// gpb_BillBinder.sc CONST_INT PED_BRAIN_PED_HAS_RANDOM_DIALOGUE 1 // Ped will be speaking random dialogue. CONST_INT PED_BRAIN_PED_HAS_INTERACTION 1 // There will be a prompt to talk to this ped. CONST_INT PED_BRAIN_PED_HAS_GOODBYE_DIALOGUE 1 // Ped will say goodbye to the player when he leaves. // Bill is the Maniac right-Wing financial guru USING "GenericBrain/Generic_Brain_Header.sch" /// PURPOSE: /// Any one-time setup the hero needs. In this case, adding people to the conversation, setting up a model, etc. PROC GENERIC_BRAIN_CUSTOM_INIT() // Set the ped's model. ePedModel = U_M_O_FinGuru_01 // Set the ped's baseline mission ID txtPedMissionID = "PBBB" // Set the ped's speaking voice ID txtPedVoiceID = "BILLBINDER" txtBaseIdleDict = "Special_Ped@bill" txtBaseIdleAnim = "Base" ePedModel = U_M_O_FinGuru_01 txtPedMissionID = "PBBB" txtPedVoiceID = "BILLBINDER" txtBaseIdleDict = "Special_Ped@bill" txtBaseIdleAnim = "Base" talkWithAnims = !g_bMagDemoActive max_conversation_offset = 8 sInteractLabel = "PBBB_INTERACT" greet_michael = "PBBB_CONV_GM" greet_trevor = "PBBB_CONV_GT" greet_franklin = "PBBB_CONV_GF" idle_dic = "special_ped@bill@base" into_idle_dic = "special_ped@bill@intro" thisPed = BILL max_conversation_split_offsets[0] = 7 max_conversation_split_offsets[1] = 5 max_conversation_split_offsets[2] = 5 max_conversation_split_offsets[3] = 7 max_conversation_split_offsets[4] = 7 max_conversation_split_offsets[5] = 4 max_conversation_split_offsets[6] = 6 max_conversation_split_offsets[7] = 6 IF GET_MISSION_FLOW_FLAG_STATE(FLOWFLAG_TREV_CON_BOUGHT) conversation_number[CHAR_TREVOR] = 2 ENDIF ENDPROC PROC GENERIC_BRAIN_GET_RANDOM_ANIM_NAME(INT iConvoNum, TEXT_LABEL_31& txtAnimRoot, TEXT_LABEL_63& txtAnimToPlay) UNUSED_PARAMETER(txtAnimRoot) UNUSED_PARAMETER(txtAnimToPlay) txtAnimRoot = "Special_Ped@bill" // Anim to play is based off the convo played. SWITCH (iConvoNum) CASE 1 txtAnimToPlay = "Bill_ig_1_A_01_IHearWhatYourSayin" BREAK CASE 2 txtAnimToPlay = "Bill_ig_1_A_03_OhIKnowWhatYouAreThinking" BREAK CASE 3 txtAnimToPlay = "Bill_ig_1_A_04_TheWholePlaceIsAGoddamPonzieScheme" BREAK CASE 4 txtAnimToPlay = "Bill_ig_1_B_01_ImOfferingIronClad" BREAK CASE 5 txtAnimToPlay = "Bill_ig_1_B_02_IKnowWhatYouAreThinking" BREAK CASE 6 txtAnimToPlay = "Bill_ig_1_C_01_DontBeAFool" BREAK CASE 7 txtAnimToPlay = "Bill_ig_1_C_02_YesItsADogEatDog" BREAK CASE 8 txtAnimToPlay = "Bill_ig_1_C_03_ILikeSharingInformation" BREAK ENDSWITCH ENDPROC PROC GENERIC_GET_INTERACT_ANIM(TEXT_LABEL_63& txt_label) enumCharacterList ePlayer = GET_CURRENT_PLAYER_PED_ENUM() IF (ePlayer = CHAR_TREVOR) IF conversation_number[CHAR_TREVOR] = 1 txt_label = "Bill_ig_4_03_convo_TheEliteAreOutToCrush" ELSE txt_label = "BILL_IG_5_02_CONVO_GoodToSeeYouAgain" ENDIF ELIF (ePlayer = CHAR_MICHAEL) txt_label = "Bill_ig_2_CONVO_michael_YouSeemMellow" ELIF (ePlayer = CHAR_FRANKLIN) txt_label = "bill_ig_3_convo_franklin_nothingisupman" ENDIF ENDPROC FUNC INT GET_NUMBER_OF_CONVERSATION_SECTIONS() enumCharacterList ePlayer = GET_CURRENT_PLAYER_PED_ENUM() IF (ePlayer = CHAR_TREVOR) IF conversation_number[CHAR_TREVOR] = 1 return 14 ELSE return 5 ENDIF ELIF (ePlayer = CHAR_MICHAEL) return 4 ENDIF //ELSE (ePlayer = CHAR_FRANKLIN) return 5 ENDFUNC USING "GenericBrain/Generic_Brain.sch"