/*XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXX FREEDOM-CRIMINALS XXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX*/ //PLAYERS PLAYER_PED P1 = ( 116.5, 138.5, 255.0 ) 22 180 //cars PARKED_CAR_DATA CAR1 = ( 116.5, 137.5, 255.0 ) -1 180 GT24640 //CHARS CHAR_DATA C1 = ( 100.5, 122.5, 255.0 ) 0 180 CRIMINAL_TYPE1 CHAR_DATA C2 = ( 89.5, 107.5, 255.0 ) 5 180 CRIMINAL_TYPE1 CHAR_DATA C3 = ( 93.5, 107.5, 255.0 ) 6 180 CRIMINAL_TYPE1 CHAR_DATA C4 = ( 97.5, 107.5, 255.0 ) 7 180 CRIMINAL_TYPE1 CHAR_DATA C5 = ( 101.5, 107.5, 255.0 ) 8 180 CRIMINAL_TYPE1 CHAR_DATA C6 = ( 105.5, 107.5, 255.0 ) 9 180 CRIMINAL_TYPE1 CHAR_DATA C7 = ( 105.5, 111.5, 255.0 ) 10 180 CRIMINAL_TYPE1 CHAR_DATA C8 = ( 105.5, 115.5, 255.0 ) 11 180 CRIMINAL_TYPE1 CHAR_DATA C9 = ( 105.5, 119.5, 255.0 ) 13 180 CRIMINAL_TYPE1 CHAR_DATA C10 = ( 105.5, 123.5, 255.0 ) 12 180 CRIMINAL_TYPE1 //gang SET_GANG_INFO (almagang, 22, NO_WEAPON, NO_WEAPON, NO_WEAPON, 3 , 93.5, 116.5, 255.0, 0, VTYPE, 02) MAP_ZONE Almainfo = (1000 , 350, 200, 000, 1000 ,100 ,100 ,100 ,700 ,000 , 450) //objs OBJ_DATA O1 //phone -data OBJ_DATA test_phone121 = (87.5, 132.5, 255.0) 270 PHONE // the basic blue info phone - note that phone angles are different to other angles! FORWARD answer_phone: // prepare the phone for answering - don't forget the colon (:) at the end of the line! THREAD_TRIGGER thr_answer_phone1111 = THREAD_WAIT_FOR_ANSWER_PHONE (p1, test_phone121,answer_phone:) answer_phone: // start function O1 = CREATE_OBJ ( 101.5, 111.5, 255.0 ) 180 POWERGEN END RETURN //DOORS DOOR_DATA Global_IceCreamDoor = DOUBLE (90, 132, 2) (90.5, 132.5, 2.0, 3.0, 2.0) LEFT 0 ANY_PLAYER CLOSE_WHEN_CLEAR 0 NOT_FLIPPED NOT_REVERSED //script variables counter loop = 1 LEVELSTART SET_AMBIENT_LEVEL(1.0, 0) WHILE_EXEC(loop=1) DO_NOWT ENDWHILE LEVELEND