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peter

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Everything posted by peter

  1. I've actually only changed the same script I used last time but I am using Delorean88MP's effect.fxp, I had to re-map tha TARDIS because every time I walked CJ would call for a TARDIS
  2. to be fair it was perfect on the preview screen so I rendered it and threw it up on youtube haha!! took 4 hours anyway expect a vocal update for K.A.T.T
  3. sure no problem also the black screen is my fault its something that happened in my editing software
  4. I just need permission from that user...I need to get in contact with the user who made that model and ask
  5. well I've only ported a couple of scripts but its like del kitt its been done before but hey I'll give him a chance and see if his mod is better than shadowrider where half the keys don't do what they were meant too ( I had to fix most of the scripts a few years back which then lead to my idea for K.A.T.T ) if its decent and good then epic ( at this point in time the shadowrider mod is in its final release and still buggy as heck, ki2t mass spawning, random noises kift mass spawning and more ) all I was doing was letting the guy know that its been done before, mine is only a port of whats on this site and uokkas flying script
  6. a little heads up but I've already done something like this....I even have a thread on it sort of
  7. if he's on youtube then I'll ask or even if he's on here
  8. hey thanks, once I look over everything I will release K.A.T.T only on here
  9. yeah I did all that but it never worked for me, I dunno why but anyways I'm happy with what I have so its all good
  10. it was going to be yellow and purple sparks but I couldn't figure out the effects, they wouldn't work
  11. hey delorean88mp I couldn't get your script to work, it kept crashing when I left the safe house and kept spawning those baggage things from the airport
  12. mwahaha yeah, also I'll have links to the mod on my skydrive :3 because awesome
  13. I used SAMI to install it and now it works fine...its down to the handling, vehicle ID's etc etc Well Hopefully I can release KATT as a standalone thing without the other DeLoreans soon and get people to beta test and report back with bugs, errors etc
  14. haaa I found that out the hard way in 2010 when I had to re-do and re-edit the original texture for KATT...yuuuup his original design was all blue coils, the knight industries on the front grill and the knight industries logo on Mr fusion along with Knight Automated Time Traveler written onto the rear bumper I'll try again with that stuff, the models spawn BUT when I get into the vehicle the game crashes
  15. hey thanks man it works, now I can do a few more things I actually need one more bit of help and its to do with models...I put a new model into GTA and the game crashes regardless of which vehicle I set the model and texture as I got the Idea from Delorean88MP's post earlier on about doctor who so I thought I'd try something
  16. well this one is the sea sparrow so you can change it, its the one I used to use but its only teleport to marker locked down to a single vehicle // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$CLEO .cs} //-------------MAIN--------------- thread 'TPIN' 5@ = 0 :TPIN_18 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TPIN_18 if Player.Controllable($PLAYER_CHAR) else_jump @TPIN_18 if and Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR) 0AB0: key_pressed 89 else_jump @TPIN_91 5@ = 1 33@ = 0 :TPIN_91 if and 5@ == 1 Actor.DrivingVehicleType($PLAYER_ACTOR, #SEASPAR) 0AB0: key_pressed 88 else_jump @TPIN_135 5@ = 0 jump @TPIN_186 :TPIN_135 if 5@ == 1 else_jump @TPIN_18 if 33@ > 5000 else_jump @TPIN_18 5@ = 0 jump @TPIN_18 :TPIN_186 4@ = Actor.Angle($PLAYER_ACTOR) 0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET Audiostream.Load(17@, "CLEO\SOUND\TTD.MP3") wait 200 Audiostream.PerformAction(17@, PLAY) 0169: set_fade_color_RGB 0 0 0 fade 0 500 wait 500 Player.CanMove($PLAYER_CHAR) = False select_interior 0 04FA: reset_interior 0 colors 057E: set_radar_grey 0 04E4: unknown_refresh_game_renderer_at 0@ 1@ Camera.SetAtPos(0@, 1@, 2@) if Player.Defined($PLAYER_CHAR) else_jump @TPIN_347 0860: link_actor $PLAYER_ACTOR to_interior 0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, -100.0) Actor.Angle($PLAYER_ACTOR) = 4@ :TPIN_347 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TPIN_347 wait 1500 fade 1 1000 :TPIN_379 if fading else_jump @TPIN_403 wait 0 jump @TPIN_379 :TPIN_403 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TPIN_403 Player.CanMove($PLAYER_CHAR) = True Audiostream.Release(17@) wait 2500 Camera.SetBehindPlayer Camera.Restore_WithJumpCut jump @TPIN_18 it would play a sfx but I dunno if I can send it or not just get the TARDIS teleport/ time travel effect
  17. Thanks Delorean88MP, I'll give credit to everyone who's helped and who's code I use etc etc
  18. epic cuz then now I can use that addon with del88mp's mod on the time circuits where it gives me flying mode etc etc, its pretty cool
  19. just to make things easier for anyone who wants to view it and lend a hand here is the code I am using...its a modified time travel .s script // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$E} //-------------MAIN--------------- thread 'TIME' 27@ = 0 28@ = 0 29@ = 0 30@ = 0 31@ = 0 33@ = 5000 0A92: create_custom_thread "DOOR.S" 0@ if Car.Wrecked(0@) else_jump @TIME_182 0085: 29@ = 0@ // (int) 30@ = Object.Create(18641, 11@, 12@, 13@) Object.Angle(30@) = 14@ 02F7: 15@ = cosine 14@ // (float) 02F6: 14@ = sine 14@ // (float) 14@ *= -1.0 16@ = 0.0 17@ = 1000 20@ = -1 22@ = -1 gosub @TIME_1333 :TIME_182 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TIME_576 if Car.Wrecked(0@) else_jump @TIME_340 if Object.Exists(7@) else_jump @TIME_254 Object.RemoveReferences(7@) Object.RemoveReferences(8@) Object.RemoveReferences(9@) Object.RemoveReferences(10@) :TIME_254 if Object.Exists(27@) else_jump @TIME_275 Object.Destroy(27@) :TIME_275 wait 10 0AB4: 0@ = var 8 if not Car.Wrecked(0@) else_jump @TIME_323 0338: set_car 0@ visibility 1 gosub @TIME_2871 jump @TIME_340 :TIME_323 0AB4: 24@ = var 903 Audiostream.PerformAction(24@, STOP) 0A93: end_custom_thread :TIME_340 Car.SetImmunities(0@, 0, 0, 0, 1, 1) 053F: set_car 0@ tires_vulnerability 0 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_497 if 31@ == 0 else_jump @TIME_455 31@ = 1 0AB3: var 1 = 1@ 0AB3: var 3 = 3@ 0AB3: var 4 = 4@ 0AB3: var 5 = 5@ 0AB3: var 6 = 6@ 0AB3: var 8 = 0@ jump @TIME_490 :TIME_455 0AB4: 1@ = var 1 0AB4: 3@ = var 3 0AB4: 4@ = var 4 0AB4: 5@ = var 5 0AB4: 6@ = var 6 :TIME_490 jump @TIME_504 :TIME_497 31@ = 0 :TIME_504 if 1@ == 1 2@ == 2 else_jump @TIME_536 gosub @TIME_10620 :TIME_536 0AB1: call_scm_func @TIME_3172 2 0@ 2@ 2@ gosub @TIME_3860 gosub @TIME_3672 gosub @TIME_583 :TIME_576 jump @TIME_182 :TIME_583 if 33@ >= 5000 else_jump @TIME_2221 if 33@ >= 6000 else_jump @TIME_629 33@ = 5500 :TIME_629 02E3: 15@ = car 0@ speed if and 1@ == 1 2@ == 2 15@ > 39.5 else_jump @TIME_2221 0AB3: var 12 = 0 29@ = 0 0AB4: 24@ = var 903 Audiostream.PerformAction(24@, STOP) if not Model.Available(18641) else_jump @TIME_721 Model.Load(18641) :TIME_721 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_1251 0AB3: var 0 = 1 0AB4: 30@ = var 11 if 30@ == 0 else_jump @TIME_1049 0AB4: 24@ = var 900 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 0169: set_fade_color_RGB 255 255 255 fade 0 0 03BA: clear_cars_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 042B: clear_peds_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 06DB: destroy_all_trains 0395: clear_area 2 at 11@ 12@ 13@ radius 100000.0 Player.ClearWantedLevel($PLAYER_CHAR) 0AB3: var 9 = 1 wait 100 0085: 5@ = 3@ // (int) 0085: 6@ = 4@ // (int) fade 1 100 0AB3: var 0 = 0 066B: 18@ = attach_particle "YELLOWEXPLOSION" to_car 0@ with_offset 0.0 0.0 0.0 flag 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 2@ = 1 29@ = 0 33@ = 0 wait 100 0A92: create_custom_thread "COLD.S" 0@ 0A92: create_custom_thread "VENT.S" 0@ return jump @TIME_1244 :TIME_1049 0A8D: 2@ = read_memory 11120212 size 1 virtual_protect 0 0A8C: write_memory 11120212 size 1 value 0 virtual_protect 0 07CC: set_player $PLAYER_CHAR button_15 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 gosub @TIME_2223 wait 500 0169: set_fade_color_RGB 0 0 0 fade 0 750 wait 750 0650: destroy_particle 18@ 0650: destroy_particle 19@ 03BA: clear_cars_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 042B: clear_peds_from_cube_cornerA -100000.0 -100000.0 -100000.0 cornerB 100000.0 100000.0 100000.0 06DB: destroy_all_trains 0395: clear_area 2 at 11@ 12@ 13@ radius 100000.0 Player.ClearWantedLevel($PLAYER_CHAR) 0AB3: var 9 = 1 wait 2000 fade 1 500 wait 1000 :TIME_1244 jump @TIME_1410 :TIME_1251 gosub @TIME_2223 :TIME_1258 wait 10 00BF: 19@ = current_time_hours, 18@ = current_time_minutes 19@ *= 100 005A: 19@ += 18@ // (int) 0AB4: 18@ = var 7 if and 003C: 3@ == 18@ // (int) 003C: 4@ == 19@ // (int) else_jump @TIME_1326 jump @TIME_1333 :TIME_1326 jump @TIME_1258 :TIME_1333 Model.Load(18631) Model.Load(18632) Model.Load(18634) Model.Load(18635) Model.Load(29@) 038B: load_requested_models :TIME_1360 if Model.Available(18631) Model.Available(18632) Model.Available(18634) Model.Available(18635) Model.Available(29@) else_jump @TIME_1403 jump @TIME_1410 :TIME_1403 jump @TIME_1360 :TIME_1410 0AB4: 24@ = var 0 if 24@ == 1 else_jump @TIME_1581 0AB4: 24@ = var 11 if 24@ == 1 else_jump @TIME_1574 0AB4: 24@ = var 902 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 750 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 700 :TIME_1574 jump @TIME_1695 :TIME_1581 0AB4: 24@ = var 902 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 750 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ wait 700 :TIME_1695 064B: 18@ = create_particle "YELLOWEXPLOSION" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 064B: 18@ = create_particle "VIOLETRASBROS" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ if Car.Wrecked(0@) else_jump @TIME_1839 0AB4: 24@ = var 8 0@ = Car.Create(29@, 11@, 12@, 13@) 0A92: create_custom_thread "DOOR.S" 0@ if Car.Wrecked(24@) else_jump @TIME_1813 0AB3: var 8 = 0@ :TIME_1813 if Car.Model(0@) == #SPARROW else_jump @TIME_1839 gosub @TIME_2871 :TIME_1839 07C3: get_object 30@ axis_angle_relation_to 20@ 21@ 22@ 23@ Object.RemoveReferences(30@) 0684: detach_car 0@ 11@ 12@ 13@ collision_detection 0 0338: set_car 0@ visibility 1 099A: set_car 0@ collision_detection 1 0918: unknown_car 0@ driver_flag 1 0A1C: set_helicopter 0@ play_engine_sounds 1 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_1959 0A8C: write_memory 11120212 size 1 value 2@ virtual_protect 0 07CC: set_player $PLAYER_CHAR button_15 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 jump @TIME_1976 :TIME_1959 03A2: set_car 0@ action 3 Car.SetSpeedInstantly(0@, 0.0) :TIME_1976 Car.PutAt(0@, 11@, 12@, 13@) 07C6: set_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 07D5: set_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ rotation_velocitiesXY 0.0 0.0 unk 0.0 Car.Health(0@) = 17@ if Object.Exists(27@) else_jump @TIME_2067 0750: set_object 27@ visibility 1 :TIME_2067 if Object.Exists(7@) else_jump @TIME_2111 0750: set_object 7@ visibility 1 0750: set_object 8@ visibility 1 0750: set_object 9@ visibility 1 0750: set_object 10@ visibility 1 :TIME_2111 0AB3: var 0 = 0 Model.Destroy(18631) Model.Destroy(18632) Model.Destroy(18634) Model.Destroy(18635) Model.Destroy(29@) 2@ = 1 29@ = 0 33@ = 0 wait 100 0A92: create_custom_thread "COLD.S" 0@ 0A92: create_custom_thread "VENT.S" 0@ if Car.Model(0@) == #SPARROW else_jump @TIME_2221 gosub @TIME_10939 :TIME_2221 return :TIME_2223 not Model.Available(18641) else_jump @TIME_2246 wait 10 jump @TIME_2223 :TIME_2246 0085: 5@ = 3@ // (int) 0085: 6@ = 4@ // (int) 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 0.0 07C5: get_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 06A2: get_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ 17@ = Car.Health(0@) Car.Health(0@) = 1000 29@ = Car.Model(0@) 30@ = Object.Create(18641, 11@, 12@, 13@) 07C4: set_object 30@ axis_angle_relation_to 20@ 21@ 22@ 23@ if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_2539 0338: set_car 0@ visibility 0 099A: set_car 0@ collision_detection 0 0918: unknown_car 0@ driver_flag 0 0A1C: set_helicopter 0@ play_engine_sounds 0 if Object.Exists(27@) else_jump @TIME_2450 0750: set_object 27@ visibility 0 :TIME_2450 if Object.Exists(7@) else_jump @TIME_2494 0750: set_object 7@ visibility 0 0750: set_object 8@ visibility 0 0750: set_object 9@ visibility 0 0750: set_object 10@ visibility 0 :TIME_2494 0939: attach_car 0@ to_object 30@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 jump @TIME_2601 :TIME_2539 if Object.Exists(27@) else_jump @TIME_2560 Object.Destroy(27@) :TIME_2560 if Object.Exists(7@) else_jump @TIME_2596 Object.Destroy(7@) Object.Destroy(8@) Object.Destroy(9@) Object.Destroy(10@) :TIME_2596 Car.Destroy(0@) :TIME_2601 14@ /= 50.0 15@ /= 50.0 16@ /= 50.0 0AB4: 24@ = var 901 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 064B: 18@ = create_particle "IMPLOSION_BTTF3" at 11@ 12@ 13@ type 1 064C: make_particle 18@ visible 064F: remove_references_to_particle 18@ 066D: 18@ = attach_particle "FIRETRAIL_BTTF3" to_object 30@ with_offset -0.98 -1.5 -0.75 flag 0.0 064C: make_particle 18@ visible 066D: 19@ = attach_particle "FIRETRAIL_BTTF3" to_object 30@ with_offset 0.98 -1.5 -0.75 flag 0.0 064C: make_particle 19@ visible if 29@ == 469 else_jump @TIME_2824 wait 750 0650: destroy_particle 18@ 0650: destroy_particle 19@ wait 2500 jump @TIME_2829 :TIME_2824 wait 3250 :TIME_2829 return 0085: 2@ = 0@ // (int) 0072: 2@ /= 1@ // (int) 006A: 2@ *= 1@ // (int) 0062: 0@ -= 1@ // (int) 0AB2: ret 1 0@ :TIME_2871 if Car.Model(0@) == #SPARROW else_jump @TIME_3170 if Object.Exists(7@) else_jump @TIME_2926 Object.Destroy(7@) Object.Destroy(8@) Object.Destroy(9@) Object.Destroy(10@) :TIME_2926 7@ = Object.Create(18631, 0.0, 0.0, 0.0) 8@ = Object.Create(18632, 0.0, 0.0, 0.0) 9@ = Object.Create(18634, 0.0, 0.0, 0.0) 10@ = Object.Create(18635, 0.0, 0.0, 0.0) 0681: attach_object 7@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 8@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 -90.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 90.0 0.0 :TIME_3170 return :TIME_3172 if not 1@ == 2 else_jump @TIME_3664 if not Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_3617 1@ = 0 0407: store_coords_to 2@ 3@ 4@ from_car 0@ with_offset 0.0 -2.5 0.0 if and 00E1: player 0 pressed_key 4 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2@ 3@ 4@ radius 0.75 0.75 2.0 on_foot else_jump @TIME_3610 Player.CanMove($PLAYER_CHAR) = False 5@ = Car.Angle(0@) 05D4: AS_actor $PLAYER_ACTOR rotate_angle 5@ wait 250 Player.CanMove($PLAYER_CHAR) = True 04ED: load_animation "CRIB" :TIME_3336 84EE: not animation "CRIB" loaded else_jump @TIME_3362 wait 10 jump @TIME_3336 :TIME_3362 6@ = 0.0 :TIME_3372 wait 10 08A6: set_car 0@ componentA 1 rotation_to 6@ 6@ += 0.2 6@ > 1.0 else_jump @TIME_3372 0AB4: 20@ = var 907 wait 250 0605: actor $PLAYER_ACTOR perform_animation_sequence "CRIB_USE_SWITCH" IFP_file "CRIB" 4.0 loop 1 0 0 0 time 3000 // versionA wait 500 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) wait 1100 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) wait 1100 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) wait 300 04EF: release_animation "CRIB" 1@ = 2 6@ = 1.0 :TIME_3557 wait 10 08A6: set_car 0@ componentA 1 rotation_to 6@ 6@ -= 0.2 0.0 > 6@ else_jump @TIME_3557 08A6: set_car 0@ componentA 1 rotation_to 0.0 :TIME_3610 jump @TIME_3664 :TIME_3617 if 1@ == 0 else_jump @TIME_3664 0AB4: 20@ = var 906 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) 1@ = 1 :TIME_3664 0AB2: ret 1 1@ :TIME_3672 gosub @TIME_6405 if 33@ >= 5000 else_jump @TIME_3858 02E3: 15@ = car 0@ speed if and 15@ > 35.75 1@ == 1 else_jump @TIME_3766 if not 29@ >= 5 else_jump @TIME_3759 29@ += 1 :TIME_3759 jump @TIME_3791 :TIME_3766 if 29@ > 0 else_jump @TIME_3791 29@ -= 1 :TIME_3791 if Car.Model(0@) == #BULLET else_jump @TIME_3826 0AB1: call_scm_func @TIME_8077 2 0@ 29@ :TIME_3826 gosub @TIME_9482 0AB1: call_scm_func @TIME_9609 4 0@ 1@ 2@ 28@ 28@ :TIME_3858 return :TIME_3860 if 32@ > 1000 else_jump @TIME_3887 32@ = 1000 :TIME_3887 0AB4: 25@ = var 13 if and 25@ == 1 Player.InRemoteMode($PLAYER_CHAR) else_jump @TIME_3953 25@ = Player.RC_car($PLAYER_CHAR) if 803B: not 0@ == 25@ // (int) else_jump @TIME_3946 return :TIME_3946 jump @TIME_4004 :TIME_3953 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_4002 if and 8AB0: not key_pressed 106 80E1: not player 0 pressed_key 4 else_jump @TIME_3995 return :TIME_3995 jump @TIME_4004 :TIME_4002 return :TIME_4004 if not 32@ >= 500 else_jump @TIME_4025 return :TIME_4025 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_4051 07CC: set_player $PLAYER_CHAR button_15 0 :TIME_4051 if Car.Model(0@) == #BULLET else_jump @TIME_4093 25@ = 469 0AB4: 24@ = var 904 jump @TIME_4128 :TIME_4093 if Car.Model(0@) == #SPARROW else_jump @TIME_4128 25@ = 541 0AB4: 24@ = var 905 :TIME_4128 Model.Load(18631) Model.Load(18632) Model.Load(18634) Model.Load(18635) Model.Load(25@) 038B: load_requested_models :TIME_4155 gosub @TIME_6253 wait 10 if Model.Available(25@) Model.Available(18631) Model.Available(18632) Model.Available(18634) Model.Available(18635) else_jump @TIME_4209 jump @TIME_4216 :TIME_4209 jump @TIME_4155 :TIME_4216 Audiostream.PerformAction(24@, STOP) Audiostream.PerformAction(24@, PLAY) 0AB3: var 2 = 1 if 25@ == 541 else_jump @TIME_4729 26@ = 90.0 :TIME_4265 gosub @TIME_6253 wait 10 26@ -= 5.0 26@ *= -1.0 0681: attach_object 9@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 26@ 0.0 26@ *= -1.0 0681: attach_object 10@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 26@ 0.0 not 26@ > 0.0 else_jump @TIME_4265 26@ = 1.15 :TIME_4405 gosub @TIME_6253 wait 10 26@ -= 0.02 26@ *= -1.0 0681: attach_object 7@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ *= -1.0 0681: attach_object 8@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 not 26@ > 0.85 else_jump @TIME_4405 :TIME_4607 gosub @TIME_6253 wait 10 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 0.0 02CE: 14@ = ground_z_at 11@ 12@ 13@ 0063: 13@ -= 14@ // (float) if 13@ > 5.0 else_jump @TIME_4697 jump @TIME_4709 :TIME_4697 81F3: not car 0@ in_air else_jump @TIME_4607 :TIME_4709 Object.Destroy(7@) Object.Destroy(8@) Object.Destroy(9@) Object.Destroy(10@) :TIME_4729 07C5: get_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 06A2: get_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ 14@ /= 50.0 15@ /= 50.0 16@ /= 50.0 17@ = Car.Health(0@) if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_4923 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 -3.0 0.0 Camera.SetPosition(11@, 12@, 13@, 0.0, 0.0, 0.0) 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 -0.75 0460: set_camera_transverse_delay 0.0 time 10 Camera.PointAt(11@, 12@, 13@, 1) :TIME_4923 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 50.0 046C: 18@ = car 0@ driver if not Actor.Dead(18@) else_jump @TIME_4990 0362: remove_actor 18@ from_car_and_place_at 11@ 12@ 13@ :TIME_4990 if 8431: not car 0@ passenger_seat_free 0 else_jump @TIME_5058 0432: 19@ = get_actor_handle_from_car 0@ passenger_seat 0 if not Actor.Dead(19@) else_jump @TIME_5058 13@ += 5.0 0362: remove_actor 19@ from_car_and_place_at 11@ 12@ 13@ :TIME_5058 0407: store_coords_to 11@ 12@ 13@ from_car 0@ with_offset 0.0 0.0 -0.75 if Object.Exists(27@) else_jump @TIME_5108 Object.Destroy(27@) :TIME_5108 Car.Destroy(0@) 0@ = Car.Create(25@, 11@, 12@, 13@) 0A92: create_custom_thread "DOOR.S" 0@ Car.SetSpeedInstantly(0@, 0.0) 07C6: set_car 0@ axis_angle_relation_to 20@ 21@ 22@ 23@ 07D5: set_car 0@ velocity_in_direction_XYZ 14@ 15@ 16@ rotation_velocitiesXY 0.0 0.0 unk 0.0 Car.Health(0@) = 17@ Car.SetImmunities(0@, 0, 0, 0, 1, 1) if not Actor.Dead(18@) else_jump @TIME_5273 036A: put_actor 18@ in_car 0@ if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_5273 0AB3: var 8 = 0@ :TIME_5273 if not Actor.Dead(19@) else_jump @TIME_5299 0430: put_actor 19@ into_car 0@ passenger_seat 0 :TIME_5299 0AB4: 11@ = var 13 if 11@ == 1 else_jump @TIME_5331 0AB3: var 8 = 0@ :TIME_5331 Car.RemoveReferences(0@) if 25@ == 469 else_jump @TIME_5775 7@ = Object.Create(18631, 0.0, 0.0, 0.0) 8@ = Object.Create(18632, 0.0, 0.0, 0.0) 9@ = Object.Create(18634, 0.0, 0.0, 0.0) 10@ = Object.Create(18635, 0.0, 0.0, 0.0) 066B: 11@ = attach_particle "COLDSMOKE" to_car 0@ with_offset -0.85 0.8 -0.425 flag 1 064C: make_particle 11@ visible 066B: 12@ = attach_particle "COLDSMOKE" to_car 0@ with_offset 0.85 0.8 -0.425 flag 1 064C: make_particle 12@ visible 066B: 13@ = attach_particle "COLDSMOKE" to_car 0@ with_offset -0.85 -0.6 -0.425 flag 1 064C: make_particle 13@ visible 066B: 14@ = attach_particle "COLDSMOKE" to_car 0@ with_offset 0.85 -0.6 -0.425 flag 1 064C: make_particle 14@ visible 26@ = -0.85 0681: attach_object 7@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ *= -1.0 0681: attach_object 8@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 :TIME_5775 gosub @TIME_6253 wait 10 if Actor.InCar($PLAYER_ACTOR, 0@) else_jump @TIME_5809 Camera.Restore Camera.SetBehindPlayer :TIME_5809 if 25@ == 469 else_jump @TIME_6180 26@ = 0.85 :TIME_5838 gosub @TIME_6253 wait 10 26@ += 0.02 26@ *= -1.0 0681: attach_object 7@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 9@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ *= -1.0 0681: attach_object 8@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 0681: attach_object 10@ to_car 0@ with_offset 26@ 0.0 -0.3 rotation 0.0 0.0 0.0 26@ >= 1.15 else_jump @TIME_5838 26@ = 0.0 :TIME_6050 gosub @TIME_6253 wait 0 26@ += 5.0 26@ *= -1.0 0681: attach_object 9@ to_car 0@ with_offset -1.15 0.0 -0.3 rotation 0.0 26@ 0.0 26@ *= -1.0 0681: attach_object 10@ to_car 0@ with_offset 1.15 0.0 -0.3 rotation 0.0 26@ 0.0 26@ >= 90.0 else_jump @TIME_6050 :TIME_6180 0AB3: var 2 = 0 0AB3: var 13 = 0 Model.Destroy(25@) Model.Destroy(18631) Model.Destroy(18632) Model.Destroy(18634) Model.Destroy(18635) 0650: destroy_particle 11@ 0650: destroy_particle 12@ 0650: destroy_particle 13@ 0650: destroy_particle 14@ 32@ = 0 07CC: set_player $PLAYER_CHAR button_15 1 return :TIME_6253 gosub @TIME_3672 if 25@ == 469 else_jump @TIME_6294 0AB4: 24@ = var 904 jump @TIME_6321 :TIME_6294 if 25@ == 541 else_jump @TIME_6321 0AB4: 24@ = var 905 :TIME_6321 Audiostream.PerformAction(24@, PAUSE) gosub @TIME_583 if 25@ == 469 else_jump @TIME_6369 0AB4: 24@ = var 904 jump @TIME_6396 :TIME_6369 if 25@ == 541 else_jump @TIME_6396 0AB4: 24@ = var 905 :TIME_6396 Audiostream.PerformAction(24@, RESUME) return :TIME_6405 02E3: 15@ = car 0@ speed 0AB4: 30@ = var 1 if or not 33@ >= 1500 33@ >= 5000 else_jump @TIME_6594 if and 30@ == 1 15@ > 33.5 else_jump @TIME_6566 gosub @TIME_6617 if not Object.Exists(27@) else_jump @TIME_6559 27@ = Object.Create(18636, 0.0, 0.0, 0.0) 0681: attach_object 27@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 :TIME_6559 jump @TIME_6587 :TIME_6566 if Object.Exists(27@) else_jump @TIME_6587 Object.Destroy(27@) :TIME_6587 jump @TIME_6615 :TIME_6594 if Object.Exists(27@) else_jump @TIME_6615 Object.Destroy(27@) :TIME_6615 return :TIME_6617 0AB1: call_scm_func @TIME_7963 4 0@ 1.025 2.15 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 1.0 2.25 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.975 2.35 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.95 2.4 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.85 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.75 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.65 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.55 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.45 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.35 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.25 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.15 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.05 2.45 -0.2 0AB1: call_scm_func @TIME_7963 4 0@ 0.3 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.4 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.5 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.6 -0.875 0.615 0AB1: call_scm_func @TIME_7963 4 0@ 0.7 -0.88 0.575 0AB1: call_scm_func @TIME_7963 4 0@ 0.75 -0.89 0.525 0AB1: call_scm_func @TIME_7963 4 0@ 0.8 -0.9 0.475 0AB1: call_scm_func @TIME_7963 4 0@ 0.85 -0.91 0.425 0AB1: call_scm_func @TIME_7963 4 0@ 0.9 -0.92 0.375 0AB1: call_scm_func @TIME_7963 4 0@ 0.95 -0.93 0.325 0AB1: call_scm_func @TIME_7963 4 0@ 1.0 -0.94 0.275 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -0.95 0.255 0AB1: call_scm_func @TIME_7963 4 0@ 1.1 -0.98 0.22 0AB1: call_scm_func @TIME_7963 4 0@ 1.07 -1.05 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.065 -1.15 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.06 -1.25 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.055 -1.35 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -1.45 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.045 -1.55 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.04 -1.65 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.035 -1.75 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.03 -1.8 0.19 0AB1: call_scm_func @TIME_7963 4 0@ 1.04 -1.85 0.14 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -1.9 0.09 0AB1: call_scm_func @TIME_7963 4 0@ 1.06 -1.95 0.04 0AB1: call_scm_func @TIME_7963 4 0@ 1.06 -2.0 -0.01 0AB1: call_scm_func @TIME_7963 4 0@ 1.05 -2.05 -0.06 0AB1: call_scm_func @TIME_7963 4 0@ 1.04 -2.07 -0.11 0AB1: call_scm_func @TIME_7963 4 0@ 1.03 -2.09 -0.16 0AB1: call_scm_func @TIME_7963 4 0@ 1.02 -2.11 -0.21 0AB1: call_scm_func @TIME_7963 4 0@ 1.0 -2.13 -0.26 0AB1: call_scm_func @TIME_7963 4 0@ 0.95 -2.15 -0.31 0AB1: call_scm_func @TIME_7963 4 0@ 0.9 -2.17 -0.31 0AB1: call_scm_func @TIME_7963 4 0@ 0.85 -2.17 -0.31 0AB1: call_scm_func @TIME_7963 4 0@ 0.8 -2.17 -0.31 return :TIME_7963 066B: 4@ = attach_particle "COIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ if not 1@ == 0.0 else_jump @TIME_8072 1@ *= -1.0 066B: 4@ = attach_particle "COIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ :TIME_8072 0AB2: ret 0 :TIME_8077 if 1@ > 0 else_jump @TIME_8343 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -1.75 -0.4 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -1.75 -0.4 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3L" to_car 0@ with_offset -0.98 1.0 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 1.0 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_8343 if 1@ > 1 else_jump @TIME_8593 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -1.8 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -1.8 -0.5 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.95 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.95 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_8593 if 1@ > 1 else_jump @TIME_8843 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -1.85 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -1.85 -0.6 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.9 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.9 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_8843 if 1@ > 2 else_jump @TIME_9093 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -2.0 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -2.0 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.75 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.75 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_9093 if 1@ > 3 else_jump @TIME_9343 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 -2.15 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 -2.15 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.6 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.6 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_9343 if 1@ > 4 else_jump @TIME_9477 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset -0.98 0.45 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ 066C: 2@ = attach_particle "PLASMA_BTTF3" to_car 0@ with_offset 0.98 0.45 -0.7 rotation 0.0 0.0 0.0 flag 1 064C: make_particle 2@ visible 064F: remove_references_to_particle 2@ :TIME_9477 0AB2: ret 0 :TIME_9482 02E3: 15@ = car 0@ speed 0AB4: 30@ = var 1 if and 33@ >= 5100 15@ > 35.75 30@ == 1 2@ == 2 else_jump @TIME_9607 33@ = 5000 if 29@ == 1 else_jump @TIME_9591 0A92: create_custom_thread "sparks_BTTF3.s" 0@ jump @TIME_9607 :TIME_9591 0A92: create_custom_thread "sparks_BTTF3.s" 0@ :TIME_9607 return :TIME_9609 02E3: 4@ = car 0@ speed 0AB4: 20@ = var 903 0AB4: 30@ = var 1 20@ = Audiostream.State(15@) if and 30@ == 1 4@ > 35.75 else_jump @TIME_9721 3@ = 1 if and 1@ == 1 not 15@ == 1 else_jump @TIME_9714 Audiostream.PerformAction(20@, STOP) Audiostream.PerformAction(20@, PLAY) :TIME_9714 jump @TIME_9753 :TIME_9721 if not 3@ == 0 else_jump @TIME_9753 3@ = 0 Audiostream.PerformAction(20@, STOP) :TIME_9753 if and 1@ == 1 2@ == 2 else_jump @TIME_10602 if 4@ > 36.7 else_jump @TIME_9862 066C: 5@ = attach_particle "REGWORMHOLE10" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_9862 if 4@ > 36.6 else_jump @TIME_9945 066C: 5@ = attach_particle "REGWORMHOLE9" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_9945 if 4@ > 36.5 else_jump @TIME_10028 066C: 5@ = attach_particle "REGWORMHOLE8" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10028 if 4@ > 36.4 else_jump @TIME_10111 066C: 5@ = attach_particle "REGWORMHOLE7" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10111 if 4@ > 36.3 else_jump @TIME_10194 066C: 5@ = attach_particle "REGWORMHOLE6" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10194 if 4@ > 36.2 else_jump @TIME_10277 066C: 5@ = attach_particle "REGWORMHOLE5" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10277 if 4@ > 36.1 else_jump @TIME_10360 066C: 5@ = attach_particle "REGWORMHOLE4" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10360 if 4@ > 36.0 else_jump @TIME_10443 066C: 5@ = attach_particle "REGWORMHOLE3" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10443 if 4@ > 35.9 else_jump @TIME_10526 066C: 5@ = attach_particle "REGWORMHOLE2" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 jump @TIME_10602 :TIME_10526 if 4@ > 35.8 else_jump @TIME_10602 066C: 5@ = attach_particle "REGWORMHOLE1" to_car 0@ with_offset 0.0 4.0 0.15 rotation 0.0 0.0 0.0 flag 1 :TIME_10602 064C: make_particle 5@ visible 064F: remove_references_to_particle 5@ 0AB2: ret 1 3@ :TIME_10620 if 044B: actor $PLAYER_ACTOR on_foot else_jump @TIME_10937 077E: get_active_interior_to 24@ if and 24@ == 0 044B: actor $PLAYER_ACTOR on_foot Player.Controllable($PLAYER_CHAR) 0AB0: key_pressed 90 else_jump @TIME_10937 0AB4: 24@ = var 12 if 24@ == 0 else_jump @TIME_10924 0AB4: 24@ = var 8 if 003B: 0@ == 24@ // (int) else_jump @TIME_10917 if Car.Model(0@) == #BULLET else_jump @TIME_10763 0AB3: var 13 = 1 gosub @TIME_4025 jump @TIME_10768 :TIME_10763 0825: set_helicopter 0@ instant_rotor_start :TIME_10768 Car.StorePos(0@, 11@, 12@, 13@) 13@ += 10.0 03A2: set_car 0@ action 3 Car.StorePos(0@, 11@, 12@, 14@) 0063: 14@ -= 13@ // (float) :TIME_10821 not 14@ >= 0.0 else_jump @TIME_10906 wait 10 Car.StorePos(0@, 11@, 12@, 14@) 0063: 14@ -= 13@ // (float) 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.015 rotation_velocitiesXY 0.0 0.0 unk 0.0 jump @TIME_10821 :TIME_10906 wait 1000 0AB3: var 12 = 1 :TIME_10917 jump @TIME_10937 :TIME_10924 0AB3: var 12 = 0 gosub @TIME_10939 :TIME_10937 return :TIME_10939 if and not Actor.InCar($PLAYER_ACTOR, 0@) Car.Model(0@) == #SPARROW else_jump @TIME_11259 Car.StorePos(0@, 11@, 12@, 13@) :TIME_10980 wait 10 if not Car.Wrecked(0@) else_jump @TIME_11259 gosub @TIME_6405 02CE: 13@ = ground_z_at 11@ 12@ 13@ 13@ += 10.0 0743: heli 0@ fly_to 11@ 12@ 13@ altitude 13@ 13@ 02E3: 14@ = car 0@ speed if and 01AD: car 0@ sphere 0 near_point 11@ 12@ radius 10.0 10.0 not 14@ >= 2.5 else_jump @TIME_11252 02CE: 14@ = ground_z_at 11@ 12@ 13@ 04A2: set_heli 0@ fly_to 11@ 12@ 14@ altitude_between 0.0 and 0.0 :TIME_11141 wait 10 if not Car.Wrecked(0@) else_jump @TIME_11232 gosub @TIME_6405 Car.StorePos(0@, 11@, 12@, 13@) 02CE: 14@ = ground_z_at 11@ 12@ 13@ 0063: 13@ -= 14@ // (float) if 13@ > 5.0 else_jump @TIME_11232 jump @TIME_11141 :TIME_11232 0AB3: var 13 = 1 gosub @TIME_4025 jump @TIME_11259 :TIME_11252 jump @TIME_10980 :TIME_11259 return
  20. hmm ok...the time travel script I use for KATT is the one from the mini mod on this website...I just need it edited so that the cars don't try to go into flight when you push 0 on the num pad
  21. Delorean 1 through 3 use the same script along wih KATT....since its the only one I could modify to have those effects that can travel at 88 mph.. also for sound which script would you like? date.cs? also one more thing could you mod my time travel script a little? so that when you press 0 on the numpad it won't try to change the car model then crash the game
  22. Thats pretty awesome thanks for that :D Now all I need to do is fix my model problem with the TARDIS...its the sea sparrow and when I get into it the game outright crashes
  23. thats the script from the old skool mod... I actuallly made a mistake for once here : //-------------MAIN--------------- thread 'SPAWN' :SPAWN_11 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SPAWN_11 if 044B: actor $PLAYER_ACTOR on_foot else_jump @SPAWN_11 0AB4: 0@ = var 12 if 0@ == 0 else_jump @SPAWN_11 if or 0AB0: key_pressed 75 0AB0: key_pressed 75 else_jump @SPAWN_11 10@ = 434 Model.Load(10@) 038B: load_requested_models :SPAWN_106 wait 0 if Model.Available(10@) else_jump @SPAWN_106 Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@) 4@ = Actor.Angle($PLAYER_ACTOR) 3@ += 10.0 Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@) 3@ -= 10.0 0@ = Car.Create(10@, 1@, 2@, 3@) 036A: put_actor $PLAYER_ACTOR in_car 0@ Car.Angle(0@) = 4@ Car.SetImmunities(0@, 0, 0, 0, 1, 1) Car.RemoveReferences(0@) Model.Destroy(10@) wait 500 jump @SPAWN_11 this is the code I used from the early days of shadowrider but I implemented it into KATT
  24. Honestly I don't know whats wrong but use this code...the same one I used for K.A.T.T just change the vehicles also it might be a code bug but I know this one works or at least it should my SA isn't working too well atm //-------------MAIN--------------- thread 'SPM' 0AB4: 20@ = var 915 0AB4: 21@ = var 916 :SPM_27 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SPM_27 if Actor.DrivingVehicleType($PLAYER_ACTOR, #HUSTLER) else_jump @SPM_27 03C0: 0@ = actor $PLAYER_ACTOR car 02E3: 4@ = car 0@ speed 20@ = Audiostream.State(8@) if and 81F3: not car 0@ in_air 81F4: not car 0@ flipped 00E1: player 0 pressed_key 16 8@ == -1 else_jump @SPM_154 if 8AB0: not key_pressed 107 else_jump @SPM_154 Audiostream.PerformAction(20@, PLAY) Audiostream.LinkToCar(20@, 0@) :SPM_154 if and 81F3: not car 0@ in_air 81F4: not car 0@ flipped 80E1: not player 0 pressed_key 16 else_jump @SPM_188 Audiostream.PerformAction(20@, STOP) :SPM_188 03C0: 0@ = actor $PLAYER_ACTOR car 02E3: 4@ = car 0@ speed if and 00E1: player 0 pressed_key 16 81F3: not car 0@ in_air 81F4: not car 0@ flipped else_jump @SPM_379 if not 4@ > 123.182 else_jump @SPM_379 06A2: get_car 0@ velocity_in_direction_XYZ 1@ 2@ 3@ 02F8: get_car 0@ Z_angle_cosine_to 4@ 02F9: get_car 0@ Z_angle_sine_to 5@ 1@ /= 3500.0 2@ /= 3500.0 3@ /= 3500.0 4@ *= 0.001 5@ *= 0.001 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float) 07D5: set_car 0@ velocity_in_direction_XYZ 1@ 2@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 :SPM_379 if and 00E1: player 0 pressed_key 6 00E1: player 0 pressed_key 14 81F3: not car 0@ in_air 81F4: not car 0@ flipped 4@ > 45.0 else_jump @SPM_27 2@ = 18663 3@ = 18664 4@ = 18665 Model.Load(2@) Model.Load(3@) Model.Load(4@) 038B: load_requested_models :SPM_463 if and Model.Available(2@) Model.Available(3@) Model.Available(4@) else_jump @SPM_463 03C0: 0@ = actor $PLAYER_ACTOR car 04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 0.0 1@ = Object.Create(2@, 16@, 17@, 18@) 2@ = Object.Create(3@, 16@, 17@, 18@) 3@ = Object.Create(4@, 16@, 17@, 18@) Object.CollisionDetection(1@) = False Object.CollisionDetection(2@) = False Object.CollisionDetection(3@) = False 0681: attach_object 1@ to_car 0@ with_offset 0.0 0.144 0.519 rotation 0.0 0.0 0.0 0681: attach_object 2@ to_car 0@ with_offset 0.984 -1.942 -0.221 rotation 0.0 0.0 0.0 0681: attach_object 3@ to_car 0@ with_offset -0.984 -1.942 -0.221 rotation 0.0 0.0 0.0 15@ = 0.0 16@ = 0.0 17@ = 0.0 Audiostream.PerformAction(21@, PLAY) Audiostream.LinkToCar(21@, 0@) :SPM_757 wait 15 if 10.0 >= 17@ else_jump @SPM_927 0681: attach_object 1@ to_car 0@ with_offset 0.0 0.144 0.519 rotation 16@ 0.0 0.0 0681: attach_object 2@ to_car 0@ with_offset 0.984 -1.942 -0.221 rotation 0.0 0.0 15@ 0681: attach_object 3@ to_car 0@ with_offset -0.984 -1.942 -0.221 rotation 0.0 0.0 16@ 15@ += 9.0 16@ -= 9.0 17@ += 1.0 jump @SPM_757 :SPM_927 wait 5 02E3: 4@ = car 0@ speed if 4@ > 50.0 else_jump @SPM_985 4@ -= 30.0 Car.SetSpeedInstantly(0@, 4@) jump @SPM_927 :SPM_985 15@ = 90.0 16@ = -90.0 17@ = 0.0 :SPM_1015 wait 50 if 10.0 >= 17@ else_jump @SPM_1185 0681: attach_object 1@ to_car 0@ with_offset 0.0 0.144 0.519 rotation 16@ 0.0 0.0 0681: attach_object 2@ to_car 0@ with_offset 0.984 -1.942 -0.221 rotation 0.0 0.0 15@ 0681: attach_object 3@ to_car 0@ with_offset -0.984 -1.942 -0.221 rotation 0.0 0.0 16@ 15@ -= 9.0 16@ += 9.0 17@ += 1.0 jump @SPM_1015 :SPM_1185 Object.Destroy(1@) Object.Destroy(2@) Object.Destroy(3@) jump @SPM_27