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Goingnowherefast

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Posts posted by Goingnowherefast


  1. Who are the "they" you are referring to? We have no issue we new members...

    Please excuse the crudity of this update, I didn't have time to build it to scale or to paint it.

    Firstly i have seen it written more than once about noobs and telling them to shut up about asking for updates!

    Second i am gobsmacked by the shots its going to be something to be proud of...

    So i guess i could retact the said comment and the first statement.

    Apologies team.


  2. Hi some good ideas but your not thinging 4th dimensionally!!

    For Example: 1) is possible if you code it to spawn an actor

    2) requires a new animation which isnt too hard

    3) The player would have to trigger the 1985A or the Nth dimension via the car which could be

    hard to code!

    4) Im aware of the getting to school mission, the race with needles so far but i bet there are

    plans in the works!

    and 5) if you edit download the car editor from gtagarage or thegtaplace change settings for

    banshee, sabre, infernus, baggage and deluxo change the max speed or acceleration!

    Hope this helps... Not being nasty just pointing out a few things....


  3. Hi GTAVICECITY. These missions are not mine sadly im not that good! they are for a biker mission where you shoot the army and pretty much anyone else outside the army barracks, one where your on a back of a car and your the shooter works pretty well! the other is you have 3 body guards if you will at said spawn point who follow you about. hope this helps can give key configs if your interested...


  4. i have put mine between "get" and "garage" in the code. It doesnt matter where code is put unless it follows on for example :

    :BIKBNG_1386

    02E2: set_actor $1351 weapon_accuracy_to 100

    Actor.Health($1351) = 1000

    0243: set_actor $1351 ped_stats_to 6

    011A: set_actor $1351 flags 64

    01DF: tie_actor $1351 to_player $PLAYER_CHAR

    0319: set_actor $1351 wander_state_to 1

    02A9: set_actor $1351 immune_to_nonplayer 1

    02E2: set_actor $1349 weapon_accuracy_to 100

    Actor.Health($1349) = 1000

    create_thread @VIPBNK#

    then it should follow..

    hope this helps also this is useful if you like random stuff (dont use too much make games lag)

    create_thread @TLPRT (mansion, autos and hv)

    :TLPRT

    wait 0

    thread 'TLPRT'

    :TLPRT_14

    wait 0

    if

    Player.Defined($PLAYER_CHAR)

    jf @TLPRT_14

    if

    not Player.InRemoteMode($PLAYER_CHAR)

    jf @TLPRT_145

    if

    00F5: player $PLAYER_CHAR 1 -1003.9 -859.3 12.7 radius 3.0 3.0 3.0

    jf @TLPRT_248

    1@ = -1437.52 // floating-point values

    2@ = 861.16 // floating-point values

    3@ = 14.99 // floating-point values

    4@ = 90.0 // floating-point values

    jump @TLPRT_892

    :TLPRT_145

    0@ = Player.RC_car($PLAYER_CHAR)

    if

    01AF: car 0@ 1 -1003.9 -859.3 12.7 radius 3.0 3.0 3.0

    jf @TLPRT_343

    1@ = -1437.52 // floating-point values

    2@ = 861.16 // floating-point values

    3@ = 14.99 // floating-point values

    4@ = 90.0 // floating-point values

    jump @TLPRT_970

    :TLPRT_248

    if

    00F5: player $PLAYER_CHAR 1 -1007.3 -856.3 12.7 radius 3.0 3.0 3.0

    jf @TLPRT_438

    1@ = -1086.13 // floating-point values

    2@ = 7.05 // floating-point values

    3@ = 11.55 // floating-point values

    4@ = 90.0 // floating-point values

    jump @TLPRT_892

    :TLPRT_343

    if

    01AF: car 0@ 1 -1007.3 -856.3 12.7 radius 3.0 3.0 3.0

    jf @TLPRT_533

    1@ = -1086.13 // floating-point values

    2@ = 7.05 // floating-point values

    3@ = 11.55 // floating-point values

    4@ = 90.0 // floating-point values

    jump @TLPRT_970

    :TLPRT_438

    if

    00F5: player $PLAYER_CHAR 1 -1010.7 -853.3 12.7 radius 3.0 3.0 3.0

    jf @TLPRT_628

    1@ = -272.68 // floating-point values

    2@ = -500.29 // floating-point values

    3@ = 11.54 // floating-point values

    4@ = 180.0 // floating-point values

    jump @TLPRT_892

    :TLPRT_533

    if

    01AF: car 0@ 1 -1010.7 -853.3 12.7 radius 3.0 3.0 3.0

    jf @TLPRT_760

    1@ = -272.68 // floating-point values

    2@ = -500.29 // floating-point values

    3@ = 11.54 // floating-point values

    4@ = 180.0 // floating-point values

    jump @TLPRT_970

    :TLPRT_628

    if or

    00F5: player $PLAYER_CHAR 1 -1480.18 873.39 14.99 radius 3.0 3.0 3.0

    00F5: player $PLAYER_CHAR 1 -407.98 -525.63 12.41 radius 3.0 3.0 3.0

    jf @TLPRT_14

    1@ = -1004.84 // floating-point values

    2@ = -844.58 // floating-point values

    3@ = 13.19 // floating-point values

    4@ = 270.0 // floating-point values

    jump @TLPRT_892

    :TLPRT_760

    if or

    01AF: car 0@ 1 -1480.18 873.39 14.99 radius 3.0 3.0 3.0

    01AF: car 0@ 1 -407.98 -525.63 12.41 radius 3.0 3.0 3.0

    jf @TLPRT_14

    1@ = -1004.84 // floating-point values

    2@ = -844.58 // floating-point values

    3@ = 13.19 // floating-point values

    4@ = 270.0 // floating-point values

    jump @TLPRT_970

    :TLPRT_892

    if

    00E0: player $PLAYER_CHAR driving

    jf @TLPRT_1020

    03C1: 0@ = player $PLAYER_CHAR car

    Car.StorePos(0@, 5@, 6@, 7@)

    gosub @TLPRT_1074

    Car.PutAt(0@, 1@, 2@, 3@)

    Car.Angle(0@) = 4@

    Camera.Restore_WithJumpCut

    Camera.SetBehindPlayer

    jump @TLPRT_14

    :TLPRT_970

    Car.StorePos(0@, 5@, 6@, 7@)

    gosub @TLPRT_1074

    Car.PutAt(0@, 1@, 2@, 3@)

    Car.Angle(0@) = 4@

    jump @TLPRT_14

    :TLPRT_1020

    0054: store_player $PLAYER_CHAR position_to 5@ 6@ 7@

    gosub @TLPRT_1074

    0055: put_player $PLAYER_CHAR at 1@ 2@ 3@

    0171: set_player $PLAYER_CHAR z_angle_to 4@

    Camera.Restore_WithJumpCut

    Camera.SetBehindPlayer

    jump @TLPRT_14

    :TLPRT_1074

    040D: unload_wav 2

    03CF: load_wav 'ASS_1' as 2

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0

    wait 50

    03D1: play_wav 2

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0

    return

    If you have any code probs or want additional code etc etc PM me ta.


  5. Hey try some of these gives you "missions"

    create_thread @STARC (new camera mode)

    :STARC

    wait 10

    03F0: text_draw_toggle 0

    jump @STARC

    thread 'STARC'

    :STARC_25

    wait 250

    if

    Player.Defined($PLAYER_CHAR)

    jf @STARC_237

    if

    $297 == 0 // integer values

    jf @STARC_237

    if and

    00E1: key_pressed 0 6

    00E1: key_pressed 0 18

    jf @STARC_237

    wait 0

    jump @STARC_98

    :STARC_98

    04C4: create_coordinate $425 $426 $427 from_actor $PLAYER_ACTOR offset 6.0 6.0 6.0

    Camera.SetPosition($425, $426, $427, 0.0, 0.0, 0.0)

    0157: camera_on_player $PLAYER_CHAR 15 1

    :STARC_162

    wait 0

    if

    00F5: player $PLAYER_CHAR 0 $425 $426 $427 radius 30.0 30.0 30.0

    jf @STARC_98

    if or

    Actor.Dead($PLAYER_ACTOR)

    not Player.Defined($PLAYER_CHAR)

    00E1: key_pressed 0 13

    jf @STARC_162

    Camera.Restore_WithJumpCut

    :STARC_237

    jump @STARC_25

    or these "missions"

    create_thread @LITTJO Cant remember at said moment in time

    create_thread @BIKBNG (marker on starfish island pink flash south westerly)

    create_thread @VMPHNT (Just down from Ken Rosenburgs Office near Washington mall)

    create_thread @VIPBNK (Inside Diaz/ercetti/ Doc's Mansion left in the bar)

    :LITTJO

    thread 'LITTJO'

    :LITTJO_10

    wait 250

    if

    Player.Defined($PLAYER_CHAR)

    else_jump @LITTJO_10

    if

    8443: not player $PLAYER_CHAR in_a_car

    else_jump @LITTJO_10

    if

    $297 == 0 // integer values

    else_jump @LITTJO_10

    if

    $1342 == 0 // integer values

    else_jump @LITTJO_10

    if and

    00E1: key_pressed 0 14

    00E1: key_pressed 0 6

    else_jump @LITTJO_10

    if

    $ONMISSION == 0 // integer values

    else_jump @LITTJO_984

    if

    Player.Money($PLAYER_CHAR) > 19999

    else_jump @LITTJO_984

    Player.Money($PLAYER_CHAR) += -20000

    Model.Load(#BKA)

    Model.Load(#ANGEL)

    Model.Load(#SHOTGSPA)

    038B: load_requested_models

    :LITTJO_167

    if or

    not Model.Available(#SHOTGSPA)

    not Model.Available(#BKA)

    not Model.Available(#ANGEL)

    else_jump @LITTJO_203

    wait 0

    jump @LITTJO_167

    :LITTJO_203

    $ONMISSION = 1 // integer values

    $1342 = 1 // integer values

    0169: set_fade_color 0 0 0

    fade 0 1500

    00BC: text_highpriority 'RCRC1_6' 2000 ms 1 // ~g~1

    wait 2000

    04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0

    0395: clear_area 1 at 1@ 2@ range 20.0 30.0

    4@ = Car.Create(#ANGEL, 1@, 2@, 3@)

    0129: 5@ = create_actor 13 #BKA in_car 4@ driverseat

    01B2: give_actor 5@ weapon 20 ammo 9999 // Load the weapon model before using this

    wait 500

    fade 1 2000

    wait 500

    if and

    Actor.InCar(5@, 4@)

    not Actor.Dead(5@)

    not Car.Wrecked(4@)

    not Actor.Dead($PLAYER_ACTOR)

    else_jump @LITTJO_937

    01D3: actor 5@ leave_car 4@

    02E2: set_actor 5@ weapon_accuracy_to 100

    Actor.Health(5@) = 1000

    0243: set_actor 5@ ped_stats_to 6

    011A: set_actor 5@ flags 64

    01DF: tie_actor 5@ to_player $PLAYER_CHAR

    0319: set_actor 5@ wander_state_to 1

    011A: set_actor 5@ flags 64

    02A9: set_actor 5@ immune_to_nonplayer 1

    Car.RemoveReferences(4@)

    00BC: text_highpriority 'CHEAT7' 11000 ms 1 // Weather cheat

    :LITTJO_477

    if

    $1343 == 0 // integer values

    else_jump @LITTJO_786

    if and

    00E1: key_pressed 0 14

    not Actor.Driving($PLAYER_ACTOR)

    else_jump @LITTJO_860

    03CF: load_wav 'COK1_6' as 1

    :LITTJO_529

    if

    83D0: not wav 1 loaded

    else_jump @LITTJO_555

    wait 0

    jump @LITTJO_529

    :LITTJO_555

    01ED: reset_actor 5@ flags

    0243: set_actor 5@ ped_stats_to 6

    011A: set_actor 5@ flags 2

    011A: set_actor 5@ flags 4

    011A: set_actor 5@ flags 8

    011A: set_actor 5@ flags 16

    011A: set_actor 5@ flags 32

    011A: set_actor 5@ flags 64

    011A: set_actor 5@ flags 128

    011A: set_actor 5@ flags 256

    011A: set_actor 5@ flags 512

    011A: set_actor 5@ flags 1024

    011A: set_actor 5@ flags 2048

    011A: set_actor 5@ flags 4096

    011A: set_actor 5@ flags 8192

    011A: set_actor 5@ flags 16384

    011A: set_actor 5@ flags 65536

    011A: set_actor 5@ flags 131072

    011A: set_actor 5@ flags 262144

    011A: set_actor 5@ flags 524288

    011A: set_actor 5@ flags 1048576

    011A: set_actor 5@ flags 2097152

    011A: set_actor 5@ flags 4194304

    011A: set_actor 5@ flags 16777216

    0291: unknown_actor 5@ unknown_behavior_flag 1

    $1343 = 1 // integer values

    03D1: play_wav 1

    00BC: text_highpriority 'CRED230' 2000 ms 1 // SPECIAL THANKS TO

    :LITTJO_786

    wait 0

    if and

    00E1: key_pressed 0 13

    not Actor.Driving($PLAYER_ACTOR)

    else_jump @LITTJO_860

    01ED: reset_actor 5@ flags

    0243: set_actor 5@ ped_stats_to 6

    011A: set_actor 5@ flags 64

    $1343 = 0 // integer values

    00BC: text_highpriority 'CRED136' 2000 ms 1 // ANIMATED BY

    jump @LITTJO_477

    :LITTJO_860

    wait 0

    if and

    not Actor.Driving($PLAYER_ACTOR)

    00E1: key_pressed 0 4

    else_jump @LITTJO_893

    jump @LITTJO_937

    :LITTJO_893

    wait 0

    if or

    Actor.Dead(5@)

    Actor.Dead($PLAYER_ACTOR)

    not Player.Defined($PLAYER_CHAR)

    else_jump @LITTJO_930

    jump @LITTJO_937

    :LITTJO_930

    jump @LITTJO_477

    :LITTJO_937

    $ONMISSION = 0 // integer values

    $1342 = 0 // integer values

    Car.RemoveReferences(4@)

    Actor.RemoveReferences(5@)

    Model.Destroy(#ANGEL)

    Model.Destroy(#BKA)

    Model.Destroy(#SHOTGSPA)

    mission_cleanup

    jump @LITTJO_10

    :LITTJO_984

    00BC: text_highpriority 'RCRC1_7' 3000 ms 1 // ~g~GO!

    jump @LITTJO_10

    :BIKBNG

    thread 'BIKBNG'

    :BIKBNG_10

    wait 250

    if

    Player.Defined($PLAYER_CHAR)

    else_jump @BIKBNG_10

    if

    $ONMISSION == 0 // integer values

    else_jump @BIKBNG_10

    if

    00F6: player $PLAYER_CHAR 1 -298.855 -358.625 10.449 radius 2.0 2.0 2.0

    else_jump @BIKBNG_10

    if

    Player.Money($PLAYER_CHAR) > 99999

    else_jump @BIKBNG_1731

    Player.Money($PLAYER_CHAR) += -100000

    Model.Load(#BKA)

    Model.Load(#BKB)

    Model.Load(#ANGEL)

    Model.Load(#CHROMEGUN)

    03CF: load_wav 'BIKEREV' as 1

    03CF: load_wav 'TEX3_6' as 2

    038B: load_requested_models

    :BIKBNG_172

    if and

    83D0: not wav 1 loaded

    83D0: not wav 2 loaded

    not Model.Available(#CHROMEGUN)

    not Model.Available(#BKA)

    not Model.Available(#BKB)

    not Model.Available(#ANGEL)

    else_jump @BIKBNG_220

    wait 0

    jump @BIKBNG_172

    :BIKBNG_220

    $ONMISSION = 1 // integer values

    0169: set_fade_color 0 0 0

    fade 0 2000

    wait 3000

    0395: clear_area 1 at -271.122 -387.006 range 80.0 80.0

    00C0: set_current_time 13 00

    01EB: set_traffic_density_multiplier_to 0.0

    03DE: set_pedestrians_density_multiplier_to 0.0

    Player.CanMove($PLAYER_CHAR) = False

    00BA: text_styled 'CHEAT2' 7000 ms 2 // Weapon cheat

    wait 100

    03D1: play_wav 1

    $1344 = Car.Create(#ANGEL, -276.014, -381.807, 10.167)

    Car.Angle($1344) = 90.0

    Car.SetMaxSpeed($1344, 0.0)

    0129: $1345 = create_actor 13 #BKB in_car $1344 driverseat

    01B2: give_actor $1345 weapon 19 ammo 9999 // Load the weapon model before using this

    $1346 = Car.Create(#ANGEL, -277.371, -375.827, 10.185)

    Car.Angle($1346) = 90.0

    Car.SetMaxSpeed($1346, 0.0)

    0129: $1347 = create_actor 13 #BKA in_car $1346 driverseat

    01B2: give_actor $1347 weapon 19 ammo 9999 // Load the weapon model before using this

    $1348 = Car.Create(#ANGEL, -282.444, -380.087, 10.154)

    Car.Angle($1348) = 90.0

    Car.SetMaxSpeed($1348, 0.0)

    0129: $1349 = create_actor 13 #BKA in_car $1348 driverseat

    01B2: give_actor $1349 weapon 19 ammo 9999 // Load the weapon model before using this

    $1350 = Car.Create(#ANGEL, -283.686, -383.444, 10.138)

    Car.Angle($1350) = 90.0

    Car.SetMaxSpeed($1350, 0.0)

    0129: $1351 = create_actor 13 #BKB in_car $1350 driverseat

    01B2: give_actor $1351 weapon 19 ammo 9999 // Load the weapon model before using this

    $1352 = Car.Create(#ANGEL, -284.517, -377.17, 10.159)

    Car.Angle($1352) = 90.0

    Car.SetMaxSpeed($1352, 0.0)

    01C8: $1353 = create_actor 13 #BKA in_car $1352 passenger_seat 0

    01B2: give_actor $1353 weapon 19 ammo 9999 // Load the weapon model before using this

    036A: put_actor $PLAYER_ACTOR in_car $1352

    041E: set_radio_station 4 -1

    wait 2000

    fade 1 2000

    03D1: play_wav 2

    00BC: text_highpriority 'CRED087' 11000 ms 1 // WWW.KENTPAUL.COM AND WWW.VICECITY.COM

    wait 500

    0395: clear_area 1 at -271.122 -387.006 range 80.0 80.0

    Car.DriveTo($1344, -1677.606, -312.907, 13.718)

    Car.SetMaxSpeed($1344, 16.0)

    00AE: set_vehicle $1344 traffic_behavior_to 2

    wait 2000

    Car.DriveTo($1352, -1688.894, -317.5, 13.718)

    Car.SetMaxSpeed($1352, 16.0)

    00AE: set_vehicle $1352 traffic_behavior_to 2

    wait 700

    Car.DriveTo($1346, -1695.329, -313.942, 13.718)

    Car.SetMaxSpeed($1346, 16.0)

    00AE: set_vehicle $1346 traffic_behavior_to 2

    wait 1000

    Car.DriveTo($1348, -1697.651, -319.439, 13.718)

    Car.SetMaxSpeed($1348, 16.0)

    00AE: set_vehicle $1348 traffic_behavior_to 2

    wait 500

    Car.DriveTo($1350, -1698.318, -324.2, 13.887)

    Car.SetMaxSpeed($1350, 16.0)

    00AE: set_vehicle $1350 traffic_behavior_to 2

    :BIKBNG_921

    wait 500

    if

    80E1: not key_pressed 0 16

    else_jump @BIKBNG_1146

    if and

    01AF: car $1352 0 -1688.894 -317.5 13.718 radius 3.0 3.0 3.0

    01AF: car $1344 0 -1677.606 -312.907 13.718 radius 3.0 3.0 3.0

    01AF: car $1346 0 -1695.329 -313.942 13.718 radius 3.0 3.0 3.0

    01AF: car $1348 0 -1697.651 -319.439 13.718 radius 3.0 3.0 3.0

    01AF: car $1350 0 -1698.318 -324.2 13.887 radius 3.0 3.0 3.0

    else_jump @BIKBNG_921

    jump @BIKBNG_1270

    :BIKBNG_1146

    fade 0 1000

    wait 1500

    Car.PutAt($1352, -1688.894, -317.5, 13.718)

    Car.PutAt($1344, -1677.606, -312.907, 13.718)

    Car.PutAt($1346, -1695.329, -313.942, 13.718)

    Car.PutAt($1348, -1697.651, -319.439, 13.718)

    Car.PutAt($1350, -1698.318, -324.2, 13.887)

    wait 1000

    fade 1 1000

    :BIKBNG_1270

    Player.CanMove($PLAYER_CHAR) = True

    01D3: actor $PLAYER_ACTOR leave_car $1352

    01D3: actor $1353 leave_car $1352

    01D3: actor $1345 leave_car $1344

    01D3: actor $1347 leave_car $1346

    01D3: actor $1349 leave_car $1348

    01D3: actor $1351 leave_car $1350

    Car.RemoveReferences($1352)

    Car.RemoveReferences($1350)

    Car.RemoveReferences($1344)

    Car.RemoveReferences($1346)

    Car.RemoveReferences($1348)

    03DE: set_pedestrians_density_multiplier_to 1.0

    01EB: set_traffic_density_multiplier_to 1.0

    00BC: text_highpriority 'CHEAT1' 11000 ms 1 // Cheat activated

    jump @BIKBNG_1386

    :BIKBNG_1386

    02E2: set_actor $1351 weapon_accuracy_to 100

    Actor.Health($1351) = 1000

    0243: set_actor $1351 ped_stats_to 6

    011A: set_actor $1351 flags 64

    01DF: tie_actor $1351 to_player $PLAYER_CHAR

    0319: set_actor $1351 wander_state_to 1

    02A9: set_actor $1351 immune_to_nonplayer 1

    02E2: set_actor $1349 weapon_accuracy_to 100

    Actor.Health($1349) = 1000

    0243: set_actor $1349 ped_stats_to 6

    011A: set_actor $1349 flags 64

    01DF: tie_actor $1349 to_player $PLAYER_CHAR

    0319: set_actor $1349 wander_state_to 1

    02A9: set_actor $1349 immune_to_nonplayer 1

    02E2: set_actor $1347 weapon_accuracy_to 100

    Actor.Health($1347) = 1000

    0243: set_actor $1347 ped_stats_to 6

    011A: set_actor $1347 flags 64

    01DF: tie_actor $1347 to_player $PLAYER_CHAR

    0319: set_actor $1347 wander_state_to 1

    02A9: set_actor $1347 immune_to_nonplayer 1

    02E2: set_actor $1345 weapon_accuracy_to 100

    Actor.Health($1345) = 1000

    0243: set_actor $1345 ped_stats_to 6

    011A: set_actor $1345 flags 64

    01DF: tie_actor $1345 to_player $PLAYER_CHAR

    0319: set_actor $1345 wander_state_to 1

    02A9: set_actor $1345 immune_to_nonplayer 1

    02E2: set_actor $1353 weapon_accuracy_to 100

    Actor.Health($1353) = 1000

    0243: set_actor $1353 ped_stats_to 6

    011A: set_actor $1353 flags 64

    01DF: tie_actor $1353 to_player $PLAYER_CHAR

    0319: set_actor $1353 wander_state_to 1

    02A9: set_actor $1353 immune_to_nonplayer 1

    :BIKBNG_1641

    wait 0

    if or

    00E1: key_pressed 0 18

    Actor.Dead($PLAYER_ACTOR)

    not Player.Defined($PLAYER_CHAR)

    else_jump @BIKBNG_1641

    $ONMISSION = 0 // integer values

    Model.Destroy(#BKA)

    Model.Destroy(#BKB)

    Model.Destroy(#ANGEL)

    Model.Destroy(#CHROMEGUN)

    Actor.DestroyInstantly($1353)

    Actor.DestroyInstantly($1345)

    Actor.DestroyInstantly($1347)

    Actor.DestroyInstantly($1349)

    Actor.DestroyInstantly($1351)

    mission_cleanup

    jump @BIKBNG_10

    :BIKBNG_1731

    00BC: text_highpriority 'CHEAT3' 6000 ms 1 // Health cheat

    jump @BIKBNG_10

    :VMPHNT

    thread 'VMPHNT'

    :VMPHNT_10

    wait 250

    if

    Player.Defined($PLAYER_CHAR)

    else_jump @VMPHNT_10

    if

    $ONMISSION == 0 // integer values

    else_jump @VMPHNT_10

    if

    00F9: player $PLAYER_CHAR stopped 0 75.997 -882.345 9.462 radius 2.0 2.0 2.0

    else_jump @VMPHNT_10

    if

    Player.Money($PLAYER_CHAR) > 49

    else_jump @VMPHNT_1464

    Player.Money($PLAYER_CHAR) += -50

    Model.Load(#OCEANIC)

    Model.Load(#M60)

    Model.Load(#M4)

    023C: load_special_actor 1 'IGBUDDY'

    038B: load_requested_models

    :VMPHNT_157

    if and

    823D: not special_actor 1 loaded

    not Model.Available(#OCEANIC)

    not Model.Available(#M60)

    not Model.Available(#M4)

    else_jump @VMPHNT_198

    wait 0

    jump @VMPHNT_157

    :VMPHNT_198

    fade 0 2000

    wait 3000

    0395: clear_area 1 at 75.997 -882.345 range 60.0 60.0

    00C0: set_current_time 22 00

    $ONMISSION = 1 // integer values

    00BA: text_styled 'BOAT_A2' 7000 ms 2 // BOATYARD ASSET COMPLETED

    wait 100

    $1361 = Car.Create(#OCEANIC, 67.776, -854.889, 9.106)

    Car.Angle($1361) = 120.0

    Car.SetMaxSpeed($1361, 0.0)

    0129: $1362 = create_actor 13 #SPECIAL01 in_car $1361 driverseat

    020A: set_car $1361 door_status_to 2

    Car.SetImmunities($1361, 1, 1, 1, 1, 1)

    053F: set_car $1361 tires_vulnerable 0

    01EC: make_car $1361 heavy 1

    Car.SetDriverBehaviour($1361, 11)

    0055: put_player $PLAYER_CHAR at 67.397 -857.601 9.332

    0171: set_player $PLAYER_CHAR z_angle_to 30.0

    Camera.SetBehindPlayer

    fade 1 2000

    :VMPHNT_397

    00BC: text_highpriority 'CHEATON' 3000 ms 1 // Cheat mode ON

    wait $DEFAULT_WAIT_TIME

    if

    not Actor.Dead($PLAYER_ACTOR)

    else_jump @VMPHNT_1377

    if

    not Actor.Dead($1362)

    else_jump @VMPHNT_1377

    if

    01FC: player $PLAYER_CHAR near_car $1361 radius 10.0 10.0 0

    else_jump @VMPHNT_1377

    if

    80E1: not key_pressed 0 4

    else_jump @VMPHNT_538

    if

    80E1: not key_pressed 0 6

    else_jump @VMPHNT_955

    if

    80E1: not key_pressed 0 16

    else_jump @VMPHNT_1377

    jump @VMPHNT_397

    :VMPHNT_538

    wait 250

    0055: put_player $PLAYER_CHAR at 69.08 -854.059 10.276

    0171: set_player $PLAYER_CHAR z_angle_to 121.0

    01B1: give_player $PLAYER_CHAR weapon 32 ammo 300 // Load the weapon model before using this

    01B8: set_player $PLAYER_CHAR armed_weapon_to 32

    00BC: text_highpriority 'BOAT_N' 8000 ms 1 // Checkpoint Charlie

    0394: play_music 1

    jump @VMPHNT_616

    :VMPHNT_616

    if and

    not Actor.Dead($1362)

    not Actor.Dead($PLAYER_ACTOR)

    80E1: not key_pressed 0 16

    else_jump @VMPHNT_1377

    if

    01FC: player $PLAYER_CHAR near_car $1361 radius 10.0 10.0 0

    else_jump @VMPHNT_955

    wait 250

    Car.DriveTo($1361, -1029.977, 169.915, 10.254)

    Car.SetMaxSpeed($1361, 17.0)

    00AE: set_vehicle $1361 traffic_behavior_to 2

    if

    81AF: not car $1361 0 -1029.977 169.915 10.254 radius 5.0 5.0 4.0

    else_jump @VMPHNT_771

    jump @VMPHNT_616

    :VMPHNT_771

    wait 250

    01B1: give_player $PLAYER_CHAR weapon 26 ammo 400 // Load the weapon model before using this

    01B8: set_player $PLAYER_CHAR armed_weapon_to 26

    jump @VMPHNT_800

    :VMPHNT_800

    if and

    not Actor.Dead($1362)

    not Actor.Dead($PLAYER_ACTOR)

    80E1: not key_pressed 0 16

    else_jump @VMPHNT_1377

    if

    01FC: player $PLAYER_CHAR near_car $1361 radius 10.0 10.0 0

    else_jump @VMPHNT_1005

    wait 250

    Car.DriveTo($1361, 531.878, -97.074, 9.576)

    Car.SetMaxSpeed($1361, 20.0)

    00AE: set_vehicle $1361 traffic_behavior_to 2

    if

    81AF: not car $1361 0 531.878 -97.074 9.576 radius 6.0 6.0 6.0

    else_jump @VMPHNT_1377

    jump @VMPHNT_800

    :VMPHNT_955

    wait 250

    041E: set_radio_station 4 -1

    0464: put_actor $PLAYER_ACTOR into_turret_on_car $1361 at_car_offset 0.0 -1.0 0.9 position 1 angle 360.0 with_weapon 32

    jump @VMPHNT_1055

    :VMPHNT_1005

    wait 250

    041E: set_radio_station 4 -1

    0464: put_actor $PLAYER_ACTOR into_turret_on_car $1361 at_car_offset 0.0 -1.0 0.9 position 1 angle 360.0 with_weapon 26

    jump @VMPHNT_1241

    :VMPHNT_1055

    wait 250

    Car.DriveTo($1361, -1029.977, 169.915, 10.254)

    Car.SetMaxSpeed($1361, 17.0)

    00AE: set_vehicle $1361 traffic_behavior_to 2

    jump @VMPHNT_1104

    :VMPHNT_1104

    wait 250

    if and

    not Actor.Dead($1362)

    not Actor.Dead($PLAYER_ACTOR)

    80E1: not key_pressed 0 16

    else_jump @VMPHNT_1418

    if

    81AF: not car $1361 0 -1029.977 169.915 10.254 radius 5.0 5.0 4.0

    else_jump @VMPHNT_1191

    jump @VMPHNT_1104

    :VMPHNT_1191

    wait 250

    041E: set_radio_station 3 -1

    0464: put_actor $PLAYER_ACTOR into_turret_on_car $1361 at_car_offset 0.0 -1.0 0.9 position 1 angle 360.0 with_weapon 26

    jump @VMPHNT_1241

    :VMPHNT_1241

    wait 250

    Car.DriveTo($1361, 531.878, -97.074, 9.576)

    Car.SetMaxSpeed($1361, 20.0)

    00AE: set_vehicle $1361 traffic_behavior_to 2

    jump @VMPHNT_1290

    :VMPHNT_1290

    wait 250

    if and

    not Actor.Dead($1362)

    not Actor.Dead($PLAYER_ACTOR)

    80E1: not key_pressed 0 16

    else_jump @VMPHNT_1418

    if

    81AF: not car $1361 0 531.878 -97.074 9.576 radius 6.0 6.0 6.0

    else_jump @VMPHNT_1418

    jump @VMPHNT_1290

    :VMPHNT_1377

    $ONMISSION = 0 // integer values

    Model.Destroy(#OCEANIC)

    Model.Destroy(#M60)

    Model.Destroy(#M4)

    Car.RemoveReferences($1361)

    Actor.DestroyInstantly($1362)

    mission_cleanup

    jump @VMPHNT_10

    :VMPHNT_1418

    0465: remove_actor $PLAYER_ACTOR from_turret_mode

    $ONMISSION = 0 // integer values

    Model.Destroy(#OCEANIC)

    Model.Destroy(#M60)

    Model.Destroy(#M4)

    Car.RemoveReferences($1361)

    Actor.DestroyInstantly($1362)

    mission_cleanup

    jump @VMPHNT_10

    :VMPHNT_1464

    00BC: text_highpriority 'BOAT_P' 6000 ms 1 // ~g~collect the packages before the time runs out.

    jump @VMPHNT_10

    :VIPBNK

    thread 'VIPBNK'

    :VIPBNK_10

    wait 250

    if

    Player.Defined($PLAYER_CHAR)

    else_jump @VIPBNK_927

    if

    $ONMISSION == 0 // integer values

    else_jump @VIPBNK_927

    if

    00F6: player $PLAYER_CHAR 1 -403.548 -560.040 17.995 radius 3.0 3.0 3.0

    else_jump @VIPBNK_927

    023C: load_special_actor 1 'IGBUDDY'

    023C: load_special_actor 2 'IGKEN'

    023C: load_special_actor 3 'IGJEZZ'

    Model.Load(#M4)

    03CF: load_wav 'COL5_15' as 1

    038B: load_requested_models

    :VIPBNK_152

    if and

    not Model.Available(#M4)

    823D: not special_actor 1 loaded

    823D: not special_actor 2 loaded

    823D: not special_actor 3 loaded

    else_jump @VIPBNK_191

    wait 0

    jump @VIPBNK_152

    :VIPBNK_191

    if

    83D0: not wav 1 loaded

    else_jump @VIPBNK_217

    wait 0

    jump @VIPBNK_191

    :VIPBNK_217

    00BA: text_styled 'CHEAT4' 3000 ms 2 // Armor cheat

    0169: set_fade_color 0 0 0

    fade 0 2000

    wait 3000

    0395: clear_area 1 at -354.419 -569.529 range 30.0 200.0

    0055: put_player $PLAYER_CHAR at -378.095 -563.153 18.593

    0171: set_player $PLAYER_CHAR z_angle_to 270.0

    Camera.SetBehindPlayer

    $ONMISSION = 1 // integer values

    wait 100

    $1363 = Actor.Create(Gang7, #SPECIAL01, -381.934, -580.120, 24.341)

    Actor.Angle($1363) = 90.0

    Actor.Health($1363) = 5000

    0243: set_actor $1363 ped_stats_to 6

    $1364 = Actor.Create(Gang7, #SPECIAL02, -378.575, -580.121, 24.341)

    Actor.Angle($1364) = 90.0

    Actor.Health($1364) = 5000

    0243: set_actor $1364 ped_stats_to 6

    $1365 = Actor.Create(Gang7, #SPECIAL03, -374.179, -579.982, 24.341)

    Actor.Angle($1365) = 270.0

    Actor.Health($1365) = 5000

    0243: set_actor $1365 ped_stats_to 6

    wait 2000

    fade 1 2000

    wait 1000

    if

    not Actor.Dead($PLAYER_ACTOR)

    else_jump @VIPBNK_900

    00BC: text_highpriority 'CHEAT5' 11000 ms 1 // Wanted level cheat

    jump @VIPBNK_521

    :VIPBNK_521

    03D1: play_wav 1

    01B1: give_player $PLAYER_CHAR weapon 26 ammo 300 // Load the weapon model before using this

    01B8: set_player $PLAYER_CHAR armed_weapon_to 26

    01B2: give_actor $1363 weapon 26 ammo 9999 // Load the weapon model before using this

    01B2: give_actor $1364 weapon 26 ammo 9999 // Load the weapon model before using this

    01B2: give_actor $1365 weapon 26 ammo 9999 // Load the weapon model before using this

    02E2: set_actor $1363 weapon_accuracy_to 100

    0243: set_actor $1363 ped_stats_to 6

    011A: set_actor $1363 flags 64

    01DF: tie_actor $1363 to_player $PLAYER_CHAR

    0319: set_actor $1363 wander_state_to 1

    02A9: set_actor $1363 immune_to_nonplayer 1

    02E2: set_actor $1364 weapon_accuracy_to 100

    0243: set_actor $1364 ped_stats_to 6

    011A: set_actor $1364 flags 64

    01DF: tie_actor $1364 to_player $PLAYER_CHAR

    0319: set_actor $1364 wander_state_to 1

    02A9: set_actor $1364 immune_to_nonplayer 1

    02E2: set_actor $1365 weapon_accuracy_to 100

    0243: set_actor $1365 ped_stats_to 6

    011A: set_actor $1365 flags 64

    01DF: tie_actor $1365 to_player $PLAYER_CHAR

    0319: set_actor $1365 wander_state_to 1

    02A9: set_actor $1365 immune_to_nonplayer 1

    :VIPBNK_701

    wait 0

    if and

    00E1: key_pressed 0 14

    not Actor.Driving($PLAYER_ACTOR)

    not Actor.Dead($1363)

    else_jump @VIPBNK_865

    03CF: load_wav 'ASS_8' as 2

    :VIPBNK_744

    if

    83D0: not wav 2 loaded

    else_jump @VIPBNK_770

    wait 0

    jump @VIPBNK_744

    :VIPBNK_770

    03D1: play_wav 2

    wait 500

    if

    80FB: not player $PLAYER_CHAR 0 $1363 radius 8.0 8.0 5.0

    else_jump @VIPBNK_865

    04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0

    Actor.PutAt($1363, 1@, 2@, 3@)

    jump @VIPBNK_934

    :VIPBNK_865

    wait 0

    if or

    00E1: key_pressed 0 18

    Actor.Dead($PLAYER_ACTOR)

    not Player.Defined($PLAYER_CHAR)

    else_jump @VIPBNK_934

    wait 0

    :VIPBNK_900

    $ONMISSION = 0 // integer values

    Model.Destroy(#M4)

    Actor.DestroyInstantly($1365)

    Actor.DestroyInstantly($1364)

    Actor.DestroyInstantly($1363)

    :VIPBNK_927

    jump @VIPBNK_10

    :VIPBNK_934

    jump @VIPBNK_701


  6. - Then, use a TXD editor to export the texture as a .bmp image and edit it using a program such as Photoshop, GIMP, Paint.NET, or something along those lines.

    - Make sure you have HD photos available from the movie, or photos of accessories such as Marty's Casio watch or of the DeLorean's rear lamps.

    - Some textures (such as the DeLorean license plates, rear lamps, etc) you will have to make on your own by looking at other photos. This is where you will have to have a lot of patience because mistakes will be made.

    - Once you do that, get familiar with the GTA Mod Installer. Look at a few installscript_gtavc.txt files to learn how they work. Then, try making a test of your own.

    - Once you have mastered making Mod Installer scripts, you will be abble to add your files to the game with the click of a button!

    Well ta. First i already do all of the above minus the Installer script i tried once to no pervail.

    Secondly make sure the Sanny is located to the right installation (if you have more than one!) also make sure its main not main 1, 2 etc press f6 before you start to make sure it runs ok.

    what i did: searched "wanted" higglighted and deleted the main script changed another others to > 1

    removed it from the list of create threads next with the speedo i looked under this line...

    "033F: set_text_draw_letter_width_height" press f3 to scroll down until :SPDMTR_141 comes up

    changed the numbers from 033F: set_text_draw_letter_width_height 2.0 8.0

    to 033F: set_text_draw_letter_width_height 1.0 5.0

    then press f6 should sort it out!!


  7. [*]New Marty Player Skins

    [*]New 1955 "Dance" Marty Mcfly skin

    [*]Modified "Casual" Marty Mcfly T-Shirt Skin

    [*]New Doc Player Skins

    Firstly congrats on your work thus far! i like the light casings, the shiny number plate, the skins, the fact the delorean goes over 100mph!

    Secondly may i suggest opening Sanny and removing the wanted level? then using txd editior to edit the font (hud) the remove wanted stars! Also making the speedo smaller i have done the above and it works better! In addition to this i have a mission (WIP) where you deliver flyers for saving the clocktower with a flying delorean!

    Thirdly may i suggest a partnership in exchanging material or may i request using some of your add-ons or could you possibly give me some pointers??

    many thanks


  8. Hi youll need a program called 3ds max (autodesk) cant provide download link as where i originally got mine from has been shut down... others sincehave contained bugs,etc. then youll need kams script thne just import and convert simple. (dont forget textures and coll file!) Hope this helps!


  9. The GTA Vice City has a version for the PlayStation 2 console this version is called GTA Vice City Stories whose protagonist is Victor Vance.  In this game you get money easily from the moment that let you have your own business empire which can increase business by attacking others (successfully) and appropriate them. A total of 30.  When we choose the type of business and the level that we have, we wait until this is finished, just away from the building to lose on the map.  The latter I would like to apply at the Clock Tower, only the change is instantaneous and not have to wait until construction is complete or away from the building, which I think is possible to do.

    You can get a GTA VCS mod for GTASA. it is still only in its early stages. I am in the process of converting the files to gtavc format. In effect making the game sound and run like VCS but with a GTA VC disc.

    Hope this helps? (If in doubt youtube vice city stories mod for gta sa.)


  10. Windows Vista Home Premium

    Ansewer to Q1: The above covers it.

    Ansewer to Q2: Err what?

    Ansewer to Q3: Well not HV cause that's why i made this post. lol. IV and EFLC yeah.

    I used to have vista when first playing HV mod then went back to XP now im on win7.

    Have you tried running the game/shortcut in compatable mode for winxp?

    Vista does have issues playing certain games!

    (Ziero) what does having the disk in make any differences?? i find it lags a bit occasionally and catches up instead of crashing with the disk!

    95% trouble free on my computer, my only downside is my graphics card, but still plays crysis, gta IV and EFLC easy!


  11. I've uninstalled my security and the same problem ocurrs.

    So the only thing i can think of is that it might be the Microsoft Visual C++ Redistributable.

    Will it? I might need to uninstall or uninstall one.

    PLEASE reply anyone ASAP!

    Hey! i have had some problems with this mod also.

    3 questions shall solve your problem.

    1) what are you running? (specs) windows 7 is a b*tch with said games.

    2) does your machine run "standard" SA with no problems?

    3) can you run gtavc hv mod? or more recent..... GTA IV or EFLC?


  12. I need some help from those more experienced than myself!

    I know im double posting by doing this but no-noe has replied thus far!

    Im looking to create a "new" VC/HV hybrid.

    I have HD quality vehicles and improved particles and HUD.

    Can't seem to figure out SCM too well and seem unable to place vehicles in

    HV downtown square?

    Can post pictures of progress so far if it helps?


  13. I remember being in high school when these rumors were buzzing around the net! Exciting times in a way, but looking back, I'm REALLY glad it never happened...Doc Brown, Roswell, and Sarah Michelle Gellar is intriguing...but in the end I think the Telltale game and animated series are as close to a "Part 4" as we need to get.

    If Steven Speilburg and Robert Zemeckis have anything to do with it then this wont happen.

    i would to see a tribute done say for 2015 release. Maybe re-releasing in 3D? something similar?