Reply To: Some problem in setting Franceska as bodyguard

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August 16, 2012 at 6:44 pm #15142

Steve,Marty and Joe

 

http://www.youtube.com/watch?v=Cl4gx2QgA5Y

 

using the injector

you can perform anywhere in the city(summer)

DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{

function(l_1_0)game.game:SoundFadeOut(50)return game.hud:FaderFadeOut(50)end,

function(l_2_0)return game.sds:ActivateStreamMapLine(“bar_destruct”)end,

function(l_3_0)game.gfx:SetWeatherTemplate(“DT08part03crazyhorse”)

Joe=game.entitywrapper:GetEntityByName(“Joe”)Joe:SetPos(Math:newVector(0,0,0))

Joe:Activate()Joe:SetAggressivity(enums.AI_Aggressivity.HearGunshot)

Joe:InventoryAddWeapon(11,250)Joe:SetCarAttackPermission(true)Joe.invulnerability=true

Joe:Follow(game.game:GetActivePlayer(),”RUN”,2,4)game.speech:LoadScriptDistrict(“joe”)

game.navigation:RegisterHumanEntity(“Joe”)game.navigation:RegisterIconEntity(“Joe”,0,10,”0062020002″,true)

Steve=game.entitywrapper:GetEntityByName(“Steve”)Steve:SetPos(Math:newVector(0,0,0))

Steve:Activate()Steve:SetAggressivity(enums.AI_Aggressivity.HearGunshot)

Steve:InventoryAddWeapon(13,120)Steve:SetCarAttackPermission(true)Steve.invulnerability=true

Steve:Follow(game.game:GetActivePlayer(),”RUN”,2,4)game.speech:LoadDistrictVarious(“stevefoundry”)

game.navigation:RegisterHumanEntity(“Steve”)game.navigation:RegisterIconEntity(“Steve”,0,10,”0062040008″,true)

Marty=game.entitywrapper:GetEntityByName(“Marty”)Marty:SetPos(Math:newVector(0,0,0))

Marty:Activate()Marty:SetAggressivity(enums.AI_Aggressivity.HearGunshot)

Marty:InventoryAddWeapon(12,120)Marty:SetCarAttackPermission(true)Marty.invulnerability=true

Marty:Follow(game.game:GetActivePlayer(),”RUN”,2,4)game.speech:LoadScriptDistrict(“marty”)

game.navigation:RegisterHumanEntity(“Marty”)game.navigation:RegisterIconEntity(“Marty”,0,10,”0062020008″,true)end,

function(l_4_0)game.traffic:OpenSeason(140)return game.speech:LoadScriptDistrict(“marty”)end,

function(l_5_0)game.game:SoundFadeIn(50)return game.hud:FaderFadeIn(50)end})end,{l_1_0},100,1,false)