Author Topic: how to get unique stunt bonus in vc lc & sa i vc?  (Read 2615 times)

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Offline Ruthless

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how to get unique stunt bonus in vc lc & sa i vc?
« on: June 19, 2010, 05:31:12 PM »
how do i get unique bonus pop ups in vc/lc & in saivc? like height and distance rotation & flips or whateva.

like i do a jump, then i land but no height/distance rotation all the doesnt pop up. but i want to see what height or distance i got,
« Last Edit: June 19, 2010, 06:10:39 PM by Ruthless »

Offline Ruthless

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #1 on: June 19, 2010, 06:09:13 PM »
please help

Offline kaneda

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #2 on: June 19, 2010, 06:10:59 PM »
This needs to go into your script:

Code: [Select]
:HJ
set_wb_check_to 0
thread 'HJ'
$205 = 0 // integer values

:HJ_21
wait 0
if
   not Player.Defined($PLAYER_CHAR)
else_jump @HJ_48
jump @HJ_21

:HJ_48
if
0445:   improved_handling_cheat_used
else_jump @HJ_68
jump @HJ_21

:HJ_68
if
04C9:   player $PLAYER_CHAR driving_plane
else_jump @HJ_91
jump @HJ_21

:HJ_91
if
04A8:   player $PLAYER_CHAR driving_boat
else_jump @HJ_114
jump @HJ_21

:HJ_114
if
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) += $217
if
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~ seconds
jump @HJ_355

:HJ_315
0425: 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_355
if
  $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) += $217
if
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~ seconds
jump @HJ_563

:HJ_523
0425: 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_563
if
  $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) += $217
if
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~ seconds
jump @HJ_757

:HJ_717
0425: 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_757
if
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_1089
if or
01F3:   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_1198
wait 0
if
   Car.Wrecked($206)
else_jump @HJ_1225
jump @HJ_21

:HJ_1225
if
   not Player.Defined($PLAYER_CHAR)
else_jump @HJ_1248
jump @HJ_21

:HJ_1248
if
80E0:   not player $PLAYER_CHAR driving
else_jump @HJ_1271
jump @HJ_21

:HJ_1271
if and
820D:   not car $206 flipped
  $PASSED_COK1_THE_CHASE == 0 // integer values
else_jump @HJ_1301
$PASSED_COK1_THE_CHASE = 1 // integer values

:HJ_1301
if and
020D:   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_1416
if
  -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_1463
if
  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_1510
0059: $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_1570
jump @HJ_1584

:HJ_1577
jump @HJ_21

:HJ_1584
jump @HJ_1598

:HJ_1591
jump @HJ_21

:HJ_1598
if
  $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_1837
if
  $240 > 4.0 // floating-point values
else_jump @HJ_1865
$PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values

:HJ_1865
if
  $253 > 40 // integer values
else_jump @HJ_1890
$PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values

:HJ_1890
if
  $234 > 1 // integer values
else_jump @HJ_1915
$PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values

:HJ_1915
if
  $PASSED_COL2_MALL_SHOOTOUT > 360 // integer values
else_jump @HJ_1941
$PASSED_COK3_THE_FASTEST_BOAT += 1 // integer values

:HJ_1941
if
  $PASSED_COK2_PHNOM_PENH_86 > 60 // integer values
else_jump @HJ_1966
$PASSED_COL4_SIR_YES_SIR = 1 // integer values

:HJ_1966
if
  $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_2079
0068: $266 *= $PASSED_COK3_THE_FASTEST_BOAT // integer values
$266 /= 3 // integer values
$266 /= 5 // integer values
Player.Money($PLAYER_CHAR) += $266
if
  $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_2149
if
  $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_2189
if
  $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_2229
if
  $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_2269
if
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_2340
0308: 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_2373
jump @HJ_2475

:HJ_2380
042D: $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_2448
0302: 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_2475
jump @HJ_21
end_thread

You'll also need a create thread command at the end of your "Main" thread:

Code: [Select]
create_thread @HJ
NOTE: I use SannyBuilder, not Mission Builder. Forgive the long post, but that's the whole thing and it's all needed. Also, be sure you don't have a blank gxt in the game, otherwise it'll appear as though it's not working.

Offline Ruthless

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #3 on: June 19, 2010, 06:13:17 PM »
script, so put it into main scm? i really have no idea how and i cant break my game doing it?

Offline kaneda

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #4 on: June 19, 2010, 06:19:39 PM »
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.

Offline Ruthless

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #5 on: June 19, 2010, 06:24:59 PM »
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.
maybe u could make the file i need, send me it & then i try the saivc? because turtle sent me a american.gxt and i used it in saivc but made no difference. :(
i use dannyes scm too if that makes help?

EDIT: PM'd kaneda my MAIN.SCM from SAiVC & from VC/LC.
« Last Edit: June 19, 2010, 06:42:18 PM by Ruthless »

Offline A maid

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #6 on: June 19, 2010, 11:56:46 PM »
Aren't they already supposed to have the ISB?

Offline Ruthless

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #7 on: June 20, 2010, 12:10:20 AM »
Aren't they already supposed to have the ISB?
mine doesnt

Offline A maid

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #8 on: June 20, 2010, 01:10:31 AM »
Aren't they already supposed to have the ISB?
mine doesnt
Which version did you download?

Offline Ruthless

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #9 on: June 20, 2010, 04:44:14 AM »
Aren't they already supposed to have the ISB?
mine doesnt
Which version did you download?
not sure but i use dannyes

Offline Rainbow

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #10 on: June 20, 2010, 04:56:59 AM »
Fly higher and you will see an ISB  :ninja:

Offline Ruthless

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #11 on: June 20, 2010, 05:13:06 AM »
Fly higher and you will see an ISB  :ninja:
kaneda fixed my saivc but now my dannyes doesnt load position but does save.

Offline Franco

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Re: how to get unique stunt bonus in vc lc & sa i vc?
« Reply #12 on: June 20, 2010, 07:13:36 AM »
I have done the SAiVC one myself some weeks ago...

Here's link: http://www.mediafire.com/?iz1lzyy1xyw



For LC just use the one from Dannye's topic.

 

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