Mission 4: Blackout (level34)¶
The story's mission 4, reached from the hub: a riot in the streets, with rioters spawned in waves, bar staff throwing at enemies and wrecked cars.
| Status | 🚧 In Progress |
| Level | level34 (story mission 4) |
| Checkpoints | 0 of 5 built, 0 approved |
Checkpoints¶
| # | Status | Note |
|---|---|---|
| 1 | 🚧 In Progress | Plays from the intro through the fence, the car flippers' scene and the loot objective (store items taken with triangle count toward the $350). Pane, door and car hits reach the riot box as message 6 and a car's damaged parts send message 0x19, so breaking car parts fills the riot meter. Street props (newsstands, crate stacks, benches, trash) take strikes as the original's do: a newsstand or crate stack breaks and goes on the first blow, a bench on the third bare-handed blow, each blow on an intact prop counting once. The bar staff's throws play their clip without a bottle. |
| 2 | 🚧 In Progress | The rioters roam their gang's turf, decide, pick fights and leave as the original does; their smashing and looting find nothing to act on yet. The radio objective plays: square breaks a radio car's window, triangle starts the theft and anticlockwise stick turns steal the stereo; the three cars' stereos complete it (disc test: the level34 radio objective). A mugging (circle, triangle, the stick held on the mug meter's target) counts toward the muggings bonus through F.PedMugged (disc test: the level34 muggings bonus). |
| 3 | 🚧 In Progress | The riot waves and the wrecked car run; the forced crime level holds the police's interest. The gangs' spawners stay under SetSpawnMax(45) and the police's under the cop cap, as the original's do (disc test: level34 checkpoint 3 keeps its spawned humans under SetSpawnMax). The three objectives play to their end from the pad: three stereos stolen, $350 of store loot taken and the riot meter filled by hitting cars and street props, after which the scripts run P1.HeadToGate and SetCheckPoint(4) (disc test: level34 checkpoint 3, the stereos, the loot and the riot meter). |
| 4 | 🚧 In Progress | Plays to its end with a waypoint driver: through DblGt00, over the alley's chain-link fence with triangle, a wait at fFinalGate until both Warriors are within 15 m, then SetCheckPoint(5) at vNearFuries. The AI Warriors follow late (about 1,200 updates). |
| 5 | 🚧 In Progress | Plays to HUDLaunchMissionComplete with a sprint route to vSubwayExit; the Furies hit about 90 updates after the scene, before the script sets them attacking (the original: 276-294). |
What it needs¶
Its scripts can call 204 script bindings. 17 of them are new, which no earlier level of the story calls: 17 are implemented in Coney and 17 are traced. The full list is on the coverage page.
| Family | New bindings | In Coney |
|---|---|---|
| Characters | 1 | 1 |
| AI | 3 | 3 |
| Gangs | 2 | 2 |
| World and objects | 4 | 4 |
| Effects and lighting | 2 | 2 |
| Levels and game state | 2 | 2 |
| Script flow | 1 | 1 |
| Configuration (Cfg) | 1 | 1 |
| Utilities | 1 | 1 |
Research:
- The mission's scripts, checkpoint by checkpoint
- Story order and what loads each level
- The fourth mission's brain and human calls
- Spawners
- The riot's crowd, and what Coney lacks
- Cars
- Fix list, checkpoint by checkpoint
Run it in Coney¶
With your own disc (Playing a level); --checkpoint picks where it starts, 1 to
5:
Its disc test (needs CONEY_DISC; Building):
Open questions¶
- How Coney's objects and stores give the riot's smash and loot acts their targets (the original's are on the AI page).
- Which human hits the player first at checkpoint 5 in Coney, before the Furies are made enemies (fix list item 14).