Goingnowherefast 1 Report post Posted May 10, 2012 can you copy and paste the text where it says missing parameters? i had something similiar in my first attempt i think i just deleted it. also on a side note: if you look for INTERIO youll notice its there twice deletign this makes it run better! Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted May 10, 2012 can you copy and paste the text where it says missing parameters? i had something similiar in my first attempt i think i just deleted it. also on a side note: if you look for INTERIO youll notice its there twice deletign this makes it run better! Whoops! I just reinstalled Sanny Builder. The funny thing is that now I get no error. Thanks for your help, though! Now it's time for me to edit the main! > Share this post Link to post Share on other sites
Goingnowherefast 1 Report post Posted May 11, 2012 Hey try some of these gives you "missions" create_thread @STARC (new camera mode) :STARC wait 10 03F0: text_draw_toggle 0 jump @STARC thread 'STARC' :STARC_25 wait 250 if Player.Defined($PLAYER_CHAR) jf @STARC_237 if $297 == 0 // integer values jf @STARC_237 if and 00E1: key_pressed 0 6 00E1: key_pressed 0 18 jf @STARC_237 wait 0 jump @STARC_98 :STARC_98 04C4: create_coordinate $425 $426 $427 from_actor $PLAYER_ACTOR offset 6.0 6.0 6.0 Camera.SetPosition($425, $426, $427, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR 15 1 :STARC_162 wait 0 if 00F5: player $PLAYER_CHAR 0 $425 $426 $427 radius 30.0 30.0 30.0 jf @STARC_98 if or Actor.Dead($PLAYER_ACTOR) not Player.Defined($PLAYER_CHAR) 00E1: key_pressed 0 13 jf @STARC_162 Camera.Restore_WithJumpCut :STARC_237 jump @STARC_25 or these "missions" create_thread @LITTJO Cant remember at said moment in time create_thread @BIKBNG (marker on starfish island pink flash south westerly) create_thread @VMPHNT (Just down from Ken Rosenburgs Office near Washington mall) create_thread @VIPBNK (Inside Diaz/ercetti/ Doc's Mansion left in the bar) :LITTJO thread 'LITTJO' :LITTJO_10 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @LITTJO_10 if 8443: not player $PLAYER_CHAR in_a_car else_jump @LITTJO_10 if $297 == 0 // integer values else_jump @LITTJO_10 if $1342 == 0 // integer values else_jump @LITTJO_10 if and 00E1: key_pressed 0 14 00E1: key_pressed 0 6 else_jump @LITTJO_10 if $ONMISSION == 0 // integer values else_jump @LITTJO_984 if Player.Money($PLAYER_CHAR) > 19999 else_jump @LITTJO_984 Player.Money($PLAYER_CHAR) += -20000 Model.Load(#BKA) Model.Load(#ANGEL) Model.Load(#SHOTGSPA) 038B: load_requested_models :LITTJO_167 if or not Model.Available(#SHOTGSPA) not Model.Available(#BKA) not Model.Available(#ANGEL) else_jump @LITTJO_203 wait 0 jump @LITTJO_167 :LITTJO_203 $ONMISSION = 1 // integer values $1342 = 1 // integer values 0169: set_fade_color 0 0 0 fade 0 1500 00BC: text_highpriority 'RCRC1_6' 2000 ms 1 // ~g~1 wait 2000 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 0395: clear_area 1 at 1@ 2@ range 20.0 30.0 4@ = Car.Create(#ANGEL, 1@, 2@, 3@) 0129: 5@ = create_actor 13 #BKA in_car 4@ driverseat 01B2: give_actor 5@ weapon 20 ammo 9999 // Load the weapon model before using this wait 500 fade 1 2000 wait 500 if and Actor.InCar(5@, 4@) not Actor.Dead(5@) not Car.Wrecked(4@) not Actor.Dead($PLAYER_ACTOR) else_jump @LITTJO_937 01D3: actor 5@ leave_car 4@ 02E2: set_actor 5@ weapon_accuracy_to 100 Actor.Health(5@) = 1000 0243: set_actor 5@ ped_stats_to 6 011A: set_actor 5@ flags 64 01DF: tie_actor 5@ to_player $PLAYER_CHAR 0319: set_actor 5@ wander_state_to 1 011A: set_actor 5@ flags 64 02A9: set_actor 5@ immune_to_nonplayer 1 Car.RemoveReferences(4@) 00BC: text_highpriority 'CHEAT7' 11000 ms 1 // Weather cheat :LITTJO_477 if $1343 == 0 // integer values else_jump @LITTJO_786 if and 00E1: key_pressed 0 14 not Actor.Driving($PLAYER_ACTOR) else_jump @LITTJO_860 03CF: load_wav 'COK1_6' as 1 :LITTJO_529 if 83D0: not wav 1 loaded else_jump @LITTJO_555 wait 0 jump @LITTJO_529 :LITTJO_555 01ED: reset_actor 5@ flags 0243: set_actor 5@ ped_stats_to 6 011A: set_actor 5@ flags 2 011A: set_actor 5@ flags 4 011A: set_actor 5@ flags 8 011A: set_actor 5@ flags 16 011A: set_actor 5@ flags 32 011A: set_actor 5@ flags 64 011A: set_actor 5@ flags 128 011A: set_actor 5@ flags 256 011A: set_actor 5@ flags 512 011A: set_actor 5@ flags 1024 011A: set_actor 5@ flags 2048 011A: set_actor 5@ flags 4096 011A: set_actor 5@ flags 8192 011A: set_actor 5@ flags 16384 011A: set_actor 5@ flags 65536 011A: set_actor 5@ flags 131072 011A: set_actor 5@ flags 262144 011A: set_actor 5@ flags 524288 011A: set_actor 5@ flags 1048576 011A: set_actor 5@ flags 2097152 011A: set_actor 5@ flags 4194304 011A: set_actor 5@ flags 16777216 0291: unknown_actor 5@ unknown_behavior_flag 1 $1343 = 1 // integer values 03D1: play_wav 1 00BC: text_highpriority 'CRED230' 2000 ms 1 // SPECIAL THANKS TO :LITTJO_786 wait 0 if and 00E1: key_pressed 0 13 not Actor.Driving($PLAYER_ACTOR) else_jump @LITTJO_860 01ED: reset_actor 5@ flags 0243: set_actor 5@ ped_stats_to 6 011A: set_actor 5@ flags 64 $1343 = 0 // integer values 00BC: text_highpriority 'CRED136' 2000 ms 1 // ANIMATED BY jump @LITTJO_477 :LITTJO_860 wait 0 if and not Actor.Driving($PLAYER_ACTOR) 00E1: key_pressed 0 4 else_jump @LITTJO_893 jump @LITTJO_937 :LITTJO_893 wait 0 if or Actor.Dead(5@) Actor.Dead($PLAYER_ACTOR) not Player.Defined($PLAYER_CHAR) else_jump @LITTJO_930 jump @LITTJO_937 :LITTJO_930 jump @LITTJO_477 :LITTJO_937 $ONMISSION = 0 // integer values $1342 = 0 // integer values Car.RemoveReferences(4@) Actor.RemoveReferences(5@) Model.Destroy(#ANGEL) Model.Destroy(#BKA) Model.Destroy(#SHOTGSPA) mission_cleanup jump @LITTJO_10 :LITTJO_984 00BC: text_highpriority 'RCRC1_7' 3000 ms 1 // ~g~GO! jump @LITTJO_10 :BIKBNG thread 'BIKBNG' :BIKBNG_10 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @BIKBNG_10 if $ONMISSION == 0 // integer values else_jump @BIKBNG_10 if 00F6: player $PLAYER_CHAR 1 -298.855 -358.625 10.449 radius 2.0 2.0 2.0 else_jump @BIKBNG_10 if Player.Money($PLAYER_CHAR) > 99999 else_jump @BIKBNG_1731 Player.Money($PLAYER_CHAR) += -100000 Model.Load(#BKA) Model.Load(#BKB) Model.Load(#ANGEL) Model.Load(#CHROMEGUN) 03CF: load_wav 'BIKEREV' as 1 03CF: load_wav 'TEX3_6' as 2 038B: load_requested_models :BIKBNG_172 if and 83D0: not wav 1 loaded 83D0: not wav 2 loaded not Model.Available(#CHROMEGUN) not Model.Available(#BKA) not Model.Available(#BKB) not Model.Available(#ANGEL) else_jump @BIKBNG_220 wait 0 jump @BIKBNG_172 :BIKBNG_220 $ONMISSION = 1 // integer values 0169: set_fade_color 0 0 0 fade 0 2000 wait 3000 0395: clear_area 1 at -271.122 -387.006 range 80.0 80.0 00C0: set_current_time 13 00 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'CHEAT2' 7000 ms 2 // Weapon cheat wait 100 03D1: play_wav 1 $1344 = Car.Create(#ANGEL, -276.014, -381.807, 10.167) Car.Angle($1344) = 90.0 Car.SetMaxSpeed($1344, 0.0) 0129: $1345 = create_actor 13 #BKB in_car $1344 driverseat 01B2: give_actor $1345 weapon 19 ammo 9999 // Load the weapon model before using this $1346 = Car.Create(#ANGEL, -277.371, -375.827, 10.185) Car.Angle($1346) = 90.0 Car.SetMaxSpeed($1346, 0.0) 0129: $1347 = create_actor 13 #BKA in_car $1346 driverseat 01B2: give_actor $1347 weapon 19 ammo 9999 // Load the weapon model before using this $1348 = Car.Create(#ANGEL, -282.444, -380.087, 10.154) Car.Angle($1348) = 90.0 Car.SetMaxSpeed($1348, 0.0) 0129: $1349 = create_actor 13 #BKA in_car $1348 driverseat 01B2: give_actor $1349 weapon 19 ammo 9999 // Load the weapon model before using this $1350 = Car.Create(#ANGEL, -283.686, -383.444, 10.138) Car.Angle($1350) = 90.0 Car.SetMaxSpeed($1350, 0.0) 0129: $1351 = create_actor 13 #BKB in_car $1350 driverseat 01B2: give_actor $1351 weapon 19 ammo 9999 // Load the weapon model before using this $1352 = Car.Create(#ANGEL, -284.517, -377.17, 10.159) Car.Angle($1352) = 90.0 Car.SetMaxSpeed($1352, 0.0) 01C8: $1353 = create_actor 13 #BKA in_car $1352 passenger_seat 0 01B2: give_actor $1353 weapon 19 ammo 9999 // Load the weapon model before using this 036A: put_actor $PLAYER_ACTOR in_car $1352 041E: set_radio_station 4 -1 wait 2000 fade 1 2000 03D1: play_wav 2 00BC: text_highpriority 'CRED087' 11000 ms 1 // WWW.KENTPAUL.COM AND WWW.VICECITY.COM wait 500 0395: clear_area 1 at -271.122 -387.006 range 80.0 80.0 Car.DriveTo($1344, -1677.606, -312.907, 13.718) Car.SetMaxSpeed($1344, 16.0) 00AE: set_vehicle $1344 traffic_behavior_to 2 wait 2000 Car.DriveTo($1352, -1688.894, -317.5, 13.718) Car.SetMaxSpeed($1352, 16.0) 00AE: set_vehicle $1352 traffic_behavior_to 2 wait 700 Car.DriveTo($1346, -1695.329, -313.942, 13.718) Car.SetMaxSpeed($1346, 16.0) 00AE: set_vehicle $1346 traffic_behavior_to 2 wait 1000 Car.DriveTo($1348, -1697.651, -319.439, 13.718) Car.SetMaxSpeed($1348, 16.0) 00AE: set_vehicle $1348 traffic_behavior_to 2 wait 500 Car.DriveTo($1350, -1698.318, -324.2, 13.887) Car.SetMaxSpeed($1350, 16.0) 00AE: set_vehicle $1350 traffic_behavior_to 2 :BIKBNG_921 wait 500 if 80E1: not key_pressed 0 16 else_jump @BIKBNG_1146 if and 01AF: car $1352 0 -1688.894 -317.5 13.718 radius 3.0 3.0 3.0 01AF: car $1344 0 -1677.606 -312.907 13.718 radius 3.0 3.0 3.0 01AF: car $1346 0 -1695.329 -313.942 13.718 radius 3.0 3.0 3.0 01AF: car $1348 0 -1697.651 -319.439 13.718 radius 3.0 3.0 3.0 01AF: car $1350 0 -1698.318 -324.2 13.887 radius 3.0 3.0 3.0 else_jump @BIKBNG_921 jump @BIKBNG_1270 :BIKBNG_1146 fade 0 1000 wait 1500 Car.PutAt($1352, -1688.894, -317.5, 13.718) Car.PutAt($1344, -1677.606, -312.907, 13.718) Car.PutAt($1346, -1695.329, -313.942, 13.718) Car.PutAt($1348, -1697.651, -319.439, 13.718) Car.PutAt($1350, -1698.318, -324.2, 13.887) wait 1000 fade 1 1000 :BIKBNG_1270 Player.CanMove($PLAYER_CHAR) = True 01D3: actor $PLAYER_ACTOR leave_car $1352 01D3: actor $1353 leave_car $1352 01D3: actor $1345 leave_car $1344 01D3: actor $1347 leave_car $1346 01D3: actor $1349 leave_car $1348 01D3: actor $1351 leave_car $1350 Car.RemoveReferences($1352) Car.RemoveReferences($1350) Car.RemoveReferences($1344) Car.RemoveReferences($1346) Car.RemoveReferences($1348) 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 00BC: text_highpriority 'CHEAT1' 11000 ms 1 // Cheat activated jump @BIKBNG_1386 :BIKBNG_1386 02E2: set_actor $1351 weapon_accuracy_to 100 Actor.Health($1351) = 1000 0243: set_actor $1351 ped_stats_to 6 011A: set_actor $1351 flags 64 01DF: tie_actor $1351 to_player $PLAYER_CHAR 0319: set_actor $1351 wander_state_to 1 02A9: set_actor $1351 immune_to_nonplayer 1 02E2: set_actor $1349 weapon_accuracy_to 100 Actor.Health($1349) = 1000 0243: set_actor $1349 ped_stats_to 6 011A: set_actor $1349 flags 64 01DF: tie_actor $1349 to_player $PLAYER_CHAR 0319: set_actor $1349 wander_state_to 1 02A9: set_actor $1349 immune_to_nonplayer 1 02E2: set_actor $1347 weapon_accuracy_to 100 Actor.Health($1347) = 1000 0243: set_actor $1347 ped_stats_to 6 011A: set_actor $1347 flags 64 01DF: tie_actor $1347 to_player $PLAYER_CHAR 0319: set_actor $1347 wander_state_to 1 02A9: set_actor $1347 immune_to_nonplayer 1 02E2: set_actor $1345 weapon_accuracy_to 100 Actor.Health($1345) = 1000 0243: set_actor $1345 ped_stats_to 6 011A: set_actor $1345 flags 64 01DF: tie_actor $1345 to_player $PLAYER_CHAR 0319: set_actor $1345 wander_state_to 1 02A9: set_actor $1345 immune_to_nonplayer 1 02E2: set_actor $1353 weapon_accuracy_to 100 Actor.Health($1353) = 1000 0243: set_actor $1353 ped_stats_to 6 011A: set_actor $1353 flags 64 01DF: tie_actor $1353 to_player $PLAYER_CHAR 0319: set_actor $1353 wander_state_to 1 02A9: set_actor $1353 immune_to_nonplayer 1 :BIKBNG_1641 wait 0 if or 00E1: key_pressed 0 18 Actor.Dead($PLAYER_ACTOR) not Player.Defined($PLAYER_CHAR) else_jump @BIKBNG_1641 $ONMISSION = 0 // integer values Model.Destroy(#BKA) Model.Destroy(#BKB) Model.Destroy(#ANGEL) Model.Destroy(#CHROMEGUN) Actor.DestroyInstantly($1353) Actor.DestroyInstantly($1345) Actor.DestroyInstantly($1347) Actor.DestroyInstantly($1349) Actor.DestroyInstantly($1351) mission_cleanup jump @BIKBNG_10 :BIKBNG_1731 00BC: text_highpriority 'CHEAT3' 6000 ms 1 // Health cheat jump @BIKBNG_10 :VMPHNT thread 'VMPHNT' :VMPHNT_10 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @VMPHNT_10 if $ONMISSION == 0 // integer values else_jump @VMPHNT_10 if 00F9: player $PLAYER_CHAR stopped 0 75.997 -882.345 9.462 radius 2.0 2.0 2.0 else_jump @VMPHNT_10 if Player.Money($PLAYER_CHAR) > 49 else_jump @VMPHNT_1464 Player.Money($PLAYER_CHAR) += -50 Model.Load(#OCEANIC) Model.Load(#M60) Model.Load(#M4) 023C: load_special_actor 1 'IGBUDDY' 038B: load_requested_models :VMPHNT_157 if and 823D: not special_actor 1 loaded not Model.Available(#OCEANIC) not Model.Available(#M60) not Model.Available(#M4) else_jump @VMPHNT_198 wait 0 jump @VMPHNT_157 :VMPHNT_198 fade 0 2000 wait 3000 0395: clear_area 1 at 75.997 -882.345 range 60.0 60.0 00C0: set_current_time 22 00 $ONMISSION = 1 // integer values 00BA: text_styled 'BOAT_A2' 7000 ms 2 // BOATYARD ASSET COMPLETED wait 100 $1361 = Car.Create(#OCEANIC, 67.776, -854.889, 9.106) Car.Angle($1361) = 120.0 Car.SetMaxSpeed($1361, 0.0) 0129: $1362 = create_actor 13 #SPECIAL01 in_car $1361 driverseat 020A: set_car $1361 door_status_to 2 Car.SetImmunities($1361, 1, 1, 1, 1, 1) 053F: set_car $1361 tires_vulnerable 0 01EC: make_car $1361 heavy 1 Car.SetDriverBehaviour($1361, 11) 0055: put_player $PLAYER_CHAR at 67.397 -857.601 9.332 0171: set_player $PLAYER_CHAR z_angle_to 30.0 Camera.SetBehindPlayer fade 1 2000 :VMPHNT_397 00BC: text_highpriority 'CHEATON' 3000 ms 1 // Cheat mode ON wait $DEFAULT_WAIT_TIME if not Actor.Dead($PLAYER_ACTOR) else_jump @VMPHNT_1377 if not Actor.Dead($1362) else_jump @VMPHNT_1377 if 01FC: player $PLAYER_CHAR near_car $1361 radius 10.0 10.0 0 else_jump @VMPHNT_1377 if 80E1: not key_pressed 0 4 else_jump @VMPHNT_538 if 80E1: not key_pressed 0 6 else_jump @VMPHNT_955 if 80E1: not key_pressed 0 16 else_jump @VMPHNT_1377 jump @VMPHNT_397 :VMPHNT_538 wait 250 0055: put_player $PLAYER_CHAR at 69.08 -854.059 10.276 0171: set_player $PLAYER_CHAR z_angle_to 121.0 01B1: give_player $PLAYER_CHAR weapon 32 ammo 300 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 32 00BC: text_highpriority 'BOAT_N' 8000 ms 1 // Checkpoint Charlie 0394: play_music 1 jump @VMPHNT_616 :VMPHNT_616 if and not Actor.Dead($1362) not Actor.Dead($PLAYER_ACTOR) 80E1: not key_pressed 0 16 else_jump @VMPHNT_1377 if 01FC: player $PLAYER_CHAR near_car $1361 radius 10.0 10.0 0 else_jump @VMPHNT_955 wait 250 Car.DriveTo($1361, -1029.977, 169.915, 10.254) Car.SetMaxSpeed($1361, 17.0) 00AE: set_vehicle $1361 traffic_behavior_to 2 if 81AF: not car $1361 0 -1029.977 169.915 10.254 radius 5.0 5.0 4.0 else_jump @VMPHNT_771 jump @VMPHNT_616 :VMPHNT_771 wait 250 01B1: give_player $PLAYER_CHAR weapon 26 ammo 400 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 26 jump @VMPHNT_800 :VMPHNT_800 if and not Actor.Dead($1362) not Actor.Dead($PLAYER_ACTOR) 80E1: not key_pressed 0 16 else_jump @VMPHNT_1377 if 01FC: player $PLAYER_CHAR near_car $1361 radius 10.0 10.0 0 else_jump @VMPHNT_1005 wait 250 Car.DriveTo($1361, 531.878, -97.074, 9.576) Car.SetMaxSpeed($1361, 20.0) 00AE: set_vehicle $1361 traffic_behavior_to 2 if 81AF: not car $1361 0 531.878 -97.074 9.576 radius 6.0 6.0 6.0 else_jump @VMPHNT_1377 jump @VMPHNT_800 :VMPHNT_955 wait 250 041E: set_radio_station 4 -1 0464: put_actor $PLAYER_ACTOR into_turret_on_car $1361 at_car_offset 0.0 -1.0 0.9 position 1 angle 360.0 with_weapon 32 jump @VMPHNT_1055 :VMPHNT_1005 wait 250 041E: set_radio_station 4 -1 0464: put_actor $PLAYER_ACTOR into_turret_on_car $1361 at_car_offset 0.0 -1.0 0.9 position 1 angle 360.0 with_weapon 26 jump @VMPHNT_1241 :VMPHNT_1055 wait 250 Car.DriveTo($1361, -1029.977, 169.915, 10.254) Car.SetMaxSpeed($1361, 17.0) 00AE: set_vehicle $1361 traffic_behavior_to 2 jump @VMPHNT_1104 :VMPHNT_1104 wait 250 if and not Actor.Dead($1362) not Actor.Dead($PLAYER_ACTOR) 80E1: not key_pressed 0 16 else_jump @VMPHNT_1418 if 81AF: not car $1361 0 -1029.977 169.915 10.254 radius 5.0 5.0 4.0 else_jump @VMPHNT_1191 jump @VMPHNT_1104 :VMPHNT_1191 wait 250 041E: set_radio_station 3 -1 0464: put_actor $PLAYER_ACTOR into_turret_on_car $1361 at_car_offset 0.0 -1.0 0.9 position 1 angle 360.0 with_weapon 26 jump @VMPHNT_1241 :VMPHNT_1241 wait 250 Car.DriveTo($1361, 531.878, -97.074, 9.576) Car.SetMaxSpeed($1361, 20.0) 00AE: set_vehicle $1361 traffic_behavior_to 2 jump @VMPHNT_1290 :VMPHNT_1290 wait 250 if and not Actor.Dead($1362) not Actor.Dead($PLAYER_ACTOR) 80E1: not key_pressed 0 16 else_jump @VMPHNT_1418 if 81AF: not car $1361 0 531.878 -97.074 9.576 radius 6.0 6.0 6.0 else_jump @VMPHNT_1418 jump @VMPHNT_1290 :VMPHNT_1377 $ONMISSION = 0 // integer values Model.Destroy(#OCEANIC) Model.Destroy(#M60) Model.Destroy(#M4) Car.RemoveReferences($1361) Actor.DestroyInstantly($1362) mission_cleanup jump @VMPHNT_10 :VMPHNT_1418 0465: remove_actor $PLAYER_ACTOR from_turret_mode $ONMISSION = 0 // integer values Model.Destroy(#OCEANIC) Model.Destroy(#M60) Model.Destroy(#M4) Car.RemoveReferences($1361) Actor.DestroyInstantly($1362) mission_cleanup jump @VMPHNT_10 :VMPHNT_1464 00BC: text_highpriority 'BOAT_P' 6000 ms 1 // ~g~collect the packages before the time runs out. jump @VMPHNT_10 :VIPBNK thread 'VIPBNK' :VIPBNK_10 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @VIPBNK_927 if $ONMISSION == 0 // integer values else_jump @VIPBNK_927 if 00F6: player $PLAYER_CHAR 1 -403.548 -560.040 17.995 radius 3.0 3.0 3.0 else_jump @VIPBNK_927 023C: load_special_actor 1 'IGBUDDY' 023C: load_special_actor 2 'IGKEN' 023C: load_special_actor 3 'IGJEZZ' Model.Load(#M4) 03CF: load_wav 'COL5_15' as 1 038B: load_requested_models :VIPBNK_152 if and not Model.Available(#M4) 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded else_jump @VIPBNK_191 wait 0 jump @VIPBNK_152 :VIPBNK_191 if 83D0: not wav 1 loaded else_jump @VIPBNK_217 wait 0 jump @VIPBNK_191 :VIPBNK_217 00BA: text_styled 'CHEAT4' 3000 ms 2 // Armor cheat 0169: set_fade_color 0 0 0 fade 0 2000 wait 3000 0395: clear_area 1 at -354.419 -569.529 range 30.0 200.0 0055: put_player $PLAYER_CHAR at -378.095 -563.153 18.593 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.SetBehindPlayer $ONMISSION = 1 // integer values wait 100 $1363 = Actor.Create(Gang7, #SPECIAL01, -381.934, -580.120, 24.341) Actor.Angle($1363) = 90.0 Actor.Health($1363) = 5000 0243: set_actor $1363 ped_stats_to 6 $1364 = Actor.Create(Gang7, #SPECIAL02, -378.575, -580.121, 24.341) Actor.Angle($1364) = 90.0 Actor.Health($1364) = 5000 0243: set_actor $1364 ped_stats_to 6 $1365 = Actor.Create(Gang7, #SPECIAL03, -374.179, -579.982, 24.341) Actor.Angle($1365) = 270.0 Actor.Health($1365) = 5000 0243: set_actor $1365 ped_stats_to 6 wait 2000 fade 1 2000 wait 1000 if not Actor.Dead($PLAYER_ACTOR) else_jump @VIPBNK_900 00BC: text_highpriority 'CHEAT5' 11000 ms 1 // Wanted level cheat jump @VIPBNK_521 :VIPBNK_521 03D1: play_wav 1 01B1: give_player $PLAYER_CHAR weapon 26 ammo 300 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 26 01B2: give_actor $1363 weapon 26 ammo 9999 // Load the weapon model before using this 01B2: give_actor $1364 weapon 26 ammo 9999 // Load the weapon model before using this 01B2: give_actor $1365 weapon 26 ammo 9999 // Load the weapon model before using this 02E2: set_actor $1363 weapon_accuracy_to 100 0243: set_actor $1363 ped_stats_to 6 011A: set_actor $1363 flags 64 01DF: tie_actor $1363 to_player $PLAYER_CHAR 0319: set_actor $1363 wander_state_to 1 02A9: set_actor $1363 immune_to_nonplayer 1 02E2: set_actor $1364 weapon_accuracy_to 100 0243: set_actor $1364 ped_stats_to 6 011A: set_actor $1364 flags 64 01DF: tie_actor $1364 to_player $PLAYER_CHAR 0319: set_actor $1364 wander_state_to 1 02A9: set_actor $1364 immune_to_nonplayer 1 02E2: set_actor $1365 weapon_accuracy_to 100 0243: set_actor $1365 ped_stats_to 6 011A: set_actor $1365 flags 64 01DF: tie_actor $1365 to_player $PLAYER_CHAR 0319: set_actor $1365 wander_state_to 1 02A9: set_actor $1365 immune_to_nonplayer 1 :VIPBNK_701 wait 0 if and 00E1: key_pressed 0 14 not Actor.Driving($PLAYER_ACTOR) not Actor.Dead($1363) else_jump @VIPBNK_865 03CF: load_wav 'ASS_8' as 2 :VIPBNK_744 if 83D0: not wav 2 loaded else_jump @VIPBNK_770 wait 0 jump @VIPBNK_744 :VIPBNK_770 03D1: play_wav 2 wait 500 if 80FB: not player $PLAYER_CHAR 0 $1363 radius 8.0 8.0 5.0 else_jump @VIPBNK_865 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 1.0 0.0 Actor.PutAt($1363, 1@, 2@, 3@) jump @VIPBNK_934 :VIPBNK_865 wait 0 if or 00E1: key_pressed 0 18 Actor.Dead($PLAYER_ACTOR) not Player.Defined($PLAYER_CHAR) else_jump @VIPBNK_934 wait 0 :VIPBNK_900 $ONMISSION = 0 // integer values Model.Destroy(#M4) Actor.DestroyInstantly($1365) Actor.DestroyInstantly($1364) Actor.DestroyInstantly($1363) :VIPBNK_927 jump @VIPBNK_10 :VIPBNK_934 jump @VIPBNK_701 Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted May 12, 2012 (edited) Thank you ever so much, but where would I install these? Would they go at the end? Also, wouldn't I have to call them somewhere in order to activate them in-game? Edited June 8, 2012 by daangelo29 Removed unnecessary quote. Share this post Link to post Share on other sites
Goingnowherefast 1 Report post Posted May 12, 2012 i have put mine between "get" and "garage" in the code. It doesnt matter where code is put unless it follows on for example : :BIKBNG_1386 02E2: set_actor $1351 weapon_accuracy_to 100 Actor.Health($1351) = 1000 0243: set_actor $1351 ped_stats_to 6 011A: set_actor $1351 flags 64 01DF: tie_actor $1351 to_player $PLAYER_CHAR 0319: set_actor $1351 wander_state_to 1 02A9: set_actor $1351 immune_to_nonplayer 1 02E2: set_actor $1349 weapon_accuracy_to 100 Actor.Health($1349) = 1000 create_thread @VIPBNK# then it should follow.. hope this helps also this is useful if you like random stuff (dont use too much make games lag) create_thread @TLPRT (mansion, autos and hv) :TLPRT wait 0 thread 'TLPRT' :TLPRT_14 wait 0 if Player.Defined($PLAYER_CHAR) jf @TLPRT_14 if not Player.InRemoteMode($PLAYER_CHAR) jf @TLPRT_145 if 00F5: player $PLAYER_CHAR 1 -1003.9 -859.3 12.7 radius 3.0 3.0 3.0 jf @TLPRT_248 1@ = -1437.52 // floating-point values 2@ = 861.16 // floating-point values 3@ = 14.99 // floating-point values 4@ = 90.0 // floating-point values jump @TLPRT_892 :TLPRT_145 0@ = Player.RC_car($PLAYER_CHAR) if 01AF: car 0@ 1 -1003.9 -859.3 12.7 radius 3.0 3.0 3.0 jf @TLPRT_343 1@ = -1437.52 // floating-point values 2@ = 861.16 // floating-point values 3@ = 14.99 // floating-point values 4@ = 90.0 // floating-point values jump @TLPRT_970 :TLPRT_248 if 00F5: player $PLAYER_CHAR 1 -1007.3 -856.3 12.7 radius 3.0 3.0 3.0 jf @TLPRT_438 1@ = -1086.13 // floating-point values 2@ = 7.05 // floating-point values 3@ = 11.55 // floating-point values 4@ = 90.0 // floating-point values jump @TLPRT_892 :TLPRT_343 if 01AF: car 0@ 1 -1007.3 -856.3 12.7 radius 3.0 3.0 3.0 jf @TLPRT_533 1@ = -1086.13 // floating-point values 2@ = 7.05 // floating-point values 3@ = 11.55 // floating-point values 4@ = 90.0 // floating-point values jump @TLPRT_970 :TLPRT_438 if 00F5: player $PLAYER_CHAR 1 -1010.7 -853.3 12.7 radius 3.0 3.0 3.0 jf @TLPRT_628 1@ = -272.68 // floating-point values 2@ = -500.29 // floating-point values 3@ = 11.54 // floating-point values 4@ = 180.0 // floating-point values jump @TLPRT_892 :TLPRT_533 if 01AF: car 0@ 1 -1010.7 -853.3 12.7 radius 3.0 3.0 3.0 jf @TLPRT_760 1@ = -272.68 // floating-point values 2@ = -500.29 // floating-point values 3@ = 11.54 // floating-point values 4@ = 180.0 // floating-point values jump @TLPRT_970 :TLPRT_628 if or 00F5: player $PLAYER_CHAR 1 -1480.18 873.39 14.99 radius 3.0 3.0 3.0 00F5: player $PLAYER_CHAR 1 -407.98 -525.63 12.41 radius 3.0 3.0 3.0 jf @TLPRT_14 1@ = -1004.84 // floating-point values 2@ = -844.58 // floating-point values 3@ = 13.19 // floating-point values 4@ = 270.0 // floating-point values jump @TLPRT_892 :TLPRT_760 if or 01AF: car 0@ 1 -1480.18 873.39 14.99 radius 3.0 3.0 3.0 01AF: car 0@ 1 -407.98 -525.63 12.41 radius 3.0 3.0 3.0 jf @TLPRT_14 1@ = -1004.84 // floating-point values 2@ = -844.58 // floating-point values 3@ = 13.19 // floating-point values 4@ = 270.0 // floating-point values jump @TLPRT_970 :TLPRT_892 if 00E0: player $PLAYER_CHAR driving jf @TLPRT_1020 03C1: 0@ = player $PLAYER_CHAR car Car.StorePos(0@, 5@, 6@, 7@) gosub @TLPRT_1074 Car.PutAt(0@, 1@, 2@, 3@) Car.Angle(0@) = 4@ Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLPRT_14 :TLPRT_970 Car.StorePos(0@, 5@, 6@, 7@) gosub @TLPRT_1074 Car.PutAt(0@, 1@, 2@, 3@) Car.Angle(0@) = 4@ jump @TLPRT_14 :TLPRT_1020 0054: store_player $PLAYER_CHAR position_to 5@ 6@ 7@ gosub @TLPRT_1074 0055: put_player $PLAYER_CHAR at 1@ 2@ 3@ 0171: set_player $PLAYER_CHAR z_angle_to 4@ Camera.Restore_WithJumpCut Camera.SetBehindPlayer jump @TLPRT_14 :TLPRT_1074 040D: unload_wav 2 03CF: load_wav 'ASS_1' as 2 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 0437: scatter_particle 43 5.0 at 5@ 6@ 7@ 0 0 0 wait 50 03D1: play_wav 2 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 0437: scatter_particle 45 5.0 at 1@ 2@ 3@ 0 0 0 return If you have any code probs or want additional code etc etc PM me ta. Share this post Link to post Share on other sites
Dave27 1 Report post Posted May 14, 2012 (edited) oops hit the wrong button Edited May 14, 2012 by Dave27 Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted May 14, 2012 (edited) i have put mine between "get" and "garage" in the code. It doesnt matter where code is put unless it follows on for example : (Code...) then it should follow.. hope this helps also this is useful if you like random stuff (dont use too much make games lag) create_thread @TLPRT (mansion, autos and hv) (Code...) If you have any code probs or want additional code etc etc PM me ta. Thanks GNF! Though I'm probably going to leave VC as is for a little while as I enjoy IV. Edited June 8, 2012 by daangelo29 Shortened quote. Share this post Link to post Share on other sites
gtavicecity 6 Report post Posted May 15, 2012 (edited) Hello!! RobertBlox! What missions are these? I put in my GTA Vice City teleporters and Knight Rider Edited May 15, 2012 by gtavicecity Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted May 15, 2012 I'm actually not quite sure, as I haven't tried them out yet. When I get around to it, I'll tell you. Or you ask Goingnowherefast. - RobertBlox Share this post Link to post Share on other sites
Goingnowherefast 1 Report post Posted May 17, 2012 Hi GTAVICECITY. These missions are not mine sadly im not that good! they are for a biker mission where you shoot the army and pretty much anyone else outside the army barracks, one where your on a back of a car and your the shooter works pretty well! the other is you have 3 body guards if you will at said spawn point who follow you about. hope this helps can give key configs if your interested... Share this post Link to post Share on other sites
gtavicecity 6 Report post Posted May 18, 2012 Looks like fun! But I'm not good with coding I'm just learning to do some simple missions Share this post Link to post Share on other sites
Goingnowherefast 1 Report post Posted May 18, 2012 these are simple! if in doubt paste after everything just before mission 0 initial i think should be fine PM for more details its not hard and the reward is kinda cool tweaking this however is even better because its like haha i did that! Share this post Link to post Share on other sites
daangelo29 5 Report post Posted June 8, 2012 Fixed the quotes in your posts, RobertBlox. If you're quoting to a post with long codes, try hiding the quote with "spoiler" tags or simplifying the quote like what I did above. Or if you're replying to the latest post, quoting the post is not necessary. Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted June 9, 2012 Fixed the quotes in your posts, RobertBlox. If you're quoting to a post with long codes, try hiding the quote with "spoiler" tags or simplifying the quote like what I did above. Or if you're replying to the latest post, quoting the post is not necessary. Thanks daangelo29, I'll keep that in mind. Share this post Link to post Share on other sites
ahmed walid 0 Report post Posted December 31, 2015 On ٣٠/٤/٢٠١٢ at 9:40 PM, gtavicecity said: where the download Share this post Link to post Share on other sites
ahmed walid 0 Report post Posted December 31, 2015 On ٣٠/٤/٢٠١٢ at 9:40 PM, gtavicecity said: Hello! I'm making a model of Marty Mcfly, with new textures. Here a picture: This was a surprise!! where the download Share this post Link to post Share on other sites
ahmed walid 0 Report post Posted December 31, 2015 On ٣٠/٤/٢٠١٢ at 9:40 PM, gtavicecity said: Hello! I'm making a model of Marty Mcfly, with new textures. Here a picture: This was a surprise!! where the download Share this post Link to post Share on other sites
RobertBlox 112 Report post Posted January 4, 2016 Progress from this thread has been discontinued... Share this post Link to post Share on other sites