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Having a tough situation...

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Having a hard time understanding what to do... I want to make it so that after the dialogue with comic book guy is complete (after the race) the game teleports you back to the cbgcar and it continues with following a trail I've already prepared in P3D file and M3l and other parts needed. But it doesn't work. When I try to start the mission the game just closes. No warning or anything.

SelectMission("m3");

SetMissionResetPlayerInCar("m3_cbgcar_sd");
SetDynaLoadData("l2z4.p3d;l2r3.p3d;l2r4.p3d;");
InitLevelPlayerVehicle("comic_v","m3_cbgcar_sd","OTHER");
SetNumValidFailureHints(5);

UsePedGroup(5);

//This is a forced car mission
SetForcedCar();

AddStage(0);
RESET_TO_HERE();
SetMaxTraffic(3);
SetStageMessageIndex(106);
SetHUDIcon( "java" );
AddStageVehicle("cNerd","m3_AI_start","race","Missions\level02\M3race.con", "male2");

StartCountdown(count);
AddToCountdownSequence( "3", 1000 ); // duration time in milliseconds
AddToCountdownSequence( "2", 1000 ); // duration time in milliseconds
AddToCountdownSequence( "1", 1000 ); // duration time in milliseconds
AddToCountdownSequence( "GO", 400 ); // duration time in milliseconds

// SetStageAIRaceCatchupParams( "cNerd", 80 ); // when we'll apply max catchup (speed up!)
SetStageAIRaceCatchupParams("cNerd", 80, 0.8, 1.5, 2.3);

AddStageWaypoint( "m3_AI_path4" );
AddObjective( "race", "both");
AddNPC("cbg", "m3_cbg_hide");
AddCollectible("m3_AI_path4","finish_line");
// SetCollectibleEffect("finish_line_col");
CloseObjective();
AddCondition("race");
SetCondTargetVehicle("cNerd");
CloseCondition();
AddCondition( "damage" );
SetCondMinHealth( 0.0 );
SetCondTargetVehicle( "comic_v" );
CloseCondition();
AddCondition("outofvehicle");
SetCondTime( 10000 );
CloseCondition();
//SetCompletionDialog("futile", "cbg");
SetFadeOut( 0.1 );
SwapInDefaultCar();
SetSwapDefaultCarLocator("level2_carstart");
SetSwapForcedCarLocator("m3_cbg_car_end");
SetSwapPlayerLocator("m3_bart_end");
CloseStage();

//AddStage(0);
// SetStageMessageIndex(54);
// SetHUDIcon( "cbg" );
// AddObjective("talkto");
// AddNPC("cbg", "m3_cbg_end");
// SetTalkToTarget("cbg", 0, 0);
// CloseObjective();
//CloseStage();

AddStage(1);
AddObjective("timer");
AddNPC("cbg", "m3_cbg_end");
// AddStageCharacter ("bart", "m3_bart_end", "", "current", "level2_carstart");
SetDurationTime(1);
CloseObjective();
CloseStage();

AddStage();
AddObjective("dialogue");
AddNPC("cbg", "m3_cbg_end");

AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1)
AmbientAnimationRandomize( 0, 0 );

SetConversationCam( 0, "npc_far" );
SetConversationCam( 1, "pc_far" );
SetConversationCam( 2, "npc_far" );

AddAmbientNpcAnimation( "dialogue_open_arm_hand_gesture" );
AddAmbientNpcAnimation( "dialogue_yes" );
AddAmbientNpcAnimation( "none" );

AddAmbientPcAnimation( "dialogue_thinking" );
AddAmbientPcAnimation( "dialogue_no" );
AddAmbientPcAnimation( "dialogue_open_arm_hand_gesture" );

SetCamBestSide("m3_bestside");
SetDialogueInfo("bart","cbg","futile",0);
SetDialoguePositions("m3_bart_end","m3_cbg_end","level2_carstart",1);
CloseObjective();
CloseStage();

AddStage("final");
SetStageMessageIndex(275);
SetHUDIcon( "frinkstuff" );
SetStageTime(90);
AddObjective("delivery", "neither");
AddCollectible("m3_frinkstuff_1", "satellite");
AddCollectible("m3_frinkstuff_2", "folder");
AddCollectible("m3_frinkstuff_3", "key");
AddCollectible("m3_frinkstuff_4", "radio");
AddCollectible("m3_frinkstuff_5", "satellite");
AddCollectible("m3_frinkstuff_6", "lasergun");
AddCollectible("m3_frinkstuff_7", "blender");
AddCollectible("m3_frinkstuff_8", "radio");
AddCollectible("m3_frinkstuff_9", "key");
AddCollectible("m3_frinkstuff_10", "folder");
AddCollectible("m3_frinkstuff_11", "blender");
AddCollectible("m3_frinkstuff_12", "lasergun");
CloseObjective();
AddCondition("timeout");
//SetHitNRun();
CloseCondition();
AddCondition( "damage" );
SetCondMinHealth( 0.0 );
SetCondTargetVehicle( "comic_v" );
CloseCondition();
ShowStageComplete();
CloseStage();

CloseMission();

Any ideas?...