then set_animation_set("npc_josh", "gang") mission_help_table("Josh animation stance is now GANG") elseif ANIMATION_STANDS_JOSH == 2 then set_animation_set("npc_josh", "cop") mission_help_table("Josh animation stance is now COP") end if ANIMATION_STANDS_JOSH > 2 then ANIMATION_STANDS_JOSH = 0 else ANIMATION_STANDS_JOSH = ANIMATION_STANDS_JOSH + 1 end delay(0.75) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then if MALE_VOICE == 1 then character_set_persona( "npc_josh", "Nyte_Blayde") mission_help_table("josh set to nyte blade") MALE_VOICE = 0 else character_set_persona("npc_josh", "Josh") mission_help_table("josh set to josh") MALE_VOICE = 1 end delay(0.45) end end --DLC M02 second missions --Tour de Farce if mission_is_active("dlc3_m02") then --return dlc TAG if player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then teleport_to_object("start_pierce", LOCAL_PLAYER, false, nil, 0.0, 2.0) teleport_to_object("start_torbit", LOCAL_PLAYER, false, nil, 3.0, 2.0) teleport_to_object("johnny_tag", LOCAL_PLAYER, false, nil, 2.0, 2.0) teleport_to_object("brutella", LOCAL_PLAYER, false, nil, 1.0, 2.0) teleport_to_object("brutella_driver", LOCAL_PLAYER, false, nil, -2.0, 2.0) turn_vulnerable("brutella") turn_vulnerable("johnny_tag") turn_vulnerable("start_torbit") turn_vulnerable("start_pierce") delay(0.76) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then local PLAYERS_TEAM = get_team(LOCAL_PLAYER) set_team("brutella",PLAYERS_TEAM) --set_team("brutella_driver", PLAYERS_TEAM) set_team("start_torbit", PLAYERS_TEAM) set_team("start_pierce", PLAYERS_TEAM) set_team("johnny_tag", PLAYERS_TEAM) set_team("brutella_driver",PLAYERS_TEAM) mission_help_table("squad set to your current team") delay(0.55) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then party_dismiss("start_pierce") party_dismiss("start_torbit") party_dismiss( "johnny_tag") party_dismiss("brutella") mission_help_table("party dismissed") delay(0.55) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then if PIERCE_TEAM == 1 then HORDE_TEAM = 1 mission_help_table("Hordes set to saints") elseif PIERCE_TEAM == 2 then HORDE_TEAM = 2 mission_help_table("Hordes set to Morningstar") elseif PIERCE_TEAM == 3 then HORDE_TEAM = 3 mission_help_table("Hordes set to stag") elseif PIERCE_TEAM == 4 then HORDE_TEAM = 0 mission_help_table("Hordes set to neutral gang") end if PIERCE_TEAM > 4 then PIERCE_TEAM = 1 else PIERCE_TEAM = PIERCE_TEAM + 1 end delay(0.75) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then teleport_to_object("crowd_02<001>",LOCAL_PLAYER, true, nil, -2.5, 6.6) teleport_to_object("crowd_02<002>",LOCAL_PLAYER, true, nil, -4.5, 6.6) teleport_to_object("crowd_02<003>",LOCAL_PLAYER, true, nil, -4.5, 6.6) teleport_to_object("crowd_02<004>",LOCAL_PLAYER, true, nil, -2.5, 6.6) teleport_to_object("crowd_02<005>",LOCAL_PLAYER, true, nil, 2.5, 6.6) teleport_to_object("crowd_02<006>",LOCAL_PLAYER,true, nil, 2.5, 6.6) teleport_to_object("crowd_02<007>",LOCAL_PLAYER, true, nil, 4.5, 6.6) teleport_to_object("crowd_02<008>",LOCAL_PLAYER, true, nil, -4.5, 6.6) teleport_to_object("crowd_02<009>",LOCAL_PLAYER,true, nil, -4.5, 6.6) teleport_to_object("crowd_02<010>",LOCAL_PLAYER, true, nil, -3.5, 6.6) teleport_to_object("crowd_02<011>",LOCAL_PLAYER, true, nil, 2.5, 5.6) teleport_to_object("crowd_02<012>",LOCAL_PLAYER, true, nil, -1.5, 6.6) teleport_to_object("crowd_02<013>",LOCAL_PLAYER, true, nil, -4.5, 7.6) teleport_to_object("crowd_02<014>",LOCAL_PLAYER, true, nil, -4.5, 6.6) teleport_to_object("crowd_02<015>",LOCAL_PLAYER, true, nil, -4.5, 69.6) teleport_to_object("crowd_02<016>",LOCAL_PLAYER, true, nil, -5.5, 8.6) teleport_to_object("crowd_02<017>",LOCAL_PLAYER, true, nil, 2.5, 8.6) teleport_to_object("crowd_02<018>",LOCAL_PLAYER, true, nil, -4.5, 9.6) teleport_to_object("crowd_02<019>",LOCAL_PLAYER, true, nil, 4.5, 7.6) teleport_to_object("crowd_02<020>",LOCAL_PLAYER, true, nil, 1.5, 6.6) teleport_to_object("crowd_02<021>",LOCAL_PLAYER, true, nil, 1.5, 3.6) teleport_to_object("crowd_02<022>",LOCAL_PLAYER, true, nil, 2.5, 6.6) teleport_to_object("crowd_02<023>",LOCAL_PLAYER, true, nil, 4.5, 6.6) teleport_to_object("crowd_02<024>",LOCAL_PLAYER, true, nil, -2.5, 6.6) teleport_to_object("crowd_02<025>",LOCAL_PLAYER, true, nil, -4.5, 6.6) teleport_to_object("crowd_02<026>",LOCAL_PLAYER, true, nil, 5.5, 7.6) teleport_to_object("crowd_02<027>",LOCAL_PLAYER, true, nil, 4.5, 5.6) teleport_to_object("crowd_02<028>",LOCAL_PLAYER, true, nil, -5.5, 7.6) teleport_to_object("crowd_02<029>",LOCAL_PLAYER, true, nil, -4.5, 8.6) teleport_to_object("crowd_02<030>",LOCAL_PLAYER, true, nil, -7.5, 6.6) teleport_to_object("crowd_02<031>",LOCAL_PLAYER, true, nil, -4.5, 4.6) teleport_to_object("crowd_02<032>", LOCAL_PLAYER,true, nil, -4.5, 6.6) mission_help_table("Horded Crowds spawned") delay(0.75) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then if CROWD_LIMIT >= 300 then audio_object_post_event("Speaker_Car_Loop_Stop") level_lights_toggle_all(true) CROWD_LIMIT = 150 MUSIC_PLAYING = 0 --mission_help_table("Power switch back on again!") end delay(0.75) elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then mission_help_table("Fake Gat roar enabled") audio_object_post_event( "m02_gat_roar" ) delay(0.70) --MUSIC_PLAYING = 1 MISSION_SWITCH_MUSICLIGHTS = 1 ------------audio_ambient_emitter_start("dlc3_saints_day_music_02") elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") and player_action_is_pressed("CBA_OFC_TAUNT_TWO") then mission_help_table("Fake Gat roar disabled") --MUSIC_PLAYING = 0 MISSION_SWITCH_MUSICLIGHTS = 0 delay(0.75) end end ------------------------------------------------------------ --main thread's delay at the bottom delay(0.01) end end --TRIGGERS! -- 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 m03_coop_skip( ) crib_purchasing_unlock( ) end function m06_coop_skip(skip_teleport) sr3_teleport_mission_start("m06", skip_teleport) -- Update the world state based on the choice that they made during the mission if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) if not mission_is_complete( "m07" ) then -- make sure we unlocked it mission_unlock( "m07" ) mission_set_next_mission( "m07" ) end end function m10_coop_skip(skip_teleport) sr3_teleport_mission_start("m10", skip_teleport) set_stag_active(true) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) city_zone_swap("thermext1") -- Thermopolye moves to south of DT city_zone_swap("therm2") -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("stag") -- STAG shows up in DT traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off end function m13_coop_skip(skip_teleport) sr3_teleport_mission_start("m13", skip_teleport) city_zone_swap("hq_dmg") -- HQ is damaged during this mission, swap it in end function m14_coop_skip( ) -- Set Saints to be 'Hated' following this mission set_saints_hated(true) end function m17_coop_skip(skip_teleport) sr3_teleport_mission_start("m17", skip_teleport) -- Set STAG Lockdown spawning for downtown hoods to True (Hood DT_02 still missing change, waiting on Chris N. solution to having two alternate spawn groups) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) -- Set STAG Lockdown area as immediate notoriety area set_stag_notoriety_area_active(true) -- Post mission swaps, Thermopolye destroyed and STAG take over downtown city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") -- Disable Traffic Splines Over Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(7, true) traffic_disable_drawbridge_area(8, true) traffic_disable_drawbridge_area(9, true) traffic_disable_drawbridge_area(10, true) traffic_disable_drawbridge_area(11, true) traffic_disable_drawbridge_area(12, true) traffic_disable_drawbridge_area(13, true) traffic_disable_drawbridge_area(14, true) traffic_disable_drawbridge_area(15, true) traffic_disable_drawbridge_area(16, true) traffic_disable_drawbridge_area(17, true) traffic_disable_drawbridge_area(18, true) traffic_disable_drawbridge_area(19, true) traffic_disable_drawbridge_area(20, true) traffic_disable_drawbridge_area(21, true) traffic_disable_drawbridge_area(22, true) traffic_disable_drawbridge_area(23, true) traffic_disable_drawbridge_area(24, true) traffic_disable_drawbridge_area(25, true) traffic_disable_drawbridge_area(27, true) traffic_disable_drawbridge_area(28, true) traffic_disable_drawbridge_area(29, true) traffic_disable_drawbridge_area(30, true) traffic_disable_drawbridge_area(31, true) traffic_disable_drawbridge_area(32, true) traffic_disable_drawbridge_area(33, true) end function m18_coop_skip(skip_teleport) sr3_teleport_mission_start("m18", skip_teleport) -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' traffic_disable_drawbridge_area(3, true) traffic_disable_drawbridge_area(4, true) traffic_disable_drawbridge_area(5, true) traffic_disable_drawbridge_area(6, true) traffic_disable_drawbridge_area(26, true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") end function m22_coop_skip(skip_teleport) sr3_teleport_mission_start("m22", skip_teleport) if game_choice_get_state( MISSION_22_CHOICE ) == M22_CHOICE_KILLBANE_KILL then mission_unlock( "m23" ) city_zone_swap("rubble") -- Player went for Killbane, statue got blowed up else mission_unlock( "m24" ) end end function m23_m24_coop_skip(skip_teleport) sr3_teleport_mission_start("m23", skip_teleport) -- Set STAG Inactive set_stag_active(false) -- Remove Lockdown Spawning from Downtown Hoods spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) -- Set Traffic to Be Enabled Across Lockdown Drawbridges Again traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) -- Disable Downtown Notoriety Areas set_stag_notoriety_area_active(false) -- Set Saints to be beloved again set_saints_hated(false) -- Perform zone swaps city_zone_swap("hq_dmg", DISABLE) -- restore saints HQ -- Maybe allow you to play through again mission_maybe_uncomplete_m22() end function sh02_coop_skip(skip_teleport) sr3_teleport_mission_start("sh02", skip_teleport) crib_unlock_strongold("Crib_BDSM") end function sh03_coop_skip(skip_teleport) sr3_teleport_mission_start("sh03", skip_teleport) crib_unlock_strongold("Crib_Nuke") end function sh04_coop_skip(skip_teleport) sr3_teleport_mission_start("sh04", skip_teleport) crib_unlock_strongold("Crib_3Count") end function LARGE_ASS_SCRIPT_DLC_M02() while MISC_THREAD_ON == 1 do delay(0.1) if not mission_is_active() then --reset everything CROWD_LIMIT = 0 --HORDE_TEAM = 0 ROAR_COUNT = 0 MISSION_SWITCH_MUSICLIGHTS = 0 MUSIC_PLAYING = 0 end if mission_is_active("dlc3_m02") then if MISSION_SWITCH_MUSICLIGHTS == 1 then ROAR_COUNT = ROAR_COUNT + 1 if ROAR_COUNT >= 20 then audio_object_post_event( "m02_gat_roar" ) ROAR_COUNT = 0 end else ROAR_COUNT = 0 end set_attack_enemies_flag("crowd_02<001>", true) set_attack_enemies_flag("crowd_02<002>", true) set_attack_enemies_flag("crowd_02<003>", true) set_attack_enemies_flag("crowd_02<004>", true) set_attack_enemies_flag("crowd_02<005>", true) set_attack_enemies_flag("crowd_02<006>", true) set_attack_enemies_flag("crowd_02<007>", true) set_attack_enemies_flag("crowd_02<008>", true) set_attack_enemies_flag("crowd_02<009>", true) set_attack_enemies_flag("crowd_02<010>", true) set_attack_enemies_flag("crowd_02<011>", true) set_attack_enemies_flag("crowd_02<012>", true) set_attack_enemies_flag("crowd_02<013>", true) set_attack_enemies_flag("crowd_02<014>", true) set_attack_enemies_flag("crowd_02<015>", true) set_attack_enemies_flag("crowd_02<016>", true) set_attack_enemies_flag("crowd_02<017>", true) set_attack_enemies_flag("crowd_02<018>", true) set_attack_enemies_flag("crowd_02<019>", true) set_attack_enemies_flag("crowd_02<020>", true) set_attack_enemies_flag("crowd_02<021>", true) set_attack_enemies_flag("crowd_02<022>", true) set_attack_enemies_flag("crowd_02<023>", true) set_attack_enemies_flag("crowd_02<024>", true) set_attack_enemies_flag("crowd_02<025>", true) set_attack_enemies_flag("crowd_02<026>", true) set_attack_enemies_flag("crowd_02<027>", true) set_attack_enemies_flag("crowd_02<028>", true) set_attack_enemies_flag("crowd_02<029>", true) set_attack_enemies_flag("crowd_02<030>", true) set_attack_enemies_flag("crowd_02<031>", true) set_attack_enemies_flag("crowd_02<032>", true) set_attack_peds_flag("crowd_02<001>", true) set_attack_peds_flag("crowd_02<002>", true) set_attack_peds_flag("crowd_02<003>", true) set_attack_peds_flag("crowd_02<004>", true) set_attack_peds_flag("crowd_02<005>", true) set_attack_peds_flag("crowd_02<006>", true) set_attack_peds_flag("crowd_02<007>", true) set_attack_peds_flag("crowd_02<008>", true) set_attack_peds_flag("crowd_02<009>", true) set_attack_peds_flag("crowd_02<010>", true) set_attack_peds_flag("crowd_02<011>", true) set_attack_peds_flag("crowd_02<012>", true) set_attack_peds_flag("crowd_02<013>", true) set_attack_peds_flag("crowd_02<014>", true) set_attack_peds_flag("crowd_02<015>", true) set_attack_peds_flag("crowd_02<016>", true) set_attack_peds_flag("crowd_02<017>", true) set_attack_peds_flag("crowd_02<018>", true) set_attack_peds_flag("crowd_02<019>", true) set_attack_peds_flag("crowd_02<020>", true) set_attack_peds_flag("crowd_02<021>", true) set_attack_peds_flag("crowd_02<022>", true) set_attack_peds_flag("crowd_02<023>", true) set_attack_peds_flag("crowd_02<024>", true) set_attack_peds_flag("crowd_02<025>", true) set_attack_peds_flag("crowd_02<026>", true) set_attack_peds_flag("crowd_02<027>", true) set_attack_peds_flag("crowd_02<028>", true) set_attack_peds_flag("crowd_02<029>", true) set_attack_peds_flag("crowd_02<030>", true) set_attack_peds_flag("crowd_02<031>", true) set_attack_peds_flag("crowd_02<032>", true) character_set_counter_on_grabbed("brutella_driver", true ) set_ignore_ai_flag("crowd_02<001>", false) set_ignore_ai_flag("crowd_02<002>", false) set_ignore_ai_flag("crowd_02<003>", false) set_ignore_ai_flag("crowd_02<004>", false) set_ignore_ai_flag("crowd_02<005>", false) set_ignore_ai_flag("crowd_02<006>", false) set_ignore_ai_flag("crowd_02<007>", false) set_ignore_ai_flag("crowd_02<008>", false) set_ignore_ai_flag("crowd_02<009>", false) set_ignore_ai_flag("crowd_02<010>", false) set_ignore_ai_flag("crowd_02<011>", false) set_ignore_ai_flag("crowd_02<012>", false) set_ignore_ai_flag("crowd_02<013>", false) set_ignore_ai_flag("crowd_02<014>", false) set_ignore_ai_flag("crowd_02<015>", false) set_ignore_ai_flag("crowd_02<016>", false) set_ignore_ai_flag("crowd_02<017>", false) set_ignore_ai_flag("crowd_02<018>", false) set_ignore_ai_flag("crowd_02<019>", false) set_ignore_ai_flag("crowd_02<020>", false) set_ignore_ai_flag("crowd_02<021>", false) set_ignore_ai_flag("crowd_02<022>", false) set_ignore_ai_flag("crowd_02<023>", false) set_ignore_ai_flag("crowd_02<024>", false) set_ignore_ai_flag("crowd_02<025>", false) set_ignore_ai_flag("crowd_02<026>", false) set_ignore_ai_flag("crowd_02<027>", false) set_ignore_ai_flag("crowd_02<028>", false) set_ignore_ai_flag("crowd_02<029>", false) set_ignore_ai_flag("crowd_02<030>", false) set_ignore_ai_flag("crowd_02<031>", false) set_ignore_ai_flag("crowd_02<032>", false) ai_add_enemy_target("brutella","brutella_driver", ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("johnny_tag", "brutella_driver", ATTACK_NOW_NEVER_LOSE, true,true) if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 then set_attack_player_flag("brutella_driver", true) set_always_sees_player_flag("brutella_driver", true) ai_add_enemy_target("brutella_driver",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) elseif SANDBOX_COP_NOTORIETY_CHECK == 0.0 then --audio_object_post_event( "End_Music" ) set_attack_player_flag("brutella_driver", false) set_always_sees_player_flag("brutella_driver", false) ai_clear_priority_target("brutella_driver") end character_set_only_scripted_grabs( "brutella_driver", false) override_npc_run_and_cower_run("brutella_driver", "sprint", "Cower Run") npc_weapon_pickup_override("brutella_driver",false) group_create("ps2_crowd1_group", true) group_create("tag", true) group_create("brutella_group", true) group_create("start_group", true) turn_vulnerable("brutella") turn_vulnerable("johnny_tag") turn_vulnerable("start_torbit") turn_vulnerable("start_pierce") npc_combat_enable("start_pierce", true) npc_combat_enable("start_torbit", true) npc_combat_enable("johnny_tag", true) npc_combat_enable("brutella_driver", true) npc_combat_enable("brutella", true) set_attack_enemies_flag("brutella_driver", true) set_attack_peds_flag("brutella_driver", true) set_never_turn_on_player("start_pierce", false ) set_never_turn_on_player("start_torbit", false ) set_never_turn_on_player("johnny_tag", false ) set_never_turn_on_player("brutella", false ) set_never_turn_on_player("brutella_driver", false) turn_invulnerable("brutella_driver") set_team("brutella_driver","playas") team_make_allies("neutral gang", "neutral gang") CROWD_LIMIT = CROWD_LIMIT + 1 if CROWD_LIMIT > 300 then if MUSIC_PLAYING == 0 then audio_object_post_event("Speaker_Car_Loop") MUSIC_PLAYING = 1 end level_lights_toggle_all(false) team_make_hostile("playas", "neutral gang") team_make_hostile("morningstar", "neutral gang") team_make_hostile("luchadores", "neutral gang") team_make_hostile("deckers", "neutral gang") team_make_hostile("police", "neutral gang") team_make_hostile("stag", "neutral gang") team_make_hostile("civilian", "neutral gang") --team_make_hostile("playas", "neutral gang") set_attack_player_flag("crowd_02<001>", true) set_attack_player_flag("crowd_02<002>", true) set_attack_player_flag("crowd_02<003>", true) set_attack_player_flag("crowd_02<004>", true) set_attack_player_flag("crowd_02<005>", true) set_attack_player_flag("crowd_02<006>", true) set_attack_player_flag("crowd_02<007>", true) set_attack_player_flag("crowd_02<008>", true) set_attack_player_flag("crowd_02<009>", true) set_attack_player_flag("crowd_02<010>", true) set_attack_player_flag("crowd_02<011>", true) set_attack_player_flag("crowd_02<012>", true) set_attack_player_flag("crowd_02<013>", true) set_attack_player_flag("crowd_02<014>", true) set_attack_player_flag("crowd_02<015>", true) set_attack_player_flag("crowd_02<016>", true) set_attack_player_flag("crowd_02<017>", true) set_attack_player_flag("crowd_02<018>", true) set_attack_player_flag("crowd_02<019>", true) set_attack_player_flag("crowd_02<020>", true) set_attack_player_flag("crowd_02<021>", true) set_attack_player_flag("crowd_02<022>", true) set_attack_player_flag("crowd_02<023>", true) set_attack_player_flag("crowd_02<024>", true) set_attack_player_flag("crowd_02<025>", true) set_attack_player_flag("crowd_02<026>", true) set_attack_player_flag("crowd_02<027>", true) set_attack_player_flag("crowd_02<028>", true) set_attack_player_flag("crowd_02<029>", true) set_attack_player_flag("crowd_02<030>", true) set_attack_player_flag("crowd_02<031>", true) set_attack_player_flag("crowd_02<032>", true) set_always_sees_player_flag("crowd_02<001>", true) set_always_sees_player_flag("crowd_02<002>", true) set_always_sees_player_flag("crowd_02<003>", true) set_always_sees_player_flag("crowd_02<004>", true) set_always_sees_player_flag("crowd_02<005>", true) set_always_sees_player_flag("crowd_02<006>", true) set_always_sees_player_flag("crowd_02<007>", true) set_always_sees_player_flag("crowd_02<008>", true) set_always_sees_player_flag("crowd_02<009>", true) set_always_sees_player_flag("crowd_02<010>", true) set_always_sees_player_flag("crowd_02<011>", true) set_always_sees_player_flag("crowd_02<012>", true) set_always_sees_player_flag("crowd_02<013>", true) set_always_sees_player_flag("crowd_02<014>", true) set_always_sees_player_flag("crowd_02<015>", true) set_always_sees_player_flag("crowd_02<016>", true) set_always_sees_player_flag("crowd_02<017>", true) set_always_sees_player_flag("crowd_02<018>", true) set_always_sees_player_flag("crowd_02<019>", true) set_always_sees_player_flag("crowd_02<020>", true) set_always_sees_player_flag("crowd_02<021>", true) set_always_sees_player_flag("crowd_02<022>", true) set_always_sees_player_flag("crowd_02<023>", true) set_always_sees_player_flag("crowd_02<024>", true) set_always_sees_player_flag("crowd_02<025>", true) set_always_sees_player_flag("crowd_02<026>", true) set_always_sees_player_flag("crowd_02<027>", true) set_always_sees_player_flag("crowd_02<028>", true) set_always_sees_player_flag("crowd_02<029>", true) set_always_sees_player_flag("crowd_02<030>", true) set_always_sees_player_flag("crowd_02<031>", true) set_always_sees_player_flag("crowd_02<032>", true) ai_add_enemy_target("crowd_02<001>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<002>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<003>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<004>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<005>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<006>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<007>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<008>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<009>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<010>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<011>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<012>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<013>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<014>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<015>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<016>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<017>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<018>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<019>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<020>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<021>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<022>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<023>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<024>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<025>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<026>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<027>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<028>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<029>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<030>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<031>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) ai_add_enemy_target("crowd_02<032>",LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true) set_attack_enemies_flag("crowd_02<001>", true) set_attack_enemies_flag("crowd_02<002>", true) set_attack_enemies_flag("crowd_02<003>", true) set_attack_enemies_flag("crowd_02<004>", true) set_attack_enemies_flag("crowd_02<005>", true) set_attack_enemies_flag("crowd_02<006>", true) set_attack_enemies_flag("crowd_02<007>", true) set_attack_enemies_flag("crowd_02<008>", true) set_attack_enemies_flag("crowd_02<009>", true) set_attack_enemies_flag("crowd_02<010>", true) set_attack_enemies_flag("crowd_02<011>", true) set_attack_enemies_flag("crowd_02<012>", true) set_attack_enemies_flag("crowd_02<013>", true) set_attack_enemies_flag("crowd_02<014>", true) set_attack_enemies_flag("crowd_02<015>", true) set_attack_enemies_flag("crowd_02<016>", true) set_attack_enemies_flag("crowd_02<017>", true) set_attack_enemies_flag("crowd_02<018>", true) set_attack_enemies_flag("crowd_02<019>", true) set_attack_enemies_flag("crowd_02<020>", true) set_attack_enemies_flag("crowd_02<021>", true) set_attack_enemies_flag("crowd_02<022>", true) set_attack_enemies_flag("crowd_02<023>", true) set_attack_enemies_flag("crowd_02<024>", true) set_attack_enemies_flag("crowd_02<025>", true) set_attack_enemies_flag("crowd_02<026>", true) set_attack_enemies_flag("crowd_02<027>", true) set_attack_enemies_flag("crowd_02<028>", true) set_attack_enemies_flag("crowd_02<029>", true) set_attack_enemies_flag("crowd_02<030>", true) set_attack_enemies_flag("crowd_02<031>", true) set_attack_enemies_flag("crowd_02<032>", true) set_attack_peds_flag("crowd_02<001>", true) set_attack_peds_flag("crowd_02<002>", true) set_attack_peds_flag("crowd_02<003>", true) set_attack_peds_flag("crowd_02<004>", true) set_attack_peds_flag("crowd_02<005>", true) set_attack_peds_flag("crowd_02<006>", true) set_attack_peds_flag("crowd_02<007>", true) set_attack_peds_flag("crowd_02<008>", true) set_attack_peds_flag("crowd_02<009>", true) set_attack_peds_flag("crowd_02<010>", true) set_attack_peds_flag("crowd_02<011>", true) set_attack_peds_flag("crowd_02<012>", true) set_attack_peds_flag("crowd_02<013>", true) set_attack_peds_flag("crowd_02<014>", true) set_attack_peds_flag("crowd_02<015>", true) set_attack_peds_flag("crowd_02<016>", true) set_attack_peds_flag("crowd_02<017>", true) set_attack_peds_flag("crowd_02<018>", true) set_attack_peds_flag("crowd_02<019>", true) set_attack_peds_flag("crowd_02<020>", true) set_attack_peds_flag("crowd_02<021>", true) set_attack_peds_flag("crowd_02<022>", true) set_attack_peds_flag("crowd_02<023>", true) set_attack_peds_flag("crowd_02<024>", true) set_attack_peds_flag("crowd_02<025>", true) set_attack_peds_flag("crowd_02<026>", true) set_attack_peds_flag("crowd_02<027>", true) set_attack_peds_flag("crowd_02<028>", true) set_attack_peds_flag("crowd_02<029>", true) set_attack_peds_flag("crowd_02<030>", true) set_attack_peds_flag("crowd_02<031>", true) set_attack_peds_flag("crowd_02<032>", true) else set_always_sees_player_flag("crowd_02<001>", false) set_always_sees_player_flag("crowd_02<002>", false) set_always_sees_player_flag("crowd_02<003>", false) set_always_sees_player_flag("crowd_02<004>", false) set_always_sees_player_flag("crowd_02<005>", false) set_always_sees_player_flag("crowd_02<006>", false) set_always_sees_player_flag("crowd_02<007>", false) set_always_sees_player_flag("crowd_02<008>", false) set_always_sees_player_flag("crowd_02<009>", false) set_always_sees_player_flag("crowd_02<010>", false) set_always_sees_player_flag("crowd_02<011>", false) set_always_sees_player_flag("crowd_02<012>", false) set_always_sees_player_flag("crowd_02<013>", false) set_always_sees_player_flag("crowd_02<014>", false) set_always_sees_player_flag("crowd_02<015>", false) set_always_sees_player_flag("crowd_02<016>", false) set_always_sees_player_flag("crowd_02<017>", false) set_always_sees_player_flag("crowd_02<018>", false) set_always_sees_player_flag("crowd_02<019>", false) set_always_sees_player_flag("crowd_02<020>", false) set_always_sees_player_flag("crowd_02<021>", false) set_always_sees_player_flag("crowd_02<022>", false) set_always_sees_player_flag("crowd_02<023>", false) set_always_sees_player_flag("crowd_02<024>", false) set_always_sees_player_flag("crowd_02<025>", false) set_always_sees_player_flag("crowd_02<026>", false) set_always_sees_player_flag("crowd_02<027>", false) set_always_sees_player_flag("crowd_02<028>", false) set_always_sees_player_flag("crowd_02<029>", false) set_always_sees_player_flag("crowd_02<030>", false) set_always_sees_player_flag("crowd_02<031>", false) set_always_sees_player_flag("crowd_02<032>", false) set_attack_player_flag("crowd_02<001>", false) set_attack_player_flag("crowd_02<002>", false) set_attack_player_flag("crowd_02<003>", false) set_attack_player_flag("crowd_02<004>", false) set_attack_player_flag("crowd_02<005>", false) set_attack_player_flag("crowd_02<006>", false) set_attack_player_flag("crowd_02<007>", false) set_attack_player_flag("crowd_02<008>", false) set_attack_player_flag("crowd_02<009>", false) set_attack_player_flag("crowd_02<010>", false) set_attack_player_flag("crowd_02<011>", false) set_attack_player_flag("crowd_02<012>", false) set_attack_player_flag("crowd_02<013>", false) set_attack_player_flag("crowd_02<014>", false) set_attack_player_flag("crowd_02<015>", false) set_attack_player_flag("crowd_02<016>", false) set_attack_player_flag("crowd_02<017>", false) set_attack_player_flag("crowd_02<018>", false) set_attack_player_flag("crowd_02<019>", false) set_attack_player_flag("crowd_02<020>", false) set_attack_player_flag("crowd_02<021>", false) set_attack_player_flag("crowd_02<022>", false) set_attack_player_flag("crowd_02<023>", false) set_attack_player_flag("crowd_02<024>", false) set_attack_player_flag("crowd_02<025>", false) set_attack_player_flag("crowd_02<026>", false) set_attack_player_flag("crowd_02<027>", false) set_attack_player_flag("crowd_02<028>", false) set_attack_player_flag("crowd_02<029>", false) set_attack_player_flag("crowd_02<030>", false) set_attack_player_flag("crowd_02<031>", false) set_attack_player_flag("crowd_02<032>", false) end if HORDE_TEAM == 0 then set_team("crowd_02<001>","neutral gang") set_team("crowd_02<002>","neutral gang") set_team("crowd_02<003>","neutral gang") set_team("crowd_02<004>","neutral gang") set_team("crowd_02<005>","neutral gang") set_team("crowd_02<006>","neutral gang") set_team("crowd_02<007>","neutral gang") set_team("crowd_02<008>","neutral gang") set_team("crowd_02<009>","neutral gang") set_team("crowd_02<010>","neutral gang") set_team("crowd_02<011>","neutral gang") set_team("crowd_02<012>","neutral gang") set_team("crowd_02<013>","neutral gang") set_team("crowd_02<014>","neutral gang") set_team("crowd_02<015>","neutral gang") set_team("crowd_02<016>","neutral gang") set_team("crowd_02<017>","neutral gang") set_team("crowd_02<018>","neutral gang") set_team("crowd_02<019>","neutral gang") set_team("crowd_02<020>","neutral gang") set_team("crowd_02<021>","neutral gang") set_team("crowd_02<022>","neutral gang") set_team("crowd_02<023>","neutral gang") set_team("crowd_02<024>","neutral gang") set_team("crowd_02<025>","neutral gang") set_team("crowd_02<026>","neutral gang") set_team("crowd_02<027>","neutral gang") set_team("crowd_02<028>","neutral gang") set_team("crowd_02<029>","neutral gang") set_team("crowd_02<030>","neutral gang") set_team("crowd_02<031>","neutral gang") set_team("crowd_02<032>","neutral gang") elseif HORDE_TEAM == 1 then set_team("crowd_02<001>","playas") set_team("crowd_02<002>","playas") set_team("crowd_02<003>","playas") set_team("crowd_02<004>","playas") set_team("crowd_02<005>","playas") set_team("crowd_02<006>","playas") set_team("crowd_02<007>","playas") set_team("crowd_02<008>","playas") set_team("crowd_02<009>","playas") set_team("crowd_02<010>","playas") set_team("crowd_02<011>","playas") set_team("crowd_02<012>","playas") set_team("crowd_02<013>","playas") set_team("crowd_02<014>","playas") set_team("crowd_02<015>","playas") set_team("crowd_02<016>","playas") set_team("crowd_02<017>","playas") set_team("crowd_02<018>","playas") set_team("crowd_02<019>","playas") set_team("crowd_02<020>","playas") set_team("crowd_02<021>","playas") set_team("crowd_02<022>","playas") set_team("crowd_02<023>","playas") set_team("crowd_02<024>","playas") set_team("crowd_02<025>","playas") set_team("crowd_02<026>","playas") set_team("crowd_02<027>","playas") set_team("crowd_02<028>","playas") set_team("crowd_02<029>","playas") set_team("crowd_02<030>","playas") set_team("crowd_02<031>","playas") set_team("crowd_02<032>","playas") elseif HORDE_TEAM == 2 then set_team("crowd_02<001>","morningstar") set_team("crowd_02<002>","morningstar") set_team("crowd_02<003>","morningstar") set_team("crowd_02<004>","morningstar") set_team("crowd_02<005>","morningstar") set_team("crowd_02<006>","morningstar") set_team("crowd_02<007>","morningstar") set_team("crowd_02<008>","morningstar") set_team("crowd_02<009>","morningstar") set_team("crowd_02<010>","morningstar") set_team("crowd_02<011>","morningstar") set_team("crowd_02<012>","morningstar") set_team("crowd_02<013>","morningstar") set_team("crowd_02<014>","morningstar") set_team("crowd_02<015>","morningstar") set_team("crowd_02<016>","morningstar") set_team("crowd_02<017>","morningstar") set_team("crowd_02<018>","morningstar") set_team("crowd_02<019>","morningstar") set_team("crowd_02<020>","morningstar") set_team("crowd_02<021>","morningstar") set_team("crowd_02<022>","morningstar") set_team("crowd_02<023>","morningstar") set_team("crowd_02<024>","morningstar") set_team("crowd_02<025>","morningstar") set_team("crowd_02<026>","morningstar") set_team("crowd_02<027>","morningstar") set_team("crowd_02<028>","morningstar") set_team("crowd_02<029>","morningstar") set_team("crowd_02<030>","morningstar") set_team("crowd_02<031>","morningstar") set_team("crowd_02<032>","morningstar") elseif HORDE_TEAM == 3 then set_team("crowd_02<001>","stag") set_team("crowd_02<002>","stag") set_team("crowd_02<003>","stag") set_team("crowd_02<004>","stag") set_team("crowd_02<005>","stag") set_team("crowd_02<006>","stag") set_team("crowd_02<007>","stag") set_team("crowd_02<008>","stag") set_team("crowd_02<009>","stag") set_team("crowd_02<010>","stag") set_team("crowd_02<011>","stag") set_team("crowd_02<012>","stag") set_team("crowd_02<013>","stag") set_team("crowd_02<014>","stag") set_team("crowd_02<015>","stag") set_team("crowd_02<016>","stag") set_team("crowd_02<017>","stag") set_team("crowd_02<018>","stag") set_team("crowd_02<019>","stag") set_team("crowd_02<020>","stag") set_team("crowd_02<021>","stag") set_team("crowd_02<022>","stag") set_team("crowd_02<023>","stag") set_team("crowd_02<024>","stag") set_team("crowd_02<025>","stag") set_team("crowd_02<026>","stag") set_team("crowd_02<027>","stag") set_team("crowd_02<028>","stag") set_team("crowd_02<029>","stag") set_team("crowd_02<030>","stag") set_team("crowd_02<031>","stag") set_team("crowd_02<032>","stag") end character_set_counter_on_grabbed( "crowd_02<001>" , true ) set_cant_cower_flag("crowd_02<001>", true) set_cant_flee_flag("crowd_02<001>", true) character_set_never_catch_fire("crowd_02<001>", true) character_set_immune_to_explosion_vomit("crowd_02<001>", true) character_set_no_explosive_panic("crowd_02<001>", true) character_set_no_satchel_panic("crowd_02<001>", true) --("crowd_02<001>", "Super Jump Only" ) --thats sr4's function pasted over to SR3 game - im too lazy to remove 32 functions this character_set_immune_to_explosion_vomit("crowd_02<001>", true) ai_set_personality("crowd_02<001>", "civilian tough") npc_weapon_pickup_override("crowd_02<001>",false) turn_invulnerable("crowd_02<001>") character_set_attack_multiplier("crowd_02<001>", 24.0) --character_prevent_flinching("crowd_02<001>", true) character_set_counter_on_grabbed( "crowd_02<002>" , true ) set_cant_cower_flag("crowd_02<002>", true) set_cant_flee_flag("crowd_02<002>", true) character_set_never_catch_fire("crowd_02<002>", true) character_set_immune_to_explosion_vomit("crowd_02<002>", true) character_set_no_explosive_panic("crowd_02<002>", true) character_set_no_satchel_panic("crowd_02<002>", true) --("crowd_02<002>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<002>", true) ai_set_personality("crowd_02<002>", "civilian tough") npc_weapon_pickup_override("crowd_02<001>",false) turn_invulnerable("crowd_02<002>") character_set_attack_multiplier("crowd_02<002>", 24.0) --character_prevent_flinching("crowd_02<002>", true) character_set_counter_on_grabbed( "crowd_02<003>" , true ) set_cant_cower_flag("crowd_02<003>", true) set_cant_flee_flag("crowd_02<003>", true) character_set_never_catch_fire("crowd_02<003>", true) character_set_immune_to_explosion_vomit("crowd_02<003>", true) character_set_no_explosive_panic("crowd_02<003>", true) character_set_no_satchel_panic("crowd_02<003>", true) --("crowd_02<003>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<003>", true) ai_set_personality("crowd_02<003>", "civilian tough") npc_weapon_pickup_override("crowd_02<003>",false) turn_invulnerable("crowd_02<003>") character_set_attack_multiplier("crowd_02<003>", 24.0) --character_prevent_flinching("crowd_02<003>", true) character_set_counter_on_grabbed( "crowd_02<004>" , true ) set_cant_cower_flag("crowd_02<004>", true) set_cant_flee_flag("crowd_02<004>", true) character_set_never_catch_fire("crowd_02<004>", true) character_set_immune_to_explosion_vomit("crowd_02<004>", true) character_set_no_explosive_panic("crowd_02<004>", true) character_set_no_satchel_panic("crowd_02<004>", true) --("crowd_02<004>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<004>", true) ai_set_personality("crowd_02<004>", "civilian tough") npc_weapon_pickup_override("crowd_02<004>",false) turn_invulnerable("crowd_02<004>") character_set_attack_multiplier("crowd_02<004>", 24.0) --character_prevent_flinching("crowd_02<004>", true) character_set_counter_on_grabbed( "crowd_02<005>" , true ) set_cant_cower_flag("crowd_02<005>", true) set_cant_flee_flag("crowd_02<005>", true) character_set_never_catch_fire("crowd_02<005>", true) character_set_immune_to_explosion_vomit("crowd_02<005>", true) character_set_no_explosive_panic("crowd_02<005>", true) character_set_no_satchel_panic("crowd_02<005>", true) --("crowd_02<005>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<005>", true) ai_set_personality("crowd_02<005>", "civilian tough") npc_weapon_pickup_override("crowd_02<005>",false) turn_invulnerable("crowd_02<005>") character_set_attack_multiplier("crowd_02<005>", 24.0) --character_prevent_flinching("crowd_02<005>", true) character_set_counter_on_grabbed( "crowd_02<006>" , true ) set_cant_cower_flag("crowd_02<006>", true) set_cant_flee_flag("crowd_02<006>", true) character_set_never_catch_fire("crowd_02<006>", true) character_set_immune_to_explosion_vomit("crowd_02<006>", true) character_set_no_explosive_panic("crowd_02<006>", true) character_set_no_satchel_panic("crowd_02<006>", true) --("crowd_02<006>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<006>", true) ai_set_personality("crowd_02<006>", "civilian tough") npc_weapon_pickup_override("crowd_02<006>",false) turn_invulnerable("crowd_02<006>") character_set_attack_multiplier("crowd_02<006>", 24.0) --character_prevent_flinching("crowd_02<006>", true) character_set_counter_on_grabbed( "crowd_02<007>" , true ) set_cant_cower_flag("crowd_02<007>", true) set_cant_flee_flag("crowd_02<007>", true) character_set_never_catch_fire("crowd_02<007>", true) character_set_immune_to_explosion_vomit("crowd_02<007>", true) character_set_no_explosive_panic("crowd_02<007>", true) character_set_no_satchel_panic("crowd_02<007>", true) --("crowd_02<007>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<007>", true) ai_set_personality("crowd_02<007>", "civilian tough") npc_weapon_pickup_override("crowd_02<007>",false) turn_invulnerable("crowd_02<007>") character_set_attack_multiplier("crowd_02<007>", 24.0) --character_prevent_flinching("crowd_02<007>", true) character_set_counter_on_grabbed( "crowd_02<008>" , true ) set_cant_cower_flag("crowd_02<008>", true) set_cant_flee_flag("crowd_02<008>", true) character_set_never_catch_fire("crowd_02<008>", true) character_set_immune_to_explosion_vomit("crowd_02<008>", true) character_set_no_explosive_panic("crowd_02<008>", true) character_set_no_satchel_panic("crowd_02<008>", true) --("crowd_02<008>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<008>", true) ai_set_personality("crowd_02<008>", "civilian tough") npc_weapon_pickup_override("crowd_02<008>",false) turn_invulnerable("crowd_02<008>") character_set_attack_multiplier("crowd_02<008>", 24.0) --character_prevent_flinching("crowd_02<008>", true) character_set_counter_on_grabbed( "crowd_02<009>" , true ) set_cant_cower_flag("crowd_02<009>", true) set_cant_flee_flag("crowd_02<009>", true) character_set_never_catch_fire("crowd_02<009>", true) character_set_immune_to_explosion_vomit("crowd_02<009>", true) character_set_no_explosive_panic("crowd_02<009>", true) character_set_no_satchel_panic("crowd_02<009>", true) --("crowd_02<009>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<009>", true) ai_set_personality("crowd_02<009>", "civilian tough") npc_weapon_pickup_override("crowd_02<009>",false) turn_invulnerable("crowd_02<009>") character_set_attack_multiplier("crowd_02<009>", 24.0) --character_prevent_flinching("crowd_02<009>", true) character_set_counter_on_grabbed( "crowd_02<010>" , true ) set_cant_cower_flag("crowd_02<010>", true) set_cant_flee_flag("crowd_02<010>", true) character_set_never_catch_fire("crowd_02<010>", true) character_set_immune_to_explosion_vomit("crowd_02<010>", true) character_set_no_explosive_panic("crowd_02<010>", true) character_set_no_satchel_panic("crowd_02<010>", true) --("crowd_02<010>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<010>", true) ai_set_personality("crowd_02<010>", "civilian tough") npc_weapon_pickup_override("crowd_02<010>",false) turn_invulnerable("crowd_02<010>") character_set_attack_multiplier("crowd_02<010>", 24.0) --character_prevent_flinching("crowd_02<010>", true) character_set_counter_on_grabbed( "crowd_02<011>" , true ) set_cant_cower_flag("crowd_02<011>", true) set_cant_flee_flag("crowd_02<011>", true) character_set_never_catch_fire("crowd_02<011>", true) character_set_immune_to_explosion_vomit("crowd_02<011>", true) character_set_no_explosive_panic("crowd_02<011>", true) character_set_no_satchel_panic("crowd_02<011>", true) --("crowd_02<011>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<011>", true) ai_set_personality("crowd_02<011>", "civilian tough") npc_weapon_pickup_override("crowd_02<011>",false) turn_invulnerable("crowd_02<011>") character_set_attack_multiplier("crowd_02<011>", 24.0) --character_prevent_flinching("crowd_02<011>", true) character_set_counter_on_grabbed( "crowd_02<012>" , true ) set_cant_cower_flag("crowd_02<012>", true) set_cant_flee_flag("crowd_02<012>", true) character_set_never_catch_fire("crowd_02<012>", true) character_set_immune_to_explosion_vomit("crowd_02<012>", true) character_set_no_explosive_panic("crowd_02<012>", true) character_set_no_satchel_panic("crowd_02<012>", true) --("crowd_02<012>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<012>", true) ai_set_personality("crowd_02<012>", "civilian tough") npc_weapon_pickup_override("crowd_02<012>",false) turn_invulnerable("crowd_02<012>") character_set_attack_multiplier("crowd_02<012>", 24.0) --character_prevent_flinching("crowd_02<012>", true) character_set_counter_on_grabbed( "crowd_02<013>" , true ) set_cant_cower_flag("crowd_02<013>", true) set_cant_flee_flag("crowd_02<013>", true) character_set_never_catch_fire("crowd_02<013>", true) character_set_immune_to_explosion_vomit("crowd_02<013>", true) character_set_no_explosive_panic("crowd_02<013>", true) character_set_no_satchel_panic("crowd_02<013>", true) --("crowd_02<013>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<013>", true) ai_set_personality("crowd_02<013>", "civilian tough") npc_weapon_pickup_override("crowd_02<013>",false) turn_invulnerable("crowd_02<013>") character_set_attack_multiplier("crowd_02<013>", 24.0) --character_prevent_flinching("crowd_02<013>", true) character_set_counter_on_grabbed( "crowd_02<014>" , true ) set_cant_cower_flag("crowd_02<014>", true) set_cant_flee_flag("crowd_02<014>", true) character_set_never_catch_fire("crowd_02<014>", true) character_set_immune_to_explosion_vomit("crowd_02<014>", true) character_set_no_explosive_panic("crowd_02<014>", true) character_set_no_satchel_panic("crowd_02<014>", true) --("crowd_02<014>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<014>", true) ai_set_personality("crowd_02<014>", "civilian tough") npc_weapon_pickup_override("crowd_02<014>",false) turn_invulnerable("crowd_02<014>") character_set_attack_multiplier("crowd_02<014>", 24.0) --character_prevent_flinching("crowd_02<014>", true) character_set_counter_on_grabbed( "crowd_02<015>" , true ) set_cant_cower_flag("crowd_02<015>", true) set_cant_flee_flag("crowd_02<015>", true) character_set_never_catch_fire("crowd_02<015>", true) character_set_immune_to_explosion_vomit("crowd_02<015>", true) character_set_no_explosive_panic("crowd_02<015>", true) character_set_no_satchel_panic("crowd_02<015>", true) --("crowd_02<015>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<015>", true) ai_set_personality("crowd_02<015>", "civilian tough") npc_weapon_pickup_override("crowd_02<015>",false) turn_invulnerable("crowd_02<015>") character_set_attack_multiplier("crowd_02<015>", 24.0) --character_prevent_flinching("crowd_02<015>", true) character_set_counter_on_grabbed( "crowd_02<016>" , true ) set_cant_cower_flag("crowd_02<016>", true) set_cant_flee_flag("crowd_02<016>", true) character_set_never_catch_fire("crowd_02<016>", true) character_set_immune_to_explosion_vomit("crowd_02<016>", true) character_set_no_explosive_panic("crowd_02<016>", true) character_set_no_satchel_panic("crowd_02<016>", true) --("crowd_02<016>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<016>", true) ai_set_personality("crowd_02<016>", "civilian tough") npc_weapon_pickup_override("crowd_02<016>",false) turn_invulnerable("crowd_02<016>") character_set_attack_multiplier("crowd_02<016>", 24.0) --character_prevent_flinching("crowd_02<016>", true) character_set_counter_on_grabbed( "crowd_02<017>" , true ) set_cant_cower_flag("crowd_02<017>", true) set_cant_flee_flag("crowd_02<017>", true) character_set_never_catch_fire("crowd_02<017>", true) character_set_immune_to_explosion_vomit("crowd_02<017>", true) character_set_no_explosive_panic("crowd_02<017>", true) character_set_no_satchel_panic("crowd_02<017>", true) --("crowd_02<017>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<017>", true) ai_set_personality("crowd_02<017>", "civilian tough") npc_weapon_pickup_override("crowd_02<017>",false) turn_invulnerable("crowd_02<017>") character_set_attack_multiplier("crowd_02<017>", 24.0) --character_prevent_flinching("crowd_02<017>", true) character_set_counter_on_grabbed( "crowd_02<018>" , true ) set_cant_cower_flag("crowd_02<018>", true) set_cant_flee_flag("crowd_02<018>", true) character_set_never_catch_fire("crowd_02<018>", true) character_set_immune_to_explosion_vomit("crowd_02<018>", true) character_set_no_explosive_panic("crowd_02<018>", true) character_set_no_satchel_panic("crowd_02<018>", true) --("crowd_02<018>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<018>", true) ai_set_personality("crowd_02<018>", "civilian tough") npc_weapon_pickup_override("crowd_02<018>",false) turn_invulnerable("crowd_02<018>") character_set_attack_multiplier("crowd_02<018>", 24.0) --character_prevent_flinching("crowd_02<018>", true) character_set_counter_on_grabbed( "crowd_02<019>" , true ) set_cant_cower_flag("crowd_02<019>", true) set_cant_flee_flag("crowd_02<019>", true) character_set_never_catch_fire("crowd_02<019>", true) character_set_immune_to_explosion_vomit("crowd_02<019>", true) character_set_no_explosive_panic("crowd_02<019>", true) character_set_no_satchel_panic("crowd_02<019>", true) --("crowd_02<019>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<019>", true) ai_set_personality("crowd_02<019>", "civilian tough") npc_weapon_pickup_override("crowd_02<019>",false) turn_invulnerable("crowd_02<019>") character_set_attack_multiplier("crowd_02<019>", 24.0) --character_prevent_flinching("crowd_02<019>", true) character_set_counter_on_grabbed( "crowd_02<020>" , true ) set_cant_cower_flag("crowd_02<020>", true) set_cant_flee_flag("crowd_02<020>", true) character_set_never_catch_fire("crowd_02<020>", true) character_set_immune_to_explosion_vomit("crowd_02<020>", true) character_set_no_explosive_panic("crowd_02<020>", true) character_set_no_satchel_panic("crowd_02<020>", true) --("crowd_02<020>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<020>", true) ai_set_personality("crowd_02<020>", "civilian tough") npc_weapon_pickup_override("crowd_02<020>",false) turn_invulnerable("crowd_02<020>") character_set_attack_multiplier("crowd_02<020>", 24.0) --character_prevent_flinching("crowd_02<020>", true) character_set_counter_on_grabbed( "crowd_02<021>" , true ) set_cant_cower_flag("crowd_02<021>", true) set_cant_flee_flag("crowd_02<021>", true) character_set_never_catch_fire("crowd_02<021>", true) character_set_immune_to_explosion_vomit("crowd_02<021>", true) character_set_no_explosive_panic("crowd_02<021>", true) character_set_no_satchel_panic("crowd_02<021>", true) --("crowd_02<021>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<021>", true) ai_set_personality("crowd_02<021>", "civilian tough") npc_weapon_pickup_override("crowd_02<021>",false) turn_invulnerable("crowd_02<021>") character_set_attack_multiplier("crowd_02<021>", 24.0) --character_prevent_flinching("crowd_02<021>", true) character_set_counter_on_grabbed( "crowd_02<022>" , true ) set_cant_cower_flag("crowd_02<022>", true) set_cant_flee_flag("crowd_02<022>", true) character_set_never_catch_fire("crowd_02<022>", true) character_set_immune_to_explosion_vomit("crowd_02<022>", true) character_set_no_explosive_panic("crowd_02<022>", true) character_set_no_satchel_panic("crowd_02<022>", true) --("crowd_02<022>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<022>", true) ai_set_personality("crowd_02<022>", "civilian tough") npc_weapon_pickup_override("crowd_02<022>",false) turn_invulnerable("crowd_02<022>") character_set_attack_multiplier("crowd_02<022>", 24.0) --character_prevent_flinching("crowd_02<022>", true) character_set_counter_on_grabbed( "crowd_02<023>" , true ) set_cant_cower_flag("crowd_02<023>", true) set_cant_flee_flag("crowd_02<023>", true) character_set_never_catch_fire("crowd_02<023>", true) character_set_immune_to_explosion_vomit("crowd_02<023>", true) character_set_no_explosive_panic("crowd_02<023>", true) character_set_no_satchel_panic("crowd_02<023>", true) --("crowd_02<023>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<023>", true) ai_set_personality("crowd_02<023>", "civilian tough") npc_weapon_pickup_override("crowd_02<023>",false) turn_invulnerable("crowd_02<023>") character_set_attack_multiplier("crowd_02<023>", 24.0) --character_prevent_flinching("crowd_02<023>", true) character_set_counter_on_grabbed( "crowd_02<024>" , true ) set_cant_cower_flag("crowd_02<024>", true) set_cant_flee_flag("crowd_02<024>", true) character_set_never_catch_fire("crowd_02<024>", true) character_set_immune_to_explosion_vomit("crowd_02<024>", true) character_set_no_explosive_panic("crowd_02<024>", true) character_set_no_satchel_panic("crowd_02<024>", true) --("crowd_02<024>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<024>", true) ai_set_personality("crowd_02<024>", "civilian tough") npc_weapon_pickup_override("crowd_02<024>",false) turn_invulnerable("crowd_02<024>") character_set_attack_multiplier("crowd_02<024>", 24.0) --character_prevent_flinching("crowd_02<024>", true) character_set_counter_on_grabbed( "crowd_02<025>" , true ) set_cant_cower_flag("crowd_02<025>", true) set_cant_flee_flag("crowd_02<025>", true) character_set_never_catch_fire("crowd_02<025>", true) character_set_immune_to_explosion_vomit("crowd_02<025>", true) character_set_no_explosive_panic("crowd_02<025>", true) character_set_no_satchel_panic("crowd_02<025>", true) --("crowd_02<025>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<025>", true) ai_set_personality("crowd_02<025>", "civilian tough") npc_weapon_pickup_override("crowd_02<025>",false) turn_invulnerable("crowd_02<025>") character_set_attack_multiplier("crowd_02<025>", 24.0) --character_prevent_flinching("crowd_02<025>", true) character_set_counter_on_grabbed( "crowd_02<026>" , true ) set_cant_cower_flag("crowd_02<026>", true) set_cant_flee_flag("crowd_02<026>", true) character_set_never_catch_fire("crowd_02<026>", true) character_set_immune_to_explosion_vomit("crowd_02<026>", true) character_set_no_explosive_panic("crowd_02<026>", true) character_set_no_satchel_panic("crowd_02<026>", true) --("crowd_02<026>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<026>", true) ai_set_personality("crowd_02<026>", "civilian tough") npc_weapon_pickup_override("crowd_02<026>",false) turn_invulnerable("crowd_02<026>") character_set_attack_multiplier("crowd_02<026>", 24.0) --character_prevent_flinching("crowd_02<026>", true) character_set_counter_on_grabbed( "crowd_02<027>" , true ) set_cant_cower_flag("crowd_02<027>", true) set_cant_flee_flag("crowd_02<027>", true) character_set_never_catch_fire("crowd_02<027>", true) character_set_immune_to_explosion_vomit("crowd_02<027>", true) character_set_no_explosive_panic("crowd_02<027>", true) character_set_no_satchel_panic("crowd_02<027>", true) --("crowd_02<027>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<027>", true) ai_set_personality("crowd_02<027>", "civilian tough") npc_weapon_pickup_override("crowd_02<027>",false) turn_invulnerable("crowd_02<027>") character_set_attack_multiplier("crowd_02<027>", 24.0) --character_prevent_flinching("crowd_02<027>", true) character_set_counter_on_grabbed( "crowd_02<028>" , true ) set_cant_cower_flag("crowd_02<028>", true) set_cant_flee_flag("crowd_02<028>", true) character_set_never_catch_fire("crowd_02<028>", true) character_set_immune_to_explosion_vomit("crowd_02<028>", true) character_set_no_explosive_panic("crowd_02<028>", true) character_set_no_satchel_panic("crowd_02<028>", true) --("crowd_02<028>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<028>", true) ai_set_personality("crowd_02<028>", "civilian tough") npc_weapon_pickup_override("crowd_02<028>",false) turn_invulnerable("crowd_02<028>") character_set_attack_multiplier("crowd_02<028>", 24.0) --character_prevent_flinching("crowd_02<028>", true) character_set_counter_on_grabbed( "crowd_02<029>" , true ) set_cant_cower_flag("crowd_02<029>", true) set_cant_flee_flag("crowd_02<029>", true) character_set_never_catch_fire("crowd_02<029>", true) character_set_immune_to_explosion_vomit("crowd_02<029>", true) character_set_no_explosive_panic("crowd_02<029>", true) character_set_no_satchel_panic("crowd_02<029>", true) --("crowd_02<029>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<029>", true) ai_set_personality("crowd_02<029>", "civilian tough") npc_weapon_pickup_override("crowd_02<029>",false) turn_invulnerable("crowd_02<029>") character_set_attack_multiplier("crowd_02<029>", 24.0) --character_prevent_flinching("crowd_02<029>", true) character_set_counter_on_grabbed( "crowd_02<030>" , true ) set_cant_cower_flag("crowd_02<030>", true) set_cant_flee_flag("crowd_02<030>", true) character_set_never_catch_fire("crowd_02<030>", true) character_set_immune_to_explosion_vomit("crowd_02<030>", true) character_set_no_explosive_panic("crowd_02<030>", true) character_set_no_satchel_panic("crowd_02<030>", true) --("crowd_02<030>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<030>", true) ai_set_personality("crowd_02<030>", "civilian tough") npc_weapon_pickup_override("crowd_02<030>",false) turn_invulnerable("crowd_02<030>") character_set_attack_multiplier("crowd_02<030>", 24.0) --character_prevent_flinching("crowd_02<030>", true) character_set_counter_on_grabbed( "crowd_02<031>" , true ) set_cant_cower_flag("crowd_02<031>", true) set_cant_flee_flag("crowd_02<031>", true) character_set_never_catch_fire("crowd_02<031>", true) character_set_immune_to_explosion_vomit("crowd_02<031>", true) character_set_no_explosive_panic("crowd_02<031>", true) character_set_no_satchel_panic("crowd_02<031>", true) --("crowd_02<031>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<031>", true) ai_set_personality("crowd_02<031>", "civilian tough") npc_weapon_pickup_override("crowd_02<031>",false) turn_invulnerable("crowd_02<031>") character_set_attack_multiplier("crowd_02<031>", 24.0) --character_prevent_flinching("crowd_02<031>", true) character_set_counter_on_grabbed( "crowd_02<032>" , true ) set_cant_cower_flag("crowd_02<032>", true) set_cant_flee_flag("crowd_02<032>", true) character_set_never_catch_fire("crowd_02<032>", true) character_set_immune_to_explosion_vomit("crowd_02<032>", true) character_set_no_explosive_panic("crowd_02<032>", true) character_set_no_satchel_panic("crowd_02<032>", true) --("crowd_02<032>", "Super Jump Only" ) character_set_immune_to_explosion_vomit("crowd_02<032>", true) ai_set_personality("crowd_02<032>", "civilian tough") npc_weapon_pickup_override("crowd_02<032>",false) turn_invulnerable("crowd_02<032>") character_set_attack_multiplier("crowd_02<032>", 24.0) --character_prevent_flinching("crowd_02<032>", true) character_prevent_flinching("crowd_02<001>", true) character_prevent_flinching("crowd_02<002>", true) character_prevent_flinching("crowd_02<003>", true) character_prevent_flinching("crowd_02<004>", true) character_prevent_flinching("crowd_02<005>", true) character_prevent_flinching("crowd_02<006>", true) character_prevent_flinching("crowd_02<007>", true) character_prevent_flinching("crowd_02<008>", true) character_prevent_flinching("crowd_02<009>", true) character_prevent_flinching("crowd_02<010>", true) character_prevent_flinching("crowd_02<011>", true) character_prevent_flinching("crowd_02<012>", true) character_prevent_flinching("crowd_02<013>", true) character_prevent_flinching("crowd_02<014>", true) character_prevent_flinching("crowd_02<015>", true) character_prevent_flinching("crowd_02<016>", true) character_prevent_flinching("crowd_02<017>", true) character_prevent_flinching("crowd_02<018>", true) character_prevent_flinching("crowd_02<019>", true) character_prevent_flinching("crowd_02<020>", true) character_prevent_flinching("crowd_02<021>", true) character_prevent_flinching("crowd_02<022>", true) character_prevent_flinching("crowd_02<023>", true) character_prevent_flinching("crowd_02<024>", true) character_prevent_flinching("crowd_02<025>", true) character_prevent_flinching("crowd_02<026>", true) character_prevent_flinching("crowd_02<027>", true) character_prevent_flinching("crowd_02<028>", true) character_prevent_flinching("crowd_02<029>", true) character_prevent_flinching("crowd_02<030>", true) character_prevent_flinching("crowd_02<031>", true) character_prevent_flinching("crowd_02<032>", true) inv_item_remove_all( "crowd_02<001>") inv_item_remove_all( "crowd_02<002>") inv_item_remove_all( "crowd_02<003>") inv_item_remove_all( "crowd_02<004>") inv_item_remove_all( "crowd_02<005>") inv_item_remove_all( "crowd_02<006>") inv_item_remove_all( "crowd_02<007>") inv_item_remove_all( "crowd_02<008>") inv_item_remove_all( "crowd_02<009>") inv_item_remove_all( "crowd_02<010>") inv_item_remove_all( "crowd_02<011>") inv_item_remove_all( "crowd_02<012>") inv_item_remove_all( "crowd_02<013>") inv_item_remove_all( "crowd_02<014>") inv_item_remove_all( "crowd_02<015>") inv_item_remove_all( "crowd_02<016>") inv_item_remove_all( "crowd_02<017>") inv_item_remove_all( "crowd_02<018>") inv_item_remove_all( "crowd_02<019>") inv_item_remove_all( "crowd_02<020>") inv_item_remove_all( "crowd_02<021>") inv_item_remove_all( "crowd_02<022>") inv_item_remove_all( "crowd_02<023>") inv_item_remove_all( "crowd_02<024>") inv_item_remove_all( "crowd_02<025>") inv_item_remove_all( "crowd_02<026>") inv_item_remove_all( "crowd_02<027>") inv_item_remove_all( "crowd_02<028>") inv_item_remove_all( "crowd_02<029>") inv_item_remove_all( "crowd_02<030>") inv_item_remove_all( "crowd_02<031>") inv_item_remove_all( "crowd_02<032>") --their a bit faster then player and take can catch and kill you. set_animation_set( "crowd_02<001>", "gangf") set_animation_set( "crowd_02<002>", "gangf") set_animation_set( "crowd_02<003>", "gangf") set_animation_set( "crowd_02<004>", "gangf") set_animation_set( "crowd_02<005>", "gangf") set_animation_set( "crowd_02<006>", "gangf") set_animation_set( "crowd_02<007>", "gangf") set_animation_set( "crowd_02<008>", "gangf") set_animation_set( "crowd_02<009>", "gangf") set_animation_set( "crowd_02<010>", "gangf") set_animation_set( "crowd_02<011>", "gangf") set_animation_set( "crowd_02<012>", "gangf") set_animation_set( "crowd_02<013>", "gangf") set_animation_set( "crowd_02<014>", "gangf") set_animation_set( "crowd_02<015>", "gangf") set_animation_set( "crowd_02<016>", "gangf") set_animation_set( "crowd_02<017>", "gangf") set_animation_set( "crowd_02<018>", "gangf") set_animation_set( "crowd_02<019>", "gangf") set_animation_set( "crowd_02<020>", "gangf") set_animation_set( "crowd_02<021>", "gangf") set_animation_set( "crowd_02<022>", "gangf") set_animation_set( "crowd_02<023>", "gangf") set_animation_set( "crowd_02<024>", "gangf") set_animation_set( "crowd_02<025>", "gangf") set_animation_set( "crowd_02<026>", "gangf") set_animation_set( "crowd_02<027>", "gangf") set_animation_set( "crowd_02<028>", "gangf") set_animation_set( "crowd_02<029>", "gangf") set_animation_set( "crowd_02<030>", "gangf") set_animation_set( "crowd_02<031>", "gangf") set_animation_set( "crowd_02<032>", "gangf") override_npc_run_and_cower_run("crowd_02<001>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<002>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<003>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<004>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<005>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<006>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<007>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<008>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<009>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<010>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<011>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<012>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<013>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<014>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<015>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<016>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<017>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<018>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<019>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<020>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<021>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<022>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<023>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<024>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<025>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<026>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<027>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<028>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<029>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<030>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<031>", "sprint", "Cower Run") override_npc_run_and_cower_run("crowd_02<032>", "sprint", "Cower Run") else CROWD_LIMIT = 0 end end end