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peter

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    13

Posts posted by peter


  1. 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

    • Like 1

  2. 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


  3. hey thanks man it works, now I can do a few more things :P

    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

    • Like 1

  4. 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

    • Like 1

  5. 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 
    
    

  6. 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


  7. 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

    • Like 1

  8. 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 
    
    • Like 1

  9. ok it's been a while but this time I am actually needing help

    you see there I have Arctic IV map mod for GTA IV and there is one of the models on it that I want to use as a car

    I was wondering if someone would convert the wdr to a wft

    Its the TARDIS from doctor who and it's the only one I found on the internet and I actually want to make it into a vehicle

    can someone please help?

    I would most like someone to convert it for me so who ever wants to do it then I'll link you to the files on my skydrive


  10. I think I may have worded wrong... I need a flying version of the crysis flying DeLorean...both scripts work properly...yours and the ones that came with the mini mod..no hitches its just a model and texture I am looking for :P the effects for the flying del using the mini mod script is accurate :P