Skip to content

Mission 2: Real Live Bunch (level80)

The second story mission, entered after the tutorial. A web source says it ends with the Destroyers tagging over the Warriors' burner outside their hangout, which sets up the next mission.

Part of this summary is paraphrased from web sources until our own walkthrough of the mission replaces it. Sources:

Status 🚧 In Progress
Level level80 (story mission 2)
Checkpoints 1 of 4 built, 0 approved

Checkpoints

# Status Note
1 🚧 In Progress The intro, skipped, gives the screen back; holding R2 and pushing the right stick to Let's Go gives the follow order (CommandIssued runs). Vermin and Rembrandt come down the stairs to the player, each running to his formation slot from his first move as in the original (coney_tests "[follow]"), and after the script's staging (EndStartCam re-adds the crew to gang 0) they follow him again (coney_tests "[commands]"). Open: a Warrior who steps round the other on the landing can slide along its railing for a few seconds before taking the stairs.
2 🚧 In Progress Driven by the pad to the arrest scene and "Free Cowboy and Snow"; triangle by each shows the uncuff prompt and the L1-R1 mash frees him, and checkpoint 3 follows (coney_tests "[uncuff]"). Each cuffed Warrior wears the cuffs icon until he is freed. Not yet: the crew's follow after.
3 🎮 Pending Gameplay Approval Plays from the player's path past Fox's scene (l80_c6), the Hold Up order (R2, right stick down) and the throw lesson: triangle at the beer pile gives Cleon a bottle, L1 aims it (throwControl), the stick brings the arc onto the marker (HuIsAimingAt) and cross throws; the bottle passes the marker and breaks beyond it in vBottleBox, the cops are distracted and Fox's second scene (l80_c6_b) plays; then the Wreck'em order (R2, right stick down-left) and the front door's lock pick (coney_tests "[throw]"). The throw lesson leaves no hint behind: the box is empty when the bottle breaks and TT_7 is the next hint, cleared by the order; the same holds started from the story, walked up the stairs to the roof (coney_tests "[level80][hints]"). Then the crew steals under the wreck order: at the store front (storePharmacy01) the WarriorSteal tactic hands each Warrior an owned object of the store's zone and he fetches it (GetItem); each take is a theft that reaches vStealTrigger as message 7, and the tenth brings MS_C3_4 and the back door, whose lock picked gives checkpoint 4 (coney_tests "[steal]"). Stand-ins: the wreck with no store, the crew's answering line and the theft's crime score and witnesses.
4 🚧 In Progress Driven by the pad from the checkpoint's start: Cochise and Swan's scene skipped, the attack order (R2, right stick up-left), the fight with the twelve Destroyers, MS_C4_1 and MS_C4_2 ticked, l80_c7, then l80_c3, l80_c3_a and l80_c3_b and the mission-complete hand-over (coney_tests "[level80-end]"). The player's swing grunts no longer cut the last line (HuSpeakNI(Cleon, line, "FadeOut")), so FadeOut runs while he keeps swinging (#239). The test knocks out whoever still stands after 90 s; the crew's fighting tactics are not played through.

What it needs

Its scripts can call 178 script bindings. 50 of them are new, which no earlier level of the story calls: 50 are implemented in Coney and 50 are traced. The full list is on the coverage page.

Family New bindings In Coney
Characters 17 17
AI 3 3
Gangs 6 6
Cameras 2 2
World and objects 7 7
Effects and lighting 3 3
Sound and music 4 4
Scenes and movies 1 1
Configuration (Cfg) 3 3
Utilities 2 2
Debug 2 2

Research:

Run it in Coney

With your own disc (Playing a level); --checkpoint picks where it starts, 1 to 4:

coney --disc /path/to/disc --play-level level80 --checkpoint 1

Its disc test (needs CONEY_DISC; Building):

coney_tests "[disc][story]"

Notes

All four checkpoints play headless on the disc with no script error and player 1 moving under the pad (tests/platform/disc_story_missions_test.cpp); the checkpoint 1 intro, skipped, fades back in and moves player 1 to where the scene leaves him (the skip makes its three pending end-function calls, as the original does); the Warrior command menu (R2 and the right stick) gives the orders the hints ask for (coney_tests "[commands]"); nobody has played it to the end yet.

All missions and how a mission moves between states.