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

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THECOOLIST2

SPOILER:

create_thread @SCAN

create_thread @WEAPON

create_thread @KNIGHT

create_thread @PURSUIT

create_thread @AUTO_D

create_thread @EJECT

:SCAN

thread 'SCAN'

:SCAN_10

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @SCAN_10

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @SCAN_10

if

$AUTOCRUISE == 0 // integer values

else_jump @SCAN_224

040D: unload_wav 1

if

14@ == 0 // integer values

else_jump @SCAN_115

03CF: load_wav 'FUD_12' as 1

14@ = 1 // integer values

jump @SCAN_127

:SCAN_115

03CF: load_wav 'FUD_18' as 1

:SCAN_127

wait 0

if

03D0: wav 1 loaded

else_jump @SCAN_127

03D1: play_wav 1

:SCAN_150

wait 200

if

00E0: player $PLAYER_CHAR driving

else_jump @SCAN_197

if and

83D2: not wav 1 ended

03D0: wav 1 loaded

else_jump @SCAN_197

jump @SCAN_150

:SCAN_197

040D: unload_wav 1

:SCAN_201

wait 10

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @SCAN_10

:SCAN_224

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @SCAN_10

if

$SPM == 0 // integer values

else_jump @SCAN_224

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @SCAN_201

03C1: 0@ = player $PLAYER_CHAR car

0407: create_coordinate 5@ 6@ 7@ from_car 0@ offset -10.0 -10.0 0.0

0407: create_coordinate 9@ 10@ 11@ from_car 0@ offset 10.0 10.0 0.0

053E: 12@ = get_random_car_with_actors -1 in_area 5@ 6@ 9@ 10@

if

not Car.Wrecked(12@)

else_jump @SCAN_416

if and

8185: not car 12@ health >= 990

not Car.Model(12@) == #BFINJECT

else_jump @SCAN_416

gosub @SCAN_1208

:SCAN_416

gosub @SCAN_782

if and

00E1: key_pressed 0 3

00E1: key_pressed 0 18

else_jump @SCAN_224

:SCAN_446

wait 10

if and

00E1: key_pressed 0 3

00E1: key_pressed 0 18

else_jump @SCAN_480

jump @SCAN_446

:SCAN_480

if or

03D2: wav 1 ended

83D0: not wav 1 loaded

else_jump @SCAN_515

040D: unload_wav 1

03CF: load_wav 'FUD_19' as 1

:SCAN_515

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @SCAN_224

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @SCAN_515

03D1: play_wav 1

if and

00E1: key_pressed 0 3

00E1: key_pressed 0 18

else_jump @SCAN_588

jump @SCAN_737

:SCAN_588

03C1: 0@ = player $PLAYER_CHAR car

0407: create_coordinate 5@ 6@ 7@ from_car 0@ offset -10.0 -10.0 0.0

0407: create_coordinate 9@ 10@ 11@ from_car 0@ offset 10.0 10.0 0.0

053E: 12@ = get_random_car_with_actors -1 in_area 5@ 6@ 9@ 10@

if

not Car.Wrecked(12@)

else_jump @SCAN_723

if and

8185: not car 12@ health >= 990

not Car.Model(12@) == #BFINJECT

else_jump @SCAN_723

gosub @SCAN_1208

:SCAN_723

gosub @SCAN_782

jump @SCAN_480

:SCAN_737

wait 0

if or

80E1: not key_pressed 0 3

80E1: not key_pressed 0 18

else_jump @SCAN_737

$SCAN = 0 // integer values

040D: unload_wav 1

jump @SCAN_224

:SCAN_782

0209: 5@ = random_int 1 2000

0208: 6@ = random_float 0.0 100.0

if

5@ == 1000 // integer values

else_jump @SCAN_1206

040D: unload_wav 1

if

not 6@ > 87.5 // floating-point values

else_jump @SCAN_996

if

not 6@ > 75.0 // floating-point values

else_jump @SCAN_1015

if

not 6@ > 62.5 // floating-point values

else_jump @SCAN_1034

if

not 6@ > 50.0 // floating-point values

else_jump @SCAN_1053

if

not 6@ > 37.5 // floating-point values

else_jump @SCAN_1072

if

not 6@ > 25.0 // floating-point values

else_jump @SCAN_1091

if

not 6@ > 12.5 // floating-point values

else_jump @SCAN_1110

03CF: load_wav 'FUD_14' as 1

jump @SCAN_1129

:SCAN_996

03CF: load_wav 'FUD_03' as 1

jump @SCAN_1129

:SCAN_1015

03CF: load_wav 'FUD_05' as 1

jump @SCAN_1129

:SCAN_1034

03CF: load_wav 'FUD_06' as 1

jump @SCAN_1129

:SCAN_1053

03CF: load_wav 'FUD_07' as 1

jump @SCAN_1129

:SCAN_1072

03CF: load_wav 'GIMM_01' as 1

jump @SCAN_1129

:SCAN_1091

03CF: load_wav 'FUD_08' as 1

jump @SCAN_1129

:SCAN_1110

03CF: load_wav 'FUD_09' as 1

jump @SCAN_1129

:SCAN_1129

wait 0

if

03D0: wav 1 loaded

else_jump @SCAN_1129

03D1: play_wav 1

:SCAN_1152

wait 200

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @SCAN_1202

if and

83D2: not wav 1 ended

03D0: wav 1 loaded

else_jump @SCAN_1202

jump @SCAN_1152

:SCAN_1202

040D: unload_wav 1

:SCAN_1206

return

:SCAN_1208

0209: 5@ = random_int 1 1000

0208: 6@ = random_float 0.0 100.0

if

5@ == 500 // integer values

else_jump @SCAN_1206

040D: unload_wav 1

if

6@ > 50.0 // floating-point values

else_jump @SCAN_1296

03CF: load_wav 'FUD_13' as 1

jump @SCAN_1308

:SCAN_1296

03CF: load_wav 'FUD_15' as 1

:SCAN_1308

wait 0

if

03D0: wav 1 loaded

else_jump @SCAN_1308

03D1: play_wav 1

:SCAN_1331

wait 200

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @SCAN_1381

if and

83D2: not wav 1 ended

03D0: wav 1 loaded

else_jump @SCAN_1381

jump @SCAN_1331

:SCAN_1381

040D: unload_wav 1

return

:EJECT

thread 'EJECT'

:EJECT_10

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @EJECT_10

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @EJECT_10

03C1: 1@ = player $PLAYER_CHAR car

if and

00E1: key_pressed 0 6

00E1: key_pressed 0 3

else_jump @EJECT_10

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 0.0 1.0

0087: 5@ = 4@ // floating-point values only

5@ += 5.0 // floating-point values

02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1

012A: put_player $PLAYER_CHAR at 2@ 3@ 4@ and_remove_from_car

:EJECT_156

wait 10

4@ += 0.5 // floating-point values

0055: put_player $PLAYER_CHAR at 2@ 3@ 4@

if

0025: 4@ > 5@ // floating-point values (never used in VC or GTA 3)

else_jump @EJECT_156

wait 1000

02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 0

jump @EJECT_10

:WEAPON

thread 'WEAPON'

:WEAPON_10

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @WEAPON_10

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @WEAPON_10

if

$AUTOCRUISE == 0 // integer values

else_jump @WEAPON_10

if

00E1: key_pressed 0 2

else_jump @WEAPON_262

$WEAPON += 1 // integer values

if

$WEAPON == 1 // integer values

else_jump @WEAPON_131

00BC: text_highpriority 'MJAM' 1000 ms 1 // Microjam

jump @WEAPON_258

:WEAPON_131

if

$WEAPON == 2 // integer values

else_jump @WEAPON_171

00BC: text_highpriority 'KLASER' 1000 ms 1 // Laser

jump @WEAPON_258

:WEAPON_171

if

$WEAPON == 3 // integer values

else_jump @WEAPON_211

00BC: text_highpriority 'ROCKET' 1000 ms 1 // Rocket Launcher

jump @WEAPON_258

:WEAPON_211

if

$WEAPON > 3 // integer values

else_jump @WEAPON_258

$WEAPON = 0 // integer values

00BC: text_highpriority 'KOFF' 1000 ms 1 // Weapons Disabled

jump @WEAPON_258

:WEAPON_258

wait 100

:WEAPON_262

if

00E1: key_pressed 0 4

else_jump @WEAPON_10

if

$WEAPON == 0 // integer values

else_jump @WEAPON_304

jump @WEAPON_10

:WEAPON_304

if

$WEAPON == 1 // integer values

else_jump @WEAPON_329

jump @WEAPON_379

:WEAPON_329

if

$WEAPON == 2 // integer values

else_jump @WEAPON_354

jump @WEAPON_394

:WEAPON_354

if

$WEAPON == 3 // integer values

else_jump @WEAPON_10

jump @WEAPON_409

:WEAPON_379

create_thread @EMPS

jump @WEAPON_424

:WEAPON_394

create_thread @LASERS

jump @WEAPON_424

:WEAPON_409

create_thread @ROCKET

jump @WEAPON_424

:WEAPON_424

end_thread

:EMPS

thread 'EMPS'

03C1: 1@ = player $PLAYER_CHAR car

8@ = -1 // integer values

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -1.5 0.0 0.0

0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 1.5 25.0 0.0

053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@

if

not 8@ == -1 // integer values

else_jump @EMPS_210

if

not Car.Model(8@) == #BFINJECT

else_jump @EMPS_210

03CF: load_wav 'FUD_04' as 2

:EMPS_151

wait 0

if

03D0: wav 2 loaded

else_jump @EMPS_151

03D1: play_wav 2

Car.SetMaxSpeed(8@, 0.0)

0477: set_car 8@ animation 5 3600000 ms

02D4: car 8@ turn_off_engine

wait 2500

040D: unload_wav 2

:EMPS_210

create_thread @WEAPON

end_thread

:LASERS

thread 'LASERS'

03C1: 1@ = player $PLAYER_CHAR car

03CF: load_wav 'FUD_10' as 2

:LASERS_30

wait 0

if

03D0: wav 2 loaded

else_jump @LASERS_30

03D1: play_wav 2

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -10.0 2.5 -0.25

0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 10.0 150.0 -0.25

8@ = -1 // integer values

053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@

if

not 8@ == -1 // integer values

else_jump @LASERS_244

if and

80DC: not player $PLAYER_CHAR driving 8@

not Car.Wrecked(8@)

else_jump @LASERS_244

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 2.5 -0.25

0407: create_coordinate 5@ 6@ 7@ from_car 8@ offset 0.0 0.0 -0.25

jump @LASERS_302

:LASERS_244

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 2.5 -0.25

0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 0.0 150.0 -0.25

:LASERS_302

0509: 9@ = distance between point 2@ 3@ and point 5@ 6@

02E3: 10@ = car 1@ speed

10@ /= 40.0 // floating-point values (never used in VC or GTA 3)

10@ += 0.5 // floating-point values

0063: 5@ -= 2@ // floating-point values (never used in VC or GTA 3)

0063: 6@ -= 3@ // floating-point values (never used in VC or GTA 3)

0063: 7@ -= 4@ // floating-point values (never used in VC or GTA 3)

0087: 12@ = 5@ // floating-point values only

0087: 13@ = 6@ // floating-point values only

0087: 14@ = 7@ // floating-point values only

0073: 12@ /= 9@ // floating-point values (never used in VC or GTA 3)

0073: 13@ /= 9@ // floating-point values (never used in VC or GTA 3)

0073: 14@ /= 9@ // floating-point values (never used in VC or GTA 3)

0011: 12@ *= 10@ // floating-point values // Note: the incorrect math opcode was used here

0011: 13@ *= 10@ // floating-point values // Note: the incorrect math opcode was used here

0011: 14@ *= 10@ // floating-point values // Note: the incorrect math opcode was used here

9@ *= 2.0 // floating-point values (never used in VC or GTA 3)

0073: 5@ /= 9@ // floating-point values (never used in VC or GTA 3)

0073: 6@ /= 9@ // floating-point values (never used in VC or GTA 3)

0073: 7@ /= 9@ // floating-point values (never used in VC or GTA 3)

9@ = 300.0 // floating-point values

:LASERS_487

wait 0

if

9@ > 0.0 // floating-point values

else_jump @LASERS_879

9@ -= 15.0 // floating-point values

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

gosub @LASERS_634

jump @LASERS_487

:LASERS_634

005B: 2@ += 5@ // floating-point values (never used in VC or GTA 3)

005B: 3@ += 6@ // floating-point values (never used in VC or GTA 3)

005B: 4@ += 7@ // floating-point values (never used in VC or GTA 3)

0437: scatter_particle 0 0.05 at 2@ 3@ 4@ 12@ 13@ 14@

0087: 0@ = 2@ // floating-point values only

0087: 1@ = 3@ // floating-point values only

0087: 10@ = 2@ // floating-point values only

0087: 11@ = 3@ // floating-point values only

0@ += 1.5 // floating-point values

1@ += 1.5 // floating-point values

10@ -= 1.5 // floating-point values

11@ -= 1.5 // floating-point values

8@ = -1 // integer values

053E: 8@ = get_random_car_with_actors -1 in_area 0@ 1@ 10@ 11@

if

not 8@ == -1 // integer values

else_jump @LASERS_893

if and

not Car.Model(8@) == #BFINJECT

not Car.Wrecked(8@)

else_jump @LASERS_893

if

01AF: car 8@ 0 2@ 3@ 4@ radius 1.5 1.5 1.5

else_jump @LASERS_893

020B: explode_car 8@

jump @LASERS_879

:LASERS_879

040D: unload_wav 2

create_thread @WEAPON

end_thread

:LASERS_893

return

:ROCKET

thread 'ROCKET'

03CF: load_wav 'FUD_20' as 2

wait 0

14@ = 0 // integer values

9@ = 0.0 // floating-point values

03C1: 1@ = player $PLAYER_CHAR car

if or

80E1: not key_pressed 0 5

80E1: not key_pressed 0 7

else_jump @ROCKET_139

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -5.0 2.0 0.0

0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 5.0 100.0 0.0

jump @ROCKET_197

:ROCKET_139

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset -5.0 -2.0 0.0

0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 5.0 -100.0 0.0

:ROCKET_197

8@ = -1 // integer values

053E: 8@ = get_random_car_with_actors -1 in_area 2@ 3@ 5@ 6@

02E3: 13@ = car 1@ speed

13@ /= 40.0 // floating-point values (never used in VC or GTA 3)

13@ += 2.0 // floating-point values

:ROCKET_251

wait 0

if

03D0: wav 2 loaded

else_jump @ROCKET_251

03D1: play_wav 2

0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 -2.0 0.0

if and

80DC: not player $PLAYER_CHAR driving 8@

not Car.Wrecked(8@)

else_jump @ROCKET_455

0@ = 1 // integer values

16@ = 0 // integer values

:ROCKET_341

wait 10

if and

not 16@ > 5000 // integer values

81AF: not car 8@ 0 2@ 3@ 4@ radius 1.5 1.5 1.5

else_jump @ROCKET_1053

0407: create_coordinate 5@ 6@ 7@ from_car 8@ offset 0.0 0.0 0.0

0509: 9@ = distance between point 2@ 3@ and point 5@ 6@

gosub @ROCKET_617

jump @ROCKET_341

:ROCKET_455

0@ = 0 // integer values

jump @ROCKET_505

:ROCKET_469

0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 0.0 -100.0 0.0

jump @ROCKET_557

:ROCKET_505

if or

80E1: not key_pressed 0 5

80E1: not key_pressed 0 7

else_jump @ROCKET_469

0407: create_coordinate 5@ 6@ 7@ from_car 1@ offset 0.0 100.0 0.0

:ROCKET_557

wait 10

if

not 14@ > 30 // integer values

else_jump @ROCKET_1053

0509: 9@ = distance between point 2@ 3@ and point 5@ 6@

gosub @ROCKET_617

14@ += 1 // integer values

jump @ROCKET_557

:ROCKET_617

0087: 10@ = 5@ // floating-point values only

0087: 11@ = 6@ // floating-point values only

0087: 12@ = 7@ // floating-point values only

0063: 10@ -= 2@ // floating-point values (never used in VC or GTA 3)

0063: 11@ -= 3@ // floating-point values (never used in VC or GTA 3)

0063: 12@ -= 4@ // floating-point values (never used in VC or GTA 3)

0073: 10@ /= 9@ // floating-point values (never used in VC or GTA 3)

0073: 11@ /= 9@ // floating-point values (never used in VC or GTA 3)

0073: 12@ /= 9@ // floating-point values (never used in VC or GTA 3)

0069: 10@ *= 13@ // floating-point values

0069: 11@ *= 13@ // floating-point values

0069: 12@ *= 13@ // floating-point values

005B: 2@ += 10@ // floating-point values (never used in VC or GTA 3)

005B: 3@ += 11@ // floating-point values (never used in VC or GTA 3)

005B: 4@ += 12@ // floating-point values (never used in VC or GTA 3)

0437: scatter_particle 75 1.0 at 2@ 3@ 4@ 0 0 0

04D5: create_corona_at 2@ 3@ 4@ radius 2.0 type 1 flare 1 RGB 255 255 255

0087: 10@ = 2@ // floating-point values only

0087: 11@ = 3@ // floating-point values only

0087: 12@ = 2@ // floating-point values only

0087: 15@ = 3@ // floating-point values only

10@ += 10.0 // floating-point values

11@ += 10.0 // floating-point values

12@ -= 10.0 // floating-point values

15@ -= 10.0 // floating-point values

02CE: 9@ = ground_z 2@ 3@ 4@

if

not 9@ == -1 // integer values

else_jump @ROCKET_1053

9@ = -1 // integer values

053E: 9@ = get_random_car_with_actors -1 in_area 10@ 11@ 12@ 15@

if

not 9@ == -1 // integer values

else_jump @ROCKET_1051

if and

80DC: not player $PLAYER_CHAR driving 9@

not Car.Wrecked(9@)

else_jump @ROCKET_1051

if

01AF: car 9@ 0 2@ 3@ 4@ radius 1.5 1.5 1.5

else_jump @ROCKET_1011

jump @ROCKET_1053

:ROCKET_1011

if

0@ == 0 // integer values

else_jump @ROCKET_1051

0@ = 1 // integer values

0085: 8@ = 9@ // integer values and handles

jump @ROCKET_341

:ROCKET_1051

return

:ROCKET_1053

040D: unload_wav 2

020C: create_explosion_with_radius 10 at 2@ 3@ 4@

0565: create_temporary_explosion_fire 2@ 3@ 4@ 10

wait 100

create_thread @WEAPON

end_thread

:PURSUIT

thread 'PURSUIT'

:PURSUIT_10

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @PURSUIT_10

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @PURSUIT_10

03C1: 0@ = player $PLAYER_CHAR car

if or

80E1: not key_pressed 0 3

00E1: key_pressed 0 17

else_jump @PURSUIT_376

if

$AUTODRIVE == 0 // integer values

else_jump @PURSUIT_237

1@ = 100 // integer values

2@ = 255 // integer values

3@ = 50 // integer values

gosub @AUTO_D_1171

033F: set_text_draw_letter_width_height 7.5 25.0

03E4: set_text_draw_align_right 1

033E: text_draw 500.0 1.0 'PLIGHT' // .

1@ = 255 // integer values

2@ = 255 // integer values

3@ = 255 // integer values

gosub @AUTO_D_1171

03E4: set_text_draw_align_right 1

033F: set_text_draw_letter_width_height 0.25 1.0

033E: text_draw 485.0 176.0 'NCRUISE' // N.C.

jump @PURSUIT_10

:PURSUIT_237

1@ = 100 // integer values

2@ = 255 // integer values

3@ = 50 // integer values

gosub @AUTO_D_1171

033F: set_text_draw_letter_width_height 7.5 25.0

03E4: set_text_draw_align_right 1

033E: text_draw 550.0 1.0 'PLIGHT' // .

1@ = 255 // integer values

2@ = 255 // integer values

3@ = 255 // integer values

gosub @AUTO_D_1171

03E4: set_text_draw_align_right 1

033F: set_text_draw_letter_width_height 0.25 1.0

033E: text_draw 535.0 176.0 'ACRUISE' // A.C.

jump @PURSUIT_10

:PURSUIT_376

if

$AUTODRIVE == 0 // integer values

else_jump @PURSUIT_10

end_thread_named 'WEAPON'

040D: unload_wav 2

03CF: load_wav 'FUD_17' as 2

:PURSUIT_420

wait 0

if

03D0: wav 2 loaded

else_jump @PURSUIT_420

03D1: play_wav 2

:PURSUIT_443

wait 0

if and

Player.Defined($PLAYER_CHAR)

not Car.Wrecked(0@)

else_jump @PURSUIT_776

if

00E0: player $PLAYER_CHAR driving

else_jump @PURSUIT_776

if

00E1: key_pressed 0 3

else_jump @PURSUIT_776

1@ = 255 // integer values

2@ = 200 // integer values

3@ = 50 // integer values

gosub @AUTO_D_1171

033F: set_text_draw_letter_width_height 7.5 25.0

03E4: set_text_draw_align_right 1

033E: text_draw 550.0 1.0 'PLIGHT' // .

1@ = 255 // integer values

2@ = 255 // integer values

3@ = 255 // integer values

gosub @AUTO_D_1171

03E4: set_text_draw_align_right 1

033F: set_text_draw_letter_width_height 0.25 1.0

033E: text_draw 534.0 176.0 'PURSUIT' // P.M.

02E3: 4@ = car 0@ speed

if

4@ > 15.0 // floating-point values

else_jump @PURSUIT_711

4@ *= 1.225 // floating-point values (never used in VC or GTA 3)

if

4@ > 196.25 // floating-point values

else_jump @PURSUIT_721

4@ = 196.25 // floating-point values

jump @PURSUIT_721

:PURSUIT_711

4@ += 5.0 // floating-point values

:PURSUIT_721

if and

81F3: not car 0@ airborne

81F4: not car 0@ flipped

else_jump @PURSUIT_443

04BA: set_car 0@ speed_instantly 4@

Camera.Shake(50)

if

03D2: wav 2 ended

else_jump @PURSUIT_443

jump @PURSUIT_376

:PURSUIT_776

create_thread @WEAPON

040D: unload_wav 2

jump @PURSUIT_10

:KNIGHT

thread 'KNIGHT'

:KNIGHT_10

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @KNIGHT_10

if or

00E0: player $PLAYER_CHAR driving

80E1: not key_pressed 0 16

80E1: not key_pressed 0 18

else_jump @KNIGHT_184

if

not Car.Wrecked(0@)

else_jump @KNIGHT_150

Car.Health(0@) = 2000

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

053F: set_car 0@ tires_vulnerable 0

if and

00DC: player $PLAYER_CHAR driving 0@

80E1: not key_pressed 0 6

else_jump @KNIGHT_143

020A: set_car 0@ door_status_to 2

jump @KNIGHT_150

:KNIGHT_143

020A: set_car 0@ door_status_to 1

:KNIGHT_150

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @KNIGHT_10

03C1: 0@ = player $PLAYER_CHAR car

jump @KNIGHT_10

:KNIGHT_184

if

not Car.Wrecked($TRAIN)

else_jump @KNIGHT_231

if

81FC: not player $PLAYER_CHAR near_car $TRAIN radius 25.0 25.0 0

else_jump @KNIGHT_10

:KNIGHT_231

if

Car.Wrecked(0@)

else_jump @KNIGHT_461

Model.Load(#BFINJECT)

038B: load_requested_models

:KNIGHT_254

wait 10

if

Model.Available(#BFINJECT)

else_jump @KNIGHT_254

0506: vehicle_model 154 set_next_variation 2 2

04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0

1@ = Actor.Angle($PLAYER_ACTOR)

02CE: 9@ = ground_z 7@ 8@ 9@

0@ = Car.Create(#BFINJECT, 7@, 8@, 9@)

Car.Angle(0@) = 1@

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

053F: set_car 0@ tires_vulnerable 0

0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 13@ 2.0 0.25

Model.Destroy(#BFINJECT)

create_thread @TIME 0@ 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0

:KNIGHT_461

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @KNIGHT_10

if

not Car.Wrecked(0@)

else_jump @KNIGHT_10

Car.Health(0@) = 1000

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

053F: set_car 0@ tires_vulnerable 0

0054: store_player $PLAYER_CHAR position_to 4@ 5@ 6@

Car.StorePos(0@, 7@, 8@, 9@)

if

not 9@ > 0.0 // floating-point values

else_jump @KNIGHT_633

04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0

02CE: 9@ = ground_z 7@ 8@ 9@

Car.PutAt(0@, 7@, 8@, 9@)

:KNIGHT_633

0509: 10@ = distance between point 4@ 5@ and point 7@ 8@

00BC: text_highpriority 'AUTOC' 10 ms 1 // Auto-Cruise

if

10@ > 25.0 // floating-point values

else_jump @KNIGHT_702

11@ = 50.0 // floating-point values

jump @KNIGHT_712

:KNIGHT_702

11@ = 15.0 // floating-point values

:KNIGHT_712

if

80E1: not key_pressed 0 4

else_jump @KNIGHT_870

if

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

else_jump @KNIGHT_803

Car.SetMaxSpeed(0@, 0.0)

Car.SetDriverBehaviour(0@, Nowhere)

if

00DC: player $PLAYER_CHAR driving 0@

else_jump @KNIGHT_461

jump @KNIGHT_10

:KNIGHT_803

Car.SetToPsychoDriver(0@)

00AE: set_vehicle 0@ traffic_behavior_to 2

Car.SetMaxSpeed(0@, 11@)

Car.SetDriverBehaviour(0@, DriveToPlayer)

02C2: car 0@ drive_to_point 4@ 5@ 6@

if

00DC: player $PLAYER_CHAR driving 0@

else_jump @KNIGHT_461

jump @KNIGHT_10

:KNIGHT_870

if

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

else_jump @KNIGHT_10

Model.Load(#WFYG2)

038B: load_requested_models

03CF: load_wav 'FUD_01' as 1

02D4: car 0@ turn_off_engine

:KNIGHT_924

wait 0

if and

03D0: wav 1 loaded

Model.Available(#WFYG2)

01C1: car 0@ stopped

else_jump @KNIGHT_924

wait 50

if

01C1: car 0@ stopped

else_jump @KNIGHT_924

0129: 12@ = create_actor 5 #WFYG2 in_car 0@ driverseat

0337: set_actor 12@ visibility 0

0332: set_actor 12@ bleeding_to 0

Model.Destroy(#WFYG2)

0321: kill_actor 12@

03D1: play_wav 1

:KNIGHT_1011

wait 10

if

not Actor.Driving(12@)

else_jump @KNIGHT_1011

Actor.DestroyInstantly(12@)

:KNIGHT_1036

wait 0

if

03D2: wav 1 ended

else_jump @KNIGHT_1036

040D: unload_wav 1

jump @KNIGHT_10

:AUTO_D

thread 'AUTO_D'

$AUTODRIVE = 0 // integer values

$AUTOCRUISE = 0 // integer values

6@ = 50.0 // floating-point values

:AUTO_D_34

wait 10

if

Player.Defined($PLAYER_CHAR)

else_jump @AUTO_D_34

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @AUTO_D_34

if and

00E1: key_pressed 0 18

00E1: key_pressed 0 6

else_jump @AUTO_D_34

040D: unload_wav 1

03CF: load_wav 'FUD_02' as 1

:AUTO_D_112

wait 0

if

03D0: wav 1 loaded

else_jump @AUTO_D_112

03D1: play_wav 1

:AUTO_D_135

wait 200

if

00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT

else_jump @AUTO_D_34

if and

83D2: not wav 1 ended

03D0: wav 1 loaded

else_jump @AUTO_D_185

jump @AUTO_D_135

:AUTO_D_185

040D: unload_wav 1

$AUTOCRUISE = 1 // integer values

gosub @AUTO_D_494

if

not 8@ >= 0.0 // floating-point values (never used in VC or GTA 3)

else_jump @AUTO_D_251

00BC: text_highpriority 'INV_LOC' 1000 ms 1 // Invalid Location

wait 1000

jump @AUTO_D_185

:AUTO_D_251

wait 1000

$AUTOCRUISE = 0 // integer values

Car.SetToPsychoDriver(0@)

00AE: set_vehicle 0@ traffic_behavior_to 2

Car.SetMaxSpeed(0@, 35.0)

02C2: car 0@ drive_to_point 1@ 2@ 8@

:AUTO_D_299

wait 10

if or

01AF: car 0@ 0 1@ 2@ 8@ radius 5.0 5.0 5.0

00E1: key_pressed 0 15

else_jump @AUTO_D_299

02D4: car 0@ turn_off_engine

Car.SetMaxSpeed(0@, 0.0)

wait 500

Player.CanMove($PLAYER_CHAR) = True

:AUTO_D_378

wait 10

if

01C1: car 0@ stopped

else_jump @AUTO_D_378

040D: unload_wav 1

03CF: load_wav 'FUD_16' as 1

:AUTO_D_414

wait 0

if

03D0: wav 1 loaded

else_jump @AUTO_D_414

03D1: play_wav 1

:AUTO_D_437

wait 200

if and

83D2: not wav 1 ended

03D0: wav 1 loaded

else_jump @AUTO_D_468

jump @AUTO_D_437

:AUTO_D_468

040D: unload_wav 1

0369: put_player $PLAYER_CHAR in_car 0@

$AUTODRIVE = 0 // integer values

jump @AUTO_D_34

:AUTO_D_494

$AUTODRIVE = 1 // integer values

03C1: 0@ = player $PLAYER_CHAR car

Player.CanMove($PLAYER_CHAR) = False

0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 6@

0087: 7@ = 2@ // floating-point values only

7@ += 1.0 // floating-point values

02CE: 8@ = ground_z 1@ 2@ 3@

0087: 9@ = 3@ // floating-point values only

9@ -= 5.0 // floating-point values

0087: 11@ = 3@ // floating-point values only

11@ += 10.0 // floating-point values

012A: put_player $PLAYER_CHAR at 1@ 2@ 11@ and_remove_from_car

Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)

Camera.PointAt(1@, 7@, 8@, 1)

wait 500

:AUTO_D_669

wait 10

0087: 10@ = 6@ // floating-point values only

10@ /= 20.0 // floating-point values (never used in VC or GTA 3)

0087: 9@ = 3@ // floating-point values only

9@ -= 5.0 // floating-point values

0087: 11@ = 3@ // floating-point values only

11@ += 10.0 // floating-point values

0055: put_player $PLAYER_CHAR at 1@ 2@ 11@

Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)

Camera.PointAt(1@, 7@, 8@, 2)

04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0

04D5: create_corona_at 1@ 2@ 9@ radius 0.05 type 1 flare 0 RGB 255 0 0

if and

00E1: key_pressed 0 11

not 1@ >= 2000.0 // floating-point values (never used in VC or GTA 3)

else_jump @AUTO_D_869

005B: 1@ += 10@ // floating-point values (never used in VC or GTA 3)

:AUTO_D_869

if and

00E1: key_pressed 0 10

1@ >= -2000.0 // floating-point values (never used in VC or GTA 3)

else_jump @AUTO_D_904

0063: 1@ -= 10@ // floating-point values (never used in VC or GTA 3)

:AUTO_D_904

if and

00E1: key_pressed 0 8

not 2@ >= 2000.0 // floating-point values (never used in VC or GTA 3)

else_jump @AUTO_D_947

005B: 2@ += 10@ // floating-point values (never used in VC or GTA 3)

005B: 7@ += 10@ // floating-point values (never used in VC or GTA 3)

:AUTO_D_947

if and

00E1: key_pressed 0 9

2@ >= -2000.0 // floating-point values (never used in VC or GTA 3)

else_jump @AUTO_D_990

0063: 2@ -= 10@ // floating-point values (never used in VC or GTA 3)

0063: 7@ -= 10@ // floating-point values (never used in VC or GTA 3)

:AUTO_D_990

if and

00E1: key_pressed 0 7

not 3@ >= 500.0 // floating-point values (never used in VC or GTA 3)

else_jump @AUTO_D_1049

005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3)

005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3)

005B: 3@ += 10@ // floating-point values (never used in VC or GTA 3)

005B: 6@ += 10@ // floating-point values (never used in VC or GTA 3)

:AUTO_D_1049

if and

00E1: key_pressed 0 5

3@ >= 20.0 // floating-point values (never used in VC or GTA 3)

else_jump @AUTO_D_1108

0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3)

0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3)

0063: 3@ -= 10@ // floating-point values (never used in VC or GTA 3)

0063: 6@ -= 10@ // floating-point values (never used in VC or GTA 3)

:AUTO_D_1108

if

00E1: key_pressed 0 17

else_jump @AUTO_D_669

Car.StorePos(0@, 12@, 13@, 14@)

0055: put_player $PLAYER_CHAR at 12@ 13@ 11@

wait 100

0369: put_player $PLAYER_CHAR in_car 0@

Camera.Restore

Camera.SetBehindPlayer

return

:AUTO_D_1171

0340: set_text_draw_color 1@ 2@ 3@ 255

0341: unknown_text_stuff 1

03E4: set_text_draw_align_right 0

0343: set_text_linewidth 5000.0

0348: set_text_draw_proportional 1

0342: set_text_draw_centered 0

0345: set_text_draw_in_box 0

033F: set_text_draw_letter_width_height 0.5 1.8

return

heres the code that works

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Yes I have the original KITT, thanks for the new code, gonna try it now.

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Ok, when compiling, it goes to 98%, then it says

Label "DOCTRCK" not found.

Help!

Edited by Mini-Me
Read the quoting rules

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Label "DOCTRCK" not found.

should work grab a new scm and try again

or just use the original kitt code

Edited by 7

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Ok, where is the delorean kitt, i put a new scm, where is it?

Edited by TheCoolest2

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u have to spawn by pusshing SHIfT And C At The Same Time

and i think u need to learn SOME CODING

Edited by Mini-Me
Read the quoting rules

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Thanks 007, you have been very helpful also thanks to the others, also, I'm just getting into all of this coding and this and that, i got interested when doing all of this

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Does anyone know the turbo boost script, I would like to put it in, thanks

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u mean SPM i tried to put it in and failed because the TC disapered and some of the time i couldnt get back to normal mode but if u want it use the normal KITT code

Edited by 7

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Label "DOCTRCK" not found.

what th- *boom*?

This should or could only happen with a 0.2f main.scm :wacko:. Where did you get the scm from you try to put this in?

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what th- *boom*?

This should or could only happen with a 0.2f main.scm :wacko:. Where did you get the scm from you try to put this in?

Remember you made an add-on which allows the user to open and close the truck, just with no animation.

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Plz help, I'm in the first step but can not find anything, not if the file will be correct but is the only (the main.scm) edit the post with the mission builder and the 0.2e version is the first, if I try find the code

$DEL = -1 // integer values

$FLYINGDEL = -1 // integer values

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

$FLYINGbananas = -1 // integer values

tells me "not found $ FLYINGbananas match = -1 / / integer values", I read everything and I do, the game is original, with the mod downloaded from here. in the beginning get an error that says:

"Unknow Data type (separator): Eh

03A4 Opcode

addreses: 000179D6 "

and "Size 4 first Segments: Max 132.860 225.512 ..."

and if not too much trouble, can spend a publisher allan used and that works for the bananas

thanks in advance

Edit: and sorry if this is not going here

Edited by JPZ

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Remember you made an add-on which allows the user to open and close the truck, just with no animation.

Oh right, I forgot I used the same name :D.

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@JPZ: Bananas is the Boards Censor for Delo+KITT (no +)

Edited by Ziero

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sorry for my clumsy, is that sometimes do not accept the sanny. but I'm still the same error codes are not, say (this in Spanish on my installation) ¡No se encontro nada! ¿quieres volver a buscar? (In English should be: not found anything! Do you want again?), Do you edit the main or another file? is that I really like to have the bananas :(

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I have no great knowledge on this, but my problem is not bananas, are the codes, all codes is not found, even the word DELOREAN is not find, so ask edit the MAIN.SCM or even create a SCM file??

thanks in advance

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