Flomaster Posted September 24, 2007 Share Posted September 24, 2007 I'm creating a huge stunt park and I used BW's Extremely stripped txt. Now I need the Disance/Wheelie/Stoppie/Rotation/etc. ect. to show up again. I had found some lines about the stoppie/wheelie. But nothing worked. Can someone HELP!!! Link to comment Share on other sites More sharing options...
Flomaster Posted September 24, 2007 Author Share Posted September 24, 2007 I'm creating a huge stunt park and I used BW's Extremely stripped txt. Now I need the Disance/Wheelie/Stoppie/Rotation/etc. ect. to show up again. I had found some lines about the stoppie/wheelie. But nothing worked. Can someone HELP!!! P.S. This is for Vice City!!! Link to comment Share on other sites More sharing options...
SteaVor Posted September 24, 2007 Share Posted September 24, 2007 Search for the thread "HJ" - that's the right one. To see how far it goes, just search for "name_thread" (or 03A4:) again and you'll get "USJ" - that's is the Unique Stunt Jump thread. You can also search for "HJSTATF" to find the penultimate label of the HJ thread. Link to comment Share on other sites More sharing options...
Flomaster Posted September 24, 2007 Author Share Posted September 24, 2007 Nothing still. Here's what my Main.SCM looks like: DEFINE VERSION VICE 1.3 0002: jump ££Label008620 DEFINE MEMORY 34329 :Label008620 0002: jump ££Label00994C DEFINE OBJECTS 204 DEFINE OBJECT (no name) ; This is an unused object. You can put anything here. DEFINE OBJECT DTN_STADDOORA ; Object number -1 DEFINE OBJECT DTN_STADDOORB ; Object number -2 DEFINE OBJECT DTHOTRING_A ; Object number -3 DEFINE OBJECT BRIBE ; Object number -4 DEFINE OBJECT CI_GATESCLOSED ; Object number -5 DEFINE OBJECT CI_BACKGATECLOSE ; Object number -6 DEFINE OBJECT INFO ; Object number -7 DEFINE OBJECT YT_MAIN_BODY ; Object number -8 DEFINE OBJECT YT_MAIN_BODY2 ; Object number -9 DEFINE OBJECT YT_DOORS14 ; Object number -10 DEFINE OBJECT YT_TMP_BOAT ; Object number -11 DEFINE OBJECT LODMAIN_BODY ; Object number -12 DEFINE OBJECT YACHT_CHUNK_KB ; Object number -13 DEFINE OBJECT YT_GANGPLNK_TMP ; Object number -14 DEFINE OBJECT DTBLOODRING_A ; Object number -15 DEFINE OBJECT DTDIRTRING_A ; Object number -16 DEFINE OBJECT PICKUPSAVE ; Object number -17 DEFINE OBJECT BODYARMOUR ; Object number -18 DEFINE OBJECT STRIPCLBDROPEN ; Object number -19 DEFINE OBJECT OD_CLBDR_OPEN ; Object number -20 DEFINE OBJECT COP_DR_CLOSED ; Object number -21 DEFINE OBJECT STRPBCKDRCLSD ; Object number -22 DEFINE OBJECT STRIPCLBDRCLSD ; Object number -23 DEFINE OBJECT COP_DR_OPEN ; Object number -24 DEFINE OBJECT OD_CLBDR_CLOSE ; Object number -25 DEFINE OBJECT LH_IMP_EXP01 ; Object number -26 DEFINE OBJECT LH_IMP_EXP02 ; Object number -27 DEFINE OBJECT LH_IMP_EXP03 ; Object number -28 DEFINE OBJECT LH_IMP_EXP04 ; Object number -29 DEFINE OBJECT LH_STRIKETHROUGH ; Object number -30 DEFINE OBJECT COMGATE1OPEN ; Object number -31 DEFINE OBJECT COMGATE2OPEN ; Object number -32 DEFINE OBJECT ELECTRICGATE ; Object number -33 DEFINE OBJECT MONEYBAG ; Object number -34 DEFINE OBJECT BOOMSHINE ; Object number -35 DEFINE OBJECT MASK ; Object number -36 DEFINE OBJECT COKE_VOODOO ; Object number -37 DEFINE OBJECT TROPHY1 ; Object number -38 DEFINE OBJECT SUTIBAG ; Object number -39 DEFINE OBJECT PORNPOSTERS ; Object number -40 DEFINE OBJECT FRAME1 ; Object number -41 DEFINE OBJECT FRAME1DAMAGED ; Object number -42 DEFINE OBJECT FLAME_TINS ; Object number -43 DEFINE OBJECT TROPHIES ; Object number -44 DEFINE OBJECT HELI_BOX ; Object number -45 DEFINE OBJECT PIZZA_BOX1 ; Object number -46 DEFINE OBJECT PIZZA_MESS ; Object number -47 DEFINE OBJECT PIZZA_MESS2 ; Object number -48 DEFINE OBJECT MAN_RUBBISH03 ; Object number -49 DEFINE OBJECT GASH_BAGS1 ; Object number -50 DEFINE OBJECT GASHBAGS2 ; Object number -51 DEFINE OBJECT POLOROIDS ; Object number -52 DEFINE OBJECT GUN_DOCS ; Object number -53 DEFINE OBJECT SHOVEL ; Object number -54 DEFINE OBJECT KILLFRENZY ; Object number -55 DEFINE OBJECT COMGATE1CLOSED ; Object number -56 DEFINE OBJECT COMGATE2CLOSED ; Object number -57 DEFINE OBJECT NT_ROADBLOCKCI ; Object number -58 DEFINE OBJECT NT_ROADBLOCKGF ; Object number -59 DEFINE OBJECT WSH_ROADBLOCK ; Object number -60 DEFINE OBJECT MANSION_NEW_DOORS ; Object number -61 DEFINE OBJECT MAN_DOORCLOSED ; Object number -62 DEFINE OBJECT WSHPERDRCLSD ; Object number -63 DEFINE OBJECT HAITAXIDR ; Object number -64 DEFINE OBJECT B_HSE_DOORS ; Object number -65 DEFINE OBJECT DK_CAMJONESDOOR ; Object number -66 DEFINE OBJECT DTS_GS_LIFTDOORL ; Object number -67 DEFINE OBJECT DTS_GS_LIFTDOORR ; Object number -68 DEFINE OBJECT DTS_SPOT_A ; Object number -69 DEFINE OBJECT DTS_SOAPYTITWANK_A ; Object number -70 DEFINE OBJECT DT_GSPOT_STAIRS ; Object number -71 DEFINE OBJECT OD_CELLDOOR02 ; Object number -72 DEFINE OBJECT CI_JETYGATESCLOSED ; Object number -73 DEFINE OBJECT NHAITPLATDR ; Object number -74 DEFINE OBJECT NHAITPLATDRR ; Object number -75 DEFINE OBJECT SPAD_DR_CLOSED1 ; Object number -76 DEFINE OBJECT SPAD_DR_CLOSED2 ; Object number -77 DEFINE OBJECT SPAD_DR_CLOSED3 ; Object number -78 DEFINE OBJECT PH_BUILD_DR_CLOSED ; Object number -79 DEFINE OBJECT ICEDOOR ; Object number -80 DEFINE OBJECT DTS_BBDOOR ; Object number -81 DEFINE OBJECT GOLF_GATESCLOSED ; Object number -82 DEFINE OBJECT PRINTDOOOR ; Object number -83 DEFINE OBJECT UNROCKETED_WIN1 ; Object number -84 DEFINE OBJECT BNK_GRILL01 ; Object number -85 DEFINE OBJECT HEALTH ; Object number -86 DEFINE OBJECT ADRENALINE ; Object number -87 DEFINE OBJECT MOB_MOBROOM2 ; Object number -88 DEFINE OBJECT MOB_DETAILSB ; Object number -89 DEFINE OBJECT AP_RADAR1_01 ; Object number -90 DEFINE OBJECT VEG_PALM04 ; Object number -91 DEFINE OBJECT DOC_CRANEEGGS04 ; Object number -92 DEFINE OBJECT DOC_CRANE_CAB04 ; Object number -93 DEFINE OBJECT DOCKFUEL07 ; Object number -94 DEFINE OBJECT LODCARGOSHP03 ; Object number -95 DEFINE OBJECT LODCARGOSHP04 ; Object number -96 DEFINE OBJECT LODCARGOSHP05 ; Object number -97 DEFINE OBJECT LODCARGOSHP24 ; Object number -98 DEFINE OBJECT LODCARGOSHP25 ; Object number -99 DEFINE OBJECT LODCARGOSHP28 ; Object number -100 DEFINE OBJECT LODCARGOSHP32 ; Object number -101 DEFINE OBJECT LODCARGOSHP35 ; Object number -102 DEFINE OBJECT LODCARGOSHP41 ; Object number -103 DEFINE OBJECT LODCARGOSHP47 ; Object number -104 DEFINE OBJECT LODCARGOSHP50 ; Object number -105 DEFINE OBJECT LODCARGOSHP51 ; Object number -106 DEFINE OBJECT LODCARGOSHP64 ; Object number -107 DEFINE OBJECT LODCARGOSHP70 ; Object number -108 DEFINE OBJECT LODCARGOSHP71 ; Object number -109 DEFINE OBJECT LODCARGOSHP72 ; Object number -110 DEFINE OBJECT LODCARGOSHP73 ; Object number -111 DEFINE OBJECT LODARGOHULL2 ; Object number -112 DEFINE OBJECT BIG_POLY_TINGS_B ; Object number -113 DEFINE OBJECT BARREL4 ; Object number -114 DEFINE OBJECT BIG_POLY_TINGS ; Object number -115 DEFINE OBJECT SPAD_DR_OPEN3 ; Object number -116 DEFINE OBJECT SPAD_DR_OPEN2 ; Object number -117 DEFINE OBJECT SPAD_DR_OPEN1 ; Object number -118 DEFINE OBJECT SEXYPOOLCOVER ; Object number -119 DEFINE OBJECT BRIEFCASE ; Object number -120 DEFINE OBJECT FAKETARGET ; Object number -121 DEFINE OBJECT MAN_DOOROPEN ; Object number -122 DEFINE OBJECT GOLF_GATESOPEN ; Object number -123 DEFINE OBJECT DYNAMITE ; Object number -124 DEFINE OBJECT BARREL2 ; Object number -125 DEFINE OBJECT BLDNGST2MESHDAM ; Object number -126 DEFINE OBJECT BLDNGST2MESH ; Object number -127 DEFINE OBJECT JW_COFFIN ; Object number -128 DEFINE OBJECT KEYCARD ; Object number -129 DEFINE OBJECT TAR_GUN1 ; Object number -130 DEFINE OBJECT TAR_GUN2 ; Object number -131 DEFINE OBJECT TAR_FRAME ; Object number -132 DEFINE OBJECT TAR_DOWNLEFT ; Object number -133 DEFINE OBJECT TAR_DOWNRIGHT ; Object number -134 DEFINE OBJECT TAR_TOP ; Object number -135 DEFINE OBJECT TAR_UPLEFT ; Object number -136 DEFINE OBJECT TAR_UPRIGHT ; Object number -137 DEFINE OBJECT BNK_LFT_DOOR1 ; Object number -138 DEFINE OBJECT BNK_LFT_DOOR2 ; Object number -139 DEFINE OBJECT GASGRENADE ; Object number -140 DEFINE OBJECT ROCKETED_WIN1 ; Object number -141 DEFINE OBJECT OD_CLUBOUT_DY ; Object number -142 DEFINE OBJECT OD_CLUBOUT_NT ; Object number -143 DEFINE OBJECT OD_CLUBNEON ; Object number -144 DEFINE OBJECT OD_CLUBDOORS ; Object number -145 DEFINE OBJECT VEG_PALMKBB11 ; Object number -146 DEFINE OBJECT ODNROAD01_NT ; Object number -147 DEFINE OBJECT ODNROAD01_DY ; Object number -148 DEFINE OBJECT OD_CLUBBACK ; Object number -149 DEFINE OBJECT MIAMIODNROADXA ; Object number -150 DEFINE OBJECT LODD_BUILD2 ; Object number -151 DEFINE OBJECT SPAD_BUILDNEW ; Object number -152 DEFINE OBJECT VEG_PALMBIG14 ; Object number -153 DEFINE OBJECT GUNBOX ; Object number -154 DEFINE OBJECT OD_WTSIGN ; Object number -155 DEFINE OBJECT OD_CHARIOT ; Object number -156 DEFINE OBJECT LODD_BUILDNEW ; Object number -157 DEFINE OBJECT LODCHARIOT ; Object number -158 DEFINE OBJECT PH_BUILD_DR_OPEN ; Object number -159 DEFINE OBJECT DTS_SOAPYTITWANK_B ; Object number -160 DEFINE OBJECT ML_TARBRUSH ; Object number -161 DEFINE OBJECT ML_TARBRUSHDAMAGE ; Object number -162 DEFINE OBJECT CI_GATESOPEN ; Object number -163 DEFINE OBJECT CI_BACKGATEOPEN ; Object number -164 DEFINE OBJECT CI_JETYGATESOPEN ; Object number -165 DEFINE OBJECT DK_REEF ; Object number -166 DEFINE OBJECT DOONTOON50 ; Object number -167 DEFINE OBJECT ROAD_DOWNTOWN_NEW2 ; Object number -168 DEFINE OBJECT ROAD_DOWNTOWN02 ; Object number -169 DEFINE OBJECT AMMUNATION_DT ; Object number -170 DEFINE OBJECT DOONTOON19 ; Object number -171 DEFINE OBJECT DT_COMPOUND_ROOF ; Object number -172 DEFINE OBJECT DOONTOON51 ; Object number -173 DEFINE OBJECT LODNTOON28 ; Object number -174 DEFINE OBJECT AMMU_WINDOWS1 ; Object number -175 DEFINE OBJECT WATERJUMPX2 ; Object number -176 DEFINE OBJECT WATERJUMP1 ; Object number -177 DEFINE OBJECT BUILD1 ; Object number -178 DEFINE OBJECT BUILDBLOWN ; Object number -179 DEFINE OBJECT HDRUGFACTORYINT ; Object number -180 DEFINE OBJECT HDRUGFACTORYPOL ; Object number -181 DEFINE OBJECT LODLD1 ; Object number -182 DEFINE OBJECT LODLDBLOWN ; Object number -183 DEFINE OBJECT RCBOMB ; Object number -184 DEFINE OBJECT LF_MEDIASTAGE ; Object number -185 DEFINE OBJECT PIZZABOX ; Object number -186 DEFINE OBJECT LH_RACE01 ; Object number -187 DEFINE OBJECT LH_RACE02 ; Object number -188 DEFINE OBJECT LH_RACE03 ; Object number -189 DEFINE OBJECT LH_RACE04 ; Object number -190 DEFINE OBJECT LH_RACE05 ; Object number -191 DEFINE OBJECT LH_RACE06 ; Object number -192 DEFINE OBJECT TRAFFICCONE ; Object number -193 DEFINE OBJECT CRAIGPACKAGE ; Object number -194 DEFINE OBJECT B_HSE_PIER ; Object number -195 DEFINE OBJECT B_HSE_EXT ; Object number -196 DEFINE OBJECT DOCKS28 ; Object number -197 DEFINE OBJECT DOCKSPROPS12 ; Object number -198 DEFINE OBJECT DOCKS85 ; Object number -199 DEFINE OBJECT DK_DOCKROADS04 ; Object number -200 DEFINE OBJECT B_HSE_PIERFENCE ; Object number -201 DEFINE OBJECT B_HSE_INTERIOR ; Object number -202 DEFINE OBJECT BOAT_KB2 ; Object number -203 :Label00994C 0002: jump ££Label009964 DEFINE MISSIONS 1 DEFINE MISSION 0 AT ££Label009A43 ;-------------MAIN--------------- :Label009964 03A4: name_thread "MAIN" 016A: fade 0 () 0 ms 01F0: set_max_wanted_level_to 6 0111: set_wasted_busted_check_to 0 (disabled) 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at 0.0 0.0 03CB: set_camera 0.0 -3.0 8.7 0053: $PLAYER_CHAR = create_player #NULL at 0.0 0.0 8.1 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0222: set_player $PLAYER_CHAR health_to 200 035E: set_player $PLAYER_CHAR armour_to 200 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0417: start_mission 0 0180: set_on_mission_flag_to $ONMISSION 0001: wait 0 ms 01B6: set_weather 0 00D6: if 0 8118: NOT actor $PLAYER_ACTOR dead 004D: jump_if_false ££Label009A0C 0352: set_actor $PLAYER_ACTOR skin_to "PLAYER9" 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR :Label009A0C 016A: fade 1 (back) 1000 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Label009A30 04BB: select_interiour 0 ;; select render area 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 01B7: release_weather :Label009A30 0001: wait 250 ms 0002: jump ££Label009A30 00D7: create_thread_with_wasted_busted_check ££Label009C87 ;; Special rules for create_thread commands. Read the readme. ;-------------Mission 0--------------- ; Originally: (no description) :Label009A43 03A4: name_thread "INITIAL" 0004: $DEFAULT_WAIT_TIME = 250 ;; integer values 014B: $6 = init_parked_car_generator #ADMIRAL 8 8 0 alarm 0 door_lock 0 0 10000 at 95.0 -125.0 8.2 angle 180.0 014C: set_parked_car_generator $6 cars_to_generate_to 101 014B: $7 = init_parked_car_generator #SANDKING 3 0 0 alarm 0 door_lock 0 0 10000 at 95.0 -10.0 8.2 angle 0.0 014C: set_parked_car_generator $7 cars_to_generate_to 101 014B: $8 = init_parked_car_generator #PCJ600 0 115 0 alarm 0 door_lock 0 0 10000 at -78.0 -42.0 20.7 angle 270.0 014C: set_parked_car_generator $8 cars_to_generate_to 101 032B: $9 = create_weapon_pickup #UZI 15 ammo 2030 at 4.0 -2.8 9.0 032B: $A = create_weapon_pickup #M4 15 ammo 2030 at -3.4 -2.8 9.0 014B: $B = init_parked_car_generator #SANCHEZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 7.0 -3.0 8.2 angle 25.0 014C: set_parked_car_generator $B cars_to_generate_to 101 014B: $C = init_parked_car_generator #SANCHEZ 0 115 0 alarm 0 door_lock 0 0 10000 at -78.0 -46.4 20.7 angle 270.0 014C: set_parked_car_generator $C cars_to_generate_to 101 014B: $D = init_parked_car_generator #SANCHEZ 0 115 0 alarm 0 door_lock 0 0 10000 at 0.0 57.5 18.2 angle 180.0 014C: set_parked_car_generator $D cars_to_generate_to 101 032B: $E = create_weapon_pickup #LASER 15 ammo 200 at 2.5 -135.01 57.0 016C: restart_if_wasted at 0.0 0.0 8.1 0.0 016D: restart_if_busted at 0.0 0.0 8.1 0.0 016C: restart_if_wasted at 0.0 0.0 8.1 0.0 016D: restart_if_busted at 0.0 0.0 8.1 0.0 016C: restart_if_wasted at 0.0 0.0 8.1 0.0 016D: restart_if_busted at 0.0 0.0 8.1 0.0 016C: restart_if_wasted at 0.0 0.0 8.1 0.0 016D: restart_if_busted at 0.0 0.0 8.1 0.0 004E: end_thread :Label009C87 0111: set_wasted_busted_check_to 0 (disabled) 03A4: name_thread "HJ" 0004: $F = 0 ;; integer values :Label009C9C 0001: wait 0 ms 00D6: if 0 8256: NOT player $PLAYER_CHAR defined 004D: jump_if_false ££Label009CB7 0002: jump ££Label009C9C :Label009CB7 00D6: if 0 0445: unknown_cheat_check 004D: jump_if_false ££Label009CCB 0002: jump ££Label009C9C :Label009CCB 00D6: if 0 04C9: $PLAYER_CHAR 004D: jump_if_false ££Label009CE2 0002: jump ££Label009C9C :Label009CE2 00D6: if 0 04A8: $PLAYER_CHAR 004D: jump_if_false ££Label009CF9 0002: jump ££Label009C9C :Label009CF9 00D6: if 0 00E0: player $PLAYER_CHAR driving 004D: jump_if_false ££Label00A2BE 03C1: $10 = player $PLAYER_CHAR car 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $11 $12 wheelie: $13 $14 stoppie: $15 $16 00D6: if 0 0018: $11 > 0 ;; integer values 004D: jump_if_false ££Label009DEA 0014: $11 /= 1000 ;; integer values 008C: $18 = float_to_integer $12 008D: $19 = integer_to_float $18 0086: $1A = $12 ;; floating-point values only 0061: $1A -= $19 ;; floating-point values 0011: $1A *= 100.0 ;; floating-point values 008C: $1B = float_to_integer $1A 0084: $1C = $11 ;; integer values and handles 0058: $1C += $18 ;; integer values 0014: $1C /= 2 ;; integer values 0109: player $PLAYER_CHAR money += $1C 00D6: if 0 0424: metric 004D: jump_if_false ££Label009DC2 0302: text_4numbers "WHEEL01" $1C $18 $1B $11 3000 ms 1 ;; TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds 0002: jump ££Label009DEA :Label009DC2 0425: unknown_metric_stuff $1D = $12 008C: $1E = float_to_integer $1D 02FF: text_3numbers "WHEEL02" $1C $1E $11 time 3000 ms 1 ;; TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :Label009DEA 00D6: if 0 0018: $13 > 0 ;; integer values 004D: jump_if_false ££Label009EBA 0014: $13 /= 1000 ;; integer values 008C: $1F = float_to_integer $14 008D: $20 = integer_to_float $1F 0086: $1A = $14 ;; floating-point values only 0061: $1A -= $20 ;; floating-point values 0011: $1A *= 100.0 ;; floating-point values 008C: $21 = float_to_integer $1A 0084: $1C = $13 ;; integer values and handles 0058: $1C += $1F ;; integer values 0010: $1C *= 2 ;; integer values 0014: $1C /= 5 ;; integer values 0014: $1C /= 2 ;; integer values 0109: player $PLAYER_CHAR money += $1C 00D6: if 0 0424: metric 004D: jump_if_false ££Label009E92 0302: text_4numbers "WHEEL06" $1C $1F $21 $13 3000 ms 1 ;; WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds 0002: jump ££Label009EBA :Label009E92 0425: unknown_metric_stuff $22 = $14 008C: $23 = float_to_integer $22 02FF: text_3numbers "WHEEL07" $1C $23 $13 time 3000 ms 1 ;; WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :Label009EBA 00D6: if 0 0018: $15 > 0 ;; integer values 004D: jump_if_false ££Label009F7C 0014: $15 /= 1000 ;; integer values 008C: $24 = float_to_integer $16 008D: $25 = integer_to_float $24 0086: $1A = $16 ;; floating-point values only 0061: $1A -= $25 ;; floating-point values 0011: $1A *= 100.0 ;; floating-point values 008C: $26 = float_to_integer $1A 0084: $1C = $15 ;; integer values and handles 0058: $1C += $24 ;; integer values 0014: $1C /= 2 ;; integer values 0109: player $PLAYER_CHAR money += $1C 00D6: if 0 0424: metric 004D: jump_if_false ££Label009F54 0302: text_4numbers "WHEEL11" $1C $24 $26 $15 3000 ms 1 ;; STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds 0002: jump ££Label009F7C :Label009F54 0425: unknown_metric_stuff $27 = $16 008C: $28 = float_to_integer $27 02FF: text_3numbers "WHEEL12" $1C $28 $15 time 3000 ms 1 ;; STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :Label009F7C 00D6: if 0 01F3: car $10 airborne 004D: jump_if_false ££Label00A2B0 0004: $29 = 0 ;; integer values 0005: $2A = 0.0 ;; floating-point values 0004: $2B = 0 ;; integer values 0004: $2C = 0 ;; integer values 0004: $2D = 0 ;; integer values 0004: $2E = 0 ;; integer values 0004: $2F = 0 ;; integer values 0004: $30 = 0 ;; integer values 0004: $31 = 0 ;; integer values 0004: $32 = 0 ;; integer values 0005: $33 = -100.0 ;; floating-point values 0005: $34 = 0.0 ;; floating-point values 0005: $35 = 0.0 ;; floating-point values 0005: $36 = 0.0 ;; floating-point values 0005: $37 = 0.0 ;; floating-point values 0005: $38 = 0.0 ;; floating-point values 0005: $39 = 0.0 ;; floating-point values 0005: $3A = 0.0 ;; floating-point values 0005: $3B = 0.0 ;; floating-point values 0005: $3C = 0.0 ;; floating-point values 0005: $3D = 0.0 ;; floating-point values 0005: $3E = 0.0 ;; floating-point values 0005: $3F = 0.0 ;; floating-point values 0004: $40 = 0 ;; integer values 0004: $41 = 0 ;; integer values 0004: $42 = 0 ;; integer values 0005: $1A = 0.0 ;; floating-point values 0005: $43 = 0.0 ;; floating-point values 0005: $44 = 0.0 ;; floating-point values 0005: $45 = 0.0 ;; floating-point values 0005: $46 = 0.0 ;; floating-point values 0004: $47 = 0 ;; integer values 0004: $48 = 0 ;; integer values 0004: $49 = 0 ;; integer values 0004: $4A = 0 ;; integer values 0004: $4B = 0 ;; integer values 0004: $4C = 0 ;; integer values :Label00A0C8 00D6: if 21 01F3: car $10 airborne 001A: 10 > $4C ;; integer values 004D: jump_if_false ££Label00A2A9 0008: $4C += 1 ;; integer values 00AA: store_car $10 position_to $34 $35 $36 0086: $46 = $2A ;; floating-point values only 00D6: if 0 0038: $31 == 0 ;; integer values 004D: jump_if_false ££Label00A135 0174: $46 = car $10 z_angle 0086: $37 = $34 ;; floating-point values only 0086: $38 = $35 ;; floating-point values only 0086: $39 = $36 ;; floating-point values only 0004: $31 = 1 ;; integer values :Label00A135 0001: wait 0 ms 00D6: if 0 0119: car $10 wrecked 004D: jump_if_false ££Label00A150 0002: jump ££Label009C9C :Label00A150 00D6: if 0 8256: NOT player $PLAYER_CHAR defined 004D: jump_if_false ££Label00A167 0002: jump ££Label009C9C :Label00A167 00D6: if 0 80E0: NOT player $PLAYER_CHAR driving 004D: jump_if_false ££Label00A17E 0002: jump ££Label009C9C :Label00A17E 00D6: if 1 820D: NOT car $10 flipped 0038: $2E == 0 ;; integer values 004D: jump_if_false ££Label00A19C 0004: $2E = 1 ;; integer values :Label00A19C 00D6: if 1 020D: car $10 flipped 0038: $2E == 1 ;; integer values 004D: jump_if_false ££Label00A1C1 0008: $2D += 1 ;; integer values 0004: $2E = 0 ;; integer values :Label00A1C1 0174: $2A = car $10 z_angle 0086: $43 = $2A ;; floating-point values only 0061: $43 -= $46 ;; floating-point values 00D6: if 0 0020: $43 > 180.0 ;; floating-point values 004D: jump_if_false ££Label00A20F 0086: $45 = $43 ;; floating-point values only 0005: $43 = 360.0 ;; floating-point values 0061: $43 -= $45 ;; floating-point values 0002: jump ££Label00A23E :Label00A20F 00D6: if 0 0022: -180.0 > $43 ;; floating-point values 004D: jump_if_false ££Label00A23E 0086: $45 = $43 ;; floating-point values only 0005: $43 = 360.0 ;; floating-point values 0059: $43 += $45 ;; floating-point values :Label00A23E 00D6: if 0 0022: 0.0 > $43 ;; floating-point values 004D: jump_if_false ££Label00A26D 0086: $45 = $43 ;; floating-point values only 0005: $43 = 0.0 ;; floating-point values 0061: $43 -= $45 ;; floating-point values :Label00A26D 0059: $44 += $43 ;; floating-point values 008C: $29 = float_to_integer $44 00D6: if 0 0024: $36 > $33 ;; floating-point values only 004D: jump_if_false ££Label00A298 0086: $33 = $36 ;; floating-point values only :Label00A298 0005: $36 = 0.0 ;; floating-point values 0002: jump ££Label00A0C8 :Label00A2A9 0002: jump ££Label00A2B7 :Label00A2B0 0002: jump ££Label009C9C :Label00A2B7 0002: jump ££Label00A2C5 :Label00A2BE 0002: jump ££Label009C9C :Label00A2C5 00D6: if 0 0038: $31 == 1 ;; integer values 004D: jump_if_false ££Label00A3B4 00AA: store_car $10 position_to $3A $3B $1A 0004: $2C = 0 ;; integer values 0086: $3C = $37 ;; floating-point values only 0061: $3C -= $3A ;; floating-point values 0086: $3D = $38 ;; floating-point values only 0061: $3D -= $3B ;; floating-point values 0069: $3C *= $3C ;; floating-point values 0069: $3D *= $3D ;; floating-point values 0086: $3E = $3C ;; floating-point values only 0059: $3E += $3D ;; floating-point values 01FB: $3F = square_root $3E 030E: save_jump_distance $3F 008C: $40 = float_to_integer $3F 0061: $33 -= $39 ;; floating-point values 030F: save_jump_height $33 008C: $32 = float_to_integer $33 008D: $1A = integer_to_float $40 0061: $3F -= $1A ;; floating-point values 0086: $1A = $3F ;; floating-point values only 0011: $1A *= 100.0 ;; floating-point values 008C: $41 = float_to_integer $1A 008D: $1A = integer_to_float $32 0061: $33 -= $1A ;; floating-point values 0086: $1A = $33 ;; floating-point values only 0011: $1A *= 100.0 ;; floating-point values 008C: $42 = float_to_integer $1A 0310: save_jump_flips $2D 0311: save_jump_rotation $29 :Label00A3B4 00D6: if 0 0020: $33 > 4.0 ;; floating-point values 004D: jump_if_false ££Label00A3D0 0008: $30 += 1 ;; integer values :Label00A3D0 00D6: if 0 0018: $40 > 40 ;; integer values 004D: jump_if_false ££Label00A3E9 0008: $30 += 1 ;; integer values :Label00A3E9 00D6: if 0 0018: $2D > 1 ;; integer values 004D: jump_if_false ££Label00A402 0008: $30 += 1 ;; integer values :Label00A402 00D6: if 0 0018: $29 > 360 ;; integer values 004D: jump_if_false ££Label00A41C 0008: $30 += 1 ;; integer values :Label00A41C 00D6: if 0 0018: $2F > 60 ;; integer values 004D: jump_if_false ££Label00A435 0004: $2B = 1 ;; integer values :Label00A435 00D6: if 0 0018: $30 > 0 ;; integer values 004D: jump_if_false ££Label00A632 0084: $4D = $2D ;; integer values and handles 0010: $4D *= 180 ;; integer values 0058: $4D += $29 ;; integer values 0084: $4E = $40 ;; integer values and handles 0010: $4E *= 6 ;; integer values 0058: $4D += $4E ;; integer values 0084: $4E = $32 ;; integer values and handles 0010: $4E *= 45 ;; integer values 0058: $4D += $4E ;; integer values 00D6: if 0 0038: $2B == 1 ;; integer values 004D: jump_if_false ££Label00A4A6 0010: $4D *= 2 ;; integer values :Label00A4A6 0068: $4D *= $30 ;; integer values 0014: $4D /= 3 ;; integer values 0014: $4D /= 5 ;; integer values 0109: player $PLAYER_CHAR money += $4D 00D6: if 0 0038: $30 == 1 ;; integer values 004D: jump_if_false ££Label00A4EC 01E4: text_1number_lowpriority "HJ_IS" $4D 2000 ms 1 ;; INSANE STUNT BONUS: $~1~ 0312: save_jump_type 1 :Label00A4EC 00D6: if 0 0038: $30 == 2 ;; integer values 004D: jump_if_false ££Label00A514 01E4: text_1number_lowpriority "HJ_DIS" $4D 2000 ms 1 ;; DOUBLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 3 :Label00A514 00D6: if 0 0038: $30 == 3 ;; integer values 004D: jump_if_false ££Label00A53C 01E4: text_1number_lowpriority "HJ_TIS" $4D 2000 ms 1 ;; TRIPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 5 :Label00A53C 00D6: if 0 0038: $30 == 4 ;; integer values 004D: jump_if_false ££Label00A564 01E4: text_1number_lowpriority "HJ_QIS" $4D 2000 ms 1 ;; QUADRUPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 7 :Label00A564 00D6: if 0 0424: metric 004D: jump_if_false ££Label00A5D3 00D6: if 0 0038: $2B == 1 ;; integer values 004D: jump_if_false ££Label00A5AB 0308: text_6numbers "HJSTATW" $40 $41 $32 $42 $2D $29 5000 ms 5 ;; Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing! 0002: jump ££Label00A5CC :Label00A5AB 0308: text_6numbers "HJSTAT" $40 $41 $32 $42 $2D $29 5000 ms 5 ;; Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ :Label00A5CC 0002: jump ££Label00A632 :Label00A5D3 042D: $40 = metric_to_imperial $40 042D: $32 = metric_to_imperial $32 00D6: if 0 0038: $2B == 1 ;; integer values 004D: jump_if_false ££Label00A617 0302: text_4numbers "HJSTAWF" $40 $32 $2D $29 5000 ms 5 ;; Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing! 0002: jump ££Label00A632 :Label00A617 0302: text_4numbers "HJSTATF" $40 $32 $2D $29 5000 ms 5 ;; Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ :Label00A632 0002: jump ££Label009C9C 004E: end_thread Link to comment Share on other sites More sharing options...
SteaVor Posted September 25, 2007 Share Posted September 25, 2007 You got the right thread, but the thread is never read by the game because of this: [...]01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)01B7: release_weather:Label009A300001: wait 250 ms0002: jump ££Label009A3000D7: create_thread_without_extra_params ££Label009C87 The create_thread command is behind a jump opcode and therefore never executed by the game. You can fix it for yourself I guess. Link to comment Share on other sites More sharing options...
Flomaster Posted September 25, 2007 Author Share Posted September 25, 2007 Thanks Alot Man!!! I simply placed the create_thread here: 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 01B7: release_weather 00D7: create_thread_with_wasted_busted_check ££Label009C87 ;; Special rules for create_thread commands. Read the readme. :Label009A37 0001: wait 250 ms 0002: jump ££Label009A37 IT WORKS!!! THANKS A MILLION!!! Link to comment Share on other sites More sharing options...
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