Try this.
Replace STimeCycle.lur from your Script.img
Source:
function main()
-- Waiting for the game's appearing:
while not SystemIsReady() or AreaIsLoading() do
Wait(0)
end
-- Main loop:
repeat
Wait(0) -- Do not remove, or you will stuck.
F_troublemeter_mod()
until not Alive
end
F_troublemeter_mod = function()
Wait(0)
PlayerSetPunishmentPoints(300)
end
-- STimeCycle:
function LoadAllAnim()
LoadAnimationGroup("Authority")
LoadAnimationGroup("Boxing")
LoadAnimationGroup("B_Striker")
LoadAnimationGroup("CV_Female")
LoadAnimationGroup("CV_Male")
LoadAnimationGroup("DO_Edgar")
LoadAnimationGroup("DO_Grap")
LoadAnimationGroup("DO_StrikeCombo")
LoadAnimationGroup("DO_Striker")
LoadAnimationGroup("F_Adult")
LoadAnimationGroup("F_BULLY")
LoadAnimationGroup("F_Crazy")
LoadAnimationGroup("F_Douts")
LoadAnimationGroup("F_Girls")
LoadAnimationGroup("F_Greas")
LoadAnimationGroup("F_Jocks")
LoadAnimationGroup("F_Nerds")
LoadAnimationGroup("F_OldPeds")
LoadAnimationGroup("F_Pref")
LoadAnimationGroup("F_Preps")
LoadAnimationGroup("G_Grappler")
LoadAnimationGroup("G_Johnny")
LoadAnimationGroup("G_Striker")
LoadAnimationGroup("Grap")
LoadAnimationGroup("J_Damon")
LoadAnimationGroup("J_Grappler")
LoadAnimationGroup("J_Melee")
LoadAnimationGroup("J_Ranged")
LoadAnimationGroup("J_Striker")
LoadAnimationGroup("LE_Orderly")
LoadAnimationGroup("Nemesis")
LoadAnimationGroup("N_Ranged")
LoadAnimationGroup("N_Striker")
LoadAnimationGroup("N_Striker_A")
LoadAnimationGroup("N_Striker_B")
LoadAnimationGroup("P_Grappler")
LoadAnimationGroup("P_Striker")
LoadAnimationGroup("PunchBag")
LoadAnimationGroup("Qped")
LoadAnimationGroup("Rat_Ped")
LoadAnimationGroup("Russell")
LoadAnimationGroup("Russell_Pbomb")
LoadAnimationGroup("Straf_Dout")
LoadAnimationGroup("Straf_Fat")
LoadAnimationGroup("Straf_Female")
LoadAnimationGroup("Straf_Male")
LoadAnimationGroup("Straf_Nerd")
LoadAnimationGroup("Straf_Prep")
LoadAnimationGroup("Straf_Savage")
LoadAnimationGroup("Straf_Wrest")
LoadAnimationGroup("TE_Female")
collectgarbage()
end
function F_AttendedClass()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
SetSkippedClass(false)
PlayerSetPunishmentPoints(0)
end
function F_MissedClass()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
SetSkippedClass(true)
StatAddToInt(166)
end
function F_AttendedCurfew()
if not PedInConversation(gPlayer) and not MissionActive() then
TextPrintString("You got home in time for curfew", 4)
end
end
function F_MissedCurfew()
if not PedInConversation(gPlayer) and not MissionActive() then
TextPrint("TM_TIRED5", 4, 2)
end
end
function F_StartClass()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
F_RingSchoolBell()
local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
function F_EndClass()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
F_RingSchoolBell()
end
function F_StartMorning()
F_UpdateTimeCycle()
end
function F_EndMorning()
F_UpdateTimeCycle()
end
function F_StartLunch()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
F_UpdateTimeCycle()
return
end
F_UpdateTimeCycle()
end
function F_EndLunch()
F_UpdateTimeCycle()
end
function F_StartAfternoon()
F_UpdateTimeCycle()
end
function F_EndAfternoon()
F_UpdateTimeCycle()
end
function F_StartEvening()
F_UpdateTimeCycle()
end
function F_EndEvening()
F_UpdateTimeCycle()
end
function F_StartCurfew_SlightlyTired()
F_UpdateTimeCycle()
end
function F_StartCurfew_Tired()
F_UpdateTimeCycle()
end
function F_StartCurfew_MoreTired()
F_UpdateTimeCycle()
end
function F_StartCurfew_TooTired()
F_UpdateTimeCycle()
end
function F_EndCurfew_TooTired()
F_UpdateTimeCycle()
end
function F_EndTired()
F_UpdateTimeCycle()
end
function F_Nothing()
end
function F_ClassWarning()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
local l_23_0 = math.random(1, 2)
end
function F_UpdateTimeCycle()
if not IsMissionCompleated("1_B") then
local l_24_0 = GetCurrentDay(false)
if l_24_0 < 0 or 2 < l_24_0 then
SetCurrentDay(0)
end
end
F_UpdateCurfew()
end
function F_UpdateCurfew()
local l_25_0 = shared.gCurfewRules
l_25_0 = l_25_0 or F_CurfewDefaultRules
l_25_0()
end
function F_CurfewDefaultRules()
local l_26_0 = ClockGet()
if 23 <= l_26_0 or l_26_0 < 7 then
shared.gCurfew = true
else
shared.gCurfew = false
end
end