Quantcast

Jump to content

» «
Photo

ToonSkull's Mods

41 replies to this topic
toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#1

Posted 04 August 2010 - 07:12 AM Edited by toonskull, 15 July 2013 - 06:33 AM.

Hello,

I am Vincent "ToonSkull" Black. My older brother and I wrote "Tenpenny Stories" a total conversion mod you can download from my brother's mod. I started messing around with CLEO mods and I have some to share with you.

Finished Mods

GTA SA Toonskull's Mod Pack - My Download Site - June 9th, 2010

Real traffic has 2 versions the one titled "real traffic alt" will NOT lock the car doors. Install only 1 of these 2 mods. This mod was pretty glitch filled and while I ironed out most of them there are some minor issues. Like alternate version vehicles might change in appearance upon approach. I have ran the mod without crashing the program now for sometime. Credit to Hippiecommunist here on GTAforums.com original code worked to some degree and I thank him for laying the foundation.

Real Cops watches for you to get any stars. It scans the area around you for police. Then it puts them on hold, you will hear the police report and be notified that there is a witness. If you kill the Witness within 30 seconds the star won't show up. However stars go into effect right away is the witness is a cop.

Real Cop Cars watches for 3 things to occur. You must be wanted, driving a vehicle, and speeding over 25 KPH. Then 2 special made police vehicles spawn to your rear. They have but one motivating factor. Death to the player. They will continue to chase your vehicle until it is riddled with bullets.

You can do whatever you like with these mods. I have included notes on how each section is supposed to work.

GTA SA Mission Menu - My Download Site - June 29th, 2010

Mission Menu waits for you to press F8 key and a menu of GTA characters appear. Using space bar (sprint) to select the next menu shows missions associated to the character and allows you to play the mission out of step with the timeline or repeat the same mission over.

Take note that most missions use counters and this will cause the game to think you have completed a number of missions when you have not. An example would be doing cleaning the hood 3 times would cause you to be counted as completing 3 SWEET missions and set the mission counter higher than normal.

It would be best to use this with a 100% completed saved game file. But I made it work for any percentage of progress.

GTA SA Local Arms Dealer - Now included in "GTA SA Toonskull's Mod Pack" above - August 2nd, 2010

Arms Dealer creates a fake entry point at the house between CJ and Sweet's houses. Upon entering the house you see the familiar Ammunation Dealer ready to sell you a list of guns and automatic rifles. It's not his shop so don't expect the man to have all the stock in his home.

This can give you access to advanced weapons early on in the game. You don't even need to work your way up to Doberman.

GTA VICE CITY Lottery Tickets! You can copy the code from this posting.

Works in Progress

I looked over my unfinished projects for GTA SA mods. I have 2 mini missions in the works but it could be a while. Play the game of CLUE in 3D at Mad Dog's Mansion. I am working on how the AI will play it. The other is an arms deal at the airport in SF.


9.24.10 Links Repaired
11.27.10 Link Added
5.24.11 Links Repaired Again
7.1.13 Links fixed ... right?

TigerTanker
  • TigerTanker

    Rest in peace, Nate Dogg.

  • Members
  • Joined: 01 Nov 2008

#2

Posted 04 August 2010 - 08:18 AM

Wow, original ideas. I've been waiting for something like the Witness one for ages. Thanks, mate cookie.gif cookie.gif

vans123
  • vans123

    Thompson 1928

  • Members
  • Joined: 23 Jul 2008

#3

Posted 04 August 2010 - 03:04 PM

The ammunation thingy+the witness stuff sounds cool gonna download it and try those

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#4

Posted 05 August 2010 - 03:51 AM

Vincent,

I've been using the real cars + witness since you first released them in HippieCommunist's thread. Excellent CLEO mods, thankyou smile.gif
There are a few problems I'm having with them though ..

The real cars script .. as you said, sometimes the traffic will change in appearance upon approach as you know. But also when vechile is travelling on an incline (uphill or downhill) just slightly, the cars will 'hop' like they have front suspension. If the traffic has trailer then they will lose there trailer when they 'hop'.

The Witness script .. quite often a ped will become a witness even though there is a cop right next to me. I can walk up to a cop and pull a gun on him, and he will act like a ped, (surrender with hands in the air). I will get one star for this, but he won't act like a cop. If i release the aim he will walk away, and only intervene when another cop arrives, or I gain another star.

The witness script does work well with other cleos.. like the running red light one, and speed limit cleos. If you run a red light or break the speed limit, and no cop is around, there will be a witness smile.gif Same with the 'armed' cleo smile.gif

I'm sure zyonig will be around shortly, he made a few slight modifications to them, hopefully he will share them smile.gif

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#5

Posted 05 August 2010 - 04:15 AM

@methodunderg

Thanks, I always share my code with the public. This has the benefit of education and information. There is really no point to claiming something to be 'yours' when so many similar mods have been done to death. Another benefit is the hope that someone can improve upon my script and make it work better.

The hop is from the vehicle being destroyed and recreated on the spot. The vehicles that have 'options' like the Picodor with lumber in the back will lose or gain the wood. Stallions with the convertible top up or down. I can't find a code that corrects this.

I really was trying to figure out the police behavior when I was making the witness script. I get sick and tired of Ballas and other rival gangs blasting on me and all the cops do is help them. I just want some of them to shoot at each other.

@vans123 & TigerTanker

Thanks, I hope you will take the time to look over the code and make any improvements or modifications you desire.

Meanwhile I am almost done on the bike shop mod. My brother and I were talking and did get another idea thinking about the A-Team. So I am also working on the A-Team mod also. Basically you will type ATEAM as a cheat and if you have enough money you hire the ATEAM and they come to your rescue. Is that too cheesy? biggrin.gif

badboy_zay
  • badboy_zay

    :)

  • Members
  • Joined: 08 Sep 2007
  • None

#6

Posted 05 August 2010 - 05:08 AM

sound great biggrin.gif

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#7

Posted 03 September 2010 - 11:05 PM

Bill's Bike Shop

CODE
{$VERSION 3.1.0027}
{$CLEO .cs}
{Bill's Bike Shop aka "Hoo-rider"
I know, "Why buy a bike when I can get them for free?".  Bill sells bikes in directly behind your Mom's house. Go step in the red in front of the Pawn Shop and CJ will walk out back where Bill is displaying his bikes.

As soon as you get on a bike it is yours. Chopper style with the banana seat and sissy bar are $20, BMX are $30, and Mountian Bikes are $60. We don't ask Bill where he gets the bikes from.  Bicycles are the one indestructible vehicle in SA. Think about it have you ever had a bicycle explode?

9.3.2010
Vincent "ToonSkull" Black
www.filefront.com/user/toonskull}
//-------------MAIN---------------
thread 'BILLSBKIE'

:BILLSBKIE_19
wait 0
if
  Player.Money($PLAYER_CHAR) > 59 //Player needs a bare minimum of $60 cash
jf @BILLSBKIE_19
if
 $ONMISSION == 0                  //Not available during any mission
jf @BILLSBKIE_19
if
 $Active_Interior == 0            //Cannot be indoors
jf @BILLSBKIE_19
if
  Player.Defined($PLAYER_CHAR)
jf @BILLSBKIE_19
if
  Player.Controllable($PLAYER_CHAR)
jf @BILLSBKIE_19
if
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2511.112 -1726.336 13.5469 radius 1.0 1.0 1.0
jf @BILLSBKIE_19
05D3: AS_actor $PLAYER_ACTOR goto_point 2522.26 -1725.069 13.5469 mode 4 -1 ms // versionA
Model.Load(#BMX)        //BMX
Model.Load(#BIKE)       //Chopper
Model.Load(#MTBIKE)     //Mountian
Model.Load(#BMOST)      //Bill
038B: load_requested_models

:BILLSBKIE_202
wait 0
if and
  Model.Available(#BMX)
  Model.Available(#BIKE)
  Model.Available(#MTBIKE)
  Model.Available(#BMOST)
jf @BILLSBKIE_202
25@ = Actor.Create(CivMale, #BMOST, 2521.193, -1713.769, 13.5694)  //Bill
Actor.Angle(25@) = 210.0
0@ = 0        //Counter
2@ = 481      //BMX      
3@ = 509      //Chopper  
4@ = 510      //Mountian  
5@ = 2516.25  //X position of first bike in row

:BILLSBKIE_311
wait 0
0209: 1@ = random_int_in_ranges 0 3  //Random number start with 0 total 3 (0,1,2)
6@(0@,15i) = Car.Create(2@(1@,3i), 5@, -1710.5, 13.5112)  //Creat bikes 6@ to 20@
0@ += 1                                                   //Count
5@ += 0.7                                                 //Move East 0.7 meters
if
 0@ > 14    //Loop Until 15 bikes are made
jf @BILLSBKIE_311
0@ = 0
Model.Destroy(#BMX)
Model.Destroy(#BIKE)
Model.Destroy(#MTBIKE)
Model.Destroy(#BMOST)
//Walk to corner
:BILLSBKIE_414
wait 0
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2522.26 -1725.069 13.5469 radius 1.0 1.0 1.0
jf @BILLSBKIE_414
//Display Price List Menu
05D3: AS_actor $PLAYER_ACTOR goto_point 2522.581 -1717.84 13.5359 mode 4 -1 ms // versionA
08D4: 21@ = create_panel_with_title 'RATNG39' position 29.0 20.0 width 100.0 columns 2 interactive 0 background 1 alignment 1  // Hoo-rider
08D6: set_panel 21@ column 0 alignment 1
08DB: set_panel 21@ column 0 header 'BIKE' data 'HELI' 'BMX' 'MTBIKE' 'DUMMY' 'INTROB' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Bike // Chopper // BMX // Mountain Bike // ~s~Get on the bike.
08D6: set_panel 21@ column 1 alignment 0
08DB: set_panel 21@ column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel 21@ column 1 row 0 text_1number GXT 'DOLLAR' number 20  // $~1~
08EE: set_panel 21@ column 1 row 1 text_1number GXT 'DOLLAR' number 30  // $~1~
08EE: set_panel 21@ column 1 row 2 text_1number GXT 'DOLLAR' number 60  // $~1~
09DB: set_panel 21@ column 0 width 140
09DB: set_panel 21@ column 1 width 46
//Choose a bike by riding it
:BILLSBKIE_872
wait 0
if
  Actor.InCar($PLAYER_ACTOR, 6@(0@,15i))
jf @BILLSBKIE_1117
08DA: remove_panel 21@
03F3: get_car 6@(0@,15i) primary_color_to 26@ secondary_color_to 27@
28@ = Car.Model(6@(0@,15i))
29@ = Car.Angle(6@(0@,15i))
0407: store_coords_to 2@ 3@ 4@ from_car 6@(0@,15i) with_offset 0.0 0.0 0.0
0792: disembark_instantly_actor $PLAYER_ACTOR
Car.Destroy(6@(0@,15i))
1@ = Car.Create(28@, 2@, 3@, 4@)
Car.Angle(1@) = 29@
0229: set_car 1@ primary_color_to 26@ secondary_color_to 27@
072A: put_actor $PLAYER_ACTOR into_car 1@ driverseat
if
 28@ == 509
jf @BILLSBKIE_1060
Player.Money($PLAYER_CHAR) += -20

:BILLSBKIE_1060
if
 28@ == 481
jf @BILLSBKIE_1086
Player.Money($PLAYER_CHAR) += -30

:BILLSBKIE_1086
if
 28@ == 510
jf @BILLSBKIE_1112
Player.Money($PLAYER_CHAR) += -60

:BILLSBKIE_1112
Car.RemoveReferences(1@)

:BILLSBKIE_1117
0@ += 1
if
 0@ > 14
jf @BILLSBKIE_1149
0@ = 0
//Far enough away to close Bill's shop down (about one city block)
:BILLSBKIE_1149
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2533.637 -1711.01 13.4491 radius 80.0 80.0 12.0
jf @BILLSBKIE_1204
jump @BILLSBKIE_872
//Destroy the remaining bikes
:BILLSBKIE_1204
0@ = 0

:BILLSBKIE_1211
wait 0
Car.Destroy(6@(0@,15i))
0@ += 1
if
 0@ > 14
jf @BILLSBKIE_1211
//Destroy Bill
Actor.DestroyInstantly(25@)
08DA: remove_panel 21@
jump @BILLSBKIE_19

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#8

Posted 05 September 2010 - 02:30 AM

QUOTE (toonskull @ Aug 5 2010, 04:15)
I really was trying to figure out the police behavior when I was making the witness script. I get sick and tired of Ballas and other rival gangs blasting on me and all the cops do is help them. I just want some of them to shoot at each other.

A-Team mod sounds rather cheesy lol .. unless you got a good texture artist to go with it. I've still yet to see the movie. Maybe the Expendables instead ? lol, watched that movie last night, rather epic I thought for an action movie. Leaves it well open for a sequel.

You can get the gangs to shoot on the cops; its edited in one of the .dat files (maybe pedgrp?)

I hope you continue to work on your witness script. smile.gif

What about a mod to display cops on the radar ? All vehicles, and even ped cops. Stars or no stars smile.gif

Keep up the good work toonskull smile.gif

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#9

Posted 09 October 2010 - 09:17 PM Edited by toonskull, 23 October 2010 - 01:54 PM.

Sorry I haven't been here in such a while, but our mom went to the Saginaw ICU last month and it has been pretty rough. They were giving us a 50/50 chance of survival. But now today she is still in the ICU but they removed the feeding tube and she can eat soft foods like apple sauce.

They went in and took out her left ovary and found a massive infection in the pelvic area. They had a machine sucking out the puss through the open wound. The machine tore her bowl and they had to do a colostomy. I have no desire to see under her blanket.

She has lost a lot of weight and unfortunately this means lots of rehab for muscle loss. We aren't expecting her back home any time soon. If you want to send her a note or card:

Wendy Black
(moving her to a rehab center 11.1.2010 home by Xmas we hope)
-PM me for her current address-

I will change or delete this address when she is moved but for now this has been her housing for about a month now. I will get back to making more mods when I feel a bit more creative, for now I am just not in the mood.

AlexLB
  • AlexLB

    Thug

  • Members
  • Joined: 29 Sep 2007

#10

Posted 09 October 2010 - 09:23 PM

I'm sorry dude. I hope your moms get better soon! smile.gif
Nice scripts, by the way.

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#11

Posted 09 October 2010 - 11:40 PM

Awww; sucks to hear bout your mum dude sad.gif Hope she gets better.
If I was the religious type, then she would def be in my prayers smile.gif

I was actually goin' to PM you today bout an idea for a quick CLEO script; but I'll wait till your in the mood smile.gif

Hope she gets better soon mate

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#12

Posted 14 October 2010 - 08:10 AM

Thanks everyone for the support. I haven't been feeling very creative lately, it makes me wonder how those suffering artists manage to work. She is out of ICU and been moved to room 206 as I edited above. I didn't want anyone here to feel obligated to send cards (especially from overseas).

I just wanted to give as much info as possible in case there was any questions. Dad was there yesterday and fed her breakfast. Then the rehab people came in to get her some needed exercise. He had to leave before lunch. I plan to see her this Saturday.

Thanks again.

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#13

Posted 14 October 2010 - 08:14 AM

Yeah, I know how it feels to have a family member in ICU .. Its not the most pleasant experiences, and I don't wish it upon anybody ..

I had to go down south last year to see my Great-Nana, who was in ICU and on her 'death-bed'. So it was time for good byes. Now shes just turned 95, and stronger and healthier than ever !

I wish the same for your mum Vincent !

God Bless !

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#14

Posted 28 November 2010 - 03:26 AM Edited by toonskull, 24 May 2011 - 06:19 AM.

Mom is doing much better thank you all. You can see us out at the mall here on YouTubeYouTube

Meanwhile I finished the car lot. There are 10 cars on it in East Los Santos by the Jefferson Hotel.
Stan is the clown who runs it and as always there is the source code included. Have fun, but take time to learn to code as well.

DOWNLOAD LINK: Car Lot and Bike Shop

12.20.10 LINK REPAIRED
5.24.11 LINK REPAIRED

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#15

Posted 07 January 2011 - 01:31 PM

This idea came to me when I saw a student at the career center plaster himself on the wall. I call this KOwall.

CODE
{$VERSION 3.1.0027}
{$CLEO .cs}
{CJ runs at any wall and smacks it, down he falls on his... well a bit more real than just jogging in place.
Not as perfect as I would like it, CJ tend to get a bit stuck after smacking into a wall. You can still jump walls.
Special thanks to nabnabnabn -> http://www.gtaforums.com/index.php?showtopic=466576&view=findpost&p=1060283039
Thanks to all those who helped in that thread.

1.7.2011
Vincent "ToonSkull" Black
www.filefront.com/user/toonskull
Binary file will be posted here soon.}

thread 'kowall'

:kowall_11
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @kowall_11
04ED: load_animation "PED"

:kowall_38
wait 0
if
04EE:   animation "PED" loaded
jf @kowall_38
//Makes sure we don't bump into stuff inside, only outside.
:kowall_60
wait 0
077E: get_active_interior_to 7@
if and
 7@ == 0
  Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"
jf @kowall_60
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.1 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0
if
86BD:   not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 0 particle 0
jf @kowall_60
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FACE" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA

:kowall_242
wait 0
if
  not Actor.Animation($PLAYER_ACTOR) == "KO_SHOT_FACE"
jf @kowall_242
0605: actor $PLAYER_ACTOR perform_animation_sequence "GETUP" IFP_file "PED" 6.0 loop 0 0 0 0 time -1 // versionA

:kowall_308
wait 0
if
  not Actor.Animation($PLAYER_ACTOR) == "GETUP"
jf @kowall_308
jump @kowall_60



Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#16

Posted 07 January 2011 - 09:11 PM

Very interesting concept there Vincent smile.gif Will have to try this one out for sure smile.gif

nabnabnabn
  • nabnabnabn

    Xbox modder

  • Members
  • Joined: 18 Aug 2008

#17

Posted 09 January 2011 - 09:16 PM

Great idea toonskull, and no problem man biggrin.gif
glad that it worked, keep it up icon14.gif

GTAman3456
  • GTAman3456

    Player Hater

  • Members
  • Joined: 23 Mar 2011

#18

Posted 23 March 2011 - 06:15 PM

QUOTE (toonskull @ Nov 28 2010, 03:26)
Mom is doing much better thank you all. You can see us out at the mall here on YouTubeYouTube

Meanwhile I finished the car lot. There are 10 cars on it in East Los Santos by the Jefferson Hotel.
Stan is the clown who runs it and as always there is the source code included. Have fun, but take time to learn to code as well.

DOWNLOAD LINK: Car Lot and Bike Shop

12.20.10 LINK REPAIRED

That link is broken, can u put up a new one??

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#19

Posted 24 May 2011 - 06:20 AM

QUOTE (GTAman3456 @ Mar 23 2011, 18:15)

That link is broken, can u put up a new one??

Fixed!

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#20

Posted 24 May 2011 - 06:50 AM

Can you fix bugs in real cops? still keeps crashing on me..

Ηeath
  • Ηeath

    Just Do It.

  • Members
  • Joined: 08 Feb 2011

#21

Posted 24 May 2011 - 06:55 AM

QUOTE (methodunderg @ May 24 2011, 06:50)
Can you fix bugs in real cops? still keeps crashing on me..

Works fine on me.. no bugs!

WhyDoIHaveToLogin
  • WhyDoIHaveToLogin

    Player Hater

  • Members
  • Joined: 03 Aug 2011

#22

Posted 15 August 2011 - 06:08 PM

I know im probably bumping an old topic but my game keeps crashing when i get on a bike at the bike-shop...do i require CLEO 3?i only have cleo 4 bored.gif

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#23

Posted 25 September 2012 - 08:25 AM

Well I haven't been here for a little while. A friend asked me if I still modded GTA SA because "it is so old" and I should be looking into GTA 4 and the upcoming release of GTA 5.

Well I explained it to him, I am a Necromancer. We revive the dead. We breath life into the unliving. Then he said, I was full of sh*t, so I killed him and brought him back as my undead minion.

Here is a script WORK IN PROGRESS so far it works out pretty well. It is a race with 4 racers north of your garage in Doherty. This is basically similar to the Derby Madness mission in my brother's Tenpenny Stories. But in this case everyone follows the same route.

DA RULEZ
You cannot exit the vehicle once you enter the circle or you lose.
You can shoot and destroy racers to win.
Prize money $5000 (risk added later will be $1000 cash + your car)
First Racer who makes 3 laps can win.

CODE
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
thread 'SFRace'
//Rejects the mission until you are ready.
:SFRACE_19
wait 0
if
 $ONMISSION == 0
jf @SFRACE_19
if
 $Active_Interior == 0
jf @SFRACE_19
if
  Player.Defined($PLAYER_CHAR)
jf @SFRACE_19
if
  Player.Controllable($PLAYER_CHAR)
jf @SFRACE_19
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1946.0 580.0 35.3  radius 80.0 80.0 10.0  
jf @SFRACE_19
//Remember to check for $1000 cash or more on Player

//Load Models
0395: clear_area 1 at -1946.0 580.0 35.3 radius 50.0
Model.Load(#HOTKNIFE)
Model.Load(#HUSTLER)                
Model.Load(#WMYMECH)
Model.Load(#BFINJECT)
Model.Load(#BANDITO)
Model.Load(#WMYBMX)
Model.Load(#WFYCLOT)
Model.Load(#WFYSEX)
038B: load_requested_models
04ED: load_animation "BEACH"
04ED: load_animation "DANCING"

//Check for Models Loading
:SFRACE_110
if or
not Model.Available(#HOTKNIFE)
not Model.Available(#HUSTLER)
not Model.Available(#WMYMECH)
not Model.Available(#BFINJECT)
not Model.Available(#BANDITO)
else_jump @SFRACE_115
wait 0
jump @SFRACE_110

:SFRACE_115
if or
not Model.Available(#WMYBMX)
not Model.Available(#WFYCLOT)
not Model.Available(#WFYSEX)
84EE:   not animation "BEACH" loaded
84EE:   not animation "DANCING" loaded
else_jump @SFRACE_120
wait 0
jump @SFRACE_115

:SFRACE_120
//Race Cars
1@ = Car.Create(#HOTKNIFE, -1932.9259, 576.9243, 35.225)
Car.Angle(1@) = 349.0
Car.Health(1@) = 2000
009A: 5@ = create_actor_pedtype 17 model #WFYCLOT at -1933.087 576.2529 36.9624
0605: actor 5@ perform_animation_sequence "BATHER" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -2 // versionA
0446: set_actor 5@ immune_to_headshots 0

2@ = Car.Create(#BANDITO, -1942.9719, 575.1094, 35.2257)
Car.Angle(2@) = 280.0
Car.Health(2@) = 2000
009A: 6@ = create_actor_pedtype 17 model #WMYMECH at -1944.9349 574.5452 35.1719
Actor.Angle(6@) = 285.4
0446: set_actor 6@ immune_to_headshots 0

3@ = Car.Create(#HUSTLER,-1940.1726, 583.54, 35.2025)
Car.Angle(3@) = 332.0
Car.Health(3@) = 2000
0129: 7@ = create_actor_pedtype 17 model #WMYBMX in_car 3@ driverseat
0446: set_actor 7@ immune_to_headshots 0

//Add music to car here?
4@ = Car.Create(#BFINJECT,-1951.46, 582.8995, 35.2172)
Car.Angle(4@) = 252.0
Car.Health(4@) = 2000
009A: 8@ = create_actor_pedtype 17 model #WFYSEX at -1951.3351 584.5494 35.1369
Actor.Angle(8@) = 175.4
0605: actor 8@ perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -2 // versionA
0446: set_actor 8@ immune_to_headshots 0
//Enter Race or Leave
:SFRACE_140
wait 0
//unloads if player is too far away
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1946.0 580.0 35.3  radius 80.0 80.0 10.0  
jf @SFRACE_700
if
0100:   actor $PLAYER_ACTOR in_sphere -1969.3652 585.2877 35.3304 radius 4.0 4.0 10.0 sphere 1 in_car
jf @SFRACE_140
$ONMISSION == 1
0186: 9@ = create_marker_above_car 1@
07E0: set_marker 9@ type_to 0
0165: set_marker 9@ color_to 0
13@ = 0
0186: 10@ = create_marker_above_car 2@
07E0: set_marker 10@ type_to 0
0165: set_marker 10@ color_to 0
14@ = 0
0186: 11@ = create_marker_above_car 3@
07E0: set_marker 11@ type_to 0
0165: set_marker 11@ color_to 0
15@ = 0
0186: 12@ = create_marker_above_car 4@
07E0: set_marker 12@ type_to 0
0165: set_marker 12@ color_to 0
16@ = 0
//Start Mission Play
05CB: AS_actor 5@ enter_car 1@ as_driver -1 ms
05CB: AS_actor 6@ enter_car 2@ as_driver -1 ms
05CB: AS_actor 8@ enter_car 4@ as_driver -1 ms
wait 5000
:SFRACE_150
wait 0
if and
Actor.Driving(5@)
Actor.Driving(6@)
Actor.Driving(8@)
jf @SFRACE_150

//35 speed? is what?? KPH? I don't know.
05D1: AS_actor 5@ drive_car 1@ to -1897.7505 730.6119 44.9057 speed 35.0 3 model #HOTKNIFE 2
05D1: AS_actor 6@ drive_car 2@ to -1897.7505 730.6119 44.9057 speed 35.0 3 model #BANDITO 2
05D1: AS_actor 7@ drive_car 3@ to -1897.7505 730.6119 44.9057 speed 35.0 3 model #HUSTLER 5
05D1: AS_actor 8@ drive_car 4@ to -1897.7505 730.6119 44.9057 speed 35.0 3 model #BFINJECT 5
//06D5: 0@ = create_racing_checkpoint_at -1897.7505 730.6119 44.9057 point_to -1558.5876 729.5047 6.6461 type 0 radius 6.0

20@ = 0      

//Lap Counters
21@ = 0
22@ = 0
23@ = 0
24@ = 0

:SFRACE_190
wait 0
if
   Actor.Driving($PLAYER_ACTOR)
jf @SFRACE_600
if  or
   Car.Wrecked(1@)
   Actor.Dead(5@)
then
0164: disable_marker 9@
13@ = -1
end

if  or
   Car.Wrecked(2@)
   Actor.Dead(6@)
then
0164: disable_marker 10@
14@ = -1
end
if  or
   Car.Wrecked(3@)
   Actor.Dead(7@)
then
0164: disable_marker 11@
15@ = -1
end
if  or
   Car.Wrecked(4@)
   Actor.Dead(8@)
then
0164: disable_marker 12@
16@ = -1
end
//Check to see if all the cars are out of the mission.
if and
13@ == -1
14@ == -1
15@ == -1
16@ == -1
then
jump @SFRACE_400
end
//Player Checkpoints - Not working very well just yet crashed on me once. Also missing a checkpoint.
{
if  and
   20@ == 0
   00EE:   actor $PLAYER_ACTOR 0 near_point -1897.7505 730.6119 radius 10.0 10.0 in_car
then
   20@ = 1
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -1558.5876 729.5047 6.6461 point_to -1775.0104 1376.5579 6.6538 type 0 radius 6.0
end
if  and
   20@ == 1
   00EE:   actor $PLAYER_ACTOR 0 near_point -1558.5876 729.5047 radius 10.0 10.0 in_car
then
   20@ = 2
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -1775.0104 1376.5579 6.6538 point_to -2261.1113 955.349 66.0609 type 0 radius 6.0
end
if  and
   20@ == 2
   00EE:   actor $PLAYER_ACTOR 0 near_point -1775.0104 1376.5579 radius 10.0 10.0 in_car
then    
   20@ = 3
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -2263.0977 1259.8835 42.3555 point_to -2251.5093 329.6129 34.7284 type 0 radius 6.0
end
if  and
   20@ == 3
   00EE:   actor $PLAYER_ACTOR 0 near_point -2263.0977 1259.8835 radius 10.0 10.0 in_car
then    
   20@ = 4
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -2251.5093 329.6129 34.7284 point_to -2804.1851 157.3619 6.6394 type 0 radius 6.0
end
if  and
   20@ == 4
   00EE:   actor $PLAYER_ACTOR 0 near_point -2251.5093 329.6129 radius 10.0 10.0 in_car
then    
   20@ = 5
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -2844.114 465.8817 3.6983 point_to -2536.9856 476.7234 14.0712 type 0 radius 6.0
end
if  and
   20@ == 5
   00EE:   actor $PLAYER_ACTOR 0 near_point -2844.114 465.8817 radius 10.0 10.0 in_car
then    
   20@ = 6
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -2519.0193 1116.6455 55.1828 point_to -2013.9983 1048.3883 55.1733 type 0 radius 6.0
end
if  and
   20@ == 6
   00EE:   actor $PLAYER_ACTOR 0 near_point -2519.0193 1116.6455 radius 10.0 10.0 in_car
then    
   20@ = 7
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -2013.9983 1048.3883 55.1733 point_to -1999.9032 607.9482 34.6252 type 0 radius 6.0
end
if  and
   20@ == 7
   00EE:   actor $PLAYER_ACTOR 0 near_point -2013.9983 1048.3883 radius 10.0 10.0 in_car
then    
   20@ = 8
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -1999.9032 607.9482 34.6252 point_to -1897.7505 730.6119 44.9057 type 0 radius 6.0
end        
if  and
   20@ == 8
   00EE:   actor $PLAYER_ACTOR 0 near_point -1999.9032 607.9482 radius 10.0 10.0 in_car
then    
   20@ = 0
   06D6: disable_racing_checkpoint 0@
   06D5: 0@ = create_racing_checkpoint_at -1897.7505 730.6119 44.9057 point_to -1558.5876 729.5047 6.6461 type 0 radius 6.0
end        

if
20@ <> 40
jf @SFRACE_400
}
//The route taken by "Donuts" the Hotknife driver
if  and
   13@ == 0
   00EE:   actor 5@ 0 near_point -1897.7505 730.6119 radius 10.0 10.0 in_car
then
   13@ = 1
   05D1: AS_actor 5@ drive_car 1@ to -1558.5876 729.5047 6.6461 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 1
   00EE:   actor 5@ 0 near_point -1558.5876 729.5047 radius 10.0 10.0 in_car
then
   13@ = 2
   05D1: AS_actor 5@ drive_car 1@ to -1529.6815 955.6461 6.6571 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 2
   00EE:   actor 5@ 0 near_point -1529.6815 955.6461 radius 10.0 10.0 in_car
then
   13@ = 3    
   05D1: AS_actor 5@ drive_car 1@ to -1585.6332 1038.9823 6.6475 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 3
   00EE:   actor 5@ 0 near_point -1585.6332 1038.9823 radius 10.0 10.0 in_car
then
   13@ = 4
   05D1: AS_actor 5@ drive_car 1@ to -1594.2319 1198.4534 6.6563 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 4
   00EE:   actor 5@ 0 near_point -1594.2319 1198.4534 radius 10.0 10.0 in_car
then
   13@ = 5
   05D1: AS_actor 5@ drive_car 1@ to -1775.0104 1376.5579 6.6538 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 5
   00EE:   actor 5@ 0 near_point -1775.0104 1376.5579 radius 10.0 10.0 in_car
then    
   13@ = 6
   05D1: AS_actor 5@ drive_car 1@ to -1915.8545 1309.9226 6.6436 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 6
   00EE:   actor 5@ 0 near_point -1915.8545 1309.9226 radius 10.0 10.0 in_car
then      
   13@ = 7
   05D1: AS_actor 5@ drive_car 1@ to -2067.2188 1280.559 8.3804 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 7
   00EE:   actor 5@ 0 near_point -2067.2188 1280.559 radius 10.0 10.0 in_car
then      
   13@ = 8
   05D1: AS_actor 5@ drive_car 1@ to -2263.0977 1259.8835 42.3555 speed 30.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 8
   00EE:   actor 5@ 0 near_point -2263.0977 1259.8835 radius 10.0 10.0 in_car
then      
   13@ = 9
   05D1: AS_actor 5@ drive_car 1@ to -2261.1113 955.349 66.0609 speed 100.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 9
   00EE:   actor 5@ 0 near_point -2261.1113 955.349 radius 10.0 10.0 in_car
then  
   13@ = 10
   05D1: AS_actor 5@ drive_car 1@ to -2260.5437 555.8147 34.6182 speed 100.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 10
   00EE:   actor 5@ 0 near_point -2260.5437 555.8147 radius 10.0 10.0 in_car
then
   13@ = 11  
   05D1: AS_actor 5@ drive_car 1@ to -2226.5833 497.0167 34.6258 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 11
   00EE:   actor 5@ 0 near_point -2226.5833 497.0167 radius 10.0 10.0 in_car
then  
   13@ = 12
   05D1: AS_actor 5@ drive_car 1@ to -2251.5093 329.6129 34.7284 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 12
   00EE:   actor 5@ 0 near_point -2251.5093 329.6129 radius 10.0 10.0 in_car
then
   13@ = 13
   05D1: AS_actor 5@ drive_car 1@ to -2372.2014 284.6663 33.7415 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 13
   00EE:   actor 5@ 0 near_point -2372.2014 284.6663 radius 10.0 10.0 in_car
then
   13@ = 14
   05D1: AS_actor 5@ drive_car 1@ to -2524.3914 160.3009 3.8172 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 14
   00EE:   actor 5@ 0 near_point -2524.3914 160.3009 radius 10.0 10.0 in_car
then
   13@ = 15
   05D1: AS_actor 5@ drive_car 1@ to -2804.1851 157.3619 6.6394 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 15
   00EE:   actor 5@ 0 near_point -2804.1851 157.3619 radius 10.0 10.0 in_car
then
   13@ = 16
   05D1: AS_actor 5@ drive_car 1@ to -2807.7515 302.5096 6.2007 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 16
   00EE:   actor 5@ 0 near_point -2807.7515 302.5096 radius 10.0 10.0 in_car
then
   13@ = 17
   05D1: AS_actor 5@ drive_car 1@ to -2857.1069 395.0728 3.9566 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 17
   00EE:   actor 5@ 0 near_point -2857.1069 395.0728 radius 10.0 10.0 in_car
then
   13@ = 18
   05D1: AS_actor 5@ drive_car 1@ to -2844.114 465.8817 3.6983 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 18
   00EE:   actor 5@ 0 near_point -2844.114 465.8817 radius 10.0 10.0 in_car
then
   13@ = 19
   05D1: AS_actor 5@ drive_car 1@ to -2536.9856 476.7234 14.0712 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 19
   00EE:   actor 5@ 0 near_point -2536.9856 476.7234 radius 10.0 10.0 in_car
then
   13@ = 20
   05D1: AS_actor 5@ drive_car 1@ to -2519.0193 1116.6455 55.1828 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 20
   00EE:   actor 5@ 0 near_point -2519.0193 1116.64550 radius 10.0 10.0 in_car
then
   13@ = 21
   05D1: AS_actor 5@ drive_car 1@ to -2317.0391 1057.407 55.1949 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 21
   00EE:   actor 5@ 0 near_point -2317.0391 1057.407 radius 10.0 10.0 in_car
then
   13@ = 22
   05D1: AS_actor 5@ drive_car 1@ to -2013.9983 1048.3883 55.1733 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 22
   00EE:   actor 5@ 0 near_point -2013.9983 1048.3883 radius 10.0 10.0 in_car
then
   13@ = 23
   05D1: AS_actor 5@ drive_car 1@ to -1999.9032 607.9482 34.6252 speed 50.0 3 model #HOTKNIFE 2
end
if  and
   13@ == 23
   00EE:   actor 5@ 0 near_point -1999.9032 607.9482 radius 10.0 10.0 in_car  
then
   21@ += 1
   if
   21@ <> 3
   jf @SFRACE_600
   13@ = 0
   05D1: AS_actor 5@ drive_car 1@ to -1897.7505 730.6119 44.9057 speed 50.0 3 model #HOTKNIFE 2
end
//The route taken by "Dangerous" the Bandito driver
if  and
   14@ == 0
   00EE:   actor 6@ 0 near_point -1897.7505 730.6119 radius 10.0 10.0 in_car
then
   14@ = 1
   05D1: AS_actor 6@ drive_car 2@ to -1558.5876 729.5047 6.6461 speed 45.0 3 model #BANDITO 2
end
if  and
   14@ == 1
   00EE:   actor 6@ 0 near_point -1558.5876 729.5047 radius 10.0 10.0 in_car
then
   14@ = 2
   05D1: AS_actor 6@ drive_car 2@ to -1529.6815 955.6461 6.6571 speed 45.0 3 model #BANDITO 2
end
if  and
   14@ == 2
   00EE:   actor 6@ 0 near_point -1529.6815 955.6461 radius 10.0 10.0 in_car
then
   14@ = 3    
   05D1: AS_actor 6@ drive_car 2@ to -1585.6332 1038.9823 6.6475 speed 30.0 3 model #BANDITO 2
end
if  and
   14@ == 3
   00EE:   actor 6@ 0 near_point -1585.6332 1038.9823 radius 10.0 10.0 in_car
then
   14@ = 4
   05D1: AS_actor 6@ drive_car 2@ to -1594.2319 1198.4534 6.6563 speed 45.0 3 model #BANDITO 2
end
if  and
   14@ == 4
   00EE:   actor 6@ 0 near_point -1594.2319 1198.4534 radius 10.0 10.0 in_car
then
   14@ = 5
   05D1: AS_actor 6@ drive_car 2@ to -1775.0104 1376.5579 6.6538 speed 25.0 3 model #BANDITO 2
end
if  and
   14@ == 5
   00EE:   actor 6@ 0 near_point -1775.0104 1376.5579 radius 10.0 10.0 in_car
then    
   14@ = 6
   05D1: AS_actor 6@ drive_car 2@ to -1915.8545 1309.9226 6.6436 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 6
   00EE:   actor 6@ 0 near_point -1915.8545 1309.9226 radius 10.0 10.0 in_car
then      
   14@ = 7
   05D1: AS_actor 6@ drive_car 2@ to -2067.2188 1280.559 8.3804 speed 80.0 3 model #BANDITO 2
end
if  and
   14@ == 7
   00EE:   actor 6@ 0 near_point -2067.2188 1280.559 radius 10.0 10.0 in_car
then      
   14@ = 8
   05D1: AS_actor 6@ drive_car 2@ to -2263.0977 1259.8835 42.3555 speed 30.0 3 model #BANDITO 2
end
if  and
   14@ == 8
   00EE:   actor 6@ 0 near_point -2263.0977 1259.8835 radius 10.0 10.0 in_car
then      
   14@ = 9
   05D1: AS_actor 6@ drive_car 2@ to -2261.1113 955.349 66.0609 speed 40.0 3 model #BANDITO 2
end
if  and
   14@ == 9
   00EE:   actor 6@ 0 near_point -2261.1113 955.349 radius 10.0 10.0 in_car
then  
   14@ = 10
   05D1: AS_actor 6@ drive_car 2@ to -2260.5437 555.8147 34.6182 speed 35.0 3 model #BANDITO 2
end
if  and
   14@ == 10
   00EE:   actor 6@ 0 near_point -2260.5437 555.8147 radius 10.0 10.0 in_car
then
   14@ = 11  
   05D1: AS_actor 6@ drive_car 2@ to -2226.5833 497.0167 34.6258 speed 30.0 3 model #BANDITO 2
end
if  and
   14@ == 11
   00EE:   actor 6@ 0 near_point -2226.5833 497.0167 radius 10.0 10.0 in_car
then  
   14@ = 12
   05D1: AS_actor 6@ drive_car 2@ to -2251.5093 329.6129 34.7284 speed 45.0 3 model #BANDITO 2
end
if  and
   14@ == 12
   00EE:   actor 6@ 0 near_point -2251.5093 329.6129 radius 10.0 10.0 in_car
then
   14@ = 13
   05D1: AS_actor 6@ drive_car 2@ to -2372.2014 284.6663 33.7415 speed 40.0 3 model #BANDITO 2
end
if  and
   14@ == 13
   00EE:   actor 6@ 0 near_point -2372.2014 284.6663 radius 10.0 10.0 in_car
then
   14@ = 14
   05D1: AS_actor 6@ drive_car 2@ to -2524.3914 160.3009 3.8172 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 14
   00EE:   actor 6@ 0 near_point -2524.3914 160.3009 radius 10.0 10.0 in_car
then
   14@ = 15
   05D1: AS_actor 6@ drive_car 2@ to -2804.1851 157.3619 6.6394 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 15
   00EE:   actor 6@ 0 near_point -2804.1851 157.3619 radius 10.0 10.0 in_car
then
   14@ = 16
   05D1: AS_actor 6@ drive_car 2@ to -2807.7515 302.5096 6.2007 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 16
   00EE:   actor 6@ 0 near_point -2807.7515 302.5096 radius 10.0 10.0 in_car
then
   14@ = 17
   05D1: AS_actor 6@ drive_car 2@ to -2857.1069 395.0728 3.9566 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 17
   00EE:   actor 6@ 0 near_point -2857.1069 395.0728 radius 10.0 10.0 in_car
then
   14@ = 18
   05D1: AS_actor 6@ drive_car 2@ to -2844.114 465.8817 3.6983 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 18
   00EE:   actor 6@ 0 near_point -2844.114 465.8817 radius 10.0 10.0 in_car
then
   14@ = 19
   05D1: AS_actor 6@ drive_car 2@ to -2536.9856 476.7234 14.0712 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 19
   00EE:   actor 6@ 0 near_point -2536.9856 476.7234 radius 10.0 10.0 in_car
then
   14@ = 20
   05D1: AS_actor 6@ drive_car 2@ to -2519.0193 1116.6455 55.1828 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 20
   00EE:   actor 6@ 0 near_point -2519.0193 1116.64550 radius 10.0 10.0 in_car
then
   14@ = 21
   05D1: AS_actor 6@ drive_car 2@ to -2317.0391 1057.407 55.1949 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 21
   00EE:   actor 6@ 0 near_point -2317.0391 1057.407 radius 10.0 10.0 in_car
then
   14@ = 22
   05D1: AS_actor 6@ drive_car 2@ to -2013.9983 1048.3883 55.1733 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 22
   00EE:   actor 6@ 0 near_point -2013.9983 1048.3883 radius 10.0 10.0 in_car
then
   14@ = 23
   05D1: AS_actor 6@ drive_car 2@ to -1999.9032 607.9482 34.6252 speed 60.0 3 model #BANDITO 2
end
if  and
   14@ == 23
   00EE:   actor 6@ 0 near_point -1999.9032 607.9482 radius 10.0 10.0 in_car
then
   22@ += 1
   if
   22@ <> 3
   jf @SFRACE_600  
   14@ = 0
   05D1: AS_actor 6@ drive_car 2@ to -1897.7505 730.6119 44.9057 speed 60.0 3 model #BANDITO 2
end
//The route taken by "Pro" the Hustler driver          
if  and
   15@ == 0
   00EE:   actor 7@ 0 near_point -1897.7505 730.6119 radius 10.0 10.0 in_car
then
   15@ = 1
   05D1: AS_actor 7@ drive_car 3@ to -1558.5876 729.5047 6.6461 speed 45.0 3 model #HUSTLER 5
end
if  and
   15@ == 1
   00EE:   actor 7@ 0 near_point -1558.5876 729.5047 radius 10.0 10.0 in_car
then
   15@ = 2
   05D1: AS_actor 7@ drive_car 3@ to -1529.6815 955.6461 6.6571 speed 45.0 3 model #HUSTLER 5
end
if  and
   15@ == 2
   00EE:   actor 7@ 0 near_point -1529.6815 955.6461 radius 10.0 10.0 in_car
then
   15@ = 3    
   05D1: AS_actor 7@ drive_car 3@ to -1585.6332 1038.9823 6.6475 speed 30.0 3 model #HUSTLER 5
end
if  and
   15@ == 3
   00EE:   actor 7@ 0 near_point -1585.6332 1038.9823 radius 10.0 10.0 in_car
then
   15@ = 4
   05D1: AS_actor 7@ drive_car 3@ to -1594.2319 1198.4534 6.6563 speed 45.0 3 model #HUSTLER 5
end
if  and
   15@ == 4
   00EE:   actor 7@ 0 near_point -1594.2319 1198.4534 radius 10.0 10.0 in_car
then
   15@ = 5
   05D1: AS_actor 7@ drive_car 3@ to -1775.0104 1376.5579 6.6538 speed 25.0 3 model #HUSTLER 5
end
if  and
   15@ == 5
   00EE:   actor 7@ 0 near_point -1775.0104 1376.5579 radius 10.0 10.0 in_car
then    
   15@ = 6
   05D1: AS_actor 7@ drive_car 3@ to -1915.8545 1309.9226 6.6436 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 6
   00EE:   actor 7@ 0 near_point -1915.8545 1309.9226 radius 10.0 10.0 in_car
then      
   15@ = 7
   05D1: AS_actor 7@ drive_car 3@ to -2067.2188 1280.559 8.3804 speed 80.0 3 model #HUSTLER 5
end
if  and
   15@ == 7
   00EE:   actor 7@ 0 near_point -2067.2188 1280.559 radius 10.0 10.0 in_car
then      
   15@ = 8
   05D1: AS_actor 7@ drive_car 3@ to -2263.0977 1259.8835 42.3555 speed 30.0 3 model #HUSTLER 5
end
if  and
   15@ == 8
   00EE:   actor 7@ 0 near_point -2263.0977 1259.8835 radius 10.0 10.0 in_car
then      
   15@ = 9
   05D1: AS_actor 7@ drive_car 3@ to -2261.1113 955.349 66.0609 speed 40.0 3 model #HUSTLER 5
end
if  and
   15@ == 9
   00EE:   actor 7@ 0 near_point -2261.1113 955.349 radius 10.0 10.0 in_car
then  
   15@ = 10
   05D1: AS_actor 7@ drive_car 3@ to -2260.5437 555.8147 34.6182 speed 35.0 3 model #HUSTLER 5
end
if  and
   15@ == 10
   00EE:   actor 7@ 0 near_point -2260.5437 555.8147 radius 10.0 10.0 in_car
then
   15@ = 11  
   05D1: AS_actor 7@ drive_car 3@ to -2226.5833 497.0167 34.6258 speed 30.0 3 model #HUSTLER 5
end
if  and
   15@ == 11
   00EE:   actor 7@ 0 near_point -2226.5833 497.0167 radius 10.0 10.0 in_car
then  
   15@ = 12
   05D1: AS_actor 7@ drive_car 3@ to -2251.5093 329.6129 34.7284 speed 45.0 3 model #HUSTLER 5
end
if  and
   15@ == 12
   00EE:   actor 7@ 0 near_point -2251.5093 329.6129 radius 10.0 10.0 in_car
then
   15@ = 13
   05D1: AS_actor 7@ drive_car 3@ to -2372.2014 284.6663 33.7415 speed 40.0 3 model #HUSTLER 5
end
if  and
   15@ == 13
   00EE:   actor 7@ 0 near_point -2372.2014 284.6663 radius 10.0 10.0 in_car
then
   15@ = 14
   05D1: AS_actor 7@ drive_car 3@ to -2524.3914 160.3009 3.8172 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 14
   00EE:   actor 7@ 0 near_point -2524.3914 160.3009 radius 10.0 10.0 in_car
then
   15@ = 15
   05D1: AS_actor 7@ drive_car 3@ to -2804.1851 157.3619 6.6394 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 15
   00EE:   actor 7@ 0 near_point -2804.1851 157.3619 radius 10.0 10.0 in_car
then
   15@ = 16
   05D1: AS_actor 7@ drive_car 3@ to -2807.7515 302.5096 6.2007 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 16
   00EE:   actor 7@ 0 near_point -2807.7515 302.5096 radius 10.0 10.0 in_car
then
   15@ = 17
   05D1: AS_actor 7@ drive_car 3@ to -2857.1069 395.0728 3.9566 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 17
   00EE:   actor 7@ 0 near_point -2857.1069 395.0728 radius 10.0 10.0 in_car
then
   15@ = 18
   05D1: AS_actor 7@ drive_car 3@ to -2844.114 465.8817 3.6983 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 18
   00EE:   actor 7@ 0 near_point -2844.114 465.8817 radius 10.0 10.0 in_car
then
   15@ = 19
   05D1: AS_actor 7@ drive_car 3@ to -2536.9856 476.7234 14.0712 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 19
   00EE:   actor 7@ 0 near_point -2536.9856 476.7234 radius 10.0 10.0 in_car
then
   15@ = 20
   05D1: AS_actor 7@ drive_car 3@ to -2519.0193 1116.6455 55.1828 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 20
   00EE:   actor 7@ 0 near_point -2519.0193 1116.64550 radius 10.0 10.0 in_car
then
   15@ = 21
   05D1: AS_actor 7@ drive_car 3@ to -2317.0391 1057.407 55.1949 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 21
   00EE:   actor 7@ 0 near_point -2317.0391 1057.407 radius 10.0 10.0 in_car
then
   15@ = 22
   05D1: AS_actor 7@ drive_car 3@ to -2013.9983 1048.3883 55.1733 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 22
   00EE:   actor 7@ 0 near_point -2013.9983 1048.3883 radius 10.0 10.0 in_car
then
   15@ = 23
   05D1: AS_actor 7@ drive_car 3@ to -1999.9032 607.9482 34.6252 speed 60.0 3 model #HUSTLER 5
end
if  and
   15@ == 23
   00EE:   actor 7@ 0 near_point -1999.9032 607.9482 radius 10.0 10.0 in_car
then
   23@ += 1
   if
   23@ <> 3
   jf @SFRACE_600  
   15@ = 0
   05D1: AS_actor 7@ drive_car 3@ to -1897.7505 730.6119 44.9057 speed 60.0 3 model #HUSTLER 5
end

//The route taken by "Intox" the BF Injection driver

if  and
   16@ == 16
   00EE:   actor 8@ 0 near_point -2907.406 -737.2327 radius 10.0 10.0 in_car
then
   16@ = 17
   05D1: AS_actor 8@ drive_car 4@ to -2799.4712 -214.0114 6.648 speed 75.0 3 model #BFINJECT 5
end

if  and
   16@ == 0
   00EE:   actor 8@ 0 near_point -1897.7505 730.6119 radius 10.0 10.0 in_car
then
   16@ = 1
   05D1: AS_actor 8@ drive_car 4@ to -1558.5876 729.5047 6.6461 speed 45.0 3 model #BFINJECT 5
end
if  and
   16@ == 1
   00EE:   actor 8@ 0 near_point -1558.5876 729.5047 radius 10.0 10.0 in_car
then
   16@ = 2
   05D1: AS_actor 8@ drive_car 4@ to -1529.6815 955.6461 6.6571 speed 45.0 3 model #BFINJECT 5
end
if  and
   16@ == 2
   00EE:   actor 8@ 0 near_point -1529.6815 955.6461 radius 10.0 10.0 in_car
then
   16@ = 3    
   05D1: AS_actor 8@ drive_car 4@ to -1585.6332 1038.9823 6.6475 speed 30.0 3 model #BFINJECT 5
end
if  and
   16@ == 3
   00EE:   actor 8@ 0 near_point -1585.6332 1038.9823 radius 10.0 10.0 in_car
then
   16@ = 4
   05D1: AS_actor 8@ drive_car 4@ to -1594.2319 1198.4534 6.6563 speed 45.0 3 model #BFINJECT 5
end
if  and
   16@ == 4
   00EE:   actor 8@ 0 near_point -1594.2319 1198.4534 radius 10.0 10.0 in_car
then
   16@ = 5
   05D1: AS_actor 8@ drive_car 4@ to -1775.0104 1376.5579 6.6538 speed 25.0 3 model #BFINJECT 5
end
if  and
   16@ == 5
   00EE:   actor 8@ 0 near_point -1775.0104 1376.5579 radius 10.0 10.0 in_car
then    
   16@ = 6
   05D1: AS_actor 8@ drive_car 4@ to -1915.8545 1309.9226 6.6436 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 6
   00EE:   actor 8@ 0 near_point -1915.8545 1309.9226 radius 10.0 10.0 in_car
then      
   16@ = 7
   05D1: AS_actor 8@ drive_car 4@ to -2067.2188 1280.559 8.3804 speed 80.0 3 model #BFINJECT 5
end
if  and
   16@ == 7
   00EE:   actor 8@ 0 near_point -2067.2188 1280.559 radius 10.0 10.0 in_car
then      
   16@ = 8
   05D1: AS_actor 8@ drive_car 4@ to -2263.0977 1259.8835 42.3555 speed 30.0 3 model #BFINJECT 5
end
if  and
   16@ == 8
   00EE:   actor 8@ 0 near_point -2263.0977 1259.8835 radius 10.0 10.0 in_car
then      
   16@ = 9
   05D1: AS_actor 8@ drive_car 4@ to -2261.1113 955.349 66.0609 speed 40.0 3 model #BFINJECT 5
end
if  and
   16@ == 9
   00EE:   actor 8@ 0 near_point -2261.1113 955.349 radius 10.0 10.0 in_car
then  
   16@ = 10
   05D1: AS_actor 8@ drive_car 4@ to -2260.5437 555.8147 34.6182 speed 35.0 3 model #BFINJECT 5
end
if  and
   16@ == 10
   00EE:   actor 8@ 0 near_point -2260.5437 555.8147 radius 10.0 10.0 in_car
then
   16@ = 11  
   05D1: AS_actor 8@ drive_car 4@ to -2226.5833 497.0167 34.6258 speed 30.0 3 model #BFINJECT 5
end
if  and
   16@ == 11
   00EE:   actor 8@ 0 near_point -2226.5833 497.0167 radius 10.0 10.0 in_car
then  
   16@ = 12
   05D1: AS_actor 8@ drive_car 4@ to -2251.5093 329.6129 34.7284 speed 45.0 3 model #BFINJECT 5
end
if  and
   16@ == 12
   00EE:   actor 8@ 0 near_point -2251.5093 329.6129 radius 10.0 10.0 in_car
then
   16@ = 13
   05D1: AS_actor 8@ drive_car 4@ to -2372.2014 284.6663 33.7415 speed 40.0 3 model #BFINJECT 5
end
if  and
   16@ == 13
   00EE:   actor 8@ 0 near_point -2372.2014 284.6663 radius 10.0 10.0 in_car
then
   16@ = 14
   05D1: AS_actor 8@ drive_car 4@ to -2524.3914 160.3009 3.8172 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 14
   00EE:   actor 8@ 0 near_point -2524.3914 160.3009 radius 10.0 10.0 in_car
then
   16@ = 15
   05D1: AS_actor 8@ drive_car 4@ to -2804.1851 157.3619 6.6394 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 15
   00EE:   actor 8@ 0 near_point -2804.1851 157.3619 radius 10.0 10.0 in_car
then
   16@ = 16
   05D1: AS_actor 8@ drive_car 4@ to -2807.7515 302.5096 6.2007 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 16
   00EE:   actor 8@ 0 near_point -2807.7515 302.5096 radius 10.0 10.0 in_car
then
   16@ = 17
   05D1: AS_actor 8@ drive_car 4@ to -2857.1069 395.0728 3.9566 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 17
   00EE:   actor 8@ 0 near_point -2857.1069 395.0728 radius 10.0 10.0 in_car
then
   16@ = 18
   05D1: AS_actor 8@ drive_car 4@ to -2844.114 465.8817 3.6983 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 18
   00EE:   actor 8@ 0 near_point -2844.114 465.8817 radius 10.0 10.0 in_car
then
   16@ = 19
   05D1: AS_actor 8@ drive_car 4@ to -2536.9856 476.7234 14.0712 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 19
   00EE:   actor 8@ 0 near_point -2536.9856 476.7234 radius 10.0 10.0 in_car
then
   16@ = 20
   05D1: AS_actor 8@ drive_car 4@ to -2519.0193 1116.6455 55.1828 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 20
   00EE:   actor 8@ 0 near_point -2519.0193 1116.64550 radius 10.0 10.0 in_car
then
   16@ = 21
   05D1: AS_actor 8@ drive_car 4@ to -2317.0391 1057.407 55.1949 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 21
   00EE:   actor 8@ 0 near_point -2317.0391 1057.407 radius 10.0 10.0 in_car
then
   16@ = 22
   05D1: AS_actor 8@ drive_car 4@ to -2013.9983 1048.3883 55.1733 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 22
   00EE:   actor 8@ 0 near_point -2013.9983 1048.3883 radius 10.0 10.0 in_car
then
   16@ = 23
   05D1: AS_actor 8@ drive_car 4@ to -1999.9032 607.9482 34.6252 speed 60.0 3 model #BFINJECT 5
end
if  and
   16@ == 23
   00EE:   actor 8@ 0 near_point -1999.9032 607.9482 radius 10.0 10.0 in_car
then
   24@ += 1
   if
   24@ <> 3
   jf @SFRACE_600  
   16@ = 0
   05D1: AS_actor 8@ drive_car 4@ to -1897.7505 730.6119 44.9057 speed 60.0 3 model #BFINJECT 5
end

//Repeat the loop
jump @SFRACE_190

//You WIN!
:SFRACE_400
//06D6: disable_racing_checkpoint 0@    
0164: disable_marker 9@
0164: disable_marker 10@
0164: disable_marker 11@
0164: disable_marker 12@
0394: play_music 1
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASS' number 5000 time 5000 style 1
Player.Money($PLAYER_CHAR) += 5000
wait 5000
jump @SFRACE_700

//You're a LOSER!
:SFRACE_600
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  
//06D6: disable_racing_checkpoint 0@
0164: disable_marker 9@
0164: disable_marker 10@
0164: disable_marker 11@
0164: disable_marker 12@

//Basic Cleanup
:SFRACE_700
$ONMISSION = 0
04EF: release_animation "BEACH"
04EF: release_animation "DANCE"
034F: destroy_actor_with_fade 5@
034F: destroy_actor_with_fade 6@
034F: destroy_actor_with_fade 7@
034F: destroy_actor_with_fade 8@
00A6: destroy_car 1@
00A6: destroy_car 2@
00A6: destroy_car 3@
00A6: destroy_car 4@
0395: clear_area 1 at -1946.0 580.0 35.3 radius 50.0
//Wait 10 seconds to give the actors a smoke break.
wait 10000
jump @SFRACE_19


Well if I get this working anytime soon I will keep you posted.

@WhyDoIHaveToLogin: IF {$VERSION 3.1.0027} don't give you a clue, I don't know what will.

As for that name (if you still exist) to send silly questions to people who don't care. biggrin.gif

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#24

Posted 25 September 2012 - 08:40 AM

Wow... great to see you still around !

Expect a PM soon icon14.gif

Platinum Card
  • Platinum Card

    DYOM mission maker

  • Members
  • Joined: 21 May 2005

#25

Posted 25 September 2012 - 10:40 PM

@toonskull: I would love to see a new story from you guys. Tenpenny Stories was amazing. The last mod I played like that was in russian lol. I could even write the story if you guys want. It's always nice to see some good coding work being done.

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#26

Posted 28 September 2012 - 12:58 PM

Well Josh (Jabhacksoul) is out East working for a software company making yuck... firmware. I am in Ohio attending college and working part time at Staples. But the last we spoke about a "project" was an idea to make a Free to Play mmo. It would be a contemporary setting in a large city like New York. We were discussing how most mmorpg are fantasy based and no one has made one remotely like GTA.

If we get the time and money to produce such a project we decided an item mall would generate the cash needed to run it. The whole idea might sound thin but I can't say too much or someone at Perfect World might steal our ideas. biggrin.gif LoL

So maybe by 2013 or 2014 you will be playing our game instead of blowing your dough on others.

toonskull
  • toonskull

    Necromancer

  • Members
  • Joined: 04 Aug 2009

#27

Posted 30 September 2012 - 12:16 PM

Ok I normally stick with the "normal" or reality of the game. But here is a superhero mod for you to have some fun.

Keys |------------| Effect
X |----------------| eXplode
Tap space |------| Super Speed
R |----------------| Rise up, then hold arrow down to fly.
Shift + F reduced body fat
CTRL + F max body fat
Shift + M reduced muscle
CRTL + M max muscle

CODE
{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------Protohuman---------------
//Set the player to have superhuman quaitlies Bullet Proof, Fireproof, etc.
03A4: name_thread 'protohuman'
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
08AF: set_actor $PLAYER_ACTOR max_health_to 2000
0223: set_actor $PLAYER_ACTOR health_to 2000

//Should the player take some unknown damage increase health
//Health Regeneration - slowly builds health
:protohuman_50
0001: wait 0 ms
00D6: if
8184:   not actor $PLAYER_ACTOR health >= 2000
004D: jump_if_false @protohuman_96
0226: 1@ = actor $PLAYER_ACTOR health
000A: 1@ += 5
0223: set_actor $PLAYER_ACTOR health_to 1@

//Press X uses the X - Power a blast blowing up everything around the player
:protohuman_96
00D6: if
0AB0:   key_pressed 88
004D: jump_if_false @protohuman_172
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
035F: actor $PLAYER_ACTOR armour += 100
0223: set_actor $PLAYER_ACTOR health_to 2000
0001: wait 100 ms
020C: create_explosion_with_radius 6 at 1@ 2@ 3@

//Shift + F reduced body fat
:protohuman_172
00D6: if and
0AB0:   key_pressed 16
0AB0:   key_pressed 70
004D: jump_if_false @protohuman_200
062A: change_float_stat 21 to 250.0
//CTRL + F max body fat
:protohuman_200
00D6: if and
0AB0:   key_pressed 17
0AB0:   key_pressed 70
004D: jump_if_false @protohuman_228
062A: change_float_stat 21 to 1000.0
//Shift + M reduced muscle
:protohuman_228
00D6: if and
0AB0:   key_pressed 16
0AB0:   key_pressed 77
004D: jump_if_false @protohuman_256
062A: change_float_stat 23 to 100.0
//CRTL + M max muscle
:protohuman_256
00D6: if and
0AB0:   key_pressed 17
0AB0:   key_pressed 77
004D: jump_if_false @protohuman_284
062A: change_float_stat 23 to 1000.0
//Tap space bar for super speed
:protohuman_284
00D6: if
0611:   actor $PLAYER_ACTOR performing_animation "SPRINT_CIVI"
004D: jump_if_false @protohuman_393
0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 8.0 times_normal_rate
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 2@ 3@ 4@
0013: 2@ *= 8.0
0013: 3@ *= 8.0
0013: 4@ *= 8.0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 2@ 3@ 4@
//Press R and hold "Down Arrow" to rise up and FLY!
:protohuman_393
0001: wait 0 ms
077E: get_active_interior_to 7@
00D6: if and
0AB0:   key_pressed 82
0039:   7@ == 0
004D: jump_if_false @protohuman_960
04ED: load_animation "PARACHUTE"

:protohuman_437
0001: wait 0 ms
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @protohuman_437
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 150.0

:protohuman_485
0001: wait 0 ms
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 15@ 16@ 17@
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
0172: 1@ = actor $PLAYER_ACTOR Z_angle
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@
00D6: if
0039:   10@ == 0
004D: jump_if_false @protohuman_605
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 250 // versionB

:protohuman_605
00D6: if
0019:   10@ > 0
004D: jump_if_false @protohuman_681
000F: 1@ -= 1.0
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 250 // versionB

:protohuman_681
00D6: if
001B:   0 > 10@
004D: jump_if_false @protohuman_757
000B: 1@ += 1.0
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 250 // versionB

:protohuman_757
00D6: if
8031:   not  1@ >= 0.0
004D: jump_if_false @protohuman_788
000B: 1@ += 360.0

:protohuman_788
00D6: if
0021:   1@ > 360.0
004D: jump_if_false @protohuman_819
000F: 1@ -= 360.0

:protohuman_819
0173: set_actor $PLAYER_ACTOR Z_angle_to 1@
02F6: $tempvar_Float_1 = cosine 1@ // (float)
02F7: $tempvar_Float_2 = sine 1@ // (float)
0011: $tempvar_Float_1 *= -1.0
00D6: if
8029:   not  11@ >= 0
004D: jump_if_false @protohuman_881
000F: 17@ -= 5.0

:protohuman_881
00D6: if
0019:   11@ > 0
004D: jump_if_false @protohuman_909
000B: 17@ += 5.0

:protohuman_909
0059: 15@ += $tempvar_Float_1 // (float)
0059: 16@ += $tempvar_Float_2 // (float)
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 15@ 16@ 17@
00D6: if
8031:   not  7@ >= 10.0
004D: jump_if_false @protohuman_485

:protohuman_960
0001: wait 100 ms
0002: jump @protohuman_50


What can I say? I had an itch to scratch. biggrin.gif

Nori Yaro
  • Nori Yaro

    .

  • BUSTED!
  • Joined: 08 Aug 2012

#28

Posted 06 February 2013 - 12:07 PM

Can you reupload the one with cleo controller traffic(no floating) and the cops traffic one?

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#29

Posted 06 February 2013 - 06:48 PM

I've got them @ home, but I wouldn't know the filenames off the top of my head.

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#30

Posted 08 February 2013 - 11:46 AM

Just re-upped the 'REAL' mod pack from ToonSkull

http://www.mediafire...i7d0sfxs6kocag7

I don't have his other mods though, sorry guys.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users