









WHAT IS THIS ?
--------------
This is a combined MISSION mod, MAP mod and ASS kisser. It only modifies the MAIN.SCM file.
It doesn't modify .IPL files because the coordinates of all the vehicles in the
game are stored in the MAIN.SCM file.

How was this possible ? This was possible because of galax, CtlAltDel, mattj and
many others work on cracking the MAIN.SCM mission script file.











IS IT LEGAL ?
-------------
I have no idea.

















WHAT CAN IT DO ?
----------------
It (or you) can:
- Change the coordinates and orientation of parked vehicles.
- Replace existing vehicles with other vehicles.
- Lock or unlock the doors of parked vehicles.
- Enable or disable the car alarms of parked vehicles.
- Do lots of tricks:
  - Make a full blown gang-war by bringing all gangs
    together in a massive fight.
  - Make an airport with lots of DODO's.
  - Make an armybase with lots of tanks.
  - Make a police fortress.
  - Replace parked police cars with FBI cars.
  - Move boats around, like to the east side of Portland
    or the west side of Staunton.
  - And all those other things, like moving a vehicle to your
    newly created island.

If you can find the ambulance in Portland... it's missing...



















DOES IT WORK ?
--------------
It sure as h* works on my system. Never had any problems with it.
















INSTALLATION
------------
1. Backup your MAIN.SCM mission script file.
1. Unzip these files to anywhere.
2. Doubleclick the Barton3.exe

When prompted for an .IDE file, load the DEFAULT.IDE file.




COMPATIBILITY TEST
------------------
To test if your MAIN.SCM is compatible with this application,
load the included file "Full test.BARTON1" as a plugin.











USAGE
-----
1. Please note that this program loads the car ID's and model names
   contained in the default.ide file. If you have swapped the ID numbers
   in it, then these ID numbers will also be swapped in this program.
   This means that if you have swapped the default ID number for the KURUMA
   with the ID number of the BOBCAT, if you start a new game, all the KURUMA
   3D graphic models will be replaced by the BOBCAT model. The BOBCATs and the
   KURUMAs will become HALF KURUMA and HALF BOBCAT. The KURUMA will get the
   engine sound and GXT name of the BOBCAT. The BOBCAT will get the engine
   sound and GXT name of the KURUMA. The parked KURUMAs and BOBCATs will be
   swapped. The KURUMAs and BOBCATs used in missions will also be swapped.
   Since this program uses both the model names and ID's, the vehicle model
   name displayed in each block in this program will be equal to the graphics
   used in the game. The GXT and engine sounds used will NOT be equal.

   What I'm trying to say here is, if you are using a modified DEFAULT.IDE
   file when you play the game, you should use the same DEFAULT.IDE in this
   program.

   If the default.ide file used in the game and in this program is UNALTERED,
   then EVERYTHING WILL BE NORMAL. The GXT names and engine sounds will NEVER
   be swapped around (like aliens swap heads).

2. UNSAFE CARS
   The parked cars in the main.scm file is stored in two different ways.
   The first 37 cars in the "CAR IN BLOCK" list is stored differently from the
   rest. If you replace a car from the top 37 cars of the list with a car from
   the end of the list, sometimes the game locks up when loading. By default,
   you can't replace the 37 first cars with the other cars or replace the other
   cars with the 37 first. If you select "ENABLE UNSAFE CARS" you CAN do this.

   If you have problem changing a car into a SAFE one after enabling unsafe cars
   select the landstalker and apply changes. If the Landstalker is unsafe, select
   a car at the bottom of the list. All vehicles below (and including) CABBIE
   is below the 37 first cars. The car you now select should be SAFE and you can
   disable the "ENABLE UNSAFE CARS" by clicking on it.

3. If you feel like murdering somebody... (whatever, I'm just a dork, or trying to be...)














- Barton Waterduck -










wow, that was a lot of text.


6 pages.






