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007

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About 007

  • Rank
    Physicist
  • Birthday 11/28/1997

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  • Gender
    Male
  • Location
    Adelaide,Austraila
  1. 007

    Better Hill Valley

    yeah the coolest 2 i forgot the rule of not putting other peoples things in i put in the generic from the models folder that had better roads and i put that in. if its ok with mike could i take that out and upload it again?? and the coolist2 have u got that guide on how to make KARR
  2. 007

    Better Hill Valley

    why is the link removed??
  3. This adds a couple more things to hill valley like glass on building police/fire stations and a few other things. To get there on the way instead of going on the black road go right to the billboards heres the *** URL removed *** there will be another release soon
  4. change the kitt codes to police cars and replace models
  5. create a FREE website with WEBS google search
  6. could thecoolest2 make a tutorial for making KARR and upload just the sounds
  7. ok just thought that would help
  8. hey you know thats theres a KARR Model For VC It Might Help Heres TheLink
  9. u could get the original but that would take some codeing
  10. last week i found a mod that converts some of the VCS stuff for VC So i got all the cars in the VCS mod 0.2e dosent replace and put them in game and they look so better the the original cars so heres the link enjoy
  11. u mean SPM i tried to put it in and failed because the TC disapered and some of the time i couldnt get back to normal mode but if u want it use the normal KITT code
  12. u have to spawn by pusshing SHIfT And C At The Same Time and i think u need to learn SOME CODING
  13. should work grab a new scm and try again or just use the original kitt code
  14. THECOOLIST2 SPOILER: create_thread @SCAN create_thread @WEAPON create_thread @KNIGHT create_thread @PURSUIT create_thread @AUTO_D create_thread @EJECT :SCAN thread 'SCAN' :SCAN_10 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SCAN_10 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @SCAN_10 if $AUTOCRUISE == 0 // integer values else_jump @SCAN_224 040D: unload_wav 1 if 14@ == 0 // integer values else_jump @SCAN_115 03CF: load_wav 'FUD_12' as 1 14@ = 1 // integer values jump @SCAN_127 :SCAN_115 03CF: load_wav 'FUD_18' as 1 :SCAN_127 wait 0 if 03D0: wav 1 loaded else_jump @SCAN_127 03D1: play_wav 1 :SCAN_150 wait 200 if 00E0: player $PLAYER_CHAR driving else_jump @SCAN_197 if and 83D2: not wav 1 ended 03D0: wav 1 loaded else_jump @SCAN_197 jump @SCAN_150 :SCAN_197 040D: unload_wav 1 :SCAN_201 wait 10 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @SCAN_10 :SCAN_224 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SCAN_10 if $SPM == 0 // integer values else_jump @SCAN_224 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @SCAN_201 03C1: 0@ = player $PLAYER_CHAR car 0407: create_coordinate 5@ 6@ 7@ from_car 0@ offset -10.0 -10.0 0.0 0407: create_coordinate 9@ 10@ 11@ from_car 0@ offset 10.0 10.0 0.0 053E: 12@ = get_random_car_with_actors -1 in_area 5@ 6@ 9@ 10@ if not Car.Wrecked(12@) else_jump @SCAN_416 if and 8185: not car 12@ health >= 990 not Car.Model(12@) == #BFINJECT else_jump @SCAN_416 gosub @SCAN_1208 :SCAN_416 gosub @SCAN_782 if and 00E1: key_pressed 0 3 00E1: key_pressed 0 18 else_jump @SCAN_224 :SCAN_446 wait 10 if and 00E1: key_pressed 0 3 00E1: key_pressed 0 18 else_jump @SCAN_480 jump @SCAN_446 :SCAN_480 if or 03D2: wav 1 ended 83D0: not wav 1 loaded else_jump @SCAN_515 040D: unload_wav 1 03CF: load_wav 'FUD_19' as 1 :SCAN_515 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SCAN_224 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @SCAN_515 03D1: play_wav 1 if and 00E1: key_pressed 0 3 00E1: key_pressed 0 18 else_jump @SCAN_588 jump @SCAN_737 :SCAN_588 03C1: 0@ = player $PLAYER_CHAR car 0407: create_coordinate 5@ 6@ 7@ from_car 0@ offset -10.0 -10.0 0.0 0407: create_coordinate 9@ 10@ 11@ from_car 0@ offset 10.0 10.0 0.0 053E: 12@ = get_random_car_with_actors -1 in_area 5@ 6@ 9@ 10@ if not Car.Wrecked(12@) else_jump @SCAN_723 if and 8185: not car 12@ health >= 990 not Car.Model(12@) == #BFINJECT else_jump @SCAN_723 gosub @SCAN_1208 :SCAN_723 gosub @SCAN_782 jump @SCAN_480 :SCAN_737 wait 0 if or 80E1: not key_pressed 0 3 80E1: not key_pressed 0 18 else_jump @SCAN_737 $SCAN = 0 // integer values 040D: unload_wav 1 jump @SCAN_224 :SCAN_782 0209: 5@ = random_int 1 2000 0208: 6@ = random_float 0.0 100.0 if 5@ == 1000 // integer values else_jump @SCAN_1206 040D: unload_wav 1 if not 6@ > 87.5 // floating-point values else_jump @SCAN_996 if not 6@ > 75.0 // floating-point values else_jump @SCAN_1015 if not 6@ > 62.5 // floating-point values else_jump @SCAN_1034 if not 6@ > 50.0 // floating-point values else_jump @SCAN_1053 if not 6@ > 37.5 // floating-point values else_jump @SCAN_1072 if not 6@ > 25.0 // floating-point values else_jump @SCAN_1091 if not 6@ > 12.5 // floating-point values else_jump @SCAN_1110 03CF: load_wav 'FUD_14' as 1 jump @SCAN_1129 :SCAN_996 03CF: load_wav 'FUD_03' as 1 jump @SCAN_1129 :SCAN_1015 03CF: load_wav 'FUD_05' as 1 jump @SCAN_1129 :SCAN_1034 03CF: load_wav 'FUD_06' as 1 jump @SCAN_1129 :SCAN_1053 03CF: load_wav 'FUD_07' as 1 jump @SCAN_1129 :SCAN_1072 03CF: load_wav 'GIMM_01' as 1 jump @SCAN_1129 :SCAN_1091 03CF: load_wav 'FUD_08' as 1 jump @SCAN_1129 :SCAN_1110 03CF: load_wav 'FUD_09' as 1 jump @SCAN_1129 :SCAN_1129 wait 0 if 03D0: wav 1 loaded else_jump @SCAN_1129 03D1: play_wav 1 :SCAN_1152 wait 200 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @SCAN_1202 if and 83D2: not wav 1 ended 03D0: wav 1 loaded else_jump @SCAN_1202 jump @SCAN_1152 :SCAN_1202 040D: unload_wav 1 :SCAN_1206 return :SCAN_1208 0209: 5@ = random_int 1 1000 0208: 6@ = random_float 0.0 100.0 if 5@ == 500 // integer values else_jump @SCAN_1206 040D: unload_wav 1 if 6@ > 50.0 // floating-point values else_jump @SCAN_1296 03CF: load_wav 'FUD_13' as 1 jump @SCAN_1308 :SCAN_1296 03CF: load_wav 'FUD_15' as 1 :SCAN_1308 wait 0 if 03D0: wav 1 loaded else_jump @SCAN_1308 03D1: play_wav 1 :SCAN_1331 wait 200 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @SCAN_1381 if and 83D2: not wav 1 ended 03D0: wav 1 loaded else_jump @SCAN_1381 jump @SCAN_1331 :SCAN_1381 040D: unload_wav 1 return :EJECT thread 'EJECT' :EJECT_10 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @EJECT_10 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @EJECT_10 03C1: 1@ = player $PLAYER_CHAR car if and 00E1: key_pressed 0 6 00E1: key_pressed 0 3 else_jump @EJECT_10 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 0.0 1.0 0087: 5@ = 4@ // floating-point values only 5@ += 5.0 // floating-point values 02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 012A: put_player $PLAYER_CHAR at 2@ 3@ 4@ and_remove_from_car :EJECT_156 wait 10 4@ += 0.5 // floating-point values 0055: put_player $PLAYER_CHAR at 2@ 3@ 4@ if 0025: 4@ > 5@ // floating-point values (never used in VC or GTA 3) else_jump @EJECT_156 wait 1000 02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 jump @EJECT_10 :WEAPON thread 'WEAPON' :WEAPON_10 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @WEAPON_10 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @WEAPON_10 if $AUTOCRUISE == 0 // integer values else_jump @WEAPON_10 if 00E1: key_pressed 0 2 else_jump @WEAPON_262 $WEAPON += 1 // integer values if $WEAPON == 1 // integer values else_jump @WEAPON_131 00BC: text_highpriority 'MJAM' 1000 ms 1 // Microjam jump @WEAPON_258 :WEAPON_131 if $WEAPON == 2 // integer values else_jump @WEAPON_171 00BC: text_highpriority 'KLASER' 1000 ms 1 // Laser jump @WEAPON_258 :WEAPON_171 if $WEAPON == 3 // integer values else_jump @WEAPON_211 00BC: text_highpriority 'ROCKET' 1000 ms 1 // Rocket Launcher jump @WEAPON_258 :WEAPON_211 if $WEAPON > 3 // integer values else_jump @WEAPON_258 $WEAPON = 0 // integer values 00BC: text_highpriority 'KOFF' 1000 ms 1 // Weapons Disabled jump @WEAPON_258 :WEAPON_258 wait 100 :WEAPON_262 if 00E1: key_pressed 0 4 else_jump @WEAPON_10 if $WEAPON == 0 // integer values else_jump @WEAPON_304 jump @WEAPON_10 :WEAPON_304 if $WEAPON == 1 // integer values else_jump @WEAPON_329 jump @WEAPON_379 :WEAPON_329 if $WEAPON == 2 // integer values else_jump @WEAPON_354 jump @WEAPON_394 :WEAPON_354 if $WEAPON == 3 // integer values else_jump @WEAPON_10 jump @WEAPON_409 :WEAPON_379 create_thread @EMPS jump @WEAPON_424 :WEAPON_394 create_thread @LASERS jump @WEAPON_424 :WEAPON_409 create_thread @ROCKET jump @WEAPON_424 :WEAPON_424 end_thread :EMPS thread 'EMPS' 03C1: 1@ = player $PLAYER_CHAR car 8@ = -1 // integer values 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -1.5 0.0 0.0 0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 1.5 25.0 0.0 053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ if not 8@ == -1 // integer values else_jump @EMPS_210 if not Car.Model(8@) == #BFINJECT else_jump @EMPS_210 03CF: load_wav 'FUD_04' as 2 :EMPS_151 wait 0 if 03D0: wav 2 loaded else_jump @EMPS_151 03D1: play_wav 2 Car.SetMaxSpeed(8@, 0.0) 0477: set_car 8@ animation 5 3600000 ms 02D4: car 8@ turn_off_engine wait 2500 040D: unload_wav 2 :EMPS_210 create_thread @WEAPON end_thread :LASERS thread 'LASERS' 03C1: 1@ = player $PLAYER_CHAR car 03CF: load_wav 'FUD_10' as 2 :LASERS_30 wait 0 if 03D0: wav 2 loaded else_jump @LASERS_30 03D1: play_wav 2 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -10.0 2.5 -0.25 0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 10.0 150.0 -0.25 8@ = -1 // integer values 053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ if not 8@ == -1 // integer values else_jump @LASERS_244 if and 80DC: not player $PLAYER_CHAR driving 8@ not Car.Wrecked(8@) else_jump @LASERS_244 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 2.5 -0.25 0407: create_coordinate 5@ 6@ 7@ from_car 8@ offset 0.0 0.0 -0.25 jump @LASERS_302 :LASERS_244 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 2.5 -0.25 0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 0.0 150.0 -0.25 :LASERS_302 0509: 9@ = distance between point 2@ 3@ and point 5@ 6@ 02E3: 10@ = car 1@ speed 10@ /= 40.0 // floating-point values (never used in VC or GTA 3) 10@ += 0.5 // floating-point values 0063: 5@ -= 2@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 3@ // floating-point values (never used in VC or GTA 3) 0063: 7@ -= 4@ // floating-point values (never used in VC or GTA 3) 0087: 12@ = 5@ // floating-point values only 0087: 13@ = 6@ // floating-point values only 0087: 14@ = 7@ // floating-point values only 0073: 12@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 13@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 14@ /= 9@ // floating-point values (never used in VC or GTA 3) 0011: 12@ *= 10@ // floating-point values // Note: the incorrect math opcode was used here 0011: 13@ *= 10@ // floating-point values // Note: the incorrect math opcode was used here 0011: 14@ *= 10@ // floating-point values // Note: the incorrect math opcode was used here 9@ *= 2.0 // floating-point values (never used in VC or GTA 3) 0073: 5@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 6@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 7@ /= 9@ // floating-point values (never used in VC or GTA 3) 9@ = 300.0 // floating-point values :LASERS_487 wait 0 if 9@ > 0.0 // floating-point values else_jump @LASERS_879 9@ -= 15.0 // floating-point values gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 gosub @LASERS_634 jump @LASERS_487 :LASERS_634 005B: 2@ += 5@ // floating-point values (never used in VC or GTA 3) 005B: 3@ += 6@ // floating-point values (never used in VC or GTA 3) 005B: 4@ += 7@ // floating-point values (never used in VC or GTA 3) 0437: scatter_particle 0 0.05 at 2@ 3@ 4@ 12@ 13@ 14@ 0087: 0@ = 2@ // floating-point values only 0087: 1@ = 3@ // floating-point values only 0087: 10@ = 2@ // floating-point values only 0087: 11@ = 3@ // floating-point values only 0@ += 1.5 // floating-point values 1@ += 1.5 // floating-point values 10@ -= 1.5 // floating-point values 11@ -= 1.5 // floating-point values 8@ = -1 // integer values 053E: 8@ = get_random_car_with_actors -1 in_area 0@ 1@ 10@ 11@ if not 8@ == -1 // integer values else_jump @LASERS_893 if and not Car.Model(8@) == #BFINJECT not Car.Wrecked(8@) else_jump @LASERS_893 if 01AF: car 8@ 0 2@ 3@ 4@ radius 1.5 1.5 1.5 else_jump @LASERS_893 020B: explode_car 8@ jump @LASERS_879 :LASERS_879 040D: unload_wav 2 create_thread @WEAPON end_thread :LASERS_893 return :ROCKET thread 'ROCKET' 03CF: load_wav 'FUD_20' as 2 wait 0 14@ = 0 // integer values 9@ = 0.0 // floating-point values 03C1: 1@ = player $PLAYER_CHAR car if or 80E1: not key_pressed 0 5 80E1: not key_pressed 0 7 else_jump @ROCKET_139 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -5.0 2.0 0.0 0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 5.0 100.0 0.0 jump @ROCKET_197 :ROCKET_139 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -5.0 -2.0 0.0 0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 5.0 -100.0 0.0 :ROCKET_197 8@ = -1 // integer values 053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ 02E3: 13@ = car 1@ speed 13@ /= 40.0 // floating-point values (never used in VC or GTA 3) 13@ += 2.0 // floating-point values :ROCKET_251 wait 0 if 03D0: wav 2 loaded else_jump @ROCKET_251 03D1: play_wav 2 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 -2.0 0.0 if and 80DC: not player $PLAYER_CHAR driving 8@ not Car.Wrecked(8@) else_jump @ROCKET_455 0@ = 1 // integer values 16@ = 0 // integer values :ROCKET_341 wait 10 if and not 16@ > 5000 // integer values 81AF: not car 8@ 0 2@ 3@ 4@ radius 1.5 1.5 1.5 else_jump @ROCKET_1053 0407: create_coordinate 5@ 6@ 7@ from_car 8@ offset 0.0 0.0 0.0 0509: 9@ = distance between point 2@ 3@ and point 5@ 6@ gosub @ROCKET_617 jump @ROCKET_341 :ROCKET_455 0@ = 0 // integer values jump @ROCKET_505 :ROCKET_469 0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 0.0 -100.0 0.0 jump @ROCKET_557 :ROCKET_505 if or 80E1: not key_pressed 0 5 80E1: not key_pressed 0 7 else_jump @ROCKET_469 0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 0.0 100.0 0.0 :ROCKET_557 wait 10 if not 14@ > 30 // integer values else_jump @ROCKET_1053 0509: 9@ = distance between point 2@ 3@ and point 5@ 6@ gosub @ROCKET_617 14@ += 1 // integer values jump @ROCKET_557 :ROCKET_617 0087: 10@ = 5@ // floating-point values only 0087: 11@ = 6@ // floating-point values only 0087: 12@ = 7@ // floating-point values only 0063: 10@ -= 2@ // floating-point values (never used in VC or GTA 3) 0063: 11@ -= 3@ // floating-point values (never used in VC or GTA 3) 0063: 12@ -= 4@ // floating-point values (never used in VC or GTA 3) 0073: 10@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 11@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 12@ /= 9@ // floating-point values (never used in VC or GTA 3) 0069: 10@ *= 13@ // floating-point values 0069: 11@ *= 13@ // floating-point values 0069: 12@ *= 13@ // floating-point values 005B: 2@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 3@ += 11@ // floating-point values (never used in VC or GTA 3) 005B: 4@ += 12@ // floating-point values (never used in VC or GTA 3) 0437: scatter_particle 75 1.0 at 2@ 3@ 4@ 0 0 0 04D5: create_corona_at 2@ 3@ 4@ radius 2.0 type 1 flare 1 RGB 255 255 255 0087: 10@ = 2@ // floating-point values only 0087: 11@ = 3@ // floating-point values only 0087: 12@ = 2@ // floating-point values only 0087: 15@ = 3@ // floating-point values only 10@ += 10.0 // floating-point values 11@ += 10.0 // floating-point values 12@ -= 10.0 // floating-point values 15@ -= 10.0 // floating-point values 02CE: 9@ = ground_z 2@ 3@ 4@ if not 9@ == -1 // integer values else_jump @ROCKET_1053 9@ = -1 // integer values 053E: 9@ = get_random_car_with_actors -1 in_area 10@ 11@ 12@ 15@ if not 9@ == -1 // integer values else_jump @ROCKET_1051 if and 80DC: not player $PLAYER_CHAR driving 9@ not Car.Wrecked(9@) else_jump @ROCKET_1051 if 01AF: car 9@ 0 2@ 3@ 4@ radius 1.5 1.5 1.5 else_jump @ROCKET_1011 jump @ROCKET_1053 :ROCKET_1011 if 0@ == 0 // integer values else_jump @ROCKET_1051 0@ = 1 // integer values 0085: 8@ = 9@ // integer values and handles jump @ROCKET_341 :ROCKET_1051 return :ROCKET_1053 040D: unload_wav 2 020C: create_explosion_with_radius 10 at 2@ 3@ 4@ 0565: create_temporary_explosion_fire 2@ 3@ 4@ 10 wait 100 create_thread @WEAPON end_thread :PURSUIT thread 'PURSUIT' :PURSUIT_10 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @PURSUIT_10 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @PURSUIT_10 03C1: 0@ = player $PLAYER_CHAR car if or 80E1: not key_pressed 0 3 00E1: key_pressed 0 17 else_jump @PURSUIT_376 if $AUTODRIVE == 0 // integer values else_jump @PURSUIT_237 1@ = 100 // integer values 2@ = 255 // integer values 3@ = 50 // integer values gosub @AUTO_D_1171 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 500.0 1.0 'PLIGHT' // . 1@ = 255 // integer values 2@ = 255 // integer values 3@ = 255 // integer values gosub @AUTO_D_1171 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 485.0 176.0 'NCRUISE' // N.C. jump @PURSUIT_10 :PURSUIT_237 1@ = 100 // integer values 2@ = 255 // integer values 3@ = 50 // integer values gosub @AUTO_D_1171 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 1.0 'PLIGHT' // . 1@ = 255 // integer values 2@ = 255 // integer values 3@ = 255 // integer values gosub @AUTO_D_1171 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 535.0 176.0 'ACRUISE' // A.C. jump @PURSUIT_10 :PURSUIT_376 if $AUTODRIVE == 0 // integer values else_jump @PURSUIT_10 end_thread_named 'WEAPON' 040D: unload_wav 2 03CF: load_wav 'FUD_17' as 2 :PURSUIT_420 wait 0 if 03D0: wav 2 loaded else_jump @PURSUIT_420 03D1: play_wav 2 :PURSUIT_443 wait 0 if and Player.Defined($PLAYER_CHAR) not Car.Wrecked(0@) else_jump @PURSUIT_776 if 00E0: player $PLAYER_CHAR driving else_jump @PURSUIT_776 if 00E1: key_pressed 0 3 else_jump @PURSUIT_776 1@ = 255 // integer values 2@ = 200 // integer values 3@ = 50 // integer values gosub @AUTO_D_1171 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 1.0 'PLIGHT' // . 1@ = 255 // integer values 2@ = 255 // integer values 3@ = 255 // integer values gosub @AUTO_D_1171 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 534.0 176.0 'PURSUIT' // P.M. 02E3: 4@ = car 0@ speed if 4@ > 15.0 // floating-point values else_jump @PURSUIT_711 4@ *= 1.225 // floating-point values (never used in VC or GTA 3) if 4@ > 196.25 // floating-point values else_jump @PURSUIT_721 4@ = 196.25 // floating-point values jump @PURSUIT_721 :PURSUIT_711 4@ += 5.0 // floating-point values :PURSUIT_721 if and 81F3: not car 0@ airborne 81F4: not car 0@ flipped else_jump @PURSUIT_443 04BA: set_car 0@ speed_instantly 4@ Camera.Shake(50) if 03D2: wav 2 ended else_jump @PURSUIT_443 jump @PURSUIT_376 :PURSUIT_776 create_thread @WEAPON 040D: unload_wav 2 jump @PURSUIT_10 :KNIGHT thread 'KNIGHT' :KNIGHT_10 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @KNIGHT_10 if or 00E0: player $PLAYER_CHAR driving 80E1: not key_pressed 0 16 80E1: not key_pressed 0 18 else_jump @KNIGHT_184 if not Car.Wrecked(0@) else_jump @KNIGHT_150 Car.Health(0@) = 2000 Car.SetImmunities(0@, 1, 1, 1, 1, 1) 053F: set_car 0@ tires_vulnerable 0 if and 00DC: player $PLAYER_CHAR driving 0@ 80E1: not key_pressed 0 6 else_jump @KNIGHT_143 020A: set_car 0@ door_status_to 2 jump @KNIGHT_150 :KNIGHT_143 020A: set_car 0@ door_status_to 1 :KNIGHT_150 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @KNIGHT_10 03C1: 0@ = player $PLAYER_CHAR car jump @KNIGHT_10 :KNIGHT_184 if not Car.Wrecked($TRAIN) else_jump @KNIGHT_231 if 81FC: not player $PLAYER_CHAR near_car $TRAIN radius 25.0 25.0 0 else_jump @KNIGHT_10 :KNIGHT_231 if Car.Wrecked(0@) else_jump @KNIGHT_461 Model.Load(#BFINJECT) 038B: load_requested_models :KNIGHT_254 wait 10 if Model.Available(#BFINJECT) else_jump @KNIGHT_254 0506: vehicle_model 154 set_next_variation 2 2 04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0 1@ = Actor.Angle($PLAYER_ACTOR) 02CE: 9@ = ground_z 7@ 8@ 9@ 0@ = Car.Create(#BFINJECT, 7@, 8@, 9@) Car.Angle(0@) = 1@ Car.SetImmunities(0@, 1, 1, 1, 1, 1) 053F: set_car 0@ tires_vulnerable 0 0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 13@ 2.0 0.25 Model.Destroy(#BFINJECT) create_thread @TIME 0@ 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0 :KNIGHT_461 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @KNIGHT_10 if not Car.Wrecked(0@) else_jump @KNIGHT_10 Car.Health(0@) = 1000 Car.SetImmunities(0@, 1, 1, 1, 1, 1) 053F: set_car 0@ tires_vulnerable 0 0054: store_player $PLAYER_CHAR position_to 4@ 5@ 6@ Car.StorePos(0@, 7@, 8@, 9@) if not 9@ > 0.0 // floating-point values else_jump @KNIGHT_633 04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0 02CE: 9@ = ground_z 7@ 8@ 9@ Car.PutAt(0@, 7@, 8@, 9@) :KNIGHT_633 0509: 10@ = distance between point 4@ 5@ and point 7@ 8@ 00BC: text_highpriority 'AUTOC' 10 ms 1 // Auto-Cruise if 10@ > 25.0 // floating-point values else_jump @KNIGHT_702 11@ = 50.0 // floating-point values jump @KNIGHT_712 :KNIGHT_702 11@ = 15.0 // floating-point values :KNIGHT_712 if 80E1: not key_pressed 0 4 else_jump @KNIGHT_870 if 01FC: player $PLAYER_CHAR near_car 0@ radius 10.0 10.0 0 else_jump @KNIGHT_803 Car.SetMaxSpeed(0@, 0.0) Car.SetDriverBehaviour(0@, Nowhere) if 00DC: player $PLAYER_CHAR driving 0@ else_jump @KNIGHT_461 jump @KNIGHT_10 :KNIGHT_803 Car.SetToPsychoDriver(0@) 00AE: set_vehicle 0@ traffic_behavior_to 2 Car.SetMaxSpeed(0@, 11@) Car.SetDriverBehaviour(0@, DriveToPlayer) 02C2: car 0@ drive_to_point 4@ 5@ 6@ if 00DC: player $PLAYER_CHAR driving 0@ else_jump @KNIGHT_461 jump @KNIGHT_10 :KNIGHT_870 if 01FC: player $PLAYER_CHAR near_car 0@ radius 10.0 10.0 0 else_jump @KNIGHT_10 Model.Load(#WFYG2) 038B: load_requested_models 03CF: load_wav 'FUD_01' as 1 02D4: car 0@ turn_off_engine :KNIGHT_924 wait 0 if and 03D0: wav 1 loaded Model.Available(#WFYG2) 01C1: car 0@ stopped else_jump @KNIGHT_924 wait 50 if 01C1: car 0@ stopped else_jump @KNIGHT_924 0129: 12@ = create_actor 5 #WFYG2 in_car 0@ driverseat 0337: set_actor 12@ visibility 0 0332: set_actor 12@ bleeding_to 0 Model.Destroy(#WFYG2) 0321: kill_actor 12@ 03D1: play_wav 1 :KNIGHT_1011 wait 10 if not Actor.Driving(12@) else_jump @KNIGHT_1011 Actor.DestroyInstantly(12@) :KNIGHT_1036 wait 0 if 03D2: wav 1 ended else_jump @KNIGHT_1036 040D: unload_wav 1 jump @KNIGHT_10 :AUTO_D thread 'AUTO_D' $AUTODRIVE = 0 // integer values $AUTOCRUISE = 0 // integer values 6@ = 50.0 // floating-point values :AUTO_D_34 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @AUTO_D_34 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @AUTO_D_34 if and 00E1: key_pressed 0 18 00E1: key_pressed 0 6 else_jump @AUTO_D_34 040D: unload_wav 1 03CF: load_wav 'FUD_02' as 1 :AUTO_D_112 wait 0 if 03D0: wav 1 loaded else_jump @AUTO_D_112 03D1: play_wav 1 :AUTO_D_135 wait 200 if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT else_jump @AUTO_D_34 if and 83D2: not wav 1 ended 03D0: wav 1 loaded else_jump @AUTO_D_185 jump @AUTO_D_135 :AUTO_D_185 040D: unload_wav 1 $AUTOCRUISE = 1 // integer values gosub @AUTO_D_494 if not 8@ >= 0.0 // floating-point values (never used in VC or GTA 3) else_jump @AUTO_D_251 00BC: text_highpriority 'INV_LOC' 1000 ms 1 // Invalid Location wait 1000 jump @AUTO_D_185 :AUTO_D_251 wait 1000 $AUTOCRUISE = 0 // integer values Car.SetToPsychoDriver(0@) 00AE: set_vehicle 0@ traffic_behavior_to 2 Car.SetMaxSpeed(0@, 35.0) 02C2: car 0@ drive_to_point 1@ 2@ 8@ :AUTO_D_299 wait 10 if or 01AF: car 0@ 0 1@ 2@ 8@ radius 5.0 5.0 5.0 00E1: key_pressed 0 15 else_jump @AUTO_D_299 02D4: car 0@ turn_off_engine Car.SetMaxSpeed(0@, 0.0) wait 500 Player.CanMove($PLAYER_CHAR) = True :AUTO_D_378 wait 10 if 01C1: car 0@ stopped else_jump @AUTO_D_378 040D: unload_wav 1 03CF: load_wav 'FUD_16' as 1 :AUTO_D_414 wait 0 if 03D0: wav 1 loaded else_jump @AUTO_D_414 03D1: play_wav 1 :AUTO_D_437 wait 200 if and 83D2: not wav 1 ended 03D0: wav 1 loaded else_jump @AUTO_D_468 jump @AUTO_D_437 :AUTO_D_468 040D: unload_wav 1 0369: put_player $PLAYER_CHAR in_car 0@ $AUTODRIVE = 0 // integer values jump @AUTO_D_34 :AUTO_D_494 $AUTODRIVE = 1 // integer values 03C1: 0@ = player $PLAYER_CHAR car Player.CanMove($PLAYER_CHAR) = False 0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 6@ 0087: 7@ = 2@ // floating-point values only 7@ += 1.0 // floating-point values 02CE: 8@ = ground_z 1@ 2@ 3@ 0087: 9@ = 3@ // floating-point values only 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 11@ += 10.0 // floating-point values 012A: put_player $PLAYER_CHAR at 1@ 2@ 11@ and_remove_from_car Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0) Camera.PointAt(1@, 7@, 8@, 1) wait 500 :AUTO_D_669 wait 10 0087: 10@ = 6@ // floating-point values only 10@ /= 20.0 // floating-point values (never used in VC or GTA 3) 0087: 9@ = 3@ // floating-point values only 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 11@ += 10.0 // floating-point values 0055: put_player $PLAYER_CHAR at 1@ 2@ 11@ Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0) Camera.PointAt(1@, 7@, 8@, 2) 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 if and 00E1: key_pressed 0 11 not 1@ >= 2000.0 // floating-point values (never used in VC or GTA 3) else_jump @AUTO_D_869 005B: 1@ += 10@ // floating-point values (never used in VC or GTA 3) :AUTO_D_869 if and 00E1: key_pressed 0 10 1@ >= -2000.0 // floating-point values (never used in VC or GTA 3) else_jump @AUTO_D_904 0063: 1@ -= 10@ // floating-point values (never used in VC or GTA 3) :AUTO_D_904 if and 00E1: key_pressed 0 8 not 2@ >= 2000.0 // floating-point values (never used in VC or GTA 3) else_jump @AUTO_D_947 005B: 2@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 7@ += 10@ // floating-point values (never used in VC or GTA 3) :AUTO_D_947 if and 00E1: key_pressed 0 9 2@ >= -2000.0 // floating-point values (never used in VC or GTA 3) else_jump @AUTO_D_990 0063: 2@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 7@ -= 10@ // floating-point values (never used in VC or GTA 3) :AUTO_D_990 if and 00E1: key_pressed 0 7 not 3@ >= 500.0 // floating-point values (never used in VC or GTA 3) else_jump @AUTO_D_1049 005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3) :AUTO_D_1049 if and 00E1: key_pressed 0 5 3@ >= 20.0 // floating-point values (never used in VC or GTA 3) else_jump @AUTO_D_1108 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) :AUTO_D_1108 if 00E1: key_pressed 0 17 else_jump @AUTO_D_669 Car.StorePos(0@, 12@, 13@, 14@) 0055: put_player $PLAYER_CHAR at 12@ 13@ 11@ wait 100 0369: put_player $PLAYER_CHAR in_car 0@ Camera.Restore Camera.SetBehindPlayer return :AUTO_D_1171 0340: set_text_draw_color 1@ 2@ 3@ 255 0341: unknown_text_stuff 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 5000.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 033F: set_text_draw_letter_width_height 0.5 1.8 return heres the code that works
  15. 007

    Car Ids

    Yeah Thanks RG