tysman Posted February 9, 2015 Share Posted February 9, 2015 (edited) Hello I need some help with voice for KITT and Delo KITT.The script bellow is for both cars that voice isn't working except for when I always spawn KITT he will say GET IN when I press TAB. The areas needing focusing on for the KITT part is the thread 'SCAN' and for DELO KITT part the area needing focusing on is the thread 'KN' I just posted all of it incase there's something conflicting with the voice part of KITT and DELO KITT. Any help on this would be much appreciated. KITT And DELO KITT Script: :Voice 0006: [email protected] = 200 0004: [email protected] = 00004: [email protected] = 00050: gosub @TimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 50.0 'PLIGHT':VoiceReturn0051: return:SCANthread 'SCAN' :SCAN_10wait 10 if Player.Defined($PLAYER_CHAR)jf @SCAN_10 if or00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING jf @SCAN_10 03C1: [email protected] = player $PLAYER_CHAR car if not Car.Wrecked([email protected])jf @SCAN_1541 040D: unload_wav 1 if [email protected] == 0 // integer values jf @SCAN_145 03CF: load_wav 'FUD_12' as 1 [email protected] = 1 // integer values jump @SCAN_157 :SCAN_14503CF: load_wav 'FUD_18' as 1 :SCAN_157wait 0 if 03D0: wav 1 loaded jf @SCAN_157 03D1: play_wav 1 :SCAN_180wait 200 if or00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING jf @SCAN_257 if 83D2: not wav 1 ended jf @SCAN_257 gosub @GET_1603 jump @SCAN_180 :SCAN_257040D: unload_wav 1 :SCAN_261wait 10 if Player.Defined($PLAYER_CHAR)jf @SCAN_10 if $923 == 0 // integer values jf @SCAN_261 if or00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING jf @SCAN_10 03C1: [email protected] = player $PLAYER_CHAR car $SCANON = 1 // integer values 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset -10.0 -10.0 0.0 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 10.0 10.0 0.0 053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected] if not Car.Wrecked([email protected])jf @SCAN_492 if and8185: not car [email protected] health >= 990 not Car.Model([email protected]) == #ZEBRA not Car.Model([email protected]) == #BFINJECTjf @SCAN_492 gosub @SCAN_1335 :SCAN_492gosub @SCAN_882 if and00E1: key_pressed 0 3 00E1: key_pressed 0 17 jf @SCAN_261 :SCAN_522wait 10 if and00E1: key_pressed 0 3 00E1: key_pressed 0 17 jf @SCAN_556 jump @SCAN_522 :SCAN_556if or03D2: wav 1 ended 83D0: not wav 1 loaded jf @SCAN_591 040D: unload_wav 1 03CF: load_wav 'FUD_19' as 1 :SCAN_591wait 10 if Player.Defined($PLAYER_CHAR)jf @SCAN_261 if not Car.Wrecked([email protected])jf @SCAN_261 if 00DC: player $PLAYER_CHAR driving [email protected] jf @SCAN_591 03D1: play_wav 1 if and00E1: key_pressed 0 3 00E1: key_pressed 0 17 jf @SCAN_680 jump @SCAN_837 :SCAN_68003C1: [email protected] = player $PLAYER_CHAR car 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset -10.0 -10.0 0.0 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 10.0 10.0 0.0 053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected] if not Car.Wrecked([email protected])jf @SCAN_823 if and8185: not car [email protected] health >= 990 not Car.Model([email protected]) == #ZEBRA not Car.Model([email protected]) == #BFINJECTjf @SCAN_823 gosub @SCAN_1335 :SCAN_823gosub @SCAN_882 jump @SCAN_556 :SCAN_837wait 0 if or80E1: not key_pressed 0 3 80E1: not key_pressed 0 17 jf @SCAN_837 $924 = 0 // integer values 040D: unload_wav 1 jump @SCAN_261 :SCAN_8820209: [email protected] = random_int 1 2000 0208: [email protected] = random_float 0.0 100.0 if [email protected] == 1000 // integer values jf @SCAN_1333 040D: unload_wav 1 if not [email protected] > 87.5 // floating-point values jf @SCAN_1096 if not [email protected] > 75.0 // floating-point values jf @SCAN_1115 if not [email protected] > 62.5 // floating-point values jf @SCAN_1134 if not [email protected] > 50.0 // floating-point values jf @SCAN_1153 if not [email protected] > 37.5 // floating-point values jf @SCAN_1172 if not [email protected] > 25.0 // floating-point values jf @SCAN_1191 if not [email protected] > 12.5 // floating-point values jf @SCAN_1210 03CF: load_wav 'FUD_14' as 1 jump @SCAN_1229 :SCAN_109603CF: load_wav 'FUD_03' as 1 jump @SCAN_1229 :SCAN_111503CF: load_wav 'FUD_05' as 1 jump @SCAN_1229 :SCAN_113403CF: load_wav 'FUD_06' as 1 jump @SCAN_1229 :SCAN_115303CF: load_wav 'FUD_07' as 1 jump @SCAN_1229 :SCAN_117203CF: load_wav 'BIKE1_1' as 1 jump @SCAN_1229 :SCAN_119103CF: load_wav 'FUD_08' as 1 jump @SCAN_1229 :SCAN_121003CF: load_wav 'FUD_09' as 1 jump @SCAN_1229 :SCAN_1229wait 0 if 03D0: wav 1 loaded jf @SCAN_1229 03D1: play_wav 1 :SCAN_1252wait 200 if or00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING jf @SCAN_1329 if 83D2: not wav 1 ended jf @SCAN_1329 gosub @GET_1603 jump @SCAN_1252 :SCAN_1329040D: unload_wav 1 :SCAN_1333return :SCAN_13350209: [email protected] = random_int 1 1000 0208: [email protected] = random_float 0.0 100.0 if [email protected] == 500 // integer values jf @SCAN_1333 040D: unload_wav 1 if [email protected] > 50.0 // floating-point values jf @SCAN_1435 03CF: load_wav 'FUD_13' as 1 jump @SCAN_1435 03CF: load_wav 'FUD_15' as 1 :SCAN_1435wait 0 if 03D0: wav 1 loaded jf @SCAN_1435 03D1: play_wav 1 :SCAN_1458wait 200 if or00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH 00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING jf @SCAN_1535 if 83D2: not wav 1 ended jf @SCAN_1535 gosub @GET_1603 jump @SCAN_1458 :SCAN_1535040D: unload_wav 1 return :SCAN_1541$SCANON = 0 // integer values end_thread:Eject03A4: name_thread 'EJECT' :Eject10001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Eject100D6: if 2100DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING004D: jump_if_false @Eject1 03C1: [email protected] = player $PLAYER_CHAR car 00D6: if 100E1: key_pressed 0 600E1: key_pressed 0 3004D: jump_if_false @Eject1 :Eject2 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 0.0 1.0 0087: [email protected] = [email protected] // floating-point values only 000B: [email protected] += 5.0 // floating-point values 02AB: set_actor $PLAYER_ACTOR immunities 1 1 1 1 1012A: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] and_remove_from_car :Eject30001: wait 10 ms000B: [email protected] += 0.5 // floating-point values 0055: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] 00D6: if 00025: [email protected] > [email protected] // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @Eject3 0001: wait 1000 ms 02AB: set_actor $PLAYER_ACTOR immunities 0 0 0 0 00002: jump @Eject1:Weapons03A4: name_thread 'WEAPON' :Weapons10001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Weapons100D6: if 000DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 004D: jump_if_false @Weapons1 00D6: if 0 0038: $AUTOCRUISE == 0 // integer values004D: jump_if_false @Weapons100D6: if 000E1: key_pressed 0 19 004D: jump_if_false @Weapons2 000A: $WEAPON += 1 // integer values :WeaponsA 00D6: if 00039: $WEAPON == 1 // integer values004D: jump_if_false @WeaponsB 00BC: text_highpriority 'MJAM' 1000 ms 1 //0002: jump @Weapons1A :WeaponsB 00D6: if 00039: $WEAPON == 2 // integer values004D: jump_if_false @WeaponsC 00BC: text_highpriority 'KLASER' 1000 ms 1 // 0002: jump @Weapons1A :WeaponsC 00D6: if 00039: $WEAPON == 3 // integer values004D: jump_if_false @WeaponsE00BC: text_highpriority 'ROCKET' 1000 ms 1 // 0002: jump @Weapons1A :WeaponsE00D6: if 00019: $WEAPON > 3 // integer values004D: jump_if_false @Weapons1A0006: $WEAPON = 0 00BC: text_highpriority 'KOFF' 1000 ms 1 // 0002: jump @Weapons1A:Weapons1A0001: wait 100 ms:Weapons200D6: if 0 00E1: key_pressed 0 17004D: jump_if_false @Weapons1 00D6: if 00039: $WEAPON == 0 // integer values004D: jump_if_false @Weapons3 0002: jump @Weapons1:Weapons3 00D6: if 00039: $WEAPON == 1 // integer values004D: jump_if_false @Weapons4 0002: jump @Microjam:Weapons4 00D6: if 00039: $WEAPON == 2 // integer values004D: jump_if_false @Weapons5 0002: jump @Lasers :Weapons5 00D6: if 00039: $WEAPON == 3 // integer values004D: jump_if_false @Weapons10002: jump @Rockets :Microjam004F: create_thread @KnightEMP 0002: jump @WeaponsEnd:Lasers 004F: create_thread @KnightLaser0002: jump @WeaponsEnd :Rockets 004F: create_thread @KnightRocket0002: jump @WeaponsEnd :WeaponsEnd004E: end_thread:KnightEMP03A4: name_thread 'EMPS' 03C1: [email protected] = player $PLAYER_CHAR car 0006: [email protected] = -1 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset -1.5 0.0 0.0 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 1.5 25.0 0.0 053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected]: if 0 8039: NOT [email protected] == -1// integer values004D: jump_if_false @KnightEMPC 00D6: if 0 8137: NOT car [email protected] id == #ZEBRA 004D: jump_if_false @KnightEMPC 03CF: load_wav 'FUD_04' as 2 :KnightEMPA0001: wait 0 ms00D6: if 003D0: wav 2 loaded004D: jump_if_false @KnightEMPA03D1: play_wav 2 00AD: set_car [email protected] max_speed_to 0.0 0477: set_car [email protected] animation 5 3600000 ms 02D4: unknown_turn_off_car [email protected] engine :KnightEMPB 0001: wait 2500 ms040D: unload_wav 2 :KnightEMPC 004F: create_thread @Weapons004E: end_thread:KnightLaser03A4: name_thread 'LaserS' 03C1: [email protected] = player $PLAYER_CHAR car 03CF: load_wav 'FUD_10' as 2 :KnightLaserA0001: wait 0 ms00D6: if 003D0: wav 2 loaded 004D: jump_if_false @KnightLaserA03D1: play_wav 2 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset -10.0 2.5 -0.250407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 10.0 150.0 -0.25 0006: [email protected] = -1 053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected] 00D6: if 0 8039: NOT [email protected] == -1// integer values004D: jump_if_false @KnightLaser1A 00D6: if 1 80DC: NOT player $PLAYER_CHAR driving [email protected] 8119: NOT car [email protected] wrecked 004D: jump_if_false @KnightLaser1A0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 2.5 -0.250407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 0.0 -0.25 0002: jump @KnightLaser1B:KnightLaser1A 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 2.5 -0.250407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 150.0 -0.25 :KnightLaser1B 0509: unknown [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected] 02E3: [email protected] = car [email protected] speed 0015: [email protected] /= 40.0 // floating-point values 000B: [email protected] += 0.50063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3)0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only 0087: [email protected] = [email protected] // floating-point values only 0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3) 0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3) 0011: [email protected] *= [email protected] // floating-point values0011: [email protected] *= [email protected] // floating-point values0011: [email protected] *= [email protected] // floating-point values 0013: [email protected] *= 2.0 // floating-point values0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3) 0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)0007: [email protected] = 300.0 :KnightLaserA10001: wait 0 ms00D6: if 00021: [email protected] > 0.0 // floating-point values004D: jump_if_false @KnightLaserB 000F: [email protected] -= 15.0 // integer values 0050: gosub @KnightLaserCh0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0050: gosub @KnightLaserCh 0002: jump @KnightLaserA1 :KnightLaserCh005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3)005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 0437: scatter_particle 0 0.05 at [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] 0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only 000B: [email protected] += 1.5 // floating-point values000B: [email protected] += 1.5 // floating-point values 000F: [email protected] -= 1.5 // floating-point values000F: [email protected] -= 1.5 // floating-point values0006: [email protected] = -1 053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected] 00D6: if 0 8039: NOT [email protected] == -1// integer values004D: jump_if_false @KnightLaserChR 00D6: if 1 8137: NOT car [email protected] id == #ZEBRA 8119: NOT car [email protected] wrecked 004D: jump_if_false @KnightLaserChR 00D6: if 0 01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 1.5 1.5 1.5 004D: jump_if_false @KnightLaserChR 020B: explode_car [email protected] 0002: jump @KnightLaserB:KnightLaserB 040D: unload_wav 2 :KnightLaserC 004F: create_thread @Weapons 004E: end_thread :KnightLaserChR 0051: return:KnightRocket03A4: name_thread 'ROCKET' 03CF: load_wav 'FUD_20' as 2 0001: wait 0 ms 0006: [email protected] = 00007: [email protected] = 0.003C1: [email protected] = player $PLAYER_CHAR car :KnightRocketS00D6: if 21 80E1: NOT key_pressed 0 5 80E1: NOT key_pressed 0 7004D: jump_if_false @KnightRocketS1 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset -5.0 2.0 0.00407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 5.0 100.0 0.0 0002: jump @KnightRocketS2 :KnightRocketS1 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset -5.0 -2.0 0.00407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 5.0 -100.0 0.0 :KnightRocketS20006: [email protected] = -1 053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected] 02E3: [email protected] = car [email protected] speed 0015: [email protected] /= 40.0 // floating-point values 000B: [email protected] += 2.0:KnightRocketA 0001: wait 0 ms00D6: if 0 03D0: wav 2 loaded 004D: jump_if_false @KnightRocketA03D1: play_wav 20407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 -2.0 0.0 00D6: if 1 80DC: NOT player $PLAYER_CHAR driving [email protected]: NOT car [email protected] wrecked 004D: jump_if_false @KnightRocketC 0006: [email protected] = 10006: [email protected] = 0 :KnightRocketB 0001: wait 10 ms 00D6: if 18019: NOT [email protected] > 5000 // integer values 81AF: NOT car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 1.5 1.5 1.5 004D: jump_if_false @KnightRocketE 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 0.0 0.0 0509: unknown [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected] 0050: gosub @KnightRocketCalc 0002: jump @KnightRocketB:KnightRocketC 0006: [email protected] = 0 0002: jump @KnightRocketC2:KnightRocketC10407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 -100.0 0.0 0002: jump @KnightRocketD:KnightRocketC200D6: if 21 80E1: NOT key_pressed 0 5 80E1: NOT key_pressed 0 7004D: jump_if_false @KnightRocketC1 0407: create coordinate [email protected] [email protected] [email protected] from car [email protected] offset 0.0 100.0 0.0 :KnightRocketD 0001: wait 10 ms00D6: if 0 8019: NOT [email protected] > 30 // integer values 004D: jump_if_false @KnightRocketE0509: unknown [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected] 0050: gosub @KnightRocketCalc000A: [email protected] += 1 // integer values 0002: jump @KnightRocketD :KnightRocketCalc0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3)0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3)0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3)0073: [email protected] /= [email protected] // floating-point values (never used in VC or GTA 3) 0069: [email protected] *= [email protected] // floating-point values0069: [email protected] *= [email protected] // floating-point values0069: [email protected] *= [email protected] // floating-point values005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3)005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3)005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 0437: scatter_particle 75 1.0 at [email protected] [email protected] [email protected] 0 0 0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 2.0 type 1 flare 1 RGB 255 255 255 0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only0087: [email protected] = [email protected] // floating-point values only 000B: [email protected] += 10.0 // floating-point values000B: [email protected] += 10.0 // floating-point values 000F: [email protected] -= 10.0 // floating-point values000F: [email protected] -= 10.0 // floating-point values 02CE: [email protected] = ground_z [email protected] [email protected] [email protected]: if 0 8039: NOT [email protected] == -1// integer values004D: jump_if_false @KnightRocketE 0006: [email protected] = -1 053E: [email protected] = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected]: if 0 8039: NOT [email protected] == -1// integer values004D: jump_if_false @KnightRocketCalcEnd1 00D6: if 1 80DC: NOT player $PLAYER_CHAR driving [email protected] 8119: NOT car [email protected] wrecked 004D: jump_if_false @KnightRocketCalcEnd1 00D6: if 0 01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 1.5 1.5 1.5 004D: jump_if_false @KnightRocketCalcEnd 0002: jump @KnightRocketE:KnightRocketCalcEnd 00D6: if 0 0039: [email protected] == 0 // integer values004D: jump_if_false @KnightRocketCalcEnd1 0006: [email protected] = 10085: [email protected] = [email protected] // integer values and handles 0002: jump @KnightRocketB:KnightRocketCalcEnd1 0051: return:KnightRocketE 040D: unload_wav 2020C: create_explosion_with_radius 10 at [email protected] [email protected] [email protected]: create_temporary_explosion_fire [email protected] [email protected] [email protected] 10 0001: wait 100 ms004F: create_thread @Weapons004E: end_thread:KnightPursuit03A4: name_thread 'PURSUIT':KnightPursuit10001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @KnightPursuit100D6: if 000DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA004D: jump_if_false @KnightPursuit1 03C1: [email protected] = player $PLAYER_CHAR car 00D6: if 2180E1: NOT key_pressed 0 3 00E1: key_pressed 0 17004D: jump_if_false @KnightPursuit1A 00D6: if 00038: $AUTODRIVE == 0 // integer values004D: jump_if_false @KnightPursuit1B 0006: [email protected] = 1000004: [email protected] = 2550004: [email protected] = 500050: gosub @TimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 500.0 1.0 'PLIGHT' 0006: [email protected] = 255 0006: [email protected] = 2550006: [email protected] = 2550050: gosub @TimeCircuits3 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0033E: text_draw 485.0 176.0 'NCRUISE' 0002: jump @KnightPursuit1 :KnightPursuit1B0006: [email protected] = 1000004: [email protected] = 2550004: [email protected] = 500050: gosub @TimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 1.0 'PLIGHT' 0006: [email protected] = 255 0006: [email protected] = 2550006: [email protected] = 2550050: gosub @TimeCircuits3 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0033E: text_draw 535.0 176.0 'ACRUISE' 0002: jump @KnightPursuit1 :KnightPursuit1A 00D6: if 00038: $AUTODRIVE == 0 // integer values004D: jump_if_false @KnightPursuit1 0459: end_thread_named 'WEAPON'040D: unload_wav 203CF: load_wav 'FUD_17' as 2:KnightPursuit1AL 0001: wait 0 ms00D6: if 003D0: wav 2 loaded004D: jump_if_false @KnightPursuit1AL03D1: play_wav 2 :KnightPursuit2 0001: wait 0 ms 00D6: if 10256: player $PLAYER_CHAR defined8119: NOT car [email protected] wrecked004D: jump_if_false @KnightPursuitU00D6: if 000E0: player $PLAYER_CHAR driving004D: jump_if_false @KnightPursuitU00D6: if 000E1: key_pressed 0 3004D: jump_if_false @KnightPursuitU0006: [email protected] = 255 0004: [email protected] = 2000004: [email protected] = 500050: gosub @TimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 1.0 'PLIGHT' 0006: [email protected] = 255 0006: [email protected] = 2550006: [email protected] = 2550050: gosub @TimeCircuits3 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 534.0 176.0 'PURSUIT' 02E3: [email protected] = car [email protected] speed 00D6: if 00021: [email protected] > 15.00 // floating-point values004D: jump_if_false @KnightPursuit2A :KnightPursuit2B 0011: [email protected] *= 1.225 // floating-point values00D6: if 00021: [email protected] > 196.25 // floating-point values004D: jump_if_false @KnightPursuit3 0007: [email protected] = 196.25 0002: jump @KnightPursuit3:KnightPursuit2A 000B: [email protected] += 5.0 // floating-point values:KnightPursuit3 00D6: if 181F3: NOT car [email protected] airborne81F4: NOT car [email protected] flipped 004D: jump_if_false @KnightPursuit2 04BA: set_car [email protected] speed_instantly [email protected] 0003: shake_camera 5000D6: if 003D2: wav 2 ended004D: jump_if_false @KnightPursuit2 0002: jump @KnightPursuit1A:KnightPursuitU 004F: create_thread @Weapons 040D: unload_wav 20002: jump @KnightPursuit1:KnightSuperPursuit03A4: name_thread 'SPM':KnightSuperPursuit10001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @KnightSuperPursuit1 00D6: if 00038: $AUTODRIVE == 0 // integer values004D: jump_if_false @KnightSuperPursuit1 00D6: if 2100DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING004D: jump_if_false @KnightSuperPursuit1 00D6: if 000DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 004D: jump_if_false @KnightSuperPursuit2 03C1: [email protected] = player $PLAYER_CHAR car 00D6: if 080E1: NOT key_pressed 0 2 004D: jump_if_false @KnightSuperPursuit1A 0002: jump @KnightSuperPursuit1 :KnightSuperPursuit1A 01E9: [email protected] = car [email protected] num passengers 00D6: if 0 0039: [email protected] == 0 // integer values 004D: jump_if_false @KnightSuperPursuit1040D: unload_wav 203CF: load_wav 'BIKE1_2' as 2 0006: [email protected] = #HOTRING 0247: request_model [email protected]: load_requested_models :KnightSuperPursuit1AL 0001: wait 0 ms00D6: if 003D0: wav 2 loaded004D: jump_if_false @KnightSuperPursuit1AL03D1: play_wav 2 0001: wait 2500 ms 0050: gosub @SPM :KnightSuperPursuit2S 0001: wait 10 ms 00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @KnightSuperPursuit100D6: if 000DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING004D: jump_if_false @KnightSuperPursuit1040D: unload_wav 2 :KnightSuperPursuit2 0001: wait 10 ms 00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @KnightSuperPursuit100D6: if 000DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING004D: jump_if_false @KnightSuperPursuit2S 00D6: if 080E1: NOT key_pressed 0 2 004D: jump_if_false @KnightSuperPursuit40006: [email protected] = 255 0004: [email protected] = 1000004: [email protected] = 500050: gosub @TimeCircuits3 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 600.0 1.0 'PLIGHT' 0006: [email protected] = 255 0006: [email protected] = 2550006: [email protected] = 2550050: gosub @TimeCircuits3 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 589.0 176.0 'SPM'02E3: [email protected] = car [email protected] speed 00D6: if 00021: [email protected] > 15.00 // floating-point values004D: jump_if_false @KnightSuperPursuit2A :KnightSuperPursuit2B 0011: [email protected] *= 1.3 // floating-point values00D6: if 00021: [email protected] > 275.0 // floating-point values004D: jump_if_false @KnightSuperPursuit3 0007: [email protected] = 275.0 0002: jump @KnightSuperPursuit3 :KnightSuperPursuit2A 000B: [email protected] += 5.0 // floating-point values :KnightSuperPursuit3 00D6: if 21 80E1: NOT key_pressed 0 14 80E1: NOT key_pressed 0 6 004D: jump_if_false @KnightSuperPursuitBrake 00D6: if 000E1: key_pressed 0 3 004D: jump_if_false @KnightSuperPursuit3A 00D6: if 181F3: NOT car [email protected] airborne 81F4: NOT car [email protected] flipped 004D: jump_if_false @KnightSuperPursuit2 04BA: set_car [email protected] speed_instantly [email protected] 0003: shake_camera 50 00D6: if 00039: [email protected] == 0 // integer values004D: jump_if_false @KnightSuperPursuit2 0006: [email protected] = 1040D: unload_wav 203CF: load_wav 'FUD_11' as 2 :KnightSuperPursuit2AL 0001: wait 0 ms00D6: if 003D0: wav 2 loaded004D: jump_if_false @KnightSuperPursuit2AL 03D1: play_wav 20002: jump @KnightSuperPursuit2 :KnightSuperPursuit3A0006: [email protected] = 0 040D: unload_wav 20002: jump @KnightSuperPursuit2:KnightSuperPursuit4 01E9: [email protected] = car [email protected] num passengers 00D6: if 0 0039: [email protected] == 0 // integer values 004D: jump_if_false @KnightSuperPursuit2040D: unload_wav 203CF: load_wav 'BIKE1_3' as 2 0006: [email protected] = #ZEBRA 0247: request_model [email protected]: load_requested_models :KnightSuperPursuit4AL 0001: wait 0 ms00D6: if 003D0: wav 2 loaded004D: jump_if_false @KnightSuperPursuit4AL03D1: play_wav 2 :KnightSuperPursuit4AE 0001: wait 0 ms00D6: if 003D2: wav 2 ended004D: jump_if_false @KnightSuperPursuit4AE 0050: gosub @SPM 0002: jump @KnightSuperPursuit1 :KnightSuperPursuitBrake 040D: unload_wav 2 00D6: if 181F3: NOT car [email protected] airborne81F4: NOT car [email protected] flipped 004D: jump_if_false @KnightSuperPursuit2 00D6: if 00021: [email protected] > 50.00 // floating-point values004D: jump_if_false @KnightSuperPursuit2 000F: [email protected] -= 30.0 // floating-point values 04BA: set_car [email protected] speed_instantly [email protected] 0002: jump @KnightSuperPursuit2:SPM 0001: wait 0 ms00D6: if 00248: model [email protected] available004D: jump_if_false @SPM 0506: vehicle_model [email protected] set_next_variation 2 2 0004: $SPM = 10407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 0.0 100.0 012A: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] and_remove_from_car0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 0.0 -.750174: [email protected] = car [email protected] z_angle02E3: [email protected] = car [email protected] speed0160: point_camera [email protected] [email protected] [email protected] 1 00A6: destroy_car [email protected]: [email protected] = create_car [email protected] at [email protected] [email protected] [email protected]: set_car [email protected] z_angle_to [email protected]: set_car [email protected] speed_instantly [email protected]: set_car [email protected] immunities 1 1 1 1 1053F: set_car [email protected] tires_vulnerable 0 0001: wait 0 ms0369: put_player $PLAYER_CHAR in_car [email protected] 0249: release_model [email protected] 02EB: restore_camera_with_jumpcut0373: set_camera_directly_behind_player 0004: $SPM = 0 004F: create_thread @PingPong [email protected]: wait 500 ms:SPM20051: return:Knight03A4: name_thread 'KNIGHT' :Knight10001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Knight1 00D6: if 22 00E0: player $PLAYER_CHAR driving80E1: NOT key_pressed 0 1680E1: NOT key_pressed 0 18004D: jump_if_false @KnightCreate 00D6: if 0 8119: NOT car [email protected] wrecked004D: jump_if_false @Knight1S 0224: set_car [email protected] health_to 200002AC: set_car [email protected] immunities 1 1 1 1 1053F: set_car [email protected] tires_vulnerable 0 00D6: if 1 00DC: player $PLAYER_CHAR driving [email protected] 80E1: NOT key_pressed 0 6004D: jump_if_false @KnightDoor020A: set car [email protected] door status to 2 0002: jump @Knight1S:KnightDoor020A: set car [email protected] door status to 1:Knight1S 00D6: if 21 00DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING004D: jump_if_false @Knight103C1: [email protected] = player $PLAYER_CHAR car 0002: jump @Knight1 :KnightCreate 00D6: if 08119: not car $TRAIN wrecked004D: jump_if_false @KnightCreate1A00D6: if 081FC: not player $PLAYER_CHAR near_car $TRAIN radius 25.0 25.0 0004D: jump_if_false @Knight1:KnightCreate1A00D6: if 00119: car [email protected] wrecked004D: jump_if_false @Knight1D0247: request_model #ZEBRA038B: load_requested_models:KnightCreate10001: wait 10 ms00D6: if 00248: model #ZEBRA available 004D: jump_if_false @KnightCreate1 0506: vehicle_model #ZEBRA set_next_variation 2 2 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0 0172: [email protected] = actor $PLAYER_ACTOR z_angle 02CE: [email protected] = ground_z [email protected] [email protected] [email protected] 00A5: [email protected] = create_car #ZEBRA at [email protected] [email protected] [email protected]: set_car [email protected] z_angle_to [email protected] 02AC: set_car [email protected] immunities 1 1 1 1 1053F: set_car [email protected] tires_vulnerable 0 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset [email protected] 2.0 0.25 004F: create_thread @PingPong [email protected] 0249: release_model #ZEBRA 01C3: remove_references_to_car [email protected] // Like turning a car into any random car :Knight1D 0001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Knight100D6: if 08119: NOT car [email protected] wrecked 004D: jump_if_false @Knight1 0224: set_car [email protected] health_to 100002AC: set_car [email protected] immunities 1 1 1 1 1053F: set_car [email protected] tires_vulnerable 0 0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] 00D6: if 0 8021: NOT [email protected] > 0.0 // floating-point values 004D: jump_if_false @KnightDA 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0 02CE: [email protected] = ground_z [email protected] [email protected] [email protected] 00AB: put_car [email protected] at [email protected] [email protected] [email protected] :KnightDA0509: unknown [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: text_highpriority 'AUTOC' 10 ms 1 // Auto-Cruise 00D6: if 0 0021: [email protected] > 25.0 // floating-point values004D: jump_if_false @KnightDI3 0007: [email protected] = 50.00002: jump @Knight1EF2 :KnightDI3 0007: [email protected] = 15.0 :Knight1EF2 00D6: if 0 80E1: NOT key_pressed 0 4004D: jump_if_false @Knight1F 00D6: if 0 01FC: player $PLAYER_CHAR near_car [email protected] radius 10.0 10.0 0 004D: jump_if_false @Knight1E 00AD: set_car [email protected] max_speed_to 0.0 00AF: set_car [email protected] driver_behaviour_to 0 00D6: if 0 00DC: player $PLAYER_CHAR driving [email protected]: jump_if_false @Knight1D 0002: jump @Knight1:Knight1E00A8: set_car [email protected] to_psycho_driver00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2 00AD: set_car [email protected] max_speed_to [email protected] 00AF: set_car [email protected] driver_behaviour_to 402C2: car [email protected] drive_to [email protected] [email protected] [email protected] 00D6: if 0 00DC: player $PLAYER_CHAR driving [email protected]: jump_if_false @Knight1D 0002: jump @Knight1:Knight1F 00D6: if 0 01FC: player $PLAYER_CHAR near_car [email protected] radius 10.0 10.0 0 004D: jump_if_false @Knight10247: request_model #WFYG2 038B: load_requested_models 03CF: load_wav 'FUD_01' as 102D4: unknown_turn_off_car [email protected] engine :KnightWait 0001: wait 0 ms 00D6: if 2 03D0: wav 1 loaded0248: model #WFYG2 available01C1: car [email protected] stopped004D: jump_if_false @KnightWait 0001: wait 50 ms 00D6: if 0 01C1: car [email protected] stopped004D: jump_if_false @KnightWait 0129: [email protected] = create_actor 5 #WFYG2 in_car [email protected] driverseat 0337: unknown_actor [email protected] flag 0 0332: set_actor [email protected] bleeding_to 0 (false) 0249: release_model #WFYG20321: kill_actor [email protected] 03D1: play_wav 1 :KnightWait1 0001: wait 10 ms 00D6: if 080DF: NOT actor [email protected] driving004D: jump_if_false @KnightWait1 009B: destroy_actor_instantly [email protected]:KnightWait2 0001: wait 0 ms00D6: if 003D2: wav 1 ended004D: jump_if_false @KnightWait2040D: unload_wav 1 0002: jump @Knight1:Autodrive03A4: name_thread 'AUTO_D' 0004: $AUTODRIVE = 0 0004: $AUTOCRUISE = 0 0006: [email protected] = 50.0:Autodrive1 0001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Autodrive100D6: if 2100DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA 00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING004D: jump_if_false @Autodrive100D6: if 1 00E1: key pressed 0 1800E1: key pressed 0 6004D: jump_if_false @Autodrive1 040D: unload_wav 103CF: load_wav 'FUD_02' as 1:Autodrive1A 0001: wait 0 ms00D6: if 003D0: wav 1 loaded004D: jump_if_false @Autodrive1A03D1: play_wav 1 :Autodrive1B0001: wait 200 ms 00D6: if 2100DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRING004D: jump_if_false @Autodrive100D6: if 183D2: NOT wav 1 ended 03D0: wav 1 loaded004D: jump_if_false @Autodrive2 0050: gosub @Voice0002: jump @Autodrive1B:Autodrive2040D: unload_wav 1 0004: $AUTOCRUISE = 1 0050: gosub @Location1 00D6: if 0 8031: NOT [email protected] >= 0.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @Autodrive2A 00BC: text_highpriority 'INV_LOC' 1000 ms 1 0001: wait 1000 ms0002: jump @Autodrive2 :Autodrive2A 0001: wait 1000 ms 0004: $AUTOCRUISE = 000A8: set_car [email protected] to_psycho_driver00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2 00AD: set_car [email protected] max_speed_to 35.0 02C2: car [email protected] drive_to_point [email protected] [email protected] [email protected] :Autodrive3 0001: wait 10 ms00D6: if 21 01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 5.0 5.0 5.0 00E1: key pressed 0 15004D: jump_if_false @Autodrive3 02D4: unknown_turn_off_car [email protected] engine00AD: set_car [email protected] max_speed_to 0.0 0001: wait 500 ms01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) :Autodrive40001: wait 10 ms 00D6: if 0 01C1: car [email protected] stopped004D: jump_if_false @Autodrive4 040D: unload_wav 103CF: load_wav 'FUD_16' as 1:Autodrive5 0001: wait 0 ms00D6: if 003D0: wav 1 loaded004D: jump_if_false @Autodrive503D1: play_wav 1 :Autodrive60001: wait 200 ms 00D6: if 183D2: NOT wav 1 ended 03D0: wav 1 loaded004D: jump_if_false @AutoDrive7 0050: gosub @Voice0002: jump @Autodrive6:AutoDrive7 040D: unload_wav 10369: put_player $PLAYER_CHAR in_car [email protected] 0004: $AUTODRIVE = 0 0002: jump @Autodrive1:PingPong 00D6: if 00137: car [email protected] id == #ZEBRA 004D: jump_if_false @PingPongA 0007: [email protected] = 2.750007: [email protected] = -0.20002: jump @PingPongB:PingPongA 0007: [email protected] = 3.00007: [email protected] = -0.05 :PingPongB 0007: [email protected] = 0.00007: [email protected] = 0.05 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset [email protected] [email protected] [email protected]:PingPong1 0001: wait 10 ms00D6: if 08119: NOT car [email protected] wrecked 004D: jump_if_false @PingpongReturn 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset [email protected] [email protected] [email protected]: [email protected] *= 2.0 // floating-point values (never used in VC or GTA 3)0013: [email protected] *= 2.0 // floating-point values (never used in VC or GTA 3)0013: [email protected] *= 2.0 // floating-point values (never used in VC or GTA 3)0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3)0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3)0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3)005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3)005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3)005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 0017: [email protected] /= 2.0 // floating-point values (never used in VC or GTA 3)0017: [email protected] /= 2.0 // floating-point values (never used in VC or GTA 3)0017: [email protected] /= 2.0 // floating-point values (never used in VC or GTA 3)04D5: create_corona_at [email protected] [email protected] [email protected] radius 0.1 type 1 flare 0 RGB 255 0 0 005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3)00D6: if 0 0021: [email protected] > 0.2 // floating-point values 004D: jump_if_false @PingPong2 0007: [email protected] = -0.050002: jump @PingPong1 :PingPong200D6: if 0 8021: NOT [email protected] > -0.2 // floating-point values 004D: jump_if_false @PingPong1 0007: [email protected] = 0.05 0002: jump @PingPong1 :PingpongReturn004E: end_thread:Location10004: $AUTODRIVE = 103C1: [email protected] = player $PLAYER_CHAR car 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 0.0 [email protected] 0087: [email protected] = [email protected] // floating-point values only 000B: [email protected] += 1.0 // floating-point values 02CE: [email protected] = ground_z [email protected] [email protected] [email protected] 0087: [email protected] = [email protected] // floating-point values only 000F: [email protected] -= 5.0 // floating-point values 0087: [email protected] = [email protected] // floating-point values only 000B: [email protected] += 10.0 // floating-point values012A: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] and_remove_from_car015F: set_camera_position [email protected] [email protected] [email protected] 0.0 0.0 0.00160: point_camera [email protected] [email protected] [email protected] 1 0001: wait 500 ms:Location20001: wait 10 ms 0087: [email protected] = [email protected] // floating-point values only 0017: [email protected] /= 20.0 // floating-point values (never used in VC or GTA 3) 0087: [email protected] = [email protected] // floating-point values only 000F: [email protected] -= 5.0 // floating-point values 0087: [email protected] = [email protected] // floating-point values only 000B: [email protected] += 10.0 // floating-point values 0055: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected]: set_camera_position [email protected] [email protected] [email protected] 0.0 0.0 0.00160: point_camera [email protected] [email protected] [email protected] 2 04D5: create_corona_at [email protected] [email protected] [email protected] radius 0.05 type 1 flare 0 RGB 255 0 004D5: create_corona_at [email protected] [email protected] [email protected] radius 0.05 type 1 flare 0 RGB 255 0 0 00D6: if 1 00E1: key pressed 0 11 8031: NOT [email protected] >= 2000.0 // floating-point values (never used in VC or GTA 3)004D: jump_if_false @Location2A 005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) :Location2A00D6: if 1 00E1: key pressed 0 10 0031: [email protected] >= -2000.0 // floating-point values (never used in VC or GTA 3)004D: jump_if_false @Location2B 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) :Location2B 00D6: if 1 00E1: key pressed 0 88031: NOT [email protected] >= 2000.0 // floating-point values (never used in VC or GTA 3)004D: jump_if_false @Location2C005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3)005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) :Location2C 00D6: if 1 00E1: key pressed 0 90031: [email protected] >= -2000.0 // floating-point values (never used in VC or GTA 3)004D: jump_if_false @Location2D0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) :Location2D 00D6: if 1 00E1: key pressed 0 7 8031: NOT [email protected] >= 500.0 // floating-point values (never used in VC or GTA 3) 004D: jump_if_false @Location2E 005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005b: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3):Location2E00D6: if 1 00E1: key pressed 0 5 0031: [email protected] >= 20.0 // floating-point values (never used in VC or GTA 3)004D: jump_if_false @Location2F 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) :Location2F00D6: if 000E1: key_pressed 0 17004D: jump_if_false @Location2 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected]: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] 0001: wait 100 ms0369: put_player $PLAYER_CHAR in_car [email protected] 015A: restore_camera0373: set_camera_directly_behind_player:LocationEnd0051: return:TimeCircuits30340: set_text_draw_color [email protected] [email protected] [email protected] 2550341: unknown_text_stuff 103E4: set_text_draw_align_right 00343: set_text_linewidth 5000.00348: set_text_draw_proportional 10342: set_text_draw_centered 0 0345: set_text_draw_in_box 0033F: set_text_draw_letter_width_height 0.5 1.8 0051: return :Draw 0001: wait 10 ms03F0: text_draw_toggle 0 0002: jump @Draw:PURthread 'PUR' :PUR_10wait 10 if Player.Defined($PLAYER_CHAR)jf @PUR_10 if or00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN jf @PUR_10 03C1: [email protected] = player $PLAYER_CHAR car if or80E1: not key_pressed 0 3 00E1: key_pressed 0 17 jf @PUR_224 [email protected] = 100 // integer values [email protected] = 255 // integer values [email protected] = 50 // integer values gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 500.0 1.0 'PLIGHT' [email protected] = 0 // integer values [email protected] = 0 // integer values [email protected] = 0 // integer values gosub @T_CIRC_2999 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 485.0 176.0 'NCRUISE' jump @PUR_10 :PUR_224end_thread_named 'WEAPON' 040D: unload_wav 2 03CF: load_wav 'FUD_17' as 2 :PUR_250wait 0 if 03D0: wav 2 loaded jf @PUR_250 03D1: play_wav 2 :PUR_273wait 0 if Player.Defined($PLAYER_CHAR)jf @PUR_614 if not Car.Wrecked([email protected])jf @PUR_614 if 00E0: player $PLAYER_CHAR driving jf @PUR_616 if 00E1: key_pressed 0 3 jf @PUR_616 [email protected] = 255 // integer values [email protected] = 200 // integer values [email protected] = 50 // integer values gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 1.0 'PLIGHT' [email protected] = 0 // integer values [email protected] = 0 // integer values [email protected] = 0 // integer values gosub @T_CIRC_299903E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 534.0 176.0 'PURSUIT' 02E3: [email protected] = car [email protected] speed if [email protected] > 15.0 // floating-point values jf @PUR_549 [email protected] *= 1.225 // floating-point values (never used in VC or GTA 3) if [email protected] > 196.25 // floating-point values jf @PUR_559 [email protected] = 196.25 // floating-point values jump @PUR_559 :[email protected] += 5.0 // floating-point values :PUR_559if and81F3: not car [email protected] airborne 81F4: not car [email protected] flipped jf @PUR_273 04BA: set_car [email protected] speed_instantly [email protected] Camera.Shake(10)if 03D2: wav 2 ended jf @PUR_273 jump @PUR_224 :PUR_614end_thread :PUR_616040D: unload_wav 2 jump @PUR_10:KNthread 'KN' [email protected] = -5000.0 // floating-point values [email protected] = -5000.0 // floating-point values [email protected] = 270.0 // floating-point values :KN_40wait 10 if Player.Defined($PLAYER_CHAR)jf @KN_40 if or00E0: player $PLAYER_CHAR driving 80E1: not key_pressed 0 4 80E1: not key_pressed 0 13 jf @KN_206 if Car.Wrecked([email protected])jf @KN_139 if or00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH jf @KN_40 03C1: [email protected] = player $PLAYER_CHAR car :KN_139if $927 == 1 // integer values jf @KN_169 Car.RemoveReferences([email protected])jump @KN_40 :KN_169Car.Health([email protected]) = 1000Car.SetImmunities([email protected], 1, 1, 1, 1, 1)053F: set_car [email protected] tires_vulnerable 0 jump @KN_40 :KN_206wait 250 if Car.Wrecked([email protected])jf @KN_466 Model.Load(#BFINJECT)038B: load_requested_models :KN_234wait 10 if Model.Available(#BFINJECT)jf @KN_234 end_thread_named 'PUR' 0506: vehicle_model 188 set_next_variation 2 2 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 -10.0 0.0 [email protected] = Actor.Angle($PLAYER_ACTOR)02CE: [email protected] = ground_z [email protected] [email protected] 5000.0 [email protected] = Car.Create(#BFINJECT, [email protected], [email protected], [email protected])Car.Angle([email protected]) = [email protected]([email protected], 1, 1, 1, 1, 1)053F: set_car [email protected] tires_vulnerable 0 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset [email protected] 2.0 0.25 Model.Destroy(#BFINJECT)create_thread @TIME [email protected] 0 0 0 0 0 0 -5000.0 $CTIME $CTIME1 0 0 $CTIME $CTIME1 -1 0 create_thread @PUR wait 500 :KN_466wait 10 if Player.Defined($PLAYER_CHAR)jf @KN_40 if not Car.Wrecked([email protected])jf @KN_40 Car.Health([email protected]) = 1000Car.SetImmunities([email protected], 1, 1, 1, 1, 1)053F: set_car [email protected] tires_vulnerable 0 if $927 == 1 // integer values jf @KN_555 Car.RemoveReferences([email protected]):KN_5550054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] Car.StorePos([email protected], [email protected], [email protected], [email protected])0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected] 00BC: text_highpriority 'AUTOC' 10 ms 1 if [email protected] > 25.0 // floating-point values jf @KN_652 [email protected] = 50.0 // floating-point values jump @KN_662 :[email protected] = 15.0 // floating-point values :KN_662if 80E1: not key_pressed 0 4 jf @KN_934 if 01FC: player $PLAYER_CHAR near_car [email protected] radius 10.0 10.0 0 jf @KN_761 Car.SetMaxSpeed([email protected], 0.0)Car.SetDriverBehaviour([email protected], Nowhere)if or00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH jf @KN_466 jump @KN_40 :KN_761if not Car.Model([email protected]) == #TRASHjf @KN_855 Car.SetToPsychoDriver([email protected])00AE: set_vehicle [email protected] traffic_behavior_to 2 Car.SetMaxSpeed([email protected], [email protected])Car.SetDriverBehaviour([email protected], DriveToPlayer)02C2: car [email protected] drive_to_point [email protected] [email protected] [email protected] if or00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH jf @KN_466 jump @KN_40 :KN_85504C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 2.0 10.0 04A2: heli [email protected] fly_to [email protected] [email protected] [email protected] speed 30 if or00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT 00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH jf @KN_466 jump @KN_40 :KN_934if 01FC: player $PLAYER_CHAR near_car [email protected] radius 10.0 10.0 0 jf @KN_40 Model.Load(#WFYG2)038B: load_requested_models 03CF: load_wav 'FUD_01' as 1 02D4: car [email protected] turn_off_engine :KN_988wait 0 if and03D0: wav 1 loaded Model.Available(#WFYG2)01C1: car [email protected] stopped jf @KN_988 wait 50 if 01C1: car [email protected] stopped jf @KN_988 0129: [email protected] = create_actor 5 #WFYG2 in_car [email protected] driverseat 0337: set_actor [email protected] visibility 0 0332: set_actor [email protected] bleeding_to 0 Model.Destroy(#WFYG2)0321: kill_actor [email protected] 03D1: play_wav 1 :KN_1075wait 10 if not Actor.Driving([email protected])jf @KN_1075 Actor.DestroyInstantly([email protected]):KN_1100wait 0 if 03D2: wav 1 ended jf @KN_1100 040D: unload_wav 1 jump @KN_40 Edited February 25, 2015 by tysman Link to comment Share on other sites More sharing options...
tysman Posted February 18, 2015 Author Share Posted February 18, 2015 Was hoping someone would give me an idea what's wrong with the code. if anyone is a bit confused with the way I worded my post please let me know so I can explain it clearer Link to comment Share on other sites More sharing options...
ZAZ Posted February 19, 2015 Share Posted February 19, 2015 what is this? 033E: text_draw 550.0 50.0 'PLIGHT':SCAN <----- this? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted February 20, 2015 Author Share Posted February 20, 2015 somehow when I posted my code for :Voice above thread 'SCAN' on this post I didn't delete the :SCAN near the end. I fixed the code above, thanks for pointing that out. So any idea on how come his fraises aren't working at all? maybe im missing a jump or something like that? Link to comment Share on other sites More sharing options...
ZAZ Posted February 20, 2015 Share Posted February 20, 2015 somehow when I posted my code for :Voice above thread 'SCAN' on this post I didn't delete the :SCAN near the end. it was the first label of the scan thread, it's still missing and what's this? gosub @GET_1603 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted February 20, 2015 Author Share Posted February 20, 2015 Fixed code above it now matches my MAIN.SCM and as for gosub its jumping to a thread that is similar to :voice thread, its strange why cause in my KITT script at bottom it is using gosub @VOICE Here is part of MAIN.SCM for gosub @GET_1603 :GETthread 'GET' :GET_10wait 10 if Player.Defined($PLAYER_CHAR)jf @GET_10 if $PLUTONIUM_CONTROL == 1 // integer values jf @GET_10 if 00F5: player $PLAYER_CHAR 1 -989.4589 -887.7368 12.3289 radius 1.0 1.0 2.0 jf @GET_10 Marker.Disable($LOC1)018C: play_sound 1 at 0.0 0.0 0.0 04F7: status_text $PLUTONIUM 0 line 2 'PLUTO' $PLUTONIUM = 12 // integer values wait 3000 0151: remove_status_text $PLUTONIUM 0506: vehicle_model 170 set_next_variation -1 -1 jump @GET_10 :GET_856$LOC_GET = 1 // integer values 03C1: [email protected] = player $PLAYER_CHAR car Player.CanMove($PLAYER_CHAR) = False0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 0.0 [email protected] 0087: [email protected] = [email protected] // floating-point values only [email protected] += 1.0 // floating-point values 02CE: [email protected] = ground_z [email protected] [email protected] [email protected] 0087: [email protected] = [email protected] // floating-point values only [email protected] -= 5.0 // floating-point values 0087: [email protected] = [email protected] // floating-point values only [email protected] += 10.0 // floating-point values Camera.SetPosition([email protected], [email protected], [email protected], 0.0, 0.0, 0.0)Camera.PointAt([email protected], [email protected], 0.0, 1)wait 500 012A: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] and_remove_from_car :GET_1033wait 10 0087: [email protected] = [email protected] // floating-point values only [email protected] /= 20.0 // floating-point values (never used in VC or GTA 3) 0087: [email protected] = [email protected] // floating-point values only [email protected] -= 5.0 // floating-point values 0087: [email protected] = [email protected] // floating-point values only [email protected] += 10.0 // floating-point values 0055: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] Camera.SetPosition([email protected], [email protected], [email protected], 0.0, 0.0, 0.0)Camera.PointAt([email protected], [email protected], 0.0, 2)04D5: create_corona_at [email protected] [email protected] [email protected] radius 0.05 type 1 flare 0 RGB 255 0 0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 0.05 type 1 flare 0 RGB 255 0 0 if and00E1: key_pressed 0 11 not [email protected] >= 2000.0 // floating-point values (never used in VC or GTA 3) jf @GET_1235 005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) :GET_1235if and00E1: key_pressed 0 10 [email protected] >= -2000.0 // floating-point values (never used in VC or GTA 3) jf @GET_1270 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) :GET_1270if and00E1: key_pressed 0 8 not [email protected] >= 2000.0 // floating-point values (never used in VC or GTA 3) jf @GET_1313 005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) :GET_1313if and00E1: key_pressed 0 9 [email protected] >= -2000.0 // floating-point values (never used in VC or GTA 3) jf @GET_1356 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) :GET_1356if and00E1: key_pressed 0 7 not [email protected] >= 500.0 // floating-point values (never used in VC or GTA 3) jf @GET_1415 005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) 005B: [email protected] += [email protected] // floating-point values (never used in VC or GTA 3) :GET_1415if and00E1: key_pressed 0 5 [email protected] >= 20.0 // floating-point values (never used in VC or GTA 3) jf @GET_1474 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) 0063: [email protected] -= [email protected] // floating-point values (never used in VC or GTA 3) :GET_1474if and00E1: key_pressed 0 17 $LOCATION_CONTROL == 1 // integer values jf @GET_1033 02CE: [email protected] = ground_z [email protected] [email protected] [email protected] Car.StorePos([email protected], [email protected], [email protected], [email protected])0055: put_player $PLAYER_CHAR at [email protected] [email protected] [email protected] wait 100 0369: put_player $PLAYER_CHAR in_car [email protected] Camera.RestoreCamera.SetBehindPlayerif $AI_SET_LOCATION == 0 // integer values jf @GET_1594 create_thread @NONAME_11 [email protected] [email protected] [email protected] [email protected] :GET_1594$LOC_GET = 0 // integer values return:[email protected] = 200 // integer values [email protected] = 0 // integer values [email protected] = 0 // integer values gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 176.0 'PLIGHT' return :[email protected] = 200 // integer values [email protected] = 200 // integer values [email protected] = 0 // integer values gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 176.0 'PLIGHT' return Link to comment Share on other sites More sharing options...
ZAZ Posted February 20, 2015 Share Posted February 20, 2015 what a bullsh*t.... ...what i see, is, that you have posted the recompiled scripts in the first codeblock and then the originally scripts in the second codeblock the significant difference is, that the originally scripts have 0050: gosub @Voice at same place where your recompiled scripts have gosub @GET_1603 this tiny subscript is relevant :[email protected] = 200 // integer values [email protected] = 0 // integer values [email protected] = 0 // integer values gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 7.5 25.0 03E4: set_text_draw_align_right 1 033E: text_draw 550.0 176.0 'PLIGHT' returnit got the labelname from the previous thread, from thread 'GET'but the originally labelname was :voice now does your recompiled version lead to GET_1603 and there, it contains gosub @T_CIRC_2999 you'll find gosub @T_CIRC_2999 more times in your recompiled codes but it should be 0050: gosub @TimeCircuits3 the originally codes as well your recompiled codes contains this subscript: :TimeCircuits30340: set_text_draw_color [email protected] [email protected] [email protected] 2550341: unknown_text_stuff 103E4: set_text_draw_align_right 00343: set_text_linewidth 5000.00348: set_text_draw_proportional 10342: set_text_draw_centered 0 0345: set_text_draw_in_box 0033F: set_text_draw_letter_width_height 0.5 1.8 0051: return so, note, your recompiled codes makes totally confuse (not me but you ) take the recompiled version beside and let's use the originally code you wanna know why these waves 'FUD_14', 'FUD_03', 'FUD_05', 'FUD_06', 'FUD_07', 'BIKE1_1', 'FUD_08', 'FUD_09' not work? so please explain me what this means: 00D6: if 00039: [email protected] == 1 // integer values004D: jump_if_false @SystemsReturn CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted February 24, 2015 Author Share Posted February 24, 2015 Sorry if this is confusing the KITT Script that uses 004D: jump_if_false @SystemsReturn is for a different mod with just KITT that script is working perfectly. I just had posted it for reference to fix the main script above that (KITT and DELO KITT) And for some reason the KITT And DELO KITT mod wants to use GET thread where as the KITT mod is properly using voice thread. To reduce confusion I can remove script for KITT so that where working on the right mod Link to comment Share on other sites More sharing options...
ZAZ Posted February 24, 2015 Share Posted February 24, 2015 (edited) you said: "The script bellow this is for both cars that voice isn't working"so clarify first: what means "voice isn't working"?do you mean the sound codes or do you mean the "voice"-subscript?and you said"The areas needing focusing on for the KITT part is the thread 'SCAN'"and the thread 'SCAN' of originally scripts have this gosub: 0050: gosub @Systems :Scanner4A 0050: gosub @Systems0002: jump @Scanner2 :Scanner8 0001: wait 0 ms00D6: if 21 80E1: NOT key_pressed 0 380E1: NOT key_pressed 0 18 004D: jump_if_false @Scanner8 0004: $SCAN = 0040D: unload_wav 10002: jump @Scanner1 :Systems0209: [email protected] = random_int 1 2000 0208: [email protected] = random_float 0.0 100.0 00D6: if 00039: [email protected] == 1000 // integer values <--- so please explain me what this means004D: jump_if_false @SystemsReturn in your recompiled version does it have this gosub: gosub @SCAN_882 :SCAN_823gosub @SCAN_882 jump @SCAN_556 :SCAN_837wait 0 if or80E1: not key_pressed 0 3 80E1: not key_pressed 0 17 jf @SCAN_837 $924 = 0 // integer values 040D: unload_wav 1 jump @SCAN_261 :SCAN_8820209: [email protected] = random_int 1 2000 0208: [email protected] = random_float 0.0 100.0 if [email protected] == 1000 // integer values <--- so please explain me what this meansjf @SCAN_1333 Edited February 24, 2015 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted February 25, 2015 Author Share Posted February 25, 2015 (edited) I removed KITT script to reduce confusion now only script posted is KITT And DELO KITT, and yah I mean sound codes for voice not working Edited February 25, 2015 by tysman Link to comment Share on other sites More sharing options...
ZAZ Posted February 25, 2015 Share Posted February 25, 2015 still the same, find out what happens here :SCAN_8820209: [email protected] = random_int 1 2000 0208: [email protected] = random_float 0.0 100.0 if [email protected] == 1000 // integer values jf @SCAN_1333 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted February 26, 2015 Author Share Posted February 26, 2015 (edited) I see those are the random float codes for how often the sound codes are used. But don't understand whats wrong with it? can you shed some light on whats wrong? Is [email protected] == 1000 // integer values missing? Edited February 26, 2015 by tysman Link to comment Share on other sites More sharing options...
ZAZ Posted February 26, 2015 Share Posted February 26, 2015 [email protected] is the problem, not [email protected] put a text code there to show the value of [email protected] :SCAN_8820209: [email protected] = random_int 1 200001E3: text_1number_styled 'A_TIME' [email protected] 250 ms 4// ignore the gxt, look only for [email protected] 0208: [email protected] = random_float 0.0 100.0 if [email protected] == 1000 // integer values jf @SCAN_1333 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted March 2, 2015 Author Share Posted March 2, 2015 (edited) I used the code and it didn't change anything. Only audio that works is "GET IN" when I spawn either vehicle and press TAB. And the audio where he says that he is KITT works but only once when first spawned when I load New Game. If I load a save game he wont speak that anymore when I spawn him. What needs fixing is the audio for all his random frases and the audio for everytime I get back in either KITT or DELO KITT he should say that frase "Michael Im Glad Your Back" I checked audio files and the audio files for frase "Michael Im Glad Your Back" is FUD_18 and frase for where he says that he is KITT is FUD_12 FUD_13 and FUD_15 are part of random audio and FUD_19 which is his scanner sound I think is activated on keypress which all don't work either Edited March 2, 2015 by tysman Link to comment Share on other sites More sharing options...
ZAZ Posted March 2, 2015 Share Posted March 2, 2015 Ooooohhh, you mean FUD_12, FUD_13, FUD_15, FUD_18, FUD_19Yepeeh yeah, we have progresssimilar problem as i already mentionedthis check must be passed: [email protected] == 500 // integer valuesjf @SCAN_1333 the code goes very often to this part, i believe 5 times per second :SCAN_13350209: [email protected] = random_int 1 10000208: [email protected] = random_float 0.0 [email protected] == 500 // integer valuesjf @SCAN_1333040D: unload_wav [email protected] > 50.0 // floating-point valuesjf @SCAN_143503CF: load_wav 'FUD_13' as 1jump @SCAN_143503CF: load_wav 'FUD_15' as 1 but the check can only be passed if [email protected] is equal to 500.also there's first a check for a global :SCAN_261wait 10ifPlayer.Defined($PLAYER_CHAR)jf @SCAN_10if$923 == 0 // integer valuesjf @SCAN_261 if $923 has changed at another script, then the check blocks the further codes.but back to [email protected]as i said, the code goes very often to this part, i believe 5 times per secondand gives a random value to [email protected] with this code: 0209: [email protected] = random_int 1 1000 do you know what it means?if not, then put a text code there to see if [email protected] will be equal to 500 at any time :SCAN_13350209: [email protected] = random_int 1 100001E3: text_1number_styled 'A_TIME' [email protected] 250 ms 4// ignore the gxt, look only for [email protected]: [email protected] = random_float 0.0 [email protected] == 500 // integer valuesjf @SCAN_1333 Ezekiel 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted March 4, 2015 Author Share Posted March 4, 2015 (edited) No progress has been made even with these new codes added there's no change. Maybe DELO KITT is messing it up? I don't see why since im spawning KITT when I load new game. Even if I spawn DELO KITT its the same. Maybe it has to do with the thread SCAN ending the thread instead of returning? that seems to be only difference I noticed between The KITT mod I have where everything is working and this KITT and DELO KITT mod :SCAN_1329040D: unload_wav 1:SCAN_1333return:SCAN_13350209: [email protected] = random_int 1 100001E3: text_1number_styled 'A_TIME' [email protected] 250 ms 4// ignore the gxt, look only for [email protected]: [email protected] = random_float 0.0 [email protected] == 500 // integer valuesjf @SCAN_1333040D: unload_wav [email protected] > 50.0 // floating-point valuesjf @SCAN_143503CF: load_wav 'FUD_13' as 1jump @SCAN_143503CF: load_wav 'FUD_15' as 1:SCAN_1435wait 0if03D0: wav 1 loadedjf @SCAN_143503D1: play_wav 1:SCAN_1458wait 200if or00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH00DE: player $PLAYER_CHAR driving_vehicle_type #BFINJECT00DE: player $PLAYER_CHAR driving_vehicle_type #ZEBRA00DE: player $PLAYER_CHAR driving_vehicle_type #HOTRINGjf @SCAN_1535if83D2: not wav 1 endedjf @SCAN_1535gosub @GET_1603jump @SCAN_1458:SCAN_1535040D: unload_wav 1return:SCAN_1541$SCANON = 0 // integer valuesend_threadIn my KITT mod where everything is working, there is only 1 return code and that's for the end of the thread SCAN but in this script there are 2 returns and then the thread for SCAN ends why is that? maybe that's why it wont work properly Edited March 4, 2015 by tysman Link to comment Share on other sites More sharing options...
ZAZ Posted March 4, 2015 Share Posted March 4, 2015 you have tested the script by using this code? 01E3: text_1number_styled 'A_TIME' [email protected] 250 ms 4// ignore the gxt, look only for [email protected] so, which value did it show on your screen? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
tysman Posted March 25, 2015 Author Share Posted March 25, 2015 (edited) It actually didn't show any values at all. There might be one way to make it work but will need little help. what if I take my KITT mod that everything works and take the DELO KITT part and make them work together in my Main.SCM that way I can delete the KITT part that where trying to fix. Edited March 31, 2015 by tysman Link to comment Share on other sites More sharing options...
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