:
Destination Time
:
Present Time
:
Last Time Departed
Ashley+

How To Add K.I.T.T (delorean edition) into 0.2e

Recommended Posts

Hey its Ashley

Today we are going to learn how to add the Knight Industries Time Traveler (K.I.T.T) into 0.2e

Blue's Top Tip: Remember to backup in case something goes horribly wrong xD

Chapter 1//Scm Coding

.:Making a time machine:.

In

$DEL = -1 // integer values 

$FLYINGDEL = -1 // integer values 

$bananas = -1 // integer values // HAHA Very funny censors -blue

$FLYINGbananas = -1 // integer values
change
$DEL = -1
To
$DEL = #BFINJECT
Now in
:START_716

if 

00DE:   player $PLAYER_CHAR driving_vehicle_type $DEL 

else_jump @START_742 

jump @START_1054
Change
00DE:   player $PLAYER_CHAR driving_vehicle_type $DEL
To
00DE:   player $PLAYER_CHAR driving_vehicle_type -1
.:Adding location circuits:. In
$04R = 50 // integer values 

$04G = 75 // integer values 

$04B = 150 // integer values 

$HOOK_TUT = 0 // integer values 

$RIDE_PASSED = 0 // integer values 

$DELOREAN_LOCATION = 0 // integer values
Change
$DELOREAN_LOCATION = 0 // integer values
to
$DELOREAN_LOCATION = 1 // integer values
.:Making mr fusion open:. Add
:MODE_KITT

if 

Car.Model(0@) == #BFINJECT

else_jump @MODE_1372 

04E1: open_trunk_of_car_fully 0@ 

wait 2800 

0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 -0.75 

4@ = Car.Angle(0@)

10@ = Car.Health(0@)

Car.Destroy(0@)

0@ = Car.Create(#BFINJECT, 1@, 2@, 3@)

Car.SetImmunities(0@, 0, 0, 0, 1, 1)

053F: set_car 0@ tires_vulnerable 0 

Car.Angle(0@) = 4@

Car.Health(0@) = 10@

10@ = Car.Model(0@)

jump @MODE_1377
Under
:MODE_1223

if 

Car.Model(0@) == #BAGGAGE

else_jump @MODE_KITT //  <--------------------- CHANGE THIS LINE

04E1: open_trunk_of_car_fully 0@ 

wait 2800 

0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 -0.75 

4@ = Car.Angle(0@)

10@ = Car.Health(0@)

Car.Destroy(0@)

0@ = Car.Create(#BAGGAGE, 1@, 2@, 3@)

Car.SetImmunities(0@, 0, 0, 0, 1, 1)

053F: set_car 0@ tires_vulnerable 0 

Car.Angle(0@) = 4@

Car.Health(0@) = 10@

10@ = Car.Model(0@)

jump @MODE_1377
.:getting the required stuff for kitts codes:. Download GTA Vice City: KITT Edition >>Here<< extract the .zip-file and open “Setup.exe”. Choose the desktop as install location and wait till GMI comes up. Close it. .:Adding sounds:. K.I.T.T. uses 23 sounds: “Fud_01″-”Fud_20″ and “band_01″-”band_03″. In order to use it in 0.2e, you need to copy the files Fud_01-Fud_20 from the “Audio” folder on your desktop in the “Audio” folder of 0.2e replacing the existing ones. Then take “band_01″-”band_03″ and rename them to “gimme01″-”gimme03″ and copy these also in the “Audio” folder replacing the existing ones. Throw all of the other sounds into the game and your good. .:Making kitt's codes:. In your scm Look for
//-------------Mission 0---------------
add all of this ontop of mission 0
SPOILER:
:LabelVoice 0006: 1@ = 200 0004: 2@ = 0 0004: 3@ = 0 0050: gosub @LabelTimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 50.0 'PLIGHT' :LabelVoiceReturn 0051: return :LabelScanner 03A4: name_thread 'SCAN' :LabelScanner1S 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelScanner1S 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 004D: jump_if_false @LabelScanner1S 00D6: if 0 0038: $AUTOCRUISE == 0 // integer values 004D: jump_if_false @LabelScanner1 040D: unload_wav 1 00D6: if 0 0039: 14@ == 0 // integer values 004D: jump_if_false @LabelScanner1S1 03CF: load_wav 'FUD_12' as 1 0006: 14@ = 1 0002: jump @LabelScanner1SA :LabelScanner1S1 03CF: load_wav 'FUD_18' as 1 :LabelScanner1SA 0001: wait 0 ms 00D6: if 0 03D0: wav 1 loaded 004D: jump_if_false @LabelScanner1SA 03D1: play_wav 1 :LabelScanner1SB 0001: wait 200 ms 00D6: if 0 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LabelScanner1SC 00D6: if 1 83D2: NOT wav 1 ended 03D0: wav 1 loaded 004D: jump_if_false @LabelScanner1SC 0050: gosub @LabelVoice 0002: jump @LabelScanner1SB :LabelScanner1SC 040D: unload_wav 1 :LabelScanner1SD 0001: wait 10 ms 00D6: if 00DE: player $PLAYER_CHAR driving vehicle type #BFINJECT 004D: jump_if_false @LabelScanner1S :LabelScanner1 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelScanner1S 00D6: if 0 0038: $SPM == 0 // integer values 004D: jump_if_false @LabelScanner1 00D6: if 00DE: player $PLAYER_CHAR driving vehicle type #BFINJECT 004D: jump_if_false @LabelScanner1SD 03C1: 0@ = player $PLAYER_CHAR car 0407: create coordinate 5@ 6@ 7@ from car 0@ offset -10.0 -10.0 0.0 0407: create coordinate 9@ 10@ 11@ from car 0@ offset 10.0 10.0 0.0 053E: 12@ = get_random_car_with_actors -1 in_area 5@ 6@ 9@ 10@ 00D6: if 0 8119: NOT car 12@ wrecked 004D: jump_if_false @LabelScanner1AA 00D6: if 1 8185: NOT car 12@ health >= 990 8137: NOT car 12@ id == #BFINJECT 004D: jump_if_false @LabelScanner1AA 0050: gosub @LabelCollision :LabelScanner1AA 0050: gosub @LabelSystems 00D6: if 1 00E1: key_pressed 0 3 00E1: key_pressed 0 18 004D: jump_if_false @LabelScanner1 :LabelScanner1A 0001: wait 10 ms 00D6: if 1 00E1: key_pressed 0 3 00E1: key_pressed 0 18 004D: jump_if_false @LabelScanner2 0002: jump @LabelScanner1A :LabelScanner2 00D6: if 21 03D2: wav 1 ended 83D0: NOT wav 1 loaded 004D: jump_if_false @LabelScanner3 040D: unload_wav 1 03CF: load_wav 'FUD_19' as 1 :LabelScanner3 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelScanner1 00D6: if 00DE: player $PLAYER_CHAR driving vehicle type #BFINJECT 004D: jump_if_false @LabelScanner3 03D1: play_wav 1 00D6: if 1 00E1: key_pressed 0 3 00E1: key_pressed 0 18 004D: jump_if_false @LabelScanner4AA 0002: jump @LabelScanner8 :LabelScanner4AA 03C1: 0@ = player $PLAYER_CHAR car 0407: create coordinate 5@ 6@ 7@ from car 0@ offset -10.0 -10.0 0.0 0407: create coordinate 9@ 10@ 11@ from car 0@ offset 10.0 10.0 0.0 053E: 12@ = get_random_car_with_actors -1 in_area 5@ 6@ 9@ 10@ 00D6: if 0 8119: NOT car 12@ wrecked 004D: jump_if_false @LabelScanner4A 00D6: if 1 8185: NOT car 12@ health >= 990 8137: NOT car 12@ id == #BFINJECT 004D: jump_if_false @LabelScanner4A 0050: gosub @LabelCollision :LabelScanner4A 0050: gosub @LabelSystems 0002: jump @LabelScanner2 :LabelScanner8 0001: wait 0 ms 00D6: if 21 80E1: NOT key_pressed 0 3 80E1: NOT key_pressed 0 18 004D: jump_if_false @LabelScanner8 0004: $SCAN = 0 040D: unload_wav 1 0002: jump @LabelScanner1 :LabelSystems 0209: 5@ = random_int 1 2000 0208: 6@ = random_float 0.0 100.0 00D6: if 0 0039: 5@ == 1000 // integer values 004D: jump_if_false @LabelSystemsReturn 040D: unload_wav 1 00D6: if 0 8021: NOT 6@ > 87.5 // floating-point values 004D: jump_if_false @LabelSystems1 00D6: if 0 8021: NOT 6@ > 75.0 // floating-point values 004D: jump_if_false @LabelSystems2 00D6: if 0 8021: NOT 6@ > 62.5 // floating-point values 004D: jump_if_false @LabelSystems3 00D6: if 0 8021: NOT 6@ > 50.0 // floating-point values 004D: jump_if_false @LabelSystems4 00D6: if 0 8021: NOT 6@ > 37.5 // floating-point values 004D: jump_if_false @LabelSystems5 00D6: if 0 8021: NOT 6@ > 25.0 // floating-point values 004D: jump_if_false @LabelSystems6 00D6: if 0 8021: NOT 6@ > 12.5 // floating-point values 004D: jump_if_false @LabelSystems7 03CF: load_wav 'FUD_14' as 1 0002: jump @LabelSystemsSA :LabelSystems1 03CF: load_wav 'FUD_03' as 1 0002: jump @LabelSystemsSA :LabelSystems2 03CF: load_wav 'FUD_05' as 1 0002: jump @LabelSystemsSA :LabelSystems3 03CF: load_wav 'FUD_06' as 1 0002: jump @LabelSystemsSA :LabelSystems4 03CF: load_wav 'FUD_07' as 1 0002: jump @LabelSystemsSA :LabelSystems5 03CF: load_wav 'GIMME_01' as 1 0002: jump @LabelSystemsSA :LabelSystems6 03CF: load_wav 'FUD_08' as 1 0002: jump @LabelSystemsSA :LabelSystems7 03CF: load_wav 'FUD_09' as 1 0002: jump @LabelSystemsSA :LabelSystemsSA 0001: wait 0 ms 00D6: if 0 03D0: wav 1 loaded 004D: jump_if_false @LabelSystemsSA 03D1: play_wav 1 :LabelSystemsSB 0001: wait 200 ms 00D6: if 00DE: player $PLAYER_CHAR driving vehicle type #BFINJECT 004D: jump_if_false @LabelSystemsSC 00D6: if 1 83D2: NOT wav 1 ended 03D0: wav 1 loaded 004D: jump_if_false @LabelSystemsSC 0050: gosub @LabelVoice 0002: jump @LabelSystemsSB :LabelSystemsSC 040D: unload_wav 1 :LabelSystemsReturn 0051: return :LabelCollision 0209: 5@ = random_int 1 1000 0208: 6@ = random_float 0.0 100.0 00D6: if 0 0039: 5@ == 500 // integer values 004D: jump_if_false @LabelSystemsReturn 040D: unload_wav 1 00D6: if 0 0021: 6@ > 50.0 // floating-point values 004D: jump_if_false @LabelCollision1 03CF: load_wav 'FUD_13' as 1 0002: jump @LabelCollisionSA :LabelCollision1 03CF: load_wav 'FUD_15' as 1 :LabelCollisionSA 0001: wait 0 ms 00D6: if 0 03D0: wav 1 loaded 004D: jump_if_false @LabelCollisionSA 03D1: play_wav 1 :LabelCollisionSB 0001: wait 200 ms 00D6: if 00DE: player $PLAYER_CHAR driving vehicle type #BFINJECT 004D: jump_if_false @LabelCollisionSC 00D6: if 1 83D2: NOT wav 1 ended 03D0: wav 1 loaded 004D: jump_if_false @LabelCollisionSC 0050: gosub @LabelVoice 0002: jump @LabelCollisionSB :LabelCollisionSC 040D: unload_wav 1 :LabelCollisionReturn 0051: return :LabelEject 03A4: name_thread 'EJECT' :LabelEject1 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelEject1 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 004D: jump_if_false @LabelEject1 03C1: 1@ = player $PLAYER_CHAR car 00D6: if 1 00E1: key_pressed 0 6 00E1: key_pressed 0 3 004D: jump_if_false @LabelEject1 :LabelEject2 0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 0.0 1.0 0087: 5@ = 4@ // floating-point values only 000B: 5@ += 5.0 // floating-point values 02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1 012A: put_player $PLAYER_CHAR at 2@ 3@ 4@ and_remove_from_car :LabelEject3 0001: wait 10 ms 000B: 4@ += 0.5 // floating-point values 0055: put_player $PLAYER_CHAR at 2@ 3@ 4@ 00D6: if 0 0025: 4@ > 5@ // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelEject3 0001: wait 1000 ms 02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0 0002: jump @LabelEject1 :LabelWeapons 03A4: name_thread 'WEAPON' :LabelWeapons1 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelWeapons1 00D6: if 0 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 004D: jump_if_false @LabelWeapons1 00D6: if 0 0038: $AUTOCRUISE == 0 // integer values 004D: jump_if_false @LabelWeapons1 00D6: if 0 00E1: key_pressed 0 19 004D: jump_if_false @LabelWeapons2 000A: $WEAPON += 1 // integer values :LabelWeaponsA 00D6: if 0 0039: $WEAPON == 1 // integer values 004D: jump_if_false @LabelWeaponsB 00BC: text_highpriority 'MJAM' 1000 ms 1 // 0002: jump @LabelWeapons1A :LabelWeaponsB 00D6: if 0 0039: $WEAPON == 2 // integer values 004D: jump_if_false @LabelWeaponsC 00BC: text_highpriority 'KLASER' 1000 ms 1 // 0002: jump @LabelWeapons1A :LabelWeaponsC 00D6: if 0 0039: $WEAPON == 3 // integer values 004D: jump_if_false @LabelWeaponsE 00BC: text_highpriority 'ROCKET' 1000 ms 1 // 0002: jump @LabelWeapons1A :LabelWeaponsE 00D6: if 0 0019: $WEAPON > 3 // integer values 004D: jump_if_false @LabelWeapons1A 0006: $WEAPON = 0 00BC: text_highpriority 'KOFF' 1000 ms 1 // 0002: jump @LabelWeapons1A :LabelWeapons1A 0001: wait 100 ms :LabelWeapons2 00D6: if 0 00E1: key_pressed 0 17 004D: jump_if_false @LabelWeapons1 00D6: if 0 0039: $WEAPON == 0 // integer values 004D: jump_if_false @LabelWeapons3 0002: jump @LabelWeapons1 :LabelWeapons3 00D6: if 0 0039: $WEAPON == 1 // integer values 004D: jump_if_false @LabelWeapons4 0002: jump @LabelMicrojam :LabelWeapons4 00D6: if 0 0039: $WEAPON == 2 // integer values 004D: jump_if_false @LabelWeapons5 0002: jump @LabelLasers :LabelWeapons5 00D6: if 0 0039: $WEAPON == 3 // integer values 004D: jump_if_false @LabelWeapons1 0002: jump @LabelRockets :LabelMicrojam 004F: create_thread @LabelKnightEMP 0002: jump @LabelWeaponsEnd :LabelLasers 004F: create_thread @LabelKnightLaser 0002: jump @LabelWeaponsEnd :LabelRockets 004F: create_thread @LabelKnightRocket 0002: jump @LabelWeaponsEnd :LabelWeaponsEnd 004E: end_thread :LabelKnightEMP 03A4: name_thread 'EMPS' 03C1: 1@ = player $PLAYER_CHAR car 0006: 8@ = -1 0407: create coordinate 2@ 3@ 4@ from car 1@ offset -1.5 0.0 0.0 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 1.5 25.0 0.0 053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ 00D6: if 0 8039: NOT 8@ == -1// integer values 004D: jump_if_false @LabelKnightEMPC 00D6: if 0 8137: NOT car 8@ id == #BFINJECT 004D: jump_if_false @LabelKnightEMPC 03CF: load_wav 'FUD_04' as 2 :LabelKnightEMPA 0001: wait 0 ms 00D6: if 0 03D0: wav 2 loaded 004D: jump_if_false @LabelKnightEMPA 03D1: play_wav 2 00AD: set_car 8@ max_speed_to 0.0 0477: set_car 8@ animation 5 3600000 ms 02D4: unknown_turn_off_car 8@ engine :LabelKnightEMPB 0001: wait 2500 ms 040D: unload_wav 2 :LabelKnightEMPC 004F: create_thread @LabelWeapons 004E: end_thread :LabelKnightLaser 03A4: name_thread 'LaserS' 03C1: 1@ = player $PLAYER_CHAR car 03CF: load_wav 'FUD_10' as 2 :LabelKnightLaserA 0001: wait 0 ms 00D6: if 0 03D0: wav 2 loaded 004D: jump_if_false @LabelKnightLaserA 03D1: play_wav 2 0407: create coordinate 2@ 3@ 4@ from car 1@ offset -10.0 2.5 -0.25 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 10.0 150.0 -0.25 0006: 8@ = -1 053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ 00D6: if 0 8039: NOT 8@ == -1// integer values 004D: jump_if_false @LabelKnightLaser1A 00D6: if 1 80DC: NOT player $PLAYER_CHAR driving 8@ 8119: NOT car 8@ wrecked 004D: jump_if_false @LabelKnightLaser1A 0407: create coordinate 2@ 3@ 4@ from car 1@ offset 0.0 2.5 -0.25 0407: create coordinate 5@ 6@ 7@ from car 8@ offset 0.0 0.0 -0.25 0002: jump @LabelKnightLaser1B :LabelKnightLaser1A 0407: create coordinate 2@ 3@ 4@ from car 1@ offset 0.0 2.5 -0.25 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 0.0 150.0 -0.25 :LabelKnightLaser1B 0509: unknown 9@ = distance between point 2@ 3@ and point 5@ 6@ 02E3: 10@ = car 1@ speed 0015: 10@ /= 40.0 // floating-point values 000B: 10@ += 0.5 0063: 5@ -= 2@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 3@ // floating-point values (never used in VC or GTA 3) 0063: 7@ -= 4@ // floating-point values (never used in VC or GTA 3) 0087: 12@ = 5@ // floating-point values only 0087: 13@ = 6@ // floating-point values only 0087: 14@ = 7@ // floating-point values only 0073: 12@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 13@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 14@ /= 9@ // floating-point values (never used in VC or GTA 3) 0011: 12@ *= 10@ // floating-point values 0011: 13@ *= 10@ // floating-point values 0011: 14@ *= 10@ // floating-point values 0013: 9@ *= 2.0 // floating-point values 0073: 5@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 6@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 7@ /= 9@ // floating-point values (never used in VC or GTA 3) 0007: 9@ = 300.0 :LabelKnightLaserA1 0001: wait 0 ms 00D6: if 0 0021: 9@ > 0.0 // floating-point values 004D: jump_if_false @LabelKnightLaserB 000F: 9@ -= 15.0 // integer values 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0050: gosub @LabelKnightLaserCh 0002: jump @LabelKnightLaserA1 :LabelKnightLaserCh 005b: 2@ += 5@ // floating-point values (never used in VC or GTA 3) 005b: 3@ += 6@ // floating-point values (never used in VC or GTA 3) 005b: 4@ += 7@ // floating-point values (never used in VC or GTA 3) 0437: scatter_particle 0 0.05 at 2@ 3@ 4@ 12@ 13@ 14@ 0087: 0@ = 2@ // floating-point values only 0087: 1@ = 3@ // floating-point values only 0087: 10@ = 2@ // floating-point values only 0087: 11@ = 3@ // floating-point values only 000B: 0@ += 1.5 // floating-point values 000B: 1@ += 1.5 // floating-point values 000F: 10@ -= 1.5 // floating-point values 000F: 11@ -= 1.5 // floating-point values 0006: 8@ = -1 053E: 8@ = get_random_car_with_actors -1 in_area 0@ 1@ 10@ 11@ 00D6: if 0 8039: NOT 8@ == -1// integer values 004D: jump_if_false @LabelKnightLaserChR 00D6: if 1 8137: NOT car 8@ id == #BFINJECT 8119: NOT car 8@ wrecked 004D: jump_if_false @LabelKnightLaserChR 00D6: if 0 01AF: car 8@ 0 ()near_point 2@ 3@ 4@ radius 1.5 1.5 1.5 004D: jump_if_false @LabelKnightLaserChR 020B: explode_car 8@ 0002: jump @LabelKnightLaserB :LabelKnightLaserB 040D: unload_wav 2 :LabelKnightLaserC 004F: create_thread @LabelWeapons 004E: end_thread :LabelKnightLaserChR 0051: return :LabelKnightRocket 03A4: name_thread 'ROCKET' 03CF: load_wav 'FUD_20' as 2 0001: wait 0 ms 0006: 14@ = 0 0007: 9@ = 0.0 03C1: 1@ = player $PLAYER_CHAR car :LabelKnightRocketS 00D6: if 21 80E1: NOT key_pressed 0 5 80E1: NOT key_pressed 0 7 004D: jump_if_false @LabelKnightRocketS1 0407: create coordinate 2@ 3@ 4@ from car 1@ offset -5.0 2.0 0.0 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 5.0 100.0 0.0 0002: jump @LabelKnightRocketS2 :LabelKnightRocketS1 0407: create coordinate 2@ 3@ 4@ from car 1@ offset -5.0 -2.0 0.0 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 5.0 -100.0 0.0 :LabelKnightRocketS2 0006: 8@ = -1 053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@ 02E3: 13@ = car 1@ speed 0015: 13@ /= 40.0 // floating-point values 000B: 13@ += 2.0 :LabelKnightRocketA 0001: wait 0 ms 00D6: if 0 03D0: wav 2 loaded 004D: jump_if_false @LabelKnightRocketA 03D1: play_wav 2 0407: create coordinate 2@ 3@ 4@ from car 1@ offset 0.0 -2.0 0.0 00D6: if 1 80DC: NOT player $PLAYER_CHAR driving 8@ 8119: NOT car 8@ wrecked 004D: jump_if_false @LabelKnightRocketC 0006: 0@ = 1 0006: 16@ = 0 :LabelKnightRocketB 0001: wait 10 ms 00D6: if 1 8019: NOT 16@ > 5000 // integer values 81AF: NOT car 8@ 0 ()near_point 2@ 3@ 4@ radius 1.5 1.5 1.5 004D: jump_if_false @LabelKnightRocketE 0407: create coordinate 5@ 6@ 7@ from car 8@ offset 0.0 0.0 0.0 0509: unknown 9@ = distance between point 2@ 3@ and point 5@ 6@ 0050: gosub @LabelKnightRocketCalc 0002: jump @LabelKnightRocketB :LabelKnightRocketC 0006: 0@ = 0 0002: jump @LabelKnightRocketC2 :LabelKnightRocketC1 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 0.0 -100.0 0.0 0002: jump @LabelKnightRocketD :LabelKnightRocketC2 00D6: if 21 80E1: NOT key_pressed 0 5 80E1: NOT key_pressed 0 7 004D: jump_if_false @LabelKnightRocketC1 0407: create coordinate 5@ 6@ 7@ from car 1@ offset 0.0 100.0 0.0 :LabelKnightRocketD 0001: wait 10 ms 00D6: if 0 8019: NOT 14@ > 30 // integer values 004D: jump_if_false @LabelKnightRocketE 0509: unknown 9@ = distance between point 2@ 3@ and point 5@ 6@ 0050: gosub @LabelKnightRocketCalc 000A: 14@ += 1 // integer values 0002: jump @LabelKnightRocketD :LabelKnightRocketCalc 0087: 10@ = 5@ // floating-point values only 0087: 11@ = 6@ // floating-point values only 0087: 12@ = 7@ // floating-point values only 0063: 10@ -= 2@ // floating-point values (never used in VC or GTA 3) 0063: 11@ -= 3@ // floating-point values (never used in VC or GTA 3) 0063: 12@ -= 4@ // floating-point values (never used in VC or GTA 3) 0073: 10@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 11@ /= 9@ // floating-point values (never used in VC or GTA 3) 0073: 12@ /= 9@ // floating-point values (never used in VC or GTA 3) 0069: 10@ *= 13@ // floating-point values 0069: 11@ *= 13@ // floating-point values 0069: 12@ *= 13@ // floating-point values 005b: 2@ += 10@ // floating-point values (never used in VC or GTA 3) 005b: 3@ += 11@ // floating-point values (never used in VC or GTA 3) 005b: 4@ += 12@ // floating-point values (never used in VC or GTA 3) 0437: scatter_particle 75 1.0 at 2@ 3@ 4@ 0 0 0 04D5: create_corona_at 2@ 3@ 4@ radius 2.0 type 1 flare 1 RGB 255 255 255 0087: 10@ = 2@ // floating-point values only 0087: 11@ = 3@ // floating-point values only 0087: 12@ = 2@ // floating-point values only 0087: 15@ = 3@ // floating-point values only 000B: 10@ += 10.0 // floating-point values 000B: 11@ += 10.0 // floating-point values 000F: 12@ -= 10.0 // floating-point values 000F: 15@ -= 10.0 // floating-point values 02CE: 9@ = ground_z 2@ 3@ 4@ 00D6: if 0 8039: NOT 9@ == -1// integer values 004D: jump_if_false @LabelKnightRocketE 0006: 9@ = -1 053E: 9@ = get_random_car_with_actors -1 in_area 10@ 11@ 12@ 15@ 00D6: if 0 8039: NOT 9@ == -1// integer values 004D: jump_if_false @LabelKnightRocketCalcEnd1 00D6: if 1 80DC: NOT player $PLAYER_CHAR driving 9@ 8119: NOT car 9@ wrecked 004D: jump_if_false @LabelKnightRocketCalcEnd1 00D6: if 0 01AF: car 9@ 0 ()near_point 2@ 3@ 4@ radius 1.5 1.5 1.5 004D: jump_if_false @LabelKnightRocketCalcEnd 0002: jump @LabelKnightRocketE :LabelKnightRocketCalcEnd 00D6: if 0 0039: 0@ == 0 // integer values 004D: jump_if_false @LabelKnightRocketCalcEnd1 0006: 0@ = 1 0085: 8@ = 9@ // integer values and handles 0002: jump @LabelKnightRocketB :LabelKnightRocketCalcEnd1 0051: return :LabelKnightRocketE 040D: unload_wav 2 020C: create_explosion_with_radius 10 at 2@ 3@ 4@ 0565: create_temporary_explosion_fire 2@ 3@ 4@ 10 0001: wait 100 ms 004F: create_thread @LabelWeapons 004E: end_thread :LabelKnightPursuit 03A4: name_thread 'PURSUIT' :LabelKnightPursuit1 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelKnightPursuit1 00D6: if 0 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 004D: jump_if_false @LabelKnightPursuit1 03C1: 0@ = player $PLAYER_CHAR car 00D6: if 21 80E1: NOT key_pressed 0 3 00E1: key_pressed 0 17 004D: jump_if_false @LabelKnightPursuit1A 00D6: if 0 0038: $AUTODRIVE == 0 // integer values 004D: jump_if_false @LabelKnightPursuit1B 0006: 1@ = 100 0004: 2@ = 255 0004: 3@ = 50 0050: gosub @LabelTimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 500.0 1.0 'PLIGHT' 0006: 1@ = 255 0006: 2@ = 255 0006: 3@ = 255 0050: gosub @LabelTimeCircuits3 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 485.0 176.0 'NCRUISE' 0002: jump @LabelKnightPursuit1 :LabelKnightPursuit1B 0006: 1@ = 100 0004: 2@ = 255 0004: 3@ = 50 0050: gosub @LabelTimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 1.0 'PLIGHT' 0006: 1@ = 255 0006: 2@ = 255 0006: 3@ = 255 0050: gosub @LabelTimeCircuits3 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 535.0 176.0 'ACRUISE' 0002: jump @LabelKnightPursuit1 :LabelKnightPursuit1A 00D6: if 0 0038: $AUTODRIVE == 0 // integer values 004D: jump_if_false @LabelKnightPursuit1 0459: end_thread_named 'WEAPON' 040D: unload_wav 2 03CF: load_wav 'FUD_17' as 2 :LabelKnightPursuit1AL 0001: wait 0 ms 00D6: if 0 03D0: wav 2 loaded 004D: jump_if_false @LabelKnightPursuit1AL 03D1: play_wav 2 :LabelKnightPursuit2 0001: wait 0 ms 00D6: if 1 0256: player $PLAYER_CHAR defined 8119: NOT car 0@ wrecked 004D: jump_if_false @LabelKnightPursuitU 00D6: if 0 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LabelKnightPursuitU 00D6: if 0 00E1: key_pressed 0 3 004D: jump_if_false @LabelKnightPursuitU 0006: 1@ = 255 0004: 2@ = 200 0004: 3@ = 50 0050: gosub @LabelTimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 1.0 'PLIGHT' 0006: 1@ = 255 0006: 2@ = 255 0006: 3@ = 255 0050: gosub @LabelTimeCircuits3 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 534.0 176.0 'PURSUIT' 02E3: 4@ = car 0@ speed 00D6: if 0 0021: 4@ > 15.00 // floating-point values 004D: jump_if_false @LabelKnightPursuit2A :LabelKnightPursuit2B 0011: 4@ *= 1.225 // floating-point values 00D6: if 0 0021: 4@ > 196.25 // floating-point values 004D: jump_if_false @LabelKnightPursuit3 0007: 4@ = 196.25 0002: jump @LabelKnightPursuit3 :LabelKnightPursuit2A 000B: 4@ += 5.0 // floating-point values :LabelKnightPursuit3 00D6: if 1 81F3: NOT car 0@ airborne 81F4: NOT car 0@ flipped 004D: jump_if_false @LabelKnightPursuit2 04BA: set_car 0@ speed_instantly 4@ 0003: shake_camera 50 00D6: if 0 03D2: wav 2 ended 004D: jump_if_false @LabelKnightPursuit2 0002: jump @LabelKnightPursuit1A :LabelKnightPursuitU 004F: create_thread @LabelWeapons 040D: unload_wav 2 0002: jump @LabelKnightPursuit1 :LabelKnight 03A4: name_thread 'KNIGHT' :LabelKnight1 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelKnight1 00D6: if 22 00E0: player $PLAYER_CHAR driving 80E1: NOT key_pressed 0 16 80E1: NOT key_pressed 0 18 004D: jump_if_false @LabelKnightCreate 00D6: if 0 8119: NOT car 0@ wrecked 004D: jump_if_false @LabelKnight1S 0224: set_car 0@ health_to 2000 02AC: set_car 0@ immunities 1 1 1 1 1 053F: set_car 0@ tires_vulnerable 0 00D6: if 1 00DC: player $PLAYER_CHAR driving 0@ 80E1: NOT key_pressed 0 6 004D: jump_if_false @LabelKnightDoor 020A: set car 0@ door status to 2 0002: jump @LabelKnight1S :LabelKnightDoor 020A: set car 0@ door status to 1 :LabelKnight1S 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 004D: jump_if_false @LabelKnight1 03C1: 0@ = player $PLAYER_CHAR car 0002: jump @LabelKnight1 :LabelKnightCreate 00D6: if 0 8119: not car $TRAIN wrecked 004D: jump_if_false @LabelKnightCreate1A 00D6: if 0 81FC: not player $PLAYER_CHAR near_car $TRAIN radius 25.0 25.0 0 004D: jump_if_false @LabelKnight1 :LabelKnightCreate1A 00D6: if 0 0119: car 0@ wrecked 004D: jump_if_false @LabelKnight1D 0247: request_model #BFINJECT 038B: load_requested_models :LabelKnightCreate1 0001: wait 10 ms 00D6: if 0 0248: model #BFINJECT available 004D: jump_if_false @LabelKnightCreate1 0506: vehicle_model #BFINJECT set_next_variation 2 2 04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0 0172: 1@ = actor $PLAYER_ACTOR z_angle 02CE: 9@ = ground_z 7@ 8@ 9@ 00A5: 0@ = create_car #BFINJECT at 7@ 8@ 9@ 0175: set_car 0@ z_angle_to 1@ 02AC: set_car 0@ immunities 1 1 1 1 1 053F: set_car 0@ tires_vulnerable 0 0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 13@ 2.0 0.25 0249: release_model #BFINJECT create_thread @TIME 0@ 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0 :LabelKnight1D 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelKnight1 00D6: if 0 8119: NOT car 0@ wrecked 004D: jump_if_false @LabelKnight1 0224: set_car 0@ health_to 1000 02AC: set_car 0@ immunities 1 1 1 1 1 053F: set_car 0@ tires_vulnerable 0 0054: store_player $PLAYER_CHAR position_to 4@ 5@ 6@ 00AA: store_car 0@ position_to 7@ 8@ 9@ 00D6: if 0 8021: NOT 9@ > 0.0 // floating-point values 004D: jump_if_false @LabelKnightDA 04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0 02CE: 9@ = ground_z 7@ 8@ 9@ 00AB: put_car 0@ at 7@ 8@ 9@ :LabelKnightDA 0509: unknown 10@ = distance between point 4@ 5@ and point 7@ 8@ 00BC: text_highpriority 'AUTOC' 10 ms 1 // Auto-Cruise 00D6: if 0 0021: 10@ > 25.0 // floating-point values 004D: jump_if_false @LabelKnightDI3 0007: 11@ = 50.0 0002: jump @LabelKnight1EF2 :LabelKnightDI3 0007: 11@ = 15.0 :LabelKnight1EF2 00D6: if 0 80E1: NOT key_pressed 0 4 004D: jump_if_false @LabelKnight1F 00D6: if 0 01FC: player $PLAYER_CHAR near_car 0@ radius 10.0 10.0 0 004D: jump_if_false @LabelKnight1E 00AD: set_car 0@ max_speed_to 0.0 00AF: set_car 0@ driver_behaviour_to 0 00D6: if 0 00DC: player $PLAYER_CHAR driving 0@ 004D: jump_if_false @LabelKnight1D 0002: jump @LabelKnight1 :LabelKnight1E 00A8: set_car 0@ to_psycho_driver 00AE: unknown_set_car 0@ to_ignore_traffic_lights 2 00AD: set_car 0@ max_speed_to 11@ 00AF: set_car 0@ driver_behaviour_to 4 02C2: car 0@ drive_to 4@ 5@ 6@ 00D6: if 0 00DC: player $PLAYER_CHAR driving 0@ 004D: jump_if_false @LabelKnight1D 0002: jump @LabelKnight1 :LabelKnight1F 00D6: if 0 01FC: player $PLAYER_CHAR near_car 0@ radius 10.0 10.0 0 004D: jump_if_false @LabelKnight1 0247: request_model #WFYG2 038B: load_requested_models 03CF: load_wav 'FUD_01' as 1 02D4: unknown_turn_off_car 0@ engine :LabelKnightWait 0001: wait 0 ms 00D6: if 2 03D0: wav 1 loaded 0248: model #WFYG2 available 01C1: car 0@ stopped 004D: jump_if_false @LabelKnightWait 0001: wait 50 ms 00D6: if 0 01C1: car 0@ stopped 004D: jump_if_false @LabelKnightWait 0129: 12@ = create_actor 5 #WFYG2 in_car 0@ driverseat 0337: unknown_actor 12@ flag 0 0332: set_actor 12@ bleeding_to 0 (false) 0249: release_model #WFYG2 0321: kill_actor 12@ 03D1: play_wav 1 :LabelKnightWait1 0001: wait 10 ms 00D6: if 0 80DF: NOT actor 12@ driving 004D: jump_if_false @LabelKnightWait1 009B: destroy_actor_instantly 12@ :LabelKnightWait2 0001: wait 0 ms 00D6: if 0 03D2: wav 1 ended 004D: jump_if_false @LabelKnightWait2 040D: unload_wav 1 0002: jump @LabelKnight1 :LabelAutodrive 03A4: name_thread 'AUTO_D' 0004: $AUTODRIVE = 0 0004: $AUTOCRUISE = 0 0006: 6@ = 50.0 :LabelAutodrive1 0001: wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LabelAutodrive1 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 004D: jump_if_false @LabelAutodrive1 00D6: if 1 00E1: key pressed 0 18 00E1: key pressed 0 6 004D: jump_if_false @LabelAutodrive1 040D: unload_wav 1 03CF: load_wav 'FUD_02' as 1 :LabelAutodrive1A 0001: wait 0 ms 00D6: if 0 03D0: wav 1 loaded 004D: jump_if_false @LabelAutodrive1A 03D1: play_wav 1 :LabelAutodrive1B 0001: wait 200 ms 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 004D: jump_if_false @LabelAutodrive1 00D6: if 1 83D2: NOT wav 1 ended 03D0: wav 1 loaded 004D: jump_if_false @LabelAutodrive2 0050: gosub @LabelVoice 0002: jump @LabelAutodrive1B :LabelAutodrive2 040D: unload_wav 1 0004: $AUTOCRUISE = 1 0050: gosub @LabelLocation1 00D6: if 0 8031: NOT 8@ >= 0.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelAutodrive2A 00BC: text_highpriority 'INV_LOC' 1000 ms 1 0001: wait 1000 ms 0002: jump @LabelAutodrive2 :LabelAutodrive2A 0001: wait 1000 ms 0004: $AUTOCRUISE = 0 00A8: set_car 0@ to_psycho_driver 00AE: unknown_set_car 0@ to_ignore_traffic_lights 2 00AD: set_car 0@ max_speed_to 35.0 02C2: car 0@ drive_to_point 1@ 2@ 8@ :LabelAutodrive3 0001: wait 10 ms 00D6: if 21 01AF: car 0@ 0 ()near_point 1@ 2@ 8@ radius 5.0 5.0 5.0 00E1: key pressed 0 15 004D: jump_if_false @LabelAutodrive3 02D4: unknown_turn_off_car 0@ engine 00AD: set_car 0@ max_speed_to 0.0 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) :LabelAutodrive4 0001: wait 10 ms 00D6: if 0 01C1: car 0@ stopped 004D: jump_if_false @LabelAutodrive4 040D: unload_wav 1 03CF: load_wav 'FUD_16' as 1 :LabelAutodrive5 0001: wait 0 ms 00D6: if 0 03D0: wav 1 loaded 004D: jump_if_false @LabelAutodrive5 03D1: play_wav 1 :LabelAutodrive6 0001: wait 200 ms 00D6: if 1 83D2: NOT wav 1 ended 03D0: wav 1 loaded 004D: jump_if_false @LabelAutoDrive7 0050: gosub @LabelVoice 0002: jump @LabelAutodrive6 :LabelAutoDrive7 040D: unload_wav 1 0369: put_player $PLAYER_CHAR in_car 0@ 0004: $AUTODRIVE = 0 0002: jump @LabelAutodrive1 :LabelLocation1 0004: $AUTODRIVE = 1 03C1: 0@ = player $PLAYER_CHAR car 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 6@ 0087: 7@ = 2@ // floating-point values only 000B: 7@ += 1.0 // floating-point values 02CE: 8@ = ground_z 1@ 2@ 3@ 0087: 9@ = 3@ // floating-point values only 000F: 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 000B: 11@ += 10.0 // floating-point values 012A: put_player $PLAYER_CHAR at 1@ 2@ 11@ and_remove_from_car 015F: set_camera_position 1@ 2@ 3@ 0.0 0.0 0.0 0160: point_camera 1@ 7@ 8@ 1 0001: wait 500 ms :LabelLocation2 0001: wait 10 ms 0087: 10@ = 6@ // floating-point values only 0017: 10@ /= 20.0 // floating-point values (never used in VC or GTA 3) 0087: 9@ = 3@ // floating-point values only 000F: 9@ -= 5.0 // floating-point values 0087: 11@ = 3@ // floating-point values only 000B: 11@ += 10.0 // floating-point values 0055: put_player $PLAYER_CHAR at 1@ 2@ 11@ 015F: set_camera_position 1@ 2@ 3@ 0.0 0.0 0.0 0160: point_camera 1@ 7@ 8@ 2 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0 00D6: if 1 00E1: key pressed 0 11 8031: NOT 1@ >= 2000.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelLocation2A 005b: 1@ += 10@ // floating-point values (never used in VC or GTA 3) :LabelLocation2A 00D6: if 1 00E1: key pressed 0 10 0031: 1@ >= -2000.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelLocation2B 0063: 1@ -= 10@ // floating-point values (never used in VC or GTA 3) :LabelLocation2B 00D6: if 1 00E1: key pressed 0 8 8031: NOT 2@ >= 2000.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelLocation2C 005b: 2@ += 10@ // floating-point values (never used in VC or GTA 3) 005b: 7@ += 10@ // floating-point values (never used in VC or GTA 3) :LabelLocation2C 00D6: if 1 00E1: key pressed 0 9 0031: 2@ >= -2000.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelLocation2D 0063: 2@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 7@ -= 10@ // floating-point values (never used in VC or GTA 3) :LabelLocation2D 00D6: if 1 00E1: key pressed 0 7 8031: NOT 3@ >= 500.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelLocation2E 005b: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005b: 6@ += 10@ // floating-point values (never used in VC or GTA 3) 005b: 3@ += 10@ // floating-point values (never used in VC or GTA 3) 005b: 6@ += 10@ // floating-point values (never used in VC or GTA 3) :LabelLocation2E 00D6: if 1 00E1: key pressed 0 5 0031: 3@ >= 20.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @LabelLocation2F 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3) 0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3) :LabelLocation2F 00D6: if 0 00E1: key_pressed 0 17 004D: jump_if_false @LabelLocation2 00AA: store_car 0@ position_to 12@ 13@ 14@ 0055: put_player $PLAYER_CHAR at 12@ 13@ 11@ 0001: wait 100 ms 0369: put_player $PLAYER_CHAR in_car 0@ 015A: restore_camera 0373: set_camera_directly_behind_player :LabelLocationEnd 0051: return :LabelTimeCircuits3 0340: set_text_draw_color 1@ 2@ 3@ 255 0341: unknown_text_stuff 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 5000.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 033F: set_text_draw_letter_width_height 0.5 1.8 0051: return
Now look for “create_thread @BTTF3 and add this beneath it:
004F: create_thread @LabelScanner   

004F: create_thread @LabelWeapons 

004F: create_thread @LabelKnight	  

004F: create_thread @LabelKnightPursuit	 

004F: create_thread @LabelAutodrive

004F: create_thread @LabelEject

Click on “Compile”, “OK” and close SB.

Chapter 2//Adding the models

.:Adding K.I.T.T:.

download it here >>Here<<

Save and extract the zip onto your desktop

Go to your Back To The Future: Hill Valley 0.2e folder, open the folder “models” and open the file “gta3.img” with IMG Tool.Press <F2> and enter “BFINJECT”. delete the file “BFINJECT.DFF” Do the same for “BFINJECT.TXD”,

browse to your desktop. and mark the files “BFINJECT.dff”, “BFINJECT.txd”, and click on “OK”. Wait till IMG Tool says “Files added.”, click on “Commands” and on “Rebuild Archive”. Wait til IMG Tool says “Archive Rebuilt” an close IMG Tool.

.:Handling:.

open the handling.cfg in notepad

find #deluxo copy the handling line

find #bfinject

and paste it over the handling line

Congrats you have The Knight Industies Time Traveler

Bugs:

If you want to use the time circuits, make sure to disable your weapons otherwise they'll fire. There is no way around this because of the limited number of buttons you can use. -Blue

Credits:

Blue: for models and code help

Mini-Me: For the tutorial on adding kitt into 0.2e

Ashley: Making the tutorial :P

Share this post


Link to post
Share on other sites

@October 21 2015: If I remember correctly, there was no real model... It's just a txd edit of the original BTTF 2 DeLorean. Heck, give me some time and I can make the Del into any color(s) you want... It may not be pretty, considering I use just TXD Workshop and Paint, but hey it works for solid color TMs. or you could do that yourself, since I don't have enough time to be modding right now, considering that I will be moving soon.

@Blue: If you disable (turn down) your in game music, you could use the radio station button (R or Mousewheel, I believe) as the button to change weapons or it could be the fire weapons button, user choice... I've done that myself. So what if you hear the static of the radio stations changing, lol.

Share this post


Link to post
Share on other sites

well, seeing as people have huge complaints about the radio switching when you go to hover........

if it works for u, thats fine. I'm just doing a compromise that only breaks half the time rather than all the time.

Share this post


Link to post
Share on other sites

Well I guess it depends on the person... I really don't care for the in game music, I run WMP outside of VC for tunes... So it worked for me, lol.

Share this post


Link to post
Share on other sites
just asking are u gonna release the last version of KITT? the model

probly wont happen blue lost the models

ps. blue you messed up my links lol

Share this post


Link to post
Share on other sites

@Blue: I didn't say they were (EDIT: like me), it was just a suggestion to solve the problem, lol.

Share this post


Link to post
Share on other sites
probly wont happen blue lost the models
As I recall the only difference anyway outside of the colour, was the fact it had a recessed scanner bar modeled into the front grill, a higher resoltuion licence plate, and the TC's were removed and replaced by something resembling KITT's voice box from the pilot episode of the new KR series.

Share this post


Link to post
Share on other sites

hey ashley i already done this like 4 months ago but i only had to change the car names in the source code i never used the sounds for kitt but i only got 2 bugs when u use auto-cruise the car has no wheels when put it into hover mode but it flew, and also when i put the del into the garage to turn it into bttf 2 del the game crashed when i put it into hover mode i change the code slightly so kitt's voice and weapons and scanner went into the bttf 2 delorean but i am willing to try it your way

Share this post


Link to post
Share on other sites
i am willing to try it your way

ok hopefully you dont have any problems report back to the topic for help or to say how it works :)

Share this post


Link to post
Share on other sites

look what ive done with the knight del models

knightttflying1.jpg

though i can't figure out how to remove the dmc logo and i cant test it cause my vc doesnt seem to work

Edited by ♠Grim♂ Reaper 1666◙

Share this post


Link to post
Share on other sites

well i got that done simply and ziero is doing the linking cause it doesn't seem to work for me. then he is testing it since my vice city wont work and i m too lazy to reinstall it.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...