M
Mordred
Guest
Dear Sir, that's just not my style. I want to steal the vehicle the old fashioned way.The answer, Dear Sir, to the high notoriety thefts, is the RC Possessor.
Dear Sir, that's just not my style. I want to steal the vehicle the old fashioned way.The answer, Dear Sir, to the high notoriety thefts, is the RC Possessor.
Ya.. it's alot more fun that way, but some of those cars are damn near impossible to do, especially if you have shitface's NPC mod installed. (I'm looking at you Peterliner!)Dear Sir, that's just not my style. I want to steal the vehicle the old fashioned way.
Yes you can merge them both together.I think the file conflicts with Idolninjia's mission replay since he uses the sr3_city.lua since it is in his compressed archive. So is there anyway I can put your mod into his lua manually cause I love it but I love mission replay more =(.
Also, I've attempted to merge the Gentlemen of Steelport 1.0b3 sr3_city.lua and the Random Encounters 1.0 sr3_city.lua through WinMerge, but since it is my first time to do this, I am not sure if I did it right. I got GoS' sr3_city.lua by creating a loose mod compilation and getting the resulting sr3_city.lua. However, in my SR3 installation, I used the GoS' coop compatible patch, patch style.I think the file conflicts with Idolninjia's mission replay since he uses the sr3_city.lua since it is in his compressed archive. So is there anyway I can put your mod into his lua manually cause I love it but I love mission replay more =(.
--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
Why didn't you just attach these to your post?Here's the merged sr3city.lua that I made: http://tny.cz/d86ff6ac - can anyone check if I did it correctly?
For reference, here's the GoS 1.0b3 sr3city.lua: http://tny.cz/888becd7
....and the Random Encounters 1.0 sr3city.lua: http://tny.cz/b77acfad