--SR4_5_city Lua file -- notoriety_force_no_air_spawn(false) -- notoriety_force_no_spawn(false) -- Command variables COOP_COMMANDS = false SUPERPOWER_ATTACKS_ACTIVE = false SUPERPOWER_MOVEMENT_ACTIVE = false SUPERPOWER_NO_COOLDOWN = false NOTORIETY_ZERO = false STREAKING_ANIMS = false NOTORIETY_COUNTER = 1 PLAYER_VULNERABLE = true PLAYA_DANCE_COUNTER = 1 POLICE_TEAM = false FREE_CAM = false HEIGHT_UP_COUNTER = 1 HEIGHT_DOWN_COUNTER = 1 SUPERPOWER_MOVEMENT = 1 SUPERPOWER_ATTACKS = true SUPERPOWER_COOLDOWN = true GOD_MODE = 1 GHOST_TOWN = 1 CIV_GLITCHED = false GRAVITY = true ANIM_SWAP = 1 DRUNK = 1 DRUGS = 1 VIRTUAL_REALITY = false HEIGHT_DOWN = 1 HEIGHT_UP = 1 TEAM = 1 FLWR_WEAPS = 4 CUSTOM_SPAWNING = 1 CUSTOM_NOTORIETY = 1 NOTORIETY_ZIN = 1 WARDEN_INSTANT = false SLEW_MODE = 1 TOD_COUNTER = 1 TOD_COUNTER_GOOH = 1 TOD_COUNTER_SRTT = 1 TOD_COUNTER_CUSTOM = 1 WARDEN_NOTORIETY = true RESTRICTED_ZONES = true ASCII_MODE = false RETICLE_OVERRIDE = 1 FOLLOWERS_INSANE = false VEHICLE_INVULNERABLE = false VEHICLE_MASS = false VEHICLE_KNEECAPPERS = false VEHICLE_LIGHTS = false VEHICLE_LOCKED = false VEHICLE_NOFLIP = false VEHICLE_FIRE = false PASSENGER_MODE = 0 PLAYA_DANCE_PARTY = 1 GOD_MODE_FOLLOWERS = 1 TRAFFIC_DENSITY = 1 PHONE_ON = false PED = 1 GENDER = true FOLLOWER_TEAM = 1 FOLLOWERS_PSYCHO = true DRUNK_ANIMS = false PLAYER_VISIBLE = false PLAYA_DANCE_COUNTER = 1 GOD_MODE_FOLLOWERS = 1 passenger_activated = 0 COMBAT_READY = false TEAM_CIVILIAN = 1 TEAM_FIRE = 1 FOLLOWER_WEAPONS = 1 PED = 1 NOTORIETY_ZERO = false FOLLOWERS_INVULNERABLE = true DRUNK_COUNTER = 1 UNDERCOVER_TEAM = 7 FOLLOWER_WEAPONS = 1 PLAYA_DANCE_COUNTER = 1 MISSION_WEAPONS = 1 PLAYA_DANCE_COUNTER_B = 1 SEATS = 1 MISSION_WEAPONS2 = 1 PICKUP = true AMBIENT_COPS = true HOSTILE_GANGS = 1 RANDOM_TEAM = 0 FLEES = 1 BROUGHT_SOMETHING = 0 BURN_STUPID = 1 CRIME_LEVELS = 1 DEAD_TOO_MANY_TIMES_FRUAD = 1 KILLED_PIERCE = 1 TAUNTING_TOO_MANY_TIMES = 1 ENABLE_ACTIONS = 1 HATED_FOREVER = 0 INSANE_CITY = 0 BROKEN_FLAG = 0 NEVER_WANTED = 0 SHOP_ALARM = 0 NPC_SUPERPOWERS = 0 NPC_SUPERPOWERS_ENABLE = true NOTORIETY_CHECK = 0.0 MISSION_START = 0 START_TRIGGER = 0 AI_PERSONALITY = 0 M16_TEAM = 1 M16_TEAM_KILL_A = 1 M16_TEAM_KILL_B = 1 M16_SUPERPOWERS = true M16_BULLY_ASHA = 1 M18_PED_TEAM = 1 M18_CHASE = true M16_WEAPON_LOADUPS = 1 M17_TEAMSETUPS = 0 KILL_DONE = 0 NO_HIT_GIRLS = 0 BEING_DRUNK = 0 DESTROYED_CAR = 0 Misc_Handle = INVALID_THREAD_HANDLE MISC_THREAD_ON = 1 -- HUD Stuff local Openworld_hud_state = { hide_minimap = -1, hide_everything = -1 } HUD_NORMAL = true --Buttons: B_INSERT = "CBA_GAC_RECRUIT_DISMISS" B_HOME = "CBA_WRECKER_EXTEND_CORD" B_PGUP = "CBA_WRECKER_RETRACT_CORD" B_DELETE = "CBA_GAC_CANCEL_ACTIVITY" B_END = "CBA_VDC_WATERCRAFT_FIRE_SECONDARY" B_PGDWN = "CBA_OFC_DEBUG_PRATFALL" B_RIGHT = "CBA_SKYDIVE_DIVE" B_DOWN = "CBA_TOW_TRUCK_TOWING_RIGHT" B_LEFT = "CBA_TOW_TRUCK_TOWING_LEFT" B_UP = "CBA_TOW_TRUCK_RELEASE_VEHICLE" B_LBRACKET = "CBA_FIGHT_CLUB_BLOCK" B_RBRACKET = "CBA_MP_SCOREBOARD" local KEYCOMBO_THREAD_ON = 1 local Keycombo_Handle = INVALID_THREAD_HANDLE -- Pivot states for key combos CROUCH_PUSHED = false RECRUIT_PUSHED = false TAUNT_PUSHED = false COMPLIMENT_PUSHED = false USE_PUSHED = false GRENADE_PUSHED = false RELOAD_PUSHED = false MELEE_PUSHED = false ONE_PUSHED = false TWO_PUSHED = false THREE_PUSHED = false FOUR_PUSHED = false FIVE_PUSHED = false SIX_PUSHED = false SEVEN_PUSHED = false EIGHT_PUSHED = false SANDBOX_COP_NOTORIETY_CHECK = 0.0 --Used for custom teleports ctele_Posx = 1361.8412 ctele_Posy = -818.131 ctele_Posz = 32.8916 --[[ function misc_thread() while MISC_THREAD_ON == 1 do end end]] function keycombo_thread() while KEYCOMBO_THREAD_ON == 1 do SANDBOX_COP_NOTORIETY_CHECK = notoriety_get_decimal("police") -- Used by POLICE_DRIVEBY and WARDEN_INSTANT if not mission_is_active() then --MISSION_START = 1 START_TRIGGER = 0 --sandboxplus_message("Homie sense of crime trigger disactivated") end if SANDBOX_COP_NOTORIETY_CHECK >= 6.0 and mission_is_active() then BROUGHT_SOMETHING = 500 --BROKEN_FLAG = 1 end if START_TRIGGER == 1 then --zimos if mission_is_active("mintroshakes") then npc_weapon_pickup_override(mIntroShakes_group.shakespeare_npc.shakes, false) clear_animation_state(mIntroShakes_group.shakespeare_npc.shakes) set_never_turn_on_player(mIntroShakes_group.shakespeare_npc.shakes, false ) npc_weapon_pickup_override(mIntroShakes_group.shakespeare_npc.shakes, false) human_gravity_enable(mIntroShakes_group.shakespeare_npc.shakes, true) character_collision_enable (mIntroShakes_group.shakespeare_npc.shakes, true) character_set_only_scripted_grabs( mIntroShakes_group.shakespeare_npc.shakes, false ) end end if START_TRIGGER == 1 then --zimos if mission_is_active("mintroshakes") then if SHOP_ALARM == 0 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.1 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes,1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.1 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) --set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) end --set_gibbable(LOCAL_PLAYER, false) end if SHOP_ALARM == 1 then if SANDBOX_COP_NOTORIETY_CHECK >= 2.3 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes,1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.3 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 2.3 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) --set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) end --set_gibbable(LOCAL_PLAYER, false) end if SHOP_ALARM == 2 then if SANDBOX_COP_NOTORIETY_CHECK >= 4.4 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes,1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 4.4 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 4.4 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) --set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) end --set_gibbable(LOCAL_PLAYER, false) end if SHOP_ALARM == 3 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.01 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes,1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.01 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.01 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) --set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) end --set_gibbable(LOCAL_PLAYER, false) end if SHOP_ALARM == 4 then if SANDBOX_COP_NOTORIETY_CHECK >= 0.001 and BROUGHT_SOMETHING < 30 then ---NEW2019 set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes,1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) set_ignore_ai_flag( mIntroShakes_group.shakespeare_npc.shakes, false) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.001 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 0 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) turn_invulnerable( mIntroShakes_group.shakespeare_npc.shakes) follower_set_can_abandon( mIntroShakes_group.shakespeare_npc.shakes, false ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, true) --set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, false ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, false) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, false) elseif SANDBOX_COP_NOTORIETY_CHECK < 0.001 and BROUGHT_SOMETHING < 30 and INSANE_CITY == 1 then npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) -- set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) npc_refire_rate_override( mIntroShakes_group.shakespeare_npc.shakes, 1) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_clear_priority_target( mIntroShakes_group.shakespeare_npc.shakes) npc_weapon_pickup_override( mIntroShakes_group.shakespeare_npc.shakes, false) --set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) character_set_never_catch_fire( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_flee_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_cant_cower_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_satchel_panic( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_no_explosive_panic( mIntroShakes_group.shakespeare_npc.shakes,true) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) elseif BROUGHT_SOMETHING >= 30 and BROKEN_FLAG == 0 then ---NEW2019 --BROUGHT_SOMETHING = 500 BROKEN_FLAG = 1 --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_never_turn_on_player( mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --set_gibbable(LOCAL_PLAYER, false) character_set_always_combat_ready( mIntroShakes_group.shakespeare_npc.shakes, true) character_set_always_combat_ready(mIntroShakes_group.shakespeare_npc.shakes, true) end --set_gibbable(LOCAL_PLAYER, false) end end end --[[ turn_invulnerable(mIntroShakes_group.shakespeare_npc.shakes) character_allow_ragdoll(mIntroShakes_group.shakespeare_npc.shakes, false) character_prevent_flinching(mIntroShakes_group.shakespeare_npc.shakes, true) character_prevent_bumping(mIntroShakes_group.shakespeare_npc.shakes, true) human_gravity_enable(mIntroShakes_group.shakespeare_npc.shakes, false) character_collision_enable (mIntroShakes_group.shakespeare_npc.shakes, false) character_enable_superpower_immunity(mIntroShakes_group.shakespeare_npc.shakes, true) character_enable_supersprint_immunity(mIntroShakes_group.shakespeare_npc.shakes, true) ]] --Trigger will not work if mission failed for dismissing like a trap, and function just fails on me. if player_action_is_pressed("CBA_OFC_CROUCH") then -- CTRL (crouch) if player_action_is_pressed(B_INSERT) and not CROUCH_PUSHED then if not SUPERPOWER_ATTACKS_ACTIVE then player_super_attacks_enable(true) sandboxplus_message(" Superpower attacks activated") else player_super_attacks_enable(false) sandboxplus_message(" Superpower attacks deactivated") end SUPERPOWER_ATTACKS_ACTIVE = not SUPERPOWER_ATTACKS_ACTIVE CROUCH_PUSHED = true elseif player_action_is_pressed(B_HOME) and not CROUCH_PUSHED then if not SUPERPOWER_MOVEMENT_ACTIVE then player_super_movement_enable(true) sandboxplus_message(" Superpower movement activated") else player_super_movement_enable(false) sandboxplus_message(" Superpower movement deactivated") end SUPERPOWER_MOVEMENT_ACTIVE = not SUPERPOWER_MOVEMENT_ACTIVE CROUCH_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not CROUCH_PUSHED then if not SUPERPOWER_NO_COOLDOWN then player_super_power_set_temp_charge(1.0) sandboxplus_message(" Superpower cooldown disabled") else player_super_power_set_temp_charge(-1.0) sandboxplus_message(" Superpower cooldown restored") end SUPERPOWER_NO_COOLDOWN = not SUPERPOWER_NO_COOLDOWN CROUCH_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not CROUCH_PUSHED then local CURRENT_VEHICLE = get_char_vehicle_name(LOCAL_PLAYER) local IS_IN_VEHICLE = character_is_in_vehicle(LOCAL_PLAYER) if IS_IN_VEHICLE == false then sandboxplus_message(" Player is not in a vehicle!") else vehicle_repair(CURRENT_VEHICLE) sandboxplus_message(" Fixed current vehicle") end CROUCH_PUSHED = true elseif player_action_is_pressed(B_END) and not CROUCH_PUSHED then hud_push_screen("store_common", SYNC_ALL) hud_push_screen("store_tattoo", SYNC_ALL) CROUCH_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not CROUCH_PUSHED then hud_push_screen("store_common", SYNC_LOCAL) -- hud_push_screen("store_vendor", SYNC_LOCAL) -- hud_push_screen("store_common", SYNC_ALL) hud_push_screen("store_weapon", SYNC_LOCAL) CROUCH_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not CROUCH_PUSHED then hud_push_screen("store_common", SYNC_ALL) hud_push_screen("store_clothing", SYNC_ALL) CROUCH_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not CROUCH_PUSHED then hud_push_screen("store_common", SYNC_ALL) hud_push_screen("store_character", SYNC_ALL) CROUCH_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not CROUCH_PUSHED then CROUCH_PUSHED = true elseif player_action_is_pressed(B_UP) and not CROUCH_PUSHED then if not NOTORIETY_ZERO then notoriety_set_min_and_max("police", 0, 0) sandboxplus_message("Notoriety locked at zero") else notoriety_reset("police") sandboxplus_message("Notoriety lock removed") end NOTORIETY_ZERO = not NOTORIETY_ZERO CROUCH_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not CROUCH_PUSHED then if NOTORIETY_COUNTER == 1 then notoriety_set_min_and_max("police", 1, 1) notoriety_set("police", 1) sandboxplus_message(" Notoriety lock set to 1") elseif NOTORIETY_COUNTER == 2 then notoriety_set_min_and_max("police", 2, 2) notoriety_set("police", 2) sandboxplus_message(" Notoriety lock set to 2") elseif NOTORIETY_COUNTER == 3 then notoriety_set_min_and_max("police", 3, 3) notoriety_set("police", 3) sandboxplus_message(" Notoriety lock set to 3") elseif NOTORIETY_COUNTER == 4 then notoriety_set_min_and_max("police", 4, 4) notoriety_set("police", 4) sandboxplus_message(" Notoriety lock set to 4") elseif NOTORIETY_COUNTER == 5 then notoriety_set_min_and_max("police", 5, 5) notoriety_set("police", 5) sandboxplus_message(" Notoriety lock set to 5") elseif NOTORIETY_COUNTER == 6 then notoriety_reset("police") sandboxplus_message(" Notoriety reset to zero and locks removed") end if NOTORIETY_COUNTER == 6 then NOTORIETY_COUNTER = 1 else NOTORIETY_COUNTER = NOTORIETY_COUNTER + 1 end CROUCH_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not CROUCH_PUSHED then notoriety_reset("police") sandboxplus_message("Notoriety cleared") CROUCH_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_ACTION") then -- USE/ACTION E if player_action_is_pressed(B_INSERT) and not USE_PUSHED then USE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not USE_PUSHED then USE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not USE_PUSHED then if not STREAKING_ANIMS then -- player_super_attacks_enable(false) -- player_super_movement_enable(false) -- player_can_sprint(false) character_set_animation_overrides(LOCAL_PLAYER, "streaking stand", "streaking run", "streaking run") sandboxplus_message(" Activate streaking animations") if COOP_COMMANDS and coop_is_active() then character_set_animation_overrides(REMOTE_PLAYER, "streaking stand", "streaking run", "streaking run") end else character_set_animation_overrides(LOCAL_PLAYER, nil, nil, nil) sandboxplus_message(" Deactive streaking animations") -- player_super_attacks_enable(true) -- player_super_movement_enable(true) -- player_can_sprint(true) if COOP_COMMANDS and coop_is_active() then character_set_animation_overrides(REMOTE_PLAYER, nil, nil, nil) end end STREAKING_ANIMS = not STREAKING_ANIMS USE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not USE_PUSHED then player_can_use_super_powers_in_vehicle(LOCAL_PLAYER, true) sandboxplus_message(" player can use super powers in car") USE_PUSHED = true elseif player_action_is_pressed(B_END) and not USE_PUSHED then USE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not USE_PUSHED then USE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not USE_PUSHED then if GOD_MODE == 1 then player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) turn_invulnerable(LOCAL_PLAYER) character_set_damage_multiplier(LOCAL_PLAYER, 0.00) sandboxplus_message(" Player is now invulnerable") if COOP_COMMANDS and coop_is_active() then character_set_damage_multiplier(REMOTE_PLAYER, 0.00) turn_invulnerable(REMOTE_PLAYER) end elseif GOD_MODE == 2 then turn_invulnerable(LOCAL_PLAYER) character_prevent_flinching(LOCAL_PLAYER, true) character_set_damage_multiplier(LOCAL_PLAYER, 0.00) character_prevent_explosion_fling(LOCAL_PLAYER, true) character_set_never_catch_fire(LOCAL_PLAYER, true) character_set_never_fall(LOCAL_PLAYER, true) character_allow_ragdoll(LOCAL_PLAYER, false) character_prevent_bumping(LOCAL_PLAYER, true) player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) human_set_invulnerable_to_telekinesis(LOCAL_PLAYER, true) human_set_invulnerable_to_freeze(LOCAL_PLAYER, true) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, true) character_prevent_flinching(LOCAL_PLAYER, true) sandboxplus_message(" No one man should have all that power...") if COOP_COMMANDS and coop_is_active() then character_allow_ragdoll(REMOTE_PLAYER, false) character_prevent_bumping(REMOTE_PLAYER, true) character_prevent_explosion_fling(REMOTE_PLAYER, true) character_prevent_flinching(REMOTE_PLAYER, true) character_prevent_kneecapping(REMOTE_PLAYER, true) character_set_never_catch_fire(REMOTE_PLAYER, true) character_set_never_fall(REMOTE_PLAYER, true) human_set_invulnerable_to_telekinesis(REMOTE_PLAYER, true) human_set_invulnerable_to_freeze(REMOTE_PLAYER, true) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, true) character_set_damage_multiplier(REMOTE_PLAYER, 0.00) end elseif GOD_MODE == 3 then character_prevent_flinching(LOCAL_PLAYER, false) player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) character_allow_ragdoll(LOCAL_PLAYER, true) character_prevent_bumping(LOCAL_PLAYER, false) character_prevent_explosion_fling(LOCAL_PLAYER, false) character_prevent_flinching(LOCAL_PLAYER, false) character_prevent_kneecapping(LOCAL_PLAYER, false) character_set_never_catch_fire(LOCAL_PLAYER, false) character_set_never_fall(LOCAL_PLAYER, false) human_set_invulnerable_to_telekinesis(LOCAL_PLAYER, false) human_set_invulnerable_to_freeze(LOCAL_PLAYER, false) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, false) turn_vulnerable(LOCAL_PLAYER) character_set_damage_multiplier(LOCAL_PLAYER, 1.00) sandboxplus_message(" Player is now vulnerable") if COOP_COMMANDS and coop_is_active() then human_set_invulnerable_to_telekinesis(REMOTE_PLAYER, false) human_set_invulnerable_to_freeze(REMOTE_PLAYER, false) character_allow_ragdoll(REMOTE_PLAYER, true) character_prevent_bumping(REMOTE_PLAYER, false) character_set_immune_to_explosion_vomit(LOCAL_PLAYER, false) character_prevent_explosion_fling(REMOTE_PLAYER, false) character_prevent_flinching(REMOTE_PLAYER, false) character_prevent_kneecapping(REMOTE_PLAYER, false) character_set_never_catch_fire(REMOTE_PLAYER, false) character_set_never_fall(REMOTE_PLAYER, false) turn_vulnerable(REMOTE_PLAYER) character_set_damage_multiplier(REMOTE_PLAYER, 1.00) end end if GOD_MODE == 3 then GOD_MODE = 1 else GOD_MODE = GOD_MODE + 1 end delay(0.75) USE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not USE_PUSHED then if human_is_downed("#FOLLOWER1#") then npc_revive("#FOLLOWER1#") else sandboxplus_message(" None of your followers need revival") end USE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not USE_PUSHED then if PLAYA_DANCE_COUNTER == 1 then set_animation_state(LOCAL_PLAYER, "dance b") sandboxplus_message(" Playa dance party engage") elseif PLAYA_DANCE_COUNTER == 2 then set_animation_state(LOCAL_PLAYER, "dance c") sandboxplus_message(" Playa dance party 2: Electric Boogaloo") elseif PLAYA_DANCE_COUNTER == 3 then clear_animation_state(LOCAL_PLAYER) sandboxplus_message(" Party's over") end if PLAYA_DANCE_COUNTER == 3 then PLAYA_DANCE_COUNTER = 1 else PLAYA_DANCE_COUNTER = PLAYA_DANCE_COUNTER + 1 end USE_PUSHED = true elseif player_action_is_pressed(B_UP) and not USE_PUSHED then cash_add(100000) audio_object_post_event("WEAPON_PURCHASE", nil, nil, LOCAL_PLAYER) USE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not USE_PUSHED then if HEIGHT_DOWN_COUNTER == 1 then player_change_default_size(LOCAL_PLAYER, 0.9, false) sandboxplus_message(" Decrease Player Size .9") elseif HEIGHT_DOWN_COUNTER == 2 then player_change_default_size(LOCAL_PLAYER, 0.8, false) sandboxplus_message(" Decrease Player Size .8") elseif HEIGHT_DOWN_COUNTER == 3 then player_change_default_size(LOCAL_PLAYER, 0.7, false) sandboxplus_message(" Decrease Player Size .7") elseif HEIGHT_DOWN_COUNTER == 4 then player_change_default_size(LOCAL_PLAYER, 0.6, false) sandboxplus_message(" Decrease Player Size .6") elseif HEIGHT_DOWN_COUNTER == 5 then player_change_default_size(LOCAL_PLAYER, 0.5, false) sandboxplus_message(" Decrease Player Size .5") elseif HEIGHT_DOWN_COUNTER == 6 then player_change_default_size(LOCAL_PLAYER, 0.1, false) sandboxplus_message(" Decrease Player Size .1") elseif HEIGHT_DOWN_COUNTER == 7 then player_change_default_size(LOCAL_PLAYER, 1.0, false) sandboxplus_message(" Player height restored to default") end if HEIGHT_DOWN_COUNTER == 7 then HEIGHT_DOWN_COUNTER = 1 else HEIGHT_DOWN_COUNTER = HEIGHT_DOWN_COUNTER + 1 end USE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not USE_PUSHED then if HEIGHT_UP_COUNTER == 1 then player_change_default_size(LOCAL_PLAYER, 1.1, false) sandboxplus_message(" Increase Player Size 1.1") elseif HEIGHT_UP_COUNTER == 2 then player_change_default_size(LOCAL_PLAYER, 1.2, false) sandboxplus_message(" Increase Player Size 1.2") elseif HEIGHT_UP_COUNTER == 3 then player_change_default_size(LOCAL_PLAYER, 1.3, false) sandboxplus_message(" Increase Player Size 1.3") elseif HEIGHT_UP_COUNTER == 4 then player_change_default_size(LOCAL_PLAYER, 1.4, false) sandboxplus_message(" Increase Player Size 1.4") elseif HEIGHT_UP_COUNTER == 5 then player_change_default_size(LOCAL_PLAYER, 1.5, false) sandboxplus_message(" Increase Player Size 1.5") elseif HEIGHT_UP_COUNTER == 6 then player_change_default_size(LOCAL_PLAYER, 1.6, false) sandboxplus_message(" Increase Player Size 1.6") elseif HEIGHT_UP_COUNTER == 7 then player_change_default_size(LOCAL_PLAYER, 1.7, false) sandboxplus_message(" Increase Player Size 1.7") elseif HEIGHT_UP_COUNTER == 8 then player_change_default_size(LOCAL_PLAYER, 1.8, false) sandboxplus_message(" Increase Player Size 1.8") elseif HEIGHT_UP_COUNTER == 9 then player_change_default_size(LOCAL_PLAYER, 1.9, false) sandboxplus_message(" Increase Player Size 1.9") elseif HEIGHT_UP_COUNTER == 10 then player_change_default_size(LOCAL_PLAYER, 2.0, false) sandboxplus_message(" Increase Player Size 2.0") end if HEIGHT_UP_COUNTER == 10 then HEIGHT_UP_COUNTER = 1 else HEIGHT_UP_COUNTER = HEIGHT_UP_COUNTER + 1 end USE_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") then -- R(eload) if player_action_is_pressed(B_INSERT) and not RELOAD_PUSHED then -- CYCLE TEAMS (POLICE, ZIN, SAINTS, or etc.) if TEAM == 1 then set_team(LOCAL_PLAYER, "Police") sandboxplus_message(" Team switched to police") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Police") end elseif TEAM == 2 then set_team(LOCAL_PLAYER, "Luchadores") sandboxplus_message(" Team switched to Luchadores") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Luchadores") end elseif TEAM == 3 then set_team(LOCAL_PLAYER, "Deckers") sandboxplus_message(" Team switched to Deckers") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Luchadores") end elseif TEAM == 4 then set_team(LOCAL_PLAYER, "Morningstar") sandboxplus_message(" Team switched to Morningstar") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Morningstar") end elseif TEAM == 5 then set_team(LOCAL_PLAYER, "STAG") sandboxplus_message(" Team switched to STAG") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "STAG") end elseif TEAM == 6 then set_team(LOCAL_PLAYER, "Neutral Gang") sandboxplus_message(" Team switched to Neutral Gang") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Neutral Gang") end elseif TEAM == 7 then set_team(LOCAL_PLAYER, "Civilian") sandboxplus_message(" Team switched to Civilian") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Civilian") end elseif TEAM == 8 then set_team(LOCAL_PLAYER, "Playas") sandboxplus_message(" Team switched to Saints") if COOP_COMMANDS and coop_is_active() then set_team(REMOTE_PLAYER, "Playas") end end if TEAM == 8 then TEAM = 1 else TEAM = TEAM + 1 end delay(0.75) RELOAD_PUSHED = true elseif player_action_is_pressed(B_HOME) and not RELOAD_PUSHED then --SLEW MODE (free camera) if not FREE_CAM then slew_mode(true) character_hide( LOCAL_PLAYER ) sandboxplus_message("Slew mode activated") else slew_mode(false) character_show(LOCAL_PLAYER) sandboxplus_message("Slew mode deactivated") end FREE_CAM = not FREE_CAM RELOAD_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not RELOAD_PUSHED then inv_item_remove_all("#FOLLOWER1#") inv_item_remove_all("#FOLLOWER2#") inv_item_remove_all("#FOLLOWER3#") if FLWR_WEAPS == 1 then inv_item_add("Melee-Warhammer",10,"#FOLLOWER1#",true) inv_item_add("Melee-SpikedPaddle",10,"#FOLLOWER2#",true) inv_item_add("Melee-EnvySword",10,"#FOLLOWER3#",true) sandboxplus_message(" Followers armed with melees") -- Back in the hood elseif FLWR_WEAPS == 2 then inv_item_add("Pistol-GallowsDodger",10,"#FOLLOWER1#",true) inv_item_add("Pistol-Gang",10,"#FOLLOWER2#",true) inv_item_add("Pistol-HandCrossbow",10,"#FOLLOWER3#",true) sandboxplus_message(" Followers armed with pistols") -- Roger that! elseif FLWR_WEAPS == 3 then inv_item_add("SMG-ArmaLocustrum",10,"#FOLLOWER1#",true) inv_item_add("SMG-Brimstone_Uzi",10,"#FOLLOWER2#",true) inv_item_add("SMG-DiamondSting",10,"#FOLLOWER3#",true) sandboxplus_message(" Followers armed with SMGs") -- Pew, pew! elseif FLWR_WEAPS == 4 then inv_item_add("Shotgun-DamnedImpaler",10,"#FOLLOWER1#",true) inv_item_add("Shotgun-Lust",10,"#FOLLOWER2#",true) inv_item_add("Shotgun-Police",10,"#FOLLOWER3#",true) sandboxplus_message(" Followers armed with shotguns") -- Pew, pew! elseif FLWR_WEAPS == 5 then inv_item_add("Rifle-Gang",10,"#FOLLOWER1#",true) inv_item_add("Rifle-LavaBolter",10,"#FOLLOWER2#",true) inv_item_add("Rifle-Sloth",10,"#FOLLOWER3#",true) sandboxplus_message(" Followers armed with rifles") -- Pew, pew! elseif FLWR_WEAPS == 6 then inv_item_add("Explosive-RocketLauncher",10,"#FOLLOWER1#",true) inv_item_add("Explosive-Ark",10,"#FOLLOWER2#",true) inv_item_add("Explosive-ArmaRana",10,"#FOLLOWER3#",true) sandboxplus_message(" Followers armed with RPGs") -- Pew, pew! elseif FLWR_WEAPS == 7 then sandboxplus_message(" Followers fight with bare fists") -- Bare knuckles end if FLWR_WEAPS == 7 then FLWR_WEAPS = 1 else FLWR_WEAPS = FLWR_WEAPS + 1 end delay(0.75) RELOAD_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not RELOAD_PUSHED then if UNDERCOVER_TEAM == 1 then set_player_undercover_team(LOCAL_PLAYER, "Morningstar") sandboxplus_message("Player is undercover team with morningstar") elseif UNDERCOVER_TEAM == 2 then set_player_undercover_team(LOCAL_PLAYER, "Luchadores") sandboxplus_message("Player is undercover team with luchadores") elseif UNDERCOVER_TEAM == 3 then set_player_undercover_team(LOCAL_PLAYER, "Deckers") sandboxplus_message("Player is undercover team with deckers") elseif UNDERCOVER_TEAM == 4 then set_player_undercover_team(LOCAL_PLAYER, "Police") sandboxplus_message("Player is undercover team with police") elseif UNDERCOVER_TEAM == 5 then set_player_undercover_team(LOCAL_PLAYER, "Stag") sandboxplus_message("Player is undercover team with stag") elseif UNDERCOVER_TEAM == 6 then set_player_undercover_team(LOCAL_PLAYER, "Neutral Gang") sandboxplus_message("Player is undercover team with neutral gang") elseif UNDERCOVER_TEAM == 7 then set_player_undercover_team(LOCAL_PLAYER, "Playas") sandboxplus_message("Player is undercover team with saints") elseif UNDERCOVER_TEAM == 8 then set_player_undercover_team(LOCAL_PLAYER, "Civilian") sandboxplus_message("Player is undercover team with civilian") elseif UNDERCOVER_TEAM == 9 then set_player_undercover_team(LOCAL_PLAYER, "None") sandboxplus_message("Player is a no undercover team") end if UNDERCOVER_TEAM == 9 then UNDERCOVER_TEAM = 1 else UNDERCOVER_TEAM = UNDERCOVER_TEAM + 1 end RELOAD_PUSHED = true elseif player_action_is_pressed(B_END) and not RELOAD_PUSHED then if FOLLOWERS_INVULNERABLE then set_never_turn_on_player("#FOLLOWER2#", true) set_never_turn_on_player("#FOLLOWER1#", true) set_never_turn_on_player("#FOLLOWER3#", true) sandboxplus_message("Followers will nolonger turn on the player") else set_never_turn_on_player("#FOLLOWER2#", false) set_never_turn_on_player("#FOLLOWER1#", false) set_never_turn_on_player("#FOLLOWER3#", false) sandboxplus_message("Followers will now turn on the player") end FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE RELOAD_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not RELOAD_PUSHED then -- RESET SAFEWORD HOTSPOT if DRUNK_COUNTER == 0 then sandboxplus_message("Ped Density 0.1 - way too low aka almost ghost town.") set_ped_density(0.1) set_traffic_density(0.1) traffic_set_multiplier(0.1) set_ped_override_density() elseif DRUNK_COUNTER == 1 then set_ped_density(0.5) set_traffic_density(0.5) traffic_set_multiplier(0.5) sandboxplus_message("ped density 0.5 - lower") set_ped_override_density() elseif DRUNK_COUNTER == 2 then set_ped_density(1.0) set_traffic_density(1.0) set_ped_density(1.0) traffic_set_multiplier(1.0) sandboxplus_message("ped density 1.0 - normal") set_ped_override_density() elseif DRUNK_COUNTER == 3 then sandboxplus_message("ped density 1.5 - the greater") set_traffic_density(1.5) set_ped_density(1.5) traffic_set_multiplier(2.0) set_ped_override_density() elseif DRUNK_COUNTER == 4 then set_traffic_density(2.0) set_ped_density(2.0) traffic_set_multiplier(3.0) sandboxplus_message("ped density 2.0 - heavyier?") set_ped_override_density() end if DRUNK_COUNTER == 4 then DRUNK_COUNTER = 0 else DRUNK_COUNTER = DRUNK_COUNTER + 1 end RELOAD_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not RELOAD_PUSHED then if FOLLOWERS_PSYCHO then character_set_damage_multiplier(LOCAL_PLAYER, 0.00) -- set_attack_enemies_flag(LOCAL_PLAYER, true) -- set_attack_peds_flag(LOCAL_PLAYER, true) sandboxplus_message("Now, the player should no longer dies in the DANGER ZONER during missions and no timer kills the player!") else -- set_attack_enemies_flag(LOCAL_PLAYER, false) -- set_attack_peds_flag(LOCAL_PLAYER, false) character_set_damage_multiplier(LOCAL_PLAYER,0.01) sandboxplus_message("Oh, yeah your damage should be restored by now, sorry but be careful!") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO RELOAD_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not RELOAD_PUSHED then if RANDOM_TEAM == 0 then -- follower_make_independent( "#FOLLOWER1#", true ) -- follower_make_independent( "#FOLLOWER2#", true ) -- follower_make_independent( "#FOLLOWER3#", true ) set_team("#FOLLOWER2#", "Deckers") set_team("#FOLLOWER1#", "Morningstar") set_team("#FOLLOWER3#", "Luchadores") sandboxplus_message("Follwers are seperate to rival gangs - notoriety takes effect to the police") elseif RANDOM_TEAM == 1 then -- follower_make_independent( "#FOLLOWER1#", false ) -- follower_make_independent( "#FOLLOWER2#", false ) -- follower_make_independent( "#FOLLOWER3#", false ) set_team("#FOLLOWER2#", "neutral gang") set_team("#FOLLOWER1#", "stag") set_team("#FOLLOWER3#", "police") sandboxplus_message("Follwers are seperate to Neutral Gang with STAG & Police") elseif RANDOM_TEAM == 2 then set_team("#FOLLOWER2#", "playas") set_team("#FOLLOWER1#", "neutral gang") set_team("#FOLLOWER3#", "deckers") sandboxplus_message("Follwers are seperate to Neutral Gang, Saints & Deckers") elseif RANDOM_TEAM == 3 then set_team("#FOLLOWER2#", "morningstar") set_team("#FOLLOWER1#", "civilian") set_team("#FOLLOWER3#", "luchadores") sandboxplus_message("Shhhhh!!! One of them are civilian don't let STAG see you attack a civilian team") elseif RANDOM_TEAM == 4 then set_team("#FOLLOWER2#", "civilian") set_team("#FOLLOWER1#", "civilian") set_team("#FOLLOWER3#", "stag") sandboxplus_message("Now we are watching YOU!!!") elseif RANDOM_TEAM == 5 then set_team("#FOLLOWER2#", "police") set_team("#FOLLOWER1#", "luchadores") set_team("#FOLLOWER3#", "police") sandboxplus_message("Police protects the luchadores? ...or I say Zin") elseif RANDOM_TEAM == 6 then set_team("#FOLLOWER2#", "morningstar") set_team("#FOLLOWER1#", "luchadores") set_team("#FOLLOWER3#", "police") sandboxplus_message("This is the enemy team use in missions") elseif RANDOM_TEAM == 7 then set_team("#FOLLOWER2#", "deckers") set_team("#FOLLOWER1#", "playas") set_team("#FOLLOWER3#", "playas") sandboxplus_message("2 Saints vs. 1 Deckers team") elseif RANDOM_TEAM == 8 then set_team("#FOLLOWER2#", "luchadores") set_team("#FOLLOWER1#", "neutral gang") set_team("#FOLLOWER3#", "stag") sandboxplus_message("No gang bangers - by stag") elseif RANDOM_TEAM == 9 then set_team("#FOLLOWER2#", "luchadores") set_team("#FOLLOWER1#", "police") set_team("#FOLLOWER3#", "stag") sandboxplus_message("STAG really hates the luchadores of zin gang type") end if RANDOM_TEAM == 9 then RANDOM_TEAM = 1 else RANDOM_TEAM = RANDOM_TEAM + 1 end delay(0.01) RELOAD_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not RELOAD_PUSHED then kill_team("police") kill_team("stag") kill_team("morningstar") kill_team("luchadores") kill_team("deckers") --kill_team("deckers") sandboxplus_message("Unwanted Police and luchadores even morningstar teams are killed in missions!") RELOAD_PUSHED = true elseif player_action_is_pressed(B_UP) and not RELOAD_PUSHED 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) sandboxplus_message(" Followers will aggressively attack all pedestrians") else set_attack_peds_flag("#FOLLOWER1#", false) set_attack_peds_flag("#FOLLOWER2#", false) set_attack_peds_flag("#FOLLOWER3#", false) ai_clear_priority_target("#FOLLOWER1#") ai_clear_priority_target("#FOLLOWER2#") ai_clear_priority_target("#FOLLOWER3#") ai_set_personality("#FOLLOWER1#", "Gang defensive") ai_set_personality("#FOLLOWER2#", "Gang defensive") ai_set_personality("#FOLLOWER3#", "Gang defensive") ai_force_team_idle("None") sandboxplus_message(" Follower behavior restored to normal") end FOLLOWERS_INSANE = not FOLLOWERS_INSANE delay(0.75) RELOAD_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not RELOAD_PUSHED then local PLAYERS_TEAM = get_team(LOCAL_PLAYER) set_team("#FOLLOWER2#",PLAYERS_TEAM) set_team("#FOLLOWER1#",PLAYERS_TEAM) set_team("#FOLLOWER3#",PLAYERS_TEAM) sandboxplus_message("Followers are set in your current team.") RELOAD_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not RELOAD_PUSHED then if COMBAT_READY then set_player_undercover_team(LOCAL_PLAYER, "Playas") sandboxplus_message("quick undercover set to saints - steal some homies to turn into your current team\n Press R+LBRACKET to steal your homies") character_set_always_combat_ready(LOCAL_PLAYER, false) else character_set_always_combat_ready(LOCAL_PLAYER, false) set_player_undercover_team(LOCAL_PLAYER, "none") sandboxplus_message("quick undercover set to none") end COMBAT_READY = not COMBAT_READY RELOAD_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_TAUNT_TWO") then -- X (taunt) if player_action_is_pressed(B_INSERT) and not TAUNT_PUSHED then --TELEPORT TO DE PLANE 1 city_zone_swap("m3", true) city_zone_swap("int_m2", true) local tposx,tposy,tposz = (1885.904 - ctele_Posx), (1508.658 - ctele_Posy), (1422.657 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to De Plane 1") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_HOME) and not TAUNT_PUSHED then --TELEPORT TO DE PLANE 2 city_zone_swap("m3", true) city_zone_swap("int_m2", true) local tposx,tposy,tposz = (1835.632 - ctele_Posx), (1433.058 - ctele_Posy), (1416.290 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to De Plane 2") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not TAUNT_PUSHED then --TELEPORT TO DE PLANE CLUB city_zone_swap("m3", true) city_zone_swap("int_m2", true) local tposx,tposy,tposz = (-536.369 - ctele_Posx), (1908.538 - ctele_Posy), (73.901 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to De Plane - Nightclub") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not TAUNT_PUSHED then --TELEPORT TO Saints HQ city_zone_swap("molp1_no", true) local tposx,tposy,tposz = (-1478.377 - ctele_Posx), (1098.159 - ctele_Posy), (145.782 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to The Boss Goes to Washington") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_END) and not TAUNT_PUSHED then --TELEPORT TO Saints HQ 2 city_zone_swap("molp1_no", true) local tposx,tposy,tposz = (-1486.237 - ctele_Posx), (868.851 - ctele_Posy), (144.878 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to The Boss Goes to Washington 2") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not TAUNT_PUSHED then --TELEPORT TO Saints HQ 3 city_zone_swap("molp1_no", true) local tposx,tposy,tposz = (-2132.038 - ctele_Posx), (1122.156 - ctele_Posy), (8.570 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to The Boss Goes to Washington 3") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not TAUNT_PUSHED then --TELEPORT TO Saints HQ 4 city_zone_swap("molp1_joe", true) local tposx,tposy,tposz = (-2114.362 - ctele_Posx), (1220.731 - ctele_Posy), (-5.99 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to The Boss Goes to Washington 4") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not TAUNT_PUSHED then --TELEPORT TO STILWATER city_zone_swap("m3", true) local tposx,tposy,tposz = (-725.875 - ctele_Posx), (2048.167 - ctele_Posy), (61.127 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Stilwater") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not TAUNT_PUSHED then --TELEPORT TO FROM ASHA WITH LOVE city_zone_swap("m11", true) local tposx,tposy,tposz = (357.622 - ctele_Posx), (-940.384 - ctele_Posy), (279.261 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to From Asha with Love") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_UP) and not TAUNT_PUSHED then --TELEPORT TO GAT SIDESCROLLER city_zone_swap("2D", true) local tposx,tposy,tposz = (1245.076 - ctele_Posx), (2099.174 - ctele_Posy), (7.705 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to 2D Sidescroller") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not TAUNT_PUSHED then --TELEPORT TO GAT RESCUE city_zone_swap("m15_gat", true) local tposx,tposy,tposz = (2038.271 - ctele_Posx), (-2283.120 - ctele_Posy), (405.005 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gat rescue") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not TAUNT_PUSHED then --TELEPORT TO KINZIE GAMIT GENKI AREA TURRETS local tposx,tposy,tposz = (492.145 - ctele_Posx), (108.695 - ctele_Posy), (-313.874 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Kinzie Gambit - Genki area turrets") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end TAUNT_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_TAUNT_THREE") then -- C (compliment) if player_action_is_pressed(B_INSERT) and not COMPLIMENT_PUSHED then --TELEPORT TO KINZIE GAMBIT GENKI AREA KILLING FLOOR local tposx,tposy,tposz = (470.699 - ctele_Posx), (107.970 - ctele_Posy), (-313.979 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Kinzie Gambit - Genki area killing floor") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_HOME) and not COMPLIMENT_PUSHED then --TELEPORT TO ALL HANDS ON DECK city_zone_swap("m17", true) local tposx,tposy,tposz = (108.406 - ctele_Posx), (1096.709 - ctele_Posy), (-209.037 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to All Hands on Deck - Zin Ship") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not COMPLIMENT_PUSHED then --TELEPORT TO HE LIVES - OFFICE city_zone_swap("m18_tv", true) local tposx,tposy,tposz = (-25.826 - ctele_Posx), (-153.637 - ctele_Posy), (14.444 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to He Lives - Office") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not COMPLIMENT_PUSHED then --TELEPORT TO HE LIVES - NIGHTMARE city_zone_swap("m18_tv", true) local tposx,tposy,tposz = (825.227 - ctele_Posx), (-2552.652 - ctele_Posy), (26.037 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to He Lives - Nightmare") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_END) and not COMPLIMENT_PUSHED then --TELEPORT TO GRAND FINALE - KEY ESCORT city_zone_swap("m5", true) local tposx,tposy,tposz = (-2501.221 - ctele_Posx), (1559.409 - ctele_Posy), (618.120 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Grand Finale - Key Escort") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not COMPLIMENT_PUSHED then --TELEPORT TO GRAND FINALE - ARMORY city_zone_swap("m22_3_ship", true) city_zone_swap("m22_3_dive", true) local tposx,tposy,tposz = (0.939 - ctele_Posx), (-1578.150 - ctele_Posy), (799.945 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Grand Finale - Armory") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not COMPLIMENT_PUSHED then --TELEPORT TO GRAND FINALE - SHAFT city_zone_swap("m22_3_ship", true) city_zone_swap("m22_3_dive", true) local tposx,tposy,tposz = (-1568.2395 - ctele_Posx), (-2234.990 - ctele_Posy), (2512.079 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Grand Finale - Shaft") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not COMPLIMENT_PUSHED then --TELEPORT TO GRAND FINALE - THRONE ROOM city_zone_swap("arena", true) local tposx,tposy,tposz = (-2452.131 - ctele_Posx), (2401.561 - ctele_Posy), (22.626 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Grand Finale - Throne Room") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not COMPLIMENT_PUSHED then --TELEPORT TO GAT LOYALTY 1 city_zone_swap("gat_loyalty", true) local tposx,tposy,tposz = (-78.600 - ctele_Posx), (2329.628 - ctele_Posy), (-299.193 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gat Loyalty - Genki SERC") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_UP) and not COMPLIMENT_PUSHED then --TELEPORT TO GAT LOYALTY 2 city_zone_swap("gat_loyalty", true) local tposx,tposy,tposz = (28.512 - ctele_Posx), (2215.292 - ctele_Posy), (-298.9195 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gat Loyalty - Apocalypse Genki") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not COMPLIMENT_PUSHED then --TELEPORT TO TRAINING AREA city_zone_swap("training", true) local tposx,tposy,tposz = (2232.040 - ctele_Posx), (-1424.475 - ctele_Posy), (144.102 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Training area") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not COMPLIMENT_PUSHED then --TELEPORT TO SUPER POWERED FIGHT CLUB city_zone_swap("spfc", true) city_zone_swap("layout01", true) local tposx,tposy,tposz = (1989.319 - ctele_Posx), (1157.757 - ctele_Posy), (61.024 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Super Powered Fight Club") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end COMPLIMENT_PUSHED = true end elseif player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") then -- F (melee/horn) if player_action_is_pressed(B_INSERT) and not MELEE_PUSHED then --TELEPORT TO PLATFORMING RIFT city_zone_swap("leap_1", true) city_zone_swap("leap_2_swap", true) local tposx,tposy,tposz = (-2163.471 - ctele_Posx), (264.569 - ctele_Posy), (229.531 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Platforming Rift") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not MELEE_PUSHED then --TELEPORT TO SPEED RIFT city_zone_swap("sprint_1", true) city_zone_swap("sprint_2", true) city_zone_swap("sprint_3", true) --local tposx,tposy,tposz = (-1318.955 - ctele_Posx), (1990.500 - ctele_Posy), (489.005 - ctele_Posz) local tposx,tposy,tposz = (-1312.139 - ctele_Posx), (2146.673 - ctele_Posy), (488.989 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Speed Rift") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not MELEE_PUSHED then --TELEPORT TO TK RIFT city_zone_swap("tk_1_swap", true) city_zone_swap("tk_2", true) local tposx,tposy,tposz = (-139.698 - ctele_Posx), (2164.676 - ctele_Posy), (496.015 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to TK Rift") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not MELEE_PUSHED then --TELEPORT TO PENETRATOR CAVE reset_all_zones() local tposx,tposy,tposz = (1188.403 - ctele_Posx), (81.164 - ctele_Posy), (7.770 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Penetrator cave") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_END) and not MELEE_PUSHED then --TELEPORT TO SIGN TEXTURES local tposx,tposy,tposz = (-115.949 - ctele_Posx), (-148.183 - ctele_Posy), (-68.661 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to sign textures") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not MELEE_PUSHED then --TELEPORT TO SHIP reset_all_zones() local tposx,tposy,tposz = (104.3626 - ctele_Posx), (1074.9542 - ctele_Posy), (-201.839 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Crib Ship") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not MELEE_PUSHED then --TELEPORT TO GATEWAY CAMANO PLACE reset_all_zones() local tposx,tposy,tposz = (-1554.136 - ctele_Posx), (-869.053 - ctele_Posy), (8.332 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Camano Place") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not MELEE_PUSHED then --TELEPORT TO GATEWAY ESPINA reset_all_zones() local tposx,tposy,tposz = (-1217.657 - ctele_Posx), (102.067 - ctele_Posy), (21.222 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Espina") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not MELEE_PUSHED then --TELEPORT TO GATEWAY HENRY STEEL MILLS reset_all_zones() local tposx,tposy,tposz = (-303.231 - ctele_Posx), (-887.995 - ctele_Posy), (4.790 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Henry Steel Mills") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_UP) and not MELEE_PUSHED then --TELEPORT TO GATEWAY LOREN SQUARE reset_all_zones() local tposx,tposy,tposz = (45.482 - ctele_Posx), (-42.570 - ctele_Posy), (11.900 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Loren Square") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not MELEE_PUSHED then --TELEPORT TO GATEWAY SUNSET PARK reset_all_zones() local tposx,tposy,tposz = (40.008 - ctele_Posx), (673.332 - ctele_Posy), (7.833 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Sunset Park") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not MELEE_PUSHED then --TELEPORT TO GATEWAY ASHWOOD reset_all_zones() local tposx,tposy,tposz = (949.493 - ctele_Posx), (-968.512 - ctele_Posy), (14.141 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Ashwood") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end MELEE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") then -- G (grenade change) if player_action_is_pressed(B_INSERT) and not GRENADE_PUSHED then --TELEPORT TO GATEWAY BRICKSTON reset_all_zones() local tposx,tposy,tposz = (1427.560 - ctele_Posx), (-158.404 - ctele_Posy), (24.921 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Brickston") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not GRENADE_PUSHED then --TELEPORT TO GATEWAY ARAPICE ISLAND reset_all_zones() local tposx,tposy,tposz = (952.741 - ctele_Posx), (-115.701 - ctele_Posy), (8.175 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Arapice Island") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not GRENADE_PUSHED then --TELEPORT TO GATEWAY YEARWOOD reset_all_zones() local tposx,tposy,tposz = (1498.986 - ctele_Posx), (590.451 - ctele_Posy), (40.213 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Yearwood") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not GRENADE_PUSHED then --TELEPORT TO GATEWAY BRIDGEPORT reset_all_zones() local tposx,tposy,tposz = (754.792 - ctele_Posx), (891.596 - ctele_Posy), (6.057 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Gateway - Bridgeport") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_END) and not GRENADE_PUSHED then --TELEPORT TO ETD 3COUNT CRIB INTERIOR city_zone_swap("dlc1_3s", true) city_zone_swap("dlc1_3c", true) city_zone_swap("dlc1_bdclub", false) city_zone_swap("dlc1_4p", false) local tposx,tposy,tposz = (1203.540 - ctele_Posx), (1450.141 - ctele_Posy), (228.156 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to EtD 3 Count Interior") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not GRENADE_PUSHED then --TELEPORT TO ETD FRONT OF 3 COUNT city_zone_swap("dlc1_3s", true) city_zone_swap("dlc1_3c", true) city_zone_swap("dlc1_bdclub", false) city_zone_swap("dlc1_4p", false) local tposx,tposy,tposz = (1200.829 - ctele_Posx), (1342.975 - ctele_Posy), (24.193 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to EtD Outside 3 Count") -- Found By Pliskin Hunter if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not GRENADE_PUSHED then --TELEPORT TO ETD INSIDE PAUL city_zone_swap("dlc1_4p", true) city_zone_swap("dlc1_3s", false) city_zone_swap("dlc1_3c", false) city_zone_swap("dlc1_bdclub", false) local tposx,tposy,tposz = (2460.130 - ctele_Posx), (-2150.197 - ctele_Posy), (499.316 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to EtD Inside Paul") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not GRENADE_PUSHED then --TELEPORT TO ETD DOMINATRIX CLUB city_zone_swap("dlc1_bdclub", true) city_zone_swap("dlc1_4p", false) city_zone_swap("dlc1_3s", false) city_zone_swap("dlc1_3c", false) local tposx,tposy,tposz = (1962.042 - ctele_Posx), (48.175 - ctele_Posy), (320.802 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to EtD Dominatrix Club") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not GRENADE_PUSHED then --TELEPORT TO DLC1 city_zone_swap("dlc2_nps", false) city_zone_swap("dlc2_wpv", true) --delay(1.0) local tposx,tposy,tposz = (38.010 - ctele_Posx), (-2092.464 - ctele_Posy), (0.225 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Winter Pleasantville") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_UP) and not GRENADE_PUSHED then --TELEPORT TO DLC2 city_zone_swap("dlc2_wpv", false) city_zone_swap("dlc2_nps", true) --delay(1.0) local tposx,tposy,tposz = (-1495.037 - ctele_Posx), (-1780.043 - ctele_Posy), (686.521 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to North Pole") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not GRENADE_PUSHED then --TELEPORT TO DLC2 part 2 city_zone_swap("dlc2_wpv", false) city_zone_swap("dlc2_nps", true) --delay(1.0) local tposx,tposy,tposz = (-1608.141 - ctele_Posx), (-2202.854 - ctele_Posy), (745.005 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Santa's Workshop") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not GRENADE_PUSHED then --TELEPORT TO DLC3 city_zone_swap("dlc2_r", true) local tposx,tposy,tposz = (-251.028 - ctele_Posx), (-550.206 - ctele_Posy), (14.159 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) sandboxplus_message(" Teleported to Winter Steelport - Loren Square") if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end GRENADE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then -- 1 (weapon select 1) if player_action_is_pressed(B_INSERT) and not ONE_PUSHED then if INSANE_CITY == 0 then sandboxplus_message("Homies set insane!") elseif INSANE_CITY == 1 then sandboxplus_message("Homies set normal.") end if INSANE_CITY == 1 then INSANE_CITY = 0 else INSANE_CITY = INSANE_CITY + 1 end delay(0.75) ONE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not ONE_PUSHED then BROUGHT_SOMETHING = 0 BURN_STUPID = 0 CRIME_LEVELS = 0 DEAD_TOO_MANY_TIMES_FRUAD = 0 KILLED_PIERCE = 0 TAUNTING_TOO_MANY_TIMES = 0 BROKEN_FLAG = 0 --SHOP_ALARM = 0 --INSANE_CITY = 0 sandboxplus_message("Cheats:\nG+UP Enable sense of crime to homies\nR+RBRACKET = Never Wanted\n4+HOME = cops dont shoot peds in shields\n3+UP = insane mission homies\n4+PGDOWN = Hack the city/Set the car to blow up the city\n4+right = player set busted by cops\n8+RBracket = Toggle homies behaviours on wanted levels\nCTRL+RIGHT = cycle kinzie's superpower behaviour\nCTRL+LEFT = enable kinzie's superpowers") delay(0.75) ONE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not ONE_PUSHED then if COMBAT_READY then set_player_undercover_team(LOCAL_PLAYER, "Playas") sandboxplus_message("quick undercover set to saints - steal some homies to turn into your current team\n Press 3+PGUP to steal your homies") character_set_always_combat_ready(LOCAL_PLAYER, false) else character_set_always_combat_ready(LOCAL_PLAYER, false) set_player_undercover_team(LOCAL_PLAYER, "none") sandboxplus_message("quick undercover set to none") end COMBAT_READY = not COMBAT_READY ONE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not ONE_PUSHED then if NEVER_WANTED == 0 then --GTA3 set_police_never_fire_at_civilian_human_shields(true) sandboxplus_message("Cops will not fire at human shield civilians") elseif NEVER_WANTED == 1 then set_police_never_fire_at_civilian_human_shields(false) sandboxplus_message("Cops will fire at human shield civilians") end if NEVER_WANTED == 1 then NEVER_WANTED = 0 else NEVER_WANTED = NEVER_WANTED + 1 end ONE_PUSHED = true elseif player_action_is_pressed(B_END) and not ONE_PUSHED then if COMBAT_READY then health_pickups_enable(true) sandboxplus_message("Health Pickups Enabled") else health_pickups_enable(false) sandboxplus_message("Health Pickups Disabled") end COMBAT_READY = not COMBAT_READY ONE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not ONE_PUSHED then if M18_CHASE then --zimos team_make_allies("stag", "deckers") team_make_allies("police", "deckers") team_make_hostile("stag", "police") team_make_hostile("civilian", "deckers") sandboxplus_message("STAG & police kill other - deckers hacked it") else team_make_allies("stag", "police") team_make_hostile("civilian", "deckers") team_make_hostile("stag", "deckers") team_make_hostile("police", "deckers") sandboxplus_message("STAG & police don't want deckers who hacked in new hades") end ONE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not ONE_PUSHED then if M18_CHASE then --zimos team_make_hostile("Playas", "Playas") --team_make_hostile("Playas", "Playas") -- team_make_hostile("Neutral gang", "Neutral gang") --idle_all_npcs() --ai_force_team_idle("None") sandboxplus_message("both Team makes hostile to each other") else -- team_make_allies("civilian", "neutral gang") team_make_allies("playas", "playas") -- team_make_allies("Neutral gang", "Neutral gang") sandboxplus_message("both team are allies") end M18_CHASE = not M18_CHASE ONE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not ONE_PUSHED then team_make_allies("deckers", "neutral gang") team_make_allies("luchadores", "neutral gang") team_make_allies("deckers", "civilian") team_make_hostile("deckers", "morningstar") team_make_hostile("civilian", "morningstar") --team_make_hostile("civilian", "luchadores") team_make_hostile("civilian", "luchadores") team_make_allies("luchadores", "civilian") --team_make_hostile("neutral gang", "playas") -- team_make_hostile("civilian", "neutral gang") team_make_hostile("Luchadores", "Luchadores") team_make_hostile("deckers", "stag") team_make_hostile("deckers", "police") team_make_hostile("deckers", "civilian") -- team_make_allies("civilian", "luchadores") sandboxplus_message("Team is setup!\nMorningstar and luchadores hates peds\nDecker vs. morningstar, deckers and luchadors ailles with neutral gang\nCity hates Deckers") ONE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not ONE_PUSHED then npc_never_die("#FOLLOWER1#", true) npc_never_die("#FOLLOWER2#", true) npc_never_die("#FOLLOWER3#", true) npc_never_die(LOCAL_PLAYER, true) sandboxplus_message("you and your Followers will never die.") ONE_PUSHED = true elseif player_action_is_pressed(B_UP) and not ONE_PUSHED then if NEVER_WANTED == 0 then set_player_can_be_busted(LOCAL_PLAYER, true) sandboxplus_message("ENABLED\nPlayer can be busted by the cops.") elseif NEVER_WANTED == 1 then set_player_can_be_busted(LOCAL_PLAYER, false) sandboxplus_message("DISABLED\nPlayer can be busted by the cops.") end if NEVER_WANTED == 1 then NEVER_WANTED = 0 else NEVER_WANTED = NEVER_WANTED + 1 end delay(0.75) ONE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not ONE_PUSHED then team_make_hostile("deckers", "luchadores") team_make_hostile("morningstar", "deckers") team_make_hostile("luchadores", "morningstar") sandboxplus_message("old rivals are hostile") ONE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not ONE_PUSHED then team_make_allies("deckers", "luchadores") team_make_allies("morningstar", "deckers") team_make_allies("luchadores", "morningstar") sandboxplus_message("old rivals are allies") ONE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then -- 2 (weapon select 2) if player_action_is_pressed(B_INSERT) and not TWO_PUSHED then ambient_cop_spawn_enable(true) ambient_gang_spawn_enable(true) notoriety_reset("deckers") notoriety_reset("luchadores") notoriety_reset("morningstar") notoriety_reset("stag") notoriety_reset("police") notoriety_set_can_decay(true) ai_force_team_idle("None") ai_force_team_idle("Police") ai_force_team_idle("neutral gang") ai_force_team_idle("playas") ai_force_team_idle("deckers") ai_force_team_idle("morningstar") ai_force_team_idle("luchadores") ai_force_team_idle("civilian") ai_force_team_idle("stag") ai_force_team_idle("None") idle_all_npcs() sandboxplus_message("Every actions is reseted and your notoriety is forgiven.") TWO_PUSHED = true elseif player_action_is_pressed(B_HOME) and not TWO_PUSHED then notoriety_reset("police") if RESTRICTED_ZONES then hud_set_fake_notoriety("police", true, 0.0) -- golden_cid_enable(true) -- sandboxplus_message(" From now on notoriety cycle won't lock notoriety (except notoriety zero)") sandboxplus_message(" Fake notoriety enabled") else hud_set_fake_notoriety("police", false, 0.0) sandboxplus_message(" Fake notoriety disabled") -- sandboxplus_message(" From now on notoriety cycle will lock notoriety") end RESTRICTED_ZONES = not RESTRICTED_ZONES TWO_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not TWO_PUSHED then team_make_hostile("playas", "neutral gang") sandboxplus_message(" saints vs. neutral gangs") TWO_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not TWO_PUSHED then TWO_PUSHED = true elseif player_action_is_pressed(B_END) and not TWO_PUSHED then sandbox_cutscene("Bink_Islands_Completed") TWO_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not TWO_PUSHED then sandbox_cutscene("Bink_Drained") TWO_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not TWO_PUSHED then sandbox_cutscene("bink_intro_hell") TWO_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not TWO_PUSHED then sandbox_cutscene("Bink_Altar") TWO_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not TWO_PUSHED then sandbox_cutscene("Bink_Extraction_Facility") TWO_PUSHED = true elseif player_action_is_pressed(B_UP) and not TWO_PUSHED then sandbox_cutscene("bink_glyph") TWO_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not TWO_PUSHED then if player_action_is_pressed(B_INSERT) and not FIVE_PUSHED then -- local myride = get_char_vehicle_name(LOCAL_PLAYER) local driver = vehicle_get_driver(myride) if (passenger_activated == 0) then --if (1) passenger mode is disabled and (2) you're on foot... enable passenger mode. set_unjackable_flag( myride, false ) -- Useful when you're entering the same car for the second time and keybind is tapped inside a vehicle. vehicle_set_crazy(myride, false) vehicle_suppress_npc_exit(myride, false) player_force_vehicle_seat(LOCAL_PLAYER, 1) -- Force the player take passenger seat. sandboxplus_message("Passenger mode ENABLED (1).\nFind a vehicle, enter it and wait for your followers. Then tap this keybind again.") set_ignore_ai_flag("#FOLLOWER1#", true) vehicle_suppress_npc_exit(myride, false) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) set_dont_attack_me_on_sight_flag("#FOLLOWER1#", true) passenger_activated = 1 -- Prepare your car for riding as a passenger in a proper mode. Your current one is very buggy. -- IMPROVEMENT IDEA NO 1: maybe make the function automatically enter "drive calmly" mode after all followers are in? -- And clear "no npc exit", "vehicle crazy" mode automatically? elseif (passenger_activated == 1) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == "#FOLLOWER#") then --if (1) passenger mode is enabled and (2) you're in a car and (3)you're driver is your follower ... activate riding as a passenger. ai_force_team_idle("None") -- Helps in a runaways. set_unjackable_flag( myride, false ) -- I decided to turn it on. vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! vehicle_suppress_npc_exit(myride, true) -- Prevents player and his followers from forced exiting the vehicle set_ignore_ai_flag("#FOLLOWER2#", false) -- Make followers careless about enemies attacks and drive calmly set_ignore_ai_flag("#FOLLOWER3#", false) set_ignore_ai_flag("#FOLLOWER1#", true) vehicle_set_crazy(myride, true) -- We have to be in a rush! Driver doesn't obey to traffic law. vehicle_max_speed(myride, 200.0) -- Caps the top-speed of car. Prevents windshield cannons and going so fast so you can't aim at anything. sandboxplus_message("SMOOTH RIDE mode.") passenger_activated = 2 -- Next time player taps passenger mode combination he's gonna activate "drive aggresively" mode. elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver == LOCAL_PLAYER) then -- if (1) passenger mode is enabled (2) you're in a car and (3) you're a driver.... don't let it execute the instruction below ;) sandboxplus_message("Exit the vehicle, enter it again and wait for your followers. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and character_is_in_vehicle(LOCAL_PLAYER) and (driver ~= "#FOLLOWER#") and (driver ~= LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) you're in a car and (3) you DON'T have a follower as a driver and (4) you're not a driver ... force followers to appear in player's car. -- This piece of code is used for situation when - for whatever reason - your driver (or some of your followers) didn't find their ways -- to player's vehicle. It might be because they decided to take another car or are just too far away for you to wait. vehicle_suppress_npc_exit(myride, false) --Temporary lock. Maybe it's useless, maybe it's not. set_player_can_enter_exit_vehicles(LOCAL_PLAYER, false) -- Locking players ability to get out of the car. This is just temporary. vehicle_exit_teleport(driver) -- Two things to describe here. As I still don't get the difference between "#FOLLOWER#" and "#FOLLOWER1#" vehicle_exit_teleport("#FOLLOWER#") -- and this function is kinda crucial for the whole passenger-thing, I decided to make it as as safe as it gets. vehicle_exit_teleport("#FOLLOWER1#") -- Second: it's purpose is to make followers exit any car they're currently in and rearrange their appearance vehicle_exit_teleport("#FOLLOWER2#") -- in player's car. It takes a tic to do that and I think it works very well! We're forcing evey one of vehicle_exit_teleport("#FOLLOWER3#") -- them - even those still sitting in your car as they should - to prevent seat-blocking. --delay(1.0) -- You may want to enable that line to see if homies really exit their cars before appearing in player's one. Useful for hunting down "#FOLLOWER#" stuff! vehicle_enter_teleport("#FOLLOWER#", myride,0) -- Here we're forcing - already on-foot - followers to enter player's car. vehicle_enter_teleport("#FOLLOWER2#", myride,2) -- Also: #FOLLOWER# works fine so MAYBE there's no need for "#FOLLOWER1#? vehicle_enter_teleport("#FOLLOWER3#", myride,3) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) -- If player could exit the car before teleporting homies, function might flopped! vehicle_suppress_npc_exit(myride, true) -- Force the followers to stay in car. passenger_activated = 1 -- Again we're in that weird mode where followers drive the car for you but it's a mode that isn't fun even for a bit. -- IMPROVEMENT IDEA NO 1 for the second time! sandboxplus_message("Followers teleported to your car. Tap this keybind again to begin riding as a passenger!") elseif (passenger_activated ~= 0) and not character_is_in_vehicle(LOCAL_PLAYER) then --if (1) passenger mode is enabled and (2) player is in foot then... quit the passenger mode and become a driver again! set_ignore_ai_flag("#FOLLOWER2#", false) -- If player want to leave the passenger mode during "drive calmly" phase, set_ignore_ai_flag("#FOLLOWER3#", false) -- we have to give them back their original behavior. set_ignore_ai_flag("#FOLLOWER1#", false) set_ignore_ai_flag("#FOLLOWER#", false) -- Once again: difference between "#FOLLOWER1#" and "#FOLLOWER#" is a big mystery for me. Sometimes it works, sometime don't. player_force_vehicle_seat(LOCAL_PLAYER, 0) -- Make the player to take the driver's seat. vehicle_exit_teleport(driver) -- Another longer description. As you might remember, we made the car "unexitable" (via vehicle_suppress_npc_exit()). vehicle_exit_teleport("#FOLLOWER#") -- If those lines over here didn't exists, player who quits passenger mode wouldn't have his followers back vehicle_exit_teleport("#FOLLOWER1#") -- because it's impossible to clear "unexitable" flag while on-foot: we can only adress a function to a named vehicle_exit_teleport("#FOLLOWER2#") -- vehicle - it means player's current - and there's nothing like "#PLAYERS_LAST_CAR#. So here we're vehicle_exit_teleport("#FOLLOWER3#") -- forcing followers to leave via teleporting them. Unexitable flag will be activated when player enters the car again as a passenger. passenger_activated = 0 sandboxplus_message("Passenger mode DISABLED.\nIf something is wrong with your followers AI - press this keybind again. If that doesn't help, dismiss and recruit followers again.") elseif (passenger_activated == 2) and character_is_in_vehicle(LOCAL_PLAYER) then passenger_activated = 1 vehicle_set_crazy(myride, false) -- It *should* help a bit, but no guaranty on that! set_ignore_ai_flag("#FOLLOWER2#", false) -- Make the followers use their "gang deffensive" AI again. Now they will return fire, pull over set_ignore_ai_flag("#FOLLOWER3#", false) -- attacking enemies but - since "vehicle_surpress_npc_exit()" is still on - they won't leave set_ignore_ai_flag("#FOLLOWER1#", false) -- the player's car. Drive-by, baby. vehicle_set_crazy(myride,true) -- It *should* help a bit, but no guaranty on that! sandboxplus_message("DRIVE-BY mode.") else sandboxplus_message("You're not in a car, you don't have a driver yet, or something else went wrong.") -- Player shouldn't see this message too often. end end TWO_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not TWO_PUSHED then if GOD_MODE_FOLLOWERS == 1 then --Fixed character_set_counter_on_grabbed( "#FOLLOWER3#" , true ) character_set_counter_on_grabbed( "#FOLLOWER2#" , true ) character_set_counter_on_grabbed( "#FOLLOWER1#" , true ) character_prevent_explosion_fling("#FOLLOWER1#", true) character_prevent_explosion_fling("#FOLLOWER2#", true) character_prevent_explosion_fling("#FOLLOWER3#", true) character_prevent_kneecapping("#FOLLOWER3#", true) character_prevent_kneecapping("#FOLLOWER2#", true) character_prevent_kneecapping("#FOLLOWER1#", true) character_ragdoll_stop("#FOLLOWER3#") character_ragdoll_stop("#FOLLOWER2#") character_ragdoll_stop("#FOLLOWER1#") character_set_never_catch_fire("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER3#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", true) character_set_never_fall("#FOLLOWER2#", true) character_set_never_fall("#FOLLOWER3#", true) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_counter_on_grabbed( "#FOLLOWER1#" , true ) character_set_counter_on_grabbed( "#FOLLOWER2#" , true ) character_set_counter_on_grabbed( "#FOLLOWER3#" , true ) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", true) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", true) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", true) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", true) character_set_immune_to_explosion_vomit("#FOLLOWER2#", true) character_set_immune_to_explosion_vomit("#FOLLOWER3#", true) character_set_no_explosive_panic("#FOLLOWER1#", true) character_set_no_explosive_panic("#FOLLOWER2#", true) character_set_no_explosive_panic("#FOLLOWER3#", true) turn_invulnerable(FOLLOWER1) turn_invulnerable(FOLLOWER2) turn_invulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", true) character_prevent_flinching("#FOLLOWER2#", true) character_prevent_flinching("#FOLLOWER3#", true) sandboxplus_message(" Followers are now very tougher") elseif GOD_MODE_FOLLOWERS == 2 then character_prevent_explosion_fling("#FOLLOWER1#", true) character_prevent_explosion_fling("#FOLLOWER2#", true) character_prevent_explosion_fling("#FOLLOWER3#", true) character_prevent_kneecapping("#FOLLOWER3#", false) character_prevent_kneecapping("#FOLLOWER2#", false) character_prevent_kneecapping("#FOLLOWER1#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", true) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", true) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", true) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER3#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", true) character_set_immune_to_explosion_vomit("#FOLLOWER2#", true) character_set_immune_to_explosion_vomit("#FOLLOWER3#", true) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_invulnerable("#FOLLOWER1#") turn_invulnerable("#FOLLOWER2#") turn_invulnerable("#FOLLOWER3#") character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) sandboxplus_message(" Followers are now tougher") elseif GOD_MODE_FOLLOWERS == 3 then character_prevent_explosion_fling("#FOLLOWER1#", true) character_prevent_explosion_fling("#FOLLOWER2#", true) character_prevent_explosion_fling("#FOLLOWER3#", true) character_set_never_catch_fire("#FOLLOWER1#", true) character_set_never_catch_fire("#FOLLOWER2#", true) character_set_never_catch_fire("#FOLLOWER3#", true) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", false) character_set_immune_to_explosion_vomit("#FOLLOWER2#", false) character_set_immune_to_explosion_vomit("#FOLLOWER3#", false) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_invulnerable(FOLLOWER1) turn_invulnerable(FOLLOWER2) turn_invulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", true) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", true) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", true) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) sandboxplus_message(" Followers are now tough") elseif GOD_MODE_FOLLOWERS == 4 then character_prevent_explosion_fling("#FOLLOWER1#", false) character_prevent_explosion_fling("#FOLLOWER2#", false) character_prevent_explosion_fling("#FOLLOWER3#", false) character_set_never_catch_fire("#FOLLOWER1#", false) character_set_never_catch_fire("#FOLLOWER2#", false) character_set_never_catch_fire("#FOLLOWER3#", false) character_set_damage_multiplier("#FOLLOWER1#", 0.00) character_set_damage_multiplier("#FOLLOWER2#", 0.00) character_set_damage_multiplier("#FOLLOWER3#", 0.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", false) character_allow_ragdoll("#FOLLOWER2#", false) character_allow_ragdoll("#FOLLOWER3#", false) character_prevent_bumping("#FOLLOWER1#", true) character_prevent_bumping("#FOLLOWER2#", true) character_prevent_bumping("#FOLLOWER3#", true) character_set_immune_to_explosion_vomit("#FOLLOWER1#", false) character_set_immune_to_explosion_vomit("#FOLLOWER2#", false) character_set_immune_to_explosion_vomit("#FOLLOWER3#", false) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_invulnerable(FOLLOWER1) turn_invulnerable(FOLLOWER2) turn_invulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", false) human_set_invulnerable_to_freeze("#FOLLOWER3#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", false) human_set_invulnerable_to_freeze("#FOLLOWER1#", true) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", false) human_set_invulnerable_to_freeze("#FOLLOWER2#", true) sandboxplus_message(" Followers are less tough") elseif GOD_MODE_FOLLOWERS == 5 then character_prevent_explosion_fling("#FOLLOWER1#", false) character_prevent_explosion_fling("#FOLLOWER2#", false) character_prevent_explosion_fling("#FOLLOWER3#", false) character_set_never_catch_fire("#FOLLOWER1#", false) character_set_never_catch_fire("#FOLLOWER2#", false) character_set_never_catch_fire("#FOLLOWER3#", false) character_set_damage_multiplier("#FOLLOWER1#", 1.00) character_set_damage_multiplier("#FOLLOWER2#", 1.00) character_set_damage_multiplier("#FOLLOWER3#", 1.00) character_set_never_fall("#FOLLOWER1#", false) character_set_never_fall("#FOLLOWER2#", false) character_set_never_fall("#FOLLOWER3#", false) character_allow_ragdoll("#FOLLOWER1#", true) character_allow_ragdoll("#FOLLOWER2#", true) character_allow_ragdoll("#FOLLOWER3#", true) character_prevent_bumping("#FOLLOWER1#", false) character_prevent_bumping("#FOLLOWER2#", false) character_prevent_bumping("#FOLLOWER3#", false) character_set_immune_to_explosion_vomit("#FOLLOWER1#", false) character_set_immune_to_explosion_vomit("#FOLLOWER2#", false) character_set_immune_to_explosion_vomit("#FOLLOWER3#", false) character_set_no_explosive_panic("#FOLLOWER1#", false) character_set_no_explosive_panic("#FOLLOWER2#", false) character_set_no_explosive_panic("#FOLLOWER3#", false) turn_vulnerable(FOLLOWER1) turn_vulnerable(FOLLOWER2) turn_vulnerable(FOLLOWER3) character_prevent_flinching("#FOLLOWER1#", false) character_prevent_flinching("#FOLLOWER2#", false) character_prevent_flinching("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER3#", false) human_set_invulnerable_to_freeze("#FOLLOWER3#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER1#", false) human_set_invulnerable_to_freeze("#FOLLOWER1#", false) human_set_invulnerable_to_telekinesis("#FOLLOWER2#", false) human_set_invulnerable_to_freeze("#FOLLOWER2#", false) sandboxplus_message(" Followers are restored back to normal") end if GOD_MODE_FOLLOWERS == 5 then GOD_MODE_FOLLOWERS = 1 else GOD_MODE_FOLLOWERS = GOD_MODE_FOLLOWERS + 1 end TWO_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then -- 3 (weapon select 3) MISSIONS if player_action_is_pressed(B_INSERT) and not THREE_PUSHED then if mission_is_active("mintroshakes") then if FOLLOWERS_INVULNERABLE then --zimos party_add(mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER) vehicle_enter_teleport(mIntroShakes_group.shakespeare_npc.shakes, get_char_vehicle_name(LOCAL_PLAYER), 1) sandboxplus_message("Shakespeare is added to your party") else --- on_dismiss( "",mIntroShakes_group.shakespeare_npc.shakes ) party_dismiss( mIntroShakes_group.shakespeare_npc.shakes) sandboxplus_message("shakespeare is dismissed") end --alert_message("Your not in the current mission right now because your just free-roaming right now") end --party_add_optional(names[, player]) FOLLOWERS_INVULNERABLE = not FOLLOWERS_INVULNERABLE THREE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not THREE_PUSHED then if mission_is_active("mintroshakes") then if character_is_in_vehicle(LOCAL_PLAYER) then vehicle_enter_teleport(mIntroShakes_group.shakespeare_npc.shakes,get_char_vehicle_name(LOCAL_PLAYER),1) else teleport_to_object(mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, false, nil, 0.5) end sandboxplus_message("shakespeare teleported to your car") else sandboxplus_message("FAILED!") end THREE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not THREE_PUSHED then if mission_is_active("mintroshakes") then if PLAYA_DANCE_COUNTER_B == 1 then -- character_set_only_scripted_grabs(mIntroShakes_group.shakespeare_npc.shakes, false) set_team(mIntroShakes_group.shakespeare_npc.shakes, "Playas") sandboxplus_message(" Kinzie teams on Saints") elseif PLAYA_DANCE_COUNTER_B == 2 then set_team(mIntroShakes_group.shakespeare_npc.shakes, "STAG") sandboxplus_message(" Kinzie teams on STAG") elseif PLAYA_DANCE_COUNTER_B == 3 then set_team(mIntroShakes_group.shakespeare_npc.shakes, "Luchadores") sandboxplus_message(" Kinzie teams on Luchadores") elseif PLAYA_DANCE_COUNTER_B == 4 then set_team(mIntroShakes_group.shakespeare_npc.shakes, "Morningstar") sandboxplus_message(" Kinzie teams on Morningstar") elseif PLAYA_DANCE_COUNTER_B == 5 then set_team(mIntroShakes_group.shakespeare_npc.shakes, "Neutral Gang") sandboxplus_message(" Kinzie teams on Neutral Gang") elseif PLAYA_DANCE_COUNTER_B == 6 then set_team(mIntroShakes_group.shakespeare_npc.shakes, "Police") sandboxplus_message(" Kinzie teams on Police") elseif PLAYA_DANCE_COUNTER_B == 7 then set_team(mIntroShakes_group.shakespeare_npc.shakes, "Deckers") sandboxplus_message(" Kinzie teams on Deckers") elseif PLAYA_DANCE_COUNTER_B == 8 then set_team(mIntroShakes_group.shakespeare_npc.shakes, "Civilian") sandboxplus_message(" Kinzie teams on Civilian") end if PLAYA_DANCE_COUNTER_B == 8 then PLAYA_DANCE_COUNTER_B = 1 else PLAYA_DANCE_COUNTER_B = PLAYA_DANCE_COUNTER_B + 1 end else end THREE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not THREE_PUSHED then if mission_is_active("mintroshakes") then if FOLLOWERS_PSYCHO then -- hostile Kinzie Mission character_set_only_scripted_grabs(mIntroShakes_group.shakespeare_npc.shakes, false) set_ignore_ai_flag(mIntroShakes_group.shakespeare_npc.shakes, false) set_ignore_ai_flag(mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag(mIntroShakes_group.shakespeare_npc.shakes, false) set_always_sees_player_flag(mIntroShakes_group.shakespeare_npc.shakes, false) set_never_turn_on_player(mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_peds_flag(mIntroShakes_group.shakespeare_npc.shakes,false) set_attack_player_flag(mIntroShakes_group.shakespeare_npc.shakes, false) ai_clear_priority_target(mIntroShakes_group.shakespeare_npc.shakes) ---- ai_add_enemy_target(mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) set_attack_enemies_flag(mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag(mIntroShakes_group.shakespeare_npc.shakes, false) set_never_turn_on_player(mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag(mIntroShakes_group.shakespeare_npc.shakes,false) set_attack_player_flag(mIntroShakes_group.shakespeare_npc.shakes, false) ---- ai_add_enemy_target(mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, false) ai_clear_priority_target(mIntroShakes_group.shakespeare_npc.shakes) sandboxplus_message("homie are back to normal as they are") else set_ignore_ai_flag(mIntroShakes_group.shakespeare_npc.shakes, false) set_ignore_ai_flag(mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_enemies_flag(mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag(mIntroShakes_group.shakespeare_npc.shakes, true) set_never_turn_on_player(mIntroShakes_group.shakespeare_npc.shakes, false) set_attack_peds_flag(mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_player_flag(mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target(mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) set_attack_enemies_flag(mIntroShakes_group.shakespeare_npc.shakes, true) set_always_sees_player_flag(mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag(mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_player_flag(true) sandboxplus_message("homie attacks random peds and gangs") end else end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO THREE_PUSHED = true elseif player_action_is_pressed(B_END) and not THREE_PUSHED then if mission_is_active("mintroshakes") then inv_item_remove_all(mIntroShakes_group.shakespeare_npc.shakes) if MISSION_WEAPONS == 1 then --M02 inv_item_add("Melee-EnvySword",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Melee-EnvySword.") elseif MISSION_WEAPONS == 2 then inv_item_add("Melee-SpikedPaddle",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Melee-SpikedPaddle") elseif MISSION_WEAPONS == 3 then inv_item_add("Melee-Warhammer",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Melee-Warhammer.") elseif MISSION_WEAPONS == 4 then inv_item_add("Pistol-GallowsDodger",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Pistol-GallowsDodger") elseif MISSION_WEAPONS == 5 then inv_item_add("Pistol-Gang",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with shotgun Pistol-Gang") elseif MISSION_WEAPONS == 6 then inv_item_add("Pistol-HandCrossbow",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Pistol-HandCrossbow") elseif MISSION_WEAPONS == 7 then inv_item_add("Rifle-LavaBolter",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Rifle-LavaBolter") elseif MISSION_WEAPONS == 8 then inv_item_add("Shotgun-DamnedImpaler",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Shotgun-DamnedImpaler") elseif MISSION_WEAPONS == 9 then inv_item_add("SMG-ArmaLocustrum",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with SMG-ArmaLocustrum.") elseif MISSION_WEAPONS == 10 then inv_item_add("SMG-Brimstone_Uzi",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with SMG-Brimstone_Uzi.") elseif MISSION_WEAPONS == 11 then inv_item_add("Shotgun-Lust",10, mIntroShakes_group.shakespeare_npc.shakes,true) sandboxplus_message("homie is armed with Shotgun-Lust.") elseif MISSION_WEAPONS == 12 then sandboxplus_message("homie is fight with bare fists.") inv_item_remove_all(mIntroShakes_group.shakespeare_npc.shakes) end if MISSION_WEAPONS == 12 then MISSION_WEAPONS = 1 else MISSION_WEAPONS = MISSION_WEAPONS + 1 end end THREE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not THREE_PUSHED then if mission_is_active("mintroshakes") then if FOLLOWERS_PSYCHO then turn_invulnerable(mIntroShakes_group.shakespeare_npc.shakes) --character_set_damage_multiplier(mIntroShakes_group.shakespeare_npc.shakes, 0.00) character_prevent_explosion_fling(mIntroShakes_group.shakespeare_npc.shakes, true) character_set_never_catch_fire(mIntroShakes_group.shakespeare_npc.shakes, true) character_set_never_fall(mIntroShakes_group.shakespeare_npc.shakes, true) character_allow_ragdoll(mIntroShakes_group.shakespeare_npc.shakes, false) character_prevent_bumping(mIntroShakes_group.shakespeare_npc.shakes, true) player_movement_enable(mIntroShakes_group.shakespeare_npc.shakes) player_actions_enable(mIntroShakes_group.shakespeare_npc.shakes) character_prevent_flinching(mIntroShakes_group.shakespeare_npc.shakes, true) human_set_invulnerable_to_telekinesis(mIntroShakes_group.shakespeare_npc.shakes, true) human_set_invulnerable_to_freeze(mIntroShakes_group.shakespeare_npc.shakes, true) character_set_immune_to_explosion_vomit(mIntroShakes_group.shakespeare_npc.shakes, true) character_prevent_flinching(mIntroShakes_group.shakespeare_npc.shakes, true) sandboxplus_message("shakespeare has god mode") else character_prevent_flinching(mIntroShakes_group.shakespeare_npc.shakes, false) turn_invulnerable(mIntroShakes_group.shakespeare_npc.shakes) --character_set_damage_multiplier(mIntroShakes_group.shakespeare_npc.shakes, 0.00) character_prevent_explosion_fling(mIntroShakes_group.shakespeare_npc.shakes, false) character_set_never_catch_fire(mIntroShakes_group.shakespeare_npc.shakes, false) character_set_never_fall(mIntroShakes_group.shakespeare_npc.shakes, false) character_allow_ragdoll(mIntroShakes_group.shakespeare_npc.shakes, true) character_prevent_bumping(mIntroShakes_group.shakespeare_npc.shakes, false) player_movement_enable(mIntroShakes_group.shakespeare_npc.shakes) player_actions_enable(mIntroShakes_group.shakespeare_npc.shakes) human_set_invulnerable_to_telekinesis(mIntroShakes_group.shakespeare_npc.shakes, false) human_set_invulnerable_to_freeze(mIntroShakes_group.shakespeare_npc.shakes, false) character_set_immune_to_explosion_vomit(mIntroShakes_group.shakespeare_npc.shakes, false) character_prevent_flinching(mIntroShakes_group.shakespeare_npc.shakes, false) sandboxplus_message("shakespeare has back to normal") end end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO -- turn_invulnerable(mIntroShakes_group.shakespeare_npc.shakes) -- character_allow_ragdoll(mIntroShakes_group.shakespeare_npc.shakes, false) -- character_prevent_flinching(mIntroShakes_group.shakespeare_npc.shakes, true) -- character_prevent_bumping(mIntroShakes_group.shakespeare_npc.shakes, true) -- human_gravity_enable(mIntroShakes_group.shakespeare_npc.shakes, false) -- character_collision_enable (mIntroShakes_group.shakespeare_npc.shakes, true) -- character_enable_superpower_immunity(mIntroShakes_group.shakespeare_npc.shakes, true) --- character_enable_supersprint_immunity(mIntroShakes_group.shakespeare_npc.shakes, true) THREE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not THREE_PUSHED then if mission_is_active("mintroshakes") then if FOLLOWERS_PSYCHO then set_ignore_ai_flag(mIntroShakes_group.shakespeare_npc.shakes, true ) sandboxplus_message("shakespeare ignores") else set_ignore_ai_flag(mIntroShakes_group.shakespeare_npc.shakes, false ) sandboxplus_message("shakespeare don't ignore") end end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO THREE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not THREE_PUSHED then if mission_is_active("mintroshakes") then local PLAYERS_TEAM = get_team(LOCAL_PLAYER) set_team(mIntroShakes_group.shakespeare_npc.shakes,PLAYERS_TEAM) sandboxplus_message("shakespeare switch to your current team.") end THREE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not THREE_PUSHED then if mission_is_active("mintroshakes") then npc_weapon_pickup_override(mIntroShakes_group.shakespeare_npc.shakes, false) inv_item_remove_all(mIntroShakes_group.shakespeare_npc.shakes) sandboxplus_message("shakespeare weapons removed") end THREE_PUSHED = true elseif player_action_is_pressed(B_UP) and not THREE_PUSHED then if mission_is_active("mintroshakes") then if FOLLOWERS_PSYCHO then ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_ON_SIGHT, true) -- ai_add_enemy_target(attacker, target, tracking_mode[, high_priority]) -- (uint) { ATTACK_ON_SIGHT, ATTACK_NOW, ATTACK_NOW_NEVER_LOSE } set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) --set_always_sees_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true ) --ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true) sandboxplus_message("shakespeare attack you on sight") else set_attack_enemies_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_peds_flag( mIntroShakes_group.shakespeare_npc.shakes, true) set_attack_player_flag( mIntroShakes_group.shakespeare_npc.shakes, true) ai_add_enemy_target( mIntroShakes_group.shakespeare_npc.shakes, LOCAL_PLAYER, ATTACK_NOW, true) sandboxplus_message("shakespeare attack now") end end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO THREE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not THREE_PUSHED then THREE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not THREE_PUSHED then THREE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then -- 4 (weapon select 4) if player_action_is_pressed(B_INSERT) and not FOUR_PUSHED then sandbox_replay("mintro") FOUR_PUSHED = true elseif player_action_is_pressed(B_HOME) and not FOUR_PUSHED then sandbox_replay("mintrobb") FOUR_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not FOUR_PUSHED then sandbox_replay("mintroshakes") FOUR_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not FOUR_PUSHED then sandbox_replay("mintrotwins") FOUR_PUSHED = true elseif player_action_is_pressed(B_END) and not FOUR_PUSHED then sandbox_replay("mintrovlad") FOUR_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not FOUR_PUSHED then sandbox_replay("msatan") FOUR_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not FOUR_PUSHED then sandbox_replay("msatanflight") FOUR_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not FOUR_PUSHED then sandbox_replay("mflighttutorial") FOUR_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not FOUR_PUSHED then sandbox_replay("mmsummontutorial") FOUR_PUSHED = true elseif player_action_is_pressed(B_UP) and not FOUR_PUSHED then sandbox_replay("mmstomptutorial") FOUR_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not FOUR_PUSHED then sandbox_replay("mmauratutorial") FOUR_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not FOUR_PUSHED then sandbox_replay("mmblasttutorial") FOUR_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then -- 5 (weapon select 5) if player_action_is_pressed(B_INSERT) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_HOME) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_END) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_UP) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not FIVE_PUSHED then FIVE_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not FIVE_PUSHED then FIVE_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then -- 6 (weapon select 6) if player_action_is_pressed(B_INSERT) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_HOME) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_END) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_UP) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not SIX_PUSHED then SIX_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not SIX_PUSHED then SIX_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then -- 7 (weapon select 7) if player_action_is_pressed(B_INSERT) and not SEVEN_PUSHED then if CUSTOM_SPAWNING == 1 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Cheat_Zombie") sandboxplus_message(" Army of FBIs spawning enabled") elseif CUSTOM_SPAWNING == 2 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Cheat_Ho") sandboxplus_message(" Army of FBIs with peds spawning enabled") elseif CUSTOM_SPAWNING == 3 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Cheat_Mascot") sandboxplus_message(" Army of saint Dexs spawning enabled") elseif CUSTOM_SPAWNING == 4 then spawn_global_override_clear_category() spawn_global_override_set_category("sp_cat_Arapice_Zombies") sandboxplus_message(" Zombie devils spawning enabled") elseif CUSTOM_SPAWNING == 5 then spawn_global_override_clear_category() sandboxplus_message(" Custom spawning disabled") end if CUSTOM_SPAWNING == 5 then CUSTOM_SPAWNING = 1 else CUSTOM_SPAWNING = CUSTOM_SPAWNING + 1 end delay(0.75) SEVEN_PUSHED = true elseif player_action_is_pressed(B_HOME) and not SEVEN_PUSHED then party_dismiss("#Follower1#") party_dismiss("#Follower2#") party_dismiss("#Follower3#") party_dismiss_all() sandboxplus_message(" All your followers are dismissed from your party") SEVEN_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not SEVEN_PUSHED then teleport_to_object("#Follower1#", LOCAL_PLAYER, false, nil, 0.5) teleport_to_object("#Follower2#", LOCAL_PLAYER, false, nil, -0.3) teleport_to_object("#Follower3#", LOCAL_PLAYER, false, nil, 0.3) sandboxplus_message(" All your followers teleport to you") SEVEN_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not SEVEN_PUSHED then SEVEN_PUSHED = true elseif player_action_is_pressed(B_END) and not SEVEN_PUSHED then SEVEN_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not SEVEN_PUSHED then SEVEN_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not SEVEN_PUSHED then SEVEN_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not SEVEN_PUSHED then SEVEN_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not SEVEN_PUSHED then local PLAYER_TARGET = get_closest_npc_to_object(LOCAL_PLAYER, 30.0) character_make_priority_target(PLAYER_TARGET, true, 30.0) -- ai_add_enemy_target(attacker, target, tracking_mode[, high_priority]) -- (uint) { ATTACK_ON_SIGHT, ATTACK_NOW, ATTACK_NOW_NEVER_LOSE } sandboxplus_message("Target increased range") SEVEN_PUSHED = true elseif player_action_is_pressed(B_UP) and not SEVEN_PUSHED then local bar_count = notoriety_get_decimal("police") sandboxplus_message("[format][color:red]Crime levels[/format]\n"..bar_count.."\n") SEVEN_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not SEVEN_PUSHED then if mission_is_active() then objective_text_clear(0) set_traffic_density(1.0) set_ped_density(1.0) traffic_set_multiplier(1.0) spawning_pedestrians(true) spawning_vehicles(true) action_nodes_enable(true) parking_spot_disable_all(false) mission_shutdown() if mission_is_active("mintroshakes") then npc_weapon_pickup_override(mIntroShakes_group.shakespeare_npc.shakes, false) clear_animation_state(mIntroShakes_group.shakespeare_npc.shakes) set_never_turn_on_player(mIntroShakes_group.shakespeare_npc.shakes, false ) npc_weapon_pickup_override(mIntroShakes_group.shakespeare_npc.shakes, false) human_gravity_enable(mIntroShakes_group.shakespeare_npc.shakes, true) character_collision_enable (mIntroShakes_group.shakespeare_npc.shakes, true) character_set_only_scripted_grabs( mIntroShakes_group.shakespeare_npc.shakes, false ) door_lock( mIntroShakes_movers.door_01.mover, false ) door_lock( mIntroShakes_movers.door_02.mover, false ) end sandboxplus_message("Mission Shutdown and objective removed") end SEVEN_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not SEVEN_PUSHED then hud_display_set_element(1, HUD_ELEM_MINIMAP, HUD_FADE_VISIBLE) crib_disable_interface(false) portals_enable(true) --portals_enable(false) hud_inventory_disable(false) --character_set_only_player_grabs(LOCAL_PLAYER, false) --character_set_only_scripted_grabs(LOCAL_PLAYER, true) player_force_vehicle_seat(LOCAL_PLAYER, 0) character_show(LOCAL_PLAYER) slew_mode(false) mission_set_real_world(false) camera_script_disable() clear_all_personas() -- player_force_vehicle_seat(LOCAL_PLAYER, -1) player_controls_enable(LOCAL_PLAYER) player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) audio_suppress_ambient_player_lines(false) persona_suppress_ambient_lines(false) cell_menu_disable_map(false) cell_menu_disable_phone(false) player_force_vehicle_seat(LOCAL_PLAYER, 0) crib_disable_simulation_exit(false) player_inventory_restore_on_mission_exit(LOCAL_PLAYER) set_player_can_exit_vehicles(LOCAL_PLAYER, true) set_player_can_exit_vehicles(REMOTE_PLAYER, true) party_set_recruitable(true) cellphone_lock(false) character_dont_regenerate(LOCAL_PLAYER, false) player_controls_enable(LOCAL_PLAYER) customization_item_revert(SYNC_ALL) customization_restore_player_rig(SYNC_ALL) party_allow_max_followers(true) -- set_never_turn_on_player("#Follower1#", true) -- set_never_turn_on_player("#Follower2#", true) -- set_never_turn_on_player("#Follower3#", true) set_player_can_enter_exit_vehicles(LOCAL_PLAYER, true) inv_weapon_disable_all_slots(false) golden_cid_enable(false) radio_on_foot_enable(true) player_warp_to_shore_enable(LOCAL_PLAYER) party_set_recruitable(true) auto_pickup_weapons(true) player_super_power_set_wall_jump_and_sprint_disabled(false, false) crib_disable_simulation_exit(false) player_human_shield_lock(LOCAL_PLAYER, false) camera_shake_stop() set_never_crouch_flag(LOCAL_PLAYER, false) -- spawn_global_override_clear_category() --local dual_wielding = false clear_animation_state(LOCAL_PLAYER) m00_character_combat_movement_enable(LOCAL_PLAYER, false) character_set_always_combat_ready(LOCAL_PLAYER, false) set_never_crouch_flag(LOCAL_PLAYER, false) hdr_bloom_set_multiplier(1) refraction_situation_clear() player_can_sprint(true) party_set_dismissable(true) player_force_walk(LOCAL_PLAYER, false) set_player_can_take_human_shields(LOCAL_PLAYER, true) persona_clear_global_situation_override() audio_suppress_ambient_player_lines(false) persona_clear_global_situation_override() audio_suppress_ambient_player_lines(false) ---- sandboxplus_message("Breaking the Mission for the Player's Settings and never turn on the player is on") --else player_force_vehicle_seat(LOCAL_PLAYER, -1) camera_script_disable() player_controls_enable(LOCAL_PLAYER) player_movement_enable(LOCAL_PLAYER) player_actions_enable(LOCAL_PLAYER) audio_suppress_ambient_player_lines(false) persona_suppress_ambient_lines(false) player_force_walk(LOCAL_PLAYER, false) clear_all_personas() player_can_sprint(true) party_set_recruitable(true) radio_on_foot_enable(true) cell_menu_disable_map(false) cell_menu_disable_phone(false) player_force_vehicle_seat(LOCAL_PLAYER, 0) player_human_shield_lock(LOCAL_PLAYER, false) player_inventory_restore_on_mission_exit(LOCAL_PLAYER) --auto_pickup_weapons(false) player_warp_to_shore_enable(LOCAL_PLAYER) cellphone_lock(false) party_set_dismissable(true) -- set_never_turn_on_player("#Follower1#", false) -- set_never_turn_on_player("#Follower2#", false) -- set_never_turn_on_player("#Follower3#", false) player_super_power_set_wall_jump_and_sprint_disabled(false, false) camera_shake_stop() player_can_sprint(true) spawn_global_override_clear_category() character_dont_regenerate(LOCAL_PLAYER, false) crib_disable_simulation_exit(false) party_allow_max_followers(true) player_warp_to_shore_enable(LOCAL_PLAYER) player_controls_enable(LOCAL_PLAYER) set_player_can_take_human_shields(LOCAL_PLAYER, true) set_never_crouch_flag(LOCAL_PLAYER, false) set_player_can_exit_vehicles(LOCAL_PLAYER, true) set_player_can_exit_vehicles(REMOTE_PLAYER, true) player_inventory_restore_on_mission_exit(LOCAL_PLAYER) party_set_recruitable(true) golden_cid_enable(false) --local dual_wielding = true player_can_sprint(true) hdr_bloom_set_multiplier(1) refraction_situation_clear() m00_character_combat_movement_enable(LOCAL_PLAYER, false) inv_weapon_disable_all_slots(false) clear_animation_state(LOCAL_PLAYER) sandboxplus_message("Break the Mission! Give anything you wanted party add and dismiss is now restored.") -- end -- PHONE_ON = not PHONE_ON hud_critical_timer_stop() SEVEN_PUSHED = true end elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then -- 8 (weapon select 8) if player_action_is_pressed(B_INSERT) and not EIGHT_PUSHED then reset_all_zones() sandboxplus_message(" Virtual Steelport default zones restored") EIGHT_PUSHED = true elseif player_action_is_pressed(B_HOME) and not EIGHT_PUSHED then if coop_is_active() then if not COOP_COMMANDS then sandboxplus_message(" Special Commands now affect both host and remote player") else sandboxplus_message(" Special Commands now only affect the host") end COOP_COMMANDS = not COOP_COMMANDS else sandboxplus_message(" Toggle special commands for remote player FAILED") end EIGHT_PUSHED = true elseif player_action_is_pressed(B_PGUP) and not EIGHT_PUSHED then if HUD_NORMAL then --Hide all HUD elements Openworld_hud_state.hide_everything = hud_display_create_state() hud_display_set_element(Openworld_hud_state.hide_everything, HUD_ALL_ELEM, HUD_FADE_HIDDEN) hud_display_commit_state(Openworld_hud_state.hide_everything) else -- Restore the HUD for i, hud_state in pairs(Openworld_hud_state) do if (hud_state ~= -1) then hud_display_remove_state(hud_state) hud_state = -1 end end sandboxplus_message(" HUD Restored") end HUD_NORMAL = not HUD_NORMAL EIGHT_PUSHED = true elseif player_action_is_pressed(B_DELETE) and not EIGHT_PUSHED then -- SHOW PLAYER POSITION local posx,posz,posy = get_object_pos(LOCAL_PLAYER) sandboxplus_message("Player Pos:".."\n".."X: "..posx .."\n".."Y: "..posy.."\n".."Z: "..posz.."\n") EIGHT_PUSHED = true elseif player_action_is_pressed(B_END) and not EIGHT_PUSHED then -- CYCLE GHOST TOWN MODES if GHOST_TOWN == 1 then spawning_pedestrians(false) spawning_vehicles(false) action_nodes_enable(false) parking_spot_disable_all(true) sandboxplus_message(" Ghost Town - no traffic") elseif GHOST_TOWN == 2 then spawning_pedestrians(false) spawning_vehicles(false) spawning_distant_vehicles(false) action_nodes_enable(true) parking_spot_disable_all(false) sandboxplus_message(" Ghost Town - parked cars only") elseif GHOST_TOWN == 3 then spawning_pedestrians(true) spawning_vehicles(false) spawning_distant_vehicles(false) action_nodes_enable(true) parking_spot_disable_all(true) sandboxplus_message(" Ghost Town - peds only") elseif GHOST_TOWN == 4 then spawning_pedestrians(false) spawning_vehicles(true) spawning_distant_vehicles(false) action_nodes_enable(false) parking_spot_disable_all(true) sandboxplus_message(" Ghost Town - vehicles only") elseif GHOST_TOWN == 5 then spawning_distant_vehicles(true) spawning_pedestrians(true) spawning_vehicles(true) action_nodes_enable(true) parking_spot_disable_all(false) sandboxplus_message(" Traffic enabled") end if GHOST_TOWN == 5 then GHOST_TOWN = 1 else GHOST_TOWN = GHOST_TOWN + 1 end EIGHT_PUSHED = true elseif player_action_is_pressed(B_PGDWN) and not EIGHT_PUSHED then --homies super powers if mission_is_active("mintroshakes") then --CTRL+RIGHT = Cycles kinzie's superpower behaviour if NPC_SUPERPOWERS == 0 then set_behavior_set(mIntroShakes_group.shakespeare_npc.shakes, "Super Saint" ) sandboxplus_message("shakespeare's superpower behaviour is super saints") elseif NPC_SUPERPOWERS == 1 then set_behavior_set(mIntroShakes_group.shakespeare_npc.shakes, "Super Jump Only" ) sandboxplus_message("shakespeare's superpower behaviour is Super Jump Only") elseif NPC_SUPERPOWERS == 2 then set_behavior_set(mIntroShakes_group.shakespeare_npc.shakes, "Super Haduoken only" ) sandboxplus_message("shakespeare's superpower behaviour is Super Haduoken only") elseif NPC_SUPERPOWERS == 3 then set_behavior_set(mIntroShakes_group.shakespeare_npc.shakes, "Super Enemy Boss" ) sandboxplus_message("shakespeare's superpower behaviour is Super Enemy Boss") elseif NPC_SUPERPOWERS == 4 then set_behavior_set(mIntroShakes_group.shakespeare_npc.shakes,"Saints Gat" ) sandboxplus_message("shakespeare's superpower behaviour is Saints Gat") end if NPC_SUPERPOWERS == 4 then NPC_SUPERPOWERS = 0 else NPC_SUPERPOWERS = NPC_SUPERPOWERS + 1 end end EIGHT_PUSHED = true elseif player_action_is_pressed(B_RIGHT) and not EIGHT_PUSHED then if mission_is_active("mintroshakes") then --CTRL+left = Cycles kinzie's superpowers enabled if NPC_SUPERPOWERS_ENABLE then npc_super_powers_enable(mIntroShakes_group.shakespeare_npc.shakes,true) -- set_behavior_set(MOL_KZ_01_homie.kinzie, "Super Saint" ) sandboxplus_message("shakespeare's superpowers ENABLED") else -- set_behavior_set(mIntroShakes_group.shakespeare_npc.shakes, "Gang Offensive" ) npc_super_powers_disable(mIntroShakes_group.shakespeare_npc.shakes) set_behavior_set(mIntroShakes_group.shakespeare_npc.shakes, "Super Jump Only" ) sandboxplus_message("shakespeare's superpowers DISABLED") end NPC_SUPERPOWERS_ENABLE = not NPC_SUPERPOWERS_ENABLE end EIGHT_PUSHED = true elseif player_action_is_pressed(B_LEFT) and not EIGHT_PUSHED then if FLEES == 1 then set_civilians_flee(true, false) sandboxplus_message("Civilians flees") elseif FLEES == 2 then set_civilians_flee(true, true) sandboxplus_message("Civilians flees like crazier") elseif FLEES == 3 then set_civilians_flee(true, false) sandboxplus_message(" Civilians flees like crazier 2") elseif FLEES == 4 then set_civilians_flee(false, true) sandboxplus_message("Civilians false flees") elseif FLEES == 5 then set_civilians_flee(false, false) sandboxplus_message("Civilians stops fleeing") end if FLEES == 5 then FLEES = 1 else FLEES = FLEES + 1 end EIGHT_PUSHED = true elseif player_action_is_pressed(B_DOWN) and not EIGHT_PUSHED then if FOLLOWER_TEAM == 1 then set_team("#FOLLOWER2#", "Police") set_team("#FOLLOWER1#", "Police") set_team("#FOLLOWER3#", "Police") sandboxplus_message("Followers are teamed police") elseif FOLLOWER_TEAM == 2 then set_team("#FOLLOWER2#", "Luchadores") set_team("#FOLLOWER1#", "Luchadores") set_team("#FOLLOWER3#", "Luchadores") sandboxplus_message("Followers are teamed luchadores") elseif FOLLOWER_TEAM == 3 then set_team("#FOLLOWER2#", "Deckers") set_team("#FOLLOWER1#", "Deckers") set_team("#FOLLOWER3#", "Deckers") sandboxplus_message("Followers are teamed deckers") elseif FOLLOWER_TEAM == 4 then set_team("#FOLLOWER2#", "Morningstar") set_team("#FOLLOWER1#", "Morningstar") set_team("#FOLLOWER3#", "Morningstar") sandboxplus_message("Followers are teamed morningstar") elseif FOLLOWER_TEAM == 5 then set_team("#FOLLOWER2#", "Stag") set_team("#FOLLOWER1#", "Stag") set_team("#FOLLOWER3#", "Stag") sandboxplus_message("Followers are teamed stag") elseif FOLLOWER_TEAM == 6 then set_team("#FOLLOWER2#", "Neutral Gang") set_team("#FOLLOWER1#", "Neutral Gang") set_team("#FOLLOWER3#", "Neutral Gang") sandboxplus_message("Followers are teamed neutral gang") elseif FOLLOWER_TEAM == 7 then set_team("#FOLLOWER2#", "Civilian") set_team("#FOLLOWER1#", "Civilian") set_team("#FOLLOWER3#", "Civilian") sandboxplus_message("Followers are teamed civilian") elseif FOLLOWER_TEAM == 8 then set_team("#FOLLOWER2#", "Playas") set_team("#FOLLOWER1#", "Playas") set_team("#FOLLOWER3#", "Playas") sandboxplus_message("Followers are teamed saints") end if FOLLOWER_TEAM == 8 then FOLLOWER_TEAM = 1 else FOLLOWER_TEAM = FOLLOWER_TEAM + 1 end EIGHT_PUSHED = true elseif player_action_is_pressed(B_UP) and not EIGHT_PUSHED then if FOLLOWERS_PSYCHO then --trash fixed set_behavior_set("#FOLLOWER2#", "Super Enemies" ) set_behavior_set("#FOLLOWER1#", "Super Enemies" ) set_behavior_set("#FOLLOWER3#", "Super Enemies" ) npc_super_powers_enable("#FOLLOWER2#") npc_super_powers_enable("#FOLLOWER1#") npc_super_powers_enable("#FOLLOWER3#") sandboxplus_message("Followers superpowers ENABLED") else npc_super_powers_disable("#FOLLOWER3#") npc_super_powers_disable("#FOLLOWER1#") npc_super_powers_disable("#FOLLOWER2#") set_behavior_set("#FOLLOWER1#", "Gang Offensive" ) set_behavior_set("#FOLLOWER2#", "Gang Offensive" ) set_behavior_set("#FOLLOWER3#", "Gang Offensive" ) -- set_behavior_set("#FOLLOWER2#", "gang offensive" ) -- set_behavior_set("#FOLLOWER1#", "gang offensive" ) -- set_behavior_set("#FOLLOWER3#", "gang offensive" ) sandboxplus_message("Followers superpowers DISABLED") end FOLLOWERS_PSYCHO = not FOLLOWERS_PSYCHO EIGHT_PUSHED = true elseif player_action_is_pressed(B_LBRACKET) and not EIGHT_PUSHED then if START_TRIGGER == 0 then --MISSION_START = 1 START_TRIGGER = 1 sandboxplus_message("Homie sense of crime trigger activated - make sure disactivate it upon restarting or quiting a mission or else it will not work.") elseif START_TRIGGER == 1 then START_TRIGGER = 0 -- START_TRIGGER = 0 -- KILL_DONE = 0 sandboxplus_message("Homie sense of crime trigger disactivated") end delay(0.75) EIGHT_PUSHED = true elseif player_action_is_pressed(B_RBRACKET) and not EIGHT_PUSHED then if SHOP_ALARM == 0 then sandboxplus_message("0.1 set") elseif SHOP_ALARM == 1 then sandboxplus_message("2.0 set") elseif SHOP_ALARM == 2 then sandboxplus_message("4.0 set") elseif SHOP_ALARM == 3 then sandboxplus_message("0.01 set") elseif SHOP_ALARM == 4 then sandboxplus_message("0.001 set") end if SHOP_ALARM == 4 then SHOP_ALARM = 0 else SHOP_ALARM = SHOP_ALARM + 1 end delay(0.75) EIGHT_PUSHED = true end end if not player_action_is_pressed("CBA_GAC_RECRUIT_DISMISS") then RECRUIT_PUSHED = false end if not player_action_is_pressed("CBA_OFC_TAUNT_TWO") then TAUNT_PUSHED = false end if not player_action_is_pressed("CBA_OFC_TAUNT_THREE") then COMPLIMENT_PUSHED = false end if not player_action_is_pressed("CBA_OFC_CROUCH") then CROUCH_PUSHED = false end if not player_action_is_pressed("CBA_GAC_ACTION") then USE_PUSHED = false end if not player_action_is_pressed("CBA_OFC_PICKUP_RELOAD") then RELOAD_PUSHED = false end if not player_action_is_pressed("CBA_OFC_MELEE_NUT_SHOT") then MELEE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_GRENADE_SWITCH") then GRENADE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_1") then ONE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_2") then TWO_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_3") then THREE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_4") then FOUR_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_5") then FIVE_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_6") then SIX_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then SEVEN_PUSHED = false end if not player_action_is_pressed("CBA_GAC_WEAPON_SELECT_8") then EIGHT_PUSHED = false end delay(0.5) end end function sandboxplus_message(hud_text_msg) --message_remove_all() mission_help_table(hud_text_msg, LOCAL_PLAYER) end function get_fucking_high_bitches(scalar) drug_effect_set_override_values(scalar, scalar) if (scalar == 1.0) then refraction_situation_set("drug strong") --audio_object_post_event("sh02_drug_pitch", nil, nil, LOCAL_PLAYER) elseif (scalar == 0.75) then refraction_situation_set("drug weak") elseif (scalar == 0.5) then refraction_situation_set("drug weakest") --audio_object_post_event("sh02_drug_pitch_50", nil, nil, LOCAL_PLAYER) elseif (scalar == 0.25) then --audio_object_post_event("sh02_drug_pitch_50", nil, nil, LOCAL_PLAYER) --set_animation_state(LOCAL_PLAYER, "lms player drug smoke") else drug_effect_clear_override_values() refraction_situation_clear() --audio_object_post_event("sh02_drug_pitch_normal", nil, nil, LOCAL_PLAYER) end end function sandbox_cutscene(cutscene) cutscene_play(cutscene) --TELEPORT TO GATEWAY SUNSET PARK local tposx,tposy,tposz = (40.008 - ctele_Posx), (673.332 - ctele_Posy), (7.833 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end end function sandbox_replay(mission) mission_start(mission, true) --[[local tposx,tposy,tposz = (-1554.136 - ctele_Posx), (-869.053 - ctele_Posy), (8.332 - ctele_Posz) teleport_to_object(LOCAL_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) if COOP_COMMANDS and coop_is_active() then teleport_to_object(REMOTE_PLAYER, "nw_qm_nav", false, false, tposx , tposz, tposy , false) end]] end function set_animation_for_gender(player) if character_get_gender(player) == GENDER_TYPE_MALE then set_animation_set(player, "PLYM") else set_animation_set(player, "PLYF") end end function reset_all_zones() -- RESTORE VIRTUAL STEELPORT DEFAULT ZONES city_zone_swap("M_00", false) city_zone_swap("wh", false) city_zone_swap("pv", false) city_zone_swap("m11", false) city_zone_swap("m3", false) city_zone_swap("molp1_no", false) city_zone_swap("molp1_joe", false) city_zone_swap("2D", false) city_zone_swap("training", false) city_zone_swap("m3_escape", false) city_zone_swap("m3_fox", false) city_zone_swap("m7_matt", false) city_zone_swap("m3", false) city_zone_swap("int_m2", false) city_zone_swap("sprint_1", false) city_zone_swap("sprint_2", false) city_zone_swap("sprint_3", false) city_zone_swap("tk_1_swap", false) city_zone_swap("tk_2", false) city_zone_swap("spfc", false) city_zone_swap("m15_gat", false) city_zone_swap("gat_loyalty", false) city_zone_swap("m17", false) city_zone_swap("m18_tv", false) city_zone_swap("m5", false) city_zone_swap("m22_3_ship", false) city_zone_swap("m22_3_dive", false) city_zone_swap("arena", false) city_zone_swap("leap_1", false) city_zone_swap("leap_2_swap", false) city_zone_swap("vr", false) city_zone_swap("dlc1_3s", false) city_zone_swap("dlc1_3c", false) city_zone_swap("dlc1_bdclub", false) city_zone_swap("dlc1_4p", false) city_zone_swap("dlc2_wpv", false) city_zone_swap("dlc2_nps", false) city_zone_swap("dlc2_r", false) end -- Vanilla vars -- Gameplay Choice IDs - -- these should match values from level_scripts.cpp MISSION_06_CHOICE = 0 MISSION_22_CHOICE = 1 MISSION_21_CHOICE = 2 M06_CHOICE_BLOWN_TOWER = true; M06_CHOICE_BRANDED_TOWER = false; M22_CHOICE_KILLBANE_KILL = true; M22_CHOICE_KILLBANE_ESCAPE = false; M21_CHOICE_KILLBANE_UNMASKED = true; M21_CHOICE_KILLBANE_NOT_UNMASKED = false; QOC_ASHA = 0 QOC_BEN_KING = 1 QOC_CID = 2 QOC_JOHNNY_GAT = 3 QOC_KINZIE = 4 QOC_MATT_MILLER = 5 QOC_PIERCE = 6 QOC_VP = 7 QOC_SHAUNDI = 8 QOC_SR2_SHAUNDI = 9 QOC_VLAD = 10 QOC_BLACKBEARD = 11 QOC_DANE = 12 QOC_VIOLA = 13 QOC_SHAKESPEARE = 14 sr4_5_city_CONTACTS = { { type = QOC_ASHA, npc = "Asha_01", trigger = "asha_trigger" }, { type = QOC_BEN_KING, npc = "Ben_King_01", trigger = "ben_king_trigger" }, { type = QOC_CID, npc = "CID_01", trigger = "cid_trigger" }, { type = QOC_JOHNNY_GAT, npc = "Johnny_Gat_01", trigger = "johnny_gat_trigger" }, { type = QOC_KINZIE, npc = "Kinzie_01", trigger = "kinzie_trigger" }, { type = QOC_MATT_MILLER, npc = "Matt_Miller_01", trigger = "matt_miller_trigger" }, { type = QOC_PIERCE, npc = "Pierce_01", trigger = "pierce_trigger" }, { type = QOC_SHAUNDI, npc = "Shaundi_01", trigger = "shaundi_trigger" }, { type = QOC_VP, npc = "VP_01", trigger = "vp_trigger" }, { type = QOC_VLAD, trigger = "Vlad_trigger" }, { type = QOC_BLACKBEARD, trigger = "Blackbeard_trigger" }, { type = QOC_DANE, npc = "Dane_01", trigger = "dane_trigger" }, { type = QOC_VIOLA, trigger = "Kiki_trigger" }, { type = QOC_SHAKESPEARE, trigger = "Shake_trigger" }, { type = QOC_SR2_SHAUNDI, trigger = "shaduni_sr2_trigger" }, } function sr4_5_city_init() --group_create( "sr3_weapons", false) -- Is this still needed? quest_log_configure_contact_triggers( sr4_5_city_CONTACTS ) end function sr4_5_city_main() city_zone_swap("jez_room") city_zone_swap("H_gat") city_zone_swap("pl_office") city_zone_swap("crib_ship") city_zone_swap("m_Sthrone") city_zone_swap("void") city_zone_swap("C_Chamb") city_zone_swap("U_pent") ember_on() --hotspot_set_waypoint( "MG_Entertainment" ) Keycombo_Handle = thread_new("keycombo_thread") -- Misc_Handle = thread_new("misc_thread") end function sr4_5_city_init_client() quest_log_configure_contact_triggers( sr4_5_city_CONTACTS ) end function sr4_5_city_main_client() end function mm_1_2_coop_skip( from_gamesave ) player_unlock_super_power(6) -- Jump player_unlock_super_power(5) -- Sprint end function mm_1_3_coop_skip( from_gamesave ) player_unlock_super_power(3) -- Blast unlockable_unlock("ragdoll_recovery") -- Air Recovery end function m05_coop_skip( from_gamesave ) player_unlock_super_power(0) -- Telekinesis end function mm_4_1_coop_skip( from_gamesave ) player_unlock_super_power(1) -- Stomp end function m14_coop_skip( from_gamesave ) player_unlock_super_power(2) -- Buff end function m15_3_coop_skip( from_gamesave ) player_unlock_super_power(4) -- Shield player_unlock_super_power(7) -- DFA end function mm_1_3_setup() -- NZ: Reset hotspot in case player abandons mission hotspot_reset("Hotspot_NW") end --===========================GLOBALS==================================== -- tables of 'line played' flags for each homie dialogue line --====================================================================== sr4_5_city_globals = { -- the max number of times you'll get a modal dialogue scene with someone within the same ship visit num_talks_allowed = 3, --ship dialogue flags; table of flags for each line situation said_asha_line = { benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_cid_line = { asha = false, benking = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_johnny_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = true, }, said_king_line = { asha = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_kinzie_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = true, pierce = false, shaundi = false, matt = false, gat = false, }, said_matt_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = true, gat = false, }, said_pierce_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, shaundi = false, matt = false, gat = false, }, said_shaundi_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, matt = false, gat = false, }, said_shaundi_sr2_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_vp_line = { asha = false, benking = false, cid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_earth_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_key_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_kinzie_kidnapped_line = { asha = false, benking = false, cid = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_kinzie_rescued_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_loyalty_complete_line = { asha = false, benking = false, keithdavid = false, kinzie = false, matt = false, pierce = false, shaundi = false, cid = true, gat = true, }, said_mech_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_ship_name_line = { asha = false, benking = false, cid = false, keithdavid = false, kinzie = false, pierce = false, shaundi = false, matt = false, gat = false, }, said_working_on_mech_line = { kinzie = false, asha = true, benking = true, cid = true, keithdavid = true, pierce = true, shaundi = true, matt = true, gat = false, }, } sr4_5_city_CRIBSHIP_num_talks = { -- number of times you talked to an NPC (in a modal sequence) on a given ship visit num_benking_talks = 0, num_cid_talks = 0, num_keithdavid_talks = 0, num_kinzie_talks = 0, num_pierce_talks = 0, num_shaundi_talks = 0, num_matt_talks = 0, num_gat_talks = 0, num_asha_talks = 0, } sr4_5_city_CRIBSHIP_sex_flags = { -- sex flags flag_benking_sex = false, flag_cid_sex = false, flag_keithdavid_sex = false, flag_kinzie_sex = false, flag_pierce_sex = false, flag_shaundi_sex = false, flag_matt_sex = false, flag_gat_sex = false, flag_asha_sex = false, } --===========================TRIGGERS=================================== -- --====================================================================== sr4_5_city_trigger = { -- = { -- name = "johnnygat_con_trig_lean", -- hit = false, -- (optional)callback = "sr4_5_city_function_name_cb" --(optional)marker = TRIGGER_LOCATION or TRIGGER_USE or custom or don't include for no marker -- (optional)waypoint = true, -- (optional)teleport_to = { -- host = "host_nav", -- client = "client_nav" --}, --(optional)conversation = M_RAIL_convo.convo_name -- play a conversation --}, talk_to_gat_lean = { name = "johnnygat_con_trig_lean", hit = false, callback = "sr4_5_city_talk_to_gat", }, talk_to_gat_crates = { name = "johnnygat_con_trig_crates", hit = false, callback = "sr4_5_city_talk_to_gat", }, talk_to_gat_chair = { name = "johnnygat_con_trig_purplechair", hit = false, callback = "sr4_5_city_talk_to_gat", }, talk_to_shaundi_stand = { name = "shaundi_con_trig_stand", hit = false, callback = "sr4_5_city_talk_to_shaundi", }, talk_to_shaundi_catwalk = { name = "shaundi_con_trig_catwalk", hit = false, callback = "sr4_5_city_talk_to_shaundi", }, talk_to_shaundi_ctrl = { name = "shaundi_con_trig_controlroom", hit = false, callback = "sr4_5_city_talk_to_shaundi", }, talk_to_shaundi_sit = { name = "shaundi_con_trig_sit", hit = false, callback = "sr4_5_city_talk_to_shaundi", }, talk_to_kinzie_bag = { name = "kinzie_con_trig_beanbag", hit = false, callback = "sr4_5_city_talk_to_kinzie", }, talk_to_kinzie_control = { name = "kinzie_con_trig_controlroom", hit = false, callback = "sr4_5_city_talk_to_kinzie", }, talk_to_kinzie_mech = { name = "kinzie_con_trig_mech", hit = false, callback = "sr4_5_city_talk_to_kinzie", }, talk_to_asha_bag = { name = "asha_con_trig_gymbag", hit = false, callback = "sr4_5_city_talk_to_asha", }, talk_to_asha_bench = { name = "asha_con_trig_benchpress", hit = false, callback = "sr4_5_city_talk_to_asha", }, talk_to_asha_stretch = { name = "asha_con_trig_stretching", hit = false, callback = "sr4_5_city_talk_to_asha", }, talk_to_ben_lean = { name = "benking_con_trig_lean", hit = false, callback = "sr4_5_city_talk_to_benking", }, talk_to_ben_chair = { name = "benking_con_trig_chair", hit = false, callback = "sr4_5_city_talk_to_benking", }, talk_to_ben_toilet = { name = "benking_con_trig_toilet", hit = false, callback = "sr4_5_city_talk_to_benking", }, talk_to_cid = { name = "cid_con_trig_sexroom", hit = false, callback = "sr4_5_city_talk_to_cid", }, talk_to_matt_couch = { name = "mattmiller_con_trig_couch", hit = false, callback = "sr4_5_city_talk_to_matt", }, talk_to_matt_tv = { name = "mattmiller_con_trig_tv", hit = false, callback = "sr4_5_city_talk_to_matt", }, talk_to_matt_crates = { name = "mattmiller_con_trig_crates", hit = false, callback = "sr4_5_city_talk_to_matt", }, talk_to_matt_dep = { name = "mattmiller_con_trig_depressed", hit = false, callback = "sr4_5_city_talk_to_matt", }, talk_to_pierce = { name = "pierce_con_trig_couch", hit = false, callback = "sr4_5_city_talk_to_pierce", }, talk_to_pierce_egg = { name = "pierce_con_trig_eggchair", hit = false, callback = "sr4_5_city_talk_to_pierce", }, talk_to_pierce_pool = { name = "pierce_con_trig_pooltable", hit = false, callback = "sr4_5_city_talk_to_pierce", }, talk_to_vp_vport = { name = "vp_con_trig_stand", hit = false, callback = "sr4_5_city_talk_to_vp", }, talk_to_vp_cat = { name = "vp_con_trig_catwalk", hit = false, callback = "sr4_5_city_talk_to_vp", }, talk_to_vp_chair = { name = "vp_con_trig_chair", hit = false, callback = "sr4_5_city_talk_to_vp", }, --sex triggers asha_sex = { name = "asha_sex_trigger", hit = false, callback = "sr4_5_city_asha_sex", }, ben_king_sex = { name = "ben_king_sex_trigger", hit = false, callback = "sr4_5_city_benking_sex", }, cid_sex = { name = "cid_sex_trigger", hit = false, callback = "sr4_5_city_cid_sex", }, gat_sex = { name = "johnny_gat_sex_trigger", hit = false, callback = "sr4_5_city_gat_sex", }, kinzie_sex = { name = "kinzie_sex_trigger", hit = false, callback = "sr4_5_city_kinzie_sex", }, matt_sex = { name = "matt_miller_sex_trigger", hit = false, callback = "sr4_5_city_matt_sex", }, pierce_sex = { name = "pierce_sex_trigger", hit = false, callback = "sr4_5_city_pierce_sex", }, shaundi_sex = { name = "shaundi_sex_trigger", hit = false, callback = "sr4_5_city_shaundi_sex", }, vp_sex = { name = "vp_sex_trigger", hit = false, callback = "sr4_5_city_vp_sex", }, --[[ hack_cargo = { name = "hack_sim1_trig", hit = false, use_nav = "hack_sim1_nav", use_anim = "m24 computer hack", callback = "sr4_5_city_do_hack", }, ]] -- txt adventure computer start_txt_adventure = { name = "Text_Adventure_Trigger", hit = false, use_nav = "txt_adventure_nav", use_anim = "m24 computer hack", callback = "ship_start_text_adventure_cb", --conversation = sr4_5_city_convo.Matt_Talk_01 }, } sr4_5_city_ship_action_nodes = { asha = { { -- bag lean name = "asha_baglean", -- "asha_baglean" talk_trig = "asha_con_trig_gymbag", sex_trig = "asha_sex_trigger", contact_trig = "asha_trigger", sex_nav = "asha_sex_nav", }, { -- bench press name = "asha_benchsit", -- "asha_benchsit" "asha_bench_shp" talk_trig = "asha_con_trig_benchpress", -- "asha_con_trig_benchpress" sex_trig = "asha_sex_trigger", contact_trig = "asha_trigger", sex_nav = "asha_sex_nav", }, { -- on floor stretching name = "asha_shp_stretch", -- "asha_shp_stretch" "asha_stretch_ship" "Situps_Asha" talk_trig = "asha_con_trig_stretching", -- "asha_con_trig_stretching" sex_trig = "asha_sex_trigger", contact_trig = "asha_trigger", sex_nav = "asha_sex_nav", }, }, benking = { { -- leaning on table name = "King_leaning", -- "King_leaning" talk_trig = "benking_con_trig_lean", sex_trig = "ben_king_sex_trigger", contact_trig = "ben_king_trigger", sex_nav = "ben_king_sex_nav", }, { -- sitting in purple chair name = "King_ship_pchair", -- "King_ship_pchair" talk_trig = "benking_con_trig_chair", sex_trig = "ben_king_sex_trigger", contact_trig = "ben_king_trigger", sex_nav = "ben_king_sex_nav", }, { -- space toilet name = "pierce_shp_toilet", -- "pierce_shp_toilet" talk_trig = "benking_con_trig_toilet", sex_trig = "ben_king_sex_trigger", contact_trig = "ben_king_trigger", sex_nav = "benking_sex_nav_toilet", }, }, cid = { { -- sex room name = "Ship_Cid_Float", talk_trig = "cid_con_trig_sexroom", sex_trig = "cid_sex_trigger", contact_trig = "cid_trigger", sex_nav = "cid_sex_nav", }, }, gat = { { -- leaning on locker w/knife name = "Ship_Gat_Locker", -- "Ship_Gat_Locker" talk_trig = "johnnygat_con_trig_lean", -- "johnnygat_con_trig_lean" sex_trig = "johnny_gat_sex_trigger", contact_trig = "johnny_gat_trigger", sex_nav = "johnny_gat_sex_nav", }, { -- sitting on crate cleaning gun name = "gat ship gunclean", -- "gat ship gunclean" talk_trig = "johnnygat_con_trig_crates", -- johnnygat_con_trig_crates sex_trig = "johnny_gat_sex_trigger", contact_trig = "johnny_gat_trigger", sex_nav = "johnny_gat_sex_nav", }, { -- sitting in purple chair name = "Ship_Gat_sit", -- "Ship_Gat_sit" talk_trig = "johnnygat_con_trig_purplechair", -- johnnygat_con_trig_purplechair sex_trig = "johnny_gat_sex_trigger", contact_trig = "johnny_gat_trigger", sex_nav = "johnny_gat_sex_nav", }, }, kinzie = { { -- working on mech name = "shp_kinz_mchbox", -- "shp_kinz_mchbox" talk_trig = "kinzie_con_trig_mech", -- "kinzie_con_trig_mech", sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav_mech", -- "kinzie_sex_nav_mech", }, { -- nemo chair name = "kinzie_nemo", -- "kinzie_nemo" talk_trig = nil, sex_trig = nil, contact_trig = nil, sex_nav = nil, }, { -- control room name = "Kinz_shp_computer", -- "Kinz_shp_computer" talk_trig = "kinzie_con_trig_controlroom", -- "kinzie_con_trig_controlroom" sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav_controlroom", -- "kinzie_sex_nav_controlroom" }, { -- typing in beanbag chair name = "kinzie_typing", -- "kinzie_typing" talk_trig = "kinzie_con_trig_beanbag", -- "kinzie_con_trig_beanbag", sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav", -- "kinzie_sex_nav" }, { -- tube name = "shp_kinzie_tiptoe", -- "shp_kinzie_tiptoe" talk_trig = "kinzie_con_trig_beanbag", -- "kinzie_con_trig_beanbag", sex_trig = "kinzie_sex_trigger", contact_trig = "kinzie_trigger", sex_nav = "kinzie_sex_nav", -- "kinzie_sex_nav" }, }, matt = { { -- depressed sitting at computer name = "shp_matt_computer", -- "shp_matt_computer" talk_trig = "mattmiller_con_trig_depressed", -- "mattmiller_con_trig_depressed", sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "mattmiller_sex_nav_depressed", -- "mattmiller_sex_nav_depressed", }, { -- couch w/game name = "Matt_ship_couch", -- "Matt_ship_couch" talk_trig = "mattmiller_con_trig_couch", -- mattmiller_con_trig_couch sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "matt_miller_sex_nav", -- matt_miller_sex_nav }, { -- standing at tv name = "Matt_tv", --"Matt_tv" talk_trig = "mattmiller_con_trig_tv", -- "mattmiller_con_trig_tv" sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "matt_miller_sex_nav", -- matt_miller_sex_nav }, { -- sitting on crates fixing electronics name = "Matt_shp_crates", --"Matt_shp_crates" talk_trig = "mattmiller_con_trig_crates", -- mattmiller_con_trig_crates sex_trig = "matt_miller_sex_trigger", contact_trig = "matt_miller_trigger", sex_nav = "mattmiller_sex_nav_crates", -- mattmiller_sex_nav_crates }, }, pierce = { { -- laying on couch name = "Pierce_couch", -- "Pierce_couch" talk_trig = "pierce_con_trig_couch", -- pierce_con_trig_couch sex_trig = "pierce_sex_trigger", contact_trig = "pierce_trigger", sex_nav = "pierce_sex_nav", }, { -- pool table name = "Pirc_ship_pltable", -- "Pirc_ship_pltable" talk_trig = "pierce_con_trig_pooltable", -- pierce_con_trig_pooltable sex_trig = "pierce_sex_trigger", contact_trig = "pierce_trigger", sex_nav = "pierce_sex_nav", }, { -- egg chair name = "Peirce_reading", -- "Peirce_reading" talk_trig = "pierce_con_trig_eggchair", -- pierce_con_trig_eggchair sex_trig = "pierce_sex_trigger", contact_trig = "pierce_trigger", sex_nav = "pierce_sex_nav", }, }, shaundi = { { -- control room name = "Shp_shndi_pTble", -- "Shp_shndi_pTble" talk_trig = "shaundi_con_trig_controlroom", -- "shaundi_con_trig_controlroom", sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav_controlroom", -- "shaundi_sex_nav_controlroom", }, { -- depressed sitting on catwalk name = "Shndi_railsit", -- "Shndi_railsit" talk_trig = "shaundi_con_trig_catwalk", -- "shaundi_con_trig_catwalk", sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav_catwalk", -- "shaundi_sex_nav_catwalk", }, { -- standing on bridge name = "shaundi_shp_stnd", -- "shaundi_shp_stnd" talk_trig = "shaundi_con_trig_stand", -- shaundi_con_trig_stand sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav", }, { -- in/near chair on bridge name = "Shandi_bridge_sit", -- "Shandi_bridge_sit" talk_trig = "shaundi_con_trig_sit", -- shaundi_con_trig_sit sex_trig = "shaundi_sex_trigger", contact_trig = "shaundi_trigger", sex_nav = "shaundi_sex_nav", }, }, vp = { { -- standing on catwalk name = "kiethD_shp_catwlk", -- "kiethD_shp_catwlk" talk_trig = "vp_con_trig_catwalk", -- "vp_con_trig_catwalk" sex_trig = "vp_sex_trigger", contact_trig = "vp_trigger", sex_nav = nil, }, { -- sitting in chair on bridge name = "Keith_cmpter_shp", -- "Keith_cmpter_shp" talk_trig = "vp_con_trig_chair", -- vp_con_trig_chair sex_trig = "vp_sex_trigger", contact_trig = "vp_trigger", sex_nav = nil, }, { -- standing in bridge looking thru viewfinder name = "shp_keith_vport", -- "shp_keith_vport" talk_trig = "vp_con_trig_stand", -- vp_con_trig_stand sex_trig = "vp_sex_trigger", contact_trig = "vp_trigger", sex_nav = nil, }, }, } --========================CONVERSATIONS================================= -- have around 200 lines, all of which play outside a mission context and mostly in modal sequences, so no convo table currently -- lines play as individual persona lines -- however if we find we need a convo table added let me (alvan) know -- --====================================================================== sr4_5_city_convo = {} --called from do_dialogue; decides what line to play based on player progression and returns string for that line situation function get_line_situation( npc ) if ( ( npc == "asha" and mission_is_complete( "mol_jb_01" ) and sr4_5_city_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "benking" and mission_is_complete( "mol_bk_01" ) and sr4_5_city_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "gat" and mission_is_complete( "mol_jg_01" ) and sr4_5_city_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "kinzie" and mission_is_complete( "mol_kz_01" ) and sr4_5_city_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "matt" and mission_is_complete( "mol_mm_01" ) and sr4_5_city_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "pierce" and mission_is_complete( "mol_p01" ) and sr4_5_city_globals.said_loyalty_complete_line[npc] == false ) or ( npc == "shaundi" and mission_is_complete( "mol_sh01" ) and sr4_5_city_globals.said_loyalty_complete_line[npc] == false ) ) then sr4_5_city_globals.said_loyalty_complete_line[npc] = true return "ship_loyalty_complete" elseif mission_is_complete( "m19" ) and not mission_is_complete( "m22-1" ) and (sr4_5_city_globals.said_key_line[npc] == false) then --message("key line", 2.0, false) sr4_5_city_globals.said_key_line[npc] = true return "ship_getting_key_ready" elseif mission_is_complete( "m19" ) and (sr4_5_city_globals.said_kinzie_rescued_line[npc] == false) then --message("kinzie rescued line", 2.0, false) sr4_5_city_globals.said_kinzie_rescued_line[npc] = true return "ship_kinzie_rescued" elseif mission_is_complete( "m16" ) and not mission_is_complete( "m19" ) and (sr4_5_city_globals.said_kinzie_kidnapped_line[npc] == false) then --message("kinzie kidnapped line", 2.0, false) sr4_5_city_globals.said_kinzie_kidnapped_line[npc] = true return "ship_kinzie_kidnapped" elseif mission_is_complete( "m15_3" ) and (sr4_5_city_globals.said_johnny_line[npc] == false) then --message("johnny line", 2.0, false) sr4_5_city_globals.said_johnny_line[npc] = true return "ship_comment_on_johnny" elseif mission_is_complete( "m11" ) and (sr4_5_city_globals.said_asha_line[npc] == false) then --message("asha line", 2.0, false) sr4_5_city_globals.said_asha_line[npc] = true return "ship_comment_on_asha" elseif mission_is_complete( "m10" ) and (sr4_5_city_globals.said_king_line[npc] == false) then --message("king line", 2.0, false) sr4_5_city_globals.said_king_line[npc] = true return "ship_comment_on_king" elseif mission_is_complete( "m09" ) and (sr4_5_city_globals.said_pierce_line[npc] == false) then --message("pierce line", 2.0, false) sr4_5_city_globals.said_pierce_line[npc] = true return "ship_comment_on_pierce" elseif mission_is_complete( "m08" ) and (sr4_5_city_globals.said_shaundi_line[npc] == false) then --message("shaundi line", 2.0, false) sr4_5_city_globals.said_shaundi_line[npc] = true return "ship_comment_on_shaundi" elseif mission_is_complete( "m08" ) and (sr4_5_city_globals.said_shaundi_sr2_line[npc] == false) then --message("shaundi sr2 line", 2.0, false) sr4_5_city_globals.said_shaundi_sr2_line[npc] = true return "ship_comment_on_shaundi_sr2" elseif mission_is_complete( "m08" ) and (sr4_5_city_globals.said_cid_line[npc] == false) then --message("cid line", 2.0, false) sr4_5_city_globals.said_cid_line[npc] = true return "ship_comment_on_cid" elseif mission_is_complete( "m07" ) and (sr4_5_city_globals.said_mech_line[npc] == false) then --message("mech line", 2.0, false) sr4_5_city_globals.said_mech_line[npc] = true return "ship_mech_comment" elseif mission_is_complete( "m03" ) and (sr4_5_city_globals.said_earth_line[npc] == false) then --message("earth line", 2.0, false) sr4_5_city_globals.said_earth_line[npc] = true return "ship_earth_blew_up" elseif mission_is_complete( "m03" ) and (sr4_5_city_globals.said_vp_line[npc] == false) then --message("vp line", 2.0, false) sr4_5_city_globals.said_vp_line[npc] = true return "ship_comment_on_vp" elseif mission_is_complete( "m03" ) and (sr4_5_city_globals.said_kinzie_line[npc] == false) then --message("kinzie line", 2.0, false) sr4_5_city_globals.said_kinzie_line[npc] = true return "ship_comment_on_kinzie" else --message("generic line", 2.0, false) return "ship_generic_comment" end end --do modal dialogue sequence w/camera cut; selects line to play, sets camera, plays line etc. function do_dialogue( npc_flag, npc_name ) local count = 0 local situation --figure out which line to play situation = get_line_situation( npc_flag ) --setup, play player_controls_disable( LOCAL_PLAYER ) camera_set_target( npc_name, true, SYNC_LOCAL ) audio_play_persona_line( npc_name, situation ) --wait till line is done playing or 20 seconds have passed while ( audio_persona_line_playing( npc_name ) and count <= 80 ) do delay(0.25) count = count + 1 end --cleanup player_controls_enable( LOCAL_PLAYER ) camera_revert_target( true, SYNC_LOCAL ) end --dialogue wrapper function function do_dialogue_wrapper( talk_trig, sex_trig, num_talks, npc_flag, npc_name ) local count = 0 sr4_5_city_CRIBSHIP_num_talks[num_talks] = sr4_5_city_CRIBSHIP_num_talks[num_talks] + 1 trigger_enable( talk_trig, false ) trigger_enable( sex_trig, false ) if ( sr4_5_city_CRIBSHIP_num_talks[num_talks] <= sr4_5_city_globals.num_talks_allowed) then --do modal dialogue sequence character_hide( LOCAL_PLAYER ) do_dialogue( npc_flag, npc_name ) character_show( LOCAL_PLAYER ) else --do non-modal busy line audio_play_persona_line( npc_name, "ship_generic_comment" ) --audio_play_persona_line( npc_name, "ship_busy" ) while ( audio_persona_line_playing( npc_name ) and count <= 50 ) do delay(0.25) count = count + 1 end end trigger_enable( talk_trig, true ) trigger_enable( sex_trig, true ) end --dialogue trigger callbacks function sr4_5_city_talk_to_kinzie( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.kinzie_sex.name, "num_kinzie_talks", "kinzie", "Kinzie_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_kinzie.name, sr4_5_city_trigger.kinzie_sex.name, "num_kinzie_talks", "kinzie", "Kinzie_01", "kinzie_dlg_aft_player01", "kinzie_dlg_aft_cam02a", "kinzie_dlg_aft_cam02b") end function sr4_5_city_talk_to_pierce( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.pierce_sex.name, "num_pierce_talks", "pierce", "Pierce_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_pierce.name, sr4_5_city_trigger.pierce_sex.name, "num_pierce_talks", "pierce", "Pierce_01", "pierce_dlg_pool_player01", "pierce_dlg_pool_cam01a", "pierce_dlg_pool_cam01b") end function sr4_5_city_talk_to_shaundi( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.shaundi_sex.name, "num_shaundi_talks", "shaundi", "Shaundi_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_shaundi.name, sr4_5_city_trigger.shaundi_sex.name, "num_shaundi_talks", "shaundi", "Shaundi_01", "shaundi_dlg_brdg_player01", "shaundi_dlg_brdg_cam02a", "shaundi_dlg_brdg_cam02b") end function sr4_5_city_talk_to_asha( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.asha_sex.name, "num_asha_talks", "asha", "Asha_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_asha.name, sr4_5_city_trigger.asha_sex.name, "num_asha_talks", "asha", "Asha_01", "asha_dlg_bag_player01", "asha_dlg_bag_cam01a", "asha_dlg_bag_cam01b") end function sr4_5_city_talk_to_benking( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.ben_king_sex.name, "num_benking_talks", "benking", "Ben_King_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_ben.name, sr4_5_city_trigger.ben_king_sex.name, "num_benking_talks", "benking", "Ben_King_01", "benking_dlg_messhall_player01", "benking_dlg_messhall_cam01a", "benking_dlg_messhall_cam01b") end function sr4_5_city_talk_to_cid( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.cid_sex.name, "num_cid_talks", "cid", "CID_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_cid.name, sr4_5_city_trigger.cid_sex.name, "num_cid_talks", "cid", "CID_01", "cid_dlg_storage_player01", "cid_dlg_storage_cam01a", "cid_dlg_storage_cam01b") end function sr4_5_city_talk_to_vp( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.vp_sex.name, "num_keithdavid_talks", "keithdavid", "VP_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_vp.name, sr4_5_city_trigger.vp_sex.name, "num_keithdavid_talks", "keithdavid", "VP_01", "vp_dlg_brdg_player01", "vp_dlg_brdg_cam01a", "vp_dlg_brdg_cam01b") end function sr4_5_city_talk_to_matt( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.matt_sex.name, "num_matt_talks", "matt", "Matt_Miller_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_matt.name, sr4_5_city_trigger.matt_sex.name, "num_matt_talks", "matt", "Matt_Miller_01", "matt_dlg_storage_player", "matt_dlg_storage_cam01a", "matt_dlg_storage_cam01b") end function sr4_5_city_talk_to_gat( human, talk_trig ) do_dialogue_wrapper( talk_trig, sr4_5_city_trigger.gat_sex.name, "num_gat_talks", "gat", "Johnny_Gat_01" ) --do_dialogue_wrapper( sr4_5_city_trigger.talk_to_gat.name, sr4_5_city_trigger.gat_sex.name, "num_gat_talks", "gat", "Johnny_Gat_01", "gat_dlg_deck_player01", "gat_dlg_deck_cam01a", "gat_dlg_deck_cam01b") end --====================SEX CALLBACKS AND DO_SEX FUNCTION==================== -- -- -- --========================================================================= --do modal sex sequence OR play no sex line function do_sex( node_table, msn_trig, npc, npc_flag, anim, length ) local msn_trig_was_active = false local active_node = nil local active_talk_trig = nil local active_sex_trig = nil local sex_nav = nil local count = 0 -- figure out which action node is active for i = 1, #node_table do if ( node_table[i].talk_trig ~= nil and trigger_is_enabled( node_table[i].talk_trig ) ) then active_node = node_table[i].name active_talk_trig = node_table[i].talk_trig active_sex_trig = node_table[i].sex_trig sex_nav = node_table[i].sex_nav break end end -- disable triggers if ( active_sex_trig ~= nil ) then trigger_enable( active_sex_trig, false ) end if ( active_talk_trig ~= nil ) then trigger_enable( active_talk_trig, false ) end if ( trigger_is_enabled( msn_trig ) == true ) then msn_trig_was_active = true trigger_enable( msn_trig, false ) end if ( npc == "VP_01" ) then -- vp audio_play_persona_line( npc, "ship_no_sex_ever" ) -- wait until line finishes, or 20 seconds have passed (whichever comes first) while ( audio_persona_line_playing( "VP_01" ) and count <= 80 ) do delay(0.25) count = count + 1 end delay(0.25) else -- all other homies if ( sr4_5_city_CRIBSHIP_sex_flags[npc_flag] == false ) then --start modal sex sequence sr4_5_city_CRIBSHIP_sex_flags[npc_flag] = true fade_out(0.5, SFX_FADE_ALPHA_FADE, SYNC_LOCAL) delay(0.5) --teleport to sex nav if ( sex_nav ~= nil ) then teleport( npc, sex_nav ) end player_controls_disable( LOCAL_PLAYER ) action_play_synced_non_blocking( LOCAL_PLAYER, npc, anim, sex_nav, SYNC_LOCAL ) if (npc == "Shaundi_01") then character_hide( "VP_01" ) end delay(0.75) fade_in(0.5, SFX_FADE_ALPHA_FADE, SYNC_LOCAL, {0,0,0} ) delay( length ) fade_out(0.75, SFX_FADE_ALPHA_FADE, SYNC_LOCAL) delay(6) if (active_node ~= nil) then npc_use_closest_action_node_of_type(npc, active_node, 200, true ) end delay(0.5) player_controls_enable( LOCAL_PLAYER ) if (npc == "Shaundi_01") then character_show( "VP_01" ) end fade_in(0.75, SFX_FADE_ALPHA_FADE, SYNC_LOCAL, {0,0,0} ) else --play no sex line audio_play_persona_line( npc, "ship_no_sex_right_now" ) -- wait until line finishes, or 20 seconds have passed (whichever comes first) while ( audio_persona_line_playing( npc ) and count <= 80 ) do delay(0.25) count = count + 1 end delay(0.25) end end -- reactivate triggers if necessary if ( active_sex_trig ~= nil ) then trigger_enable( active_sex_trig, true ) end if ( active_talk_trig ~= nil ) then trigger_enable( active_talk_trig, true ) end if ( msn_trig_was_active == true ) then trigger_enable( msn_trig, true ) end end --sex trigger callbacks function sr4_5_city_asha_sex() local node_table = sr4_5_city_ship_action_nodes.asha local contact_trig = "asha_trigger" local npc = "Asha_01" local flag = "flag_asha_sex" local anim = "FuckBuddy Asha" local anim_duration = 13.5 gds_sex("Asha_01", "fb - asha") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - asha") --do_sex( "asha_sex_nav", false, sr4_5_city_trigger.asha_sex.name, sr4_5_city_trigger.talk_to_asha.name, "", "", "", "", 14.0, "asha_baglean", true ) end function sr4_5_city_benking_sex() local node_table = sr4_5_city_ship_action_nodes.benking local contact_trig = "ben_king_trigger" local npc = "Ben_King_01" local flag = "flag_benking_sex" local anim = "FuckBuddy King" local anim_duration = 32.5 gds_sex("Ben_King_01", "fb - ben") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - ben") --do_sex( "ben_king_sex_nav", true, sr4_5_city_trigger.ben_king_sex.name, sr4_5_city_trigger.talk_to_ben.name, "ben_king_trigger", "Ben_King_01", "flag_benking_sex", "FuckBuddy King", 32.5, "King_leaning", true ) end function sr4_5_city_cid_sex() local node_table = sr4_5_city_ship_action_nodes.cid local contact_trig = "cid_trigger" local npc = "CID_01" local flag = "flag_cid_sex" local anim = "FuckBuddy Cid" local anim_duration = 10.25 gds_sex("CID_01", "fb - cid") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - cid") --do_sex( "cid_sex_nav", false, sr4_5_city_trigger.cid_sex.name, sr4_5_city_trigger.talk_to_cid.name, "cid_trigger", "CID_01", "flag_cid_sex", "FuckBuddy Cid", 10.25, nil, nil ) end function sr4_5_city_gat_sex() local node_table = sr4_5_city_ship_action_nodes.gat local contact_trig = "johnny_gat_trigger" local npc = "Johnny_Gat_01" local flag = "flag_gat_sex" local anim = "FuckBuddy Gat" local anim_duration = 32.0 gds_sex("Johnny_Gat_01", "fb - gat") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - gat") --do_sex( "johnny_gat_sex_nav", true, sr4_5_city_trigger.gat_sex.name, sr4_5_city_trigger.talk_to_gat.name, "johnny_gat_trigger", "Johnny_Gat_01", "flag_gat_sex", "FuckBuddy Gat", 33.0, "Ship_Gat_Locker", true ) end function sr4_5_city_kinzie_sex() local node_table = sr4_5_city_ship_action_nodes.kinzie local contact_trig = "kinzie_trigger" local npc = "Kinzie_01" local flag = "flag_kinzie_sex" local anim = "FuckBuddy Kinzie" local anim_duration = 5.5 gds_sex("Kinzie_01", "fb - kinzie") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - kinzie") --do_sex( "kinzie_sex_nav", false, sr4_5_city_trigger.kinzie_sex.name, sr4_5_city_trigger.talk_to_kinzie.name, "kinzie_trigger", "Kinzie_01", "flag_kinzie_sex", "FuckBuddy Kinzie", 5.5, "kinzie_typing", true ) end function sr4_5_city_matt_sex() local node_table = sr4_5_city_ship_action_nodes.matt local contact_trig = "matt_miller_trigger" local npc = "Matt_Miller_01" local flag = "flag_matt_sex" local anim = "FuckBuddy Matt" local anim_duration = 20.5 gds_sex("Matt_Miller_01", "fb - matt") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - matt") --do_sex( "matt_miller_sex_nav", false, sr4_5_city_trigger.matt_sex.name, sr4_5_city_trigger.talk_to_matt.name, "matt_miller_trigger", "Matt_Miller_01", "flag_matt_sex", "FuckBuddy Matt", 20.5, "Matt_ship_couch", true ) end function sr4_5_city_pierce_sex() local node_table = sr4_5_city_ship_action_nodes.pierce local contact_trig = "pierce_trigger" local npc = "Pierce_01" local flag = "flag_pierce_sex" local anim = "FuckBuddy Pierce" local anim_duration = 13.25 gds_sex("Pierce_01", "fb - pierce") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - pierce") --do_sex( "pierce_sex_nav", false, sr4_5_city_trigger.pierce_sex.name, sr4_5_city_trigger.talk_to_pierce.name, "pierce_trigger", "Pierce_01", "flag_pierce_sex", "FuckBuddy Pierce", 13.75, "Pierce_couch", true ) end function sr4_5_city_shaundi_sex() local node_table = sr4_5_city_ship_action_nodes.shaundi local contact_trig = "shaundi_trigger" local npc = "Shaundi_01" local flag = "flag_shaundi_sex" local anim = "FuckBuddy Shaundi" local anim_duration = 32.0 gds_sex("Shaundi_01", "fb - shaundi") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) stat_increment("fb - shaundi") --do_sex( "shaundi_sex_nav", false, sr4_5_city_trigger.shaundi_sex.name, sr4_5_city_trigger.talk_to_shaundi.name, "shaundi_trigger", "Shaundi_01", "flag_shaundi_sex", "FuckBuddy Shaundi", 32.0, nil, nil ) end function sr4_5_city_vp_sex() local node_table = sr4_5_city_ship_action_nodes.vp local contact_trig = "vp_trigger" local npc = "VP_01" local flag = nil local anim = nil local anim_duration = nil gds_sex("VP_01", "fb - veep") do_sex( node_table, contact_trig, npc, flag, anim, anim_duration ) end --[[ If you re-enable this, you'll need to re-enable the trigger...the definition above is commented out -- hacking test function sr4_5_city_do_hack( human, trigger ) local table_entry = crib_ship_trigger_get_table( trigger ) local hack_attempt = rand_int( 1, 100 ) action_play( human, table_entry.use_anim, table_entry.use_anim, false, 0.7, true, true, table_entry.use_nav ) message( "CRIB_SHIP_HACK_BEGIN", 2 ) delay( 2.5 ) if ( hack_attempt >= 1 and hack_attempt <= 30 ) then message( "CRIB_SHIP_HACK_FAIL", 1.0 ) elseif ( hack_attempt > 30 and hack_attempt <= 75 ) then message( "CRIB_SHIP_HACK_SUCCESS", 1.0 ) delay(1) cash_add( 25, LOCAL_PLAYER ) elseif ( hack_attempt > 75 and hack_attempt <= 95 ) then message( "CRIB_SHIP_HACK_SUCCESS", 1.0 ) delay(1) cash_add( 50, LOCAL_PLAYER ) elseif ( hack_attempt > 95 and hack_attempt <= 100 ) then message( "CRIB_SHIP_HACK_SUCCESS", 1.0 ) delay(1) cash_add( 1000, LOCAL_PLAYER ) end trigger_enable( trigger, false ) end ]] -- text adventure completion variable Ship_UI_completion = {} -- get the trigger table from the trigger name -- -- trigger: (string) trigger name -- function crib_ship_trigger_get_table(trigger) local trigger_table for i,trig in pairs(sr4_5_city_trigger) do if trig.name == trigger then trigger_table = trig end end return trigger_table end function crib_ship_trigger_cb( human, trigger ) -- This may be called multiple times in the same frame. Never create groups in a trigger callback. Use show group instead. -- find this trigger local table_entry = crib_ship_trigger_get_table( trigger ) if table_entry ~= nil then if table_entry.hit == true then return end table_entry.hit = true table_entry.last_hit_by = human on_trigger( "", table_entry.name ) trigger_enable( table_entry.name, false ) -- Conversation system link if table_entry.conversation ~= nil and table_entry.conversation ~= "" then convo_start(table_entry.conversation) end end end -- CALLED FROM CODE (+++MUST RETURN IMMEDIATLY+++) function hub_loaded( ) convo_startup(sr4_5_city_convo) for i, trig in pairs(sr4_5_city_trigger) do if trig.callback == nil or trig.callback == "" then on_trigger( "crib_ship_trigger_cb", trig.name ) else on_trigger( trig.callback, trig.name ) end trig.hit = false trig.last_hit_by = nil end trigger_enable (sr4_5_city_trigger.start_txt_adventure.name, true) --trigger_enable (sr4_5_city_trigger.hack_cargo.name, true) -- reset global vars needed for each crib ship visit for i, num_talks in pairs(sr4_5_city_CRIBSHIP_num_talks) do sr4_5_city_CRIBSHIP_num_talks[i] = 0 end for i, sex_flag in pairs(sr4_5_city_CRIBSHIP_sex_flags) do sr4_5_city_CRIBSHIP_sex_flags[i] = false end sr4_5_city_homie_setup_wrapper() end --set up homies wrapper function; decide which action nodes to use function sr4_5_city_homie_setup_wrapper() ------ KINZIE ------ local kinzie_node = nil if mission_is_complete( "m05" ) and not mission_is_complete( "m07" ) then -- working on mech node kinzie_node = sr4_5_city_ship_action_nodes.kinzie[1] elseif mission_is_complete( "m07" ) and not mission_is_complete( "m10" ) then -- beanbag, tube, or control room local kinzie_idx = rand_int( 3, #sr4_5_city_ship_action_nodes.kinzie ) kinzie_node = sr4_5_city_ship_action_nodes.kinzie[kinzie_idx] elseif mission_is_complete( "m17" ) and not mission_is_complete( "m19" ) then -- nemo chair node kinzie_node = sr4_5_city_ship_action_nodes.kinzie[2] --mesh_mover_update_control( "nemo_rig_kinzie", "is nemo open", true ) --mesh_mover_update_control( "nemo_rig_kinzie", "closed restart", true ) else -- beanbag or tube (NOT control room) local kinzie_idx = rand_int( 4, #sr4_5_city_ship_action_nodes.kinzie ) kinzie_node = sr4_5_city_ship_action_nodes.kinzie[kinzie_idx] end sr4_5_city_homie_setup( "Kinzie_Group_001", "Kinzie_01", kinzie_node.talk_trig, kinzie_node.sex_trig, kinzie_node.contact_trig, kinzie_node.name, true ) ------ VP ------ local vp_idx = nil local vp_node = nil if not mission_is_complete ( "m08" ) then -- catwalk, bridge seat, or bridge stand vp_idx = rand_int( 1 , #sr4_5_city_ship_action_nodes.vp ) vp_node = sr4_5_city_ship_action_nodes.vp[vp_idx] sr4_5_city_homie_setup( "VP_Group_001", "VP_01", vp_node.talk_trig, vp_node.sex_trig, vp_node.contact_trig, vp_node.name, true ) elseif not mission_is_complete ( "m17" ) or mission_is_complete ( "m18" ) then -- bridge seat or bridge stand (NOT catwalk) vp_idx = rand_int( 2 , #sr4_5_city_ship_action_nodes.vp ) vp_node = sr4_5_city_ship_action_nodes.vp[vp_idx] sr4_5_city_homie_setup( "VP_Group_001", "VP_01", vp_node.talk_trig, vp_node.sex_trig, vp_node.contact_trig, vp_node.name, true ) end ------ CID ------ if mission_is_complete( "m05" ) then local cid_node = sr4_5_city_ship_action_nodes.cid[1] sr4_5_city_homie_setup( "CID_Group_001", "CID_01", cid_node.talk_trig, cid_node.sex_trig, cid_node.contact_trig, cid_node.name, true ) end ------ MATT MILLER ------ if mission_is_complete( "m07" ) then local matt_node = nil local matt_idx = nil if not mission_is_complete( "m18" ) or mission_is_complete( "m19" ) then -- anywhere EXCEPT control room matt_idx = rand_int( 2, #sr4_5_city_ship_action_nodes.matt ) matt_node = sr4_5_city_ship_action_nodes.matt[matt_idx] else -- m18 complete, m19 not complete - control room matt_node = sr4_5_city_ship_action_nodes.matt[1] end sr4_5_city_homie_setup( "Matt_Miller_Group_001", "Matt_Miller_01", matt_node.talk_trig, matt_node.sex_trig, matt_node.contact_trig, matt_node.name, true ) end ------ SHAUNDI ------ if mission_is_complete( "m08" ) then local shaundi_idx = nil local shaundi_node = nil if not mission_is_complete( "m10" ) then -- catwalk shaundi_node = sr4_5_city_ship_action_nodes.shaundi[2] elseif mission_is_complete( "m10" ) and not mission_is_complete( "m14" ) then -- control room shaundi_node = sr4_5_city_ship_action_nodes.shaundi[1] elseif mission_is_complete( "m14" ) and not mission_is_complete( "m19" ) then -- any on bridge shaundi_idx = rand_int( 3 , #sr4_5_city_ship_action_nodes.shaundi ) shaundi_node = sr4_5_city_ship_action_nodes.shaundi[shaundi_idx] elseif mission_is_complete( "m19" ) then -- control room shaundi_node = sr4_5_city_ship_action_nodes.shaundi[1] end sr4_5_city_homie_setup( "Shaundi_Group_001", "Shaundi_01", shaundi_node.talk_trig, shaundi_node.sex_trig, shaundi_node.contact_trig, shaundi_node.name, true ) end ------ PIERCE ------ if mission_is_complete( "m09" ) then local pierce_idx = rand_int( 1 , #sr4_5_city_ship_action_nodes.pierce ) local pierce_node = sr4_5_city_ship_action_nodes.pierce[pierce_idx] sr4_5_city_homie_setup( "Pierce_Group_001", "Pierce_01", pierce_node.talk_trig, pierce_node.sex_trig, pierce_node.contact_trig, pierce_node.name, true ) end ------ BEN KING ------ if mission_is_complete( "m10" ) then local benking_idx = rand_int( 1 , #sr4_5_city_ship_action_nodes.benking ) local benking_node = sr4_5_city_ship_action_nodes.benking[benking_idx] sr4_5_city_homie_setup( "Ben_King_Group_001", "Ben_King_01", benking_node.talk_trig, benking_node.sex_trig, benking_node.contact_trig, benking_node.name, true ) end ------ ASHA ------ if mission_is_complete( "m11" ) then local asha_idx = rand_int( 1 , #sr4_5_city_ship_action_nodes.asha ) local asha_node = sr4_5_city_ship_action_nodes.asha[asha_idx] sr4_5_city_homie_setup( "Asha_Group_001", "Asha_01", asha_node.talk_trig, asha_node.sex_trig, asha_node.contact_trig, asha_node.name, true ) end ------ GAT ------ if mission_is_complete( "m15_3" ) then local gat_idx = rand_int( 1 , #sr4_5_city_ship_action_nodes.gat ) local gat_node = sr4_5_city_ship_action_nodes.gat[gat_idx] sr4_5_city_homie_setup( "Johnny_Gat_Group_001", "Johnny_Gat_01", gat_node.talk_trig, gat_node.sex_trig, gat_node.contact_trig, gat_node.name, true ) end end --set up homies for crib ship -- group, triggers, action node function sr4_5_city_homie_setup( group, npc, talk_trig, sex_trig, contact_trig, action_node, teleport_bool ) if not group_is_loaded(group) then group_create( group ) end if (talk_trig ~= nil) then trigger_enable( talk_trig, true ) end if (sex_trig ~= nil) then trigger_enable( sex_trig, true ) trigger_copy_pos_from( sex_trig, talk_trig ) -- move sex trigger to same position as talk trigger end if (action_node ~= nil) then npc_use_closest_action_node_of_type( npc, action_node, 200, teleport_bool ) end if (contact_trig ~= nil) then trigger_copy_pos_from( contact_trig, talk_trig ) -- move contact trigger to same position as talk trigger end end -- ALL FOLLOWING COOP SKIP FUNCTIONS CALLED FROM CODE (+++MUST RETURN IMMEDIATLY+++) -- Teleport players to a mission start node -- -- mission_name: (string) name of the mission start node (should be same as mission name) -- skip_teleport: (boolean) true to basically skip this whole function, nil or not true will run it -- function sr3_teleport_mission_start(mission_name, skip_teleport) if skip_teleport == nil or skip_teleport ~= true then -- send them to the mission start local vehicle_exit = true local offset_x = 0.5 teleport_to_object(LOCAL_PLAYER, mission_name, vehicle_exit, nil, offset_x) -- remote player not on top of player offset_x = -0.5 teleport_to_object(REMOTE_PLAYER, mission_name, vehicle_exit, nil, offset_x) end end function ship_use_trigger_cb(human, trigger) -- do default trigger behavior -- trigger_cb(human, trigger) local trigger_table = trigger_get_table(trigger) if trigger_table.use_anim ~= nil and trigger_table.use_anim ~= "" then local anim_name = trigger_table.use_anim local morph_name = anim_name local force_play = false local percentage = 0.8 local stand_still = true local zero_movement = true action_play(human, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, trigger_table.use_nav) end end -- start the text adventure -- -- human: (string) name of human that tripped the trigger -- trigger: (string) name of the trigger -- function ship_start_text_adventure_cb(human, trigger) -- find this trigger local table_entry = crib_ship_trigger_get_table( trigger ) if table_entry ~= nil then if table_entry.hit == true then return end table_entry.hit = true table_entry.last_hit_by = LOCAL_PLAYER on_trigger( "", table_entry.name ) trigger_enable( table_entry.name, false ) -- play anim action_play( LOCAL_PLAYER, table_entry.use_anim, table_entry.use_anim, false, 0.9, true, true, table_entry.use_nav ) -- start the text adventure and hook up a callback to know when they're done Ship_UI_completion[ LOCAL_PLAYER ] = false hud_push_screen( "col_main", SYNC_LOCAL ) --on_hud_screen_exit( "ship_UI_text_complete_cb", "col_main" ) player_controls_disable(LOCAL_PLAYER) -- wait until player exits screen while hud_is_screen_on_stack( "col_main" ) do thread_yield() end --[[ while not Ship_UI_completion[ LOCAL_PLAYER ] do thread_yield() end ]] -- re-enable trigger table_entry.hit = false on_trigger( "ship_start_text_adventure_cb", table_entry.name ) trigger_enable( table_entry.name, true ) player_controls_enable( LOCAL_PLAYER ) Ship_UI_completion[ LOCAL_PLAYER ] = true end end --[[ -- callback to handle text adventure being completed -- -- screen_name: (string) screen completed -- player_name: (string) player using the screen -- function ship_UI_text_complete_cb( screen_name, player_name ) if (screen_name ~= "col_main") then return end player_controls_enable( player_name ) -- flag the player as completed Ship_UI_completion[ player_name ] = true end ]]