007
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Content Count
17 -
Joined
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Last visited
Posts posted by 007
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why is the link removed??
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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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hmm where would I host this externally?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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Does anyone have the turbo boost script, I mean the taxi boost, can it work with the bfinject or just the zebra cabu 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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Label "DOCTRCK" not found.should work grab a new scm and try again
or just use the original kitt code
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THECOOLIST2
heres the code that worksSPOILER: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
-
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!!
-
thanks imaster im gunna delete this website and do another one one day
and close this topic
-
Yo thief, kindly remove this video: http://www.youtube.com/watch?v=CQiUUkpubVYwhat 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
-
also just wondering how u got the time circuits on the top of the site because i would love it for my site
-
Pointlessim not here for criticism its my first website and im trying my hardest to make it better
-
-
i used fraps but didt work made my game crash
Better Hill Valley
in Other GTA Mods
Posted · Report reply
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