Random Encounters Mod

Dear Sir, that's just not my style. I want to steal the vehicle the old fashioned way.
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!)

My first playthrough, I did them all "legit" but then subsequent ones I realized "why do I need to put myself through this stress?"
 
Ok version 1.0 is out and now the features:
-the gang that attacks you hinges on how far you are in the game;for example if you finish the Deckers storyline arc then the you will encounter The Luchadores the most.
- the interval of time between encounters is now dynamic:The encounters will start exactly after mission 3 with a low chance of them being triggered.The frequency of the encounters will be enhanced by the amount of missions finished(STAG and DLC missions will not affect the encounter frequency).
-the encounters are now disabled during missions/activities.
 
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 =(.

Edit: I so far only have problems replaying the "I'm free... free falling!" mission
 
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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 =(.
Yes you can merge them both together.
 
Hey guys,
First of all, i think this mod its a huge addition to the game, i want to thank the author for sharing it with us.

I have been using it since the day of release, but, I was not quite happy with some features, so I decide to make some changes myself.

I know this game it’s everything but realistic, but I love the gameplay, therefore I’m constantly tweaking it and modifying it to make It more realistic.

With this mod I decide to make something like that, so if anybody like the author’s mod, but thinks like me, I will be gladly to sharing this with the community giving credits to the author.

The changes that i made:

- The attacks will be based on gang control of a neighborhood, for example, in loren square you will face the mornigstar, in Bridgeport you face luchadores and so on..

- Notoriety stars are removed, gangs and police for this mod, to increase the element of surprise, also, for better realism.

- Interval between attacks is bigger. Attacks are every ten to fifty minutes minimum.

- Notoriety will decay, so, you can get rid of the gangs by going inside a owned store, a crib o you can now run from them or hide till they disappear.

- During the fights, if you stay long enough in the battlefield, police will show up, very persistently.

- Then, If you stay a longer time, two things can happen:

o You do not own the neighborhood: the opposite gang will attack you harder and better, police will diminish

o You own the neighborhood: the gang is defeated, but you will have to face police brutality. I made this because once you finish the game there is not much to do, now with this you can have some extra fun :D


For better experience, I recommend to use this with some kind of mod to make the game more difficult.

All this will not affect the vanilla gameplay in any way, once the player dies or notoriety is reset, the thread that triggers this code resets to normal all changes made, so this should not conflict with the everyday gangbang.

Also, notoriety will vary, from 2 to 4, if you want to fight gangs in lvl 5 use activities and events, besides, I consider lvl 5 very annoying most of the times.

Credits go to the author, I just modify his script to fit my needs. I’m not trying to steal his mod.

Here is a quick video to show some of this things.




I modify the interval of attacks to 60 seconds only for the video, this way I don’t have to wait so long for them.

I apologies if I’m not using the correct words, English is not my native language.
 

Attachments

I would like to ask if this is compatible with Gentlemen of Steelport's coop compatible patch, patch style (2 patches to replace the originals in the/cache folder) options.
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.

Here's the merged sr3city.lua that I made - can anyone check if I did it correctly (also attached to this post; pastebin link):
Code:
--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

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
 

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