Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Criminal Enterprises
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

*DO NOT* SHARE MEDIA OR LINKS TO LEAKED COPYRIGHTED MATERIAL. Discussion is allowed.

Distance/wheelie/stoppie. Stunt Meter


Flomaster
 Share

Recommended Posts

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!!! sad.gif

Link to comment
Share on other sites

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!!! sad.gif

P.S. This is for Vice City!!!

Link to comment
Share on other sites

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. wink.gif

Link to comment
Share on other sites

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

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

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!!! biggrin.gifbiggrin.gif

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.