Hyperjump
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Hyperjumps or Insane Stunts are a little script. You can add it to your SCM using the following snippet:
Contents
Creating the Thread
Add a new thread to your Main-Thread, called HJ_1:
004F: create_thread @HJ_1
Normaly this line is added where all other generic threads are startet. So if you dont use a strippet SCM search the other threadstarts!
Adding the Code
Then copy the following code-snippet and add it under you main thread:
Sanny Builder 2.99
:HJ_1 0111: set_wasted_busted_check_to 0 (disabled) 03A4: name_thread 'HJ' :HJ_2 0001: wait 0 ms 00D6: if 0 8256: NOT player $PLAYER_CHAR defined 004D: jump_if_false @HJ_7 0002: jump @HJ_2 :HJ_7 00D6: if 0 0445: improved_handling_cheat_used 004D: jump_if_false @HJ_11 0002: jump @HJ_2 :HJ_11 00D6: if 0 09AE: $PLAYER_ACTOR 004D: jump_if_false @HJ_15 0002: jump @HJ_2 :HJ_15 00D6: if 0 04C8: $PLAYER_ACTOR 004D: jump_if_false @HJ_19 0002: jump @HJ_2 :HJ_19 00D6: if 0 04A7: $PLAYER_ACTOR 004D: jump_if_false @HJ_23 0002: jump @HJ_2 :HJ_23 00D6: if 0 00DD: actor $PLAYER_ACTOR driving_vehicle_type #VORTEX 004D: jump_if_false @HJ_27 0002: jump @HJ_2 :HJ_27 00D6: if 0 89E7: NOT $PLAYER_CHAR 004D: jump_if_false @HJ_31 0002: jump @HJ_2 :HJ_31 00D6: if 0 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @HJ_215 03C0: $1290 = actor $PLAYER_ACTOR car 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337 00D6: if 0 0020: $1323 > 0.0 // floating-point values 004D: jump_if_false @HJ_58 0014: $1319 /= 1000 // integer values 008C: $1320 = float_to_integer $1323 008D: $1324 = integer_to_float $1320 0086: $1341 = $1323 // floating-point values only 0061: $1341 -= $1324 // floating-point values 0011: $1341 *= 100.0 // floating-point values 008C: $1321 = float_to_integer $1341 0084: $1289 = $1319 // integer values and handles 0058: $1289 += $1320 // integer values 0014: $1289 /= 2 // integer values 0109: player $PLAYER_CHAR money += $1289 00D6: if 0 0424: metric 004D: jump_if_false @HJ_55 0302: text_4numbers 'WHEEL01' $1289 $1320 $1321 $1319 3000 ms 1 0002: jump @HJ_58 :HJ_55 0425: unknown_metric_stuff $1325 = $1323 008C: $1322 = float_to_integer $1325 02FF: text_3numbers 'WHEEL02' $1289 $1322 $1319 time 3000 ms 1 :HJ_58 00D6: if 0 0020: $1330 > 0.0 // floating-point values 004D: jump_if_false @HJ_81 0014: $1326 /= 1000 // integer values 008C: $1327 = float_to_integer $1330 008D: $1331 = integer_to_float $1327 0086: $1341 = $1330 // floating-point values only 0061: $1341 -= $1331 // floating-point values 0011: $1341 *= 100.0 // floating-point values 008C: $1328 = float_to_integer $1341 0084: $1289 = $1327 // integer values and handles 0010: $1289 *= 2 // integer values 0014: $1289 /= 5 // integer values 0014: $1289 /= 2 // integer values 0109: player $PLAYER_CHAR money += $1289 00D6: if 0 0424: metric 004D: jump_if_false @HJ_78 0302: text_4numbers 'WHEEL06' $1289 $1327 $1328 $1326 3000 ms 1 0002: jump @HJ_81 :HJ_78 0425: unknown_metric_stuff $1332 = $1330 008C: $1329 = float_to_integer $1332 02FF: text_3numbers 'WHEEL07' $1289 $1329 $1326 time 3000 ms 1 :HJ_81 00D6: if 0 0020: $1337 > 0.0 // floating-point values 004D: jump_if_false @HJ_102 0014: $1333 /= 1000 // integer values 008C: $1334 = float_to_integer $1337 008D: $1338 = integer_to_float $1334 0086: $1341 = $1337 // floating-point values only 0061: $1341 -= $1338 // floating-point values 0011: $1341 *= 100.0 // floating-point values 008C: $1335 = float_to_integer $1341 0084: $1289 = $1334 // integer values and handles 0014: $1289 /= 2 // integer values 0109: player $PLAYER_CHAR money += $1289 00D6: if 0 0424: metric 004D: jump_if_false @HJ_99 0302: text_4numbers 'WHEEL11' $1289 $1334 $1335 $1333 3000 ms 1 0002: jump @HJ_102 :HJ_99 0425: unknown_metric_stuff $1339 = $1337 008C: $1336 = float_to_integer $1339 02FF: text_3numbers 'WHEEL12' $1289 $1336 $1333 time 3000 ms 1 :HJ_102 00D6: if 0 01F3: car $1290 airborne 004D: jump_if_false @HJ_213 0004: $1300 = 0 // integer values 0005: $1314 = 0.0 // floating-point values 0004: $1293 = 0 // integer values 0004: $1296 = 0 // integer values 0004: $1295 = 0 // integer values 0004: $1294 = 0 // integer values 0004: $1291 = 0 // integer values 0004: $1292 = 0 // integer values 0005: $1304 = -100.0 // floating-point values 0005: $1305 = 0.0 // floating-point values 0005: $1306 = 0.0 // floating-point values 0005: $1307 = 0.0 // floating-point values 0005: $1308 = 0.0 // floating-point values 0005: $1309 = 0.0 // floating-point values 0005: $1310 = 0.0 // floating-point values 0005: $1311 = 0.0 // floating-point values 0005: $1312 = 0.0 // floating-point values 0005: $1313 = 0.0 // floating-point values 0004: $1299 = 0 // integer values 0004: $1298 = 0 // integer values 0004: $1297 = 0 // integer values 0005: $1341 = 0.0 // floating-point values 0005: $1316 = 0.0 // floating-point values 0005: $1318 = 0.0 // floating-point values 0005: $1317 = 0.0 // floating-point values 0005: $1315 = 0.0 // floating-point values 0004: $1301 = 0 // integer values 0004: $1340 = 0 // integer values :HJ_133 00D6: if 21 01F3: car $1290 airborne 001A: 10 > $1301 // integer values 004D: jump_if_false @HJ_212 0008: $1301 += 1 // integer values 00AA: store_car $1290 position_to $1305 $1306 $1307 0086: $1315 = $1314 // floating-point values only 00D6: if 0 0038: $1291 == 0 // integer values 004D: jump_if_false @HJ_148 0174: $1315 = car $1290 z_angle 0086: $1308 = $1305 // floating-point values only 0086: $1309 = $1306 // floating-point values only 0086: $1310 = $1307 // floating-point values only 0004: $1291 = 1 // integer values :HJ_148 0001: wait 0 ms 00D6: if 0 0119: car $1290 wrecked 004D: jump_if_false @HJ_153 0002: jump @HJ_2 :HJ_153 00D6: if 0 8256: NOT player $PLAYER_CHAR defined 004D: jump_if_false @HJ_157 0002: jump @HJ_2 :HJ_157 00D6: if 0 80DF: NOT actor $PLAYER_ACTOR driving 004D: jump_if_false @HJ_161 0002: jump @HJ_2 :HJ_161 00D6: if 1 820D: NOT car $1290 flipped 0038: $1295 == 0 // integer values 004D: jump_if_false @HJ_166 0004: $1295 = 1 // integer values :HJ_166 00D6: if 1 020D: car $1290 flipped 0038: $1295 == 1 // integer values 004D: jump_if_false @HJ_172 0008: $1296 += 1 // integer values 0004: $1295 = 0 // integer values :HJ_172 0174: $1314 = car $1290 z_angle 0086: $1316 = $1314 // floating-point values only 0061: $1316 -= $1315 // floating-point values 00D6: if 0 0020: $1316 > 180.0 // floating-point values 004D: jump_if_false @HJ_182 0086: $1317 = $1316 // floating-point values only 0005: $1316 = 360.0 // floating-point values 0061: $1316 -= $1317 // floating-point values 0002: jump @HJ_188 :HJ_182 00D6: if 0 0022: -180.0 > $1316 // floating-point values 004D: jump_if_false @HJ_188 0086: $1317 = $1316 // floating-point values only 0005: $1316 = 360.0 // floating-point values 0059: $1316 += $1317 // floating-point values :HJ_188 00D6: if 0 0022: 0.0 > $1316 // floating-point values 004D: jump_if_false @HJ_194 0086: $1317 = $1316 // floating-point values only 0005: $1316 = 0.0 // floating-point values 0061: $1316 -= $1317 // floating-point values :HJ_194 0059: $1318 += $1316 // floating-point values 008C: $1300 = float_to_integer $1318 00D6: if 0 0024: $1307 > $1304 // floating-point values only 004D: jump_if_false @HJ_200 0086: $1304 = $1307 // floating-point values only :HJ_200 0005: $1307 = 0.0 // floating-point values 00D6: if 0 0038: $1340 == 0 // integer values 004D: jump_if_false @HJ_211 00AA: store_car $1290 position_to $1311 $1312 $1341 0509: $1341 = distance between point $1308 $1309 and point $1311 $1312 00D6: if 0 0020: $1341 > 20.0 // floating-point values 004D: jump_if_false @HJ_211 09AB: $1290 37 0004: $1340 = 1 // integer values :HJ_211 0002: jump @HJ_133 :HJ_212 0002: jump @HJ_214 :HJ_213 0002: jump @HJ_2 :HJ_214 0002: jump @HJ_216 :HJ_215 0002: jump @HJ_2 :HJ_216 00D6: if 0 0038: $1291 == 1 // integer values 004D: jump_if_false @HJ_238 00AA: store_car $1290 position_to $1311 $1312 $1341 0509: $1313 = distance between point $1308 $1309 and point $1311 $1312 0628: 139 $1313 008C: $1299 = float_to_integer $1313 0061: $1304 -= $1310 // floating-point values 0628: 140 $1304 008C: $1292 = float_to_integer $1304 008D: $1341 = integer_to_float $1299 0061: $1313 -= $1341 // floating-point values 0086: $1341 = $1313 // floating-point values only 0011: $1341 *= 100.0 // floating-point values 008C: $1298 = float_to_integer $1341 008D: $1341 = integer_to_float $1292 0061: $1304 -= $1341 // floating-point values 0086: $1341 = $1304 // floating-point values only 0011: $1341 *= 100.0 // floating-point values 008C: $1297 = float_to_integer $1341 0627: 141 $1296 0627: 142 $1300 :HJ_238 00D6: if 0 0020: $1304 > 4.0 // floating-point values 004D: jump_if_false @HJ_242 0008: $1294 += 1 // integer values :HJ_242 00D6: if 0 :End_Thread_A_CONT_and_A_ALAP 0018: $1299 > 40 // integer values 004D: jump_if_false @HJ_246 0008: $1294 += 1 // integer values :HJ_246 00D6: if 0 0018: $1296 > 1 // integer values 004D: jump_if_false @HJ_250 0008: $1294 += 1 // integer values :HJ_250 00D6: if 0 0018: $1300 > 360 // integer values 004D: jump_if_false @HJ_254 0008: $1294 += 1 // integer values :HJ_254 00D6: if 0 0018: $1294 > 0 // integer values 004D: jump_if_false @HJ_302 0084: $1302 = $1296 // integer values and handles 0010: $1302 *= 180 // integer values 0058: $1302 += $1300 // integer values 0084: $1303 = $1299 // integer values and handles 0010: $1303 *= 6 // integer values 0058: $1302 += $1303 // integer values 0084: $1303 = $1292 // integer values and handles 0010: $1303 *= 45 // integer values 0058: $1302 += $1303 // integer values 00D6: if 0 0038: $1293 == 1 // integer values 004D: jump_if_false @HJ_270 0010: $1302 *= 2 // integer values :HJ_270 0068: $1302 *= $1294 // integer values 0014: $1302 /= 3 // integer values 0014: $1302 /= 5 // integer values 0109: player $PLAYER_CHAR money += $1302 00D6: if 0 0038: $1294 == 1 // integer values 004D: jump_if_false @HJ_279 01E4: text_1number_lowpriority 'HJ_IS' $1302 2000 ms 1 0627: 143 1 :HJ_279 00D6: if 0 0038: $1294 == 2 // integer values 004D: jump_if_false @HJ_284 01E4: text_1number_lowpriority 'HJ_DIS' $1302 2000 ms 1 0627: 143 3 :HJ_284 00D6: if 0 0038: $1294 == 3 // integer values 004D: jump_if_false @HJ_289 01E4: text_1number_lowpriority 'HJ_TIS' $1302 2000 ms 1 0627: 143 5 :HJ_289 00D6: if 0 0038: $1294 == 4 // integer values 004D: jump_if_false @HJ_294 01E4: text_1number_lowpriority 'HJ_QIS' $1302 2000 ms 1 0627: 143 7 :HJ_294 00D6: if 0 0424: metric 004D: jump_if_false @HJ_299 0308: text_6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300 5000 ms 5 0002: jump @HJ_302 :HJ_299 042D: $1299 = metric_to_imperial $1299 042D: $1292 = metric_to_imperial $1292 0302: text_4numbers 'HJSTATF' $1299 $1292 $1296 $1300 5000 ms 5 :HJ_302 0002: jump @HJ_2
BW's Mission Builder 0.33
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