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bah c'est tout simple mais ca peut te prendre environ 1 heure !

 

 

Tout d'abord, il te faut "vicebuilder" pour editer main.scm (qui se trouve dans data)

 

Ensuite, il faut comme meme un peu de connaissance mais dans main, apres le longue liste des objets, tu auras a changer "nombre de mission" effacer tout le texte ou il parle de mission mais vaut mieux laisser celle avec les emplacement des véhicules !

 

Moi j'ai une sauvegarde de main.scm avec rien d'origine, j'ai tout modifier pour me cree une seule et unique mission (rentrer dans une base secrete, y survivre, tuer le chef et surtout apres en sortir !)

 

J'en suis qu'au debut ! bref désolé pour le HS

 

 

Si tu as des questions pour main.scm, jerome95yxbleu@hotmail.com (ou aol.com)

Mais tu peux me croire, main.scm c'est assez compliqué pour les débutant ! ca fait plus d'un an que j suis dessus et j'arrive meme pas a faire des trucs qui ont l'air assez simple !

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Je pense (vu que j'ai pas essayé) que juste ca, ca suffit

Apres, il te suffit juste de rajouter ou enlever (ou encore deplacer) les véhicules, armes ...

 

Par contre, tu n'as pas les costumes (quoi que, c'est pas dur a faire :lol:) je crois que les magasins sont "innactif"

 

d'ailleur tu n'es meme pas rechercher par la police !!!! mais ca tu peux le changer !!!

 

 

 

DEFINE VERSION VICE 0.22

 

0002: jump ££Label008620

DEFINE MEMORY 34329

 

:Label008620

0002: jump ££Label00997C

DEFINE OBJECTS 206

DEFINE OBJECT (no name) \\ This is an unused object. You can put anything here.

DEFINE OBJECT DTN_STADDOORA \\ Object number -1

DEFINE OBJECT DTN_STADDOORB \\ Object number -2

DEFINE OBJECT DTHOTRING_A \\ Object number -3

DEFINE OBJECT BRIBE \\ Object number -4

DEFINE OBJECT CI_GATESCLOSED \\ Object number -5

DEFINE OBJECT CI_BACKGATECLOSE \\ Object number -6

DEFINE OBJECT INFO \\ Object number -7

DEFINE OBJECT YT_MAIN_BODY \\ Object number -8

DEFINE OBJECT YT_MAIN_BODY2 \\ Object number -9

DEFINE OBJECT YT_DOORS14 \\ Object number -10

DEFINE OBJECT YT_TMP_BOAT \\ Object number -11

DEFINE OBJECT LODMAIN_BODY \\ Object number -12

DEFINE OBJECT YACHT_CHUNK_KB \\ Object number -13

DEFINE OBJECT YT_GANGPLNK_TMP \\ Object number -14

DEFINE OBJECT DTBLOODRING_A \\ Object number -15

DEFINE OBJECT DTDIRTRING_A \\ Object number -16

DEFINE OBJECT PICKUPSAVE \\ Object number -17

DEFINE OBJECT BODYARMOUR \\ Object number -18

DEFINE OBJECT STRIPCLBDROPEN \\ Object number -19

DEFINE OBJECT OD_CLBDR_OPEN \\ Object number -20

DEFINE OBJECT COP_DR_CLOSED \\ Object number -21

DEFINE OBJECT STRPBCKDRCLSD \\ Object number -22

DEFINE OBJECT STRIPCLBDRCLSD \\ Object number -23

DEFINE OBJECT COP_DR_OPEN \\ Object number -24

DEFINE OBJECT OD_CLBDR_CLOSE \\ Object number -25

DEFINE OBJECT LH_IMP_EXP01 \\ Object number -26

DEFINE OBJECT LH_IMP_EXP02 \\ Object number -27

DEFINE OBJECT LH_IMP_EXP03 \\ Object number -28

DEFINE OBJECT LH_IMP_EXP04 \\ Object number -29

DEFINE OBJECT LH_STRIKETHROUGH \\ Object number -30

DEFINE OBJECT COMGATE1OPEN \\ Object number -31

DEFINE OBJECT COMGATE2OPEN \\ Object number -32

DEFINE OBJECT ELECTRICGATE \\ Object number -33

DEFINE OBJECT MONEYBAG \\ Object number -34

DEFINE OBJECT BOOMSHINE \\ Object number -35

DEFINE OBJECT MASK \\ Object number -36

DEFINE OBJECT COKE_VOODOO \\ Object number -37

DEFINE OBJECT TROPHY1 \\ Object number -38

DEFINE OBJECT SUTIBAG \\ Object number -39

DEFINE OBJECT PORNPOSTERS \\ Object number -40

DEFINE OBJECT FRAME1 \\ Object number -41

DEFINE OBJECT FRAME1DAMAGED \\ Object number -42

DEFINE OBJECT FLAME_TINS \\ Object number -43

DEFINE OBJECT TROPHIES \\ Object number -44

DEFINE OBJECT HELI_BOX \\ Object number -45

DEFINE OBJECT PIZZA_BOX1 \\ Object number -46

DEFINE OBJECT PIZZA_MESS \\ Object number -47

DEFINE OBJECT PIZZA_MESS2 \\ Object number -48

DEFINE OBJECT MAN_RUBBISH03 \\ Object number -49

DEFINE OBJECT GASH_BAGS1 \\ Object number -50

DEFINE OBJECT GASHBAGS2 \\ Object number -51

DEFINE OBJECT POLOROIDS \\ Object number -52

DEFINE OBJECT GUN_DOCS \\ Object number -53

DEFINE OBJECT SHOVEL \\ Object number -54

DEFINE OBJECT KILLFRENZY \\ Object number -55

DEFINE OBJECT COMGATE1CLOSED \\ Object number -56

DEFINE OBJECT COMGATE2CLOSED \\ Object number -57

DEFINE OBJECT NT_ROADBLOCKCI \\ Object number -58

DEFINE OBJECT NT_ROADBLOCKGF \\ Object number -59

DEFINE OBJECT WSH_ROADBLOCK \\ Object number -60

DEFINE OBJECT MANSION_NEW_DOORS \\ Object number -61

DEFINE OBJECT MAN_DOORCLOSED \\ Object number -62

DEFINE OBJECT WSHPERDRCLSD \\ Object number -63

DEFINE OBJECT HAITAXIDR \\ Object number -64

DEFINE OBJECT B_HSE_DOORS \\ Object number -65

DEFINE OBJECT DK_CAMJONESDOOR \\ Object number -66

DEFINE OBJECT DTS_GS_LIFTDOORL \\ Object number -67

DEFINE OBJECT DTS_GS_LIFTDOORR \\ Object number -68

DEFINE OBJECT DTS_SPOT_A \\ Object number -69

DEFINE OBJECT DTS_SOAPYTITWANK_A \\ Object number -70

DEFINE OBJECT DT_GSPOT_STAIRS \\ Object number -71

DEFINE OBJECT OD_CELLDOOR02 \\ Object number -72

DEFINE OBJECT CI_JETYGATESCLOSED \\ Object number -73

DEFINE OBJECT NHAITPLATDR \\ Object number -74

DEFINE OBJECT NHAITPLATDRR \\ Object number -75

DEFINE OBJECT SPAD_DR_CLOSED1 \\ Object number -76

DEFINE OBJECT SPAD_DR_CLOSED2 \\ Object number -77

DEFINE OBJECT SPAD_DR_CLOSED3 \\ Object number -78

DEFINE OBJECT PH_BUILD_DR_CLOSED \\ Object number -79

DEFINE OBJECT ICEDOOR \\ Object number -80

DEFINE OBJECT DTS_BBDOOR \\ Object number -81

DEFINE OBJECT GOLF_GATESCLOSED \\ Object number -82

DEFINE OBJECT PRINTDOOOR \\ Object number -83

DEFINE OBJECT UNROCKETED_WIN1 \\ Object number -84

DEFINE OBJECT BNK_GRILL01 \\ Object number -85

DEFINE OBJECT HEALTH \\ Object number -86

DEFINE OBJECT ADRENALINE \\ Object number -87

DEFINE OBJECT MOB_MOBROOM2 \\ Object number -88

DEFINE OBJECT MOB_DETAILSB \\ Object number -89

DEFINE OBJECT AP_RADAR1_01 \\ Object number -90

DEFINE OBJECT VEG_PALM04 \\ Object number -91

DEFINE OBJECT DOC_CRANEEGGS04 \\ Object number -92

DEFINE OBJECT DOC_CRANE_CAB04 \\ Object number -93

DEFINE OBJECT DOCKFUEL07 \\ Object number -94

DEFINE OBJECT LODCARGOSHP03 \\ Object number -95

DEFINE OBJECT LODCARGOSHP04 \\ Object number -96

DEFINE OBJECT LODCARGOSHP05 \\ Object number -97

DEFINE OBJECT LODCARGOSHP24 \\ Object number -98

DEFINE OBJECT LODCARGOSHP25 \\ Object number -99

DEFINE OBJECT LODCARGOSHP28 \\ Object number -100

DEFINE OBJECT LODCARGOSHP32 \\ Object number -101

DEFINE OBJECT LODCARGOSHP35 \\ Object number -102

DEFINE OBJECT LODCARGOSHP41 \\ Object number -103

DEFINE OBJECT LODCARGOSHP47 \\ Object number -104

DEFINE OBJECT LODCARGOSHP50 \\ Object number -105

DEFINE OBJECT LODCARGOSHP51 \\ Object number -106

DEFINE OBJECT LODCARGOSHP64 \\ Object number -107

DEFINE OBJECT LODCARGOSHP70 \\ Object number -108

DEFINE OBJECT LODCARGOSHP71 \\ Object number -109

DEFINE OBJECT LODCARGOSHP72 \\ Object number -110

DEFINE OBJECT LODCARGOSHP73 \\ Object number -111

DEFINE OBJECT LODARGOHULL2 \\ Object number -112

DEFINE OBJECT BIG_POLY_TINGS_B \\ Object number -113

DEFINE OBJECT BARREL4 \\ Object number -114

DEFINE OBJECT BIG_POLY_TINGS \\ Object number -115

DEFINE OBJECT SPAD_DR_OPEN3 \\ Object number -116

DEFINE OBJECT SPAD_DR_OPEN2 \\ Object number -117

DEFINE OBJECT SPAD_DR_OPEN1 \\ Object number -118

DEFINE OBJECT SEXYPOOLCOVER \\ Object number -119

DEFINE OBJECT BRIEFCASE \\ Object number -120

DEFINE OBJECT FAKETARGET \\ Object number -121

DEFINE OBJECT MAN_DOOROPEN \\ Object number -122

DEFINE OBJECT GOLF_GATESOPEN \\ Object number -123

DEFINE OBJECT DYNAMITE \\ Object number -124

DEFINE OBJECT BARREL2 \\ Object number -125

DEFINE OBJECT BLDNGST2MESHDAM \\ Object number -126

DEFINE OBJECT BLDNGST2MESH \\ Object number -127

DEFINE OBJECT JW_COFFIN \\ Object number -128

DEFINE OBJECT KEYCARD \\ Object number -129

DEFINE OBJECT TAR_GUN1 \\ Object number -130

DEFINE OBJECT TAR_GUN2 \\ Object number -131

DEFINE OBJECT TAR_FRAME \\ Object number -132

DEFINE OBJECT TAR_DOWNLEFT \\ Object number -133

DEFINE OBJECT TAR_DOWNRIGHT \\ Object number -134

DEFINE OBJECT TAR_TOP \\ Object number -135

DEFINE OBJECT TAR_UPLEFT \\ Object number -136

DEFINE OBJECT TAR_UPRIGHT \\ Object number -137

DEFINE OBJECT BNK_LFT_DOOR1 \\ Object number -138

DEFINE OBJECT BNK_LFT_DOOR2 \\ Object number -139

DEFINE OBJECT GASGRENADE \\ Object number -140

DEFINE OBJECT ROCKETED_WIN1 \\ Object number -141

DEFINE OBJECT OD_CLUBOUT_DY \\ Object number -142

DEFINE OBJECT OD_CLUBOUT_NT \\ Object number -143

DEFINE OBJECT OD_CLUBNEON \\ Object number -144

DEFINE OBJECT OD_CLUBDOORS \\ Object number -145

DEFINE OBJECT VEG_PALMKBB11 \\ Object number -146

DEFINE OBJECT ODNROAD01_NT \\ Object number -147

DEFINE OBJECT ODNROAD01_DY \\ Object number -148

DEFINE OBJECT OD_CLUBBACK \\ Object number -149

DEFINE OBJECT MIAMIODNROADXA \\ Object number -150

DEFINE OBJECT LODD_BUILD2 \\ Object number -151

DEFINE OBJECT SPAD_BUILDNEW \\ Object number -152

DEFINE OBJECT VEG_PALMBIG14 \\ Object number -153

DEFINE OBJECT GUNBOX \\ Object number -154

DEFINE OBJECT OD_WTSIGN \\ Object number -155

DEFINE OBJECT OD_CHARIOT \\ Object number -156

DEFINE OBJECT LODD_BUILDNEW \\ Object number -157

DEFINE OBJECT LODCHARIOT \\ Object number -158

DEFINE OBJECT PH_BUILD_DR_OPEN \\ Object number -159

DEFINE OBJECT DTS_SOAPYTITWANK_B \\ Object number -160

DEFINE OBJECT ML_TARBRUSH \\ Object number -161

DEFINE OBJECT ML_TARBRUSHDAMAGE \\ Object number -162

DEFINE OBJECT CI_GATESOPEN \\ Object number -163

DEFINE OBJECT CI_BACKGATEOPEN \\ Object number -164

DEFINE OBJECT CI_JETYGATESOPEN \\ Object number -165

DEFINE OBJECT DK_REEF \\ Object number -166

DEFINE OBJECT DOONTOON50 \\ Object number -167

DEFINE OBJECT ROAD_DOWNTOWN_NEW2 \\ Object number -168

DEFINE OBJECT ROAD_DOWNTOWN02 \\ Object number -169

DEFINE OBJECT AMMUNATION_DT \\ Object number -170

DEFINE OBJECT DOONTOON19 \\ Object number -171

DEFINE OBJECT DT_COMPOUND_ROOF \\ Object number -172

DEFINE OBJECT DOONTOON51 \\ Object number -173

DEFINE OBJECT LODNTOON28 \\ Object number -174

DEFINE OBJECT AMMU_WINDOWS1 \\ Object number -175

DEFINE OBJECT WATERJUMPX2 \\ Object number -176

DEFINE OBJECT WATERJUMP1 \\ Object number -177

DEFINE OBJECT BUILD1 \\ Object number -178

DEFINE OBJECT BUILDBLOWN \\ Object number -179

DEFINE OBJECT HDRUGFACTORYINT \\ Object number -180

DEFINE OBJECT HDRUGFACTORYPOL \\ Object number -181

DEFINE OBJECT LODLD1 \\ Object number -182

DEFINE OBJECT LODLDBLOWN \\ Object number -183

DEFINE OBJECT RCBOMB \\ Object number -184

DEFINE OBJECT LF_MEDIASTAGE \\ Object number -185

DEFINE OBJECT PIZZABOX \\ Object number -186

DEFINE OBJECT LH_RACE01 \\ Object number -187

DEFINE OBJECT LH_RACE02 \\ Object number -188

DEFINE OBJECT LH_RACE03 \\ Object number -189

DEFINE OBJECT LH_RACE04 \\ Object number -190

DEFINE OBJECT LH_RACE05 \\ Object number -191

DEFINE OBJECT LH_RACE06 \\ Object number -192

DEFINE OBJECT TRAFFICCONE \\ Object number -193

DEFINE OBJECT CRAIGPACKAGE \\ Object number -194

DEFINE OBJECT B_HSE_PIER \\ Object number -195

DEFINE OBJECT B_HSE_EXT \\ Object number -196

DEFINE OBJECT DOCKS28 \\ Object number -197

DEFINE OBJECT DOCKSPROPS12 \\ Object number -198

DEFINE OBJECT DOCKS85 \\ Object number -199

DEFINE OBJECT DK_DOCKROADS04 \\ Object number -200

DEFINE OBJECT B_HSE_PIERFENCE \\ Object number -201

DEFINE OBJECT B_HSE_INTERIOR \\ Object number -202

DEFINE OBJECT BOAT_KB2 \\ Object number -203

DEFINE OBJECT CONCERTH05 \\ Object number -204

DEFINE OBJECT CONCERTH06 \\ Object number -205

 

:Label00997C

0002: jump ££Label009998

DEFINE MISSIONS 2

DEFINE MISSION 0 AT ££Label00A83C

DEFINE MISSION 1 AT ££Label00AD77

 

;-------------MAIN---------------

 

 

:Label009998

03A4: name_thread "MAIN"

016A: fade 0? () 0? ms

01F0: set_max_wanted_level_to 0?

02E1: 24?? = create_cash_pickup 3000& at -1511! -931! 20!

00C0: set_current_time 12? 0?

04E4: unknown_refresh_game_renderer_at 835! -1882!

03CB: set_camera 448.3! 1030! 18!

0053: $PLAYER_CHAR = create_player #NULL at 835! -1882! 20!

01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR

04BB: select_interiour 0? \\ select render area

022B: create_forbidden_for_peds_cube 474! 1250! 17! 356! 1003! 32!

01EB: set_car_density_to .1!

0417: start_mission 0?

0180: set_on_mission_flag_to $ONMISSION

0001: wait 0? ms

00D6: if 0?

8118: NOT actor $PLAYER_ACTOR dead

03BC: 5520?? = create_sphere -1516.2! -624! 12.8! 50!

016A: fade 1? (back) 30& ms

0002: jump ££Label009A6C

 

 

;-------------Mission 0---------------

; Originally: (no description)

 

 

:Label00A83C

03A4: name_thread "INITIAL"

0004: $DEFAULT_WAIT_TIME = 250& \\ integer values

029B: $ARENA_DOOR_1 = init_object -1? (DTN_STADDOORA) at -1109.615! 1330.097! 20.372!

01C7: spawn_object $ARENA_DOOR_1

029B: $ARENA_DOOR_2 = init_object -2? (DTN_STADDOORB) at -1109.615! 1331.932! 20.372!

01C7: spawn_object $ARENA_DOOR_2

029B: 732?? = init_object -3? (DTHOTRING_A) at -1037.08! 1340.258! 36.552!

01C7: spawn_object 732??

029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object -163& (CI_GATESOPEN) at 10.273! 963.308! 12.258!

01C7: spawn_object $FILM_STUDIO_FRONT_GATE_OPEN

029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object -164& (CI_BACKGATEOPEN) at -14.381! 884.12! 13.542!

01C7: spawn_object $FILM_STUDIO_BACK_GATE_OPEN

029B: 736?? = init_object -165& (CI_JETYGATESOPEN) at -115.825! 1028.55! 11.334!

01C7: spawn_object 736??

029B: 740?? = init_object -31? (COMGATE1OPEN) at -712.524! -489.428! 12.549!

01C7: spawn_object 740??

029B: 744?? = init_object -32? (COMGATE2OPEN) at -183.824! -473.223! 12.615!

01C7: spawn_object 744??

029B: 748?? = init_object -21? (COP_DR_CLOSED) at 396.545! -472.883! 12.6!

01C7: spawn_object 748??

029B: 752?? = init_object -123? (GOLF_GATESOPEN) at 107.81! 228.072! 20.989!

01C7: spawn_object 752??

029B: 756?? = init_object -61? (MANSION_NEW_DOORS) at -391.19! -575.906! 24.071!

01C7: spawn_object 756??

029B: 760?? = init_object -62? (MAN_DOORCLOSED) at -378.542! -554.006! 20.067!

01C7: spawn_object 760??

029B: 764?? = init_object -63? (WSHPERDRCLSD) at -266.496! -1214.563! 9.02!

01C7: spawn_object 764??

029B: 768?? = init_object -64? (HAITAXIDR) at -1010.466! 199.125! 11.95!

01C7: spawn_object 768??

029B: 772?? = init_object -65? (B_HSE_DOORS) at -640.012! -1485.941! 15.457!

01C7: spawn_object 772??

029B: 776?? = init_object -23? (STRIPCLBDRCLSD) at 97.203! -1469.731! 10.578!

01C7: spawn_object 776??

029B: 780?? = init_object -22? (STRPBCKDRCLSD) at 68.988! -1444.242! 10.727!

01C7: spawn_object 780??

029B: 784?? = init_object -66? (DK_CAMJONESDOOR) at -837.134! -901.672! 12.03!

01C7: spawn_object 784??

0177: set_object 784?? z_angle_to 0!

029B: 788?? = init_object -67? (DTS_GS_LIFTDOORL) at -559.476! 783.107! 23.279!

01C7: spawn_object 788??

029B: 792?? = init_object -68? (DTS_GS_LIFTDOORR) at -559.476! 781.34! 23.279!

01C7: spawn_object 792??

029B: 796?? = init_object -67? (DTS_GS_LIFTDOORL) at -553.563! 788.895! 97.917!

01C7: spawn_object 796??

029B: 800?? = init_object -68? (DTS_GS_LIFTDOORR) at -553.563! 787.127! 97.917!

01C7: spawn_object 800??

029B: 804?? = init_object -72? (OD_CELLDOOR02) at 384.098! -505.893! 9.68!

0566: 804?? 12?

01C7: spawn_object 804??

0177: set_object 804?? z_angle_to 0!

029B: 808?? = init_object -73? (CI_JETYGATESCLOSED) at -116.738! 1027.729! 11.34!

01C7: spawn_object 808??

029B: 812?? = init_object -74? (NHAITPLATDR) at -981.114! 265.419! 8.939!

01C7: spawn_object 812??

029B: 816?? = init_object -75? (NHAITPLATDRR) at -981.114! 267.607! 8.937!

01C7: spawn_object 816??

029B: 820?? = init_object -76? (SPAD_DR_CLOSED1) at 465.375! 30.336! 33.181!

01C7: spawn_object 820??

029B: 824?? = init_object -77? (SPAD_DR_CLOSED2) at 465.375! 30.336! 33.181!

01C7: spawn_object 824??

029B: 828?? = init_object -78? (SPAD_DR_CLOSED3) at 464.663! 30.336! 23.881!

01C7: spawn_object 828??

029B: 832?? = init_object -79? (PH_BUILD_DR_CLOSED) at 569.925! 52! 14.616!

01C7: spawn_object 832??

034D: unknown_rotate_object 832?? unknown_angle 270! 270! 0?

029B: 836?? = init_object -83? (PRINTDOOOR) at -1063.773! -278.932! 13.024!

01C7: spawn_object 836??

029B: 840?? = init_object -84? (UNROCKETED_WIN1) at -899.851! -341.061! 14.318!

0566: 840?? 3?

01C7: spawn_object 840??

029B: 844?? = init_object -85? (BNK_GRILL01) at -899.214! -333.656! 21.233!

0566: 844?? 3?

0382: unknown_set_object 844?? collision_detection 0?

0392: object 844?? toggle_in_moving_list 0?

01C7: spawn_object 844??

029B: 848?? = init_object -85? (BNK_GRILL01) at -899.214! -348.466! 21.233!

0566: 848?? 3?

0382: unknown_set_object 848?? collision_detection 0?

0392: object 848?? toggle_in_moving_list 0?

01C7: spawn_object 848??

029B: 852?? = init_object -85? (BNK_GRILL01) at -907.307! -336.618! 23.987!

0566: 852?? 3?

0382: unknown_set_object 852?? collision_detection 0?

0392: object 852?? toggle_in_moving_list 0?

01C7: spawn_object 852??

029B: 856?? = init_object -85? (BNK_GRILL01) at -907.307! -345.504! 23.987!

0566: 856?? 3?

0382: unknown_set_object 856?? collision_detection 0?

0392: object 856?? toggle_in_moving_list 0?

01C7: spawn_object 856??

029B: 860?? = init_object -85? (BNK_GRILL01) at -915.401! -336.6184! 23.987!

0566: 860?? 3?

0382: unknown_set_object 860?? collision_detection 0?

0392: object 860?? toggle_in_moving_list 0?

01C7: spawn_object 860??

029B: 864?? = init_object -85? (BNK_GRILL01) at -915.401! -345.5! 23.987!

0566: 864?? 3?

0382: unknown_set_object 864?? collision_detection 0?

0392: object 864?? toggle_in_moving_list 0?

01C7: spawn_object 864??

029B: 868?? = init_object -25? (OD_CLBDR_CLOSE) at 490.34! -77.017! 11.598!

01C7: spawn_object 868??

016D: restart_if_busted at 508.9! 506.8! 10.3! 174!

016D: restart_if_busted at 398.8! -469.7! 10.7! 323!

016D: restart_if_busted at -659.5! 760.4! 10.5! 133!

016D: restart_if_busted at -871.9! -682.3! 10.2! 328.1!

 

;-------------Mission 1---------------

; Originally: (no description)

 

 

:Label00AD77

03A4: name_thread "MALL"

014B: 872?? = init_parked_car_generator #SANDKING -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 386! 1227! 19.4! angle 90!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #BAGGAGE -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at -1438! -823! 14! angle 90!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #PCJ600 -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 509.834! 1964.689! 10.5! angle 270!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 876?? = init_parked_car_generator #PIZZABOY -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 399.185! 1135.376! 17.765! angle 90!

014C: set_parked_car_generator 876?? cars_to_generate_to 101?

014B: 876?? = init_parked_car_generator #CADDY -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 442.879! 1014.363! 18.214! angle 90!

014C: set_parked_car_generator 876?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #PACKER -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 359.003! 1165.607! 24.18! angle 180!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #INFERNUS -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 351.693! 1211.1! 24.168! angle 140!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #VOODOO -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 329.952! 1238.333! 26.5! angle 43!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #ROMERO -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 331.13! 1196.248! 21.766! angle 76!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 872?? = init_parked_car_generator #VCNMAV -1? -1? 1? alarm 50? door_lock 0? 0? 10000& at 415.851! 1126.26! 51.573! angle 180!

014C: set_parked_car_generator 872?? cars_to_generate_to 101?

014B: 880?? = init_parked_car_generator #BUS -1? -1? 1? alarm 50? door_lock 0? 90? 10000& at 378.923! 1257.368! 17.508! angle 180!

014C: set_parked_car_generator 880?? cars_to_generate_to 101?

014B: 880?? = init_parked_car_generator #BUS -1? -1? 1? alarm 50? door_lock 0? 90? 10000& at 478.58! 1124.305! 16.555! angle 180!

014C: set_parked_car_generator 880?? cars_to_generate_to 101?

014B: 884?? = init_parked_car_generator #BFINJECT -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 471.197! -1635.922! 10.196! angle 180!

014C: set_parked_car_generator 884?? cars_to_generate_to 101?

014B: 888?? = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 848! -1852! 3.4! angle 355!

014C: set_parked_car_generator 888?? cars_to_generate_to 101?

014B: 892?? = init_parked_car_generator #PACKER -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 865.2! -1835! 14! angle 175!

014C: set_parked_car_generator 892?? cars_to_generate_to 101?

014B: 896?? = init_parked_car_generator #sparrow -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 836! -1877.622! 200! angle 360!

014C: set_parked_car_generator 896?? cars_to_generate_to 101?

014B: 900?? = init_parked_car_generator #DINGHY -1? -1? 1? alarm 0? door_lock 0? 90? 10000& at 821.6! -1889! 20! angle 180!

014C: set_parked_car_generator 900?? cars_to_generate_to 101?

014B: 904?? = init_parked_car_generator #SANCHEZ -1? -1? 1? alarm 0? door_lock 100? 90? 10000& at 0! 0! 0! angle 180!

014C: set_parked_car_generator 904?? cars_to_generate_to 101?

014B: 908?? = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 846! -1852! 3.4! angle 355!

014C: set_parked_car_generator 908?? cars_to_generate_to 101?

014B: 916?? = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 844! -1852! 3.4! angle 355!

014C: set_parked_car_generator 916?? cars_to_generate_to 101?

014B: 920?? = init_parked_car_generator #STRETCH -1? -1? 1? alarm 0? door_lock 1? 90? 10000& at 842! -1852! 3.4! angle 355!

014C: set_parked_car_generator 920?? cars_to_generate_to 101?

014B: 884?? = init_parked_car_generator #PCJ600 -1? -1? 1? alarm 0? door_lock 0? 0? 10000& at 901! -1145.5! 104! angle 270!

014C: set_parked_car_generator 884?? cars_to_generate_to 01?

 

032B: 912?? = create_weapon_pickup #SNIPER 15? ammo 99999&& at -109.834! 969.689! 10!

032B: 912?? = create_weapon_pickup #SHOTGSPA 15? ammo 60? at 362.203! 1050.88! 18.932!

032B: 912?? = create_weapon_pickup #M60 15? ammo 999999&& at -109.834! 969.689! 10!

032B: 912?? = create_weapon_pickup #COLT45 15? ammo 99999&& at -109.834! 969.689! 10!

032B: 912?? = create_weapon_pickup #MINIGUN 15? ammo 99999&& at -109.834! 969.689! 100!

032B: 912?? = create_weapon_pickup #BOMB 15? ammo 30? at 362.193! 1065.765! 18.185!

032B: 912?? = create_weapon_pickup #MP5LNG 15? ammo 120? at 368.09! 1059.863! 18.922!

032B: 912?? = create_weapon_pickup #SNIPER 15? ammo 120? at -179! 1080.505! 0!

032B: 912?? = create_weapon_pickup #UZI 15? ammo 500& at -207! 939.505! 0!

032B: 912?? = create_weapon_pickup #TEC9 15? ammo 120? at 450.517! 1248.79! 24.315!

032B: 912?? = create_weapon_pickup #INGRAMSL 15? ammo 120? at 367.871! 1062.424! 18.922!

032B: 912?? = create_weapon_pickup #FLAME 15? ammo 99999&& at -1109.834! 969.689! 4.9!

032B: 912?? = create_weapon_pickup #ROCKETLA 15? ammo 8? at 384.177! 1248.376! 124.947!

032B: 912?? = create_weapon_pickup #PYTHON 15? ammo 24? at 469.47! 1207.156! 18.529!

032B: 912?? = create_weapon_pickup #CHROMEGUN 15? ammo 60? at 473.944! 1211.851! 18.928!

032B: 912?? = create_weapon_pickup #BUDDYSHOT 15? ammo 60? at 447.519! 1007.061! 24.935!

032B: 912?? = create_weapon_pickup #BUDDYSHOT 15? ammo 60? at -1647.312! -170.196! 17.044!

032B: 912?? = create_weapon_pickup #RUGER 15? ammo 120? at 423.754! 1039.228! 24.947!

032B: 912?? = create_weapon_pickup #M4 15? ammo 120? at 385.586! 1211.008! 22.872!

032B: 912?? = create_weapon_pickup #ROCKETLA 15? ammo 99999&& at -125.334! 969.989! 120!

0213: 912?? = create_pickup #NITESTICK type 15? at 367.081! 1074.401! 18.878!

0213: 912?? = create_pickup #BAT type 2? at 362.582! 1074.357! 18.879!

0213: 912?? = create_pickup #CHNSAW type 2? at 368.348! 1083.306! 18.948!

0213: 912?? = create_pickup #HAMMER type 15? at -192.2! 1149.936! -1.3!

0213: 912?? = create_pickup #SCREWDRIVER type 15? at 362.07! 1083.076! 18.787!

032B: 912?? = create_weapon_pickup #GRENADE 15? ammo 12? at -147.1! 907.054! .5!

032B: 912?? = create_weapon_pickup #MOLOTOV 15? ammo 12? at -219.7! 1079.936! .5!

032B: 912?? = create_weapon_pickup #TEARGAS 15? ammo 12? at 443.221! 1096.586! 23.061!

0213: 936?? = create_pickup -4? (BRIBE) type 15? at -1750.993! -275.696! 13.887!

0213: 8240?? = create_pickup -86? (HEALTH) type 15? at -109.834! 969.689! 10!

0213: 8240?? = create_pickup -86? (HEALTH) type 15? at -207.25! 937.4! 0!

0213: 8240?? = create_pickup -86? (HEALTH) type 15? at -834.2! 740.6! 0!

0213: 964?? = create_pickup -18? (BODYARMOUR) type 15? at -207! 939.505! 0!

0213: 964?? = create_pickup -18? (BODYARMOUR) type 15? at -202! 1149.505! -1!

0213: 964?? = create_pickup -18? (BODYARMOUR) type 15? at -194! 995! -.5!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 423.826! 1039.151! 18.879!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 415.303! 1050.081! 18.879!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 432.189! 1079.269! 18.879!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 353.065! 1123.165! 24.806!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 397.521! 1078.563! 18.879!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 378.209! 1025.255! 18.879!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 450.309! 1025.264! 18.879!

0213: 960?? = create_pickup -87? (ADRENALINE) type 15? at 358.75! 1101.352! 24.806!

0213: 964?? = create_pickup -18? (BODYARMOUR) type 15? at 420.872! 1022.711! 18.879!

03BC: 972?? = create_sphere 402.713! 1233.996! 18.231! 1.2!

03BC: 684?? = create_sphere 472.624! 1209.542! 18.028! 1.2!

03BC: 980?? = create_sphere 353.842! 1115.072! 24.407! .75!

03BC: 984?? = create_sphere 355.087! 1109.355! 24.407! 1!

03BC: 596?? = create_sphere 426.862! 1015.773! 18.201! 3.2!

03BC: 596?? = create_sphere 426.862! 1015.773! 21.201! 1.2!

0213: 988?? = create_pickup -86? (HEALTH) type 1? at 384.746! 1211.252! 25.879!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 448.777! 1003.136! 18.495!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 449.226! 1255.745! 17.497!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 448.218! 1249.706! 18.03!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 379.791! 1250.927! 18.875!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 379.935! 1002.325! 18.2!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 356.604! 1124.642! 18.247!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 356.604! 1124.642! 19.147!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 489.156! 1125.791! 15.208!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 356.604! 1124.642! 18.247!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 350.126! 1123.794! 16.925!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 350.126! 1123.794! 17.925!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 350.126! 1123.794! 18.925!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 379.123! 995.753! 17.483!

029B: 992?? = init_object -67? (DTS_GS_LIFTDOORL) at 379.123! 995.753! 16.483!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 449.682! 996.974! 17.501!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 449.542! 1255.287! 17.538!

029B: 992?? = init_object -62? (MAN_DOORCLOSED) at 378.983! 1255.576! 17.668!

004E: end_thread

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