To change the weather, add any combination of these in a
space following the "FelonyBarId 195" line:
Night
Raining
Lightning
In place of "Night" you can put "Dusk", and witness a
rather -spectacular- sunset (and watch the cars all turn
their lights on as it gets dark). Also, "Snowing" seems
to be a valid argument (the level loads with it in place,
so it is recognized), but it doesn't seem to make any
changes to the gameplay like "Raining" does.
To change your car, replace the "0" (zero) in "PlayerCarType 0"
to one of the following numbers:
0 - Original Car
1 - Crew Cab Pickup
2 - "Luxury"/Pimp Coupe
3 - Sports Coupe
4 - Camaro? (Fast)
5 - Toronado
6 - Nova?
7 - Cadillac Sedan
8 - Bonneville?
9 - Chevelle?
10 - L.A.P.D. Caprice Cruiser (Horn activates lights and siren)
11 - Cadillac? Coupe
12 - Firebird/Camaro Z28
13 - Taxi
14 - Cadillac Sedan
15 - Error - Do not use
16 - Jaguar (CrazyFast: 170+)
17 - '55 Thunderbird (CrazyFast)
To disable the "Lose The Tail" mission, which will allow you
to play until your car is destroyed, delete or comment out
the following lines: (Note: These are scattered throughout
the file, with important stuff in-between, so don't just
delete everything!)
MustBeHidden 1 //Must arrive at drop off point without a tail
NeedToLoseTail 1
OuterRadius 1000000
WaitForObjectiveComplete
Cops_off
InformPlayerById 5,3
StopTimer
wait 2
MissionEnd
##################################
Disabling the Lose The Tail will enable "prowling" cops.
Set the number of cops you wish to have chasing you by
changing the number in the line "SetMaximumCops 1"
(I find three is a pretty good number), or disable cops
by changing "Cops_on" to "Cops_off".
You can also add the line: "CopWipeOutDamage 7000" to set
the amount of damage it takes to destroy a Cop Cruiser (If
this line is not present, it takes about one solid head-on
crash to destroy a cop).
Finally, it is possible to place a "trigger cop" who will
allow you to drive freely without -any- cop intervention
until activated. To enable this, do -not- delete the line:
"AddCivCar 9,0,1,0,3067, 45609, 441019"
This will cause an unactive police cruiser to be placed
directly behind your starting position, who will remain
inactive unless provoked, thereby activating -all- of
the cops.
---------------------
Some basic commandos:
---------------------
StopPlayer - Should be at start of script
LoadMap "Map.lev" - Does not! Load a Map. Joke! Loads a map
Snowing - Snow-effects (looks bad in my demo)
Raining - Let it rain!
Night - Night Driving
Darknight - Darker than Night Driving
Foggy - Fog
Lightning - The Sun will shine, the birds will... OK, It is
what it sounds like
Cops_off/Cops_on - toggles cops on/off
SetMaximumCops x - Set maximum count of following cops
Cops_Respawn x - Set Cop Respawn rate to x seconds
SpawnCops c,x,y,z - Spawns CopCar at given coords (c is for count.
coords must be entered for each car)
AddCivCar a,x,y,z - Spawns Civilian, lika above
EnablePlayerDamage - Player Car takes damage
DisablePlayerDamage - Player Car is undestroyable
MaxPlayerDamage x - Set how much damage your car can take (0 to 4096*6)
CountDown x - Starts Demo-Time (disable with //)
PlayerCarType x - Set Player Car (range is 0 to 17)
ReleasePlayer - Here the Mission actually starts
To continue driving after loosing the tail, you have to change the
following lines:
Set Objective 1
NeedToLoseTail 0
The File is proceeded from line to line, so think about the right
placement for your modification!
If the game aborts while loading, something you changed has gone wrong.
Search for wrong parameters (i.e. PlayerCarType higher than 17 or too
less or too much coords for SpawnCops)
A simple rule you should follow: Don't change to much at one time
Bonus city:
-----------
Successfully complete the game once to
unlock a hidden city.