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RobertBlox

RobertBlox's BTTF HV Add-ons

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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!

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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. :D

The funny thing is that now I get no error. :lol:

Thanks for your help, though! :)

Now it's time for me to edit the main! >:)

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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

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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 by daangelo29
Removed unnecessary quote.

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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.

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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. :P

Edited by daangelo29
Shortened quote.

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I'm actually not quite sure, as I haven't tried them out yet. :lol:

When I get around to it, I'll tell you. ;)

Or you ask Goingnowherefast. :P

- RobertBlox

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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...

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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!

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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. ;)

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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. :)

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