Modding discussion for DRIV3R.
#42209
while i was browsing thru front.mec hex editor id found that there is third file type belong .mpc and .dam.
Code: Select all
Runmission/mission01.mps
this file presumbly contains script files for that mission, NOT mpc file.So mpc file is for starting cutscenes for that mission (rename them you will find out)

i think .mps files are located in missions folder and are made unssen and/or untouchable
#42210
while i was browsing thru front.mec hex editor id found that there is third file type belong .mpc and .dam.
Code: Select all
Runmission/mission01.mps
this file presumbly contains script files for that mission, NOT mpc file.So mpc file is for starting cutscenes for that mission (rename them you will find out)

i think .mps files are located in missions folder and are made unssen and/or untouchable
#42218
ok now im gonna be pissed


remember mpc files? yea me too.Well guess what:

files that go from mission105.mpc to mission181.mpc ARE SCRIPTS!!!

that's right! for example

renaming mission105.mpc to mission01.mpc there will be no ingame cutscene,

whats more is that when you enter the police department...

you know what i cant explain it right now! just rename mission105.mpc to mission01.mpc and start the first mission go to police hq and there you go


anyway we can now know that:

dam files contains models and textures for characters

mpc files from mission01 to 31 are starting scripts giving game what objective(mission105 to 181.mpc) should there be

vvv are vehicles

acp are personality files

PAD are paths where certain car that you chase should go

thats all

we can do some experiments with 105 to 181 mpc files to see what will the result be (maybe modify them)


čav čav vsi!
#44712
drift719 wrote:Bump. Sorry I got away for a long time and I saw this interesting post, so what happened when you enter the Police HQ with the other mission file?
(Im going to try it :))

Very Sorry for bump I am too interested in the topic :)
First there was cutscene like usual when you enter Police HQ and then Restarted.
#45125
I spent a few hours this morning messing around with some research on the "Actor Definitions Table" but I've given up at this point. Driv3r is just too compressed to have fun. I'll leave this __UNFINISHED___ research for people to laugh at. I actually need to rewrite it as my research kept changing half way through but I got sick of it, lol. What's the point, anyways? Nobody plays D3 anymore anyways.
Code: Select all
ACTOR DEFINTIONS TABLES DECODING

Files used: Mission24_actordef.mpc, Mission25_actordef.mpc
Each file was split from one big "MPC" file. It is unknown what it may stand for, but it seems to define actors and possibly props. This is for decoding the "Actor Definitions table" section.

Definitions:

Parameter: A specific length of code that may hold specific properties.

Header: The beginning of a paramater, assumed by a string of code that repeats itself either exactly or very slightly modified each time a new parameter is started.

nn: Wildcard for bytes, I guess?

Length:
1 byte = 00
2 bytes = 00 00
4 bytes = 00 00 00 00
etc.

Each ADT section begins with the plain ASCII text "Actor defintions table" followed by a character with a hex value of DE. Followed by this is a 4 byte string of code that may act as padding.

Since this header isn't well documented, I have included Missions24 - 28 (excluding 26) in their respective order.

DE 1A 00 00 	00 08 00 00 00
DE 0C 00 00		00 08 00 00 00
DE 1E 00 00		00 08 00 00 00
DE 0C 00 00		00 08 00 00 00

The header seems to consist of a 4 byte value followed by a "separator" that indicates a new section for parameters has began. To put it simply, here is the hierarchy for ADT -

<Code above ADT>
Padding (4 bytes)
	 Unknown Section 	(header, 4 bytes)
		Parameter #1 	(4 bytes)
		Parameter #2 	(4 bytes)
		Parameter #3 	(4 bytes)
		Parameter #4 	(4 bytes)
		Parameter #5 	(4 bytes)
		Parameter #6 	(4 bytes)
		Parameter #7 	(4 bytes)
		Parameter #8 	(4 bytes)
		Parameter #9 	(4 bytes)
		Parameter #10 	(4 bytes)
		Parameter #11 	(4 bytes)
		Parameter #12 	(4 bytes)
		Parameter #13 	(4 bytes)
		Parameter #14 	(4 bytes)
		Parameter #15 	(4 bytes)
		Parameter #16 	(4 bytes)
	 Unknown Section	(header, 4 bytes)
		params...
	
	
	
<Code below ADT>

Moving along, there seem to be parameter fields with a length of "C" or 12 bytes. Due to observations, these parameters have a header for each entry in this list. The headers start out with a single byte, followed by 3E and a byte that will count up 8 numbers from it's original spot (ex. 02 - 09).

Since I'm working with a file that is split off from the main file itself, I am unable to tell how these numbers are assigned to the AD tables. The only numbers that stay consistent are the ones before 3E.

The following lists represent Mission24's parameters; where the very first character starts, and what's in that field. So if 06 3E 0C is at address 0x20, then it naturally spans addresses 0x20 - 0x22.

0x20	3E 0C
0x2C	3E 0D
0x38	3E 0F
0x44	3E 10
0x50	3E 11
0x5C	3E 12
0x68	3E 13 

After these 8 parameters are defined, the list resets and padding in between entries are added.

0x74	3E 04
0x84	3E 0C
0x90	3E 0D
0x9C	3E 0F
0xA8	3E 10
0xB4	3E 11
0xC0	3E 12
0xCC	3E 13

There's that number again - 13. Once again, it resets itself:

0xD8	3E 04
0xE8	3E 0C
0xF4	3D 0D
0x100	3E 0F
0x10C	3E 10
0x118	3E 11
0x124	3E 12
0x130	3E 13

The first list is missing the 04 parameter, if we are to assume 3E 0n is basically a header that holds parameters inside. As stated, each parameter is 12 bytes long - there isn't really an index anywhere that can help me figure out what each one does, but maybe messing with each parameter one at a time will produce something. Let's compare 0x21's field to 0x75's field respectively.

Offset (h)	00 01 02 03 04 05 06 07 08 09 0A 0B

	0x20	3E 0C 00 04 00 00 00 01 00 00 00 08
	0x70	3E 04 00 04 00 00 00 01 00 02 00 08 00 00 00 06
			
For the most part, they stay the same. Offset 07 stays the same, with only 09 being affected. But what are these extra parameters at the end? See, we're both learning new things together!

Now I'm curious to see why those 4 bytes are there. What's at 0xD9?

	0xD0	3E 04 00 04 00 00 00 01 00 00 00 08 00 00 00 06
	
There's those 4 bytes again! What do they do, and what is their purpose? For clarity sake, let's check Mission25 and see if it has those same numbers after a parameter resets itself.

	0x70	3E 09 00 04 00 00 00 01 00 02 00 08 00 00 00 06
	
Those numbers definitely mean something. But I realized something while trying to find out when they reset themselves, as noted above. In Mission25, the numbers don't start at 04 and go from 0C - 13; they start at 02 and end at 09. That's 8 parameters!

Guess what? All of our observations above were incorrect! The 3E part is indeed part of a header, but our offset is incorrect. Instead of beginning at 3E, there is a byte behind it that may indicate what type of parameter it is. All part of researching, I suppose.

Unfortunately, now we have to go back to Mission24 to figure out what's going on.

0x21	06 3E 0C
0x2D	08 3E 0D
0x39	01 3E 0F
0x45	02 3E 10
0x51	02 3E 11
0x5D	06 3E 12
0x69	02 3E 13 

Oh boy, new numbers!







Line 	(A/B)
0x18 	(1A/0C)
0x22	(0C/02)
0x2E	(0D/03)
0x3A	(0F/04)
0x46	(10/05)
0x52	(11/06)
0x5E	(12/07)
0x6A	(13/08)
0x76	(04/09)
0x86	(0C/02)
0x92	(0D/03)
0x98	(17/0E)
--BREAK (?)--
0x9A	(06/01)
0x9E	(0F/04)
0xA4	(06/01)
0xAA	(10/05)
0xB6	(11/06)
0xC2	(12/07)
0xCE	(13/08)
0xDA	(04/09)
0xEA	(0C/02)
0xF0	(05/0C)
0xF6	(0D/03)
0xFC	(0E/17)
--BREAK (?)--
0xFE	(06/01)
0x102	(0F/04)
0x108	(06/01)
0x10E	(10/05)
0x11A	(11/06)
0x126	(12/07)
0x132	(13/08)
0x13E	(04/09)
0x144	(01/00)
0x148	(08/06)
0x14C	(06/02)
--BREAK (?)--
0x14E	(0C/12)
0x154	(03/00)
--BREAK (?)--
0x156	(00/80)
0x157	(00/3F)
0x158	(08/02)
0x15A	(0D/13)
0x160	(19/00)
0x162	(02/80)
0x163	(00/3F)
0x164	(01/02)
0x166	(0F/14)
0x16C	(02/00)
0x16E	(00/80)
0x16F	(00/3F)
0x172	(10/15)
0x17A	(80/00)
0x17B	(3F/00)
0x17C	(02/01)
0x17E	(11/16)
0x188	(06/09)
0x18A	(12/09)
0x190	(00/01)
0x192	(00/01)
--BREAK OFF POINT--







#45240
CarLuver69 wrote:I spent a few hours this morning messing around with some research on the "Actor Definitions Table" but I've given up at this point. Driv3r is just too compressed to have fun. I'll leave this __UNFINISHED___ research for people to laugh at. I actually need to rewrite it as my research kept changing half way through but I got sick of it, lol. What's the point, anyways? Nobody plays D3 anymore anyways.
Code: Select all
ACTOR DEFINTIONS TABLES DECODING

Files used: Mission24_actordef.mpc, Mission25_actordef.mpc
Each file was split from one big "MPC" file. It is unknown what it may stand for, but it seems to define actors and possibly props. This is for decoding the "Actor Definitions table" section.

Definitions:

Parameter: A specific length of code that may hold specific properties.

Header: The beginning of a paramater, assumed by a string of code that repeats itself either exactly or very slightly modified each time a new parameter is started.

nn: Wildcard for bytes, I guess?

Length:
1 byte = 00
2 bytes = 00 00
4 bytes = 00 00 00 00
etc.

Each ADT section begins with the plain ASCII text "Actor defintions table" followed by a character with a hex value of DE. Followed by this is a 4 byte string of code that may act as padding.

Since this header isn't well documented, I have included Missions24 - 28 (excluding 26) in their respective order.

DE 1A 00 00 	00 08 00 00 00
DE 0C 00 00		00 08 00 00 00
DE 1E 00 00		00 08 00 00 00
DE 0C 00 00		00 08 00 00 00

The header seems to consist of a 4 byte value followed by a "separator" that indicates a new section for parameters has began. To put it simply, here is the hierarchy for ADT -

<Code above ADT>
Padding (4 bytes)
	 Unknown Section 	(header, 4 bytes)
		Parameter #1 	(4 bytes)
		Parameter #2 	(4 bytes)
		Parameter #3 	(4 bytes)
		Parameter #4 	(4 bytes)
		Parameter #5 	(4 bytes)
		Parameter #6 	(4 bytes)
		Parameter #7 	(4 bytes)
		Parameter #8 	(4 bytes)
		Parameter #9 	(4 bytes)
		Parameter #10 	(4 bytes)
		Parameter #11 	(4 bytes)
		Parameter #12 	(4 bytes)
		Parameter #13 	(4 bytes)
		Parameter #14 	(4 bytes)
		Parameter #15 	(4 bytes)
		Parameter #16 	(4 bytes)
	 Unknown Section	(header, 4 bytes)
		params...
	
	
	
<Code below ADT>

Moving along, there seem to be parameter fields with a length of "C" or 12 bytes. Due to observations, these parameters have a header for each entry in this list. The headers start out with a single byte, followed by 3E and a byte that will count up 8 numbers from it's original spot (ex. 02 - 09).

Since I'm working with a file that is split off from the main file itself, I am unable to tell how these numbers are assigned to the AD tables. The only numbers that stay consistent are the ones before 3E.

The following lists represent Mission24's parameters; where the very first character starts, and what's in that field. So if 06 3E 0C is at address 0x20, then it naturally spans addresses 0x20 - 0x22.

0x20	3E 0C
0x2C	3E 0D
0x38	3E 0F
0x44	3E 10
0x50	3E 11
0x5C	3E 12
0x68	3E 13 

After these 8 parameters are defined, the list resets and padding in between entries are added.

0x74	3E 04
0x84	3E 0C
0x90	3E 0D
0x9C	3E 0F
0xA8	3E 10
0xB4	3E 11
0xC0	3E 12
0xCC	3E 13

There's that number again - 13. Once again, it resets itself:

0xD8	3E 04
0xE8	3E 0C
0xF4	3D 0D
0x100	3E 0F
0x10C	3E 10
0x118	3E 11
0x124	3E 12
0x130	3E 13

The first list is missing the 04 parameter, if we are to assume 3E 0n is basically a header that holds parameters inside. As stated, each parameter is 12 bytes long - there isn't really an index anywhere that can help me figure out what each one does, but maybe messing with each parameter one at a time will produce something. Let's compare 0x21's field to 0x75's field respectively.

Offset (h)	00 01 02 03 04 05 06 07 08 09 0A 0B

	0x20	3E 0C 00 04 00 00 00 01 00 00 00 08
	0x70	3E 04 00 04 00 00 00 01 00 02 00 08 00 00 00 06
			
For the most part, they stay the same. Offset 07 stays the same, with only 09 being affected. But what are these extra parameters at the end? See, we're both learning new things together!

Now I'm curious to see why those 4 bytes are there. What's at 0xD9?

	0xD0	3E 04 00 04 00 00 00 01 00 00 00 08 00 00 00 06
	
There's those 4 bytes again! What do they do, and what is their purpose? For clarity sake, let's check Mission25 and see if it has those same numbers after a parameter resets itself.

	0x70	3E 09 00 04 00 00 00 01 00 02 00 08 00 00 00 06
	
Those numbers definitely mean something. But I realized something while trying to find out when they reset themselves, as noted above. In Mission25, the numbers don't start at 04 and go from 0C - 13; they start at 02 and end at 09. That's 8 parameters!

Guess what? All of our observations above were incorrect! The 3E part is indeed part of a header, but our offset is incorrect. Instead of beginning at 3E, there is a byte behind it that may indicate what type of parameter it is. All part of researching, I suppose.

Unfortunately, now we have to go back to Mission24 to figure out what's going on.

0x21	06 3E 0C
0x2D	08 3E 0D
0x39	01 3E 0F
0x45	02 3E 10
0x51	02 3E 11
0x5D	06 3E 12
0x69	02 3E 13 

Oh boy, new numbers!







Line 	(A/B)
0x18 	(1A/0C)
0x22	(0C/02)
0x2E	(0D/03)
0x3A	(0F/04)
0x46	(10/05)
0x52	(11/06)
0x5E	(12/07)
0x6A	(13/08)
0x76	(04/09)
0x86	(0C/02)
0x92	(0D/03)
0x98	(17/0E)
--BREAK (?)--
0x9A	(06/01)
0x9E	(0F/04)
0xA4	(06/01)
0xAA	(10/05)
0xB6	(11/06)
0xC2	(12/07)
0xCE	(13/08)
0xDA	(04/09)
0xEA	(0C/02)
0xF0	(05/0C)
0xF6	(0D/03)
0xFC	(0E/17)
--BREAK (?)--
0xFE	(06/01)
0x102	(0F/04)
0x108	(06/01)
0x10E	(10/05)
0x11A	(11/06)
0x126	(12/07)
0x132	(13/08)
0x13E	(04/09)
0x144	(01/00)
0x148	(08/06)
0x14C	(06/02)
--BREAK (?)--
0x14E	(0C/12)
0x154	(03/00)
--BREAK (?)--
0x156	(00/80)
0x157	(00/3F)
0x158	(08/02)
0x15A	(0D/13)
0x160	(19/00)
0x162	(02/80)
0x163	(00/3F)
0x164	(01/02)
0x166	(0F/14)
0x16C	(02/00)
0x16E	(00/80)
0x16F	(00/3F)
0x172	(10/15)
0x17A	(80/00)
0x17B	(3F/00)
0x17C	(02/01)
0x17E	(11/16)
0x188	(06/09)
0x18A	(12/09)
0x190	(00/01)
0x192	(00/01)
--BREAK OFF POINT--








i believe the coders were pissed off
#45964
ok i got deep intro mission77.mpc with game extractor, which is a script for Miami day.

i found something interesting:
Code: Select all
Tommy count Unknown pType pAttachTo pRadius pFlags pClips pHeight pMaxAdaptiveHeight pRole pPersonality Baddie  pPersonalityIndex pHealth pFelony pWeapon pVulnerability BaddieStuck  pLookAt pCameraZoom pSpeed pBlur pCharacter pBurnoutTime pDesiredTransport pWeight pSoftness pIFragility pDemoOnlyExplosionSoftness pTintValue pWireCollection pArea pActor pActivity pAudio pZone pFadeDistance pDensity pParkedCarDensity pAttractorParkedCarDensity pPingInRadius pPingOutRadius pSwitch pInterval pFrameDelay pAction pItem pVehicle pTarget pProperty pValue pAnimation pNumPadRecordings pPadFilename pObject pWatchover pPercentageForSuccess pDisplayText pDisplayBar pDisableCivs pSubtitles pChasers pAggression pArmour pGoonWeapon1 pGoonWeapon2 pGoonWeapon3 pThreshold pTyres pMarker pGreenRadius pYellowRadius pRedRadius pMusicType pCommand pFailDelay pMessage pTimer pPriority pCheat pCameraType pDuration pBlendTime pThrillCamZoom pThrillCamSpeed pThrillCamBlur pCounterIndex pCondition pElements eAct_Male_IGCS_M01A_Idle_Cop_01 pPath pFadeToColourTime pFadeFromColourTime pColour 
now lets see...

pCharacter - now thats what im after!

pElements eAct_Male_IGCS_M01A_Idle_Cop_01 animation for that cop down at the police station. change that and we get a awesome result!

Tommy count - timmy vermicelli i supose

anyway file is LESC.

p can stand for Personalities folder. but i think another file is included in "mission77.mpc" or from Runmission/mission01.mps mentioned above
#46234
There's no such thing as a .mps file. Unfortunately there's not much we can do with mission files unless we could get a hold of the logic node defintions. It's a highly advanced mission scripting system you'd see in newer games that use engines like UDK or CryEngine. It was basically a flowgraph! It all makes sense since they use terms such as "Logic Node" and "Wire" throughout the file. Unfortunately for us, we have no idea what they do, or what they mean. It's all in the EXE, but probably tucked away pretty damn good.

Basically, they used this sort of method to make missions:

Image

Which means we're screwed unless someone can figure out the "dictionary" that defines all of the parameters.
#46324
ok i founded something wierd:

files mission82, 104, 45, 49, templateistanbul, miami and nice somehow have size of 6kb and 9kb. i dont know what mission would do.

and renaming them to other mission, lets say: mission01 and starting the first mission crashes the game. also mission 45 49 have personality file.

also opening them in notepad. they all have aditional text:
Code: Select all
Export complete : mission45.mpc
Z:\Driver3Media\PC\..\..\\Driver3Media\PC\Missions\mission45.mpc

rt complete : mission49.mpc
Z:\Driver3Media\PC\..\..\\Driver3Media\PC\Missions\mission49.mpc

rt complete : Mission82.mpc
Z:\Driver3Media\PC\..\..\\Driver3Media\PC\Missions\Mission82.mpc

Z:\Driver3Media\PC\..\..\\Driver3Missions\BetaMissions\SplitMissions\PC\mission104.mpc
also there is no text in locale folder. so it's impossible to know what objectives would be for missions.and also mission01.mpc has some aditional text in it:
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D3Art\Export\RAISEDCURB.X
so model extension is x i guess. also mission26.mpc is absent along with mission12.mpc along with locale files. so these are likely cut missions, mission26.mpc is probably the script wheras jones would get on the train in Another lead mission.

text still exist:
Code: Select all
<ID>00207</ID><TEXT>Stay with the guy in the car. I’m gonna go for the one in the train</TEXT>
<ID>00208</ID><TEXT>Chase the car</TEXT>
<ID>00209</ID><TEXT>Chase the train</TEXT>
<ID>00210</ID><TEXT>Jump onto the train</TEXT>
and that might explain why the game crashes if you try to jump on the train and fail if you approach it. other than that idk...
#46326
PostalDude wrote:Any other beta mission text?
yea mission30.mpc:
Code: Select all
<ID>00196</ID><TEXT>Where did that truck come from?</TEXT>
<ID>00197</ID><TEXT>We got a serious problem down here!</TEXT>
<ID>00198</ID><TEXT>Units 22 the truck as evaded us!</TEXT>
<ID>00199</ID><TEXT>Maintain pursuit!</TEXT>
<ID>00200</ID><TEXT>Here they come!</TEXT>
<ID>00201</ID><TEXT>Go! Go!</TEXT>
<ID>00202</ID><TEXT>This is it!</TEXT>
<ID>00203</ID><TEXT>Move it! Now!</TEXT>
<ID>00204</ID><TEXT>Get it out of here!</TEXT>
mission 31.mpc:
<ID>00301</ID><TEXT>Mission incomplete: In development</TEXT><ID>201</ID><TEXT>Yeah! You have these things called...er, ringworms…they live in your gut</TEXT><ID>202</ID><TEXT>Look man I don't know? If I'm *********to get ringworms********* and all that I'll drink the kind of water you drink. But right now I'll just be taking these tablets.</TEXT><ID>203</ID><TEXT>Ha ha hey yea, good one man, good one.</TEXT><ID>204</ID><TEXT>Yeah, but was he...like a tapeworm or something?</TEXT><ID>205</ID><TEXT>Huh! Well I think I'd rather just drink bottled water.</TEXT><ID>206</ID><TEXT>Hey! Better to drink beer you know.</TEXT>
and something interesting in 31.mpc:
Code: Select all
<ID>00187</ID><TEXT>Choose character</TEXT>
#46327
Found this in LONDON/STUNT1.MPS
>>l Unknown >>| pAttachTo >> >> pFirstWaypoint > >>¨ pCarModel >> >>¼ Model002.van >>> >>Ô pInputStream >>> >>ì pCarFlags >> >> pTaskIcon >> >> pPropIndex > >>( pCountdown > >>< pBlinkDistance > >>T pIconHeight >>h pTaskFlags > >>| pSkin >> >>Œ a4_female.kps2 > >>¤ pInitialAction > >>¼ pPath >> >>Ì pWalkSpeed > >>à pTurnRate >> >>ô pTwitchiness >>> >> pFlags > >> pCustomCullRadius >> >>8 Model019.van >>> >>P Model008.van >>> >>h Model010.van >>> >>€ Model009.van >>> >>˜ pTimeToFirstWaypoint >>> >>¸ pTotalPathTime > >>Ð pFirstWaypointKnot > >>ì pPropFlags > >> pSleepingOn >> pSpecialEffect > >>, pCameraType >>@ pLookAtTarget >> >>X pPositionTarget >>p pZoomCamera >>„ pFieldOfView >>> >>œ pPositionOffset >>´ Model011.van >>> >>Ì Model007.van >>> >>ä lon3_male.kps2 > >>ü lon2_male.kps2 > >> a5_female.kps2 > >>, lon5_bird.kps2 > >>D pParent >>T pAnimationFlags >>l pRenderZones >>> >>„ pTestVolume >>˜ pReason >>¨ pTaskActor > >>¼ pMinTurnAngle >> >>Ô pMaxTurnAngle >> >>ì pMinEntrySpeed > >> pPointValue >> pScoreBoardIndex >>> >>4 pTargetActor >>> >>L pSecondTarget >> >>d pActionType >>x pDamageThreshold >>> >>” pActivity >> >>¨ pSkillFlags >>¼ pMessage >>> >>Ð pTargetCamera >> >>è pTargetCar > >>ü pTimeInterval >> >> pCameraFlags >>> >>, pCheckpoint1 >>> >>D pCheckpoint2 >>> >>\ pCountdownHeight >>> >>x pPassThroughTime >>> >>” pActivateSetID > >>¬ pDeactivateSetID >>> >>È pAddZones >> >>Ü pRemoveZones >>> >>ô pSound > >> pSoundFlags >> pReEntryTime >>> >>0 pTrailerClip >>> >>H pMaxClipTime >>> >>` pMinClipTime >>> >>x pCommand >>> >>Œ pTime >> >>œ pType >> >>¬ pIntensity > >>À pFloat > >>Ð pVector >>à pInt >>> >>ð pActorRef
LOL @ the ringworms convo.
#46329
PostalDude wrote:Found this in LONDON/STUNT1.MPS
>>l Unknown >>| pAttachTo >> >> pFirstWaypoint > >>¨ pCarModel >> >>¼ Model002.van >>> >>Ô pInputStream >>> >>ì pCarFlags >> >> pTaskIcon >> >> pPropIndex > >>( pCountdown > >>< pBlinkDistance > >>T pIconHeight >>h pTaskFlags > >>| pSkin >> >>Œ a4_female.kps2 > >>¤ pInitialAction > >>¼ pPath >> >>Ì pWalkSpeed > >>à pTurnRate >> >>ô pTwitchiness >>> >> pFlags > >> pCustomCullRadius >> >>8 Model019.van >>> >>P Model008.van >>> >>h Model010.van >>> >>€ Model009.van >>> >>˜ pTimeToFirstWaypoint >>> >>¸ pTotalPathTime > >>Ð pFirstWaypointKnot > >>ì pPropFlags > >> pSleepingOn >> pSpecialEffect > >>, pCameraType >>@ pLookAtTarget >> >>X pPositionTarget >>p pZoomCamera >>„ pFieldOfView >>> >>œ pPositionOffset >>´ Model011.van >>> >>Ì Model007.van >>> >>ä lon3_male.kps2 > >>ü lon2_male.kps2 > >> a5_female.kps2 > >>, lon5_bird.kps2 > >>D pParent >>T pAnimationFlags >>l pRenderZones >>> >>„ pTestVolume >>˜ pReason >>¨ pTaskActor > >>¼ pMinTurnAngle >> >>Ô pMaxTurnAngle >> >>ì pMinEntrySpeed > >> pPointValue >> pScoreBoardIndex >>> >>4 pTargetActor >>> >>L pSecondTarget >> >>d pActionType >>x pDamageThreshold >>> >>” pActivity >> >>¨ pSkillFlags >>¼ pMessage >>> >>Ð pTargetCamera >> >>è pTargetCar > >>ü pTimeInterval >> >> pCameraFlags >>> >>, pCheckpoint1 >>> >>D pCheckpoint2 >>> >>\ pCountdownHeight >>> >>x pPassThroughTime >>> >>” pActivateSetID > >>¬ pDeactivateSetID >>> >>È pAddZones >> >>Ü pRemoveZones >>> >>ô pSound > >> pSoundFlags >> pReEntryTime >>> >>0 pTrailerClip >>> >>H pMaxClipTime >>> >>` pMinClipTime >>> >>x pCommand >>> >>Œ pTime >> >>œ pType >> >>¬ pIntensity > >>À pFloat > >>Ð pVector >>à pInt >>> >>ð pActorRef
nice

also i found more:

mission24:
Code: Select all
<ID>00196</ID><TEXT>Choose a vehicle</TEXT>
<ID>00198</ID><TEXT>Hold off the cops</TEXT>
<ID>00201</ID><TEXT>Keep Jones with you</TEXT>
<ID>00202</ID><TEXT>Failed: You left Jones behind</TEXT>
<ID>00203</ID><TEXT>Stay with Jones</TEXT

<ID>00205</ID><TEXT>Get to a car. Hold off the cop cars.</TEXT>
<ID>00212</ID><TEXT>Shoot the cars, not the cops!</TEXT>
<ID>00213</ID><TEXT>Don't shoot the cops</TEXT>
mission 21:
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<ID>00193</ID><TEXT>Use the torch...come on!  Speed it up!</TEXT>
<ID>00194</ID><TEXT>Is it coming?</TEXT>
<ID>00195</ID><TEXT>You can't drink the water in countries like that.</TEXT>
<ID>00196</ID><TEXT>You can take those purifying tablets.</TEXT>
<ID>00197</ID><TEXT>Bottled water is safer.</TEXT>
<ID>00198</ID><TEXT>If you got tablets you got a plan B.</TEXT>
<ID>00199</ID><TEXT>I don't trust chemicals.</TEXT>
<ID>00200</ID><TEXT>Everything is chemiclas.</TEXT>
<ID>00201</ID><TEXT>I just want normal water.</TEXT>
<ID>00202</ID><TEXT>I know someone who went to India and took tablets.   They never got ill.</TEXT>
mission17:
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<ID>00208</ID><TEXT>This is Fabienne. You are now leaving my city. You got a bomb in your car and it will explode when you drop below 30 </TEXT>
<ID>00209</ID><TEXT>This is Fabienne. You are now leaving my city. You got a bomb in your car and it will explode when you drop below 40 </TEXT>
<ID>00210</ID><TEXT>This is Fabienne. You are now leaving my city. You got a bomb in your car and it will explode when you drop below 50 </TEXT>
<ID>00211</ID><TEXT>This is Fabienne. You are now leaving my city. You got a bomb in your car and it will explode when you drop below 60 </TEXT>
<ID>00212</ID><TEXT>This is Fabienne. You are now leaving my city. You got a bomb in your car and it will explode when you drop below 70 </TEXT>
<ID>00213</ID><TEXT>This is Fabienne. You are now leaving my city. You got a bomb in your car and it will explode when you drop below 80 </TEXT>
<ID>00214</ID><TEXT>This is Fabienne. You are now leaving my city. You got a bomb in your car and it will explode when you drop below 90 </TEXT>
mission14
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<ID>00194</ID><TEXT>Find a way in</TEXT>
<ID>00195</ID><TEXT>Switch the power on</TEXT>
<ID>00196</ID><TEXT>No power</TEXT>
<ID>00203</ID><TEXT>(Use a silenced weapon to sneak in)</TEXT>
<ID>00204</ID><TEXT>18-wheeler</TEXT>

mission11:
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<ID>00214</ID><TEXT>I hear you landed. How you like Nice? You seen the Promenade they got here? Come meet me at the Old Town. We need to talk business.</TEXT>
<ID>00215</ID><TEXT>Change of plan! The locals are hostile, and there's too many of them - get me out! Now!</TEXT>
<ID>00216</ID><TEXT>Bad Hand's gonna pick us up, get us to his van and he'll get us out</TEXT>
<ID>00217</ID><TEXT>Make for his van!</TEXT>
<ID>00218</ID><TEXT>You get in the back and keep the cops off us - help yourself to ammo.</TEXT>
<ID>00219</ID><TEXT>You get in the back and keep the cops, and anyone else, off us - help yourself to ammo.</TEXT>
<ID>00220</ID><TEXT>
Everyone ok? You get us back to the hotel. Let's get!
He'll take care of himself - we'll see him tomorrow.</TEXT>
mission08:
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<ID>00223</ID><TEXT>Trapped</TEXT>
<ID>00224</ID><TEXT>Try the roof</TEXT>
<ID>00225</ID><TEXT>Try a bike</TEXT>
<ID>00226</ID><TEXT>Well done. You made it.</TEXT>
<ID>00228</ID><TEXT>We've been set up! Go with the driver. I'll cause a diversion.</TEXT>
<ID>00229</ID><TEXT>We’ve been set up! Go with the driver. I’ll cause a diversion. Go! I’ll follow!</TEXT>
<ID>00230</ID><TEXT>We’ve been set up! Go with the driver! I’ll take a bike! Go, get out! I’ll find another way out!</TEXT>
<ID>00231</ID><TEXT>Get out of here!</TEXT>
<ID>00232</ID><TEXT>Take the bike</TEXT>
<ID>00233</ID><TEXT>Hold off the cops</TEXT>
<ID>00234</ID><TEXT>Try the stairs</TEXT>
<ID>00235</ID><TEXT>Try the stairs to the roof</TEXT>
<ID>00236</ID><TEXT>I can’t hold them off!</TEXT><ID>00237</ID><TEXT>…just see a fancy automobile and take it, like the long arm of the law ain't ever gonna be around the next corner, right there to slap 'em, slap 'em hard so they never get up …..damn, I'll bust her ass just for looking good… alright… elementary school drop out for sure...hey, hey, move, move, get 'em!</TEXT>
<ID>00238</ID><TEXT>Health acquired</TEXT>
<ID>00239</ID><TEXT>Failed: Cops still following </TEXT>
<ID>00240</ID><TEXT>Failed: Cops aware</TEXT>
mission01:
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<ID>00224</ID><TEXT>I ain’t saying nothing till I speak to my lawyer. You got nothing on me – nothing. I’m walking out of here. I’m turning around and walking out of here.</TEXT>
<ID>00225</ID><TEXT>Just how long’s that gonna take, coz I gotta use the bathroom. Oh, give me a break – I’m in pain here.</TEXT>
<ID>00226</ID><TEXT>Come on man, lose the cuffs, I ain’t going nowhere – just take them off! Take them off, me man!</TEXT>
Last edited by Klancnik777 on Sun Jan 13, 2013 1:14 pm, edited 1 time in total.
#46331
PostalDude wrote:Every stunt has text like that at the end, upon further examination. I also scrolled past something like "TSD EXPORT"
The "Bomb in your car" text with all the different speeds....christ, Reflections had trouble making up their minds apparently.
hmmm interesting...
#46334
PostalDude, thanks for clearing up the confusion with MPS files. It's just remnants of the fact DRIV3R uses a modified Stuntman engine, even the MPS files are considerably similar to MPC files. Mystery solved.
#46357
i found something in mission45.mpc:
Code: Select all
CharacterTanner CharacterCop Civilian VehicleCopCar
something is wierd:

all other script files dont have structure like this. so it wasnt properly converted :/


Update:

found something interesting while i was browsing thru Mission53.mpc file:
Code: Select all
pFilename Z:\Driver3Missions\BetaMissions\Mission53.cpf
cpf? maybe written script before it was converted.
#46367
dafuq? (mission131 (welcome to nice van chase))
Code: Select all
Chasers Char goon chaser 24 pRole pPersonality Baddie  pPersonalityIndex pHealth pFelony pWeapon pVulnerability pFlags Char 01 Calita PathAndVehicle  Target chaser 02 on van pCharacter pAttachTo pWalkSpeed pVehicleSpeed pDesiredTransport Target chaser 01 on van Exclude 02 alley pRadius Exclude 01 junction Volume trigger cam 03 Camera 04 pLookAt pCameraZoom pSpeed pBlur Car goon chaser 05 pWeight pSoftness pIFragility pDemoOnlyExplosionSoftness pTintValue Char goon chaser 05 Camera 05 Car goon chaser 02 Char goon chaser 02 Target chaser 05 on van Volume trigger chaser 05 Car goon chaser 09 Char goon chaser 16 Char goon chaser 10 Char goon chaser 09 Target chaser 08 on van Car 01 Badhand's Car goon chaser 20 Char goon chaser 20 Volume trigger chaser 20 Target chaser 20 on van Target chaser 21 on van Char goon chaser 21 Car goon chaser 21 Volume trigger chaser 21 Volume disable chasers Volume trigger IGCS 11c Car goon IGCS 01 Car goon IGCS 02 Char goon IGCS 02 Volume trigger chaser 02 Char goon chaser 07 Car goon chaser 07 Target chaser 07 on van Target chaser 09 on van Target chaser 12 on van Volume trigger chaser 07 Car goon chaser 12 Char goon chaser 12 Volume trigger chaser 09 Volume trigger chaser 08 Car goon chaser 10 Char goon chaser 11 Car goon chaser 11 Volume trigger chaser 10 Volume trigger chaser 11 Car goon chaser 16 Volume trigger chaser 12 Car goon chaser 18 Char goon chaser 18 Volume trigger chaser 16 Target chaser 16 on van Camera 01 Camera 02 Car goon chaser 23 Car goon chaser 01 Volume trigger chaser 18 Char goon chaser 01 Target chaser 18 on van Char goon chaser 08 Car goon chaser 08 Char goon chaser 23 Char 00 Tanner Car goon chaser 24  Volume trigger chaser 22 Volume trigger chaser 23 Target chaser 23 on van Camera 03 Marker Tanner out of van AIpath IGCS Tanner pBurnoutTime AIpath IGCS Calita AIpath IGCS Badhand Car goon chaser 26 Char goon chaser 26 Volume trigger chaser 26 Char goon chaser 06 Char 02 Badhand AIpath IGCS Van Volume end pad record Char goon IGCS 01 AIpath goon IGCS 01 AIpath goon IGCS 02 Char goon chaser 25 Car goon chaser 25 Volume trigger chaser 25 Target chaser 25 on van Volume trigger chaser 24 Car goon chaser 06 Volume trigger chaser 06 Char 03 Tanner IGCS Camera 00 Char goon chaser 03 Volume trigger chaser 03 Volume trigger chaser 04 Char goon chaser 04 Car goon chaser 04 Target chaser 03 on van Target chaser 04 on van Car goon chaser 03 Target chaser 06 on van Target chaser 10 on van Target chaser 11 on van Target chaser 13 on van Target chaser 14 on van Target chaser 15 on van Target chaser 17 on van Target chaser 19 on van Target chaser 22 on van Target chaser 24 on van Target chaser 26 on van Char goon chaser 13 Car goon chaser 13 Car goon chaser 14 Char goon chaser 14 Volume trigger chaser 13 Volume trigger chaser 14 Char goon chaser 15 Car goon chaser 15 Volume trigger chaser 15 Volume trigger chaser 17 Char goon chaser 17 Car goon chaser 17  Car goon chaser 19 Char goon chaser 19 Volume trigger chaser 19 Car goon chaser 22 Char goon chaser 22 AIpath goon chaser 11 AIpath goon chaser 06 Icon end pHeight pMaxAdaptiveHeight 131 - Calita's Tail pt2 PLAY pWireCollection END pNoDelay Exclude 02 ON pActor pActivity Take out the goons pMessage pTimer pPriority 2 Frame Delay pFrameDelay Tanner FPS from Van pVehicle pPlayer pWeapon1 pWeapon2 pVehicleType 0.8 secs pInterval Chaser 02 -- Badhand > 140m pActor1 pActor2 pThreshold pCheckType Goon chaser 02 = dead pObject pWatchover pValue 11c - Gang get out of Van pDisableCivs pSubtitles Play FPRS route 01 pTarget pProperty pAnimation pNumPadRecordings pPadFilename M11.PAD 0 auto cops pChasers pType pAggression pArmour pGoonWeapon1 pGoonWeapon2 pGoonWeapon3 Badhand = dead Unnamed pFailDelay Chaser 01 -- Badhand > 140m Exclude 01 ON Target chaser 01 DEACTIVE Chaser 05 -- Badhand > 140m Char goon chaser 02 ping OUT Target chaser 02 DEACTIVE Char goon chaser 01 ping OUT Exclude 01 OFF Fast pMusicType Target chaser 05 ACTIVE Exclude 02 OFF Goon chaser 02 = wrecked pArea Goon chaser 03 = wrecked Target chaser 01 ACTIVE Chasers PLUS 1 pName pCounterIndex pAction Goon chaser 01 = wrecked Goon chaser 04 = wrecked Goon chaser 05 = wrecked Goon chaser 06 = wrecked Goon chaser 07 = wrecked Goon chaser 08 = wrecked Icon end ON Goon chaser 09 = wrecked Goon chaser 10 = wrecked Goon chaser 11 = wrecked Target chaser 08 ACTIVE Goon chaser 12 = wrecked Tanner ping OUT Tanner has lots of SPAS12 ammo Goon chaser 13 = wrecked Goon chaser 14 = wrecked chasers ping OUT Calita = invulnerable pCameraType pDuration pBlendTime pThrillCamZoom pThrillCamSpeed pThrillCamBlur Target chaser 02 ACTIVE Goon chaser 15 = wrecked Char goon chaser 09 ping OUT Calita = dead Chaser 07 -- Badhand > 140m Chaser 08 -- Badhand > 140m Chaser 09 -- Badhand > 140m Chaser 12 -- Badhand > 140m Tanner = dead Goon chaser 16 = wrecked Target chaser 18 ACTIVE Chaser 18 -- Badhand > 100m Goon chaser 17 = wrecked Calita get out of van Goon chaser 18 = wrecked Chasers > 0 pCondition Chasers > 1 Chaser 01 -- Badhand > 100m Chaser 16 -- Badhand > 140m Chaser 02 -- Badhand > 100m Chaser 05 -- Badhand > 100m Chaser 08 -- Badhand > 100m Goon chaser 01 = dead Goon chaser 19 = wrecked Stop FPRS route 01 Goon chaser 05 = dead Goon chaser 08 = dead Chasers MINUS 1 Target chaser 05 DEACTIVE Badhand = invulnerable Char goon chaser 07 ping OUT Char goon chaser 05 ping OUT Target chaser 08 DEACTIVE Char goon IGCS 02 ping IN Char goon IGCS 01 ping IN Car goon IGCS 01 ping IN Car goon IGCS 02 ping OUT Goon IGCS 02 pPath Goon IGCS 01 Goon chaser 20 = wrecked Target chaser 07 ACTIVE Target chaser 23 ACTIVE Chaser 07 -- Badhand > 100m Goon chaser 07 = dead Target chaser 07 DEACTIVE Chaser 23 -- Badhand > 100m Deactivate all chase targets Chaser 23 -- Badhand > 140m Goon chaser 23 = dead Target chaser 12 ACTIVE Chaser 12 -- Badhand > 100m Goon chaser 12 = dead Target chaser 12 DEACTIVE Chaser 18 -- Badhand > 140m Char goon chaser 08 ping OUT Stop FPRS route Badhands Van pMinForce pMaxForce pBulletDamage pText pInvincibleTyres Goon chaser 21 = wrecked Goon chaser 22 = wrecked Goon chaser 23 = wrecked Target chaser 23 DEACTIVE Goon chaser 18 = dead Target chaser 18 DEACTIVE Badhand get out of van Goon chaser 24 = wrecked Target chaser 09 ACTIVE Chaser 09 -- Badhand > 100m Goon chaser 09 = dead Target chaser 09 DEACTIVE Goon chaser 25 = wrecked Target chaser 10 ACTIVE Goon chaser 26 = wrecked Char goon chaser 18 ping OUT Car goon chaser 18 ping OUT Target chaser 16 ACTIVE Chaser 16 -- Badhand > 100m Goon chaser 16 = dead Target chaser 16 DEACTIVE BH's van wrecked 1 Frame Delay Char goon chaser 16 ping OUT Char goon chaser 12 ping OUT Car goon chaser 16 ping OUT Car goon chaser 12 ping OUT Car goon chaser 01 ping OUT Car goon chaser 09 ping OUT Car goon chaser 02 ping OUT Car goon chaser 08 ping OUT Car goon chaser 05 ping OUT Car goon chaser 07 ping OUT Disable all Goon Watches + Proximity Chasers = 0 Char goon chaser 11 ping OUT Chaser 10 -- Badhand > 140m Chaser 11 -- Badhand > 140m 0.2 secs Target chaser 20 ACTIVE Target chaser 25 ACTIVE Chaser 25 -- Badhand > 100m Char goon chaser 23 ping OUT Car goon chaser 23 ping OUT Tanner has lots of Uzi9mm ammo IGCS Tanner IGCS Calita IGCS Badhand Chaser 25 -- Badhand > 140m IGCS Van pulls up Goon chaser 25 = dead Target chaser 25 DEACTIVE Char goon chaser 25 ping OUT Car goon chaser 25 ping OUT Chaser 10 -- Badhand > 100m From Black 0.5 secs pFadeToColourTime pFadeFromColourTime pColour Chaser 20 -- Badhand > 100m Chaser 20 -- Badhand > 140m Goon chaser 20 = dead Target chaser 20 DEACTIVE Char goon chaser 20 ping OUT Car goon chaser 20 ping OUT Char goon chaser 20 ping IN Car goon chaser 20 ping IN Target chaser 21 ACTIVE Chaser 21 -- Badhand > 100m Chaser 21 -- Badhand > 140m Goon chaser 21 = dead Target chaser 21 DEACTIVE Char goon chaser 21 ping OUT Car goon chaser 21 ping OUT Goon chaser 10 = dead Icon end OFF Disable the IGCS launch Clear Tanners weapons Tanner has some Grenade ammo Target chaser 10 DEACTIVE Target chaser 24 ACTIVE Chaser 24 -- Badhand > 100m Chaser 24 -- Badhand > 140m Goon chaser 24 = dead Target chaser 24 DEACTIVE Char goon chaser 24 ping OUT Car goon chaser 24 ping OUT Chasers < 2 Target chaser 26 ACTIVE Chaser 26 -- Badhand > 100m Chaser 03 -- Badhand > 140m Tanner IGCS ping IN 0.3 secs 0.5 secs Target chaser 06 ACTIVE Target chaser 03 ACTIVE Chaser 04 -- Badhand > 140m Chaser 03 -- Badhand > 100m Target chaser 03 DEACTIVE Char goon chaser 04 ping OUT Char goon chaser 03 ping OUT Target chaser 04 ACTIVE Chaser 04 -- Badhand > 100m Goon chaser 04 = dead Target chaser 04 DEACTIVE Car goon chaser 03 ping OUT Car goon chaser 04 ping OUT Char goon chaser 10 ping OUT Target chaser 11 ACTIVE Chaser 11 -- Badhand > 100m Goon chaser 11 = dead Target chaser 11 DEACTIVE Car goon chaser 11 ping OUT Car goon chaser 10 ping OUT Goon Chaser 11 Chaser 14 -- Badhand > 140m Target chaser 14 ACTIVE Chaser 14 -- Badhand > 100m Goon chaser 14 = dead Target chaser 14 DEACTIVE Char goon chaser 14 ping OUT Car goon chaser 14 ping OUT Char goon chaser 13 ping OUT Chaser 13 -- Badhand > 140m Target chaser 13 ACTIVE Chaser 13 -- Badhand > 100m Goon chaser 13 = dead Target chaser 13 DEACTIVE Car goon chaser 13 ping OUT Chaser 17 -- Badhand > 140m Target chaser 17 ACTIVE Chaser 17 -- Badhand > 100m Goon chaser 17 = dead Target chaser 17 DEACTIVE Char goon chaser 17 ping OUT Car goon chaser 17 ping OUT Char goon chaser 15 ping OUT Chaser 15 -- Badhand > 140m Target chaser 15 ACTIVE Chaser 15 -- Badhand > 100m Goon chaser 15 = dead Target chaser 15 DEACTIVE Car goon chaser 15 ping OUT Target chaser 19 ACTIVE Chaser 19 -- Badhand > 100m Chaser 19 -- Badhand > 140m Goon chaser 19 = dead Target chaser 19 DEACTIVE Char goon chaser 19 ping OUT Car goon chaser 19 ping OUT Char goon chaser 19 ping IN Car goon chaser 19 ping IN Target chaser 22 ACTIVE Chaser 22 -- Badhand > 100m Chaser 22 -- Badhand > 140m Goon chaser 22 = dead Target chaser 22 DEACTIVE Char goon chaser 22 ping OUT Car goon chaser 22 ping OUT Chaser 26 -- Badhand > 140m Goon chaser 26 = dead Target chaser 26 DEACTIVE Char goon chaser 26 ping OUT Car goon chaser 26 ping OUT Chaser 06 -- Badhand > 100m Unlock MAC-10 pItem Chaser 06 -- Badhand > 140m Goon chaser 06 = dead Target chaser 06 DEACTIVE Char goon chaser 06 ping OUT Car goon chaser 06 ping OUT Char goon chaser 06 ping IN Car goon chaser 06 ping IN Char goon chaser 18 ping IN Car goon chaser 18 ping IN No peds pHigh pNormal pLow pNone Goon Chaser 06 Tanner has some Mac10 ammo Look at Badhands Van Correct overlays
wow
#46372
That's a lot of text...maybe take a screenshot next time so it's not a jumbled mess.

EDIT: Nevermind, it's a jumbled mess any way you look at it. I made it look like a list:
Code: Select all
Chasers
Char goon chaser 24
pRole
pPersonality
Baddie 
pPersonalityIndex
pHealth
pFelony
pWeapon
pVulnerability
pFlags
Char 01 Calita
PathAndVehicle 
Target chaser 02 on van
pCharacter
pAttachTo
pWalkSpeed
pVehicleSpeed
pDesiredTransport
Target chaser 01 on van
Exclude 02 alley
pRadius
Exclude 01 junction
Volume trigger cam 03
Camera 04
pLookAt
pCameraZoom
pSpeed
pBlur
Car goon chaser 05
pWeight
pSoftness
pIFragility
pDemoOnlyExplosionSoftness
pTintValue
Char goon chaser 05
Camera 05
Car goon chaser 02
Char goon chaser 02
Target chaser 05 on van
Volume trigger chaser 05
Car goon chaser 09
Char goon chaser 16
Char goon chaser 10
Char goon chaser 09
Target chaser 08 on van
Car 01 Badhand's
Car goon chaser 20
Char goon chaser 20
Volume trigger chaser 20
Target chaser 20 on van
Target chaser 21 on van
Char goon chaser 21
Car goon chaser 21
Volume trigger chaser 21
Volume disable chasers
Volume trigger IGCS 11c
Car goon IGCS 01
Car goon IGCS 02
Char goon IGCS 02
Volume trigger chaser 02
Char goon chaser 07
Car goon chaser 07
Target chaser 07 on van
Target chaser 09 on van
Target chaser 12 on van
Volume trigger chaser 07
Car goon chaser 12
Char goon chaser 12
Volume trigger chaser 09
Volume trigger chaser 08
Car goon chaser 10
Char goon chaser 11
Car goon chaser 11
Volume trigger chaser 10
Volume trigger chaser 11
Car goon chaser 16
Volume trigger chaser 12
Car goon chaser 18
Char goon chaser 18
Volume trigger chaser 16
Target chaser 16 on van
Camera 01
Camera 02
Car goon chaser 23
Car goon chaser 01
Volume trigger chaser 18
Char goon chaser 01
Target chaser 18 on van
Char goon chaser 08
Car goon chaser 08
Char goon chaser 23
Char 00 Tanner
Car goon chaser 24 
Volume trigger chaser 22
Volume trigger chaser 23
Target chaser 23 on van
Camera 03
Marker Tanner out of van
AIpath IGCS Tanner
pBurnoutTime
AIpath IGCS Calita
AIpath IGCS Badhand
Car goon chaser 26
Char goon chaser 26
Volume trigger chaser 26
Char goon chaser 06
Char 02 Badhand
AIpath IGCS Van
Volume end pad record
Char goon IGCS 01
AIpath goon IGCS 01
AIpath goon IGCS 02
Char goon chaser 25
Car goon chaser 25
Volume trigger chaser 25
Target chaser 25 on van
Volume trigger chaser 24
Car goon chaser 06
Volume trigger chaser 06
Char 03 Tanner IGCS
Camera 00
Char goon chaser 03
Volume trigger chaser 03
Volume trigger chaser 04
Char goon chaser 04
Car goon chaser 04
Target chaser 03 on van
Target chaser 04 on van
Car goon chaser 03
Target chaser 06 on van
Target chaser 10 on van
Target chaser 11 on van
Target chaser 13 on van
Target chaser 14 on van
Target chaser 15 on van
Target chaser 17 on van
Target chaser 19 on van
Target chaser 22 on van
Target chaser 24 on van
Target chaser 26 on van
Char goon chaser 13
Car goon chaser 13
Car goon chaser 14
Char goon chaser 14
Volume trigger chaser 13
Volume trigger chaser 14
Char goon chaser 15
Car goon chaser 15
Volume trigger chaser 15
Volume trigger chaser 17
Char goon chaser 17
Car goon chaser 17 
Car goon chaser 19
Char goon chaser 19
Volume trigger chaser 19
Car goon chaser 22
Char goon chaser 22
AIpath goon chaser 11
AIpath goon chaser 06
Icon end
pHeight
pMaxAdaptiveHeight
131 - Calita's Tail pt2 PLAY
pWireCollection
END
pNoDelay
Exclude 02 ON
pActor
pActivity
Take out the goons
pMessage
pTimer
pPriority
2 Frame Delay
pFrameDelay
Tanner FPS from Van
pVehicle
pPlayer
pWeapon1
pWeapon2
pVehicleType
0.8 secs
pInterval
Chaser 02 -- Badhand > 140m
pActor1
pActor2
pThreshold
pCheckType
Goon chaser 02 = dead
pObject
pWatchover
pValue
11c - Gang get out of Van
pDisableCivs
pSubtitles
Play FPRS route 01
pTarget
pProperty
pAnimation
pNumPadRecordings
pPadFilename
M11.PAD
0 auto cops
pChasers
pType
pAggression
pArmour
pGoonWeapon1
pGoonWeapon2
pGoonWeapon3
Badhand = dead
Unnamed
pFailDelay
Chaser 01 -- Badhand > 140m
Exclude 01 ON
Target chaser 01 DEACTIVE
Chaser 05 -- Badhand > 140m
Char goon chaser 02 ping OUT
Target chaser 02 DEACTIVE
Char goon chaser 01 ping OUT
Exclude 01 OFF
Fast
pMusicType
Target chaser 05 ACTIVE
Exclude 02 OFF
Goon chaser 02 = wrecked
pArea
Goon chaser 03 = wrecked
Target chaser 01 ACTIVE
Chasers PLUS 1
pName
pCounterIndex
pAction
Goon chaser 01 = wrecked
Goon chaser 04 = wrecked
Goon chaser 05 = wrecked
Goon chaser 06 = wrecked
Goon chaser 07 = wrecked
Goon chaser 08 = wrecked
Icon end ON
Goon chaser 09 = wrecked
Goon chaser 10 = wrecked
Goon chaser 11 = wrecked
Target chaser 08 ACTIVE
Goon chaser 12 = wrecked
Tanner ping OUT
Tanner has lots of SPAS12 ammo
Goon chaser 13 = wrecked
Goon chaser 14 = wrecked
chasers ping OUT
Calita = invulnerable
pCameraType
pDuration
pBlendTime
pThrillCamZoom
pThrillCamSpeed
pThrillCamBlur
Target chaser 02 ACTIVE
Goon chaser 15 = wrecked
Char goon chaser 09 ping OUT
Calita = dead
Chaser 07 -- Badhand > 140m
Chaser 08 -- Badhand > 140m
Chaser 09 -- Badhand > 140m
Chaser 12 -- Badhand > 140m
Tanner = dead
Goon chaser 16 = wrecked
Target chaser 18 ACTIVE
Chaser 18 -- Badhand > 100m
Goon chaser 17 = wrecked
Calita get out of van
Goon chaser 18 = wrecked
Chasers > 0
pCondition
Chasers > 1
Chaser 01 -- Badhand > 100m
Chaser 16 -- Badhand > 140m
Chaser 02 -- Badhand > 100m
Chaser 05 -- Badhand > 100m
Chaser 08 -- Badhand > 100m
Goon chaser 01 = dead
Goon chaser 19 = wrecked
Stop FPRS route 01
Goon chaser 05 = dead
Goon chaser 08 = dead
Chasers MINUS 1
Target chaser 05 DEACTIVE
Badhand = invulnerable
Char goon chaser 07 ping OUT
Char goon chaser 05 ping OUT
Target chaser 08 DEACTIVE
Char goon IGCS 02 ping IN
Char goon IGCS 01 ping IN
Car goon IGCS 01 ping IN
Car goon IGCS 02 ping OUT
Goon IGCS 02
pPath
Goon IGCS 01
Goon chaser 20 = wrecked
Target chaser 07 ACTIVE
Target chaser 23 ACTIVE
Chaser 07 -- Badhand > 100m
Goon chaser 07 = dead
Target chaser 07 DEACTIVE
Chaser 23 -- Badhand > 100m
Deactivate all chase targets
Chaser 23 -- Badhand > 140m
Goon chaser 23 = dead
Target chaser 12 ACTIVE
Chaser 12 -- Badhand > 100m
Goon chaser 12 = dead
Target chaser 12 DEACTIVE
Chaser 18 -- Badhand > 140m
Char goon chaser 08 ping OUT
Stop FPRS route
Badhands Van
pMinForce
pMaxForce
pBulletDamage
pText
pInvincibleTyres
Goon chaser 21 = wrecked
Goon chaser 22 = wrecked
Goon chaser 23 = wrecked
Target chaser 23 DEACTIVE
Goon chaser 18 = dead
Target chaser 18 DEACTIVE
Badhand get out of van
Goon chaser 24 = wrecked
Target chaser 09 ACTIVE
Chaser 09 -- Badhand > 100m
Goon chaser 09 = dead
Target chaser 09 DEACTIVE
Goon chaser 25 = wrecked
Target chaser 10 ACTIVE
Goon chaser 26 = wrecked
Char goon chaser 18 ping OUT
Car goon chaser 18 ping OUT
Target chaser 16 ACTIVE
Chaser 16 -- Badhand > 100m
Goon chaser 16 = dead
Target chaser 16 DEACTIVE
BH's van wrecked
1 Frame Delay
Char goon chaser 16 ping OUT
Char goon chaser 12 ping OUT
Car goon chaser 16 ping OUT
Car goon chaser 12 ping OUT
Car goon chaser 01 ping OUT
Car goon chaser 09 ping OUT
Car goon chaser 02 ping OUT
Car goon chaser 08 ping OUT
Car goon chaser 05 ping OUT
Car goon chaser 07 ping OUT
Disable all Goon Watches + Proximity
Chasers = 0
Char goon chaser 11 ping OUT
Chaser 10 -- Badhand > 140m
Chaser 11 -- Badhand > 140m
0.2 secs
Target chaser 20 ACTIVE
Target chaser 25 ACTIVE
Chaser 25 -- Badhand > 100m
Char goon chaser 23 ping OUT
Car goon chaser 23 ping OUT
Tanner has lots of Uzi9mm ammo
IGCS Tanner
IGCS Calita
IGCS Badhand
Chaser 25 -- Badhand > 140m
IGCS Van pulls up
Goon chaser 25 = dead
Target chaser 25 DEACTIVE
Char goon chaser 25 ping OUT
Car goon chaser 25 ping OUT
Chaser 10 -- Badhand > 100m
From Black 0.5 secs
pFadeToColourTime
pFadeFromColourTime
pColour
Chaser 20 -- Badhand > 100m
Chaser 20 -- Badhand > 140m
Goon chaser 20 = dead
Target chaser 20 DEACTIVE
Char goon chaser 20 ping OUT
Car goon chaser 20 ping OUT
Char goon chaser 20 ping IN
Car goon chaser 20 ping IN
Target chaser 21 ACTIVE
Chaser 21 -- Badhand > 100m
Chaser 21 -- Badhand > 140m
Goon chaser 21 = dead
Target chaser 21 DEACTIVE
Char goon chaser 21 ping OUT
Car goon chaser 21 ping OUT
Goon chaser 10 = dead
Icon end OFF
Disable the IGCS launch
Clear Tanners weapons
Tanner has some Grenade ammo
Target chaser 10 DEACTIVE
Target chaser 24 ACTIVE
Chaser 24 -- Badhand > 100m
Chaser 24 -- Badhand > 140m
Goon chaser 24 = dead
Target chaser 24 DEACTIVE
Char goon chaser 24 ping OUT
Car goon chaser 24 ping OUT
Chasers < 2
Target chaser 26 ACTIVE
Chaser 26 -- Badhand > 100m
Chaser 03 -- Badhand > 140m
Tanner IGCS ping IN
0.3 secs
0.5 secs
Target chaser 06 ACTIVE
Target chaser 03 ACTIVE
Chaser 04 -- Badhand > 140m
Chaser 03 -- Badhand > 100m
Target chaser 03 DEACTIVE
Char goon chaser 04 ping OUT
Char goon chaser 03 ping OUT
Target chaser 04 ACTIVE
Chaser 04 -- Badhand > 100m
Goon chaser 04 = dead
Target chaser 04 DEACTIVE
Car goon chaser 03 ping OUT
Car goon chaser 04 ping OUT
Char goon chaser 10 ping OUT
Target chaser 11 ACTIVE
Chaser 11 -- Badhand > 100m
Goon chaser 11 = dead
Target chaser 11 DEACTIVE
Car goon chaser 11 ping OUT
Car goon chaser 10 ping OUT
Goon Chaser 11
Chaser 14 -- Badhand > 140m
Target chaser 14 ACTIVE
Chaser 14 -- Badhand > 100m
Goon chaser 14 = dead
Target chaser 14 DEACTIVE
Char goon chaser 14 ping OUT
Car goon chaser 14 ping OUT
Char goon chaser 13 ping OUT
Chaser 13 -- Badhand > 140m
Target chaser 13 ACTIVE
Chaser 13 -- Badhand > 100m
Goon chaser 13 = dead
Target chaser 13 DEACTIVE
Car goon chaser 13 ping OUT
Chaser 17 -- Badhand > 140m
Target chaser 17 ACTIVE
Chaser 17 -- Badhand > 100m
Goon chaser 17 = dead
Target chaser 17 DEACTIVE
Char goon chaser 17 ping OUT
Car goon chaser 17 ping OUT
Char goon chaser 15 ping OUT
Chaser 15 -- Badhand > 140m
Target chaser 15 ACTIVE
Chaser 15 -- Badhand > 100m
Goon chaser 15 = dead
Target chaser 15 DEACTIVE
Car goon chaser 15 ping OUT
Target chaser 19 ACTIVE
Chaser 19 -- Badhand > 100m
Chaser 19 -- Badhand > 140m
Goon chaser 19 = dead
Target chaser 19 DEACTIVE
Char goon chaser 19 ping OUT
Car goon chaser 19 ping OUT
Char goon chaser 19 ping IN
Car goon chaser 19 ping IN
Target chaser 22 ACTIVE
Chaser 22 -- Badhand > 100m
Chaser 22 -- Badhand > 140m
Goon chaser 22 = dead
Target chaser 22 DEACTIVE
Char goon chaser 22 ping OUT
Car goon chaser 22 ping OUT
Chaser 26 -- Badhand > 140m
Goon chaser 26 = dead
Target chaser 26 DEACTIVE
Char goon chaser 26 ping OUT
Car goon chaser 26 ping OUT
Chaser 06 -- Badhand > 100m
Unlock MAC-10
pItem
Chaser 06 -- Badhand > 140m
Goon chaser 06 = dead
Target chaser 06 DEACTIVE
Char goon chaser 06 ping OUT
Car goon chaser 06 ping OUT
Char goon chaser 06 ping IN
Car goon chaser 06 ping IN
Char goon chaser 18 ping IN
Car goon chaser 18 ping IN
No peds
pHigh
pNormal
pLow
pNone
Goon Chaser 06
Tanner has some Mac10 ammo
Look at Badhands Van
Correct overlays
pElements
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