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Lonely This Christmas v2

This mission document outlines a mission in Liberty City Stories where the player character has their car stolen. They are trapped in their apartment and receive threatening notes. They must return the stolen car to complete the mission. The player is then ambushed and must fight off attackers. Finally, they are informed it was all a bad dream and are invited to a family dinner.
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0% found this document useful (0 votes)
56 views7 pages

Lonely This Christmas v2

This mission document outlines a mission in Liberty City Stories where the player character has their car stolen. They are trapped in their apartment and receive threatening notes. They must return the stolen car to complete the mission. The player is then ambushed and must fight off attackers. Finally, they are informed it was all a bad dream and are invited to a family dinner.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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#Game: Liberty City Stories

#Author: NielsB
#Version: 3.5
#Category: missions
#Date: 2022-12-12
#Description: Trapped

0004: $ONMISSION = 1
024C: request_model 150
024C: request_model 157
024C: request_model 156
024C: request_model 143
024C: request_model 12
024C: request_model 81
024C: request_model 23
024C: request_model 6
024C: request_model 7
024C: request_model 172

0390: load_all_models_now
01BB: force_weather_now 7
00C0: set_time_of_day 0 30
03E3: set_ped_density_multiplier 0
01F0: set_car_density_multiplier 0

0005: $11 = 1149.79


0005: $12 = -262.77
0005: $13 = 17.30
018F: add_blip_for_coord $11 $12 $13 store_to $9
03C1: add_sphere $11 $12 $13 radius 1.00 store_to $10

:APPDOOR
0001: wait 0
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
00FA: locate_char_any_means_car_2d $PLAYER_CHAR coord $11 $12 $13 radius 1.00
1.00 1.00 sphere 1
004D: goto_if_false @APPDOOR

0112: alter_wanted_level $PLAYER_CHAR to 0


0169: remove_blip $9
03C2: remove_sphere $10

04DC: freeze_char_position $PLAYER_ACTOR set_to 1


00BC: print_now 'Someone broke into your apartment go inside.' time 5000 flag 1
0001: wait 5000
04DC: freeze_char_position $PLAYER_ACTOR set_to 0
01FC: set_police_ignore_player $PLAYER_CHAR to 1
00A5: create_car 143 at 1155.06 -242.16 17.35 store_to $1
01CC: dont_remove_object $1
017A: set_car_heading $1 to 201.00
022E: change_car_colour $1 primary_to 0 secondary_to 0
020F: lock_car_doors $1 mode 2

03C1: add_sphere 1142.60 -246.03 23.05 radius 10.00 store_to $168

:APPART
0001: wait 0
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
00FA: locate_char_any_means_car_2d $PLAYER_CHAR coord 1142.60 -246.03 23.05
radius 10.00 10.00 10.00 sphere 1
004D: goto_if_false @APPART

03C2: remove_sphere $168

03C1: add_sphere 1137.98 -244.74 23.00 radius 1.00 store_to $16

:APPARTMENT
0001: wait 0
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
00FA: locate_char_any_means_car_2d $PLAYER_CHAR coord 1137.98 -244.74 23.00
radius 1.00 1.00 1.00 sphere 1
004D: goto_if_false @APPARTMENT

03C2: remove_sphere $16

00BC: print_now 'Letter: I have been watching. I have seen each and every one of
your misdeeds.' time 5000 flag 1
0001: wait 6000
00BC: print_now 'you stole and smuggled and even killed people. I allways looked
away when something happened in Liberty city.' time 5000 flag 1
0001: wait 5000
00BC: print_now 'Bring back the car you stole and we will talk.' time 5000 flag 1
0001: wait 5000
00BC: print_now 'Exit your apartment and return the ~r~stolen ~g~car.' time 5000
flag 1
0001: wait 5000
020F: lock_car_doors $1 mode 1
CARBLIP
0001: wait 0
018B: add_blip_for_car $1 store_to 5@
016A: change_blip_colour 5@ to 1

:BLIP
0001: wait 0
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
00E1: is_player_in_car $PLAYER_CHAR car $1
004D: goto_if_false @BLIP
0370: switch_car_radio 0
0169: remove_blip 5@
03E3: set_ped_density_multiplier 0
01F0: set_car_density_multiplier 0
0002: goto @MISSION

:CAR1
0001: wait 0
03C2: remove_sphere $16
0169: remove_blip $17
018B: add_blip_for_car $1 store_to 5@
016A: change_blip_colour 5@ to 2
0002: goto @BLIP

:MISSION
0005: $11 = 1157.19
0005: $12 = -212.75
0005: $13 = 18.50
03C1: add_sphere $11 $12 $13 radius 10.00 store_to $16
018F: add_blip_for_coord $11 $12 $13 store_to $17

:TEXT
0001: wait 0
00E1: is_player_in_car $PLAYER_CHAR car $1
004D: goto_if_false @CAR1
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
00FA: locate_char_any_means_car_2d $PLAYER_CHAR coord $11 $12 $13 radius 10.00
10.00 10.00 sphere 1
004D: goto_if_false @TEXT

0001: wait 0
03C2: remove_sphere $16
0169: remove_blip $17
00C0: set_time_of_day 23 30

00A5: create_car 150 at 804.75 -967.52 5.05 store_to $100 //es


017A: set_car_heading $100 to 165.00
0229: set_car_health $100 to 249
00A5: create_car 157 at 810.60 -945.27 5.88 store_to $101 //pol
017A: set_car_heading $101 to 92.00
039C: switch_car_siren $101 to 1
00A5: create_car 156 at 814.91 -971.13 4.72 store_to $102 //hea
017A: set_car_heading $102 to 195.00
009A: create_char 1 model 7 at 807.23 -967.57 4.72 store_to $103
0228: set_char_health $103 to 5

01CC: dont_remove_object $100


01CC: dont_remove_object $101
01CC: dont_remove_object $102

0005: $11 = 816.20


0005: $12 = -922.34
0005: $13 = 8.30

:BLIP1
0001: wait 0
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
00E1: is_player_in_car $PLAYER_CHAR car $1
004D: goto_if_false @BLIP1
0169: remove_blip 5@
0002: goto @MISSIONC

:CAR2
0001: wait 0
03C2: remove_sphere $16
0169: remove_blip $17
018B: add_blip_for_car $1 store_to 5@
016A: change_blip_colour 5@ to 2
0002: goto @BLIP1

:MISSIONC
03C1: add_sphere $11 $12 $13 radius 10.00 store_to $16
018F: add_blip_for_coord $11 $12 $13 store_to $17

:NEXT
0001: wait 0
00E1: is_player_in_car $PLAYER_CHAR car $1
004D: goto_if_false @CAR2
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
00FA: locate_char_any_means_car_2d $PLAYER_CHAR coord $11 $12 $13 radius 10.00
10.00 10.00 sphere 1
004D: goto_if_false @NEXT
00BC: print_now 'Tony: Oh shit better be carefull.' time 5000 flag 1

0001: wait 0
03C2: remove_sphere $16
0169: remove_blip $17

0005: $11 = 899.73


0005: $12 = -991.13
0005: $13 = 4.85

:BLIP2
0001: wait 0
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
00E1: is_player_in_car $PLAYER_CHAR car $1
004D: goto_if_false @BLIP2
0169: remove_blip 5@
0002: goto @MISSIONB

:CAR3
0001: wait 0
03C2: remove_sphere $16
0169: remove_blip $17
018B: add_blip_for_car $1 store_to 5@
016A: change_blip_colour 5@ to 2
0002: goto @BLIP2

:MISSIONB
03C1: add_sphere $11 $12 $13 radius 10.00 store_to $16
018F: add_blip_for_coord $11 $12 $13 store_to $17

:VEXT
0001: wait 0
00E1: is_player_in_car $PLAYER_CHAR car $1
004D: goto_if_false @CAR3
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
00FA: locate_char_any_means_car_2d $PLAYER_CHAR coord $11 $12 $13 radius 10.00
10.00 10.00 sphere 1
004D: goto_if_false @VEXT

0001: wait 0
03C2: remove_sphere $16
0169: remove_blip $17

:EXITC
0001: wait 0
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
00BC: print_now 'exit the car.' time 5000 flag 1
00AC: is_car_still_alive $1
004D: goto_if_false @END_FAILED
00E1: is_player_in_car $PLAYER_CHAR car $1
004C: goto_if_true @EXITC

016E: set_fading_colour 0 0 0
0001: wait 1000
016F: do_fade 1000 fade 0
0001: wait 1000

02A8: switch_widescreen 1

:GO
00A1: set_char_coordinates $PLAYER_ACTOR to 754.53 139.57 3.55
0178: set_char_heading $PLAYER_ACTOR to 11.00
01B9: set_player_control $PLAYER_CHAR to 0
009A: create_char 1 model 12 at 754.28 140.78 4.29 store_to $104
0228: set_char_health $104 to 250
0178: set_char_heading $104 to 190.00
009A: create_char 1 model 81 at 756.28 143.78 4.29 store_to $105
0228: set_char_health $105 to 150
0178: set_char_heading $105 to 190.00
009A: create_char 1 model 81 at 753.28 143.78 4.29 store_to $106
0228: set_char_health $106 to 150
0178: set_char_heading $106 to 190.00
009A: create_char 1 model 81 at 753.28 147.78 4.29 store_to $107
0228: set_char_health $107 to 150
009A: create_char 1 model 81 at 753.28 147.78 4.29 store_to $108
0228: set_char_health $108 to 150

0494: remove_all_char_weapons $PLAYER_ACTOR


0164: set_fixed_camera_position 761.51 141.71 5.00 rotation 0 0 0
0165: point_camera_at_point 756.28 140.78 4.29 switchstyle 2

0001: wait 1000


016F: do_fade 1000 fade 1

00BC: print_now 'Gangster:How is your head? My guys knocked you out. Anyway you
stole my car and because of that I lost my familly diner. Guards finnish him!' time
6000 flag 1
0001: wait 6000
01FC: set_police_ignore_player $PLAYER_CHAR to 1
01B9: set_player_control $PLAYER_CHAR to 1
0378: set_camera_behind_player
02F0: restore_camera_jumpcut
02A8: switch_widescreen 0

01FC: set_police_ignore_player $PLAYER_CHAR to 1


01B7: give_weapon_to_char $PLAYER_ACTOR weapon 17 ammo 50
01B7: give_weapon_to_char $106 weapon 6 ammo 0
01B7: give_weapon_to_char $105 weapon 6 ammo 0
01B7: give_weapon_to_char $107 weapon 7 ammo 0
01B7: give_weapon_to_char $108 weapon 7 ammo 0
01B7: give_weapon_to_char $104 weapon 23 ammo 9999

01CF: set_char_obj_kill_player_on_foot $106 player $PLAYER_CHAR


01CF: set_char_obj_kill_player_on_foot $105 player $PLAYER_CHAR
01CF: set_char_obj_kill_player_on_foot $107 player $PLAYER_CHAR
01CF: set_char_obj_kill_player_on_foot $108 player $PLAYER_CHAR

:KILL
0001: wait 0
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
011D: is_char_dead $106
004D: goto_if_false @KILL
011D: is_char_dead $105
004D: goto_if_false @KILL
011D: is_char_dead $107
004D: goto_if_false @KILL
011D: is_char_dead $108
004D: goto_if_false @KILL

01CF: set_char_obj_kill_player_on_foot $104 player $PLAYER_CHAR

:KILLW
0001: wait 0
011C: is_player_dead $PLAYER_CHAR
004C: goto_if_true @END_FAILED
011D: is_char_dead $104
004D: goto_if_false @KILLW

:CREATE
00A5: create_car 172 at 1339.51 -456.95 49.72 store_to 66@
017A: set_car_heading 66@ to 91.00
01CC: dont_remove_object 66@

0001: wait 500

016F: do_fade 1000 fade 0


0001: wait 1000

0055: set_player_coordinates $PLAYER_CHAR to 1349.09 -455.58 50.50


036F: warp_char_into_car $PLAYER_ACTOR car 66@
0001: wait 1000

016F: do_fade 1000 fade 1


0001: wait 2000
00BC: print_now 'phone: Antony its Sal. I want you to invite for the familly diner.
~r~It ~g~all ~r~was ~g~a ~g~bad ~g~dream. ' time 5000 flag 1
0001: wait 1900

00BA: print_big 'M_PASSN' time 1000 style 1 // ~Y~MISSION PASSED!


0001: wait 2000
0004: $MISSION_REWARD = 242022
010E: add_score $PLAYER_CHAR value $MISSION_REWARD
0399: play_mission_passed_tune 1
0002: goto @MES

:MES
0001: wait 6000
00BA: print_big '~r~Happy ~g~Holidays' time 2000 style 1
0002: goto @TERMINATE

:END_FAILED
0001: wait 0
00BA: print_big 'M_FAIL' time 1000 style 1
0169: remove_blip 5@
03C2: remove_sphere $16
0169: remove_blip $17
0002: goto @TERMINATE

:TERMINATE
0001: wait 0
0004: $ONMISSION = 0
01FC: set_police_ignore_player $PLAYER_CHAR to 0
03E3: set_ped_density_multiplier 1
01F0: set_car_density_multiplier 1
01C8: mark_car_as_no_longer_needed $1
01C8: mark_car_as_no_longer_needed $100
01C8: mark_car_as_no_longer_needed $102
01C8: mark_car_as_no_longer_needed $101
004E: terminate_this_script

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