0 Members and 1 Guest are viewing this topic.
Hmm I thought it was possible to get past it, I am pretty sure I remember testing that mission when I made my latest version (because I knew it had been impossible to pass on previous versions of the mod), and I thought I remembered it working for me... Have you got the latest version of the mod?
DEFINE VERSION VICE 1.30002: jump ŁŁLabel008620DEFINE MEMORY 34329:Label0086200002: jump ŁŁLabel008644DEFINE OBJECTS 1DEFINE OBJECT (no name) ; This is an unused object. You can put anything here.:Label0086440002: jump ŁŁLabel008658DEFINE MISSIONS 0;-------------MAIN---------------:Label00865803A4: name_thread "MAIN"016A: fade 0 () 0 ms01F0: set_max_wanted_level_to 0016C: restart_if_wasted at 2495.286 -1686.879 12.58 90.00111: set_wasted_busted_check_to 0 (disabled)00C0: set_current_time 20 2004E4: unknown_refresh_game_renderer_at 2495.221 -600.52703CB: set_camera 2495.221 -600.527 131.922032B: $6 = create_weapon_pickup #MP5LNG 15 ammo 500 at -1754.1 884.6 4295.880053: $PLAYER_CHAR = create_player #NULL at -1754.1 884.6 4295.8801F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0247: request model #M40001: wait 0 ms0330: set_player $PLAYER_CHAR infinite_run_to 1 (true)01B6: set_weather 000D6: if 08118: NOT actor $PLAYER_ACTOR dead004D: jump_if_false ŁŁLabel00871A0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"0001: wait 50 ms038B: load_requested_models0353: refresh_actor $PLAYER_ACTOR:Label00871A016A: fade 1 (back) 1000 ms00D6: if 10256: player $PLAYER_CHAR defined0248: model #M4 available004D: jump_if_false ŁŁLabel00873E04BB: select_interiour 0 ;; select render area01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 02A3: toggle widescreen 1 (on)015F: set camera position -1754.1 890.6 4292.88 0.0 0.0 0.0 0160: point camera -1754.1 884.6 4295.88 1 0001: wait 40000 ms01B7: release_weather:Label00873E 032B: $7 = create_weapon_pickup #CHROMEGUN 15 ammo 99999 at 2482.4 -1691.4 13.501B2: give actor $PLAYER_ACTOR weapon 26 ammo 9999 032B: $8 = create_weapon_pickup #MINIGUN 15 ammo 99999 at 2482.4 -1791.4 13.5014B: $9 = init_parked_car_generator #MAVERICK -1 -1 1 alarm 0 door_lock 0 0 10000 at 2430.9 -1639.5 27.3 angle 0.0014C: set_parked_car_generator $9 cars_to_generate_to 101014B: $A = init_parked_car_generator #RHINO -1 -1 1 alarm 0 door_lock 0 0 10000 at 2473.1 -1698.2 13.5 angle 0.0014C: set_parked_car_generator $A cars_to_generate_to 101014B: $B = init_parked_car_generator #PCJ600 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2511.8 -1670.7 13.5 angle 0.0014C: set_parked_car_generator $B cars_to_generate_to 10102A3: toggle_widescreen 0 (off)01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0001: wait 50 ms0055: put_player $PLAYER_CHAR at 2495.286 -1686.879 12.58 02EB: restore camera with jumpcut0001: wait 50 ms004F: create_thread ŁŁLabel008842 004F: create_thread ŁŁLabel0088A0004F: create_thread ŁŁSWEETIN 004F: create_thread ŁŁSWEETOUT :Label0088420001: wait 20 ms00D6: if 100F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2495.341 -1690.552 13.825 radius 1.3 1.3 1.300E1: key_pressed 0 15004D: jump_if_false ŁŁLabel008842 016A: fade 0 (back) 1000 ms 0001: wait 4000 ms04BB: select_interiour 5 ;; select render area0055: put_player $PLAYER_CHAR at 2496.016 -1695.120 1013.7016A: fade 1 (in) 1000 ms 0001: wait 2000 ms:Label0088A00001: wait 20 ms00D6: if 100F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2496.05 -1692.93 1013.75 radius 1.3 1.3 1.300E1: key_pressed 0 15004D: jump_if_false ŁŁLabel0088A0016A: fade 0 (back) 1000 ms 0001: wait 4000 ms04BB: select_interiour 0 ;; select render area0055: put_player $PLAYER_CHAR at 2495.177 -1687.521 12.581 016A: fade 1 (in) 1000 ms 0001: wait 2000 ms 0002: jump ŁŁLabel008842:SWEETIN0001: wait 20 ms00D6: if 100F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2522.638 -1679.242 14.556 radius 1.3 1.3 1.300E1: key_pressed 0 15004D: jump_if_false ŁŁSWEETIN016A: fade 0 (back) 1000 ms 0001: wait 4000 ms04BB: select_interiour 5 ;; select render area0055: put_player $PLAYER_CHAR at 2526.46 -1679.09 1014.5016A: fade 1 (in) 1000 ms 0001: wait 2000 ms:SWEETOUT0001: wait 20 ms00D6: if 100F6: player $PLAYER_CHAR 1 ()near_point_on_foot 2524.920 -1679.355 1014.5 radius 1.3 1.3 1.300E1: key_pressed 0 15004D: jump_if_false ŁŁSWEETOUT016A: fade 0 (back) 1000 ms 0001: wait 4000 ms04BB: select_interiour 0 ;; select render area0055: put_player $PLAYER_CHAR at 2520.753 -1679.049 14.233016A: fade 1 (in) 1000 ms 0001: wait 2000 ms 0002: jump ŁŁSWEETIN004E: end thread
It's really up to you! If you do it
SMF 2.0.19 | SMF © 2021, Simple Machines