--SR3 City Lua file -- 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; ------------------------------------------------------ --- Encounter Mod Shit --- local Encounter = INVALID_THREAD_HANDLE local NotChecknone = INVALID_THREAD_HANDLE --- weapons removal on death and disable weapons from stash --- local NoMoreCribWeaponsStash = INVALID_THREAD_HANDLE local Removeweps = INVALID_THREAD_HANDLE local Removewepscoop = INVALID_THREAD_HANDLE function sr3_city_init() end function sr3_city_main() --tutorial_suspend_all(true) -- turn_invulnerable(LOCAL_PLAYER) -- for testing purposes Encounter = thread_new("encm_notoriety_thread") -- random enc mod -- NoMoreCribWeaponsStash = thread_new("disable_add_weapons_to_crib_stash_thread") -- new game highly recommended(will be available ni realism mod) -- Removeweps = thread_new("removeallweps_thread") -- remove guns when dead (will be available in my realism mod) end --- Sum other encoeuter mod shit --- function encm_notoriety_thread() local enc_thread = true local rti_ue -- rand int between encounters after m03 local rti_cooldown = 20 while enc_thread == true do local ambush = false if( mission_is_active() == false ) then local notdice if( mission_is_complete("m22") ) then rti_ue = rand_int(300,540) notdice = encm_luchadores_interest() elseif( mission_is_complete("m21") ) then rti_ue = rand_int(300,580) notdice = encm_luchadores_interest() elseif( mission_is_complete("m20") ) then rti_ue = rand_int(300,620) notdice = encm_luchadores_interest() elseif( mission_is_complete("m16") ) then rti_ue = rand_int(300,700) notdice = encm_deckers_interest() elseif( mission_is_complete("m15") ) then rti_ue = rand_int(300,760) notdice = encm_deckers_interest() elseif( mission_is_complete("m14") ) then rti_ue = rand_int(300,800) notdice = encm_deckers_interest() elseif( mission_is_complete("m09") ) then rti_ue = rand_int(300,820) notdice = encm_morningstar_interest() elseif( mission_is_complete("m08") ) then rti_ue = rand_int(300,840) notdice = encm_morningstar_interest() elseif( mission_is_complete("m07") ) then rti_ue = rand_int(300,860) notdice = encm_morningstar_interest() elseif( mission_is_complete("m06") ) then rti_ue = rand_int(300,900) notdice = encm_morningstar_interest() elseif( mission_is_complete("m05") ) then rti_ue = rand_int(300,925) notdice = encm_morningstar_interest() elseif( mission_is_complete("m04") ) then rti_ue = rand_int(300,950) notdice = encm_morningstar_interest() elseif( mission_is_complete("m03") ) then rti_ue = rand_int(300,1000) notdice = encm_morningstar_interest() end delay(rti_ue) if ( (notoriety_gang_inexistent() == true ) or (notoriety_get("deckers") == 1 or notoriety_get("luchadores") == 1 or notoriety_get("Morningstar") == 1) ) then ambush = true NotChecknone = thread_new("notoriety_checkifnone_thread") --in case playa enters owned property so prevents extra noto for nothing hud_set_fake_notoriety( "deckers", true, 1 ) hud_set_fake_notoriety( "luchadores", true, 1 ) hud_set_fake_notoriety( "Morningstar", true, 1 ) if( notdice == 2 ) then notoriety_set("deckers",5) elseif ( notdice == 3 ) then notoriety_set("luchadores",5) elseif ( notdice == 1 ) then notoriety_set("Morningstar",5) end delay(rti_cooldown) if( notoriety_gang_inexistent() == true ) then ambush = false end if( ambush == true) then thread_kill(NotChecknone) --dont need that bitch anymore if( notdice == 1 ) then hud_set_fake_notoriety( "Morningstar", false, 0 ) notoriety_set_min("Morningstar", 2) notoriety_set("Morningstar", 2) notoriety_set_max("Morningstar", 3) elseif( notdice == 2 ) then hud_set_fake_notoriety( "deckers", false, 0 ) notoriety_set_min("deckers", 2) notoriety_set("deckers", 2) notoriety_set_max("deckers", 3) elseif( notdice == 3 ) then hud_set_fake_notoriety( "luchadores", false, 0 ) notoriety_set_min("luchadores", 2) notoriety_set("luchadores", 2) notoriety_set_max("luchadores", 3) end repeat delay(0.5) --delay to prevent the code insta repeat itself so it prevents crashing if ( notoriety_gang_inexistent() == true ) then notoriety_gang_set_to_normal() end until notoriety_gang_inexistent() == true end end end thread_yield() end end function encm_morningstar_interest() if(rand_int(1,10) == 1) then if(rand_int(1,2) == 1) then return 2 else return 3 end else return 1 end end function encm_deckers_interest() if(rand_int(1,10) == 1) then if(rand_int(1,2) == 1) then return 1 else return 3 end else return 2 end end function encm_luchadores_interest() if(rand_int(1,10) == 1) then if(rand_int(1,2) == 1) then return 1 else return 2 end else return 3 end end function notoriety_checkifnone_thread() local notchecknone = true while notchecknone == true do if ( notoriety_gang_inexistent() == true ) then notoriety_gang_set_to_normal() end thread_yield() end end function notoriety_gang_inexistent() if ( notoriety_get("deckers") == 0 and notoriety_get("luchadores") == 0 and notoriety_get("Morningstar") == 0) then return true else return false end end function notoriety_gang_set_to_normal() hud_set_fake_notoriety( "deckers", false, 0 ) hud_set_fake_notoriety( "luchadores", false, 0 ) hud_set_fake_notoriety( "Morningstar", false, 0 ) notoriety_set_min("deckers", 0 ) notoriety_set_min("luchadores", 0 ) notoriety_set_min("Morningstar", 0 ) notoriety_set_max("deckers", 5) notoriety_set_max("luchadores", 5) notoriety_set_max("Morningstar", 5) end --- Disable weapons to be added to crib stash --- function disable_add_weapons_to_crib_stash_thread() while (true) do crib_weapon_add_disable() thread_yield() end end --- Remove all the weapons from the player when he/she dies --- function removeallweps_thread() Removewepscoop = thread_new("removeallweps_coop_thread") while(true) do if( mission_is_active() == false) then if( character_is_dead(LOCAL_PLAYER) ) then remove_weapons(LOCAL_PLAYER) end end thread_yield() end end function removeallweps_coop_thread() while(true) do if( coop_is_active() == true ) then if( character_is_dead(REMOTE_PLAYER) ) then remove_weapons(REMOTE_PLAYER) end end thread_yield() end end function remove_weapons() inv_item_remove_all() end --- Vanilla functions below (things we shouldnt be playin with) --- -- 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 m03_coop_skip( ) crib_purchasing_unlock( ) end function m06_coop_skip(skip_teleport) sr3_teleport_mission_start("m06", skip_teleport) -- Update the world state based on the choice that they made during the mission if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) if not mission_is_complete( "m07" ) then -- make sure we unlocked it mission_unlock( "m07" ) mission_set_next_mission( "m07" ) end end function m10_coop_skip(skip_teleport) sr3_teleport_mission_start("m10", skip_teleport) set_stag_active(true) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) city_zone_swap("thermext1") -- Thermopolye moves to south of DT city_zone_swap("therm2") -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("stag") -- STAG shows up in DT traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off end function m13_coop_skip(skip_teleport) sr3_teleport_mission_start("m13", skip_teleport) city_zone_swap("hq_dmg") -- HQ is damaged during this mission, swap it in end function m14_coop_skip( ) -- Set Saints to be 'Hated' following this mission set_saints_hated(true) end function m17_coop_skip(skip_teleport) sr3_teleport_mission_start("m17", skip_teleport) -- Set STAG Lockdown spawning for downtown hoods to True (Hood DT_02 still missing change, waiting on Chris N. solution to having two alternate spawn groups) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) -- Set STAG Lockdown area as immediate notoriety area set_stag_notoriety_area_active(true) -- Post mission swaps, Thermopolye destroyed and STAG take over downtown city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") -- Disable Traffic Splines Over Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(7, true) traffic_disable_drawbridge_area(8, true) traffic_disable_drawbridge_area(9, true) traffic_disable_drawbridge_area(10, true) traffic_disable_drawbridge_area(11, true) traffic_disable_drawbridge_area(12, true) traffic_disable_drawbridge_area(13, true) traffic_disable_drawbridge_area(14, true) traffic_disable_drawbridge_area(15, true) traffic_disable_drawbridge_area(16, true) traffic_disable_drawbridge_area(17, true) traffic_disable_drawbridge_area(18, true) traffic_disable_drawbridge_area(19, true) traffic_disable_drawbridge_area(20, true) traffic_disable_drawbridge_area(21, true) traffic_disable_drawbridge_area(22, true) traffic_disable_drawbridge_area(23, true) traffic_disable_drawbridge_area(24, true) traffic_disable_drawbridge_area(25, true) traffic_disable_drawbridge_area(27, true) traffic_disable_drawbridge_area(28, true) traffic_disable_drawbridge_area(29, true) traffic_disable_drawbridge_area(30, true) traffic_disable_drawbridge_area(31, true) traffic_disable_drawbridge_area(32, true) traffic_disable_drawbridge_area(33, true) end function m18_coop_skip(skip_teleport) sr3_teleport_mission_start("m18", skip_teleport) -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' traffic_disable_drawbridge_area(3, true) traffic_disable_drawbridge_area(4, true) traffic_disable_drawbridge_area(5, true) traffic_disable_drawbridge_area(6, true) traffic_disable_drawbridge_area(26, true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") end function m22_coop_skip(skip_teleport) sr3_teleport_mission_start("m22", skip_teleport) if game_choice_get_state( MISSION_22_CHOICE ) == M22_CHOICE_KILLBANE_KILL then mission_unlock( "m23" ) city_zone_swap("rubble") -- Player went for Killbane, statue got blowed up else mission_unlock( "m24" ) end end function m23_m24_coop_skip(skip_teleport) sr3_teleport_mission_start("m23", skip_teleport) -- Set STAG Inactive set_stag_active(false) -- Remove Lockdown Spawning from Downtown Hoods spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) -- Set Traffic to Be Enabled Across Lockdown Drawbridges Again traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) -- Disable Downtown Notoriety Areas set_stag_notoriety_area_active(false) -- Set Saints to be beloved again set_saints_hated(false) -- Perform zone swaps city_zone_swap("hq_dmg", DISABLE) -- restore saints HQ city_zone_swap( "hq", true ) -- Maybe allow you to play through again mission_maybe_uncomplete_m22() end function sh02_coop_skip(skip_teleport) sr3_teleport_mission_start("sh02", skip_teleport) crib_unlock_strongold("Crib_BDSM") end function sh03_coop_skip(skip_teleport) sr3_teleport_mission_start("sh03", skip_teleport) crib_unlock_strongold("Crib_Nuke") end function sh04_coop_skip(skip_teleport) sr3_teleport_mission_start("sh04", skip_teleport) crib_unlock_strongold("Crib_3Count") end function world_state_magic(mission_num) debug_print("Start world_state_magic") -- This new function completely changes world state depending on which set of missions are replayed if mission_num == "m01_05" then ----------- BRIDGE STUFF -------------- -- Set Traffic to Be Enabled Across Lockdown Drawbridges Again traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) ----------- m06 STUFF -------------- -- Restore interiors for loren's building city_zone_swap("m6", false) --Disable Saints Tower choice city_zone_swap("tower_saints", false) --Disable damaged tower choice city_zone_swap("tower_dmg", false) -- Set Hood ('Henry Steel Mills') to NOT Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", false) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be loved set_saints_hated(false) -- Set STAG Inactive set_stag_active(false) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) -- Restore damaged Saints HQ from STAG attack city_zone_swap("hq_dmg", false) -- restore Saints HQ undamaged city_zone_swap( "hq", false ) -- revert to Morningstar colors -- Disable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) city_zone_swap("stag", false) -- Statue is not blowed up city_zone_swap("rubble", false) elseif mission_num == "m06" then ----------- BRIDGE STUFF -------------- -- Set Traffic to Be Enabled Across Lockdown Drawbridges Again traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) ----------- m06 STUFF -------------- -- Restore interiors for loren's building city_zone_swap("m6", false) --Disable Saints Tower choice city_zone_swap("tower_saints", false) --Disable damaged tower choice city_zone_swap("tower_dmg", false) -- Set Hood ('Henry Steel Mills') to NOT Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", false) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be loved set_saints_hated(false) -- Set STAG Inactive set_stag_active(false) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) -- Restore damaged Saints HQ from STAG attack city_zone_swap("hq_dmg", false) -- restore saints HQ undamaged city_zone_swap( "hq", true ) -- restore Saints HQ colors -- Disable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) city_zone_swap("stag", false) -- Statue is not blowed up city_zone_swap("rubble", false) elseif mission_num == "m07_10" then ----------- BRIDGE STUFF -------------- -- Set Traffic to Be Enabled Across Lockdown Drawbridges Again traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be loved set_saints_hated(false) -- Set STAG Inactive set_stag_active(false) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) -- Restore damaged Saints HQ from STAG attack city_zone_swap("hq_dmg", false) -- restore saints HQ undamaged city_zone_swap( "hq", true ) -- restore Saints HQ colors -- Disable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) city_zone_swap("stag", false) -- Statue is not blowed up city_zone_swap("rubble", false) elseif mission_num == "sh02" then --Pimp Up Hos Down Stronghold ----------- BRIDGE STUFF -------------- -- Set Traffic to Be Enabled Across Lockdown Drawbridges Again traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be loved set_saints_hated(false) -- Set STAG Inactive set_stag_active(false) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) -- Restore damaged Saints HQ from STAG attack city_zone_swap("hq_dmg", false) -- restore saints HQ undamaged city_zone_swap( "hq", true ) -- restore Saints HQ colors -- Disable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) city_zone_swap("stag", false) -- Statue is not blowed up city_zone_swap("rubble", false) debug_print("world state -sh02- complete") elseif mission_num == "m11_13" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be loved set_saints_hated(false) -- Set STAG Active set_stag_active(true) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Enable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) -- Restore damaged Saints HQ from STAG attack city_zone_swap("hq_dmg", false) -- restore saints HQ undamaged city_zone_swap( "hq", true ) -- restore Saints HQ colors -- Disable Stag zone stuff city_zone_swap("thermext1") -- Thermopolye moves to south of DT city_zone_swap("therm2") -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("stag") -- STAG shows up in DT city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) -- Statue is not blowed up city_zone_swap("rubble", false) debug_print("world state -m11_13- complete") elseif mission_num == "m14" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be loved set_saints_hated(false) -- Set STAG Active set_stag_active(true) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Enable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) city_zone_swap("hq_dmg") -- HQ is damaged during the last mission, swap it in city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Disable Stag zone stuff city_zone_swap("thermext1") -- Thermopolye moves to south of DT city_zone_swap("therm2") -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("stag") -- STAG shows up in DT city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) -- Statue is not blowed up city_zone_swap("rubble", false) debug_print("world state -m14- complete") elseif mission_num == "m15_17" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be hated set_saints_hated(true) -- Set STAG Active set_stag_active(true) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Enable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) city_zone_swap("hq_dmg") -- HQ is damaged city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Disable Stag zone stuff city_zone_swap("thermext1") -- Thermopolye moves to south of DT city_zone_swap("therm2") -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("stag") -- STAG shows up in DT city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) -- Statue is not blowed up city_zone_swap("rubble", false) elseif mission_num == "sh03" then -- Stop All the Downloading stronghold Deckers Nuke Plant ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, false) traffic_disable_drawbridge_area(2, false) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be hated set_saints_hated(true) -- Set STAG Active set_stag_active(true) -- Disable Downtown STAG Notoriety Areas set_stag_notoriety_area_active(false) -- Enable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) -- Disable STAG Lockdown spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) city_zone_swap("hq_dmg") -- HQ is damaged city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Disable Stag zone stuff city_zone_swap("thermext1") -- Thermopolye moves to south of DT city_zone_swap("therm2") -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("stag") -- STAG shows up in DT city_zone_swap("therm3_dst", false) city_zone_swap("lockdown", false) -- Statue is not blowed up city_zone_swap("rubble", false) debug_print("world state -sh03- complete") elseif mission_num == "m18" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(3, false) traffic_disable_drawbridge_area(4, false) traffic_disable_drawbridge_area(5, false) traffic_disable_drawbridge_area(6, false) traffic_disable_drawbridge_area(7, true) traffic_disable_drawbridge_area(8, true) traffic_disable_drawbridge_area(9, true) traffic_disable_drawbridge_area(10, true) traffic_disable_drawbridge_area(11, true) traffic_disable_drawbridge_area(12, true) traffic_disable_drawbridge_area(13, true) traffic_disable_drawbridge_area(14, true) traffic_disable_drawbridge_area(15, true) traffic_disable_drawbridge_area(16, true) traffic_disable_drawbridge_area(17, true) traffic_disable_drawbridge_area(18, true) traffic_disable_drawbridge_area(19, true) traffic_disable_drawbridge_area(20, true) traffic_disable_drawbridge_area(21, true) traffic_disable_drawbridge_area(22, true) traffic_disable_drawbridge_area(23, true) traffic_disable_drawbridge_area(24, true) traffic_disable_drawbridge_area(25, true) traffic_disable_drawbridge_area(26, false) traffic_disable_drawbridge_area(27, true) traffic_disable_drawbridge_area(28, true) traffic_disable_drawbridge_area(29, true) traffic_disable_drawbridge_area(30, true) traffic_disable_drawbridge_area(31, true) traffic_disable_drawbridge_area(32, true) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to remove Zombies spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", false) -- Disable all the zombie zone stuff city_zone_swap("chemcrash", false) city_zone_swap("zombies", false) ----------- STAG STUFF -------------- -- Set Saints to be hated set_saints_hated(true) -- Set STAG Active set_stag_active(true) -- Set STAG Lockdown area as immediate notoriety area set_stag_notoriety_area_active(true) -- Set STAG Lockdown spawning for downtown hoods to True (Hood DT_02 still missing change, waiting on Chris N. solution to having two alternate spawn groups) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) city_zone_swap("hq_dmg") -- HQ is damaged city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Enable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") city_zone_swap("stag") -- STAG shows up in DT -- Statue is not blowed up city_zone_swap("rubble", false) debug_print("world state -m18- complete") elseif mission_num == "m19" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(3, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(4, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(5, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(6, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(7, true) traffic_disable_drawbridge_area(8, true) traffic_disable_drawbridge_area(9, true) traffic_disable_drawbridge_area(10, true) traffic_disable_drawbridge_area(11, true) traffic_disable_drawbridge_area(12, true) traffic_disable_drawbridge_area(13, true) traffic_disable_drawbridge_area(14, true) traffic_disable_drawbridge_area(15, true) traffic_disable_drawbridge_area(16, true) traffic_disable_drawbridge_area(17, true) traffic_disable_drawbridge_area(18, true) traffic_disable_drawbridge_area(19, true) traffic_disable_drawbridge_area(20, true) traffic_disable_drawbridge_area(21, true) traffic_disable_drawbridge_area(22, true) traffic_disable_drawbridge_area(23, true) traffic_disable_drawbridge_area(24, true) traffic_disable_drawbridge_area(25, true) traffic_disable_drawbridge_area(26, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(27, true) traffic_disable_drawbridge_area(28, true) traffic_disable_drawbridge_area(29, true) traffic_disable_drawbridge_area(30, true) traffic_disable_drawbridge_area(31, true) traffic_disable_drawbridge_area(32, true) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ----------- STAG STUFF -------------- -- Set Saints to be hated set_saints_hated(true) -- Set STAG Active set_stag_active(true) -- Set STAG Lockdown area as immediate notoriety area set_stag_notoriety_area_active(true) -- Set STAG Lockdown spawning for downtown hoods to True (Hood DT_02 still missing change, waiting on Chris N. solution to having two alternate spawn groups) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) city_zone_swap("hq_dmg") -- HQ is damaged city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Enable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") city_zone_swap("stag") -- STAG shows up in DT -- Statue is not blowed up city_zone_swap("rubble", false) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") debug_print("world state -m19- complete") elseif mission_num == "sh04" then -- 3 Count Beatdown Stronghold ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(3, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(4, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(5, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(6, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(7, true) traffic_disable_drawbridge_area(8, true) traffic_disable_drawbridge_area(9, true) traffic_disable_drawbridge_area(10, true) traffic_disable_drawbridge_area(11, true) traffic_disable_drawbridge_area(12, true) traffic_disable_drawbridge_area(13, true) traffic_disable_drawbridge_area(14, true) traffic_disable_drawbridge_area(15, true) traffic_disable_drawbridge_area(16, true) traffic_disable_drawbridge_area(17, true) traffic_disable_drawbridge_area(18, true) traffic_disable_drawbridge_area(19, true) traffic_disable_drawbridge_area(20, true) traffic_disable_drawbridge_area(21, true) traffic_disable_drawbridge_area(22, true) traffic_disable_drawbridge_area(23, true) traffic_disable_drawbridge_area(24, true) traffic_disable_drawbridge_area(25, true) traffic_disable_drawbridge_area(26, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(27, true) traffic_disable_drawbridge_area(28, true) traffic_disable_drawbridge_area(29, true) traffic_disable_drawbridge_area(30, true) traffic_disable_drawbridge_area(31, true) traffic_disable_drawbridge_area(32, true) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ----------- STAG STUFF -------------- -- Set Saints to be hated set_saints_hated(true) -- Set STAG Active set_stag_active(true) -- Set STAG Lockdown area as immediate notoriety area set_stag_notoriety_area_active(true) -- Set STAG Lockdown spawning for downtown hoods to True (Hood DT_02 still missing change, waiting on Chris N. solution to having two alternate spawn groups) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) city_zone_swap("hq_dmg") -- HQ is damaged city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Enable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") city_zone_swap("stag") -- STAG shows up in DT -- Statue is not blowed up city_zone_swap("rubble", false) ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") debug_print("world state -sh04- complete") elseif mission_num == "m20" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(3, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(4, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(5, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(6, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(7, true) traffic_disable_drawbridge_area(8, true) traffic_disable_drawbridge_area(9, true) traffic_disable_drawbridge_area(10, true) traffic_disable_drawbridge_area(11, true) traffic_disable_drawbridge_area(12, true) traffic_disable_drawbridge_area(13, true) traffic_disable_drawbridge_area(14, true) traffic_disable_drawbridge_area(15, true) traffic_disable_drawbridge_area(16, true) traffic_disable_drawbridge_area(17, true) traffic_disable_drawbridge_area(18, true) traffic_disable_drawbridge_area(19, true) traffic_disable_drawbridge_area(20, true) traffic_disable_drawbridge_area(21, true) traffic_disable_drawbridge_area(22, true) traffic_disable_drawbridge_area(23, true) traffic_disable_drawbridge_area(24, true) traffic_disable_drawbridge_area(25, true) traffic_disable_drawbridge_area(26, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(27, true) traffic_disable_drawbridge_area(28, true) traffic_disable_drawbridge_area(29, true) traffic_disable_drawbridge_area(30, true) traffic_disable_drawbridge_area(31, true) traffic_disable_drawbridge_area(32, true) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ----------- STAG STUFF -------------- -- Set Saints to be hated set_saints_hated(true) -- Set STAG Active set_stag_active(true) -- Set STAG Lockdown area as immediate notoriety area set_stag_notoriety_area_active(true) -- Set STAG Lockdown spawning for downtown hoods to True (Hood DT_02 still missing change, waiting on Chris N. solution to having two alternate spawn groups) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) city_zone_swap("hq_dmg") -- HQ is damaged city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Enable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") city_zone_swap("stag") -- STAG shows up in DT if game_choice_get_state( MISSION_22_CHOICE ) == M22_CHOICE_KILLBANE_KILL then city_zone_swap("rubble") -- Player went for Killbane, statue got blowed up else city_zone_swap("rubble", false) -- Statue saved end ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") debug_print("world state -m20- complete") elseif mission_num == "m21_22" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(3, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(4, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(5, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(6, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(7, true) traffic_disable_drawbridge_area(8, true) traffic_disable_drawbridge_area(9, true) traffic_disable_drawbridge_area(10, true) traffic_disable_drawbridge_area(11, true) traffic_disable_drawbridge_area(12, true) traffic_disable_drawbridge_area(13, true) traffic_disable_drawbridge_area(14, true) traffic_disable_drawbridge_area(15, true) traffic_disable_drawbridge_area(16, true) traffic_disable_drawbridge_area(17, true) traffic_disable_drawbridge_area(18, true) traffic_disable_drawbridge_area(19, true) traffic_disable_drawbridge_area(20, true) traffic_disable_drawbridge_area(21, true) traffic_disable_drawbridge_area(22, true) traffic_disable_drawbridge_area(23, true) traffic_disable_drawbridge_area(24, true) traffic_disable_drawbridge_area(25, true) traffic_disable_drawbridge_area(26, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(27, true) traffic_disable_drawbridge_area(28, true) traffic_disable_drawbridge_area(29, true) traffic_disable_drawbridge_area(30, true) traffic_disable_drawbridge_area(31, true) traffic_disable_drawbridge_area(32, true) traffic_disable_drawbridge_area(34, true) -- Disables splines on road through Sunset Park that STAG cordons off ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ----------- STAG STUFF -------------- -- Set Saints to be hated set_saints_hated(true) -- Set STAG Active set_stag_active(true) -- Set STAG Lockdown area as immediate notoriety area set_stag_notoriety_area_active(true) -- Set STAG Lockdown spawning for downtown hoods to True (Hood DT_02 still missing change, waiting on Chris N. solution to having two alternate spawn groups) spawn_override_change_hood_alternate_spawning("HOOD_DT_02", true) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", true) city_zone_swap("hq_dmg") -- HQ is damaged city_zone_swap( "hq", false ) -- Not sure why m13 swaps this zone in with previous morningstar colors, but added anyway just in case -- Enable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") city_zone_swap("stag") -- STAG shows up in DT if game_choice_get_state( MISSION_22_CHOICE ) == M22_CHOICE_KILLBANE_KILL then city_zone_swap("rubble") -- Player went for Killbane, statue got blowed up else city_zone_swap("rubble", false) -- Statue saved end ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") debug_print("world state -m21_22- complete") elseif mission_num == "m23" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(3, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(4, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(5, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(6, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ----------- STAG STUFF -------------- -- Set Saints to be loved again set_saints_hated(false) -- Set STAG Inactive set_stag_active(false) -- Disable Downtown Notoriety Areas set_stag_notoriety_area_active(false) -- Remove Lockdown Spawning from Downtown Hoods spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) city_zone_swap("hq_dmg", DISABLE) -- restore saints HQ city_zone_swap( "hq", true ) -- restore Saints color schemes -- Enable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") city_zone_swap("stag") -- STAG shows up in DT if game_choice_get_state( MISSION_22_CHOICE ) == M22_CHOICE_KILLBANE_KILL then city_zone_swap("rubble") -- Player went for Killbane, statue got blowed up else city_zone_swap("rubble", false) -- Statue saved end ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") debug_print("world state -m23- complete") elseif mission_num == "final" then ----------- BRIDGE STUFF -------------- -- Set Traffic Status Across Lockdown Drawbridges traffic_disable_drawbridge_area(1, true) traffic_disable_drawbridge_area(2, true) traffic_disable_drawbridge_area(3, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(4, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(5, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(6, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(7, false) traffic_disable_drawbridge_area(8, false) traffic_disable_drawbridge_area(9, false) traffic_disable_drawbridge_area(10, false) traffic_disable_drawbridge_area(11, false) traffic_disable_drawbridge_area(12, false) traffic_disable_drawbridge_area(13, false) traffic_disable_drawbridge_area(14, false) traffic_disable_drawbridge_area(15, false) traffic_disable_drawbridge_area(16, false) traffic_disable_drawbridge_area(17, false) traffic_disable_drawbridge_area(18, false) traffic_disable_drawbridge_area(19, false) traffic_disable_drawbridge_area(20, false) traffic_disable_drawbridge_area(21, false) traffic_disable_drawbridge_area(22, false) traffic_disable_drawbridge_area(23, false) traffic_disable_drawbridge_area(24, false) traffic_disable_drawbridge_area(25, false) traffic_disable_drawbridge_area(26, true) -- Set Drawbridge Traffic Splines to Arapice Island as 'Disabled' for zombies traffic_disable_drawbridge_area(27, false) traffic_disable_drawbridge_area(28, false) traffic_disable_drawbridge_area(29, false) traffic_disable_drawbridge_area(30, false) traffic_disable_drawbridge_area(31, false) traffic_disable_drawbridge_area(32, false) traffic_disable_drawbridge_area(33, false) traffic_disable_drawbridge_area(34, false) ----------- m06 STUFF -------------- if game_choice_get_state( MISSION_06_CHOICE ) == M06_CHOICE_BRANDED_TOWER then city_zone_swap("tower_saints") else city_zone_swap("tower_dmg") end -- kill the building interior either way city_zone_swap("m6") -- Set Hood ('Henry Steel Mills') to Spawn THE BALL from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_DT_01", true) ----------- STAG STUFF -------------- -- Set Saints to be loved again set_saints_hated(false) -- Set STAG Inactive set_stag_active(false) -- Disable Downtown Notoriety Areas set_stag_notoriety_area_active(false) -- Remove Lockdown Spawning from Downtown Hoods spawn_override_change_hood_alternate_spawning("HOOD_DT_02", false) spawn_override_change_hood_alternate_spawning("HOOD_DT_03", false) city_zone_swap("hq_dmg", DISABLE) -- restore saints HQ city_zone_swap( "hq", true ) -- restore saints color scheme -- Enable Stag zone stuff city_zone_swap("thermext1", false) city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated. city_zone_swap("therm3_dst") city_zone_swap("lockdown") city_zone_swap("stag") -- STAG shows up in DT if game_choice_get_state( MISSION_22_CHOICE ) == M22_CHOICE_KILLBANE_KILL then city_zone_swap("rubble") -- Player went for Killbane, statue got blowed up else city_zone_swap("rubble", false) -- Statue saved end ---------- ZOMBIE STUFF ------------- -- Set Hood ('Arapice Island') to Spawn Zombies from now on as ambient spawn_override_change_hood_alternate_spawning("HOOD_ZOMBIE", true) -- Swap the Zombie zone city_zone_swap("chemcrash") city_zone_swap("zombies") end end function stronghold_magic(sh_name,sh_state) -- Swap stronghold crib zones from original to Saints cribs and back - called from mission scripts -- sh_state = true swaps to saints crib, sh_state = false is original gang controlled if sh_name == "safeword" then -- Swap zones for BDSM Safeword city_zone_swap("megab1",sh_state) city_zone_swap("megab2",sh_state) city_zone_swap("is2",sh_state) elseif sh_name == "nuke" then -- Swap Zones for Decker nuke plant city_zone_swap("nuke1",sh_state) city_zone_swap("nuke2",sh_state) city_zone_swap("int_sh03",sh_state) city_zone_swap("int_sh03c",sh_state) elseif sh_name == "3count" then -- Swap Zones for 3 Count Casino city_zone_swap("3count1",sh_state) city_zone_swap("3count2",sh_state) city_zone_swap("int3cc",sh_state) end end