peter 25 Report post Posted March 26, 2014 (edited) Ok guys this is a dedicated thread for updates on my K.A.T.T edit for San andreas Have fun everyone and when it gets to a stage of an actual release I will ask permission to release I will not put a download link without permission from the people I got the scripts from I of course edited scripts and a texture to make K.A.T.T I reworked the texture I made a custom voice for K.A.T.T as of now K.A.T.T has almost no weapons now what does K.A.T.T feature? A garage to make DeLorean time machines Flying mode Nuclear bomb Time circuits Pursuit mode ( makes him go really fast) Turbo boost ( makes him jump high) A voice A re-fillable Mr fusion Night vision it also features the bttf 1 and III and Railroad DeLorean along with the time train Rogers locamotive to push the railroad Delorean Custom texture so here we go for today then hmm 26/03/2014 http://www.youtube.com/watch?v=88wgz0q5Hdw Fixed the time machines so they time travel added time train and rogers locamotive added garage scripts and edits by myself, Delorean88MP and BTTFModMachine Texture re edit by me K.A.T.T voice by me I forgot who I got the Crysis DeLoreans from * edit* I am cutting out SPM mode altogether it is just too much hassle to make a model then figure out how to texture it ***** UPDATE 02/04/2014***** https://www.youtube.com/watch?v=6qMu6SbAXlo&feature=youtu.be ( Video is only a preview) New texture for K.A.T.T Movie accurate effects Movie accurate flying ( Thanks uokka) Now includes ALL DeLoreans 1-3rr K.I.T.T scanner for K.A.T.T more to come...any help is appreciated and you will be credited **** UPDATE 02/07/2014**** https://www.youtube.com/watch?v=iMmxDbLZrdQ Time circuits AND time travel enabled for the time train Doctor who TARDIS sfx for teleport to marker script note : can someone help me with the sound problem for the time train thanks ****UPDATE 04/07/2014**** https://www.youtube.com/watch?v=9n6oOlEh4Hs You can now spawn all the DeLoreans using the numberline ranging from 1 - 6, number 1 - 4 are for the movie DeLoreans 5 is for the time train and 6 is for KATT All DeLoreans minus the RR DeLorean can time travel at 88 MPH Time Train sounds fixed (sorta) the door sounds are still DeLorean but sparks sounds do not loop like last time thanks to BTTFModMachine for the help on that one Teleport to marker with TARDIS sfx mapped only to KATT something I forgot to mention is that the boost sounds and the take off sounds are way too low for some reason all Time circuits in this has a multi function mode where you can fly (cheat code version) and float on water (cheat code version) I won't be able to use it till the time circuits are fixed and don't crash when I press 0 on the num pad...it activates an old script and tries to turn any Del into the sparrow if someone wants to help feel free to edit the script...just ask for it **** UPDATE 12/07/2014**** https://www.youtube.com/watch?v=EaLnSfpLVII New sparks for K.A.T.T Fixed the 0 on the num pad glitch ( thanks to uokka) Added 2nd flying mode for K.A.T.T Added float on water added fly and float on water as an all in one option Fixed the TARDIS (optional thing) removed night vision mode (it was a weird thing) thanks to DeLorean88mp, uokka, BTTFModMachine and everyone who helped with this **** UDATE 23/07/2014**** https://www.youtube.com/watch?v=gG9ikH7O5kU&feature=youtu.be Removed secondary flight and swimming modes Applied patch so cars do not float away when hit Fixed SFX for pursuit mode and turbo boost bugs with certain sound SFX Each DeLorean used by a different character **** UDATE 29/07/2014**** https://www.youtube.com/watch?v=8ceyOi1KrCs New sparks and implosion wormhole for K.A.T.T ( More orange over blue) New wormhole Exit, yellow, blue then yellow updated the sparks and effects on bttf 3 delorean off topic stuff TARDIS now materialises in front of player TARIDS can teleport to the marker on the map TARDIS can teleport randomly to any location and time gives out sonic screw driver on entry proper sfx for TARDIS in flight TARDIS thrusts forward at max speed with the push of the left mouse button **** UPDATE 6/08/2014**** https://www.youtube.com/watch?v=gt47EPa_7Jo Gave K.A.T.T a colour changing wormhole merged K.A.T.T with Delorean88mp's mod pack added uokka's flying script all of this came from a failure yesterday so I'm happy its all working **** UDATE 11/08/2014**** https://www.youtube.com/watch?v=6wbBc2Q2rwI&feature=youtu.be ok to start your mondays off here is a little K.A.T.T update :3 whats in it this time? K.I.T.T K.A.R.R Telltale bttf 2 delorean green wormhole (without editing the effects.fxp) unforunatly its for all Deloreans that use a wormhole implosion the white boxes when you turn on KITT's scanner needs some work KARR's version needs work too Thanks to BTTF KR mode team for KITT and KARR... I can't figure out how to make their buttons appear on screen also if anyone from that modding team reads this please do fix the amazing lag in the game please <3 its a great mod pack but a lot of bugs **** UPDATE 16/08/2014**** https://www.youtube.com/watch?v=h-gS0uR8S88 New wormholes for Deloreans 1 through RR Green wormhole for K.A.T.T More interface stuff for K.I.T.T A little bit of interface stuff for K.A.R.R K.I.T.T and K.A.R.R have protect mode so they will follow you and can be activated at the same time ( by getting into each car and activating it ) BTTF1 delorean has white smoke pass by after entering the worm hole All DeLoreans including K.A.T.T has their engine turned off after time travel ( it is turned on again by holding down i ) **** UPDATE 19/08/2014**** https://www.youtube.com/watch?v=hFLuG--l58Y Ok this update is coming in late because the site went down A second BTTF3 RR delorean assigned to 1 on the number line Programists train script ported to K.A.T.T mod pack There are a few bugs in this like the trains new model not actually touching the RR del in the mini mission the RR del doesn't always time travel at 88MPH and when marty says 70 its not synched up with the spedonetre ( might be because I am using delorean88mp's spedometer **** UPDATE 02/09/2014**** https://www.youtube.com/watch?v=Ei8_ivaqDDk Hoverboard (script by puma and model by someone else) Crysis bttf 1 DeLorean Iced up DeLorean ( thanks to uokka) Lybians and new plutonium location Docs garage and house by loadgamePL New smoke effect when you cutscene timetravel via bttf 1 delorean **** UPDATE 07/09/2014**** https://www.youtube.com/watch?v=NGNXgPGECyc I've got a lot planned for you in this episode now whats in this episode? keep in mind I broke the game so I had to re-build...not bad eh? Dell KARR New dmc 12 delorean from forza motorsport 3 with the engine sounds from the delorean in Gran turismo on the psp New spawn options for: K.A.T.T BTTF1 delorean BTTF2 delorean just ignore the sound glitches it happens KATT and KARR both have scanners ( KATT's one is a mistake so he has 2 scanners) BTTF1 delorean stays cold for much longer like in the movie the other deloreans minus the BTTF1 delorean have their cold.s files restored to what they were before **** UDATE 28/09/2014**** https://www.youtube.com/watch?v=8ZjIyBVGvQI&feature=youtu.be sorry its been a while but I took time off to catch up on anime, manga etc etc and my music remixes :3 whats new? New shade of yellow for K.A.R.R's coils New Mr fusion chamber for K.A.R.R Whole new interior for K.A.T.T New coil colour for K.A.T.T ( two tone black over red) A slightly re-textured Teltale delorean ( note for BTTFModMachine and uokka and trance it only looks stainless steel in the shadows and away from sunlight) Removed K.A.T.T's scanner and the same for K.A.R.R I know there is no implosion for the BTTF2 del but it will get fixed soon enough I need to re-add the comet RR del spawn code for the train mini mission thing I removed K.A.T.T's scanner and K.A.R.R's scanner along with their knight rider abilities on the basis it majorly glitched out, you'd press + to turn on the time circuits AND the scanner along with its abilities....yeah...will work on that **** UPDATE 24/10/2014**** https://www.youtube.com/watch?v=0g7OaEQrAig&feature=youtu.be Ok so you guys know the site was down which stopped me from updating my mod update thread but I have been handy at work re-building the mod pack on this new pc A list of new features K.A.T.T has new coils K.A.R.R has a new timetravel script ( with new effects) I introduce the A.I.M car as my test time machine from the A.I.M mod pack K.A.T.T has his nuclear bomb back K.A.T.T and K.A.R.R have turbo boost K.A.R.R has a new set of handling and ide lines A.I.M and K.A.R.R have bi-directional wheels, when you handbrake the rear wheels turn in the opposite direction of the front wheels I introduce the crysis BTTF3 and BTTF3 RR deloreans with hoverboards inside them Doctor who daleks replace the rhino tanks **** UPDATE 16/11/2014**** https://www.youtube.com/watch?v=vnD8yyx2ing Hey guys I took a hiatus because I re-built this mod pack again but this time I used modloader as to minimise the bugs. Thank uokka for the tip ok so what's new? I've got a color mod installed so that the red and other colors will shine in the sunlight There is a guard tower next to the hanger in the airstrip new sparks for all deloreans using sparks.s new spark sounds for K.A.T.T. new spark sounds for the A.I.M test time machine skin selector is back....yay? the game would crash instantly as soon as I tried to switch skins but not anymore turbo boost and its sound is back (it used to be silent and other commands used it for no reason the TARDIS makes a return changed K.A.T.T.'s implosion to large explosion I hope you guys and gals and timelords/time ladies enjoy this not long till a download O_O should I just rar it all up or make it into a torrent?? **** UPDATE 10/12/2014**** https://www.youtube.com/watch?v=N2_fFteSgUU&feature=youtu.be added a download link to the mod pack added tommy lu's updated TARDIS (not included in the pack, an older one is included) new TARDIS de-materialization sound ( from tommylu's update and then edited by me) replaced the train script back too delorean88mp's **** UPDATE 01/01/2015**** https://www.youtube.com/watch?v=KakRQd9jgp0 its an unofficial update but I've ported K.A.T.T over to the A.I.M mod pack he has a new look, taking over the bttf 1 time machine ( I can't recolour the crysis deloreans properly due to one texture covering a lot of things) he has all the same stuff as before but the time travel is much more simplified (from the A.I.M pack) just push a single button and go dual mini guns that fire he can hover he can sort of fly and I show off tommylu's new TARDIS and stuff **** UPDATE 08/01/2015**** https://www.youtube.com/watch?v=AqHYYmESVPQ I mess around with some skins K.A.T.T has his SPM mode back (with a lovely animation that only adds pieces to the car and does not switch to another model) in the way that I have always wanted. I fixed all the coils for the BTTF 1 delroean through too RR delorean when the coils lit up their used to be a solid blue colour inside the coils well I removed that so the coils only glow in all the time machines I re-textured san andreas, new map etc etc added an updated version of tommylu's TARDIS into my pack with k9, psychic paper etc also if you download tommylu's current doctor who pack make sure to put it into a clean install and update cleo, I can't use all of the features due to me running cleo 4.1.3.3.30F anyways I think thats it, please enjoy ****UPDATE 13/02/2015**** https://www.youtube.com/watch?v=DH_rJU8embM its been a while cuz I've been ill.....I hate being ill I've brought back programmists code for KITT and KARR and I will not distribute it either I've re-named the deloreans in docs garage I've added text to the blank selection boxes when spawning in K.A.T.T and Delo K.A.R.R I think thats it have fun ****UPDATE 22/06/2015**** https://www.youtube.com/watch?v=LOrShaJo3zc ok I've been away for too long..... but I'm back I've made a version of deloK.A.R.R based off his season 3 build both deloK.A.R.R's have time circuits and abilities removed SPM from K.A.T.T Edited June 22, 2015 by peter 1 Share this post Link to post Share on other sites
uokka 117 Report post Posted March 26, 2014 That train 'tryes' to fly with my hover scripts but boost & un-flip scripts seem to be missing / inactive. Only the liftoff scritp works. (In case you wanna use my stuff; feel free to do so - no need to ask) I guess you have some of LoadgamePL's stuff and maybe also his Crysis DeLo model edits. I'll watch the rest later. Share this post Link to post Share on other sites
peter 25 Report post Posted March 26, 2014 I actually have no idea about the time train...I looked high and low for it and found it on a russian website, it is pretty much you're scripts for it, there is no time circuits for it, you cannot get out of hover mode and you can't properly fly forward Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted March 26, 2014 Very nice! That RC script always gave me trouble. I have working time train hover scripts and a garage spawn script for the time train. I also have a script that fixes the floating away cars in years greater than 2010, if you're interested. I don't think those are LoadGamePL's crysis deloreans. I have them. The Mr. Fusion on those is completely whited out in color. Share this post Link to post Share on other sites
peter 25 Report post Posted March 26, 2014 why thank you, errm there is no time circuits for the time train so I'd need to get a hold of some, and the hover script for the time train would be great thanks, so you know the time train is for the coach took ages to get rogers locamotive and time train because I had to sign up for the russian website Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted March 26, 2014 Check your PM. Share this post Link to post Share on other sites
peter 25 Report post Posted March 26, 2014 I sent you the link to the thing you asked for Share this post Link to post Share on other sites
uokka 117 Report post Posted April 3, 2014 In case you want to disable the cheat that makes cars fly away when hit, see this thread: http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=4189#entry80891 Oh, @4:20 in the second video.. you spawn another delorean which is nearly impossible to control (steering). That's a bug in my hover scripts (caused by destroying the other del before). Workaround is to activate, and then just deactivate hover mode. Share this post Link to post Share on other sites
peter 25 Report post Posted April 3, 2014 the cars floating away is pretty funny also the buggy cars are just weird but what ev....so whats your take on the new K.A.T.T? Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted April 3, 2014 Great job with the KATT mod update! I was thinking of making my own Knight Industries vehicle, but I couldn't figure out what voice to use for it. Share this post Link to post Share on other sites
peter 25 Report post Posted April 3, 2014 I actually made my own voice for K.A.T.T then used the voice script from K.I.T.T to get it going Share this post Link to post Share on other sites
uokka 117 Report post Posted April 3, 2014 I had to watch the vid without sound - effects look good. q: When I was about to post this some hours ago, my PC crashed. I think it's goinig to die. Share this post Link to post Share on other sites
peter 25 Report post Posted April 3, 2014 well my pc stopped telling the right time...yeah....effects are movie accurate from what I believe...also I need a hand with the flying stuff...or more to the point of a model for bttf 2 flying delorean but like the crysis delorean....I want the old flying stuff from the mini mod for the normal del's and your flying script uokka for K.A.T.T Share this post Link to post Share on other sites
uokka 117 Report post Posted April 3, 2014 This could be tricky because, in order for all scripts (both original or my edited) to work together, global CLEO variables are used. You would have to change the original scripts to check for vehicle models, where it currently only checks the global CLEO variable that holds the currently driven time machine. Typing it out, it doesn't sound too tricky, actually. But I'm more like guessing. Share this post Link to post Share on other sites
peter 25 Report post Posted April 3, 2014 I think I may have worded wrong... I need a flying version of the crysis flying DeLorean...both scripts work properly...yours and the ones that came with the mini mod..no hitches its just a model and texture I am looking for the effects for the flying del using the mini mod script is accurate Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted April 3, 2014 The flying model for the crysis delorean is just a delorean with no wheels. The flying part is achieved in vehicles.ide by setting the model to "heli" type. The flying crysis delorean in game will have dummy wheels from the 0.2e delorean, which does not look nice and is not accurate to the crysis delorean model (unless you change the animation models in bttf.img and make your own dff's for the dummy wheels). You should use uokka's hover for the crysis delorean. Share this post Link to post Share on other sites
peter 25 Report post Posted April 3, 2014 yeah but I'd need an edited model without wheels if someone were to supply the model for it Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted July 2, 2014 Nice update! To fix your time train sounds, just load more global audio streams in date.cs. Like: 0@ = Audiostream.Load("CLEO\AUDIO\REENTRY_TRAIN.MP3") 0AB3: var 935 = 0@ Then, in door.s, use a local variable to link to the global variable. 0AB4: 25@ = var 935 Finally, use if then statements to tell the game to play the sound only for the train door sound: :DOOR_756 if Car.Id(0@) == #COACH then //play when opening model coach door Audiostream.LinkToCar(25@, 0@) Audiostream.PerformAction(25@, STOP) Audiostream.PerformAction(25@, PLAY) else //play when opening a door to a model other than coach Audiostream.LinkToCar(22@, 0@) Audiostream.PerformAction(22@, STOP) Audiostream.PerformAction(22@, PLAY) end //always end if statements You would have to do this twice for both the left and right doors. I actually have more than two door sounds in my door.s. One for the train, one for the blue delorean, one for each of the the BTTF1, BTTF2, BTTF3 deloreans, etc. You can add else if statements to include more door sounds for more models. Share this post Link to post Share on other sites
peter 25 Report post Posted July 3, 2014 Thats pretty awesome thanks for that :D Now all I need to do is fix my model problem with the TARDIS...its the sea sparrow and when I get into it the game outright crashes Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted July 4, 2014 Cool! Your time train time travel sounds seem a little inaccurate. Try using the sounds from 0.2e rather than the ones that came with the train. You should also use uokka's unflip script. It saved me a lot when using the time train hover. I'd have to see your script to find out why your sounds are so low in volume. Also, why do the BTTF1 and BTTF2 deloreans have an orange wormhole? In the movie they had a blue wormhole. Share this post Link to post Share on other sites
peter 25 Report post Posted July 4, 2014 Delorean 1 through 3 use the same script along wih KATT....since its the only one I could modify to have those effects that can travel at 88 mph.. also for sound which script would you like? date.cs? also one more thing could you mod my time travel script a little? so that when you press 0 on the numpad it won't try to change the car model then crash the game Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted July 4, 2014 To "remove" hover mode, mod the BTTF3 time travel script to act like the BTTF2 time travel script. That's what I did. I have the script, along with uokka's telltale wormhole as a download: UPDATE 8/8/13: uokka's telltale wormhole and edited time_help.cs. http://goo.gl/WnVHDa Time travel effects start at 80 MPH for this script. Share this post Link to post Share on other sites
peter 25 Report post Posted July 4, 2014 hmm ok...the time travel script I use for KATT is the one from the mini mod on this website...I just need it edited so that the cars don't try to go into flight when you push 0 on the num pad Share this post Link to post Share on other sites
BTTFModMachine 260 Report post Posted July 4, 2014 Change the keypresses to something weird, like backslash. Share this post Link to post Share on other sites
peter 25 Report post Posted July 4, 2014 just to make things easier for anyone who wants to view it and lend a hand here is the code I am using...its a modified time travel .s script // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$E} //-------------MAIN--------------- thread 'TIME' 27@ = 0 28@ = 0 29@ = 0 30@ = 0 31@ = 0 33@ = 5000 0A92: create_custom_thread "DOOR.S" 0@ if Car.Wrecked(0@) else_jump @TIME_182 0085: 29@ = 0@ // (int) 30@ = Object.Create(18641, 11@, 12@, 13@) Object.Angle(30@) = 14@ 02F7: 15@ = cosine 14@ // (float) 02F6: 14@ = sine 14@ // (float) 14@ *= -1.0 16@ = 0.0 17@ = 1000 20@ = -1 22@ = -1 gosub @TIME_1333 :TIME_182 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TIME_576 if Car.Wrecked(0@) else_jump @TIME_340 if Object.Exists(7@) else_jump @TIME_254 Object.RemoveReferences(7@) Object.RemoveReferences(8@) Object.RemoveReferences(9@) Object.RemoveReferences(10@) :TIME_254 if Object.Exists(27@) else_jump @TIME_275 Object.Destroy(27@) :TIME_275 wait 10 0AB4: 0@ = var 8 if not Car.Wrecked(0@) else_jump @TIME_323 0338: set_car 0@ visibility 1 gosub @TIME_2871 jump @TIME_340 :TIME_323 0AB4: 24@ = var 903 Audiostream.PerformAction(24@, STOP) 0A93: end_custom_thread :TIME_340 Car.SetImmunities(0@, 0, 0, 0, 1, 1) 053F: set_car 0@ tires_vulnerability 0 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_497 if 31@ == 0 else_jump @TIME_455 31@ = 1 0AB3: var 1 = 1@ 0AB3: var 3 = 3@ 0AB3: var 4 = 4@ 0AB3: var 5 = 5@ 0AB3: var 6 = 6@ 0AB3: var 8 = 0@ jump @TIME_490 :TIME_455 0AB4: 1@ = var 1 0AB4: 3@ = var 3 0AB4: 4@ = var 4 0AB4: 5@ = var 5 0AB4: 6@ = var 6 :TIME_490 jump @TIME_504 :TIME_497 31@ = 0 :TIME_504 if 1@ == 1 2@ == 2 else_jump @TIME_536 gosub @TIME_10620 :TIME_536 0AB1: call_scm_func @TIME_3172 2 0@ 2@ 2@ gosub @TIME_3860 gosub @TIME_3672 gosub @TIME_583 :TIME_576 jump @TIME_182 :TIME_583 if 33@ >= 5000 else_jump @TIME_2221 if 33@ >= 6000 else_jump @TIME_629 33@ = 5500 :TIME_629 02E3: 15@ = car 0@ speed if and 1@ == 1 2@ == 2 15@ > 39.5 else_jump @TIME_2221 0AB3: var 12 = 0 29@ = 0 0AB4: 24@ = var 903 Audiostream.PerformAction(24@, STOP) if not Model.Available(18641) else_jump @TIME_721 Model.Load(18641) :TIME_721 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_1251 0AB3: var 0 = 1 0AB4: 30@ = var 11 if 30@ == 0 else_jump @TIME_1049 0AB4: 24@ = var 900 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 0169: set_fade_color_RGB 255 255 255 fade 0 0 03BA: clear_cars_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 042B: clear_peds_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 06DB: destroy_all_trains 0395: clear_area 2 at 11@ 12@ 13@ radius 100000.0 Player.ClearWantedLevel($PLAYER_CHAR) 0AB3: var 9 = 1 wait 100 0085: 5@ = 3@ // (int) 0085: 6@ = 4@ // (int) fade 1 100 0AB3: var 0 = 0 066B: 18@ = attach_particle "YELLOWEXPLOSION" to_car 0@ with_offset 0.0 0.0 0.0 flag 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 2@ = 1 29@ = 0 33@ = 0 wait 100 0A92: create_custom_thread "COLD.S" 0@ 0A92: create_custom_thread "VENT.S" 0@ return jump @TIME_1244 :TIME_1049 0A8D: 2@ = read_memory 11120212 size 1 virtual_protect 0 0A8C: write_memory 11120212 size 1 value 0 virtual_protect 0 07CC: set_player $PLAYER_CHAR button_15 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 gosub @TIME_2223 wait 500 0169: set_fade_color_RGB 0 0 0 fade 0 750 wait 750 0650: destroy_particle 18@ 0650: destroy_particle 19@ 03BA: clear_cars_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 042B: clear_peds_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 06DB: destroy_all_trains 0395: clear_area 2 at 11@ 12@ 13@ radius 100000.0 Player.ClearWantedLevel($PLAYER_CHAR) 0AB3: var 9 = 1 wait 2000 fade 1 500 wait 1000 :TIME_1244 jump @TIME_1410 :TIME_1251 gosub @TIME_2223 :TIME_1258 wait 10 00BF: 19@ = current_time_hours, 18@ = current_time_minutes 19@ *= 100 005A: 19@ += 18@ // (int) 0AB4: 18@ = var 7 if and 003C: 3@ == 18@ // (int) 003C: 4@ == 19@ // (int) else_jump @TIME_1326 jump @TIME_1333 :TIME_1326 jump @TIME_1258 :TIME_1333 Model.Load(18631) Model.Load(18632) Model.Load(18634) Model.Load(18635) Model.Load(29@) 038B: load_requested_models :TIME_1360 if Model.Available(18631) Model.Available(18632) Model.Available(18634) Model.Available(18635) Model.Available(29@) else_jump @TIME_1403 jump @TIME_1410 :TIME_1403 jump @TIME_1360 :TIME_1410 0AB4: 24@ = var 0 if 24@ == 1 else_jump @TIME_1581 0AB4: 24@ = var 11 if 24@ == 1 else_jump @TIME_1574 0AB4: 24@ = var 902 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 750 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 700 :TIME_1574 jump @TIME_1695 :TIME_1581 0AB4: 24@ = var 902 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 750 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 700 :TIME_1695 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ if Car.Wrecked(0@) else_jump @TIME_1839 0AB4: 24@ = var 8 0@ = Car.Create(29@, 11@, 12@, 13@) 0A92: create_custom_thread "DOOR.S" 0@ if Car.Wrecked(24@) else_jump @TIME_1813 0AB3: var 8 = 0@ :TIME_1813 if Car.Model(0@) == #SPARROW else_jump @TIME_1839 gosub @TIME_2871 :TIME_1839 07C3: get_object 30@ axis_angle_relation_to 20@ 21@ 22@ 23@ Object.RemoveReferences(30@) 0684: detach_car 0@ 11@ 12@ 13@ collision_detection 0 0338: set_car 0@ visibility 1 099A: set_car 0@ collision_detection 1 0918: unknown_car 0@ driver_flag 1 0A1C: set_helicopter 0@ play_engine_sounds 1 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_1959 0A8C: write_memory 11120212 size 1 value 2@ virtual_protect 0 07CC: set_player $PLAYER_CHAR button_15 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 jump @TIME_1976 :TIME_1959 03A2: set_car 0@ action 3 Car.SetSpeedInstantly(0@, 0.0) :TIME_1976 Car.PutAt(0@, 11@, 12@, 13@) 07C6: set_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 07D5: set_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ rotation_velocitiesXY 0.0 0.0 unk 0.0 Car.Health(0@) = 17@ if Object.Exists(27@) else_jump @TIME_2067 0750: set_object 27@ visibility 1 :TIME_2067 if Object.Exists(7@) else_jump @TIME_2111 0750: set_object 7@ visibility 1 0750: set_object 8@ visibility 1 0750: set_object 9@ visibility 1 0750: set_object 10@ visibility 1 :TIME_2111 0AB3: var 0 = 0 Model.Destroy(18631) Model.Destroy(18632) Model.Destroy(18634) Model.Destroy(18635) Model.Destroy(29@) 2@ = 1 29@ = 0 33@ = 0 wait 100 0A92: create_custom_thread "COLD.S" 0@ 0A92: create_custom_thread "VENT.S" 0@ if Car.Model(0@) == #SPARROW else_jump @TIME_2221 gosub @TIME_10939 :TIME_2221 return :TIME_2223 not Model.Available(18641) else_jump @TIME_2246 wait 10 jump @TIME_2223 :TIME_2246 0085: 5@ = 3@ // (int) 0085: 6@ = 4@ // (int) 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 0.0 07C5: get_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 06A2: get_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ 17@ = Car.Health(0@) Car.Health(0@) = 1000 29@ = Car.Model(0@) 30@ = Object.Create(18641, 11@, 12@, 13@) 07C4: set_object 30@ axis_angle_relation_to 20@ 21@ 22@ 23@ if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_2539 0338: set_car 0@ visibility 0 099A: set_car 0@ collision_detection 0 0918: unknown_car 0@ driver_flag 0 0A1C: set_helicopter 0@ play_engine_sounds 0 if Object.Exists(27@) else_jump @TIME_2450 0750: set_object 27@ visibility 0 :TIME_2450 if Object.Exists(7@) else_jump @TIME_2494 0750: set_object 7@ visibility 0 0750: set_object 8@ visibility 0 0750: set_object 9@ visibility 0 0750: set_object 10@ visibility 0 :TIME_2494 0939: attach_car 0@ to_object 30@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 jump @TIME_2601 :TIME_2539 if Object.Exists(27@) else_jump @TIME_2560 Object.Destroy(27@) :TIME_2560 if Object.Exists(7@) else_jump @TIME_2596 Object.Destroy(7@) Object.Destroy(8@) Object.Destroy(9@) Object.Destroy(10@) :TIME_2596 Car.Destroy(0@) :TIME_2601 14@ /= 50.0 15@ /= 50.0 16@ /= 50.0 0AB4: 24@ = var 901 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 064B: 18@ = create_particle "IMPLOSION_BTTF3" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 066D: 18@ = attach_particle "FIRETRAIL_BTTF3" to_object 30@ with_offset -0.98 -1.5 -0.75 flag 0.0 064C: make_particle 18@ visible 066D: 19@ = attach_particle "FIRETRAIL_BTTF3" to_object 30@ with_offset 0.98 -1.5 -0.75 flag 0.0 064C: make_particle 19@ visible if 29@ == 469 else_jump @TIME_2824 wait 750 0650: destroy_particle 18@ 0650: destroy_particle 19@ wait 2500 jump @TIME_2829 :TIME_2824 wait 3250 :TIME_2829 return 0085: 2@ = 0@ // (int) 0072: 2@ /= 1@ // (int) 006A: 2@ *= 1@ // (int) 0062: 0@ -= 1@ // (int) 0AB2: ret 1 0@ :TIME_2871 if Car.Model(0@) == #SPARROW else_jump @TIME_3170 if Object.Exists(7@) else_jump @TIME_2926 Object.Destroy(7@) Object.Destroy(8@) Object.Destroy(9@) Object.Destroy(10@) :TIME_2926 7@ = Object.Create(18631, 0.0, 0.0, 0.0) 8@ = Object.Create(18632, 0.0, 0.0, 0.0) 9@ = Object.Create(18634, 0.0, 0.0, 0.0) 10@ = Object.Create(18635, 0.0, 0.0, 0.0) 0681: attach_object 7@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 8@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 -90.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 90.0 0.0 :TIME_3170 return :TIME_3172 if not 1@ == 2 else_jump @TIME_3664 if not Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_3617 1@ = 0 0407: store_coords_to 2@ 3@ 4@ from_car 0@ with_offset 0.0 -2.5 0.0 if and 00E1: player 0 pressed_key 4 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2@ 3@ 4@ radius 0.75 0.75 2.0 on_foot else_jump @TIME_3610 Player.CanMove($PLAYER_CHAR) = False 5@ = Car.Angle(0@) 05D4: AS_actor $PLAYER_ACTOR rotate_angle 5@ wait 250 Player.CanMove($PLAYER_CHAR) = True 04ED: load_animation "CRIB" :TIME_3336 84EE: not animation "CRIB" loaded else_jump @TIME_3362 wait 10 jump @TIME_3336 :TIME_3362 6@ = 0.0 :TIME_3372 wait 10 08A6: set_car 0@ componentA 1 rotation_to 6@ 6@ += 0.2 6@ > 1.0 else_jump @TIME_3372 0AB4: 20@ = var 907 wait 250 0605: actor $PLAYER_ACTOR perform_animation_sequence "CRIB_USE_SWITCH" IFP_file "CRIB" 4.0 loop 1 0 0 0 time 3000 // versionA wait 500 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) wait 1100 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) wait 1100 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) wait 300 04EF: release_animation "CRIB" 1@ = 2 6@ = 1.0 :TIME_3557 wait 10 08A6: set_car 0@ componentA 1 rotation_to 6@ 6@ -= 0.2 0.0 > 6@ else_jump @TIME_3557 08A6: set_car 0@ componentA 1 rotation_to 0.0 :TIME_3610 jump @TIME_3664 :TIME_3617 if 1@ == 0 else_jump @TIME_3664 0AB4: 20@ = var 906 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) 1@ = 1 :TIME_3664 0AB2: ret 1 1@ :TIME_3672 gosub @TIME_6405 if 33@ >= 5000 else_jump @TIME_3858 02E3: 15@ = car 0@ speed if and 15@ > 35.75 1@ == 1 else_jump @TIME_3766 if not 29@ >= 5 else_jump @TIME_3759 29@ += 1 :TIME_3759 jump @TIME_3791 :TIME_3766 if 29@ > 0 else_jump @TIME_3791 29@ -= 1 :TIME_3791 if Car.Model(0@) == #BULLET else_jump @TIME_3826 0AB1: call_scm_func @TIME_8077 2 0@ 29@ :TIME_3826 gosub @TIME_9482 0AB1: call_scm_func @TIME_9609 4 0@ 1@ 2@ 28@ 28@ :TIME_3858 return :TIME_3860 if 32@ > 1000 else_jump @TIME_3887 32@ = 1000 :TIME_3887 0AB4: 25@ = var 13 if and 25@ == 1 Player.InRemoteMode($PLAYER_CHAR) else_jump @TIME_3953 25@ = Player.RC_car($PLAYER_CHAR) if 803B: not 0@ == 25@ // (int) else_jump @TIME_3946 return :TIME_3946 jump @TIME_4004 :TIME_3953 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_4002 if and 8AB0: not key_pressed 106 80E1: not player 0 pressed_key 4 else_jump @TIME_3995 return :TIME_3995 jump @TIME_4004 :TIME_4002 return :TIME_4004 if not 32@ >= 500 else_jump @TIME_4025 return :TIME_4025 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_4051 07CC: set_player $PLAYER_CHAR button_15 0 :TIME_4051 if Car.Model(0@) == #BULLET else_jump @TIME_4093 25@ = 469 0AB4: 24@ = var 904 jump @TIME_4128 :TIME_4093 if Car.Model(0@) == #SPARROW else_jump @TIME_4128 25@ = 541 0AB4: 24@ = var 905 :TIME_4128 Model.Load(18631) Model.Load(18632) Model.Load(18634) Model.Load(18635) Model.Load(25@) 038B: load_requested_models :TIME_4155 gosub @TIME_6253 wait 10 if Model.Available(25@) Model.Available(18631) Model.Available(18632) Model.Available(18634) Model.Available(18635) else_jump @TIME_4209 jump @TIME_4216 :TIME_4209 jump @TIME_4155 :TIME_4216 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 0AB3: var 2 = 1 if 25@ == 541 else_jump @TIME_4729 26@ = 90.0 :TIME_4265 gosub @TIME_6253 wait 10 26@ -= 5.0 26@ *= -1.0 0681: attach_object 9@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 26@ 0.0 26@ *= -1.0 0681: attach_object 10@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 26@ 0.0 not 26@ > 0.0 else_jump @TIME_4265 26@ = 1.15 :TIME_4405 gosub @TIME_6253 wait 10 26@ -= 0.02 26@ *= -1.0 0681: attach_object 7@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ *= -1.0 0681: attach_object 8@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 not 26@ > 0.85 else_jump @TIME_4405 :TIME_4607 gosub @TIME_6253 wait 10 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 0.0 02CE: 14@ = ground_z_at 11@ 12@ 13@ 0063: 13@ -= 14@ // (float) if 13@ > 5.0 else_jump @TIME_4697 jump @TIME_4709 :TIME_4697 81F3: not car 0@ in_air else_jump @TIME_4607 :TIME_4709 Object.Destroy(7@) Object.Destroy(8@) Object.Destroy(9@) Object.Destroy(10@) :TIME_4729 07C5: get_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 06A2: get_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ 14@ /= 50.0 15@ /= 50.0 16@ /= 50.0 17@ = Car.Health(0@) if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_4923 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 -3.0 0.0 Camera.SetPosition(11@, 12@, 13@, 0.0, 0.0, 0.0) 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 -0.75 0460: set_camera_transverse_delay 0.0 time 10 Camera.PointAt(11@, 12@, 13@, 1) :TIME_4923 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 50.0 046C: 18@ = car 0@ driver if not Actor.Dead(18@) else_jump @TIME_4990 0362: remove_actor 18@ from_car_and_place_at 11@ 12@ 13@ :TIME_4990 if 8431: not car 0@ passenger_seat_free 0 else_jump @TIME_5058 0432: 19@ = get_actor_handle_from_car 0@ passenger_seat 0 if not Actor.Dead(19@) else_jump @TIME_5058 13@ += 5.0 0362: remove_actor 19@ from_car_and_place_at 11@ 12@ 13@ :TIME_5058 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 -0.75 if Object.Exists(27@) else_jump @TIME_5108 Object.Destroy(27@) :TIME_5108 Car.Destroy(0@) 0@ = Car.Create(25@, 11@, 12@, 13@) 0A92: create_custom_thread "DOOR.S" 0@ Car.SetSpeedInstantly(0@, 0.0) 07C6: set_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 07D5: set_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ rotation_velocitiesXY 0.0 0.0 unk 0.0 Car.Health(0@) = 17@ Car.SetImmunities(0@, 0, 0, 0, 1, 1) if not Actor.Dead(18@) else_jump @TIME_5273 036A: put_actor 18@ in_car 0@ if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_5273 0AB3: var 8 = 0@ :TIME_5273 if not Actor.Dead(19@) else_jump @TIME_5299 0430: put_actor 19@ into_car 0@ passenger_seat 0 :TIME_5299 0AB4: 11@ = var 13 if 11@ == 1 else_jump @TIME_5331 0AB3: var 8 = 0@ :TIME_5331 Car.RemoveReferences(0@) if 25@ == 469 else_jump @TIME_5775 7@ = Object.Create(18631, 0.0, 0.0, 0.0) 8@ = Object.Create(18632, 0.0, 0.0, 0.0) 9@ = Object.Create(18634, 0.0, 0.0, 0.0) 10@ = Object.Create(18635, 0.0, 0.0, 0.0) 066B: 11@ = attach_particle "COLDSMOKE" to_car 0@ with_offset -0.85 0.8 -0.425 flag 1 064C: make_particle 11@ visible 066B: 12@ = attach_particle "COLDSMOKE" to_car 0@ with_offset 0.85 0.8 -0.425 flag 1 064C: make_particle 12@ visible 066B: 13@ = attach_particle "COLDSMOKE" to_car 0@ with_offset -0.85 -0.6 -0.425 flag 1 064C: make_particle 13@ visible 066B: 14@ = attach_particle "COLDSMOKE" to_car 0@ with_offset 0.85 -0.6 -0.425 flag 1 064C: make_particle 14@ visible 26@ = -0.85 0681: attach_object 7@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ *= -1.0 0681: attach_object 8@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 :TIME_5775 gosub @TIME_6253 wait 10 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_5809 Camera.Restore Camera.SetBehindPlayer :TIME_5809 if 25@ == 469 else_jump @TIME_6180 26@ = 0.85 :TIME_5838 gosub @TIME_6253 wait 10 26@ += 0.02 26@ *= -1.0 0681: attach_object 7@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ *= -1.0 0681: attach_object 8@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ >= 1.15 else_jump @TIME_5838 26@ = 0.0 :TIME_6050 gosub @TIME_6253 wait 0 26@ += 5.0 26@ *= -1.0 0681: attach_object 9@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 26@ 0.0 26@ *= -1.0 0681: attach_object 10@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 26@ 0.0 26@ >= 90.0 else_jump @TIME_6050 :TIME_6180 0AB3: var 2 = 0 0AB3: var 13 = 0 Model.Destroy(25@) Model.Destroy(18631) Model.Destroy(18632) Model.Destroy(18634) Model.Destroy(18635) 0650: destroy_particle 11@ 0650: destroy_particle 12@ 0650: destroy_particle 13@ 0650: destroy_particle 14@ 32@ = 0 07CC: set_player $PLAYER_CHAR button_15 1 return :TIME_6253 gosub @TIME_3672 if 25@ == 469 else_jump @TIME_6294 0AB4: 24@ = var 904 jump @TIME_6321 :TIME_6294 if 25@ == 541 else_jump @TIME_6321 0AB4: 24@ = var 905 :TIME_6321 Audiostream.PerformAction(24@, PAUSE) gosub @TIME_583 if 25@ == 469 else_jump @TIME_6369 0AB4: 24@ = var 904 jump @TIME_6396 :TIME_6369 if 25@ == 541 else_jump @TIME_6396 0AB4: 24@ = var 905 :TIME_6396 Audiostream.PerformAction(24@, RESUME) return :TIME_6405 02E3: 15@ = car 0@ speed 0AB4: 30@ = var 1 if or not 33@ >= 1500 33@ >= 5000 else_jump @TIME_6594 if and 30@ == 1 15@ > 33.5 else_jump @TIME_6566 gosub @TIME_6617 if not Object.Exists(27@) else_jump @TIME_6559 27@ = Object.Create(18636, 0.0, 0.0, 0.0) 0681: attach_object 27@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 :TIME_6559 jump @TIME_6587 :TIME_6566 if Object.Exists(27@) else_jump @TIME_6587 Object.Destroy(27@) :TIME_6587 jump @TIME_6615 :TIME_6594 if Object.Exists(27@) else_jump @TIME_6615 Object.Destroy(27@) :TIME_6615 return :TIME_6617 0AB1: call_scm_func @TIME_7963 4 0@ 1.025 2.15 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 1.0 2.25 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.975 2.35 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.95 2.4 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.85 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.75 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.65 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.55 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.45 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.35 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.25 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.15 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.05 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.3 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.4 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.5 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.6 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.7 -0.88 0.575 0AB1: call_scm_func @TIME_7963 4 0@ 0.75 -0.89 0.525 0AB1: call_scm_func @TIME_7963 4 0@ 0.8 -0.9 0.475 0AB1: call_scm_func @TIME_7963 4 0@ 0.85 -0.91 0.425 0AB1: call_scm_func @TIME_7963 4 0@ 0.9 -0.92 0.375 0AB1: call_scm_func @TIME_7963 4 0@ 0.95 -0.93 0.325 0AB1: call_scm_func @TIME_7963 4 0@ 1.0 -0.94 0.275 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -0.95 0.255 0AB1: call_scm_func @TIME_7963 4 0@ 1.1 -0.98 0.22 0AB1: call_scm_func @TIME_7963 4 0@ 1.07 -1.05 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.065 -1.15 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.06 -1.25 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.055 -1.35 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -1.45 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.045 -1.55 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.04 -1.65 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.035 -1.75 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.03 -1.8 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.04 -1.85 0.14 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -1.9 0.09 0AB1: call_scm_func @TIME_7963 4 0@ 1.06 -1.95 0.04 0AB1: call_scm_func @TIME_7963 4 0@ 1.06 -2.0 -0.01 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -2.05 -0.06 0AB1: call_scm_func @TIME_7963 4 0@ 1.04 -2.07 -0.11 0AB1: call_scm_func @TIME_7963 4 0@ 1.03 -2.09 -0.16 0AB1: call_scm_func @TIME_7963 4 0@ 1.02 -2.11 -0.21 0AB1: call_scm_func @TIME_7963 4 0@ 1.0 -2.13 -0.26 0AB1: call_scm_func @TIME_7963 4 0@ 0.95 -2.15 -0.31 0AB1: call_scm_func @TIME_7963 4 0@ 0.9 -2.17 -0.31 0AB1: call_scm_func @TIME_7963 4 0@ 0.85 -2.17 -0.31 0AB1: call_scm_func @TIME_7963 4 0@ 0.8 -2.17 -0.31 return :TIME_7963 066B: 4@ = attach_particle "COIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ if not 1@ == 0.0 else_jump @TIME_8072 1@ *= -1.0 066B: 4@ = attach_particle "COIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ :TIME_8072 0AB2: ret 0 :TIME_8077 if 1@ > 0 else_jump @TIME_8343 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -1.75 -0.4 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -1.75 -0.4 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3L" to_car 0@ with_offset -0.98 1.0 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 1.0 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_8343 if 1@ > 1 else_jump @TIME_8593 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -1.8 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -1.8 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.95 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.95 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_8593 if 1@ > 1 else_jump @TIME_8843 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -1.85 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -1.85 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.9 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.9 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_8843 if 1@ > 2 else_jump @TIME_9093 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -2.0 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -2.0 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.75 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.75 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_9093 if 1@ > 3 else_jump @TIME_9343 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -2.15 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -2.15 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.6 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.6 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_9343 if 1@ > 4 else_jump @TIME_9477 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.45 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.45 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_9477 0AB2: ret 0 :TIME_9482 02E3: 15@ = car 0@ speed 0AB4: 30@ = var 1 if and 33@ >= 5100 15@ > 35.75 30@ == 1 2@ == 2 else_jump @TIME_9607 33@ = 5000 if 29@ == 1 else_jump @TIME_9591 0A92: create_custom_thread "sparks_BTTF3.s" 0@ jump @TIME_9607 :TIME_9591 0A92: create_custom_thread "sparks_BTTF3.s" 0@ :TIME_9607 return :TIME_9609 02E3: 4@ = car 0@ speed 0AB4: 20@ = var 903 0AB4: 30@ = var 1 20@ = Audiostream.State(15@) if and 30@ == 1 4@ > 35.75 else_jump @TIME_9721 3@ = 1 if and 1@ == 1 not 15@ == 1 else_jump @TIME_9714 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) :TIME_9714 jump @TIME_9753 :TIME_9721 if not 3@ == 0 else_jump @TIME_9753 3@ = 0 Audiostream.PerformAction(20@, STOP) :TIME_9753 if and 1@ == 1 2@ == 2 else_jump @TIME_10602 if 4@ > 36.7 else_jump @TIME_9862 066C: 5@ = attach_particle "REGWORMHOLE10" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_9862 if 4@ > 36.6 else_jump @TIME_9945 066C: 5@ = attach_particle "REGWORMHOLE9" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_9945 if 4@ > 36.5 else_jump @TIME_10028 066C: 5@ = attach_particle "REGWORMHOLE8" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10028 if 4@ > 36.4 else_jump @TIME_10111 066C: 5@ = attach_particle "REGWORMHOLE7" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10111 if 4@ > 36.3 else_jump @TIME_10194 066C: 5@ = attach_particle "REGWORMHOLE6" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10194 if 4@ > 36.2 else_jump @TIME_10277 066C: 5@ = attach_particle "REGWORMHOLE5" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10277 if 4@ > 36.1 else_jump @TIME_10360 066C: 5@ = attach_particle "REGWORMHOLE4" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10360 if 4@ > 36.0 else_jump @TIME_10443 066C: 5@ = attach_particle "REGWORMHOLE3" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10443 if 4@ > 35.9 else_jump @TIME_10526 066C: 5@ = attach_particle "REGWORMHOLE2" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10526 if 4@ > 35.8 else_jump @TIME_10602 066C: 5@ = attach_particle "REGWORMHOLE1" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 :TIME_10602 064C: make_particle 5@ visible 064F: remove_references_to_particle 5@ 0AB2: ret 1 3@ :TIME_10620 if 044B: actor $PLAYER_ACTOR on_foot else_jump @TIME_10937 077E: get_active_interior_to 24@ if and 24@ == 0 044B: actor $PLAYER_ACTOR on_foot Player.Controllable($PLAYER_CHAR) 0AB0: key_pressed 90 else_jump @TIME_10937 0AB4: 24@ = var 12 if 24@ == 0 else_jump @TIME_10924 0AB4: 24@ = var 8 if 003B: 0@ == 24@ // (int) else_jump @TIME_10917 if Car.Model(0@) == #BULLET else_jump @TIME_10763 0AB3: var 13 = 1 gosub @TIME_4025 jump @TIME_10768 :TIME_10763 0825: set_helicopter 0@ instant_rotor_start :TIME_10768 Car.StorePos(0@, 11@, 12@, 13@) 13@ += 10.0 03A2: set_car 0@ action 3 Car.StorePos(0@, 11@, 12@, 14@) 0063: 14@ -= 13@ // (float) :TIME_10821 not 14@ >= 0.0 else_jump @TIME_10906 wait 10 Car.StorePos(0@, 11@, 12@, 14@) 0063: 14@ -= 13@ // (float) 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.015 rotation_velocitiesXY 0.0 0.0 unk 0.0 jump @TIME_10821 :TIME_10906 wait 1000 0AB3: var 12 = 1 :TIME_10917 jump @TIME_10937 :TIME_10924 0AB3: var 12 = 0 gosub @TIME_10939 :TIME_10937 return :TIME_10939 if and not Actor.InCar($PLAYER_ACTOR, 0@) Car.Model(0@) == #SPARROW else_jump @TIME_11259 Car.StorePos(0@, 11@, 12@, 13@) :TIME_10980 wait 10 if not Car.Wrecked(0@) else_jump @TIME_11259 gosub @TIME_6405 02CE: 13@ = ground_z_at 11@ 12@ 13@ 13@ += 10.0 0743: heli 0@ fly_to 11@ 12@ 13@ altitude 13@ 13@ 02E3: 14@ = car 0@ speed if and 01AD: car 0@ sphere 0 near_point 11@ 12@ radius 10.0 10.0 not 14@ >= 2.5 else_jump @TIME_11252 02CE: 14@ = ground_z_at 11@ 12@ 13@ 04A2: set_heli 0@ fly_to 11@ 12@ 14@ altitude_between 0.0 and 0.0 :TIME_11141 wait 10 if not Car.Wrecked(0@) else_jump @TIME_11232 gosub @TIME_6405 Car.StorePos(0@, 11@, 12@, 13@) 02CE: 14@ = ground_z_at 11@ 12@ 13@ 0063: 13@ -= 14@ // (float) if 13@ > 5.0 else_jump @TIME_11232 jump @TIME_11141 :TIME_11232 0AB3: var 13 = 1 gosub @TIME_4025 jump @TIME_11259 :TIME_11252 jump @TIME_10980 :TIME_11259 return Share this post Link to post Share on other sites