:MISSION6 gosub @KOD_MISSII6 if wasted_or_busted Jf @PROPUSK_KODA6 gosub @KOD_PROVALA6 :PROPUSK_KODA6 gosub @UDALENIE_KODA6 end_thread :KOD_MISSII6 increment_mission_attempts $ONMISSION = 1 0110: clear_player $PLAYER_CHAR wanted_level fade 0 500 wait 500 actor.PutAt($PLAYER_ACTOR,-1910.4481, -2829.1826, 14.3413) actor.Angle($PLAYER_ACTOR) = 247.2827 model.Load(#LAPD1) model.Load(#M4) model.Load(#KNIFECUR) 038B: load_requested_models actor.Create($COPPED_1,6,#LAPD1,-1906.8282, -2830.7571, 14.3413) actor.Create($COPPED_2,6,#LAPD1,-1877.9535, -2850.1655, 14.3413) actor.Create($COPPED_3,6,#LAPD1,-1845.9031, -2878.9175, 14.3413) actor.Create($COPPED_4,6,#LAPD1,-1843.2656, -2870.8232, 14.3474) actor.Create($COPPED_5,6,#LAPD1,-1843.2656, -2870.8232, 14.3474) actor.Create($COPPED_6,6,#LAPD1,-1794.4844, -2833.127, 14.2224) actor.Create($COPPED_7,6,#LAPD1,-1794.4844, -2833.127, 14.2224) actor.Create($DMIRIU,4,#MALE01,-1805.7717, -2825.6619, 21.3491) 0648: unknown_actor $COPPED_1 task_set 2.0 // float marker.CreateAboveActor($COPMARK_1,$COPPED_1) marker.CreateAboveActor($COPMARK_2,$COPPED_2) marker.CreateAboveActor($COPMARK_3,$COPPED_3) marker.CreateAboveActor($COPMARK_4,$COPPED_4) marker.CreateAboveActor($COPMARK_5,$COPPED_5) marker.CreateAboveActor($COPMARK_6,$COPPED_6) marker.CreateAboveActor($COPMARK_7,$COPPED_7) //02A9: set_actor $COPPED_1 immune_to_nonplayer 1 //060B: set_actor $COPPED_1 decision_maker_to 65542 01B2: give_actor $COPPED_1 weapon 31 ammo 999 // Load the weapon model before using this //02A9: set_actor $COPPED_2 immune_to_nonplayer 1 //060B: set_actor $COPPED_2 decision_maker_to 65542 01B2: give_actor $COPPED_2 weapon 31 ammo 999 // Load the weapon model before using this //02A9: set_actor $COPPED_3 immune_to_nonplayer 1 //060B: set_actor $COPPED_3 decision_maker_to 65542 01B2: give_actor $COPPED_3 weapon 31 ammo 999 // Load the weapon model before using this //02A9: set_actor $COPPED_5 immune_to_nonplayer 1 //060B: set_actor $COPPED_5 decision_maker_to 65542 01B2: give_actor $COPPED_5 weapon 31 ammo 999 // Load the weapon model before using this //02A9: set_actor $COPPED_6 immune_to_nonplayer 1 //060B: set_actor $COPPED_6 decision_maker_to 65542 01B2: give_actor $COPPED_6 weapon 31 ammo 999 // Load the weapon model before using this //02A9: set_actor $COPPED_7 immune_to_nonplayer 1 //060B: set_actor $COPPED_7 decision_maker_to 65542 01B2: give_actor $COPPED_7 weapon 31 ammo 999 // Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 999 // Load the weapon model before using this ///////// 0754: define_new_animation_path 0755: add_animation_path_3D_coord -1896.6414 -2835.9421 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1890.7728 -2839.0574 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1884.861 -2841.9771 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1878.8307 -2845.3494 14.3413 animation "NONE" IFP_file "NONE" 0817: assign_actor $COPPED_1 to_animation_path_with_walk_mode 4 route_mode 3 /////////////////////// 0754: define_new_animation_path 0755: add_animation_path_3D_coord -1878.4497 -2851.1882 14.3474 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1882.9758 -2860.345 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1877.5132 -2863.1887 14.3413 animation "NONE" IFP_file "NONE" 0817: assign_actor $COPPED_2 to_animation_path_with_walk_mode 4 route_mode 3 /////////////////////// 0754: define_new_animation_path 0755: add_animation_path_3D_coord -1856.8274 -2871.9705 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1863.8993 -2869.7695 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1873.0536 -2865.0251 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1870.4331 -2859.041 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1864.7535 -2861.8538 14.3413 animation "NONE" IFP_file "NONE" 0817: assign_actor $COPPED_3 to_animation_path_with_walk_mode 4 route_mode 3 /////////////////////// 0754: define_new_animation_path 0755: add_animation_path_3D_coord -1834.4513 -2875.4343 14.3413 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1823.1387 -2881.0701 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1827.1029 -2888.3533 14.223 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1825.126 -2890.3164 14.2163 animation "NONE" IFP_file "NONE" 0817: assign_actor $COPPED_4 to_animation_path_with_walk_mode 4 route_mode 3 /////////////////////// 0754: define_new_animation_path 0755: add_animation_path_3D_coord -1805.832 -2856.6514 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1809.2325 -2854.4097 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1813.2092 -2852.2444 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1809.9303 -2853.856 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1807.0917 -2857.9478 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1819.2913 -2882.8413 14.2163 animation "NONE" IFP_file "NONE" 0817: assign_actor $COPPED_5 to_animation_path_with_walk_mode 4 route_mode 3 /////////////////////// 0754: define_new_animation_path 0755: add_animation_path_3D_coord -1786.4296 -2837.4221 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1780.2587 -2840.572 14.2163 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1774.6747 -2829.6809 14.2191 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1770.6724 -2822.0225 14.2085 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1772.6986 -2821.0449 14.2085 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1769.8875 -2814.5422 14.2085 animation "NONE" IFP_file "NONE" 0817: assign_actor $COPPED_6 to_animation_path_with_walk_mode 4 route_mode 3 /////////////////////// 0754: define_new_animation_path 0755: add_animation_path_3D_coord -1782.5745 -2829.166 19.2632 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1771.4948 -2809.1494 19.2554 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1765.2444 -2812.957 19.271 animation "NONE" IFP_file "NONE" 0755: add_animation_path_3D_coord -1770.4534 -2822.6921 14.2085 animation "NONE" IFP_file "NONE" 0817: assign_actor $COPPED_7 to_animation_path_with_walk_mode 4 route_mode 3 /////////////////////// 0395: clear_area 1 at -1704.5861 -2762.7971 57.6673 range 1000.0 03DE: set_pedestrians_density_multiplier_to 0.0 jump to @FUCK99 02A3: toggle_widescreen 1 Camera.SetPosition(-1704.5861, -2762.7971, 57.6673,0.0,0.0,0.0) Camera.PointAt(-1755.7587, -2864.303, 31.0983, 2) fade 1 1000 wait 1000 00BC: show_text_highpriority GXT '1594' time 5000 flag 1 // ~s~Come back between 9:00 and 17:00. wait 5000 fade 0 1000 wait 1000 Camera.SetPosition(-1905.9567, -2828.3474, 14.3413,0.0,0.0,0.0) Camera.OnPed($COPPED_1, 15, 2) fade 1 1000 wait 1000 00BC: show_text_highpriority GXT '1595' time 5000 flag 1 // ~s~Come back between 9:00 and 17:00. wait 5000 fade 0 1000 wait 1000 Camera.SetPosition(-1808.134, -2819.1958, 22.3491,0.0,0.0,0.0) Camera.OnPed($DMIRIU, 15, 2) fade 1 1000 wait 1000 00BC: show_text_highpriority GXT '1596' time 5000 flag 1 // ~s~Come back between 9:00 and 17:00. wait 5000 fade 0 1000 wait 1000 camera.Restore_WithJumpCut() fade 1 1000 wait 1000 :FUCK99 wait 0 //077A: set_actor $COPPED_1 acquaintance 4 to_actors_pedtype 0 // see ped.dat //077A: set_actor $COPPED_2 acquaintance 4 to_actors_pedtype 0 // see ped.dat //077A: set_actor $COPPED_3 acquaintance 4 to_actors_pedtype 0 // see ped.dat //077A: set_actor $COPPED_4 acquaintance 4 to_actors_pedtype 0 // see ped.dat //077A: set_actor $COPPED_5 acquaintance 4 to_actors_pedtype 0 // see ped.dat //077A: set_actor $COPPED_6 acquaintance 4 to_actors_pedtype 0 // see ped.dat //077A: set_actor $COPPED_7 acquaintance 4 to_actors_pedtype 0 // see ped.dat $ACTOR1_DEAD = 3 $ACTOR2_DEAD = 3 $ACTOR3_DEAD = 3 $ACTOR4_DEAD = 3 $ACTOR5_DEAD = 3 $ACTOR6_DEAD = 3 $ACTOR7_DEAD = 3 :FUCK_TEST wait 1000 if 0364: actor $COPPED_1 spotted_actor $PLAYER_ACTOR jf @FUCK_TEST 05E2: AS_actor $COPPED_1 kill_actor $PLAYER_ACTOR 05E2: AS_actor $COPPED_2 kill_actor $PLAYER_ACTOR 05E2: AS_actor $COPPED_3 kill_actor $PLAYER_ACTOR 05E2: AS_actor $COPPED_4 kill_actor $PLAYER_ACTOR 05E2: AS_actor $COPPED_5 kill_actor $PLAYER_ACTOR 05E2: AS_actor $COPPED_6 kill_actor $PLAYER_ACTOR 05E2: AS_actor $COPPED_7 kill_actor $PLAYER_ACTOR 00BC: show_text_highpriority GXT 'M_FAIL' time 2000 flag 1 // ~s~Come back between 9:00 and 17:00. wait 10000 //---------------------------- Тут пишется сама миссия -------------------- :UDACHNO6 // ------- Сюда надо делать переход(Jump), если миссия удалась --- wait 0 01E3: text_1number_styled 'M_PASS' 25000 5000 ms 4 Player.Money($PLAYER_CHAR) += 25000 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 gosub @PROPUSK_KODA6 return :KOD_PROVALA6 //--- Сюда надо делать переход(Jump), если миссия провалена -- 00BC: show_text_highpriority GXT 'M_FAIL' time 2000 flag 1 // ~s~Come back between 9:00 and 17:00. $RACEMUS =Audiostream.Load("CLEO\MP3\FUCK16.MP3") Audiostream.Volume($RACEMUS) = 0.2 Audiostream.PerformAction($RACEMUS, PLAY) fade 0 500 wait 500 0151: remove_status_text $DMIRIU_HEALTH $MISSION_MARKER_NUMBER = 19 $MISSION_MARKER_X = -1876.6477 //-2343.2878 11.001 $MISSION_MARKER_Y = -2837.929 //-2343.2878 11.001 $MISSION_MARKER_Z = 14.3413 //-2343.2878 11.001 $START_MISSION_NUMBER = 5 $ONMISSION = 0 $MISSION_NUMBER = 5 create_thread @MISSION_REDO mission_cleanup return :UDALENIE_KODA6 $ONMISSION = 0 mission_cleanup return