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GTA VC Need help with KITT and Delo KITT


tysman
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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 by tysman
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  • 2 weeks later...

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

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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?

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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
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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
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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' return
it 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 :p )

 

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
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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

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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 by ZAZ
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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 by tysman
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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 by tysman
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[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 
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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 by tysman
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Ooooohhh, you mean FUD_12, FUD_13, FUD_15, FUD_18, FUD_19
Yepeeh yeah, we have progress

similar problem as i already mentioned
this 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 second
and 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
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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_thread
In 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 by tysman
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  • 3 weeks later...

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 by tysman
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