-----tables
convoy={ "sh_bh_docks_$c004", "sh_bh_docks_$c004 (0)", "sh_bh_docks_$c004 (1)", "sh_bh_docks_$c004 (2)", "sh_bh_docks_$c004 (3)", "sh_bh_docks_$c004 (4)", "sh_bh_docks_$c004 (5)", "sh_bh_docks_$c004 (6)", "sh_bh_docks_$c005", "sh_bh_docks_$c005 (0)", "sh_bh_docks_$c005 (1)", "sh_bh_docks_$c005 (2)"}
convoy_one = { "sh_bh_docks_$c004", "sh_bh_docks_$c004 (0)", "sh_bh_docks_$c004 (1)","sh_bh_docks_$c004 (2)"}
convoy_one_navs = {"sh_bh_docks_$nconvoy_one_path_find", "sh_bh_docks_$nconvoy_one_path_find (0)", "sh_bh_docks_$nconvoy_one_path_find (1)", "sh_bh_docks_$nconvoy_one_path_find (2)"}
hijackpeds={{"sh_bh_docks_$c000", 1},
{"sh_bh_docks_$c001", 1},
{"sh_bh_docks_$c002", 2},
{"sh_bh_docks_$c003", 2}}
buyers= {"sh_bh_docks_$c006 (0)", "sh_bh_docks_$c006", "sh_bh_docks_$c006 (1)", "sh_bh_docks_$c006 (2)", "sh_bh_docks_$c006 (3)"}
follow_car={"sh_bh_docks_$c004", "sh_bh_docks_$c004 (0)", "sh_bh_docks_$c004 (1)", "sh_bh_docks_$c004 (2)"}
action={{"sh_bh_docks_$c004 (2)" , 1},
{"sh_bh_docks_$c004 (3)" , 1},
{"sh_bh_docks_$c004 (4)" , 1},
{"sh_bh_docks_$c004 (5)" , 1},
{"sh_bh_docks_$c004 (6)" , 2},
{"sh_bh_docks_$c005" , 2},
{"sh_bh_docks_$c005 (0)", 2},
{"sh_bh_docks_$c005 (1)" , 3},
{"sh_bh_docks_$c005 (2)" , 3}}
thread_handles = {"", "", "", ""}
---variables
convoy1=false
convoy2=false
convoy3=false
incar=false
incar_timer=true
incar_timer_coop=true
convoy_count = 0
convoy_total = sizeof_table( convoy )
hijackpeds_count=0
hijackpeds_total=sizeof_table( hijackpeds )
buyers_count=0
times_damaged = 0
follow_count = sizeof_table( follow_car )
action_total = sizeof_table( action )
convoy_one_total = sizeof_table ( convoy_one )
message_playing = false
function sh_bh_docks_start(checkpoint, is_restart)
set_mission_author("David Bowring")
notoriety_set_max("brotherhood", 0)
notoriety_set_max("police", 0)
if checkpoint == MISSION_START_CHECKPOINT then
sh_bh_docks_hijack(is_restart)
else
fade_in(1)
sh_bh_docks_hijack(is_restart)
--sh_bh_docks_boat()
end
end
function sh_bh_docks_hijack(is_restart)
mission_start_fade_out()
teleport_coop("sh_bh_docks_$nstart","sh_bh_docks_$nstart (0)")
if (not is_restart) then
cutscene_play("sh_bh_docksct1")
else
group_create_hidden("sh_bh_docks_$Ghijack")
end
group_show("sh_bh_docks_$Ghijack")
--[[ Chris Uncomment this block and comment out the line above this and your in bussines!
group_create("sh_bh_docks_$Ghijack")
mission_start_fade_in()
for i = 1, hijackpeds_total, 1 do
sh_bh_docks_nodes(hijackpeds[i][1],hijackpeds[i][2])
end
--]]
while group_is_loaded("sh_bh_docks_$Ghijack")==false do
thread_yield()
end
on_trigger("sh_bh_docks_roadblock" ,"sh_bh_docks_$troadblock")
on_vehicle_enter("sh_bh_docks_hijack_handler", "sh_bh_docks_$v000")
on_take_damage("sh_bh_docks_hijack_warning", "sh_bh_docks_$v000")
ambient_gang_spawn_enable(false)
notoriety_force_no_spawn("brotherhood", true)
objective_text_clear(0)
mission_help_table("sh_bh_docks_instruct_one")
on_vehicle_destroyed("sh_bh_docks_vehicle_destroyed_fail","sh_bh_docks_$v000")
marker_add_vehicle("sh_bh_docks_$v000", MINIMAP_ICON_PROTECT_ACQUIRE, INGAME_EFFECT_VEHICLE_PROTECT_ACQUIRE)
mission_start_fade_in()
end
function sh_bh_docks_hijack_warning()
if message_playing then
return
else
message_playing=true
mission_help_table_nag("sh_bh_docks_fail_warning_four")
delay(10)
message_playing=false
end
end
function sh_bh_docks_hijack_handler(char)
incar_timer=false
incar=true
mission_debug("hijackhandler="..hijackpeds_count)
on_take_damage("", "sh_bh_docks_$v000")
if (incar) then
-- on_vehicle_exit("sh_bh_docks_get_back", "sh_bh_docks_$v000")
on_vehicle_destroyed("","sh_bh_docks_$v000")
--on_vehicle_enter("sh_bh_docks_get_back_in", "sh_bh_docks_$v000")
objective_text_clear(0)
sh_bh_docks_convoy(char)
end
end
function sh_bh_docks_nodes(char, index)
local action_node
--function to put NPC into action nodes
--mission_debug("Nodes Used"..char..index)
if index == 1 then
action_node = "BH_RandomAction"
elseif index == 2 then
action_node = "BH_DrinkBeer"
elseif index == 3 then
action_node = "Blunt_Smoker"
else
action_node = "BH_RandomAction"
end
mission_debug("Nodes Used"..action_node)
npc_use_closest_action_node_of_type(char, action_node,100)
end
function sh_bh_docks_get_back_in()
incar_timer=true
incar=true
marker_remove_vehicle("sh_bh_docks_$v000")
hud_timer_stop(0)
end
function sh_bh_docks_get_back()
incar=false
mission_help_table("MSN_SH_BH_DOCKS_GETBACK")
--hud_timer_set(0,15000, "sh_bh_docks_get_back_fail")
marker_add_vehicle("sh_bh_docks_$v000", MINIMAP_ICON_PROTECT_ACQUIRE, INGAME_EFFECT_VEHICLE_PROTECT_ACQUIRE)
sh_bh_docks_timer()
while (incar==false) do
thread_yield()
end
return
end
function sh_bh_docks_get_back_fail()
mission_end_failure("sh_bh_docks", "MSN_SH_BH_DOCKS_GETBACK_FAIL")
end
function sh_bh_docks_killcount1(human)
hijackpeds_count = hijackpeds_count+1
objective_text(0, "sh_bh_docks_gangleft", hijackpeds_count,hijackpeds_total, SYNC_ALL)
marker_remove_npc(human)
--release_to_world(char)
on_death("", human)
if (hijackpeds_count == hijackpeds_total) then
objective_text_clear(0)
mission_help_table("sh_bh_docks_instruct_one")
marker_add_vehicle("sh_bh_docks_$v000", MINIMAP_ICON_PROTECT_ACQUIRE, INGAME_EFFECT_VEHICLE_PROTECT_ACQUIRE)
sh_bh_docks_convoy(LOCAL_PLAYER)
end
end
function sh_bh_docks_convoy(human)
if (not human == LOCAL_PLAYER) then
mission_debug("returning")
return
end
if (hijackpeds_count == hijackpeds_total) then
objective_text_clear(0)
end
if (incar) then
mission_debug("convoy_begin")
on_projectile_hit("sh_bh_docks_satchel")
marker_remove_vehicle("sh_bh_docks_$v000")
on_vehicle_enter("", "sh_bh_docks_$v000")
trigger_enable("sh_bh_docks_$troadblock", true)
--Creating groups for later
mission_debug("creating groups")
group_create("sh_bh_docks_$Gconvoy", true)
group_create("sh_bh_docks_$GCone", true)
group_create("sh_bh_docks_$GCtwo", true)
group_create("sh_bh_docks_$Gthree", true)
group_create("sh_bh_docks_$Graodblock", true)
for i = 1, convoy_total, 1 do
mission_debug("on death called")
on_death("sh_bh_docks_vehicle_destroyed_fail_passenger", convoy[i])
end
on_vehicle_destroyed("sh_bh_docks_fail_convoy","sh_bh_docks_$v001")
vehicle_set_untowable("sh_bh_docks_$v001", true)
mission_debug("groups created")
turn_invulnerable("sh_bh_docks_$v001", false)
--put guys in cars
mission_debug("get yo ass in car")
vehicle_enter_group_teleport("sh_bh_docks_$croad2", "sh_bh_docks_$croad2 (0)" , "sh_bh_docks_$v001 (2)")
vehicle_enter_group_teleport("sh_bh_docks_$croad1", "sh_bh_docks_$croad1 (0)" , "sh_bh_docks_$v001 (3)")
vehicle_enter_group_teleport("sh_bh_docks_$c004", "sh_bh_docks_$c004 (0)", "sh_bh_docks_$c004 (1)", "sh_bh_docks_$c004 (2)", "sh_bh_docks_$v001")
--vehicle_enter_group_teleport("sh_bh_docks_$c004 (3)", "sh_bh_docks_$c004 (4)", "sh_bh_docks_$c004 (5)", "sh_bh_docks_$c004 (6)", "sh_bh_docks_$v001 (0)")
--vehicle_enter_group_teleport("sh_bh_docks_$c005", "sh_bh_docks_$c005 (0)", "sh_bh_docks_$c005 (1)", "sh_bh_docks_$c005 (2)", "sh_bh_docks_$v001 (1)")
for i = 1, follow_count, 1 do
on_death("sh_bh_docks_vehicle_destroyed_fail_passenger",follow_car[i])
end
mission_debug("ass in cars")
marker_add_vehicle("sh_bh_docks_$v001", MINIMAP_ICON_PROTECT_ACQUIRE, INGAME_EFFECT_VEHICLE_PROTECT_ACQUIRE)
mission_debug("starting convoy")
thread_new("sh_bh_docks_convoy1")
mission_help_table("sh_bh_docks_instruct_three")
delay(12)
mission_help_table("sh_bh_docks_instruct_two")
distance_display_on("sh_bh_docks_$v001", 0, 60, 0, 60, SYNC_ALL)
on_tailing_too_far("sh_bh_docks_follow_bad")
on_tailing_good("sh_bh_docks_follow_good")
if(get_dist_char_to_vehicle(LOCAL_PLAYER,"sh_bh_docks_$v001") > 60) then
sh_bh_docks_follow_bad()
end
if coop_is_active() then
if(get_dist_char_to_vehicle(REMOTE_PLAYER,"sh_bh_docks_$v001") > 60) then
sh_bh_docks_follow_bad()
end
end
delay(.5)
while (not convoy1) do
thread_yield()
end
else
return
end
--mission_debug("done yeilding")
if (convoy1) then
hud_timer_stop(0)
on_projectile_hit("")
marker_remove_vehicle("sh_bh_docks_$v001")
objective_text(0, "sh_bh_docks_gangleft", convoy_count, convoy_total, SYNC_ALL)
on_take_damage("", "sh_bh_docks_$v001")
on_tailing_too_far("")
on_tailing_good("")
on_vehicle_destroyed("","sh_bh_docks_$v001")
end
sh_bh_docks_getout()
end
--Give convoy infinite life (i.e. once at 50% he can never go below 50%)
function sh_bh_docks_convoy1()
mission_debug("Convoy now")
vehicle_set_allow_ram_ped("sh_bh_docks_$v001", true)
vehicle_never_flatten_tires("sh_bh_docks_$v001", true)
vehicle_set_script_hard_goto("sh_bh_docks_$v001", true)
on_take_damage("sh_bh_docks_fail_take_damage", "sh_bh_docks_$v001")
vehicle_ignore_repulsors("sh_bh_docks_$v001", true)
vehicle_infinite_mass("sh_bh_docks_$v001", true)
vehicle_speed_override("sh_bh_docks_$v001", 50)
vehicle_pathfind_to("sh_bh_docks_$v001", "sh_bh_docks_$pathConvoy", true, false)
vehicle_pathfind_to("sh_bh_docks_$v001", "sh_bh_docks_$pathConvoy1", true, false)
vehicle_pathfind_to("sh_bh_docks_$v001", "sh_bh_docks_$pathconvoyint", true, false)
vehicle_pathfind_to("sh_bh_docks_$v001", "sh_bh_docks_$pathconvoyint1", true, false)
vehicle_pathfind_to("sh_bh_docks_$v001", "sh_bh_docks_$pathConvoy2", true, false)
vehicle_pathfind_to("sh_bh_docks_$v001", "sh_bh_docks_$npath1", true, true)
hud_timer_stop(0)
distance_display_off(SYNC_ALL)
mission_debug("convoy true")
convoy1=true
end
function sh_bh_docks_getout()
objective_text_clear(0)
mission_help_table("MSN_SH_BH_DOCKS_INSTRUCT_SIX")
notoriety_set_max("brotherhood", 3)
notoriety_force_no_spawn("brotherhood", false)
mission_debug("getout")
objective_text(0, "sh_bh_docks_gangleft", convoy_count, convoy_total, SYNC_ALL)
turn_invulnerable("sh_bh_docks_$v001",true)
for i = 1, convoy_total, 1 do
if character_is_dead(convoy[i]) == false then
on_death("sh_bh_docks_killcount", convoy[i])
marker_add_npc(convoy[i], MINIMAP_ICON_KILL, INGAME_EFFECT_KILL)
--no animations for big truck
--vehicle_exit(convoy[i], true)
--attack(convoy[i], LOCAL_PLAYER)
end
end
for i=1, convoy_one_total, 1 do
if character_is_dead(convoy_one[i])== false then
thread_handles[i]=thread_new("sh_bh_docks_pathfind",convoy_one[i],convoy_one_navs[i])
end
end
end
function sh_bh_docks_pathfind(char_name, nav)
vehicle_exit(char_name, true)
npc_combat_enable(char_name, true)
move_to_safe(char_name, nav, 2, false, false)
return
end
function sh_bh_docks_killcount(char)
convoy_count = convoy_count + 1
marker_remove_npc(char)
if convoy1 then
objective_text(0, "sh_bh_docks_gangleft", convoy_count, convoy_total, SYNC_ALL)
end
if convoy_count == convoy_total then
--debug_message("GROUP TWO")
objective_text_clear(0)
release_to_world("sh_bh_docks_$Gconvoy")
--mission_set_checkpoint("boat")
mission_end_success("sh_bh_docks")
end
if convoy_count == 1 then
notoriety_set_min("brotherhood", 3)
notoriety_force_no_spawn("brotherhood", false)
end
end
function sh_bh_docks_satchel(type, name, weapon)
--mission_debug("type= "..type)
--mission_debug("name= "..name)
--mission_debug("weapon= "..weapon)
if type == "vehicle" and name == "sh_bh_docks_$v001" and weapon == "satchel" then
mission_end_failure("sh_bh_docks","sh_bh_docks_fail_three")
end
end
function sh_bh_docks_boat()
group_create("sh_bh_docks_$Gwaverunner4player", true)
turn_invulnerable("sh_bh_docks_$vplayerwave")
marker_add_vehicle("sh_bh_docks_$vplayerwave",MINIMAP_ICON_PROTECT_ACQUIRE, INGAME_EFFECT_VEHICLE_PROTECT_ACQUIRE)
on_vehicle_enter("sh_bh_docks_wave", "sh_bh_docks_$vplayerwave")
mission_help_table("sh_bh_docks_instruct_four")
--objective_text(0, "sh_bh_docks_buyersleft", buyers_count, buyers_total)
end
function sh_bh_docks_boat_killcount(char)
buyers_count = buyers_count + 1
marker_remove_npc(char)
--objective_text(0, "sh_bh_docks_buyersleft", buyers_count, buyers_total, SYNC_ALL)
on_death("", char)
--if buyers_count == buyers_total then
--debug_message("GROUP TWO")
objective_text_clear(0)
mission_end_success("sh_bh_docks")
--end
end
function sh_bh_docks_roadblock(char, trigger_name)
--mission_debug("char ="..char)
if char == "sh_bh_docks_$c004 (2)" or "sh_bh_docks_$c004" or "sh_bh_docks_$c004 (0)" or "sh_bh_docks_$c004 (1)" or "sh_bh_docks_$v001" then
mission_debug("EXECUTE")
--[[
for i = 1, action_total, 1 do
sh_bh_docks_nodes(action[i][1],action[i][2])
end
--]]
vehicle_speed_override("sh_bh_docks_$v001", 100)
--mission_help_table_nag("sh_bh_docks_made_you")
hud_timer_stop(0)
delay(3)
--thread_new("sh_bh_docks_roadblock_move_one")
--thread_new("sh_bh_docks_roadblock_move_two")
trigger_enable("sh_bh_docks_$troadblock", false)
notoriety_set_max("brotherhood", 3)
--`notoriety_set("brotherhood", 3)
marker_remove_vehicle("sh_bh_docks_$v001")
distance_display_off(SYNC_ALL)
on_vehicle_destroyed("","sh_bh_docks_$v000")
on_vehicle_destroyed("","sh_bh_docks_$v001")
on_take_damage("", "sh_bh_docks_$v001")
on_tailing_too_far("")
on_tailing_good("")
on_vehicle_exit("", "sh_bh_docks_$v000")
on_vehicle_enter("", "sh_bh_docks_$v000")
end
end
function sh_bh_docks_roadblock_move_one()
vehicle_pathfind_to("sh_bh_docks_$v001 (2)", "sh_bh_docks_$nroad1", true, true)
vehicle_exit("sh_bh_docks_$croad2")
vehicle_exit("sh_bh_docks_$croad2 (0)")
return
end
function sh_bh_docks_roadblock_move_two()
vehicle_pathfind_to("sh_bh_docks_$v001 (3)", "sh_bh_docks_$nroad1 (0)", true, true)
vehicle_exit("sh_bh_docks_$croad1")
vehicle_exit("sh_bh_docks_$croad1 (0)")
return
end
function sh_bh_docks_wave()
group_create("sh_bh_docks_$Gboats",true)
marker_remove_vehicle("sh_bh_docks_$vplayerwave")
on_vehicle_enter("", "sh_bh_docks_$vplayerwave")
turn_vulnerable("sh_bh_docks_$vplayerwave")
marker_add_npc("sh_bh_docks_$c006", MINIMAP_ICON_KILL, INGAME_EFFECT_VEHICLE_KILL)
on_death("sh_bh_docks_boat_killcount","sh_bh_docks_$c006")
persona_override_character_start("sh_bh_docks_$c006", "threat - alert (group attack)", "BMHUST_BR_STRONG_DOCKS")
persona_override_character_start("sh_bh_docks_$c006", "threat - alert (solo attack)", "BMHUST_BR_STRONG_DOCKS")
persona_override_character_start("sh_bh_docks_$c006", "threat - damage received (firearm)", "BMHUST_BR_STRONG_DOCKS")
persona_override_character_start("sh_bh_docks_$c006", "threat - damage received (melee)", "BMHUST_BR_STRONG_DOCKS")
persona_override_character_start("sh_bh_docks_$c006", "threat - knocked down npc/pc", "BMHUST_BR_STRONG_DOCKS")
vehicle_enter_teleport("sh_bh_docks_$c006 (0)", "sh_bh_docks_$v002 (0)")
vehicle_enter_teleport("sh_bh_docks_$c006", "sh_bh_docks_$v002")
vehicle_enter_teleport("sh_bh_docks_$c006 (1)", "sh_bh_docks_$v002 (1)")
vehicle_enter_teleport("sh_bh_docks_$c006 (2)", "sh_bh_docks_$v002 (2)")
vehicle_enter_teleport("sh_bh_docks_$c006 (3)", "sh_bh_docks_$v002 (3)")
thread_new("sh_bh_docks_buyer_chase")
vehicle_chase("sh_bh_docks_$v002 (0)", LOCAL_PLAYER, true, false, true)
vehicle_chase("sh_bh_docks_$v002 (1)", LOCAL_PLAYER, true, false, true)
vehicle_chase("sh_bh_docks_$v002 (2)", LOCAL_PLAYER, true, false, true)
end
function sh_bh_docks_buyer_chase()
delay(7)
vehicle_speed_override("sh_bh_docks_$v002", 40)
vehicle_pathfind_to("sh_bh_docks_$v002", "sh_bh_docks_$path001", true, false)
vehicle_pathfind_to("sh_bh_docks_$v001", "sh_bh_docks_$path002", true, false)
end
function sh_bh_docks_follow_bad()
mission_help_table_nag("sh_bh_docks_warning_two")
hud_timer_set(0,1000*20, "sh_bh_docks_fail_convoy") --, SYNC_ALL, true)
end
function sh_bh_docks_follow_good()
hud_timer_stop(0)
end
function sh_bh_docks_vehicle_destroyed_fail()
mission_end_failure("sh_bh_docks", "sh_bh_docks_fail_four") --You destroyed the truck!
end
function sh_bh_docks_vehicle_destroyed_fail_passenger()
mission_end_failure("sh_bh_docks", "sh_bh_docks_fail") --You destroyed the truck!
end
function sh_bh_docks_fail_convoy()
mission_end_failure("sh_bh_docks","sh_bh_docks_fail_two")
end
function sh_bh_docks_fail_take_damage(attacked_vehicle, attacker)
if (attacker==LOCAL_PLAYER or attacker==REMOTE_PLAYER) then
times_damaged = times_damaged + 1
if times_damaged >= 3 then
mission_end_failure("sh_bh_docks","sh_bh_docks_fail_three")
else
mission_help_table_nag("sh_bh_docks_fail_warning_four")
end
end
end
function sh_bh_docks_cleanup()
--turn_invulnerable("sh_bh_docks_$vplayerwave", false)
--release_to_world("sh_bh_docks_$vplayerwave")
marker_remove_vehicle("sh_bh_docks_$v000")
marker_remove_vehicle("sh_bh_docks_$v002")
on_tailing_too_far("")
on_tailing_good("")
on_vehicle_enter("", "sh_bh_docks_$vplayerwave")
on_take_damage("", "sh_bh_docks_$v001")
on_vehicle_enter("", "sh_bh_docks_$v000")
on_take_damage("", "sh_bh_docks_$v000")
on_trigger("" ,"sh_bh_docks_$troadblock")
on_projectile_hit("")
distance_display_off()
on_tailing_too_far("")
on_tailing_good("")
on_vehicle_destroyed("","sh_bh_docks_$v001")
hud_timer_stop(0)
for i = 1, convoy_total, 1 do
if group_is_loaded("sh_bh_docks_$GCtwo") then
if character_is_dead(convoy[i]) == false then
on_death("", convoy[i])
marker_remove_npc(convoy[i])
end
end
end
if group_is_loaded("sh_bh_docks_$GCone") then
group_destroy("sh_bh_docks_$GCone")
end
if group_is_loaded("sh_bh_docks_$GCtwo") then
group_destroy("sh_bh_docks_$GCtwo")
end
if group_is_loaded("sh_bh_docks_$GCthree") then
group_destroy("sh_bh_docks_$GCthree")
end
end
function sh_bh_docks_success()
end
function sh_bh_docks_timer()
--hud_timer_pause(0, true)
--hud_timer_set(0, 15000, "sh_bh_chinatown_timeout")
incar_timer=false
incar_timer_coop=false
if coop_is_active() then
if char == REMOTE_PLAYER then
in_areatwo = false
end
end
local time = 0
local messone = true
local messtwo = true
mission_debug("LEAVE")
--mission_debug(in_area)
if coop_is_active() then
while(incar_timer==false and incar_timer_coop==false) do
time = time + get_frame_time()
if(incar_timer==true and incar_timer_coop==false) then
return
end
if (time > 15) then
mission_help_table_nag("MSN_SH_BH_DOCKS_WARNING_ONE")
end
if (time > 10) then
if (messone == true) then
mission_help_table_nag("MSN_SH_BH_DOCKS_WARNING_THREE_TIMER")
messone = false
end
end
if (time > 5) then
-- Second message (10 seconds left)
if (messtwo == true) then
mission_help_table_nag("MSN_SH_BH_DOCKS_WARNING_TWO_TIMER")
messtwo = false
end
end
if (time == 0) then
-- Fail if timer runs out
if (messtwo == true) then
--put fail function here
messtwo = false
end
end
thread_yield()
end
else
while(incar_timer==false) do
time = time + get_frame_time()
if(incar_timer==true) then
return
end
if (time > 15) then
--mission_help_table_nag("sh_bh_chinatown_warning_one")
mission_help_table_nag("MSN_SH_BH_DOCKS_WARNING_ONE")
end
if (time > 10) then
if (messone == true) then
mission_help_table_nag("MSN_SH_BH_DOCKS_WARNING_THREE_TIMER")
messone = false
end
end
if (time > 5) then
-- Second message (10 seconds left)
if (messtwo == true) then
mission_help_table_nag("MSN_SH_BH_DOCKS_WARNING_TWO_TIMER")
messtwo = false
end
end
if (time == 0) then
-- Fail if timer runs out
if (messtwo == true) then
messtwo = false
end
end
thread_yield()
end
end
--hud_timer_hide(0, true)
--hud_timer_stop(0, true)
end