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Everything posted by 007
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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
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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
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change the kitt codes to police cars and replace models
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create a FREE website with WEBS google search
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could thecoolest2 make a tutorial for making KARR and upload just the sounds
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ok just thought that would help
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hey you know thats theres a KARR Model For VC It Might Help Heres TheLink
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u could get the original but that would take some codeing
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Thank u Imaster
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Hey RG How do u get that taskbar thing up top is it only for Windows7 or can i get it for vista
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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
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my desktop now
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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
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u have to spawn by pusshing SHIfT And C At The Same Time and i think u need to learn SOME CODING
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should work grab a new scm and try again or just use the original kitt code
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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
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i saw this mod for sale heres the link this is just very mean and somthing should be done about it and people have bought IT!!
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thanks imaster im gunna delete this website and do another one one day and close this topic
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what do u mean dont have that on my website and EarthwormJim this website is just a test to see if i can make a website
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also just wondering how u got the time circuits on the top of the site because i would love it for my site
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im not here for criticism its my first website and im trying my hardest to make it better
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This Is My NeMY WEBSITEw BTTF Website Take A look Hope To Improve It Soon
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i used fraps but didt work made my game crash