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:HJset_wb_check_to 0 thread 'HJ' $205 = 0 // integer values :HJ_21wait 0 if not Player.Defined($PLAYER_CHAR)else_jump @HJ_48 jump @HJ_21 :HJ_48if 0445: improved_handling_cheat_used else_jump @HJ_68 jump @HJ_21 :HJ_68if 04C9: player $PLAYER_CHAR driving_plane else_jump @HJ_91 jump @HJ_21 :HJ_91if 04A8: player $PLAYER_CHAR driving_boat else_jump @HJ_114 jump @HJ_21 :HJ_114if 00E0: player $PLAYER_CHAR driving else_jump @HJ_1591 03C1: $206 = player $PLAYER_CHAR car 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $207 $208 wheelie: $209 $210 stoppie: $211 $212 if $207 > 0 // integer values else_jump @HJ_355 $207 /= 1000 // integer values 008C: $213 = float_to_integer $208 008D: $214 = integer_to_float $213 0086: $215 = $208 // floating-point values only 0061: $215 -= $214 // floating-point values $215 *= 100.0 // floating-point values 008C: $216 = float_to_integer $215 0084: $217 = $207 // integer values and handles 0058: $217 += $213 // integer values $217 /= 2 // integer values Player.Money($PLAYER_CHAR) += $217if 0424: metric else_jump @HJ_315 0302: text_4numbers 'WHEEL01' $217 $213 $216 $207 3000 ms 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ secondsjump @HJ_355 :HJ_3150425: meters $218 to_feet $208 008C: $219 = float_to_integer $218 02FF: text_3numbers 'WHEEL02' $217 $219 $207 time 3000 ms 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds:HJ_355if $209 > 0 // integer values else_jump @HJ_563 $209 /= 1000 // integer values 008C: $220 = float_to_integer $210 008D: $221 = integer_to_float $220 0086: $215 = $210 // floating-point values only 0061: $215 -= $221 // floating-point values $215 *= 100.0 // floating-point values 008C: $222 = float_to_integer $215 0084: $217 = $209 // integer values and handles 0058: $217 += $220 // integer values $217 *= 2 // integer values $217 /= 5 // integer values $217 /= 2 // integer values Player.Money($PLAYER_CHAR) += $217if 0424: metric else_jump @HJ_523 0302: text_4numbers 'WHEEL06' $217 $220 $222 $209 3000 ms 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ secondsjump @HJ_563 :HJ_5230425: meters $223 to_feet $210 008C: $PASSED_LAW1_THE_PARTY = float_to_integer $223 02FF: text_3numbers 'WHEEL07' $217 $PASSED_LAW1_THE_PARTY $209 time 3000 ms 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds:HJ_563if $211 > 0 // integer values else_jump @HJ_757 $211 /= 1000 // integer values 008C: $PASSED_LAW2_BACK_ALLEY_BRAWL = float_to_integer $212 008D: $PASSED_LAW3_JURY_FURY = integer_to_float $PASSED_LAW2_BACK_ALLEY_BRAWL 0086: $215 = $212 // floating-point values only 0061: $215 -= $PASSED_LAW3_JURY_FURY // floating-point values $215 *= 100.0 // floating-point values 008C: $PASSED_LAW4_RIOT = float_to_integer $215 0084: $217 = $211 // integer values and handles 0058: $217 += $PASSED_LAW2_BACK_ALLEY_BRAWL // integer values $217 /= 2 // integer values Player.Money($PLAYER_CHAR) += $217if 0424: metric else_jump @HJ_717 0302: text_4numbers 'WHEEL11' $217 $PASSED_LAW2_BACK_ALLEY_BRAWL $PASSED_LAW4_RIOT $211 3000 ms 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ secondsjump @HJ_757 :HJ_7170425: meters $228 to_feet $212 008C: $PASSED_COL1_TREACHEROUS_SWINE = float_to_integer $228 02FF: text_3numbers 'WHEEL12' $217 $PASSED_COL1_TREACHEROUS_SWINE $211 time 3000 ms 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds:HJ_757if 01F3: car $206 airborne else_jump @HJ_1577 $PASSED_COL2_MALL_SHOOTOUT = 0 // integer values $PASSED_COL3_GUARDIAN_ANGELS = 0.0 // floating-point values $PASSED_COL4_SIR_YES_SIR = 0 // integer values $PASSED_COL5_ALL_HANDS_ON_DECK = 0 // integer values $234 = 0 // integer values $PASSED_COK1_THE_CHASE = 0 // integer values $PASSED_COK2_PHNOM_PENH_86 = 0 // integer values $PASSED_COK3_THE_FASTEST_BOAT = 0 // integer values $PASSED_COK4_SUPPLY_AND_DEMAND = 0 // integer values $PASSED_ASS1_RUB_OUT = 0 // integer values $240 = -100.0 // floating-point values $241 = 0.0 // floating-point values $PASSED_KENT1_DEATH_ROW = 0.0 // floating-point values $243 = 0.0 // floating-point values $PASSED_TEX1_FOUR_IRON = 0.0 // floating-point values $245 = 0.0 // floating-point values $246 = 0.0 // floating-point values $247 = 0.0 // floating-point values $248 = 0.0 // floating-point values $249 = 0.0 // floating-point values $250 = 0.0 // floating-point values $251 = 0.0 // floating-point values $252 = 0.0 // floating-point values $253 = 0 // integer values $254 = 0 // integer values $255 = 0 // integer values $215 = 0.0 // floating-point values $256 = 0.0 // floating-point values $257 = 0.0 // floating-point values $258 = 0.0 // floating-point values $259 = 0.0 // floating-point values $260 = 0 // integer values $FILM_STUDIO_FRONT_GATE_OPEN = 0 // integer values $FILM_STUDIO_BACK_GATE_OPEN = 0 // integer values $FILM_STUDIO_FRONT_GATE_CLOSED = 0 // integer values $FILM_STUDIO_BACK_GATE_CLOSED = 0 // integer values $265 = 0 // integer values :HJ_1089if or01F3: car $206 airborne 10 > $265 // integer values else_jump @HJ_1570 $265 += 1 // integer values Car.StorePos($206, $241, $PASSED_KENT1_DEATH_ROW, $243)0086: $259 = $PASSED_COL3_GUARDIAN_ANGELS // floating-point values only if $PASSED_COK4_SUPPLY_AND_DEMAND == 0 // integer values else_jump @HJ_1198 $259 = Car.Angle($206)0086: $PASSED_TEX1_FOUR_IRON = $241 // floating-point values only 0086: $245 = $PASSED_KENT1_DEATH_ROW // floating-point values only 0086: $246 = $243 // floating-point values only $PASSED_COK4_SUPPLY_AND_DEMAND = 1 // integer values :HJ_1198wait 0 if Car.Wrecked($206)else_jump @HJ_1225 jump @HJ_21 :HJ_1225if not Player.Defined($PLAYER_CHAR)else_jump @HJ_1248 jump @HJ_21 :HJ_1248if 80E0: not player $PLAYER_CHAR driving else_jump @HJ_1271 jump @HJ_21 :HJ_1271if and820D: not car $206 flipped $PASSED_COK1_THE_CHASE == 0 // integer values else_jump @HJ_1301 $PASSED_COK1_THE_CHASE = 1 // integer values :HJ_1301if and020D: car $206 flipped $PASSED_COK1_THE_CHASE == 1 // integer values else_jump @HJ_1338 $234 += 1 // integer values $PASSED_COK1_THE_CHASE = 0 // integer values :HJ_1338$PASSED_COL3_GUARDIAN_ANGELS = Car.Angle($206)0086: $256 = $PASSED_COL3_GUARDIAN_ANGELS // floating-point values only 0061: $256 -= $259 // floating-point values if $256 > 180.0 // floating-point values else_jump @HJ_1416 0086: $258 = $256 // floating-point values only $256 = 360.0 // floating-point values 0061: $256 -= $258 // floating-point values jump @HJ_1463 :HJ_1416if -180.0 > $256 // floating-point values else_jump @HJ_1463 0086: $258 = $256 // floating-point values only $256 = 360.0 // floating-point values 0059: $256 += $258 // floating-point values :HJ_1463if 0.0 > $256 // floating-point values else_jump @HJ_1510 0086: $258 = $256 // floating-point values only $256 = 0.0 // floating-point values 0061: $256 -= $258 // floating-point values :HJ_15100059: $257 += $256 // floating-point values 008C: $PASSED_COL2_MALL_SHOOTOUT = float_to_integer $257 if 0024: $243 > $240 // floating-point values only else_jump @HJ_1553 0086: $240 = $243 // floating-point values only :HJ_1553$243 = 0.0 // floating-point values jump @HJ_1089 :HJ_1570jump @HJ_1584 :HJ_1577jump @HJ_21 :HJ_1584jump @HJ_1598 :HJ_1591jump @HJ_21 :HJ_1598if $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values else_jump @HJ_1837 Car.StorePos($206, $247, $248, $215)$PASSED_COL5_ALL_HANDS_ON_DECK = 0 // integer values 0086: $249 = $PASSED_TEX1_FOUR_IRON // floating-point values only 0061: $249 -= $247 // floating-point values 0086: $250 = $245 // floating-point values only 0061: $250 -= $248 // floating-point values 0069: $249 *= $249 // floating-point values 0069: $250 *= $250 // floating-point values 0086: $251 = $249 // floating-point values only 0059: $251 += $250 // floating-point values 01FB: $252 = square_root $251 030E: save_jump_distance $252 008C: $253 = float_to_integer $252 0061: $240 -= $246 // floating-point values 030F: save_jump_height $240 008C: $PASSED_ASS1_RUB_OUT = float_to_integer $240 008D: $215 = integer_to_float $253 0061: $252 -= $215 // floating-point values 0086: $215 = $252 // floating-point values only $215 *= 100.0 // floating-point values 008C: $254 = float_to_integer $215 008D: $215 = integer_to_float $PASSED_ASS1_RUB_OUT 0061: $240 -= $215 // floating-point values 0086: $215 = $240 // floating-point values only $215 *= 100.0 // floating-point values 008C: $255 = float_to_integer $215 0310: save_jump_flips $234 0311: save_jump_rotation $PASSED_COL2_MALL_SHOOTOUT :HJ_1837if $240 > 4.0 // floating-point values else_jump @HJ_1865 $PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values :HJ_1865if $253 > 40 // integer values else_jump @HJ_1890 $PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values :HJ_1890if $234 > 1 // integer values else_jump @HJ_1915 $PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values :HJ_1915if $PASSED_COL2_MALL_SHOOTOUT > 360 // integer values else_jump @HJ_1941 $PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values :HJ_1941if $PASSED_COK2_PHNOM_PENH_86 > 60 // integer values else_jump @HJ_1966 $PASSED_COL4_SIR_YES_SIR = 1 // integer values :HJ_1966if $PASSED_COK3_THE_FASTEST_BOAT > 0 // integer values else_jump @HJ_2475 0084: $266 = $234 // integer values and handles $266 *= 180 // integer values 0058: $266 += $PASSED_COL2_MALL_SHOOTOUT // integer values 0084: $267 = $253 // integer values and handles $267 *= 6 // integer values 0058: $266 += $267 // integer values 0084: $267 = $PASSED_ASS1_RUB_OUT // integer values and handles $267 *= 45 // integer values 0058: $266 += $267 // integer values if $PASSED_COL4_SIR_YES_SIR == 1 // integer values else_jump @HJ_2079 $266 *= 2 // integer values :HJ_20790068: $266 *= $PASSED_COK3_THE_FASTEST_BOAT // integer values $266 /= 3 // integer values $266 /= 5 // integer values Player.Money($PLAYER_CHAR) += $266if $PASSED_COK3_THE_FASTEST_BOAT == 1 // integer values else_jump @HJ_2149 01E4: text_1number_lowpriority 'HJ_IS' $266 2000 ms 1 // INSANE STUNT BONUS: $~1~0312: save_jump_type 1 :HJ_2149if $PASSED_COK3_THE_FASTEST_BOAT == 2 // integer values else_jump @HJ_2189 01E4: text_1number_lowpriority 'HJ_DIS' $266 2000 ms 1 // DOUBLE INSANE STUNT BONUS: $~1~0312: save_jump_type 3 :HJ_2189if $PASSED_COK3_THE_FASTEST_BOAT == 3 // integer values else_jump @HJ_2229 01E4: text_1number_lowpriority 'HJ_TIS' $266 2000 ms 1 // TRIPLE INSANE STUNT BONUS: $~1~0312: save_jump_type 5 :HJ_2229if $PASSED_COK3_THE_FASTEST_BOAT == 4 // integer values else_jump @HJ_2269 01E4: text_1number_lowpriority 'HJ_QIS' $266 2000 ms 1 // QUADRUPLE INSANE STUNT BONUS: $~1~0312: save_jump_type 7 :HJ_2269if 0424: metric else_jump @HJ_2380 if $PASSED_COL4_SIR_YES_SIR == 1 // integer values else_jump @HJ_2340 0308: text_6numbers 'HJSTATW' $253 $254 $PASSED_ASS1_RUB_OUT $255 $234 $PASSED_COL2_MALL_SHOOTOUT 5000 ms 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!jump @HJ_2373 :HJ_23400308: text_6numbers 'HJSTAT' $253 $254 $PASSED_ASS1_RUB_OUT $255 $234 $PASSED_COL2_MALL_SHOOTOUT 5000 ms 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_:HJ_2373jump @HJ_2475 :HJ_2380042D: $253 = metric_to_imperial $253 042D: $PASSED_ASS1_RUB_OUT = metric_to_imperial $PASSED_ASS1_RUB_OUT if $PASSED_COL4_SIR_YES_SIR == 1 // integer values else_jump @HJ_2448 0302: text_4numbers 'HJSTAWF' $253 $PASSED_ASS1_RUB_OUT $234 $PASSED_COL2_MALL_SHOOTOUT 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!jump @HJ_2475 :HJ_24480302: text_4numbers 'HJSTATF' $253 $PASSED_ASS1_RUB_OUT $234 $PASSED_COL2_MALL_SHOOTOUT 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_:HJ_2475jump @HJ_21 end_thread
create_thread @HJ
Not if you back up your files first. Copy your entire Grand Theft Auto Vice City folder and paste it into the Rockstar Games directory (creating a Grand Theft Auto Vice City Copy), and you can do with the copy whatever ya want while still keeping a default copy that you can go back to if things go pear shaped.
Aren't they already supposed to have the ISB?
Quote from: SuspiciousOne on June 19, 2010, 11:56:46 PMAren't they already supposed to have the ISB?mine doesnt
Quote from: Ruthless on June 20, 2010, 12:10:20 AMQuote from: SuspiciousOne on June 19, 2010, 11:56:46 PMAren't they already supposed to have the ISB?mine doesntWhich version did you download?
Fly higher and you will see an ISB
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